Repository: MorcilloSanz/RendererGL Branch: main Commit: 7c83ec1f410f Files: 575 Total size: 5.8 MB Directory structure: gitextract_oar47vq7/ ├── .gitignore ├── CMakeLists.txt ├── LICENSE ├── README.md ├── compile.md ├── src/ │ ├── CMakeLists.txt │ └── engine/ │ ├── CMakeLists.txt │ ├── Vec3.h │ ├── group/ │ │ ├── DynamicPolytope.cpp │ │ ├── DynamicPolytope.h │ │ ├── Group.cpp │ │ ├── Group.h │ │ ├── Polytope.cpp │ │ ├── Polytope.h │ │ ├── Scene.cpp │ │ └── Scene.h │ ├── lighting/ │ │ ├── DirectionalLight.cpp │ │ ├── DirectionalLight.h │ │ ├── Light.cpp │ │ ├── Light.h │ │ ├── Material.h │ │ ├── PBRMaterial.h │ │ ├── PhongMaterial.h │ │ ├── PointLight.cpp │ │ └── PointLight.h │ ├── model/ │ │ ├── Model.cpp │ │ └── Model.h │ ├── opengl/ │ │ ├── buffer/ │ │ │ ├── Buffer.h │ │ │ ├── FrameBuffer.cpp │ │ │ ├── FrameBuffer.h │ │ │ ├── IndexBuffer.cpp │ │ │ ├── IndexBuffer.h │ │ │ ├── MultiSampleRenderBuffer.cpp │ │ │ ├── MultiSampleRenderBuffer.h │ │ │ ├── RenderBuffer.cpp │ │ │ ├── RenderBuffer.h │ │ │ ├── VertexArray.cpp │ │ │ ├── VertexArray.h │ │ │ ├── VertexBuffer.cpp │ │ │ └── VertexBuffer.h │ │ ├── glsl/ │ │ │ ├── BlinnPhong.frag │ │ │ ├── BlinnPhong.vert │ │ │ ├── Default.frag │ │ │ ├── Default.vert │ │ │ ├── HDR.frag │ │ │ ├── HDR.vert │ │ │ ├── PBR.frag │ │ │ ├── PBR.vert │ │ │ ├── Selection.frag │ │ │ ├── Selection.vert │ │ │ ├── SimpleDepth.frag │ │ │ ├── SimpleDepth.vert │ │ │ ├── SkyBox.frag │ │ │ ├── SkyBox.vert │ │ │ ├── TexturedQuad.frag │ │ │ └── TexturedQuad.vert │ │ └── shader/ │ │ ├── Shader.cpp │ │ └── Shader.h │ ├── ptr.h │ ├── renderer/ │ │ ├── Camera.cpp │ │ ├── Camera.h │ │ ├── FPSCamera.cpp │ │ ├── FPSCamera.h │ │ ├── FrameCapturer.h │ │ ├── MouseRayCasting.cpp │ │ ├── MouseRayCasting.h │ │ ├── Renderer.cpp │ │ ├── Renderer.h │ │ ├── SkyBox.cpp │ │ ├── SkyBox.h │ │ ├── TrackballCamera.cpp │ │ └── TrackballCamera.h │ ├── shapes/ │ │ ├── Cube.cpp │ │ ├── Cube.h │ │ ├── Shape.cpp │ │ ├── Shape.h │ │ ├── Sphere.cpp │ │ └── Sphere.h │ └── texture/ │ ├── ColorBufferTexture.cpp │ ├── ColorBufferTexture.h │ ├── CubeMapTexture.cpp │ ├── CubeMapTexture.h │ ├── DepthTexture.cpp │ ├── DepthTexture.h │ ├── MultiSampleTexture.cpp │ ├── MultiSampleTexture.h │ ├── Texture.cpp │ ├── Texture.h │ └── vendor/ │ └── stb_image.h ├── test/ │ ├── CMakeLists.txt │ ├── testCube/ │ │ ├── CMakeLists.txt │ │ ├── README.md │ │ └── src/ │ │ └── main.cpp │ ├── testHDRI/ │ │ ├── CMakeLists.txt │ │ ├── README.md │ │ └── src/ │ │ ├── ImguiStyles.h │ │ └── main.cpp │ ├── testImGuiGLFW/ │ │ ├── CMakeLists.txt │ │ ├── README.md │ │ ├── imgui.ini │ │ └── src/ │ │ ├── ImguiStyles.h │ │ └── main.cpp │ ├── testLighting/ │ │ ├── CMakeLists.txt │ │ ├── README.md │ │ └── src/ │ │ └── main.cpp │ ├── testModelPBR/ │ │ ├── CMakeLists.txt │ │ ├── README.md │ │ └── src/ │ │ ├── ImguiStyles.h │ │ └── main.cpp │ ├── testPBR/ │ │ ├── CMakeLists.txt │ │ ├── README.md │ │ └── src/ │ │ └── main.cpp │ ├── testPointCloud/ │ │ ├── CMakeLists.txt │ │ ├── README.md │ │ └── src/ │ │ ├── ImguiStyles.h │ │ └── main.cpp │ └── third_party/ │ └── imgui/ │ ├── .editorconfig │ ├── .gitattributes │ ├── .gitignore │ ├── LICENSE.txt │ ├── backends/ │ │ ├── imgui_impl_glfw.cpp │ │ ├── imgui_impl_glfw.h │ │ ├── imgui_impl_opengl3.cpp │ │ ├── imgui_impl_opengl3.h │ │ ├── imgui_impl_opengl3_loader.h │ │ ├── imgui_impl_vulkan.cpp │ │ ├── imgui_impl_vulkan.h │ │ └── vulkan/ │ │ ├── generate_spv.sh │ │ ├── glsl_shader.frag │ │ └── glsl_shader.vert │ ├── imconfig.h │ ├── imgui.cpp │ ├── imgui.h │ ├── imgui_demo.cpp │ ├── imgui_draw.cpp │ ├── imgui_internal.h │ ├── imgui_tables.cpp │ ├── imgui_widgets.cpp │ ├── imstb_rectpack.h │ ├── imstb_textedit.h │ ├── imstb_truetype.h │ └── misc/ │ ├── README.txt │ ├── cpp/ │ │ ├── README.txt │ │ ├── imgui_stdlib.cpp │ │ └── imgui_stdlib.h │ ├── debuggers/ │ │ ├── README.txt │ │ ├── imgui.gdb │ │ ├── imgui.natstepfilter │ │ └── imgui.natvis │ ├── fonts/ │ │ └── binary_to_compressed_c.cpp │ ├── freetype/ │ │ ├── README.md │ │ ├── imgui_freetype.cpp │ │ └── imgui_freetype.h │ └── single_file/ │ └── imgui_single_file.h └── third_party/ ├── CMakeLists.txt └── glm/ ├── CMakeLists.txt ├── common.hpp ├── detail/ │ ├── _features.hpp │ ├── _fixes.hpp │ ├── _noise.hpp │ ├── _swizzle.hpp │ ├── _swizzle_func.hpp │ ├── _vectorize.hpp │ ├── compute_common.hpp │ ├── compute_vector_relational.hpp │ ├── func_common.inl │ ├── func_common_simd.inl │ ├── func_exponential.inl │ ├── func_exponential_simd.inl │ ├── func_geometric.inl │ ├── func_geometric_simd.inl │ ├── func_integer.inl │ ├── func_integer_simd.inl │ ├── func_matrix.inl │ ├── func_matrix_simd.inl │ ├── func_packing.inl │ ├── func_packing_simd.inl │ ├── func_trigonometric.inl │ ├── func_trigonometric_simd.inl │ ├── func_vector_relational.inl │ ├── func_vector_relational_simd.inl │ ├── glm.cpp │ ├── qualifier.hpp │ ├── setup.hpp │ ├── type_float.hpp │ ├── type_half.hpp │ ├── type_half.inl │ ├── type_mat2x2.hpp │ ├── type_mat2x2.inl │ ├── type_mat2x3.hpp │ ├── type_mat2x3.inl │ ├── type_mat2x4.hpp │ ├── type_mat2x4.inl │ ├── type_mat3x2.hpp │ ├── type_mat3x2.inl │ ├── type_mat3x3.hpp │ ├── type_mat3x3.inl │ ├── type_mat3x4.hpp │ ├── type_mat3x4.inl │ ├── type_mat4x2.hpp │ ├── type_mat4x2.inl │ ├── type_mat4x3.hpp │ ├── type_mat4x3.inl │ ├── type_mat4x4.hpp │ ├── type_mat4x4.inl │ ├── type_mat4x4_simd.inl │ ├── type_quat.hpp │ ├── type_quat.inl │ ├── type_quat_simd.inl │ ├── type_vec1.hpp │ ├── type_vec1.inl │ ├── type_vec2.hpp │ ├── type_vec2.inl │ ├── type_vec3.hpp │ ├── type_vec3.inl │ ├── type_vec4.hpp │ ├── type_vec4.inl │ └── type_vec4_simd.inl ├── exponential.hpp ├── ext/ │ ├── matrix_clip_space.hpp │ ├── matrix_clip_space.inl │ ├── matrix_common.hpp │ ├── matrix_common.inl │ ├── matrix_double2x2.hpp │ ├── matrix_double2x2_precision.hpp │ ├── matrix_double2x3.hpp │ ├── matrix_double2x3_precision.hpp │ ├── matrix_double2x4.hpp │ ├── matrix_double2x4_precision.hpp │ ├── matrix_double3x2.hpp │ ├── matrix_double3x2_precision.hpp │ ├── matrix_double3x3.hpp │ ├── matrix_double3x3_precision.hpp │ ├── matrix_double3x4.hpp │ ├── matrix_double3x4_precision.hpp │ ├── matrix_double4x2.hpp │ ├── matrix_double4x2_precision.hpp │ ├── matrix_double4x3.hpp │ ├── matrix_double4x3_precision.hpp │ ├── matrix_double4x4.hpp │ ├── matrix_double4x4_precision.hpp │ ├── matrix_float2x2.hpp │ ├── matrix_float2x2_precision.hpp │ ├── matrix_float2x3.hpp │ ├── matrix_float2x3_precision.hpp │ ├── matrix_float2x4.hpp │ ├── matrix_float2x4_precision.hpp │ ├── matrix_float3x2.hpp │ ├── matrix_float3x2_precision.hpp │ ├── matrix_float3x3.hpp │ ├── matrix_float3x3_precision.hpp │ ├── matrix_float3x4.hpp │ ├── matrix_float3x4_precision.hpp │ ├── matrix_float4x2.hpp │ ├── matrix_float4x2_precision.hpp │ ├── matrix_float4x3.hpp │ ├── matrix_float4x3_precision.hpp │ ├── matrix_float4x4.hpp │ ├── matrix_float4x4_precision.hpp │ ├── matrix_int2x2.hpp │ ├── matrix_int2x2_sized.hpp │ ├── matrix_int2x3.hpp │ ├── matrix_int2x3_sized.hpp │ ├── matrix_int2x4.hpp │ ├── matrix_int2x4_sized.hpp │ ├── matrix_int3x2.hpp │ ├── matrix_int3x2_sized.hpp │ ├── matrix_int3x3.hpp │ ├── matrix_int3x3_sized.hpp │ ├── matrix_int3x4.hpp │ ├── matrix_int3x4_sized.hpp │ ├── matrix_int4x2.hpp │ ├── matrix_int4x2_sized.hpp │ ├── matrix_int4x3.hpp │ ├── matrix_int4x3_sized.hpp │ ├── matrix_int4x4.hpp │ ├── matrix_int4x4_sized.hpp │ ├── matrix_projection.hpp │ ├── matrix_projection.inl │ ├── matrix_relational.hpp │ ├── matrix_relational.inl │ ├── matrix_transform.hpp │ ├── matrix_transform.inl │ ├── matrix_uint2x2.hpp │ ├── matrix_uint2x2_sized.hpp │ ├── matrix_uint2x3.hpp │ ├── matrix_uint2x3_sized.hpp │ ├── matrix_uint2x4.hpp │ ├── matrix_uint2x4_sized.hpp │ ├── matrix_uint3x2.hpp │ ├── matrix_uint3x2_sized.hpp │ ├── matrix_uint3x3.hpp │ ├── matrix_uint3x3_sized.hpp │ ├── matrix_uint3x4.hpp │ ├── matrix_uint3x4_sized.hpp │ ├── matrix_uint4x2.hpp │ ├── matrix_uint4x2_sized.hpp │ ├── matrix_uint4x3.hpp │ ├── matrix_uint4x3_sized.hpp │ ├── matrix_uint4x4.hpp │ ├── matrix_uint4x4_sized.hpp │ ├── quaternion_common.hpp │ ├── quaternion_common.inl │ ├── quaternion_common_simd.inl │ ├── quaternion_double.hpp │ ├── quaternion_double_precision.hpp │ ├── quaternion_exponential.hpp │ ├── quaternion_exponential.inl │ ├── quaternion_float.hpp │ ├── quaternion_float_precision.hpp │ ├── quaternion_geometric.hpp │ ├── quaternion_geometric.inl │ ├── quaternion_relational.hpp │ ├── quaternion_relational.inl │ ├── quaternion_transform.hpp │ ├── quaternion_transform.inl │ ├── quaternion_trigonometric.hpp │ ├── quaternion_trigonometric.inl │ ├── scalar_common.hpp │ ├── scalar_common.inl │ ├── scalar_constants.hpp │ ├── scalar_constants.inl │ ├── scalar_int_sized.hpp │ ├── scalar_integer.hpp │ ├── scalar_integer.inl │ ├── scalar_packing.hpp │ ├── scalar_packing.inl │ ├── scalar_relational.hpp │ ├── scalar_relational.inl │ ├── scalar_uint_sized.hpp │ ├── scalar_ulp.hpp │ ├── scalar_ulp.inl │ ├── vector_bool1.hpp │ ├── vector_bool1_precision.hpp │ ├── vector_bool2.hpp │ ├── vector_bool2_precision.hpp │ ├── vector_bool3.hpp │ ├── vector_bool3_precision.hpp │ ├── vector_bool4.hpp │ ├── vector_bool4_precision.hpp │ ├── vector_common.hpp │ ├── vector_common.inl │ ├── vector_double1.hpp │ ├── vector_double1_precision.hpp │ ├── vector_double2.hpp │ ├── vector_double2_precision.hpp │ ├── vector_double3.hpp │ ├── vector_double3_precision.hpp │ ├── vector_double4.hpp │ ├── vector_double4_precision.hpp │ ├── vector_float1.hpp │ ├── vector_float1_precision.hpp │ ├── vector_float2.hpp │ ├── vector_float2_precision.hpp │ ├── vector_float3.hpp │ ├── vector_float3_precision.hpp │ ├── vector_float4.hpp │ ├── vector_float4_precision.hpp │ ├── vector_int1.hpp │ ├── vector_int1_sized.hpp │ ├── vector_int2.hpp │ ├── vector_int2_sized.hpp │ ├── vector_int3.hpp │ ├── vector_int3_sized.hpp │ ├── vector_int4.hpp │ ├── vector_int4_sized.hpp │ ├── vector_integer.hpp │ ├── vector_integer.inl │ ├── vector_packing.hpp │ ├── vector_packing.inl │ ├── vector_relational.hpp │ ├── vector_relational.inl │ ├── vector_uint1.hpp │ ├── vector_uint1_sized.hpp │ ├── vector_uint2.hpp │ ├── vector_uint2_sized.hpp │ ├── vector_uint3.hpp │ ├── vector_uint3_sized.hpp │ ├── vector_uint4.hpp │ ├── vector_uint4_sized.hpp │ ├── vector_ulp.hpp │ └── vector_ulp.inl ├── ext.hpp ├── fwd.hpp ├── geometric.hpp ├── glm.hpp ├── gtc/ │ ├── bitfield.hpp │ ├── bitfield.inl │ ├── color_space.hpp │ ├── color_space.inl │ ├── constants.hpp │ ├── constants.inl │ ├── epsilon.hpp │ ├── epsilon.inl │ ├── integer.hpp │ ├── integer.inl │ ├── matrix_access.hpp │ ├── matrix_access.inl │ ├── matrix_integer.hpp │ ├── matrix_inverse.hpp │ ├── matrix_inverse.inl │ ├── matrix_transform.hpp │ ├── matrix_transform.inl │ ├── noise.hpp │ ├── noise.inl │ ├── packing.hpp │ ├── packing.inl │ ├── quaternion.hpp │ ├── quaternion.inl │ ├── quaternion_simd.inl │ ├── random.hpp │ ├── random.inl │ ├── reciprocal.hpp │ ├── reciprocal.inl │ ├── round.hpp │ ├── round.inl │ ├── type_aligned.hpp │ ├── type_precision.hpp │ ├── type_precision.inl │ ├── type_ptr.hpp │ ├── type_ptr.inl │ ├── ulp.hpp │ ├── ulp.inl │ └── vec1.hpp ├── gtx/ │ ├── associated_min_max.hpp │ ├── associated_min_max.inl │ ├── bit.hpp │ ├── bit.inl │ ├── closest_point.hpp │ ├── closest_point.inl │ ├── color_encoding.hpp │ ├── color_encoding.inl │ ├── color_space.hpp │ ├── color_space.inl │ ├── color_space_YCoCg.hpp │ ├── color_space_YCoCg.inl │ ├── common.hpp │ ├── common.inl │ ├── compatibility.hpp │ ├── compatibility.inl │ ├── component_wise.hpp │ ├── component_wise.inl │ ├── dual_quaternion.hpp │ ├── dual_quaternion.inl │ ├── easing.hpp │ ├── easing.inl │ ├── euler_angles.hpp │ ├── euler_angles.inl │ ├── extend.hpp │ ├── extend.inl │ ├── extended_min_max.hpp │ ├── extended_min_max.inl │ ├── exterior_product.hpp │ ├── exterior_product.inl │ ├── fast_exponential.hpp │ ├── fast_exponential.inl │ ├── fast_square_root.hpp │ ├── fast_square_root.inl │ ├── fast_trigonometry.hpp │ ├── fast_trigonometry.inl │ ├── float_notmalize.inl │ ├── functions.hpp │ ├── functions.inl │ ├── gradient_paint.hpp │ ├── gradient_paint.inl │ ├── handed_coordinate_space.hpp │ ├── handed_coordinate_space.inl │ ├── hash.hpp │ ├── hash.inl │ ├── integer.hpp │ ├── integer.inl │ ├── intersect.hpp │ ├── intersect.inl │ ├── io.hpp │ ├── io.inl │ ├── log_base.hpp │ ├── log_base.inl │ ├── matrix_cross_product.hpp │ ├── matrix_cross_product.inl │ ├── matrix_decompose.hpp │ ├── matrix_decompose.inl │ ├── matrix_factorisation.hpp │ ├── matrix_factorisation.inl │ ├── matrix_interpolation.hpp │ ├── matrix_interpolation.inl │ ├── matrix_major_storage.hpp │ ├── matrix_major_storage.inl │ ├── matrix_operation.hpp │ ├── matrix_operation.inl │ ├── matrix_query.hpp │ ├── matrix_query.inl │ ├── matrix_transform_2d.hpp │ ├── matrix_transform_2d.inl │ ├── mixed_product.hpp │ ├── mixed_product.inl │ ├── norm.hpp │ ├── norm.inl │ ├── normal.hpp │ ├── normal.inl │ ├── normalize_dot.hpp │ ├── normalize_dot.inl │ ├── number_precision.hpp │ ├── number_precision.inl │ ├── optimum_pow.hpp │ ├── optimum_pow.inl │ ├── orthonormalize.hpp │ ├── orthonormalize.inl │ ├── perpendicular.hpp │ ├── perpendicular.inl │ ├── polar_coordinates.hpp │ ├── polar_coordinates.inl │ ├── projection.hpp │ ├── projection.inl │ ├── quaternion.hpp │ ├── quaternion.inl │ ├── range.hpp │ ├── raw_data.hpp │ ├── raw_data.inl │ ├── rotate_normalized_axis.hpp │ ├── rotate_normalized_axis.inl │ ├── rotate_vector.hpp │ ├── rotate_vector.inl │ ├── scalar_multiplication.hpp │ ├── scalar_relational.hpp │ ├── scalar_relational.inl │ ├── spline.hpp │ ├── spline.inl │ ├── std_based_type.hpp │ ├── std_based_type.inl │ ├── string_cast.hpp │ ├── string_cast.inl │ ├── texture.hpp │ ├── texture.inl │ ├── transform.hpp │ ├── transform.inl │ ├── transform2.hpp │ ├── transform2.inl │ ├── type_aligned.hpp │ ├── type_aligned.inl │ ├── type_trait.hpp │ ├── type_trait.inl │ ├── vec_swizzle.hpp │ ├── vector_angle.hpp │ ├── vector_angle.inl │ ├── vector_query.hpp │ ├── vector_query.inl │ ├── wrap.hpp │ └── wrap.inl ├── integer.hpp ├── mat2x2.hpp ├── mat2x3.hpp ├── mat2x4.hpp ├── mat3x2.hpp ├── mat3x3.hpp ├── mat3x4.hpp ├── mat4x2.hpp ├── mat4x3.hpp ├── mat4x4.hpp ├── matrix.hpp ├── packing.hpp ├── simd/ │ ├── common.h │ ├── exponential.h │ ├── geometric.h │ ├── integer.h │ ├── matrix.h │ ├── neon.h │ ├── packing.h │ ├── platform.h │ ├── trigonometric.h │ └── vector_relational.h ├── trigonometric.hpp ├── vec2.hpp ├── vec3.hpp ├── vec4.hpp └── vector_relational.hpp ================================================ FILE CONTENTS ================================================ ================================================ FILE: .gitignore ================================================ # Compilation folder /build # Visual Studio Code .vscode .vscode/* !.vscode/settings.json !.vscode/tasks.json !.vscode/launch.json !.vscode/extensions.json !.vscode/*.code-snippets # Local History for Visual Studio Code .history/ # Built Visual Studio Code Extensions *.vsix ================================================ FILE: CMakeLists.txt ================================================ #[[ MIT License Copyright (c) 2022 Alberto Morcillo Sanz Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ]] cmake_minimum_required(VERSION 3.10.0...3.22) if(${CMAKE_VERSION} VERSION_LESS 3.12) cmake_policy(VERSION ${CMAKE_MAJOR_VERSION}.${CMAKE_MINOR_VERSION}) endif() # Project project(RendererGL VERSION 0.1 DESCRIPTION "OpenGL renderer" HOMEPAGE_URL "https://github.com/MorcilloSanz/RendererGL" LANGUAGES CXX) message(STATUS "\n${PROJECT_NAME} ${RendererGL_VERSION}") message(STATUS ${RendererGL_DESCRIPTION}) message(STATUS ${RendererGL_HOMEPAGE_URL}) set (CMAKE_CXX_STANDARD 17) set(CMAKE_DEBUG_POSTFIX d) set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} -D_DEBUG") add_definitions(-DUNICODE) # Libraries find_package(GLEW REQUIRED) find_package(assimp REQUIRED) # third party add_subdirectory(third_party) include_directories(third_party) # Add src include_directories(src) add_subdirectory(src) # Copy shaders into build folder set(SHADERS_PATH "${CMAKE_CURRENT_SOURCE_DIR}/src/engine/opengl/glsl") file(GLOB shaderFiles ${SHADERS_PATH}/*.frag ${SHADERS_PATH}/*.vert) foreach(filename ${shaderFiles} ) file(COPY ${filename} DESTINATION ${CMAKE_CURRENT_BINARY_DIR}/glsl) endforeach() # Add tests add_subdirectory(test) ================================================ FILE: LICENSE ================================================ MIT License Copyright (c) 2022 Alberto Morcillo Sanz Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ================================================ FILE: README.md ================================================ # RendererGL RendererGL is a basic 3D renderer written in C++ and OpenGL that allows working with 3D graphics without the need to know computer graphics or OpenGL. So that both beginners and more experienced programmers can create a 3D scene with lighting, shadows and materials. > [!IMPORTANT] This project is still under development Take a look at some [screenshots](#screenshots). *3D assets are not included* ## Features * **Trackball and first person shooter camera** * **Anti aliasing (MSAA)** * **Textures** * **Load 3D models and textures from files** * **Skybox (cubemap)** * **FrameCapturer:** create a texture of the scene * **Blinn-Phong lighting:** Ambient, Diffuse, Specular, Emission * **Physically Based Rendering (PBR):** Albedo, Metallic, Normal, Roughness, Ambient Occlusion, Emission * **Shadow Mapping:** percentage closer filtering * **Normal Mapping** * **Gamma correction** * **HDR** * **Mouse ray casting:** object selection ### Scene Graph A [scene graph](https://en.wikipedia.org/wiki/Scene_graph) is a general data structure which arranges the logical and often spatial representation of a graphical scene. It is a collection of nodes in a graph or tree structure: * **Polytope:** A set of vertices and indices (optional) that defines a shape * **Group:** A set of polytopes. It also defines the primitive (triangles, quads...) which the polytopes inside of it will be drawn. * **Model:** A group which contains a set of polytopes that are loaded from a file (*.obj*, *.dae*, *...*) * **Scene:** Contains a set of groups, models and other scenes * **Renderer:** Contains a set of scenes. It's the one who deals with all the graphics stuff *Take a look at the example below* ## Example: rotating cube with lighting ```cpp #include #include #include #include #include #include const int WIDTH = 1280; const int HEIGHT = 900; GLFWwindow* window; Renderer::Ptr renderer; int main() { // Create window if (!glfwInit()) { std::cout << "Couldn't initialize window" << std::endl; return -1; } window = glfwCreateWindow(WIDTH, HEIGHT, "Cube example", NULL, NULL); if (!window) glfwTerminate(); glfwMakeContextCurrent(window); // Renderer renderer = Renderer::New(WIDTH, HEIGHT); renderer->enableLight(); // Camera double aspectRatio = static_cast(WIDTH) / HEIGHT; TrackballCamera::Ptr camera = TrackballCamera::perspectiveCamera(glm::radians(45.0f), aspectRatio, 0.1, 1000); renderer->setCamera(std::dynamic_pointer_cast(camera)); camera->zoom(-2.5); // Light DirectionalLight light(glm::vec3(1)); light.setColor(glm::vec3(1)); renderer->addLight(light); // Scene Cube::Ptr cube = Cube::New(); Group::Ptr group = Group::New(); group->add(cube); Scene::Ptr scene = Scene::New(); scene->addGroup(group); renderer->addScene(scene); // Main loop while (!glfwWindowShouldClose(window)) { // Update scene cube->rotate(0.55, glm::vec3(1, 0, 1)); // Draw scene renderer->clear(); renderer->draw(); // Update window glfwSwapBuffers(window); glfwPollEvents(); } // Destroy window glfwTerminate(); return 0; } ``` **Custom mesh** ```cpp std::vector vertices { ... }; std::vector indices { ... }; Polytope::Ptr mesh = Polytope::New(vertices, indices); Group::Ptr group = Group::New(); group->add(mesh); ``` ## Screenshots **Lighting (Blinn-Phong), shadow mapping and emission** ![](img/shadows.png) ![](img/emission.png) ![](img/rabbids.png) **PBR Materials** ![](img/pbr.png) **Point Cloud** ![](img/pointcloud.png) [Gabriel archangel by greypixel geometrics](https://skfb.ly/6GvWu) **360 image visualization example** ![](img/360image.gif) ## Contribution RendererGL is an open source project under the MIT licence. Feel free to fork it and contribute ## Compilation `CMake` is required for compilation. Take a look at [compile.md](compile.md) ## Dependencies * [GLEW](https://github.com/nigels-com/glew) for loading OpenGL extensions * [GLM](https://github.com/g-truc/glm) for linear algebra stuff * [ASSIMP](https://github.com/assimp/assimp) for loading 3D models from files (*.obj*, *.dae*, *...*) * [STB](https://github.com/nothings/stb) for loading images from files (*.png*, *.tga*, *.jpg*, *...*) Optional dependencies used in tests: * [GLFW](https://github.com/glfw/glfw) for creating a window with an OpenGL context * [ImGui](https://github.com/ocornut/imgui) for GUI ## References Dealing with OpenGL was much easier thanks to: * [Learn OpenGL](https://learnopengl.com/) * [The Cherno](https://www.youtube.com/@TheCherno) * [ThinMatrix](https://www.youtube.com/@ThinMatrix) ================================================ FILE: compile.md ================================================ # Compile Create build folder ``` mkdir build (if not created) cd build ``` Call cmake in order to generate Makefile ``` cmake .. ``` Compile ``` make ``` ================================================ FILE: src/CMakeLists.txt ================================================ #[[ MIT License Copyright (c) 2022 Alberto Morcillo Sanz Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ]] add_subdirectory(engine) ================================================ FILE: src/engine/CMakeLists.txt ================================================ #[[ MIT License Copyright (c) 2022 Alberto Morcillo Sanz Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ]] project(RendererGL) # Header Files set(HEADERS Vec3.h ptr.h opengl/buffer/Buffer.h opengl/buffer/VertexArray.h opengl/buffer/VertexBuffer.h opengl/buffer/IndexBuffer.h opengl/buffer/FrameBuffer.h opengl/buffer/RenderBuffer.h opengl/buffer/MultiSampleRenderBuffer.h opengl/shader/Shader.h group/Polytope.h group/DynamicPolytope.h group/Group.h group/Scene.h renderer/Renderer.h renderer/FrameCapturer.h renderer/Camera.h renderer/TrackballCamera.h renderer/FPSCamera.h renderer/SkyBox.h renderer/MouseRayCasting.h lighting/Material.h lighting/PhongMaterial.h lighting/PBRMaterial.h lighting/Light.h lighting/DirectionalLight.h lighting/PointLight.h texture/vendor/stb_image.h texture/Texture.h texture/CubeMapTexture.h texture/DepthTexture.h texture/ColorBufferTexture.h texture/MultiSampleTexture.h model/Model.h shapes/Shape.h shapes/Cube.h shapes/Sphere.h ) # CPP files set(SOURCES opengl/buffer/VertexArray.cpp opengl/buffer/VertexBuffer.cpp opengl/buffer/IndexBuffer.cpp opengl/buffer/FrameBuffer.cpp opengl/buffer/RenderBuffer.cpp opengl/buffer/MultiSampleRenderBuffer.cpp opengl/shader/Shader.cpp group/Polytope.cpp group/DynamicPolytope.cpp group/Group.cpp group/Scene.cpp renderer/Renderer.cpp renderer/Camera.cpp renderer/TrackballCamera.cpp renderer/FPSCamera.cpp renderer/SkyBox.cpp renderer/MouseRayCasting.cpp lighting/Light.cpp lighting/DirectionalLight.cpp lighting/PointLight.cpp texture/Texture.cpp texture/CubeMapTexture.cpp texture/DepthTexture.cpp texture/ColorBufferTexture.cpp texture/MultiSampleTexture.cpp model/Model.cpp shapes/Shape.cpp shapes/Cube.cpp shapes/Sphere.cpp ) # Compile files add_library(${PROJECT_NAME} ${SOURCES} ${HEADERS}) # Link libraries target_link_libraries(${PROJECT_NAME} assimp $<$:GL> $<$:dl> $<$:X11> GLEW::GLEW ) ================================================ FILE: src/engine/Vec3.h ================================================ #pragma once template struct Vec3 { T x, y, z; T r, g, b; T nx, ny, nz; T tx, ty; T tanx, tany, tanz; T bitanx, bitany, bitanz; bool hasTangents; Vec3(T _x, T _y, T _z, float _r = 1, float _g = 1, float _b = 1) : x(_x), y(_y), z(_z), r(_r), g(_g), b(_b), nx(0), ny(0), nz(0), tx(0), ty(0), tanx(0), tany(0), tanz(0), bitanx(0), bitany(0), bitanz(0), hasTangents(false) { } Vec3(T _x, T _y, T _z, float _r, float _g, float _b, T _nx, T _ny, T _nz) : x(_x), y(_y), z(_z), r(_r), g(_g), b(_b), nx(_nx), ny(_ny), nz(_nz), tx(0), ty(0), tanx(0), tany(0), tanz(0), bitanx(0), bitany(0), bitanz(0), hasTangents(false) { } Vec3(T _x, T _y, T _z, float _r, float _g, float _b, T _nx, T _ny, T _nz, T _tx, T _ty) : x(_x), y(_y), z(_z), r(_r), g(_g), b(_b), nx(_nx), ny(_ny), nz(_nz), tx(_tx), ty(_ty), tanx(0), tany(0), tanz(0), bitanx(0), bitany(0), bitanz(0), hasTangents(false) { } Vec3() : x(0), y(0), z(0), r(1), g(1), b(1), nx(0), ny(0), nz(0), tx(0), ty(0), hasTangents(false) { } ~Vec3() = default; inline double getModule() { return sqrt(x * x + y * y + z * z); } inline double operator * (const Vec3& vec) { return vec.x * x + vec.y * y + vec.z * z; } inline Vec3 operator ^ (const Vec3& vec) { return Vec3(y * vec.z - z * vec.y, -x * vec.z + z * vec.x, x * vec.y - y * vec.x); } inline Vec3 operator + (const Vec3& vec) { return Vec3(vec.x + x, vec.y + y, vec.z + z); } inline Vec3 operator - (const Vec3& vec) { return Vec3(vec.x - x, vec.y - y, vec.z - z); } Vec3& operator * (T value) { x *= value; y *= value; z *= value; return *this; } Vec3 getUnit() { double norm = getModule(); return Vec3(x / norm, y / norm, z / norm); } }; typedef Vec3 Vec3f; typedef Vec3 Vec3i; ================================================ FILE: src/engine/group/DynamicPolytope.cpp ================================================ #include "DynamicPolytope.h" DynamicPolytope::DynamicPolytope(size_t length) : Polytope(length), pos(0) { } void DynamicPolytope::addVertex(const Vec3f& vertex) { for(int i = pos; i < vertexLength; i ++) updateVertex(i, vertex); pos ++; } ================================================ FILE: src/engine/group/DynamicPolytope.h ================================================ #pragma once #include "Polytope.h" /* TODO: Resize if needed */ class DynamicPolytope : public Polytope { GENERATE_PTR(DynamicPolytope) private: size_t pos; public: DynamicPolytope() = default; DynamicPolytope(size_t length); public: void addVertex(const Vec3f& vertex); }; ================================================ FILE: src/engine/group/Group.cpp ================================================ #include "Group.h" unsigned long Group::groupCount = 0; Group::Group(unsigned int _primitive, bool _showWire) : primitive(_primitive), showWire(_showWire), modelMatrix(1.f), visible(true), pointSize(POINT_SIZE), lineWidth(LINE_WIDTH), outliningWidth(OUTLINING_WIDTH), id(groupCount) { groupCount ++; } Group::Group() : primitive(GL_TRIANGLES), showWire(false), modelMatrix(1.f), visible(true), pointSize(POINT_SIZE), lineWidth(LINE_WIDTH), outliningWidth(OUTLINING_WIDTH), id(groupCount) { groupCount ++; } void Group::removePolytope(Polytope::Ptr& polytope) { unsigned int index = 0; for(auto& p : polytopes) { if(p.get() == polytope.get()) { removePolytope(index); break; } index ++; } } bool Group::isSelected() { bool selected = true; for(auto& p : polytopes) { if(!p->isSelected()) selected = false; } return selected; } void Group::setSelected(bool selected) { for(auto& p : polytopes) p->setSelected(selected); } ================================================ FILE: src/engine/group/Group.h ================================================ #pragma once #include #include #include #include "Polytope.h" #include "DynamicPolytope.h" #include "engine/ptr.h" #define POINT_SIZE 1.0 #define LINE_WIDTH 1.0 #define OUTLINING_WIDTH 3.0 class Group { GENERATE_PTR(Group) private: std::vector polytopes; unsigned int primitive; float pointSize, lineWidth, outliningWidth; bool showWire, visible; glm::mat4 modelMatrix; static unsigned long groupCount; unsigned long id; public: Group(unsigned int _primitive, bool _showWire = false); Group(); ~Group() = default; public: void removePolytope(Polytope::Ptr& polytope); bool isSelected(); void setSelected(bool selected); public: inline void translate(const glm::vec3& v) { modelMatrix = glm::translate(modelMatrix, v); } inline void rotate(float degrees, const glm::vec3& axis) { modelMatrix = glm::rotate(modelMatrix, glm::radians(degrees), axis); } inline void scale(const glm::vec3& s) { modelMatrix = glm::scale(modelMatrix, s); } inline void add(const Polytope::Ptr& polytope) { polytopes.push_back(polytope); } inline std::vector& getPolytopes() { return polytopes; } inline void removePolytope(int index) { polytopes.erase(polytopes.begin() + index); } inline void setVisible(bool visible) { this->visible = visible; } inline bool isVisible() const { return visible; } inline void setShowWire(bool showWire) { this->showWire = showWire; } inline bool isShowWire() const { return showWire; } inline void setPrimitive(unsigned int primitive) { this->primitive = primitive; } inline unsigned int getPrimitive() const { return primitive; } inline void setModelMatrix(const glm::mat4& modelMatrix) { this->modelMatrix = modelMatrix; } inline glm::mat4& getModelMatrix() { return modelMatrix; } inline float getPointSize() const { return pointSize; } inline float getLineWidth() const { return lineWidth; } inline float getOutliningWidth() const { return outliningWidth; } inline void setPointSize(float pointSize) { this->pointSize = pointSize; } inline void setLineWidth(float lineWidth) { this->lineWidth = lineWidth; } inline void setOutliningWidth(float outliningWidth) { this->outliningWidth = outliningWidth; } inline unsigned long getID() const { return id; } }; ================================================ FILE: src/engine/group/Polytope.cpp ================================================ #include "Polytope.h" #include Polytope::Polytope(size_t length) : vertexLength(length), modelMatrix(1.f), indicesLength(0), selected(false), faceCulling(FaceCulling::BACK), emissionStrength(1.0) { initPolytope(length); } Polytope::Polytope(std::vector& vertices, bool _tangentAndBitangents) : vertexLength(vertices.size()), modelMatrix(1.f), indicesLength(0), selected(false), faceCulling(FaceCulling::BACK), emissionStrength(1.0), tangentAndBitangents(_tangentAndBitangents) { initPolytope(vertices); } Polytope::Polytope(std::vector& vertices, std::vector& indices, bool _tangentAndBitangents) : vertexLength(vertices.size()), modelMatrix(1.f), indicesLength(indices.size()), selected(false), faceCulling(FaceCulling::BACK), emissionStrength(1.0), tangentAndBitangents(_tangentAndBitangents) { initPolytope(vertices, indices); } Polytope::Polytope(const Polytope& polytope) : vertexArray(polytope.vertexArray), vertexBuffer(polytope.vertexBuffer), textures(polytope.textures), vertexLength(polytope.vertexLength), indicesLength(polytope.indicesLength), material(polytope.material), modelMatrix(polytope.modelMatrix), selected(polytope.selected), faceCulling(polytope.faceCulling), emissionStrength(polytope.emissionStrength), tangentAndBitangents(polytope.tangentAndBitangents) { } Polytope::Polytope(Polytope&& polytope) noexcept : vertexArray(std::move(polytope.vertexArray)), vertexBuffer(std::move(polytope.vertexBuffer)), textures(std::move(polytope.textures)), vertexLength(polytope.vertexLength), indicesLength(polytope.indicesLength), material(std::move(polytope.material)), modelMatrix(std::move(polytope.modelMatrix)), selected(polytope.selected), faceCulling(polytope.faceCulling), emissionStrength(polytope.emissionStrength), tangentAndBitangents(polytope.tangentAndBitangents) { } void Polytope::setTangentsAndBitangents(Vec3f& vertex0, Vec3f& vertex1, Vec3f& vertex2) { glm::vec3 pos1(vertex0.x, vertex0.y, vertex0.z); glm::vec3 pos2(vertex1.x, vertex1.y, vertex1.z); glm::vec3 pos3(vertex2.x, vertex2.y, vertex2.z); glm::vec2 uv1(vertex0.tx, vertex0.ty); glm::vec2 uv2(vertex1.tx, vertex1.ty); glm::vec2 uv3(vertex2.tx, vertex2.ty); glm::vec3 edge1 = pos2 - pos1; glm::vec3 edge2 = pos3 - pos1; glm::vec2 deltaUV1 = uv2 - uv1; glm::vec2 deltaUV2 = uv3 - uv1; float f = 1.0f / (deltaUV1.x * deltaUV2.y - deltaUV2.x * deltaUV1.y); vertex0.tanx = vertex1.tanx = vertex2.tanx = f * (deltaUV2.y * edge1.x - deltaUV1.y * edge2.x); vertex0.tany = vertex1.tany = vertex2.tany = f * (deltaUV2.y * edge1.y - deltaUV1.y * edge2.y); vertex0.tanz = vertex1.tanz = vertex2.tanz = f * (deltaUV2.y * edge1.z - deltaUV1.y * edge2.z); vertex0.bitanx = vertex1.bitanx = vertex2.bitanx = f * (-deltaUV2.x * edge1.x + deltaUV1.x * edge2.x); vertex0.bitany = vertex1.bitany = vertex2.bitany = f * (-deltaUV2.x * edge1.y + deltaUV1.x * edge2.y); vertex0.bitanz = vertex1.bitanz = vertex2.bitanz = f * (-deltaUV2.x * edge1.z + deltaUV1.x * edge2.z); } void Polytope::calculateTangentsAndBitangents(std::vector& vertices) { if(!tangentAndBitangents) return; for(int i = 0; i < vertices.size(); i += 3) { Vec3f& vertex0 = vertices[i]; Vec3f& vertex1 = vertices[i + 1]; Vec3f& vertex2 = vertices[i + 2]; setTangentsAndBitangents(vertex0, vertex1, vertex2); } } void Polytope::calculateTangentsAndBitangents(std::vector& vertices, std::vector& indices) { if(!tangentAndBitangents) return; for(int i = 0; i < indices.size(); i += 3) { Vec3f& vertex0 = vertices[indices[i]]; Vec3f& vertex1 = vertices[indices[i + 1]]; Vec3f& vertex2 = vertices[indices[i + 2]]; setTangentsAndBitangents(vertex0, vertex1, vertex2); } } void Polytope::initPolytope(size_t length) { vertexArray = VertexArray::New(); vertexBuffer = VertexBuffer::New(length); material = PhongMaterial::New(MATERIAL_DIFFUSE, MATERIAL_SPECULAR, MATERIAL_SHININESS); unbind(); } void Polytope::initPolytope(std::vector& vertices) { calculateTangentsAndBitangents(vertices); vertexArray = VertexArray::New(); vertexBuffer = VertexBuffer::New(vertices); material = PhongMaterial::New(MATERIAL_DIFFUSE, MATERIAL_SPECULAR, MATERIAL_SHININESS); unbind(); } void Polytope::initPolytope(std::vector& vertices, std::vector& indices) { calculateTangentsAndBitangents(vertices, indices); vertexArray = VertexArray::New(); vertexBuffer = VertexBuffer::New(vertices, indices); material = PhongMaterial::New(MATERIAL_DIFFUSE, MATERIAL_SPECULAR, MATERIAL_SHININESS); unbind(); } void Polytope::bind() { if(vertexArray != nullptr && vertexBuffer != nullptr) vertexArray->bind(); } void Polytope::unbind() { if(vertexArray != nullptr && vertexBuffer != nullptr) vertexArray->unbind(); } void Polytope::updateVertices(std::vector& vertices) { if(vertexBuffer != nullptr) { vertexBuffer->updateVertices(vertices); vertexLength = vertices.size(); } } void Polytope::updateVertex(int pos, Vec3f newVertex) { if(vertexBuffer != nullptr) vertexBuffer->updateVertex(pos, newVertex); } void Polytope::updateIndices(std::vector& indices) { if(vertexBuffer != nullptr && vertexBuffer->getIndexBuffer() != nullptr) { vertexBuffer->getIndexBuffer()->updateIndices(indices); indicesLength = indices.size(); } } void Polytope::removeTexture(const Texture::Ptr& texture) { unsigned int index = 0; for(auto& t : textures) { if(t.get() == texture.get()) { removeTexture(index); break; } index ++; } } void Polytope::draw(unsigned int primitive, bool showWire) { bind(); if(!showWire) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); else glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); if(!vertexBuffer->HasIndexBuffer()) glDrawArrays(primitive, 0, vertexLength); else glDrawElements(primitive, indicesLength, GL_UNSIGNED_INT, 0); unbind(); } ================================================ FILE: src/engine/group/Polytope.h ================================================ #pragma once #include #include #include #include #include #include #include #include "engine/opengl/buffer/VertexArray.h" #include "engine/opengl/buffer/VertexBuffer.h" #include "engine/lighting/Material.h" #include "engine/lighting/PhongMaterial.h" #include "engine/texture/Texture.h" #include "engine/ptr.h" #define MATERIAL_DIFFUSE glm::vec3(1.0f) #define MATERIAL_SPECULAR glm::vec3(1.0f) #define MATERIAL_SHININESS 64.f class Polytope { GENERATE_PTR(Polytope) public: enum class FaceCulling { NONE, FRONT, BACK }; protected: VertexArray::Ptr vertexArray; VertexBuffer::Ptr vertexBuffer; std::vector textures; unsigned int vertexLength, indicesLength; Material::Ptr material; glm::mat4 modelMatrix; bool selected; FaceCulling faceCulling; float emissionStrength; bool tangentAndBitangents; public: Polytope(size_t length); Polytope(std::vector& vertices, bool _tangentAndBitangents = true); Polytope(std::vector& vertices, std::vector& indices, bool _tangentAndBitangents = true); Polytope(const Polytope& polytope); Polytope(Polytope&& polytope) noexcept; Polytope() = default; virtual ~Polytope() = default; protected: void setTangentsAndBitangents(Vec3f& vertex0, Vec3f& vertex1, Vec3f& vertex2); void calculateTangentsAndBitangents(std::vector& vertices); void calculateTangentsAndBitangents(std::vector& vertices, std::vector& indices); public: void initPolytope(size_t length); void initPolytope(std::vector& vertices); void initPolytope(std::vector& vertices, std::vector& indices); void bind(); void unbind(); void updateVertices(std::vector& vertices); void updateVertex(int pos, Vec3f newVertex); void updateIndices(std::vector& indices); void removeTexture(const Texture::Ptr& texture); void draw(unsigned int primitive, bool showWire = false); public: inline void translate(const glm::vec3& v) { modelMatrix = glm::translate(modelMatrix, v); } inline void rotate(float degrees, const glm::vec3& axis) { modelMatrix = glm::rotate(modelMatrix, glm::radians(degrees), axis); } inline void scale(const glm::vec3& s) { modelMatrix = glm::scale(modelMatrix, s); } inline VertexArray::Ptr& getVertexArray() { return vertexArray; } inline VertexBuffer::Ptr& getVertexBuffer() { return vertexBuffer; } inline IndexBuffer::Ptr& getIndexBuffer() { return vertexBuffer->getIndexBuffer(); } inline void addTexture(const Texture::Ptr& texture) { textures.push_back(texture); } inline void removeTexture(int index) { textures.erase(textures.begin() + index); } inline std::vector& getTextures() { return textures; } inline unsigned int getVertexLength() const { return vertexLength; } inline void setModelMatrix(const glm::mat4& modelMatrix) { this->modelMatrix = modelMatrix; } inline glm::mat4& getModelMatrix() { return modelMatrix; } inline void setVetexArray(const VertexArray::Ptr& vertexArray) { this->vertexArray = vertexArray; } inline void setVertexBuffer(const VertexBuffer::Ptr& vertexBuffer) { this->vertexBuffer = vertexBuffer; } inline void setVertexLength(unsigned int vertexLength) { this->vertexLength = vertexLength; } inline void setMaterial(const Material::Ptr& material) { this->material = material; } inline Material::Ptr& getMaterial() { return material; } inline std::vector getVertices() { return vertexBuffer->getVertices(); } inline std::vector getIndices() { return vertexBuffer->getIndexBuffer()->getIndices(); } inline bool isSelected() const { return selected; } inline void setSelected(bool selected) { this->selected = selected; } inline void setFaceCulling(const FaceCulling& faceCulling) { this->faceCulling = faceCulling; } inline FaceCulling& getFaceCulling() { return faceCulling; } inline void setEmissionStrength(float emissionStrength) { this->emissionStrength = emissionStrength; } float getEmissionStrength() const { return emissionStrength; } }; ================================================ FILE: src/engine/group/Scene.cpp ================================================ #include "Scene.h" Scene::Scene() : modelMatrix(1.f), visible(true) { } void Scene::removeGroup(Group::Ptr& group) { unsigned int index = 0; for(auto& g : groups) { if(g.get() == group.get()) { removeGroup(index); break; } index ++; } } void Scene::removeScene(Scene::Ptr& scene) { unsigned int index = 0; for(auto& s : scenes) { if(s.get() == scene.get()) { removeScene(index); break; } index ++; } } void Scene::addModel(Model::Ptr& model) { Group* group = dynamic_cast(model.get()); Group::Ptr groupPtr = Group::New(*group); groups.push_back(groupPtr); } void Scene::removeModel(Model::Ptr& model) { Group* group = dynamic_cast(model.get()); int index = 0; for(auto& g : groups) { if(g->getID() == group->getID()) { removeGroup(index); break; } index ++; } } void Scene::translate(const glm::vec3& v) { modelMatrix = glm::translate(modelMatrix, v); for(auto& childScene : scenes) childScene->translate(v); } void Scene::rotate(float degrees, const glm::vec3& axis) { modelMatrix = glm::rotate(modelMatrix, glm::radians(degrees), axis); for(auto& childScene : scenes) childScene->rotate(degrees, axis); } void Scene::scale(const glm::vec3& s) { modelMatrix = glm::scale(modelMatrix, s); for(auto& childScene : scenes) childScene->scale(s); } ================================================ FILE: src/engine/group/Scene.h ================================================ #pragma once #include "Group.h" #include "engine/model/Model.h" #include "engine/ptr.h" class Scene { GENERATE_PTR(Scene) private: std::vector groups; std::vector scenes; glm::mat4 modelMatrix; bool visible; public: Scene(); ~Scene() = default; public: void removeGroup(Group::Ptr& group); void removeScene(Scene::Ptr& scene); void addModel(Model::Ptr& model); void removeModel(Model::Ptr& model); void translate(const glm::vec3& v); void rotate(float degrees, const glm::vec3& axis); void scale(const glm::vec3& s); public: inline void addGroup(Group::Ptr& group) { groups.push_back(group); } inline void addScene(Scene::Ptr& scene) { scenes.push_back(scene); } inline void removeGroup(int index) { groups.erase(groups.begin() + index); } inline void removeScene(int index) { scenes.erase(scenes.begin() + index); } inline std::vector& getGroups() { return groups; } inline std::vector& getScenes() { return scenes; } inline void setModelMatrix(const glm::mat4& modelMatrix) { this->modelMatrix = modelMatrix; } inline glm::mat4& getModelMatrix() { return modelMatrix; } inline void setVisible(bool visible) { this->visible = visible; } inline bool isVisible() const { return visible; } }; ================================================ FILE: src/engine/lighting/DirectionalLight.cpp ================================================ #include "DirectionalLight.h" DirectionalLight::DirectionalLight(const glm::vec3& direction) : Light(direction) { } DirectionalLight::DirectionalLight(const glm::vec3& direction, const glm::vec3& color) : Light(direction, color) { } void DirectionalLight::setDirection(const glm::vec3& direction) { this->direction = direction; position = direction; } ================================================ FILE: src/engine/lighting/DirectionalLight.h ================================================ #pragma once #include "Light.h" // Its the same as Light, but replacing position by direction. JUST NOTATION class DirectionalLight : public Light { GENERATE_PTR(DirectionalLight) private: glm::vec3 direction; public: DirectionalLight(const glm::vec3& direction); DirectionalLight(const glm::vec3& direction, const glm::vec3& color); DirectionalLight() = default; virtual ~DirectionalLight() = default; public: void setDirection(const glm::vec3& direction); public: inline glm::vec3& getDirection() { return direction; } }; ================================================ FILE: src/engine/lighting/Light.cpp ================================================ #include "Light.h" #include bool Light::blinn = true; Light::Light(const glm::vec3& position) : Light(position, glm::vec3(1, 1, 1)) { } Light::Light(const glm::vec3& _position, const glm::vec3& _color) : position(_position), color(_color), ambient(glm::vec3(AMBIENT_STRENGTH)), diffuse(glm::vec3(DIFFUSE_STRENGTH)), specular(glm::vec3(SPECULAR_STRENGTH)), intensity(1.0f) { } ================================================ FILE: src/engine/lighting/Light.h ================================================ #pragma once #include #include #include #include #include #include #include "engine/opengl/shader/Shader.h" #include "engine/ptr.h" #define AMBIENT_STRENGTH 0.5f #define DIFFUSE_STRENGTH 0.5f #define SPECULAR_STRENGTH 0.5f class Light { GENERATE_PTR(Light) protected: glm::vec3 position; glm::vec3 color; glm::vec3 ambient, diffuse, specular; float intensity; public: static bool blinn; public: Light(const glm::vec3& position); Light(const glm::vec3& _position, const glm::vec3& _color); Light() = default; virtual ~Light() = default; public: inline void setPosition(const glm::vec3& position) { this->position = position; } inline glm::vec3& getPosition() { return position; } inline void setColor(const glm::vec3& color) { this->color = color; } inline glm::vec3& getColor() { return color; } inline void setAmbient(const glm::vec3& ambient) { this->ambient = ambient; } inline glm::vec3& getAmbient() { return ambient; } inline void setDiffuse(const glm::vec3& diffuse) { this->diffuse = diffuse; } inline glm::vec3& getDiffuse() { return diffuse; } inline void setSpecular(const glm::vec3& specular) { this->specular = specular; } inline glm::vec3& getSpecular() { return specular; } inline void setIntensity(float intensity) { this->intensity = intensity; } inline float getIntensity() const { return intensity; } }; ================================================ FILE: src/engine/lighting/Material.h ================================================ #pragma once #include #include #include #include #include "engine/ptr.h" class Material { GENERATE_PTR(Material) public: enum class MaterialType { None, Phong, PBR }; protected: MaterialType materialType; public: Material(MaterialType _materialType) : materialType(_materialType) { } Material(const Material& material) : materialType(material.materialType) { } Material(Material&& material) noexcept : materialType(material.materialType) { } Material() = default; virtual ~Material() = default; public: inline MaterialType& getMaterialType() { return materialType; } }; ================================================ FILE: src/engine/lighting/PBRMaterial.h ================================================ #pragma once #include "Material.h" class PBRMaterial : public Material { GENERATE_PTR(PBRMaterial) private: glm::vec3 albedo; float metallic; float roughness; float ao; public: PBRMaterial(const glm::vec3& _albedo, float _metallic, float _roughness, float _ao) : Material(Material::MaterialType::PBR), albedo(_albedo), metallic(_metallic), roughness(_roughness), ao(_ao) { } PBRMaterial() : Material(Material::MaterialType::PBR) { } ~PBRMaterial() = default; public: inline void setAlbedo(const glm::vec3& albedo) { this->albedo = albedo; } inline glm::vec3& getAlbedo() { return albedo; } inline void setMetallic(float metallic) { this->metallic = metallic; } inline float getMetallic() const { return metallic; } inline void setRoughness(float roughness) { this->roughness = roughness; } inline float getRoughness() const { return roughness; } inline void setAmbientOcclusion(float ao) { this->ao = ao; } inline float getAmbientOcclusion() const { return ao; } }; ================================================ FILE: src/engine/lighting/PhongMaterial.h ================================================ #pragma once #include "Material.h" class PhongMaterial : public Material { GENERATE_PTR(PhongMaterial) private: glm::vec3 diffuse, specular; float shininess; public: PhongMaterial(const glm::vec3& _diffuse, const glm::vec3& _specular, float _shininess) : Material(Material::MaterialType::Phong), diffuse(_diffuse), specular(_specular), shininess(_shininess) { } PhongMaterial() = default; ~PhongMaterial() = default; public: inline void setDiffuse(const glm::vec3& diffuse) { this->diffuse = diffuse; } inline glm::vec3& getDiffuse() { return diffuse; } inline void setSpecular(const glm::vec3& specular) { this->specular = specular; } inline glm::vec3& getSpecular() { return specular; } /** * @brief shininess: 2, 4, 8, 16, 32, 64, ..., 256 * * @param shininess */ inline void setShininess(const float shininess) { this->shininess = shininess; } inline float getShininess() const { return shininess; } }; ================================================ FILE: src/engine/lighting/PointLight.cpp ================================================ #include "PointLight.h" PointLight::PointLight(const glm::vec3& position) : PointLight(position, glm::vec3(1)) { } PointLight::PointLight(const glm::vec3& position, const glm::vec3& color) : PointLight(position, color, CONSTANT, LINEAR, QUADRATIC) { } PointLight::PointLight(const glm::vec3& position, const glm::vec3& color, float _constant, float _linear, float _quadratic) : Light(position, color), constant(_constant), linear(_linear), quadratic(_quadratic) { } ================================================ FILE: src/engine/lighting/PointLight.h ================================================ #pragma once #include "Light.h" #define CONSTANT 1.0f #define LINEAR 0.09f #define QUADRATIC 0.032f class PointLight : public Light { GENERATE_PTR(PointLight) private: float constant; float linear; float quadratic; public: PointLight(const glm::vec3& position); PointLight(const glm::vec3& position, const glm::vec3& color); PointLight(const glm::vec3& position, const glm::vec3& color, float _constant, float _linear, float _quadratic); PointLight() = default; virtual ~PointLight() = default; public: inline void setConstant(float constant) { this->constant = constant; } inline float getConstant() const { return constant; } inline void setLinear(float linear) { this->linear = linear; } inline float getLinear() const { return linear; } inline void setQuadratic(float quadratic) { this->quadratic = quadratic; } inline float getQuadratic() const { return quadratic; } }; ================================================ FILE: src/engine/model/Model.cpp ================================================ #include "Model.h" Model::Model(const std::string& _path, bool _pbr) : path(_path), pbr(_pbr) { loadModel(); } void Model::loadModel() { // read file via ASSIMP Assimp::Importer importer; const aiScene* scene = importer.ReadFile(path, aiProcess_Triangulate | aiProcess_GenSmoothNormals | aiProcess_FlipUVs | aiProcess_CalcTangentSpace); // check for errors if(!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode) { std::cout << "ERROR::ASSIMP:: " << importer.GetErrorString() << std::endl; return; } // retrieve the directory path of the filepath directory = path.substr(0, path.find_last_of('/')); // process ASSIMP's root node recursively processNode(scene->mRootNode, scene); } void Model::processNode(aiNode *node, const aiScene *scene) { // process each mesh located at the current nodeDynamicPolytope::New for(unsigned int i = 0; i < node->mNumMeshes; i++) { // the node object only contains indices to index the actual objects in the scene. // the scene contains all the data, node is just to keep stuff organized (like relations between nodes). aiMesh* mesh = scene->mMeshes[node->mMeshes[i]]; Polytope::Ptr polytope = processMesh(mesh, scene); // may be freed? add(polytope); } // after we've processed all of the meshes (if any) we then recursively process each of the children nodes for(unsigned int i = 0; i < node->mNumChildren; i++) processNode(node->mChildren[i], scene); } Polytope::Ptr Model::processMesh(aiMesh *mesh, const aiScene *scene) { // data to fill std::vector vertices; std::vector indices; std::vector textures; // walk through each of the mesh's vertices for(unsigned int i = 0; i < mesh->mNumVertices; i++) { Vec3f vertex; glm::vec3 vector; // we declare a placeholder vector since assimp uses its own vector class that doesn't directly convert to glm's vec3 class so we transfer the data to this placeholder glm::vec3 first. // positions vertex.x = vector.x = mesh->mVertices[i].x; vertex.y = vector.y = mesh->mVertices[i].y; vertex.z = vector.z = mesh->mVertices[i].z; vertex.r = vertex.g = vertex.b = 1.0f; // normals if (mesh->HasNormals()) { vertex.nx = vector.x = mesh->mNormals[i].x; vertex.ny = vector.y = mesh->mNormals[i].y; vertex.nz = vector.z = mesh->mNormals[i].z; } // texture coordinates if(mesh->mTextureCoords[0]) { glm::vec2 vec; // a vertex can contain up to 8 different texture coordinates. We thus make the assumption that we won't // use models where a vertex can have multiple texture coordinates so we always take the first set (0). vertex.tx = vec.x = mesh->mTextureCoords[0][i].x; vertex.ty = vec.y = mesh->mTextureCoords[0][i].y; // tangent vertex.tanx = vector.x = mesh->mTangents[i].x; vertex.tany = vector.y = mesh->mTangents[i].y; vertex.tanz = vector.z = mesh->mTangents[i].z; // bitangent vertex.bitanx = vector.x = mesh->mBitangents[i].x; vertex.bitany = vector.y = mesh->mBitangents[i].y; vertex.bitanz = vector.z = mesh->mBitangents[i].z; vertex.hasTangents = true; } else vertex.tx = vertex.ty = 0.0f; vertices.push_back(vertex); } // now wak through each of the mesh's faces (a face is a mesh its triangle) and retrieve the corresponding vertex indices. for(unsigned int i = 0; i < mesh->mNumFaces; i++) { aiFace face = mesh->mFaces[i]; // retrieve all indices of the face and store them in the indices vector for(unsigned int j = 0; j < face.mNumIndices; j++) indices.push_back(face.mIndices[j]); } // process materials aiMaterial* material = scene->mMaterials[mesh->mMaterialIndex]; // Blinn-Phong materials if(!pbr) { std::vector diffuseMaps = loadMaterialTextures(material, aiTextureType_DIFFUSE, "texture_diffuse"); textures.insert(textures.end(), diffuseMaps.begin(), diffuseMaps.end()); std::vector specularMaps = loadMaterialTextures(material, aiTextureType_SPECULAR, "texture_specular"); textures.insert(textures.end(), specularMaps.begin(), specularMaps.end()); std::vector normalMaps = loadMaterialTextures(material, aiTextureType_HEIGHT, "texture_normal"); textures.insert(textures.end(), normalMaps.begin(), normalMaps.end()); std::vector heightMaps = loadMaterialTextures(material, aiTextureType_AMBIENT, "texture_height"); textures.insert(textures.end(), heightMaps.begin(), heightMaps.end()); } // PBR materials else { std::vector pbrAlbedoMaps = loadMaterialTextures(material, aiTextureType_BASE_COLOR, "pbr_texture_albedo"); textures.insert(textures.end(), pbrAlbedoMaps.begin(), pbrAlbedoMaps.end()); std::vector pbrMetalnessMaps = loadMaterialTextures(material, aiTextureType_METALNESS, "pbr_texture_metallic"); textures.insert(textures.end(), pbrMetalnessMaps.begin(), pbrMetalnessMaps.end()); std::vector normalMaps = loadMaterialTextures(material, aiTextureType_NORMALS, "pbr_texture_normal"); textures.insert(textures.end(), normalMaps.begin(), normalMaps.end()); std::vector pbrEmissionMaps = loadMaterialTextures(material, aiTextureType_EMISSION_COLOR, "pbr_texture_emission"); textures.insert(textures.end(), pbrEmissionMaps.begin(), pbrEmissionMaps.end()); std::vector pbrRoughnessMaps = loadMaterialTextures(material, aiTextureType_DIFFUSE_ROUGHNESS, "pbr_texture_roughness"); textures.insert(textures.end(), pbrRoughnessMaps.begin(), pbrRoughnessMaps.end()); std::vector pbrAmbientOcclusion = loadMaterialTextures(material, aiTextureType_AMBIENT_OCCLUSION, "pbr_texture_ao"); textures.insert(textures.end(), pbrAmbientOcclusion.begin(), pbrAmbientOcclusion.end()); } // Test auto test = [&](const std::string& name, aiTextureType type) { aiMaterial* mat = scene->mMaterials[mesh->mMaterialIndex]; for(unsigned int i = 0; i < mat->GetTextureCount(type); i++) { aiString str; mat->GetTexture(type, i, &str); std::string texturePath = directory + "/" + str.C_Str(); std::cout << "Type: " << name << " at: " << texturePath << std::endl; } }; /* test("none", aiTextureType_NONE); test("diffuse", aiTextureType_DIFFUSE); test("specular", aiTextureType_SPECULAR); test("ambient", aiTextureType_AMBIENT); test("emissive", aiTextureType_EMISSIVE); test("height", aiTextureType_HEIGHT); test("normals", aiTextureType_NORMALS); test("shininess", aiTextureType_SHININESS); test("opacity", aiTextureType_OPACITY); test("displacement", aiTextureType_DISPLACEMENT); test("lightmap", aiTextureType_LIGHTMAP); test("reflection", aiTextureType_REFLECTION); test("base color", aiTextureType_BASE_COLOR); test("normal camera", aiTextureType_NORMAL_CAMERA); test("emission color", aiTextureType_EMISSION_COLOR); test("metalness", aiTextureType_METALNESS); test("diffuse roughness", aiTextureType_DIFFUSE_ROUGHNESS); test("ambient occlusion", aiTextureType_AMBIENT_OCCLUSION); test("unknown", aiTextureType_UNKNOWN); */ // return a mesh object created from the extracted mesh data Polytope::Ptr polytope = Polytope::New(vertices, indices, false); for(auto& texture : textures) polytope->addTexture(texture); return polytope; } std::vector Model::loadMaterialTextures(aiMaterial *mat, aiTextureType type, const std::string& typeName) { std::vector textures; for(unsigned int i = 0; i < mat->GetTextureCount(type); i++) { aiString str; mat->GetTexture(type, i, &str); std::string texturePath = directory + "/" + str.C_Str(); Texture::Ptr texture = Texture::New(texturePath, Texture::Type::None, false); // Phong lighting if(!pbr) { if(typeName == "texture_ambient") texture->setType(Texture::Type::TextureAmbient); else if(typeName == "texture_diffuse") texture->setType(Texture::Type::TextureDiffuse); else if(typeName == "texture_specular") texture->setType(Texture::Type::TextureSpecular); else if(typeName == "texture_height") texture->setType(Texture::Type::TextureHeight); else if(typeName == "texture_normal") texture->setType(Texture::Type::TextureNormal); } // PBR else { if(typeName == "pbr_texture_albedo") texture->setType(Texture::Type::TextureAlbedo); else if(typeName == "pbr_texture_metallic") texture->setType(Texture::Type::TextureMetallic); else if(typeName == "pbr_texture_normal") texture->setType(Texture::Type::TextureNormal); else if(typeName == "pbr_texture_roughness") texture->setType(Texture::Type::TextureRoughness); else if(typeName == "pbr_texture_ao") texture->setType(Texture::Type::TextureAmbientOcclusion); else if(typeName == "pbr_texture_emission") texture->setType(Texture::Type::TextureEmission); } bool contained = false; for(auto& tex : textures) { if(tex->getPath() == texture->getPath()) { contained = true; break; } } if(!contained) textures.push_back(texture); } return textures; } ================================================ FILE: src/engine/model/Model.h ================================================ #pragma once #include #include #include #include #include #include #include "engine/group/Group.h" #include "engine/texture/Texture.h" #include "engine/lighting/Material.h" #include "engine/ptr.h" class Model : public Group { GENERATE_PTR(Model) private: std::string directory, path; std::vector texturesLoaded; bool pbr; public: Model(const std::string& _path, bool _pbr = false); Model() = default; private: void loadModel(); void processNode(aiNode *node, const aiScene *scene); Polytope::Ptr processMesh(aiMesh *mesh, const aiScene *scene); std::vector loadMaterialTextures(aiMaterial *mat, aiTextureType type, const std::string& typeName); public: inline bool isPBR() const { return pbr; } }; ================================================ FILE: src/engine/opengl/buffer/Buffer.h ================================================ #pragma once #include #include "engine/ptr.h" class Buffer { protected: unsigned int id; virtual void initBuffer() = 0; public: Buffer() : id(0) {} virtual ~Buffer() = default; public: virtual void bind() = 0; virtual void unbind() = 0; public: inline unsigned int getID() const { return id; } }; ================================================ FILE: src/engine/opengl/buffer/FrameBuffer.cpp ================================================ #include "FrameBuffer.h" FrameBuffer::FrameBuffer() : Buffer() { initBuffer(); } FrameBuffer::~FrameBuffer() { unbind(); glDeleteFramebuffers(1, &id); } void FrameBuffer::initBuffer() { glGenFramebuffers(1, &id); glBindFramebuffer(GL_FRAMEBUFFER, id); } void FrameBuffer::toTexture(int attachment, int texturePrimitive, int textureID) { glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, texturePrimitive, textureID, 0); } void FrameBuffer::blitFrom(FrameBuffer::Ptr& frameBuffer, unsigned int width, unsigned int height) { glBindFramebuffer(GL_READ_FRAMEBUFFER, frameBuffer->getID()); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, id); glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, GL_COLOR_BUFFER_BIT, GL_NEAREST); } void FrameBuffer::setRenderBuffer(int attachment, int renderBufferID) { glFramebufferRenderbuffer(GL_FRAMEBUFFER, attachment, GL_RENDERBUFFER, renderBufferID); } void FrameBuffer::bind() { glBindFramebuffer(GL_FRAMEBUFFER, id); } void FrameBuffer::unbind() { glBindFramebuffer(GL_FRAMEBUFFER, 0); } bool FrameBuffer::isComplete() { return glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE; } ================================================ FILE: src/engine/opengl/buffer/FrameBuffer.h ================================================ #pragma once #include "Buffer.h" class FrameBuffer : public Buffer { GENERATE_PTR(FrameBuffer) public: FrameBuffer(); ~FrameBuffer(); protected: void initBuffer() override; public: void toTexture(int attachment, int texturePrimitive, int textureID); void blitFrom(FrameBuffer::Ptr& frameBuffer, unsigned int width, unsigned int height); void setRenderBuffer(int attachment, int renderBufferID); void bind() override; void unbind() override; bool isComplete(); }; ================================================ FILE: src/engine/opengl/buffer/IndexBuffer.cpp ================================================ #include "IndexBuffer.h" #include IndexBuffer::IndexBuffer() : Buffer() { } IndexBuffer::IndexBuffer(const std::vector indices) : Buffer(), length(indices.size()) { initBuffer(indices); } IndexBuffer::IndexBuffer(const IndexBuffer& indexBuffer) : length(indexBuffer.length) { id = indexBuffer.id; } IndexBuffer::IndexBuffer(IndexBuffer&& indexBuffer) noexcept : length(indexBuffer.length) { id = indexBuffer.id; } IndexBuffer& IndexBuffer::operator=(const IndexBuffer& indexBuffer) { id = indexBuffer.id; length = indexBuffer.length; return *this; } IndexBuffer::~IndexBuffer() { unbind(); glDeleteBuffers(1, &id); } void IndexBuffer::initBuffer(std::vector indices) { glGenBuffers(1, &id); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id); glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), &indices[0], GL_DYNAMIC_DRAW); } void IndexBuffer::initBuffer() { } void IndexBuffer::bind() { glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id); } void IndexBuffer::unbind() { glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); } void IndexBuffer::updateIndices(const std::vector& indices) { glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id); unsigned int* ptr = (unsigned int*)glMapBuffer(GL_ELEMENT_ARRAY_BUFFER, GL_WRITE_ONLY); memcpy(ptr, &indices[0], indices.size()); glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); } std::vector IndexBuffer::getIndices() { glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id); unsigned int* ptr = (unsigned int*)glMapBuffer(GL_ELEMENT_ARRAY_BUFFER, GL_READ_ONLY); std::vector indices; for(int i = 0; i < length; i ++) indices.push_back(ptr[i]); glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); return indices; } ================================================ FILE: src/engine/opengl/buffer/IndexBuffer.h ================================================ #include #include #include "Buffer.h" class IndexBuffer : public Buffer { GENERATE_PTR(IndexBuffer) private: size_t length; public: IndexBuffer(); IndexBuffer(const std::vector indices); IndexBuffer(const IndexBuffer& indexBuffer); IndexBuffer(IndexBuffer&& indexBuffer) noexcept; IndexBuffer& operator=(const IndexBuffer& indexBuffer); ~IndexBuffer(); private: void initBuffer(std::vector indices); void initBuffer() override; public: void bind() override; void unbind() override; void updateIndices(const std::vector& indices); std::vector getIndices(); }; ================================================ FILE: src/engine/opengl/buffer/MultiSampleRenderBuffer.cpp ================================================ #include "MultiSampleRenderBuffer.h" MultiSampleRenderBuffer::MultiSampleRenderBuffer(unsigned int width, unsigned int height, unsigned int _samples) : RenderBuffer(width, height, GL_DEPTH24_STENCIL8), samples(_samples) { initBuffer(); } void MultiSampleRenderBuffer::initBuffer() { glGenRenderbuffers(1, &id); glBindRenderbuffer(GL_RENDERBUFFER, id); glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, internalFormat, width, height); glBindRenderbuffer(GL_RENDERBUFFER, 0); } ================================================ FILE: src/engine/opengl/buffer/MultiSampleRenderBuffer.h ================================================ #pragma once #include "RenderBuffer.h" class MultiSampleRenderBuffer : public RenderBuffer { GENERATE_PTR(MultiSampleRenderBuffer) protected: unsigned int samples; public: MultiSampleRenderBuffer(unsigned int width, unsigned int height, unsigned int _samples = 4); MultiSampleRenderBuffer() = default; virtual ~MultiSampleRenderBuffer() = default; protected: void initBuffer() override; public: inline unsigned int getSamples() const { return samples; } }; ================================================ FILE: src/engine/opengl/buffer/RenderBuffer.cpp ================================================ #include "RenderBuffer.h" RenderBuffer::RenderBuffer(unsigned int _width, unsigned int _height, int _internalFormat) : Buffer(), width(_width), height(_height), internalFormat(_internalFormat) { initBuffer(); } RenderBuffer::~RenderBuffer() { unbind(); glDeleteRenderbuffers(1, &id); } void RenderBuffer::initBuffer() { glGenRenderbuffers(1, &id); glBindRenderbuffer(GL_RENDERBUFFER, id); glRenderbufferStorage(GL_RENDERBUFFER, internalFormat, width, height); } void RenderBuffer::bind() { glBindRenderbuffer(GL_RENDERBUFFER, id); } void RenderBuffer::unbind() { glBindRenderbuffer(GL_RENDERBUFFER, 0); } ================================================ FILE: src/engine/opengl/buffer/RenderBuffer.h ================================================ #pragma once #include "Buffer.h" class RenderBuffer : public Buffer { GENERATE_PTR(RenderBuffer) protected: unsigned int width, height; int internalFormat; public: RenderBuffer(unsigned int _width, unsigned int _height, int _internalFormat = GL_DEPTH_COMPONENT); RenderBuffer() = default; virtual ~RenderBuffer(); protected: void initBuffer() override; public: void bind() override; void unbind() override; public: inline unsigned int getWidth() const { return width; } inline unsigned int getHeight() const { return height; } inline int getInternalFormat() const { return internalFormat; } }; ================================================ FILE: src/engine/opengl/buffer/VertexArray.cpp ================================================ #include "VertexArray.h" VertexArray::VertexArray() : Buffer() { initBuffer(); } VertexArray::VertexArray(const VertexArray& vertexArray) { id = vertexArray.id; } VertexArray::VertexArray(VertexArray&& vertexArray) noexcept { id = vertexArray.id; } VertexArray& VertexArray::operator=(const VertexArray& vertexArray) { id = vertexArray.id; return *this; } VertexArray::~VertexArray() { unbind(); glDeleteVertexArrays(1, &id); } void VertexArray::initBuffer() { glGenVertexArrays(1, &id); glBindVertexArray(id); } void VertexArray::bind() { glBindVertexArray(id); } void VertexArray::unbind() { glBindVertexArray(0); } ================================================ FILE: src/engine/opengl/buffer/VertexArray.h ================================================ #pragma once #include "Buffer.h" class VertexArray : public Buffer { GENERATE_PTR(VertexArray) public: VertexArray(); VertexArray(const VertexArray& vertexArray); VertexArray(VertexArray&& vertexArray) noexcept; VertexArray& operator=(const VertexArray& vertexArray); ~VertexArray(); protected: void initBuffer() override; public: void bind() override; void unbind() override; }; ================================================ FILE: src/engine/opengl/buffer/VertexBuffer.cpp ================================================ #include "VertexBuffer.h" #include VertexBuffer::VertexBuffer() : Buffer() { } VertexBuffer::VertexBuffer(size_t _length) : Buffer(), length(_length), hasIndexBuffer(false) { initBuffer(); } VertexBuffer::VertexBuffer(std::vector& vertices) : Buffer(), length(vertices.size()), hasIndexBuffer(false) { initBuffer(vertices, {}); } VertexBuffer::VertexBuffer(std::vector& vertices, std::vector indices) : Buffer(), length(vertices.size()), hasIndexBuffer(true) { initBuffer(vertices, indices); } VertexBuffer::VertexBuffer(const VertexBuffer& vertexBuffer) : length(vertexBuffer.length), hasIndexBuffer(vertexBuffer.hasIndexBuffer) { if(vertexBuffer.indexBuffer != nullptr) indexBuffer = vertexBuffer.indexBuffer; id = vertexBuffer.id; } VertexBuffer::VertexBuffer(VertexBuffer&& vertexBuffer) noexcept : length(vertexBuffer.length), hasIndexBuffer(vertexBuffer.hasIndexBuffer) { if(indexBuffer != nullptr) indexBuffer = std::move(vertexBuffer.indexBuffer); id = vertexBuffer.id; } VertexBuffer& VertexBuffer::operator=(const VertexBuffer& vertexBuffer) { id = vertexBuffer.id; length = vertexBuffer.length; hasIndexBuffer = vertexBuffer.hasIndexBuffer; if(indexBuffer != nullptr) indexBuffer = vertexBuffer.indexBuffer; return *this; } VertexBuffer::~VertexBuffer() { unbind(); glDeleteBuffers(1, &id); } void VertexBuffer::vertexAttributes() { // position attribute glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 17 * sizeof(float), (void*)0); // color attribute glEnableVertexAttribArray(1); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 17 * sizeof(float), (void*)(3 * sizeof(float))); // normal attribute glEnableVertexAttribArray(2); glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 17 * sizeof(float), (void*)(6 * sizeof(float))); // texture coordinates attribute glEnableVertexAttribArray(3); glVertexAttribPointer(3, 2, GL_FLOAT, GL_FALSE, 17 * sizeof(float), (void*)(9 * sizeof(float))); // tangent attribute glEnableVertexAttribArray(4); glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, 17 * sizeof(float), (void*)(11 * sizeof(float))); // bitangent attribute glEnableVertexAttribArray(5); glVertexAttribPointer(5, 3, GL_FLOAT, GL_FALSE, 17 * sizeof(float), (void*)(14 * sizeof(float))); } void VertexBuffer::initBuffer(std::vector& vertices, std::vector indices) { // Load vertices unsigned int index = 0; float* glVertices = new float[vertices.size() * 17]; for(Vec3f& vertex : vertices) { glVertices[index] = vertex.x; glVertices[index + 1] = vertex.y; glVertices[index + 2] = vertex.z; glVertices[index + 3] = vertex.r; glVertices[index + 4] = vertex.g; glVertices[index + 5] = vertex.b; glVertices[index + 6] = vertex.nx; glVertices[index + 7] = vertex.ny; glVertices[index + 8] = vertex.nz; glVertices[index + 9] = vertex.tx; glVertices[index + 10] = vertex.ty; glVertices[index + 11] = vertex.tanx; glVertices[index + 12] = vertex.tany; glVertices[index + 13] = vertex.tanz; glVertices[index + 14] = vertex.bitanx; glVertices[index + 15] = vertex.bitany; glVertices[index + 16] = vertex.bitanz; index += 17; } // Vertex buffer glGenBuffers(1, &id); glBindBuffer(GL_ARRAY_BUFFER, id); glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(float) * 17, glVertices, GL_DYNAMIC_DRAW); delete[] glVertices; // Index Buffer if(hasIndexBuffer && !indices.empty()) indexBuffer = std::make_shared(indices); // Vertex Attributes vertexAttributes(); // Unbind VBO unbind(); } void VertexBuffer::initBuffer() { // Vertex buffer glGenBuffers(1, &id); glBindBuffer(GL_ARRAY_BUFFER, id); glBufferData(GL_ARRAY_BUFFER, length * sizeof(float) * 17, nullptr, GL_DYNAMIC_DRAW); // Vertex Attributes vertexAttributes(); // Unbind VBO unbind(); } void VertexBuffer::updateVertices(std::vector& vertices) { glBindBuffer(GL_ARRAY_BUFFER, id); float* ptr = (float*)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE); unsigned int index = 0; for(Vec3f& vertex : vertices) { ptr[index] = vertex.x; ptr[index + 1] = vertex.y; ptr[index + 2] = vertex.z; ptr[index + 3] = vertex.r; ptr[index + 4] = vertex.g; ptr[index + 5] = vertex.b; ptr[index + 6] = vertex.nx; ptr[index + 7] = vertex.ny; ptr[index + 8] = vertex.nz; ptr[index + 9] = vertex.tx; ptr[index + 10] = vertex.ty; ptr[index + 11] = vertex.tanx; ptr[index + 12] = vertex.tany; ptr[index + 13] = vertex.tanz; ptr[index + 14] = vertex.bitanx; ptr[index + 15] = vertex.bitany; ptr[index + 16] = vertex.bitanz; index += 17; } glUnmapBuffer(GL_ARRAY_BUFFER); glBindBuffer(GL_ARRAY_BUFFER, 0); } void VertexBuffer::updateVertex(int pos, Vec3f newVertex) { glBindBuffer(GL_ARRAY_BUFFER, id); float* ptr = (float*)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE); int index = pos * 17; ptr[index] = newVertex.x; ptr[index + 1] = newVertex.y; ptr[index + 2] = newVertex.z; ptr[index + 3] = newVertex.r; ptr[index + 4] = newVertex.g; ptr[index + 5] = newVertex.b; ptr[index + 6] = newVertex.nx; ptr[index + 7] = newVertex.ny; ptr[index + 8] = newVertex.nz; ptr[index + 9] = newVertex.tx; ptr[index + 10] = newVertex.ty; ptr[index + 11] = newVertex.tanx; ptr[index + 12] = newVertex.tany; ptr[index + 13] = newVertex.tanz; ptr[index + 14] = newVertex.bitanx; ptr[index + 15] = newVertex.bitany; ptr[index + 16] = newVertex.bitanz; glUnmapBuffer(GL_ARRAY_BUFFER); glBindBuffer(GL_ARRAY_BUFFER, 0); } std::vector VertexBuffer::getVertices() { glBindBuffer(GL_ARRAY_BUFFER, id); float* ptr = (float*)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE); std::vector vertices; for(int i = 0; i < length; i ++) { Vec3f vertex( ptr[i * 17], ptr[i * 17 + 1], ptr[i * 17 + 2], ptr[i * 17 + 3], ptr[i * 17 + 4], ptr[i * 17 + 5], ptr[i * 17 + 6], ptr[i * 17 + 7], ptr[i * 17 + 8], ptr[i * 17 + 9], ptr[i * 17 + 10] ); vertex.tanx = ptr[i * 17 + 11]; vertex.tany = ptr[i * 17 + 12]; vertex.tanz = ptr[i * 17 + 13]; vertex.bitanx = ptr[i * 17 + 14]; vertex.bitany = ptr[i * 17 + 15]; vertex.bitanz = ptr[i * 17 + 16]; vertices.push_back(vertex); } glUnmapBuffer(GL_ARRAY_BUFFER); glBindBuffer(GL_ARRAY_BUFFER, 0); return vertices; } void VertexBuffer::bind() { glBindBuffer(GL_ARRAY_BUFFER, id); } void VertexBuffer::unbind() { glBindBuffer(GL_ARRAY_BUFFER, 0); } ================================================ FILE: src/engine/opengl/buffer/VertexBuffer.h ================================================ #pragma once #include #include #include #include "Buffer.h" #include "IndexBuffer.h" #include "engine/Vec3.h" class VertexBuffer : public Buffer { GENERATE_PTR(VertexBuffer) private: IndexBuffer::Ptr indexBuffer; bool hasIndexBuffer; size_t length; public: VertexBuffer(); VertexBuffer(size_t _length); VertexBuffer(std::vector& vertices); VertexBuffer(std::vector& vertices, std::vector indices); VertexBuffer(const VertexBuffer& vertexBuffer); VertexBuffer(VertexBuffer&& vertexBuffer) noexcept; VertexBuffer& operator=(const VertexBuffer& vertexBuffer); ~VertexBuffer(); protected: void vertexAttributes(); void initBuffer(std::vector& vertices, std::vector indices); void initBuffer() override; public: void updateVertices(std::vector& vertices); void updateVertex(int pos, Vec3f newVertex); std::vector getVertices(); void bind() override; void unbind() override; public: inline IndexBuffer::Ptr& getIndexBuffer() { return indexBuffer; } inline bool HasIndexBuffer() const { return hasIndexBuffer; } inline void setLength(size_t length) { this->length = length; } inline size_t getLength() const { return length; } }; ================================================ FILE: src/engine/opengl/glsl/BlinnPhong.frag ================================================ #version 330 core #define MAX_LIGHTS 64 #define MAX_TEXTURES 64 struct Material { vec3 ambient; vec3 diffuse; vec3 specular; float shininess; }; struct Light { vec3 position; vec3 color; vec3 ambient; vec3 diffuse; vec3 specular; float constant; float linear; float quadratic; bool pointLight; }; struct MaterialMaps { sampler2D diffuseMap; sampler2D specularMap; sampler2D normalMap; sampler2D depthMap; sampler2D emissionMap; }; in vec3 ourColor; in vec3 Normal; in vec3 FragPos; in vec2 TexCoord; in vec4 FragPosLightSpace; in vec3 TangentLightPos; in vec3 TangentViewPos; in vec3 TangentFragPos; out vec4 FragColor; uniform vec3 viewPos; uniform Material material; uniform Light lights[MAX_LIGHTS]; uniform int nLights; uniform MaterialMaps materialMaps; uniform bool hasDiffuse; uniform bool hasSpecular; uniform bool hasEmission; uniform bool hasNormalMap; uniform bool hasDepthMap; uniform float emissionStrength; uniform bool blinn; uniform float heightScale; uniform bool shadowMapping; uniform sampler2D shadowMap; uniform vec3 lightPos; vec2 texCoord = TexCoord; vec4 calculateAmbient(Light light) { vec4 ambient = vec4(1.0); vec4 lightAmbient = vec4(light.ambient, 1.0); vec4 lightColor = vec4(light.color, 1.0); if(hasDiffuse) { vec4 textureDiffuse = texture(materialMaps.diffuseMap, texCoord); ambient = lightAmbient * lightColor * textureDiffuse; } else ambient = lightAmbient * lightColor * vec4(ourColor, 1.0); return ambient; } vec4 calculateDiffuse(Light light, vec3 normal, vec3 lightDir) { vec4 diffuse = vec4(1.0); float diff = max(dot(normal, lightDir), 0.0); vec4 lightDiffuse = vec4(light.diffuse, 1.0); vec4 materialDiffuse = vec4(material.diffuse, 1.0); if(hasDiffuse) { vec4 textureDiffuse = texture(materialMaps.diffuseMap, texCoord); diffuse = lightDiffuse * diff * textureDiffuse; }else diffuse = lightDiffuse * (diff * materialDiffuse); return diffuse; } vec4 calculateSpecular(Light light, vec3 normal, vec3 lightDir) { vec4 specular = vec4(1.0); vec3 viewDir = normalize(viewPos - FragPos); if(hasNormalMap) viewDir = normalize(TangentViewPos - TangentFragPos); vec3 reflectDir = reflect(-lightDir, normal); float spec = 0.0; vec4 lightSpecular = vec4(light.specular, 1.0); vec4 materialSpecular = vec4(material.specular, 1.0); if(blinn) { vec3 halfwayDir = normalize(lightDir + viewDir); spec = pow(max(dot(normal, halfwayDir), 0.0), material.shininess); } else spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess); if(hasSpecular) { vec4 specularMapInfo = texture(materialMaps.specularMap, texCoord); specular = lightSpecular * spec * specularMapInfo; }else specular = lightSpecular * (spec * materialSpecular); return specular; } vec4 calculateEmission() { vec4 emission = vec4(0.0); if(hasEmission) emission = texture(materialMaps.emissionMap, texCoord); return emission * emissionStrength; } float calculateShadow(vec4 fragPosLightSpace) { // perform perspective divide vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w; // transform to [0,1] range projCoords = projCoords * 0.5 + 0.5; // get closest depth value from light's perspective (using [0,1] range fragPosLight as coords) float closestDepth = texture(shadowMap, projCoords.xy).r; // get depth of current fragment from light's perspective float currentDepth = projCoords.z; // calculate bias (based on depth map resolution and slope) vec3 normal = normalize(Normal); vec3 lightDir = normalize(lightPos - FragPos); float bias = max(0.05 * (1.0 - dot(normal, lightDir)), 0.005); // check whether current frag pos is in shadow // float shadow = currentDepth - bias > closestDepth ? 1.0 : 0.0; // PCF float shadow = 0.0; vec2 texelSize = 1.0 / textureSize(shadowMap, 0); for(int x = -1; x <= 1; ++x) { for(int y = -1; y <= 1; ++y) { float pcfDepth = texture(shadowMap, projCoords.xy + vec2(x, y) * texelSize).r; shadow += currentDepth - bias > pcfDepth ? 1.0 : 0.0; } } shadow /= 9.0; // keep the shadow at 0.0 when outside the far_plane region of the light's frustum. if(projCoords.z > 1.0) shadow = 0.0; return shadow; } vec4 getLightColor(Light light) { // Calculate ambient, diffuse and specular vec3 norm = normalize(Normal); vec3 lightDir = normalize(light.position - FragPos); if(hasNormalMap) { norm = texture(materialMaps.normalMap, texCoord).rgb; // transform normal vector to range [-1,1] norm = normalize(norm * 2.0 - 1.0); // this normal is in tangent space lightDir = normalize(TangentLightPos - TangentFragPos); } vec4 ambient = calculateAmbient(light); vec4 diffuse = calculateDiffuse(light, norm, lightDir); vec4 specular = calculateSpecular(light, norm, lightDir); // Calculate emission vec4 emission = calculateEmission(); // Calculate attenuation if(light.pointLight) { float distance = length(light.position - FragPos); float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance)); ambient *= attenuation; diffuse *= attenuation; specular *= attenuation; } // Calculate shadow float shadow = 0.0; if(shadowMapping) shadow = calculateShadow(FragPosLightSpace); vec4 lightColor = vec4(light.color, 1.0); return (ambient + (1.0 - shadow) * (diffuse + specular) + emission) * lightColor; } vec2 parallaxMapping(vec2 texCoords, vec3 viewDir) { if(!hasDepthMap) return texCoords; // number of depth layers const float minLayers = 8; const float maxLayers = 32; float numLayers = mix(maxLayers, minLayers, abs(dot(vec3(0.0, 0.0, 1.0), viewDir))); // calculate the size of each layer float layerDepth = 1.0 / numLayers; // depth of current layer float currentLayerDepth = 0.0; // the amount to shift the texture coordinates per layer (from vector P) vec2 P = viewDir.xy / viewDir.z * heightScale; vec2 deltaTexCoords = P / numLayers; // get initial values vec2 currentTexCoords = texCoords; float currentDepthMapValue = texture(materialMaps.depthMap, currentTexCoords).r; while(currentLayerDepth < currentDepthMapValue) { // shift texture coordinates along direction of P currentTexCoords -= deltaTexCoords; // get depthmap value at current texture coordinates currentDepthMapValue = texture(materialMaps.depthMap, currentTexCoords).r; // get depth of next layer currentLayerDepth += layerDepth; } // get texture coordinates before collision (reverse operations) vec2 prevTexCoords = currentTexCoords + deltaTexCoords; // get depth after and before collision for linear interpolation float afterDepth = currentDepthMapValue - currentLayerDepth; float beforeDepth = texture(materialMaps.depthMap, prevTexCoords).r - currentLayerDepth + layerDepth; // interpolation of texture coordinates float weight = afterDepth / (afterDepth - beforeDepth); vec2 finalTexCoords = prevTexCoords * weight + currentTexCoords * (1.0 - weight); return finalTexCoords; } void main() { vec3 viewDir = normalize(TangentViewPos - TangentFragPos); texCoord = parallaxMapping(texCoord, viewDir); vec4 lightColor = vec4(0.0); for(int i = 0; i < nLights; i ++) lightColor += getLightColor(lights[i]); // Apply transparency for blending if(hasDiffuse) { vec4 textureDiffuse = texture(materialMaps.diffuseMap, texCoord); lightColor.a = textureDiffuse.a; } FragColor = lightColor; } ================================================ FILE: src/engine/opengl/glsl/BlinnPhong.vert ================================================ #version 330 core layout (location = 0) in vec3 aPos; layout (location = 1) in vec3 aColor; layout (location = 2) in vec3 aNormal; layout (location = 3) in vec2 aTexCoord; layout (location = 4) in vec3 aTangent; layout (location = 5) in vec3 aBitangent; out vec3 FragPos; out vec3 ourColor; out vec3 Normal; out vec2 TexCoord; out vec4 FragPosLightSpace; out vec3 TangentLightPos; out vec3 TangentViewPos; out vec3 TangentFragPos; uniform mat4 model; uniform mat4 view; uniform mat4 projection; uniform mat4 lightSpaceMatrix; uniform vec3 lightPos; uniform vec3 viewPos; void main() { FragPos = vec3(model * vec4(aPos, 1.0)); ourColor = aColor; Normal = mat3(transpose(inverse(model))) * aNormal; TexCoord = aTexCoord; FragPosLightSpace = lightSpaceMatrix * vec4(FragPos, 1.0); mat3 normalMatrix = transpose(inverse(mat3(model))); vec3 T = normalize(normalMatrix * aTangent); vec3 N = normalize(normalMatrix * aNormal); T = normalize(T - dot(T, N) * N); vec3 B = cross(N, T); mat3 TBN = transpose(mat3(T, B, N)); TangentLightPos = TBN * lightPos; TangentViewPos = TBN * viewPos; TangentFragPos = TBN * FragPos; gl_Position = projection * view * vec4(FragPos, 1.0); } ================================================ FILE: src/engine/opengl/glsl/Default.frag ================================================ #version 330 core out vec4 FragColor; in vec3 ourColor; in vec3 Normal; in vec2 TexCoord; uniform sampler2D tex; uniform bool hasTexture; void main() { vec4 color = vec4(ourColor, 1.0); color = hasTexture ? color * texture(tex, TexCoord).rgba : color; FragColor = color; } ================================================ FILE: src/engine/opengl/glsl/Default.vert ================================================ #version 330 core layout (location = 0) in vec3 aPos; layout (location = 1) in vec3 aColor; layout (location = 2) in vec3 aNormal; layout (location = 3) in vec2 aTexCoord; uniform mat4 mvp; out vec3 ourColor; out vec3 Normal; out vec2 TexCoord; void main() { gl_Position = mvp * vec4(aPos, 1.0); ourColor = aColor; Normal = aNormal; TexCoord = aTexCoord; } ================================================ FILE: src/engine/opengl/glsl/HDR.frag ================================================ #version 330 core out vec4 FragColor; in vec2 TexCoords; uniform sampler2D hdrBuffer; uniform bool hdr; uniform float exposure; uniform bool gammaCorrection; void main() { const float gamma = 2.2; vec3 hdrColor = texture(hdrBuffer, TexCoords).rgb; if(hdr) { // reinhard // vec3 result = hdrColor / (hdrColor + vec3(1.0)); // exposure vec3 result = vec3(1.0) - exp(-hdrColor * exposure); // also gamma correct while we're at it if(gammaCorrection) result = pow(result, vec3(1.0 / gamma)); FragColor = vec4(result, 1.0); } else { vec3 result = gammaCorrection ? pow(hdrColor, vec3(1.0 / gamma)) : hdrColor; FragColor = vec4(result, 1.0); } } ================================================ FILE: src/engine/opengl/glsl/HDR.vert ================================================ #version 330 core layout (location = 0) in vec3 aPos; layout (location = 3) in vec2 aTexCoords; out vec2 TexCoords; void main() { TexCoords = aTexCoords; gl_Position = vec4(aPos, 1.0); } ================================================ FILE: src/engine/opengl/glsl/PBR.frag ================================================ #version 330 core #define MAX_LIGHTS 64 #define MAX_TEXTURES 64 struct Material { vec3 albedo; float metallic; float roughness; float ao; vec3 emission; }; struct Light { vec3 position; vec3 color; float constant; float linear; float quadratic; bool pointLight; }; struct MaterialMaps { sampler2D albedo; sampler2D metallic; sampler2D roughness; sampler2D normalMap; sampler2D depthMap; sampler2D ao; sampler2D emission; }; in vec3 ourColor; in vec3 Normal; in vec3 FragPos; in vec2 TexCoord; in vec4 FragPosLightSpace; in vec3 TangentLightPos; in vec3 TangentViewPos; in vec3 TangentFragPos; out vec4 FragColor; uniform Light lights[MAX_LIGHTS]; uniform int nLights; uniform Material material; uniform MaterialMaps materialMaps; uniform bool hasAlbedo; uniform bool hasMetallic; uniform bool hasRoughness; uniform bool hasNormalMap; uniform bool hasDepthMap; uniform bool hasAmbientOcclusion; uniform bool hasEmission; uniform float heightScale; vec2 texCoord = TexCoord; uniform vec3 viewPos; const float PI = 3.14159265359; float distributionGGX(vec3 N, vec3 H, float roughness) { float a = roughness * roughness; float a2 = a * a; float NdotH = max(dot(N, H), 0.0); float NdotH2 = NdotH*NdotH; float nom = a2; float denom = (NdotH2 * (a2 - 1.0) + 1.0); denom = PI * denom * denom; return nom / denom; } float geometrySchlickGGX(float NdotV, float roughness) { float r = (roughness + 1.0); float k = (r * r) / 8.0; float nom = NdotV; float denom = NdotV * (1.0 - k) + k; return nom / denom; } float geometrySmith(vec3 N, vec3 V, vec3 L, float roughness) { float NdotV = max(dot(N, V), 0.0); float NdotL = max(dot(N, L), 0.0); float ggx2 = geometrySchlickGGX(NdotV, roughness); float ggx1 = geometrySchlickGGX(NdotL, roughness); return ggx1 * ggx2; } vec3 fresnelSchlick(float cosTheta, vec3 F0) { return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0); } vec3 getNormalFromMap() { vec3 tangentNormal = texture(materialMaps.normalMap, texCoord).xyz * 2.0 - 1.0; vec3 Q1 = dFdx(FragPos); vec3 Q2 = dFdy(FragPos); vec2 st1 = dFdx(texCoord); vec2 st2 = dFdy(texCoord); vec3 N = normalize(Normal); vec3 T = normalize(Q1 * st2.t - Q2 * st1.t); vec3 B = -normalize(cross(N, T)); mat3 TBN = mat3(T, B, N); return normalize(TBN * tangentNormal); } vec3 calculateAlbedo() { vec3 albedo = material.albedo; if(hasAlbedo) albedo = pow(texture(materialMaps.albedo, texCoord).rgb, vec3(2.2)); albedo *= ourColor; return albedo; } float calculateMetallic() { float metallic = material.metallic; if(hasMetallic) metallic = texture(materialMaps.metallic, texCoord).r; return metallic; } float calculateRoughness() { float roughness = material.roughness; if(hasRoughness) roughness = texture(materialMaps.roughness, texCoord).r; return roughness; } float calculateAmbientOcclusion() { float ao = material.ao; if(hasAmbientOcclusion) ao = texture(materialMaps.ao, texCoord).r; return ao; } vec3 calculateNormal() { vec3 N = normalize(Normal); if(hasNormalMap) N = getNormalFromMap(); return N; } vec3 calculateEmission() { vec3 emission = material.emission; if(hasEmission) emission = vec3(texture(materialMaps.emission, texCoord)); return emission; } vec2 parallaxMapping(vec2 texCoords) { vec2 uvs = texCoords; if(hasDepthMap) { // Calculate viewDir vec3 Q1 = dFdx(FragPos); vec3 Q2 = dFdy(FragPos); vec2 st1 = dFdx(texCoord); vec2 st2 = dFdy(texCoord); vec3 N = normalize(Normal); vec3 T = normalize(Q1 * st2.t - Q2 * st1.t); vec3 B = -normalize(cross(N, T)); mat3 TBN = mat3(T, B, N); vec3 tangentViewPos = TBN * viewPos; vec3 tangentFragPos = TBN * FragPos; vec3 viewDir = normalize(tangentViewPos - tangentFragPos); // Paralax mapping float height = texture(materialMaps.depthMap, texCoords).r; vec2 offset = viewDir.xy * (height * heightScale); return texCoords - offset; } return uvs; } void main() { // Paralax mapping texCoord = parallaxMapping(TexCoord); if(texCoord.x > 1.0 || texCoord.y > 1.0 || texCoord.x < 0.0 || texCoord.y < 0.0) discard; // Material vec3 albedo = calculateAlbedo(); float metallic = calculateMetallic(); float roughness = calculateRoughness(); float ao = calculateAmbientOcclusion(); vec3 N = calculateNormal(); vec3 emission = calculateEmission(); // V vec3 V = normalize(viewPos - FragPos); // calculate reflectance at normal incidence; if dia-electric (like plastic) use F0 // of 0.04 and if it's a metal, use the albedo color as F0 (metallic workflow) vec3 F0 = vec3(0.04); F0 = mix(F0, albedo, metallic); // reflectance equation vec3 Lo = vec3(0.0); for(int i = 0; i < nLights; i ++) { // calculate per-light radiance vec3 L = normalize(lights[i].position - FragPos); vec3 H = normalize(V + L); vec3 radiance = lights[i].color; if(lights[i].pointLight) { float distance = length(lights[i].position - FragPos); float attenuation = 1.0 / (lights[i].constant + lights[i].linear * distance + lights[i].quadratic * (distance * distance)); radiance *= attenuation; } // Cook-Torrance BRDF float NDF = distributionGGX(N, H, roughness); float G = geometrySmith(N, V, L, roughness); vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0); vec3 numerator = NDF * G * F; float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.0001; // + 0.0001 to prevent divide by zero vec3 specular = numerator / denominator; // kS is equal to Fresnel vec3 kS = F; // for energy conservation, the diffuse and specular light can't // be above 1.0 (unless the surface emits light); to preserve this // relationship the diffuse component (kD) should equal 1.0 - kS. vec3 kD = vec3(1.0) - kS; // multiply kD by the inverse metalness such that only non-metals // have diffuse lighting, or a linear blend if partly metal (pure metals // have no diffuse light). kD *= 1.0 - metallic; // scale light by NdotL float NdotL = max(dot(N, L), 0.0); // add to outgoing radiance Lo Lo += (kD * albedo / PI + specular) * radiance * NdotL; // note that we already multiplied the BRDF by the Fresnel (kS) so we won't multiply by kS again } // replace this ambient lighting with environment lighting). vec3 ambient = vec3(0.03) * albedo * ao; vec3 color = ambient + emission + Lo; // HDR tonemapping color = color / (color + vec3(1.0)); // gamma correct color = pow(color, vec3(1.0/2.2)); // Apply transparency float transparency = 1.0; if(hasAlbedo) { vec4 textureAlbedo = texture(materialMaps.albedo, texCoord); transparency = textureAlbedo.a; } // Color FragColor = vec4(color, transparency); } ================================================ FILE: src/engine/opengl/glsl/PBR.vert ================================================ #version 330 core layout (location = 0) in vec3 aPos; layout (location = 1) in vec3 aColor; layout (location = 2) in vec3 aNormal; layout (location = 3) in vec2 aTexCoord; layout (location = 4) in vec3 aTangent; layout (location = 5) in vec3 aBitangent; out vec3 FragPos; out vec3 ourColor; out vec3 Normal; out vec2 TexCoord; out vec4 FragPosLightSpace; out vec3 TangentLightPos; out vec3 TangentViewPos; out vec3 TangentFragPos; uniform mat4 model; uniform mat4 view; uniform mat4 projection; uniform mat4 lightSpaceMatrix; uniform vec3 lightPos; uniform vec3 viewPos; void main() { FragPos = vec3(model * vec4(aPos, 1.0)); ourColor = aColor; Normal = mat3(transpose(inverse(model))) * aNormal; TexCoord = aTexCoord; FragPosLightSpace = lightSpaceMatrix * vec4(FragPos, 1.0); mat3 normalMatrix = transpose(inverse(mat3(model))); vec3 T = normalize(normalMatrix * aTangent); vec3 N = normalize(normalMatrix * aNormal); T = normalize(T - dot(T, N) * N); vec3 B = cross(N, T); mat3 TBN = transpose(mat3(T, B, N)); TangentLightPos = TBN * lightPos; TangentViewPos = TBN * viewPos; TangentFragPos = TBN * FragPos; gl_Position = projection * view * vec4(FragPos, 1.0); } ================================================ FILE: src/engine/opengl/glsl/Selection.frag ================================================ #version 330 core out vec4 FragColor; void main() { FragColor = vec4(1.0, 1.0, 1.0, 0.60); } ================================================ FILE: src/engine/opengl/glsl/Selection.vert ================================================ #version 330 core layout (location = 0) in vec3 aPos; uniform mat4 mvp; void main() { vec4 pos = mvp * vec4(aPos, 1.0); gl_Position = pos.xyzw; } ================================================ FILE: src/engine/opengl/glsl/SimpleDepth.frag ================================================ #version 330 core /* Since we have no color buffer and disabled the draw and read buffers, the resulting fragments do not require any processing so we can simply use an empty fragment shader */ void main() { // gl_FragDepth = gl_FragCoord.z; } ================================================ FILE: src/engine/opengl/glsl/SimpleDepth.vert ================================================ #version 330 core layout (location = 0) in vec3 aPos; uniform mat4 lightSpaceMatrix; uniform mat4 model; void main() { gl_Position = lightSpaceMatrix * model * vec4(aPos, 1.0); } ================================================ FILE: src/engine/opengl/glsl/SkyBox.frag ================================================ #version 330 core out vec4 FragColor; in vec3 TexCoords; uniform samplerCube skybox; void main() { FragColor = texture(skybox, TexCoords); } ================================================ FILE: src/engine/opengl/glsl/SkyBox.vert ================================================ #version 330 core layout (location = 0) in vec3 aPos; out vec3 TexCoords; uniform mat4 projection; uniform mat4 view; void main() { TexCoords = aPos; vec4 pos = projection * view * vec4(aPos, 1.0); gl_Position = pos.xyzw; } ================================================ FILE: src/engine/opengl/glsl/TexturedQuad.frag ================================================ #version 330 core out vec4 FragColor; in vec2 TexCoords; uniform sampler2D tex; void main() { vec3 color = texture(tex, TexCoords).rgb; FragColor = vec4(color, 1.0); } ================================================ FILE: src/engine/opengl/glsl/TexturedQuad.vert ================================================ #version 330 core layout (location = 0) in vec3 aPos; layout (location = 3) in vec2 aTexCoords; out vec2 TexCoords; void main() { TexCoords = aTexCoords; gl_Position = vec4(aPos, 1.0); } ================================================ FILE: src/engine/opengl/shader/Shader.cpp ================================================ #include "Shader.h" #include Shader::Shader(const std::string& _code, const ShaderType& _shaderType) : code(_code), shaderType(_shaderType) { compileShader(); } Shader::Shader() : code(""), filePath(""), shaderID(0), shaderType(ShaderType::None) {} Shader::Shader(const Shader& shader) : code(shader.code), filePath(shader.filePath), shaderID(shader.shaderID), shaderType(shader.shaderType) { } Shader::Shader(Shader&& shader) noexcept : code(std::move(shader.code)), filePath(std::move(shader.filePath)), shaderID(shader.shaderID), shaderType(std::move(shader.shaderType)) { } Shader& Shader::operator=(const Shader& shader) { code = shader.code; filePath = shader.filePath; shaderID = shader.shaderID; shaderType = shader.shaderType; return *this; } std::string Shader::readFile(const std::string& path) { std::ifstream file(path); std::string line = "", code = ""; if(file.is_open()) { while ( getline(file, line) ) code += line + "\n"; file.close(); } return code; } void Shader::compileShader() { // Create shader std::string debugShader = ""; switch (shaderType) { case ShaderType::Vertex: shaderID = glCreateShader(GL_VERTEX_SHADER); debugShader = "Vertex"; break; case ShaderType::Fragment: shaderID = glCreateShader(GL_FRAGMENT_SHADER); debugShader = "Fragment"; break; default: debugShader = "Not implemented yet"; break; } const char* chrCode = code.c_str(); glShaderSource(shaderID, 1, &chrCode, NULL); glCompileShader(shaderID); // Show error if any int success; char infoLog[512]; glGetShaderiv(shaderID, GL_COMPILE_STATUS, &success); if (!success) { glGetShaderInfoLog(shaderID, 512, NULL, infoLog); std::cout << debugShader << " shader compilation error: " << infoLog << std::endl; } } ShaderProgram::ShaderProgram(const Shader& _vertexShader, const Shader& _fragmentShader) : vertexShader(_vertexShader), fragmentShader(_fragmentShader), shaderProgramID(0) { link(); } ShaderProgram::ShaderProgram() : shaderProgramID(0) {} ShaderProgram::ShaderProgram(const ShaderProgram& shaderProgram) : vertexShader(shaderProgram.vertexShader), fragmentShader(shaderProgram.fragmentShader), shaderProgramID(shaderProgram.shaderProgramID) { } ShaderProgram::ShaderProgram(ShaderProgram&& shaderProgram) noexcept : vertexShader(std::move(shaderProgram.vertexShader)), fragmentShader(std::move(shaderProgram.fragmentShader)), shaderProgramID(shaderProgram.shaderProgramID) { } ShaderProgram::~ShaderProgram() { glDeleteProgram(shaderProgramID); } ShaderProgram& ShaderProgram::operator=(const ShaderProgram& shaderProgram) { vertexShader = shaderProgram.vertexShader; fragmentShader = shaderProgram.fragmentShader; shaderProgramID = shaderProgram.shaderProgramID; return *this; } void ShaderProgram::link() { // Link program shaderProgramID = glCreateProgram(); glAttachShader(shaderProgramID, vertexShader.getShaderID()); glAttachShader(shaderProgramID, fragmentShader.getShaderID()); glLinkProgram(shaderProgramID); // Check for linking errors int success; char infoLog[512]; glGetProgramiv(shaderProgramID, GL_LINK_STATUS, &success); if (!success) { glGetProgramInfoLog(shaderProgramID, 512, NULL, infoLog); std::cout << "Couldn't link shaders\n" << infoLog << std::endl; } // Delete shaders vertexShader.deleteShader(); fragmentShader.deleteShader(); } void ShaderProgram::uniformInt(const std::string& uniform, int value) { int location = glGetUniformLocation(shaderProgramID, uniform.c_str()); glUniform1i(location, value); } void ShaderProgram::uniformFloat(const std::string& uniform, float value) { int location = glGetUniformLocation(shaderProgramID, uniform.c_str()); glUniform1f(location, value); } void ShaderProgram::uniformVec3(const std::string& uniform, const glm::vec3& vec) { int location = glGetUniformLocation(shaderProgramID, uniform.c_str()); glUniform3fv(location, 1, &vec[0]); } void ShaderProgram::uniformMat4(const std::string& uniform, const glm::mat4& mat) { int location = glGetUniformLocation(shaderProgramID, uniform.c_str()); glUniformMatrix4fv(location, 1, GL_FALSE, glm::value_ptr(mat)); } void ShaderProgram::uniformTextureArray(const std::string& uniform, std::vector& textures) { int location = glGetUniformLocation(shaderProgramID, uniform.c_str()); glUniform1iv(location, textures.size(), &textures[0]); } ================================================ FILE: src/engine/opengl/shader/Shader.h ================================================ #pragma once #include #include #include #include #include #include #include #include #include "engine/ptr.h" class Shader { public: enum class ShaderType { None, Vertex, Fragment }; private: std::string code, filePath; ShaderType shaderType; unsigned int shaderID; private: static std::string readFile(const std::string& path); void compileShader(); public: Shader(const std::string& _code, const ShaderType& _shaderType); Shader(); ~Shader() = default; Shader(const Shader& shader); Shader(Shader&& shader) noexcept; Shader& operator=(const Shader& shader); public: inline static Shader fromFile(const std::string& filePath, const ShaderType& shaderType) { return Shader(readFile(filePath), shaderType); } inline static Shader fromCode(const std::string& code, const ShaderType& shaderType) { return Shader(code, shaderType); } inline void deleteShader() { glDeleteShader(shaderID); } public: inline std::string& getCode() { return code; } inline unsigned int getShaderID() const { return shaderID; } inline ShaderType& getShaderType() { return shaderType; } }; class ShaderProgram { GENERATE_PTR(ShaderProgram) private: unsigned int shaderProgramID; Shader vertexShader, fragmentShader; public: ShaderProgram(const Shader& _vertexShader, const Shader& _fragmentShader); ShaderProgram(); ShaderProgram(const ShaderProgram& shaderProgram); ShaderProgram(ShaderProgram&& shaderProgram) noexcept; ~ShaderProgram(); ShaderProgram& operator=(const ShaderProgram& shaderProgram); private: void link(); public: void uniformInt(const std::string& uniform, int value); void uniformFloat(const std::string& uniform, float value); void uniformVec3(const std::string& uniform, const glm::vec3& vec); void uniformMat4(const std::string& uniform, const glm::mat4& mat); void uniformTextureArray(const std::string& uniform, std::vector& textures); public: inline void useProgram() { glUseProgram(shaderProgramID); } inline unsigned int getShaderProgramID() const { return shaderProgramID; } inline Shader& getVertexShader() { return vertexShader; } inline Shader& getFragmentShader() { return fragmentShader; } }; ================================================ FILE: src/engine/ptr.h ================================================ #pragma once #include #include #define GENERATE_PTR(clazz) public: \ using Ptr = std::shared_ptr; \ template \ inline static Ptr New(Args&&... args) { \ return std::make_shared(std::forward(args)...); \ }\ template inline bool instanceof(const T *ptr) { return dynamic_cast(ptr) != nullptr; } ================================================ FILE: src/engine/renderer/Camera.cpp ================================================ #include "Camera.h" Camera::Camera(const glm::mat4& _projectionMatrix, const glm::mat4& _viewMatrix) : projectionMatrix(_projectionMatrix), viewMatrix(_viewMatrix), eye(glm::vec3(0, 0, 0)) { } void Camera::lookAt(const glm::vec3& eye, const glm::vec3& center, const glm::vec3& up) { this->eye = eye; this->center = center; this->up = up; viewMatrix = glm::lookAt(eye, center, up); } ================================================ FILE: src/engine/renderer/Camera.h ================================================ #pragma once #include #include #include #include #include "engine/ptr.h" class Camera { GENERATE_PTR(Camera) protected: glm::mat4 projectionMatrix; glm::mat4 viewMatrix; glm::vec3 eye, center, up; Camera(const glm::mat4& _projectionMatrix, const glm::mat4& _viewMatrix); public: Camera() = default; ~Camera() = default; public: virtual void lookAt(const glm::vec3& eye, const glm::vec3& center, const glm::vec3& up); inline glm::mat4& getProjectionMatrix() { return projectionMatrix; } inline glm::mat4 getInverseProjectionMatrix() { return glm::inverse(projectionMatrix); } virtual glm::mat4& getViewMatrix() { return viewMatrix; } inline glm::mat4 getInverseViewMatrix() { return glm::inverse(viewMatrix); } inline glm::mat4 getViewProjectionMatrix() { return projectionMatrix * viewMatrix; } inline glm::mat4 getInverseViewProjectionMatrix() { return glm::inverse(getViewProjectionMatrix()); } inline void setProjectionMatrix(const glm::mat4& projectionMatrix) { this->projectionMatrix = projectionMatrix; } inline void setViewMatrix(const glm::mat4& viewMatrix) { this->viewMatrix = viewMatrix; } virtual glm::vec3& getEye() { return eye; } virtual glm::vec3& getCenter() { return center; } virtual glm::vec3& getUp() { return up; } inline void setEye(const glm::vec3& eye) { this->eye = eye; } inline void setCenter(const glm::vec3& center) { this->center = center; } inline void setUp(const glm::vec3& up) { this->up = up; } }; ================================================ FILE: src/engine/renderer/FPSCamera.cpp ================================================ #include "FPSCamera.h" #include #define DEFAULT_SENSITIVITY 0.1 #define DEFAULT_CAMERA_SPEED 0.1 FPSCamera::FPSCamera(const glm::mat4& projectionMatrix, const glm::mat4& viewMatrix) : Camera(projectionMatrix, viewMatrix), cameraFront(glm::vec3(0, 0, -1)), yaw(0.0f), pitch(0), lastX(0), lastY(0), sensitivity(DEFAULT_SENSITIVITY), cameraSpeed(DEFAULT_CAMERA_SPEED) { center = glm::vec3(0, 0, 0); up = glm::vec3(0, -1, 0); eye = glm::vec3(0, 0, 0); this->viewMatrix = glm::lookAt(eye, center, up); } FPSCamera::Ptr FPSCamera::orthoCamera(float left, float right, float bottom, float top, float zNear, float zFar) { glm::mat4 projection = glm::ortho(left, right, bottom, top, zNear, zFar); glm::mat4 view(1.0f); FPSCamera::Ptr camera = FPSCamera::New(projection, view); return camera; } FPSCamera::Ptr FPSCamera::perspectiveCamera(float fovy, float aspect, float zNear, float zFar) { glm::mat4 projection = glm::perspective(fovy, aspect, zNear, zFar); glm::mat4 view(1.0f); FPSCamera::Ptr camera = FPSCamera::New(projection, view); return camera; } glm::mat4& FPSCamera::getViewMatrix() { viewMatrix = glm::lookAt(eye, eye + cameraFront, up); return viewMatrix; } void FPSCamera::move(const Movement& movement) { switch (movement) { case Movement::Forward: eye += cameraSpeed * cameraFront; break; case Movement::Backward: eye -= cameraSpeed * cameraFront; break; case Movement::Right: eye += glm::normalize(glm::cross(cameraFront, up)) * cameraSpeed; break; case Movement::Left: eye -= glm::normalize(glm::cross(cameraFront, up)) * cameraSpeed; break; default: break; } } void FPSCamera::lookAround(double xpos, double ypos) { double xoffset = xpos - lastX; double yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top lastX = xpos; lastY = ypos; xoffset *= sensitivity; yoffset *= sensitivity; yaw -= xoffset; pitch += yoffset; // make sure that when pitch is out of bounds, screen doesn't get flipped if (pitch > 89.0f) pitch = 89.0f; if (pitch < -89.0f) pitch = -89.0f; glm::vec3 direction; direction.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch)); direction.y = sin(glm::radians(pitch)); direction.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch)); cameraFront = glm::normalize(direction); } ================================================ FILE: src/engine/renderer/FPSCamera.h ================================================ #pragma once #include "Camera.h" class FPSCamera : public Camera { GENERATE_PTR(FPSCamera) public: enum class Movement { Forward, Backward, Right, Left }; private: glm::vec3 cameraFront; unsigned int width, height; float lastX, lastY; float yaw, pitch; float sensitivity, cameraSpeed; public: FPSCamera(const glm::mat4& projectionMatrix, const glm::mat4& viewMatrix); FPSCamera() = default; ~FPSCamera() = default; static FPSCamera::Ptr orthoCamera(float left, float right, float bottom, float top, float zNear, float zFar); static FPSCamera::Ptr perspectiveCamera(float fovy, float aspect, float zNear, float zFar); virtual glm::mat4& getViewMatrix() override; virtual void move(const Movement& movement); virtual void lookAround(double xpos, double ypos); inline void setSensitivity(float sensitivity) { this->sensitivity = sensitivity; } inline float getSensitivity() const { return sensitivity; } inline void setCameraSpeed(float cameraSpeed) { this->cameraSpeed = cameraSpeed; } inline float getCameraSpeed() const { return cameraSpeed; } inline void setCameraFront(const glm::vec3& cameraFront) { this->cameraFront = cameraFront; } inline glm::vec3& getCameraFront() { return cameraFront; } inline unsigned int getWidth() const { return width; } inline void setWidth(unsigned int width) { this->width = width; } inline unsigned int getHeight() const { return height; } inline void setHeight(unsigned int height) { this->height = height; } }; ================================================ FILE: src/engine/renderer/FrameCapturer.h ================================================ #pragma once #include #include #include #include "engine/opengl/buffer/FrameBuffer.h" #include "engine/opengl/buffer/MultiSampleRenderBuffer.h" #include "engine/texture/MultiSampleTexture.h" class FrameCapturer { GENERATE_PTR(FrameCapturer) private: unsigned int width, height; unsigned int samples; FrameBuffer::Ptr frameBuffer; FrameBuffer::Ptr intermediateFrameBuffer; MultiSampleTexture::Ptr textureColorBufferMultiSampled; Texture::Ptr screenTexture; MultiSampleRenderBuffer::Ptr rbo; glm::vec3 backgroundColor; public: FrameCapturer(unsigned int _width, unsigned int _height, unsigned int _samples = 4) : width(_width), height(_height), samples(_samples), backgroundColor(0.1f, 0.1f, 0.1f) { updateViewPort(width, height, samples); } FrameCapturer() : width(0), height(0), backgroundColor(0.1f, 0.1f, 0.1f) { } ~FrameCapturer() = default; public: void updateViewPort(unsigned int width, unsigned int height, unsigned int samples = 4) { this->width = width; this->height = height; this->samples = samples; // Configure MSAA framebuffer frameBuffer = FrameBuffer::New(); // Create a multisampled color attachment texture textureColorBufferMultiSampled = MultiSampleTexture::New(width, height, samples); frameBuffer->toTexture(GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, textureColorBufferMultiSampled->getID()); // Create a (also multisampled) renderbuffer object for depth and stencil attachments rbo = MultiSampleRenderBuffer::New(width, height); frameBuffer->setRenderBuffer(GL_DEPTH_STENCIL_ATTACHMENT, rbo->getID()); if (!frameBuffer->isComplete()) std::cout << "Error: framebuffer is not complete!" << std::endl; frameBuffer->unbind(); // configure second post-processing framebuffer intermediateFrameBuffer = FrameBuffer::New(); // create a color attachment texture screenTexture = Texture::New(width, height); intermediateFrameBuffer->toTexture(GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, screenTexture->getID()); if (!intermediateFrameBuffer->isComplete()) std::cout << "Error: Intermediate framebuffer is not complete!" << std::endl; intermediateFrameBuffer->unbind(); } void startCapturing() { glDisable(GL_DEPTH_TEST); glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); frameBuffer->bind(); glClearColor(backgroundColor.r, backgroundColor.g, backgroundColor.b, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); } void finishCapturing() { intermediateFrameBuffer->blitFrom(frameBuffer, width, height); intermediateFrameBuffer->unbind(); glClearColor(backgroundColor.r, backgroundColor.g, backgroundColor.b, 1.0f); glClear(GL_COLOR_BUFFER_BIT); glDisable(GL_DEPTH_TEST); } void setBackgroundColor(float r, float g, float b) { backgroundColor.r = r; backgroundColor.g = g; backgroundColor.b = b; } inline Texture::Ptr& getTexture() { return screenTexture; } inline glm::vec3& getBackgroundColor() { return backgroundColor; } }; ================================================ FILE: src/engine/renderer/MouseRayCasting.cpp ================================================ #include "MouseRayCasting.h" MouseRayCasting::MouseRayCasting(const Camera::Ptr& _camera, unsigned int _width, unsigned int _height) : camera(_camera), width(_width), height(_height) { } glm::vec2 MouseRayCasting::getNormalizedDeviceCoords(const glm::vec2& mousePosition) { float x = (2.0f * mousePosition.x) / width - 1.0f; float y = (2.0f * mousePosition.y) / height - 1.0f; return glm::vec2(x, y); } glm::vec4 MouseRayCasting::getHomogeneousClipCoords(const glm::vec2& normalizedDeviceCoords) { return glm::vec4(normalizedDeviceCoords.x, normalizedDeviceCoords.y, -1.f, 1.f); } glm::vec4 MouseRayCasting::getEyeCoords(const glm::vec4& clipCoords) { glm::vec4 eyeCoords = camera->getInverseProjectionMatrix() * clipCoords; eyeCoords = glm::vec4(eyeCoords.x, eyeCoords.y, -1.0, 0.0); return eyeCoords; } glm::vec3 MouseRayCasting::getWorldCoords(const glm::vec4& eyeCoords) { glm::vec4 worldCoordinates = camera->getInverseViewMatrix() * eyeCoords; glm::vec3 worldCoords(worldCoordinates.x, worldCoordinates.y, worldCoordinates.z); worldCoords = glm::normalize(worldCoords); return worldCoords; } MouseRayCasting::Ray MouseRayCasting::getRay(int mouseX, int mouseY) { glm::vec2 normalizedDeviceCoords = getNormalizedDeviceCoords(glm::vec2(mouseX, mouseY)); glm::vec4 clipCoords = getHomogeneousClipCoords(normalizedDeviceCoords); glm::vec4 eyeCoords = getEyeCoords(clipCoords); glm::vec3 worldCoords = getWorldCoords(eyeCoords); return Ray(camera->getEye(), worldCoords); } ================================================ FILE: src/engine/renderer/MouseRayCasting.h ================================================ // Thanks to: https://antongerdelan.net/opengl/raycasting.html #pragma once #include "Camera.h" class MouseRayCasting { public: /** * r : (x, y, z) = (x0, y0, z0) + lambda * (v1, v2, v3) * Where (x0, y0, z0) is the origin of the ray * and (v1, v2, v3) is the direction vector of the ray */ struct Ray { glm::vec3 rayDirection; glm::vec3 origin; Ray(const glm::vec3& _origin, const glm::vec3& _rayDirection) : origin(_origin), rayDirection(_rayDirection) { } Ray() = default; ~Ray() = default; glm::vec3 getPoint(double lambda) { return glm::vec3( origin.x + rayDirection.x * lambda, origin.y + rayDirection.y * lambda, origin.z + rayDirection.z * lambda ); } /** * @brief Returns a 3D point which projection belongs to the Screen Plane (X, Y) * @return glm::vec3 */ inline glm::vec3 getScreenProjectedPoint() { return getPoint(1); } }; private: Camera::Ptr camera; unsigned int width, height; public: MouseRayCasting(const Camera::Ptr& _camera, unsigned int _width, unsigned int _height); MouseRayCasting() = default; ~MouseRayCasting() = default; private: glm::vec2 getNormalizedDeviceCoords(const glm::vec2& mousePosition); glm::vec4 getHomogeneousClipCoords(const glm::vec2& normalizedDeviceCoords); glm::vec4 getEyeCoords(const glm::vec4& clipCoords); glm::vec3 getWorldCoords(const glm::vec4& eyeCoords); public: Ray getRay(int mouseX, int mouseY); }; ================================================ FILE: src/engine/renderer/Renderer.cpp ================================================ #include "Renderer.h" #define SHADOW_MAP_WIDTH 1024 #define SHADOW_MAP_HEIGHT 1024 Renderer::Renderer(unsigned int _viewportWidth, unsigned int _viewportHeight) : camera(nullptr), hasCamera(false), hasLight(false), nLights(0), projection(glm::mat4(1.f)), view(glm::mat4(1.f)), depthMapFBO(0), depthMap(0), viewportWidth(_viewportWidth), viewportHeight(_viewportHeight), shadowLightPos(0, 0, 0), shadowMapping(false), exposure(1.0f), hdr(false), gammaCorrection(false), pbr(false), backgroundColor(0.1f) { loadFunctionsGL(); initShaders(); enableBlending(); enableAntialiasing(); initShadowMapping(); initHDR(); initTextureQuad(); frameCapturer = FrameCapturer::New(viewportWidth, viewportHeight); } Renderer::Renderer() : Renderer(0, 0) { } void Renderer::loadFunctionsGL() { if (glewInit() != GLEW_OK) { std::cout << "Couldn't initialize GLEW" << std::endl; return; } } void Renderer::initShaders() { // Default shader program Shader vertexShader = Shader::fromFile("glsl/Default.vert", Shader::ShaderType::Vertex); Shader fragmentShader = Shader::fromFile("glsl/Default.frag", Shader::ShaderType::Fragment); shaderProgram = ShaderProgram::New(vertexShader, fragmentShader); // Lighting shader program Shader vertexLightingShader = Shader::fromFile("glsl/BlinnPhong.vert", Shader::ShaderType::Vertex); Shader fragmentLightingShader = Shader::fromFile("glsl/BlinnPhong.frag", Shader::ShaderType::Fragment); shaderProgramLighting = ShaderProgram::New(vertexLightingShader, fragmentLightingShader); // PBR shader program Shader vertexPBRShader = Shader::fromFile("glsl/PBR.vert", Shader::ShaderType::Vertex); Shader fragmentPBRShader = Shader::fromFile("glsl/PBR.frag", Shader::ShaderType::Fragment); shaderProgramPBR = ShaderProgram::New(vertexPBRShader, fragmentPBRShader); // Depth Map shader program Shader vertexDepthMapShader = Shader::fromFile("glsl/SimpleDepth.vert", Shader::ShaderType::Vertex); Shader fragmentDepthMapShader = Shader::fromFile("glsl/SimpleDepth.frag", Shader::ShaderType::Fragment); shaderProgramDepthMap = ShaderProgram::New(vertexDepthMapShader, fragmentDepthMapShader); // HDR shader program Shader vertexHDRShader = Shader::fromFile("glsl/HDR.vert", Shader::ShaderType::Vertex); Shader fragmentHDRShader = Shader::fromFile("glsl/HDR.frag", Shader::ShaderType::Fragment); shaderProgramHDR = ShaderProgram::New(vertexHDRShader, fragmentHDRShader); // SkyBox shader program Shader vertexSkyBoxShader = Shader::fromFile("glsl/SkyBox.vert", Shader::ShaderType::Vertex); Shader fragmentSkyBoxShader = Shader::fromFile("glsl/SkyBox.frag", Shader::ShaderType::Fragment); shaderProgramSkyBox = ShaderProgram::New(vertexSkyBoxShader, fragmentSkyBoxShader); // Selection shader program Shader vertexSelectionShader = Shader::fromFile("glsl/Selection.vert", Shader::ShaderType::Vertex); Shader fragmentSelectionShader = Shader::fromFile("glsl/Selection.frag", Shader::ShaderType::Fragment); shaderProgramSelection = ShaderProgram::New(vertexSelectionShader, fragmentSelectionShader); // Textured quad shader program Shader vertexTexturedQuadShader = Shader::fromFile("glsl/TexturedQuad.vert", Shader::ShaderType::Vertex); Shader fragmentTexturedQuadShader = Shader::fromFile("glsl/TexturedQuad.frag", Shader::ShaderType::Fragment); shaderProgramTexturedQuad = ShaderProgram::New(vertexTexturedQuadShader, fragmentTexturedQuadShader); } void Renderer::initTextureQuad() { std::vector quadVertices = { Vec3f(-1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f), Vec3f(-1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f), Vec3f( 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f), Vec3f( 1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f) }; quadVAO = VertexArray::New(); quadVBO = VertexBuffer::New(quadVertices); quadVAO->unbind(); } void Renderer::removeScene(Scene::Ptr& scene) { unsigned int index = 0; for(auto& s : scenes) { if(s.get() == scene.get()) { removeScene(index); break; } index ++; } } void Renderer::removeLight(Light& light) { unsigned int index = 0; for(Light* l : lights) { if(l == &light) { removeLight(index); break; } index ++; } } void Renderer::textureUniformDefault(ShaderProgram::Ptr& shaderProgram, Polytope::Ptr& polytope) { std::vector textures = polytope->getTextures(); if(!textures.empty()) { for(auto& texture : textures) { const int uniformSlot = texture->getSlot() - 0x84C0; if(texture->getType() == Texture::Type::TextureDiffuse) { texture->bind(); shaderProgram->uniformInt("tex", uniformSlot); shaderProgram->uniformInt("hasTexture", true); } } }else shaderProgram->uniformInt("hasTexture", false); } void Renderer::textureUniformLighting(ShaderProgram::Ptr& shaderProgram, Polytope::Ptr& polytope) { unsigned int nDiffuseMaps = 0, nSpecularMaps = 0, nEmissionMap = 0, nNormalMaps = 0, nDepthMaps = 0; for(auto& texture : polytope->getTextures()) { texture->bind(); const int uniformSlot = texture->getSlot() - 0x84C0; switch(texture->getType()) { case Texture::Type::TextureDiffuse: shaderProgram->uniformInt("materialMaps.diffuseMap", uniformSlot); nDiffuseMaps ++; break; case Texture::Type::TextureSpecular: shaderProgram->uniformInt("materialMaps.specularMap", uniformSlot); nSpecularMaps ++; break; case Texture::Type::TextureEmission: shaderProgram->uniformInt("materialMaps.emissionMap", uniformSlot); nEmissionMap ++; break; case Texture::Type::TextureNormal: shaderProgram->uniformInt("materialMaps.normalMap", uniformSlot); nNormalMaps ++; break; case Texture::Type::TextureHeight: shaderProgram->uniformInt("materialMaps.depthMap", uniformSlot); nDepthMaps ++; break; } } shaderProgram->uniformInt("hasDiffuse", nDiffuseMaps > 0); shaderProgram->uniformInt("hasSpecular", nSpecularMaps > 0); shaderProgram->uniformInt("hasNormalMap", nNormalMaps > 0); shaderProgram->uniformInt("hasDepthMap", nDepthMaps > 0); shaderProgram->uniformInt("hasEmission", nEmissionMap > 0); const float heightScale = 0.1f; shaderProgram->uniformFloat("heightScale", heightScale); } void Renderer::textureUniformPBR(ShaderProgram::Ptr& shaderProgram, Polytope::Ptr& polytope) { unsigned int nAlbedoMaps = 0, nMetallicMaps = 0, nRoughnessMap = 0, nNormalMaps = 0, nAmbientOcclusionMaps = 0, nEmissionMaps = 0, nDepthMaps = 0; for(auto& texture : polytope->getTextures()) { texture->bind(); const int uniformSlot = texture->getSlot() - 0x84C0; switch(texture->getType()) { case Texture::Type::TextureAlbedo: shaderProgram->uniformInt("materialMaps.albedo", uniformSlot); nAlbedoMaps ++; break; case Texture::Type::TextureMetallic: shaderProgram->uniformInt("materialMaps.metallic", uniformSlot); nMetallicMaps ++; break; case Texture::Type::TextureRoughness: shaderProgram->uniformInt("materialMaps.roughness", uniformSlot); nRoughnessMap ++; break; case Texture::Type::TextureNormal: shaderProgram->uniformInt("materialMaps.normalMap", uniformSlot); nNormalMaps ++; break; case Texture::Type::TextureHeight: shaderProgram->uniformInt("materialMaps.depthMap", uniformSlot); nDepthMaps ++; break; case Texture::Type::TextureAmbientOcclusion: shaderProgram->uniformInt("materialMaps.ao", uniformSlot); nAmbientOcclusionMaps ++; break; case Texture::Type::TextureEmission: shaderProgram->uniformInt("materialMaps.emission", uniformSlot); nEmissionMaps ++; break; } } shaderProgram->uniformInt("hasAlbedo", nAlbedoMaps > 0); shaderProgram->uniformInt("hasMetallic", nMetallicMaps > 0); shaderProgram->uniformInt("hasNormal", nNormalMaps > 0); shaderProgram->uniformInt("hasDepthMap", nDepthMaps > 0); shaderProgram->uniformInt("hasRoughness", nRoughnessMap > 0); shaderProgram->uniformInt("hasAmbientOcclusion", nAmbientOcclusionMaps > 0); shaderProgram->uniformInt("hasEmission", nEmissionMaps > 0); const float heightScale = 0.5f; shaderProgram->uniformFloat("heightScale", heightScale); } void Renderer::textureUniform(ShaderProgram::Ptr& shaderProgram, Polytope::Ptr& polytope) { if(pbr) textureUniformPBR(shaderProgram, polytope); else if(hasLight) textureUniformLighting(shaderProgram, polytope); else textureUniformDefault(shaderProgram, polytope); } void Renderer::primitiveSettings(Group::Ptr& group) { glPointSize(group->getPointSize()); glLineWidth(group->getLineWidth()); } void Renderer::defaultPrimitiveSettings() { glPointSize(1.0f); glLineWidth(1.0f); } void Renderer::lightShaderUniforms() { shaderProgramLighting->uniformInt("nLights", nLights); for(int i = 0; i < nLights; i ++) { float intensity = hdr ? lights[i]->getIntensity() : 1.0f; // Directional Light std::string lightUniform = "lights[" + std::to_string(i) + "]"; shaderProgramLighting->uniformVec3(lightUniform + ".position", lights[i]->getPosition()); shaderProgramLighting->uniformVec3(lightUniform + ".color", lights[i]->getColor() * intensity); shaderProgramLighting->uniformVec3(lightUniform + ".ambient", lights[i]->getAmbient()); shaderProgramLighting->uniformVec3(lightUniform + ".diffuse", lights[i]->getDiffuse()); shaderProgramLighting->uniformVec3(lightUniform + ".specular", lights[i]->getSpecular()); // Point Light if(instanceof(lights[i])) { PointLight* pointLight = dynamic_cast(lights[i]); shaderProgramLighting->uniformInt(lightUniform + ".pointLight", true); shaderProgramLighting->uniformFloat(lightUniform + ".constant", pointLight->getConstant()); shaderProgramLighting->uniformFloat(lightUniform + ".linear", pointLight->getLinear()); shaderProgramLighting->uniformFloat(lightUniform + ".quadratic", pointLight->getQuadratic()); }else shaderProgramLighting->uniformInt(lightUniform + ".pointLight", false); } shaderProgramLighting->uniformInt("blinn", Light::blinn); shaderProgramLighting->uniformVec3("viewPos", camera->getEye()); shaderProgramLighting->uniformInt("shadowMapping", shadowMapping); } void Renderer::pbrShaderUniforms() { shaderProgramPBR->uniformInt("nLights", nLights); for(int i = 0; i < nLights; i ++) { float intensity = hdr ? lights[i]->getIntensity() : 1.0f; // Directional Light std::string lightUniform = "lights[" + std::to_string(i) + "]"; shaderProgramPBR->uniformVec3(lightUniform + ".position", lights[i]->getPosition()); shaderProgramPBR->uniformVec3(lightUniform + ".color", lights[i]->getColor() * intensity); // Point Light if(instanceof(lights[i])) { PointLight* pointLight = dynamic_cast(lights[i]); shaderProgramPBR->uniformInt(lightUniform + ".pointLight", true); shaderProgramPBR->uniformFloat(lightUniform + ".constant", pointLight->getConstant()); shaderProgramPBR->uniformFloat(lightUniform + ".linear", pointLight->getLinear()); shaderProgramPBR->uniformFloat(lightUniform + ".quadratic", pointLight->getQuadratic()); }else shaderProgramPBR->uniformInt(lightUniform + ".pointLight", false); } shaderProgramPBR->uniformVec3("viewPos", camera->getEye()); //shaderProgramPBR->uniformInt("shadowMapping", shadowMapping); } void Renderer::lightMaterialUniforms(const Polytope::Ptr& polytope) { Material::Ptr material = polytope->getMaterial(); // Phong materials if(material->getMaterialType() == Material::MaterialType::Phong) { PhongMaterial* phongMaterial = dynamic_cast(material.get()); shaderProgramLighting->uniformVec3("material.diffuse", phongMaterial->getDiffuse()); shaderProgramLighting->uniformVec3("material.specular", phongMaterial->getSpecular()); shaderProgramLighting->uniformFloat("material.shininess", phongMaterial->getShininess()); } shaderProgramLighting->uniformFloat("emissionStrength", polytope->getEmissionStrength()); } void Renderer::pbrMaterialUniforms(const Polytope::Ptr& polytope) { Material::Ptr material = polytope->getMaterial(); // PBR materials if(material->getMaterialType() == Material::MaterialType::PBR) { PBRMaterial* pbrMaterial = dynamic_cast(material.get()); shaderProgramPBR->uniformVec3("material.albedo", pbrMaterial->getAlbedo()); shaderProgramPBR->uniformFloat("material.metallic", pbrMaterial->getMetallic()); shaderProgramPBR->uniformFloat("material.roughness", pbrMaterial->getRoughness()); shaderProgramPBR->uniformFloat("material.ao", pbrMaterial->getAmbientOcclusion()); } } void Renderer::mvpUniform(ShaderProgram::Ptr& shaderProgram, const glm::mat4& model) { shaderProgram->uniformMat4("model", model); shaderProgram->uniformMat4("view", view); shaderProgram->uniformMat4("projection", projection); } void Renderer::lightMVPuniform(const glm::mat4& model) { mvpUniform(shaderProgramLighting, model); } void Renderer::pbrMVPuniform(const glm::mat4& model) { mvpUniform(shaderProgramPBR, model); } void Renderer::shadowMappingUniforms() { if(!shadowMapping) return; depthMap->bind(); shaderProgramLighting->uniformInt("shadowMap", depthMap->getID() - 1); shaderProgramLighting->uniformMat4("lightSpaceMatrix", lightSpaceMatrix); shaderProgramLighting->uniformVec3("lightPos", shadowLightPos); } void Renderer::setFaceCulling(const Polytope::Ptr& polytope) { switch(polytope->getFaceCulling()) { case Polytope::FaceCulling::FRONT: enableFrontFaceCulling(); break; case Polytope::FaceCulling::BACK: enableBackFaceCulling(); break; case Polytope::FaceCulling::NONE: disableFaceCulling(); break; } } void Renderer::setViewport(unsigned int viewportWidth, unsigned int viewportHeight) { this->viewportWidth = viewportWidth; this->viewportHeight = viewportHeight; frameCapturer->updateViewPort(viewportWidth, viewportHeight); } void Renderer::initShadowMapping() { depthMapFBO = FrameBuffer::New(); depthMap = DepthTexture::New(SHADOW_MAP_WIDTH, SHADOW_MAP_WIDTH); depthMap->bind(); depthMapFBO->bind(); depthMapFBO->toTexture(GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap->getID()); glDrawBuffer(GL_NONE); glReadBuffer(GL_NONE); depthMapFBO->unbind(); shaderProgramLighting->useProgram(); shaderProgramLighting->uniformInt("shadowMap", depthMap->getID() - 1); } void Renderer::initHDR() { hdrFBO = FrameBuffer::New(); colorBufferTexture = ColorBufferTexture::New(viewportWidth, viewportHeight); colorBufferTexture->bind(); // create depth buffer (renderbuffer) rboDepth = RenderBuffer::New(viewportWidth, viewportHeight); // attach buffers hdrFBO->bind(); hdrFBO->toTexture(GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorBufferTexture->getID()); hdrFBO->setRenderBuffer(GL_DEPTH_ATTACHMENT, rboDepth->getID()); if (!hdrFBO->isComplete()) std::cout << "Framebuffer not complete!" << std::endl; hdrFBO->unbind(); } void Renderer::renderScenesToDepthMap(std::vector& scenes) { for(auto& scene : scenes) { if(scene->isVisible()) { // Render groups for(auto& group : scene->getGroups()) { if(!group->isVisible()) continue; for(auto& polytope : group->getPolytopes()) { glm::mat4 model = scene->getModelMatrix() * group->getModelMatrix() * polytope->getModelMatrix(); shaderProgramDepthMap->uniformMat4("model", model); glCullFace(GL_BACK); polytope->draw(group->getPrimitive(), group->isShowWire()); glCullFace(GL_FRONT); } } // Render child scenes renderScenesToDepthMap(scene->getScenes()); } } } void Renderer::renderScenes(std::vector& scenes) { for(auto& scene : scenes) { if(scene->isVisible()) { // Draw groups for(auto& group : scene->getGroups()) { if(group->isVisible()) drawGroup(scene, group); } // Draw child scenes renderScenes(scene->getScenes()); } } } void Renderer::renderToDepthMap() { if(!hasLight) return; loadPreviousFBO(); glViewport(0, 0, SHADOW_MAP_WIDTH, SHADOW_MAP_WIDTH); depthMapFBO->bind(); // Shaders float nearPlane = 0.1f, farPlane = 17.5f; glm::mat4 lightProjection = glm::ortho(-10.f, 10.f, -10.f, 10.f, nearPlane, farPlane); glm::mat4 lightView = glm::lookAt(shadowLightPos, glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f)); lightSpaceMatrix = lightProjection * lightView; shaderProgramDepthMap->useProgram(); shaderProgramDepthMap->uniformMat4("lightSpaceMatrix", lightSpaceMatrix); // Draw glClear(GL_DEPTH_BUFFER_BIT); renderScenesToDepthMap(scenes); bindPreviousFBO(); } void Renderer::drawGroup(Scene::Ptr& scene, Group::Ptr& group) { if(!group->isVisible()) return; glViewport(0, 0, viewportWidth, viewportHeight); primitiveSettings(group); enableBlending(); glEnable(GL_DEPTH_TEST); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); for(auto& polytope : group->getPolytopes()) { // Compute model matrix from polytope, group and scene glm::mat4 model = scene->getModelMatrix() * group->getModelMatrix() * polytope->getModelMatrix(); glm::mat4 mvp = projection * view * model; // PBR if(pbr) { shaderProgramPBR->useProgram(); pbrShaderUniforms(); pbrMaterialUniforms(polytope); textureUniform(shaderProgramPBR, polytope); pbrMVPuniform(model); //shadowMappingUniforms(); } // Phong lighting else if(hasLight) { shaderProgramLighting->useProgram(); lightShaderUniforms(); lightMaterialUniforms(polytope); textureUniform(shaderProgramLighting, polytope); lightMVPuniform(model); shadowMappingUniforms(); } // Default else { shaderProgram->useProgram(); shaderProgram->uniformMat4("mvp", mvp); textureUniform(shaderProgram, polytope); } // Set face culling setFaceCulling(polytope); // Draw polytope polytope->draw(group->getPrimitive(), group->isShowWire()); // Draw selected polytope if selected if(polytope->isSelected()) { shaderProgramSelection->useProgram(); shaderProgramSelection->uniformMat4("mvp", mvp); glDisable(GL_DEPTH_TEST); polytope->draw(group->getPrimitive(), group->isShowWire()); glEnable(GL_DEPTH_TEST); } // unbind textures for(auto& texture : polytope->getTextures()) texture->unbind(); } // Set default primitive settings defaultPrimitiveSettings(); } void Renderer::drawSkyBox() { if(skyBox == nullptr) return; shaderProgramSkyBox->useProgram(); // remove translation from the view matrix view = glm::mat4(glm::mat3(camera->getViewMatrix())); skyBox->getTextureCubeMap()->bind(); shaderProgramSkyBox->uniformInt("skybox", skyBox->getTextureCubeMap()->getID() - 1); shaderProgramSkyBox->uniformMat4("view", view); shaderProgramSkyBox->uniformMat4("projection", projection); // Draw call glDepthRange(0.999,1.0); skyBox->bind(); skyBox->draw(); glDepthRange(0.0,1.0); // set depth function back to default glDepthFunc(GL_LESS); } void Renderer::renderQuad() { shaderProgramHDR->useProgram(); shaderProgramHDR->uniformInt("hdr", hdr); shaderProgramHDR->uniformFloat("exposure", exposure); shaderProgramHDR->uniformInt("gammaCorrection", gammaCorrection); colorBufferTexture->bind(); shaderProgramHDR->uniformInt("hdrBuffer", colorBufferTexture->getID() - 1); quadVAO->bind(); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); quadVAO->unbind(); } void Renderer::render() { frameCapturer->startCapturing(); enableAntialiasing(); enableBlending(); if(hasCamera) { projection = camera->getProjectionMatrix(); view = camera->getViewMatrix(); } if(shadowMapping) renderToDepthMap(); // FBO HDR if(hdr) { loadPreviousFBO(); hdrFBO->bind(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } // Draw scenes renderScenes(scenes); // Draw skybox drawSkyBox(); // Draw HDR texture to quad if(hdr) { bindPreviousFBO(); renderQuad(); } frameCapturer->finishCapturing(); } void Renderer::draw() { render(); shaderProgramTexturedQuad->useProgram(); frameCapturer->getTexture()->bind(); shaderProgramTexturedQuad->uniformInt("tex", frameCapturer->getTexture()->getID() - 1); quadVAO->bind(); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); quadVAO->unbind(); } void Renderer::setBackgroundColor(float r, float g, float b) { backgroundColor.r = r; backgroundColor.g = g; backgroundColor.b = b; frameCapturer->setBackgroundColor(r, g, b); } void Renderer::setCamera(const Camera::Ptr& camera) { hasCamera = true; this->camera = camera; } void Renderer::addLight(Light& light) { hasLight = true; lights.push_back(&light); nLights ++; } void Renderer::clear() { glStencilMask(0xFF); glClearColor(backgroundColor.r, backgroundColor.g, backgroundColor.b, 1); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); } void Renderer::enableBlending() { glEnable(GL_BLEND & GL_DEPTH_TEST); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glDepthFunc(GL_LESS); } void Renderer::enableAntialiasing() { glEnable(GL_MULTISAMPLE); } void Renderer::enableBackFaceCulling() { glEnable(GL_CULL_FACE); glCullFace(GL_BACK); glFrontFace(GL_CCW); } void Renderer::enableFrontFaceCulling() { glEnable(GL_CULL_FACE); glCullFace(GL_FRONT); glFrontFace(GL_CCW); } void Renderer::disableFaceCulling() { glDisable(GL_CULL_FACE); } void Renderer::loadPreviousFBO() { glGetIntegerv(GL_FRAMEBUFFER_BINDING, &previousFBO); } void Renderer::bindPreviousFBO() { glBindFramebuffer(GL_FRAMEBUFFER, previousFBO); } ================================================ FILE: src/engine/renderer/Renderer.h ================================================ #pragma once #include #include #define GLEW_STATIC #include #include "engine/group/Scene.h" #include "engine/opengl/shader/Shader.h" #include "Camera.h" #include "engine/lighting/Light.h" #include "engine/lighting/DirectionalLight.h" #include "engine/lighting/PointLight.h" #include "engine/lighting/PBRMaterial.h" #include "engine/texture/DepthTexture.h" #include "engine/texture/ColorBufferTexture.h" #include "engine/opengl/buffer/FrameBuffer.h" #include "engine/opengl/buffer/RenderBuffer.h" #include "SkyBox.h" #include "FrameCapturer.h" class Renderer { GENERATE_PTR(Renderer) private: // Shaders ShaderProgram::Ptr shaderProgram; ShaderProgram::Ptr shaderProgramLighting; ShaderProgram::Ptr shaderProgramPBR; ShaderProgram::Ptr shaderProgramDepthMap; ShaderProgram::Ptr shaderProgramHDR; ShaderProgram::Ptr shaderProgramSkyBox; ShaderProgram::Ptr shaderProgramSelection; ShaderProgram::Ptr shaderProgramTexturedQuad; // Scenes visualization glm::mat4 projection; glm::mat4 view; std::vector scenes; // Camera Camera::Ptr camera; bool hasCamera; // Lighting std::vector lights; unsigned int nLights; bool hasLight; bool pbr; // Previous FBO int previousFBO; // Shadow Mapping FrameBuffer::Ptr depthMapFBO; DepthTexture::Ptr depthMap; glm::mat4 lightSpaceMatrix; glm::vec3 shadowLightPos; bool shadowMapping; // HDR FrameBuffer::Ptr hdrFBO; ColorBufferTexture::Ptr colorBufferTexture; RenderBuffer::Ptr rboDepth; bool hdr; float exposure; bool gammaCorrection; // Texture Quad VertexArray::Ptr quadVAO; VertexBuffer::Ptr quadVBO; // Background and skybox glm::vec3 backgroundColor; SkyBox::Ptr skyBox; unsigned int viewportWidth, viewportHeight; // Frame capturer FrameCapturer::Ptr frameCapturer; public: Renderer(unsigned int _viewportWidth, unsigned int _viewportHeight); Renderer(); ~Renderer() = default; private: void loadFunctionsGL(); void initShaders(); void initTextureQuad(); void textureUniformDefault(ShaderProgram::Ptr& shaderProgram, Polytope::Ptr& polytope); void textureUniformLighting(ShaderProgram::Ptr& shaderProgram, Polytope::Ptr& polytope); void textureUniformPBR(ShaderProgram::Ptr& shaderProgram, Polytope::Ptr& polytope); void textureUniform(ShaderProgram::Ptr& shaderProgram, Polytope::Ptr& polytope); void initShadowMapping(); void initHDR(); void primitiveSettings(Group::Ptr& group); void defaultPrimitiveSettings(); void lightShaderUniforms(); void pbrShaderUniforms(); void lightMaterialUniforms(const Polytope::Ptr& polytope); void pbrMaterialUniforms(const Polytope::Ptr& polytope); void mvpUniform(ShaderProgram::Ptr& shaderProgram, const glm::mat4& model); void lightMVPuniform(const glm::mat4& model); void pbrMVPuniform(const glm::mat4& model); void shadowMappingUniforms(); void renderScenesToDepthMap(std::vector& scenes); void renderScenes(std::vector& scenes); void renderToDepthMap(); void renderQuad(); void drawGroup(Scene::Ptr& scene, Group::Ptr& group); void drawSkyBox(); void loadPreviousFBO(); void bindPreviousFBO(); public: void removeScene(Scene::Ptr& scene); void removeLight(Light& light); /** * Renders the whole scene into the frame capturer texture * * You can get it and draw it in ImGui... etc */ void render(); /** * Renders the whole scene into the frame capturer texture * and then it draws the texture in a quad */ void draw(); void setBackgroundColor(float r, float g, float b); void setCamera(const Camera::Ptr& camera); void addLight(Light& light); void clear(); void enableBlending(); void enableAntialiasing(); void enableBackFaceCulling(); // Counter-clockwise order void enableFrontFaceCulling(); // Counter-clockwise order void disableFaceCulling(); void setFaceCulling(const Polytope::Ptr& polytope); void setViewport(unsigned int viewportWidth, unsigned int viewportHeight); public: inline void addScene(Scene::Ptr& scene) { scenes.push_back(scene); } inline void removeScene(int index) { scenes.erase(scenes.begin() + index); } inline Scene::Ptr getScene(int index) { return scenes[index]; } inline std::vector& getScenes() { return scenes; } inline Camera::Ptr getCamera() { return camera; } inline void enableLight() { hasLight = true; } inline void disableLight() { hasLight = false; } inline void setLightEnabled(bool enable) { hasLight = enable; } inline void removeLight(int index) { lights.erase(lights.begin() + index); nLights --; } inline Light* getLight(int index) { return lights[index]; } inline std::vector& getLights() { return lights; } inline void enablePBR() { pbr = true; } inline void disablePBR() { pbr = false; } inline void setPBREnabled(bool enable) { pbr = enable; } inline void setShadowLightPos(const glm::vec3& shadowLightPos) { this->shadowLightPos = shadowLightPos; } inline glm::vec3& getShadowLightPos() { return shadowLightPos; } inline void setShadowMapping(bool shadowMapping) { this->shadowMapping = shadowMapping; } inline bool isShadowMapping() const { return shadowMapping; } inline ShaderProgram::Ptr& getShaderProgram() { return shaderProgram; } inline glm::vec3& getBackgroundColor() { return backgroundColor; } inline void setSkyBox(const SkyBox::Ptr& skyBox) { this->skyBox = skyBox; } inline void setViewportWidth(unsigned int viewportWidth) { this->viewportWidth = viewportWidth; } inline unsigned int getViewportWidth() const { return viewportWidth; } inline void setViewportHeight(unsigned int viewportHeight) { this->viewportHeight = viewportHeight; } inline unsigned int getViewportHeight() const { return viewportHeight; } inline DepthTexture::Ptr& getDepthMap() { return depthMap; } inline void setHDR(bool hdr) { this->hdr = hdr; } inline bool isHDR() const { return hdr; } inline void setExposure(float exposure) { this->exposure = exposure; } inline float getExposure() const { return exposure; } inline void setGammaCorrection(bool gammaCorrection) { this->gammaCorrection = gammaCorrection; } inline bool isGammaCorrection() const { return gammaCorrection; } inline FrameCapturer::Ptr getFrameCapturer() { return frameCapturer; } }; ================================================ FILE: src/engine/renderer/SkyBox.cpp ================================================ #include "SkyBox.h" #include "engine/texture/Texture.h" #include "engine/Vec3.h" SkyBox::SkyBox(const std::vector& _faces) : Buffer(), faces(_faces) { initBuffer(); } SkyBox::~SkyBox() { unbind(); } void SkyBox::initBuffer() { std::vector sbv = { Vec3f(-1.0f, 1.0f, -1.0f), Vec3f(-1.0f, -1.0f, -1.0f), Vec3f(1.0f, -1.0f, -1.0f ), Vec3f(1.0f, -1.0f, -1.0f ), Vec3f(1.0f, 1.0f, -1.0f ), Vec3f(-1.0f, 1.0f, -1.0f), Vec3f(-1.0f, -1.0f, 1.0f), Vec3f(-1.0f, -1.0f, -1.0f), Vec3f(-1.0f, 1.0f, -1.0f), Vec3f(-1.0f, 1.0f, -1.0f), Vec3f(-1.0f, 1.0f, 1.0f), Vec3f(-1.0f, -1.0f, 1.0f), Vec3f(1.0f, -1.0f, -1.0f), Vec3f(1.0f, -1.0f, 1.0f), Vec3f(1.0f, 1.0f, 1.0f), Vec3f(1.0f, 1.0f, 1.0f), Vec3f(1.0f, 1.0f, -1.0f), Vec3f(1.0f, -1.0f, -1.0f), Vec3f(-1.0f, -1.0f, 1.0f), Vec3f(-1.0f, 1.0f, 1.0f), Vec3f(1.0f, 1.0f, 1.0f ), Vec3f(1.0f, 1.0f, 1.0f ), Vec3f(1.0f, -1.0f, 1.0f ), Vec3f(-1.0f, -1.0f, 1.0f), Vec3f(-1.0f, 1.0f, -1.0f), Vec3f(1.0f, 1.0f, -1.0f ), Vec3f(1.0f, 1.0f, 1.0f ), Vec3f(1.0f, 1.0f, 1.0f ), Vec3f(-1.0f, 1.0f, 1.0f), Vec3f(-1.0f, 1.0f, -1.0f), Vec3f(-1.0f, -1.0f, -1.0f), Vec3f(-1.0f, -1.0f, 1.0f), Vec3f(1.0f, -1.0f, -1.0f ), Vec3f(1.0f, -1.0f, -1.0f ), Vec3f(-1.0f, -1.0f, 1.0f), Vec3f(1.0f, -1.0f, 1.0f) }; vertexArray = VertexArray::New(); vertexBuffer = VertexBuffer::New(sbv); cubeMap = CubeMapTexture::New(faces); unbind(); } void SkyBox::bind() { vertexArray->bind(); } void SkyBox::unbind() { vertexArray->unbind(); } void SkyBox::draw() { glDepthFunc(GL_LEQUAL); glDrawArrays(GL_TRIANGLES, 0, 36); glDepthFunc(GL_LESS); } ================================================ FILE: src/engine/renderer/SkyBox.h ================================================ #pragma once #include #include #include #include "engine/opengl/buffer/VertexArray.h" #include "engine/opengl/buffer/VertexBuffer.h" #include "engine/opengl/shader/Shader.h" #include "engine/texture/CubeMapTexture.h" class SkyBox : public Buffer { GENERATE_PTR(SkyBox) private: VertexArray::Ptr vertexArray; VertexBuffer::Ptr vertexBuffer; std::vector faces; CubeMapTexture::Ptr cubeMap; public: SkyBox() = default; /** Loads a cubemap texture from 6 individual texture faces order: +X (right) -X (left) +Y (top) -Y (bottom) +Z (front) -Z (back) */ SkyBox(const std::vector& _faces); ~SkyBox(); private: void initBuffer() override; public: void bind() override; void unbind() override; void draw(); public: inline std::vector& getFaces() { return faces; } inline VertexArray::Ptr& getVertexArray() { return vertexArray; } inline CubeMapTexture::Ptr& getTextureCubeMap() { return cubeMap; } }; ================================================ FILE: src/engine/renderer/TrackballCamera.cpp ================================================ #include "TrackballCamera.h" #include TrackballCamera::TrackballCamera(const glm::mat4& projectionMatrix, const glm::mat4& viewMatrix) : Camera(projectionMatrix, viewMatrix), theta(M_PI), phi(M_PI * 2), radius(0) { } TrackballCamera::Ptr TrackballCamera::orthoCamera(float left, float right, float bottom, float top, float zNear, float zFar) { glm::mat4 projection = glm::ortho(left, right, bottom, top, zNear, zFar); glm::mat4 view(1.0f); TrackballCamera::Ptr camera = TrackballCamera::New(projection, view); camera->lookAt(glm::vec3(0, 0, 1), glm::vec3(0, 0, 0), glm::vec3(0, 1, 0)); return camera; } TrackballCamera::Ptr TrackballCamera::perspectiveCamera(float fovy, float aspect, float zNear, float zFar) { glm::mat4 projection = glm::perspective(fovy, aspect, zNear, zFar); glm::mat4 view(1.0f); TrackballCamera::Ptr camera = TrackballCamera::New(projection, view); camera->lookAt(glm::vec3(0, 0, 1), glm::vec3(0, 0, 0), glm::vec3(0, 1, 0)); return camera; } glm::vec4 TrackballCamera::toCartesianCoords() { return glm::vec4( radius * sinf(phi) * sinf(theta), radius * cosf(phi), radius * sinf(phi) * cosf(theta), 1 ); } glm::vec3 TrackballCamera::getCameraPosition() { glm::vec4 cartesianCoords = toCartesianCoords(); glm::vec3 cameraPosition(center.x + cartesianCoords.x, center.y + cartesianCoords.y, center.z + cartesianCoords.z); return cameraPosition; } glm::mat4& TrackballCamera::getViewMatrix() { eye = getCameraPosition(); lookAt(eye, center, up); return viewMatrix; } void TrackballCamera::rotate(float dTheta, float dPhi) { if (up.y > 0.0f) theta += dTheta; else theta -= dTheta; phi += dPhi; // If phi is between 0 to PI or -PI to -2PI, make 'up' be positive Y, other wise make it negative Y const float PI2 = 2 * M_PI; if(phi > PI2) phi -= PI2; else if(phi < -PI2) phi += PI2; // If phi is between 0 to PI or -PI to -2PI, make 'up' be positive Y, other wise make it negative Y if ((phi > 0 && phi < M_PI) || (phi < -M_PI && phi > -PI2)) up.y = 1.0f; else up.y = -1.0f; } void TrackballCamera::pan(float dx, float dy) { glm::mat3 invView = glm::inverse(viewMatrix); glm::vec3 Dx = invView * glm::vec3(1.0f, 0.0f, 0.0f); glm::vec3 Dy = invView * glm::vec3(0.0f, 1.0f, 0.0f); center += (Dy * dy - Dx * dx); } void TrackballCamera::zoom(float dRadius) { radius -= dRadius; if(radius <= 0.1) radius = 0.1; } ================================================ FILE: src/engine/renderer/TrackballCamera.h ================================================ #pragma once #include "Camera.h" class TrackballCamera : public Camera { GENERATE_PTR(TrackballCamera) private: float theta, phi; float radius; private: glm::vec4 toCartesianCoords(); glm::vec3 getCameraPosition(); public: TrackballCamera(const glm::mat4& projectionMatrix, const glm::mat4& viewMatrix); TrackballCamera() = default; ~TrackballCamera() = default; static TrackballCamera::Ptr orthoCamera(float left, float right, float bottom, float top, float zNear, float zFar); static TrackballCamera::Ptr perspectiveCamera(float fovy, float aspect, float zNear, float zFar); virtual glm::mat4& getViewMatrix() override; void rotate(float dTheta, float dPhi); void pan(float dx, float dy); void zoom(float dRadius); inline void setTheta(float theta) { this->theta = theta; } inline void setPhi(float phi) { this->phi = phi; } inline void setRadius(float radius) { this->radius = radius; } inline float getTheta() const { return theta; } inline float getPhi() const { return phi; } inline float getRadius() const { return radius; }; }; ================================================ FILE: src/engine/shapes/Cube.cpp ================================================ #include "Cube.h" #include #include #include "engine/Vec3.h" std::vector vertices = { Vec3f(-0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f), Vec3f( 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f), Vec3f( 0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f), Vec3f( 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f), Vec3f(-0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f), Vec3f(-0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f), Vec3f(-0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f), Vec3f( 0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f), Vec3f( 0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f), Vec3f( 0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f), Vec3f(-0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f), Vec3f(-0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f), Vec3f(-0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f), Vec3f(-0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f), Vec3f(-0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f), Vec3f(-0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f), Vec3f(-0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f), Vec3f(-0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f), Vec3f( 0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f), Vec3f( 0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f), Vec3f( 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f), Vec3f( 0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f), Vec3f( 0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f), Vec3f( 0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f), Vec3f(-0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f), Vec3f( 0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f), Vec3f( 0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f), Vec3f( 0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f), Vec3f(-0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f), Vec3f(-0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f), Vec3f(-0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f), Vec3f( 0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f), Vec3f( 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f), Vec3f( 0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f), Vec3f(-0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f), Vec3f(-0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f) }; Cube::Cube() : Shape(vertices) { } ================================================ FILE: src/engine/shapes/Cube.h ================================================ #pragma once #include "Shape.h" class Cube : public Shape { GENERATE_PTR(Cube) public: Cube(); virtual ~Cube() = default; }; ================================================ FILE: src/engine/shapes/Shape.cpp ================================================ #include "Shape.h" Shape::Shape(size_t length) : Polytope(length) { } Shape::Shape(Polytope::Ptr polytope) : Polytope(*polytope) { } Shape::Shape(std::vector& vertices, bool tangentAndBitangents) : Polytope(vertices, tangentAndBitangents) { } Shape::Shape(std::vector& vertices, std::vector& indices, bool tangentAndBitangents) : Polytope(vertices, indices, tangentAndBitangents) { } ================================================ FILE: src/engine/shapes/Shape.h ================================================ #pragma once #include "engine/group/Polytope.h" class Shape : public Polytope { GENERATE_PTR(Shape) public: Shape() = default; Shape(size_t length); Shape(Polytope::Ptr polytope); Shape(std::vector& vertices, bool tangentAndBitangents = true); Shape(std::vector& vertices, std::vector& indices, bool tangentAndBitangents = true); virtual ~Shape() = default; }; ================================================ FILE: src/engine/shapes/Sphere.cpp ================================================ #include "Sphere.h" #define DEFAULT_RADIUS 1 #define DEFAULT_LATITUDES 64 #define DEFAULT_LONGITUDES 64 Sphere::Sphere() : Sphere(DEFAULT_RADIUS, DEFAULT_LATITUDES, DEFAULT_LONGITUDES) { } Sphere::Sphere(float radius, int latitudes, int longitudes) : Shape(createSphere(radius, latitudes, longitudes)) { } Polytope::Ptr Sphere::createSphere(float radius, int latitudes, int longitudes) { Polytope::Ptr polytope = nullptr; std::vector sphereIndices; if(longitudes < 3) longitudes = 3; if(latitudes < 2) latitudes = 2; std::vector vertices; std::vector normals; std::vector uv; std::vector indices; std::vector vert; float nx, ny, nz, lengthInv = 1.0f / radius; struct Vertex { float x, y, z, s, t; }; float deltaLatitude = M_PI / latitudes; float deltaLongitude = 2 * M_PI / longitudes; float latitudeAngle; float longitudeAngle; for (int i = 0; i <= latitudes; ++i) { latitudeAngle = M_PI / 2 - i * deltaLatitude; float xy = radius * cosf(latitudeAngle); float z = radius * sinf(latitudeAngle); for (int j = 0; j <= longitudes; ++j) { longitudeAngle = j * deltaLongitude; Vertex vertex; vertex.x = xy * cosf(longitudeAngle); vertex.y = xy * sinf(longitudeAngle); vertex.z = z; vertex.s = (float) j / longitudes; vertex.t = (float) i / latitudes; vertices.push_back(glm::vec3(vertex.x, vertex.y, vertex.z)); uv.push_back(glm::vec2(vertex.s, vertex.t)); nx = vertex.x * lengthInv; ny = vertex.y * lengthInv; nz = vertex.z * lengthInv; normals.push_back(glm::vec3(nx, ny, nz)); Vec3f v(vertex.x, vertex.y, vertex.z, 1.0f, 1.0f, 1.0f, nx, ny, nz, vertex.s, vertex.t); vert.push_back(v); } } unsigned int k1, k2; for(int i = 0; i < latitudes; ++i) { k1 = i * (longitudes + 1); k2 = k1 + longitudes + 1; for(int j = 0; j < longitudes; ++j, ++k1, ++k2) { if (i != 0) { indices.push_back(k1 + 1); indices.push_back(k2); indices.push_back(k1); } if (i != (latitudes - 1)) { indices.push_back(k2 + 1); indices.push_back(k2); indices.push_back(k1 + 1); } } } polytope = Polytope::New(vert, indices); return polytope; } ================================================ FILE: src/engine/shapes/Sphere.h ================================================ #pragma once #include "Shape.h" class Sphere : public Shape { GENERATE_PTR(Sphere) public: Sphere(); Sphere(float radius, int latitudes, int longitudes); virtual ~Sphere() = default; private: Polytope::Ptr createSphere(float radius, int latitudes, int longitudes); }; ================================================ FILE: src/engine/texture/ColorBufferTexture.cpp ================================================ #include "ColorBufferTexture.h" ColorBufferTexture::ColorBufferTexture(int _width, int _height) : Texture() { width = _width; height = _height; bpp = 3; type = Type::TextureColorBuffer; generateTexture(); } void ColorBufferTexture::generateTexture() { glGenTextures(1, &id); glBindTexture(GL_TEXTURE_2D, id); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, height, 0, GL_RGBA, GL_FLOAT, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); slot = 0x84C0 + count; count ++; } ================================================ FILE: src/engine/texture/ColorBufferTexture.h ================================================ #pragma once #include "Texture.h" class ColorBufferTexture : public Texture { GENERATE_PTR(ColorBufferTexture) public: ColorBufferTexture(int _width, int _height); ColorBufferTexture() = default; ~ColorBufferTexture() = default; private: void generateTexture() override; }; ================================================ FILE: src/engine/texture/CubeMapTexture.cpp ================================================ #include "CubeMapTexture.h" CubeMapTexture::CubeMapTexture(const std::vector& _faces) : Texture(), faces(_faces) { type = Type::TextureCubeMap; generateTexture(); } void CubeMapTexture::generateTexture() { glGenTextures(1, &id); glBindTexture(GL_TEXTURE_CUBE_MAP, id); for (unsigned int i = 0; i < faces.size(); i++) { Image image = readImage(faces[i]); if (image.data) glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, image.width, image.height, 0, GL_RGB, GL_UNSIGNED_BYTE, image.data); else { std::cout << "Cubemap texture failed to load at path: " << faces[i] << std::endl; return; } } glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); slot = 0x84C0 + count; count ++; } void CubeMapTexture::bind() { glActiveTexture(slot); glBindTexture(GL_TEXTURE_CUBE_MAP, id); } void CubeMapTexture::unbind() { glBindTexture(GL_TEXTURE_CUBE_MAP, 0); } ================================================ FILE: src/engine/texture/CubeMapTexture.h ================================================ #pragma once #include #include #include "Texture.h" class CubeMapTexture : public Texture { GENERATE_PTR(CubeMapTexture) private: std::vector faces; public: CubeMapTexture(const std::vector& _faces); CubeMapTexture() = default; ~CubeMapTexture() = default; private: void generateTexture() override; public: void bind() override; void unbind() override; public: inline std::vector& getFaces() { return faces; } }; ================================================ FILE: src/engine/texture/DepthTexture.cpp ================================================ #include "DepthTexture.h" DepthTexture::DepthTexture(int _width, int _height) : Texture() { width = _width; height = _height; bpp = 1; type = Type::TextureDepth; generateTexture(); } void DepthTexture::generateTexture() { glGenTextures(1, &id); glBindTexture(GL_TEXTURE_2D, id); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); float borderColor[] = { 1.0f, 1.0f, 1.0f, 1.0f }; glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor); slot = 0x84C0 + count; count ++; } ================================================ FILE: src/engine/texture/DepthTexture.h ================================================ #pragma once #include "Texture.h" class DepthTexture : public Texture { GENERATE_PTR(DepthTexture) public: DepthTexture(int _width, int _height); DepthTexture() = default; ~DepthTexture() = default; private: void generateTexture() override; }; ================================================ FILE: src/engine/texture/MultiSampleTexture.cpp ================================================ #include "MultiSampleTexture.h" MultiSampleTexture::MultiSampleTexture(unsigned int width, unsigned int height, unsigned int _samples) : Texture(), samples(_samples) { this->width = width; this->height = height; generateTexture(); } void MultiSampleTexture::generateTexture() { glGenTextures(1, &id); glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, id); glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples, GL_RGBA, width, height, GL_TRUE); glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0); slot = 0x84C0 + count; count ++; } void MultiSampleTexture::bind() { glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, id); } void MultiSampleTexture::unbind() { glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0); } ================================================ FILE: src/engine/texture/MultiSampleTexture.h ================================================ #pragma once #include "Texture.h" class MultiSampleTexture : public Texture { GENERATE_PTR(MultiSampleTexture) protected: unsigned int samples; public: MultiSampleTexture(unsigned int width, unsigned int height, unsigned int _samples = 4); MultiSampleTexture() = default; ~MultiSampleTexture() = default; protected: void generateTexture() override; public: void bind() override; void unbind() override; public: inline unsigned int getSamples() const { return samples; } }; ================================================ FILE: src/engine/texture/Texture.cpp ================================================ #include "Texture.h" #define STB_IMAGE_IMPLEMENTATION #include "vendor/stb_image.h" unsigned int Texture::count = 0; int Texture::textureUnits = 0; Image readImage(const std::string& path) { Image image; image.data = stbi_load(path.c_str(), &image.width, &image.height, &image.bpp, STBI_rgb); return image; } Texture::Texture(const std::string& _path, const Type& _type, bool _flip) : path(_path), id(0), width(0), height(0), bpp(0), slot(0), type(_type), flip(_flip), freeGPU(true) { initTextureUnits(); //if(count < textureUnits) generateTexture(); generateTextureFromFile(path); } Texture::Texture(unsigned char *buffer, const Type &_type) : path(""), id(0), width(0), height(0), bpp(0), slot(0), type(_type), flip(false), freeGPU(true) { initTextureUnits(); generateTextureFromBuffer(buffer); } Texture::Texture(unsigned int _width, unsigned int _height, const Type& _type) : path(""), id(0), width(_width), height(_height), bpp(0), slot(0), type(_type), flip(false), freeGPU(true) { initTextureUnits(); generateTexture(); } Texture::Texture() : id(0), width(0), height(0), bpp(0), path(""), slot(0), type(Type::None), flip(false), freeGPU(true) { initTextureUnits(); } Texture::Texture(const Texture& texture) : path(texture.path), id(texture.id), width(texture.width), height(texture.height), bpp(texture.bpp), slot(texture.slot), type(texture.type), freeGPU(false) { } Texture::Texture(Texture&& texture) noexcept : path(std::move(texture.path)), id(texture.id), width(texture.width), height(texture.height), bpp(texture.bpp), slot(texture.slot), type(texture.type), freeGPU(true) { } Texture::~Texture() { unbind(); glActiveTexture(0); if(freeGPU) glDeleteTextures(1, &id); } Texture& Texture::operator=(const Texture& texture) { id = texture.id; width = texture.width; height = texture.height; bpp = texture.bpp; slot = texture.slot; path = texture.path; type = texture.type; freeGPU = false; return *this; } void Texture::generateTexture() { glGenTextures(1, &id); glBindTexture(GL_TEXTURE_2D, id); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); slot = 0x84C0 + count; count++; } void Texture::loadTexture(unsigned char* buffer) { glBindTexture(GL_TEXTURE_2D, id); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer); glGenerateMipmap(GL_TEXTURE_2D); } void Texture::generateTextureFromBuffer(unsigned char* buffer) { glGenTextures(1, &id); loadTexture(buffer); slot = 0x84C0 + count; count++; } void Texture::generateTextureFromFile(const std::string& path) { stbi_set_flip_vertically_on_load(flip); unsigned char* data = stbi_load(path.c_str(), &width, &height, &bpp, STBI_rgb_alpha); generateTextureFromBuffer(data); if (data) stbi_image_free(data); } void Texture::bind() { glActiveTexture(slot); glBindTexture(GL_TEXTURE_2D, id); } void Texture::unbind() { glBindTexture(GL_TEXTURE_2D, 0); } void Texture::changeTexture(const std::string& path) { stbi_set_flip_vertically_on_load(flip); unsigned char* data = stbi_load(path.c_str(), &width, &height, &bpp, STBI_rgb_alpha); loadTexture(data); if (data) stbi_image_free(data); } ================================================ FILE: src/engine/texture/Texture.h ================================================ #pragma once #include #include #include #include "engine/ptr.h" struct Image { unsigned char* data; int width, height, bpp; ~Image() { if(data != nullptr) free(data); } }; Image readImage(const std::string& path); class Texture { GENERATE_PTR(Texture) public: enum class Type : int { None = -1, TextureAmbient = 0, TextureDiffuse = 1, TextureSpecular = 2, TextureNormal = 3, TextureHeight = 4, TextureEmission = 5, TextureDepth = 6, TextureColorBuffer = 7, TextureCubeMap = 8, TextureAlbedo = 9, TextureMetallic = 10, TextureRoughness = 11, TextureAmbientOcclusion = 12 }; static int textureUnits; static unsigned int count; protected: int slot; unsigned int id; int width, height, bpp; bool flip; std::string path; Type type; bool freeGPU; public: Texture(const std::string& _path, const Type& _type = Type::TextureDiffuse, bool _flip = true); Texture(unsigned char* buffer, const Type& _type = Type::TextureDiffuse); Texture(unsigned int _width, unsigned int _height, const Type& _type = Type::TextureDiffuse); Texture(const Texture& texture); Texture(Texture&& texture) noexcept; Texture(); virtual ~Texture(); Texture& operator=(const Texture& texture); protected: inline void initTextureUnits() { glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &Texture::textureUnits); } void loadTexture(unsigned char* buffer); void generateTextureFromBuffer(unsigned char* buffer); void generateTextureFromFile(const std::string& path); virtual void generateTexture(); public: virtual void bind(); virtual void unbind(); void changeTexture(const std::string& path); public: inline void changeTexture(unsigned char* buffer) { loadTexture(buffer); } inline void setID(unsigned int id) { this->id = id; } inline unsigned int getID() const { return id; } inline void setPath(const std::string& path) { this->path = path; } inline const std::string& getPath() { return path; } inline void setSlot(int slot) { this->slot = slot; } inline int getSlot() const { return slot; } inline void setType(const Type& type) { this->type = type; } inline Type& getType() { return type; } inline void setFreeGPU(bool freeGPU) { this-> freeGPU; } inline bool isFreeGPU() const { return freeGPU; } static unsigned int getCount() { return count; } }; ================================================ FILE: src/engine/texture/vendor/stb_image.h ================================================ /* stb_image - v2.26 - public domain image loader - http://nothings.org/stb no warranty implied; use at your own risk Do this: #define STB_IMAGE_IMPLEMENTATION before you include this file in *one* C or C++ file to create the implementation. // i.e. it should look like this: #include ... #include ... #include ... #define STB_IMAGE_IMPLEMENTATION #include "stb_image.h" You can #define STBI_ASSERT(x) before the #include to avoid using assert.h. And #define STBI_MALLOC, STBI_REALLOC, and STBI_FREE to avoid using malloc,realloc,free QUICK NOTES: Primarily of interest to game developers and other people who can avoid problematic images and only need the trivial interface JPEG baseline & progressive (12 bpc/arithmetic not supported, same as stock IJG lib) PNG 1/2/4/8/16-bit-per-channel TGA (not sure what subset, if a subset) BMP non-1bpp, non-RLE PSD (composited view only, no extra channels, 8/16 bit-per-channel) GIF (*comp always reports as 4-channel) HDR (radiance rgbE format) PIC (Softimage PIC) PNM (PPM and PGM binary only) Animated GIF still needs a proper API, but here's one way to do it: http://gist.github.com/urraka/685d9a6340b26b830d49 - decode from memory or through FILE (define STBI_NO_STDIO to remove code) - decode from arbitrary I/O callbacks - SIMD acceleration on x86/x64 (SSE2) and ARM (NEON) Full documentation under "DOCUMENTATION" below. LICENSE See end of file for license information. RECENT REVISION HISTORY: 2.26 (2020-07-13) many minor fixes 2.25 (2020-02-02) fix warnings 2.24 (2020-02-02) fix warnings; thread-local failure_reason and flip_vertically 2.23 (2019-08-11) fix clang static analysis warning 2.22 (2019-03-04) gif fixes, fix warnings 2.21 (2019-02-25) fix typo in comment 2.20 (2019-02-07) support utf8 filenames in Windows; fix warnings and platform ifdefs 2.19 (2018-02-11) fix warning 2.18 (2018-01-30) fix warnings 2.17 (2018-01-29) bugfix, 1-bit BMP, 16-bitness query, fix warnings 2.16 (2017-07-23) all functions have 16-bit variants; optimizations; bugfixes 2.15 (2017-03-18) fix png-1,2,4; all Imagenet JPGs; no runtime SSE detection on GCC 2.14 (2017-03-03) remove deprecated STBI_JPEG_OLD; fixes for Imagenet JPGs 2.13 (2016-12-04) experimental 16-bit API, only for PNG so far; fixes 2.12 (2016-04-02) fix typo in 2.11 PSD fix that caused crashes 2.11 (2016-04-02) 16-bit PNGS; enable SSE2 in non-gcc x64 RGB-format JPEG; remove white matting in PSD; allocate large structures on the stack; correct channel count for PNG & BMP 2.10 (2016-01-22) avoid warning introduced in 2.09 2.09 (2016-01-16) 16-bit TGA; comments in PNM files; STBI_REALLOC_SIZED See end of file for full revision history. ============================ Contributors ========================= Image formats Extensions, features Sean Barrett (jpeg, png, bmp) Jetro Lauha (stbi_info) Nicolas Schulz (hdr, psd) Martin "SpartanJ" Golini (stbi_info) Jonathan Dummer (tga) James "moose2000" Brown (iPhone PNG) Jean-Marc Lienher (gif) Ben "Disch" Wenger (io callbacks) Tom Seddon (pic) Omar Cornut (1/2/4-bit PNG) Thatcher Ulrich (psd) Nicolas Guillemot (vertical flip) Ken Miller (pgm, ppm) Richard Mitton (16-bit PSD) github:urraka (animated gif) Junggon Kim (PNM comments) Christopher Forseth (animated gif) Daniel Gibson (16-bit TGA) socks-the-fox (16-bit PNG) Jeremy Sawicki (handle all ImageNet JPGs) Optimizations & bugfixes Mikhail Morozov (1-bit BMP) Fabian "ryg" Giesen Anael Seghezzi (is-16-bit query) Arseny Kapoulkine John-Mark Allen Carmelo J Fdez-Aguera Bug & warning fixes Marc LeBlanc David Woo Guillaume George Martins Mozeiko Christpher Lloyd Jerry Jansson Joseph Thomson Blazej Dariusz Roszkowski Phil Jordan Dave Moore Roy Eltham Hayaki Saito Nathan Reed Won Chun Luke Graham Johan Duparc Nick Verigakis the Horde3D community Thomas Ruf Ronny Chevalier github:rlyeh Janez Zemva John Bartholomew Michal Cichon github:romigrou Jonathan Blow Ken Hamada Tero Hanninen github:svdijk Laurent Gomila Cort Stratton github:snagar Aruelien Pocheville Sergio Gonzalez Thibault Reuille github:Zelex Cass Everitt Ryamond Barbiero github:grim210 Paul Du Bois Engin Manap Aldo Culquicondor github:sammyhw Philipp Wiesemann Dale Weiler Oriol Ferrer Mesia github:phprus Josh Tobin Matthew Gregan github:poppolopoppo Julian Raschke Gregory Mullen Christian Floisand github:darealshinji Baldur Karlsson Kevin Schmidt JR Smith github:Michaelangel007 Brad Weinberger Matvey Cherevko [reserved] Luca Sas Alexander Veselov Zack Middleton [reserved] Ryan C. Gordon [reserved] [reserved] DO NOT ADD YOUR NAME HERE To add your name to the credits, pick a random blank space in the middle and fill it. 80% of merge conflicts on stb PRs are due to people adding their name at the end of the credits. */ #ifndef STBI_INCLUDE_STB_IMAGE_H #define STBI_INCLUDE_STB_IMAGE_H // DOCUMENTATION // // Limitations: // - no 12-bit-per-channel JPEG // - no JPEGs with arithmetic coding // - GIF always returns *comp=4 // // Basic usage (see HDR discussion below for HDR usage): // int x,y,n; // unsigned char *data = stbi_load(filename, &x, &y, &n, 0); // // ... process data if not NULL ... // // ... x = width, y = height, n = # 8-bit components per pixel ... // // ... replace '0' with '1'..'4' to force that many components per pixel // // ... but 'n' will always be the number that it would have been if you said 0 // stbi_image_free(data) // // Standard parameters: // int *x -- outputs image width in pixels // int *y -- outputs image height in pixels // int *channels_in_file -- outputs # of image components in image file // int desired_channels -- if non-zero, # of image components requested in result // // The return value from an image loader is an 'unsigned char *' which points // to the pixel data, or NULL on an allocation failure or if the image is // corrupt or invalid. The pixel data consists of *y scanlines of *x pixels, // with each pixel consisting of N interleaved 8-bit components; the first // pixel pointed to is top-left-most in the image. There is no padding between // image scanlines or between pixels, regardless of format. The number of // components N is 'desired_channels' if desired_channels is non-zero, or // *channels_in_file otherwise. If desired_channels is non-zero, // *channels_in_file has the number of components that _would_ have been // output otherwise. E.g. if you set desired_channels to 4, you will always // get RGBA output, but you can check *channels_in_file to see if it's trivially // opaque because e.g. there were only 3 channels in the source image. // // An output image with N components has the following components interleaved // in this order in each pixel: // // N=#comp components // 1 grey // 2 grey, alpha // 3 red, green, blue // 4 red, green, blue, alpha // // If image loading fails for any reason, the return value will be NULL, // and *x, *y, *channels_in_file will be unchanged. The function // stbi_failure_reason() can be queried for an extremely brief, end-user // unfriendly explanation of why the load failed. Define STBI_NO_FAILURE_STRINGS // to avoid compiling these strings at all, and STBI_FAILURE_USERMSG to get slightly // more user-friendly ones. // // Paletted PNG, BMP, GIF, and PIC images are automatically depalettized. // // =========================================================================== // // UNICODE: // // If compiling for Windows and you wish to use Unicode filenames, compile // with // #define STBI_WINDOWS_UTF8 // and pass utf8-encoded filenames. Call stbi_convert_wchar_to_utf8 to convert // Windows wchar_t filenames to utf8. // // =========================================================================== // // Philosophy // // stb libraries are designed with the following priorities: // // 1. easy to use // 2. easy to maintain // 3. good performance // // Sometimes I let "good performance" creep up in priority over "easy to maintain", // and for best performance I may provide less-easy-to-use APIs that give higher // performance, in addition to the easy-to-use ones. Nevertheless, it's important // to keep in mind that from the standpoint of you, a client of this library, // all you care about is #1 and #3, and stb libraries DO NOT emphasize #3 above all. // // Some secondary priorities arise directly from the first two, some of which // provide more explicit reasons why performance can't be emphasized. // // - Portable ("ease of use") // - Small source code footprint ("easy to maintain") // - No dependencies ("ease of use") // // =========================================================================== // // I/O callbacks // // I/O callbacks allow you to read from arbitrary sources, like packaged // files or some other source. Data read from callbacks are processed // through a small internal buffer (currently 128 bytes) to try to reduce // overhead. // // The three functions you must define are "read" (reads some bytes of data), // "skip" (skips some bytes of data), "eof" (reports if the stream is at the end). // // =========================================================================== // // SIMD support // // The JPEG decoder will try to automatically use SIMD kernels on x86 when // supported by the compiler. For ARM Neon support, you must explicitly // request it. // // (The old do-it-yourself SIMD API is no longer supported in the current // code.) // // On x86, SSE2 will automatically be used when available based on a run-time // test; if not, the generic C versions are used as a fall-back. On ARM targets, // the typical path is to have separate builds for NEON and non-NEON devices // (at least this is true for iOS and Android). Therefore, the NEON support is // toggled by a build flag: define STBI_NEON to get NEON loops. // // If for some reason you do not want to use any of SIMD code, or if // you have issues compiling it, you can disable it entirely by // defining STBI_NO_SIMD. // // =========================================================================== // // HDR image support (disable by defining STBI_NO_HDR) // // stb_image supports loading HDR images in general, and currently the Radiance // .HDR file format specifically. You can still load any file through the existing // interface; if you attempt to load an HDR file, it will be automatically remapped // to LDR, assuming gamma 2.2 and an arbitrary scale factor defaulting to 1; // both of these constants can be reconfigured through this interface: // // stbi_hdr_to_ldr_gamma(2.2f); // stbi_hdr_to_ldr_scale(1.0f); // // (note, do not use _inverse_ constants; stbi_image will invert them // appropriately). // // Additionally, there is a new, parallel interface for loading files as // (linear) floats to preserve the full dynamic range: // // float *data = stbi_loadf(filename, &x, &y, &n, 0); // // If you load LDR images through this interface, those images will // be promoted to floating point values, run through the inverse of // constants corresponding to the above: // // stbi_ldr_to_hdr_scale(1.0f); // stbi_ldr_to_hdr_gamma(2.2f); // // Finally, given a filename (or an open file or memory block--see header // file for details) containing image data, you can query for the "most // appropriate" interface to use (that is, whether the image is HDR or // not), using: // // stbi_is_hdr(char *filename); // // =========================================================================== // // iPhone PNG support: // // By default we convert iphone-formatted PNGs back to RGB, even though // they are internally encoded differently. You can disable this conversion // by calling stbi_convert_iphone_png_to_rgb(0), in which case // you will always just get the native iphone "format" through (which // is BGR stored in RGB). // // Call stbi_set_unpremultiply_on_load(1) as well to force a divide per // pixel to remove any premultiplied alpha *only* if the image file explicitly // says there's premultiplied data (currently only happens in iPhone images, // and only if iPhone convert-to-rgb processing is on). // // =========================================================================== // // ADDITIONAL CONFIGURATION // // - You can suppress implementation of any of the decoders to reduce // your code footprint by #defining one or more of the following // symbols before creating the implementation. // // STBI_NO_JPEG // STBI_NO_PNG // STBI_NO_BMP // STBI_NO_PSD // STBI_NO_TGA // STBI_NO_GIF // STBI_NO_HDR // STBI_NO_PIC // STBI_NO_PNM (.ppm and .pgm) // // - You can request *only* certain decoders and suppress all other ones // (this will be more forward-compatible, as addition of new decoders // doesn't require you to disable them explicitly): // // STBI_ONLY_JPEG // STBI_ONLY_PNG // STBI_ONLY_BMP // STBI_ONLY_PSD // STBI_ONLY_TGA // STBI_ONLY_GIF // STBI_ONLY_HDR // STBI_ONLY_PIC // STBI_ONLY_PNM (.ppm and .pgm) // // - If you use STBI_NO_PNG (or _ONLY_ without PNG), and you still // want the zlib decoder to be available, #define STBI_SUPPORT_ZLIB // // - If you define STBI_MAX_DIMENSIONS, stb_image will reject images greater // than that size (in either width or height) without further processing. // This is to let programs in the wild set an upper bound to prevent // denial-of-service attacks on untrusted data, as one could generate a // valid image of gigantic dimensions and force stb_image to allocate a // huge block of memory and spend disproportionate time decoding it. By // default this is set to (1 << 24), which is 16777216, but that's still // very big. #ifndef STBI_NO_STDIO #include #endif // STBI_NO_STDIO #define STBI_VERSION 1 enum { STBI_default = 0, // only used for desired_channels STBI_grey = 1, STBI_grey_alpha = 2, STBI_rgb = 3, STBI_rgb_alpha = 4 }; #include typedef unsigned char stbi_uc; typedef unsigned short stbi_us; #ifdef __cplusplus extern "C" { #endif #ifndef STBIDEF #ifdef STB_IMAGE_STATIC #define STBIDEF static #else #define STBIDEF extern #endif #endif ////////////////////////////////////////////////////////////////////////////// // // PRIMARY API - works on images of any type // // // load image by filename, open file, or memory buffer // typedef struct { int (*read) (void* user, char* data, int size); // fill 'data' with 'size' bytes. return number of bytes actually read void (*skip) (void* user, int n); // skip the next 'n' bytes, or 'unget' the last -n bytes if negative int (*eof) (void* user); // returns nonzero if we are at end of file/data } stbi_io_callbacks; //////////////////////////////////// // // 8-bits-per-channel interface // STBIDEF stbi_uc* stbi_load_from_memory(stbi_uc const* buffer, int len, int* x, int* y, int* channels_in_file, int desired_channels); STBIDEF stbi_uc* stbi_load_from_callbacks(stbi_io_callbacks const* clbk, void* user, int* x, int* y, int* channels_in_file, int desired_channels); #ifndef STBI_NO_STDIO STBIDEF stbi_uc* stbi_load(char const* filename, int* x, int* y, int* channels_in_file, int desired_channels); STBIDEF stbi_uc* stbi_load_from_file(FILE* f, int* x, int* y, int* channels_in_file, int desired_channels); // for stbi_load_from_file, file pointer is left pointing immediately after image #endif #ifndef STBI_NO_GIF STBIDEF stbi_uc* stbi_load_gif_from_memory(stbi_uc const* buffer, int len, int** delays, int* x, int* y, int* z, int* comp, int req_comp); #endif #ifdef STBI_WINDOWS_UTF8 STBIDEF int stbi_convert_wchar_to_utf8(char* buffer, size_t bufferlen, const wchar_t* input); #endif //////////////////////////////////// // // 16-bits-per-channel interface // STBIDEF stbi_us* stbi_load_16_from_memory(stbi_uc const* buffer, int len, int* x, int* y, int* channels_in_file, int desired_channels); STBIDEF stbi_us* stbi_load_16_from_callbacks(stbi_io_callbacks const* clbk, void* user, int* x, int* y, int* channels_in_file, int desired_channels); #ifndef STBI_NO_STDIO STBIDEF stbi_us* stbi_load_16(char const* filename, int* x, int* y, int* channels_in_file, int desired_channels); STBIDEF stbi_us* stbi_load_from_file_16(FILE* f, int* x, int* y, int* channels_in_file, int desired_channels); #endif //////////////////////////////////// // // float-per-channel interface // #ifndef STBI_NO_LINEAR STBIDEF float* stbi_loadf_from_memory(stbi_uc const* buffer, int len, int* x, int* y, int* channels_in_file, int desired_channels); STBIDEF float* stbi_loadf_from_callbacks(stbi_io_callbacks const* clbk, void* user, int* x, int* y, int* channels_in_file, int desired_channels); #ifndef STBI_NO_STDIO STBIDEF float* stbi_loadf(char const* filename, int* x, int* y, int* channels_in_file, int desired_channels); STBIDEF float* stbi_loadf_from_file(FILE* f, int* x, int* y, int* channels_in_file, int desired_channels); #endif #endif #ifndef STBI_NO_HDR STBIDEF void stbi_hdr_to_ldr_gamma(float gamma); STBIDEF void stbi_hdr_to_ldr_scale(float scale); #endif // STBI_NO_HDR #ifndef STBI_NO_LINEAR STBIDEF void stbi_ldr_to_hdr_gamma(float gamma); STBIDEF void stbi_ldr_to_hdr_scale(float scale); #endif // STBI_NO_LINEAR // stbi_is_hdr is always defined, but always returns false if STBI_NO_HDR STBIDEF int stbi_is_hdr_from_callbacks(stbi_io_callbacks const* clbk, void* user); STBIDEF int stbi_is_hdr_from_memory(stbi_uc const* buffer, int len); #ifndef STBI_NO_STDIO STBIDEF int stbi_is_hdr(char const* filename); STBIDEF int stbi_is_hdr_from_file(FILE* f); #endif // STBI_NO_STDIO // get a VERY brief reason for failure // on most compilers (and ALL modern mainstream compilers) this is threadsafe STBIDEF const char* stbi_failure_reason(void); // free the loaded image -- this is just free() STBIDEF void stbi_image_free(void* retval_from_stbi_load); // get image dimensions & components without fully decoding STBIDEF int stbi_info_from_memory(stbi_uc const* buffer, int len, int* x, int* y, int* comp); STBIDEF int stbi_info_from_callbacks(stbi_io_callbacks const* clbk, void* user, int* x, int* y, int* comp); STBIDEF int stbi_is_16_bit_from_memory(stbi_uc const* buffer, int len); STBIDEF int stbi_is_16_bit_from_callbacks(stbi_io_callbacks const* clbk, void* user); #ifndef STBI_NO_STDIO STBIDEF int stbi_info(char const* filename, int* x, int* y, int* comp); STBIDEF int stbi_info_from_file(FILE* f, int* x, int* y, int* comp); STBIDEF int stbi_is_16_bit(char const* filename); STBIDEF int stbi_is_16_bit_from_file(FILE* f); #endif // for image formats that explicitly notate that they have premultiplied alpha, // we just return the colors as stored in the file. set this flag to force // unpremultiplication. results are undefined if the unpremultiply overflow. STBIDEF void stbi_set_unpremultiply_on_load(int flag_true_if_should_unpremultiply); // indicate whether we should process iphone images back to canonical format, // or just pass them through "as-is" STBIDEF void stbi_convert_iphone_png_to_rgb(int flag_true_if_should_convert); // flip the image vertically, so the first pixel in the output array is the bottom left STBIDEF void stbi_set_flip_vertically_on_load(int flag_true_if_should_flip); // as above, but only applies to images loaded on the thread that calls the function // this function is only available if your compiler supports thread-local variables; // calling it will fail to link if your compiler doesn't STBIDEF void stbi_set_flip_vertically_on_load_thread(int flag_true_if_should_flip); // ZLIB client - used by PNG, available for other purposes STBIDEF char* stbi_zlib_decode_malloc_guesssize(const char* buffer, int len, int initial_size, int* outlen); STBIDEF char* stbi_zlib_decode_malloc_guesssize_headerflag(const char* buffer, int len, int initial_size, int* outlen, int parse_header); STBIDEF char* stbi_zlib_decode_malloc(const char* buffer, int len, int* outlen); STBIDEF int stbi_zlib_decode_buffer(char* obuffer, int olen, const char* ibuffer, int ilen); STBIDEF char* stbi_zlib_decode_noheader_malloc(const char* buffer, int len, int* outlen); STBIDEF int stbi_zlib_decode_noheader_buffer(char* obuffer, int olen, const char* ibuffer, int ilen); #ifdef __cplusplus } #endif // // //// end header file ///////////////////////////////////////////////////// #endif // STBI_INCLUDE_STB_IMAGE_H #ifdef STB_IMAGE_IMPLEMENTATION #if defined(STBI_ONLY_JPEG) || defined(STBI_ONLY_PNG) || defined(STBI_ONLY_BMP) \ || defined(STBI_ONLY_TGA) || defined(STBI_ONLY_GIF) || defined(STBI_ONLY_PSD) \ || defined(STBI_ONLY_HDR) || defined(STBI_ONLY_PIC) || defined(STBI_ONLY_PNM) \ || defined(STBI_ONLY_ZLIB) #ifndef STBI_ONLY_JPEG #define STBI_NO_JPEG #endif #ifndef STBI_ONLY_PNG #define STBI_NO_PNG #endif #ifndef STBI_ONLY_BMP #define STBI_NO_BMP #endif #ifndef STBI_ONLY_PSD #define STBI_NO_PSD #endif #ifndef STBI_ONLY_TGA #define STBI_NO_TGA #endif #ifndef STBI_ONLY_GIF #define STBI_NO_GIF #endif #ifndef STBI_ONLY_HDR #define STBI_NO_HDR #endif #ifndef STBI_ONLY_PIC #define STBI_NO_PIC #endif #ifndef STBI_ONLY_PNM #define STBI_NO_PNM #endif #endif #if defined(STBI_NO_PNG) && !defined(STBI_SUPPORT_ZLIB) && !defined(STBI_NO_ZLIB) #define STBI_NO_ZLIB #endif #include #include // ptrdiff_t on osx #include #include #include #if !defined(STBI_NO_LINEAR) || !defined(STBI_NO_HDR) #include // ldexp, pow #endif #ifndef STBI_NO_STDIO #include #endif #ifndef STBI_ASSERT #include #define STBI_ASSERT(x) assert(x) #endif #ifdef __cplusplus #define STBI_EXTERN extern "C" #else #define STBI_EXTERN extern #endif #ifndef _MSC_VER #ifdef __cplusplus #define stbi_inline inline #else #define stbi_inline #endif #else #define stbi_inline __forceinline #endif #ifndef STBI_NO_THREAD_LOCALS #if defined(__cplusplus) && __cplusplus >= 201103L #define STBI_THREAD_LOCAL thread_local #elif defined(__GNUC__) && __GNUC__ < 5 #define STBI_THREAD_LOCAL __thread #elif defined(_MSC_VER) #define STBI_THREAD_LOCAL __declspec(thread) #elif defined (__STDC_VERSION__) && __STDC_VERSION__ >= 201112L && !defined(__STDC_NO_THREADS__) #define STBI_THREAD_LOCAL _Thread_local #endif #ifndef STBI_THREAD_LOCAL #if defined(__GNUC__) #define STBI_THREAD_LOCAL __thread #endif #endif #endif #ifdef _MSC_VER typedef unsigned short stbi__uint16; typedef signed short stbi__int16; typedef unsigned int stbi__uint32; typedef signed int stbi__int32; #else #include typedef uint16_t stbi__uint16; typedef int16_t stbi__int16; typedef uint32_t stbi__uint32; typedef int32_t stbi__int32; #endif // should produce compiler error if size is wrong typedef unsigned char validate_uint32[sizeof(stbi__uint32) == 4 ? 1 : -1]; #ifdef _MSC_VER #define STBI_NOTUSED(v) (void)(v) #else #define STBI_NOTUSED(v) (void)sizeof(v) #endif #ifdef _MSC_VER #define STBI_HAS_LROTL #endif #ifdef STBI_HAS_LROTL #define stbi_lrot(x,y) _lrotl(x,y) #else #define stbi_lrot(x,y) (((x) << (y)) | ((x) >> (32 - (y)))) #endif #if defined(STBI_MALLOC) && defined(STBI_FREE) && (defined(STBI_REALLOC) || defined(STBI_REALLOC_SIZED)) // ok #elif !defined(STBI_MALLOC) && !defined(STBI_FREE) && !defined(STBI_REALLOC) && !defined(STBI_REALLOC_SIZED) // ok #else #error "Must define all or none of STBI_MALLOC, STBI_FREE, and STBI_REALLOC (or STBI_REALLOC_SIZED)." #endif #ifndef STBI_MALLOC #define STBI_MALLOC(sz) malloc(sz) #define STBI_REALLOC(p,newsz) realloc(p,newsz) #define STBI_FREE(p) free(p) #endif #ifndef STBI_REALLOC_SIZED #define STBI_REALLOC_SIZED(p,oldsz,newsz) STBI_REALLOC(p,newsz) #endif // x86/x64 detection #if defined(__x86_64__) || defined(_M_X64) #define STBI__X64_TARGET #elif defined(__i386) || defined(_M_IX86) #define STBI__X86_TARGET #endif #if defined(__GNUC__) && defined(STBI__X86_TARGET) && !defined(__SSE2__) && !defined(STBI_NO_SIMD) // gcc doesn't support sse2 intrinsics unless you compile with -msse2, // which in turn means it gets to use SSE2 everywhere. This is unfortunate, // but previous attempts to provide the SSE2 functions with runtime // detection caused numerous issues. The way architecture extensions are // exposed in GCC/Clang is, sadly, not really suited for one-file libs. // New behavior: if compiled with -msse2, we use SSE2 without any // detection; if not, we don't use it at all. #define STBI_NO_SIMD #endif #if defined(__MINGW32__) && defined(STBI__X86_TARGET) && !defined(STBI_MINGW_ENABLE_SSE2) && !defined(STBI_NO_SIMD) // Note that __MINGW32__ doesn't actually mean 32-bit, so we have to avoid STBI__X64_TARGET // // 32-bit MinGW wants ESP to be 16-byte aligned, but this is not in the // Windows ABI and VC++ as well as Windows DLLs don't maintain that invariant. // As a result, enabling SSE2 on 32-bit MinGW is dangerous when not // simultaneously enabling "-mstackrealign". // // See https://github.com/nothings/stb/issues/81 for more information. // // So default to no SSE2 on 32-bit MinGW. If you've read this far and added // -mstackrealign to your build settings, feel free to #define STBI_MINGW_ENABLE_SSE2. #define STBI_NO_SIMD #endif #if !defined(STBI_NO_SIMD) && (defined(STBI__X86_TARGET) || defined(STBI__X64_TARGET)) #define STBI_SSE2 #include #ifdef _MSC_VER #if _MSC_VER >= 1400 // not VC6 #include // __cpuid static int stbi__cpuid3(void) { int info[4]; __cpuid(info, 1); return info[3]; } #else static int stbi__cpuid3(void) { int res; __asm { mov eax, 1 cpuid mov res, edx } return res; } #endif #define STBI_SIMD_ALIGN(type, name) __declspec(align(16)) type name #if !defined(STBI_NO_JPEG) && defined(STBI_SSE2) static int stbi__sse2_available(void) { int info3 = stbi__cpuid3(); return ((info3 >> 26) & 1) != 0; } #endif #else // assume GCC-style if not VC++ #define STBI_SIMD_ALIGN(type, name) type name __attribute__((aligned(16))) #if !defined(STBI_NO_JPEG) && defined(STBI_SSE2) static int stbi__sse2_available(void) { // If we're even attempting to compile this on GCC/Clang, that means // -msse2 is on, which means the compiler is allowed to use SSE2 // instructions at will, and so are we. return 1; } #endif #endif #endif // ARM NEON #if defined(STBI_NO_SIMD) && defined(STBI_NEON) #undef STBI_NEON #endif #ifdef STBI_NEON #include // assume GCC or Clang on ARM targets #define STBI_SIMD_ALIGN(type, name) type name __attribute__((aligned(16))) #endif #ifndef STBI_SIMD_ALIGN #define STBI_SIMD_ALIGN(type, name) type name #endif #ifndef STBI_MAX_DIMENSIONS #define STBI_MAX_DIMENSIONS (1 << 24) #endif /////////////////////////////////////////////// // // stbi__context struct and start_xxx functions // stbi__context structure is our basic context used by all images, so it // contains all the IO context, plus some basic image information typedef struct { stbi__uint32 img_x, img_y; int img_n, img_out_n; stbi_io_callbacks io; void* io_user_data; int read_from_callbacks; int buflen; stbi_uc buffer_start[128]; int callback_already_read; stbi_uc* img_buffer, * img_buffer_end; stbi_uc* img_buffer_original, * img_buffer_original_end; } stbi__context; static void stbi__refill_buffer(stbi__context* s); // initialize a memory-decode context static void stbi__start_mem(stbi__context* s, stbi_uc const* buffer, int len) { s->io.read = NULL; s->read_from_callbacks = 0; s->callback_already_read = 0; s->img_buffer = s->img_buffer_original = (stbi_uc*)buffer; s->img_buffer_end = s->img_buffer_original_end = (stbi_uc*)buffer + len; } // initialize a callback-based context static void stbi__start_callbacks(stbi__context* s, stbi_io_callbacks* c, void* user) { s->io = *c; s->io_user_data = user; s->buflen = sizeof(s->buffer_start); s->read_from_callbacks = 1; s->callback_already_read = 0; s->img_buffer = s->img_buffer_original = s->buffer_start; stbi__refill_buffer(s); s->img_buffer_original_end = s->img_buffer_end; } #ifndef STBI_NO_STDIO static int stbi__stdio_read(void* user, char* data, int size) { return (int)fread(data, 1, size, (FILE*)user); } static void stbi__stdio_skip(void* user, int n) { int ch; fseek((FILE*)user, n, SEEK_CUR); ch = fgetc((FILE*)user); /* have to read a byte to reset feof()'s flag */ if (ch != EOF) { ungetc(ch, (FILE*)user); /* push byte back onto stream if valid. */ } } static int stbi__stdio_eof(void* user) { return feof((FILE*)user) || ferror((FILE*)user); } static stbi_io_callbacks stbi__stdio_callbacks = { stbi__stdio_read, stbi__stdio_skip, stbi__stdio_eof, }; static void stbi__start_file(stbi__context* s, FILE* f) { stbi__start_callbacks(s, &stbi__stdio_callbacks, (void*)f); } //static void stop_file(stbi__context *s) { } #endif // !STBI_NO_STDIO static void stbi__rewind(stbi__context* s) { // conceptually rewind SHOULD rewind to the beginning of the stream, // but we just rewind to the beginning of the initial buffer, because // we only use it after doing 'test', which only ever looks at at most 92 bytes s->img_buffer = s->img_buffer_original; s->img_buffer_end = s->img_buffer_original_end; } enum { STBI_ORDER_RGB, STBI_ORDER_BGR }; typedef struct { int bits_per_channel; int num_channels; int channel_order; } stbi__result_info; #ifndef STBI_NO_JPEG static int stbi__jpeg_test(stbi__context* s); static void* stbi__jpeg_load(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri); static int stbi__jpeg_info(stbi__context* s, int* x, int* y, int* comp); #endif #ifndef STBI_NO_PNG static int stbi__png_test(stbi__context* s); static void* stbi__png_load(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri); static int stbi__png_info(stbi__context* s, int* x, int* y, int* comp); static int stbi__png_is16(stbi__context* s); #endif #ifndef STBI_NO_BMP static int stbi__bmp_test(stbi__context* s); static void* stbi__bmp_load(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri); static int stbi__bmp_info(stbi__context* s, int* x, int* y, int* comp); #endif #ifndef STBI_NO_TGA static int stbi__tga_test(stbi__context* s); static void* stbi__tga_load(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri); static int stbi__tga_info(stbi__context* s, int* x, int* y, int* comp); #endif #ifndef STBI_NO_PSD static int stbi__psd_test(stbi__context* s); static void* stbi__psd_load(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri, int bpc); static int stbi__psd_info(stbi__context* s, int* x, int* y, int* comp); static int stbi__psd_is16(stbi__context* s); #endif #ifndef STBI_NO_HDR static int stbi__hdr_test(stbi__context* s); static float* stbi__hdr_load(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri); static int stbi__hdr_info(stbi__context* s, int* x, int* y, int* comp); #endif #ifndef STBI_NO_PIC static int stbi__pic_test(stbi__context* s); static void* stbi__pic_load(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri); static int stbi__pic_info(stbi__context* s, int* x, int* y, int* comp); #endif #ifndef STBI_NO_GIF static int stbi__gif_test(stbi__context* s); static void* stbi__gif_load(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri); static void* stbi__load_gif_main(stbi__context* s, int** delays, int* x, int* y, int* z, int* comp, int req_comp); static int stbi__gif_info(stbi__context* s, int* x, int* y, int* comp); #endif #ifndef STBI_NO_PNM static int stbi__pnm_test(stbi__context* s); static void* stbi__pnm_load(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri); static int stbi__pnm_info(stbi__context* s, int* x, int* y, int* comp); #endif static #ifdef STBI_THREAD_LOCAL STBI_THREAD_LOCAL #endif const char* stbi__g_failure_reason; STBIDEF const char* stbi_failure_reason(void) { return stbi__g_failure_reason; } #ifndef STBI_NO_FAILURE_STRINGS static int stbi__err(const char* str) { stbi__g_failure_reason = str; return 0; } #endif static void* stbi__malloc(size_t size) { return STBI_MALLOC(size); } // stb_image uses ints pervasively, including for offset calculations. // therefore the largest decoded image size we can support with the // current code, even on 64-bit targets, is INT_MAX. this is not a // significant limitation for the intended use case. // // we do, however, need to make sure our size calculations don't // overflow. hence a few helper functions for size calculations that // multiply integers together, making sure that they're non-negative // and no overflow occurs. // return 1 if the sum is valid, 0 on overflow. // negative terms are considered invalid. static int stbi__addsizes_valid(int a, int b) { if (b < 0) return 0; // now 0 <= b <= INT_MAX, hence also // 0 <= INT_MAX - b <= INTMAX. // And "a + b <= INT_MAX" (which might overflow) is the // same as a <= INT_MAX - b (no overflow) return a <= INT_MAX - b; } // returns 1 if the product is valid, 0 on overflow. // negative factors are considered invalid. static int stbi__mul2sizes_valid(int a, int b) { if (a < 0 || b < 0) return 0; if (b == 0) return 1; // mul-by-0 is always safe // portable way to check for no overflows in a*b return a <= INT_MAX / b; } #if !defined(STBI_NO_JPEG) || !defined(STBI_NO_PNG) || !defined(STBI_NO_TGA) || !defined(STBI_NO_HDR) // returns 1 if "a*b + add" has no negative terms/factors and doesn't overflow static int stbi__mad2sizes_valid(int a, int b, int add) { return stbi__mul2sizes_valid(a, b) && stbi__addsizes_valid(a * b, add); } #endif // returns 1 if "a*b*c + add" has no negative terms/factors and doesn't overflow static int stbi__mad3sizes_valid(int a, int b, int c, int add) { return stbi__mul2sizes_valid(a, b) && stbi__mul2sizes_valid(a * b, c) && stbi__addsizes_valid(a * b * c, add); } // returns 1 if "a*b*c*d + add" has no negative terms/factors and doesn't overflow #if !defined(STBI_NO_LINEAR) || !defined(STBI_NO_HDR) static int stbi__mad4sizes_valid(int a, int b, int c, int d, int add) { return stbi__mul2sizes_valid(a, b) && stbi__mul2sizes_valid(a * b, c) && stbi__mul2sizes_valid(a * b * c, d) && stbi__addsizes_valid(a * b * c * d, add); } #endif #if !defined(STBI_NO_JPEG) || !defined(STBI_NO_PNG) || !defined(STBI_NO_TGA) || !defined(STBI_NO_HDR) // mallocs with size overflow checking static void* stbi__malloc_mad2(int a, int b, int add) { if (!stbi__mad2sizes_valid(a, b, add)) return NULL; return stbi__malloc(a * b + add); } #endif static void* stbi__malloc_mad3(int a, int b, int c, int add) { if (!stbi__mad3sizes_valid(a, b, c, add)) return NULL; return stbi__malloc(a * b * c + add); } #if !defined(STBI_NO_LINEAR) || !defined(STBI_NO_HDR) static void* stbi__malloc_mad4(int a, int b, int c, int d, int add) { if (!stbi__mad4sizes_valid(a, b, c, d, add)) return NULL; return stbi__malloc(a * b * c * d + add); } #endif // stbi__err - error // stbi__errpf - error returning pointer to float // stbi__errpuc - error returning pointer to unsigned char #ifdef STBI_NO_FAILURE_STRINGS #define stbi__err(x,y) 0 #elif defined(STBI_FAILURE_USERMSG) #define stbi__err(x,y) stbi__err(y) #else #define stbi__err(x,y) stbi__err(x) #endif #define stbi__errpf(x,y) ((float *)(size_t) (stbi__err(x,y)?NULL:NULL)) #define stbi__errpuc(x,y) ((unsigned char *)(size_t) (stbi__err(x,y)?NULL:NULL)) STBIDEF void stbi_image_free(void* retval_from_stbi_load) { STBI_FREE(retval_from_stbi_load); } #ifndef STBI_NO_LINEAR static float* stbi__ldr_to_hdr(stbi_uc* data, int x, int y, int comp); #endif #ifndef STBI_NO_HDR static stbi_uc* stbi__hdr_to_ldr(float* data, int x, int y, int comp); #endif static int stbi__vertically_flip_on_load_global = 0; STBIDEF void stbi_set_flip_vertically_on_load(int flag_true_if_should_flip) { stbi__vertically_flip_on_load_global = flag_true_if_should_flip; } #ifndef STBI_THREAD_LOCAL #define stbi__vertically_flip_on_load stbi__vertically_flip_on_load_global #else static STBI_THREAD_LOCAL int stbi__vertically_flip_on_load_local, stbi__vertically_flip_on_load_set; STBIDEF void stbi_set_flip_vertically_on_load_thread(int flag_true_if_should_flip) { stbi__vertically_flip_on_load_local = flag_true_if_should_flip; stbi__vertically_flip_on_load_set = 1; } #define stbi__vertically_flip_on_load (stbi__vertically_flip_on_load_set \ ? stbi__vertically_flip_on_load_local \ : stbi__vertically_flip_on_load_global) #endif // STBI_THREAD_LOCAL static void* stbi__load_main(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri, int bpc) { memset(ri, 0, sizeof(*ri)); // make sure it's initialized if we add new fields ri->bits_per_channel = 8; // default is 8 so most paths don't have to be changed ri->channel_order = STBI_ORDER_RGB; // all current input & output are this, but this is here so we can add BGR order ri->num_channels = 0; #ifndef STBI_NO_JPEG if (stbi__jpeg_test(s)) return stbi__jpeg_load(s, x, y, comp, req_comp, ri); #endif #ifndef STBI_NO_PNG if (stbi__png_test(s)) return stbi__png_load(s, x, y, comp, req_comp, ri); #endif #ifndef STBI_NO_BMP if (stbi__bmp_test(s)) return stbi__bmp_load(s, x, y, comp, req_comp, ri); #endif #ifndef STBI_NO_GIF if (stbi__gif_test(s)) return stbi__gif_load(s, x, y, comp, req_comp, ri); #endif #ifndef STBI_NO_PSD if (stbi__psd_test(s)) return stbi__psd_load(s, x, y, comp, req_comp, ri, bpc); #else STBI_NOTUSED(bpc); #endif #ifndef STBI_NO_PIC if (stbi__pic_test(s)) return stbi__pic_load(s, x, y, comp, req_comp, ri); #endif #ifndef STBI_NO_PNM if (stbi__pnm_test(s)) return stbi__pnm_load(s, x, y, comp, req_comp, ri); #endif #ifndef STBI_NO_HDR if (stbi__hdr_test(s)) { float* hdr = stbi__hdr_load(s, x, y, comp, req_comp, ri); return stbi__hdr_to_ldr(hdr, *x, *y, req_comp ? req_comp : *comp); } #endif #ifndef STBI_NO_TGA // test tga last because it's a crappy test! if (stbi__tga_test(s)) return stbi__tga_load(s, x, y, comp, req_comp, ri); #endif return stbi__errpuc("unknown image type", "Image not of any known type, or corrupt"); } static stbi_uc* stbi__convert_16_to_8(stbi__uint16* orig, int w, int h, int channels) { int i; int img_len = w * h * channels; stbi_uc* reduced; reduced = (stbi_uc*)stbi__malloc(img_len); if (reduced == NULL) return stbi__errpuc("outofmem", "Out of memory"); for (i = 0; i < img_len; ++i) reduced[i] = (stbi_uc)((orig[i] >> 8) & 0xFF); // top half of each byte is sufficient approx of 16->8 bit scaling STBI_FREE(orig); return reduced; } static stbi__uint16* stbi__convert_8_to_16(stbi_uc* orig, int w, int h, int channels) { int i; int img_len = w * h * channels; stbi__uint16* enlarged; enlarged = (stbi__uint16*)stbi__malloc(img_len * 2); if (enlarged == NULL) return (stbi__uint16*)stbi__errpuc("outofmem", "Out of memory"); for (i = 0; i < img_len; ++i) enlarged[i] = (stbi__uint16)((orig[i] << 8) + orig[i]); // replicate to high and low byte, maps 0->0, 255->0xffff STBI_FREE(orig); return enlarged; } static void stbi__vertical_flip(void* image, int w, int h, int bytes_per_pixel) { int row; size_t bytes_per_row = (size_t)w * bytes_per_pixel; stbi_uc temp[2048]; stbi_uc* bytes = (stbi_uc*)image; for (row = 0; row < (h >> 1); row++) { stbi_uc* row0 = bytes + row * bytes_per_row; stbi_uc* row1 = bytes + (h - row - 1) * bytes_per_row; // swap row0 with row1 size_t bytes_left = bytes_per_row; while (bytes_left) { size_t bytes_copy = (bytes_left < sizeof(temp)) ? bytes_left : sizeof(temp); memcpy(temp, row0, bytes_copy); memcpy(row0, row1, bytes_copy); memcpy(row1, temp, bytes_copy); row0 += bytes_copy; row1 += bytes_copy; bytes_left -= bytes_copy; } } } #ifndef STBI_NO_GIF static void stbi__vertical_flip_slices(void* image, int w, int h, int z, int bytes_per_pixel) { int slice; int slice_size = w * h * bytes_per_pixel; stbi_uc* bytes = (stbi_uc*)image; for (slice = 0; slice < z; ++slice) { stbi__vertical_flip(bytes, w, h, bytes_per_pixel); bytes += slice_size; } } #endif static unsigned char* stbi__load_and_postprocess_8bit(stbi__context* s, int* x, int* y, int* comp, int req_comp) { stbi__result_info ri; void* result = stbi__load_main(s, x, y, comp, req_comp, &ri, 8); if (result == NULL) return NULL; // it is the responsibility of the loaders to make sure we get either 8 or 16 bit. STBI_ASSERT(ri.bits_per_channel == 8 || ri.bits_per_channel == 16); if (ri.bits_per_channel != 8) { result = stbi__convert_16_to_8((stbi__uint16*)result, *x, *y, req_comp == 0 ? *comp : req_comp); ri.bits_per_channel = 8; } // @TODO: move stbi__convert_format to here if (stbi__vertically_flip_on_load) { int channels = req_comp ? req_comp : *comp; stbi__vertical_flip(result, *x, *y, channels * sizeof(stbi_uc)); } return (unsigned char*)result; } static stbi__uint16* stbi__load_and_postprocess_16bit(stbi__context* s, int* x, int* y, int* comp, int req_comp) { stbi__result_info ri; void* result = stbi__load_main(s, x, y, comp, req_comp, &ri, 16); if (result == NULL) return NULL; // it is the responsibility of the loaders to make sure we get either 8 or 16 bit. STBI_ASSERT(ri.bits_per_channel == 8 || ri.bits_per_channel == 16); if (ri.bits_per_channel != 16) { result = stbi__convert_8_to_16((stbi_uc*)result, *x, *y, req_comp == 0 ? *comp : req_comp); ri.bits_per_channel = 16; } // @TODO: move stbi__convert_format16 to here // @TODO: special case RGB-to-Y (and RGBA-to-YA) for 8-bit-to-16-bit case to keep more precision if (stbi__vertically_flip_on_load) { int channels = req_comp ? req_comp : *comp; stbi__vertical_flip(result, *x, *y, channels * sizeof(stbi__uint16)); } return (stbi__uint16*)result; } #if !defined(STBI_NO_HDR) && !defined(STBI_NO_LINEAR) static void stbi__float_postprocess(float* result, int* x, int* y, int* comp, int req_comp) { if (stbi__vertically_flip_on_load && result != NULL) { int channels = req_comp ? req_comp : *comp; stbi__vertical_flip(result, *x, *y, channels * sizeof(float)); } } #endif #ifndef STBI_NO_STDIO #if defined(_MSC_VER) && defined(STBI_WINDOWS_UTF8) STBI_EXTERN __declspec(dllimport) int __stdcall MultiByteToWideChar(unsigned int cp, unsigned long flags, const char* str, int cbmb, wchar_t* widestr, int cchwide); STBI_EXTERN __declspec(dllimport) int __stdcall WideCharToMultiByte(unsigned int cp, unsigned long flags, const wchar_t* widestr, int cchwide, char* str, int cbmb, const char* defchar, int* used_default); #endif #if defined(_MSC_VER) && defined(STBI_WINDOWS_UTF8) STBIDEF int stbi_convert_wchar_to_utf8(char* buffer, size_t bufferlen, const wchar_t* input) { return WideCharToMultiByte(65001 /* UTF8 */, 0, input, -1, buffer, (int)bufferlen, NULL, NULL); } #endif static FILE* stbi__fopen(char const* filename, char const* mode) { FILE* f; #if defined(_MSC_VER) && defined(STBI_WINDOWS_UTF8) wchar_t wMode[64]; wchar_t wFilename[1024]; if (0 == MultiByteToWideChar(65001 /* UTF8 */, 0, filename, -1, wFilename, sizeof(wFilename))) return 0; if (0 == MultiByteToWideChar(65001 /* UTF8 */, 0, mode, -1, wMode, sizeof(wMode))) return 0; #if _MSC_VER >= 1400 if (0 != _wfopen_s(&f, wFilename, wMode)) f = 0; #else f = _wfopen(wFilename, wMode); #endif #elif defined(_MSC_VER) && _MSC_VER >= 1400 if (0 != fopen_s(&f, filename, mode)) f = 0; #else f = fopen(filename, mode); #endif return f; } STBIDEF stbi_uc* stbi_load(char const* filename, int* x, int* y, int* comp, int req_comp) { FILE* f = stbi__fopen(filename, "rb"); unsigned char* result; if (!f) return stbi__errpuc("can't fopen", "Unable to open file"); result = stbi_load_from_file(f, x, y, comp, req_comp); fclose(f); return result; } STBIDEF stbi_uc* stbi_load_from_file(FILE* f, int* x, int* y, int* comp, int req_comp) { unsigned char* result; stbi__context s; stbi__start_file(&s, f); result = stbi__load_and_postprocess_8bit(&s, x, y, comp, req_comp); if (result) { // need to 'unget' all the characters in the IO buffer fseek(f, -(int)(s.img_buffer_end - s.img_buffer), SEEK_CUR); } return result; } STBIDEF stbi__uint16* stbi_load_from_file_16(FILE* f, int* x, int* y, int* comp, int req_comp) { stbi__uint16* result; stbi__context s; stbi__start_file(&s, f); result = stbi__load_and_postprocess_16bit(&s, x, y, comp, req_comp); if (result) { // need to 'unget' all the characters in the IO buffer fseek(f, -(int)(s.img_buffer_end - s.img_buffer), SEEK_CUR); } return result; } STBIDEF stbi_us* stbi_load_16(char const* filename, int* x, int* y, int* comp, int req_comp) { FILE* f = stbi__fopen(filename, "rb"); stbi__uint16* result; if (!f) return (stbi_us*)stbi__errpuc("can't fopen", "Unable to open file"); result = stbi_load_from_file_16(f, x, y, comp, req_comp); fclose(f); return result; } #endif //!STBI_NO_STDIO STBIDEF stbi_us* stbi_load_16_from_memory(stbi_uc const* buffer, int len, int* x, int* y, int* channels_in_file, int desired_channels) { stbi__context s; stbi__start_mem(&s, buffer, len); return stbi__load_and_postprocess_16bit(&s, x, y, channels_in_file, desired_channels); } STBIDEF stbi_us* stbi_load_16_from_callbacks(stbi_io_callbacks const* clbk, void* user, int* x, int* y, int* channels_in_file, int desired_channels) { stbi__context s; stbi__start_callbacks(&s, (stbi_io_callbacks*)clbk, user); return stbi__load_and_postprocess_16bit(&s, x, y, channels_in_file, desired_channels); } STBIDEF stbi_uc* stbi_load_from_memory(stbi_uc const* buffer, int len, int* x, int* y, int* comp, int req_comp) { stbi__context s; stbi__start_mem(&s, buffer, len); return stbi__load_and_postprocess_8bit(&s, x, y, comp, req_comp); } STBIDEF stbi_uc* stbi_load_from_callbacks(stbi_io_callbacks const* clbk, void* user, int* x, int* y, int* comp, int req_comp) { stbi__context s; stbi__start_callbacks(&s, (stbi_io_callbacks*)clbk, user); return stbi__load_and_postprocess_8bit(&s, x, y, comp, req_comp); } #ifndef STBI_NO_GIF STBIDEF stbi_uc* stbi_load_gif_from_memory(stbi_uc const* buffer, int len, int** delays, int* x, int* y, int* z, int* comp, int req_comp) { unsigned char* result; stbi__context s; stbi__start_mem(&s, buffer, len); result = (unsigned char*)stbi__load_gif_main(&s, delays, x, y, z, comp, req_comp); if (stbi__vertically_flip_on_load) { stbi__vertical_flip_slices(result, *x, *y, *z, *comp); } return result; } #endif #ifndef STBI_NO_LINEAR static float* stbi__loadf_main(stbi__context* s, int* x, int* y, int* comp, int req_comp) { unsigned char* data; #ifndef STBI_NO_HDR if (stbi__hdr_test(s)) { stbi__result_info ri; float* hdr_data = stbi__hdr_load(s, x, y, comp, req_comp, &ri); if (hdr_data) stbi__float_postprocess(hdr_data, x, y, comp, req_comp); return hdr_data; } #endif data = stbi__load_and_postprocess_8bit(s, x, y, comp, req_comp); if (data) return stbi__ldr_to_hdr(data, *x, *y, req_comp ? req_comp : *comp); return stbi__errpf("unknown image type", "Image not of any known type, or corrupt"); } STBIDEF float* stbi_loadf_from_memory(stbi_uc const* buffer, int len, int* x, int* y, int* comp, int req_comp) { stbi__context s; stbi__start_mem(&s, buffer, len); return stbi__loadf_main(&s, x, y, comp, req_comp); } STBIDEF float* stbi_loadf_from_callbacks(stbi_io_callbacks const* clbk, void* user, int* x, int* y, int* comp, int req_comp) { stbi__context s; stbi__start_callbacks(&s, (stbi_io_callbacks*)clbk, user); return stbi__loadf_main(&s, x, y, comp, req_comp); } #ifndef STBI_NO_STDIO STBIDEF float* stbi_loadf(char const* filename, int* x, int* y, int* comp, int req_comp) { float* result; FILE* f = stbi__fopen(filename, "rb"); if (!f) return stbi__errpf("can't fopen", "Unable to open file"); result = stbi_loadf_from_file(f, x, y, comp, req_comp); fclose(f); return result; } STBIDEF float* stbi_loadf_from_file(FILE* f, int* x, int* y, int* comp, int req_comp) { stbi__context s; stbi__start_file(&s, f); return stbi__loadf_main(&s, x, y, comp, req_comp); } #endif // !STBI_NO_STDIO #endif // !STBI_NO_LINEAR // these is-hdr-or-not is defined independent of whether STBI_NO_LINEAR is // defined, for API simplicity; if STBI_NO_LINEAR is defined, it always // reports false! STBIDEF int stbi_is_hdr_from_memory(stbi_uc const* buffer, int len) { #ifndef STBI_NO_HDR stbi__context s; stbi__start_mem(&s, buffer, len); return stbi__hdr_test(&s); #else STBI_NOTUSED(buffer); STBI_NOTUSED(len); return 0; #endif } #ifndef STBI_NO_STDIO STBIDEF int stbi_is_hdr(char const* filename) { FILE* f = stbi__fopen(filename, "rb"); int result = 0; if (f) { result = stbi_is_hdr_from_file(f); fclose(f); } return result; } STBIDEF int stbi_is_hdr_from_file(FILE* f) { #ifndef STBI_NO_HDR long pos = ftell(f); int res; stbi__context s; stbi__start_file(&s, f); res = stbi__hdr_test(&s); fseek(f, pos, SEEK_SET); return res; #else STBI_NOTUSED(f); return 0; #endif } #endif // !STBI_NO_STDIO STBIDEF int stbi_is_hdr_from_callbacks(stbi_io_callbacks const* clbk, void* user) { #ifndef STBI_NO_HDR stbi__context s; stbi__start_callbacks(&s, (stbi_io_callbacks*)clbk, user); return stbi__hdr_test(&s); #else STBI_NOTUSED(clbk); STBI_NOTUSED(user); return 0; #endif } #ifndef STBI_NO_LINEAR static float stbi__l2h_gamma = 2.2f, stbi__l2h_scale = 1.0f; STBIDEF void stbi_ldr_to_hdr_gamma(float gamma) { stbi__l2h_gamma = gamma; } STBIDEF void stbi_ldr_to_hdr_scale(float scale) { stbi__l2h_scale = scale; } #endif static float stbi__h2l_gamma_i = 1.0f / 2.2f, stbi__h2l_scale_i = 1.0f; STBIDEF void stbi_hdr_to_ldr_gamma(float gamma) { stbi__h2l_gamma_i = 1 / gamma; } STBIDEF void stbi_hdr_to_ldr_scale(float scale) { stbi__h2l_scale_i = 1 / scale; } ////////////////////////////////////////////////////////////////////////////// // // Common code used by all image loaders // enum { STBI__SCAN_load = 0, STBI__SCAN_type, STBI__SCAN_header }; static void stbi__refill_buffer(stbi__context* s) { int n = (s->io.read)(s->io_user_data, (char*)s->buffer_start, s->buflen); s->callback_already_read += (int)(s->img_buffer - s->img_buffer_original); if (n == 0) { // at end of file, treat same as if from memory, but need to handle case // where s->img_buffer isn't pointing to safe memory, e.g. 0-byte file s->read_from_callbacks = 0; s->img_buffer = s->buffer_start; s->img_buffer_end = s->buffer_start + 1; *s->img_buffer = 0; } else { s->img_buffer = s->buffer_start; s->img_buffer_end = s->buffer_start + n; } } stbi_inline static stbi_uc stbi__get8(stbi__context* s) { if (s->img_buffer < s->img_buffer_end) return *s->img_buffer++; if (s->read_from_callbacks) { stbi__refill_buffer(s); return *s->img_buffer++; } return 0; } #if defined(STBI_NO_JPEG) && defined(STBI_NO_HDR) && defined(STBI_NO_PIC) && defined(STBI_NO_PNM) // nothing #else stbi_inline static int stbi__at_eof(stbi__context* s) { if (s->io.read) { if (!(s->io.eof)(s->io_user_data)) return 0; // if feof() is true, check if buffer = end // special case: we've only got the special 0 character at the end if (s->read_from_callbacks == 0) return 1; } return s->img_buffer >= s->img_buffer_end; } #endif #if defined(STBI_NO_JPEG) && defined(STBI_NO_PNG) && defined(STBI_NO_BMP) && defined(STBI_NO_PSD) && defined(STBI_NO_TGA) && defined(STBI_NO_GIF) && defined(STBI_NO_PIC) // nothing #else static void stbi__skip(stbi__context* s, int n) { if (n == 0) return; // already there! if (n < 0) { s->img_buffer = s->img_buffer_end; return; } if (s->io.read) { int blen = (int)(s->img_buffer_end - s->img_buffer); if (blen < n) { s->img_buffer = s->img_buffer_end; (s->io.skip)(s->io_user_data, n - blen); return; } } s->img_buffer += n; } #endif #if defined(STBI_NO_PNG) && defined(STBI_NO_TGA) && defined(STBI_NO_HDR) && defined(STBI_NO_PNM) // nothing #else static int stbi__getn(stbi__context* s, stbi_uc* buffer, int n) { if (s->io.read) { int blen = (int)(s->img_buffer_end - s->img_buffer); if (blen < n) { int res, count; memcpy(buffer, s->img_buffer, blen); count = (s->io.read)(s->io_user_data, (char*)buffer + blen, n - blen); res = (count == (n - blen)); s->img_buffer = s->img_buffer_end; return res; } } if (s->img_buffer + n <= s->img_buffer_end) { memcpy(buffer, s->img_buffer, n); s->img_buffer += n; return 1; } else return 0; } #endif #if defined(STBI_NO_JPEG) && defined(STBI_NO_PNG) && defined(STBI_NO_PSD) && defined(STBI_NO_PIC) // nothing #else static int stbi__get16be(stbi__context* s) { int z = stbi__get8(s); return (z << 8) + stbi__get8(s); } #endif #if defined(STBI_NO_PNG) && defined(STBI_NO_PSD) && defined(STBI_NO_PIC) // nothing #else static stbi__uint32 stbi__get32be(stbi__context* s) { stbi__uint32 z = stbi__get16be(s); return (z << 16) + stbi__get16be(s); } #endif #if defined(STBI_NO_BMP) && defined(STBI_NO_TGA) && defined(STBI_NO_GIF) // nothing #else static int stbi__get16le(stbi__context* s) { int z = stbi__get8(s); return z + (stbi__get8(s) << 8); } #endif #ifndef STBI_NO_BMP static stbi__uint32 stbi__get32le(stbi__context* s) { stbi__uint32 z = stbi__get16le(s); return z + (stbi__get16le(s) << 16); } #endif #define STBI__BYTECAST(x) ((stbi_uc) ((x) & 255)) // truncate int to byte without warnings #if defined(STBI_NO_JPEG) && defined(STBI_NO_PNG) && defined(STBI_NO_BMP) && defined(STBI_NO_PSD) && defined(STBI_NO_TGA) && defined(STBI_NO_GIF) && defined(STBI_NO_PIC) && defined(STBI_NO_PNM) // nothing #else ////////////////////////////////////////////////////////////////////////////// // // generic converter from built-in img_n to req_comp // individual types do this automatically as much as possible (e.g. jpeg // does all cases internally since it needs to colorspace convert anyway, // and it never has alpha, so very few cases ). png can automatically // interleave an alpha=255 channel, but falls back to this for other cases // // assume data buffer is malloced, so malloc a new one and free that one // only failure mode is malloc failing static stbi_uc stbi__compute_y(int r, int g, int b) { return (stbi_uc)(((r * 77) + (g * 150) + (29 * b)) >> 8); } #endif #if defined(STBI_NO_PNG) && defined(STBI_NO_BMP) && defined(STBI_NO_PSD) && defined(STBI_NO_TGA) && defined(STBI_NO_GIF) && defined(STBI_NO_PIC) && defined(STBI_NO_PNM) // nothing #else static unsigned char* stbi__convert_format(unsigned char* data, int img_n, int req_comp, unsigned int x, unsigned int y) { int i, j; unsigned char* good; if (req_comp == img_n) return data; STBI_ASSERT(req_comp >= 1 && req_comp <= 4); good = (unsigned char*)stbi__malloc_mad3(req_comp, x, y, 0); if (good == NULL) { STBI_FREE(data); return stbi__errpuc("outofmem", "Out of memory"); } for (j = 0; j < (int)y; ++j) { unsigned char* src = data + j * x * img_n; unsigned char* dest = good + j * x * req_comp; #define STBI__COMBO(a,b) ((a)*8+(b)) #define STBI__CASE(a,b) case STBI__COMBO(a,b): for(i=x-1; i >= 0; --i, src += a, dest += b) // convert source image with img_n components to one with req_comp components; // avoid switch per pixel, so use switch per scanline and massive macros switch (STBI__COMBO(img_n, req_comp)) { STBI__CASE(1, 2) { dest[0] = src[0]; dest[1] = 255; } break; STBI__CASE(1, 3) { dest[0] = dest[1] = dest[2] = src[0]; } break; STBI__CASE(1, 4) { dest[0] = dest[1] = dest[2] = src[0]; dest[3] = 255; } break; STBI__CASE(2, 1) { dest[0] = src[0]; } break; STBI__CASE(2, 3) { dest[0] = dest[1] = dest[2] = src[0]; } break; STBI__CASE(2, 4) { dest[0] = dest[1] = dest[2] = src[0]; dest[3] = src[1]; } break; STBI__CASE(3, 4) { dest[0] = src[0]; dest[1] = src[1]; dest[2] = src[2]; dest[3] = 255; } break; STBI__CASE(3, 1) { dest[0] = stbi__compute_y(src[0], src[1], src[2]); } break; STBI__CASE(3, 2) { dest[0] = stbi__compute_y(src[0], src[1], src[2]); dest[1] = 255; } break; STBI__CASE(4, 1) { dest[0] = stbi__compute_y(src[0], src[1], src[2]); } break; STBI__CASE(4, 2) { dest[0] = stbi__compute_y(src[0], src[1], src[2]); dest[1] = src[3]; } break; STBI__CASE(4, 3) { dest[0] = src[0]; dest[1] = src[1]; dest[2] = src[2]; } break; default: STBI_ASSERT(0); STBI_FREE(data); STBI_FREE(good); return stbi__errpuc("unsupported", "Unsupported format conversion"); } #undef STBI__CASE } STBI_FREE(data); return good; } #endif #if defined(STBI_NO_PNG) && defined(STBI_NO_PSD) // nothing #else static stbi__uint16 stbi__compute_y_16(int r, int g, int b) { return (stbi__uint16)(((r * 77) + (g * 150) + (29 * b)) >> 8); } #endif #if defined(STBI_NO_PNG) && defined(STBI_NO_PSD) // nothing #else static stbi__uint16* stbi__convert_format16(stbi__uint16* data, int img_n, int req_comp, unsigned int x, unsigned int y) { int i, j; stbi__uint16* good; if (req_comp == img_n) return data; STBI_ASSERT(req_comp >= 1 && req_comp <= 4); good = (stbi__uint16*)stbi__malloc(req_comp * x * y * 2); if (good == NULL) { STBI_FREE(data); return (stbi__uint16*)stbi__errpuc("outofmem", "Out of memory"); } for (j = 0; j < (int)y; ++j) { stbi__uint16* src = data + j * x * img_n; stbi__uint16* dest = good + j * x * req_comp; #define STBI__COMBO(a,b) ((a)*8+(b)) #define STBI__CASE(a,b) case STBI__COMBO(a,b): for(i=x-1; i >= 0; --i, src += a, dest += b) // convert source image with img_n components to one with req_comp components; // avoid switch per pixel, so use switch per scanline and massive macros switch (STBI__COMBO(img_n, req_comp)) { STBI__CASE(1, 2) { dest[0] = src[0]; dest[1] = 0xffff; } break; STBI__CASE(1, 3) { dest[0] = dest[1] = dest[2] = src[0]; } break; STBI__CASE(1, 4) { dest[0] = dest[1] = dest[2] = src[0]; dest[3] = 0xffff; } break; STBI__CASE(2, 1) { dest[0] = src[0]; } break; STBI__CASE(2, 3) { dest[0] = dest[1] = dest[2] = src[0]; } break; STBI__CASE(2, 4) { dest[0] = dest[1] = dest[2] = src[0]; dest[3] = src[1]; } break; STBI__CASE(3, 4) { dest[0] = src[0]; dest[1] = src[1]; dest[2] = src[2]; dest[3] = 0xffff; } break; STBI__CASE(3, 1) { dest[0] = stbi__compute_y_16(src[0], src[1], src[2]); } break; STBI__CASE(3, 2) { dest[0] = stbi__compute_y_16(src[0], src[1], src[2]); dest[1] = 0xffff; } break; STBI__CASE(4, 1) { dest[0] = stbi__compute_y_16(src[0], src[1], src[2]); } break; STBI__CASE(4, 2) { dest[0] = stbi__compute_y_16(src[0], src[1], src[2]); dest[1] = src[3]; } break; STBI__CASE(4, 3) { dest[0] = src[0]; dest[1] = src[1]; dest[2] = src[2]; } break; default: STBI_ASSERT(0); STBI_FREE(data); STBI_FREE(good); return (stbi__uint16*)stbi__errpuc("unsupported", "Unsupported format conversion"); } #undef STBI__CASE } STBI_FREE(data); return good; } #endif #ifndef STBI_NO_LINEAR static float* stbi__ldr_to_hdr(stbi_uc* data, int x, int y, int comp) { int i, k, n; float* output; if (!data) return NULL; output = (float*)stbi__malloc_mad4(x, y, comp, sizeof(float), 0); if (output == NULL) { STBI_FREE(data); return stbi__errpf("outofmem", "Out of memory"); } // compute number of non-alpha components if (comp & 1) n = comp; else n = comp - 1; for (i = 0; i < x * y; ++i) { for (k = 0; k < n; ++k) { output[i * comp + k] = (float)(pow(data[i * comp + k] / 255.0f, stbi__l2h_gamma) * stbi__l2h_scale); } } if (n < comp) { for (i = 0; i < x * y; ++i) { output[i * comp + n] = data[i * comp + n] / 255.0f; } } STBI_FREE(data); return output; } #endif #ifndef STBI_NO_HDR #define stbi__float2int(x) ((int) (x)) static stbi_uc* stbi__hdr_to_ldr(float* data, int x, int y, int comp) { int i, k, n; stbi_uc* output; if (!data) return NULL; output = (stbi_uc*)stbi__malloc_mad3(x, y, comp, 0); if (output == NULL) { STBI_FREE(data); return stbi__errpuc("outofmem", "Out of memory"); } // compute number of non-alpha components if (comp & 1) n = comp; else n = comp - 1; for (i = 0; i < x * y; ++i) { for (k = 0; k < n; ++k) { float z = (float)pow(data[i * comp + k] * stbi__h2l_scale_i, stbi__h2l_gamma_i) * 255 + 0.5f; if (z < 0) z = 0; if (z > 255) z = 255; output[i * comp + k] = (stbi_uc)stbi__float2int(z); } if (k < comp) { float z = data[i * comp + k] * 255 + 0.5f; if (z < 0) z = 0; if (z > 255) z = 255; output[i * comp + k] = (stbi_uc)stbi__float2int(z); } } STBI_FREE(data); return output; } #endif ////////////////////////////////////////////////////////////////////////////// // // "baseline" JPEG/JFIF decoder // // simple implementation // - doesn't support delayed output of y-dimension // - simple interface (only one output format: 8-bit interleaved RGB) // - doesn't try to recover corrupt jpegs // - doesn't allow partial loading, loading multiple at once // - still fast on x86 (copying globals into locals doesn't help x86) // - allocates lots of intermediate memory (full size of all components) // - non-interleaved case requires this anyway // - allows good upsampling (see next) // high-quality // - upsampled channels are bilinearly interpolated, even across blocks // - quality integer IDCT derived from IJG's 'slow' // performance // - fast huffman; reasonable integer IDCT // - some SIMD kernels for common paths on targets with SSE2/NEON // - uses a lot of intermediate memory, could cache poorly #ifndef STBI_NO_JPEG // huffman decoding acceleration #define FAST_BITS 9 // larger handles more cases; smaller stomps less cache typedef struct { stbi_uc fast[1 << FAST_BITS]; // weirdly, repacking this into AoS is a 10% speed loss, instead of a win stbi__uint16 code[256]; stbi_uc values[256]; stbi_uc size[257]; unsigned int maxcode[18]; int delta[17]; // old 'firstsymbol' - old 'firstcode' } stbi__huffman; typedef struct { stbi__context* s; stbi__huffman huff_dc[4]; stbi__huffman huff_ac[4]; stbi__uint16 dequant[4][64]; stbi__int16 fast_ac[4][1 << FAST_BITS]; // sizes for components, interleaved MCUs int img_h_max, img_v_max; int img_mcu_x, img_mcu_y; int img_mcu_w, img_mcu_h; // definition of jpeg image component struct { int id; int h, v; int tq; int hd, ha; int dc_pred; int x, y, w2, h2; stbi_uc* data; void* raw_data, * raw_coeff; stbi_uc* linebuf; short* coeff; // progressive only int coeff_w, coeff_h; // number of 8x8 coefficient blocks } img_comp[4]; stbi__uint32 code_buffer; // jpeg entropy-coded buffer int code_bits; // number of valid bits unsigned char marker; // marker seen while filling entropy buffer int nomore; // flag if we saw a marker so must stop int progressive; int spec_start; int spec_end; int succ_high; int succ_low; int eob_run; int jfif; int app14_color_transform; // Adobe APP14 tag int rgb; int scan_n, order[4]; int restart_interval, todo; // kernels void (*idct_block_kernel)(stbi_uc* out, int out_stride, short data[64]); void (*YCbCr_to_RGB_kernel)(stbi_uc* out, const stbi_uc* y, const stbi_uc* pcb, const stbi_uc* pcr, int count, int step); stbi_uc* (*resample_row_hv_2_kernel)(stbi_uc* out, stbi_uc* in_near, stbi_uc* in_far, int w, int hs); } stbi__jpeg; static int stbi__build_huffman(stbi__huffman* h, int* count) { int i, j, k = 0; unsigned int code; // build size list for each symbol (from JPEG spec) for (i = 0; i < 16; ++i) for (j = 0; j < count[i]; ++j) h->size[k++] = (stbi_uc)(i + 1); h->size[k] = 0; // compute actual symbols (from jpeg spec) code = 0; k = 0; for (j = 1; j <= 16; ++j) { // compute delta to add to code to compute symbol id h->delta[j] = k - code; if (h->size[k] == j) { while (h->size[k] == j) h->code[k++] = (stbi__uint16)(code++); if (code - 1 >= (1u << j)) return stbi__err("bad code lengths", "Corrupt JPEG"); } // compute largest code + 1 for this size, preshifted as needed later h->maxcode[j] = code << (16 - j); code <<= 1; } h->maxcode[j] = 0xffffffff; // build non-spec acceleration table; 255 is flag for not-accelerated memset(h->fast, 255, 1 << FAST_BITS); for (i = 0; i < k; ++i) { int s = h->size[i]; if (s <= FAST_BITS) { int c = h->code[i] << (FAST_BITS - s); int m = 1 << (FAST_BITS - s); for (j = 0; j < m; ++j) { h->fast[c + j] = (stbi_uc)i; } } } return 1; } // build a table that decodes both magnitude and value of small ACs in // one go. static void stbi__build_fast_ac(stbi__int16* fast_ac, stbi__huffman* h) { int i; for (i = 0; i < (1 << FAST_BITS); ++i) { stbi_uc fast = h->fast[i]; fast_ac[i] = 0; if (fast < 255) { int rs = h->values[fast]; int run = (rs >> 4) & 15; int magbits = rs & 15; int len = h->size[fast]; if (magbits && len + magbits <= FAST_BITS) { // magnitude code followed by receive_extend code int k = ((i << len) & ((1 << FAST_BITS) - 1)) >> (FAST_BITS - magbits); int m = 1 << (magbits - 1); if (k < m) k += (~0U << magbits) + 1; // if the result is small enough, we can fit it in fast_ac table if (k >= -128 && k <= 127) fast_ac[i] = (stbi__int16)((k * 256) + (run * 16) + (len + magbits)); } } } } static void stbi__grow_buffer_unsafe(stbi__jpeg* j) { do { unsigned int b = j->nomore ? 0 : stbi__get8(j->s); if (b == 0xff) { int c = stbi__get8(j->s); while (c == 0xff) c = stbi__get8(j->s); // consume fill bytes if (c != 0) { j->marker = (unsigned char)c; j->nomore = 1; return; } } j->code_buffer |= b << (24 - j->code_bits); j->code_bits += 8; } while (j->code_bits <= 24); } // (1 << n) - 1 static const stbi__uint32 stbi__bmask[17] = { 0,1,3,7,15,31,63,127,255,511,1023,2047,4095,8191,16383,32767,65535 }; // decode a jpeg huffman value from the bitstream stbi_inline static int stbi__jpeg_huff_decode(stbi__jpeg* j, stbi__huffman* h) { unsigned int temp; int c, k; if (j->code_bits < 16) stbi__grow_buffer_unsafe(j); // look at the top FAST_BITS and determine what symbol ID it is, // if the code is <= FAST_BITS c = (j->code_buffer >> (32 - FAST_BITS)) & ((1 << FAST_BITS) - 1); k = h->fast[c]; if (k < 255) { int s = h->size[k]; if (s > j->code_bits) return -1; j->code_buffer <<= s; j->code_bits -= s; return h->values[k]; } // naive test is to shift the code_buffer down so k bits are // valid, then test against maxcode. To speed this up, we've // preshifted maxcode left so that it has (16-k) 0s at the // end; in other words, regardless of the number of bits, it // wants to be compared against something shifted to have 16; // that way we don't need to shift inside the loop. temp = j->code_buffer >> 16; for (k = FAST_BITS + 1; ; ++k) if (temp < h->maxcode[k]) break; if (k == 17) { // error! code not found j->code_bits -= 16; return -1; } if (k > j->code_bits) return -1; // convert the huffman code to the symbol id c = ((j->code_buffer >> (32 - k)) & stbi__bmask[k]) + h->delta[k]; STBI_ASSERT((((j->code_buffer) >> (32 - h->size[c])) & stbi__bmask[h->size[c]]) == h->code[c]); // convert the id to a symbol j->code_bits -= k; j->code_buffer <<= k; return h->values[c]; } // bias[n] = (-1<code_bits < n) stbi__grow_buffer_unsafe(j); sgn = (stbi__int32)j->code_buffer >> 31; // sign bit is always in MSB k = stbi_lrot(j->code_buffer, n); if (n < 0 || n >= (int)(sizeof(stbi__bmask) / sizeof(*stbi__bmask))) return 0; j->code_buffer = k & ~stbi__bmask[n]; k &= stbi__bmask[n]; j->code_bits -= n; return k + (stbi__jbias[n] & ~sgn); } // get some unsigned bits stbi_inline static int stbi__jpeg_get_bits(stbi__jpeg* j, int n) { unsigned int k; if (j->code_bits < n) stbi__grow_buffer_unsafe(j); k = stbi_lrot(j->code_buffer, n); j->code_buffer = k & ~stbi__bmask[n]; k &= stbi__bmask[n]; j->code_bits -= n; return k; } stbi_inline static int stbi__jpeg_get_bit(stbi__jpeg* j) { unsigned int k; if (j->code_bits < 1) stbi__grow_buffer_unsafe(j); k = j->code_buffer; j->code_buffer <<= 1; --j->code_bits; return k & 0x80000000; } // given a value that's at position X in the zigzag stream, // where does it appear in the 8x8 matrix coded as row-major? static const stbi_uc stbi__jpeg_dezigzag[64 + 15] = { 0, 1, 8, 16, 9, 2, 3, 10, 17, 24, 32, 25, 18, 11, 4, 5, 12, 19, 26, 33, 40, 48, 41, 34, 27, 20, 13, 6, 7, 14, 21, 28, 35, 42, 49, 56, 57, 50, 43, 36, 29, 22, 15, 23, 30, 37, 44, 51, 58, 59, 52, 45, 38, 31, 39, 46, 53, 60, 61, 54, 47, 55, 62, 63, // let corrupt input sample past end 63, 63, 63, 63, 63, 63, 63, 63, 63, 63, 63, 63, 63, 63, 63 }; // decode one 64-entry block-- static int stbi__jpeg_decode_block(stbi__jpeg* j, short data[64], stbi__huffman* hdc, stbi__huffman* hac, stbi__int16* fac, int b, stbi__uint16* dequant) { int diff, dc, k; int t; if (j->code_bits < 16) stbi__grow_buffer_unsafe(j); t = stbi__jpeg_huff_decode(j, hdc); if (t < 0) return stbi__err("bad huffman code", "Corrupt JPEG"); // 0 all the ac values now so we can do it 32-bits at a time memset(data, 0, 64 * sizeof(data[0])); diff = t ? stbi__extend_receive(j, t) : 0; dc = j->img_comp[b].dc_pred + diff; j->img_comp[b].dc_pred = dc; data[0] = (short)(dc * dequant[0]); // decode AC components, see JPEG spec k = 1; do { unsigned int zig; int c, r, s; if (j->code_bits < 16) stbi__grow_buffer_unsafe(j); c = (j->code_buffer >> (32 - FAST_BITS)) & ((1 << FAST_BITS) - 1); r = fac[c]; if (r) { // fast-AC path k += (r >> 4) & 15; // run s = r & 15; // combined length j->code_buffer <<= s; j->code_bits -= s; // decode into unzigzag'd location zig = stbi__jpeg_dezigzag[k++]; data[zig] = (short)((r >> 8) * dequant[zig]); } else { int rs = stbi__jpeg_huff_decode(j, hac); if (rs < 0) return stbi__err("bad huffman code", "Corrupt JPEG"); s = rs & 15; r = rs >> 4; if (s == 0) { if (rs != 0xf0) break; // end block k += 16; } else { k += r; // decode into unzigzag'd location zig = stbi__jpeg_dezigzag[k++]; data[zig] = (short)(stbi__extend_receive(j, s) * dequant[zig]); } } } while (k < 64); return 1; } static int stbi__jpeg_decode_block_prog_dc(stbi__jpeg* j, short data[64], stbi__huffman* hdc, int b) { int diff, dc; int t; if (j->spec_end != 0) return stbi__err("can't merge dc and ac", "Corrupt JPEG"); if (j->code_bits < 16) stbi__grow_buffer_unsafe(j); if (j->succ_high == 0) { // first scan for DC coefficient, must be first memset(data, 0, 64 * sizeof(data[0])); // 0 all the ac values now t = stbi__jpeg_huff_decode(j, hdc); if (t == -1) return stbi__err("can't merge dc and ac", "Corrupt JPEG"); diff = t ? stbi__extend_receive(j, t) : 0; dc = j->img_comp[b].dc_pred + diff; j->img_comp[b].dc_pred = dc; data[0] = (short)(dc << j->succ_low); } else { // refinement scan for DC coefficient if (stbi__jpeg_get_bit(j)) data[0] += (short)(1 << j->succ_low); } return 1; } // @OPTIMIZE: store non-zigzagged during the decode passes, // and only de-zigzag when dequantizing static int stbi__jpeg_decode_block_prog_ac(stbi__jpeg* j, short data[64], stbi__huffman* hac, stbi__int16* fac) { int k; if (j->spec_start == 0) return stbi__err("can't merge dc and ac", "Corrupt JPEG"); if (j->succ_high == 0) { int shift = j->succ_low; if (j->eob_run) { --j->eob_run; return 1; } k = j->spec_start; do { unsigned int zig; int c, r, s; if (j->code_bits < 16) stbi__grow_buffer_unsafe(j); c = (j->code_buffer >> (32 - FAST_BITS)) & ((1 << FAST_BITS) - 1); r = fac[c]; if (r) { // fast-AC path k += (r >> 4) & 15; // run s = r & 15; // combined length j->code_buffer <<= s; j->code_bits -= s; zig = stbi__jpeg_dezigzag[k++]; data[zig] = (short)((r >> 8) << shift); } else { int rs = stbi__jpeg_huff_decode(j, hac); if (rs < 0) return stbi__err("bad huffman code", "Corrupt JPEG"); s = rs & 15; r = rs >> 4; if (s == 0) { if (r < 15) { j->eob_run = (1 << r); if (r) j->eob_run += stbi__jpeg_get_bits(j, r); --j->eob_run; break; } k += 16; } else { k += r; zig = stbi__jpeg_dezigzag[k++]; data[zig] = (short)(stbi__extend_receive(j, s) << shift); } } } while (k <= j->spec_end); } else { // refinement scan for these AC coefficients short bit = (short)(1 << j->succ_low); if (j->eob_run) { --j->eob_run; for (k = j->spec_start; k <= j->spec_end; ++k) { short* p = &data[stbi__jpeg_dezigzag[k]]; if (*p != 0) if (stbi__jpeg_get_bit(j)) if ((*p & bit) == 0) { if (*p > 0) *p += bit; else *p -= bit; } } } else { k = j->spec_start; do { int r, s; int rs = stbi__jpeg_huff_decode(j, hac); // @OPTIMIZE see if we can use the fast path here, advance-by-r is so slow, eh if (rs < 0) return stbi__err("bad huffman code", "Corrupt JPEG"); s = rs & 15; r = rs >> 4; if (s == 0) { if (r < 15) { j->eob_run = (1 << r) - 1; if (r) j->eob_run += stbi__jpeg_get_bits(j, r); r = 64; // force end of block } else { // r=15 s=0 should write 16 0s, so we just do // a run of 15 0s and then write s (which is 0), // so we don't have to do anything special here } } else { if (s != 1) return stbi__err("bad huffman code", "Corrupt JPEG"); // sign bit if (stbi__jpeg_get_bit(j)) s = bit; else s = -bit; } // advance by r while (k <= j->spec_end) { short* p = &data[stbi__jpeg_dezigzag[k++]]; if (*p != 0) { if (stbi__jpeg_get_bit(j)) if ((*p & bit) == 0) { if (*p > 0) *p += bit; else *p -= bit; } } else { if (r == 0) { *p = (short)s; break; } --r; } } } while (k <= j->spec_end); } } return 1; } // take a -128..127 value and stbi__clamp it and convert to 0..255 stbi_inline static stbi_uc stbi__clamp(int x) { // trick to use a single test to catch both cases if ((unsigned int)x > 255) { if (x < 0) return 0; if (x > 255) return 255; } return (stbi_uc)x; } #define stbi__f2f(x) ((int) (((x) * 4096 + 0.5))) #define stbi__fsh(x) ((x) * 4096) // derived from jidctint -- DCT_ISLOW #define STBI__IDCT_1D(s0,s1,s2,s3,s4,s5,s6,s7) \ int t0,t1,t2,t3,p1,p2,p3,p4,p5,x0,x1,x2,x3; \ p2 = s2; \ p3 = s6; \ p1 = (p2+p3) * stbi__f2f(0.5411961f); \ t2 = p1 + p3*stbi__f2f(-1.847759065f); \ t3 = p1 + p2*stbi__f2f( 0.765366865f); \ p2 = s0; \ p3 = s4; \ t0 = stbi__fsh(p2+p3); \ t1 = stbi__fsh(p2-p3); \ x0 = t0+t3; \ x3 = t0-t3; \ x1 = t1+t2; \ x2 = t1-t2; \ t0 = s7; \ t1 = s5; \ t2 = s3; \ t3 = s1; \ p3 = t0+t2; \ p4 = t1+t3; \ p1 = t0+t3; \ p2 = t1+t2; \ p5 = (p3+p4)*stbi__f2f( 1.175875602f); \ t0 = t0*stbi__f2f( 0.298631336f); \ t1 = t1*stbi__f2f( 2.053119869f); \ t2 = t2*stbi__f2f( 3.072711026f); \ t3 = t3*stbi__f2f( 1.501321110f); \ p1 = p5 + p1*stbi__f2f(-0.899976223f); \ p2 = p5 + p2*stbi__f2f(-2.562915447f); \ p3 = p3*stbi__f2f(-1.961570560f); \ p4 = p4*stbi__f2f(-0.390180644f); \ t3 += p1+p4; \ t2 += p2+p3; \ t1 += p2+p4; \ t0 += p1+p3; static void stbi__idct_block(stbi_uc* out, int out_stride, short data[64]) { int i, val[64], * v = val; stbi_uc* o; short* d = data; // columns for (i = 0; i < 8; ++i, ++d, ++v) { // if all zeroes, shortcut -- this avoids dequantizing 0s and IDCTing if (d[8] == 0 && d[16] == 0 && d[24] == 0 && d[32] == 0 && d[40] == 0 && d[48] == 0 && d[56] == 0) { // no shortcut 0 seconds // (1|2|3|4|5|6|7)==0 0 seconds // all separate -0.047 seconds // 1 && 2|3 && 4|5 && 6|7: -0.047 seconds int dcterm = d[0] * 4; v[0] = v[8] = v[16] = v[24] = v[32] = v[40] = v[48] = v[56] = dcterm; } else { STBI__IDCT_1D(d[0], d[8], d[16], d[24], d[32], d[40], d[48], d[56]) // constants scaled things up by 1<<12; let's bring them back // down, but keep 2 extra bits of precision x0 += 512; x1 += 512; x2 += 512; x3 += 512; v[0] = (x0 + t3) >> 10; v[56] = (x0 - t3) >> 10; v[8] = (x1 + t2) >> 10; v[48] = (x1 - t2) >> 10; v[16] = (x2 + t1) >> 10; v[40] = (x2 - t1) >> 10; v[24] = (x3 + t0) >> 10; v[32] = (x3 - t0) >> 10; } } for (i = 0, v = val, o = out; i < 8; ++i, v += 8, o += out_stride) { // no fast case since the first 1D IDCT spread components out STBI__IDCT_1D(v[0], v[1], v[2], v[3], v[4], v[5], v[6], v[7]) // constants scaled things up by 1<<12, plus we had 1<<2 from first // loop, plus horizontal and vertical each scale by sqrt(8) so together // we've got an extra 1<<3, so 1<<17 total we need to remove. // so we want to round that, which means adding 0.5 * 1<<17, // aka 65536. Also, we'll end up with -128 to 127 that we want // to encode as 0..255 by adding 128, so we'll add that before the shift x0 += 65536 + (128 << 17); x1 += 65536 + (128 << 17); x2 += 65536 + (128 << 17); x3 += 65536 + (128 << 17); // tried computing the shifts into temps, or'ing the temps to see // if any were out of range, but that was slower o[0] = stbi__clamp((x0 + t3) >> 17); o[7] = stbi__clamp((x0 - t3) >> 17); o[1] = stbi__clamp((x1 + t2) >> 17); o[6] = stbi__clamp((x1 - t2) >> 17); o[2] = stbi__clamp((x2 + t1) >> 17); o[5] = stbi__clamp((x2 - t1) >> 17); o[3] = stbi__clamp((x3 + t0) >> 17); o[4] = stbi__clamp((x3 - t0) >> 17); } } #ifdef STBI_SSE2 // sse2 integer IDCT. not the fastest possible implementation but it // produces bit-identical results to the generic C version so it's // fully "transparent". static void stbi__idct_simd(stbi_uc* out, int out_stride, short data[64]) { // This is constructed to match our regular (generic) integer IDCT exactly. __m128i row0, row1, row2, row3, row4, row5, row6, row7; __m128i tmp; // dot product constant: even elems=x, odd elems=y #define dct_const(x,y) _mm_setr_epi16((x),(y),(x),(y),(x),(y),(x),(y)) // out(0) = c0[even]*x + c0[odd]*y (c0, x, y 16-bit, out 32-bit) // out(1) = c1[even]*x + c1[odd]*y #define dct_rot(out0,out1, x,y,c0,c1) \ __m128i c0##lo = _mm_unpacklo_epi16((x),(y)); \ __m128i c0##hi = _mm_unpackhi_epi16((x),(y)); \ __m128i out0##_l = _mm_madd_epi16(c0##lo, c0); \ __m128i out0##_h = _mm_madd_epi16(c0##hi, c0); \ __m128i out1##_l = _mm_madd_epi16(c0##lo, c1); \ __m128i out1##_h = _mm_madd_epi16(c0##hi, c1) // out = in << 12 (in 16-bit, out 32-bit) #define dct_widen(out, in) \ __m128i out##_l = _mm_srai_epi32(_mm_unpacklo_epi16(_mm_setzero_si128(), (in)), 4); \ __m128i out##_h = _mm_srai_epi32(_mm_unpackhi_epi16(_mm_setzero_si128(), (in)), 4) // wide add #define dct_wadd(out, a, b) \ __m128i out##_l = _mm_add_epi32(a##_l, b##_l); \ __m128i out##_h = _mm_add_epi32(a##_h, b##_h) // wide sub #define dct_wsub(out, a, b) \ __m128i out##_l = _mm_sub_epi32(a##_l, b##_l); \ __m128i out##_h = _mm_sub_epi32(a##_h, b##_h) // butterfly a/b, add bias, then shift by "s" and pack #define dct_bfly32o(out0, out1, a,b,bias,s) \ { \ __m128i abiased_l = _mm_add_epi32(a##_l, bias); \ __m128i abiased_h = _mm_add_epi32(a##_h, bias); \ dct_wadd(sum, abiased, b); \ dct_wsub(dif, abiased, b); \ out0 = _mm_packs_epi32(_mm_srai_epi32(sum_l, s), _mm_srai_epi32(sum_h, s)); \ out1 = _mm_packs_epi32(_mm_srai_epi32(dif_l, s), _mm_srai_epi32(dif_h, s)); \ } // 8-bit interleave step (for transposes) #define dct_interleave8(a, b) \ tmp = a; \ a = _mm_unpacklo_epi8(a, b); \ b = _mm_unpackhi_epi8(tmp, b) // 16-bit interleave step (for transposes) #define dct_interleave16(a, b) \ tmp = a; \ a = _mm_unpacklo_epi16(a, b); \ b = _mm_unpackhi_epi16(tmp, b) #define dct_pass(bias,shift) \ { \ /* even part */ \ dct_rot(t2e,t3e, row2,row6, rot0_0,rot0_1); \ __m128i sum04 = _mm_add_epi16(row0, row4); \ __m128i dif04 = _mm_sub_epi16(row0, row4); \ dct_widen(t0e, sum04); \ dct_widen(t1e, dif04); \ dct_wadd(x0, t0e, t3e); \ dct_wsub(x3, t0e, t3e); \ dct_wadd(x1, t1e, t2e); \ dct_wsub(x2, t1e, t2e); \ /* odd part */ \ dct_rot(y0o,y2o, row7,row3, rot2_0,rot2_1); \ dct_rot(y1o,y3o, row5,row1, rot3_0,rot3_1); \ __m128i sum17 = _mm_add_epi16(row1, row7); \ __m128i sum35 = _mm_add_epi16(row3, row5); \ dct_rot(y4o,y5o, sum17,sum35, rot1_0,rot1_1); \ dct_wadd(x4, y0o, y4o); \ dct_wadd(x5, y1o, y5o); \ dct_wadd(x6, y2o, y5o); \ dct_wadd(x7, y3o, y4o); \ dct_bfly32o(row0,row7, x0,x7,bias,shift); \ dct_bfly32o(row1,row6, x1,x6,bias,shift); \ dct_bfly32o(row2,row5, x2,x5,bias,shift); \ dct_bfly32o(row3,row4, x3,x4,bias,shift); \ } __m128i rot0_0 = dct_const(stbi__f2f(0.5411961f), stbi__f2f(0.5411961f) + stbi__f2f(-1.847759065f)); __m128i rot0_1 = dct_const(stbi__f2f(0.5411961f) + stbi__f2f(0.765366865f), stbi__f2f(0.5411961f)); __m128i rot1_0 = dct_const(stbi__f2f(1.175875602f) + stbi__f2f(-0.899976223f), stbi__f2f(1.175875602f)); __m128i rot1_1 = dct_const(stbi__f2f(1.175875602f), stbi__f2f(1.175875602f) + stbi__f2f(-2.562915447f)); __m128i rot2_0 = dct_const(stbi__f2f(-1.961570560f) + stbi__f2f(0.298631336f), stbi__f2f(-1.961570560f)); __m128i rot2_1 = dct_const(stbi__f2f(-1.961570560f), stbi__f2f(-1.961570560f) + stbi__f2f(3.072711026f)); __m128i rot3_0 = dct_const(stbi__f2f(-0.390180644f) + stbi__f2f(2.053119869f), stbi__f2f(-0.390180644f)); __m128i rot3_1 = dct_const(stbi__f2f(-0.390180644f), stbi__f2f(-0.390180644f) + stbi__f2f(1.501321110f)); // rounding biases in column/row passes, see stbi__idct_block for explanation. __m128i bias_0 = _mm_set1_epi32(512); __m128i bias_1 = _mm_set1_epi32(65536 + (128 << 17)); // load row0 = _mm_load_si128((const __m128i*) (data + 0 * 8)); row1 = _mm_load_si128((const __m128i*) (data + 1 * 8)); row2 = _mm_load_si128((const __m128i*) (data + 2 * 8)); row3 = _mm_load_si128((const __m128i*) (data + 3 * 8)); row4 = _mm_load_si128((const __m128i*) (data + 4 * 8)); row5 = _mm_load_si128((const __m128i*) (data + 5 * 8)); row6 = _mm_load_si128((const __m128i*) (data + 6 * 8)); row7 = _mm_load_si128((const __m128i*) (data + 7 * 8)); // column pass dct_pass(bias_0, 10); { // 16bit 8x8 transpose pass 1 dct_interleave16(row0, row4); dct_interleave16(row1, row5); dct_interleave16(row2, row6); dct_interleave16(row3, row7); // transpose pass 2 dct_interleave16(row0, row2); dct_interleave16(row1, row3); dct_interleave16(row4, row6); dct_interleave16(row5, row7); // transpose pass 3 dct_interleave16(row0, row1); dct_interleave16(row2, row3); dct_interleave16(row4, row5); dct_interleave16(row6, row7); } // row pass dct_pass(bias_1, 17); { // pack __m128i p0 = _mm_packus_epi16(row0, row1); // a0a1a2a3...a7b0b1b2b3...b7 __m128i p1 = _mm_packus_epi16(row2, row3); __m128i p2 = _mm_packus_epi16(row4, row5); __m128i p3 = _mm_packus_epi16(row6, row7); // 8bit 8x8 transpose pass 1 dct_interleave8(p0, p2); // a0e0a1e1... dct_interleave8(p1, p3); // c0g0c1g1... // transpose pass 2 dct_interleave8(p0, p1); // a0c0e0g0... dct_interleave8(p2, p3); // b0d0f0h0... // transpose pass 3 dct_interleave8(p0, p2); // a0b0c0d0... dct_interleave8(p1, p3); // a4b4c4d4... // store _mm_storel_epi64((__m128i*) out, p0); out += out_stride; _mm_storel_epi64((__m128i*) out, _mm_shuffle_epi32(p0, 0x4e)); out += out_stride; _mm_storel_epi64((__m128i*) out, p2); out += out_stride; _mm_storel_epi64((__m128i*) out, _mm_shuffle_epi32(p2, 0x4e)); out += out_stride; _mm_storel_epi64((__m128i*) out, p1); out += out_stride; _mm_storel_epi64((__m128i*) out, _mm_shuffle_epi32(p1, 0x4e)); out += out_stride; _mm_storel_epi64((__m128i*) out, p3); out += out_stride; _mm_storel_epi64((__m128i*) out, _mm_shuffle_epi32(p3, 0x4e)); } #undef dct_const #undef dct_rot #undef dct_widen #undef dct_wadd #undef dct_wsub #undef dct_bfly32o #undef dct_interleave8 #undef dct_interleave16 #undef dct_pass } #endif // STBI_SSE2 #ifdef STBI_NEON // NEON integer IDCT. should produce bit-identical // results to the generic C version. static void stbi__idct_simd(stbi_uc* out, int out_stride, short data[64]) { int16x8_t row0, row1, row2, row3, row4, row5, row6, row7; int16x4_t rot0_0 = vdup_n_s16(stbi__f2f(0.5411961f)); int16x4_t rot0_1 = vdup_n_s16(stbi__f2f(-1.847759065f)); int16x4_t rot0_2 = vdup_n_s16(stbi__f2f(0.765366865f)); int16x4_t rot1_0 = vdup_n_s16(stbi__f2f(1.175875602f)); int16x4_t rot1_1 = vdup_n_s16(stbi__f2f(-0.899976223f)); int16x4_t rot1_2 = vdup_n_s16(stbi__f2f(-2.562915447f)); int16x4_t rot2_0 = vdup_n_s16(stbi__f2f(-1.961570560f)); int16x4_t rot2_1 = vdup_n_s16(stbi__f2f(-0.390180644f)); int16x4_t rot3_0 = vdup_n_s16(stbi__f2f(0.298631336f)); int16x4_t rot3_1 = vdup_n_s16(stbi__f2f(2.053119869f)); int16x4_t rot3_2 = vdup_n_s16(stbi__f2f(3.072711026f)); int16x4_t rot3_3 = vdup_n_s16(stbi__f2f(1.501321110f)); #define dct_long_mul(out, inq, coeff) \ int32x4_t out##_l = vmull_s16(vget_low_s16(inq), coeff); \ int32x4_t out##_h = vmull_s16(vget_high_s16(inq), coeff) #define dct_long_mac(out, acc, inq, coeff) \ int32x4_t out##_l = vmlal_s16(acc##_l, vget_low_s16(inq), coeff); \ int32x4_t out##_h = vmlal_s16(acc##_h, vget_high_s16(inq), coeff) #define dct_widen(out, inq) \ int32x4_t out##_l = vshll_n_s16(vget_low_s16(inq), 12); \ int32x4_t out##_h = vshll_n_s16(vget_high_s16(inq), 12) // wide add #define dct_wadd(out, a, b) \ int32x4_t out##_l = vaddq_s32(a##_l, b##_l); \ int32x4_t out##_h = vaddq_s32(a##_h, b##_h) // wide sub #define dct_wsub(out, a, b) \ int32x4_t out##_l = vsubq_s32(a##_l, b##_l); \ int32x4_t out##_h = vsubq_s32(a##_h, b##_h) // butterfly a/b, then shift using "shiftop" by "s" and pack #define dct_bfly32o(out0,out1, a,b,shiftop,s) \ { \ dct_wadd(sum, a, b); \ dct_wsub(dif, a, b); \ out0 = vcombine_s16(shiftop(sum_l, s), shiftop(sum_h, s)); \ out1 = vcombine_s16(shiftop(dif_l, s), shiftop(dif_h, s)); \ } #define dct_pass(shiftop, shift) \ { \ /* even part */ \ int16x8_t sum26 = vaddq_s16(row2, row6); \ dct_long_mul(p1e, sum26, rot0_0); \ dct_long_mac(t2e, p1e, row6, rot0_1); \ dct_long_mac(t3e, p1e, row2, rot0_2); \ int16x8_t sum04 = vaddq_s16(row0, row4); \ int16x8_t dif04 = vsubq_s16(row0, row4); \ dct_widen(t0e, sum04); \ dct_widen(t1e, dif04); \ dct_wadd(x0, t0e, t3e); \ dct_wsub(x3, t0e, t3e); \ dct_wadd(x1, t1e, t2e); \ dct_wsub(x2, t1e, t2e); \ /* odd part */ \ int16x8_t sum15 = vaddq_s16(row1, row5); \ int16x8_t sum17 = vaddq_s16(row1, row7); \ int16x8_t sum35 = vaddq_s16(row3, row5); \ int16x8_t sum37 = vaddq_s16(row3, row7); \ int16x8_t sumodd = vaddq_s16(sum17, sum35); \ dct_long_mul(p5o, sumodd, rot1_0); \ dct_long_mac(p1o, p5o, sum17, rot1_1); \ dct_long_mac(p2o, p5o, sum35, rot1_2); \ dct_long_mul(p3o, sum37, rot2_0); \ dct_long_mul(p4o, sum15, rot2_1); \ dct_wadd(sump13o, p1o, p3o); \ dct_wadd(sump24o, p2o, p4o); \ dct_wadd(sump23o, p2o, p3o); \ dct_wadd(sump14o, p1o, p4o); \ dct_long_mac(x4, sump13o, row7, rot3_0); \ dct_long_mac(x5, sump24o, row5, rot3_1); \ dct_long_mac(x6, sump23o, row3, rot3_2); \ dct_long_mac(x7, sump14o, row1, rot3_3); \ dct_bfly32o(row0,row7, x0,x7,shiftop,shift); \ dct_bfly32o(row1,row6, x1,x6,shiftop,shift); \ dct_bfly32o(row2,row5, x2,x5,shiftop,shift); \ dct_bfly32o(row3,row4, x3,x4,shiftop,shift); \ } // load row0 = vld1q_s16(data + 0 * 8); row1 = vld1q_s16(data + 1 * 8); row2 = vld1q_s16(data + 2 * 8); row3 = vld1q_s16(data + 3 * 8); row4 = vld1q_s16(data + 4 * 8); row5 = vld1q_s16(data + 5 * 8); row6 = vld1q_s16(data + 6 * 8); row7 = vld1q_s16(data + 7 * 8); // add DC bias row0 = vaddq_s16(row0, vsetq_lane_s16(1024, vdupq_n_s16(0), 0)); // column pass dct_pass(vrshrn_n_s32, 10); // 16bit 8x8 transpose { // these three map to a single VTRN.16, VTRN.32, and VSWP, respectively. // whether compilers actually get this is another story, sadly. #define dct_trn16(x, y) { int16x8x2_t t = vtrnq_s16(x, y); x = t.val[0]; y = t.val[1]; } #define dct_trn32(x, y) { int32x4x2_t t = vtrnq_s32(vreinterpretq_s32_s16(x), vreinterpretq_s32_s16(y)); x = vreinterpretq_s16_s32(t.val[0]); y = vreinterpretq_s16_s32(t.val[1]); } #define dct_trn64(x, y) { int16x8_t x0 = x; int16x8_t y0 = y; x = vcombine_s16(vget_low_s16(x0), vget_low_s16(y0)); y = vcombine_s16(vget_high_s16(x0), vget_high_s16(y0)); } // pass 1 dct_trn16(row0, row1); // a0b0a2b2a4b4a6b6 dct_trn16(row2, row3); dct_trn16(row4, row5); dct_trn16(row6, row7); // pass 2 dct_trn32(row0, row2); // a0b0c0d0a4b4c4d4 dct_trn32(row1, row3); dct_trn32(row4, row6); dct_trn32(row5, row7); // pass 3 dct_trn64(row0, row4); // a0b0c0d0e0f0g0h0 dct_trn64(row1, row5); dct_trn64(row2, row6); dct_trn64(row3, row7); #undef dct_trn16 #undef dct_trn32 #undef dct_trn64 } // row pass // vrshrn_n_s32 only supports shifts up to 16, we need // 17. so do a non-rounding shift of 16 first then follow // up with a rounding shift by 1. dct_pass(vshrn_n_s32, 16); { // pack and round uint8x8_t p0 = vqrshrun_n_s16(row0, 1); uint8x8_t p1 = vqrshrun_n_s16(row1, 1); uint8x8_t p2 = vqrshrun_n_s16(row2, 1); uint8x8_t p3 = vqrshrun_n_s16(row3, 1); uint8x8_t p4 = vqrshrun_n_s16(row4, 1); uint8x8_t p5 = vqrshrun_n_s16(row5, 1); uint8x8_t p6 = vqrshrun_n_s16(row6, 1); uint8x8_t p7 = vqrshrun_n_s16(row7, 1); // again, these can translate into one instruction, but often don't. #define dct_trn8_8(x, y) { uint8x8x2_t t = vtrn_u8(x, y); x = t.val[0]; y = t.val[1]; } #define dct_trn8_16(x, y) { uint16x4x2_t t = vtrn_u16(vreinterpret_u16_u8(x), vreinterpret_u16_u8(y)); x = vreinterpret_u8_u16(t.val[0]); y = vreinterpret_u8_u16(t.val[1]); } #define dct_trn8_32(x, y) { uint32x2x2_t t = vtrn_u32(vreinterpret_u32_u8(x), vreinterpret_u32_u8(y)); x = vreinterpret_u8_u32(t.val[0]); y = vreinterpret_u8_u32(t.val[1]); } // sadly can't use interleaved stores here since we only write // 8 bytes to each scan line! // 8x8 8-bit transpose pass 1 dct_trn8_8(p0, p1); dct_trn8_8(p2, p3); dct_trn8_8(p4, p5); dct_trn8_8(p6, p7); // pass 2 dct_trn8_16(p0, p2); dct_trn8_16(p1, p3); dct_trn8_16(p4, p6); dct_trn8_16(p5, p7); // pass 3 dct_trn8_32(p0, p4); dct_trn8_32(p1, p5); dct_trn8_32(p2, p6); dct_trn8_32(p3, p7); // store vst1_u8(out, p0); out += out_stride; vst1_u8(out, p1); out += out_stride; vst1_u8(out, p2); out += out_stride; vst1_u8(out, p3); out += out_stride; vst1_u8(out, p4); out += out_stride; vst1_u8(out, p5); out += out_stride; vst1_u8(out, p6); out += out_stride; vst1_u8(out, p7); #undef dct_trn8_8 #undef dct_trn8_16 #undef dct_trn8_32 } #undef dct_long_mul #undef dct_long_mac #undef dct_widen #undef dct_wadd #undef dct_wsub #undef dct_bfly32o #undef dct_pass } #endif // STBI_NEON #define STBI__MARKER_none 0xff // if there's a pending marker from the entropy stream, return that // otherwise, fetch from the stream and get a marker. if there's no // marker, return 0xff, which is never a valid marker value static stbi_uc stbi__get_marker(stbi__jpeg* j) { stbi_uc x; if (j->marker != STBI__MARKER_none) { x = j->marker; j->marker = STBI__MARKER_none; return x; } x = stbi__get8(j->s); if (x != 0xff) return STBI__MARKER_none; while (x == 0xff) x = stbi__get8(j->s); // consume repeated 0xff fill bytes return x; } // in each scan, we'll have scan_n components, and the order // of the components is specified by order[] #define STBI__RESTART(x) ((x) >= 0xd0 && (x) <= 0xd7) // after a restart interval, stbi__jpeg_reset the entropy decoder and // the dc prediction static void stbi__jpeg_reset(stbi__jpeg* j) { j->code_bits = 0; j->code_buffer = 0; j->nomore = 0; j->img_comp[0].dc_pred = j->img_comp[1].dc_pred = j->img_comp[2].dc_pred = j->img_comp[3].dc_pred = 0; j->marker = STBI__MARKER_none; j->todo = j->restart_interval ? j->restart_interval : 0x7fffffff; j->eob_run = 0; // no more than 1<<31 MCUs if no restart_interal? that's plenty safe, // since we don't even allow 1<<30 pixels } static int stbi__parse_entropy_coded_data(stbi__jpeg* z) { stbi__jpeg_reset(z); if (!z->progressive) { if (z->scan_n == 1) { int i, j; STBI_SIMD_ALIGN(short, data[64]); int n = z->order[0]; // non-interleaved data, we just need to process one block at a time, // in trivial scanline order // number of blocks to do just depends on how many actual "pixels" this // component has, independent of interleaved MCU blocking and such int w = (z->img_comp[n].x + 7) >> 3; int h = (z->img_comp[n].y + 7) >> 3; for (j = 0; j < h; ++j) { for (i = 0; i < w; ++i) { int ha = z->img_comp[n].ha; if (!stbi__jpeg_decode_block(z, data, z->huff_dc + z->img_comp[n].hd, z->huff_ac + ha, z->fast_ac[ha], n, z->dequant[z->img_comp[n].tq])) return 0; z->idct_block_kernel(z->img_comp[n].data + z->img_comp[n].w2 * j * 8 + i * 8, z->img_comp[n].w2, data); // every data block is an MCU, so countdown the restart interval if (--z->todo <= 0) { if (z->code_bits < 24) stbi__grow_buffer_unsafe(z); // if it's NOT a restart, then just bail, so we get corrupt data // rather than no data if (!STBI__RESTART(z->marker)) return 1; stbi__jpeg_reset(z); } } } return 1; } else { // interleaved int i, j, k, x, y; STBI_SIMD_ALIGN(short, data[64]); for (j = 0; j < z->img_mcu_y; ++j) { for (i = 0; i < z->img_mcu_x; ++i) { // scan an interleaved mcu... process scan_n components in order for (k = 0; k < z->scan_n; ++k) { int n = z->order[k]; // scan out an mcu's worth of this component; that's just determined // by the basic H and V specified for the component for (y = 0; y < z->img_comp[n].v; ++y) { for (x = 0; x < z->img_comp[n].h; ++x) { int x2 = (i * z->img_comp[n].h + x) * 8; int y2 = (j * z->img_comp[n].v + y) * 8; int ha = z->img_comp[n].ha; if (!stbi__jpeg_decode_block(z, data, z->huff_dc + z->img_comp[n].hd, z->huff_ac + ha, z->fast_ac[ha], n, z->dequant[z->img_comp[n].tq])) return 0; z->idct_block_kernel(z->img_comp[n].data + z->img_comp[n].w2 * y2 + x2, z->img_comp[n].w2, data); } } } // after all interleaved components, that's an interleaved MCU, // so now count down the restart interval if (--z->todo <= 0) { if (z->code_bits < 24) stbi__grow_buffer_unsafe(z); if (!STBI__RESTART(z->marker)) return 1; stbi__jpeg_reset(z); } } } return 1; } } else { if (z->scan_n == 1) { int i, j; int n = z->order[0]; // non-interleaved data, we just need to process one block at a time, // in trivial scanline order // number of blocks to do just depends on how many actual "pixels" this // component has, independent of interleaved MCU blocking and such int w = (z->img_comp[n].x + 7) >> 3; int h = (z->img_comp[n].y + 7) >> 3; for (j = 0; j < h; ++j) { for (i = 0; i < w; ++i) { short* data = z->img_comp[n].coeff + 64 * (i + j * z->img_comp[n].coeff_w); if (z->spec_start == 0) { if (!stbi__jpeg_decode_block_prog_dc(z, data, &z->huff_dc[z->img_comp[n].hd], n)) return 0; } else { int ha = z->img_comp[n].ha; if (!stbi__jpeg_decode_block_prog_ac(z, data, &z->huff_ac[ha], z->fast_ac[ha])) return 0; } // every data block is an MCU, so countdown the restart interval if (--z->todo <= 0) { if (z->code_bits < 24) stbi__grow_buffer_unsafe(z); if (!STBI__RESTART(z->marker)) return 1; stbi__jpeg_reset(z); } } } return 1; } else { // interleaved int i, j, k, x, y; for (j = 0; j < z->img_mcu_y; ++j) { for (i = 0; i < z->img_mcu_x; ++i) { // scan an interleaved mcu... process scan_n components in order for (k = 0; k < z->scan_n; ++k) { int n = z->order[k]; // scan out an mcu's worth of this component; that's just determined // by the basic H and V specified for the component for (y = 0; y < z->img_comp[n].v; ++y) { for (x = 0; x < z->img_comp[n].h; ++x) { int x2 = (i * z->img_comp[n].h + x); int y2 = (j * z->img_comp[n].v + y); short* data = z->img_comp[n].coeff + 64 * (x2 + y2 * z->img_comp[n].coeff_w); if (!stbi__jpeg_decode_block_prog_dc(z, data, &z->huff_dc[z->img_comp[n].hd], n)) return 0; } } } // after all interleaved components, that's an interleaved MCU, // so now count down the restart interval if (--z->todo <= 0) { if (z->code_bits < 24) stbi__grow_buffer_unsafe(z); if (!STBI__RESTART(z->marker)) return 1; stbi__jpeg_reset(z); } } } return 1; } } } static void stbi__jpeg_dequantize(short* data, stbi__uint16* dequant) { int i; for (i = 0; i < 64; ++i) data[i] *= dequant[i]; } static void stbi__jpeg_finish(stbi__jpeg* z) { if (z->progressive) { // dequantize and idct the data int i, j, n; for (n = 0; n < z->s->img_n; ++n) { int w = (z->img_comp[n].x + 7) >> 3; int h = (z->img_comp[n].y + 7) >> 3; for (j = 0; j < h; ++j) { for (i = 0; i < w; ++i) { short* data = z->img_comp[n].coeff + 64 * (i + j * z->img_comp[n].coeff_w); stbi__jpeg_dequantize(data, z->dequant[z->img_comp[n].tq]); z->idct_block_kernel(z->img_comp[n].data + z->img_comp[n].w2 * j * 8 + i * 8, z->img_comp[n].w2, data); } } } } } static int stbi__process_marker(stbi__jpeg* z, int m) { int L; switch (m) { case STBI__MARKER_none: // no marker found return stbi__err("expected marker", "Corrupt JPEG"); case 0xDD: // DRI - specify restart interval if (stbi__get16be(z->s) != 4) return stbi__err("bad DRI len", "Corrupt JPEG"); z->restart_interval = stbi__get16be(z->s); return 1; case 0xDB: // DQT - define quantization table L = stbi__get16be(z->s) - 2; while (L > 0) { int q = stbi__get8(z->s); int p = q >> 4, sixteen = (p != 0); int t = q & 15, i; if (p != 0 && p != 1) return stbi__err("bad DQT type", "Corrupt JPEG"); if (t > 3) return stbi__err("bad DQT table", "Corrupt JPEG"); for (i = 0; i < 64; ++i) z->dequant[t][stbi__jpeg_dezigzag[i]] = (stbi__uint16)(sixteen ? stbi__get16be(z->s) : stbi__get8(z->s)); L -= (sixteen ? 129 : 65); } return L == 0; case 0xC4: // DHT - define huffman table L = stbi__get16be(z->s) - 2; while (L > 0) { stbi_uc* v; int sizes[16], i, n = 0; int q = stbi__get8(z->s); int tc = q >> 4; int th = q & 15; if (tc > 1 || th > 3) return stbi__err("bad DHT header", "Corrupt JPEG"); for (i = 0; i < 16; ++i) { sizes[i] = stbi__get8(z->s); n += sizes[i]; } L -= 17; if (tc == 0) { if (!stbi__build_huffman(z->huff_dc + th, sizes)) return 0; v = z->huff_dc[th].values; } else { if (!stbi__build_huffman(z->huff_ac + th, sizes)) return 0; v = z->huff_ac[th].values; } for (i = 0; i < n; ++i) v[i] = stbi__get8(z->s); if (tc != 0) stbi__build_fast_ac(z->fast_ac[th], z->huff_ac + th); L -= n; } return L == 0; } // check for comment block or APP blocks if ((m >= 0xE0 && m <= 0xEF) || m == 0xFE) { L = stbi__get16be(z->s); if (L < 2) { if (m == 0xFE) return stbi__err("bad COM len", "Corrupt JPEG"); else return stbi__err("bad APP len", "Corrupt JPEG"); } L -= 2; if (m == 0xE0 && L >= 5) { // JFIF APP0 segment static const unsigned char tag[5] = { 'J','F','I','F','\0' }; int ok = 1; int i; for (i = 0; i < 5; ++i) if (stbi__get8(z->s) != tag[i]) ok = 0; L -= 5; if (ok) z->jfif = 1; } else if (m == 0xEE && L >= 12) { // Adobe APP14 segment static const unsigned char tag[6] = { 'A','d','o','b','e','\0' }; int ok = 1; int i; for (i = 0; i < 6; ++i) if (stbi__get8(z->s) != tag[i]) ok = 0; L -= 6; if (ok) { stbi__get8(z->s); // version stbi__get16be(z->s); // flags0 stbi__get16be(z->s); // flags1 z->app14_color_transform = stbi__get8(z->s); // color transform L -= 6; } } stbi__skip(z->s, L); return 1; } return stbi__err("unknown marker", "Corrupt JPEG"); } // after we see SOS static int stbi__process_scan_header(stbi__jpeg* z) { int i; int Ls = stbi__get16be(z->s); z->scan_n = stbi__get8(z->s); if (z->scan_n < 1 || z->scan_n > 4 || z->scan_n > (int)z->s->img_n) return stbi__err("bad SOS component count", "Corrupt JPEG"); if (Ls != 6 + 2 * z->scan_n) return stbi__err("bad SOS len", "Corrupt JPEG"); for (i = 0; i < z->scan_n; ++i) { int id = stbi__get8(z->s), which; int q = stbi__get8(z->s); for (which = 0; which < z->s->img_n; ++which) if (z->img_comp[which].id == id) break; if (which == z->s->img_n) return 0; // no match z->img_comp[which].hd = q >> 4; if (z->img_comp[which].hd > 3) return stbi__err("bad DC huff", "Corrupt JPEG"); z->img_comp[which].ha = q & 15; if (z->img_comp[which].ha > 3) return stbi__err("bad AC huff", "Corrupt JPEG"); z->order[i] = which; } { int aa; z->spec_start = stbi__get8(z->s); z->spec_end = stbi__get8(z->s); // should be 63, but might be 0 aa = stbi__get8(z->s); z->succ_high = (aa >> 4); z->succ_low = (aa & 15); if (z->progressive) { if (z->spec_start > 63 || z->spec_end > 63 || z->spec_start > z->spec_end || z->succ_high > 13 || z->succ_low > 13) return stbi__err("bad SOS", "Corrupt JPEG"); } else { if (z->spec_start != 0) return stbi__err("bad SOS", "Corrupt JPEG"); if (z->succ_high != 0 || z->succ_low != 0) return stbi__err("bad SOS", "Corrupt JPEG"); z->spec_end = 63; } } return 1; } static int stbi__free_jpeg_components(stbi__jpeg* z, int ncomp, int why) { int i; for (i = 0; i < ncomp; ++i) { if (z->img_comp[i].raw_data) { STBI_FREE(z->img_comp[i].raw_data); z->img_comp[i].raw_data = NULL; z->img_comp[i].data = NULL; } if (z->img_comp[i].raw_coeff) { STBI_FREE(z->img_comp[i].raw_coeff); z->img_comp[i].raw_coeff = 0; z->img_comp[i].coeff = 0; } if (z->img_comp[i].linebuf) { STBI_FREE(z->img_comp[i].linebuf); z->img_comp[i].linebuf = NULL; } } return why; } static int stbi__process_frame_header(stbi__jpeg* z, int scan) { stbi__context* s = z->s; int Lf, p, i, q, h_max = 1, v_max = 1, c; Lf = stbi__get16be(s); if (Lf < 11) return stbi__err("bad SOF len", "Corrupt JPEG"); // JPEG p = stbi__get8(s); if (p != 8) return stbi__err("only 8-bit", "JPEG format not supported: 8-bit only"); // JPEG baseline s->img_y = stbi__get16be(s); if (s->img_y == 0) return stbi__err("no header height", "JPEG format not supported: delayed height"); // Legal, but we don't handle it--but neither does IJG s->img_x = stbi__get16be(s); if (s->img_x == 0) return stbi__err("0 width", "Corrupt JPEG"); // JPEG requires if (s->img_y > STBI_MAX_DIMENSIONS) return stbi__err("too large", "Very large image (corrupt?)"); if (s->img_x > STBI_MAX_DIMENSIONS) return stbi__err("too large", "Very large image (corrupt?)"); c = stbi__get8(s); if (c != 3 && c != 1 && c != 4) return stbi__err("bad component count", "Corrupt JPEG"); s->img_n = c; for (i = 0; i < c; ++i) { z->img_comp[i].data = NULL; z->img_comp[i].linebuf = NULL; } if (Lf != 8 + 3 * s->img_n) return stbi__err("bad SOF len", "Corrupt JPEG"); z->rgb = 0; for (i = 0; i < s->img_n; ++i) { static const unsigned char rgb[3] = { 'R', 'G', 'B' }; z->img_comp[i].id = stbi__get8(s); if (s->img_n == 3 && z->img_comp[i].id == rgb[i]) ++z->rgb; q = stbi__get8(s); z->img_comp[i].h = (q >> 4); if (!z->img_comp[i].h || z->img_comp[i].h > 4) return stbi__err("bad H", "Corrupt JPEG"); z->img_comp[i].v = q & 15; if (!z->img_comp[i].v || z->img_comp[i].v > 4) return stbi__err("bad V", "Corrupt JPEG"); z->img_comp[i].tq = stbi__get8(s); if (z->img_comp[i].tq > 3) return stbi__err("bad TQ", "Corrupt JPEG"); } if (scan != STBI__SCAN_load) return 1; if (!stbi__mad3sizes_valid(s->img_x, s->img_y, s->img_n, 0)) return stbi__err("too large", "Image too large to decode"); for (i = 0; i < s->img_n; ++i) { if (z->img_comp[i].h > h_max) h_max = z->img_comp[i].h; if (z->img_comp[i].v > v_max) v_max = z->img_comp[i].v; } // compute interleaved mcu info z->img_h_max = h_max; z->img_v_max = v_max; z->img_mcu_w = h_max * 8; z->img_mcu_h = v_max * 8; // these sizes can't be more than 17 bits z->img_mcu_x = (s->img_x + z->img_mcu_w - 1) / z->img_mcu_w; z->img_mcu_y = (s->img_y + z->img_mcu_h - 1) / z->img_mcu_h; for (i = 0; i < s->img_n; ++i) { // number of effective pixels (e.g. for non-interleaved MCU) z->img_comp[i].x = (s->img_x * z->img_comp[i].h + h_max - 1) / h_max; z->img_comp[i].y = (s->img_y * z->img_comp[i].v + v_max - 1) / v_max; // to simplify generation, we'll allocate enough memory to decode // the bogus oversized data from using interleaved MCUs and their // big blocks (e.g. a 16x16 iMCU on an image of width 33); we won't // discard the extra data until colorspace conversion // // img_mcu_x, img_mcu_y: <=17 bits; comp[i].h and .v are <=4 (checked earlier) // so these muls can't overflow with 32-bit ints (which we require) z->img_comp[i].w2 = z->img_mcu_x * z->img_comp[i].h * 8; z->img_comp[i].h2 = z->img_mcu_y * z->img_comp[i].v * 8; z->img_comp[i].coeff = 0; z->img_comp[i].raw_coeff = 0; z->img_comp[i].linebuf = NULL; z->img_comp[i].raw_data = stbi__malloc_mad2(z->img_comp[i].w2, z->img_comp[i].h2, 15); if (z->img_comp[i].raw_data == NULL) return stbi__free_jpeg_components(z, i + 1, stbi__err("outofmem", "Out of memory")); // align blocks for idct using mmx/sse z->img_comp[i].data = (stbi_uc*)(((size_t)z->img_comp[i].raw_data + 15) & ~15); if (z->progressive) { // w2, h2 are multiples of 8 (see above) z->img_comp[i].coeff_w = z->img_comp[i].w2 / 8; z->img_comp[i].coeff_h = z->img_comp[i].h2 / 8; z->img_comp[i].raw_coeff = stbi__malloc_mad3(z->img_comp[i].w2, z->img_comp[i].h2, sizeof(short), 15); if (z->img_comp[i].raw_coeff == NULL) return stbi__free_jpeg_components(z, i + 1, stbi__err("outofmem", "Out of memory")); z->img_comp[i].coeff = (short*)(((size_t)z->img_comp[i].raw_coeff + 15) & ~15); } } return 1; } // use comparisons since in some cases we handle more than one case (e.g. SOF) #define stbi__DNL(x) ((x) == 0xdc) #define stbi__SOI(x) ((x) == 0xd8) #define stbi__EOI(x) ((x) == 0xd9) #define stbi__SOF(x) ((x) == 0xc0 || (x) == 0xc1 || (x) == 0xc2) #define stbi__SOS(x) ((x) == 0xda) #define stbi__SOF_progressive(x) ((x) == 0xc2) static int stbi__decode_jpeg_header(stbi__jpeg* z, int scan) { int m; z->jfif = 0; z->app14_color_transform = -1; // valid values are 0,1,2 z->marker = STBI__MARKER_none; // initialize cached marker to empty m = stbi__get_marker(z); if (!stbi__SOI(m)) return stbi__err("no SOI", "Corrupt JPEG"); if (scan == STBI__SCAN_type) return 1; m = stbi__get_marker(z); while (!stbi__SOF(m)) { if (!stbi__process_marker(z, m)) return 0; m = stbi__get_marker(z); while (m == STBI__MARKER_none) { // some files have extra padding after their blocks, so ok, we'll scan if (stbi__at_eof(z->s)) return stbi__err("no SOF", "Corrupt JPEG"); m = stbi__get_marker(z); } } z->progressive = stbi__SOF_progressive(m); if (!stbi__process_frame_header(z, scan)) return 0; return 1; } // decode image to YCbCr format static int stbi__decode_jpeg_image(stbi__jpeg* j) { int m; for (m = 0; m < 4; m++) { j->img_comp[m].raw_data = NULL; j->img_comp[m].raw_coeff = NULL; } j->restart_interval = 0; if (!stbi__decode_jpeg_header(j, STBI__SCAN_load)) return 0; m = stbi__get_marker(j); while (!stbi__EOI(m)) { if (stbi__SOS(m)) { if (!stbi__process_scan_header(j)) return 0; if (!stbi__parse_entropy_coded_data(j)) return 0; if (j->marker == STBI__MARKER_none) { // handle 0s at the end of image data from IP Kamera 9060 while (!stbi__at_eof(j->s)) { int x = stbi__get8(j->s); if (x == 255) { j->marker = stbi__get8(j->s); break; } } // if we reach eof without hitting a marker, stbi__get_marker() below will fail and we'll eventually return 0 } } else if (stbi__DNL(m)) { int Ld = stbi__get16be(j->s); stbi__uint32 NL = stbi__get16be(j->s); if (Ld != 4) return stbi__err("bad DNL len", "Corrupt JPEG"); if (NL != j->s->img_y) return stbi__err("bad DNL height", "Corrupt JPEG"); } else { if (!stbi__process_marker(j, m)) return 0; } m = stbi__get_marker(j); } if (j->progressive) stbi__jpeg_finish(j); return 1; } // static jfif-centered resampling (across block boundaries) typedef stbi_uc* (*resample_row_func)(stbi_uc* out, stbi_uc* in0, stbi_uc* in1, int w, int hs); #define stbi__div4(x) ((stbi_uc) ((x) >> 2)) static stbi_uc* resample_row_1(stbi_uc* out, stbi_uc* in_near, stbi_uc* in_far, int w, int hs) { STBI_NOTUSED(out); STBI_NOTUSED(in_far); STBI_NOTUSED(w); STBI_NOTUSED(hs); return in_near; } static stbi_uc* stbi__resample_row_v_2(stbi_uc* out, stbi_uc* in_near, stbi_uc* in_far, int w, int hs) { // need to generate two samples vertically for every one in input int i; STBI_NOTUSED(hs); for (i = 0; i < w; ++i) out[i] = stbi__div4(3 * in_near[i] + in_far[i] + 2); return out; } static stbi_uc* stbi__resample_row_h_2(stbi_uc* out, stbi_uc* in_near, stbi_uc* in_far, int w, int hs) { // need to generate two samples horizontally for every one in input int i; stbi_uc* input = in_near; if (w == 1) { // if only one sample, can't do any interpolation out[0] = out[1] = input[0]; return out; } out[0] = input[0]; out[1] = stbi__div4(input[0] * 3 + input[1] + 2); for (i = 1; i < w - 1; ++i) { int n = 3 * input[i] + 2; out[i * 2 + 0] = stbi__div4(n + input[i - 1]); out[i * 2 + 1] = stbi__div4(n + input[i + 1]); } out[i * 2 + 0] = stbi__div4(input[w - 2] * 3 + input[w - 1] + 2); out[i * 2 + 1] = input[w - 1]; STBI_NOTUSED(in_far); STBI_NOTUSED(hs); return out; } #define stbi__div16(x) ((stbi_uc) ((x) >> 4)) static stbi_uc* stbi__resample_row_hv_2(stbi_uc* out, stbi_uc* in_near, stbi_uc* in_far, int w, int hs) { // need to generate 2x2 samples for every one in input int i, t0, t1; if (w == 1) { out[0] = out[1] = stbi__div4(3 * in_near[0] + in_far[0] + 2); return out; } t1 = 3 * in_near[0] + in_far[0]; out[0] = stbi__div4(t1 + 2); for (i = 1; i < w; ++i) { t0 = t1; t1 = 3 * in_near[i] + in_far[i]; out[i * 2 - 1] = stbi__div16(3 * t0 + t1 + 8); out[i * 2] = stbi__div16(3 * t1 + t0 + 8); } out[w * 2 - 1] = stbi__div4(t1 + 2); STBI_NOTUSED(hs); return out; } #if defined(STBI_SSE2) || defined(STBI_NEON) static stbi_uc* stbi__resample_row_hv_2_simd(stbi_uc* out, stbi_uc* in_near, stbi_uc* in_far, int w, int hs) { // need to generate 2x2 samples for every one in input int i = 0, t0, t1; if (w == 1) { out[0] = out[1] = stbi__div4(3 * in_near[0] + in_far[0] + 2); return out; } t1 = 3 * in_near[0] + in_far[0]; // process groups of 8 pixels for as long as we can. // note we can't handle the last pixel in a row in this loop // because we need to handle the filter boundary conditions. for (; i < ((w - 1) & ~7); i += 8) { #if defined(STBI_SSE2) // load and perform the vertical filtering pass // this uses 3*x + y = 4*x + (y - x) __m128i zero = _mm_setzero_si128(); __m128i farb = _mm_loadl_epi64((__m128i*) (in_far + i)); __m128i nearb = _mm_loadl_epi64((__m128i*) (in_near + i)); __m128i farw = _mm_unpacklo_epi8(farb, zero); __m128i nearw = _mm_unpacklo_epi8(nearb, zero); __m128i diff = _mm_sub_epi16(farw, nearw); __m128i nears = _mm_slli_epi16(nearw, 2); __m128i curr = _mm_add_epi16(nears, diff); // current row // horizontal filter works the same based on shifted vers of current // row. "prev" is current row shifted right by 1 pixel; we need to // insert the previous pixel value (from t1). // "next" is current row shifted left by 1 pixel, with first pixel // of next block of 8 pixels added in. __m128i prv0 = _mm_slli_si128(curr, 2); __m128i nxt0 = _mm_srli_si128(curr, 2); __m128i prev = _mm_insert_epi16(prv0, t1, 0); __m128i next = _mm_insert_epi16(nxt0, 3 * in_near[i + 8] + in_far[i + 8], 7); // horizontal filter, polyphase implementation since it's convenient: // even pixels = 3*cur + prev = cur*4 + (prev - cur) // odd pixels = 3*cur + next = cur*4 + (next - cur) // note the shared term. __m128i bias = _mm_set1_epi16(8); __m128i curs = _mm_slli_epi16(curr, 2); __m128i prvd = _mm_sub_epi16(prev, curr); __m128i nxtd = _mm_sub_epi16(next, curr); __m128i curb = _mm_add_epi16(curs, bias); __m128i even = _mm_add_epi16(prvd, curb); __m128i odd = _mm_add_epi16(nxtd, curb); // interleave even and odd pixels, then undo scaling. __m128i int0 = _mm_unpacklo_epi16(even, odd); __m128i int1 = _mm_unpackhi_epi16(even, odd); __m128i de0 = _mm_srli_epi16(int0, 4); __m128i de1 = _mm_srli_epi16(int1, 4); // pack and write output __m128i outv = _mm_packus_epi16(de0, de1); _mm_storeu_si128((__m128i*) (out + i * 2), outv); #elif defined(STBI_NEON) // load and perform the vertical filtering pass // this uses 3*x + y = 4*x + (y - x) uint8x8_t farb = vld1_u8(in_far + i); uint8x8_t nearb = vld1_u8(in_near + i); int16x8_t diff = vreinterpretq_s16_u16(vsubl_u8(farb, nearb)); int16x8_t nears = vreinterpretq_s16_u16(vshll_n_u8(nearb, 2)); int16x8_t curr = vaddq_s16(nears, diff); // current row // horizontal filter works the same based on shifted vers of current // row. "prev" is current row shifted right by 1 pixel; we need to // insert the previous pixel value (from t1). // "next" is current row shifted left by 1 pixel, with first pixel // of next block of 8 pixels added in. int16x8_t prv0 = vextq_s16(curr, curr, 7); int16x8_t nxt0 = vextq_s16(curr, curr, 1); int16x8_t prev = vsetq_lane_s16(t1, prv0, 0); int16x8_t next = vsetq_lane_s16(3 * in_near[i + 8] + in_far[i + 8], nxt0, 7); // horizontal filter, polyphase implementation since it's convenient: // even pixels = 3*cur + prev = cur*4 + (prev - cur) // odd pixels = 3*cur + next = cur*4 + (next - cur) // note the shared term. int16x8_t curs = vshlq_n_s16(curr, 2); int16x8_t prvd = vsubq_s16(prev, curr); int16x8_t nxtd = vsubq_s16(next, curr); int16x8_t even = vaddq_s16(curs, prvd); int16x8_t odd = vaddq_s16(curs, nxtd); // undo scaling and round, then store with even/odd phases interleaved uint8x8x2_t o; o.val[0] = vqrshrun_n_s16(even, 4); o.val[1] = vqrshrun_n_s16(odd, 4); vst2_u8(out + i * 2, o); #endif // "previous" value for next iter t1 = 3 * in_near[i + 7] + in_far[i + 7]; } t0 = t1; t1 = 3 * in_near[i] + in_far[i]; out[i * 2] = stbi__div16(3 * t1 + t0 + 8); for (++i; i < w; ++i) { t0 = t1; t1 = 3 * in_near[i] + in_far[i]; out[i * 2 - 1] = stbi__div16(3 * t0 + t1 + 8); out[i * 2] = stbi__div16(3 * t1 + t0 + 8); } out[w * 2 - 1] = stbi__div4(t1 + 2); STBI_NOTUSED(hs); return out; } #endif static stbi_uc* stbi__resample_row_generic(stbi_uc* out, stbi_uc* in_near, stbi_uc* in_far, int w, int hs) { // resample with nearest-neighbor int i, j; STBI_NOTUSED(in_far); for (i = 0; i < w; ++i) for (j = 0; j < hs; ++j) out[i * hs + j] = in_near[i]; return out; } // this is a reduced-precision calculation of YCbCr-to-RGB introduced // to make sure the code produces the same results in both SIMD and scalar #define stbi__float2fixed(x) (((int) ((x) * 4096.0f + 0.5f)) << 8) static void stbi__YCbCr_to_RGB_row(stbi_uc* out, const stbi_uc* y, const stbi_uc* pcb, const stbi_uc* pcr, int count, int step) { int i; for (i = 0; i < count; ++i) { int y_fixed = (y[i] << 20) + (1 << 19); // rounding int r, g, b; int cr = pcr[i] - 128; int cb = pcb[i] - 128; r = y_fixed + cr * stbi__float2fixed(1.40200f); g = y_fixed + (cr * -stbi__float2fixed(0.71414f)) + ((cb * -stbi__float2fixed(0.34414f)) & 0xffff0000); b = y_fixed + cb * stbi__float2fixed(1.77200f); r >>= 20; g >>= 20; b >>= 20; if ((unsigned)r > 255) { if (r < 0) r = 0; else r = 255; } if ((unsigned)g > 255) { if (g < 0) g = 0; else g = 255; } if ((unsigned)b > 255) { if (b < 0) b = 0; else b = 255; } out[0] = (stbi_uc)r; out[1] = (stbi_uc)g; out[2] = (stbi_uc)b; out[3] = 255; out += step; } } #if defined(STBI_SSE2) || defined(STBI_NEON) static void stbi__YCbCr_to_RGB_simd(stbi_uc* out, stbi_uc const* y, stbi_uc const* pcb, stbi_uc const* pcr, int count, int step) { int i = 0; #ifdef STBI_SSE2 // step == 3 is pretty ugly on the final interleave, and i'm not convinced // it's useful in practice (you wouldn't use it for textures, for example). // so just accelerate step == 4 case. if (step == 4) { // this is a fairly straightforward implementation and not super-optimized. __m128i signflip = _mm_set1_epi8(-0x80); __m128i cr_const0 = _mm_set1_epi16((short)(1.40200f * 4096.0f + 0.5f)); __m128i cr_const1 = _mm_set1_epi16(-(short)(0.71414f * 4096.0f + 0.5f)); __m128i cb_const0 = _mm_set1_epi16(-(short)(0.34414f * 4096.0f + 0.5f)); __m128i cb_const1 = _mm_set1_epi16((short)(1.77200f * 4096.0f + 0.5f)); __m128i y_bias = _mm_set1_epi8((char)(unsigned char)128); __m128i xw = _mm_set1_epi16(255); // alpha channel for (; i + 7 < count; i += 8) { // load __m128i y_bytes = _mm_loadl_epi64((__m128i*) (y + i)); __m128i cr_bytes = _mm_loadl_epi64((__m128i*) (pcr + i)); __m128i cb_bytes = _mm_loadl_epi64((__m128i*) (pcb + i)); __m128i cr_biased = _mm_xor_si128(cr_bytes, signflip); // -128 __m128i cb_biased = _mm_xor_si128(cb_bytes, signflip); // -128 // unpack to short (and left-shift cr, cb by 8) __m128i yw = _mm_unpacklo_epi8(y_bias, y_bytes); __m128i crw = _mm_unpacklo_epi8(_mm_setzero_si128(), cr_biased); __m128i cbw = _mm_unpacklo_epi8(_mm_setzero_si128(), cb_biased); // color transform __m128i yws = _mm_srli_epi16(yw, 4); __m128i cr0 = _mm_mulhi_epi16(cr_const0, crw); __m128i cb0 = _mm_mulhi_epi16(cb_const0, cbw); __m128i cb1 = _mm_mulhi_epi16(cbw, cb_const1); __m128i cr1 = _mm_mulhi_epi16(crw, cr_const1); __m128i rws = _mm_add_epi16(cr0, yws); __m128i gwt = _mm_add_epi16(cb0, yws); __m128i bws = _mm_add_epi16(yws, cb1); __m128i gws = _mm_add_epi16(gwt, cr1); // descale __m128i rw = _mm_srai_epi16(rws, 4); __m128i bw = _mm_srai_epi16(bws, 4); __m128i gw = _mm_srai_epi16(gws, 4); // back to byte, set up for transpose __m128i brb = _mm_packus_epi16(rw, bw); __m128i gxb = _mm_packus_epi16(gw, xw); // transpose to interleave channels __m128i t0 = _mm_unpacklo_epi8(brb, gxb); __m128i t1 = _mm_unpackhi_epi8(brb, gxb); __m128i o0 = _mm_unpacklo_epi16(t0, t1); __m128i o1 = _mm_unpackhi_epi16(t0, t1); // store _mm_storeu_si128((__m128i*) (out + 0), o0); _mm_storeu_si128((__m128i*) (out + 16), o1); out += 32; } } #endif #ifdef STBI_NEON // in this version, step=3 support would be easy to add. but is there demand? if (step == 4) { // this is a fairly straightforward implementation and not super-optimized. uint8x8_t signflip = vdup_n_u8(0x80); int16x8_t cr_const0 = vdupq_n_s16((short)(1.40200f * 4096.0f + 0.5f)); int16x8_t cr_const1 = vdupq_n_s16(-(short)(0.71414f * 4096.0f + 0.5f)); int16x8_t cb_const0 = vdupq_n_s16(-(short)(0.34414f * 4096.0f + 0.5f)); int16x8_t cb_const1 = vdupq_n_s16((short)(1.77200f * 4096.0f + 0.5f)); for (; i + 7 < count; i += 8) { // load uint8x8_t y_bytes = vld1_u8(y + i); uint8x8_t cr_bytes = vld1_u8(pcr + i); uint8x8_t cb_bytes = vld1_u8(pcb + i); int8x8_t cr_biased = vreinterpret_s8_u8(vsub_u8(cr_bytes, signflip)); int8x8_t cb_biased = vreinterpret_s8_u8(vsub_u8(cb_bytes, signflip)); // expand to s16 int16x8_t yws = vreinterpretq_s16_u16(vshll_n_u8(y_bytes, 4)); int16x8_t crw = vshll_n_s8(cr_biased, 7); int16x8_t cbw = vshll_n_s8(cb_biased, 7); // color transform int16x8_t cr0 = vqdmulhq_s16(crw, cr_const0); int16x8_t cb0 = vqdmulhq_s16(cbw, cb_const0); int16x8_t cr1 = vqdmulhq_s16(crw, cr_const1); int16x8_t cb1 = vqdmulhq_s16(cbw, cb_const1); int16x8_t rws = vaddq_s16(yws, cr0); int16x8_t gws = vaddq_s16(vaddq_s16(yws, cb0), cr1); int16x8_t bws = vaddq_s16(yws, cb1); // undo scaling, round, convert to byte uint8x8x4_t o; o.val[0] = vqrshrun_n_s16(rws, 4); o.val[1] = vqrshrun_n_s16(gws, 4); o.val[2] = vqrshrun_n_s16(bws, 4); o.val[3] = vdup_n_u8(255); // store, interleaving r/g/b/a vst4_u8(out, o); out += 8 * 4; } } #endif for (; i < count; ++i) { int y_fixed = (y[i] << 20) + (1 << 19); // rounding int r, g, b; int cr = pcr[i] - 128; int cb = pcb[i] - 128; r = y_fixed + cr * stbi__float2fixed(1.40200f); g = y_fixed + cr * -stbi__float2fixed(0.71414f) + ((cb * -stbi__float2fixed(0.34414f)) & 0xffff0000); b = y_fixed + cb * stbi__float2fixed(1.77200f); r >>= 20; g >>= 20; b >>= 20; if ((unsigned)r > 255) { if (r < 0) r = 0; else r = 255; } if ((unsigned)g > 255) { if (g < 0) g = 0; else g = 255; } if ((unsigned)b > 255) { if (b < 0) b = 0; else b = 255; } out[0] = (stbi_uc)r; out[1] = (stbi_uc)g; out[2] = (stbi_uc)b; out[3] = 255; out += step; } } #endif // set up the kernels static void stbi__setup_jpeg(stbi__jpeg* j) { j->idct_block_kernel = stbi__idct_block; j->YCbCr_to_RGB_kernel = stbi__YCbCr_to_RGB_row; j->resample_row_hv_2_kernel = stbi__resample_row_hv_2; #ifdef STBI_SSE2 if (stbi__sse2_available()) { j->idct_block_kernel = stbi__idct_simd; j->YCbCr_to_RGB_kernel = stbi__YCbCr_to_RGB_simd; j->resample_row_hv_2_kernel = stbi__resample_row_hv_2_simd; } #endif #ifdef STBI_NEON j->idct_block_kernel = stbi__idct_simd; j->YCbCr_to_RGB_kernel = stbi__YCbCr_to_RGB_simd; j->resample_row_hv_2_kernel = stbi__resample_row_hv_2_simd; #endif } // clean up the temporary component buffers static void stbi__cleanup_jpeg(stbi__jpeg* j) { stbi__free_jpeg_components(j, j->s->img_n, 0); } typedef struct { resample_row_func resample; stbi_uc* line0, * line1; int hs, vs; // expansion factor in each axis int w_lores; // horizontal pixels pre-expansion int ystep; // how far through vertical expansion we are int ypos; // which pre-expansion row we're on } stbi__resample; // fast 0..255 * 0..255 => 0..255 rounded multiplication static stbi_uc stbi__blinn_8x8(stbi_uc x, stbi_uc y) { unsigned int t = x * y + 128; return (stbi_uc)((t + (t >> 8)) >> 8); } static stbi_uc* load_jpeg_image(stbi__jpeg* z, int* out_x, int* out_y, int* comp, int req_comp) { int n, decode_n, is_rgb; z->s->img_n = 0; // make stbi__cleanup_jpeg safe // validate req_comp if (req_comp < 0 || req_comp > 4) return stbi__errpuc("bad req_comp", "Internal error"); // load a jpeg image from whichever source, but leave in YCbCr format if (!stbi__decode_jpeg_image(z)) { stbi__cleanup_jpeg(z); return NULL; } // determine actual number of components to generate n = req_comp ? req_comp : z->s->img_n >= 3 ? 3 : 1; is_rgb = z->s->img_n == 3 && (z->rgb == 3 || (z->app14_color_transform == 0 && !z->jfif)); if (z->s->img_n == 3 && n < 3 && !is_rgb) decode_n = 1; else decode_n = z->s->img_n; // resample and color-convert { int k; unsigned int i, j; stbi_uc* output; stbi_uc* coutput[4] = { NULL, NULL, NULL, NULL }; stbi__resample res_comp[4]; for (k = 0; k < decode_n; ++k) { stbi__resample* r = &res_comp[k]; // allocate line buffer big enough for upsampling off the edges // with upsample factor of 4 z->img_comp[k].linebuf = (stbi_uc*)stbi__malloc(z->s->img_x + 3); if (!z->img_comp[k].linebuf) { stbi__cleanup_jpeg(z); return stbi__errpuc("outofmem", "Out of memory"); } r->hs = z->img_h_max / z->img_comp[k].h; r->vs = z->img_v_max / z->img_comp[k].v; r->ystep = r->vs >> 1; r->w_lores = (z->s->img_x + r->hs - 1) / r->hs; r->ypos = 0; r->line0 = r->line1 = z->img_comp[k].data; if (r->hs == 1 && r->vs == 1) r->resample = resample_row_1; else if (r->hs == 1 && r->vs == 2) r->resample = stbi__resample_row_v_2; else if (r->hs == 2 && r->vs == 1) r->resample = stbi__resample_row_h_2; else if (r->hs == 2 && r->vs == 2) r->resample = z->resample_row_hv_2_kernel; else r->resample = stbi__resample_row_generic; } // can't error after this so, this is safe output = (stbi_uc*)stbi__malloc_mad3(n, z->s->img_x, z->s->img_y, 1); if (!output) { stbi__cleanup_jpeg(z); return stbi__errpuc("outofmem", "Out of memory"); } // now go ahead and resample for (j = 0; j < z->s->img_y; ++j) { stbi_uc* out = output + n * z->s->img_x * j; for (k = 0; k < decode_n; ++k) { stbi__resample* r = &res_comp[k]; int y_bot = r->ystep >= (r->vs >> 1); coutput[k] = r->resample(z->img_comp[k].linebuf, y_bot ? r->line1 : r->line0, y_bot ? r->line0 : r->line1, r->w_lores, r->hs); if (++r->ystep >= r->vs) { r->ystep = 0; r->line0 = r->line1; if (++r->ypos < z->img_comp[k].y) r->line1 += z->img_comp[k].w2; } } if (n >= 3) { stbi_uc* y = coutput[0]; if (z->s->img_n == 3) { if (is_rgb) { for (i = 0; i < z->s->img_x; ++i) { out[0] = y[i]; out[1] = coutput[1][i]; out[2] = coutput[2][i]; out[3] = 255; out += n; } } else { z->YCbCr_to_RGB_kernel(out, y, coutput[1], coutput[2], z->s->img_x, n); } } else if (z->s->img_n == 4) { if (z->app14_color_transform == 0) { // CMYK for (i = 0; i < z->s->img_x; ++i) { stbi_uc m = coutput[3][i]; out[0] = stbi__blinn_8x8(coutput[0][i], m); out[1] = stbi__blinn_8x8(coutput[1][i], m); out[2] = stbi__blinn_8x8(coutput[2][i], m); out[3] = 255; out += n; } } else if (z->app14_color_transform == 2) { // YCCK z->YCbCr_to_RGB_kernel(out, y, coutput[1], coutput[2], z->s->img_x, n); for (i = 0; i < z->s->img_x; ++i) { stbi_uc m = coutput[3][i]; out[0] = stbi__blinn_8x8(255 - out[0], m); out[1] = stbi__blinn_8x8(255 - out[1], m); out[2] = stbi__blinn_8x8(255 - out[2], m); out += n; } } else { // YCbCr + alpha? Ignore the fourth channel for now z->YCbCr_to_RGB_kernel(out, y, coutput[1], coutput[2], z->s->img_x, n); } } else for (i = 0; i < z->s->img_x; ++i) { out[0] = out[1] = out[2] = y[i]; out[3] = 255; // not used if n==3 out += n; } } else { if (is_rgb) { if (n == 1) for (i = 0; i < z->s->img_x; ++i) *out++ = stbi__compute_y(coutput[0][i], coutput[1][i], coutput[2][i]); else { for (i = 0; i < z->s->img_x; ++i, out += 2) { out[0] = stbi__compute_y(coutput[0][i], coutput[1][i], coutput[2][i]); out[1] = 255; } } } else if (z->s->img_n == 4 && z->app14_color_transform == 0) { for (i = 0; i < z->s->img_x; ++i) { stbi_uc m = coutput[3][i]; stbi_uc r = stbi__blinn_8x8(coutput[0][i], m); stbi_uc g = stbi__blinn_8x8(coutput[1][i], m); stbi_uc b = stbi__blinn_8x8(coutput[2][i], m); out[0] = stbi__compute_y(r, g, b); out[1] = 255; out += n; } } else if (z->s->img_n == 4 && z->app14_color_transform == 2) { for (i = 0; i < z->s->img_x; ++i) { out[0] = stbi__blinn_8x8(255 - coutput[0][i], coutput[3][i]); out[1] = 255; out += n; } } else { stbi_uc* y = coutput[0]; if (n == 1) for (i = 0; i < z->s->img_x; ++i) out[i] = y[i]; else for (i = 0; i < z->s->img_x; ++i) { *out++ = y[i]; *out++ = 255; } } } } stbi__cleanup_jpeg(z); *out_x = z->s->img_x; *out_y = z->s->img_y; if (comp) *comp = z->s->img_n >= 3 ? 3 : 1; // report original components, not output return output; } } static void* stbi__jpeg_load(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri) { unsigned char* result; stbi__jpeg* j = (stbi__jpeg*)stbi__malloc(sizeof(stbi__jpeg)); STBI_NOTUSED(ri); j->s = s; stbi__setup_jpeg(j); result = load_jpeg_image(j, x, y, comp, req_comp); STBI_FREE(j); return result; } static int stbi__jpeg_test(stbi__context* s) { int r; stbi__jpeg* j = (stbi__jpeg*)stbi__malloc(sizeof(stbi__jpeg)); j->s = s; stbi__setup_jpeg(j); r = stbi__decode_jpeg_header(j, STBI__SCAN_type); stbi__rewind(s); STBI_FREE(j); return r; } static int stbi__jpeg_info_raw(stbi__jpeg* j, int* x, int* y, int* comp) { if (!stbi__decode_jpeg_header(j, STBI__SCAN_header)) { stbi__rewind(j->s); return 0; } if (x) *x = j->s->img_x; if (y) *y = j->s->img_y; if (comp) *comp = j->s->img_n >= 3 ? 3 : 1; return 1; } static int stbi__jpeg_info(stbi__context* s, int* x, int* y, int* comp) { int result; stbi__jpeg* j = (stbi__jpeg*)(stbi__malloc(sizeof(stbi__jpeg))); j->s = s; result = stbi__jpeg_info_raw(j, x, y, comp); STBI_FREE(j); return result; } #endif // public domain zlib decode v0.2 Sean Barrett 2006-11-18 // simple implementation // - all input must be provided in an upfront buffer // - all output is written to a single output buffer (can malloc/realloc) // performance // - fast huffman #ifndef STBI_NO_ZLIB // fast-way is faster to check than jpeg huffman, but slow way is slower #define STBI__ZFAST_BITS 9 // accelerate all cases in default tables #define STBI__ZFAST_MASK ((1 << STBI__ZFAST_BITS) - 1) // zlib-style huffman encoding // (jpegs packs from left, zlib from right, so can't share code) typedef struct { stbi__uint16 fast[1 << STBI__ZFAST_BITS]; stbi__uint16 firstcode[16]; int maxcode[17]; stbi__uint16 firstsymbol[16]; stbi_uc size[288]; stbi__uint16 value[288]; } stbi__zhuffman; stbi_inline static int stbi__bitreverse16(int n) { n = ((n & 0xAAAA) >> 1) | ((n & 0x5555) << 1); n = ((n & 0xCCCC) >> 2) | ((n & 0x3333) << 2); n = ((n & 0xF0F0) >> 4) | ((n & 0x0F0F) << 4); n = ((n & 0xFF00) >> 8) | ((n & 0x00FF) << 8); return n; } stbi_inline static int stbi__bit_reverse(int v, int bits) { STBI_ASSERT(bits <= 16); // to bit reverse n bits, reverse 16 and shift // e.g. 11 bits, bit reverse and shift away 5 return stbi__bitreverse16(v) >> (16 - bits); } static int stbi__zbuild_huffman(stbi__zhuffman* z, const stbi_uc* sizelist, int num) { int i, k = 0; int code, next_code[16], sizes[17]; // DEFLATE spec for generating codes memset(sizes, 0, sizeof(sizes)); memset(z->fast, 0, sizeof(z->fast)); for (i = 0; i < num; ++i) ++sizes[sizelist[i]]; sizes[0] = 0; for (i = 1; i < 16; ++i) if (sizes[i] > (1 << i)) return stbi__err("bad sizes", "Corrupt PNG"); code = 0; for (i = 1; i < 16; ++i) { next_code[i] = code; z->firstcode[i] = (stbi__uint16)code; z->firstsymbol[i] = (stbi__uint16)k; code = (code + sizes[i]); if (sizes[i]) if (code - 1 >= (1 << i)) return stbi__err("bad codelengths", "Corrupt PNG"); z->maxcode[i] = code << (16 - i); // preshift for inner loop code <<= 1; k += sizes[i]; } z->maxcode[16] = 0x10000; // sentinel for (i = 0; i < num; ++i) { int s = sizelist[i]; if (s) { int c = next_code[s] - z->firstcode[s] + z->firstsymbol[s]; stbi__uint16 fastv = (stbi__uint16)((s << 9) | i); z->size[c] = (stbi_uc)s; z->value[c] = (stbi__uint16)i; if (s <= STBI__ZFAST_BITS) { int j = stbi__bit_reverse(next_code[s], s); while (j < (1 << STBI__ZFAST_BITS)) { z->fast[j] = fastv; j += (1 << s); } } ++next_code[s]; } } return 1; } // zlib-from-memory implementation for PNG reading // because PNG allows splitting the zlib stream arbitrarily, // and it's annoying structurally to have PNG call ZLIB call PNG, // we require PNG read all the IDATs and combine them into a single // memory buffer typedef struct { stbi_uc* zbuffer, * zbuffer_end; int num_bits; stbi__uint32 code_buffer; char* zout; char* zout_start; char* zout_end; int z_expandable; stbi__zhuffman z_length, z_distance; } stbi__zbuf; stbi_inline static int stbi__zeof(stbi__zbuf* z) { return (z->zbuffer >= z->zbuffer_end); } stbi_inline static stbi_uc stbi__zget8(stbi__zbuf* z) { return stbi__zeof(z) ? 0 : *z->zbuffer++; } static void stbi__fill_bits(stbi__zbuf* z) { do { if (z->code_buffer >= (1U << z->num_bits)) { z->zbuffer = z->zbuffer_end; /* treat this as EOF so we fail. */ return; } z->code_buffer |= (unsigned int)stbi__zget8(z) << z->num_bits; z->num_bits += 8; } while (z->num_bits <= 24); } stbi_inline static unsigned int stbi__zreceive(stbi__zbuf* z, int n) { unsigned int k; if (z->num_bits < n) stbi__fill_bits(z); k = z->code_buffer & ((1 << n) - 1); z->code_buffer >>= n; z->num_bits -= n; return k; } static int stbi__zhuffman_decode_slowpath(stbi__zbuf* a, stbi__zhuffman* z) { int b, s, k; // not resolved by fast table, so compute it the slow way // use jpeg approach, which requires MSbits at top k = stbi__bit_reverse(a->code_buffer, 16); for (s = STBI__ZFAST_BITS + 1; ; ++s) if (k < z->maxcode[s]) break; if (s >= 16) return -1; // invalid code! // code size is s, so: b = (k >> (16 - s)) - z->firstcode[s] + z->firstsymbol[s]; if (b >= sizeof(z->size)) return -1; // some data was corrupt somewhere! if (z->size[b] != s) return -1; // was originally an assert, but report failure instead. a->code_buffer >>= s; a->num_bits -= s; return z->value[b]; } stbi_inline static int stbi__zhuffman_decode(stbi__zbuf* a, stbi__zhuffman* z) { int b, s; if (a->num_bits < 16) { if (stbi__zeof(a)) { return -1; /* report error for unexpected end of data. */ } stbi__fill_bits(a); } b = z->fast[a->code_buffer & STBI__ZFAST_MASK]; if (b) { s = b >> 9; a->code_buffer >>= s; a->num_bits -= s; return b & 511; } return stbi__zhuffman_decode_slowpath(a, z); } static int stbi__zexpand(stbi__zbuf* z, char* zout, int n) // need to make room for n bytes { char* q; unsigned int cur, limit, old_limit; z->zout = zout; if (!z->z_expandable) return stbi__err("output buffer limit", "Corrupt PNG"); cur = (unsigned int)(z->zout - z->zout_start); limit = old_limit = (unsigned)(z->zout_end - z->zout_start); if (UINT_MAX - cur < (unsigned)n) return stbi__err("outofmem", "Out of memory"); while (cur + n > limit) { if (limit > UINT_MAX / 2) return stbi__err("outofmem", "Out of memory"); limit *= 2; } q = (char*)STBI_REALLOC_SIZED(z->zout_start, old_limit, limit); STBI_NOTUSED(old_limit); if (q == NULL) return stbi__err("outofmem", "Out of memory"); z->zout_start = q; z->zout = q + cur; z->zout_end = q + limit; return 1; } static const int stbi__zlength_base[31] = { 3,4,5,6,7,8,9,10,11,13, 15,17,19,23,27,31,35,43,51,59, 67,83,99,115,131,163,195,227,258,0,0 }; static const int stbi__zlength_extra[31] = { 0,0,0,0,0,0,0,0,1,1,1,1,2,2,2,2,3,3,3,3,4,4,4,4,5,5,5,5,0,0,0 }; static const int stbi__zdist_base[32] = { 1,2,3,4,5,7,9,13,17,25,33,49,65,97,129,193, 257,385,513,769,1025,1537,2049,3073,4097,6145,8193,12289,16385,24577,0,0 }; static const int stbi__zdist_extra[32] = { 0,0,0,0,1,1,2,2,3,3,4,4,5,5,6,6,7,7,8,8,9,9,10,10,11,11,12,12,13,13 }; static int stbi__parse_huffman_block(stbi__zbuf* a) { char* zout = a->zout; for (;;) { int z = stbi__zhuffman_decode(a, &a->z_length); if (z < 256) { if (z < 0) return stbi__err("bad huffman code", "Corrupt PNG"); // error in huffman codes if (zout >= a->zout_end) { if (!stbi__zexpand(a, zout, 1)) return 0; zout = a->zout; } *zout++ = (char)z; } else { stbi_uc* p; int len, dist; if (z == 256) { a->zout = zout; return 1; } z -= 257; len = stbi__zlength_base[z]; if (stbi__zlength_extra[z]) len += stbi__zreceive(a, stbi__zlength_extra[z]); z = stbi__zhuffman_decode(a, &a->z_distance); if (z < 0) return stbi__err("bad huffman code", "Corrupt PNG"); dist = stbi__zdist_base[z]; if (stbi__zdist_extra[z]) dist += stbi__zreceive(a, stbi__zdist_extra[z]); if (zout - a->zout_start < dist) return stbi__err("bad dist", "Corrupt PNG"); if (zout + len > a->zout_end) { if (!stbi__zexpand(a, zout, len)) return 0; zout = a->zout; } p = (stbi_uc*)(zout - dist); if (dist == 1) { // run of one byte; common in images. stbi_uc v = *p; if (len) { do *zout++ = v; while (--len); } } else { if (len) { do *zout++ = *p++; while (--len); } } } } } static int stbi__compute_huffman_codes(stbi__zbuf* a) { static const stbi_uc length_dezigzag[19] = { 16,17,18,0,8,7,9,6,10,5,11,4,12,3,13,2,14,1,15 }; stbi__zhuffman z_codelength; stbi_uc lencodes[286 + 32 + 137];//padding for maximum single op stbi_uc codelength_sizes[19]; int i, n; int hlit = stbi__zreceive(a, 5) + 257; int hdist = stbi__zreceive(a, 5) + 1; int hclen = stbi__zreceive(a, 4) + 4; int ntot = hlit + hdist; memset(codelength_sizes, 0, sizeof(codelength_sizes)); for (i = 0; i < hclen; ++i) { int s = stbi__zreceive(a, 3); codelength_sizes[length_dezigzag[i]] = (stbi_uc)s; } if (!stbi__zbuild_huffman(&z_codelength, codelength_sizes, 19)) return 0; n = 0; while (n < ntot) { int c = stbi__zhuffman_decode(a, &z_codelength); if (c < 0 || c >= 19) return stbi__err("bad codelengths", "Corrupt PNG"); if (c < 16) lencodes[n++] = (stbi_uc)c; else { stbi_uc fill = 0; if (c == 16) { c = stbi__zreceive(a, 2) + 3; if (n == 0) return stbi__err("bad codelengths", "Corrupt PNG"); fill = lencodes[n - 1]; } else if (c == 17) { c = stbi__zreceive(a, 3) + 3; } else if (c == 18) { c = stbi__zreceive(a, 7) + 11; } else { return stbi__err("bad codelengths", "Corrupt PNG"); } if (ntot - n < c) return stbi__err("bad codelengths", "Corrupt PNG"); memset(lencodes + n, fill, c); n += c; } } if (n != ntot) return stbi__err("bad codelengths", "Corrupt PNG"); if (!stbi__zbuild_huffman(&a->z_length, lencodes, hlit)) return 0; if (!stbi__zbuild_huffman(&a->z_distance, lencodes + hlit, hdist)) return 0; return 1; } static int stbi__parse_uncompressed_block(stbi__zbuf* a) { stbi_uc header[4]; int len, nlen, k; if (a->num_bits & 7) stbi__zreceive(a, a->num_bits & 7); // discard // drain the bit-packed data into header k = 0; while (a->num_bits > 0) { header[k++] = (stbi_uc)(a->code_buffer & 255); // suppress MSVC run-time check a->code_buffer >>= 8; a->num_bits -= 8; } if (a->num_bits < 0) return stbi__err("zlib corrupt", "Corrupt PNG"); // now fill header the normal way while (k < 4) header[k++] = stbi__zget8(a); len = header[1] * 256 + header[0]; nlen = header[3] * 256 + header[2]; if (nlen != (len ^ 0xffff)) return stbi__err("zlib corrupt", "Corrupt PNG"); if (a->zbuffer + len > a->zbuffer_end) return stbi__err("read past buffer", "Corrupt PNG"); if (a->zout + len > a->zout_end) if (!stbi__zexpand(a, a->zout, len)) return 0; memcpy(a->zout, a->zbuffer, len); a->zbuffer += len; a->zout += len; return 1; } static int stbi__parse_zlib_header(stbi__zbuf* a) { int cmf = stbi__zget8(a); int cm = cmf & 15; /* int cinfo = cmf >> 4; */ int flg = stbi__zget8(a); if (stbi__zeof(a)) return stbi__err("bad zlib header", "Corrupt PNG"); // zlib spec if ((cmf * 256 + flg) % 31 != 0) return stbi__err("bad zlib header", "Corrupt PNG"); // zlib spec if (flg & 32) return stbi__err("no preset dict", "Corrupt PNG"); // preset dictionary not allowed in png if (cm != 8) return stbi__err("bad compression", "Corrupt PNG"); // DEFLATE required for png // window = 1 << (8 + cinfo)... but who cares, we fully buffer output return 1; } static const stbi_uc stbi__zdefault_length[288] = { 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9, 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9, 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9, 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9, 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9, 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9, 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9, 7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7, 7,7,7,7,7,7,7,7,8,8,8,8,8,8,8,8 }; static const stbi_uc stbi__zdefault_distance[32] = { 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5 }; /* Init algorithm: { int i; // use <= to match clearly with spec for (i=0; i <= 143; ++i) stbi__zdefault_length[i] = 8; for ( ; i <= 255; ++i) stbi__zdefault_length[i] = 9; for ( ; i <= 279; ++i) stbi__zdefault_length[i] = 7; for ( ; i <= 287; ++i) stbi__zdefault_length[i] = 8; for (i=0; i <= 31; ++i) stbi__zdefault_distance[i] = 5; } */ static int stbi__parse_zlib(stbi__zbuf* a, int parse_header) { int final, type; if (parse_header) if (!stbi__parse_zlib_header(a)) return 0; a->num_bits = 0; a->code_buffer = 0; do { final = stbi__zreceive(a, 1); type = stbi__zreceive(a, 2); if (type == 0) { if (!stbi__parse_uncompressed_block(a)) return 0; } else if (type == 3) { return 0; } else { if (type == 1) { // use fixed code lengths if (!stbi__zbuild_huffman(&a->z_length, stbi__zdefault_length, 288)) return 0; if (!stbi__zbuild_huffman(&a->z_distance, stbi__zdefault_distance, 32)) return 0; } else { if (!stbi__compute_huffman_codes(a)) return 0; } if (!stbi__parse_huffman_block(a)) return 0; } } while (!final); return 1; } static int stbi__do_zlib(stbi__zbuf* a, char* obuf, int olen, int exp, int parse_header) { a->zout_start = obuf; a->zout = obuf; a->zout_end = obuf + olen; a->z_expandable = exp; return stbi__parse_zlib(a, parse_header); } STBIDEF char* stbi_zlib_decode_malloc_guesssize(const char* buffer, int len, int initial_size, int* outlen) { stbi__zbuf a; char* p = (char*)stbi__malloc(initial_size); if (p == NULL) return NULL; a.zbuffer = (stbi_uc*)buffer; a.zbuffer_end = (stbi_uc*)buffer + len; if (stbi__do_zlib(&a, p, initial_size, 1, 1)) { if (outlen) *outlen = (int)(a.zout - a.zout_start); return a.zout_start; } else { STBI_FREE(a.zout_start); return NULL; } } STBIDEF char* stbi_zlib_decode_malloc(char const* buffer, int len, int* outlen) { return stbi_zlib_decode_malloc_guesssize(buffer, len, 16384, outlen); } STBIDEF char* stbi_zlib_decode_malloc_guesssize_headerflag(const char* buffer, int len, int initial_size, int* outlen, int parse_header) { stbi__zbuf a; char* p = (char*)stbi__malloc(initial_size); if (p == NULL) return NULL; a.zbuffer = (stbi_uc*)buffer; a.zbuffer_end = (stbi_uc*)buffer + len; if (stbi__do_zlib(&a, p, initial_size, 1, parse_header)) { if (outlen) *outlen = (int)(a.zout - a.zout_start); return a.zout_start; } else { STBI_FREE(a.zout_start); return NULL; } } STBIDEF int stbi_zlib_decode_buffer(char* obuffer, int olen, char const* ibuffer, int ilen) { stbi__zbuf a; a.zbuffer = (stbi_uc*)ibuffer; a.zbuffer_end = (stbi_uc*)ibuffer + ilen; if (stbi__do_zlib(&a, obuffer, olen, 0, 1)) return (int)(a.zout - a.zout_start); else return -1; } STBIDEF char* stbi_zlib_decode_noheader_malloc(char const* buffer, int len, int* outlen) { stbi__zbuf a; char* p = (char*)stbi__malloc(16384); if (p == NULL) return NULL; a.zbuffer = (stbi_uc*)buffer; a.zbuffer_end = (stbi_uc*)buffer + len; if (stbi__do_zlib(&a, p, 16384, 1, 0)) { if (outlen) *outlen = (int)(a.zout - a.zout_start); return a.zout_start; } else { STBI_FREE(a.zout_start); return NULL; } } STBIDEF int stbi_zlib_decode_noheader_buffer(char* obuffer, int olen, const char* ibuffer, int ilen) { stbi__zbuf a; a.zbuffer = (stbi_uc*)ibuffer; a.zbuffer_end = (stbi_uc*)ibuffer + ilen; if (stbi__do_zlib(&a, obuffer, olen, 0, 0)) return (int)(a.zout - a.zout_start); else return -1; } #endif // public domain "baseline" PNG decoder v0.10 Sean Barrett 2006-11-18 // simple implementation // - only 8-bit samples // - no CRC checking // - allocates lots of intermediate memory // - avoids problem of streaming data between subsystems // - avoids explicit window management // performance // - uses stb_zlib, a PD zlib implementation with fast huffman decoding #ifndef STBI_NO_PNG typedef struct { stbi__uint32 length; stbi__uint32 type; } stbi__pngchunk; static stbi__pngchunk stbi__get_chunk_header(stbi__context* s) { stbi__pngchunk c; c.length = stbi__get32be(s); c.type = stbi__get32be(s); return c; } static int stbi__check_png_header(stbi__context* s) { static const stbi_uc png_sig[8] = { 137,80,78,71,13,10,26,10 }; int i; for (i = 0; i < 8; ++i) if (stbi__get8(s) != png_sig[i]) return stbi__err("bad png sig", "Not a PNG"); return 1; } typedef struct { stbi__context* s; stbi_uc* idata, * expanded, * out; int depth; } stbi__png; enum { STBI__F_none = 0, STBI__F_sub = 1, STBI__F_up = 2, STBI__F_avg = 3, STBI__F_paeth = 4, // synthetic filters used for first scanline to avoid needing a dummy row of 0s STBI__F_avg_first, STBI__F_paeth_first }; static stbi_uc first_row_filter[5] = { STBI__F_none, STBI__F_sub, STBI__F_none, STBI__F_avg_first, STBI__F_paeth_first }; static int stbi__paeth(int a, int b, int c) { int p = a + b - c; int pa = abs(p - a); int pb = abs(p - b); int pc = abs(p - c); if (pa <= pb && pa <= pc) return a; if (pb <= pc) return b; return c; } static const stbi_uc stbi__depth_scale_table[9] = { 0, 0xff, 0x55, 0, 0x11, 0,0,0, 0x01 }; // create the png data from post-deflated data static int stbi__create_png_image_raw(stbi__png* a, stbi_uc* raw, stbi__uint32 raw_len, int out_n, stbi__uint32 x, stbi__uint32 y, int depth, int color) { int bytes = (depth == 16 ? 2 : 1); stbi__context* s = a->s; stbi__uint32 i, j, stride = x * out_n * bytes; stbi__uint32 img_len, img_width_bytes; int k; int img_n = s->img_n; // copy it into a local for later int output_bytes = out_n * bytes; int filter_bytes = img_n * bytes; int width = x; STBI_ASSERT(out_n == s->img_n || out_n == s->img_n + 1); a->out = (stbi_uc*)stbi__malloc_mad3(x, y, output_bytes, 0); // extra bytes to write off the end into if (!a->out) return stbi__err("outofmem", "Out of memory"); if (!stbi__mad3sizes_valid(img_n, x, depth, 7)) return stbi__err("too large", "Corrupt PNG"); img_width_bytes = (((img_n * x * depth) + 7) >> 3); img_len = (img_width_bytes + 1) * y; // we used to check for exact match between raw_len and img_len on non-interlaced PNGs, // but issue #276 reported a PNG in the wild that had extra data at the end (all zeros), // so just check for raw_len < img_len always. if (raw_len < img_len) return stbi__err("not enough pixels", "Corrupt PNG"); for (j = 0; j < y; ++j) { stbi_uc* cur = a->out + stride * j; stbi_uc* prior; int filter = *raw++; if (filter > 4) return stbi__err("invalid filter", "Corrupt PNG"); if (depth < 8) { if (img_width_bytes > x) return stbi__err("invalid width", "Corrupt PNG"); cur += x * out_n - img_width_bytes; // store output to the rightmost img_len bytes, so we can decode in place filter_bytes = 1; width = img_width_bytes; } prior = cur - stride; // bugfix: need to compute this after 'cur +=' computation above // if first row, use special filter that doesn't sample previous row if (j == 0) filter = first_row_filter[filter]; // handle first byte explicitly for (k = 0; k < filter_bytes; ++k) { switch (filter) { case STBI__F_none: cur[k] = raw[k]; break; case STBI__F_sub: cur[k] = raw[k]; break; case STBI__F_up: cur[k] = STBI__BYTECAST(raw[k] + prior[k]); break; case STBI__F_avg: cur[k] = STBI__BYTECAST(raw[k] + (prior[k] >> 1)); break; case STBI__F_paeth: cur[k] = STBI__BYTECAST(raw[k] + stbi__paeth(0, prior[k], 0)); break; case STBI__F_avg_first: cur[k] = raw[k]; break; case STBI__F_paeth_first: cur[k] = raw[k]; break; } } if (depth == 8) { if (img_n != out_n) cur[img_n] = 255; // first pixel raw += img_n; cur += out_n; prior += out_n; } else if (depth == 16) { if (img_n != out_n) { cur[filter_bytes] = 255; // first pixel top byte cur[filter_bytes + 1] = 255; // first pixel bottom byte } raw += filter_bytes; cur += output_bytes; prior += output_bytes; } else { raw += 1; cur += 1; prior += 1; } // this is a little gross, so that we don't switch per-pixel or per-component if (depth < 8 || img_n == out_n) { int nk = (width - 1) * filter_bytes; #define STBI__CASE(f) \ case f: \ for (k=0; k < nk; ++k) switch (filter) { // "none" filter turns into a memcpy here; make that explicit. case STBI__F_none: memcpy(cur, raw, nk); break; STBI__CASE(STBI__F_sub) { cur[k] = STBI__BYTECAST(raw[k] + cur[k - filter_bytes]); } break; STBI__CASE(STBI__F_up) { cur[k] = STBI__BYTECAST(raw[k] + prior[k]); } break; STBI__CASE(STBI__F_avg) { cur[k] = STBI__BYTECAST(raw[k] + ((prior[k] + cur[k - filter_bytes]) >> 1)); } break; STBI__CASE(STBI__F_paeth) { cur[k] = STBI__BYTECAST(raw[k] + stbi__paeth(cur[k - filter_bytes], prior[k], prior[k - filter_bytes])); } break; STBI__CASE(STBI__F_avg_first) { cur[k] = STBI__BYTECAST(raw[k] + (cur[k - filter_bytes] >> 1)); } break; STBI__CASE(STBI__F_paeth_first) { cur[k] = STBI__BYTECAST(raw[k] + stbi__paeth(cur[k - filter_bytes], 0, 0)); } break; } #undef STBI__CASE raw += nk; } else { STBI_ASSERT(img_n + 1 == out_n); #define STBI__CASE(f) \ case f: \ for (i=x-1; i >= 1; --i, cur[filter_bytes]=255,raw+=filter_bytes,cur+=output_bytes,prior+=output_bytes) \ for (k=0; k < filter_bytes; ++k) switch (filter) { STBI__CASE(STBI__F_none) { cur[k] = raw[k]; } break; STBI__CASE(STBI__F_sub) { cur[k] = STBI__BYTECAST(raw[k] + cur[k - output_bytes]); } break; STBI__CASE(STBI__F_up) { cur[k] = STBI__BYTECAST(raw[k] + prior[k]); } break; STBI__CASE(STBI__F_avg) { cur[k] = STBI__BYTECAST(raw[k] + ((prior[k] + cur[k - output_bytes]) >> 1)); } break; STBI__CASE(STBI__F_paeth) { cur[k] = STBI__BYTECAST(raw[k] + stbi__paeth(cur[k - output_bytes], prior[k], prior[k - output_bytes])); } break; STBI__CASE(STBI__F_avg_first) { cur[k] = STBI__BYTECAST(raw[k] + (cur[k - output_bytes] >> 1)); } break; STBI__CASE(STBI__F_paeth_first) { cur[k] = STBI__BYTECAST(raw[k] + stbi__paeth(cur[k - output_bytes], 0, 0)); } break; } #undef STBI__CASE // the loop above sets the high byte of the pixels' alpha, but for // 16 bit png files we also need the low byte set. we'll do that here. if (depth == 16) { cur = a->out + stride * j; // start at the beginning of the row again for (i = 0; i < x; ++i, cur += output_bytes) { cur[filter_bytes + 1] = 255; } } } } // we make a separate pass to expand bits to pixels; for performance, // this could run two scanlines behind the above code, so it won't // intefere with filtering but will still be in the cache. if (depth < 8) { for (j = 0; j < y; ++j) { stbi_uc* cur = a->out + stride * j; stbi_uc* in = a->out + stride * j + x * out_n - img_width_bytes; // unpack 1/2/4-bit into a 8-bit buffer. allows us to keep the common 8-bit path optimal at minimal cost for 1/2/4-bit // png guarante byte alignment, if width is not multiple of 8/4/2 we'll decode dummy trailing data that will be skipped in the later loop stbi_uc scale = (color == 0) ? stbi__depth_scale_table[depth] : 1; // scale grayscale values to 0..255 range // note that the final byte might overshoot and write more data than desired. // we can allocate enough data that this never writes out of memory, but it // could also overwrite the next scanline. can it overwrite non-empty data // on the next scanline? yes, consider 1-pixel-wide scanlines with 1-bit-per-pixel. // so we need to explicitly clamp the final ones if (depth == 4) { for (k = x * img_n; k >= 2; k -= 2, ++in) { *cur++ = scale * ((*in >> 4)); *cur++ = scale * ((*in) & 0x0f); } if (k > 0) *cur++ = scale * ((*in >> 4)); } else if (depth == 2) { for (k = x * img_n; k >= 4; k -= 4, ++in) { *cur++ = scale * ((*in >> 6)); *cur++ = scale * ((*in >> 4) & 0x03); *cur++ = scale * ((*in >> 2) & 0x03); *cur++ = scale * ((*in) & 0x03); } if (k > 0) *cur++ = scale * ((*in >> 6)); if (k > 1) *cur++ = scale * ((*in >> 4) & 0x03); if (k > 2) *cur++ = scale * ((*in >> 2) & 0x03); } else if (depth == 1) { for (k = x * img_n; k >= 8; k -= 8, ++in) { *cur++ = scale * ((*in >> 7)); *cur++ = scale * ((*in >> 6) & 0x01); *cur++ = scale * ((*in >> 5) & 0x01); *cur++ = scale * ((*in >> 4) & 0x01); *cur++ = scale * ((*in >> 3) & 0x01); *cur++ = scale * ((*in >> 2) & 0x01); *cur++ = scale * ((*in >> 1) & 0x01); *cur++ = scale * ((*in) & 0x01); } if (k > 0) *cur++ = scale * ((*in >> 7)); if (k > 1) *cur++ = scale * ((*in >> 6) & 0x01); if (k > 2) *cur++ = scale * ((*in >> 5) & 0x01); if (k > 3) *cur++ = scale * ((*in >> 4) & 0x01); if (k > 4) *cur++ = scale * ((*in >> 3) & 0x01); if (k > 5) *cur++ = scale * ((*in >> 2) & 0x01); if (k > 6) *cur++ = scale * ((*in >> 1) & 0x01); } if (img_n != out_n) { int q; // insert alpha = 255 cur = a->out + stride * j; if (img_n == 1) { for (q = x - 1; q >= 0; --q) { cur[q * 2 + 1] = 255; cur[q * 2 + 0] = cur[q]; } } else { STBI_ASSERT(img_n == 3); for (q = x - 1; q >= 0; --q) { cur[q * 4 + 3] = 255; cur[q * 4 + 2] = cur[q * 3 + 2]; cur[q * 4 + 1] = cur[q * 3 + 1]; cur[q * 4 + 0] = cur[q * 3 + 0]; } } } } } else if (depth == 16) { // force the image data from big-endian to platform-native. // this is done in a separate pass due to the decoding relying // on the data being untouched, but could probably be done // per-line during decode if care is taken. stbi_uc* cur = a->out; stbi__uint16* cur16 = (stbi__uint16*)cur; for (i = 0; i < x * y * out_n; ++i, cur16++, cur += 2) { *cur16 = (cur[0] << 8) | cur[1]; } } return 1; } static int stbi__create_png_image(stbi__png* a, stbi_uc* image_data, stbi__uint32 image_data_len, int out_n, int depth, int color, int interlaced) { int bytes = (depth == 16 ? 2 : 1); int out_bytes = out_n * bytes; stbi_uc* final; int p; if (!interlaced) return stbi__create_png_image_raw(a, image_data, image_data_len, out_n, a->s->img_x, a->s->img_y, depth, color); // de-interlacing final = (stbi_uc*)stbi__malloc_mad3(a->s->img_x, a->s->img_y, out_bytes, 0); for (p = 0; p < 7; ++p) { int xorig[] = { 0,4,0,2,0,1,0 }; int yorig[] = { 0,0,4,0,2,0,1 }; int xspc[] = { 8,8,4,4,2,2,1 }; int yspc[] = { 8,8,8,4,4,2,2 }; int i, j, x, y; // pass1_x[4] = 0, pass1_x[5] = 1, pass1_x[12] = 1 x = (a->s->img_x - xorig[p] + xspc[p] - 1) / xspc[p]; y = (a->s->img_y - yorig[p] + yspc[p] - 1) / yspc[p]; if (x && y) { stbi__uint32 img_len = ((((a->s->img_n * x * depth) + 7) >> 3) + 1) * y; if (!stbi__create_png_image_raw(a, image_data, image_data_len, out_n, x, y, depth, color)) { STBI_FREE(final); return 0; } for (j = 0; j < y; ++j) { for (i = 0; i < x; ++i) { int out_y = j * yspc[p] + yorig[p]; int out_x = i * xspc[p] + xorig[p]; memcpy(final + out_y * a->s->img_x * out_bytes + out_x * out_bytes, a->out + (j * x + i) * out_bytes, out_bytes); } } STBI_FREE(a->out); image_data += img_len; image_data_len -= img_len; } } a->out = final; return 1; } static int stbi__compute_transparency(stbi__png* z, stbi_uc tc[3], int out_n) { stbi__context* s = z->s; stbi__uint32 i, pixel_count = s->img_x * s->img_y; stbi_uc* p = z->out; // compute color-based transparency, assuming we've // already got 255 as the alpha value in the output STBI_ASSERT(out_n == 2 || out_n == 4); if (out_n == 2) { for (i = 0; i < pixel_count; ++i) { p[1] = (p[0] == tc[0] ? 0 : 255); p += 2; } } else { for (i = 0; i < pixel_count; ++i) { if (p[0] == tc[0] && p[1] == tc[1] && p[2] == tc[2]) p[3] = 0; p += 4; } } return 1; } static int stbi__compute_transparency16(stbi__png* z, stbi__uint16 tc[3], int out_n) { stbi__context* s = z->s; stbi__uint32 i, pixel_count = s->img_x * s->img_y; stbi__uint16* p = (stbi__uint16*)z->out; // compute color-based transparency, assuming we've // already got 65535 as the alpha value in the output STBI_ASSERT(out_n == 2 || out_n == 4); if (out_n == 2) { for (i = 0; i < pixel_count; ++i) { p[1] = (p[0] == tc[0] ? 0 : 65535); p += 2; } } else { for (i = 0; i < pixel_count; ++i) { if (p[0] == tc[0] && p[1] == tc[1] && p[2] == tc[2]) p[3] = 0; p += 4; } } return 1; } static int stbi__expand_png_palette(stbi__png* a, stbi_uc* palette, int len, int pal_img_n) { stbi__uint32 i, pixel_count = a->s->img_x * a->s->img_y; stbi_uc* p, * temp_out, * orig = a->out; p = (stbi_uc*)stbi__malloc_mad2(pixel_count, pal_img_n, 0); if (p == NULL) return stbi__err("outofmem", "Out of memory"); // between here and free(out) below, exitting would leak temp_out = p; if (pal_img_n == 3) { for (i = 0; i < pixel_count; ++i) { int n = orig[i] * 4; p[0] = palette[n]; p[1] = palette[n + 1]; p[2] = palette[n + 2]; p += 3; } } else { for (i = 0; i < pixel_count; ++i) { int n = orig[i] * 4; p[0] = palette[n]; p[1] = palette[n + 1]; p[2] = palette[n + 2]; p[3] = palette[n + 3]; p += 4; } } STBI_FREE(a->out); a->out = temp_out; STBI_NOTUSED(len); return 1; } static int stbi__unpremultiply_on_load = 0; static int stbi__de_iphone_flag = 0; STBIDEF void stbi_set_unpremultiply_on_load(int flag_true_if_should_unpremultiply) { stbi__unpremultiply_on_load = flag_true_if_should_unpremultiply; } STBIDEF void stbi_convert_iphone_png_to_rgb(int flag_true_if_should_convert) { stbi__de_iphone_flag = flag_true_if_should_convert; } static void stbi__de_iphone(stbi__png* z) { stbi__context* s = z->s; stbi__uint32 i, pixel_count = s->img_x * s->img_y; stbi_uc* p = z->out; if (s->img_out_n == 3) { // convert bgr to rgb for (i = 0; i < pixel_count; ++i) { stbi_uc t = p[0]; p[0] = p[2]; p[2] = t; p += 3; } } else { STBI_ASSERT(s->img_out_n == 4); if (stbi__unpremultiply_on_load) { // convert bgr to rgb and unpremultiply for (i = 0; i < pixel_count; ++i) { stbi_uc a = p[3]; stbi_uc t = p[0]; if (a) { stbi_uc half = a / 2; p[0] = (p[2] * 255 + half) / a; p[1] = (p[1] * 255 + half) / a; p[2] = (t * 255 + half) / a; } else { p[0] = p[2]; p[2] = t; } p += 4; } } else { // convert bgr to rgb for (i = 0; i < pixel_count; ++i) { stbi_uc t = p[0]; p[0] = p[2]; p[2] = t; p += 4; } } } } #define STBI__PNG_TYPE(a,b,c,d) (((unsigned) (a) << 24) + ((unsigned) (b) << 16) + ((unsigned) (c) << 8) + (unsigned) (d)) static int stbi__parse_png_file(stbi__png* z, int scan, int req_comp) { stbi_uc palette[1024], pal_img_n = 0; stbi_uc has_trans = 0, tc[3] = { 0 }; stbi__uint16 tc16[3]; stbi__uint32 ioff = 0, idata_limit = 0, i, pal_len = 0; int first = 1, k, interlace = 0, color = 0, is_iphone = 0; stbi__context* s = z->s; z->expanded = NULL; z->idata = NULL; z->out = NULL; if (!stbi__check_png_header(s)) return 0; if (scan == STBI__SCAN_type) return 1; for (;;) { stbi__pngchunk c = stbi__get_chunk_header(s); switch (c.type) { case STBI__PNG_TYPE('C', 'g', 'B', 'I'): is_iphone = 1; stbi__skip(s, c.length); break; case STBI__PNG_TYPE('I', 'H', 'D', 'R'): { int comp, filter; if (!first) return stbi__err("multiple IHDR", "Corrupt PNG"); first = 0; if (c.length != 13) return stbi__err("bad IHDR len", "Corrupt PNG"); s->img_x = stbi__get32be(s); s->img_y = stbi__get32be(s); if (s->img_y > STBI_MAX_DIMENSIONS) return stbi__err("too large", "Very large image (corrupt?)"); if (s->img_x > STBI_MAX_DIMENSIONS) return stbi__err("too large", "Very large image (corrupt?)"); z->depth = stbi__get8(s); if (z->depth != 1 && z->depth != 2 && z->depth != 4 && z->depth != 8 && z->depth != 16) return stbi__err("1/2/4/8/16-bit only", "PNG not supported: 1/2/4/8/16-bit only"); color = stbi__get8(s); if (color > 6) return stbi__err("bad ctype", "Corrupt PNG"); if (color == 3 && z->depth == 16) return stbi__err("bad ctype", "Corrupt PNG"); if (color == 3) pal_img_n = 3; else if (color & 1) return stbi__err("bad ctype", "Corrupt PNG"); comp = stbi__get8(s); if (comp) return stbi__err("bad comp method", "Corrupt PNG"); filter = stbi__get8(s); if (filter) return stbi__err("bad filter method", "Corrupt PNG"); interlace = stbi__get8(s); if (interlace > 1) return stbi__err("bad interlace method", "Corrupt PNG"); if (!s->img_x || !s->img_y) return stbi__err("0-pixel image", "Corrupt PNG"); if (!pal_img_n) { s->img_n = (color & 2 ? 3 : 1) + (color & 4 ? 1 : 0); if ((1 << 30) / s->img_x / s->img_n < s->img_y) return stbi__err("too large", "Image too large to decode"); if (scan == STBI__SCAN_header) return 1; } else { // if paletted, then pal_n is our final components, and // img_n is # components to decompress/filter. s->img_n = 1; if ((1 << 30) / s->img_x / 4 < s->img_y) return stbi__err("too large", "Corrupt PNG"); // if SCAN_header, have to scan to see if we have a tRNS } break; } case STBI__PNG_TYPE('P', 'L', 'T', 'E'): { if (first) return stbi__err("first not IHDR", "Corrupt PNG"); if (c.length > 256 * 3) return stbi__err("invalid PLTE", "Corrupt PNG"); pal_len = c.length / 3; if (pal_len * 3 != c.length) return stbi__err("invalid PLTE", "Corrupt PNG"); for (i = 0; i < pal_len; ++i) { palette[i * 4 + 0] = stbi__get8(s); palette[i * 4 + 1] = stbi__get8(s); palette[i * 4 + 2] = stbi__get8(s); palette[i * 4 + 3] = 255; } break; } case STBI__PNG_TYPE('t', 'R', 'N', 'S'): { if (first) return stbi__err("first not IHDR", "Corrupt PNG"); if (z->idata) return stbi__err("tRNS after IDAT", "Corrupt PNG"); if (pal_img_n) { if (scan == STBI__SCAN_header) { s->img_n = 4; return 1; } if (pal_len == 0) return stbi__err("tRNS before PLTE", "Corrupt PNG"); if (c.length > pal_len) return stbi__err("bad tRNS len", "Corrupt PNG"); pal_img_n = 4; for (i = 0; i < c.length; ++i) palette[i * 4 + 3] = stbi__get8(s); } else { if (!(s->img_n & 1)) return stbi__err("tRNS with alpha", "Corrupt PNG"); if (c.length != (stbi__uint32)s->img_n * 2) return stbi__err("bad tRNS len", "Corrupt PNG"); has_trans = 1; if (z->depth == 16) { for (k = 0; k < s->img_n; ++k) tc16[k] = (stbi__uint16)stbi__get16be(s); // copy the values as-is } else { for (k = 0; k < s->img_n; ++k) tc[k] = (stbi_uc)(stbi__get16be(s) & 255) * stbi__depth_scale_table[z->depth]; // non 8-bit images will be larger } } break; } case STBI__PNG_TYPE('I', 'D', 'A', 'T'): { if (first) return stbi__err("first not IHDR", "Corrupt PNG"); if (pal_img_n && !pal_len) return stbi__err("no PLTE", "Corrupt PNG"); if (scan == STBI__SCAN_header) { s->img_n = pal_img_n; return 1; } if ((int)(ioff + c.length) < (int)ioff) return 0; if (ioff + c.length > idata_limit) { stbi__uint32 idata_limit_old = idata_limit; stbi_uc* p; if (idata_limit == 0) idata_limit = c.length > 4096 ? c.length : 4096; while (ioff + c.length > idata_limit) idata_limit *= 2; STBI_NOTUSED(idata_limit_old); p = (stbi_uc*)STBI_REALLOC_SIZED(z->idata, idata_limit_old, idata_limit); if (p == NULL) return stbi__err("outofmem", "Out of memory"); z->idata = p; } if (!stbi__getn(s, z->idata + ioff, c.length)) return stbi__err("outofdata", "Corrupt PNG"); ioff += c.length; break; } case STBI__PNG_TYPE('I', 'E', 'N', 'D'): { stbi__uint32 raw_len, bpl; if (first) return stbi__err("first not IHDR", "Corrupt PNG"); if (scan != STBI__SCAN_load) return 1; if (z->idata == NULL) return stbi__err("no IDAT", "Corrupt PNG"); // initial guess for decoded data size to avoid unnecessary reallocs bpl = (s->img_x * z->depth + 7) / 8; // bytes per line, per component raw_len = bpl * s->img_y * s->img_n /* pixels */ + s->img_y /* filter mode per row */; z->expanded = (stbi_uc*)stbi_zlib_decode_malloc_guesssize_headerflag((char*)z->idata, ioff, raw_len, (int*)&raw_len, !is_iphone); if (z->expanded == NULL) return 0; // zlib should set error STBI_FREE(z->idata); z->idata = NULL; if ((req_comp == s->img_n + 1 && req_comp != 3 && !pal_img_n) || has_trans) s->img_out_n = s->img_n + 1; else s->img_out_n = s->img_n; if (!stbi__create_png_image(z, z->expanded, raw_len, s->img_out_n, z->depth, color, interlace)) return 0; if (has_trans) { if (z->depth == 16) { if (!stbi__compute_transparency16(z, tc16, s->img_out_n)) return 0; } else { if (!stbi__compute_transparency(z, tc, s->img_out_n)) return 0; } } if (is_iphone && stbi__de_iphone_flag && s->img_out_n > 2) stbi__de_iphone(z); if (pal_img_n) { // pal_img_n == 3 or 4 s->img_n = pal_img_n; // record the actual colors we had s->img_out_n = pal_img_n; if (req_comp >= 3) s->img_out_n = req_comp; if (!stbi__expand_png_palette(z, palette, pal_len, s->img_out_n)) return 0; } else if (has_trans) { // non-paletted image with tRNS -> source image has (constant) alpha ++s->img_n; } STBI_FREE(z->expanded); z->expanded = NULL; // end of PNG chunk, read and skip CRC stbi__get32be(s); return 1; } default: // if critical, fail if (first) return stbi__err("first not IHDR", "Corrupt PNG"); if ((c.type & (1 << 29)) == 0) { #ifndef STBI_NO_FAILURE_STRINGS // not threadsafe static char invalid_chunk[] = "XXXX PNG chunk not known"; invalid_chunk[0] = STBI__BYTECAST(c.type >> 24); invalid_chunk[1] = STBI__BYTECAST(c.type >> 16); invalid_chunk[2] = STBI__BYTECAST(c.type >> 8); invalid_chunk[3] = STBI__BYTECAST(c.type >> 0); #endif return stbi__err(invalid_chunk, "PNG not supported: unknown PNG chunk type"); } stbi__skip(s, c.length); break; } // end of PNG chunk, read and skip CRC stbi__get32be(s); } } static void* stbi__do_png(stbi__png* p, int* x, int* y, int* n, int req_comp, stbi__result_info* ri) { void* result = NULL; if (req_comp < 0 || req_comp > 4) return stbi__errpuc("bad req_comp", "Internal error"); if (stbi__parse_png_file(p, STBI__SCAN_load, req_comp)) { if (p->depth <= 8) ri->bits_per_channel = 8; else if (p->depth == 16) ri->bits_per_channel = 16; else return stbi__errpuc("bad bits_per_channel", "PNG not supported: unsupported color depth"); result = p->out; p->out = NULL; if (req_comp && req_comp != p->s->img_out_n) { if (ri->bits_per_channel == 8) result = stbi__convert_format((unsigned char*)result, p->s->img_out_n, req_comp, p->s->img_x, p->s->img_y); else result = stbi__convert_format16((stbi__uint16*)result, p->s->img_out_n, req_comp, p->s->img_x, p->s->img_y); p->s->img_out_n = req_comp; if (result == NULL) return result; } *x = p->s->img_x; *y = p->s->img_y; if (n) *n = p->s->img_n; } STBI_FREE(p->out); p->out = NULL; STBI_FREE(p->expanded); p->expanded = NULL; STBI_FREE(p->idata); p->idata = NULL; return result; } static void* stbi__png_load(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri) { stbi__png p; p.s = s; return stbi__do_png(&p, x, y, comp, req_comp, ri); } static int stbi__png_test(stbi__context* s) { int r; r = stbi__check_png_header(s); stbi__rewind(s); return r; } static int stbi__png_info_raw(stbi__png* p, int* x, int* y, int* comp) { if (!stbi__parse_png_file(p, STBI__SCAN_header, 0)) { stbi__rewind(p->s); return 0; } if (x) *x = p->s->img_x; if (y) *y = p->s->img_y; if (comp) *comp = p->s->img_n; return 1; } static int stbi__png_info(stbi__context* s, int* x, int* y, int* comp) { stbi__png p; p.s = s; return stbi__png_info_raw(&p, x, y, comp); } static int stbi__png_is16(stbi__context* s) { stbi__png p; p.s = s; if (!stbi__png_info_raw(&p, NULL, NULL, NULL)) return 0; if (p.depth != 16) { stbi__rewind(p.s); return 0; } return 1; } #endif // Microsoft/Windows BMP image #ifndef STBI_NO_BMP static int stbi__bmp_test_raw(stbi__context* s) { int r; int sz; if (stbi__get8(s) != 'B') return 0; if (stbi__get8(s) != 'M') return 0; stbi__get32le(s); // discard filesize stbi__get16le(s); // discard reserved stbi__get16le(s); // discard reserved stbi__get32le(s); // discard data offset sz = stbi__get32le(s); r = (sz == 12 || sz == 40 || sz == 56 || sz == 108 || sz == 124); return r; } static int stbi__bmp_test(stbi__context* s) { int r = stbi__bmp_test_raw(s); stbi__rewind(s); return r; } // returns 0..31 for the highest set bit static int stbi__high_bit(unsigned int z) { int n = 0; if (z == 0) return -1; if (z >= 0x10000) { n += 16; z >>= 16; } if (z >= 0x00100) { n += 8; z >>= 8; } if (z >= 0x00010) { n += 4; z >>= 4; } if (z >= 0x00004) { n += 2; z >>= 2; } if (z >= 0x00002) { n += 1;/* >>= 1;*/ } return n; } static int stbi__bitcount(unsigned int a) { a = (a & 0x55555555) + ((a >> 1) & 0x55555555); // max 2 a = (a & 0x33333333) + ((a >> 2) & 0x33333333); // max 4 a = (a + (a >> 4)) & 0x0f0f0f0f; // max 8 per 4, now 8 bits a = (a + (a >> 8)); // max 16 per 8 bits a = (a + (a >> 16)); // max 32 per 8 bits return a & 0xff; } // extract an arbitrarily-aligned N-bit value (N=bits) // from v, and then make it 8-bits long and fractionally // extend it to full full range. static int stbi__shiftsigned(unsigned int v, int shift, int bits) { static unsigned int mul_table[9] = { 0, 0xff/*0b11111111*/, 0x55/*0b01010101*/, 0x49/*0b01001001*/, 0x11/*0b00010001*/, 0x21/*0b00100001*/, 0x41/*0b01000001*/, 0x81/*0b10000001*/, 0x01/*0b00000001*/, }; static unsigned int shift_table[9] = { 0, 0,0,1,0,2,4,6,0, }; if (shift < 0) v <<= -shift; else v >>= shift; STBI_ASSERT(v < 256); v >>= (8 - bits); STBI_ASSERT(bits >= 0 && bits <= 8); return (int)((unsigned)v * mul_table[bits]) >> shift_table[bits]; } typedef struct { int bpp, offset, hsz; unsigned int mr, mg, mb, ma, all_a; int extra_read; } stbi__bmp_data; static void* stbi__bmp_parse_header(stbi__context* s, stbi__bmp_data* info) { int hsz; if (stbi__get8(s) != 'B' || stbi__get8(s) != 'M') return stbi__errpuc("not BMP", "Corrupt BMP"); stbi__get32le(s); // discard filesize stbi__get16le(s); // discard reserved stbi__get16le(s); // discard reserved info->offset = stbi__get32le(s); info->hsz = hsz = stbi__get32le(s); info->mr = info->mg = info->mb = info->ma = 0; info->extra_read = 14; if (info->offset < 0) return stbi__errpuc("bad BMP", "bad BMP"); if (hsz != 12 && hsz != 40 && hsz != 56 && hsz != 108 && hsz != 124) return stbi__errpuc("unknown BMP", "BMP type not supported: unknown"); if (hsz == 12) { s->img_x = stbi__get16le(s); s->img_y = stbi__get16le(s); } else { s->img_x = stbi__get32le(s); s->img_y = stbi__get32le(s); } if (stbi__get16le(s) != 1) return stbi__errpuc("bad BMP", "bad BMP"); info->bpp = stbi__get16le(s); if (hsz != 12) { int compress = stbi__get32le(s); if (compress == 1 || compress == 2) return stbi__errpuc("BMP RLE", "BMP type not supported: RLE"); stbi__get32le(s); // discard sizeof stbi__get32le(s); // discard hres stbi__get32le(s); // discard vres stbi__get32le(s); // discard colorsused stbi__get32le(s); // discard max important if (hsz == 40 || hsz == 56) { if (hsz == 56) { stbi__get32le(s); stbi__get32le(s); stbi__get32le(s); stbi__get32le(s); } if (info->bpp == 16 || info->bpp == 32) { if (compress == 0) { if (info->bpp == 32) { info->mr = 0xffu << 16; info->mg = 0xffu << 8; info->mb = 0xffu << 0; info->ma = 0xffu << 24; info->all_a = 0; // if all_a is 0 at end, then we loaded alpha channel but it was all 0 } else { info->mr = 31u << 10; info->mg = 31u << 5; info->mb = 31u << 0; } } else if (compress == 3) { info->mr = stbi__get32le(s); info->mg = stbi__get32le(s); info->mb = stbi__get32le(s); info->extra_read += 12; // not documented, but generated by photoshop and handled by mspaint if (info->mr == info->mg && info->mg == info->mb) { // ?!?!? return stbi__errpuc("bad BMP", "bad BMP"); } } else return stbi__errpuc("bad BMP", "bad BMP"); } } else { int i; if (hsz != 108 && hsz != 124) return stbi__errpuc("bad BMP", "bad BMP"); info->mr = stbi__get32le(s); info->mg = stbi__get32le(s); info->mb = stbi__get32le(s); info->ma = stbi__get32le(s); stbi__get32le(s); // discard color space for (i = 0; i < 12; ++i) stbi__get32le(s); // discard color space parameters if (hsz == 124) { stbi__get32le(s); // discard rendering intent stbi__get32le(s); // discard offset of profile data stbi__get32le(s); // discard size of profile data stbi__get32le(s); // discard reserved } } } return (void*)1; } static void* stbi__bmp_load(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri) { stbi_uc* out; unsigned int mr = 0, mg = 0, mb = 0, ma = 0, all_a; stbi_uc pal[256][4]; int psize = 0, i, j, width; int flip_vertically, pad, target; stbi__bmp_data info; STBI_NOTUSED(ri); info.all_a = 255; if (stbi__bmp_parse_header(s, &info) == NULL) return NULL; // error code already set flip_vertically = ((int)s->img_y) > 0; s->img_y = abs((int)s->img_y); if (s->img_y > STBI_MAX_DIMENSIONS) return stbi__errpuc("too large", "Very large image (corrupt?)"); if (s->img_x > STBI_MAX_DIMENSIONS) return stbi__errpuc("too large", "Very large image (corrupt?)"); mr = info.mr; mg = info.mg; mb = info.mb; ma = info.ma; all_a = info.all_a; if (info.hsz == 12) { if (info.bpp < 24) psize = (info.offset - info.extra_read - 24) / 3; } else { if (info.bpp < 16) psize = (info.offset - info.extra_read - info.hsz) >> 2; } if (psize == 0) { STBI_ASSERT(info.offset == s->callback_already_read + (int)(s->img_buffer - s->img_buffer_original)); if (info.offset != s->callback_already_read + (s->img_buffer - s->buffer_start)) { return stbi__errpuc("bad offset", "Corrupt BMP"); } } if (info.bpp == 24 && ma == 0xff000000) s->img_n = 3; else s->img_n = ma ? 4 : 3; if (req_comp && req_comp >= 3) // we can directly decode 3 or 4 target = req_comp; else target = s->img_n; // if they want monochrome, we'll post-convert // sanity-check size if (!stbi__mad3sizes_valid(target, s->img_x, s->img_y, 0)) return stbi__errpuc("too large", "Corrupt BMP"); out = (stbi_uc*)stbi__malloc_mad3(target, s->img_x, s->img_y, 0); if (!out) return stbi__errpuc("outofmem", "Out of memory"); if (info.bpp < 16) { int z = 0; if (psize == 0 || psize > 256) { STBI_FREE(out); return stbi__errpuc("invalid", "Corrupt BMP"); } for (i = 0; i < psize; ++i) { pal[i][2] = stbi__get8(s); pal[i][1] = stbi__get8(s); pal[i][0] = stbi__get8(s); if (info.hsz != 12) stbi__get8(s); pal[i][3] = 255; } stbi__skip(s, info.offset - info.extra_read - info.hsz - psize * (info.hsz == 12 ? 3 : 4)); if (info.bpp == 1) width = (s->img_x + 7) >> 3; else if (info.bpp == 4) width = (s->img_x + 1) >> 1; else if (info.bpp == 8) width = s->img_x; else { STBI_FREE(out); return stbi__errpuc("bad bpp", "Corrupt BMP"); } pad = (-width) & 3; if (info.bpp == 1) { for (j = 0; j < (int)s->img_y; ++j) { int bit_offset = 7, v = stbi__get8(s); for (i = 0; i < (int)s->img_x; ++i) { int color = (v >> bit_offset) & 0x1; out[z++] = pal[color][0]; out[z++] = pal[color][1]; out[z++] = pal[color][2]; if (target == 4) out[z++] = 255; if (i + 1 == (int)s->img_x) break; if ((--bit_offset) < 0) { bit_offset = 7; v = stbi__get8(s); } } stbi__skip(s, pad); } } else { for (j = 0; j < (int)s->img_y; ++j) { for (i = 0; i < (int)s->img_x; i += 2) { int v = stbi__get8(s), v2 = 0; if (info.bpp == 4) { v2 = v & 15; v >>= 4; } out[z++] = pal[v][0]; out[z++] = pal[v][1]; out[z++] = pal[v][2]; if (target == 4) out[z++] = 255; if (i + 1 == (int)s->img_x) break; v = (info.bpp == 8) ? stbi__get8(s) : v2; out[z++] = pal[v][0]; out[z++] = pal[v][1]; out[z++] = pal[v][2]; if (target == 4) out[z++] = 255; } stbi__skip(s, pad); } } } else { int rshift = 0, gshift = 0, bshift = 0, ashift = 0, rcount = 0, gcount = 0, bcount = 0, acount = 0; int z = 0; int easy = 0; stbi__skip(s, info.offset - info.extra_read - info.hsz); if (info.bpp == 24) width = 3 * s->img_x; else if (info.bpp == 16) width = 2 * s->img_x; else /* bpp = 32 and pad = 0 */ width = 0; pad = (-width) & 3; if (info.bpp == 24) { easy = 1; } else if (info.bpp == 32) { if (mb == 0xff && mg == 0xff00 && mr == 0x00ff0000 && ma == 0xff000000) easy = 2; } if (!easy) { if (!mr || !mg || !mb) { STBI_FREE(out); return stbi__errpuc("bad masks", "Corrupt BMP"); } // right shift amt to put high bit in position #7 rshift = stbi__high_bit(mr) - 7; rcount = stbi__bitcount(mr); gshift = stbi__high_bit(mg) - 7; gcount = stbi__bitcount(mg); bshift = stbi__high_bit(mb) - 7; bcount = stbi__bitcount(mb); ashift = stbi__high_bit(ma) - 7; acount = stbi__bitcount(ma); if (rcount > 8 || gcount > 8 || bcount > 8 || acount > 8) { STBI_FREE(out); return stbi__errpuc("bad masks", "Corrupt BMP"); } } for (j = 0; j < (int)s->img_y; ++j) { if (easy) { for (i = 0; i < (int)s->img_x; ++i) { unsigned char a; out[z + 2] = stbi__get8(s); out[z + 1] = stbi__get8(s); out[z + 0] = stbi__get8(s); z += 3; a = (easy == 2 ? stbi__get8(s) : 255); all_a |= a; if (target == 4) out[z++] = a; } } else { int bpp = info.bpp; for (i = 0; i < (int)s->img_x; ++i) { stbi__uint32 v = (bpp == 16 ? (stbi__uint32)stbi__get16le(s) : stbi__get32le(s)); unsigned int a; out[z++] = STBI__BYTECAST(stbi__shiftsigned(v & mr, rshift, rcount)); out[z++] = STBI__BYTECAST(stbi__shiftsigned(v & mg, gshift, gcount)); out[z++] = STBI__BYTECAST(stbi__shiftsigned(v & mb, bshift, bcount)); a = (ma ? stbi__shiftsigned(v & ma, ashift, acount) : 255); all_a |= a; if (target == 4) out[z++] = STBI__BYTECAST(a); } } stbi__skip(s, pad); } } // if alpha channel is all 0s, replace with all 255s if (target == 4 && all_a == 0) for (i = 4 * s->img_x * s->img_y - 1; i >= 0; i -= 4) out[i] = 255; if (flip_vertically) { stbi_uc t; for (j = 0; j < (int)s->img_y >> 1; ++j) { stbi_uc* p1 = out + j * s->img_x * target; stbi_uc* p2 = out + (s->img_y - 1 - j) * s->img_x * target; for (i = 0; i < (int)s->img_x * target; ++i) { t = p1[i]; p1[i] = p2[i]; p2[i] = t; } } } if (req_comp && req_comp != target) { out = stbi__convert_format(out, target, req_comp, s->img_x, s->img_y); if (out == NULL) return out; // stbi__convert_format frees input on failure } *x = s->img_x; *y = s->img_y; if (comp) *comp = s->img_n; return out; } #endif // Targa Truevision - TGA // by Jonathan Dummer #ifndef STBI_NO_TGA // returns STBI_rgb or whatever, 0 on error static int stbi__tga_get_comp(int bits_per_pixel, int is_grey, int* is_rgb16) { // only RGB or RGBA (incl. 16bit) or grey allowed if (is_rgb16) *is_rgb16 = 0; switch (bits_per_pixel) { case 8: return STBI_grey; case 16: if (is_grey) return STBI_grey_alpha; // fallthrough case 15: if (is_rgb16) *is_rgb16 = 1; return STBI_rgb; case 24: // fallthrough case 32: return bits_per_pixel / 8; default: return 0; } } static int stbi__tga_info(stbi__context* s, int* x, int* y, int* comp) { int tga_w, tga_h, tga_comp, tga_image_type, tga_bits_per_pixel, tga_colormap_bpp; int sz, tga_colormap_type; stbi__get8(s); // discard Offset tga_colormap_type = stbi__get8(s); // colormap type if (tga_colormap_type > 1) { stbi__rewind(s); return 0; // only RGB or indexed allowed } tga_image_type = stbi__get8(s); // image type if (tga_colormap_type == 1) { // colormapped (paletted) image if (tga_image_type != 1 && tga_image_type != 9) { stbi__rewind(s); return 0; } stbi__skip(s, 4); // skip index of first colormap entry and number of entries sz = stbi__get8(s); // check bits per palette color entry if ((sz != 8) && (sz != 15) && (sz != 16) && (sz != 24) && (sz != 32)) { stbi__rewind(s); return 0; } stbi__skip(s, 4); // skip image x and y origin tga_colormap_bpp = sz; } else { // "normal" image w/o colormap - only RGB or grey allowed, +/- RLE if ((tga_image_type != 2) && (tga_image_type != 3) && (tga_image_type != 10) && (tga_image_type != 11)) { stbi__rewind(s); return 0; // only RGB or grey allowed, +/- RLE } stbi__skip(s, 9); // skip colormap specification and image x/y origin tga_colormap_bpp = 0; } tga_w = stbi__get16le(s); if (tga_w < 1) { stbi__rewind(s); return 0; // test width } tga_h = stbi__get16le(s); if (tga_h < 1) { stbi__rewind(s); return 0; // test height } tga_bits_per_pixel = stbi__get8(s); // bits per pixel stbi__get8(s); // ignore alpha bits if (tga_colormap_bpp != 0) { if ((tga_bits_per_pixel != 8) && (tga_bits_per_pixel != 16)) { // when using a colormap, tga_bits_per_pixel is the size of the indexes // I don't think anything but 8 or 16bit indexes makes sense stbi__rewind(s); return 0; } tga_comp = stbi__tga_get_comp(tga_colormap_bpp, 0, NULL); } else { tga_comp = stbi__tga_get_comp(tga_bits_per_pixel, (tga_image_type == 3) || (tga_image_type == 11), NULL); } if (!tga_comp) { stbi__rewind(s); return 0; } if (x) *x = tga_w; if (y) *y = tga_h; if (comp) *comp = tga_comp; return 1; // seems to have passed everything } static int stbi__tga_test(stbi__context* s) { int res = 0; int sz, tga_color_type; stbi__get8(s); // discard Offset tga_color_type = stbi__get8(s); // color type if (tga_color_type > 1) goto errorEnd; // only RGB or indexed allowed sz = stbi__get8(s); // image type if (tga_color_type == 1) { // colormapped (paletted) image if (sz != 1 && sz != 9) goto errorEnd; // colortype 1 demands image type 1 or 9 stbi__skip(s, 4); // skip index of first colormap entry and number of entries sz = stbi__get8(s); // check bits per palette color entry if ((sz != 8) && (sz != 15) && (sz != 16) && (sz != 24) && (sz != 32)) goto errorEnd; stbi__skip(s, 4); // skip image x and y origin } else { // "normal" image w/o colormap if ((sz != 2) && (sz != 3) && (sz != 10) && (sz != 11)) goto errorEnd; // only RGB or grey allowed, +/- RLE stbi__skip(s, 9); // skip colormap specification and image x/y origin } if (stbi__get16le(s) < 1) goto errorEnd; // test width if (stbi__get16le(s) < 1) goto errorEnd; // test height sz = stbi__get8(s); // bits per pixel if ((tga_color_type == 1) && (sz != 8) && (sz != 16)) goto errorEnd; // for colormapped images, bpp is size of an index if ((sz != 8) && (sz != 15) && (sz != 16) && (sz != 24) && (sz != 32)) goto errorEnd; res = 1; // if we got this far, everything's good and we can return 1 instead of 0 errorEnd: stbi__rewind(s); return res; } // read 16bit value and convert to 24bit RGB static void stbi__tga_read_rgb16(stbi__context* s, stbi_uc* out) { stbi__uint16 px = (stbi__uint16)stbi__get16le(s); stbi__uint16 fiveBitMask = 31; // we have 3 channels with 5bits each int r = (px >> 10) & fiveBitMask; int g = (px >> 5) & fiveBitMask; int b = px & fiveBitMask; // Note that this saves the data in RGB(A) order, so it doesn't need to be swapped later out[0] = (stbi_uc)((r * 255) / 31); out[1] = (stbi_uc)((g * 255) / 31); out[2] = (stbi_uc)((b * 255) / 31); // some people claim that the most significant bit might be used for alpha // (possibly if an alpha-bit is set in the "image descriptor byte") // but that only made 16bit test images completely translucent.. // so let's treat all 15 and 16bit TGAs as RGB with no alpha. } static void* stbi__tga_load(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri) { // read in the TGA header stuff int tga_offset = stbi__get8(s); int tga_indexed = stbi__get8(s); int tga_image_type = stbi__get8(s); int tga_is_RLE = 0; int tga_palette_start = stbi__get16le(s); int tga_palette_len = stbi__get16le(s); int tga_palette_bits = stbi__get8(s); int tga_x_origin = stbi__get16le(s); int tga_y_origin = stbi__get16le(s); int tga_width = stbi__get16le(s); int tga_height = stbi__get16le(s); int tga_bits_per_pixel = stbi__get8(s); int tga_comp, tga_rgb16 = 0; int tga_inverted = stbi__get8(s); // int tga_alpha_bits = tga_inverted & 15; // the 4 lowest bits - unused (useless?) // image data unsigned char* tga_data; unsigned char* tga_palette = NULL; int i, j; unsigned char raw_data[4] = { 0 }; int RLE_count = 0; int RLE_repeating = 0; int read_next_pixel = 1; STBI_NOTUSED(ri); STBI_NOTUSED(tga_x_origin); // @TODO STBI_NOTUSED(tga_y_origin); // @TODO if (tga_height > STBI_MAX_DIMENSIONS) return stbi__errpuc("too large", "Very large image (corrupt?)"); if (tga_width > STBI_MAX_DIMENSIONS) return stbi__errpuc("too large", "Very large image (corrupt?)"); // do a tiny bit of precessing if (tga_image_type >= 8) { tga_image_type -= 8; tga_is_RLE = 1; } tga_inverted = 1 - ((tga_inverted >> 5) & 1); // If I'm paletted, then I'll use the number of bits from the palette if (tga_indexed) tga_comp = stbi__tga_get_comp(tga_palette_bits, 0, &tga_rgb16); else tga_comp = stbi__tga_get_comp(tga_bits_per_pixel, (tga_image_type == 3), &tga_rgb16); if (!tga_comp) // shouldn't really happen, stbi__tga_test() should have ensured basic consistency return stbi__errpuc("bad format", "Can't find out TGA pixelformat"); // tga info *x = tga_width; *y = tga_height; if (comp) *comp = tga_comp; if (!stbi__mad3sizes_valid(tga_width, tga_height, tga_comp, 0)) return stbi__errpuc("too large", "Corrupt TGA"); tga_data = (unsigned char*)stbi__malloc_mad3(tga_width, tga_height, tga_comp, 0); if (!tga_data) return stbi__errpuc("outofmem", "Out of memory"); // skip to the data's starting position (offset usually = 0) stbi__skip(s, tga_offset); if (!tga_indexed && !tga_is_RLE && !tga_rgb16) { for (i = 0; i < tga_height; ++i) { int row = tga_inverted ? tga_height - i - 1 : i; stbi_uc* tga_row = tga_data + row * tga_width * tga_comp; stbi__getn(s, tga_row, tga_width * tga_comp); } } else { // do I need to load a palette? if (tga_indexed) { if (tga_palette_len == 0) { /* you have to have at least one entry! */ STBI_FREE(tga_data); return stbi__errpuc("bad palette", "Corrupt TGA"); } // any data to skip? (offset usually = 0) stbi__skip(s, tga_palette_start); // load the palette tga_palette = (unsigned char*)stbi__malloc_mad2(tga_palette_len, tga_comp, 0); if (!tga_palette) { STBI_FREE(tga_data); return stbi__errpuc("outofmem", "Out of memory"); } if (tga_rgb16) { stbi_uc* pal_entry = tga_palette; STBI_ASSERT(tga_comp == STBI_rgb); for (i = 0; i < tga_palette_len; ++i) { stbi__tga_read_rgb16(s, pal_entry); pal_entry += tga_comp; } } else if (!stbi__getn(s, tga_palette, tga_palette_len * tga_comp)) { STBI_FREE(tga_data); STBI_FREE(tga_palette); return stbi__errpuc("bad palette", "Corrupt TGA"); } } // load the data for (i = 0; i < tga_width * tga_height; ++i) { // if I'm in RLE mode, do I need to get a RLE stbi__pngchunk? if (tga_is_RLE) { if (RLE_count == 0) { // yep, get the next byte as a RLE command int RLE_cmd = stbi__get8(s); RLE_count = 1 + (RLE_cmd & 127); RLE_repeating = RLE_cmd >> 7; read_next_pixel = 1; } else if (!RLE_repeating) { read_next_pixel = 1; } } else { read_next_pixel = 1; } // OK, if I need to read a pixel, do it now if (read_next_pixel) { // load however much data we did have if (tga_indexed) { // read in index, then perform the lookup int pal_idx = (tga_bits_per_pixel == 8) ? stbi__get8(s) : stbi__get16le(s); if (pal_idx >= tga_palette_len) { // invalid index pal_idx = 0; } pal_idx *= tga_comp; for (j = 0; j < tga_comp; ++j) { raw_data[j] = tga_palette[pal_idx + j]; } } else if (tga_rgb16) { STBI_ASSERT(tga_comp == STBI_rgb); stbi__tga_read_rgb16(s, raw_data); } else { // read in the data raw for (j = 0; j < tga_comp; ++j) { raw_data[j] = stbi__get8(s); } } // clear the reading flag for the next pixel read_next_pixel = 0; } // end of reading a pixel // copy data for (j = 0; j < tga_comp; ++j) tga_data[i * tga_comp + j] = raw_data[j]; // in case we're in RLE mode, keep counting down --RLE_count; } // do I need to invert the image? if (tga_inverted) { for (j = 0; j * 2 < tga_height; ++j) { int index1 = j * tga_width * tga_comp; int index2 = (tga_height - 1 - j) * tga_width * tga_comp; for (i = tga_width * tga_comp; i > 0; --i) { unsigned char temp = tga_data[index1]; tga_data[index1] = tga_data[index2]; tga_data[index2] = temp; ++index1; ++index2; } } } // clear my palette, if I had one if (tga_palette != NULL) { STBI_FREE(tga_palette); } } // swap RGB - if the source data was RGB16, it already is in the right order if (tga_comp >= 3 && !tga_rgb16) { unsigned char* tga_pixel = tga_data; for (i = 0; i < tga_width * tga_height; ++i) { unsigned char temp = tga_pixel[0]; tga_pixel[0] = tga_pixel[2]; tga_pixel[2] = temp; tga_pixel += tga_comp; } } // convert to target component count if (req_comp && req_comp != tga_comp) tga_data = stbi__convert_format(tga_data, tga_comp, req_comp, tga_width, tga_height); // the things I do to get rid of an error message, and yet keep // Microsoft's C compilers happy... [8^( tga_palette_start = tga_palette_len = tga_palette_bits = tga_x_origin = tga_y_origin = 0; STBI_NOTUSED(tga_palette_start); // OK, done return tga_data; } #endif // ************************************************************************************************* // Photoshop PSD loader -- PD by Thatcher Ulrich, integration by Nicolas Schulz, tweaked by STB #ifndef STBI_NO_PSD static int stbi__psd_test(stbi__context* s) { int r = (stbi__get32be(s) == 0x38425053); stbi__rewind(s); return r; } static int stbi__psd_decode_rle(stbi__context* s, stbi_uc* p, int pixelCount) { int count, nleft, len; count = 0; while ((nleft = pixelCount - count) > 0) { len = stbi__get8(s); if (len == 128) { // No-op. } else if (len < 128) { // Copy next len+1 bytes literally. len++; if (len > nleft) return 0; // corrupt data count += len; while (len) { *p = stbi__get8(s); p += 4; len--; } } else if (len > 128) { stbi_uc val; // Next -len+1 bytes in the dest are replicated from next source byte. // (Interpret len as a negative 8-bit int.) len = 257 - len; if (len > nleft) return 0; // corrupt data val = stbi__get8(s); count += len; while (len) { *p = val; p += 4; len--; } } } return 1; } static void* stbi__psd_load(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri, int bpc) { int pixelCount; int channelCount, compression; int channel, i; int bitdepth; int w, h; stbi_uc* out; STBI_NOTUSED(ri); // Check identifier if (stbi__get32be(s) != 0x38425053) // "8BPS" return stbi__errpuc("not PSD", "Corrupt PSD image"); // Check file type version. if (stbi__get16be(s) != 1) return stbi__errpuc("wrong version", "Unsupported version of PSD image"); // Skip 6 reserved bytes. stbi__skip(s, 6); // Read the number of channels (R, G, B, A, etc). channelCount = stbi__get16be(s); if (channelCount < 0 || channelCount > 16) return stbi__errpuc("wrong channel count", "Unsupported number of channels in PSD image"); // Read the rows and columns of the image. h = stbi__get32be(s); w = stbi__get32be(s); if (h > STBI_MAX_DIMENSIONS) return stbi__errpuc("too large", "Very large image (corrupt?)"); if (w > STBI_MAX_DIMENSIONS) return stbi__errpuc("too large", "Very large image (corrupt?)"); // Make sure the depth is 8 bits. bitdepth = stbi__get16be(s); if (bitdepth != 8 && bitdepth != 16) return stbi__errpuc("unsupported bit depth", "PSD bit depth is not 8 or 16 bit"); // Make sure the color mode is RGB. // Valid options are: // 0: Bitmap // 1: Grayscale // 2: Indexed color // 3: RGB color // 4: CMYK color // 7: Multichannel // 8: Duotone // 9: Lab color if (stbi__get16be(s) != 3) return stbi__errpuc("wrong color format", "PSD is not in RGB color format"); // Skip the Mode Data. (It's the palette for indexed color; other info for other modes.) stbi__skip(s, stbi__get32be(s)); // Skip the image resources. (resolution, pen tool paths, etc) stbi__skip(s, stbi__get32be(s)); // Skip the reserved data. stbi__skip(s, stbi__get32be(s)); // Find out if the data is compressed. // Known values: // 0: no compression // 1: RLE compressed compression = stbi__get16be(s); if (compression > 1) return stbi__errpuc("bad compression", "PSD has an unknown compression format"); // Check size if (!stbi__mad3sizes_valid(4, w, h, 0)) return stbi__errpuc("too large", "Corrupt PSD"); // Create the destination image. if (!compression && bitdepth == 16 && bpc == 16) { out = (stbi_uc*)stbi__malloc_mad3(8, w, h, 0); ri->bits_per_channel = 16; } else out = (stbi_uc*)stbi__malloc(4 * w * h); if (!out) return stbi__errpuc("outofmem", "Out of memory"); pixelCount = w * h; // Initialize the data to zero. //memset( out, 0, pixelCount * 4 ); // Finally, the image data. if (compression) { // RLE as used by .PSD and .TIFF // Loop until you get the number of unpacked bytes you are expecting: // Read the next source byte into n. // If n is between 0 and 127 inclusive, copy the next n+1 bytes literally. // Else if n is between -127 and -1 inclusive, copy the next byte -n+1 times. // Else if n is 128, noop. // Endloop // The RLE-compressed data is preceded by a 2-byte data count for each row in the data, // which we're going to just skip. stbi__skip(s, h * channelCount * 2); // Read the RLE data by channel. for (channel = 0; channel < 4; channel++) { stbi_uc* p; p = out + channel; if (channel >= channelCount) { // Fill this channel with default data. for (i = 0; i < pixelCount; i++, p += 4) *p = (channel == 3 ? 255 : 0); } else { // Read the RLE data. if (!stbi__psd_decode_rle(s, p, pixelCount)) { STBI_FREE(out); return stbi__errpuc("corrupt", "bad RLE data"); } } } } else { // We're at the raw image data. It's each channel in order (Red, Green, Blue, Alpha, ...) // where each channel consists of an 8-bit (or 16-bit) value for each pixel in the image. // Read the data by channel. for (channel = 0; channel < 4; channel++) { if (channel >= channelCount) { // Fill this channel with default data. if (bitdepth == 16 && bpc == 16) { stbi__uint16* q = ((stbi__uint16*)out) + channel; stbi__uint16 val = channel == 3 ? 65535 : 0; for (i = 0; i < pixelCount; i++, q += 4) *q = val; } else { stbi_uc* p = out + channel; stbi_uc val = channel == 3 ? 255 : 0; for (i = 0; i < pixelCount; i++, p += 4) *p = val; } } else { if (ri->bits_per_channel == 16) { // output bpc stbi__uint16* q = ((stbi__uint16*)out) + channel; for (i = 0; i < pixelCount; i++, q += 4) *q = (stbi__uint16)stbi__get16be(s); } else { stbi_uc* p = out + channel; if (bitdepth == 16) { // input bpc for (i = 0; i < pixelCount; i++, p += 4) *p = (stbi_uc)(stbi__get16be(s) >> 8); } else { for (i = 0; i < pixelCount; i++, p += 4) *p = stbi__get8(s); } } } } } // remove weird white matte from PSD if (channelCount >= 4) { if (ri->bits_per_channel == 16) { for (i = 0; i < w * h; ++i) { stbi__uint16* pixel = (stbi__uint16*)out + 4 * i; if (pixel[3] != 0 && pixel[3] != 65535) { float a = pixel[3] / 65535.0f; float ra = 1.0f / a; float inv_a = 65535.0f * (1 - ra); pixel[0] = (stbi__uint16)(pixel[0] * ra + inv_a); pixel[1] = (stbi__uint16)(pixel[1] * ra + inv_a); pixel[2] = (stbi__uint16)(pixel[2] * ra + inv_a); } } } else { for (i = 0; i < w * h; ++i) { unsigned char* pixel = out + 4 * i; if (pixel[3] != 0 && pixel[3] != 255) { float a = pixel[3] / 255.0f; float ra = 1.0f / a; float inv_a = 255.0f * (1 - ra); pixel[0] = (unsigned char)(pixel[0] * ra + inv_a); pixel[1] = (unsigned char)(pixel[1] * ra + inv_a); pixel[2] = (unsigned char)(pixel[2] * ra + inv_a); } } } } // convert to desired output format if (req_comp && req_comp != 4) { if (ri->bits_per_channel == 16) out = (stbi_uc*)stbi__convert_format16((stbi__uint16*)out, 4, req_comp, w, h); else out = stbi__convert_format(out, 4, req_comp, w, h); if (out == NULL) return out; // stbi__convert_format frees input on failure } if (comp) *comp = 4; *y = h; *x = w; return out; } #endif // ************************************************************************************************* // Softimage PIC loader // by Tom Seddon // // See http://softimage.wiki.softimage.com/index.php/INFO:_PIC_file_format // See http://ozviz.wasp.uwa.edu.au/~pbourke/dataformats/softimagepic/ #ifndef STBI_NO_PIC static int stbi__pic_is4(stbi__context* s, const char* str) { int i; for (i = 0; i < 4; ++i) if (stbi__get8(s) != (stbi_uc)str[i]) return 0; return 1; } static int stbi__pic_test_core(stbi__context* s) { int i; if (!stbi__pic_is4(s, "\x53\x80\xF6\x34")) return 0; for (i = 0; i < 84; ++i) stbi__get8(s); if (!stbi__pic_is4(s, "PICT")) return 0; return 1; } typedef struct { stbi_uc size, type, channel; } stbi__pic_packet; static stbi_uc* stbi__readval(stbi__context* s, int channel, stbi_uc* dest) { int mask = 0x80, i; for (i = 0; i < 4; ++i, mask >>= 1) { if (channel & mask) { if (stbi__at_eof(s)) return stbi__errpuc("bad file", "PIC file too short"); dest[i] = stbi__get8(s); } } return dest; } static void stbi__copyval(int channel, stbi_uc* dest, const stbi_uc* src) { int mask = 0x80, i; for (i = 0; i < 4; ++i, mask >>= 1) if (channel & mask) dest[i] = src[i]; } static stbi_uc* stbi__pic_load_core(stbi__context* s, int width, int height, int* comp, stbi_uc* result) { int act_comp = 0, num_packets = 0, y, chained; stbi__pic_packet packets[10]; // this will (should...) cater for even some bizarre stuff like having data // for the same channel in multiple packets. do { stbi__pic_packet* packet; if (num_packets == sizeof(packets) / sizeof(packets[0])) return stbi__errpuc("bad format", "too many packets"); packet = &packets[num_packets++]; chained = stbi__get8(s); packet->size = stbi__get8(s); packet->type = stbi__get8(s); packet->channel = stbi__get8(s); act_comp |= packet->channel; if (stbi__at_eof(s)) return stbi__errpuc("bad file", "file too short (reading packets)"); if (packet->size != 8) return stbi__errpuc("bad format", "packet isn't 8bpp"); } while (chained); *comp = (act_comp & 0x10 ? 4 : 3); // has alpha channel? for (y = 0; y < height; ++y) { int packet_idx; for (packet_idx = 0; packet_idx < num_packets; ++packet_idx) { stbi__pic_packet* packet = &packets[packet_idx]; stbi_uc* dest = result + y * width * 4; switch (packet->type) { default: return stbi__errpuc("bad format", "packet has bad compression type"); case 0: {//uncompressed int x; for (x = 0; x < width; ++x, dest += 4) if (!stbi__readval(s, packet->channel, dest)) return 0; break; } case 1://Pure RLE { int left = width, i; while (left > 0) { stbi_uc count, value[4]; count = stbi__get8(s); if (stbi__at_eof(s)) return stbi__errpuc("bad file", "file too short (pure read count)"); if (count > left) count = (stbi_uc)left; if (!stbi__readval(s, packet->channel, value)) return 0; for (i = 0; i < count; ++i, dest += 4) stbi__copyval(packet->channel, dest, value); left -= count; } } break; case 2: {//Mixed RLE int left = width; while (left > 0) { int count = stbi__get8(s), i; if (stbi__at_eof(s)) return stbi__errpuc("bad file", "file too short (mixed read count)"); if (count >= 128) { // Repeated stbi_uc value[4]; if (count == 128) count = stbi__get16be(s); else count -= 127; if (count > left) return stbi__errpuc("bad file", "scanline overrun"); if (!stbi__readval(s, packet->channel, value)) return 0; for (i = 0; i < count; ++i, dest += 4) stbi__copyval(packet->channel, dest, value); } else { // Raw ++count; if (count > left) return stbi__errpuc("bad file", "scanline overrun"); for (i = 0; i < count; ++i, dest += 4) if (!stbi__readval(s, packet->channel, dest)) return 0; } left -= count; } break; } } } } return result; } static void* stbi__pic_load(stbi__context* s, int* px, int* py, int* comp, int req_comp, stbi__result_info* ri) { stbi_uc* result; int i, x, y, internal_comp; STBI_NOTUSED(ri); if (!comp) comp = &internal_comp; for (i = 0; i < 92; ++i) stbi__get8(s); x = stbi__get16be(s); y = stbi__get16be(s); if (y > STBI_MAX_DIMENSIONS) return stbi__errpuc("too large", "Very large image (corrupt?)"); if (x > STBI_MAX_DIMENSIONS) return stbi__errpuc("too large", "Very large image (corrupt?)"); if (stbi__at_eof(s)) return stbi__errpuc("bad file", "file too short (pic header)"); if (!stbi__mad3sizes_valid(x, y, 4, 0)) return stbi__errpuc("too large", "PIC image too large to decode"); stbi__get32be(s); //skip `ratio' stbi__get16be(s); //skip `fields' stbi__get16be(s); //skip `pad' // intermediate buffer is RGBA result = (stbi_uc*)stbi__malloc_mad3(x, y, 4, 0); memset(result, 0xff, x * y * 4); if (!stbi__pic_load_core(s, x, y, comp, result)) { STBI_FREE(result); result = 0; } *px = x; *py = y; if (req_comp == 0) req_comp = *comp; result = stbi__convert_format(result, 4, req_comp, x, y); return result; } static int stbi__pic_test(stbi__context* s) { int r = stbi__pic_test_core(s); stbi__rewind(s); return r; } #endif // ************************************************************************************************* // GIF loader -- public domain by Jean-Marc Lienher -- simplified/shrunk by stb #ifndef STBI_NO_GIF typedef struct { stbi__int16 prefix; stbi_uc first; stbi_uc suffix; } stbi__gif_lzw; typedef struct { int w, h; stbi_uc* out; // output buffer (always 4 components) stbi_uc* background; // The current "background" as far as a gif is concerned stbi_uc* history; int flags, bgindex, ratio, transparent, eflags; stbi_uc pal[256][4]; stbi_uc lpal[256][4]; stbi__gif_lzw codes[8192]; stbi_uc* color_table; int parse, step; int lflags; int start_x, start_y; int max_x, max_y; int cur_x, cur_y; int line_size; int delay; } stbi__gif; static int stbi__gif_test_raw(stbi__context* s) { int sz; if (stbi__get8(s) != 'G' || stbi__get8(s) != 'I' || stbi__get8(s) != 'F' || stbi__get8(s) != '8') return 0; sz = stbi__get8(s); if (sz != '9' && sz != '7') return 0; if (stbi__get8(s) != 'a') return 0; return 1; } static int stbi__gif_test(stbi__context* s) { int r = stbi__gif_test_raw(s); stbi__rewind(s); return r; } static void stbi__gif_parse_colortable(stbi__context* s, stbi_uc pal[256][4], int num_entries, int transp) { int i; for (i = 0; i < num_entries; ++i) { pal[i][2] = stbi__get8(s); pal[i][1] = stbi__get8(s); pal[i][0] = stbi__get8(s); pal[i][3] = transp == i ? 0 : 255; } } static int stbi__gif_header(stbi__context* s, stbi__gif* g, int* comp, int is_info) { stbi_uc version; if (stbi__get8(s) != 'G' || stbi__get8(s) != 'I' || stbi__get8(s) != 'F' || stbi__get8(s) != '8') return stbi__err("not GIF", "Corrupt GIF"); version = stbi__get8(s); if (version != '7' && version != '9') return stbi__err("not GIF", "Corrupt GIF"); if (stbi__get8(s) != 'a') return stbi__err("not GIF", "Corrupt GIF"); stbi__g_failure_reason = ""; g->w = stbi__get16le(s); g->h = stbi__get16le(s); g->flags = stbi__get8(s); g->bgindex = stbi__get8(s); g->ratio = stbi__get8(s); g->transparent = -1; if (g->w > STBI_MAX_DIMENSIONS) return stbi__err("too large", "Very large image (corrupt?)"); if (g->h > STBI_MAX_DIMENSIONS) return stbi__err("too large", "Very large image (corrupt?)"); if (comp != 0) *comp = 4; // can't actually tell whether it's 3 or 4 until we parse the comments if (is_info) return 1; if (g->flags & 0x80) stbi__gif_parse_colortable(s, g->pal, 2 << (g->flags & 7), -1); return 1; } static int stbi__gif_info_raw(stbi__context* s, int* x, int* y, int* comp) { stbi__gif* g = (stbi__gif*)stbi__malloc(sizeof(stbi__gif)); if (!stbi__gif_header(s, g, comp, 1)) { STBI_FREE(g); stbi__rewind(s); return 0; } if (x) *x = g->w; if (y) *y = g->h; STBI_FREE(g); return 1; } static void stbi__out_gif_code(stbi__gif* g, stbi__uint16 code) { stbi_uc* p, * c; int idx; // recurse to decode the prefixes, since the linked-list is backwards, // and working backwards through an interleaved image would be nasty if (g->codes[code].prefix >= 0) stbi__out_gif_code(g, g->codes[code].prefix); if (g->cur_y >= g->max_y) return; idx = g->cur_x + g->cur_y; p = &g->out[idx]; g->history[idx / 4] = 1; c = &g->color_table[g->codes[code].suffix * 4]; if (c[3] > 128) { // don't render transparent pixels; p[0] = c[2]; p[1] = c[1]; p[2] = c[0]; p[3] = c[3]; } g->cur_x += 4; if (g->cur_x >= g->max_x) { g->cur_x = g->start_x; g->cur_y += g->step; while (g->cur_y >= g->max_y && g->parse > 0) { g->step = (1 << g->parse) * g->line_size; g->cur_y = g->start_y + (g->step >> 1); --g->parse; } } } static stbi_uc* stbi__process_gif_raster(stbi__context* s, stbi__gif* g) { stbi_uc lzw_cs; stbi__int32 len, init_code; stbi__uint32 first; stbi__int32 codesize, codemask, avail, oldcode, bits, valid_bits, clear; stbi__gif_lzw* p; lzw_cs = stbi__get8(s); if (lzw_cs > 12) return NULL; clear = 1 << lzw_cs; first = 1; codesize = lzw_cs + 1; codemask = (1 << codesize) - 1; bits = 0; valid_bits = 0; for (init_code = 0; init_code < clear; init_code++) { g->codes[init_code].prefix = -1; g->codes[init_code].first = (stbi_uc)init_code; g->codes[init_code].suffix = (stbi_uc)init_code; } // support no starting clear code avail = clear + 2; oldcode = -1; len = 0; for (;;) { if (valid_bits < codesize) { if (len == 0) { len = stbi__get8(s); // start new block if (len == 0) return g->out; } --len; bits |= (stbi__int32)stbi__get8(s) << valid_bits; valid_bits += 8; } else { stbi__int32 code = bits & codemask; bits >>= codesize; valid_bits -= codesize; // @OPTIMIZE: is there some way we can accelerate the non-clear path? if (code == clear) { // clear code codesize = lzw_cs + 1; codemask = (1 << codesize) - 1; avail = clear + 2; oldcode = -1; first = 0; } else if (code == clear + 1) { // end of stream code stbi__skip(s, len); while ((len = stbi__get8(s)) > 0) stbi__skip(s, len); return g->out; } else if (code <= avail) { if (first) { return stbi__errpuc("no clear code", "Corrupt GIF"); } if (oldcode >= 0) { p = &g->codes[avail++]; if (avail > 8192) { return stbi__errpuc("too many codes", "Corrupt GIF"); } p->prefix = (stbi__int16)oldcode; p->first = g->codes[oldcode].first; p->suffix = (code == avail) ? p->first : g->codes[code].first; } else if (code == avail) return stbi__errpuc("illegal code in raster", "Corrupt GIF"); stbi__out_gif_code(g, (stbi__uint16)code); if ((avail & codemask) == 0 && avail <= 0x0FFF) { codesize++; codemask = (1 << codesize) - 1; } oldcode = code; } else { return stbi__errpuc("illegal code in raster", "Corrupt GIF"); } } } } // this function is designed to support animated gifs, although stb_image doesn't support it // two back is the image from two frames ago, used for a very specific disposal format static stbi_uc* stbi__gif_load_next(stbi__context* s, stbi__gif* g, int* comp, int req_comp, stbi_uc* two_back) { int dispose; int first_frame; int pi; int pcount; STBI_NOTUSED(req_comp); // on first frame, any non-written pixels get the background colour (non-transparent) first_frame = 0; if (g->out == 0) { if (!stbi__gif_header(s, g, comp, 0)) return 0; // stbi__g_failure_reason set by stbi__gif_header if (!stbi__mad3sizes_valid(4, g->w, g->h, 0)) return stbi__errpuc("too large", "GIF image is too large"); pcount = g->w * g->h; g->out = (stbi_uc*)stbi__malloc(4 * pcount); g->background = (stbi_uc*)stbi__malloc(4 * pcount); g->history = (stbi_uc*)stbi__malloc(pcount); if (!g->out || !g->background || !g->history) return stbi__errpuc("outofmem", "Out of memory"); // image is treated as "transparent" at the start - ie, nothing overwrites the current background; // background colour is only used for pixels that are not rendered first frame, after that "background" // color refers to the color that was there the previous frame. memset(g->out, 0x00, 4 * pcount); memset(g->background, 0x00, 4 * pcount); // state of the background (starts transparent) memset(g->history, 0x00, pcount); // pixels that were affected previous frame first_frame = 1; } else { // second frame - how do we dispose of the previous one? dispose = (g->eflags & 0x1C) >> 2; pcount = g->w * g->h; if ((dispose == 3) && (two_back == 0)) { dispose = 2; // if I don't have an image to revert back to, default to the old background } if (dispose == 3) { // use previous graphic for (pi = 0; pi < pcount; ++pi) { if (g->history[pi]) { memcpy(&g->out[pi * 4], &two_back[pi * 4], 4); } } } else if (dispose == 2) { // restore what was changed last frame to background before that frame; for (pi = 0; pi < pcount; ++pi) { if (g->history[pi]) { memcpy(&g->out[pi * 4], &g->background[pi * 4], 4); } } } else { // This is a non-disposal case eithe way, so just // leave the pixels as is, and they will become the new background // 1: do not dispose // 0: not specified. } // background is what out is after the undoing of the previou frame; memcpy(g->background, g->out, 4 * g->w * g->h); } // clear my history; memset(g->history, 0x00, g->w * g->h); // pixels that were affected previous frame for (;;) { int tag = stbi__get8(s); switch (tag) { case 0x2C: /* Image Descriptor */ { stbi__int32 x, y, w, h; stbi_uc* o; x = stbi__get16le(s); y = stbi__get16le(s); w = stbi__get16le(s); h = stbi__get16le(s); if (((x + w) > (g->w)) || ((y + h) > (g->h))) return stbi__errpuc("bad Image Descriptor", "Corrupt GIF"); g->line_size = g->w * 4; g->start_x = x * 4; g->start_y = y * g->line_size; g->max_x = g->start_x + w * 4; g->max_y = g->start_y + h * g->line_size; g->cur_x = g->start_x; g->cur_y = g->start_y; // if the width of the specified rectangle is 0, that means // we may not see *any* pixels or the image is malformed; // to make sure this is caught, move the current y down to // max_y (which is what out_gif_code checks). if (w == 0) g->cur_y = g->max_y; g->lflags = stbi__get8(s); if (g->lflags & 0x40) { g->step = 8 * g->line_size; // first interlaced spacing g->parse = 3; } else { g->step = g->line_size; g->parse = 0; } if (g->lflags & 0x80) { stbi__gif_parse_colortable(s, g->lpal, 2 << (g->lflags & 7), g->eflags & 0x01 ? g->transparent : -1); g->color_table = (stbi_uc*)g->lpal; } else if (g->flags & 0x80) { g->color_table = (stbi_uc*)g->pal; } else return stbi__errpuc("missing color table", "Corrupt GIF"); o = stbi__process_gif_raster(s, g); if (!o) return NULL; // if this was the first frame, pcount = g->w * g->h; if (first_frame && (g->bgindex > 0)) { // if first frame, any pixel not drawn to gets the background color for (pi = 0; pi < pcount; ++pi) { if (g->history[pi] == 0) { g->pal[g->bgindex][3] = 255; // just in case it was made transparent, undo that; It will be reset next frame if need be; memcpy(&g->out[pi * 4], &g->pal[g->bgindex], 4); } } } return o; } case 0x21: // Comment Extension. { int len; int ext = stbi__get8(s); if (ext == 0xF9) { // Graphic Control Extension. len = stbi__get8(s); if (len == 4) { g->eflags = stbi__get8(s); g->delay = 10 * stbi__get16le(s); // delay - 1/100th of a second, saving as 1/1000ths. // unset old transparent if (g->transparent >= 0) { g->pal[g->transparent][3] = 255; } if (g->eflags & 0x01) { g->transparent = stbi__get8(s); if (g->transparent >= 0) { g->pal[g->transparent][3] = 0; } } else { // don't need transparent stbi__skip(s, 1); g->transparent = -1; } } else { stbi__skip(s, len); break; } } while ((len = stbi__get8(s)) != 0) { stbi__skip(s, len); } break; } case 0x3B: // gif stream termination code return (stbi_uc*)s; // using '1' causes warning on some compilers default: return stbi__errpuc("unknown code", "Corrupt GIF"); } } } static void* stbi__load_gif_main(stbi__context* s, int** delays, int* x, int* y, int* z, int* comp, int req_comp) { if (stbi__gif_test(s)) { int layers = 0; stbi_uc* u = 0; stbi_uc* out = 0; stbi_uc* two_back = 0; stbi__gif g; int stride; int out_size = 0; int delays_size = 0; memset(&g, 0, sizeof(g)); if (delays) { *delays = 0; } do { u = stbi__gif_load_next(s, &g, comp, req_comp, two_back); if (u == (stbi_uc*)s) u = 0; // end of animated gif marker if (u) { *x = g.w; *y = g.h; ++layers; stride = g.w * g.h * 4; if (out) { void* tmp = (stbi_uc*)STBI_REALLOC_SIZED(out, out_size, layers * stride); if (NULL == tmp) { STBI_FREE(g.out); STBI_FREE(g.history); STBI_FREE(g.background); return stbi__errpuc("outofmem", "Out of memory"); } else { out = (stbi_uc*)tmp; out_size = layers * stride; } if (delays) { *delays = (int*)STBI_REALLOC_SIZED(*delays, delays_size, sizeof(int) * layers); delays_size = layers * sizeof(int); } } else { out = (stbi_uc*)stbi__malloc(layers * stride); out_size = layers * stride; if (delays) { *delays = (int*)stbi__malloc(layers * sizeof(int)); delays_size = layers * sizeof(int); } } memcpy(out + ((layers - 1) * stride), u, stride); if (layers >= 2) { two_back = out - 2 * stride; } if (delays) { (*delays)[layers - 1U] = g.delay; } } } while (u != 0); // free temp buffer; STBI_FREE(g.out); STBI_FREE(g.history); STBI_FREE(g.background); // do the final conversion after loading everything; if (req_comp && req_comp != 4) out = stbi__convert_format(out, 4, req_comp, layers * g.w, g.h); *z = layers; return out; } else { return stbi__errpuc("not GIF", "Image was not as a gif type."); } } static void* stbi__gif_load(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri) { stbi_uc* u = 0; stbi__gif g; memset(&g, 0, sizeof(g)); STBI_NOTUSED(ri); u = stbi__gif_load_next(s, &g, comp, req_comp, 0); if (u == (stbi_uc*)s) u = 0; // end of animated gif marker if (u) { *x = g.w; *y = g.h; // moved conversion to after successful load so that the same // can be done for multiple frames. if (req_comp && req_comp != 4) u = stbi__convert_format(u, 4, req_comp, g.w, g.h); } else if (g.out) { // if there was an error and we allocated an image buffer, free it! STBI_FREE(g.out); } // free buffers needed for multiple frame loading; STBI_FREE(g.history); STBI_FREE(g.background); return u; } static int stbi__gif_info(stbi__context* s, int* x, int* y, int* comp) { return stbi__gif_info_raw(s, x, y, comp); } #endif // ************************************************************************************************* // Radiance RGBE HDR loader // originally by Nicolas Schulz #ifndef STBI_NO_HDR static int stbi__hdr_test_core(stbi__context* s, const char* signature) { int i; for (i = 0; signature[i]; ++i) if (stbi__get8(s) != signature[i]) return 0; stbi__rewind(s); return 1; } static int stbi__hdr_test(stbi__context* s) { int r = stbi__hdr_test_core(s, "#?RADIANCE\n"); stbi__rewind(s); if (!r) { r = stbi__hdr_test_core(s, "#?RGBE\n"); stbi__rewind(s); } return r; } #define STBI__HDR_BUFLEN 1024 static char* stbi__hdr_gettoken(stbi__context* z, char* buffer) { int len = 0; char c = '\0'; c = (char)stbi__get8(z); while (!stbi__at_eof(z) && c != '\n') { buffer[len++] = c; if (len == STBI__HDR_BUFLEN - 1) { // flush to end of line while (!stbi__at_eof(z) && stbi__get8(z) != '\n') ; break; } c = (char)stbi__get8(z); } buffer[len] = 0; return buffer; } static void stbi__hdr_convert(float* output, stbi_uc* input, int req_comp) { if (input[3] != 0) { float f1; // Exponent f1 = (float)ldexp(1.0f, input[3] - (int)(128 + 8)); if (req_comp <= 2) output[0] = (input[0] + input[1] + input[2]) * f1 / 3; else { output[0] = input[0] * f1; output[1] = input[1] * f1; output[2] = input[2] * f1; } if (req_comp == 2) output[1] = 1; if (req_comp == 4) output[3] = 1; } else { switch (req_comp) { case 4: output[3] = 1; /* fallthrough */ case 3: output[0] = output[1] = output[2] = 0; break; case 2: output[1] = 1; /* fallthrough */ case 1: output[0] = 0; break; } } } static float* stbi__hdr_load(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri) { char buffer[STBI__HDR_BUFLEN]; char* token; int valid = 0; int width, height; stbi_uc* scanline; float* hdr_data; int len; unsigned char count, value; int i, j, k, c1, c2, z; const char* headerToken; STBI_NOTUSED(ri); // Check identifier headerToken = stbi__hdr_gettoken(s, buffer); if (strcmp(headerToken, "#?RADIANCE") != 0 && strcmp(headerToken, "#?RGBE") != 0) return stbi__errpf("not HDR", "Corrupt HDR image"); // Parse header for (;;) { token = stbi__hdr_gettoken(s, buffer); if (token[0] == 0) break; if (strcmp(token, "FORMAT=32-bit_rle_rgbe") == 0) valid = 1; } if (!valid) return stbi__errpf("unsupported format", "Unsupported HDR format"); // Parse width and height // can't use sscanf() if we're not using stdio! token = stbi__hdr_gettoken(s, buffer); if (strncmp(token, "-Y ", 3)) return stbi__errpf("unsupported data layout", "Unsupported HDR format"); token += 3; height = (int)strtol(token, &token, 10); while (*token == ' ') ++token; if (strncmp(token, "+X ", 3)) return stbi__errpf("unsupported data layout", "Unsupported HDR format"); token += 3; width = (int)strtol(token, NULL, 10); if (height > STBI_MAX_DIMENSIONS) return stbi__errpf("too large", "Very large image (corrupt?)"); if (width > STBI_MAX_DIMENSIONS) return stbi__errpf("too large", "Very large image (corrupt?)"); *x = width; *y = height; if (comp) *comp = 3; if (req_comp == 0) req_comp = 3; if (!stbi__mad4sizes_valid(width, height, req_comp, sizeof(float), 0)) return stbi__errpf("too large", "HDR image is too large"); // Read data hdr_data = (float*)stbi__malloc_mad4(width, height, req_comp, sizeof(float), 0); if (!hdr_data) return stbi__errpf("outofmem", "Out of memory"); // Load image data // image data is stored as some number of sca if (width < 8 || width >= 32768) { // Read flat data for (j = 0; j < height; ++j) { for (i = 0; i < width; ++i) { stbi_uc rgbe[4]; main_decode_loop: stbi__getn(s, rgbe, 4); stbi__hdr_convert(hdr_data + j * width * req_comp + i * req_comp, rgbe, req_comp); } } } else { // Read RLE-encoded data scanline = NULL; for (j = 0; j < height; ++j) { c1 = stbi__get8(s); c2 = stbi__get8(s); len = stbi__get8(s); if (c1 != 2 || c2 != 2 || (len & 0x80)) { // not run-length encoded, so we have to actually use THIS data as a decoded // pixel (note this can't be a valid pixel--one of RGB must be >= 128) stbi_uc rgbe[4]; rgbe[0] = (stbi_uc)c1; rgbe[1] = (stbi_uc)c2; rgbe[2] = (stbi_uc)len; rgbe[3] = (stbi_uc)stbi__get8(s); stbi__hdr_convert(hdr_data, rgbe, req_comp); i = 1; j = 0; STBI_FREE(scanline); goto main_decode_loop; // yes, this makes no sense } len <<= 8; len |= stbi__get8(s); if (len != width) { STBI_FREE(hdr_data); STBI_FREE(scanline); return stbi__errpf("invalid decoded scanline length", "corrupt HDR"); } if (scanline == NULL) { scanline = (stbi_uc*)stbi__malloc_mad2(width, 4, 0); if (!scanline) { STBI_FREE(hdr_data); return stbi__errpf("outofmem", "Out of memory"); } } for (k = 0; k < 4; ++k) { int nleft; i = 0; while ((nleft = width - i) > 0) { count = stbi__get8(s); if (count > 128) { // Run value = stbi__get8(s); count -= 128; if (count > nleft) { STBI_FREE(hdr_data); STBI_FREE(scanline); return stbi__errpf("corrupt", "bad RLE data in HDR"); } for (z = 0; z < count; ++z) scanline[i++ * 4 + k] = value; } else { // Dump if (count > nleft) { STBI_FREE(hdr_data); STBI_FREE(scanline); return stbi__errpf("corrupt", "bad RLE data in HDR"); } for (z = 0; z < count; ++z) scanline[i++ * 4 + k] = stbi__get8(s); } } } for (i = 0; i < width; ++i) stbi__hdr_convert(hdr_data + (j * width + i) * req_comp, scanline + i * 4, req_comp); } if (scanline) STBI_FREE(scanline); } return hdr_data; } static int stbi__hdr_info(stbi__context* s, int* x, int* y, int* comp) { char buffer[STBI__HDR_BUFLEN]; char* token; int valid = 0; int dummy; if (!x) x = &dummy; if (!y) y = &dummy; if (!comp) comp = &dummy; if (stbi__hdr_test(s) == 0) { stbi__rewind(s); return 0; } for (;;) { token = stbi__hdr_gettoken(s, buffer); if (token[0] == 0) break; if (strcmp(token, "FORMAT=32-bit_rle_rgbe") == 0) valid = 1; } if (!valid) { stbi__rewind(s); return 0; } token = stbi__hdr_gettoken(s, buffer); if (strncmp(token, "-Y ", 3)) { stbi__rewind(s); return 0; } token += 3; *y = (int)strtol(token, &token, 10); while (*token == ' ') ++token; if (strncmp(token, "+X ", 3)) { stbi__rewind(s); return 0; } token += 3; *x = (int)strtol(token, NULL, 10); *comp = 3; return 1; } #endif // STBI_NO_HDR #ifndef STBI_NO_BMP static int stbi__bmp_info(stbi__context* s, int* x, int* y, int* comp) { void* p; stbi__bmp_data info; info.all_a = 255; p = stbi__bmp_parse_header(s, &info); stbi__rewind(s); if (p == NULL) return 0; if (x) *x = s->img_x; if (y) *y = s->img_y; if (comp) { if (info.bpp == 24 && info.ma == 0xff000000) *comp = 3; else *comp = info.ma ? 4 : 3; } return 1; } #endif #ifndef STBI_NO_PSD static int stbi__psd_info(stbi__context* s, int* x, int* y, int* comp) { int channelCount, dummy, depth; if (!x) x = &dummy; if (!y) y = &dummy; if (!comp) comp = &dummy; if (stbi__get32be(s) != 0x38425053) { stbi__rewind(s); return 0; } if (stbi__get16be(s) != 1) { stbi__rewind(s); return 0; } stbi__skip(s, 6); channelCount = stbi__get16be(s); if (channelCount < 0 || channelCount > 16) { stbi__rewind(s); return 0; } *y = stbi__get32be(s); *x = stbi__get32be(s); depth = stbi__get16be(s); if (depth != 8 && depth != 16) { stbi__rewind(s); return 0; } if (stbi__get16be(s) != 3) { stbi__rewind(s); return 0; } *comp = 4; return 1; } static int stbi__psd_is16(stbi__context* s) { int channelCount, depth; if (stbi__get32be(s) != 0x38425053) { stbi__rewind(s); return 0; } if (stbi__get16be(s) != 1) { stbi__rewind(s); return 0; } stbi__skip(s, 6); channelCount = stbi__get16be(s); if (channelCount < 0 || channelCount > 16) { stbi__rewind(s); return 0; } (void)stbi__get32be(s); (void)stbi__get32be(s); depth = stbi__get16be(s); if (depth != 16) { stbi__rewind(s); return 0; } return 1; } #endif #ifndef STBI_NO_PIC static int stbi__pic_info(stbi__context* s, int* x, int* y, int* comp) { int act_comp = 0, num_packets = 0, chained, dummy; stbi__pic_packet packets[10]; if (!x) x = &dummy; if (!y) y = &dummy; if (!comp) comp = &dummy; if (!stbi__pic_is4(s, "\x53\x80\xF6\x34")) { stbi__rewind(s); return 0; } stbi__skip(s, 88); *x = stbi__get16be(s); *y = stbi__get16be(s); if (stbi__at_eof(s)) { stbi__rewind(s); return 0; } if ((*x) != 0 && (1 << 28) / (*x) < (*y)) { stbi__rewind(s); return 0; } stbi__skip(s, 8); do { stbi__pic_packet* packet; if (num_packets == sizeof(packets) / sizeof(packets[0])) return 0; packet = &packets[num_packets++]; chained = stbi__get8(s); packet->size = stbi__get8(s); packet->type = stbi__get8(s); packet->channel = stbi__get8(s); act_comp |= packet->channel; if (stbi__at_eof(s)) { stbi__rewind(s); return 0; } if (packet->size != 8) { stbi__rewind(s); return 0; } } while (chained); *comp = (act_comp & 0x10 ? 4 : 3); return 1; } #endif // ************************************************************************************************* // Portable Gray Map and Portable Pixel Map loader // by Ken Miller // // PGM: http://netpbm.sourceforge.net/doc/pgm.html // PPM: http://netpbm.sourceforge.net/doc/ppm.html // // Known limitations: // Does not support comments in the header section // Does not support ASCII image data (formats P2 and P3) // Does not support 16-bit-per-channel #ifndef STBI_NO_PNM static int stbi__pnm_test(stbi__context* s) { char p, t; p = (char)stbi__get8(s); t = (char)stbi__get8(s); if (p != 'P' || (t != '5' && t != '6')) { stbi__rewind(s); return 0; } return 1; } static void* stbi__pnm_load(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri) { stbi_uc* out; STBI_NOTUSED(ri); if (!stbi__pnm_info(s, (int*)&s->img_x, (int*)&s->img_y, (int*)&s->img_n)) return 0; if (s->img_y > STBI_MAX_DIMENSIONS) return stbi__errpuc("too large", "Very large image (corrupt?)"); if (s->img_x > STBI_MAX_DIMENSIONS) return stbi__errpuc("too large", "Very large image (corrupt?)"); *x = s->img_x; *y = s->img_y; if (comp) *comp = s->img_n; if (!stbi__mad3sizes_valid(s->img_n, s->img_x, s->img_y, 0)) return stbi__errpuc("too large", "PNM too large"); out = (stbi_uc*)stbi__malloc_mad3(s->img_n, s->img_x, s->img_y, 0); if (!out) return stbi__errpuc("outofmem", "Out of memory"); stbi__getn(s, out, s->img_n * s->img_x * s->img_y); if (req_comp && req_comp != s->img_n) { out = stbi__convert_format(out, s->img_n, req_comp, s->img_x, s->img_y); if (out == NULL) return out; // stbi__convert_format frees input on failure } return out; } static int stbi__pnm_isspace(char c) { return c == ' ' || c == '\t' || c == '\n' || c == '\v' || c == '\f' || c == '\r'; } static void stbi__pnm_skip_whitespace(stbi__context* s, char* c) { for (;;) { while (!stbi__at_eof(s) && stbi__pnm_isspace(*c)) *c = (char)stbi__get8(s); if (stbi__at_eof(s) || *c != '#') break; while (!stbi__at_eof(s) && *c != '\n' && *c != '\r') *c = (char)stbi__get8(s); } } static int stbi__pnm_isdigit(char c) { return c >= '0' && c <= '9'; } static int stbi__pnm_getinteger(stbi__context* s, char* c) { int value = 0; while (!stbi__at_eof(s) && stbi__pnm_isdigit(*c)) { value = value * 10 + (*c - '0'); *c = (char)stbi__get8(s); } return value; } static int stbi__pnm_info(stbi__context* s, int* x, int* y, int* comp) { int maxv, dummy; char c, p, t; if (!x) x = &dummy; if (!y) y = &dummy; if (!comp) comp = &dummy; stbi__rewind(s); // Get identifier p = (char)stbi__get8(s); t = (char)stbi__get8(s); if (p != 'P' || (t != '5' && t != '6')) { stbi__rewind(s); return 0; } *comp = (t == '6') ? 3 : 1; // '5' is 1-component .pgm; '6' is 3-component .ppm c = (char)stbi__get8(s); stbi__pnm_skip_whitespace(s, &c); *x = stbi__pnm_getinteger(s, &c); // read width stbi__pnm_skip_whitespace(s, &c); *y = stbi__pnm_getinteger(s, &c); // read height stbi__pnm_skip_whitespace(s, &c); maxv = stbi__pnm_getinteger(s, &c); // read max value if (maxv > 255) return stbi__err("max value > 255", "PPM image not 8-bit"); else return 1; } #endif static int stbi__info_main(stbi__context* s, int* x, int* y, int* comp) { #ifndef STBI_NO_JPEG if (stbi__jpeg_info(s, x, y, comp)) return 1; #endif #ifndef STBI_NO_PNG if (stbi__png_info(s, x, y, comp)) return 1; #endif #ifndef STBI_NO_GIF if (stbi__gif_info(s, x, y, comp)) return 1; #endif #ifndef STBI_NO_BMP if (stbi__bmp_info(s, x, y, comp)) return 1; #endif #ifndef STBI_NO_PSD if (stbi__psd_info(s, x, y, comp)) return 1; #endif #ifndef STBI_NO_PIC if (stbi__pic_info(s, x, y, comp)) return 1; #endif #ifndef STBI_NO_PNM if (stbi__pnm_info(s, x, y, comp)) return 1; #endif #ifndef STBI_NO_HDR if (stbi__hdr_info(s, x, y, comp)) return 1; #endif // test tga last because it's a crappy test! #ifndef STBI_NO_TGA if (stbi__tga_info(s, x, y, comp)) return 1; #endif return stbi__err("unknown image type", "Image not of any known type, or corrupt"); } static int stbi__is_16_main(stbi__context* s) { #ifndef STBI_NO_PNG if (stbi__png_is16(s)) return 1; #endif #ifndef STBI_NO_PSD if (stbi__psd_is16(s)) return 1; #endif return 0; } #ifndef STBI_NO_STDIO STBIDEF int stbi_info(char const* filename, int* x, int* y, int* comp) { FILE* f = stbi__fopen(filename, "rb"); int result; if (!f) return stbi__err("can't fopen", "Unable to open file"); result = stbi_info_from_file(f, x, y, comp); fclose(f); return result; } STBIDEF int stbi_info_from_file(FILE* f, int* x, int* y, int* comp) { int r; stbi__context s; long pos = ftell(f); stbi__start_file(&s, f); r = stbi__info_main(&s, x, y, comp); fseek(f, pos, SEEK_SET); return r; } STBIDEF int stbi_is_16_bit(char const* filename) { FILE* f = stbi__fopen(filename, "rb"); int result; if (!f) return stbi__err("can't fopen", "Unable to open file"); result = stbi_is_16_bit_from_file(f); fclose(f); return result; } STBIDEF int stbi_is_16_bit_from_file(FILE* f) { int r; stbi__context s; long pos = ftell(f); stbi__start_file(&s, f); r = stbi__is_16_main(&s); fseek(f, pos, SEEK_SET); return r; } #endif // !STBI_NO_STDIO STBIDEF int stbi_info_from_memory(stbi_uc const* buffer, int len, int* x, int* y, int* comp) { stbi__context s; stbi__start_mem(&s, buffer, len); return stbi__info_main(&s, x, y, comp); } STBIDEF int stbi_info_from_callbacks(stbi_io_callbacks const* c, void* user, int* x, int* y, int* comp) { stbi__context s; stbi__start_callbacks(&s, (stbi_io_callbacks*)c, user); return stbi__info_main(&s, x, y, comp); } STBIDEF int stbi_is_16_bit_from_memory(stbi_uc const* buffer, int len) { stbi__context s; stbi__start_mem(&s, buffer, len); return stbi__is_16_main(&s); } STBIDEF int stbi_is_16_bit_from_callbacks(stbi_io_callbacks const* c, void* user) { stbi__context s; stbi__start_callbacks(&s, (stbi_io_callbacks*)c, user); return stbi__is_16_main(&s); } #endif // STB_IMAGE_IMPLEMENTATION /* revision history: 2.20 (2019-02-07) support utf8 filenames in Windows; fix warnings and platform ifdefs 2.19 (2018-02-11) fix warning 2.18 (2018-01-30) fix warnings 2.17 (2018-01-29) change sbti__shiftsigned to avoid clang -O2 bug 1-bit BMP *_is_16_bit api avoid warnings 2.16 (2017-07-23) all functions have 16-bit variants; STBI_NO_STDIO works again; compilation fixes; fix rounding in unpremultiply; optimize vertical flip; disable raw_len validation; documentation fixes 2.15 (2017-03-18) fix png-1,2,4 bug; now all Imagenet JPGs decode; warning fixes; disable run-time SSE detection on gcc; uniform handling of optional "return" values; thread-safe initialization of zlib tables 2.14 (2017-03-03) remove deprecated STBI_JPEG_OLD; fixes for Imagenet JPGs 2.13 (2016-11-29) add 16-bit API, only supported for PNG right now 2.12 (2016-04-02) fix typo in 2.11 PSD fix that caused crashes 2.11 (2016-04-02) allocate large structures on the stack remove white matting for transparent PSD fix reported channel count for PNG & BMP re-enable SSE2 in non-gcc 64-bit support RGB-formatted JPEG read 16-bit PNGs (only as 8-bit) 2.10 (2016-01-22) avoid warning introduced in 2.09 by STBI_REALLOC_SIZED 2.09 (2016-01-16) allow comments in PNM files 16-bit-per-pixel TGA (not bit-per-component) info() for TGA could break due to .hdr handling info() for BMP to shares code instead of sloppy parse can use STBI_REALLOC_SIZED if allocator doesn't support realloc code cleanup 2.08 (2015-09-13) fix to 2.07 cleanup, reading RGB PSD as RGBA 2.07 (2015-09-13) fix compiler warnings partial animated GIF support limited 16-bpc PSD support #ifdef unused functions bug with < 92 byte PIC,PNM,HDR,TGA 2.06 (2015-04-19) fix bug where PSD returns wrong '*comp' value 2.05 (2015-04-19) fix bug in progressive JPEG handling, fix warning 2.04 (2015-04-15) try to re-enable SIMD on MinGW 64-bit 2.03 (2015-04-12) extra corruption checking (mmozeiko) stbi_set_flip_vertically_on_load (nguillemot) fix NEON support; fix mingw support 2.02 (2015-01-19) fix incorrect assert, fix warning 2.01 (2015-01-17) fix various warnings; suppress SIMD on gcc 32-bit without -msse2 2.00b (2014-12-25) fix STBI_MALLOC in progressive JPEG 2.00 (2014-12-25) optimize JPG, including x86 SSE2 & NEON SIMD (ryg) progressive JPEG (stb) PGM/PPM support (Ken Miller) STBI_MALLOC,STBI_REALLOC,STBI_FREE GIF bugfix -- seemingly never worked STBI_NO_*, STBI_ONLY_* 1.48 (2014-12-14) fix incorrectly-named assert() 1.47 (2014-12-14) 1/2/4-bit PNG support, both direct and paletted (Omar Cornut & stb) optimize PNG (ryg) fix bug in interlaced PNG with user-specified channel count (stb) 1.46 (2014-08-26) fix broken tRNS chunk (colorkey-style transparency) in non-paletted PNG 1.45 (2014-08-16) fix MSVC-ARM internal compiler error by wrapping malloc 1.44 (2014-08-07) various warning fixes from Ronny Chevalier 1.43 (2014-07-15) fix MSVC-only compiler problem in code changed in 1.42 1.42 (2014-07-09) don't define _CRT_SECURE_NO_WARNINGS (affects user code) fixes to stbi__cleanup_jpeg path added STBI_ASSERT to avoid requiring assert.h 1.41 (2014-06-25) fix search&replace from 1.36 that messed up comments/error messages 1.40 (2014-06-22) fix gcc struct-initialization warning 1.39 (2014-06-15) fix to TGA optimization when req_comp != number of components in TGA; fix to GIF loading because BMP wasn't rewinding (whoops, no GIFs in my test suite) add support for BMP version 5 (more ignored fields) 1.38 (2014-06-06) suppress MSVC warnings on integer casts truncating values fix accidental rename of 'skip' field of I/O 1.37 (2014-06-04) remove duplicate typedef 1.36 (2014-06-03) convert to header file single-file library if de-iphone isn't set, load iphone images color-swapped instead of returning NULL 1.35 (2014-05-27) various warnings fix broken STBI_SIMD path fix bug where stbi_load_from_file no longer left file pointer in correct place fix broken non-easy path for 32-bit BMP (possibly never used) TGA optimization by Arseny Kapoulkine 1.34 (unknown) use STBI_NOTUSED in stbi__resample_row_generic(), fix one more leak in tga failure case 1.33 (2011-07-14) make stbi_is_hdr work in STBI_NO_HDR (as specified), minor compiler-friendly improvements 1.32 (2011-07-13) support for "info" function for all supported filetypes (SpartanJ) 1.31 (2011-06-20) a few more leak fixes, bug in PNG handling (SpartanJ) 1.30 (2011-06-11) added ability to load files via callbacks to accomidate custom input streams (Ben Wenger) removed deprecated format-specific test/load functions removed support for installable file formats (stbi_loader) -- would have been broken for IO callbacks anyway error cases in bmp and tga give messages and don't leak (Raymond Barbiero, grisha) fix inefficiency in decoding 32-bit BMP (David Woo) 1.29 (2010-08-16) various warning fixes from Aurelien Pocheville 1.28 (2010-08-01) fix bug in GIF palette transparency (SpartanJ) 1.27 (2010-08-01) cast-to-stbi_uc to fix warnings 1.26 (2010-07-24) fix bug in file buffering for PNG reported by SpartanJ 1.25 (2010-07-17) refix trans_data warning (Won Chun) 1.24 (2010-07-12) perf improvements reading from files on platforms with lock-heavy fgetc() minor perf improvements for jpeg deprecated type-specific functions so we'll get feedback if they're needed attempt to fix trans_data warning (Won Chun) 1.23 fixed bug in iPhone support 1.22 (2010-07-10) removed image *writing* support stbi_info support from Jetro Lauha GIF support from Jean-Marc Lienher iPhone PNG-extensions from James Brown warning-fixes from Nicolas Schulz and Janez Zemva (i.stbi__err. Janez (U+017D)emva) 1.21 fix use of 'stbi_uc' in header (reported by jon blow) 1.20 added support for Softimage PIC, by Tom Seddon 1.19 bug in interlaced PNG corruption check (found by ryg) 1.18 (2008-08-02) fix a threading bug (local mutable static) 1.17 support interlaced PNG 1.16 major bugfix - stbi__convert_format converted one too many pixels 1.15 initialize some fields for thread safety 1.14 fix threadsafe conversion bug header-file-only version (#define STBI_HEADER_FILE_ONLY before including) 1.13 threadsafe 1.12 const qualifiers in the API 1.11 Support installable IDCT, colorspace conversion routines 1.10 Fixes for 64-bit (don't use "unsigned long") optimized upsampling by Fabian "ryg" Giesen 1.09 Fix format-conversion for PSD code (bad global variables!) 1.08 Thatcher Ulrich's PSD code integrated by Nicolas Schulz 1.07 attempt to fix C++ warning/errors again 1.06 attempt to fix C++ warning/errors again 1.05 fix TGA loading to return correct *comp and use good luminance calc 1.04 default float alpha is 1, not 255; use 'void *' for stbi_image_free 1.03 bugfixes to STBI_NO_STDIO, STBI_NO_HDR 1.02 support for (subset of) HDR files, float interface for preferred access to them 1.01 fix bug: possible bug in handling right-side up bmps... not sure fix bug: the stbi__bmp_load() and stbi__tga_load() functions didn't work at all 1.00 interface to zlib that skips zlib header 0.99 correct handling of alpha in palette 0.98 TGA loader by lonesock; dynamically add loaders (untested) 0.97 jpeg errors on too large a file; also catch another malloc failure 0.96 fix detection of invalid v value - particleman@mollyrocket forum 0.95 during header scan, seek to markers in case of padding 0.94 STBI_NO_STDIO to disable stdio usage; rename all #defines the same 0.93 handle jpegtran output; verbose errors 0.92 read 4,8,16,24,32-bit BMP files of several formats 0.91 output 24-bit Windows 3.0 BMP files 0.90 fix a few more warnings; bump version number to approach 1.0 0.61 bugfixes due to Marc LeBlanc, Christopher Lloyd 0.60 fix compiling as c++ 0.59 fix warnings: merge Dave Moore's -Wall fixes 0.58 fix bug: zlib uncompressed mode len/nlen was wrong endian 0.57 fix bug: jpg last huffman symbol before marker was >9 bits but less than 16 available 0.56 fix bug: zlib uncompressed mode len vs. nlen 0.55 fix bug: restart_interval not initialized to 0 0.54 allow NULL for 'int *comp' 0.53 fix bug in png 3->4; speedup png decoding 0.52 png handles req_comp=3,4 directly; minor cleanup; jpeg comments 0.51 obey req_comp requests, 1-component jpegs return as 1-component, on 'test' only check type, not whether we support this variant 0.50 (2006-11-19) first released version */ /* ------------------------------------------------------------------------------ This software is available under 2 licenses -- choose whichever you prefer. ------------------------------------------------------------------------------ ALTERNATIVE A - MIT License Copyright (c) 2017 Sean Barrett Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ------------------------------------------------------------------------------ ALTERNATIVE B - Public Domain (www.unlicense.org) This is free and unencumbered software released into the public domain. Anyone is free to copy, modify, publish, use, compile, sell, or distribute this software, either in source code form or as a compiled binary, for any purpose, commercial or non-commercial, and by any means. In jurisdictions that recognize copyright laws, the author or authors of this software dedicate any and all copyright interest in the software to the public domain. We make this dedication for the benefit of the public at large and to the detriment of our heirs and successors. We intend this dedication to be an overt act of relinquishment in perpetuity of all present and future rights to this software under copyright law. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ------------------------------------------------------------------------------ */ ================================================ FILE: test/CMakeLists.txt ================================================ #[[ MIT License Copyright (c) 2022 Alberto Morcillo Sanz Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ]] # Header Files set(IMGUI_HEADERS ${CMAKE_CURRENT_LIST_DIR}/third_party/imgui/imgui.h ${CMAKE_CURRENT_LIST_DIR}/third_party/imgui/backends/imgui_impl_glfw.h ${CMAKE_CURRENT_LIST_DIR}/third_party/imgui/backends/imgui_impl_opengl3.h ${CMAKE_CURRENT_LIST_DIR}/third_party/imgui/imgui_internal.h ${CMAKE_CURRENT_LIST_DIR}/third_party/imgui/imstb_rectpack.h ${CMAKE_CURRENT_LIST_DIR}/third_party/imgui/imstb_textedit.h ${CMAKE_CURRENT_LIST_DIR}/third_party/imgui/imstb_truetype.h ) # CPP files set(IMGUI_SOURCES ${CMAKE_CURRENT_LIST_DIR}/third_party/imgui/imgui.cpp ${CMAKE_CURRENT_LIST_DIR}/third_party/imgui/backends/imgui_impl_glfw.cpp ${CMAKE_CURRENT_LIST_DIR}/third_party/imgui/backends/imgui_impl_opengl3.cpp ${CMAKE_CURRENT_LIST_DIR}/third_party/imgui/imgui_demo.cpp ${CMAKE_CURRENT_LIST_DIR}/third_party/imgui/imgui_draw.cpp ${CMAKE_CURRENT_LIST_DIR}/third_party/imgui/imgui_tables.cpp ${CMAKE_CURRENT_LIST_DIR}/third_party/imgui/imgui_widgets.cpp ) include_directories(${CMAKE_CURRENT_LIST_DIR}/third_party) add_subdirectory(testImGuiGLFW) add_subdirectory(testCube) add_subdirectory(testLighting) add_subdirectory(testPBR) add_subdirectory(testModelPBR) add_subdirectory(testPointCloud) add_subdirectory(testHDRI) ================================================ FILE: test/testCube/CMakeLists.txt ================================================ #[[ MIT License Copyright (c) 2022 Alberto Morcillo Sanz Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ]] project(testCube) # Header Files set(HEADERS ) # CPP files set(SOURCES src/main.cpp ) # Copy shaders into build folder set(SHADERS_PATH "${CMAKE_SOURCE_DIR}/src/engine/opengl/glsl") file(GLOB shaderFiles ${SHADERS_PATH}/*.frag ${SHADERS_PATH}/*.vert) foreach(filename ${shaderFiles} ) file(COPY ${filename} DESTINATION ${CMAKE_CURRENT_BINARY_DIR}/glsl) endforeach() # Executable add_executable(${PROJECT_NAME} ${SOURCES} ${HEADERS}) # Linker target_link_libraries(${PROJECT_NAME} glfw3 RendererGL) ================================================ FILE: test/testCube/README.md ================================================ ## Dependencies * [GLFW](https://github.com/glfw/glfw) for creating a window with an OpenGL context ================================================ FILE: test/testCube/src/main.cpp ================================================ #include #include #include #include #include const int WIDTH = 1280; const int HEIGHT = 900; GLFWwindow* window; Renderer::Ptr renderer; // x y z r g b std::vector cubeVertices { Vec3f(-0.5, -0.5, 0.5, 0.0f, 0.0f, 1.0f), Vec3f( 0.5, -0.5, 0.5, 1.0f, 0.0f, 1.0f), Vec3f( 0.5, 0.5, 0.5, 0.0f, 1.0f, 1.0f), Vec3f(-0.5, 0.5, 0.5, 0.0f, 1.0f, 0.5f), Vec3f(-0.5, -0.5, -0.5, 0.0f, 0.0f, 1.0f), Vec3f( 0.5, -0.5, -0.5, 1.0f, 0.0f, 1.0f), Vec3f( 0.5, 0.5, -0.5, 0.0f, 1.0f, 1.0f), Vec3f(-0.5, 0.5, -0.5, 0.0f, 1.0f, 0.5f) }; std::vector cubeIndices { 0, 1, 2, 1, 5, 6, 7, 6, 5, 2, 3, 0, 6, 2, 1, 5, 4, 7, 4, 0, 3, 4, 5, 1, 3, 2, 6, 3, 7, 4, 1, 0, 4, 6, 7, 3 }; int main() { // Create window if (!glfwInit()) { std::cout << "Couldn't initialize window" << std::endl; return -1; } window = glfwCreateWindow(WIDTH, HEIGHT, "Perspective cube example", NULL, NULL); if (!window) glfwTerminate(); glfwMakeContextCurrent(window); // Renderer renderer = Renderer::New(WIDTH, HEIGHT); double aspectRatio = static_cast(WIDTH) / HEIGHT; TrackballCamera::Ptr camera = TrackballCamera::perspectiveCamera(glm::radians(45.0f), aspectRatio, 0.1, 1000); camera->zoom(-2.5); renderer->setCamera(std::dynamic_pointer_cast(camera)); // Scene Polytope::Ptr polytopeCube = Polytope::New(cubeVertices, cubeIndices); Group::Ptr group = Group::New(); group->add(polytopeCube); Scene::Ptr scene = Scene::New(); scene->addGroup(group); renderer->addScene(scene); // Main loop while (!glfwWindowShouldClose(window)) { renderer->setBackgroundColor(0.f, 0.f, 0.f); // Update scene polytopeCube->rotate(0.55, glm::vec3(1, 0, 1)); // Draw scene renderer->clear(); renderer->draw(); // Update window glfwSwapBuffers(window); glfwPollEvents(); } // Destroy window glfwTerminate(); return 0; } ================================================ FILE: test/testHDRI/CMakeLists.txt ================================================ #[[ MIT License Copyright (c) 2022 Alberto Morcillo Sanz Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ]] project(testHDRI) # Header Files set(HEADERS src/ImguiStyles.h ) # CPP files set(SOURCES src/main.cpp ) # Copy shaders into build folder set(SHADERS_PATH "${CMAKE_SOURCE_DIR}/src/engine/opengl/glsl") file(GLOB shaderFiles ${SHADERS_PATH}/*.frag ${SHADERS_PATH}/*.vert) foreach(filename ${shaderFiles} ) file(COPY ${filename} DESTINATION ${CMAKE_CURRENT_BINARY_DIR}/glsl) endforeach() # Executable add_executable(${PROJECT_NAME} ${SOURCES} ${HEADERS} ${IMGUI_SOURCES} ${IMGUI_HEADERS}) # Linker target_link_libraries(${PROJECT_NAME} glfw3 RendererGL) ================================================ FILE: test/testHDRI/README.md ================================================ ## Dependencies * [GLFW](https://github.com/glfw/glfw) for creating a window with an OpenGL context ================================================ FILE: test/testHDRI/src/ImguiStyles.h ================================================ #pragma once // From https://github.com/procedural/gpulib/blob/master/gpulib_imgui.h // https://github.com/ocornut/imgui/issues/707 #include #include #include struct ImVec3 { float x, y, z; ImVec3(float _x = 0.0f, float _y = 0.0f, float _z = 0.0f) { x = _x; y = _y; z = _z; } }; void Style() { ImGuiStyle & style = ImGui::GetStyle(); ImVec4 * colors = style.Colors; colors[ImGuiCol_Text] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); colors[ImGuiCol_TextDisabled] = ImVec4(0.40f, 0.40f, 0.40f, 1.00f); //colors[ImGuiCol_ChildBg] = ImVec4(0.25f, 0.25f, 0.25f, 1.00f); //colors[ImGuiCol_WindowBg] = ImVec4(0.25f, 0.25f, 0.25f, 1.00f); //colors[ImGuiCol_PopupBg] = ImVec4(0.25f, 0.25f, 0.25f, 1.00f); colors[ImGuiCol_ChildBg] = ImVec4(0.15f, 0.15f, 0.15f, 1.00f); colors[ImGuiCol_WindowBg] = ImVec4(0.15f, 0.15f, 0.15f, 1.00f); colors[ImGuiCol_PopupBg] = ImVec4(0.15f, 0.15f, 0.15f, 1.00f); colors[ImGuiCol_Border] = ImVec4(0.12f, 0.12f, 0.12f, 0.71f); colors[ImGuiCol_BorderShadow] = ImVec4(1.00f, 1.00f, 1.00f, 0.06f); colors[ImGuiCol_FrameBg] = ImVec4(0.42f, 0.42f, 0.42f, 0.54f); colors[ImGuiCol_FrameBgHovered] = ImVec4(0.42f, 0.42f, 0.42f, 0.40f); colors[ImGuiCol_FrameBgActive] = ImVec4(0.56f, 0.56f, 0.56f, 0.67f); colors[ImGuiCol_TitleBg] = ImVec4(0.19f, 0.19f, 0.19f, 1.00f); colors[ImGuiCol_TitleBgActive] = ImVec4(0.22f, 0.22f, 0.22f, 1.00f); colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.17f, 0.17f, 0.17f, 0.90f); //colors[ImGuiCol_MenuBarBg] = ImVec4(0.335f, 0.335f, 0.335f, 1.000f); colors[ImGuiCol_MenuBarBg] = ImVec4(0.2, 0.2, 0.2, 1.000f); colors[ImGuiCol_ScrollbarBg] = ImVec4(0.24f, 0.24f, 0.24f, 0.53f); colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.41f, 0.41f, 0.41f, 1.00f); colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.52f, 0.52f, 0.52f, 1.00f); colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.76f, 0.76f, 0.76f, 1.00f); colors[ImGuiCol_CheckMark] = ImVec4(0.65f, 0.65f, 0.65f, 1.00f); colors[ImGuiCol_SliderGrab] = ImVec4(0.52f, 0.52f, 0.52f, 1.00f); colors[ImGuiCol_SliderGrabActive] = ImVec4(0.64f, 0.64f, 0.64f, 1.00f); colors[ImGuiCol_Button] = ImVec4(0.54f, 0.54f, 0.54f, 0.35f); colors[ImGuiCol_ButtonHovered] = ImVec4(0.52f, 0.52f, 0.52f, 0.59f); colors[ImGuiCol_ButtonActive] = ImVec4(0.76f, 0.76f, 0.76f, 1.00f); colors[ImGuiCol_Header] = ImVec4(0.38f, 0.38f, 0.38f, 1.00f); colors[ImGuiCol_HeaderHovered] = ImVec4(0.47f, 0.47f, 0.47f, 1.00f); colors[ImGuiCol_HeaderActive] = ImVec4(0.76f, 0.76f, 0.76f, 0.77f); colors[ImGuiCol_Separator] = ImVec4(0.4f, 0.4f, 0.4f, 0.137f); colors[ImGuiCol_SeparatorHovered] = ImVec4(0.700f, 0.671f, 0.600f, 0.290f); colors[ImGuiCol_SeparatorActive] = ImVec4(0.702f, 0.671f, 0.600f, 0.674f); colors[ImGuiCol_ResizeGrip] = ImVec4(0.26f, 0.59f, 0.98f, 0.25f); colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); colors[ImGuiCol_PlotLines] = ImVec4(0.61f, 0.61f, 0.61f, 1.00f); colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f); colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f); colors[ImGuiCol_TextSelectedBg] = ImVec4(0.73f, 0.73f, 0.73f, 0.35f); colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.35f); colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f); colors[ImGuiCol_NavHighlight] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f); colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f); style.PopupRounding = 1; style.WindowPadding = ImVec2(4, 4); style.FramePadding = ImVec2(6, 4); style.ItemSpacing = ImVec2(6, 4); style.ScrollbarSize = 8; style.WindowBorderSize = 1; style.ChildBorderSize = 1; style.PopupBorderSize = 1; style.FrameBorderSize = 0; style.WindowRounding = 1; style.ChildRounding = 1; style.FrameRounding = 1; style.ScrollbarRounding = 1; style.GrabRounding = 1; #ifdef IMGUI_HAS_DOCK style.TabBorderSize = 0; style.TabRounding = 0; colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.38f, 0.38f, 0.38f, 1.00f); colors[ImGuiCol_Tab] = ImVec4(0.25f, 0.25f, 0.25f, 1.00f); colors[ImGuiCol_TabHovered] = ImVec4(0.40f, 0.40f, 0.40f, 1.00f); colors[ImGuiCol_TabActive] = ImVec4(0.33f, 0.33f, 0.33f, 1.00f); colors[ImGuiCol_TabUnfocused] = ImVec4(0.25f, 0.25f, 0.25f, 1.00f); colors[ImGuiCol_TabUnfocusedActive] = ImVec4(0.33f, 0.33f, 0.33f, 1.00f); colors[ImGuiCol_DockingPreview] = ImVec4(0.85f, 0.85f, 0.85f, 0.28f); if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { style.WindowRounding = 0.0f; style.Colors[ImGuiCol_WindowBg].w = 1.0f; } #endif } ================================================ FILE: test/testHDRI/src/main.cpp ================================================ #include #include #include #include #include #include #include #include "ImguiStyles.h" // ImGui functions void initImGui(ImGuiIO& io); void dockSpace(bool* p_open); void renderImGui(ImGuiIO& io); const int WIDTH = 1280; const int HEIGHT = 900; GLFWwindow* window; Renderer::Ptr renderer; int main() { // Create window if (!glfwInit()) { std::cout << "Couldn't initialize window" << std::endl; return -1; } window = glfwCreateWindow(WIDTH, HEIGHT, "HDRI viewer", NULL, NULL); if (!window) glfwTerminate(); glfwMakeContextCurrent(window); // Init ImGui IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; initImGui(io); // Renderer renderer = Renderer::New(WIDTH, HEIGHT); // Camera double aspectRatio = static_cast(WIDTH) / HEIGHT; TrackballCamera::Ptr camera = TrackballCamera::perspectiveCamera(glm::radians(45.0f), aspectRatio, 0.1, 1000); float sensitivity = 50.f, zoomSensitivity = 0.5f; camera->zoom(-0.5); renderer->setCamera(std::dynamic_pointer_cast(camera)); // Model Sphere::Ptr sphere = Sphere::New(); Texture::Ptr hdri = Texture::New("/home/morcillosanz/Documents/hdri2.jpg", Texture::Type::TextureDiffuse); sphere->addTexture(hdri); Group::Ptr sphereGroup = Group::New(GL_TRIANGLES); sphereGroup->add(sphere); // Scene Scene::Ptr scene = Scene::New(); scene->addGroup(sphereGroup); renderer->addScene(scene); // Main loop while (!glfwWindowShouldClose(window)) { renderer->getFrameCapturer()->setBackgroundColor(0.1, 0.1, 0.1); // Render renderer->clear(); renderer->render(); { ImGui_ImplOpenGL3_NewFrame(); ImGui_ImplGlfw_NewFrame(); ImGui::NewFrame(); bool p_open = true; dockSpace(&p_open); // Render window static bool windowFocus = false; { ImGui::Begin("Renderer", &p_open, ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse); windowFocus = ImGui::IsWindowFocused() || ImGui::IsWindowHovered(); // Render graphics as a texture ImGui::Image((void*)(intptr_t)renderer->getFrameCapturer()->getTexture()->getID(), ImGui::GetWindowSize()); // Resize window static ImVec2 previousSize(0, 0); if(ImGui::GetWindowSize().x != previousSize.x || ImGui::GetWindowSize().y != previousSize.y) { // Restart trackball camera float theta = camera->getTheta(), phi = camera->getPhi(); glm::vec3 center = camera->getCenter(), up = camera->getUp(); float radius = camera->getRadius(); // Update camera aspect ratio *camera = *TrackballCamera::perspectiveCamera(glm::radians(45.0f), ImGui::GetWindowSize().x / ImGui::GetWindowSize().y, 0.1, 1000); camera->setTheta(theta); camera->setPhi(phi); camera->setCenter(center); camera->setUp(up); camera->setRadius(radius); } previousSize = ImGui::GetWindowSize(); // Mouse Events ImVec2 size = ImGui::GetWindowSize(); ImVec2 mousePositionAbsolute = ImGui::GetMousePos(); ImVec2 screenPositionAbsolute = ImGui::GetItemRectMin(); ImVec2 mousePositionRelative = ImVec2(mousePositionAbsolute.x - screenPositionAbsolute.x, mousePositionAbsolute.y - screenPositionAbsolute.y); static bool first = true; static ImVec2 previous(0, 0); if(ImGui::IsMouseDown(ImGuiMouseButton_Left) || ImGui::IsMouseDown(ImGuiMouseButton_Right)) { if(first) { previous = mousePositionRelative; first = false; } }else first = true; // Rotation if(ImGui::IsMouseDragging(ImGuiMouseButton_Left) && windowFocus) { float dTheta = (mousePositionRelative.x - previous.x) / size.x; float dPhi = (mousePositionRelative.y - previous.y) / size.y; sphere->rotate(-dTheta * sensitivity, glm::vec3(0, 0, 1)); previous = mousePositionRelative; } // Camera zoom if(windowFocus) camera->zoom(ImGui::GetIO().MouseWheel * zoomSensitivity); ImGui::End(); } renderImGui(io); } // Update window glfwSwapBuffers(window); glfwPollEvents(); } // Destroy imgui ImGui_ImplOpenGL3_Shutdown(); ImGui_ImplGlfw_Shutdown(); ImGui::DestroyContext(); // Destroy window glfwTerminate(); return 0; } // ImGui functions void initImGui(ImGuiIO& io) { io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows //ImGui::StyleColorsDark(); Style(); ImGuiStyle& style = ImGui::GetStyle(); if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { style.WindowRounding = 0.0f; style.Colors[ImGuiCol_WindowBg].w = 1.0f; } const char* glsl_version = "#version 130"; ImGui_ImplGlfw_InitForOpenGL(window, true); ImGui_ImplOpenGL3_Init(glsl_version); } void dockSpace(bool* p_open) { static bool opt_fullscreen = true; static bool opt_padding = false; static ImGuiDockNodeFlags dockspace_flags = ImGuiDockNodeFlags_None; // We are using the ImGuiWindowFlags_NoDocking flag to make the parent window not dockable into, // because it would be confusing to have two docking targets within each others. ImGuiWindowFlags window_flags = ImGuiWindowFlags_MenuBar | ImGuiWindowFlags_NoDocking; if (opt_fullscreen) { const ImGuiViewport* viewport = ImGui::GetMainViewport(); ImGui::SetNextWindowPos(viewport->WorkPos); ImGui::SetNextWindowSize(viewport->WorkSize); ImGui::SetNextWindowViewport(viewport->ID); ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f); window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove; window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus; } else dockspace_flags &= ~ImGuiDockNodeFlags_PassthruCentralNode; // When using ImGuiDockNodeFlags_PassthruCentralNode, DockSpace() will render our background // and handle the pass-thru hole, so we ask Begin() to not render a background. if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode) window_flags |= ImGuiWindowFlags_NoBackground; // Important: note that we proceed even if Begin() returns false (aka window is collapsed). // This is because we want to keep our DockSpace() active. If a DockSpace() is inactive, // all active windows docked into it will lose their parent and become undocked. // We cannot preserve the docking relationship between an active window and an inactive docking, otherwise // any change of dockspace/settings would lead to windows being stuck in limbo and never being visible. if (!opt_padding) ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f)); ImGui::Begin("DockSpace", p_open, window_flags); if (!opt_padding) ImGui::PopStyleVar(); if (opt_fullscreen) ImGui::PopStyleVar(2); // Submit the DockSpace ImGuiIO& io = ImGui::GetIO(); if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) { ImGuiID dockspace_id = ImGui::GetID("MyDockSpace"); ImGui::DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags); } if (ImGui::BeginMenuBar()) { if (ImGui::BeginMenu("Options")) { if (ImGui::MenuItem("Close", NULL, false, p_open != NULL)) exit(0); ImGui::EndMenu(); } ImGui::EndMenuBar(); } ImGui::End(); } void renderImGui(ImGuiIO& io) { ImGui::Render(); int display_w, display_h; glfwGetFramebufferSize(window, &display_w, &display_h); glViewport(0, 0, display_w, display_h); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { GLFWwindow* backup_current_context = glfwGetCurrentContext(); ImGui::UpdatePlatformWindows(); ImGui::RenderPlatformWindowsDefault(); glfwMakeContextCurrent(backup_current_context); } } ================================================ FILE: test/testImGuiGLFW/CMakeLists.txt ================================================ #[[ MIT License Copyright (c) 2022 Alberto Morcillo Sanz Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ]] project(testImGuiGLFW) # Header Files set(HEADERS src/ImguiStyles.h ) # CPP files set(SOURCES src/main.cpp ) # Copy shaders into build folder set(SHADERS_PATH "${CMAKE_SOURCE_DIR}/src/engine/opengl/glsl") file(GLOB shaderFiles ${SHADERS_PATH}/*.frag ${SHADERS_PATH}/*.vert) foreach(filename ${shaderFiles} ) file(COPY ${filename} DESTINATION ${CMAKE_CURRENT_BINARY_DIR}/glsl) endforeach() # Executable add_executable(${PROJECT_NAME} ${SOURCES} ${HEADERS} ${IMGUI_SOURCES} ${IMGUI_HEADERS}) # Linker target_link_libraries(${PROJECT_NAME} glfw3 RendererGL) ================================================ FILE: test/testImGuiGLFW/README.md ================================================ ## Dependencies * [GLFW](https://github.com/glfw/glfw) for creating a window with an OpenGL context * [IMGUI](https://github.com/ocornut/imgui) for the user interface ================================================ FILE: test/testImGuiGLFW/imgui.ini ================================================ [Window][DockSpace] Pos=0,0 Size=1280,900 Collapsed=0 [Window][Debug##Default] Pos=60,60 Size=400,400 Collapsed=0 [Window][Main Window] Pos=60,60 Size=461,142 Collapsed=0 [Window][Lighting] Pos=60,60 Size=318,368 Collapsed=0 [Window][Camera] Pos=60,60 Size=322,334 Collapsed=0 [Window][Renderer] ViewportPos=64,62 ViewportId=0x08EFC3CA Size=927,734 Collapsed=0 [Docking][Data] DockSpace ID=0x09EF459F Window=0x9A404470 Pos=37,122 Size=1280,879 CentralNode=1 ================================================ FILE: test/testImGuiGLFW/src/ImguiStyles.h ================================================ #pragma once // From https://github.com/procedural/gpulib/blob/master/gpulib_imgui.h // https://github.com/ocornut/imgui/issues/707 #include #include #include struct ImVec3 { float x, y, z; ImVec3(float _x = 0.0f, float _y = 0.0f, float _z = 0.0f) { x = _x; y = _y; z = _z; } }; void Style() { ImGuiStyle & style = ImGui::GetStyle(); ImVec4 * colors = style.Colors; colors[ImGuiCol_Text] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); colors[ImGuiCol_TextDisabled] = ImVec4(0.40f, 0.40f, 0.40f, 1.00f); //colors[ImGuiCol_ChildBg] = ImVec4(0.25f, 0.25f, 0.25f, 1.00f); //colors[ImGuiCol_WindowBg] = ImVec4(0.25f, 0.25f, 0.25f, 1.00f); //colors[ImGuiCol_PopupBg] = ImVec4(0.25f, 0.25f, 0.25f, 1.00f); colors[ImGuiCol_ChildBg] = ImVec4(0.15f, 0.15f, 0.15f, 1.00f); colors[ImGuiCol_WindowBg] = ImVec4(0.15f, 0.15f, 0.15f, 1.00f); colors[ImGuiCol_PopupBg] = ImVec4(0.15f, 0.15f, 0.15f, 1.00f); colors[ImGuiCol_Border] = ImVec4(0.12f, 0.12f, 0.12f, 0.71f); colors[ImGuiCol_BorderShadow] = ImVec4(1.00f, 1.00f, 1.00f, 0.06f); colors[ImGuiCol_FrameBg] = ImVec4(0.42f, 0.42f, 0.42f, 0.54f); colors[ImGuiCol_FrameBgHovered] = ImVec4(0.42f, 0.42f, 0.42f, 0.40f); colors[ImGuiCol_FrameBgActive] = ImVec4(0.56f, 0.56f, 0.56f, 0.67f); colors[ImGuiCol_TitleBg] = ImVec4(0.19f, 0.19f, 0.19f, 1.00f); colors[ImGuiCol_TitleBgActive] = ImVec4(0.22f, 0.22f, 0.22f, 1.00f); colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.17f, 0.17f, 0.17f, 0.90f); //colors[ImGuiCol_MenuBarBg] = ImVec4(0.335f, 0.335f, 0.335f, 1.000f); colors[ImGuiCol_MenuBarBg] = ImVec4(0.2, 0.2, 0.2, 1.000f); colors[ImGuiCol_ScrollbarBg] = ImVec4(0.24f, 0.24f, 0.24f, 0.53f); colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.41f, 0.41f, 0.41f, 1.00f); colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.52f, 0.52f, 0.52f, 1.00f); colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.76f, 0.76f, 0.76f, 1.00f); colors[ImGuiCol_CheckMark] = ImVec4(0.65f, 0.65f, 0.65f, 1.00f); colors[ImGuiCol_SliderGrab] = ImVec4(0.52f, 0.52f, 0.52f, 1.00f); colors[ImGuiCol_SliderGrabActive] = ImVec4(0.64f, 0.64f, 0.64f, 1.00f); colors[ImGuiCol_Button] = ImVec4(0.54f, 0.54f, 0.54f, 0.35f); colors[ImGuiCol_ButtonHovered] = ImVec4(0.52f, 0.52f, 0.52f, 0.59f); colors[ImGuiCol_ButtonActive] = ImVec4(0.76f, 0.76f, 0.76f, 1.00f); colors[ImGuiCol_Header] = ImVec4(0.38f, 0.38f, 0.38f, 1.00f); colors[ImGuiCol_HeaderHovered] = ImVec4(0.47f, 0.47f, 0.47f, 1.00f); colors[ImGuiCol_HeaderActive] = ImVec4(0.76f, 0.76f, 0.76f, 0.77f); colors[ImGuiCol_Separator] = ImVec4(0.4f, 0.4f, 0.4f, 0.137f); colors[ImGuiCol_SeparatorHovered] = ImVec4(0.700f, 0.671f, 0.600f, 0.290f); colors[ImGuiCol_SeparatorActive] = ImVec4(0.702f, 0.671f, 0.600f, 0.674f); colors[ImGuiCol_ResizeGrip] = ImVec4(0.26f, 0.59f, 0.98f, 0.25f); colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); colors[ImGuiCol_PlotLines] = ImVec4(0.61f, 0.61f, 0.61f, 1.00f); colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f); colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f); colors[ImGuiCol_TextSelectedBg] = ImVec4(0.73f, 0.73f, 0.73f, 0.35f); colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.35f); colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f); colors[ImGuiCol_NavHighlight] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f); colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f); style.PopupRounding = 1; style.WindowPadding = ImVec2(4, 4); style.FramePadding = ImVec2(6, 4); style.ItemSpacing = ImVec2(6, 4); style.ScrollbarSize = 8; style.WindowBorderSize = 1; style.ChildBorderSize = 1; style.PopupBorderSize = 1; style.FrameBorderSize = 0; style.WindowRounding = 1; style.ChildRounding = 1; style.FrameRounding = 1; style.ScrollbarRounding = 1; style.GrabRounding = 1; #ifdef IMGUI_HAS_DOCK style.TabBorderSize = 0; style.TabRounding = 0; colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.38f, 0.38f, 0.38f, 1.00f); colors[ImGuiCol_Tab] = ImVec4(0.25f, 0.25f, 0.25f, 1.00f); colors[ImGuiCol_TabHovered] = ImVec4(0.40f, 0.40f, 0.40f, 1.00f); colors[ImGuiCol_TabActive] = ImVec4(0.33f, 0.33f, 0.33f, 1.00f); colors[ImGuiCol_TabUnfocused] = ImVec4(0.25f, 0.25f, 0.25f, 1.00f); colors[ImGuiCol_TabUnfocusedActive] = ImVec4(0.33f, 0.33f, 0.33f, 1.00f); colors[ImGuiCol_DockingPreview] = ImVec4(0.85f, 0.85f, 0.85f, 0.28f); if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { style.WindowRounding = 0.0f; style.Colors[ImGuiCol_WindowBg].w = 1.0f; } #endif } ================================================ FILE: test/testImGuiGLFW/src/main.cpp ================================================ /** * @file main.cpp * * @author MorcilloSanz * @brief This file is an example of how to use RendererGL with GLFW and ImGui * @version 0.1 */ #include #include #include // First OpenGL line always (because of GLEW) #include #include #include #include #include #include "ImguiStyles.h" // ImGui functions void initImGui(ImGuiIO& io); void dockSpace(bool* p_open); void renderImGui(ImGuiIO& io); // Window callbacks static void resizeCallback(GLFWwindow* w, int width, int height); static void keyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); // Camera functions void updateFPSCamera(double xpos, double ypos); // Window const int WIDTH = 1280; const int HEIGHT = 900; GLFWwindow* window; // TrackBallCamera TrackballCamera::Ptr camera; // Renderer Renderer::Ptr renderer; // FPS camera FPSCamera::Ptr fpsCamera; bool movementForward = false, movementBackward = false; bool movementRight = false, movementLeft = false; // Mouse Ray casting (gui) bool enablePoint3d = false, enableDrawRay = false; bool enableObjectSelecting = false; float rayLong = 100; int main(void) { // Init glfw if (!glfwInit()) { std::cout << "Couldn't initialize window" << std::endl; return -1; } // Create window window = glfwCreateWindow(WIDTH, HEIGHT, "Test ImGui and GLFW", NULL, NULL); if (!window) glfwTerminate(); glfwMakeContextCurrent(window); glfwSetFramebufferSizeCallback(window, resizeCallback); glfwSetKeyCallback(window, keyCallback); // Init ImGui IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; initImGui(io); // Renderer renderer = Renderer::New(WIDTH, HEIGHT); // Trackball Camera camera = TrackballCamera::perspectiveCamera(glm::radians(45.0f), WIDTH / HEIGHT, 0.1, 1000); float sensitivity = 1.5f, panSensitivity = 1.0f, zoomSensitivity = 1.0f; camera->zoom(-5.5); renderer->setCamera(std::dynamic_pointer_cast(camera)); // First Person Shooter Camera fpsCamera = FPSCamera::perspectiveCamera(glm::radians(45.0f), WIDTH / HEIGHT, 0.1, 1000); fpsCamera->setSensitivity(sensitivity / 10); // Point Lighting PointLight light(glm::vec3(3, 3, 3)); light.setSpecular(glm::vec3(0.3)); //light.setLinear(0.04); //light.setQuadratic(0.016); light.setColor(glm::vec3(0.37, 1, 0.37)); light.setIntensity(2); renderer->addLight(light); PointLight light2(glm::vec3(3, 3, -3)); light2.setColor(glm::vec3(1, 0, 0)); light2.setIntensity(2); renderer->addLight(light2); PointLight light3(glm::vec3(-3, 3, -3)); light3.setColor(glm::vec3(0, 0, 1)); light3.setIntensity(2); renderer->addLight(light3); PointLight light5(glm::vec3(-3, 3, 3)); light5.setColor(glm::vec3(1, 1, 1)); light5.setIntensity(1.25); renderer->addLight(light5); // Directional lighting DirectionalLight light4(glm::vec3(-4, 7, 5.5)); light4.setColor(glm::vec3(1.0, 1.0, 0.95)); renderer->disableLight(); // Shadow mapping renderer->setShadowMapping(false); renderer->setShadowLightPos(light4.getPosition()); // Directional light pos // Create scene Scene::Ptr mainScene = Scene::New(); // Cube polytope -> Vertex: x y z r g b nx ny nz tx ty std::vector vertices = { // Back face Vec3f(-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f), // Bottom-left Vec3f( 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f), // top-right Vec3f( 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f), // bottom-right Vec3f( 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f), // top-right Vec3f(-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f), // bottom-left Vec3f(-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f), // top-left // Front face Vec3f(-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f), // bottom-left Vec3f( 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f), // bottom-right Vec3f( 0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f), // top-right Vec3f( 0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f), // top-right Vec3f(-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f), // top-left Vec3f(-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f), // bottom-left // Left face Vec3f(-0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f), // top-right Vec3f(-0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f), // top-left Vec3f(-0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f), // bottom-left Vec3f(-0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f), // bottom-left Vec3f(-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f), // bottom-right Vec3f(-0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f), // top-right // Right face Vec3f( 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f), // top-left Vec3f( 0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f), // bottom-right Vec3f( 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f), // top-right Vec3f( 0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f), // bottom-right Vec3f( 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f), // top-left Vec3f( 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f), // bottom-left // Bottom face Vec3f(-0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f), // top-right Vec3f( 0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f), // top-left Vec3f( 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f), // bottom-left Vec3f( 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f), // bottom-left Vec3f(-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f), // bottom-right Vec3f(-0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f), // top-right // Top face Vec3f(-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f), // top-left Vec3f( 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f), // bottom-right Vec3f( 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f), // top-right Vec3f( 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f), // bottom-right Vec3f(-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f), // top-left Vec3f(-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f) // bottom-left }; Polytope::Ptr cubePolytope = Polytope::New(vertices); cubePolytope->translate(glm::vec3(0, 0, 3)); cubePolytope->setFaceCulling(Polytope::FaceCulling::BACK); // BACK default std::vector cubeVertices { // Front square Vec3f(-0.5, -0.5, 0.5, 0.0f, 0.0f, 1.0f), Vec3f( 0.5, -0.5, 0.5, 1.0f, 0.0f, 1.0f), Vec3f( 0.5, 0.5, 0.5, 0.0f, 1.0f, 1.0f), Vec3f(-0.5, 0.5, 0.5, 0.0f, 1.0f, 0.5f), // Back square Vec3f(-0.5, -0.5, -0.5, 0.0f, 0.0f, 1.0f), Vec3f( 0.5, -0.5, -0.5, 1.0f, 0.0f, 1.0f), Vec3f( 0.5, 0.5, -0.5, 0.0f, 1.0f, 1.0f), Vec3f(-0.5, 0.5, -0.5, 0.0f, 1.0f, 0.5f) }; std::vector cubeIndices { //front //right //back 0, 1, 2, 1, 5, 6, 7, 6, 5, 2, 3, 0, 6, 2, 1, 5, 4, 7, //left //bottom //top 4, 0, 3, 4, 5, 1, 3, 2, 6, 3, 7, 4, 1, 0, 4, 6, 7, 3 }; Polytope::Ptr cubePolytopeIndices = Polytope::New(cubeVertices, cubeIndices); cubePolytopeIndices->translate(glm::vec3(-5.5, 0, -5)); // Make vertices white in order to see the texture instead of an interpolation between the texture and the vertex color in cubePolytope2 for(auto& vec : vertices) vec.r = vec.g = vec.b = 1; // Cube Polytope 2 Polytope::Ptr cubePolytope2 = Polytope::New(vertices); cubePolytope2->translate(glm::vec3(-5, 0.25, 5)); Texture::Ptr textureDiffuse = Texture::New("/home/morcillosanz/Documents/model/military-panel1-unity/military-panel1-albedo.png", Texture::Type::TextureDiffuse); Texture::Ptr textureSpecular = Texture::New("/home/morcillosanz/Documents/model/military-panel1-unity/military-panel1-specular.png", Texture::Type::TextureSpecular); Texture::Ptr textureNormal = Texture::New("/home/morcillosanz/Documents/model/military-panel1-unity/military-panel1-nmap-ogl.png", Texture::Type::TextureNormal); Texture::Ptr textureEmission = Texture::New("/home/morcillosanz/Documents/model/military-panel1-unity/military-panel1-emissive_power.png", Texture::Type::TextureEmission); Texture::Ptr textureEmissionRed = Texture::New("/home/morcillosanz/Documents/model/military-panel1-unity/military-panel1-emissive_power.png", Texture::Type::TextureEmission); //textureDiffuse->changeTexture("/home/morcillosanz/Documents/model/diffuse.png"); cubePolytope2->addTexture(textureDiffuse); // vertices2's colors are all white, thats why the texture looks like texture2.png cubePolytope2->addTexture(textureSpecular); cubePolytope2->addTexture(textureNormal); cubePolytope2->addTexture(textureEmission); // Cubes group Group::Ptr group = Group::New(); group->setLineWidth(2.f); group->translate(glm::vec3(0, 0.5, 0)); group->add(cubePolytope); group->add(cubePolytopeIndices); group->add(cubePolytope2); mainScene->addGroup(group); // Grid polytope std::vector gridVertices = {}; float a = -20; float b = -a; float c = -20; float d = -c; float dx = 0.5f; float dz = dx; while(a <= b) { gridVertices.push_back(Vec3f(a, 0, c, 0.3, 0.3, 0.3)); gridVertices.push_back(Vec3f(a, 0, d, 0.3, 0.3, 0.3)); a += dx; } a = -b; while(c <= d) { gridVertices.push_back(Vec3f(a, 0, c, 0.3, 0.3, 0.3)); gridVertices.push_back(Vec3f(b, 0, c, 0.3, 0.3, 0.3)); c += dz; } Polytope::Ptr gridPolytope = Polytope::New(gridVertices); Group::Ptr groupGrid = Group::New(GL_LINES); groupGrid->add(gridPolytope); mainScene->addGroup(groupGrid); // Light polytopes Group::Ptr lightsGroup = Group::New(); lightsGroup->setVisible(false); for(Light* light : renderer->getLights()) { for(auto& vec : cubeVertices) { glm::vec3 lightColor = light->getColor(); vec.r = lightColor.r; vec.g = lightColor.g; vec.b = lightColor.b; } Polytope::Ptr lightPolytope = Polytope::New(cubeVertices, cubeIndices); lightPolytope->translate(light->getPosition()); lightPolytope->scale(glm::vec3(0.25, 0.25, 0.25)); lightsGroup->add(lightPolytope); } mainScene->addGroup(lightsGroup); // Directional light polytope for(auto& vec : cubeVertices) { glm::vec3 lightColor = light4.getColor(); vec.r = lightColor.r; vec.g = lightColor.g; vec.b = lightColor.b; } Polytope::Ptr directionalPolytope = Polytope::New(cubeVertices, cubeIndices); directionalPolytope->translate(light4.getPosition()); directionalPolytope->scale(glm::vec3(0.25, 0.25, 0.25)); // Dynamic Polytope for mouse picking (ray casting) unsigned int length = 5000; DynamicPolytope::Ptr mousePickingPolytope = DynamicPolytope::New(length); Group::Ptr groupMousePicking = Group::New(GL_POINTS); groupMousePicking->setPointSize(8.f); groupMousePicking->add(mousePickingPolytope); mainScene->addGroup(groupMousePicking); // Dynamic Polytope for ray casting drawing DynamicPolytope::Ptr raysPolytope = DynamicPolytope::New(length); Group::Ptr raysGroup = Group::New(GL_LINES); raysGroup->setLineWidth(2.f); raysGroup->add(raysPolytope); mainScene->addGroup(raysGroup); // Models Scene Scene::Ptr modelsScene = Scene::New(); // 3D model from file Model::Ptr modelMap = Model::New("/home/morcillosanz/Documents/model/BlockCity/mini3_course.dae"); modelMap->translate(glm::vec3(0, -5, 0)); modelMap->scale(glm::vec3(0.001, 0.001, 0.001)); modelsScene->addModel(modelMap); Model::Ptr model = Model::New("/home/morcillosanz/Documents/model/MarioKart/MarioKart.dae"); model->setLineWidth(2.5f); model->translate(glm::vec3(2.0, 0.0, 0.0)); model->scale(glm::vec3(0.1, 0.1, 0.1)); modelsScene->addModel(model); Model::Ptr model2 = Model::New("/home/morcillosanz/Documents/model/LuigiMansion/Model.dae"); model2->translate(glm::vec3(-0.25, 0, -1.0)); model2->scale(glm::vec3(0.1, 0.1, 0.1)); modelsScene->addModel(model2); Model::Ptr model3 = Model::New("/home/morcillosanz/Documents/model/PeachTennis/Model.dae"); model3->translate(glm::vec3(-1.5, 0, 0.8)); model3->scale(glm::vec3(0.1, 0.1, 0.1)); modelsScene->addModel(model3); Model::Ptr model4 = Model::New("/home/morcillosanz/Documents/model/Goomba/Goomba.dae"); model4->translate(glm::vec3(0, 0, -4)); model4->scale(glm::vec3(0.1, 0.1, 0.1)); modelsScene->addModel(model4); /* Model::Ptr model = Model::New("/home/morcillosanz/Documents/model/toadLevel/MiniatureKinopioBrigade.dae"); model->setLineWidth(2.5f); model->scale(glm::vec3(0.01, 0.01, 0.01)); modelsScene->addModel(model); Model::Ptr model3 = Model::New("/home/morcillosanz/Documents/model/FlyGuy/Model.dae"); model3->translate(glm::vec3(0, 2, 0)); model3->scale(glm::vec3(0.1, 0.1, 0.1)); modelsScene->addModel(model3); Model::Ptr model4 = Model::New("/home/morcillosanz/Documents/model/Rabbids/npc_rabbids_01_collectible.obj"); model4->translate(glm::vec3(0.25, 0.5, -0.35)); modelsScene->addModel(model4); */ mainScene->addScene(modelsScene); renderer->addScene(mainScene); // SkyBox std::vector faces = { "/home/morcillosanz/Documents/model/Yokohama3/posx.jpg", "/home/morcillosanz/Documents/model/Yokohama3/negx.jpg", "/home/morcillosanz/Documents/model/Yokohama3/posy.jpg", "/home/morcillosanz/Documents/model/Yokohama3/negy.jpg", "/home/morcillosanz/Documents/model/Yokohama3/posz.jpg", "/home/morcillosanz/Documents/model/Yokohama3/negz.jpg" }; SkyBox::Ptr skyBox = SkyBox::New(faces); renderer->setSkyBox(skyBox); // Get First Vertex from cubePolytopeIndices Vec3f firstVertex = cubePolytopeIndices->getVertices()[0]; // Main loop while (!glfwWindowShouldClose(window)) { // Clear renderer->clear(); // Render renderer->render(); // Update cubePolytope2 emission strength cubePolytope2->setEmissionStrength(sin(glfwGetTime()) / 2 + 0.5); //cubePolytope2->rotate(0.15, glm::vec3(1, 0, 1)); // Update vertex from cubePolytope cubePolytopeIndices->updateVertex(0, firstVertex); firstVertex.z += 0.001; // ImGUI { ImGui_ImplOpenGL3_NewFrame(); ImGui_ImplGlfw_NewFrame(); ImGui::NewFrame(); bool p_open = true; dockSpace(&p_open); // Window { static float f = 0.0f; static int counter = 0; ImGui::Begin("Main Window"); ImGui::TextColored(ImColor(200, 150, 255), "Main window controls"); ImGui::Separator(); static bool groupVisible = group->isVisible(); ImGui::Checkbox("Show group", &groupVisible); group->setVisible(groupVisible); ImGui::SameLine(); static bool showWire = group->isShowWire(); ImGui::Checkbox("Show wire", &showWire); group->setShowWire(showWire); model->setShowWire(showWire); ImGui::SameLine(); static bool showGrid = groupGrid->isVisible(); ImGui::Checkbox("Show grid", &showGrid); groupGrid->setVisible(showGrid); ImGui::SameLine(); static bool showSkyBox = true; ImGui::Checkbox("Skybox", &showSkyBox); if(!showSkyBox) renderer->setSkyBox(nullptr); else renderer->setSkyBox(skyBox); static bool showLights = lightsGroup->isVisible(); ImGui::Checkbox("Show lights", &showLights); lightsGroup->setVisible(showLights); ImGui::SameLine(); static bool emission = true; bool tempEmission = emission; ImGui::Checkbox("Emission", &emission); if(tempEmission != emission) { if(!emission) { textureEmission->setType(Texture::Type::None); textureEmissionRed->setType(Texture::Type::None); } else { textureEmission->setType(Texture::Type::TextureEmission); textureEmissionRed->setType(Texture::Type::TextureEmission); } } ImGui::SameLine(); if(ImGui::Button("Red emission")) { cubePolytope2->removeTexture(textureEmission); cubePolytope2->addTexture(textureEmissionRed); } ImGui::SameLine(); if(ImGui::Button("White emission")) { cubePolytope2->removeTexture(textureEmissionRed); cubePolytope2->addTexture(textureEmission); } ImGui::SameLine(); if(ImGui::Button("Swap")) { cubePolytope2->removeTexture(textureEmission); cubePolytope2->removeTexture(textureEmissionRed); Texture::Ptr temp = textureEmission; textureEmission = textureEmissionRed; textureEmissionRed = temp; // IMPORTANT: set FreeGPU to true if the textures were copies textureEmission->setFreeGPU(true); textureEmissionRed->setFreeGPU(true); cubePolytope2->addTexture(textureEmission); cubePolytope2->addTexture(textureEmissionRed); } glm::vec3 backgroundColor = renderer->getBackgroundColor(); static float color[3] = {backgroundColor.r, backgroundColor.g, backgroundColor.b}; ImGui::ColorEdit3("Background color", color, 0); renderer->setBackgroundColor(color[0], color[1], color[2]); ImGui::Separator(); ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); ImGui::End(); } // Lighting window { ImGui::Begin("Lighting"); ImGui::TextColored(ImColor(200, 150, 255), "Light configuration"); ImGui::Text("Controls for your custom application"); static bool enable = false; ImGui::Checkbox("Enable", &enable); renderer->setLightEnabled(enable); ImGui::SameLine(); static bool enableBlinn = true; ImGui::Checkbox("Blinn", &enableBlinn); Light::blinn = enableBlinn; ImGui::SameLine(); static bool enableDirectionalLight = false; bool previousDirectionalLight = enableDirectionalLight; ImGui::Checkbox("Directional", &enableDirectionalLight); if(enableDirectionalLight != previousDirectionalLight) { if(enableDirectionalLight) { renderer->addLight(light4); lightsGroup->add(directionalPolytope); } else { renderer->removeLight(light4); lightsGroup->removePolytope(directionalPolytope); } previousDirectionalLight = enableDirectionalLight; } static float ambientStrength = light.getAmbient()[0]; ImGui::SliderFloat("Ambient strength", &ambientStrength, 0.f, 1.f); light.setAmbient(glm::vec3(ambientStrength)); light2.setAmbient(glm::vec3(ambientStrength)); light3.setAmbient(glm::vec3(ambientStrength)); light4.setAmbient(glm::vec3(ambientStrength)); light5.setAmbient(glm::vec3(ambientStrength)); static float diffuseStrength = light.getDiffuse()[0]; ImGui::SliderFloat("Diffuse strength", &diffuseStrength, 0.f, 1.f); light.setDiffuse(glm::vec3(diffuseStrength)); light2.setDiffuse(glm::vec3(diffuseStrength)); light3.setDiffuse(glm::vec3(diffuseStrength)); light4.setDiffuse(glm::vec3(diffuseStrength)); light5.setDiffuse(glm::vec3(diffuseStrength)); static float specularStrength = light.getSpecular()[0]; ImGui::SliderFloat("Specular strength", &specularStrength, 0.f, 1.f); light.setSpecular(glm::vec3(specularStrength)); light2.setSpecular(glm::vec3(specularStrength)); light3.setSpecular(glm::vec3(specularStrength)); light4.setSpecular(glm::vec3(specularStrength)); light5.setSpecular(glm::vec3(specularStrength)); glm::vec3 lightColor = light.getColor(); static float color[3] = { lightColor[0], lightColor[1], lightColor[2] }; ImGui::ColorEdit3("Light color", color, 0); static Polytope::Ptr lightPolytope = lightsGroup->getPolytopes()[0]; if(color[0] != lightColor.r || color[1] != lightColor.g || color[2] != lightColor.b) { light.setColor(glm::vec3(color[0], color[1], color[2])); for(auto& vec : cubeVertices) { vec.r = color[0]; vec.g = color[1]; vec.b = color[2]; } lightPolytope->updateVertices(cubeVertices); } static float lx = light.getPosition().x; static float ly = light.getPosition().y; static float lz = light.getPosition().z; ImGui::Text("Light position"); ImGui::SliderFloat("x:", &lx, -50.f, 50.f); ImGui::SliderFloat("y:", &ly, -50.f, 50.f); ImGui::SliderFloat("z:", &lz, -50.f, 50.f); glm::vec3 lightPosition = light.getPosition(); if(glm::vec3(lx, ly, lz) != lightPosition) { float dx = lx - lightPosition.x; float dy = ly - lightPosition.y; float dz = lz - lightPosition.z; light.setPosition(glm::vec3(lx, ly, lz)); lightPolytope->translate(glm::vec3(dx, dy, dz)); } ImGui::Separator(); ImGui::TextColored(ImColor(200, 150, 255), "Shadows"); static bool shadowMapping = false; ImGui::Checkbox("Shadow mapping", &shadowMapping); renderer->setShadowMapping(shadowMapping); ImGui::Separator(); ImGui::TextColored(ImColor(200, 150, 255), "HDR"); static bool hdr = renderer->isHDR(); ImGui::Checkbox("HDR", &hdr); renderer->setHDR(hdr); ImGui::SameLine(); static bool gammaCorrection = renderer->isGammaCorrection(); ImGui::Checkbox("Gamma correction", &gammaCorrection); renderer->setGammaCorrection(gammaCorrection); ImGui::SameLine(); static float hdrExposure = 1.0f; ImGui::SliderFloat("HDR exposure:", &hdrExposure, 0.f, 5.f); renderer->setExposure(hdrExposure); ImGui::End(); } // Camera Window { ImGui::Begin("Camera"); ImGui::TextColored(ImColor(200, 150, 255), "Camera options"); ImGui::Text("Camera sensitivity"); ImGui::Separator(); ImGui::SliderFloat("Sensitivity", &sensitivity, 0.01f, 50.f); ImGui::SliderFloat("Pan sensitivity", &panSensitivity, 0.01f, 50.f); ImGui::SliderFloat("Zoom sensitivity", &zoomSensitivity, 0.01f, 50.f); fpsCamera->setSensitivity(sensitivity / 10); ImGui::Separator(); ImGui::Text("Camera rotation angles"); float theta = camera->getTheta(), phi = camera->getPhi(); ImGui::SliderFloat("Theta", &theta, 0, M_PI); ImGui::SliderFloat("Phi", &phi, 0, 2 * M_PI); camera->setTheta(theta); camera->setPhi(phi); ImGui::Separator(); if (ImGui::Button("Reset camera")) { camera->setTheta(M_PI_2); camera->setPhi(2 * M_PI); camera->setRadius(5.5f); camera->setCenter(glm::vec3(0, 0, 0)); camera->setUp(glm::vec3(0, 1, 0)); sensitivity = 1.5f; panSensitivity = 1.0f; zoomSensitivity = 1.0f; fpsCamera->setEye(glm::vec3(0, 0, -1)); fpsCamera->setUp(glm::vec3(0, -1, 0)); fpsCamera->setCenter(glm::vec3(0, 0, 0)); } ImGui::SameLine(); if (ImGui::Button("Trackball camera")) { renderer->setCamera(std::dynamic_pointer_cast(camera)); } ImGui::SameLine(); if (ImGui::Button("FPS camera")) { renderer->setCamera(std::dynamic_pointer_cast(fpsCamera)); glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); } ImGui::Separator(); ImGui::TextColored(ImColor(200, 150, 255), "Mouse Ray Casting"); ImGui::Checkbox("Enable 3D Point", &enablePoint3d); ImGui::SameLine(); ImGui::Checkbox("Enable Drawing Ray", &enableDrawRay); ImGui::SliderFloat("Ray long", &rayLong, 0.5f, 1500); ImGui::Checkbox("Enable object selecting", &enableObjectSelecting); ImGui::End(); } // Render window static bool windowFocus = false; { ImGui::Begin("Renderer", &p_open, ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse); windowFocus = ImGui::IsWindowFocused() || ImGui::IsWindowHovered(); // Render graphics as a texture ImGui::Image((void*)(intptr_t)renderer->getFrameCapturer()->getTexture()->getID(), ImGui::GetWindowSize()); // Resize window static ImVec2 previousSize(0, 0); ImVec2 currentSize = ImGui::GetWindowSize(); if(currentSize.x != previousSize.x || currentSize.y != previousSize.y) { // Restart trackball camera float theta = camera->getTheta(), phi = camera->getPhi(); glm::vec3 center = camera->getCenter(), up = camera->getUp(); float radius = camera->getRadius(); // Update camera aspect ratio *camera = *TrackballCamera::perspectiveCamera(glm::radians(45.0f), currentSize.x / currentSize.y, 0.1, 1000); camera->setTheta(theta); camera->setPhi(phi); camera->setCenter(center); camera->setUp(up); camera->setRadius(radius); // Restart fps camera *fpsCamera = *FPSCamera::perspectiveCamera(glm::radians(45.0f), currentSize.x / currentSize.y, 0.1, 1000); } previousSize = currentSize; // Mouse Events ImVec2 size = ImGui::GetWindowSize(); ImVec2 mousePositionAbsolute = ImGui::GetMousePos(); ImVec2 screenPositionAbsolute = ImGui::GetItemRectMin(); ImVec2 mousePositionRelative = ImVec2(mousePositionAbsolute.x - screenPositionAbsolute.x, mousePositionAbsolute.y - screenPositionAbsolute.y); static bool first = true; static ImVec2 previous(0, 0); if(ImGui::IsMouseDown(ImGuiMouseButton_Left) || ImGui::IsMouseDown(ImGuiMouseButton_Right)) { if(first) { previous = mousePositionRelative; first = false; } }else first = true; // Camera rotation if(ImGui::IsMouseDragging(ImGuiMouseButton_Left) && windowFocus) { float dTheta = (mousePositionRelative.x - previous.x) / size.x; float dPhi = (mousePositionRelative.y - previous.y) / size.y; previous = mousePositionRelative; camera->rotate(-dTheta * sensitivity, dPhi * sensitivity); } // Camera pan if(ImGui::IsMouseDragging(ImGuiMouseButton_Right) && windowFocus) { float dx = (mousePositionRelative.x - previous.x) / (size.x / 2); float dy = (mousePositionRelative.y - previous.y) / (size.y / 2); previous = mousePositionRelative; camera->pan(dx * panSensitivity, -dy * panSensitivity); } // Camera zoom if(windowFocus) camera->zoom(ImGui::GetIO().MouseWheel * zoomSensitivity); // FPS Camera updateFPSCamera(mousePositionRelative.x, mousePositionRelative.y); // Mouse Picking if(ImGui::IsMouseClicked(ImGuiMouseButton_Left) && (enablePoint3d || enableDrawRay || enableObjectSelecting) && windowFocus) { MouseRayCasting mouseRayCasting(std::dynamic_pointer_cast(camera), ImGui::GetWindowSize().x, ImGui::GetWindowSize().y); MouseRayCasting::Ray mouseRay = mouseRayCasting.getRay(mousePositionRelative.x, mousePositionRelative.y); if(enablePoint3d) { // The projection of this point belongs to the Screen Plane (X, Y) glm::vec3 screenProjectedPoint = mouseRay.getScreenProjectedPoint(); Vec3f point3D = Vec3f(screenProjectedPoint.x, screenProjectedPoint.y, screenProjectedPoint.z, 1, 0, 0); mousePickingPolytope->addVertex(point3D); } if(enableDrawRay) { // Get the points of the ray from the screen to 'rayLong' distance glm::vec3 begin = mouseRay.getPoint(rayLong); glm::vec3 end = mouseRay.getPoint(1); // Add these two vertices into the GL_LINES dynamic polytope Vec3f vertex1(begin.x, begin.y, begin.z, 0, 1, 0); Vec3f vertex2(end.x, end.y, end.z, 0, 0, 1); raysPolytope->addVertex(vertex1); raysPolytope->addVertex(vertex2); } if(enableObjectSelecting) { // THIS IS A SIMPLE EXAMPLE OF BARYCENTRIC INTERSECTIONS (FOR THIS TEST). // BUILD A BETTER ONE FOR YOUR OWN APPLICATION / GAME / GAMEENGINE struct Plane { double A, B, C, D; Plane(double _A, double _B, double _C, double _D) : A(_A), B(_B), C(_C), D(_D) { } Plane() = default; ~Plane() = default; static Plane plane3points(Vec3f& p1, Vec3f& p2, Vec3f& p3) { Vec3f v1 = p2 - p1; Vec3f v2 = p3 - p1; Vec3f normal = v1 ^ v2; double D = -(p1.x * normal.x + p1.y * normal.y + p1.z * normal.z); return Plane(normal.x, normal.y, normal.z, D); } }; auto intersection = [&](MouseRayCasting::Ray& ray, Plane& plane) { double lambda = -( (plane.A * ray.origin.x + plane.B * ray.origin.y + plane.C * ray.origin.z + plane.D) / (plane.A * ray.rayDirection.x + plane.B * ray.rayDirection.y + plane.C * ray.rayDirection.z) ); return Vec3f( ray.origin.x + lambda * ray.rayDirection.x, ray.origin.y + lambda * ray.rayDirection.y, ray.origin.z + lambda * ray.rayDirection.z ); }; struct Vec2f { float x, y; Vec2f(float _x, float _y) : x(_x), y(_y) { } Vec2f() = default; ~Vec2f() = default; // Dot product inline float operator * (const Vec2f& rhs) const { return x * rhs.x + y * rhs.y; } // Cross product inline float operator ^ (const Vec2f& rhs) const { return x * rhs.y - y * rhs.x; } }; auto isPointInTriangle = [&](float x, float y, float x0, float y0, float x1, float y1, float x2, float y2) { Vec2f v1(x0, y0); Vec2f v2(x1, y1); Vec2f v3(x2, y2); Vec2f vs1(v2.x - v1.x, v2.y - v1.y); Vec2f vs2(v3.x - v1.x, v3.y - v1.y); Vec2f q(x - v1.x, y - v1.y); float s = static_cast(q ^ vs2) / (vs1 ^ vs2); float t = static_cast(vs1 ^ q) / (vs1 ^ vs2); if((s >= 0) && (t >= 0) && (s + t <= 1)) return true; return false; }; auto checkPolytopeSelection = [&](std::vector& points, Group::Ptr& group, Scene::Ptr& scene, Polytope::Ptr& polytope) { for(int i = 0; i < points.size(); i += 3) { glm::vec4 vertex1(points[i].x, points[i].y, points[i].z, 1); glm::vec4 vertex2(points[i + 1].x, points[i + 1].y, points[i + 1].z, 1); glm::vec4 vertex3(points[i + 2].x, points[i + 2].y, points[i + 2].z, 1); // Apply transforms glm::mat4 model = scene->getModelMatrix() * group->getModelMatrix() * polytope->getModelMatrix(); vertex1 = model * vertex1; vertex2 = model * vertex2; vertex3 = model * vertex3; Vec3f v1(vertex1.x, vertex1.y, vertex1.z); Vec3f v2(vertex2.x, vertex2.y, vertex2.z); Vec3f v3(vertex3.x, vertex3.y, vertex3.z); Plane trianglePlane = Plane::plane3points(v1, v2, v3); Vec3f rayIntersection = intersection(mouseRay, trianglePlane); // Check if intersection is inside of the triangle if(isPointInTriangle( rayIntersection.x, rayIntersection.y, v1.x, v1.y, v2.x, v2.y, v3.x, v3.y ) || isPointInTriangle( rayIntersection.y, rayIntersection.z, v1.y, v1.z, v2.y, v2.z, v3.y, v3.z ) || isPointInTriangle( rayIntersection.x, rayIntersection.z, v1.x, v1.z, v2.x, v2.z, v3.x, v3.z ) ) { polytope->setSelected(true); if(enablePoint3d) mousePickingPolytope->addVertex(rayIntersection); break; } polytope->setSelected(false); } }; // CubePolytope selection static std::vector pointsCube = cubePolytope->getVertices(); checkPolytopeSelection(pointsCube, group, mainScene, cubePolytope); // CubePolytope2 selection static std::vector pointsCube2 = cubePolytope2->getVertices(); checkPolytopeSelection(pointsCube2, group, mainScene, cubePolytope2); // CubePolytope indices selection static std::vector pointsIndices; static std::vector cubeVertices = cubePolytopeIndices->getVertices(); static std::vector cubeIndices = cubePolytopeIndices->getIndices(); if(pointsIndices.empty()) { for(int i = 0; i < cubeIndices.size(); i += 3) { Vec3f vertex1 = cubeVertices[cubeIndices[i]]; Vec3f vertex2 = cubeVertices[cubeIndices[i + 1]]; Vec3f vertex3 = cubeVertices[cubeIndices[i + 2]]; pointsIndices.push_back(vertex1); pointsIndices.push_back(vertex2); pointsIndices.push_back(vertex3); } } checkPolytopeSelection(pointsIndices, group, mainScene, cubePolytopeIndices); } } ImGui::End(); } // Rendering renderImGui(io); } glfwSwapBuffers(window); glfwPollEvents(); } // Destroy imgui ImGui_ImplOpenGL3_Shutdown(); ImGui_ImplGlfw_Shutdown(); ImGui::DestroyContext(); // Destroy window glfwTerminate(); return 0; } // ImGui functions void initImGui(ImGuiIO& io) { io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows //ImGui::StyleColorsDark(); Style(); ImGuiStyle& style = ImGui::GetStyle(); if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { style.WindowRounding = 0.0f; style.Colors[ImGuiCol_WindowBg].w = 1.0f; } const char* glsl_version = "#version 130"; ImGui_ImplGlfw_InitForOpenGL(window, true); ImGui_ImplOpenGL3_Init(glsl_version); } void dockSpace(bool* p_open) { static bool opt_fullscreen = true; static bool opt_padding = false; static ImGuiDockNodeFlags dockspace_flags = ImGuiDockNodeFlags_None; // We are using the ImGuiWindowFlags_NoDocking flag to make the parent window not dockable into, // because it would be confusing to have two docking targets within each others. ImGuiWindowFlags window_flags = ImGuiWindowFlags_MenuBar | ImGuiWindowFlags_NoDocking; if (opt_fullscreen) { const ImGuiViewport* viewport = ImGui::GetMainViewport(); ImGui::SetNextWindowPos(viewport->WorkPos); ImGui::SetNextWindowSize(viewport->WorkSize); ImGui::SetNextWindowViewport(viewport->ID); ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f); window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove; window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus; } else dockspace_flags &= ~ImGuiDockNodeFlags_PassthruCentralNode; // When using ImGuiDockNodeFlags_PassthruCentralNode, DockSpace() will render our background // and handle the pass-thru hole, so we ask Begin() to not render a background. if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode) window_flags |= ImGuiWindowFlags_NoBackground; // Important: note that we proceed even if Begin() returns false (aka window is collapsed). // This is because we want to keep our DockSpace() active. If a DockSpace() is inactive, // all active windows docked into it will lose their parent and become undocked. // We cannot preserve the docking relationship between an active window and an inactive docking, otherwise // any change of dockspace/settings would lead to windows being stuck in limbo and never being visible. if (!opt_padding) ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f)); ImGui::Begin("DockSpace", p_open, window_flags); if (!opt_padding) ImGui::PopStyleVar(); if (opt_fullscreen) ImGui::PopStyleVar(2); // Submit the DockSpace ImGuiIO& io = ImGui::GetIO(); if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) { ImGuiID dockspace_id = ImGui::GetID("MyDockSpace"); ImGui::DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags); } if (ImGui::BeginMenuBar()) { if (ImGui::BeginMenu("Options")) { if (ImGui::MenuItem("Close", NULL, false, p_open != NULL)) exit(0); ImGui::EndMenu(); } ImGui::EndMenuBar(); } ImGui::End(); } void renderImGui(ImGuiIO& io) { ImGui::Render(); int display_w, display_h; glfwGetFramebufferSize(window, &display_w, &display_h); glViewport(0, 0, display_w, display_h); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { GLFWwindow* backup_current_context = glfwGetCurrentContext(); ImGui::UpdatePlatformWindows(); ImGui::RenderPlatformWindowsDefault(); glfwMakeContextCurrent(backup_current_context); } } // Window functions void resizeCallback(GLFWwindow* w, int width, int height) { //renderer->setViewport(width, height); } void keyCallback(GLFWwindow* window, int key, int scancode, int action, int mods) { if (key == GLFW_KEY_W && action == GLFW_PRESS) movementForward = true; else if(key == GLFW_KEY_W && action == GLFW_RELEASE) movementForward = false; if (key == GLFW_KEY_S && action == GLFW_PRESS) movementBackward = true; else if(key == GLFW_KEY_S && action == GLFW_RELEASE) movementBackward = false; if (key == GLFW_KEY_A && action == GLFW_PRESS) movementLeft = true; else if(key == GLFW_KEY_A && action == GLFW_RELEASE) movementLeft = false; if (key == GLFW_KEY_D && action == GLFW_PRESS) movementRight = true; else if (key == GLFW_KEY_D && action == GLFW_RELEASE) movementRight = false; if(key == GLFW_KEY_ESCAPE) glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); } void updateFPSCamera(double xpos, double ypos) { // Look around fpsCamera->lookAround(xpos, ypos); // Movement if(movementForward) fpsCamera->move(FPSCamera::Movement::Forward); if(movementBackward) fpsCamera->move(FPSCamera::Movement::Backward); if(movementRight) fpsCamera->move(FPSCamera::Movement::Right); if(movementLeft) fpsCamera->move(FPSCamera::Movement::Left); } ================================================ FILE: test/testLighting/CMakeLists.txt ================================================ #[[ MIT License Copyright (c) 2022 Alberto Morcillo Sanz Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ]] project(testLighting) # Header Files set(HEADERS ) # CPP files set(SOURCES src/main.cpp ) # Copy shaders into build folder set(SHADERS_PATH "${CMAKE_SOURCE_DIR}/src/engine/opengl/glsl") file(GLOB shaderFiles ${SHADERS_PATH}/*.frag ${SHADERS_PATH}/*.vert) foreach(filename ${shaderFiles} ) file(COPY ${filename} DESTINATION ${CMAKE_CURRENT_BINARY_DIR}/glsl) endforeach() # Executable add_executable(${PROJECT_NAME} ${SOURCES} ${HEADERS}) # Linker target_link_libraries(${PROJECT_NAME} glfw3 RendererGL) ================================================ FILE: test/testLighting/README.md ================================================ ## Dependencies * [GLFW](https://github.com/glfw/glfw) for creating a window with an OpenGL context ================================================ FILE: test/testLighting/src/main.cpp ================================================ #include #include #include #include #include #include const int WIDTH = 1280; const int HEIGHT = 900; GLFWwindow* window; Renderer::Ptr renderer; int main() { // Create window if (!glfwInit()) { std::cout << "Couldn't initialize window" << std::endl; return -1; } window = glfwCreateWindow(WIDTH, HEIGHT, "Light example", NULL, NULL); if (!window) glfwTerminate(); glfwMakeContextCurrent(window); // Renderer renderer = Renderer::New(WIDTH, HEIGHT); // Lighting renderer->enableLight(); PointLight light1(glm::vec3(2, 0, 2)); light1.setColor(glm::vec3(1, 0, 0)); renderer->addLight(light1); DirectionalLight light2(glm::vec3(1)); light2.setColor(glm::vec3(1)); renderer->addLight(light2); // Camera double aspectRatio = static_cast(WIDTH) / HEIGHT; TrackballCamera::Ptr camera = TrackballCamera::perspectiveCamera(glm::radians(45.0f), aspectRatio, 0.1, 1000); camera->zoom(-2.5); renderer->setCamera(std::dynamic_pointer_cast(camera)); // Scene Cube::Ptr cube = Cube::New(); Group::Ptr group = Group::New(); group->add(cube); Scene::Ptr scene = Scene::New(); scene->addGroup(group); renderer->addScene(scene); // Main loop while (!glfwWindowShouldClose(window)) { // Update scene cube->rotate(0.55, glm::vec3(1, 0, 1)); // Draw scene renderer->clear(); renderer->draw(); // Update window glfwSwapBuffers(window); glfwPollEvents(); } // Destroy window glfwTerminate(); return 0; } ================================================ FILE: test/testModelPBR/CMakeLists.txt ================================================ #[[ MIT License Copyright (c) 2022 Alberto Morcillo Sanz Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ]] project(testModelPBR) # Header Files set(HEADERS src/ImguiStyles.h ) # CPP files set(SOURCES src/main.cpp ) # Copy shaders into build folder set(SHADERS_PATH "${CMAKE_SOURCE_DIR}/src/engine/opengl/glsl") file(GLOB shaderFiles ${SHADERS_PATH}/*.frag ${SHADERS_PATH}/*.vert) foreach(filename ${shaderFiles} ) file(COPY ${filename} DESTINATION ${CMAKE_CURRENT_BINARY_DIR}/glsl) endforeach() # Executable add_executable(${PROJECT_NAME} ${SOURCES} ${HEADERS} ${IMGUI_SOURCES} ${IMGUI_HEADERS}) # Linker target_link_libraries(${PROJECT_NAME} glfw3 RendererGL) ================================================ FILE: test/testModelPBR/README.md ================================================ ## Dependencies * [GLFW](https://github.com/glfw/glfw) for creating a window with an OpenGL context ================================================ FILE: test/testModelPBR/src/ImguiStyles.h ================================================ #pragma once // From https://github.com/procedural/gpulib/blob/master/gpulib_imgui.h // https://github.com/ocornut/imgui/issues/707 #include #include #include struct ImVec3 { float x, y, z; ImVec3(float _x = 0.0f, float _y = 0.0f, float _z = 0.0f) { x = _x; y = _y; z = _z; } }; void Style() { ImGuiStyle & style = ImGui::GetStyle(); ImVec4 * colors = style.Colors; colors[ImGuiCol_Text] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); colors[ImGuiCol_TextDisabled] = ImVec4(0.40f, 0.40f, 0.40f, 1.00f); //colors[ImGuiCol_ChildBg] = ImVec4(0.25f, 0.25f, 0.25f, 1.00f); //colors[ImGuiCol_WindowBg] = ImVec4(0.25f, 0.25f, 0.25f, 1.00f); //colors[ImGuiCol_PopupBg] = ImVec4(0.25f, 0.25f, 0.25f, 1.00f); colors[ImGuiCol_ChildBg] = ImVec4(0.15f, 0.15f, 0.15f, 1.00f); colors[ImGuiCol_WindowBg] = ImVec4(0.15f, 0.15f, 0.15f, 1.00f); colors[ImGuiCol_PopupBg] = ImVec4(0.15f, 0.15f, 0.15f, 1.00f); colors[ImGuiCol_Border] = ImVec4(0.12f, 0.12f, 0.12f, 0.71f); colors[ImGuiCol_BorderShadow] = ImVec4(1.00f, 1.00f, 1.00f, 0.06f); colors[ImGuiCol_FrameBg] = ImVec4(0.42f, 0.42f, 0.42f, 0.54f); colors[ImGuiCol_FrameBgHovered] = ImVec4(0.42f, 0.42f, 0.42f, 0.40f); colors[ImGuiCol_FrameBgActive] = ImVec4(0.56f, 0.56f, 0.56f, 0.67f); colors[ImGuiCol_TitleBg] = ImVec4(0.19f, 0.19f, 0.19f, 1.00f); colors[ImGuiCol_TitleBgActive] = ImVec4(0.22f, 0.22f, 0.22f, 1.00f); colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.17f, 0.17f, 0.17f, 0.90f); //colors[ImGuiCol_MenuBarBg] = ImVec4(0.335f, 0.335f, 0.335f, 1.000f); colors[ImGuiCol_MenuBarBg] = ImVec4(0.2, 0.2, 0.2, 1.000f); colors[ImGuiCol_ScrollbarBg] = ImVec4(0.24f, 0.24f, 0.24f, 0.53f); colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.41f, 0.41f, 0.41f, 1.00f); colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.52f, 0.52f, 0.52f, 1.00f); colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.76f, 0.76f, 0.76f, 1.00f); colors[ImGuiCol_CheckMark] = ImVec4(0.65f, 0.65f, 0.65f, 1.00f); colors[ImGuiCol_SliderGrab] = ImVec4(0.52f, 0.52f, 0.52f, 1.00f); colors[ImGuiCol_SliderGrabActive] = ImVec4(0.64f, 0.64f, 0.64f, 1.00f); colors[ImGuiCol_Button] = ImVec4(0.54f, 0.54f, 0.54f, 0.35f); colors[ImGuiCol_ButtonHovered] = ImVec4(0.52f, 0.52f, 0.52f, 0.59f); colors[ImGuiCol_ButtonActive] = ImVec4(0.76f, 0.76f, 0.76f, 1.00f); colors[ImGuiCol_Header] = ImVec4(0.38f, 0.38f, 0.38f, 1.00f); colors[ImGuiCol_HeaderHovered] = ImVec4(0.47f, 0.47f, 0.47f, 1.00f); colors[ImGuiCol_HeaderActive] = ImVec4(0.76f, 0.76f, 0.76f, 0.77f); colors[ImGuiCol_Separator] = ImVec4(0.4f, 0.4f, 0.4f, 0.137f); colors[ImGuiCol_SeparatorHovered] = ImVec4(0.700f, 0.671f, 0.600f, 0.290f); colors[ImGuiCol_SeparatorActive] = ImVec4(0.702f, 0.671f, 0.600f, 0.674f); colors[ImGuiCol_ResizeGrip] = ImVec4(0.26f, 0.59f, 0.98f, 0.25f); colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); colors[ImGuiCol_PlotLines] = ImVec4(0.61f, 0.61f, 0.61f, 1.00f); colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f); colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f); colors[ImGuiCol_TextSelectedBg] = ImVec4(0.73f, 0.73f, 0.73f, 0.35f); colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.35f); colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f); colors[ImGuiCol_NavHighlight] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f); colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f); style.PopupRounding = 1; style.WindowPadding = ImVec2(4, 4); style.FramePadding = ImVec2(6, 4); style.ItemSpacing = ImVec2(6, 4); style.ScrollbarSize = 8; style.WindowBorderSize = 1; style.ChildBorderSize = 1; style.PopupBorderSize = 1; style.FrameBorderSize = 0; style.WindowRounding = 1; style.ChildRounding = 1; style.FrameRounding = 1; style.ScrollbarRounding = 1; style.GrabRounding = 1; #ifdef IMGUI_HAS_DOCK style.TabBorderSize = 0; style.TabRounding = 0; colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.38f, 0.38f, 0.38f, 1.00f); colors[ImGuiCol_Tab] = ImVec4(0.25f, 0.25f, 0.25f, 1.00f); colors[ImGuiCol_TabHovered] = ImVec4(0.40f, 0.40f, 0.40f, 1.00f); colors[ImGuiCol_TabActive] = ImVec4(0.33f, 0.33f, 0.33f, 1.00f); colors[ImGuiCol_TabUnfocused] = ImVec4(0.25f, 0.25f, 0.25f, 1.00f); colors[ImGuiCol_TabUnfocusedActive] = ImVec4(0.33f, 0.33f, 0.33f, 1.00f); colors[ImGuiCol_DockingPreview] = ImVec4(0.85f, 0.85f, 0.85f, 0.28f); if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { style.WindowRounding = 0.0f; style.Colors[ImGuiCol_WindowBg].w = 1.0f; } #endif } ================================================ FILE: test/testModelPBR/src/main.cpp ================================================ #include #include #include #include #include #include #include "ImguiStyles.h" // ImGui functions void initImGui(ImGuiIO& io); void dockSpace(bool* p_open); void renderImGui(ImGuiIO& io); const int WIDTH = 1280; const int HEIGHT = 900; GLFWwindow* window; Renderer::Ptr renderer; int main() { // Create window if (!glfwInit()) { std::cout << "Couldn't initialize window" << std::endl; return -1; } window = glfwCreateWindow(WIDTH, HEIGHT, "PBR example", NULL, NULL); if (!window) glfwTerminate(); glfwMakeContextCurrent(window); // Init ImGui IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; initImGui(io); // Renderer renderer = Renderer::New(WIDTH, HEIGHT); renderer->enablePBR(); // Lighting DirectionalLight light(glm::vec3(13, 15, 3)); light.setColor(glm::vec3(0.25, 0.25, 1)); renderer->addLight(light); DirectionalLight light2(glm::vec3(-13, 15, 3)); light2.setColor(glm::vec3(1, 0.25, 0.25)); renderer->addLight(light2); DirectionalLight light3(glm::vec3(-13, 13, 13)); light3.setColor(glm::vec3(1)); renderer->addLight(light3); // Camera double aspectRatio = static_cast(WIDTH) / HEIGHT; TrackballCamera::Ptr camera = TrackballCamera::perspectiveCamera(glm::radians(45.0f), aspectRatio, 0.1, 1000); float sensitivity = 1.75f, panSensitivity = 1.0f, zoomSensitivity = 0.5f; camera->zoom(-2.5); renderer->setCamera(std::dynamic_pointer_cast(camera)); // Grid polytope float a = -20; float b = -a; float c = -20; float d = -c; float dx = 0.5f; float dz = dx; std::vector gridVertices = {}; while(a <= b) { gridVertices.push_back(Vec3f(a, 0, c, 0.3, 0.3, 0.3)); gridVertices.push_back(Vec3f(a, 0, d, 0.3, 0.3, 0.3)); a += dx; } a = -b; while(c <= d) { gridVertices.push_back(Vec3f(a, 0, c, 0.3, 0.3, 0.3)); gridVertices.push_back(Vec3f(b, 0, c, 0.3, 0.3, 0.3)); c += dz; } Polytope::Ptr gridPolytope = Polytope::New(gridVertices); PBRMaterial::Ptr pbrMaterial = PBRMaterial::New(glm::vec3(1.0), 0.2, 1.0, 1.0); gridPolytope->setMaterial(pbrMaterial); Group::Ptr groupGrid = Group::New(GL_LINES); groupGrid->setLineWidth(1.2f); groupGrid->add(gridPolytope); // Model Model::Ptr model = Model::New("/home/morcillosanz/Documents/model/hand_sculpture/scene.gltf", true); Polytope::Ptr polytope = model->getPolytopes()[0]; Texture::Ptr roughness = Texture::New("/home/morcillosanz/Documents/model/hand-sculpture/source/hand_roughness.jpg", Texture::Type::TextureRoughness); Texture::Ptr normal = Texture::New("/home/morcillosanz/Documents/model/hand-sculpture/source/hand_normal.jpg", Texture::Type::TextureNormal); Texture::Ptr ao = Texture::New("/home/morcillosanz/Documents/model/hand-sculpture/source/hand_AO.jpg", Texture::Type::TextureAmbientOcclusion); polytope->addTexture(roughness); polytope->addTexture(normal); polytope->addTexture(ao); // Scene Scene::Ptr scene = Scene::New(); scene->addGroup(groupGrid); scene->addModel(model); renderer->addScene(scene); // Main loop while (!glfwWindowShouldClose(window)) { renderer->getFrameCapturer()->setBackgroundColor(0.1, 0.1, 0.1); // Render renderer->clear(); renderer->render(); { ImGui_ImplOpenGL3_NewFrame(); ImGui_ImplGlfw_NewFrame(); ImGui::NewFrame(); bool p_open = true; dockSpace(&p_open); // Render window static bool windowFocus = false; { ImGui::Begin("Renderer", &p_open, ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse); windowFocus = ImGui::IsWindowFocused() || ImGui::IsWindowHovered(); // Render graphics as a texture ImGui::Image((void*)(intptr_t)renderer->getFrameCapturer()->getTexture()->getID(), ImGui::GetWindowSize()); // Resize window static ImVec2 previousSize(0, 0); if(ImGui::GetWindowSize().x != previousSize.x || ImGui::GetWindowSize().y != previousSize.y) { // Restart trackball camera float theta = camera->getTheta(), phi = camera->getPhi(); glm::vec3 center = camera->getCenter(), up = camera->getUp(); float radius = camera->getRadius(); // Update camera aspect ratio *camera = *TrackballCamera::perspectiveCamera(glm::radians(45.0f), ImGui::GetWindowSize().x / ImGui::GetWindowSize().y, 0.1, 1000); camera->setTheta(theta); camera->setPhi(phi); camera->setCenter(center); camera->setUp(up); camera->setRadius(radius); } previousSize = ImGui::GetWindowSize(); // Mouse Events ImVec2 size = ImGui::GetWindowSize(); ImVec2 mousePositionAbsolute = ImGui::GetMousePos(); ImVec2 screenPositionAbsolute = ImGui::GetItemRectMin(); ImVec2 mousePositionRelative = ImVec2(mousePositionAbsolute.x - screenPositionAbsolute.x, mousePositionAbsolute.y - screenPositionAbsolute.y); static bool first = true; static ImVec2 previous(0, 0); if(ImGui::IsMouseDown(ImGuiMouseButton_Left) || ImGui::IsMouseDown(ImGuiMouseButton_Right)) { if(first) { previous = mousePositionRelative; first = false; } }else first = true; // Camera rotation if(ImGui::IsMouseDragging(ImGuiMouseButton_Left) && windowFocus) { float dTheta = (mousePositionRelative.x - previous.x) / size.x; float dPhi = (mousePositionRelative.y - previous.y) / size.y; previous = mousePositionRelative; camera->rotate(-dTheta * sensitivity, dPhi * sensitivity); } // Camera pan if(ImGui::IsMouseDragging(ImGuiMouseButton_Right) && windowFocus) { float dx = (mousePositionRelative.x - previous.x) / (size.x / 2); float dy = (mousePositionRelative.y - previous.y) / (size.y / 2); previous = mousePositionRelative; camera->pan(dx * panSensitivity, -dy * panSensitivity); } // Camera zoom if(windowFocus) camera->zoom(ImGui::GetIO().MouseWheel * zoomSensitivity); ImGui::End(); } renderImGui(io); } // Update window glfwSwapBuffers(window); glfwPollEvents(); } // Destroy imgui ImGui_ImplOpenGL3_Shutdown(); ImGui_ImplGlfw_Shutdown(); ImGui::DestroyContext(); // Destroy window glfwTerminate(); return 0; } // ImGui functions void initImGui(ImGuiIO& io) { io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows //ImGui::StyleColorsDark(); Style(); ImGuiStyle& style = ImGui::GetStyle(); if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { style.WindowRounding = 0.0f; style.Colors[ImGuiCol_WindowBg].w = 1.0f; } const char* glsl_version = "#version 130"; ImGui_ImplGlfw_InitForOpenGL(window, true); ImGui_ImplOpenGL3_Init(glsl_version); } void dockSpace(bool* p_open) { static bool opt_fullscreen = true; static bool opt_padding = false; static ImGuiDockNodeFlags dockspace_flags = ImGuiDockNodeFlags_None; // We are using the ImGuiWindowFlags_NoDocking flag to make the parent window not dockable into, // because it would be confusing to have two docking targets within each others. ImGuiWindowFlags window_flags = ImGuiWindowFlags_MenuBar | ImGuiWindowFlags_NoDocking; if (opt_fullscreen) { const ImGuiViewport* viewport = ImGui::GetMainViewport(); ImGui::SetNextWindowPos(viewport->WorkPos); ImGui::SetNextWindowSize(viewport->WorkSize); ImGui::SetNextWindowViewport(viewport->ID); ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f); window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove; window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus; } else dockspace_flags &= ~ImGuiDockNodeFlags_PassthruCentralNode; // When using ImGuiDockNodeFlags_PassthruCentralNode, DockSpace() will render our background // and handle the pass-thru hole, so we ask Begin() to not render a background. if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode) window_flags |= ImGuiWindowFlags_NoBackground; // Important: note that we proceed even if Begin() returns false (aka window is collapsed). // This is because we want to keep our DockSpace() active. If a DockSpace() is inactive, // all active windows docked into it will lose their parent and become undocked. // We cannot preserve the docking relationship between an active window and an inactive docking, otherwise // any change of dockspace/settings would lead to windows being stuck in limbo and never being visible. if (!opt_padding) ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f)); ImGui::Begin("DockSpace", p_open, window_flags); if (!opt_padding) ImGui::PopStyleVar(); if (opt_fullscreen) ImGui::PopStyleVar(2); // Submit the DockSpace ImGuiIO& io = ImGui::GetIO(); if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) { ImGuiID dockspace_id = ImGui::GetID("MyDockSpace"); ImGui::DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags); } if (ImGui::BeginMenuBar()) { if (ImGui::BeginMenu("Options")) { if (ImGui::MenuItem("Close", NULL, false, p_open != NULL)) exit(0); ImGui::EndMenu(); } ImGui::EndMenuBar(); } ImGui::End(); } void renderImGui(ImGuiIO& io) { ImGui::Render(); int display_w, display_h; glfwGetFramebufferSize(window, &display_w, &display_h); glViewport(0, 0, display_w, display_h); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { GLFWwindow* backup_current_context = glfwGetCurrentContext(); ImGui::UpdatePlatformWindows(); ImGui::RenderPlatformWindowsDefault(); glfwMakeContextCurrent(backup_current_context); } } ================================================ FILE: test/testPBR/CMakeLists.txt ================================================ #[[ MIT License Copyright (c) 2022 Alberto Morcillo Sanz Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ]] project(testPBR) # Header Files set(HEADERS ) # CPP files set(SOURCES src/main.cpp ) # Copy shaders into build folder set(SHADERS_PATH "${CMAKE_SOURCE_DIR}/src/engine/opengl/glsl") file(GLOB shaderFiles ${SHADERS_PATH}/*.frag ${SHADERS_PATH}/*.vert) foreach(filename ${shaderFiles} ) file(COPY ${filename} DESTINATION ${CMAKE_CURRENT_BINARY_DIR}/glsl) endforeach() # Executable add_executable(${PROJECT_NAME} ${SOURCES} ${HEADERS}) # Linker target_link_libraries(${PROJECT_NAME} glfw3 RendererGL) ================================================ FILE: test/testPBR/README.md ================================================ ## Dependencies * [GLFW](https://github.com/glfw/glfw) for creating a window with an OpenGL context ================================================ FILE: test/testPBR/src/main.cpp ================================================ #include #include #include #include #include #include #include const int WIDTH = 1280; const int HEIGHT = 900; GLFWwindow* window; Renderer::Ptr renderer; int main() { // Create window if (!glfwInit()) { std::cout << "Couldn't initialize window" << std::endl; return -1; } window = glfwCreateWindow(WIDTH, HEIGHT, "PBR example", NULL, NULL); if (!window) glfwTerminate(); glfwMakeContextCurrent(window); // Renderer renderer = Renderer::New(WIDTH, HEIGHT); renderer->enablePBR(); // Lighting DirectionalLight light(glm::vec3(15)); light.setColor(glm::vec3(0.25, 0.25, 1)); renderer->addLight(light); DirectionalLight light2(glm::vec3(-15, 15, 15)); light2.setColor(glm::vec3(1.0, 0.05, 0.05)); renderer->addLight(light2); DirectionalLight light3(glm::vec3(0, 15, -1)); light3.setColor(glm::vec3(0.45, 1.0, 0.45)); renderer->addLight(light3); DirectionalLight light4(glm::vec3(0, -15, 0)); light4.setColor(glm::vec3(1.0)); renderer->addLight(light4); DirectionalLight light5(glm::vec3(15, 0, 0)); light5.setColor(glm::vec3(1.0, 0.8f, 0.6f)); renderer->addLight(light5); DirectionalLight light6(glm::vec3(8, 0, 0)); light6.setColor(glm::vec3(1.0, 0.8f, 0.6f)); renderer->addLight(light6); // Camera double aspectRatio = static_cast(WIDTH) / HEIGHT; TrackballCamera::Ptr camera = TrackballCamera::perspectiveCamera(glm::radians(45.0f), aspectRatio, 0.1, 1000); camera->setPhi(M_PI / 3 - 0.1); camera->setTheta(M_PI / 4 - 0.1); camera->zoom(-6.5); renderer->setCamera(std::dynamic_pointer_cast(camera)); // Spheres Sphere::Ptr sphere = Sphere::New(); sphere->setFaceCulling(Polytope::FaceCulling::FRONT); sphere->translate(glm::vec3(-3.0, 1.0, 0.0)); Sphere::Ptr sphere2 = Sphere::New(); sphere2->setFaceCulling(Polytope::FaceCulling::FRONT); sphere2->translate(glm::vec3(-1.0, 1.0, 0.0)); Sphere::Ptr sphere3 = Sphere::New(); sphere3->setFaceCulling(Polytope::FaceCulling::FRONT); sphere3->translate(glm::vec3(1.0, 1.0, 0.0)); PBRMaterial::Ptr aoMaterial = PBRMaterial::New(glm::vec3(0, 0, 0), 0, 0, 2.5); sphere3->setMaterial(aoMaterial); // PBR materials Texture::Ptr textureAlbedo = Texture::New("/home/morcillosanz/Documents/model/rustediron1-alt2-Unreal-Engine/rustediron2_basecolor.png", Texture::Type::TextureAlbedo); Texture::Ptr textureMetallic = Texture::New("/home/morcillosanz/Documents/model/rustediron1-alt2-Unreal-Engine/rustediron2_metallic.png", Texture::Type::TextureMetallic); Texture::Ptr textureNormal = Texture::New("/home/morcillosanz/Documents/model/rustediron1-alt2-Unreal-Engine/Srustediron2_normal.png", Texture::Type::TextureNormal); Texture::Ptr textureRoughness = Texture::New("/home/morcillosanz/Documents/model/rustediron1-alt2-Unreal-Engine/rustediron2_roughness.png", Texture::Type::TextureRoughness); Texture::Ptr textureAlbedo2 = Texture::New("/home/morcillosanz/Documents/model/painted-worn-asphalt-ue/painted-worn-asphalt_albedo.png", Texture::Type::TextureAlbedo); Texture::Ptr textureNormal2 = Texture::New("/home/morcillosanz/Documents/model/painted-worn-asphalt-ue/painted-worn-asphalt_normal-dx.png", Texture::Type::TextureNormal); Texture::Ptr textureMetallic2 = Texture::New("/home/morcillosanz/Documents/model/painted-worn-asphalt-ue/painted-worn-asphalt_metallic.png", Texture::Type::TextureMetallic); Texture::Ptr textureRoughness2 = Texture::New("/home/morcillosanz/Documents/model/painted-worn-asphalt-ue/painted-worn-asphalt_roughness.png", Texture::Type::TextureRoughness); Texture::Ptr textureAmbientOcclusion2 = Texture::New("/home/morcillosanz/Documents/model/painted-worn-asphalt-ue/painted-worn-asphalt_ao.png", Texture::Type::TextureAmbientOcclusion); Texture::Ptr textureHeight2 = Texture::New("/home/morcillosanz/Documents/model/painted-worn-asphalt-ue/painted-worn-asphalt_height.png", Texture::Type::TextureHeight); Texture::Ptr textureAlbedo3 = Texture::New("/home/morcillosanz/Documents/model/chipping-painted-wall-ue/chipping-painted-wall_albedo.png", Texture::Type::TextureAlbedo); Texture::Ptr textureMetallic3 = Texture::New("/home/morcillosanz/Documents/model/chipping-painted-wall-ue/chipping-painted-wall_metallic.png", Texture::Type::TextureMetallic); Texture::Ptr textureNormal3 = Texture::New("/home/morcillosanz/Documents/model/chipping-painted-wall-ue/chipping-painted-wall_normal-dx.png", Texture::Type::TextureNormal); Texture::Ptr textureRoughness3 = Texture::New("/home/morcillosanz/Documents/model/chipping-painted-wall-ue/chipping-painted-wall_roughness.png", Texture::Type::TextureRoughness); sphere->addTexture(textureAlbedo); sphere->addTexture(textureMetallic); sphere->addTexture(textureNormal); sphere->addTexture(textureRoughness); sphere2->addTexture(textureAlbedo2); sphere2->addTexture(textureAmbientOcclusion2); sphere2->addTexture(textureNormal2); sphere2->addTexture(textureRoughness2); //sphere2->addTexture(textureHeight2); sphere3->addTexture(textureAlbedo3); sphere3->addTexture(textureMetallic3); sphere3->addTexture(textureNormal3); sphere3->addTexture(textureRoughness3); Cube::Ptr cube = Cube::New(); cube->translate(glm::vec3(0.0, 1.0, 2.0)); cube->addTexture(textureAlbedo3); cube->addTexture(textureMetallic3); cube->addTexture(textureNormal3); cube->addTexture(textureRoughness3); Cube::Ptr cube2 = Cube::New(); cube2->translate(glm::vec3(0.0, 1.0, -2.0)); cube2->addTexture(textureAlbedo); cube2->addTexture(textureMetallic); cube2->addTexture(textureNormal); cube2->addTexture(textureRoughness); // Grid polytope std::vector gridVertices = {}; float a = -20; float b = -a; float c = -20; float d = -c; float dx = 0.5f; float dz = dx; while(a <= b) { gridVertices.push_back(Vec3f(a, 0, c, 0.3, 0.3, 0.3)); gridVertices.push_back(Vec3f(a, 0, d, 0.3, 0.3, 0.3)); a += dx; } a = -b; while(c <= d) { gridVertices.push_back(Vec3f(a, 0, c, 0.3, 0.3, 0.3)); gridVertices.push_back(Vec3f(b, 0, c, 0.3, 0.3, 0.3)); c += dz; } Polytope::Ptr gridPolytope = Polytope::New(gridVertices); PBRMaterial::Ptr pbrMaterial = PBRMaterial::New(glm::vec3(1.0), 0.2, 1.0, 1.0); gridPolytope->setMaterial(pbrMaterial); Group::Ptr groupGrid = Group::New(GL_LINES); groupGrid->setLineWidth(1.2f); groupGrid->add(gridPolytope); // Group Group::Ptr group = Group::New(); group->add(sphere); group->add(sphere2); group->add(sphere3); group->add(cube); group->add(cube2); group->translate(glm::vec3(0.75, 0, 0.5)); // Scene Scene::Ptr scene = Scene::New(); scene->addGroup(groupGrid); scene->addGroup(group); renderer->addScene(scene); // Main loop while (!glfwWindowShouldClose(window)) { sphere->rotate(0.25, glm::vec3(1, 0, 1)); sphere2->rotate(0.25, glm::vec3(1, 0, 1)); sphere3->rotate(0.25, glm::vec3(1, 0, 1)); renderer->setBackgroundColor(0.1, 0.1, 0.1); // Draw scene renderer->clear(); renderer->draw(); // Update window glfwSwapBuffers(window); glfwPollEvents(); } // Destroy window glfwTerminate(); return 0; } ================================================ FILE: test/testPointCloud/CMakeLists.txt ================================================ #[[ MIT License Copyright (c) 2022 Alberto Morcillo Sanz Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ]] project(testPointCloud) # Header Files set(HEADERS src/ImguiStyles.h ) # CPP files set(SOURCES src/main.cpp ) # Copy shaders into build folder set(SHADERS_PATH "${CMAKE_SOURCE_DIR}/src/engine/opengl/glsl") file(GLOB shaderFiles ${SHADERS_PATH}/*.frag ${SHADERS_PATH}/*.vert) foreach(filename ${shaderFiles} ) file(COPY ${filename} DESTINATION ${CMAKE_CURRENT_BINARY_DIR}/glsl) endforeach() # Executable add_executable(${PROJECT_NAME} ${SOURCES} ${HEADERS} ${IMGUI_SOURCES} ${IMGUI_HEADERS}) # Linker target_link_libraries(${PROJECT_NAME} glfw3 RendererGL) ================================================ FILE: test/testPointCloud/README.md ================================================ ## Dependencies * [GLFW](https://github.com/glfw/glfw) for creating a window with an OpenGL context ================================================ FILE: test/testPointCloud/src/ImguiStyles.h ================================================ #pragma once // From https://github.com/procedural/gpulib/blob/master/gpulib_imgui.h // https://github.com/ocornut/imgui/issues/707 #include #include #include struct ImVec3 { float x, y, z; ImVec3(float _x = 0.0f, float _y = 0.0f, float _z = 0.0f) { x = _x; y = _y; z = _z; } }; void Style() { ImGuiStyle & style = ImGui::GetStyle(); ImVec4 * colors = style.Colors; colors[ImGuiCol_Text] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); colors[ImGuiCol_TextDisabled] = ImVec4(0.40f, 0.40f, 0.40f, 1.00f); //colors[ImGuiCol_ChildBg] = ImVec4(0.25f, 0.25f, 0.25f, 1.00f); //colors[ImGuiCol_WindowBg] = ImVec4(0.25f, 0.25f, 0.25f, 1.00f); //colors[ImGuiCol_PopupBg] = ImVec4(0.25f, 0.25f, 0.25f, 1.00f); colors[ImGuiCol_ChildBg] = ImVec4(0.15f, 0.15f, 0.15f, 1.00f); colors[ImGuiCol_WindowBg] = ImVec4(0.15f, 0.15f, 0.15f, 1.00f); colors[ImGuiCol_PopupBg] = ImVec4(0.15f, 0.15f, 0.15f, 1.00f); colors[ImGuiCol_Border] = ImVec4(0.12f, 0.12f, 0.12f, 0.71f); colors[ImGuiCol_BorderShadow] = ImVec4(1.00f, 1.00f, 1.00f, 0.06f); colors[ImGuiCol_FrameBg] = ImVec4(0.42f, 0.42f, 0.42f, 0.54f); colors[ImGuiCol_FrameBgHovered] = ImVec4(0.42f, 0.42f, 0.42f, 0.40f); colors[ImGuiCol_FrameBgActive] = ImVec4(0.56f, 0.56f, 0.56f, 0.67f); colors[ImGuiCol_TitleBg] = ImVec4(0.19f, 0.19f, 0.19f, 1.00f); colors[ImGuiCol_TitleBgActive] = ImVec4(0.22f, 0.22f, 0.22f, 1.00f); colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.17f, 0.17f, 0.17f, 0.90f); //colors[ImGuiCol_MenuBarBg] = ImVec4(0.335f, 0.335f, 0.335f, 1.000f); colors[ImGuiCol_MenuBarBg] = ImVec4(0.2, 0.2, 0.2, 1.000f); colors[ImGuiCol_ScrollbarBg] = ImVec4(0.24f, 0.24f, 0.24f, 0.53f); colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.41f, 0.41f, 0.41f, 1.00f); colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.52f, 0.52f, 0.52f, 1.00f); colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.76f, 0.76f, 0.76f, 1.00f); colors[ImGuiCol_CheckMark] = ImVec4(0.65f, 0.65f, 0.65f, 1.00f); colors[ImGuiCol_SliderGrab] = ImVec4(0.52f, 0.52f, 0.52f, 1.00f); colors[ImGuiCol_SliderGrabActive] = ImVec4(0.64f, 0.64f, 0.64f, 1.00f); colors[ImGuiCol_Button] = ImVec4(0.54f, 0.54f, 0.54f, 0.35f); colors[ImGuiCol_ButtonHovered] = ImVec4(0.52f, 0.52f, 0.52f, 0.59f); colors[ImGuiCol_ButtonActive] = ImVec4(0.76f, 0.76f, 0.76f, 1.00f); colors[ImGuiCol_Header] = ImVec4(0.38f, 0.38f, 0.38f, 1.00f); colors[ImGuiCol_HeaderHovered] = ImVec4(0.47f, 0.47f, 0.47f, 1.00f); colors[ImGuiCol_HeaderActive] = ImVec4(0.76f, 0.76f, 0.76f, 0.77f); colors[ImGuiCol_Separator] = ImVec4(0.4f, 0.4f, 0.4f, 0.137f); colors[ImGuiCol_SeparatorHovered] = ImVec4(0.700f, 0.671f, 0.600f, 0.290f); colors[ImGuiCol_SeparatorActive] = ImVec4(0.702f, 0.671f, 0.600f, 0.674f); colors[ImGuiCol_ResizeGrip] = ImVec4(0.26f, 0.59f, 0.98f, 0.25f); colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); colors[ImGuiCol_PlotLines] = ImVec4(0.61f, 0.61f, 0.61f, 1.00f); colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f); colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f); colors[ImGuiCol_TextSelectedBg] = ImVec4(0.73f, 0.73f, 0.73f, 0.35f); colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.35f); colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f); colors[ImGuiCol_NavHighlight] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f); colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f); style.PopupRounding = 1; style.WindowPadding = ImVec2(4, 4); style.FramePadding = ImVec2(6, 4); style.ItemSpacing = ImVec2(6, 4); style.ScrollbarSize = 8; style.WindowBorderSize = 1; style.ChildBorderSize = 1; style.PopupBorderSize = 1; style.FrameBorderSize = 0; style.WindowRounding = 1; style.ChildRounding = 1; style.FrameRounding = 1; style.ScrollbarRounding = 1; style.GrabRounding = 1; #ifdef IMGUI_HAS_DOCK style.TabBorderSize = 0; style.TabRounding = 0; colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.38f, 0.38f, 0.38f, 1.00f); colors[ImGuiCol_Tab] = ImVec4(0.25f, 0.25f, 0.25f, 1.00f); colors[ImGuiCol_TabHovered] = ImVec4(0.40f, 0.40f, 0.40f, 1.00f); colors[ImGuiCol_TabActive] = ImVec4(0.33f, 0.33f, 0.33f, 1.00f); colors[ImGuiCol_TabUnfocused] = ImVec4(0.25f, 0.25f, 0.25f, 1.00f); colors[ImGuiCol_TabUnfocusedActive] = ImVec4(0.33f, 0.33f, 0.33f, 1.00f); colors[ImGuiCol_DockingPreview] = ImVec4(0.85f, 0.85f, 0.85f, 0.28f); if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { style.WindowRounding = 0.0f; style.Colors[ImGuiCol_WindowBg].w = 1.0f; } #endif } ================================================ FILE: test/testPointCloud/src/main.cpp ================================================ #include #include #include #include #include #include #include #include "ImguiStyles.h" // ImGui functions void initImGui(ImGuiIO& io); void dockSpace(bool* p_open); void renderImGui(ImGuiIO& io); const int WIDTH = 1280; const int HEIGHT = 900; GLFWwindow* window; Renderer::Ptr renderer; std::vector split(const std::string& str, const std::string& delimiter) { std::string buff = ""; std::vector splitted; auto delimiterAt = [&](unsigned int index) { std::string delimiterBuff = ""; for(int i = index; i < str.size(); i ++) { delimiterBuff += str[i]; if(delimiterBuff == delimiter) return true; else if(delimiterBuff.size() > delimiter.size()) return false; } return false; }; for(int i = 0; i < str.size(); i ++) { if(!delimiterAt(i)) buff += str[i]; else { splitted.push_back(buff); i += delimiter.size() - 1; buff = ""; } if(i >= str.size() - 1) splitted.push_back(buff); } return splitted; } Polytope::Ptr pointCloudPolytope(const std::string& path) { Polytope::Ptr polytope = nullptr; std::vector vertices; std::string line; std::ifstream file(path); if(file.is_open()) { while(getline(file, line)) { if (line.rfind("//", 0) == 0 || line.rfind("\n", 0) == 0) continue; std::vector splitted = split(line, " "); float x = ::atof(splitted[0].c_str()); float y = ::atof(splitted[1].c_str()); float z = ::atof(splitted[2].c_str()); float r = ::atof(splitted[3].c_str()) / 255.f; float g = ::atof(splitted[4].c_str()) / 255.f; float b = ::atof(splitted[5].c_str()) / 255.f; Vec3f point(x, y, z, r, g, b); vertices.push_back(point); } file.close(); } polytope = Polytope::New(vertices); return polytope; } int main() { // Create window if (!glfwInit()) { std::cout << "Couldn't initialize window" << std::endl; return -1; } window = glfwCreateWindow(WIDTH, HEIGHT, "Point Cloud example", NULL, NULL); if (!window) glfwTerminate(); glfwMakeContextCurrent(window); // Init ImGui IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; initImGui(io); // Renderer renderer = Renderer::New(WIDTH, HEIGHT); // Camera double aspectRatio = static_cast(WIDTH) / HEIGHT; TrackballCamera::Ptr camera = TrackballCamera::perspectiveCamera(glm::radians(45.0f), aspectRatio, 0.1, 1000); float sensitivity = 1.75f, panSensitivity = 1.0f, zoomSensitivity = 0.5f; camera->zoom(-2.5); renderer->setCamera(std::dynamic_pointer_cast(camera)); // Grid polytope float a = -20; float b = -a; float c = -20; float d = -c; float dx = 0.5f; float dz = dx; std::vector gridVertices = {}; while(a <= b) { gridVertices.push_back(Vec3f(a, 0, c, 0.2, 0.2, 0.2)); gridVertices.push_back(Vec3f(a, 0, d, 0.2, 0.2, 0.2)); a += dx; } a = -b; while(c <= d) { gridVertices.push_back(Vec3f(a, 0, c, 0.2, 0.2, 0.2)); gridVertices.push_back(Vec3f(b, 0, c, 0.2, 0.2, 0.2)); c += dz; } Polytope::Ptr gridPolytope = Polytope::New(gridVertices); Group::Ptr groupGrid = Group::New(GL_LINES); groupGrid->setLineWidth(1.2f); groupGrid->add(gridPolytope); // Point Cloud Polytope::Ptr pointCloud = pointCloudPolytope("/home/morcillosanz/Documents/model/Gabriel4Cloud.asc"); pointCloud->scale(glm::vec3(0.5)); pointCloud->translate(glm::vec3(0, -35, 0)); pointCloud->rotate(-90, glm::vec3(1, 0, 0)); Group::Ptr pointCloudGroup = Group::New(GL_POINTS); //pointCloudGroup->setPointSize(2.0f); pointCloudGroup->add(pointCloud);; // Scene Scene::Ptr scene = Scene::New(); scene->addGroup(groupGrid); scene->addGroup(pointCloudGroup); renderer->addScene(scene); // Main loop while (!glfwWindowShouldClose(window)) { renderer->getFrameCapturer()->setBackgroundColor(0.1, 0.1, 0.1); // Clear renderer->clear(); // Render renderer->render(); { ImGui_ImplOpenGL3_NewFrame(); ImGui_ImplGlfw_NewFrame(); ImGui::NewFrame(); bool p_open = true; dockSpace(&p_open); // Render window static bool windowFocus = false; { ImGui::Begin("Renderer", &p_open, ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse); windowFocus = ImGui::IsWindowFocused() || ImGui::IsWindowHovered(); // Render graphics as a texture ImGui::Image((void*)(intptr_t)renderer->getFrameCapturer()->getTexture()->getID(), ImGui::GetWindowSize()); // Resize window static ImVec2 previousSize(0, 0); if(ImGui::GetWindowSize().x != previousSize.x || ImGui::GetWindowSize().y != previousSize.y) { // Restart trackball camera float theta = camera->getTheta(), phi = camera->getPhi(); glm::vec3 center = camera->getCenter(), up = camera->getUp(); float radius = camera->getRadius(); // Update camera aspect ratio *camera = *TrackballCamera::perspectiveCamera(glm::radians(45.0f), ImGui::GetWindowSize().x / ImGui::GetWindowSize().y, 0.1, 1000); camera->setTheta(theta); camera->setPhi(phi); camera->setCenter(center); camera->setUp(up); camera->setRadius(radius); } previousSize = ImGui::GetWindowSize(); // Mouse Events ImVec2 size = ImGui::GetWindowSize(); ImVec2 mousePositionAbsolute = ImGui::GetMousePos(); ImVec2 screenPositionAbsolute = ImGui::GetItemRectMin(); ImVec2 mousePositionRelative = ImVec2(mousePositionAbsolute.x - screenPositionAbsolute.x, mousePositionAbsolute.y - screenPositionAbsolute.y); static bool first = true; static ImVec2 previous(0, 0); if(ImGui::IsMouseDown(ImGuiMouseButton_Left) || ImGui::IsMouseDown(ImGuiMouseButton_Right)) { if(first) { previous = mousePositionRelative; first = false; } }else first = true; // Camera rotation if(ImGui::IsMouseDragging(ImGuiMouseButton_Left) && windowFocus) { float dTheta = (mousePositionRelative.x - previous.x) / size.x; float dPhi = (mousePositionRelative.y - previous.y) / size.y; previous = mousePositionRelative; camera->rotate(-dTheta * sensitivity, dPhi * sensitivity); } // Camera pan if(ImGui::IsMouseDragging(ImGuiMouseButton_Right) && windowFocus) { float dx = (mousePositionRelative.x - previous.x) / (size.x / 2); float dy = (mousePositionRelative.y - previous.y) / (size.y / 2); previous = mousePositionRelative; camera->pan(dx * panSensitivity, -dy * panSensitivity); } // Camera zoom if(windowFocus) camera->zoom(ImGui::GetIO().MouseWheel * zoomSensitivity); ImGui::End(); } renderImGui(io); } // Update window glfwSwapBuffers(window); glfwPollEvents(); } // Destroy imgui ImGui_ImplOpenGL3_Shutdown(); ImGui_ImplGlfw_Shutdown(); ImGui::DestroyContext(); // Destroy window glfwTerminate(); return 0; } // ImGui functions void initImGui(ImGuiIO& io) { io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows //ImGui::StyleColorsDark(); Style(); ImGuiStyle& style = ImGui::GetStyle(); if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { style.WindowRounding = 0.0f; style.Colors[ImGuiCol_WindowBg].w = 1.0f; } const char* glsl_version = "#version 130"; ImGui_ImplGlfw_InitForOpenGL(window, true); ImGui_ImplOpenGL3_Init(glsl_version); } void dockSpace(bool* p_open) { static bool opt_fullscreen = true; static bool opt_padding = false; static ImGuiDockNodeFlags dockspace_flags = ImGuiDockNodeFlags_None; // We are using the ImGuiWindowFlags_NoDocking flag to make the parent window not dockable into, // because it would be confusing to have two docking targets within each others. ImGuiWindowFlags window_flags = ImGuiWindowFlags_MenuBar | ImGuiWindowFlags_NoDocking; if (opt_fullscreen) { const ImGuiViewport* viewport = ImGui::GetMainViewport(); ImGui::SetNextWindowPos(viewport->WorkPos); ImGui::SetNextWindowSize(viewport->WorkSize); ImGui::SetNextWindowViewport(viewport->ID); ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f); window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove; window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus; } else dockspace_flags &= ~ImGuiDockNodeFlags_PassthruCentralNode; // When using ImGuiDockNodeFlags_PassthruCentralNode, DockSpace() will render our background // and handle the pass-thru hole, so we ask Begin() to not render a background. if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode) window_flags |= ImGuiWindowFlags_NoBackground; // Important: note that we proceed even if Begin() returns false (aka window is collapsed). // This is because we want to keep our DockSpace() active. If a DockSpace() is inactive, // all active windows docked into it will lose their parent and become undocked. // We cannot preserve the docking relationship between an active window and an inactive docking, otherwise // any change of dockspace/settings would lead to windows being stuck in limbo and never being visible. if (!opt_padding) ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f)); ImGui::Begin("DockSpace", p_open, window_flags); if (!opt_padding) ImGui::PopStyleVar(); if (opt_fullscreen) ImGui::PopStyleVar(2); // Submit the DockSpace ImGuiIO& io = ImGui::GetIO(); if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) { ImGuiID dockspace_id = ImGui::GetID("MyDockSpace"); ImGui::DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags); } if (ImGui::BeginMenuBar()) { if (ImGui::BeginMenu("Options")) { if (ImGui::MenuItem("Close", NULL, false, p_open != NULL)) exit(0); ImGui::EndMenu(); } ImGui::EndMenuBar(); } ImGui::End(); } void renderImGui(ImGuiIO& io) { ImGui::Render(); int display_w, display_h; glfwGetFramebufferSize(window, &display_w, &display_h); glViewport(0, 0, display_w, display_h); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { GLFWwindow* backup_current_context = glfwGetCurrentContext(); ImGui::UpdatePlatformWindows(); ImGui::RenderPlatformWindowsDefault(); glfwMakeContextCurrent(backup_current_context); } } ================================================ FILE: test/third_party/imgui/.editorconfig ================================================ # See http://editorconfig.org to read about the EditorConfig format. # - In theory automatically supported by VS2017+ and most common IDE or text editors. # - In practice VS2019 stills gets trailing whitespaces wrong :( # - Suggest install to trim whitespaces: https://marketplace.visualstudio.com/items?itemName=MadsKristensen.TrailingWhitespaceVisualizer # - Alternative for older VS2010 to VS2015: https://marketplace.visualstudio.com/items?itemName=EditorConfigTeam.EditorConfig # top-most EditorConfig file root = true # Default settings: # Use 4 spaces as indentation [*] indent_style = space indent_size = 4 insert_final_newline = true trim_trailing_whitespace = true [imstb_*] indent_size = 3 trim_trailing_whitespace = false [Makefile] indent_style = tab indent_size = 4 ================================================ FILE: test/third_party/imgui/.gitattributes ================================================ * text=auto *.c text *.cpp text *.h text *.m text *.mm text *.md text *.txt text *.html text *.bat text *.frag text *.vert text *.mkb text *.icf text *.sln text eol=crlf *.vcxproj text eol=crlf *.vcxproj.filters text eol=crlf *.natvis text eol=crlf Makefile text eol=lf *.sh text eol=lf *.pbxproj text eol=lf *.storyboard text eol=lf *.plist text eol=lf *.png binary *.ttf binary *.lib binary ================================================ FILE: test/third_party/imgui/.gitignore ================================================ ## OSX artifacts .DS_Store ## Dear ImGui artifacts imgui.ini ## General build artifacts *.o *.obj *.exe examples/build/* examples/*/Debug/* examples/*/Release/* examples/*/x64/* ## Visual Studio artifacts .vs ipch *.opensdf *.log *.pdb *.ilk *.user *.sdf *.suo *.VC.db *.VC.VC.opendb ## Commonly used CMake directories /build*/ ## Xcode artifacts project.xcworkspace xcuserdata ## Emscripten artifacts examples/*.o.tmp examples/*.out.js examples/*.out.wasm examples/example_emscripten_opengl3/web/* examples/example_emscripten_wgpu/web/* ## JetBrains IDE artifacts .idea cmake-build-* ## Unix executables from our example Makefiles examples/example_glfw_opengl2/example_glfw_opengl2 examples/example_glfw_opengl3/example_glfw_opengl3 examples/example_glut_opengl2/example_glut_opengl2 examples/example_null/example_null examples/example_sdl_opengl2/example_sdl_opengl2 examples/example_sdl_opengl3/example_sdl_opengl3 ================================================ FILE: test/third_party/imgui/LICENSE.txt ================================================ The MIT License (MIT) Copyright (c) 2014-2022 Omar Cornut Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ================================================ FILE: test/third_party/imgui/backends/imgui_impl_glfw.cpp ================================================ // dear imgui: Platform Backend for GLFW // This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..) // (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) // (Requires: GLFW 3.1+. Prefer GLFW 3.3+ for full feature support.) // Implemented features: // [X] Platform: Clipboard support. // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+). // [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // Issues: // [ ] Platform: Multi-viewport support: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor). // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. // 2022-04-30: Inputs: Fixed ImGui_ImplGlfw_TranslateUntranslatedKey() for lower case letters on OSX. // 2022-03-23: Inputs: Fixed a regression in 1.87 which resulted in keyboard modifiers events being reported incorrectly on Linux/X11. // 2022-02-07: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks() helpers to facilitate user installing callbacks after initializing backend. // 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago)with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. // 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[]. // 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). // 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates. // 2022-01-12: *BREAKING CHANGE*: Now using glfwSetCursorPosCallback(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetCursorPosCallback() and forward it to the backend via ImGui_ImplGlfw_CursorPosCallback(). // 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. // 2022-01-05: Inputs: Converting GLFW untranslated keycodes back to translated keycodes (in the ImGui_ImplGlfw_KeyCallback() function) in order to match the behavior of every other backend, and facilitate the use of GLFW with lettered-shortcuts API. // 2021-08-17: *BREAKING CHANGE*: Now using glfwSetWindowFocusCallback() to calling io.AddFocusEvent(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() and forward it to the backend via ImGui_ImplGlfw_WindowFocusCallback(). // 2021-07-29: *BREAKING CHANGE*: Now using glfwSetCursorEnterCallback(). MousePos is correctly reported when the host platform window is hovered but not focused. If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() callback and forward it to the backend via ImGui_ImplGlfw_CursorEnterCallback(). // 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). // 2020-01-17: Inputs: Disable error callback while assigning mouse cursors because some X11 setup don't have them and it generates errors. // 2019-12-05: Inputs: Added support for new mouse cursors added in GLFW 3.4+ (resizing cursors, not allowed cursor). // 2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown. // 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter. // 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter(). // 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized. // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. // 2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them. // 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls. // 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. // 2018-06-08: Misc: Extracted imgui_impl_glfw.cpp/.h away from the old combined GLFW+OpenGL/Vulkan examples. // 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag. // 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value, passed to glfwSetCursor()). // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. // 2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set. // 2018-01-25: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set). // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. // 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. // 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). // 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. #include "../imgui.h" #include "imgui_impl_glfw.h" // Clang warnings with -Weverything #if defined(__clang__) #pragma clang diagnostic push #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness #if __has_warning("-Wzero-as-null-pointer-constant") #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" #endif #endif // GLFW #include #ifdef _WIN32 #undef APIENTRY #define GLFW_EXPOSE_NATIVE_WIN32 #include // for glfwGetWin32Window #endif #define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ GLFW_FLOATING #define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_HOVERED #define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity #define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale #define GLFW_HAS_VULKAN (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface #define GLFW_HAS_FOCUS_WINDOW (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwFocusWindow #define GLFW_HAS_FOCUS_ON_SHOW (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_FOCUS_ON_SHOW #define GLFW_HAS_MONITOR_WORK_AREA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorWorkarea #define GLFW_HAS_OSX_WINDOW_POS_FIX (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 + GLFW_VERSION_REVISION * 10 >= 3310) // 3.3.1+ Fixed: Resizing window repositions it on MacOS #1553 #ifdef GLFW_RESIZE_NESW_CURSOR // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released? #define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR #else #define GLFW_HAS_NEW_CURSORS (0) #endif #ifdef GLFW_MOUSE_PASSTHROUGH // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2020-07-17 (passthrough) #define GLFW_HAS_MOUSE_PASSTHROUGH (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3400) // 3.4+ GLFW_MOUSE_PASSTHROUGH #else #define GLFW_HAS_MOUSE_PASSTHROUGH (0) #endif #define GLFW_HAS_GAMEPAD_API (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetGamepadState() new api #define GLFW_HAS_GET_KEY_NAME (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwGetKeyName() // GLFW data enum GlfwClientApi { GlfwClientApi_Unknown, GlfwClientApi_OpenGL, GlfwClientApi_Vulkan }; struct ImGui_ImplGlfw_Data { GLFWwindow* Window; GlfwClientApi ClientApi; double Time; GLFWwindow* MouseWindow; GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT]; ImVec2 LastValidMousePos; GLFWwindow* KeyOwnerWindows[GLFW_KEY_LAST]; bool InstalledCallbacks; bool WantUpdateMonitors; // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. GLFWwindowfocusfun PrevUserCallbackWindowFocus; GLFWcursorposfun PrevUserCallbackCursorPos; GLFWcursorenterfun PrevUserCallbackCursorEnter; GLFWmousebuttonfun PrevUserCallbackMousebutton; GLFWscrollfun PrevUserCallbackScroll; GLFWkeyfun PrevUserCallbackKey; GLFWcharfun PrevUserCallbackChar; GLFWmonitorfun PrevUserCallbackMonitor; ImGui_ImplGlfw_Data() { memset((void*)this, 0, sizeof(*this)); } }; // Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. // FIXME: multi-context support is not well tested and probably dysfunctional in this backend. // - Because glfwPollEvents() process all windows and some events may be called outside of it, you will need to register your own callbacks // (passing install_callbacks=false in ImGui_ImplGlfw_InitXXX functions), set the current dear imgui context and then call our callbacks. // - Otherwise we may need to store a GLFWWindow* -> ImGuiContext* map and handle this in the backend, adding a little bit of extra complexity to it. // FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context. static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : NULL; } // Forward Declarations static void ImGui_ImplGlfw_UpdateMonitors(); static void ImGui_ImplGlfw_InitPlatformInterface(); static void ImGui_ImplGlfw_ShutdownPlatformInterface(); // Functions static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data) { return glfwGetClipboardString((GLFWwindow*)user_data); } static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text) { glfwSetClipboardString((GLFWwindow*)user_data, text); } static ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int key) { switch (key) { case GLFW_KEY_TAB: return ImGuiKey_Tab; case GLFW_KEY_LEFT: return ImGuiKey_LeftArrow; case GLFW_KEY_RIGHT: return ImGuiKey_RightArrow; case GLFW_KEY_UP: return ImGuiKey_UpArrow; case GLFW_KEY_DOWN: return ImGuiKey_DownArrow; case GLFW_KEY_PAGE_UP: return ImGuiKey_PageUp; case GLFW_KEY_PAGE_DOWN: return ImGuiKey_PageDown; case GLFW_KEY_HOME: return ImGuiKey_Home; case GLFW_KEY_END: return ImGuiKey_End; case GLFW_KEY_INSERT: return ImGuiKey_Insert; case GLFW_KEY_DELETE: return ImGuiKey_Delete; case GLFW_KEY_BACKSPACE: return ImGuiKey_Backspace; case GLFW_KEY_SPACE: return ImGuiKey_Space; case GLFW_KEY_ENTER: return ImGuiKey_Enter; case GLFW_KEY_ESCAPE: return ImGuiKey_Escape; case GLFW_KEY_APOSTROPHE: return ImGuiKey_Apostrophe; case GLFW_KEY_COMMA: return ImGuiKey_Comma; case GLFW_KEY_MINUS: return ImGuiKey_Minus; case GLFW_KEY_PERIOD: return ImGuiKey_Period; case GLFW_KEY_SLASH: return ImGuiKey_Slash; case GLFW_KEY_SEMICOLON: return ImGuiKey_Semicolon; case GLFW_KEY_EQUAL: return ImGuiKey_Equal; case GLFW_KEY_LEFT_BRACKET: return ImGuiKey_LeftBracket; case GLFW_KEY_BACKSLASH: return ImGuiKey_Backslash; case GLFW_KEY_RIGHT_BRACKET: return ImGuiKey_RightBracket; case GLFW_KEY_GRAVE_ACCENT: return ImGuiKey_GraveAccent; case GLFW_KEY_CAPS_LOCK: return ImGuiKey_CapsLock; case GLFW_KEY_SCROLL_LOCK: return ImGuiKey_ScrollLock; case GLFW_KEY_NUM_LOCK: return ImGuiKey_NumLock; case GLFW_KEY_PRINT_SCREEN: return ImGuiKey_PrintScreen; case GLFW_KEY_PAUSE: return ImGuiKey_Pause; case GLFW_KEY_KP_0: return ImGuiKey_Keypad0; case GLFW_KEY_KP_1: return ImGuiKey_Keypad1; case GLFW_KEY_KP_2: return ImGuiKey_Keypad2; case GLFW_KEY_KP_3: return ImGuiKey_Keypad3; case GLFW_KEY_KP_4: return ImGuiKey_Keypad4; case GLFW_KEY_KP_5: return ImGuiKey_Keypad5; case GLFW_KEY_KP_6: return ImGuiKey_Keypad6; case GLFW_KEY_KP_7: return ImGuiKey_Keypad7; case GLFW_KEY_KP_8: return ImGuiKey_Keypad8; case GLFW_KEY_KP_9: return ImGuiKey_Keypad9; case GLFW_KEY_KP_DECIMAL: return ImGuiKey_KeypadDecimal; case GLFW_KEY_KP_DIVIDE: return ImGuiKey_KeypadDivide; case GLFW_KEY_KP_MULTIPLY: return ImGuiKey_KeypadMultiply; case GLFW_KEY_KP_SUBTRACT: return ImGuiKey_KeypadSubtract; case GLFW_KEY_KP_ADD: return ImGuiKey_KeypadAdd; case GLFW_KEY_KP_ENTER: return ImGuiKey_KeypadEnter; case GLFW_KEY_KP_EQUAL: return ImGuiKey_KeypadEqual; case GLFW_KEY_LEFT_SHIFT: return ImGuiKey_LeftShift; case GLFW_KEY_LEFT_CONTROL: return ImGuiKey_LeftCtrl; case GLFW_KEY_LEFT_ALT: return ImGuiKey_LeftAlt; case GLFW_KEY_LEFT_SUPER: return ImGuiKey_LeftSuper; case GLFW_KEY_RIGHT_SHIFT: return ImGuiKey_RightShift; case GLFW_KEY_RIGHT_CONTROL: return ImGuiKey_RightCtrl; case GLFW_KEY_RIGHT_ALT: return ImGuiKey_RightAlt; case GLFW_KEY_RIGHT_SUPER: return ImGuiKey_RightSuper; case GLFW_KEY_MENU: return ImGuiKey_Menu; case GLFW_KEY_0: return ImGuiKey_0; case GLFW_KEY_1: return ImGuiKey_1; case GLFW_KEY_2: return ImGuiKey_2; case GLFW_KEY_3: return ImGuiKey_3; case GLFW_KEY_4: return ImGuiKey_4; case GLFW_KEY_5: return ImGuiKey_5; case GLFW_KEY_6: return ImGuiKey_6; case GLFW_KEY_7: return ImGuiKey_7; case GLFW_KEY_8: return ImGuiKey_8; case GLFW_KEY_9: return ImGuiKey_9; case GLFW_KEY_A: return ImGuiKey_A; case GLFW_KEY_B: return ImGuiKey_B; case GLFW_KEY_C: return ImGuiKey_C; case GLFW_KEY_D: return ImGuiKey_D; case GLFW_KEY_E: return ImGuiKey_E; case GLFW_KEY_F: return ImGuiKey_F; case GLFW_KEY_G: return ImGuiKey_G; case GLFW_KEY_H: return ImGuiKey_H; case GLFW_KEY_I: return ImGuiKey_I; case GLFW_KEY_J: return ImGuiKey_J; case GLFW_KEY_K: return ImGuiKey_K; case GLFW_KEY_L: return ImGuiKey_L; case GLFW_KEY_M: return ImGuiKey_M; case GLFW_KEY_N: return ImGuiKey_N; case GLFW_KEY_O: return ImGuiKey_O; case GLFW_KEY_P: return ImGuiKey_P; case GLFW_KEY_Q: return ImGuiKey_Q; case GLFW_KEY_R: return ImGuiKey_R; case GLFW_KEY_S: return ImGuiKey_S; case GLFW_KEY_T: return ImGuiKey_T; case GLFW_KEY_U: return ImGuiKey_U; case GLFW_KEY_V: return ImGuiKey_V; case GLFW_KEY_W: return ImGuiKey_W; case GLFW_KEY_X: return ImGuiKey_X; case GLFW_KEY_Y: return ImGuiKey_Y; case GLFW_KEY_Z: return ImGuiKey_Z; case GLFW_KEY_F1: return ImGuiKey_F1; case GLFW_KEY_F2: return ImGuiKey_F2; case GLFW_KEY_F3: return ImGuiKey_F3; case GLFW_KEY_F4: return ImGuiKey_F4; case GLFW_KEY_F5: return ImGuiKey_F5; case GLFW_KEY_F6: return ImGuiKey_F6; case GLFW_KEY_F7: return ImGuiKey_F7; case GLFW_KEY_F8: return ImGuiKey_F8; case GLFW_KEY_F9: return ImGuiKey_F9; case GLFW_KEY_F10: return ImGuiKey_F10; case GLFW_KEY_F11: return ImGuiKey_F11; case GLFW_KEY_F12: return ImGuiKey_F12; default: return ImGuiKey_None; } } static int ImGui_ImplGlfw_KeyToModifier(int key) { if (key == GLFW_KEY_LEFT_CONTROL || key == GLFW_KEY_RIGHT_CONTROL) return GLFW_MOD_CONTROL; if (key == GLFW_KEY_LEFT_SHIFT || key == GLFW_KEY_RIGHT_SHIFT) return GLFW_MOD_SHIFT; if (key == GLFW_KEY_LEFT_ALT || key == GLFW_KEY_RIGHT_ALT) return GLFW_MOD_ALT; if (key == GLFW_KEY_LEFT_SUPER || key == GLFW_KEY_RIGHT_SUPER) return GLFW_MOD_SUPER; return 0; } static void ImGui_ImplGlfw_UpdateKeyModifiers(int mods) { ImGuiIO& io = ImGui::GetIO(); io.AddKeyEvent(ImGuiKey_ModCtrl, (mods & GLFW_MOD_CONTROL) != 0); io.AddKeyEvent(ImGuiKey_ModShift, (mods & GLFW_MOD_SHIFT) != 0); io.AddKeyEvent(ImGuiKey_ModAlt, (mods & GLFW_MOD_ALT) != 0); io.AddKeyEvent(ImGuiKey_ModSuper, (mods & GLFW_MOD_SUPER) != 0); } void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods) { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); if (bd->PrevUserCallbackMousebutton != NULL && window == bd->Window) bd->PrevUserCallbackMousebutton(window, button, action, mods); ImGui_ImplGlfw_UpdateKeyModifiers(mods); ImGuiIO& io = ImGui::GetIO(); if (button >= 0 && button < ImGuiMouseButton_COUNT) io.AddMouseButtonEvent(button, action == GLFW_PRESS); } void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset) { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); if (bd->PrevUserCallbackScroll != NULL && window == bd->Window) bd->PrevUserCallbackScroll(window, xoffset, yoffset); ImGuiIO& io = ImGui::GetIO(); io.AddMouseWheelEvent((float)xoffset, (float)yoffset); } static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode) { #if GLFW_HAS_GET_KEY_NAME && !defined(__EMSCRIPTEN__) // GLFW 3.1+ attempts to "untranslate" keys, which goes the opposite of what every other framework does, making using lettered shortcuts difficult. // (It had reasons to do so: namely GLFW is/was more likely to be used for WASD-type game controls rather than lettered shortcuts, but IHMO the 3.1 change could have been done differently) // See https://github.com/glfw/glfw/issues/1502 for details. // Adding a workaround to undo this (so our keys are translated->untranslated->translated, likely a lossy process). // This won't cover edge cases but this is at least going to cover common cases. if (key >= GLFW_KEY_KP_0 && key <= GLFW_KEY_KP_EQUAL) return key; const char* key_name = glfwGetKeyName(key, scancode); if (key_name && key_name[0] != 0 && key_name[1] == 0) { const char char_names[] = "`-=[]\\,;\'./"; const int char_keys[] = { GLFW_KEY_GRAVE_ACCENT, GLFW_KEY_MINUS, GLFW_KEY_EQUAL, GLFW_KEY_LEFT_BRACKET, GLFW_KEY_RIGHT_BRACKET, GLFW_KEY_BACKSLASH, GLFW_KEY_COMMA, GLFW_KEY_SEMICOLON, GLFW_KEY_APOSTROPHE, GLFW_KEY_PERIOD, GLFW_KEY_SLASH, 0 }; IM_ASSERT(IM_ARRAYSIZE(char_names) == IM_ARRAYSIZE(char_keys)); if (key_name[0] >= '0' && key_name[0] <= '9') { key = GLFW_KEY_0 + (key_name[0] - '0'); } else if (key_name[0] >= 'A' && key_name[0] <= 'Z') { key = GLFW_KEY_A + (key_name[0] - 'A'); } else if (key_name[0] >= 'a' && key_name[0] <= 'z') { key = GLFW_KEY_A + (key_name[0] - 'a'); } else if (const char* p = strchr(char_names, key_name[0])) { key = char_keys[p - char_names]; } } // if (action == GLFW_PRESS) printf("key %d scancode %d name '%s'\n", key, scancode, key_name); #else IM_UNUSED(scancode); #endif return key; } void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, int action, int mods) { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); if (bd->PrevUserCallbackKey != NULL && window == bd->Window) bd->PrevUserCallbackKey(window, keycode, scancode, action, mods); if (action != GLFW_PRESS && action != GLFW_RELEASE) return; // Workaround: X11 does not include current pressed/released modifier key in 'mods' flags. https://github.com/glfw/glfw/issues/1630 if (int keycode_to_mod = ImGui_ImplGlfw_KeyToModifier(keycode)) mods = (action == GLFW_PRESS) ? (mods | keycode_to_mod) : (mods & ~keycode_to_mod); ImGui_ImplGlfw_UpdateKeyModifiers(mods); if (keycode >= 0 && keycode < IM_ARRAYSIZE(bd->KeyOwnerWindows)) bd->KeyOwnerWindows[keycode] = (action == GLFW_PRESS) ? window : NULL; keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode); ImGuiIO& io = ImGui::GetIO(); ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode); io.AddKeyEvent(imgui_key, (action == GLFW_PRESS)); io.SetKeyEventNativeData(imgui_key, keycode, scancode); // To support legacy indexing (<1.87 user code) } void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused) { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); if (bd->PrevUserCallbackWindowFocus != NULL && window == bd->Window) bd->PrevUserCallbackWindowFocus(window, focused); ImGuiIO& io = ImGui::GetIO(); io.AddFocusEvent(focused != 0); } void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y) { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); if (bd->PrevUserCallbackCursorPos != NULL && window == bd->Window) bd->PrevUserCallbackCursorPos(window, x, y); ImGuiIO& io = ImGui::GetIO(); if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { int window_x, window_y; glfwGetWindowPos(window, &window_x, &window_y); x += window_x; y += window_y; } io.AddMousePosEvent((float)x, (float)y); bd->LastValidMousePos = ImVec2((float)x, (float)y); } // Workaround: X11 seems to send spurious Leave/Enter events which would make us lose our position, // so we back it up and restore on Leave/Enter (see https://github.com/ocornut/imgui/issues/4984) void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered) { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); if (bd->PrevUserCallbackCursorEnter != NULL && window == bd->Window) bd->PrevUserCallbackCursorEnter(window, entered); ImGuiIO& io = ImGui::GetIO(); if (entered) { bd->MouseWindow = window; io.AddMousePosEvent(bd->LastValidMousePos.x, bd->LastValidMousePos.y); } else if (!entered && bd->MouseWindow == window) { bd->LastValidMousePos = io.MousePos; bd->MouseWindow = NULL; io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); } } void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c) { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); if (bd->PrevUserCallbackChar != NULL && window == bd->Window) bd->PrevUserCallbackChar(window, c); ImGuiIO& io = ImGui::GetIO(); io.AddInputCharacter(c); } void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int) { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); bd->WantUpdateMonitors = true; } void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window) { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); IM_ASSERT(bd->InstalledCallbacks == false && "Callbacks already installed!"); IM_ASSERT(bd->Window == window); bd->PrevUserCallbackWindowFocus = glfwSetWindowFocusCallback(window, ImGui_ImplGlfw_WindowFocusCallback); bd->PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, ImGui_ImplGlfw_CursorEnterCallback); bd->PrevUserCallbackCursorPos = glfwSetCursorPosCallback(window, ImGui_ImplGlfw_CursorPosCallback); bd->PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); bd->PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); bd->PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback); bd->PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback); bd->PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback); bd->InstalledCallbacks = true; } void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window) { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); IM_ASSERT(bd->InstalledCallbacks == true && "Callbacks not installed!"); IM_ASSERT(bd->Window == window); glfwSetWindowFocusCallback(window, bd->PrevUserCallbackWindowFocus); glfwSetCursorEnterCallback(window, bd->PrevUserCallbackCursorEnter); glfwSetCursorPosCallback(window, bd->PrevUserCallbackCursorPos); glfwSetMouseButtonCallback(window, bd->PrevUserCallbackMousebutton); glfwSetScrollCallback(window, bd->PrevUserCallbackScroll); glfwSetKeyCallback(window, bd->PrevUserCallbackKey); glfwSetCharCallback(window, bd->PrevUserCallbackChar); glfwSetMonitorCallback(bd->PrevUserCallbackMonitor); bd->InstalledCallbacks = false; bd->PrevUserCallbackWindowFocus = NULL; bd->PrevUserCallbackCursorEnter = NULL; bd->PrevUserCallbackCursorPos = NULL; bd->PrevUserCallbackMousebutton = NULL; bd->PrevUserCallbackScroll = NULL; bd->PrevUserCallbackKey = NULL; bd->PrevUserCallbackChar = NULL; bd->PrevUserCallbackMonitor = NULL; } static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api) { ImGuiIO& io = ImGui::GetIO(); IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!"); // Setup backend capabilities flags ImGui_ImplGlfw_Data* bd = IM_NEW(ImGui_ImplGlfw_Data)(); io.BackendPlatformUserData = (void*)bd; io.BackendPlatformName = "imgui_impl_glfw"; io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) #if GLFW_HAS_MOUSE_PASSTHROUGH || (GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)) io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional) #endif bd->Window = window; bd->Time = 0.0; bd->WantUpdateMonitors = true; io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText; io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText; io.ClipboardUserData = bd->Window; // Create mouse cursors // (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist, // GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting. // Missing cursors will return NULL and our _UpdateMouseCursor() function will use the Arrow cursor instead.) GLFWerrorfun prev_error_callback = glfwSetErrorCallback(NULL); bd->MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); bd->MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR); bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR); bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR); bd->MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR); #if GLFW_HAS_NEW_CURSORS bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR); bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR); bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR); bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR); #else bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); #endif glfwSetErrorCallback(prev_error_callback); // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. if (install_callbacks) ImGui_ImplGlfw_InstallCallbacks(window); // Update monitors the first time (note: monitor callback are broken in GLFW 3.2 and earlier, see github.com/glfw/glfw/issues/784) ImGui_ImplGlfw_UpdateMonitors(); glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback); // Our mouse update function expect PlatformHandle to be filled for the main viewport ImGuiViewport* main_viewport = ImGui::GetMainViewport(); main_viewport->PlatformHandle = (void*)bd->Window; #ifdef _WIN32 main_viewport->PlatformHandleRaw = glfwGetWin32Window(bd->Window); #endif if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) ImGui_ImplGlfw_InitPlatformInterface(); bd->ClientApi = client_api; return true; } bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks) { return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_OpenGL); } bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks) { return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Vulkan); } bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks) { return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Unknown); } void ImGui_ImplGlfw_Shutdown() { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); IM_ASSERT(bd != NULL && "No platform backend to shutdown, or already shutdown?"); ImGuiIO& io = ImGui::GetIO(); ImGui_ImplGlfw_ShutdownPlatformInterface(); if (bd->InstalledCallbacks) ImGui_ImplGlfw_RestoreCallbacks(bd->Window); for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) glfwDestroyCursor(bd->MouseCursors[cursor_n]); io.BackendPlatformName = NULL; io.BackendPlatformUserData = NULL; IM_DELETE(bd); } static void ImGui_ImplGlfw_UpdateMouseData() { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); ImGuiIO& io = ImGui::GetIO(); ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); ImGuiID mouse_viewport_id = 0; const ImVec2 mouse_pos_prev = io.MousePos; for (int n = 0; n < platform_io.Viewports.Size; n++) { ImGuiViewport* viewport = platform_io.Viewports[n]; GLFWwindow* window = (GLFWwindow*)viewport->PlatformHandle; #ifdef __EMSCRIPTEN__ const bool is_window_focused = true; #else const bool is_window_focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0; #endif if (is_window_focused) { // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) // When multi-viewports are enabled, all Dear ImGui positions are same as OS positions. if (io.WantSetMousePos) glfwSetCursorPos(window, (double)(mouse_pos_prev.x - viewport->Pos.x), (double)(mouse_pos_prev.y - viewport->Pos.y)); // (Optional) Fallback to provide mouse position when focused (ImGui_ImplGlfw_CursorPosCallback already provides this when hovered or captured) if (bd->MouseWindow == NULL) { double mouse_x, mouse_y; glfwGetCursorPos(window, &mouse_x, &mouse_y); if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { // Single viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window) // Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor) int window_x, window_y; glfwGetWindowPos(window, &window_x, &window_y); mouse_x += window_x; mouse_y += window_y; } bd->LastValidMousePos = ImVec2((float)mouse_x, (float)mouse_y); io.AddMousePosEvent((float)mouse_x, (float)mouse_y); } } // (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering. // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic. // - [X] GLFW >= 3.3 backend ON WINDOWS ONLY does correctly ignore viewports with the _NoInputs flag. // - [!] GLFW <= 3.2 backend CANNOT correctly ignore viewports with the _NoInputs flag, and CANNOT reported Hovered Viewport because of mouse capture. // Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window // for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported // by the backend, and use its flawed heuristic to guess the viewport behind. // - [X] GLFW backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target). // FIXME: This is currently only correct on Win32. See what we do below with the WM_NCHITTEST, missing an equivalent for other systems. // See https://github.com/glfw/glfw/issues/1236 if you want to help in making this a GLFW feature. #if GLFW_HAS_MOUSE_PASSTHROUGH || (GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)) const bool window_no_input = (viewport->Flags & ImGuiViewportFlags_NoInputs) != 0; #if GLFW_HAS_MOUSE_PASSTHROUGH glfwSetWindowAttrib(window, GLFW_MOUSE_PASSTHROUGH, window_no_input); #endif if (glfwGetWindowAttrib(window, GLFW_HOVERED) && !window_no_input) mouse_viewport_id = viewport->ID; #else // We cannot use bd->MouseWindow maintained from CursorEnter/Leave callbacks, because it is locked to the window capturing mouse. #endif } if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) io.AddMouseViewportEvent(mouse_viewport_id); } static void ImGui_ImplGlfw_UpdateMouseCursor() { ImGuiIO& io = ImGui::GetIO(); ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(bd->Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED) return; ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); for (int n = 0; n < platform_io.Viewports.Size; n++) { GLFWwindow* window = (GLFWwindow*)platform_io.Viewports[n]->PlatformHandle; if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) { // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN); } else { // Show OS mouse cursor // FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here. glfwSetCursor(window, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]); glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); } } } // Update gamepad inputs static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; } static void ImGui_ImplGlfw_UpdateGamepads() { ImGuiIO& io = ImGui::GetIO(); if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) return; io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; #if GLFW_HAS_GAMEPAD_API GLFWgamepadstate gamepad; if (!glfwGetGamepadState(GLFW_JOYSTICK_1, &gamepad)) return; #define MAP_BUTTON(KEY_NO, BUTTON_NO, _UNUSED) do { io.AddKeyEvent(KEY_NO, gamepad.buttons[BUTTON_NO] != 0); } while (0) #define MAP_ANALOG(KEY_NO, AXIS_NO, _UNUSED, V0, V1) do { float v = gamepad.axes[AXIS_NO]; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0) #else int axes_count = 0, buttons_count = 0; const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count); const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count); if (axes_count == 0 || buttons_count == 0) return; #define MAP_BUTTON(KEY_NO, _UNUSED, BUTTON_NO) do { io.AddKeyEvent(KEY_NO, (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS)); } while (0) #define MAP_ANALOG(KEY_NO, _UNUSED, AXIS_NO, V0, V1) do { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0) #endif io.BackendFlags |= ImGuiBackendFlags_HasGamepad; MAP_BUTTON(ImGuiKey_GamepadStart, GLFW_GAMEPAD_BUTTON_START, 7); MAP_BUTTON(ImGuiKey_GamepadBack, GLFW_GAMEPAD_BUTTON_BACK, 6); MAP_BUTTON(ImGuiKey_GamepadFaceDown, GLFW_GAMEPAD_BUTTON_A, 0); // Xbox A, PS Cross MAP_BUTTON(ImGuiKey_GamepadFaceRight, GLFW_GAMEPAD_BUTTON_B, 1); // Xbox B, PS Circle MAP_BUTTON(ImGuiKey_GamepadFaceLeft, GLFW_GAMEPAD_BUTTON_X, 2); // Xbox X, PS Square MAP_BUTTON(ImGuiKey_GamepadFaceUp, GLFW_GAMEPAD_BUTTON_Y, 3); // Xbox Y, PS Triangle MAP_BUTTON(ImGuiKey_GamepadDpadLeft, GLFW_GAMEPAD_BUTTON_DPAD_LEFT, 13); MAP_BUTTON(ImGuiKey_GamepadDpadRight, GLFW_GAMEPAD_BUTTON_DPAD_RIGHT, 11); MAP_BUTTON(ImGuiKey_GamepadDpadUp, GLFW_GAMEPAD_BUTTON_DPAD_UP, 10); MAP_BUTTON(ImGuiKey_GamepadDpadDown, GLFW_GAMEPAD_BUTTON_DPAD_DOWN, 12); MAP_BUTTON(ImGuiKey_GamepadL1, GLFW_GAMEPAD_BUTTON_LEFT_BUMPER, 4); MAP_BUTTON(ImGuiKey_GamepadR1, GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER, 5); MAP_ANALOG(ImGuiKey_GamepadL2, GLFW_GAMEPAD_AXIS_LEFT_TRIGGER, 4, -0.75f, +1.0f); MAP_ANALOG(ImGuiKey_GamepadR2, GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER, 5, -0.75f, +1.0f); MAP_BUTTON(ImGuiKey_GamepadL3, GLFW_GAMEPAD_BUTTON_LEFT_THUMB, 8); MAP_BUTTON(ImGuiKey_GamepadR3, GLFW_GAMEPAD_BUTTON_RIGHT_THUMB, 9); MAP_ANALOG(ImGuiKey_GamepadLStickLeft, GLFW_GAMEPAD_AXIS_LEFT_X, 0, -0.25f, -1.0f); MAP_ANALOG(ImGuiKey_GamepadLStickRight, GLFW_GAMEPAD_AXIS_LEFT_X, 0, +0.25f, +1.0f); MAP_ANALOG(ImGuiKey_GamepadLStickUp, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, -0.25f, -1.0f); MAP_ANALOG(ImGuiKey_GamepadLStickDown, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, +0.25f, +1.0f); MAP_ANALOG(ImGuiKey_GamepadRStickLeft, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, -0.25f, -1.0f); MAP_ANALOG(ImGuiKey_GamepadRStickRight, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, +0.25f, +1.0f); MAP_ANALOG(ImGuiKey_GamepadRStickUp, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, -0.25f, -1.0f); MAP_ANALOG(ImGuiKey_GamepadRStickDown, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, +0.25f, +1.0f); #undef MAP_BUTTON #undef MAP_ANALOG } static void ImGui_ImplGlfw_UpdateMonitors() { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); int monitors_count = 0; GLFWmonitor** glfw_monitors = glfwGetMonitors(&monitors_count); platform_io.Monitors.resize(0); for (int n = 0; n < monitors_count; n++) { ImGuiPlatformMonitor monitor; int x, y; glfwGetMonitorPos(glfw_monitors[n], &x, &y); const GLFWvidmode* vid_mode = glfwGetVideoMode(glfw_monitors[n]); monitor.MainPos = monitor.WorkPos = ImVec2((float)x, (float)y); monitor.MainSize = monitor.WorkSize = ImVec2((float)vid_mode->width, (float)vid_mode->height); #if GLFW_HAS_MONITOR_WORK_AREA int w, h; glfwGetMonitorWorkarea(glfw_monitors[n], &x, &y, &w, &h); if (w > 0 && h > 0) // Workaround a small GLFW issue reporting zero on monitor changes: https://github.com/glfw/glfw/pull/1761 { monitor.WorkPos = ImVec2((float)x, (float)y); monitor.WorkSize = ImVec2((float)w, (float)h); } #endif #if GLFW_HAS_PER_MONITOR_DPI // Warning: the validity of monitor DPI information on Windows depends on the application DPI awareness settings, which generally needs to be set in the manifest or at runtime. float x_scale, y_scale; glfwGetMonitorContentScale(glfw_monitors[n], &x_scale, &y_scale); monitor.DpiScale = x_scale; #endif platform_io.Monitors.push_back(monitor); } bd->WantUpdateMonitors = false; } void ImGui_ImplGlfw_NewFrame() { ImGuiIO& io = ImGui::GetIO(); ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); IM_ASSERT(bd != NULL && "Did you call ImGui_ImplGlfw_InitForXXX()?"); // Setup display size (every frame to accommodate for window resizing) int w, h; int display_w, display_h; glfwGetWindowSize(bd->Window, &w, &h); glfwGetFramebufferSize(bd->Window, &display_w, &display_h); io.DisplaySize = ImVec2((float)w, (float)h); if (w > 0 && h > 0) io.DisplayFramebufferScale = ImVec2((float)display_w / (float)w, (float)display_h / (float)h); if (bd->WantUpdateMonitors) ImGui_ImplGlfw_UpdateMonitors(); // Setup time step double current_time = glfwGetTime(); io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f); bd->Time = current_time; ImGui_ImplGlfw_UpdateMouseData(); ImGui_ImplGlfw_UpdateMouseCursor(); // Update game controllers (if enabled and available) ImGui_ImplGlfw_UpdateGamepads(); } //-------------------------------------------------------------------------------------------------------- // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. // If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. //-------------------------------------------------------------------------------------------------------- // Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data. struct ImGui_ImplGlfw_ViewportData { GLFWwindow* Window; bool WindowOwned; int IgnoreWindowPosEventFrame; int IgnoreWindowSizeEventFrame; ImGui_ImplGlfw_ViewportData() { Window = NULL; WindowOwned = false; IgnoreWindowSizeEventFrame = IgnoreWindowPosEventFrame = -1; } ~ImGui_ImplGlfw_ViewportData() { IM_ASSERT(Window == NULL); } }; static void ImGui_ImplGlfw_WindowCloseCallback(GLFWwindow* window) { if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window)) viewport->PlatformRequestClose = true; } // GLFW may dispatch window pos/size events after calling glfwSetWindowPos()/glfwSetWindowSize(). // However: depending on the platform the callback may be invoked at different time: // - on Windows it appears to be called within the glfwSetWindowPos()/glfwSetWindowSize() call // - on Linux it is queued and invoked during glfwPollEvents() // Because the event doesn't always fire on glfwSetWindowXXX() we use a frame counter tag to only // ignore recent glfwSetWindowXXX() calls. static void ImGui_ImplGlfw_WindowPosCallback(GLFWwindow* window, int, int) { if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window)) { if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData) { bool ignore_event = (ImGui::GetFrameCount() <= vd->IgnoreWindowPosEventFrame + 1); //data->IgnoreWindowPosEventFrame = -1; if (ignore_event) return; } viewport->PlatformRequestMove = true; } } static void ImGui_ImplGlfw_WindowSizeCallback(GLFWwindow* window, int, int) { if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window)) { if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData) { bool ignore_event = (ImGui::GetFrameCount() <= vd->IgnoreWindowSizeEventFrame + 1); //data->IgnoreWindowSizeEventFrame = -1; if (ignore_event) return; } viewport->PlatformRequestResize = true; } } static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport) { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); ImGui_ImplGlfw_ViewportData* vd = IM_NEW(ImGui_ImplGlfw_ViewportData)(); viewport->PlatformUserData = vd; // GLFW 3.2 unfortunately always set focus on glfwCreateWindow() if GLFW_VISIBLE is set, regardless of GLFW_FOCUSED // With GLFW 3.3, the hint GLFW_FOCUS_ON_SHOW fixes this problem glfwWindowHint(GLFW_VISIBLE, false); glfwWindowHint(GLFW_FOCUSED, false); #if GLFW_HAS_FOCUS_ON_SHOW glfwWindowHint(GLFW_FOCUS_ON_SHOW, false); #endif glfwWindowHint(GLFW_DECORATED, (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? false : true); #if GLFW_HAS_WINDOW_TOPMOST glfwWindowHint(GLFW_FLOATING, (viewport->Flags & ImGuiViewportFlags_TopMost) ? true : false); #endif GLFWwindow* share_window = (bd->ClientApi == GlfwClientApi_OpenGL) ? bd->Window : NULL; vd->Window = glfwCreateWindow((int)viewport->Size.x, (int)viewport->Size.y, "No Title Yet", NULL, share_window); vd->WindowOwned = true; viewport->PlatformHandle = (void*)vd->Window; #ifdef _WIN32 viewport->PlatformHandleRaw = glfwGetWin32Window(vd->Window); #endif glfwSetWindowPos(vd->Window, (int)viewport->Pos.x, (int)viewport->Pos.y); // Install GLFW callbacks for secondary viewports glfwSetWindowFocusCallback(vd->Window, ImGui_ImplGlfw_WindowFocusCallback); glfwSetCursorEnterCallback(vd->Window, ImGui_ImplGlfw_CursorEnterCallback); glfwSetCursorPosCallback(vd->Window, ImGui_ImplGlfw_CursorPosCallback); glfwSetMouseButtonCallback(vd->Window, ImGui_ImplGlfw_MouseButtonCallback); glfwSetScrollCallback(vd->Window, ImGui_ImplGlfw_ScrollCallback); glfwSetKeyCallback(vd->Window, ImGui_ImplGlfw_KeyCallback); glfwSetCharCallback(vd->Window, ImGui_ImplGlfw_CharCallback); glfwSetWindowCloseCallback(vd->Window, ImGui_ImplGlfw_WindowCloseCallback); glfwSetWindowPosCallback(vd->Window, ImGui_ImplGlfw_WindowPosCallback); glfwSetWindowSizeCallback(vd->Window, ImGui_ImplGlfw_WindowSizeCallback); if (bd->ClientApi == GlfwClientApi_OpenGL) { glfwMakeContextCurrent(vd->Window); glfwSwapInterval(0); } } static void ImGui_ImplGlfw_DestroyWindow(ImGuiViewport* viewport) { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData) { if (vd->WindowOwned) { #if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32) HWND hwnd = (HWND)viewport->PlatformHandleRaw; ::RemovePropA(hwnd, "IMGUI_VIEWPORT"); #endif // Release any keys that were pressed in the window being destroyed and are still held down, // because we will not receive any release events after window is destroyed. for (int i = 0; i < IM_ARRAYSIZE(bd->KeyOwnerWindows); i++) if (bd->KeyOwnerWindows[i] == vd->Window) ImGui_ImplGlfw_KeyCallback(vd->Window, i, 0, GLFW_RELEASE, 0); // Later params are only used for main viewport, on which this function is never called. glfwDestroyWindow(vd->Window); } vd->Window = NULL; IM_DELETE(vd); } viewport->PlatformUserData = viewport->PlatformHandle = NULL; } // We have submitted https://github.com/glfw/glfw/pull/1568 to allow GLFW to support "transparent inputs". // In the meanwhile we implement custom per-platform workarounds here (FIXME-VIEWPORT: Implement same work-around for Linux/OSX!) #if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32) static WNDPROC g_GlfwWndProc = NULL; static LRESULT CALLBACK WndProcNoInputs(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) { if (msg == WM_NCHITTEST) { // Let mouse pass-through the window. This will allow the backend to call io.AddMouseViewportEvent() properly (which is OPTIONAL). // The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging. // If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in // your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system. ImGuiViewport* viewport = (ImGuiViewport*)::GetPropA(hWnd, "IMGUI_VIEWPORT"); if (viewport->Flags & ImGuiViewportFlags_NoInputs) return HTTRANSPARENT; } return ::CallWindowProc(g_GlfwWndProc, hWnd, msg, wParam, lParam); } #endif static void ImGui_ImplGlfw_ShowWindow(ImGuiViewport* viewport) { ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; #if defined(_WIN32) // GLFW hack: Hide icon from task bar HWND hwnd = (HWND)viewport->PlatformHandleRaw; if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) { LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE); ex_style &= ~WS_EX_APPWINDOW; ex_style |= WS_EX_TOOLWINDOW; ::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style); } // GLFW hack: install hook for WM_NCHITTEST message handler #if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32) ::SetPropA(hwnd, "IMGUI_VIEWPORT", viewport); if (g_GlfwWndProc == NULL) g_GlfwWndProc = (WNDPROC)::GetWindowLongPtr(hwnd, GWLP_WNDPROC); ::SetWindowLongPtr(hwnd, GWLP_WNDPROC, (LONG_PTR)WndProcNoInputs); #endif #if !GLFW_HAS_FOCUS_ON_SHOW // GLFW hack: GLFW 3.2 has a bug where glfwShowWindow() also activates/focus the window. // The fix was pushed to GLFW repository on 2018/01/09 and should be included in GLFW 3.3 via a GLFW_FOCUS_ON_SHOW window attribute. // See https://github.com/glfw/glfw/issues/1189 // FIXME-VIEWPORT: Implement same work-around for Linux/OSX in the meanwhile. if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) { ::ShowWindow(hwnd, SW_SHOWNA); return; } #endif #endif glfwShowWindow(vd->Window); } static ImVec2 ImGui_ImplGlfw_GetWindowPos(ImGuiViewport* viewport) { ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; int x = 0, y = 0; glfwGetWindowPos(vd->Window, &x, &y); return ImVec2((float)x, (float)y); } static void ImGui_ImplGlfw_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos) { ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; vd->IgnoreWindowPosEventFrame = ImGui::GetFrameCount(); glfwSetWindowPos(vd->Window, (int)pos.x, (int)pos.y); } static ImVec2 ImGui_ImplGlfw_GetWindowSize(ImGuiViewport* viewport) { ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; int w = 0, h = 0; glfwGetWindowSize(vd->Window, &w, &h); return ImVec2((float)w, (float)h); } static void ImGui_ImplGlfw_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) { ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; #if __APPLE__ && !GLFW_HAS_OSX_WINDOW_POS_FIX // Native OS windows are positioned from the bottom-left corner on macOS, whereas on other platforms they are // positioned from the upper-left corner. GLFW makes an effort to convert macOS style coordinates, however it // doesn't handle it when changing size. We are manually moving the window in order for changes of size to be based // on the upper-left corner. int x, y, width, height; glfwGetWindowPos(vd->Window, &x, &y); glfwGetWindowSize(vd->Window, &width, &height); glfwSetWindowPos(vd->Window, x, y - height + size.y); #endif vd->IgnoreWindowSizeEventFrame = ImGui::GetFrameCount(); glfwSetWindowSize(vd->Window, (int)size.x, (int)size.y); } static void ImGui_ImplGlfw_SetWindowTitle(ImGuiViewport* viewport, const char* title) { ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; glfwSetWindowTitle(vd->Window, title); } static void ImGui_ImplGlfw_SetWindowFocus(ImGuiViewport* viewport) { #if GLFW_HAS_FOCUS_WINDOW ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; glfwFocusWindow(vd->Window); #else // FIXME: What are the effect of not having this function? At the moment imgui doesn't actually call SetWindowFocus - we set that up ahead, will answer that question later. (void)viewport; #endif } static bool ImGui_ImplGlfw_GetWindowFocus(ImGuiViewport* viewport) { ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; return glfwGetWindowAttrib(vd->Window, GLFW_FOCUSED) != 0; } static bool ImGui_ImplGlfw_GetWindowMinimized(ImGuiViewport* viewport) { ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; return glfwGetWindowAttrib(vd->Window, GLFW_ICONIFIED) != 0; } #if GLFW_HAS_WINDOW_ALPHA static void ImGui_ImplGlfw_SetWindowAlpha(ImGuiViewport* viewport, float alpha) { ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; glfwSetWindowOpacity(vd->Window, alpha); } #endif static void ImGui_ImplGlfw_RenderWindow(ImGuiViewport* viewport, void*) { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; if (bd->ClientApi == GlfwClientApi_OpenGL) glfwMakeContextCurrent(vd->Window); } static void ImGui_ImplGlfw_SwapBuffers(ImGuiViewport* viewport, void*) { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; if (bd->ClientApi == GlfwClientApi_OpenGL) { glfwMakeContextCurrent(vd->Window); glfwSwapBuffers(vd->Window); } } //-------------------------------------------------------------------------------------------------------- // Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface) //-------------------------------------------------------------------------------------------------------- // Avoid including so we can build without it #if GLFW_HAS_VULKAN #ifndef VULKAN_H_ #define VK_DEFINE_HANDLE(object) typedef struct object##_T* object; #if defined(__LP64__) || defined(_WIN64) || defined(__x86_64__) || defined(_M_X64) || defined(__ia64) || defined (_M_IA64) || defined(__aarch64__) || defined(__powerpc64__) #define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef struct object##_T *object; #else #define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef uint64_t object; #endif VK_DEFINE_HANDLE(VkInstance) VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkSurfaceKHR) struct VkAllocationCallbacks; enum VkResult { VK_RESULT_MAX_ENUM = 0x7FFFFFFF }; #endif // VULKAN_H_ extern "C" { extern GLFWAPI VkResult glfwCreateWindowSurface(VkInstance instance, GLFWwindow* window, const VkAllocationCallbacks* allocator, VkSurfaceKHR* surface); } static int ImGui_ImplGlfw_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface) { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; IM_UNUSED(bd); IM_ASSERT(bd->ClientApi == GlfwClientApi_Vulkan); VkResult err = glfwCreateWindowSurface((VkInstance)vk_instance, vd->Window, (const VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface); return (int)err; } #endif // GLFW_HAS_VULKAN static void ImGui_ImplGlfw_InitPlatformInterface() { // Register platform interface (will be coupled with a renderer interface) ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); platform_io.Platform_CreateWindow = ImGui_ImplGlfw_CreateWindow; platform_io.Platform_DestroyWindow = ImGui_ImplGlfw_DestroyWindow; platform_io.Platform_ShowWindow = ImGui_ImplGlfw_ShowWindow; platform_io.Platform_SetWindowPos = ImGui_ImplGlfw_SetWindowPos; platform_io.Platform_GetWindowPos = ImGui_ImplGlfw_GetWindowPos; platform_io.Platform_SetWindowSize = ImGui_ImplGlfw_SetWindowSize; platform_io.Platform_GetWindowSize = ImGui_ImplGlfw_GetWindowSize; platform_io.Platform_SetWindowFocus = ImGui_ImplGlfw_SetWindowFocus; platform_io.Platform_GetWindowFocus = ImGui_ImplGlfw_GetWindowFocus; platform_io.Platform_GetWindowMinimized = ImGui_ImplGlfw_GetWindowMinimized; platform_io.Platform_SetWindowTitle = ImGui_ImplGlfw_SetWindowTitle; platform_io.Platform_RenderWindow = ImGui_ImplGlfw_RenderWindow; platform_io.Platform_SwapBuffers = ImGui_ImplGlfw_SwapBuffers; #if GLFW_HAS_WINDOW_ALPHA platform_io.Platform_SetWindowAlpha = ImGui_ImplGlfw_SetWindowAlpha; #endif #if GLFW_HAS_VULKAN platform_io.Platform_CreateVkSurface = ImGui_ImplGlfw_CreateVkSurface; #endif // Register main window handle (which is owned by the main application, not by us) // This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports. ImGuiViewport* main_viewport = ImGui::GetMainViewport(); ImGui_ImplGlfw_ViewportData* vd = IM_NEW(ImGui_ImplGlfw_ViewportData)(); vd->Window = bd->Window; vd->WindowOwned = false; main_viewport->PlatformUserData = vd; main_viewport->PlatformHandle = (void*)bd->Window; } static void ImGui_ImplGlfw_ShutdownPlatformInterface() { ImGui::DestroyPlatformWindows(); } #if defined(__clang__) #pragma clang diagnostic pop #endif ================================================ FILE: test/third_party/imgui/backends/imgui_impl_glfw.h ================================================ // dear imgui: Platform Backend for GLFW // This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..) // (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) // (Requires: GLFW 3.1+. Prefer GLFW 3.3+ for full feature support.) // Implemented features: // [X] Platform: Clipboard support. // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [x] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+). // [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // Issues: // [ ] Platform: Multi-viewport support: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor). // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs // About GLSL version: // The 'glsl_version' initialization parameter defaults to "#version 150" if NULL. // Only override if your GL version doesn't handle this GLSL version. Keep NULL if unsure! #pragma once #include "../imgui.h" // IMGUI_IMPL_API struct GLFWwindow; struct GLFWmonitor; IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks); IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks); IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks); IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown(); IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame(); // GLFW callbacks (installer) // - When calling Init with 'install_callbacks=true': ImGui_ImplGlfw_InstallCallbacks() is called. GLFW callbacks will be installed for you. They will chain-call user's previously installed callbacks, if any. // - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call individual function yourself from your own GLFW callbacks. IMGUI_IMPL_API void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window); IMGUI_IMPL_API void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window); // GLFW callbacks (individual callbacks to call if you didn't install callbacks) IMGUI_IMPL_API void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused); // Since 1.84 IMGUI_IMPL_API void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered); // Since 1.84 IMGUI_IMPL_API void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y); // Since 1.87 IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c); IMGUI_IMPL_API void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event); ================================================ FILE: test/third_party/imgui/backends/imgui_impl_opengl3.cpp ================================================ // dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline // - Desktop GL: 2.x 3.x 4.x // - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0) // This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) // Implemented features: // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // [x] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only). // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. // 2021-12-15: OpenGL: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports with some Intel HD drivers. // 2021-08-23: OpenGL: Fixed ES 3.0 shader ("#version 300 es") use normal precision floats to avoid wobbly rendering at HD resolutions. // 2021-08-19: OpenGL: Embed and use our own minimal GL loader (imgui_impl_opengl3_loader.h), removing requirement and support for third-party loader. // 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). // 2021-06-25: OpenGL: Use OES_vertex_array extension on Emscripten + backup/restore current state. // 2021-06-21: OpenGL: Destroy individual vertex/fragment shader objects right after they are linked into the main shader. // 2021-05-24: OpenGL: Access GL_CLIP_ORIGIN when "GL_ARB_clip_control" extension is detected, inside of just OpenGL 4.5 version. // 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) // 2021-04-06: OpenGL: Don't try to read GL_CLIP_ORIGIN unless we're OpenGL 4.5 or greater. // 2021-02-18: OpenGL: Change blending equation to preserve alpha in output buffer. // 2021-01-03: OpenGL: Backup, setup and restore GL_STENCIL_TEST state. // 2020-10-23: OpenGL: Backup, setup and restore GL_PRIMITIVE_RESTART state. // 2020-10-15: OpenGL: Use glGetString(GL_VERSION) instead of glGetIntegerv(GL_MAJOR_VERSION, ...) when the later returns zero (e.g. Desktop GL 2.x) // 2020-09-17: OpenGL: Fix to avoid compiling/calling glBindSampler() on ES or pre 3.3 context which have the defines set by a loader. // 2020-07-10: OpenGL: Added support for glad2 OpenGL loader. // 2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX. // 2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix. // 2020-04-12: OpenGL: Fixed context version check mistakenly testing for 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset. // 2020-03-24: OpenGL: Added support for glbinding 2.x OpenGL loader. // 2020-01-07: OpenGL: Added support for glbinding 3.x OpenGL loader. // 2019-10-25: OpenGL: Using a combination of GL define and runtime GL version to decide whether to use glDrawElementsBaseVertex(). Fix building with pre-3.2 GL loaders. // 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility. // 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call. // 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. // 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop. // 2019-03-15: OpenGL: Added a GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early. // 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0). // 2019-02-20: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if defined by the headers/loader. // 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display. // 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450). // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. // 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN. // 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used. // 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES". // 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation. // 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link. // 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples. // 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. // 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state. // 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer. // 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplOpenGL3_Init() so user can override the GLSL version e.g. "#version 150". // 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself. // 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150. // 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode. // 2017-05-01: OpenGL: Fixed save and restore of current blend func state. // 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. // 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752) //---------------------------------------- // OpenGL GLSL GLSL // version version string //---------------------------------------- // 2.0 110 "#version 110" // 2.1 120 "#version 120" // 3.0 130 "#version 130" // 3.1 140 "#version 140" // 3.2 150 "#version 150" // 3.3 330 "#version 330 core" // 4.0 400 "#version 400 core" // 4.1 410 "#version 410 core" // 4.2 420 "#version 410 core" // 4.3 430 "#version 430 core" // ES 2.0 100 "#version 100" = WebGL 1.0 // ES 3.0 300 "#version 300 es" = WebGL 2.0 //---------------------------------------- #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) #define _CRT_SECURE_NO_WARNINGS #endif #include "../imgui.h" #include "imgui_impl_opengl3.h" #include #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier #include // intptr_t #else #include // intptr_t #endif // Clang warnings with -Weverything #if defined(__clang__) #pragma clang diagnostic push #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness #if __has_warning("-Wzero-as-null-pointer-constant") #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" #endif #endif // GL includes #if defined(IMGUI_IMPL_OPENGL_ES2) #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) #include // Use GL ES 2 #else #include // Use GL ES 2 #endif #if defined(__EMSCRIPTEN__) #ifndef GL_GLEXT_PROTOTYPES #define GL_GLEXT_PROTOTYPES #endif #include #endif #elif defined(IMGUI_IMPL_OPENGL_ES3) #if defined(__APPLE__) #include #endif #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) #include // Use GL ES 3 #else #include // Use GL ES 3 #endif #elif !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM) // Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers. // Helper libraries are often used for this purpose! Here we are using our own minimal custom loader based on gl3w. // In the rest of your app/engine, you can use another loader of your choice (gl3w, glew, glad, glbinding, glext, glLoadGen, etc.). // If you happen to be developing a new feature for this backend (imgui_impl_opengl3.cpp): // - You may need to regenerate imgui_impl_opengl3_loader.h to add new symbols. See https://github.com/dearimgui/gl3w_stripped // - You can temporarily use an unstripped version. See https://github.com/dearimgui/gl3w_stripped/releases // Changes to this backend using new APIs should be accompanied by a regenerated stripped loader version. #define IMGL3W_IMPL #include "imgui_impl_opengl3_loader.h" #endif // Vertex arrays are not supported on ES2/WebGL1 unless Emscripten which uses an extension #ifndef IMGUI_IMPL_OPENGL_ES2 #define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY #elif defined(__EMSCRIPTEN__) #define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY #define glBindVertexArray glBindVertexArrayOES #define glGenVertexArrays glGenVertexArraysOES #define glDeleteVertexArrays glDeleteVertexArraysOES #define GL_VERTEX_ARRAY_BINDING GL_VERTEX_ARRAY_BINDING_OES #endif // Desktop GL 2.0+ has glPolygonMode() which GL ES and WebGL don't have. #ifdef GL_POLYGON_MODE #define IMGUI_IMPL_HAS_POLYGON_MODE #endif // Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_2) #define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET #endif // Desktop GL 3.3+ has glBindSampler() #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_3) #define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER #endif // Desktop GL 3.1+ has GL_PRIMITIVE_RESTART state #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_1) #define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART #endif // Desktop GL use extension detection #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) #define IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS #endif // OpenGL Data struct ImGui_ImplOpenGL3_Data { GLuint GlVersion; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2) char GlslVersionString[32]; // Specified by user or detected based on compile time GL settings. GLuint FontTexture; GLuint ShaderHandle; GLint AttribLocationTex; // Uniforms location GLint AttribLocationProjMtx; GLuint AttribLocationVtxPos; // Vertex attributes location GLuint AttribLocationVtxUV; GLuint AttribLocationVtxColor; unsigned int VboHandle, ElementsHandle; GLsizeiptr VertexBufferSize; GLsizeiptr IndexBufferSize; bool HasClipOrigin; ImGui_ImplOpenGL3_Data() { memset((void*)this, 0, sizeof(*this)); } }; // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : NULL; } // Forward Declarations static void ImGui_ImplOpenGL3_InitPlatformInterface(); static void ImGui_ImplOpenGL3_ShutdownPlatformInterface(); // Functions bool ImGui_ImplOpenGL3_Init(const char* glsl_version) { ImGuiIO& io = ImGui::GetIO(); IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!"); // Initialize our loader #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM) if (imgl3wInit() != 0) { fprintf(stderr, "Failed to initialize OpenGL loader!\n"); return false; } #endif // Setup backend capabilities flags ImGui_ImplOpenGL3_Data* bd = IM_NEW(ImGui_ImplOpenGL3_Data)(); io.BackendRendererUserData = (void*)bd; io.BackendRendererName = "imgui_impl_opengl3"; // Query for GL version (e.g. 320 for GL 3.2) #if !defined(IMGUI_IMPL_OPENGL_ES2) GLint major = 0; GLint minor = 0; glGetIntegerv(GL_MAJOR_VERSION, &major); glGetIntegerv(GL_MINOR_VERSION, &minor); if (major == 0 && minor == 0) { // Query GL_VERSION in desktop GL 2.x, the string will start with "." const char* gl_version = (const char*)glGetString(GL_VERSION); sscanf(gl_version, "%d.%d", &major, &minor); } bd->GlVersion = (GLuint)(major * 100 + minor * 10); #else bd->GlVersion = 200; // GLES 2 #endif #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET if (bd->GlVersion >= 320) io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. #endif io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) // Store GLSL version string so we can refer to it later in case we recreate shaders. // Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure. if (glsl_version == NULL) { #if defined(IMGUI_IMPL_OPENGL_ES2) glsl_version = "#version 100"; #elif defined(IMGUI_IMPL_OPENGL_ES3) glsl_version = "#version 300 es"; #elif defined(__APPLE__) glsl_version = "#version 150"; #else glsl_version = "#version 130"; #endif } IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(bd->GlslVersionString)); strcpy(bd->GlslVersionString, glsl_version); strcat(bd->GlslVersionString, "\n"); // Make an arbitrary GL call (we don't actually need the result) // IF YOU GET A CRASH HERE: it probably means the OpenGL function loader didn't do its job. Let us know! GLint current_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_texture); // Detect extensions we support bd->HasClipOrigin = (bd->GlVersion >= 450); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS GLint num_extensions = 0; glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions); for (GLint i = 0; i < num_extensions; i++) { const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i); if (extension != NULL && strcmp(extension, "GL_ARB_clip_control") == 0) bd->HasClipOrigin = true; } #endif if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) ImGui_ImplOpenGL3_InitPlatformInterface(); return true; } void ImGui_ImplOpenGL3_Shutdown() { ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?"); ImGuiIO& io = ImGui::GetIO(); ImGui_ImplOpenGL3_ShutdownPlatformInterface(); ImGui_ImplOpenGL3_DestroyDeviceObjects(); io.BackendRendererName = NULL; io.BackendRendererUserData = NULL; IM_DELETE(bd); } void ImGui_ImplOpenGL3_NewFrame() { ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); IM_ASSERT(bd != NULL && "Did you call ImGui_ImplOpenGL3_Init()?"); if (!bd->ShaderHandle) ImGui_ImplOpenGL3_CreateDeviceObjects(); } static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object) { ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill glEnable(GL_BLEND); glBlendEquation(GL_FUNC_ADD); glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_CULL_FACE); glDisable(GL_DEPTH_TEST); glDisable(GL_STENCIL_TEST); glEnable(GL_SCISSOR_TEST); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART if (bd->GlVersion >= 310) glDisable(GL_PRIMITIVE_RESTART); #endif #ifdef IMGUI_IMPL_HAS_POLYGON_MODE glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); #endif // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT) #if defined(GL_CLIP_ORIGIN) bool clip_origin_lower_left = true; if (bd->HasClipOrigin) { GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)¤t_clip_origin); if (current_clip_origin == GL_UPPER_LEFT) clip_origin_lower_left = false; } #endif // Setup viewport, orthographic projection matrix // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); float L = draw_data->DisplayPos.x; float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; float T = draw_data->DisplayPos.y; float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; #if defined(GL_CLIP_ORIGIN) if (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left #endif const float ortho_projection[4][4] = { { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, { 0.0f, 0.0f, -1.0f, 0.0f }, { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f }, }; glUseProgram(bd->ShaderHandle); glUniform1i(bd->AttribLocationTex, 0); glUniformMatrix4fv(bd->AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER if (bd->GlVersion >= 330) glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise. #endif (void)vertex_array_object; #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY glBindVertexArray(vertex_array_object); #endif // Bind vertex/index buffers and setup attributes for ImDrawVert glBindBuffer(GL_ARRAY_BUFFER, bd->VboHandle); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bd->ElementsHandle); glEnableVertexAttribArray(bd->AttribLocationVtxPos); glEnableVertexAttribArray(bd->AttribLocationVtxUV); glEnableVertexAttribArray(bd->AttribLocationVtxColor); glVertexAttribPointer(bd->AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)); glVertexAttribPointer(bd->AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)); glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col)); } // OpenGL3 Render function. // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly. // This is in order to be able to run within an OpenGL engine that doesn't do so. void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) { // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); if (fb_width <= 0 || fb_height <= 0) return; ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); // Backup GL state GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture); glActiveTexture(GL_TEXTURE0); GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program); GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER GLuint last_sampler; if (bd->GlVersion >= 330) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; } #endif GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer); #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object); #endif #ifdef IMGUI_IMPL_HAS_POLYGON_MODE GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); #endif GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb); GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb); GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha); GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha); GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb); GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha); GLboolean last_enable_blend = glIsEnabled(GL_BLEND); GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE); GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); GLboolean last_enable_stencil_test = glIsEnabled(GL_STENCIL_TEST); GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART GLboolean last_enable_primitive_restart = (bd->GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE; #endif // Setup desired GL state // Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts) // The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound. GLuint vertex_array_object = 0; #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY glGenVertexArrays(1, &vertex_array_object); #endif ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object); // Will project scissor/clipping rectangles into framebuffer space ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2) // Render command lists for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; // Upload vertex/index buffers GLsizeiptr vtx_buffer_size = (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert); GLsizeiptr idx_buffer_size = (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx); if (bd->VertexBufferSize < vtx_buffer_size) { bd->VertexBufferSize = vtx_buffer_size; glBufferData(GL_ARRAY_BUFFER, bd->VertexBufferSize, NULL, GL_STREAM_DRAW); } if (bd->IndexBufferSize < idx_buffer_size) { bd->IndexBufferSize = idx_buffer_size; glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, NULL, GL_STREAM_DRAW); } glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data); glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data); for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; if (pcmd->UserCallback != NULL) { // User callback, registered via ImDrawList::AddCallback() // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object); else pcmd->UserCallback(cmd_list, pcmd); } else { // Project scissor/clipping rectangles into framebuffer space ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) continue; // Apply scissor/clipping rectangle (Y is inverted in OpenGL) glScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y)); // Bind texture, Draw glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID()); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET if (bd->GlVersion >= 320) glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset); else #endif glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx))); } } } // Destroy the temporary VAO #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY glDeleteVertexArrays(1, &vertex_array_object); #endif // Restore modified GL state glUseProgram(last_program); glBindTexture(GL_TEXTURE_2D, last_texture); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER if (bd->GlVersion >= 330) glBindSampler(0, last_sampler); #endif glActiveTexture(last_active_texture); #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY glBindVertexArray(last_vertex_array_object); #endif glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha); if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); if (last_enable_stencil_test) glEnable(GL_STENCIL_TEST); else glDisable(GL_STENCIL_TEST); if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART if (bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); } #endif #ifdef IMGUI_IMPL_HAS_POLYGON_MODE glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]); #endif glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); (void)bd; // Not all compilation paths use this } bool ImGui_ImplOpenGL3_CreateFontsTexture() { ImGuiIO& io = ImGui::GetIO(); ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); // Build texture atlas unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. // Upload texture to graphics system // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); glGenTextures(1, &bd->FontTexture); glBindTexture(GL_TEXTURE_2D, bd->FontTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); #ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); #endif glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); // Store our identifier io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture); // Restore state glBindTexture(GL_TEXTURE_2D, last_texture); return true; } void ImGui_ImplOpenGL3_DestroyFontsTexture() { ImGuiIO& io = ImGui::GetIO(); ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); if (bd->FontTexture) { glDeleteTextures(1, &bd->FontTexture); io.Fonts->SetTexID(0); bd->FontTexture = 0; } } // If you get an error please report on github. You may try different GL context version or GLSL version. See GL<>GLSL version table at the top of this file. static bool CheckShader(GLuint handle, const char* desc) { ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); GLint status = 0, log_length = 0; glGetShaderiv(handle, GL_COMPILE_STATUS, &status); glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length); if ((GLboolean)status == GL_FALSE) fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s! With GLSL: %s\n", desc, bd->GlslVersionString); if (log_length > 1) { ImVector buf; buf.resize((int)(log_length + 1)); glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin()); fprintf(stderr, "%s\n", buf.begin()); } return (GLboolean)status == GL_TRUE; } // If you get an error please report on GitHub. You may try different GL context version or GLSL version. static bool CheckProgram(GLuint handle, const char* desc) { ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); GLint status = 0, log_length = 0; glGetProgramiv(handle, GL_LINK_STATUS, &status); glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length); if ((GLboolean)status == GL_FALSE) fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! With GLSL %s\n", desc, bd->GlslVersionString); if (log_length > 1) { ImVector buf; buf.resize((int)(log_length + 1)); glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin()); fprintf(stderr, "%s\n", buf.begin()); } return (GLboolean)status == GL_TRUE; } bool ImGui_ImplOpenGL3_CreateDeviceObjects() { ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); // Backup GL state GLint last_texture, last_array_buffer; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); #endif // Parse GLSL version string int glsl_version = 130; sscanf(bd->GlslVersionString, "#version %d", &glsl_version); const GLchar* vertex_shader_glsl_120 = "uniform mat4 ProjMtx;\n" "attribute vec2 Position;\n" "attribute vec2 UV;\n" "attribute vec4 Color;\n" "varying vec2 Frag_UV;\n" "varying vec4 Frag_Color;\n" "void main()\n" "{\n" " Frag_UV = UV;\n" " Frag_Color = Color;\n" " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" "}\n"; const GLchar* vertex_shader_glsl_130 = "uniform mat4 ProjMtx;\n" "in vec2 Position;\n" "in vec2 UV;\n" "in vec4 Color;\n" "out vec2 Frag_UV;\n" "out vec4 Frag_Color;\n" "void main()\n" "{\n" " Frag_UV = UV;\n" " Frag_Color = Color;\n" " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" "}\n"; const GLchar* vertex_shader_glsl_300_es = "precision highp float;\n" "layout (location = 0) in vec2 Position;\n" "layout (location = 1) in vec2 UV;\n" "layout (location = 2) in vec4 Color;\n" "uniform mat4 ProjMtx;\n" "out vec2 Frag_UV;\n" "out vec4 Frag_Color;\n" "void main()\n" "{\n" " Frag_UV = UV;\n" " Frag_Color = Color;\n" " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" "}\n"; const GLchar* vertex_shader_glsl_410_core = "layout (location = 0) in vec2 Position;\n" "layout (location = 1) in vec2 UV;\n" "layout (location = 2) in vec4 Color;\n" "uniform mat4 ProjMtx;\n" "out vec2 Frag_UV;\n" "out vec4 Frag_Color;\n" "void main()\n" "{\n" " Frag_UV = UV;\n" " Frag_Color = Color;\n" " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" "}\n"; const GLchar* fragment_shader_glsl_120 = "#ifdef GL_ES\n" " precision mediump float;\n" "#endif\n" "uniform sampler2D Texture;\n" "varying vec2 Frag_UV;\n" "varying vec4 Frag_Color;\n" "void main()\n" "{\n" " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n" "}\n"; const GLchar* fragment_shader_glsl_130 = "uniform sampler2D Texture;\n" "in vec2 Frag_UV;\n" "in vec4 Frag_Color;\n" "out vec4 Out_Color;\n" "void main()\n" "{\n" " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n" "}\n"; const GLchar* fragment_shader_glsl_300_es = "precision mediump float;\n" "uniform sampler2D Texture;\n" "in vec2 Frag_UV;\n" "in vec4 Frag_Color;\n" "layout (location = 0) out vec4 Out_Color;\n" "void main()\n" "{\n" " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n" "}\n"; const GLchar* fragment_shader_glsl_410_core = "in vec2 Frag_UV;\n" "in vec4 Frag_Color;\n" "uniform sampler2D Texture;\n" "layout (location = 0) out vec4 Out_Color;\n" "void main()\n" "{\n" " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n" "}\n"; // Select shaders matching our GLSL versions const GLchar* vertex_shader = NULL; const GLchar* fragment_shader = NULL; if (glsl_version < 130) { vertex_shader = vertex_shader_glsl_120; fragment_shader = fragment_shader_glsl_120; } else if (glsl_version >= 410) { vertex_shader = vertex_shader_glsl_410_core; fragment_shader = fragment_shader_glsl_410_core; } else if (glsl_version == 300) { vertex_shader = vertex_shader_glsl_300_es; fragment_shader = fragment_shader_glsl_300_es; } else { vertex_shader = vertex_shader_glsl_130; fragment_shader = fragment_shader_glsl_130; } // Create shaders const GLchar* vertex_shader_with_version[2] = { bd->GlslVersionString, vertex_shader }; GLuint vert_handle = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vert_handle, 2, vertex_shader_with_version, NULL); glCompileShader(vert_handle); CheckShader(vert_handle, "vertex shader"); const GLchar* fragment_shader_with_version[2] = { bd->GlslVersionString, fragment_shader }; GLuint frag_handle = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(frag_handle, 2, fragment_shader_with_version, NULL); glCompileShader(frag_handle); CheckShader(frag_handle, "fragment shader"); // Link bd->ShaderHandle = glCreateProgram(); glAttachShader(bd->ShaderHandle, vert_handle); glAttachShader(bd->ShaderHandle, frag_handle); glLinkProgram(bd->ShaderHandle); CheckProgram(bd->ShaderHandle, "shader program"); glDetachShader(bd->ShaderHandle, vert_handle); glDetachShader(bd->ShaderHandle, frag_handle); glDeleteShader(vert_handle); glDeleteShader(frag_handle); bd->AttribLocationTex = glGetUniformLocation(bd->ShaderHandle, "Texture"); bd->AttribLocationProjMtx = glGetUniformLocation(bd->ShaderHandle, "ProjMtx"); bd->AttribLocationVtxPos = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Position"); bd->AttribLocationVtxUV = (GLuint)glGetAttribLocation(bd->ShaderHandle, "UV"); bd->AttribLocationVtxColor = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Color"); // Create buffers glGenBuffers(1, &bd->VboHandle); glGenBuffers(1, &bd->ElementsHandle); ImGui_ImplOpenGL3_CreateFontsTexture(); // Restore modified GL state glBindTexture(GL_TEXTURE_2D, last_texture); glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY glBindVertexArray(last_vertex_array); #endif return true; } void ImGui_ImplOpenGL3_DestroyDeviceObjects() { ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); if (bd->VboHandle) { glDeleteBuffers(1, &bd->VboHandle); bd->VboHandle = 0; } if (bd->ElementsHandle) { glDeleteBuffers(1, &bd->ElementsHandle); bd->ElementsHandle = 0; } if (bd->ShaderHandle) { glDeleteProgram(bd->ShaderHandle); bd->ShaderHandle = 0; } ImGui_ImplOpenGL3_DestroyFontsTexture(); } //-------------------------------------------------------------------------------------------------------- // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. // If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. //-------------------------------------------------------------------------------------------------------- static void ImGui_ImplOpenGL3_RenderWindow(ImGuiViewport* viewport, void*) { if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear)) { ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); glClear(GL_COLOR_BUFFER_BIT); } ImGui_ImplOpenGL3_RenderDrawData(viewport->DrawData); } static void ImGui_ImplOpenGL3_InitPlatformInterface() { ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL3_RenderWindow; } static void ImGui_ImplOpenGL3_ShutdownPlatformInterface() { ImGui::DestroyPlatformWindows(); } #if defined(__clang__) #pragma clang diagnostic pop #endif ================================================ FILE: test/third_party/imgui/backends/imgui_impl_opengl3.h ================================================ // dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline // - Desktop GL: 2.x 3.x 4.x // - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0) // This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) // Implemented features: // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // [x] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only). // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs // About GLSL version: // The 'glsl_version' initialization parameter should be NULL (default) or a "#version XXX" string. // On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es" // Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp. #pragma once #include "../imgui.h" // IMGUI_IMPL_API // Backend API IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL); IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown(); IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame(); IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data); // (Optional) Called by Init/NewFrame/Shutdown IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateFontsTexture(); IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture(); IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects(); // Specific OpenGL ES versions //#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten //#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android // You can explicitly select GLES2 or GLES3 API by using one of the '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line. #if !defined(IMGUI_IMPL_OPENGL_ES2) \ && !defined(IMGUI_IMPL_OPENGL_ES3) // Try to detect GLES on matching platforms #if defined(__APPLE__) #include #endif #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__)) #define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es" #elif defined(__EMSCRIPTEN__) || defined(__amigaos4__) #define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100" #else // Otherwise imgui_impl_opengl3_loader.h will be used. #endif #endif ================================================ FILE: test/third_party/imgui/backends/imgui_impl_opengl3_loader.h ================================================ //----------------------------------------------------------------------------- // About imgui_impl_opengl3_loader.h: // // We embed our own OpenGL loader to not require user to provide their own or to have to use ours, // which proved to be endless problems for users. // Our loader is custom-generated, based on gl3w but automatically filtered to only include // enums/functions that we use in our imgui_impl_opengl3.cpp source file in order to be small. // // YOU SHOULD NOT NEED TO INCLUDE/USE THIS DIRECTLY. THIS IS USED BY imgui_impl_opengl3.cpp ONLY. // THE REST OF YOUR APP SHOULD USE A DIFFERENT GL LOADER: ANY GL LOADER OF YOUR CHOICE. // // Regenerate with: // python gl3w_gen.py --output ../imgui/backends/imgui_impl_opengl3_loader.h --ref ../imgui/backends/imgui_impl_opengl3.cpp ./extra_symbols.txt // // More info: // https://github.com/dearimgui/gl3w_stripped // https://github.com/ocornut/imgui/issues/4445 //----------------------------------------------------------------------------- /* * This file was generated with gl3w_gen.py, part of imgl3w * (hosted at https://github.com/dearimgui/gl3w_stripped) * * This is free and unencumbered software released into the public domain. * * Anyone is free to copy, modify, publish, use, compile, sell, or * distribute this software, either in source code form or as a compiled * binary, for any purpose, commercial or non-commercial, and by any * means. * * In jurisdictions that recognize copyright laws, the author or authors * of this software dedicate any and all copyright interest in the * software to the public domain. We make this dedication for the benefit * of the public at large and to the detriment of our heirs and * successors. We intend this dedication to be an overt act of * relinquishment in perpetuity of all present and future rights to this * software under copyright law. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. * IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR * OTHER DEALINGS IN THE SOFTWARE. */ #ifndef __gl3w_h_ #define __gl3w_h_ // Adapted from KHR/khrplatform.h to avoid including entire file. #ifndef __khrplatform_h_ typedef float khronos_float_t; typedef signed char khronos_int8_t; typedef unsigned char khronos_uint8_t; typedef signed short int khronos_int16_t; typedef unsigned short int khronos_uint16_t; #ifdef _WIN64 typedef signed long long int khronos_intptr_t; typedef signed long long int khronos_ssize_t; #else typedef signed long int khronos_intptr_t; typedef signed long int khronos_ssize_t; #endif #if defined(_MSC_VER) && !defined(__clang__) typedef signed __int64 khronos_int64_t; typedef unsigned __int64 khronos_uint64_t; #elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100) #include typedef int64_t khronos_int64_t; typedef uint64_t khronos_uint64_t; #else typedef signed long long khronos_int64_t; typedef unsigned long long khronos_uint64_t; #endif #endif // __khrplatform_h_ #ifndef __gl_glcorearb_h_ #define __gl_glcorearb_h_ 1 #ifdef __cplusplus extern "C" { #endif /* ** Copyright 2013-2020 The Khronos Group Inc. ** SPDX-License-Identifier: MIT ** ** This header is generated from the Khronos OpenGL / OpenGL ES XML ** API Registry. The current version of the Registry, generator scripts ** used to make the header, and the header can be found at ** https://github.com/KhronosGroup/OpenGL-Registry */ #if defined(_WIN32) && !defined(APIENTRY) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__) #ifndef WIN32_LEAN_AND_MEAN #define WIN32_LEAN_AND_MEAN 1 #endif #include #endif #ifndef APIENTRY #define APIENTRY #endif #ifndef APIENTRYP #define APIENTRYP APIENTRY * #endif #ifndef GLAPI #define GLAPI extern #endif /* glcorearb.h is for use with OpenGL core profile implementations. ** It should should be placed in the same directory as gl.h and ** included as . ** ** glcorearb.h includes only APIs in the latest OpenGL core profile ** implementation together with APIs in newer ARB extensions which ** can be supported by the core profile. It does not, and never will ** include functionality removed from the core profile, such as ** fixed-function vertex and fragment processing. ** ** Do not #include both and either of or ** in the same source file. */ /* Generated C header for: * API: gl * Profile: core * Versions considered: .* * Versions emitted: .* * Default extensions included: glcore * Additional extensions included: _nomatch_^ * Extensions removed: _nomatch_^ */ #ifndef GL_VERSION_1_0 typedef void GLvoid; typedef unsigned int GLenum; typedef khronos_float_t GLfloat; typedef int GLint; typedef int GLsizei; typedef unsigned int GLbitfield; typedef double GLdouble; typedef unsigned int GLuint; typedef unsigned char GLboolean; typedef khronos_uint8_t GLubyte; #define GL_COLOR_BUFFER_BIT 0x00004000 #define GL_FALSE 0 #define GL_TRUE 1 #define GL_TRIANGLES 0x0004 #define GL_ONE 1 #define GL_SRC_ALPHA 0x0302 #define GL_ONE_MINUS_SRC_ALPHA 0x0303 #define GL_FRONT_AND_BACK 0x0408 #define GL_POLYGON_MODE 0x0B40 #define GL_CULL_FACE 0x0B44 #define GL_DEPTH_TEST 0x0B71 #define GL_STENCIL_TEST 0x0B90 #define GL_VIEWPORT 0x0BA2 #define GL_BLEND 0x0BE2 #define GL_SCISSOR_BOX 0x0C10 #define GL_SCISSOR_TEST 0x0C11 #define GL_UNPACK_ROW_LENGTH 0x0CF2 #define GL_PACK_ALIGNMENT 0x0D05 #define GL_TEXTURE_2D 0x0DE1 #define GL_UNSIGNED_BYTE 0x1401 #define GL_UNSIGNED_SHORT 0x1403 #define GL_UNSIGNED_INT 0x1405 #define GL_FLOAT 0x1406 #define GL_RGBA 0x1908 #define GL_FILL 0x1B02 #define GL_VERSION 0x1F02 #define GL_EXTENSIONS 0x1F03 #define GL_LINEAR 0x2601 #define GL_TEXTURE_MAG_FILTER 0x2800 #define GL_TEXTURE_MIN_FILTER 0x2801 typedef void (APIENTRYP PFNGLPOLYGONMODEPROC) (GLenum face, GLenum mode); typedef void (APIENTRYP PFNGLSCISSORPROC) (GLint x, GLint y, GLsizei width, GLsizei height); typedef void (APIENTRYP PFNGLTEXPARAMETERIPROC) (GLenum target, GLenum pname, GLint param); typedef void (APIENTRYP PFNGLTEXIMAGE2DPROC) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); typedef void (APIENTRYP PFNGLCLEARPROC) (GLbitfield mask); typedef void (APIENTRYP PFNGLCLEARCOLORPROC) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); typedef void (APIENTRYP PFNGLDISABLEPROC) (GLenum cap); typedef void (APIENTRYP PFNGLENABLEPROC) (GLenum cap); typedef void (APIENTRYP PFNGLPIXELSTOREIPROC) (GLenum pname, GLint param); typedef void (APIENTRYP PFNGLREADPIXELSPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels); typedef GLenum (APIENTRYP PFNGLGETERRORPROC) (void); typedef void (APIENTRYP PFNGLGETINTEGERVPROC) (GLenum pname, GLint *data); typedef const GLubyte *(APIENTRYP PFNGLGETSTRINGPROC) (GLenum name); typedef GLboolean (APIENTRYP PFNGLISENABLEDPROC) (GLenum cap); typedef void (APIENTRYP PFNGLVIEWPORTPROC) (GLint x, GLint y, GLsizei width, GLsizei height); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glPolygonMode (GLenum face, GLenum mode); GLAPI void APIENTRY glScissor (GLint x, GLint y, GLsizei width, GLsizei height); GLAPI void APIENTRY glTexParameteri (GLenum target, GLenum pname, GLint param); GLAPI void APIENTRY glTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); GLAPI void APIENTRY glClear (GLbitfield mask); GLAPI void APIENTRY glClearColor (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); GLAPI void APIENTRY glDisable (GLenum cap); GLAPI void APIENTRY glEnable (GLenum cap); GLAPI void APIENTRY glPixelStorei (GLenum pname, GLint param); GLAPI void APIENTRY glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels); GLAPI GLenum APIENTRY glGetError (void); GLAPI void APIENTRY glGetIntegerv (GLenum pname, GLint *data); GLAPI const GLubyte *APIENTRY glGetString (GLenum name); GLAPI GLboolean APIENTRY glIsEnabled (GLenum cap); GLAPI void APIENTRY glViewport (GLint x, GLint y, GLsizei width, GLsizei height); #endif #endif /* GL_VERSION_1_0 */ #ifndef GL_VERSION_1_1 typedef khronos_float_t GLclampf; typedef double GLclampd; #define GL_TEXTURE_BINDING_2D 0x8069 typedef void (APIENTRYP PFNGLDRAWELEMENTSPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices); typedef void (APIENTRYP PFNGLBINDTEXTUREPROC) (GLenum target, GLuint texture); typedef void (APIENTRYP PFNGLDELETETEXTURESPROC) (GLsizei n, const GLuint *textures); typedef void (APIENTRYP PFNGLGENTEXTURESPROC) (GLsizei n, GLuint *textures); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glDrawElements (GLenum mode, GLsizei count, GLenum type, const void *indices); GLAPI void APIENTRY glBindTexture (GLenum target, GLuint texture); GLAPI void APIENTRY glDeleteTextures (GLsizei n, const GLuint *textures); GLAPI void APIENTRY glGenTextures (GLsizei n, GLuint *textures); #endif #endif /* GL_VERSION_1_1 */ #ifndef GL_VERSION_1_3 #define GL_TEXTURE0 0x84C0 #define GL_ACTIVE_TEXTURE 0x84E0 typedef void (APIENTRYP PFNGLACTIVETEXTUREPROC) (GLenum texture); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glActiveTexture (GLenum texture); #endif #endif /* GL_VERSION_1_3 */ #ifndef GL_VERSION_1_4 #define GL_BLEND_DST_RGB 0x80C8 #define GL_BLEND_SRC_RGB 0x80C9 #define GL_BLEND_DST_ALPHA 0x80CA #define GL_BLEND_SRC_ALPHA 0x80CB #define GL_FUNC_ADD 0x8006 typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); typedef void (APIENTRYP PFNGLBLENDEQUATIONPROC) (GLenum mode); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glBlendFuncSeparate (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); GLAPI void APIENTRY glBlendEquation (GLenum mode); #endif #endif /* GL_VERSION_1_4 */ #ifndef GL_VERSION_1_5 typedef khronos_ssize_t GLsizeiptr; typedef khronos_intptr_t GLintptr; #define GL_ARRAY_BUFFER 0x8892 #define GL_ELEMENT_ARRAY_BUFFER 0x8893 #define GL_ARRAY_BUFFER_BINDING 0x8894 #define GL_STREAM_DRAW 0x88E0 typedef void (APIENTRYP PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer); typedef void (APIENTRYP PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers); typedef void (APIENTRYP PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers); typedef void (APIENTRYP PFNGLBUFFERDATAPROC) (GLenum target, GLsizeiptr size, const void *data, GLenum usage); typedef void (APIENTRYP PFNGLBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, const void *data); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glBindBuffer (GLenum target, GLuint buffer); GLAPI void APIENTRY glDeleteBuffers (GLsizei n, const GLuint *buffers); GLAPI void APIENTRY glGenBuffers (GLsizei n, GLuint *buffers); GLAPI void APIENTRY glBufferData (GLenum target, GLsizeiptr size, const void *data, GLenum usage); GLAPI void APIENTRY glBufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, const void *data); #endif #endif /* GL_VERSION_1_5 */ #ifndef GL_VERSION_2_0 typedef char GLchar; typedef khronos_int16_t GLshort; typedef khronos_int8_t GLbyte; typedef khronos_uint16_t GLushort; #define GL_BLEND_EQUATION_RGB 0x8009 #define GL_BLEND_EQUATION_ALPHA 0x883D #define GL_FRAGMENT_SHADER 0x8B30 #define GL_VERTEX_SHADER 0x8B31 #define GL_COMPILE_STATUS 0x8B81 #define GL_LINK_STATUS 0x8B82 #define GL_INFO_LOG_LENGTH 0x8B84 #define GL_CURRENT_PROGRAM 0x8B8D #define GL_UPPER_LEFT 0x8CA2 typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEPROC) (GLenum modeRGB, GLenum modeAlpha); typedef void (APIENTRYP PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader); typedef void (APIENTRYP PFNGLCOMPILESHADERPROC) (GLuint shader); typedef GLuint (APIENTRYP PFNGLCREATEPROGRAMPROC) (void); typedef GLuint (APIENTRYP PFNGLCREATESHADERPROC) (GLenum type); typedef void (APIENTRYP PFNGLDELETEPROGRAMPROC) (GLuint program); typedef void (APIENTRYP PFNGLDELETESHADERPROC) (GLuint shader); typedef void (APIENTRYP PFNGLDETACHSHADERPROC) (GLuint program, GLuint shader); typedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index); typedef GLint (APIENTRYP PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const GLchar *name); typedef void (APIENTRYP PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog); typedef void (APIENTRYP PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog); typedef GLint (APIENTRYP PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const GLchar *name); typedef void (APIENTRYP PFNGLLINKPROGRAMPROC) (GLuint program); typedef void (APIENTRYP PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length); typedef void (APIENTRYP PFNGLUSEPROGRAMPROC) (GLuint program); typedef void (APIENTRYP PFNGLUNIFORM1IPROC) (GLint location, GLint v0); typedef void (APIENTRYP PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); typedef void (APIENTRYP PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glBlendEquationSeparate (GLenum modeRGB, GLenum modeAlpha); GLAPI void APIENTRY glAttachShader (GLuint program, GLuint shader); GLAPI void APIENTRY glCompileShader (GLuint shader); GLAPI GLuint APIENTRY glCreateProgram (void); GLAPI GLuint APIENTRY glCreateShader (GLenum type); GLAPI void APIENTRY glDeleteProgram (GLuint program); GLAPI void APIENTRY glDeleteShader (GLuint shader); GLAPI void APIENTRY glDetachShader (GLuint program, GLuint shader); GLAPI void APIENTRY glEnableVertexAttribArray (GLuint index); GLAPI GLint APIENTRY glGetAttribLocation (GLuint program, const GLchar *name); GLAPI void APIENTRY glGetProgramiv (GLuint program, GLenum pname, GLint *params); GLAPI void APIENTRY glGetProgramInfoLog (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog); GLAPI void APIENTRY glGetShaderiv (GLuint shader, GLenum pname, GLint *params); GLAPI void APIENTRY glGetShaderInfoLog (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog); GLAPI GLint APIENTRY glGetUniformLocation (GLuint program, const GLchar *name); GLAPI void APIENTRY glLinkProgram (GLuint program); GLAPI void APIENTRY glShaderSource (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length); GLAPI void APIENTRY glUseProgram (GLuint program); GLAPI void APIENTRY glUniform1i (GLint location, GLint v0); GLAPI void APIENTRY glUniformMatrix4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); GLAPI void APIENTRY glVertexAttribPointer (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer); #endif #endif /* GL_VERSION_2_0 */ #ifndef GL_VERSION_3_0 typedef khronos_uint16_t GLhalf; #define GL_MAJOR_VERSION 0x821B #define GL_MINOR_VERSION 0x821C #define GL_NUM_EXTENSIONS 0x821D #define GL_FRAMEBUFFER_SRGB 0x8DB9 #define GL_VERTEX_ARRAY_BINDING 0x85B5 typedef void (APIENTRYP PFNGLGETBOOLEANI_VPROC) (GLenum target, GLuint index, GLboolean *data); typedef void (APIENTRYP PFNGLGETINTEGERI_VPROC) (GLenum target, GLuint index, GLint *data); typedef const GLubyte *(APIENTRYP PFNGLGETSTRINGIPROC) (GLenum name, GLuint index); typedef void (APIENTRYP PFNGLBINDVERTEXARRAYPROC) (GLuint array); typedef void (APIENTRYP PFNGLDELETEVERTEXARRAYSPROC) (GLsizei n, const GLuint *arrays); typedef void (APIENTRYP PFNGLGENVERTEXARRAYSPROC) (GLsizei n, GLuint *arrays); #ifdef GL_GLEXT_PROTOTYPES GLAPI const GLubyte *APIENTRY glGetStringi (GLenum name, GLuint index); GLAPI void APIENTRY glBindVertexArray (GLuint array); GLAPI void APIENTRY glDeleteVertexArrays (GLsizei n, const GLuint *arrays); GLAPI void APIENTRY glGenVertexArrays (GLsizei n, GLuint *arrays); #endif #endif /* GL_VERSION_3_0 */ #ifndef GL_VERSION_3_1 #define GL_VERSION_3_1 1 #define GL_PRIMITIVE_RESTART 0x8F9D #endif /* GL_VERSION_3_1 */ #ifndef GL_VERSION_3_2 #define GL_VERSION_3_2 1 typedef struct __GLsync *GLsync; typedef khronos_uint64_t GLuint64; typedef khronos_int64_t GLint64; typedef void (APIENTRYP PFNGLDRAWELEMENTSBASEVERTEXPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex); typedef void (APIENTRYP PFNGLGETINTEGER64I_VPROC) (GLenum target, GLuint index, GLint64 *data); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glDrawElementsBaseVertex (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex); #endif #endif /* GL_VERSION_3_2 */ #ifndef GL_VERSION_3_3 #define GL_VERSION_3_3 1 #define GL_SAMPLER_BINDING 0x8919 typedef void (APIENTRYP PFNGLBINDSAMPLERPROC) (GLuint unit, GLuint sampler); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glBindSampler (GLuint unit, GLuint sampler); #endif #endif /* GL_VERSION_3_3 */ #ifndef GL_VERSION_4_1 typedef void (APIENTRYP PFNGLGETFLOATI_VPROC) (GLenum target, GLuint index, GLfloat *data); typedef void (APIENTRYP PFNGLGETDOUBLEI_VPROC) (GLenum target, GLuint index, GLdouble *data); #endif /* GL_VERSION_4_1 */ #ifndef GL_VERSION_4_3 typedef void (APIENTRY *GLDEBUGPROC)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam); #endif /* GL_VERSION_4_3 */ #ifndef GL_VERSION_4_5 #define GL_CLIP_ORIGIN 0x935C typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint *param); typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI64_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint64 *param); #endif /* GL_VERSION_4_5 */ #ifndef GL_ARB_bindless_texture typedef khronos_uint64_t GLuint64EXT; #endif /* GL_ARB_bindless_texture */ #ifndef GL_ARB_cl_event struct _cl_context; struct _cl_event; #endif /* GL_ARB_cl_event */ #ifndef GL_ARB_clip_control #define GL_ARB_clip_control 1 #endif /* GL_ARB_clip_control */ #ifndef GL_ARB_debug_output typedef void (APIENTRY *GLDEBUGPROCARB)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam); #endif /* GL_ARB_debug_output */ #ifndef GL_EXT_EGL_image_storage typedef void *GLeglImageOES; #endif /* GL_EXT_EGL_image_storage */ #ifndef GL_EXT_direct_state_access typedef void (APIENTRYP PFNGLGETFLOATI_VEXTPROC) (GLenum pname, GLuint index, GLfloat *params); typedef void (APIENTRYP PFNGLGETDOUBLEI_VEXTPROC) (GLenum pname, GLuint index, GLdouble *params); typedef void (APIENTRYP PFNGLGETPOINTERI_VEXTPROC) (GLenum pname, GLuint index, void **params); typedef void (APIENTRYP PFNGLGETVERTEXARRAYINTEGERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, GLint *param); typedef void (APIENTRYP PFNGLGETVERTEXARRAYPOINTERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, void **param); #endif /* GL_EXT_direct_state_access */ #ifndef GL_NV_draw_vulkan_image typedef void (APIENTRY *GLVULKANPROCNV)(void); #endif /* GL_NV_draw_vulkan_image */ #ifndef GL_NV_gpu_shader5 typedef khronos_int64_t GLint64EXT; #endif /* GL_NV_gpu_shader5 */ #ifndef GL_NV_vertex_buffer_unified_memory typedef void (APIENTRYP PFNGLGETINTEGERUI64I_VNVPROC) (GLenum value, GLuint index, GLuint64EXT *result); #endif /* GL_NV_vertex_buffer_unified_memory */ #ifdef __cplusplus } #endif #endif #ifndef GL3W_API #define GL3W_API #endif #ifndef __gl_h_ #define __gl_h_ #endif #ifdef __cplusplus extern "C" { #endif #define GL3W_OK 0 #define GL3W_ERROR_INIT -1 #define GL3W_ERROR_LIBRARY_OPEN -2 #define GL3W_ERROR_OPENGL_VERSION -3 typedef void (*GL3WglProc)(void); typedef GL3WglProc (*GL3WGetProcAddressProc)(const char *proc); /* gl3w api */ GL3W_API int imgl3wInit(void); GL3W_API int imgl3wInit2(GL3WGetProcAddressProc proc); GL3W_API int imgl3wIsSupported(int major, int minor); GL3W_API GL3WglProc imgl3wGetProcAddress(const char *proc); /* gl3w internal state */ union GL3WProcs { GL3WglProc ptr[54]; struct { PFNGLACTIVETEXTUREPROC ActiveTexture; PFNGLATTACHSHADERPROC AttachShader; PFNGLBINDBUFFERPROC BindBuffer; PFNGLBINDSAMPLERPROC BindSampler; PFNGLBINDTEXTUREPROC BindTexture; PFNGLBINDVERTEXARRAYPROC BindVertexArray; PFNGLBLENDEQUATIONPROC BlendEquation; PFNGLBLENDEQUATIONSEPARATEPROC BlendEquationSeparate; PFNGLBLENDFUNCSEPARATEPROC BlendFuncSeparate; PFNGLBUFFERDATAPROC BufferData; PFNGLBUFFERSUBDATAPROC BufferSubData; PFNGLCLEARPROC Clear; PFNGLCLEARCOLORPROC ClearColor; PFNGLCOMPILESHADERPROC CompileShader; PFNGLCREATEPROGRAMPROC CreateProgram; PFNGLCREATESHADERPROC CreateShader; PFNGLDELETEBUFFERSPROC DeleteBuffers; PFNGLDELETEPROGRAMPROC DeleteProgram; PFNGLDELETESHADERPROC DeleteShader; PFNGLDELETETEXTURESPROC DeleteTextures; PFNGLDELETEVERTEXARRAYSPROC DeleteVertexArrays; PFNGLDETACHSHADERPROC DetachShader; PFNGLDISABLEPROC Disable; PFNGLDRAWELEMENTSPROC DrawElements; PFNGLDRAWELEMENTSBASEVERTEXPROC DrawElementsBaseVertex; PFNGLENABLEPROC Enable; PFNGLENABLEVERTEXATTRIBARRAYPROC EnableVertexAttribArray; PFNGLGENBUFFERSPROC GenBuffers; PFNGLGENTEXTURESPROC GenTextures; PFNGLGENVERTEXARRAYSPROC GenVertexArrays; PFNGLGETATTRIBLOCATIONPROC GetAttribLocation; PFNGLGETERRORPROC GetError; PFNGLGETINTEGERVPROC GetIntegerv; PFNGLGETPROGRAMINFOLOGPROC GetProgramInfoLog; PFNGLGETPROGRAMIVPROC GetProgramiv; PFNGLGETSHADERINFOLOGPROC GetShaderInfoLog; PFNGLGETSHADERIVPROC GetShaderiv; PFNGLGETSTRINGPROC GetString; PFNGLGETSTRINGIPROC GetStringi; PFNGLGETUNIFORMLOCATIONPROC GetUniformLocation; PFNGLISENABLEDPROC IsEnabled; PFNGLLINKPROGRAMPROC LinkProgram; PFNGLPIXELSTOREIPROC PixelStorei; PFNGLPOLYGONMODEPROC PolygonMode; PFNGLREADPIXELSPROC ReadPixels; PFNGLSCISSORPROC Scissor; PFNGLSHADERSOURCEPROC ShaderSource; PFNGLTEXIMAGE2DPROC TexImage2D; PFNGLTEXPARAMETERIPROC TexParameteri; PFNGLUNIFORM1IPROC Uniform1i; PFNGLUNIFORMMATRIX4FVPROC UniformMatrix4fv; PFNGLUSEPROGRAMPROC UseProgram; PFNGLVERTEXATTRIBPOINTERPROC VertexAttribPointer; PFNGLVIEWPORTPROC Viewport; } gl; }; GL3W_API extern union GL3WProcs imgl3wProcs; /* OpenGL functions */ #define glActiveTexture imgl3wProcs.gl.ActiveTexture #define glAttachShader imgl3wProcs.gl.AttachShader #define glBindBuffer imgl3wProcs.gl.BindBuffer #define glBindSampler imgl3wProcs.gl.BindSampler #define glBindTexture imgl3wProcs.gl.BindTexture #define glBindVertexArray imgl3wProcs.gl.BindVertexArray #define glBlendEquation imgl3wProcs.gl.BlendEquation #define glBlendEquationSeparate imgl3wProcs.gl.BlendEquationSeparate #define glBlendFuncSeparate imgl3wProcs.gl.BlendFuncSeparate #define glBufferData imgl3wProcs.gl.BufferData #define glBufferSubData imgl3wProcs.gl.BufferSubData #define glClear imgl3wProcs.gl.Clear #define glClearColor imgl3wProcs.gl.ClearColor #define glCompileShader imgl3wProcs.gl.CompileShader #define glCreateProgram imgl3wProcs.gl.CreateProgram #define glCreateShader imgl3wProcs.gl.CreateShader #define glDeleteBuffers imgl3wProcs.gl.DeleteBuffers #define glDeleteProgram imgl3wProcs.gl.DeleteProgram #define glDeleteShader imgl3wProcs.gl.DeleteShader #define glDeleteTextures imgl3wProcs.gl.DeleteTextures #define glDeleteVertexArrays imgl3wProcs.gl.DeleteVertexArrays #define glDetachShader imgl3wProcs.gl.DetachShader #define glDisable imgl3wProcs.gl.Disable #define glDrawElements imgl3wProcs.gl.DrawElements #define glDrawElementsBaseVertex imgl3wProcs.gl.DrawElementsBaseVertex #define glEnable imgl3wProcs.gl.Enable #define glEnableVertexAttribArray imgl3wProcs.gl.EnableVertexAttribArray #define glGenBuffers imgl3wProcs.gl.GenBuffers #define glGenTextures imgl3wProcs.gl.GenTextures #define glGenVertexArrays imgl3wProcs.gl.GenVertexArrays #define glGetAttribLocation imgl3wProcs.gl.GetAttribLocation #define glGetError imgl3wProcs.gl.GetError #define glGetIntegerv imgl3wProcs.gl.GetIntegerv #define glGetProgramInfoLog imgl3wProcs.gl.GetProgramInfoLog #define glGetProgramiv imgl3wProcs.gl.GetProgramiv #define glGetShaderInfoLog imgl3wProcs.gl.GetShaderInfoLog #define glGetShaderiv imgl3wProcs.gl.GetShaderiv #define glGetString imgl3wProcs.gl.GetString #define glGetStringi imgl3wProcs.gl.GetStringi #define glGetUniformLocation imgl3wProcs.gl.GetUniformLocation #define glIsEnabled imgl3wProcs.gl.IsEnabled #define glLinkProgram imgl3wProcs.gl.LinkProgram #define glPixelStorei imgl3wProcs.gl.PixelStorei #define glPolygonMode imgl3wProcs.gl.PolygonMode #define glReadPixels imgl3wProcs.gl.ReadPixels #define glScissor imgl3wProcs.gl.Scissor #define glShaderSource imgl3wProcs.gl.ShaderSource #define glTexImage2D imgl3wProcs.gl.TexImage2D #define glTexParameteri imgl3wProcs.gl.TexParameteri #define glUniform1i imgl3wProcs.gl.Uniform1i #define glUniformMatrix4fv imgl3wProcs.gl.UniformMatrix4fv #define glUseProgram imgl3wProcs.gl.UseProgram #define glVertexAttribPointer imgl3wProcs.gl.VertexAttribPointer #define glViewport imgl3wProcs.gl.Viewport #ifdef __cplusplus } #endif #endif #ifdef IMGL3W_IMPL #ifdef __cplusplus extern "C" { #endif #include #define ARRAY_SIZE(x) (sizeof(x) / sizeof((x)[0])) #if defined(_WIN32) #ifndef WIN32_LEAN_AND_MEAN #define WIN32_LEAN_AND_MEAN 1 #endif #include static HMODULE libgl; typedef PROC(__stdcall* GL3WglGetProcAddr)(LPCSTR); static GL3WglGetProcAddr wgl_get_proc_address; static int open_libgl(void) { libgl = LoadLibraryA("opengl32.dll"); if (!libgl) return GL3W_ERROR_LIBRARY_OPEN; wgl_get_proc_address = (GL3WglGetProcAddr)GetProcAddress(libgl, "wglGetProcAddress"); return GL3W_OK; } static void close_libgl(void) { FreeLibrary(libgl); } static GL3WglProc get_proc(const char *proc) { GL3WglProc res; res = (GL3WglProc)wgl_get_proc_address(proc); if (!res) res = (GL3WglProc)GetProcAddress(libgl, proc); return res; } #elif defined(__APPLE__) #include static void *libgl; static int open_libgl(void) { libgl = dlopen("/System/Library/Frameworks/OpenGL.framework/OpenGL", RTLD_LAZY | RTLD_LOCAL); if (!libgl) return GL3W_ERROR_LIBRARY_OPEN; return GL3W_OK; } static void close_libgl(void) { dlclose(libgl); } static GL3WglProc get_proc(const char *proc) { GL3WglProc res; *(void **)(&res) = dlsym(libgl, proc); return res; } #else #include static void *libgl; static GL3WglProc (*glx_get_proc_address)(const GLubyte *); static int open_libgl(void) { libgl = dlopen("libGL.so.1", RTLD_LAZY | RTLD_LOCAL); if (!libgl) return GL3W_ERROR_LIBRARY_OPEN; *(void **)(&glx_get_proc_address) = dlsym(libgl, "glXGetProcAddressARB"); return GL3W_OK; } static void close_libgl(void) { dlclose(libgl); } static GL3WglProc get_proc(const char *proc) { GL3WglProc res; res = glx_get_proc_address((const GLubyte *)proc); if (!res) *(void **)(&res) = dlsym(libgl, proc); return res; } #endif static struct { int major, minor; } version; static int parse_version(void) { if (!glGetIntegerv) return GL3W_ERROR_INIT; glGetIntegerv(GL_MAJOR_VERSION, &version.major); glGetIntegerv(GL_MINOR_VERSION, &version.minor); if (version.major < 3) return GL3W_ERROR_OPENGL_VERSION; return GL3W_OK; } static void load_procs(GL3WGetProcAddressProc proc); int imgl3wInit(void) { int res = open_libgl(); if (res) return res; atexit(close_libgl); return imgl3wInit2(get_proc); } int imgl3wInit2(GL3WGetProcAddressProc proc) { load_procs(proc); return parse_version(); } int imgl3wIsSupported(int major, int minor) { if (major < 3) return 0; if (version.major == major) return version.minor >= minor; return version.major >= major; } GL3WglProc imgl3wGetProcAddress(const char *proc) { return get_proc(proc); } static const char *proc_names[] = { "glActiveTexture", "glAttachShader", "glBindBuffer", "glBindSampler", "glBindTexture", "glBindVertexArray", "glBlendEquation", "glBlendEquationSeparate", "glBlendFuncSeparate", "glBufferData", "glBufferSubData", "glClear", "glClearColor", "glCompileShader", "glCreateProgram", "glCreateShader", "glDeleteBuffers", "glDeleteProgram", "glDeleteShader", "glDeleteTextures", "glDeleteVertexArrays", "glDetachShader", "glDisable", "glDrawElements", "glDrawElementsBaseVertex", "glEnable", "glEnableVertexAttribArray", "glGenBuffers", "glGenTextures", "glGenVertexArrays", "glGetAttribLocation", "glGetError", "glGetIntegerv", "glGetProgramInfoLog", "glGetProgramiv", "glGetShaderInfoLog", "glGetShaderiv", "glGetString", "glGetStringi", "glGetUniformLocation", "glIsEnabled", "glLinkProgram", "glPixelStorei", "glPolygonMode", "glReadPixels", "glScissor", "glShaderSource", "glTexImage2D", "glTexParameteri", "glUniform1i", "glUniformMatrix4fv", "glUseProgram", "glVertexAttribPointer", "glViewport", }; GL3W_API union GL3WProcs imgl3wProcs; static void load_procs(GL3WGetProcAddressProc proc) { size_t i; for (i = 0; i < ARRAY_SIZE(proc_names); i++) imgl3wProcs.ptr[i] = proc(proc_names[i]); } #ifdef __cplusplus } #endif #endif ================================================ FILE: test/third_party/imgui/backends/imgui_impl_vulkan.cpp ================================================ // dear imgui: Renderer Backend for Vulkan // This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) // Implemented features: // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. // [x] Renderer: Multi-viewport / platform windows. With issues (flickering when creating a new viewport). // [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions. // Important: on 32-bit systems, user texture binding is only supported if your imconfig file has '#define ImTextureID ImU64'. // This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*. // To build this on 32-bit systems and support texture changes: // - [Solution 1] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'ImTextureID=ImU64' (this is what we do in our .vcxproj files) // - [Solution 2] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'IMGUI_USER_CONFIG="my_imgui_config.h"' and inside 'my_imgui_config.h' add '#define ImTextureID ImU64' and as many other options as you like. // - [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!) // - [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe command-line (this is what we do in our batch files) // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs // The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification. // IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/ // Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app. // - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h. // You will use those if you want to use this rendering backend in your engine/app. // - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by // the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code. // Read comments in imgui_impl_vulkan.h. // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. // 2021-10-15: Vulkan: Call vkCmdSetScissor() at the end of render a full-viewport to reduce likehood of issues with people using VK_DYNAMIC_STATE_SCISSOR in their app without calling vkCmdSetScissor() explicitly every frame. // 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). // 2021-03-22: Vulkan: Fix mapped memory validation error when buffer sizes are not multiple of VkPhysicalDeviceLimits::nonCoherentAtomSize. // 2021-02-18: Vulkan: Change blending equation to preserve alpha in output buffer. // 2021-01-27: Vulkan: Added support for custom function load and IMGUI_IMPL_VULKAN_NO_PROTOTYPES by using ImGui_ImplVulkan_LoadFunctions(). // 2020-11-11: Vulkan: Added support for specifying which subpass to reference during VkPipeline creation. // 2020-09-07: Vulkan: Added VkPipeline parameter to ImGui_ImplVulkan_RenderDrawData (default to one passed to ImGui_ImplVulkan_Init). // 2020-05-04: Vulkan: Fixed crash if initial frame has no vertices. // 2020-04-26: Vulkan: Fixed edge case where render callbacks wouldn't be called if the ImDrawData didn't have vertices. // 2019-08-01: Vulkan: Added support for specifying multisample count. Set ImGui_ImplVulkan_InitInfo::MSAASamples to one of the VkSampleCountFlagBits values to use, default is non-multisampled as before. // 2019-05-29: Vulkan: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. // 2019-04-30: Vulkan: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2019-04-04: *BREAKING CHANGE*: Vulkan: Added ImageCount/MinImageCount fields in ImGui_ImplVulkan_InitInfo, required for initialization (was previously a hard #define IMGUI_VK_QUEUED_FRAMES 2). Added ImGui_ImplVulkan_SetMinImageCount(). // 2019-04-04: Vulkan: Added VkInstance argument to ImGui_ImplVulkanH_CreateWindow() optional helper. // 2019-04-04: Vulkan: Avoid passing negative coordinates to vkCmdSetScissor, which debug validation layers do not like. // 2019-04-01: Vulkan: Support for 32-bit index buffer (#define ImDrawIdx unsigned int). // 2019-02-16: Vulkan: Viewport and clipping rectangles correctly using draw_data->FramebufferScale to allow retina display. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. // 2018-08-25: Vulkan: Fixed mishandled VkSurfaceCapabilitiesKHR::maxImageCount=0 case. // 2018-06-22: Inverted the parameters to ImGui_ImplVulkan_RenderDrawData() to be consistent with other backends. // 2018-06-08: Misc: Extracted imgui_impl_vulkan.cpp/.h away from the old combined GLFW+Vulkan example. // 2018-06-08: Vulkan: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. // 2018-03-03: Vulkan: Various refactor, created a couple of ImGui_ImplVulkanH_XXX helper that the example can use and that viewport support will use. // 2018-03-01: Vulkan: Renamed ImGui_ImplVulkan_Init_Info to ImGui_ImplVulkan_InitInfo and fields to match more closely Vulkan terminology. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback, ImGui_ImplVulkan_Render() calls ImGui_ImplVulkan_RenderDrawData() itself. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. // 2017-05-15: Vulkan: Fix scissor offset being negative. Fix new Vulkan validation warnings. Set required depth member for buffer image copy. // 2016-11-13: Vulkan: Fix validation layer warnings and errors and redeclare gl_PerVertex. // 2016-10-18: Vulkan: Add location decorators & change to use structs as in/out in glsl, update embedded spv (produced with glslangValidator -x). Null the released resources. // 2016-08-27: Vulkan: Fix Vulkan example for use when a depth buffer is active. #include "imgui_impl_vulkan.h" #include // Visual Studio warnings #ifdef _MSC_VER #pragma warning (disable: 4127) // condition expression is constant #endif // Reusable buffers used for rendering 1 current in-flight frame, for ImGui_ImplVulkan_RenderDrawData() // [Please zero-clear before use!] struct ImGui_ImplVulkanH_FrameRenderBuffers { VkDeviceMemory VertexBufferMemory; VkDeviceMemory IndexBufferMemory; VkDeviceSize VertexBufferSize; VkDeviceSize IndexBufferSize; VkBuffer VertexBuffer; VkBuffer IndexBuffer; }; // Each viewport will hold 1 ImGui_ImplVulkanH_WindowRenderBuffers // [Please zero-clear before use!] struct ImGui_ImplVulkanH_WindowRenderBuffers { uint32_t Index; uint32_t Count; ImGui_ImplVulkanH_FrameRenderBuffers* FrameRenderBuffers; }; // For multi-viewport support: // Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data. struct ImGui_ImplVulkan_ViewportData { bool WindowOwned; ImGui_ImplVulkanH_Window Window; // Used by secondary viewports only ImGui_ImplVulkanH_WindowRenderBuffers RenderBuffers; // Used by all viewports ImGui_ImplVulkan_ViewportData() { WindowOwned = false; memset(&RenderBuffers, 0, sizeof(RenderBuffers)); } ~ImGui_ImplVulkan_ViewportData() { } }; // Vulkan data struct ImGui_ImplVulkan_Data { ImGui_ImplVulkan_InitInfo VulkanInitInfo; VkRenderPass RenderPass; VkDeviceSize BufferMemoryAlignment; VkPipelineCreateFlags PipelineCreateFlags; VkDescriptorSetLayout DescriptorSetLayout; VkPipelineLayout PipelineLayout; VkPipeline Pipeline; uint32_t Subpass; VkShaderModule ShaderModuleVert; VkShaderModule ShaderModuleFrag; // Font data VkSampler FontSampler; VkDeviceMemory FontMemory; VkImage FontImage; VkImageView FontView; VkDescriptorSet FontDescriptorSet; VkDeviceMemory UploadBufferMemory; VkBuffer UploadBuffer; // Render buffers for main window ImGui_ImplVulkanH_WindowRenderBuffers MainWindowRenderBuffers; ImGui_ImplVulkan_Data() { memset((void*)this, 0, sizeof(*this)); BufferMemoryAlignment = 256; } }; // Forward Declarations bool ImGui_ImplVulkan_CreateDeviceObjects(); void ImGui_ImplVulkan_DestroyDeviceObjects(); void ImGui_ImplVulkanH_DestroyFrame(VkDevice device, ImGui_ImplVulkanH_Frame* fd, const VkAllocationCallbacks* allocator); void ImGui_ImplVulkanH_DestroyFrameSemaphores(VkDevice device, ImGui_ImplVulkanH_FrameSemaphores* fsd, const VkAllocationCallbacks* allocator); void ImGui_ImplVulkanH_DestroyFrameRenderBuffers(VkDevice device, ImGui_ImplVulkanH_FrameRenderBuffers* buffers, const VkAllocationCallbacks* allocator); void ImGui_ImplVulkanH_DestroyWindowRenderBuffers(VkDevice device, ImGui_ImplVulkanH_WindowRenderBuffers* buffers, const VkAllocationCallbacks* allocator); void ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(VkDevice device, const VkAllocationCallbacks* allocator); void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count); void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator); // Vulkan prototypes for use with custom loaders // (see description of IMGUI_IMPL_VULKAN_NO_PROTOTYPES in imgui_impl_vulkan.h #ifdef VK_NO_PROTOTYPES static bool g_FunctionsLoaded = false; #else static bool g_FunctionsLoaded = true; #endif #ifdef VK_NO_PROTOTYPES #define IMGUI_VULKAN_FUNC_MAP(IMGUI_VULKAN_FUNC_MAP_MACRO) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateCommandBuffers) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateDescriptorSets) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateMemory) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkBindBufferMemory) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkBindImageMemory) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindDescriptorSets) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindIndexBuffer) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindPipeline) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindVertexBuffers) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdCopyBufferToImage) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdDrawIndexed) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdPipelineBarrier) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdPushConstants) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdSetScissor) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdSetViewport) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateBuffer) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateCommandPool) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateDescriptorSetLayout) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateFence) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateFramebuffer) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateGraphicsPipelines) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateImage) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateImageView) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreatePipelineLayout) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateRenderPass) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateSampler) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateSemaphore) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateShaderModule) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateSwapchainKHR) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyBuffer) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyCommandPool) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyDescriptorSetLayout) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyFence) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyFramebuffer) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyImage) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyImageView) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyPipeline) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyPipelineLayout) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyRenderPass) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySampler) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySemaphore) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyShaderModule) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySurfaceKHR) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySwapchainKHR) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDeviceWaitIdle) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkFlushMappedMemoryRanges) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkFreeCommandBuffers) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkFreeMemory) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetBufferMemoryRequirements) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetImageMemoryRequirements) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceMemoryProperties) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfaceCapabilitiesKHR) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfaceFormatsKHR) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfacePresentModesKHR) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetSwapchainImagesKHR) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkMapMemory) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkUnmapMemory) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkUpdateDescriptorSets) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfaceSupportKHR) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkWaitForFences) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBeginRenderPass) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdEndRenderPass) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkQueuePresentKHR) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkBeginCommandBuffer) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkEndCommandBuffer) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkResetFences) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkQueueSubmit) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkResetCommandPool) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkAcquireNextImageKHR) // Define function pointers #define IMGUI_VULKAN_FUNC_DEF(func) static PFN_##func func; IMGUI_VULKAN_FUNC_MAP(IMGUI_VULKAN_FUNC_DEF) #undef IMGUI_VULKAN_FUNC_DEF #endif // VK_NO_PROTOTYPES //----------------------------------------------------------------------------- // SHADERS //----------------------------------------------------------------------------- // Forward Declarations static void ImGui_ImplVulkan_InitPlatformInterface(); static void ImGui_ImplVulkan_ShutdownPlatformInterface(); // glsl_shader.vert, compiled with: // # glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert /* #version 450 core layout(location = 0) in vec2 aPos; layout(location = 1) in vec2 aUV; layout(location = 2) in vec4 aColor; layout(push_constant) uniform uPushConstant { vec2 uScale; vec2 uTranslate; } pc; out gl_PerVertex { vec4 gl_Position; }; layout(location = 0) out struct { vec4 Color; vec2 UV; } Out; void main() { Out.Color = aColor; Out.UV = aUV; gl_Position = vec4(aPos * pc.uScale + pc.uTranslate, 0, 1); } */ static uint32_t __glsl_shader_vert_spv[] = { 0x07230203,0x00010000,0x00080001,0x0000002e,0x00000000,0x00020011,0x00000001,0x0006000b, 0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001, 0x000a000f,0x00000000,0x00000004,0x6e69616d,0x00000000,0x0000000b,0x0000000f,0x00000015, 0x0000001b,0x0000001c,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d, 0x00000000,0x00030005,0x00000009,0x00000000,0x00050006,0x00000009,0x00000000,0x6f6c6f43, 0x00000072,0x00040006,0x00000009,0x00000001,0x00005655,0x00030005,0x0000000b,0x0074754f, 0x00040005,0x0000000f,0x6c6f4361,0x0000726f,0x00030005,0x00000015,0x00565561,0x00060005, 0x00000019,0x505f6c67,0x65567265,0x78657472,0x00000000,0x00060006,0x00000019,0x00000000, 0x505f6c67,0x7469736f,0x006e6f69,0x00030005,0x0000001b,0x00000000,0x00040005,0x0000001c, 0x736f5061,0x00000000,0x00060005,0x0000001e,0x73755075,0x6e6f4368,0x6e617473,0x00000074, 0x00050006,0x0000001e,0x00000000,0x61635375,0x0000656c,0x00060006,0x0000001e,0x00000001, 0x61725475,0x616c736e,0x00006574,0x00030005,0x00000020,0x00006370,0x00040047,0x0000000b, 0x0000001e,0x00000000,0x00040047,0x0000000f,0x0000001e,0x00000002,0x00040047,0x00000015, 0x0000001e,0x00000001,0x00050048,0x00000019,0x00000000,0x0000000b,0x00000000,0x00030047, 0x00000019,0x00000002,0x00040047,0x0000001c,0x0000001e,0x00000000,0x00050048,0x0000001e, 0x00000000,0x00000023,0x00000000,0x00050048,0x0000001e,0x00000001,0x00000023,0x00000008, 0x00030047,0x0000001e,0x00000002,0x00020013,0x00000002,0x00030021,0x00000003,0x00000002, 0x00030016,0x00000006,0x00000020,0x00040017,0x00000007,0x00000006,0x00000004,0x00040017, 0x00000008,0x00000006,0x00000002,0x0004001e,0x00000009,0x00000007,0x00000008,0x00040020, 0x0000000a,0x00000003,0x00000009,0x0004003b,0x0000000a,0x0000000b,0x00000003,0x00040015, 0x0000000c,0x00000020,0x00000001,0x0004002b,0x0000000c,0x0000000d,0x00000000,0x00040020, 0x0000000e,0x00000001,0x00000007,0x0004003b,0x0000000e,0x0000000f,0x00000001,0x00040020, 0x00000011,0x00000003,0x00000007,0x0004002b,0x0000000c,0x00000013,0x00000001,0x00040020, 0x00000014,0x00000001,0x00000008,0x0004003b,0x00000014,0x00000015,0x00000001,0x00040020, 0x00000017,0x00000003,0x00000008,0x0003001e,0x00000019,0x00000007,0x00040020,0x0000001a, 0x00000003,0x00000019,0x0004003b,0x0000001a,0x0000001b,0x00000003,0x0004003b,0x00000014, 0x0000001c,0x00000001,0x0004001e,0x0000001e,0x00000008,0x00000008,0x00040020,0x0000001f, 0x00000009,0x0000001e,0x0004003b,0x0000001f,0x00000020,0x00000009,0x00040020,0x00000021, 0x00000009,0x00000008,0x0004002b,0x00000006,0x00000028,0x00000000,0x0004002b,0x00000006, 0x00000029,0x3f800000,0x00050036,0x00000002,0x00000004,0x00000000,0x00000003,0x000200f8, 0x00000005,0x0004003d,0x00000007,0x00000010,0x0000000f,0x00050041,0x00000011,0x00000012, 0x0000000b,0x0000000d,0x0003003e,0x00000012,0x00000010,0x0004003d,0x00000008,0x00000016, 0x00000015,0x00050041,0x00000017,0x00000018,0x0000000b,0x00000013,0x0003003e,0x00000018, 0x00000016,0x0004003d,0x00000008,0x0000001d,0x0000001c,0x00050041,0x00000021,0x00000022, 0x00000020,0x0000000d,0x0004003d,0x00000008,0x00000023,0x00000022,0x00050085,0x00000008, 0x00000024,0x0000001d,0x00000023,0x00050041,0x00000021,0x00000025,0x00000020,0x00000013, 0x0004003d,0x00000008,0x00000026,0x00000025,0x00050081,0x00000008,0x00000027,0x00000024, 0x00000026,0x00050051,0x00000006,0x0000002a,0x00000027,0x00000000,0x00050051,0x00000006, 0x0000002b,0x00000027,0x00000001,0x00070050,0x00000007,0x0000002c,0x0000002a,0x0000002b, 0x00000028,0x00000029,0x00050041,0x00000011,0x0000002d,0x0000001b,0x0000000d,0x0003003e, 0x0000002d,0x0000002c,0x000100fd,0x00010038 }; // glsl_shader.frag, compiled with: // # glslangValidator -V -x -o glsl_shader.frag.u32 glsl_shader.frag /* #version 450 core layout(location = 0) out vec4 fColor; layout(set=0, binding=0) uniform sampler2D sTexture; layout(location = 0) in struct { vec4 Color; vec2 UV; } In; void main() { fColor = In.Color * texture(sTexture, In.UV.st); } */ static uint32_t __glsl_shader_frag_spv[] = { 0x07230203,0x00010000,0x00080001,0x0000001e,0x00000000,0x00020011,0x00000001,0x0006000b, 0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001, 0x0007000f,0x00000004,0x00000004,0x6e69616d,0x00000000,0x00000009,0x0000000d,0x00030010, 0x00000004,0x00000007,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d, 0x00000000,0x00040005,0x00000009,0x6c6f4366,0x0000726f,0x00030005,0x0000000b,0x00000000, 0x00050006,0x0000000b,0x00000000,0x6f6c6f43,0x00000072,0x00040006,0x0000000b,0x00000001, 0x00005655,0x00030005,0x0000000d,0x00006e49,0x00050005,0x00000016,0x78655473,0x65727574, 0x00000000,0x00040047,0x00000009,0x0000001e,0x00000000,0x00040047,0x0000000d,0x0000001e, 0x00000000,0x00040047,0x00000016,0x00000022,0x00000000,0x00040047,0x00000016,0x00000021, 0x00000000,0x00020013,0x00000002,0x00030021,0x00000003,0x00000002,0x00030016,0x00000006, 0x00000020,0x00040017,0x00000007,0x00000006,0x00000004,0x00040020,0x00000008,0x00000003, 0x00000007,0x0004003b,0x00000008,0x00000009,0x00000003,0x00040017,0x0000000a,0x00000006, 0x00000002,0x0004001e,0x0000000b,0x00000007,0x0000000a,0x00040020,0x0000000c,0x00000001, 0x0000000b,0x0004003b,0x0000000c,0x0000000d,0x00000001,0x00040015,0x0000000e,0x00000020, 0x00000001,0x0004002b,0x0000000e,0x0000000f,0x00000000,0x00040020,0x00000010,0x00000001, 0x00000007,0x00090019,0x00000013,0x00000006,0x00000001,0x00000000,0x00000000,0x00000000, 0x00000001,0x00000000,0x0003001b,0x00000014,0x00000013,0x00040020,0x00000015,0x00000000, 0x00000014,0x0004003b,0x00000015,0x00000016,0x00000000,0x0004002b,0x0000000e,0x00000018, 0x00000001,0x00040020,0x00000019,0x00000001,0x0000000a,0x00050036,0x00000002,0x00000004, 0x00000000,0x00000003,0x000200f8,0x00000005,0x00050041,0x00000010,0x00000011,0x0000000d, 0x0000000f,0x0004003d,0x00000007,0x00000012,0x00000011,0x0004003d,0x00000014,0x00000017, 0x00000016,0x00050041,0x00000019,0x0000001a,0x0000000d,0x00000018,0x0004003d,0x0000000a, 0x0000001b,0x0000001a,0x00050057,0x00000007,0x0000001c,0x00000017,0x0000001b,0x00050085, 0x00000007,0x0000001d,0x00000012,0x0000001c,0x0003003e,0x00000009,0x0000001d,0x000100fd, 0x00010038 }; //----------------------------------------------------------------------------- // FUNCTIONS //----------------------------------------------------------------------------- // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. // FIXME: multi-context support is not tested and probably dysfunctional in this backend. static ImGui_ImplVulkan_Data* ImGui_ImplVulkan_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplVulkan_Data*)ImGui::GetIO().BackendRendererUserData : NULL; } static uint32_t ImGui_ImplVulkan_MemoryType(VkMemoryPropertyFlags properties, uint32_t type_bits) { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; VkPhysicalDeviceMemoryProperties prop; vkGetPhysicalDeviceMemoryProperties(v->PhysicalDevice, &prop); for (uint32_t i = 0; i < prop.memoryTypeCount; i++) if ((prop.memoryTypes[i].propertyFlags & properties) == properties && type_bits & (1 << i)) return i; return 0xFFFFFFFF; // Unable to find memoryType } static void check_vk_result(VkResult err) { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); if (!bd) return; ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; if (v->CheckVkResultFn) v->CheckVkResultFn(err); } static void CreateOrResizeBuffer(VkBuffer& buffer, VkDeviceMemory& buffer_memory, VkDeviceSize& p_buffer_size, size_t new_size, VkBufferUsageFlagBits usage) { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; VkResult err; if (buffer != VK_NULL_HANDLE) vkDestroyBuffer(v->Device, buffer, v->Allocator); if (buffer_memory != VK_NULL_HANDLE) vkFreeMemory(v->Device, buffer_memory, v->Allocator); VkDeviceSize vertex_buffer_size_aligned = ((new_size - 1) / bd->BufferMemoryAlignment + 1) * bd->BufferMemoryAlignment; VkBufferCreateInfo buffer_info = {}; buffer_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO; buffer_info.size = vertex_buffer_size_aligned; buffer_info.usage = usage; buffer_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE; err = vkCreateBuffer(v->Device, &buffer_info, v->Allocator, &buffer); check_vk_result(err); VkMemoryRequirements req; vkGetBufferMemoryRequirements(v->Device, buffer, &req); bd->BufferMemoryAlignment = (bd->BufferMemoryAlignment > req.alignment) ? bd->BufferMemoryAlignment : req.alignment; VkMemoryAllocateInfo alloc_info = {}; alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO; alloc_info.allocationSize = req.size; alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, req.memoryTypeBits); err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &buffer_memory); check_vk_result(err); err = vkBindBufferMemory(v->Device, buffer, buffer_memory, 0); check_vk_result(err); p_buffer_size = req.size; } static void ImGui_ImplVulkan_SetupRenderState(ImDrawData* draw_data, VkPipeline pipeline, VkCommandBuffer command_buffer, ImGui_ImplVulkanH_FrameRenderBuffers* rb, int fb_width, int fb_height) { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); // Bind pipeline: { vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline); } // Bind Vertex And Index Buffer: if (draw_data->TotalVtxCount > 0) { VkBuffer vertex_buffers[1] = { rb->VertexBuffer }; VkDeviceSize vertex_offset[1] = { 0 }; vkCmdBindVertexBuffers(command_buffer, 0, 1, vertex_buffers, vertex_offset); vkCmdBindIndexBuffer(command_buffer, rb->IndexBuffer, 0, sizeof(ImDrawIdx) == 2 ? VK_INDEX_TYPE_UINT16 : VK_INDEX_TYPE_UINT32); } // Setup viewport: { VkViewport viewport; viewport.x = 0; viewport.y = 0; viewport.width = (float)fb_width; viewport.height = (float)fb_height; viewport.minDepth = 0.0f; viewport.maxDepth = 1.0f; vkCmdSetViewport(command_buffer, 0, 1, &viewport); } // Setup scale and translation: // Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. { float scale[2]; scale[0] = 2.0f / draw_data->DisplaySize.x; scale[1] = 2.0f / draw_data->DisplaySize.y; float translate[2]; translate[0] = -1.0f - draw_data->DisplayPos.x * scale[0]; translate[1] = -1.0f - draw_data->DisplayPos.y * scale[1]; vkCmdPushConstants(command_buffer, bd->PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 0, sizeof(float) * 2, scale); vkCmdPushConstants(command_buffer, bd->PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 2, sizeof(float) * 2, translate); } } // Render function void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline) { // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); if (fb_width <= 0 || fb_height <= 0) return; ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; if (pipeline == VK_NULL_HANDLE) pipeline = bd->Pipeline; // Allocate array to store enough vertex/index buffers. Each unique viewport gets its own storage. ImGui_ImplVulkan_ViewportData* viewport_renderer_data = (ImGui_ImplVulkan_ViewportData*)draw_data->OwnerViewport->RendererUserData; IM_ASSERT(viewport_renderer_data != NULL); ImGui_ImplVulkanH_WindowRenderBuffers* wrb = &viewport_renderer_data->RenderBuffers; if (wrb->FrameRenderBuffers == NULL) { wrb->Index = 0; wrb->Count = v->ImageCount; wrb->FrameRenderBuffers = (ImGui_ImplVulkanH_FrameRenderBuffers*)IM_ALLOC(sizeof(ImGui_ImplVulkanH_FrameRenderBuffers) * wrb->Count); memset(wrb->FrameRenderBuffers, 0, sizeof(ImGui_ImplVulkanH_FrameRenderBuffers) * wrb->Count); } IM_ASSERT(wrb->Count == v->ImageCount); wrb->Index = (wrb->Index + 1) % wrb->Count; ImGui_ImplVulkanH_FrameRenderBuffers* rb = &wrb->FrameRenderBuffers[wrb->Index]; if (draw_data->TotalVtxCount > 0) { // Create or resize the vertex/index buffers size_t vertex_size = draw_data->TotalVtxCount * sizeof(ImDrawVert); size_t index_size = draw_data->TotalIdxCount * sizeof(ImDrawIdx); if (rb->VertexBuffer == VK_NULL_HANDLE || rb->VertexBufferSize < vertex_size) CreateOrResizeBuffer(rb->VertexBuffer, rb->VertexBufferMemory, rb->VertexBufferSize, vertex_size, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT); if (rb->IndexBuffer == VK_NULL_HANDLE || rb->IndexBufferSize < index_size) CreateOrResizeBuffer(rb->IndexBuffer, rb->IndexBufferMemory, rb->IndexBufferSize, index_size, VK_BUFFER_USAGE_INDEX_BUFFER_BIT); // Upload vertex/index data into a single contiguous GPU buffer ImDrawVert* vtx_dst = NULL; ImDrawIdx* idx_dst = NULL; VkResult err = vkMapMemory(v->Device, rb->VertexBufferMemory, 0, rb->VertexBufferSize, 0, (void**)(&vtx_dst)); check_vk_result(err); err = vkMapMemory(v->Device, rb->IndexBufferMemory, 0, rb->IndexBufferSize, 0, (void**)(&idx_dst)); check_vk_result(err); for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); vtx_dst += cmd_list->VtxBuffer.Size; idx_dst += cmd_list->IdxBuffer.Size; } VkMappedMemoryRange range[2] = {}; range[0].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE; range[0].memory = rb->VertexBufferMemory; range[0].size = VK_WHOLE_SIZE; range[1].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE; range[1].memory = rb->IndexBufferMemory; range[1].size = VK_WHOLE_SIZE; err = vkFlushMappedMemoryRanges(v->Device, 2, range); check_vk_result(err); vkUnmapMemory(v->Device, rb->VertexBufferMemory); vkUnmapMemory(v->Device, rb->IndexBufferMemory); } // Setup desired Vulkan state ImGui_ImplVulkan_SetupRenderState(draw_data, pipeline, command_buffer, rb, fb_width, fb_height); // Will project scissor/clipping rectangles into framebuffer space ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2) // Render command lists // (Because we merged all buffers into a single one, we maintain our own offset into them) int global_vtx_offset = 0; int global_idx_offset = 0; for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; if (pcmd->UserCallback != NULL) { // User callback, registered via ImDrawList::AddCallback() // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) ImGui_ImplVulkan_SetupRenderState(draw_data, pipeline, command_buffer, rb, fb_width, fb_height); else pcmd->UserCallback(cmd_list, pcmd); } else { // Project scissor/clipping rectangles into framebuffer space ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); // Clamp to viewport as vkCmdSetScissor() won't accept values that are off bounds if (clip_min.x < 0.0f) { clip_min.x = 0.0f; } if (clip_min.y < 0.0f) { clip_min.y = 0.0f; } if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; } if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; } if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) continue; // Apply scissor/clipping rectangle VkRect2D scissor; scissor.offset.x = (int32_t)(clip_min.x); scissor.offset.y = (int32_t)(clip_min.y); scissor.extent.width = (uint32_t)(clip_max.x - clip_min.x); scissor.extent.height = (uint32_t)(clip_max.y - clip_min.y); vkCmdSetScissor(command_buffer, 0, 1, &scissor); // Bind DescriptorSet with font or user texture VkDescriptorSet desc_set[1] = { (VkDescriptorSet)pcmd->TextureId }; if (sizeof(ImTextureID) < sizeof(ImU64)) { // We don't support texture switches if ImTextureID hasn't been redefined to be 64-bit. Do a flaky check that other textures haven't been used. IM_ASSERT(pcmd->TextureId == (ImTextureID)bd->FontDescriptorSet); desc_set[0] = bd->FontDescriptorSet; } vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, bd->PipelineLayout, 0, 1, desc_set, 0, NULL); // Draw vkCmdDrawIndexed(command_buffer, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0); } } global_idx_offset += cmd_list->IdxBuffer.Size; global_vtx_offset += cmd_list->VtxBuffer.Size; } // Note: at this point both vkCmdSetViewport() and vkCmdSetScissor() have been called. // Our last values will leak into user/application rendering IF: // - Your app uses a pipeline with VK_DYNAMIC_STATE_VIEWPORT or VK_DYNAMIC_STATE_SCISSOR dynamic state // - And you forgot to call vkCmdSetViewport() and vkCmdSetScissor() yourself to explicitely set that state. // If you use VK_DYNAMIC_STATE_VIEWPORT or VK_DYNAMIC_STATE_SCISSOR you are responsible for setting the values before rendering. // In theory we should aim to backup/restore those values but I am not sure this is possible. // We perform a call to vkCmdSetScissor() to set back a full viewport which is likely to fix things for 99% users but technically this is not perfect. (See github #4644) VkRect2D scissor = { { 0, 0 }, { (uint32_t)fb_width, (uint32_t)fb_height } }; vkCmdSetScissor(command_buffer, 0, 1, &scissor); } bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer) { ImGuiIO& io = ImGui::GetIO(); ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); size_t upload_size = width * height * 4 * sizeof(char); VkResult err; // Create the Image: { VkImageCreateInfo info = {}; info.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO; info.imageType = VK_IMAGE_TYPE_2D; info.format = VK_FORMAT_R8G8B8A8_UNORM; info.extent.width = width; info.extent.height = height; info.extent.depth = 1; info.mipLevels = 1; info.arrayLayers = 1; info.samples = VK_SAMPLE_COUNT_1_BIT; info.tiling = VK_IMAGE_TILING_OPTIMAL; info.usage = VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT; info.sharingMode = VK_SHARING_MODE_EXCLUSIVE; info.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; err = vkCreateImage(v->Device, &info, v->Allocator, &bd->FontImage); check_vk_result(err); VkMemoryRequirements req; vkGetImageMemoryRequirements(v->Device, bd->FontImage, &req); VkMemoryAllocateInfo alloc_info = {}; alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO; alloc_info.allocationSize = req.size; alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, req.memoryTypeBits); err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &bd->FontMemory); check_vk_result(err); err = vkBindImageMemory(v->Device, bd->FontImage, bd->FontMemory, 0); check_vk_result(err); } // Create the Image View: { VkImageViewCreateInfo info = {}; info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO; info.image = bd->FontImage; info.viewType = VK_IMAGE_VIEW_TYPE_2D; info.format = VK_FORMAT_R8G8B8A8_UNORM; info.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; info.subresourceRange.levelCount = 1; info.subresourceRange.layerCount = 1; err = vkCreateImageView(v->Device, &info, v->Allocator, &bd->FontView); check_vk_result(err); } // Create the Descriptor Set: bd->FontDescriptorSet = (VkDescriptorSet)ImGui_ImplVulkan_AddTexture(bd->FontSampler, bd->FontView, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL); // Create the Upload Buffer: { VkBufferCreateInfo buffer_info = {}; buffer_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO; buffer_info.size = upload_size; buffer_info.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT; buffer_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE; err = vkCreateBuffer(v->Device, &buffer_info, v->Allocator, &bd->UploadBuffer); check_vk_result(err); VkMemoryRequirements req; vkGetBufferMemoryRequirements(v->Device, bd->UploadBuffer, &req); bd->BufferMemoryAlignment = (bd->BufferMemoryAlignment > req.alignment) ? bd->BufferMemoryAlignment : req.alignment; VkMemoryAllocateInfo alloc_info = {}; alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO; alloc_info.allocationSize = req.size; alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, req.memoryTypeBits); err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &bd->UploadBufferMemory); check_vk_result(err); err = vkBindBufferMemory(v->Device, bd->UploadBuffer, bd->UploadBufferMemory, 0); check_vk_result(err); } // Upload to Buffer: { char* map = NULL; err = vkMapMemory(v->Device, bd->UploadBufferMemory, 0, upload_size, 0, (void**)(&map)); check_vk_result(err); memcpy(map, pixels, upload_size); VkMappedMemoryRange range[1] = {}; range[0].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE; range[0].memory = bd->UploadBufferMemory; range[0].size = upload_size; err = vkFlushMappedMemoryRanges(v->Device, 1, range); check_vk_result(err); vkUnmapMemory(v->Device, bd->UploadBufferMemory); } // Copy to Image: { VkImageMemoryBarrier copy_barrier[1] = {}; copy_barrier[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER; copy_barrier[0].dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT; copy_barrier[0].oldLayout = VK_IMAGE_LAYOUT_UNDEFINED; copy_barrier[0].newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL; copy_barrier[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; copy_barrier[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; copy_barrier[0].image = bd->FontImage; copy_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; copy_barrier[0].subresourceRange.levelCount = 1; copy_barrier[0].subresourceRange.layerCount = 1; vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_HOST_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, NULL, 0, NULL, 1, copy_barrier); VkBufferImageCopy region = {}; region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; region.imageSubresource.layerCount = 1; region.imageExtent.width = width; region.imageExtent.height = height; region.imageExtent.depth = 1; vkCmdCopyBufferToImage(command_buffer, bd->UploadBuffer, bd->FontImage, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ®ion); VkImageMemoryBarrier use_barrier[1] = {}; use_barrier[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER; use_barrier[0].srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT; use_barrier[0].dstAccessMask = VK_ACCESS_SHADER_READ_BIT; use_barrier[0].oldLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL; use_barrier[0].newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL; use_barrier[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; use_barrier[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; use_barrier[0].image = bd->FontImage; use_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; use_barrier[0].subresourceRange.levelCount = 1; use_barrier[0].subresourceRange.layerCount = 1; vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, 0, 0, NULL, 0, NULL, 1, use_barrier); } // Store our identifier io.Fonts->SetTexID((ImTextureID)bd->FontDescriptorSet); return true; } static void ImGui_ImplVulkan_CreateShaderModules(VkDevice device, const VkAllocationCallbacks* allocator) { // Create the shader modules ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); if (bd->ShaderModuleVert == VK_NULL_HANDLE) { VkShaderModuleCreateInfo vert_info = {}; vert_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO; vert_info.codeSize = sizeof(__glsl_shader_vert_spv); vert_info.pCode = (uint32_t*)__glsl_shader_vert_spv; VkResult err = vkCreateShaderModule(device, &vert_info, allocator, &bd->ShaderModuleVert); check_vk_result(err); } if (bd->ShaderModuleFrag == VK_NULL_HANDLE) { VkShaderModuleCreateInfo frag_info = {}; frag_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO; frag_info.codeSize = sizeof(__glsl_shader_frag_spv); frag_info.pCode = (uint32_t*)__glsl_shader_frag_spv; VkResult err = vkCreateShaderModule(device, &frag_info, allocator, &bd->ShaderModuleFrag); check_vk_result(err); } } static void ImGui_ImplVulkan_CreateFontSampler(VkDevice device, const VkAllocationCallbacks* allocator) { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); if (bd->FontSampler) return; // Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling. VkSamplerCreateInfo info = {}; info.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO; info.magFilter = VK_FILTER_LINEAR; info.minFilter = VK_FILTER_LINEAR; info.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR; info.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT; info.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT; info.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT; info.minLod = -1000; info.maxLod = 1000; info.maxAnisotropy = 1.0f; VkResult err = vkCreateSampler(device, &info, allocator, &bd->FontSampler); check_vk_result(err); } static void ImGui_ImplVulkan_CreateDescriptorSetLayout(VkDevice device, const VkAllocationCallbacks* allocator) { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); if (bd->DescriptorSetLayout) return; ImGui_ImplVulkan_CreateFontSampler(device, allocator); VkSampler sampler[1] = { bd->FontSampler }; VkDescriptorSetLayoutBinding binding[1] = {}; binding[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; binding[0].descriptorCount = 1; binding[0].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT; binding[0].pImmutableSamplers = sampler; VkDescriptorSetLayoutCreateInfo info = {}; info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO; info.bindingCount = 1; info.pBindings = binding; VkResult err = vkCreateDescriptorSetLayout(device, &info, allocator, &bd->DescriptorSetLayout); check_vk_result(err); } static void ImGui_ImplVulkan_CreatePipelineLayout(VkDevice device, const VkAllocationCallbacks* allocator) { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); if (bd->PipelineLayout) return; // Constants: we are using 'vec2 offset' and 'vec2 scale' instead of a full 3d projection matrix ImGui_ImplVulkan_CreateDescriptorSetLayout(device, allocator); VkPushConstantRange push_constants[1] = {}; push_constants[0].stageFlags = VK_SHADER_STAGE_VERTEX_BIT; push_constants[0].offset = sizeof(float) * 0; push_constants[0].size = sizeof(float) * 4; VkDescriptorSetLayout set_layout[1] = { bd->DescriptorSetLayout }; VkPipelineLayoutCreateInfo layout_info = {}; layout_info.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO; layout_info.setLayoutCount = 1; layout_info.pSetLayouts = set_layout; layout_info.pushConstantRangeCount = 1; layout_info.pPushConstantRanges = push_constants; VkResult err = vkCreatePipelineLayout(device, &layout_info, allocator, &bd->PipelineLayout); check_vk_result(err); } static void ImGui_ImplVulkan_CreatePipeline(VkDevice device, const VkAllocationCallbacks* allocator, VkPipelineCache pipelineCache, VkRenderPass renderPass, VkSampleCountFlagBits MSAASamples, VkPipeline* pipeline, uint32_t subpass) { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); ImGui_ImplVulkan_CreateShaderModules(device, allocator); VkPipelineShaderStageCreateInfo stage[2] = {}; stage[0].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO; stage[0].stage = VK_SHADER_STAGE_VERTEX_BIT; stage[0].module = bd->ShaderModuleVert; stage[0].pName = "main"; stage[1].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO; stage[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT; stage[1].module = bd->ShaderModuleFrag; stage[1].pName = "main"; VkVertexInputBindingDescription binding_desc[1] = {}; binding_desc[0].stride = sizeof(ImDrawVert); binding_desc[0].inputRate = VK_VERTEX_INPUT_RATE_VERTEX; VkVertexInputAttributeDescription attribute_desc[3] = {}; attribute_desc[0].location = 0; attribute_desc[0].binding = binding_desc[0].binding; attribute_desc[0].format = VK_FORMAT_R32G32_SFLOAT; attribute_desc[0].offset = IM_OFFSETOF(ImDrawVert, pos); attribute_desc[1].location = 1; attribute_desc[1].binding = binding_desc[0].binding; attribute_desc[1].format = VK_FORMAT_R32G32_SFLOAT; attribute_desc[1].offset = IM_OFFSETOF(ImDrawVert, uv); attribute_desc[2].location = 2; attribute_desc[2].binding = binding_desc[0].binding; attribute_desc[2].format = VK_FORMAT_R8G8B8A8_UNORM; attribute_desc[2].offset = IM_OFFSETOF(ImDrawVert, col); VkPipelineVertexInputStateCreateInfo vertex_info = {}; vertex_info.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO; vertex_info.vertexBindingDescriptionCount = 1; vertex_info.pVertexBindingDescriptions = binding_desc; vertex_info.vertexAttributeDescriptionCount = 3; vertex_info.pVertexAttributeDescriptions = attribute_desc; VkPipelineInputAssemblyStateCreateInfo ia_info = {}; ia_info.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO; ia_info.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST; VkPipelineViewportStateCreateInfo viewport_info = {}; viewport_info.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO; viewport_info.viewportCount = 1; viewport_info.scissorCount = 1; VkPipelineRasterizationStateCreateInfo raster_info = {}; raster_info.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO; raster_info.polygonMode = VK_POLYGON_MODE_FILL; raster_info.cullMode = VK_CULL_MODE_NONE; raster_info.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE; raster_info.lineWidth = 1.0f; VkPipelineMultisampleStateCreateInfo ms_info = {}; ms_info.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO; ms_info.rasterizationSamples = (MSAASamples != 0) ? MSAASamples : VK_SAMPLE_COUNT_1_BIT; VkPipelineColorBlendAttachmentState color_attachment[1] = {}; color_attachment[0].blendEnable = VK_TRUE; color_attachment[0].srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA; color_attachment[0].dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA; color_attachment[0].colorBlendOp = VK_BLEND_OP_ADD; color_attachment[0].srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE; color_attachment[0].dstAlphaBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA; color_attachment[0].alphaBlendOp = VK_BLEND_OP_ADD; color_attachment[0].colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT; VkPipelineDepthStencilStateCreateInfo depth_info = {}; depth_info.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO; VkPipelineColorBlendStateCreateInfo blend_info = {}; blend_info.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO; blend_info.attachmentCount = 1; blend_info.pAttachments = color_attachment; VkDynamicState dynamic_states[2] = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR }; VkPipelineDynamicStateCreateInfo dynamic_state = {}; dynamic_state.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO; dynamic_state.dynamicStateCount = (uint32_t)IM_ARRAYSIZE(dynamic_states); dynamic_state.pDynamicStates = dynamic_states; ImGui_ImplVulkan_CreatePipelineLayout(device, allocator); VkGraphicsPipelineCreateInfo info = {}; info.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO; info.flags = bd->PipelineCreateFlags; info.stageCount = 2; info.pStages = stage; info.pVertexInputState = &vertex_info; info.pInputAssemblyState = &ia_info; info.pViewportState = &viewport_info; info.pRasterizationState = &raster_info; info.pMultisampleState = &ms_info; info.pDepthStencilState = &depth_info; info.pColorBlendState = &blend_info; info.pDynamicState = &dynamic_state; info.layout = bd->PipelineLayout; info.renderPass = renderPass; info.subpass = subpass; VkResult err = vkCreateGraphicsPipelines(device, pipelineCache, 1, &info, allocator, pipeline); check_vk_result(err); } bool ImGui_ImplVulkan_CreateDeviceObjects() { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; VkResult err; if (!bd->FontSampler) { VkSamplerCreateInfo info = {}; info.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO; info.magFilter = VK_FILTER_LINEAR; info.minFilter = VK_FILTER_LINEAR; info.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR; info.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT; info.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT; info.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT; info.minLod = -1000; info.maxLod = 1000; info.maxAnisotropy = 1.0f; err = vkCreateSampler(v->Device, &info, v->Allocator, &bd->FontSampler); check_vk_result(err); } if (!bd->DescriptorSetLayout) { VkSampler sampler[1] = {bd->FontSampler}; VkDescriptorSetLayoutBinding binding[1] = {}; binding[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; binding[0].descriptorCount = 1; binding[0].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT; binding[0].pImmutableSamplers = sampler; VkDescriptorSetLayoutCreateInfo info = {}; info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO; info.bindingCount = 1; info.pBindings = binding; err = vkCreateDescriptorSetLayout(v->Device, &info, v->Allocator, &bd->DescriptorSetLayout); check_vk_result(err); } if (!bd->PipelineLayout) { // Constants: we are using 'vec2 offset' and 'vec2 scale' instead of a full 3d projection matrix VkPushConstantRange push_constants[1] = {}; push_constants[0].stageFlags = VK_SHADER_STAGE_VERTEX_BIT; push_constants[0].offset = sizeof(float) * 0; push_constants[0].size = sizeof(float) * 4; VkDescriptorSetLayout set_layout[1] = { bd->DescriptorSetLayout }; VkPipelineLayoutCreateInfo layout_info = {}; layout_info.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO; layout_info.setLayoutCount = 1; layout_info.pSetLayouts = set_layout; layout_info.pushConstantRangeCount = 1; layout_info.pPushConstantRanges = push_constants; err = vkCreatePipelineLayout(v->Device, &layout_info, v->Allocator, &bd->PipelineLayout); check_vk_result(err); } ImGui_ImplVulkan_CreatePipeline(v->Device, v->Allocator, v->PipelineCache, bd->RenderPass, v->MSAASamples, &bd->Pipeline, bd->Subpass); return true; } void ImGui_ImplVulkan_DestroyFontUploadObjects() { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; if (bd->UploadBuffer) { vkDestroyBuffer(v->Device, bd->UploadBuffer, v->Allocator); bd->UploadBuffer = VK_NULL_HANDLE; } if (bd->UploadBufferMemory) { vkFreeMemory(v->Device, bd->UploadBufferMemory, v->Allocator); bd->UploadBufferMemory = VK_NULL_HANDLE; } } void ImGui_ImplVulkan_DestroyDeviceObjects() { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(v->Device, v->Allocator); ImGui_ImplVulkan_DestroyFontUploadObjects(); if (bd->ShaderModuleVert) { vkDestroyShaderModule(v->Device, bd->ShaderModuleVert, v->Allocator); bd->ShaderModuleVert = VK_NULL_HANDLE; } if (bd->ShaderModuleFrag) { vkDestroyShaderModule(v->Device, bd->ShaderModuleFrag, v->Allocator); bd->ShaderModuleFrag = VK_NULL_HANDLE; } if (bd->FontView) { vkDestroyImageView(v->Device, bd->FontView, v->Allocator); bd->FontView = VK_NULL_HANDLE; } if (bd->FontImage) { vkDestroyImage(v->Device, bd->FontImage, v->Allocator); bd->FontImage = VK_NULL_HANDLE; } if (bd->FontMemory) { vkFreeMemory(v->Device, bd->FontMemory, v->Allocator); bd->FontMemory = VK_NULL_HANDLE; } if (bd->FontSampler) { vkDestroySampler(v->Device, bd->FontSampler, v->Allocator); bd->FontSampler = VK_NULL_HANDLE; } if (bd->DescriptorSetLayout) { vkDestroyDescriptorSetLayout(v->Device, bd->DescriptorSetLayout, v->Allocator); bd->DescriptorSetLayout = VK_NULL_HANDLE; } if (bd->PipelineLayout) { vkDestroyPipelineLayout(v->Device, bd->PipelineLayout, v->Allocator); bd->PipelineLayout = VK_NULL_HANDLE; } if (bd->Pipeline) { vkDestroyPipeline(v->Device, bd->Pipeline, v->Allocator); bd->Pipeline = VK_NULL_HANDLE; } } bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data) { // Load function pointers // You can use the default Vulkan loader using: // ImGui_ImplVulkan_LoadFunctions([](const char* function_name, void*) { return vkGetInstanceProcAddr(your_vk_isntance, function_name); }); // But this would be equivalent to not setting VK_NO_PROTOTYPES. #ifdef VK_NO_PROTOTYPES #define IMGUI_VULKAN_FUNC_LOAD(func) \ func = reinterpret_cast(loader_func(#func, user_data)); \ if (func == NULL) \ return false; IMGUI_VULKAN_FUNC_MAP(IMGUI_VULKAN_FUNC_LOAD) #undef IMGUI_VULKAN_FUNC_LOAD #else IM_UNUSED(loader_func); IM_UNUSED(user_data); #endif g_FunctionsLoaded = true; return true; } bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass) { IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!"); ImGuiIO& io = ImGui::GetIO(); IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!"); // Setup backend capabilities flags ImGui_ImplVulkan_Data* bd = IM_NEW(ImGui_ImplVulkan_Data)(); io.BackendRendererUserData = (void*)bd; io.BackendRendererName = "imgui_impl_vulkan"; io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) IM_ASSERT(info->Instance != VK_NULL_HANDLE); IM_ASSERT(info->PhysicalDevice != VK_NULL_HANDLE); IM_ASSERT(info->Device != VK_NULL_HANDLE); IM_ASSERT(info->Queue != VK_NULL_HANDLE); IM_ASSERT(info->DescriptorPool != VK_NULL_HANDLE); IM_ASSERT(info->MinImageCount >= 2); IM_ASSERT(info->ImageCount >= info->MinImageCount); IM_ASSERT(render_pass != VK_NULL_HANDLE); bd->VulkanInitInfo = *info; bd->RenderPass = render_pass; bd->Subpass = info->Subpass; ImGui_ImplVulkan_CreateDeviceObjects(); // Our render function expect RendererUserData to be storing the window render buffer we need (for the main viewport we won't use ->Window) ImGuiViewport* main_viewport = ImGui::GetMainViewport(); main_viewport->RendererUserData = IM_NEW(ImGui_ImplVulkan_ViewportData)(); if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) ImGui_ImplVulkan_InitPlatformInterface(); return true; } void ImGui_ImplVulkan_Shutdown() { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?"); ImGuiIO& io = ImGui::GetIO(); // First destroy objects in all viewports ImGui_ImplVulkan_DestroyDeviceObjects(); // Manually delete main viewport render data in-case we haven't initialized for viewports ImGuiViewport* main_viewport = ImGui::GetMainViewport(); if (ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)main_viewport->RendererUserData) IM_DELETE(vd); main_viewport->RendererUserData = NULL; // Clean up windows ImGui_ImplVulkan_ShutdownPlatformInterface(); io.BackendRendererName = NULL; io.BackendRendererUserData = NULL; IM_DELETE(bd); } void ImGui_ImplVulkan_NewFrame() { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); IM_ASSERT(bd != NULL && "Did you call ImGui_ImplVulkan_Init()?"); IM_UNUSED(bd); } void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count) { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); IM_ASSERT(min_image_count >= 2); if (bd->VulkanInitInfo.MinImageCount == min_image_count) return; IM_ASSERT(0); // FIXME-VIEWPORT: Unsupported. Need to recreate all swap chains! ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; VkResult err = vkDeviceWaitIdle(v->Device); check_vk_result(err); ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(v->Device, v->Allocator); bd->VulkanInitInfo.MinImageCount = min_image_count; } // Register a texture // FIXME: This is experimental in the sense that we are unsure how to best design/tackle this problem, please post to https://github.com/ocornut/imgui/pull/914 if you have suggestions. VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout) { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; // Create Descriptor Set: VkDescriptorSet descriptor_set; { VkDescriptorSetAllocateInfo alloc_info = {}; alloc_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO; alloc_info.descriptorPool = v->DescriptorPool; alloc_info.descriptorSetCount = 1; alloc_info.pSetLayouts = &bd->DescriptorSetLayout; VkResult err = vkAllocateDescriptorSets(v->Device, &alloc_info, &descriptor_set); check_vk_result(err); } // Update the Descriptor Set: { VkDescriptorImageInfo desc_image[1] = {}; desc_image[0].sampler = sampler; desc_image[0].imageView = image_view; desc_image[0].imageLayout = image_layout; VkWriteDescriptorSet write_desc[1] = {}; write_desc[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; write_desc[0].dstSet = descriptor_set; write_desc[0].descriptorCount = 1; write_desc[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; write_desc[0].pImageInfo = desc_image; vkUpdateDescriptorSets(v->Device, 1, write_desc, 0, NULL); } return descriptor_set; } //------------------------------------------------------------------------- // Internal / Miscellaneous Vulkan Helpers // (Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own app.) //------------------------------------------------------------------------- // You probably do NOT need to use or care about those functions. // Those functions only exist because: // 1) they facilitate the readability and maintenance of the multiple main.cpp examples files. // 2) the upcoming multi-viewport feature will need them internally. // Generally we avoid exposing any kind of superfluous high-level helpers in the backends, // but it is too much code to duplicate everywhere so we exceptionally expose them. // // Your engine/app will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.). // You may read this code to learn about Vulkan, but it is recommended you use you own custom tailored code to do equivalent work. // (The ImGui_ImplVulkanH_XXX functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions) //------------------------------------------------------------------------- VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space) { IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!"); IM_ASSERT(request_formats != NULL); IM_ASSERT(request_formats_count > 0); // Per Spec Format and View Format are expected to be the same unless VK_IMAGE_CREATE_MUTABLE_BIT was set at image creation // Assuming that the default behavior is without setting this bit, there is no need for separate Swapchain image and image view format // Additionally several new color spaces were introduced with Vulkan Spec v1.0.40, // hence we must make sure that a format with the mostly available color space, VK_COLOR_SPACE_SRGB_NONLINEAR_KHR, is found and used. uint32_t avail_count; vkGetPhysicalDeviceSurfaceFormatsKHR(physical_device, surface, &avail_count, NULL); ImVector avail_format; avail_format.resize((int)avail_count); vkGetPhysicalDeviceSurfaceFormatsKHR(physical_device, surface, &avail_count, avail_format.Data); // First check if only one format, VK_FORMAT_UNDEFINED, is available, which would imply that any format is available if (avail_count == 1) { if (avail_format[0].format == VK_FORMAT_UNDEFINED) { VkSurfaceFormatKHR ret; ret.format = request_formats[0]; ret.colorSpace = request_color_space; return ret; } else { // No point in searching another format return avail_format[0]; } } else { // Request several formats, the first found will be used for (int request_i = 0; request_i < request_formats_count; request_i++) for (uint32_t avail_i = 0; avail_i < avail_count; avail_i++) if (avail_format[avail_i].format == request_formats[request_i] && avail_format[avail_i].colorSpace == request_color_space) return avail_format[avail_i]; // If none of the requested image formats could be found, use the first available return avail_format[0]; } } VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count) { IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!"); IM_ASSERT(request_modes != NULL); IM_ASSERT(request_modes_count > 0); // Request a certain mode and confirm that it is available. If not use VK_PRESENT_MODE_FIFO_KHR which is mandatory uint32_t avail_count = 0; vkGetPhysicalDeviceSurfacePresentModesKHR(physical_device, surface, &avail_count, NULL); ImVector avail_modes; avail_modes.resize((int)avail_count); vkGetPhysicalDeviceSurfacePresentModesKHR(physical_device, surface, &avail_count, avail_modes.Data); //for (uint32_t avail_i = 0; avail_i < avail_count; avail_i++) // printf("[vulkan] avail_modes[%d] = %d\n", avail_i, avail_modes[avail_i]); for (int request_i = 0; request_i < request_modes_count; request_i++) for (uint32_t avail_i = 0; avail_i < avail_count; avail_i++) if (request_modes[request_i] == avail_modes[avail_i]) return request_modes[request_i]; return VK_PRESENT_MODE_FIFO_KHR; // Always available } void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator) { IM_ASSERT(physical_device != VK_NULL_HANDLE && device != VK_NULL_HANDLE); (void)physical_device; (void)allocator; // Create Command Buffers VkResult err; for (uint32_t i = 0; i < wd->ImageCount; i++) { ImGui_ImplVulkanH_Frame* fd = &wd->Frames[i]; ImGui_ImplVulkanH_FrameSemaphores* fsd = &wd->FrameSemaphores[i]; { VkCommandPoolCreateInfo info = {}; info.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO; info.flags = VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT; info.queueFamilyIndex = queue_family; err = vkCreateCommandPool(device, &info, allocator, &fd->CommandPool); check_vk_result(err); } { VkCommandBufferAllocateInfo info = {}; info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO; info.commandPool = fd->CommandPool; info.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY; info.commandBufferCount = 1; err = vkAllocateCommandBuffers(device, &info, &fd->CommandBuffer); check_vk_result(err); } { VkFenceCreateInfo info = {}; info.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO; info.flags = VK_FENCE_CREATE_SIGNALED_BIT; err = vkCreateFence(device, &info, allocator, &fd->Fence); check_vk_result(err); } { VkSemaphoreCreateInfo info = {}; info.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO; err = vkCreateSemaphore(device, &info, allocator, &fsd->ImageAcquiredSemaphore); check_vk_result(err); err = vkCreateSemaphore(device, &info, allocator, &fsd->RenderCompleteSemaphore); check_vk_result(err); } } } int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode) { if (present_mode == VK_PRESENT_MODE_MAILBOX_KHR) return 3; if (present_mode == VK_PRESENT_MODE_FIFO_KHR || present_mode == VK_PRESENT_MODE_FIFO_RELAXED_KHR) return 2; if (present_mode == VK_PRESENT_MODE_IMMEDIATE_KHR) return 1; IM_ASSERT(0); return 1; } // Also destroy old swap chain and in-flight frames data, if any. void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count) { VkResult err; VkSwapchainKHR old_swapchain = wd->Swapchain; wd->Swapchain = VK_NULL_HANDLE; err = vkDeviceWaitIdle(device); check_vk_result(err); // We don't use ImGui_ImplVulkanH_DestroyWindow() because we want to preserve the old swapchain to create the new one. // Destroy old Framebuffer for (uint32_t i = 0; i < wd->ImageCount; i++) { ImGui_ImplVulkanH_DestroyFrame(device, &wd->Frames[i], allocator); ImGui_ImplVulkanH_DestroyFrameSemaphores(device, &wd->FrameSemaphores[i], allocator); } IM_FREE(wd->Frames); IM_FREE(wd->FrameSemaphores); wd->Frames = NULL; wd->FrameSemaphores = NULL; wd->ImageCount = 0; if (wd->RenderPass) vkDestroyRenderPass(device, wd->RenderPass, allocator); if (wd->Pipeline) vkDestroyPipeline(device, wd->Pipeline, allocator); // If min image count was not specified, request different count of images dependent on selected present mode if (min_image_count == 0) min_image_count = ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(wd->PresentMode); // Create Swapchain { VkSwapchainCreateInfoKHR info = {}; info.sType = VK_STRUCTURE_TYPE_SWAPCHAIN_CREATE_INFO_KHR; info.surface = wd->Surface; info.minImageCount = min_image_count; info.imageFormat = wd->SurfaceFormat.format; info.imageColorSpace = wd->SurfaceFormat.colorSpace; info.imageArrayLayers = 1; info.imageUsage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT; info.imageSharingMode = VK_SHARING_MODE_EXCLUSIVE; // Assume that graphics family == present family info.preTransform = VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR; info.compositeAlpha = VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR; info.presentMode = wd->PresentMode; info.clipped = VK_TRUE; info.oldSwapchain = old_swapchain; VkSurfaceCapabilitiesKHR cap; err = vkGetPhysicalDeviceSurfaceCapabilitiesKHR(physical_device, wd->Surface, &cap); check_vk_result(err); if (info.minImageCount < cap.minImageCount) info.minImageCount = cap.minImageCount; else if (cap.maxImageCount != 0 && info.minImageCount > cap.maxImageCount) info.minImageCount = cap.maxImageCount; if (cap.currentExtent.width == 0xffffffff) { info.imageExtent.width = wd->Width = w; info.imageExtent.height = wd->Height = h; } else { info.imageExtent.width = wd->Width = cap.currentExtent.width; info.imageExtent.height = wd->Height = cap.currentExtent.height; } err = vkCreateSwapchainKHR(device, &info, allocator, &wd->Swapchain); check_vk_result(err); err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->ImageCount, NULL); check_vk_result(err); VkImage backbuffers[16] = {}; IM_ASSERT(wd->ImageCount >= min_image_count); IM_ASSERT(wd->ImageCount < IM_ARRAYSIZE(backbuffers)); err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->ImageCount, backbuffers); check_vk_result(err); IM_ASSERT(wd->Frames == NULL); wd->Frames = (ImGui_ImplVulkanH_Frame*)IM_ALLOC(sizeof(ImGui_ImplVulkanH_Frame) * wd->ImageCount); wd->FrameSemaphores = (ImGui_ImplVulkanH_FrameSemaphores*)IM_ALLOC(sizeof(ImGui_ImplVulkanH_FrameSemaphores) * wd->ImageCount); memset(wd->Frames, 0, sizeof(wd->Frames[0]) * wd->ImageCount); memset(wd->FrameSemaphores, 0, sizeof(wd->FrameSemaphores[0]) * wd->ImageCount); for (uint32_t i = 0; i < wd->ImageCount; i++) wd->Frames[i].Backbuffer = backbuffers[i]; } if (old_swapchain) vkDestroySwapchainKHR(device, old_swapchain, allocator); // Create the Render Pass { VkAttachmentDescription attachment = {}; attachment.format = wd->SurfaceFormat.format; attachment.samples = VK_SAMPLE_COUNT_1_BIT; attachment.loadOp = wd->ClearEnable ? VK_ATTACHMENT_LOAD_OP_CLEAR : VK_ATTACHMENT_LOAD_OP_DONT_CARE; attachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE; attachment.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE; attachment.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE; attachment.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; attachment.finalLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR; VkAttachmentReference color_attachment = {}; color_attachment.attachment = 0; color_attachment.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; VkSubpassDescription subpass = {}; subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS; subpass.colorAttachmentCount = 1; subpass.pColorAttachments = &color_attachment; VkSubpassDependency dependency = {}; dependency.srcSubpass = VK_SUBPASS_EXTERNAL; dependency.dstSubpass = 0; dependency.srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; dependency.dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; dependency.srcAccessMask = 0; dependency.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT; VkRenderPassCreateInfo info = {}; info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO; info.attachmentCount = 1; info.pAttachments = &attachment; info.subpassCount = 1; info.pSubpasses = &subpass; info.dependencyCount = 1; info.pDependencies = &dependency; err = vkCreateRenderPass(device, &info, allocator, &wd->RenderPass); check_vk_result(err); // We do not create a pipeline by default as this is also used by examples' main.cpp, // but secondary viewport in multi-viewport mode may want to create one with: //ImGui_ImplVulkan_CreatePipeline(device, allocator, VK_NULL_HANDLE, wd->RenderPass, VK_SAMPLE_COUNT_1_BIT, &wd->Pipeline, bd->Subpass); } // Create The Image Views { VkImageViewCreateInfo info = {}; info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO; info.viewType = VK_IMAGE_VIEW_TYPE_2D; info.format = wd->SurfaceFormat.format; info.components.r = VK_COMPONENT_SWIZZLE_R; info.components.g = VK_COMPONENT_SWIZZLE_G; info.components.b = VK_COMPONENT_SWIZZLE_B; info.components.a = VK_COMPONENT_SWIZZLE_A; VkImageSubresourceRange image_range = { VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 }; info.subresourceRange = image_range; for (uint32_t i = 0; i < wd->ImageCount; i++) { ImGui_ImplVulkanH_Frame* fd = &wd->Frames[i]; info.image = fd->Backbuffer; err = vkCreateImageView(device, &info, allocator, &fd->BackbufferView); check_vk_result(err); } } // Create Framebuffer { VkImageView attachment[1]; VkFramebufferCreateInfo info = {}; info.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO; info.renderPass = wd->RenderPass; info.attachmentCount = 1; info.pAttachments = attachment; info.width = wd->Width; info.height = wd->Height; info.layers = 1; for (uint32_t i = 0; i < wd->ImageCount; i++) { ImGui_ImplVulkanH_Frame* fd = &wd->Frames[i]; attachment[0] = fd->BackbufferView; err = vkCreateFramebuffer(device, &info, allocator, &fd->Framebuffer); check_vk_result(err); } } } // Create or resize window void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int width, int height, uint32_t min_image_count) { IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!"); (void)instance; ImGui_ImplVulkanH_CreateWindowSwapChain(physical_device, device, wd, allocator, width, height, min_image_count); //ImGui_ImplVulkan_CreatePipeline(device, allocator, VK_NULL_HANDLE, wd->RenderPass, VK_SAMPLE_COUNT_1_BIT, &wd->Pipeline, g_VulkanInitInfo.Subpass); ImGui_ImplVulkanH_CreateWindowCommandBuffers(physical_device, device, wd, queue_family, allocator); } void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator) { vkDeviceWaitIdle(device); // FIXME: We could wait on the Queue if we had the queue in wd-> (otherwise VulkanH functions can't use globals) //vkQueueWaitIdle(bd->Queue); for (uint32_t i = 0; i < wd->ImageCount; i++) { ImGui_ImplVulkanH_DestroyFrame(device, &wd->Frames[i], allocator); ImGui_ImplVulkanH_DestroyFrameSemaphores(device, &wd->FrameSemaphores[i], allocator); } IM_FREE(wd->Frames); IM_FREE(wd->FrameSemaphores); wd->Frames = NULL; wd->FrameSemaphores = NULL; vkDestroyPipeline(device, wd->Pipeline, allocator); vkDestroyRenderPass(device, wd->RenderPass, allocator); vkDestroySwapchainKHR(device, wd->Swapchain, allocator); vkDestroySurfaceKHR(instance, wd->Surface, allocator); *wd = ImGui_ImplVulkanH_Window(); } void ImGui_ImplVulkanH_DestroyFrame(VkDevice device, ImGui_ImplVulkanH_Frame* fd, const VkAllocationCallbacks* allocator) { vkDestroyFence(device, fd->Fence, allocator); vkFreeCommandBuffers(device, fd->CommandPool, 1, &fd->CommandBuffer); vkDestroyCommandPool(device, fd->CommandPool, allocator); fd->Fence = VK_NULL_HANDLE; fd->CommandBuffer = VK_NULL_HANDLE; fd->CommandPool = VK_NULL_HANDLE; vkDestroyImageView(device, fd->BackbufferView, allocator); vkDestroyFramebuffer(device, fd->Framebuffer, allocator); } void ImGui_ImplVulkanH_DestroyFrameSemaphores(VkDevice device, ImGui_ImplVulkanH_FrameSemaphores* fsd, const VkAllocationCallbacks* allocator) { vkDestroySemaphore(device, fsd->ImageAcquiredSemaphore, allocator); vkDestroySemaphore(device, fsd->RenderCompleteSemaphore, allocator); fsd->ImageAcquiredSemaphore = fsd->RenderCompleteSemaphore = VK_NULL_HANDLE; } void ImGui_ImplVulkanH_DestroyFrameRenderBuffers(VkDevice device, ImGui_ImplVulkanH_FrameRenderBuffers* buffers, const VkAllocationCallbacks* allocator) { if (buffers->VertexBuffer) { vkDestroyBuffer(device, buffers->VertexBuffer, allocator); buffers->VertexBuffer = VK_NULL_HANDLE; } if (buffers->VertexBufferMemory) { vkFreeMemory(device, buffers->VertexBufferMemory, allocator); buffers->VertexBufferMemory = VK_NULL_HANDLE; } if (buffers->IndexBuffer) { vkDestroyBuffer(device, buffers->IndexBuffer, allocator); buffers->IndexBuffer = VK_NULL_HANDLE; } if (buffers->IndexBufferMemory) { vkFreeMemory(device, buffers->IndexBufferMemory, allocator); buffers->IndexBufferMemory = VK_NULL_HANDLE; } buffers->VertexBufferSize = 0; buffers->IndexBufferSize = 0; } void ImGui_ImplVulkanH_DestroyWindowRenderBuffers(VkDevice device, ImGui_ImplVulkanH_WindowRenderBuffers* buffers, const VkAllocationCallbacks* allocator) { for (uint32_t n = 0; n < buffers->Count; n++) ImGui_ImplVulkanH_DestroyFrameRenderBuffers(device, &buffers->FrameRenderBuffers[n], allocator); IM_FREE(buffers->FrameRenderBuffers); buffers->FrameRenderBuffers = NULL; buffers->Index = 0; buffers->Count = 0; } void ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(VkDevice device, const VkAllocationCallbacks* allocator) { ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); for (int n = 0; n < platform_io.Viewports.Size; n++) if (ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)platform_io.Viewports[n]->RendererUserData) ImGui_ImplVulkanH_DestroyWindowRenderBuffers(device, &vd->RenderBuffers, allocator); } //-------------------------------------------------------------------------------------------------------- // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. // If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. //-------------------------------------------------------------------------------------------------------- static void ImGui_ImplVulkan_CreateWindow(ImGuiViewport* viewport) { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); ImGui_ImplVulkan_ViewportData* vd = IM_NEW(ImGui_ImplVulkan_ViewportData)(); viewport->RendererUserData = vd; ImGui_ImplVulkanH_Window* wd = &vd->Window; ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; // Create surface ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); VkResult err = (VkResult)platform_io.Platform_CreateVkSurface(viewport, (ImU64)v->Instance, (const void*)v->Allocator, (ImU64*)&wd->Surface); check_vk_result(err); // Check for WSI support VkBool32 res; vkGetPhysicalDeviceSurfaceSupportKHR(v->PhysicalDevice, v->QueueFamily, wd->Surface, &res); if (res != VK_TRUE) { IM_ASSERT(0); // Error: no WSI support on physical device return; } // Select Surface Format const VkFormat requestSurfaceImageFormat[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM }; const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR; wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(v->PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace); // Select Present Mode // FIXME-VULKAN: Even thought mailbox seems to get us maximum framerate with a single window, it halves framerate with a second window etc. (w/ Nvidia and SDK 1.82.1) VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR }; wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(v->PhysicalDevice, wd->Surface, &present_modes[0], IM_ARRAYSIZE(present_modes)); //printf("[vulkan] Secondary window selected PresentMode = %d\n", wd->PresentMode); // Create SwapChain, RenderPass, Framebuffer, etc. wd->ClearEnable = (viewport->Flags & ImGuiViewportFlags_NoRendererClear) ? false : true; ImGui_ImplVulkanH_CreateOrResizeWindow(v->Instance, v->PhysicalDevice, v->Device, wd, v->QueueFamily, v->Allocator, (int)viewport->Size.x, (int)viewport->Size.y, v->MinImageCount); vd->WindowOwned = true; } static void ImGui_ImplVulkan_DestroyWindow(ImGuiViewport* viewport) { // The main viewport (owned by the application) will always have RendererUserData == NULL since we didn't create the data for it. ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); if (ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)viewport->RendererUserData) { ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; if (vd->WindowOwned) ImGui_ImplVulkanH_DestroyWindow(v->Instance, v->Device, &vd->Window, v->Allocator); ImGui_ImplVulkanH_DestroyWindowRenderBuffers(v->Device, &vd->RenderBuffers, v->Allocator); IM_DELETE(vd); } viewport->RendererUserData = NULL; } static void ImGui_ImplVulkan_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)viewport->RendererUserData; if (vd == NULL) // This is NULL for the main viewport (which is left to the user/app to handle) return; ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; vd->Window.ClearEnable = (viewport->Flags & ImGuiViewportFlags_NoRendererClear) ? false : true; ImGui_ImplVulkanH_CreateOrResizeWindow(v->Instance, v->PhysicalDevice, v->Device, &vd->Window, v->QueueFamily, v->Allocator, (int)size.x, (int)size.y, v->MinImageCount); } static void ImGui_ImplVulkan_RenderWindow(ImGuiViewport* viewport, void*) { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)viewport->RendererUserData; ImGui_ImplVulkanH_Window* wd = &vd->Window; ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; VkResult err; ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex]; ImGui_ImplVulkanH_FrameSemaphores* fsd = &wd->FrameSemaphores[wd->SemaphoreIndex]; { { err = vkAcquireNextImageKHR(v->Device, wd->Swapchain, UINT64_MAX, fsd->ImageAcquiredSemaphore, VK_NULL_HANDLE, &wd->FrameIndex); check_vk_result(err); fd = &wd->Frames[wd->FrameIndex]; } for (;;) { err = vkWaitForFences(v->Device, 1, &fd->Fence, VK_TRUE, 100); if (err == VK_SUCCESS) break; if (err == VK_TIMEOUT) continue; check_vk_result(err); } { err = vkResetCommandPool(v->Device, fd->CommandPool, 0); check_vk_result(err); VkCommandBufferBeginInfo info = {}; info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO; info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT; err = vkBeginCommandBuffer(fd->CommandBuffer, &info); check_vk_result(err); } { ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); memcpy(&wd->ClearValue.color.float32[0], &clear_color, 4 * sizeof(float)); VkRenderPassBeginInfo info = {}; info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO; info.renderPass = wd->RenderPass; info.framebuffer = fd->Framebuffer; info.renderArea.extent.width = wd->Width; info.renderArea.extent.height = wd->Height; info.clearValueCount = (viewport->Flags & ImGuiViewportFlags_NoRendererClear) ? 0 : 1; info.pClearValues = (viewport->Flags & ImGuiViewportFlags_NoRendererClear) ? NULL : &wd->ClearValue; vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE); } } ImGui_ImplVulkan_RenderDrawData(viewport->DrawData, fd->CommandBuffer, wd->Pipeline); { vkCmdEndRenderPass(fd->CommandBuffer); { VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; VkSubmitInfo info = {}; info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO; info.waitSemaphoreCount = 1; info.pWaitSemaphores = &fsd->ImageAcquiredSemaphore; info.pWaitDstStageMask = &wait_stage; info.commandBufferCount = 1; info.pCommandBuffers = &fd->CommandBuffer; info.signalSemaphoreCount = 1; info.pSignalSemaphores = &fsd->RenderCompleteSemaphore; err = vkEndCommandBuffer(fd->CommandBuffer); check_vk_result(err); err = vkResetFences(v->Device, 1, &fd->Fence); check_vk_result(err); err = vkQueueSubmit(v->Queue, 1, &info, fd->Fence); check_vk_result(err); } } } static void ImGui_ImplVulkan_SwapBuffers(ImGuiViewport* viewport, void*) { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)viewport->RendererUserData; ImGui_ImplVulkanH_Window* wd = &vd->Window; ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; VkResult err; uint32_t present_index = wd->FrameIndex; ImGui_ImplVulkanH_FrameSemaphores* fsd = &wd->FrameSemaphores[wd->SemaphoreIndex]; VkPresentInfoKHR info = {}; info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR; info.waitSemaphoreCount = 1; info.pWaitSemaphores = &fsd->RenderCompleteSemaphore; info.swapchainCount = 1; info.pSwapchains = &wd->Swapchain; info.pImageIndices = &present_index; err = vkQueuePresentKHR(v->Queue, &info); if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR) ImGui_ImplVulkanH_CreateOrResizeWindow(v->Instance, v->PhysicalDevice, v->Device, &vd->Window, v->QueueFamily, v->Allocator, (int)viewport->Size.x, (int)viewport->Size.y, v->MinImageCount); else check_vk_result(err); wd->FrameIndex = (wd->FrameIndex + 1) % wd->ImageCount; // This is for the next vkWaitForFences() wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->ImageCount; // Now we can use the next set of semaphores } void ImGui_ImplVulkan_InitPlatformInterface() { ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable) IM_ASSERT(platform_io.Platform_CreateVkSurface != NULL && "Platform needs to setup the CreateVkSurface handler."); platform_io.Renderer_CreateWindow = ImGui_ImplVulkan_CreateWindow; platform_io.Renderer_DestroyWindow = ImGui_ImplVulkan_DestroyWindow; platform_io.Renderer_SetWindowSize = ImGui_ImplVulkan_SetWindowSize; platform_io.Renderer_RenderWindow = ImGui_ImplVulkan_RenderWindow; platform_io.Renderer_SwapBuffers = ImGui_ImplVulkan_SwapBuffers; } void ImGui_ImplVulkan_ShutdownPlatformInterface() { ImGui::DestroyPlatformWindows(); } ================================================ FILE: test/third_party/imgui/backends/imgui_impl_vulkan.h ================================================ // dear imgui: Renderer Backend for Vulkan // This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) // Implemented features: // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. // [x] Renderer: Multi-viewport / platform windows. With issues (flickering when creating a new viewport). // [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions. // Important: on 32-bit systems, user texture binding is only supported if your imconfig file has '#define ImTextureID ImU64'. // See imgui_impl_vulkan.cpp file for details. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs // The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification. // IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/ // Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app. // - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h. // You will use those if you want to use this rendering backend in your engine/app. // - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by // the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code. // Read comments in imgui_impl_vulkan.h. #pragma once #include "imgui.h" // IMGUI_IMPL_API // [Configuration] in order to use a custom Vulkan function loader: // (1) You'll need to disable default Vulkan function prototypes. // We provide a '#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES' convenience configuration flag. // In order to make sure this is visible from the imgui_impl_vulkan.cpp compilation unit: // - Add '#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES' in your imconfig.h file // - Or as a compilation flag in your build system // - Or uncomment here (not recommended because you'd be modifying imgui sources!) // - Do not simply add it in a .cpp file! // (2) Call ImGui_ImplVulkan_LoadFunctions() before ImGui_ImplVulkan_Init() with your custom function. // If you have no idea what this is, leave it alone! //#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES // Vulkan includes #if defined(IMGUI_IMPL_VULKAN_NO_PROTOTYPES) && !defined(VK_NO_PROTOTYPES) #define VK_NO_PROTOTYPES #endif #include // Initialization data, for ImGui_ImplVulkan_Init() // [Please zero-clear before use!] struct ImGui_ImplVulkan_InitInfo { VkInstance Instance; VkPhysicalDevice PhysicalDevice; VkDevice Device; uint32_t QueueFamily; VkQueue Queue; VkPipelineCache PipelineCache; VkDescriptorPool DescriptorPool; uint32_t Subpass; uint32_t MinImageCount; // >= 2 uint32_t ImageCount; // >= MinImageCount VkSampleCountFlagBits MSAASamples; // >= VK_SAMPLE_COUNT_1_BIT (0 -> default to VK_SAMPLE_COUNT_1_BIT) const VkAllocationCallbacks* Allocator; void (*CheckVkResultFn)(VkResult err); }; // Called by user code IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass); IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown(); IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame(); IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline = VK_NULL_HANDLE); IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer); IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyFontUploadObjects(); IMGUI_IMPL_API void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count); // To override MinImageCount after initialization (e.g. if swap chain is recreated) // Register a texture (VkDescriptorSet == ImTextureID) // FIXME: This is experimental in the sense that we are unsure how to best design/tackle this problem, please post to https://github.com/ocornut/imgui/pull/914 if you have suggestions. IMGUI_IMPL_API VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout); // Optional: load Vulkan functions with a custom function loader // This is only useful with IMGUI_IMPL_VULKAN_NO_PROTOTYPES / VK_NO_PROTOTYPES IMGUI_IMPL_API bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data = NULL); //------------------------------------------------------------------------- // Internal / Miscellaneous Vulkan Helpers // (Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own engine/app.) //------------------------------------------------------------------------- // You probably do NOT need to use or care about those functions. // Those functions only exist because: // 1) they facilitate the readability and maintenance of the multiple main.cpp examples files. // 2) the multi-viewport / platform window implementation needs them internally. // Generally we avoid exposing any kind of superfluous high-level helpers in the bindings, // but it is too much code to duplicate everywhere so we exceptionally expose them. // // Your engine/app will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.). // You may read this code to learn about Vulkan, but it is recommended you use you own custom tailored code to do equivalent work. // (The ImGui_ImplVulkanH_XXX functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions) //------------------------------------------------------------------------- struct ImGui_ImplVulkanH_Frame; struct ImGui_ImplVulkanH_Window; // Helpers IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wnd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count); IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wnd, const VkAllocationCallbacks* allocator); IMGUI_IMPL_API VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space); IMGUI_IMPL_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count); IMGUI_IMPL_API int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode); // Helper structure to hold the data needed by one rendering frame // (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.) // [Please zero-clear before use!] struct ImGui_ImplVulkanH_Frame { VkCommandPool CommandPool; VkCommandBuffer CommandBuffer; VkFence Fence; VkImage Backbuffer; VkImageView BackbufferView; VkFramebuffer Framebuffer; }; struct ImGui_ImplVulkanH_FrameSemaphores { VkSemaphore ImageAcquiredSemaphore; VkSemaphore RenderCompleteSemaphore; }; // Helper structure to hold the data needed by one rendering context into one OS window // (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.) struct ImGui_ImplVulkanH_Window { int Width; int Height; VkSwapchainKHR Swapchain; VkSurfaceKHR Surface; VkSurfaceFormatKHR SurfaceFormat; VkPresentModeKHR PresentMode; VkRenderPass RenderPass; VkPipeline Pipeline; // The window pipeline may uses a different VkRenderPass than the one passed in ImGui_ImplVulkan_InitInfo bool ClearEnable; VkClearValue ClearValue; uint32_t FrameIndex; // Current frame being rendered to (0 <= FrameIndex < FrameInFlightCount) uint32_t ImageCount; // Number of simultaneous in-flight frames (returned by vkGetSwapchainImagesKHR, usually derived from min_image_count) uint32_t SemaphoreIndex; // Current set of swapchain wait semaphores we're using (needs to be distinct from per frame data) ImGui_ImplVulkanH_Frame* Frames; ImGui_ImplVulkanH_FrameSemaphores* FrameSemaphores; ImGui_ImplVulkanH_Window() { memset((void*)this, 0, sizeof(*this)); PresentMode = (VkPresentModeKHR)~0; // Ensure we get an error if user doesn't set this. ClearEnable = true; } }; ================================================ FILE: test/third_party/imgui/backends/vulkan/generate_spv.sh ================================================ #!/bin/bash ## -V: create SPIR-V binary ## -x: save binary output as text-based 32-bit hexadecimal numbers ## -o: output file glslangValidator -V -x -o glsl_shader.frag.u32 glsl_shader.frag glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert ================================================ FILE: test/third_party/imgui/backends/vulkan/glsl_shader.frag ================================================ #version 450 core layout(location = 0) out vec4 fColor; layout(set=0, binding=0) uniform sampler2D sTexture; layout(location = 0) in struct { vec4 Color; vec2 UV; } In; void main() { fColor = In.Color * texture(sTexture, In.UV.st); } ================================================ FILE: test/third_party/imgui/backends/vulkan/glsl_shader.vert ================================================ #version 450 core layout(location = 0) in vec2 aPos; layout(location = 1) in vec2 aUV; layout(location = 2) in vec4 aColor; layout(push_constant) uniform uPushConstant { vec2 uScale; vec2 uTranslate; } pc; out gl_PerVertex { vec4 gl_Position; }; layout(location = 0) out struct { vec4 Color; vec2 UV; } Out; void main() { Out.Color = aColor; Out.UV = aUV; gl_Position = vec4(aPos * pc.uScale + pc.uTranslate, 0, 1); } ================================================ FILE: test/third_party/imgui/imconfig.h ================================================ //----------------------------------------------------------------------------- // COMPILE-TIME OPTIONS FOR DEAR IMGUI // Runtime options (clipboard callbacks, enabling various features, etc.) can generally be set via the ImGuiIO structure. // You can use ImGui::SetAllocatorFunctions() before calling ImGui::CreateContext() to rewire memory allocation functions. //----------------------------------------------------------------------------- // A) You may edit imconfig.h (and not overwrite it when updating Dear ImGui, or maintain a patch/rebased branch with your modifications to it) // B) or '#define IMGUI_USER_CONFIG "my_imgui_config.h"' in your project and then add directives in your own file without touching this template. //----------------------------------------------------------------------------- // You need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include the imgui*.cpp // files but also _any_ of your code that uses Dear ImGui. This is because some compile-time options have an affect on data structures. // Defining those options in imconfig.h will ensure every compilation unit gets to see the same data structure layouts. // Call IMGUI_CHECKVERSION() from your .cpp files to verify that the data structures your files are using are matching the ones imgui.cpp is using. //----------------------------------------------------------------------------- #pragma once //---- Define assertion handler. Defaults to calling assert(). // If your macro uses multiple statements, make sure is enclosed in a 'do { .. } while (0)' block so it can be used as a single statement. //#define IM_ASSERT(_EXPR) MyAssert(_EXPR) //#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts //---- Define attributes of all API symbols declarations, e.g. for DLL under Windows // Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility. // DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details. //#define IMGUI_API __declspec( dllexport ) //#define IMGUI_API __declspec( dllimport ) //---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to avoid using soon-to-be obsolete function/names. //#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS //#define IMGUI_DISABLE_OBSOLETE_KEYIO // 1.87: disable legacy io.KeyMap[]+io.KeysDown[] in favor io.AddKeyEvent(). This will be folded into IMGUI_DISABLE_OBSOLETE_FUNCTIONS in a few versions. //---- Disable all of Dear ImGui or don't implement standard windows. // It is very strongly recommended to NOT disable the demo windows during development. Please read comments in imgui_demo.cpp. //#define IMGUI_DISABLE // Disable everything: all headers and source files will be empty. //#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty. Not recommended. //#define IMGUI_DISABLE_METRICS_WINDOW // Disable metrics/debugger and other debug tools: ShowMetricsWindow() and ShowStackToolWindow() will be empty. //---- Don't implement some functions to reduce linkage requirements. //#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. (user32.lib/.a, kernel32.lib/.a) //#define IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with Visual Studio] Implement default IME handler (require imm32.lib/.a, auto-link for Visual Studio, -limm32 on command-line for MinGW) //#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with non-Visual Studio compilers] Don't implement default IME handler (won't require imm32.lib/.a) //#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, ime). //#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not the default). //#define IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf) //#define IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement them yourself. //#define IMGUI_DISABLE_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle at all (replace them with dummies) //#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle so you can implement them yourself if you don't want to link with fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function. //#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions(). //#define IMGUI_DISABLE_SSE // Disable use of SSE intrinsics even if available //---- Include imgui_user.h at the end of imgui.h as a convenience //#define IMGUI_INCLUDE_IMGUI_USER_H //---- Pack colors to BGRA8 instead of RGBA8 (to avoid converting from one to another) //#define IMGUI_USE_BGRA_PACKED_COLOR //---- Use 32-bit for ImWchar (default is 16-bit) to support unicode planes 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes, ancient languages, etc...) //#define IMGUI_USE_WCHAR32 //---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version // By default the embedded implementations are declared static and not available outside of Dear ImGui sources files. //#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h" //#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h" //#define IMGUI_STB_SPRINTF_FILENAME "my_folder/stb_sprintf.h" // only used if enabled //#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION //#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION //---- Use stb_sprintf.h for a faster implementation of vsnprintf instead of the one from libc (unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined) // Compatibility checks of arguments and formats done by clang and GCC will be disabled in order to support the extra formats provided by stb_sprintf.h. //#define IMGUI_USE_STB_SPRINTF //---- Use FreeType to build and rasterize the font atlas (instead of stb_truetype which is embedded by default in Dear ImGui) // Requires FreeType headers to be available in the include path. Requires program to be compiled with 'misc/freetype/imgui_freetype.cpp' (in this repository) + the FreeType library (not provided). // On Windows you may use vcpkg with 'vcpkg install freetype --triplet=x64-windows' + 'vcpkg integrate install'. //#define IMGUI_ENABLE_FREETYPE //---- Use stb_truetype to build and rasterize the font atlas (default) // The only purpose of this define is if you want force compilation of the stb_truetype backend ALONG with the FreeType backend. //#define IMGUI_ENABLE_STB_TRUETYPE //---- Define constructor and implicit cast operators to convert back<>forth between your math types and ImVec2/ImVec4. // This will be inlined as part of ImVec2 and ImVec4 class declarations. /* #define IM_VEC2_CLASS_EXTRA \ constexpr ImVec2(const MyVec2& f) : x(f.x), y(f.y) {} \ operator MyVec2() const { return MyVec2(x,y); } #define IM_VEC4_CLASS_EXTRA \ constexpr ImVec4(const MyVec4& f) : x(f.x), y(f.y), z(f.z), w(f.w) {} \ operator MyVec4() const { return MyVec4(x,y,z,w); } */ //---- Use 32-bit vertex indices (default is 16-bit) is one way to allow large meshes with more than 64K vertices. // Your renderer backend will need to support it (most example renderer backends support both 16/32-bit indices). // Another way to allow large meshes while keeping 16-bit indices is to handle ImDrawCmd::VtxOffset in your renderer. // Read about ImGuiBackendFlags_RendererHasVtxOffset for details. //#define ImDrawIdx unsigned int //---- Override ImDrawCallback signature (will need to modify renderer backends accordingly) //struct ImDrawList; //struct ImDrawCmd; //typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data); //#define ImDrawCallback MyImDrawCallback //---- Debug Tools: Macro to break in Debugger // (use 'Metrics->Tools->Item Picker' to pick widgets with the mouse and break into them for easy debugging.) //#define IM_DEBUG_BREAK IM_ASSERT(0) //#define IM_DEBUG_BREAK __debugbreak() //---- Debug Tools: Have the Item Picker break in the ItemAdd() function instead of ItemHoverable(), // (which comes earlier in the code, will catch a few extra items, allow picking items other than Hovered one.) // This adds a small runtime cost which is why it is not enabled by default. //#define IMGUI_DEBUG_TOOL_ITEM_PICKER_EX //---- Debug Tools: Enable slower asserts //#define IMGUI_DEBUG_PARANOID //---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files. /* namespace ImGui { void MyFunction(const char* name, const MyMatrix44& v); } */ ================================================ FILE: test/third_party/imgui/imgui.cpp ================================================ // dear imgui, 1.88 WIP // (main code and documentation) // Help: // - Read FAQ at http://dearimgui.org/faq // - Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase. // - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that. // Read imgui.cpp for details, links and comments. // Resources: // - FAQ http://dearimgui.org/faq // - Homepage & latest https://github.com/ocornut/imgui // - Releases & changelog https://github.com/ocornut/imgui/releases // - Gallery https://github.com/ocornut/imgui/issues/4451 (please post your screenshots/video there!) // - Wiki https://github.com/ocornut/imgui/wiki (lots of good stuff there) // - Glossary https://github.com/ocornut/imgui/wiki/Glossary // - Issues & support https://github.com/ocornut/imgui/issues // Getting Started? // - For first-time users having issues compiling/linking/running or issues loading fonts: // please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above. // Developed by Omar Cornut and every direct or indirect contributors to the GitHub. // See LICENSE.txt for copyright and licensing details (standard MIT License). // This library is free but needs your support to sustain development and maintenance. // Businesses: you can support continued development via invoiced technical support, maintenance and sponsoring contracts. Please reach out to "contact AT dearimgui.com". // Individuals: you can support continued development via donations. See docs/README or web page. // It is recommended that you don't modify imgui.cpp! It will become difficult for you to update the library. // Note that 'ImGui::' being a namespace, you can add functions into the namespace from your own source files, without // modifying imgui.h or imgui.cpp. You may include imgui_internal.h to access internal data structures, but it doesn't // come with any guarantee of forward compatibility. Discussing your changes on the GitHub Issue Tracker may lead you // to a better solution or official support for them. /* Index of this file: DOCUMENTATION - MISSION STATEMENT - END-USER GUIDE - PROGRAMMER GUIDE - READ FIRST - HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI - GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE - HOW A SIMPLE APPLICATION MAY LOOK LIKE - HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE - USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS - API BREAKING CHANGES (read me when you update!) - FREQUENTLY ASKED QUESTIONS (FAQ) - Read all answers online: https://www.dearimgui.org/faq, or in docs/FAQ.md (with a Markdown viewer) CODE (search for "[SECTION]" in the code to find them) // [SECTION] INCLUDES // [SECTION] FORWARD DECLARATIONS // [SECTION] CONTEXT AND MEMORY ALLOCATORS // [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO) // [SECTION] MISC HELPERS/UTILITIES (Geometry functions) // [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions) // [SECTION] MISC HELPERS/UTILITIES (File functions) // [SECTION] MISC HELPERS/UTILITIES (ImText* functions) // [SECTION] MISC HELPERS/UTILITIES (Color functions) // [SECTION] ImGuiStorage // [SECTION] ImGuiTextFilter // [SECTION] ImGuiTextBuffer // [SECTION] ImGuiListClipper // [SECTION] STYLING // [SECTION] RENDER HELPERS // [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!) // [SECTION] INPUTS // [SECTION] ERROR CHECKING // [SECTION] LAYOUT // [SECTION] SCROLLING // [SECTION] TOOLTIPS // [SECTION] POPUPS // [SECTION] KEYBOARD/GAMEPAD NAVIGATION // [SECTION] DRAG AND DROP // [SECTION] LOGGING/CAPTURING // [SECTION] SETTINGS // [SECTION] VIEWPORTS, PLATFORM WINDOWS // [SECTION] DOCKING // [SECTION] PLATFORM DEPENDENT HELPERS // [SECTION] METRICS/DEBUGGER WINDOW // [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, STACK TOOL) */ //----------------------------------------------------------------------------- // DOCUMENTATION //----------------------------------------------------------------------------- /* MISSION STATEMENT ================= - Easy to use to create code-driven and data-driven tools. - Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools. - Easy to hack and improve. - Minimize setup and maintenance. - Minimize state storage on user side. - Minimize state synchronization. - Portable, minimize dependencies, run on target (consoles, phones, etc.). - Efficient runtime and memory consumption. Designed for developers and content-creators, not the typical end-user! Some of the current weaknesses includes: - Doesn't look fancy, doesn't animate. - Limited layout features, intricate layouts are typically crafted in code. END-USER GUIDE ============== - Double-click on title bar to collapse window. - Click upper right corner to close a window, available when 'bool* p_open' is passed to ImGui::Begin(). - Click and drag on lower right corner to resize window (double-click to auto fit window to its contents). - Click and drag on any empty space to move window. - TAB/SHIFT+TAB to cycle through keyboard editable fields. - CTRL+Click on a slider or drag box to input value as text. - Use mouse wheel to scroll. - Text editor: - Hold SHIFT or use mouse to select text. - CTRL+Left/Right to word jump. - CTRL+Shift+Left/Right to select words. - CTRL+A our Double-Click to select all. - CTRL+X,CTRL+C,CTRL+V to use OS clipboard/ - CTRL+Z,CTRL+Y to undo/redo. - ESCAPE to revert text to its original value. - Controls are automatically adjusted for OSX to match standard OSX text editing operations. - General Keyboard controls: enable with ImGuiConfigFlags_NavEnableKeyboard. - General Gamepad controls: enable with ImGuiConfigFlags_NavEnableGamepad. See suggested mappings in imgui.h ImGuiNavInput_ + download PNG/PSD at http://dearimgui.org/controls_sheets PROGRAMMER GUIDE ================ READ FIRST ---------- - Remember to check the wonderful Wiki (https://github.com/ocornut/imgui/wiki) - Your code creates the UI, if your code doesn't run the UI is gone! The UI can be highly dynamic, there are no construction or destruction steps, less superfluous data retention on your side, less state duplication, less state synchronization, fewer bugs. - Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features. - The library is designed to be built from sources. Avoid pre-compiled binaries and packaged versions. See imconfig.h to configure your build. - Dear ImGui is an implementation of the IMGUI paradigm (immediate-mode graphical user interface, a term coined by Casey Muratori). You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links in Wiki. - Dear ImGui is a "single pass" rasterizing implementation of the IMGUI paradigm, aimed at ease of use and high-performances. For every application frame, your UI code will be called only once. This is in contrast to e.g. Unity's implementation of an IMGUI, where the UI code is called multiple times ("multiple passes") from a single entry point. There are pros and cons to both approaches. - Our origin is on the top-left. In axis aligned bounding boxes, Min = top-left, Max = bottom-right. - This codebase is also optimized to yield decent performances with typical "Debug" builds settings. - Please make sure you have asserts enabled (IM_ASSERT redirects to assert() by default, but can be redirected). If you get an assert, read the messages and comments around the assert. - C++: this is a very C-ish codebase: we don't rely on C++11, we don't include any C++ headers, and ImGui:: is a namespace. - C++: ImVec2/ImVec4 do not expose math operators by default, because it is expected that you use your own math types. See FAQ "How can I use my own math types instead of ImVec2/ImVec4?" for details about setting up imconfig.h for that. However, imgui_internal.h can optionally export math operators for ImVec2/ImVec4, which we use in this codebase. - C++: pay attention that ImVector<> manipulates plain-old-data and does not honor construction/destruction (avoid using it in your code!). HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI ---------------------------------------------- - Overwrite all the sources files except for imconfig.h (if you have modified your copy of imconfig.h) - Or maintain your own branch where you have imconfig.h modified as a top-most commit which you can regularly rebase over "master". - You can also use '#define IMGUI_USER_CONFIG "my_config_file.h" to redirect configuration to your own file. - Read the "API BREAKING CHANGES" section (below). This is where we list occasional API breaking changes. If a function/type has been renamed / or marked obsolete, try to fix the name in your code before it is permanently removed from the public API. If you have a problem with a missing function/symbols, search for its name in the code, there will likely be a comment about it. Please report any issue to the GitHub page! - To find out usage of old API, you can add '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in your configuration file. - Try to keep your copy of Dear ImGui reasonably up to date. GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE --------------------------------------------------------------- - Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library. - In the majority of cases you should be able to use unmodified backends files available in the backends/ folder. - Add the Dear ImGui source files + selected backend source files to your projects or using your preferred build system. It is recommended you build and statically link the .cpp files as part of your project and NOT as a shared library (DLL). - You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating Dear ImGui types with your own maths types. - When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them. - Dear ImGui never touches or knows about your GPU state. The only function that knows about GPU is the draw function that you provide. Effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render" phases of your own application. All rendering information is stored into command-lists that you will retrieve after calling ImGui::Render(). - Refer to the backends and demo applications in the examples/ folder for instruction on how to setup your code. - If you are running over a standard OS with a common graphics API, you should be able to use unmodified imgui_impl_*** files from the examples/ folder. HOW A SIMPLE APPLICATION MAY LOOK LIKE -------------------------------------- EXHIBIT 1: USING THE EXAMPLE BACKENDS (= imgui_impl_XXX.cpp files from the backends/ folder). The sub-folders in examples/ contain examples applications following this structure. // Application init: create a dear imgui context, setup some options, load fonts ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls. // TODO: Fill optional fields of the io structure later. // TODO: Load TTF/OTF fonts if you don't want to use the default font. // Initialize helper Platform and Renderer backends (here we are using imgui_impl_win32.cpp and imgui_impl_dx11.cpp) ImGui_ImplWin32_Init(hwnd); ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext); // Application main loop while (true) { // Feed inputs to dear imgui, start new frame ImGui_ImplDX11_NewFrame(); ImGui_ImplWin32_NewFrame(); ImGui::NewFrame(); // Any application code here ImGui::Text("Hello, world!"); // Render dear imgui into screen ImGui::Render(); ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); g_pSwapChain->Present(1, 0); } // Shutdown ImGui_ImplDX11_Shutdown(); ImGui_ImplWin32_Shutdown(); ImGui::DestroyContext(); EXHIBIT 2: IMPLEMENTING CUSTOM BACKEND / CUSTOM ENGINE // Application init: create a dear imgui context, setup some options, load fonts ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls. // TODO: Fill optional fields of the io structure later. // TODO: Load TTF/OTF fonts if you don't want to use the default font. // Build and load the texture atlas into a texture // (In the examples/ app this is usually done within the ImGui_ImplXXX_Init() function from one of the demo Renderer) int width, height; unsigned char* pixels = NULL; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // At this point you've got the texture data and you need to upload that to your graphic system: // After we have created the texture, store its pointer/identifier (_in whichever format your engine uses_) in 'io.Fonts->TexID'. // This will be passed back to your via the renderer. Basically ImTextureID == void*. Read FAQ for details about ImTextureID. MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA32) io.Fonts->SetTexID((void*)texture); // Application main loop while (true) { // Setup low-level inputs, e.g. on Win32: calling GetKeyboardState(), or write to those fields from your Windows message handlers, etc. // (In the examples/ app this is usually done within the ImGui_ImplXXX_NewFrame() function from one of the demo Platform Backends) io.DeltaTime = 1.0f/60.0f; // set the time elapsed since the previous frame (in seconds) io.DisplaySize.x = 1920.0f; // set the current display width io.DisplaySize.y = 1280.0f; // set the current display height here io.AddMousePosEvent(mouse_x, mouse_y); // update mouse position io.AddMouseButtonEvent(0, mouse_b[0]); // update mouse button states io.AddMouseButtonEvent(1, mouse_b[1]); // update mouse button states // Call NewFrame(), after this point you can use ImGui::* functions anytime // (So you want to try calling NewFrame() as early as you can in your main loop to be able to use Dear ImGui everywhere) ImGui::NewFrame(); // Most of your application code here ImGui::Text("Hello, world!"); MyGameUpdate(); // may use any Dear ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End(); MyGameRender(); // may use any Dear ImGui functions as well! // Render dear imgui, swap buffers // (You want to try calling EndFrame/Render as late as you can, to be able to use Dear ImGui in your own game rendering code) ImGui::EndFrame(); ImGui::Render(); ImDrawData* draw_data = ImGui::GetDrawData(); MyImGuiRenderFunction(draw_data); SwapBuffers(); } // Shutdown ImGui::DestroyContext(); To decide whether to dispatch mouse/keyboard inputs to Dear ImGui to the rest of your application, you should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags! Please read the FAQ and example applications for details about this! HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE --------------------------------------------- The backends in impl_impl_XXX.cpp files contain many working implementations of a rendering function. void void MyImGuiRenderFunction(ImDrawData* draw_data) { // TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled // TODO: Setup texture sampling state: sample with bilinear filtering (NOT point/nearest filtering). Use 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines;' to allow point/nearest filtering. // TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize // TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize // TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color. ImVec2 clip_off = draw_data->DisplayPos; for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; // vertex buffer generated by Dear ImGui const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; // index buffer generated by Dear ImGui for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; if (pcmd->UserCallback) { pcmd->UserCallback(cmd_list, pcmd); } else { // Project scissor/clipping rectangles into framebuffer space ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) continue; // We are using scissoring to clip some objects. All low-level graphics API should support it. // - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches // (some elements visible outside their bounds) but you can fix that once everything else works! // - Clipping coordinates are provided in imgui coordinates space: // - For a given viewport, draw_data->DisplayPos == viewport->Pos and draw_data->DisplaySize == viewport->Size // - In a single viewport application, draw_data->DisplayPos == (0,0) and draw_data->DisplaySize == io.DisplaySize, but always use GetMainViewport()->Pos/Size instead of hardcoding those values. // - In the interest of supporting multi-viewport applications (see 'docking' branch on github), // always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space. // - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min) MyEngineSetScissor(clip_min.x, clip_min.y, clip_max.x, clip_max.y); // The texture for the draw call is specified by pcmd->GetTexID(). // The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization. MyEngineBindTexture((MyTexture*)pcmd->GetTexID()); // Render 'pcmd->ElemCount/3' indexed triangles. // By default the indices ImDrawIdx are 16-bit, you can change them to 32-bit in imconfig.h if your engine doesn't support 16-bit indices. MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset, vtx_buffer, pcmd->VtxOffset); } } } } USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS ------------------------------------------ - The gamepad/keyboard navigation is fairly functional and keeps being improved. - Gamepad support is particularly useful to use Dear ImGui on a console system (e.g. PS4, Switch, XB1) without a mouse! - You can ask questions and report issues at https://github.com/ocornut/imgui/issues/787 - The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable. - Keyboard: - Application: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. - Internally: NewFrame() will automatically fill io.NavInputs[] based on backend's io.AddKeyEvent() calls. - When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard), the io.WantCaptureKeyboard flag will be set. For more advanced uses, you may want to read from: - io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set. - io.NavVisible: true when the navigation cursor is visible (and usually goes false when mouse is used). - or query focus information with e.g. IsWindowFocused(ImGuiFocusedFlags_AnyWindow), IsItemFocused() etc. functions. Please reach out if you think the game vs navigation input sharing could be improved. - Gamepad: - Application: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. - Backend: Set io.BackendFlags |= ImGuiBackendFlags_HasGamepad + call io.AddKeyEvent/AddKeyAnalogEvent() with ImGuiKey_Gamepad_XXX keys. For analog values (0.0f to 1.0f), backend is responsible to handling a dead-zone and rescaling inputs accordingly. Backend code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.). - Internally: NewFrame() will automatically fill io.NavInputs[] based on backend's io.AddKeyEvent() + io.AddKeyAnalogEvent() calls. - BEFORE 1.87, BACKENDS USED TO WRITE DIRECTLY TO io.NavInputs[]. This is going to be obsoleted in the future. Please call io functions instead! - You can download PNG/PSD files depicting the gamepad controls for common controllers at: http://dearimgui.org/controls_sheets - If you need to share inputs between your game and the Dear ImGui interface, the easiest approach is to go all-or-nothing, with a buttons combo to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved. - Mouse: - PS4/PS5 users: Consider emulating a mouse cursor with DualShock4 touch pad or a spare analog stick as a mouse-emulation fallback. - Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + uSynergy.c (on your console/tablet/phone app) to share your PC mouse/keyboard. - On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the ImGuiConfigFlags_NavEnableSetMousePos flag. Enabling ImGuiConfigFlags_NavEnableSetMousePos + ImGuiBackendFlags_HasSetMousePos instructs dear imgui to move your mouse cursor along with navigation movements. When enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantSetMousePos' to notify you that it wants the mouse cursor to be moved. When that happens your backend NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the backends in examples/ do that. (If you set the NavEnableSetMousePos flag but don't honor 'io.WantSetMousePos' properly, imgui will misbehave as it will see your mouse moving back and forth!) (In a setup when you may not have easy control over the mouse cursor, e.g. uSynergy.c doesn't expose moving remote mouse cursor, you may want to set a boolean to ignore your other external mouse positions until the external source is moved again.) API BREAKING CHANGES ==================== Occasionally introducing changes that are breaking the API. We try to make the breakage minor and easy to fix. Below is a change-log of API breaking changes only. If you are using one of the functions listed, expect to have to fix some code. When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. You can read releases logs https://github.com/ocornut/imgui/releases for more details. (Docking/Viewport Branch) - 2022/XX/XX (1.XX) - when multi-viewports are enabled, all positions will be in your natural OS coordinates space. It means that: - reference to hard-coded positions such as in SetNextWindowPos(ImVec2(0,0)) are probably not what you want anymore. you may use GetMainViewport()->Pos to offset hard-coded positions, e.g. SetNextWindowPos(GetMainViewport()->Pos) - likewise io.MousePos and GetMousePos() will use OS coordinates. If you query mouse positions to interact with non-imgui coordinates you will need to offset them, e.g. subtract GetWindowViewport()->Pos. - 2022/05/03 (1.88) - backends: osx: removed ImGui_ImplOSX_HandleEvent() from backend API in favor of backend automatically handling event capture. All ImGui_ImplOSX_HandleEvent() calls should be removed as they are now unnecessary. - 2022/04/05 (1.88) - inputs: renamed ImGuiKeyModFlags to ImGuiModFlags. Kept inline redirection enums (will obsolete). This was never used in public API functions but technically present in imgui.h and ImGuiIO. - 2022/01/20 (1.87) - inputs: reworded gamepad IO. - Backend writing to io.NavInputs[] -> backend should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values. - 2022/01/19 (1.87) - sliders, drags: removed support for legacy arithmetic operators (+,+-,*,/) when inputing text. This doesn't break any api/code but a feature that used to be accessible by end-users (which seemingly no one used). - 2022/01/17 (1.87) - inputs: reworked mouse IO. - Backend writing to io.MousePos -> backend should call io.AddMousePosEvent() - Backend writing to io.MouseDown[] -> backend should call io.AddMouseButtonEvent() - Backend writing to io.MouseWheel -> backend should call io.AddMouseWheelEvent() - Backend writing to io.MouseHoveredViewport -> backend should call io.AddMouseViewportEvent() [Docking branch w/ multi-viewports only] note: for all calls to IO new functions, the Dear ImGui context should be bound/current. - 2022/01/10 (1.87) - inputs: reworked keyboard IO. Removed io.KeyMap[], io.KeysDown[] in favor of calling io.AddKeyEvent(). Removed GetKeyIndex(), now unecessary. All IsKeyXXX() functions now take ImGuiKey values. All features are still functional until IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Read Changelog and Release Notes for details. - IsKeyPressed(MY_NATIVE_KEY_XXX) -> use IsKeyPressed(ImGuiKey_XXX) - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) -> use IsKeyPressed(ImGuiKey_XXX) - Backend writing to io.KeyMap[],io.KeysDown[] -> backend should call io.AddKeyEvent() - Backend writing to io.KeyCtrl, io.KeyShift.. -> backend should call io.AddKeyEvent() with ImGuiKey_ModXXX values. *IF YOU PULLED CODE BETWEEN 2021/01/10 and 2021/01/27: We used to have a io.AddKeyModsEvent() function which was now replaced by io.AddKeyEvent() with ImGuiKey_ModXXX values.* - one case won't work with backward compatibility: if your custom backend used ImGuiKey as mock native indices (e.g. "io.KeyMap[ImGuiKey_A] = ImGuiKey_A") because those values are now larger than the legacy KeyDown[] array. Will assert. - inputs: added ImGuiKey_ModCtrl/ImGuiKey_ModShift/ImGuiKey_ModAlt/ImGuiKey_ModSuper values to submit keyboard modifiers using io.AddKeyEvent(), instead of writing directly to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper. - 2022/01/05 (1.87) - inputs: renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum. - 2022/01/05 (1.87) - removed io.ImeSetInputScreenPosFn() in favor of more flexible io.SetPlatformImeDataFn(). Removed 'void* io.ImeWindowHandle' in favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'. - 2022/01/01 (1.87) - commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72 (March-July 2019) - ImGui::SetNextTreeNodeOpen() -> use ImGui::SetNextItemOpen() - ImGui::GetContentRegionAvailWidth() -> use ImGui::GetContentRegionAvail().x - ImGui::TreeAdvanceToLabelPos() -> use ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetTreeNodeToLabelSpacing()); - ImFontAtlas::CustomRect -> use ImFontAtlasCustomRect - ImGuiColorEditFlags_RGB/HSV/HEX -> use ImGuiColorEditFlags_DisplayRGB/HSV/Hex - 2021/12/20 (1.86) - backends: removed obsolete Marmalade backend (imgui_impl_marmalade.cpp) + example. Find last supported version at https://github.com/ocornut/imgui/wiki/Bindings - 2021/11/04 (1.86) - removed CalcListClipping() function. Prefer using ImGuiListClipper which can return non-contiguous ranges. Please open an issue if you think you really need this function. - 2021/08/23 (1.85) - removed GetWindowContentRegionWidth() function. keep inline redirection helper. can use 'GetWindowContentRegionMax().x - GetWindowContentRegionMin().x' instead for generally 'GetContentRegionAvail().x' is more useful. - 2021/07/26 (1.84) - commented out redirecting functions/enums names that were marked obsolete in 1.67 and 1.69 (March 2019): - ImGui::GetOverlayDrawList() -> use ImGui::GetForegroundDrawList() - ImFont::GlyphRangesBuilder -> use ImFontGlyphRangesBuilder - 2021/05/19 (1.83) - backends: obsoleted direct access to ImDrawCmd::TextureId in favor of calling ImDrawCmd::GetTexID(). - if you are using official backends from the source tree: you have nothing to do. - if you have copied old backend code or using your own: change access to draw_cmd->TextureId to draw_cmd->GetTexID(). - 2021/03/12 (1.82) - upgraded ImDrawList::AddRect(), AddRectFilled(), PathRect() to use ImDrawFlags instead of ImDrawCornersFlags. - ImDrawCornerFlags_TopLeft -> use ImDrawFlags_RoundCornersTopLeft - ImDrawCornerFlags_BotRight -> use ImDrawFlags_RoundCornersBottomRight - ImDrawCornerFlags_None -> use ImDrawFlags_RoundCornersNone etc. flags now sanely defaults to 0 instead of 0x0F, consistent with all other flags in the API. breaking: the default with rounding > 0.0f is now "round all corners" vs old implicit "round no corners": - rounding == 0.0f + flags == 0 --> meant no rounding --> unchanged (common use) - rounding > 0.0f + flags != 0 --> meant rounding --> unchanged (common use) - rounding == 0.0f + flags != 0 --> meant no rounding --> unchanged (unlikely use) - rounding > 0.0f + flags == 0 --> meant no rounding --> BREAKING (unlikely use): will now round all corners --> use ImDrawFlags_RoundCornersNone or rounding == 0.0f. this ONLY matters for hard coded use of 0 + rounding > 0.0f. Use of named ImDrawFlags_RoundCornersNone (new) or ImDrawCornerFlags_None (old) are ok. the old ImDrawCornersFlags used awkward default values of ~0 or 0xF (4 lower bits set) to signify "round all corners" and we sometimes encouraged using them as shortcuts. legacy path still support use of hard coded ~0 or any value from 0x1 or 0xF. They will behave the same with legacy paths enabled (will assert otherwise). - 2021/03/11 (1.82) - removed redirecting functions/enums names that were marked obsolete in 1.66 (September 2018): - ImGui::SetScrollHere() -> use ImGui::SetScrollHereY() - 2021/03/11 (1.82) - clarified that ImDrawList::PathArcTo(), ImDrawList::PathArcToFast() won't render with radius < 0.0f. Previously it sorts of accidentally worked but would generally lead to counter-clockwise paths and have an effect on anti-aliasing. - 2021/03/10 (1.82) - upgraded ImDrawList::AddPolyline() and PathStroke() "bool closed" parameter to "ImDrawFlags flags". The matching ImDrawFlags_Closed value is guaranteed to always stay == 1 in the future. - 2021/02/22 (1.82) - (*undone in 1.84*) win32+mingw: Re-enabled IME functions by default even under MinGW. In July 2016, issue #738 had me incorrectly disable those default functions for MinGW. MinGW users should: either link with -limm32, either set their imconfig file with '#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS'. - 2021/02/17 (1.82) - renamed rarely used style.CircleSegmentMaxError (old default = 1.60f) to style.CircleTessellationMaxError (new default = 0.30f) as the meaning of the value changed. - 2021/02/03 (1.81) - renamed ListBoxHeader(const char* label, ImVec2 size) to BeginListBox(). Kept inline redirection function (will obsolete). - removed ListBoxHeader(const char* label, int items_count, int height_in_items = -1) in favor of specifying size. Kept inline redirection function (will obsolete). - renamed ListBoxFooter() to EndListBox(). Kept inline redirection function (will obsolete). - 2021/01/26 (1.81) - removed ImGuiFreeType::BuildFontAtlas(). Kept inline redirection function. Prefer using '#define IMGUI_ENABLE_FREETYPE', but there's a runtime selection path available too. The shared extra flags parameters (very rarely used) are now stored in ImFontAtlas::FontBuilderFlags. - renamed ImFontConfig::RasterizerFlags (used by FreeType) to ImFontConfig::FontBuilderFlags. - renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API. - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.63 (August 2018): - ImGui::IsItemDeactivatedAfterChange() -> use ImGui::IsItemDeactivatedAfterEdit(). - ImGuiCol_ModalWindowDarkening -> use ImGuiCol_ModalWindowDimBg - ImGuiInputTextCallback -> use ImGuiTextEditCallback - ImGuiInputTextCallbackData -> use ImGuiTextEditCallbackData - 2020/12/21 (1.80) - renamed ImDrawList::AddBezierCurve() to AddBezierCubic(), and PathBezierCurveTo() to PathBezierCubicCurveTo(). Kept inline redirection function (will obsolete). - 2020/12/04 (1.80) - added imgui_tables.cpp file! Manually constructed project files will need the new file added! - 2020/11/18 (1.80) - renamed undocumented/internals ImGuiColumnsFlags_* to ImGuiOldColumnFlags_* in prevision of incoming Tables API. - 2020/11/03 (1.80) - renamed io.ConfigWindowsMemoryCompactTimer to io.ConfigMemoryCompactTimer as the feature will apply to other data structures - 2020/10/14 (1.80) - backends: moved all backends files (imgui_impl_XXXX.cpp, imgui_impl_XXXX.h) from examples/ to backends/. - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.60 (April 2018): - io.RenderDrawListsFn pointer -> use ImGui::GetDrawData() value and call the render function of your backend - ImGui::IsAnyWindowFocused() -> use ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow) - ImGui::IsAnyWindowHovered() -> use ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow) - ImGuiStyleVar_Count_ -> use ImGuiStyleVar_COUNT - ImGuiMouseCursor_Count_ -> use ImGuiMouseCursor_COUNT - removed redirecting functions names that were marked obsolete in 1.61 (May 2018): - InputFloat (... int decimal_precision ...) -> use InputFloat (... const char* format ...) with format = "%.Xf" where X is your value for decimal_precision. - same for InputFloat2()/InputFloat3()/InputFloat4() variants taking a `int decimal_precision` parameter. - 2020/10/05 (1.79) - removed ImGuiListClipper: Renamed constructor parameters which created an ambiguous alternative to using the ImGuiListClipper::Begin() function, with misleading edge cases (note: imgui_memory_editor <0.40 from imgui_club/ used this old clipper API. Update your copy if needed). - 2020/09/25 (1.79) - renamed ImGuiSliderFlags_ClampOnInput to ImGuiSliderFlags_AlwaysClamp. Kept redirection enum (will obsolete sooner because previous name was added recently). - 2020/09/25 (1.79) - renamed style.TabMinWidthForUnselectedCloseButton to style.TabMinWidthForCloseButton. - 2020/09/21 (1.79) - renamed OpenPopupContextItem() back to OpenPopupOnItemClick(), reverting the change from 1.77. For varieties of reason this is more self-explanatory. - 2020/09/21 (1.79) - removed return value from OpenPopupOnItemClick() - returned true on mouse release on an item - because it is inconsistent with other popup APIs and makes others misleading. It's also and unnecessary: you can use IsWindowAppearing() after BeginPopup() for a similar result. - 2020/09/17 (1.79) - removed ImFont::DisplayOffset in favor of ImFontConfig::GlyphOffset. DisplayOffset was applied after scaling and not very meaningful/useful outside of being needed by the default ProggyClean font. If you scaled this value after calling AddFontDefault(), this is now done automatically. It was also getting in the way of better font scaling, so let's get rid of it now! - 2020/08/17 (1.78) - obsoleted use of the trailing 'float power=1.0f' parameter for DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(), DragFloatRange2(), DragScalar(), DragScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(), SliderScalar(), SliderScalarN(), VSliderFloat() and VSliderScalar(). replaced the 'float power=1.0f' argument with integer-based flags defaulting to 0 (as with all our flags). worked out a backward-compatibility scheme so hopefully most C++ codebase should not be affected. in short, when calling those functions: - if you omitted the 'power' parameter (likely!), you are not affected. - if you set the 'power' parameter to 1.0f (same as previous default value): 1/ your compiler may warn on float>int conversion, 2/ everything else will work. 3/ you can replace the 1.0f value with 0 to fix the warning, and be technically correct. - if you set the 'power' parameter to >1.0f (to enable non-linear editing): 1/ your compiler may warn on float>int conversion, 2/ code will assert at runtime, 3/ in case asserts are disabled, the code will not crash and enable the _Logarithmic flag. 4/ you can replace the >1.0f value with ImGuiSliderFlags_Logarithmic to fix the warning/assert and get a _similar_ effect as previous uses of power >1.0f. see https://github.com/ocornut/imgui/issues/3361 for all details. kept inline redirection functions (will obsolete) apart for: DragFloatRange2(), VSliderFloat(), VSliderScalar(). For those three the 'float power=1.0f' version was removed directly as they were most unlikely ever used. for shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`. - obsoleted use of v_min > v_max in DragInt, DragFloat, DragScalar to lock edits (introduced in 1.73, was not demoed nor documented very), will be replaced by a more generic ReadOnly feature. You may use the ImGuiSliderFlags_ReadOnly internal flag in the meantime. - 2020/06/23 (1.77) - removed BeginPopupContextWindow(const char*, int mouse_button, bool also_over_items) in favor of BeginPopupContextWindow(const char*, ImGuiPopupFlags flags) with ImGuiPopupFlags_NoOverItems. - 2020/06/15 (1.77) - renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete). [NOTE: THIS WAS REVERTED IN 1.79] - 2020/06/15 (1.77) - removed CalcItemRectClosestPoint() entry point which was made obsolete and asserting in December 2017. - 2020/04/23 (1.77) - removed unnecessary ID (first arg) of ImFontAtlas::AddCustomRectRegular(). - 2020/01/22 (1.75) - ImDrawList::AddCircle()/AddCircleFilled() functions don't accept negative radius any more. - 2019/12/17 (1.75) - [undid this change in 1.76] made Columns() limited to 64 columns by asserting above that limit. While the current code technically supports it, future code may not so we're putting the restriction ahead. - 2019/12/13 (1.75) - [imgui_internal.h] changed ImRect() default constructor initializes all fields to 0.0f instead of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). If you used ImRect::Add() to create bounding boxes by adding multiple points into it, you may need to fix your initial value. - 2019/12/08 (1.75) - removed redirecting functions/enums that were marked obsolete in 1.53 (December 2017): - ShowTestWindow() -> use ShowDemoWindow() - IsRootWindowFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootWindow) - IsRootWindowOrAnyChildFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows) - SetNextWindowContentWidth(w) -> use SetNextWindowContentSize(ImVec2(w, 0.0f) - GetItemsLineHeightWithSpacing() -> use GetFrameHeightWithSpacing() - ImGuiCol_ChildWindowBg -> use ImGuiCol_ChildBg - ImGuiStyleVar_ChildWindowRounding -> use ImGuiStyleVar_ChildRounding - ImGuiTreeNodeFlags_AllowOverlapMode -> use ImGuiTreeNodeFlags_AllowItemOverlap - IMGUI_DISABLE_TEST_WINDOWS -> use IMGUI_DISABLE_DEMO_WINDOWS - 2019/12/08 (1.75) - obsoleted calling ImDrawList::PrimReserve() with a negative count (which was vaguely documented and rarely if ever used). Instead, we added an explicit PrimUnreserve() API. - 2019/12/06 (1.75) - removed implicit default parameter to IsMouseDragging(int button = 0) to be consistent with other mouse functions (none of the other functions have it). - 2019/11/21 (1.74) - ImFontAtlas::AddCustomRectRegular() now requires an ID larger than 0x110000 (instead of 0x10000) to conform with supporting Unicode planes 1-16 in a future update. ID below 0x110000 will now assert. - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS for consistency. - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS for consistency. - 2019/10/22 (1.74) - removed redirecting functions/enums that were marked obsolete in 1.52 (October 2017): - Begin() [old 5 args version] -> use Begin() [3 args], use SetNextWindowSize() SetNextWindowBgAlpha() if needed - IsRootWindowOrAnyChildHovered() -> use IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows) - AlignFirstTextHeightToWidgets() -> use AlignTextToFramePadding() - SetNextWindowPosCenter() -> use SetNextWindowPos() with a pivot of (0.5f, 0.5f) - ImFont::Glyph -> use ImFontGlyph - 2019/10/14 (1.74) - inputs: Fixed a miscalculation in the keyboard/mouse "typematic" repeat delay/rate calculation, used by keys and e.g. repeating mouse buttons as well as the GetKeyPressedAmount() function. if you were using a non-default value for io.KeyRepeatRate (previous default was 0.250), you can add +io.KeyRepeatDelay to it to compensate for the fix. The function was triggering on: 0.0 and (delay+rate*N) where (N>=1). Fixed formula responds to (N>=0). Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay). If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you. - 2019/07/15 (1.72) - removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()). Kept redirection function (will obsolete). - 2019/07/12 (1.72) - renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Kept redirection typedef (will obsolete). - 2019/06/14 (1.72) - removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017): ImGuiCol_Column*, ImGuiSetCond_*, IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow(), IMGUI_ONCE_UPON_A_FRAME. Grep this log for details and new names, or see how they were implemented until 1.71. - 2019/06/07 (1.71) - rendering of child window outer decorations (bg color, border, scrollbars) is now performed as part of the parent window. If you have overlapping child windows in a same parent, and relied on their relative z-order to be mapped to their submission order, this will affect your rendering. This optimization is disabled if the parent window has no visual output, because it appears to be the most common situation leading to the creation of overlapping child windows. Please reach out if you are affected. - 2019/05/13 (1.71) - renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete). - 2019/05/11 (1.71) - changed io.AddInputCharacter(unsigned short c) signature to io.AddInputCharacter(unsigned int c). - 2019/04/29 (1.70) - improved ImDrawList thick strokes (>1.0f) preserving correct thickness up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, they will appear thicker now. - 2019/04/29 (1.70) - removed GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function (will obsolete). - 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete). - 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete). - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with an arbitrarily small value! - 2019/02/01 (1.68) - removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already). - 2019/01/06 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead! - 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete). - 2018/12/20 (1.67) - made it illegal to call Begin("") with an empty string. This somehow half-worked before but had various undesirable side-effects. - 2018/12/10 (1.67) - renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges as we are doing a large pass on configuration flags. - 2018/10/12 (1.66) - renamed misc/stl/imgui_stl.* to misc/cpp/imgui_stdlib.* in prevision for other C++ helper files. - 2018/09/28 (1.66) - renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete). - 2018/09/06 (1.65) - renamed stb_truetype.h to imstb_truetype.h, stb_textedit.h to imstb_textedit.h, and stb_rect_pack.h to imstb_rectpack.h. If you were conveniently using the imgui copy of those STB headers in your project you will have to update your include paths. - 2018/09/05 (1.65) - renamed io.OptCursorBlink/io.ConfigCursorBlink to io.ConfigInputTextCursorBlink. (#1427) - 2018/08/31 (1.64) - added imgui_widgets.cpp file, extracted and moved widgets code out of imgui.cpp into imgui_widgets.cpp. Re-ordered some of the code remaining in imgui.cpp. NONE OF THE FUNCTIONS HAVE CHANGED. THE CODE IS SEMANTICALLY 100% IDENTICAL, BUT _EVERY_ FUNCTION HAS BEEN MOVED. Because of this, any local modifications to imgui.cpp will likely conflict when you update. Read docs/CHANGELOG.txt for suggestions. - 2018/08/22 (1.63) - renamed IsItemDeactivatedAfterChange() to IsItemDeactivatedAfterEdit() for consistency with new IsItemEdited() API. Kept redirection function (will obsolete soonish as IsItemDeactivatedAfterChange() is very recent). - 2018/08/21 (1.63) - renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData for consistency. Kept redirection types (will obsolete). - 2018/08/21 (1.63) - removed ImGuiInputTextCallbackData::ReadOnly since it is a duplication of (ImGuiInputTextCallbackData::Flags & ImGuiInputTextFlags_ReadOnly). - 2018/08/01 (1.63) - removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor of a global io.ConfigResizeWindowsFromEdges [update 1.67 renamed to ConfigWindowsResizeFromEdges] to enable the feature. - 2018/08/01 (1.63) - renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to ConfigMacOSXBehaviors for consistency. - 2018/07/22 (1.63) - changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecisions over time. - 2018/07/08 (1.63) - style: renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete). - 2018/06/08 (1.62) - examples: the imgui_impl_XXX files have been split to separate platform (Win32, GLFW, SDL2, etc.) from renderer (DX11, OpenGL, Vulkan, etc.). old backends will still work as is, however prefer using the separated backends as they will be updated to support multi-viewports. when adopting new backends follow the main.cpp code of your preferred examples/ folder to know which functions to call. in particular, note that old backends called ImGui::NewFrame() at the end of their ImGui_ImplXXXX_NewFrame() function. - 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set. - 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details. - 2018/05/03 (1.61) - DragInt(): the default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more. If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format. To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d, giving time to users to upgrade their code. If you have IMGUI_DISABLE_OBSOLETE_FUNCTIONS enabled, the code will instead assert! You may run a reg-exp search on your codebase for e.g. "DragInt.*%f" to help you find them. - 2018/04/28 (1.61) - obsoleted InputFloat() functions taking an optional "int decimal_precision" in favor of an equivalent and more flexible "const char* format", consistent with other functions. Kept redirection functions (will obsolete). - 2018/04/09 (1.61) - IM_DELETE() helper function added in 1.60 doesn't clear the input _pointer_ reference, more consistent with expectation and allows passing r-value. - 2018/03/20 (1.60) - renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, _not_ used by core and only honored by some backend ahead of merging the Nav branch). - 2018/03/12 (1.60) - removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered as the closing cross uses regular button colors now. - 2018/03/08 (1.60) - changed ImFont::DisplayOffset.y to default to 0 instead of +1. Fixed rounding of Ascent/Descent to match TrueType renderer. If you were adding or subtracting to ImFont::DisplayOffset check if your fonts are correctly aligned vertically. - 2018/03/03 (1.60) - renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums. - 2018/02/18 (1.60) - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment. - 2018/02/16 (1.60) - obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display. - 2018/02/07 (1.60) - reorganized context handling to be more explicit, - YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END. - removed Shutdown() function, as DestroyContext() serve this purpose. - you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwise CreateContext() will create its own font atlas instance. - removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts. - removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts. - 2018/01/31 (1.60) - moved sample TTF files from extra_fonts/ to misc/fonts/. If you loaded files directly from the imgui repo you may need to update your paths. - 2018/01/11 (1.60) - obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept redirection function (will obsolete). - 2018/01/11 (1.60) - obsoleted IsAnyWindowFocused() in favor of IsWindowFocused(ImGuiFocusedFlags_AnyWindow). Kept redirection function (will obsolete). - 2018/01/03 (1.60) - renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData. - 2017/12/29 (1.60) - removed CalcItemRectClosestPoint() which was weird and not really used by anyone except demo code. If you need it it's easy to replicate on your side. - 2017/12/24 (1.53) - renamed the emblematic ShowTestWindow() function to ShowDemoWindow(). Kept redirection function (will obsolete). - 2017/12/21 (1.53) - ImDrawList: renamed style.AntiAliasedShapes to style.AntiAliasedFill for consistency and as a way to explicitly break code that manipulate those flag at runtime. You can now manipulate ImDrawList::Flags - 2017/12/21 (1.53) - ImDrawList: removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Prefer manipulating ImDrawList::Flags if you need to toggle them during the frame. - 2017/12/14 (1.53) - using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set. - 2017/12/13 (1.53) - renamed GetItemsLineHeightWithSpacing() to GetFrameHeightWithSpacing(). Kept redirection function (will obsolete). - 2017/12/13 (1.53) - obsoleted IsRootWindowFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootWindow). Kept redirection function (will obsolete). - obsoleted IsRootWindowOrAnyChildFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows). Kept redirection function (will obsolete). - 2017/12/12 (1.53) - renamed ImGuiTreeNodeFlags_AllowOverlapMode to ImGuiTreeNodeFlags_AllowItemOverlap. Kept redirection enum (will obsolete). - 2017/12/10 (1.53) - removed SetNextWindowContentWidth(), prefer using SetNextWindowContentSize(). Kept redirection function (will obsolete). - 2017/11/27 (1.53) - renamed ImGuiTextBuffer::append() helper to appendf(), appendv() to appendfv(). If you copied the 'Log' demo in your code, it uses appendv() so that needs to be renamed. - 2017/11/18 (1.53) - Style, Begin: removed ImGuiWindowFlags_ShowBorders window flag. Borders are now fully set up in the ImGuiStyle structure (see e.g. style.FrameBorderSize, style.WindowBorderSize). Use ImGui::ShowStyleEditor() to look them up. Please note that the style system will keep evolving (hopefully stabilizing in Q1 2018), and so custom styles will probably subtly break over time. It is recommended you use the StyleColorsClassic(), StyleColorsDark(), StyleColorsLight() functions. - 2017/11/18 (1.53) - Style: removed ImGuiCol_ComboBg in favor of combo boxes using ImGuiCol_PopupBg for consistency. - 2017/11/18 (1.53) - Style: renamed ImGuiCol_ChildWindowBg to ImGuiCol_ChildBg. - 2017/11/18 (1.53) - Style: renamed style.ChildWindowRounding to style.ChildRounding, ImGuiStyleVar_ChildWindowRounding to ImGuiStyleVar_ChildRounding. - 2017/11/02 (1.53) - obsoleted IsRootWindowOrAnyChildHovered() in favor of using IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); - 2017/10/24 (1.52) - renamed IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS to IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS for consistency. - 2017/10/20 (1.52) - changed IsWindowHovered() default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it. - 2017/10/20 (1.52) - marked IsItemHoveredRect()/IsMouseHoveringWindow() as obsolete, in favor of using the newly introduced flags for IsItemHovered() and IsWindowHovered(). See https://github.com/ocornut/imgui/issues/1382 for details. removed the IsItemRectHovered()/IsWindowRectHovered() names introduced in 1.51 since they were merely more consistent names for the two functions we are now obsoleting. IsItemHoveredRect() --> IsItemHovered(ImGuiHoveredFlags_RectOnly) IsMouseHoveringAnyWindow() --> IsWindowHovered(ImGuiHoveredFlags_AnyWindow) IsMouseHoveringWindow() --> IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) [weird, old behavior] - 2017/10/17 (1.52) - marked the old 5-parameters version of Begin() as obsolete (still available). Use SetNextWindowSize()+Begin() instead! - 2017/10/11 (1.52) - renamed AlignFirstTextHeightToWidgets() to AlignTextToFramePadding(). Kept inline redirection function (will obsolete). - 2017/09/26 (1.52) - renamed ImFont::Glyph to ImFontGlyph. Kept redirection typedef (will obsolete). - 2017/09/25 (1.52) - removed SetNextWindowPosCenter() because SetNextWindowPos() now has the optional pivot information to do the same and more. Kept redirection function (will obsolete). - 2017/08/25 (1.52) - io.MousePos needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing. Previously ImVec2(-1,-1) was enough but we now accept negative mouse coordinates. In your backend if you need to support unavailable mouse, make sure to replace "io.MousePos = ImVec2(-1,-1)" with "io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX)". - 2017/08/22 (1.51) - renamed IsItemHoveredRect() to IsItemRectHovered(). Kept inline redirection function (will obsolete). -> (1.52) use IsItemHovered(ImGuiHoveredFlags_RectOnly)! - renamed IsMouseHoveringAnyWindow() to IsAnyWindowHovered() for consistency. Kept inline redirection function (will obsolete). - renamed IsMouseHoveringWindow() to IsWindowRectHovered() for consistency. Kept inline redirection function (will obsolete). - 2017/08/20 (1.51) - renamed GetStyleColName() to GetStyleColorName() for consistency. - 2017/08/20 (1.51) - added PushStyleColor(ImGuiCol idx, ImU32 col) overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicily to fix. - 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame type. - 2017/08/15 (1.51) - changed parameter order for BeginPopupContextWindow() from (const char*,int buttons,bool also_over_items) to (const char*,int buttons,bool also_over_items). Note that most calls relied on default parameters completely. - 2017/08/13 (1.51) - renamed ImGuiCol_Column to ImGuiCol_Separator, ImGuiCol_ColumnHovered to ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive to ImGuiCol_SeparatorActive. Kept redirection enums (will obsolete). - 2017/08/11 (1.51) - renamed ImGuiSetCond_Always to ImGuiCond_Always, ImGuiSetCond_Once to ImGuiCond_Once, ImGuiSetCond_FirstUseEver to ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing to ImGuiCond_Appearing. Kept redirection enums (will obsolete). - 2017/08/09 (1.51) - removed ValueColor() helpers, they are equivalent to calling Text(label) + SameLine() + ColorButton(). - 2017/08/08 (1.51) - removed ColorEditMode() and ImGuiColorEditMode in favor of ImGuiColorEditFlags and parameters to the various Color*() functions. The SetColorEditOptions() allows to initialize default but the user can still change them with right-click context menu. - changed prototype of 'ColorEdit4(const char* label, float col[4], bool show_alpha = true)' to 'ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0)', where passing flags = 0x01 is a safe no-op (hello dodgy backward compatibility!). - check and run the demo window, under "Color/Picker Widgets", to understand the various new options. - changed prototype of rarely used 'ColorButton(ImVec4 col, bool small_height = false, bool outline_border = true)' to 'ColorButton(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0))' - 2017/07/20 (1.51) - removed IsPosHoveringAnyWindow(ImVec2), which was partly broken and misleading. ASSERT + redirect user to io.WantCaptureMouse - 2017/05/26 (1.50) - removed ImFontConfig::MergeGlyphCenterV in favor of a more multipurpose ImFontConfig::GlyphOffset. - 2017/05/01 (1.50) - renamed ImDrawList::PathFill() (rarely used directly) to ImDrawList::PathFillConvex() for clarity. - 2016/11/06 (1.50) - BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple times to a same child from different locations of the stack id. If that's the case, generate an id with GetID() and use it instead of passing string to BeginChild(). - 2016/10/15 (1.50) - avoid 'void* user_data' parameter to io.SetClipboardTextFn/io.GetClipboardTextFn pointers. We pass io.ClipboardUserData to it. - 2016/09/25 (1.50) - style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc. - 2016/07/30 (1.50) - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully, breakage should be minimal. - 2016/05/12 (1.49) - title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore. If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you, otherwise if <1.0f you need to tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar. This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color: ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col) { float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)), k = title_bg_col.w / new_a; return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a); } If this is confusing, pick the RGB value from title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create TitleBgActive from a tweaked TitleBg color. - 2016/05/07 (1.49) - removed confusing set of GetInternalState(), GetInternalStateSize(), SetInternalState() functions. Now using CreateContext(), DestroyContext(), GetCurrentContext(), SetCurrentContext(). - 2016/05/02 (1.49) - renamed SetNextTreeNodeOpened() to SetNextTreeNodeOpen(), no redirection. - 2016/05/01 (1.49) - obsoleted old signature of CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false) as extra parameters were badly designed and rarely used. You can replace the "default_open = true" flag in new API with CollapsingHeader(label, ImGuiTreeNodeFlags_DefaultOpen). - 2016/04/26 (1.49) - changed ImDrawList::PushClipRect(ImVec4 rect) to ImDrawList::PushClipRect(Imvec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false). Note that higher-level ImGui::PushClipRect() is preferable because it will clip at logic/widget level, whereas ImDrawList::PushClipRect() only affect your renderer. - 2016/04/03 (1.48) - removed style.WindowFillAlphaDefault setting which was redundant. Bake default BG alpha inside style.Colors[ImGuiCol_WindowBg] and all other Bg color values. (ref GitHub issue #337). - 2016/04/03 (1.48) - renamed ImGuiCol_TooltipBg to ImGuiCol_PopupBg, used by popups/menus and tooltips. popups/menus were previously using ImGuiCol_WindowBg. (ref github issue #337) - 2016/03/21 (1.48) - renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). Kept inline redirection function (will obsolete). - 2016/03/02 (1.48) - InputText() completion/history/always callbacks: if you modify the text buffer manually (without using DeleteChars()/InsertChars() helper) you need to maintain the BufTextLen field. added an assert. - 2016/01/23 (1.48) - fixed not honoring exact width passed to PushItemWidth(), previously it would add extra FramePadding.x*2 over that width. if you had manual pixel-perfect alignment in place it might affect you. - 2015/12/27 (1.48) - fixed ImDrawList::AddRect() which used to render a rectangle 1 px too large on each axis. - 2015/12/04 (1.47) - renamed Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete. - 2015/08/29 (1.45) - with the addition of horizontal scrollbar we made various fixes to inconsistencies with dealing with cursor position. GetCursorPos()/SetCursorPos() functions now include the scrolled amount. It shouldn't affect the majority of users, but take note that SetCursorPosX(100.0f) puts you at +100 from the starting x position which may include scrolling, not at +100 from the window left side. GetContentRegionMax()/GetWindowContentRegionMin()/GetWindowContentRegionMax() functions allow include the scrolled amount. Typically those were used in cases where no scrolling would happen so it may not be a problem, but watch out! - 2015/08/29 (1.45) - renamed style.ScrollbarWidth to style.ScrollbarSize - 2015/08/05 (1.44) - split imgui.cpp into extra files: imgui_demo.cpp imgui_draw.cpp imgui_internal.h that you need to add to your project. - 2015/07/18 (1.44) - fixed angles in ImDrawList::PathArcTo(), PathArcToFast() (introduced in 1.43) being off by an extra PI for no justifiable reason - 2015/07/14 (1.43) - add new ImFontAtlas::AddFont() API. For the old AddFont***, moved the 'font_no' parameter of ImFontAtlas::AddFont** functions to the ImFontConfig structure. you need to render your textured triangles with bilinear filtering to benefit from sub-pixel positioning of text. - 2015/07/08 (1.43) - switched rendering data to use indexed rendering. this is saving a fair amount of CPU/GPU and enables us to get anti-aliasing for a marginal cost. this necessary change will break your rendering function! the fix should be very easy. sorry for that :( - if you are using a vanilla copy of one of the imgui_impl_XXX.cpp provided in the example, you just need to update your copy and you can ignore the rest. - the signature of the io.RenderDrawListsFn handler has changed! old: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count) new: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data). parameters: 'cmd_lists' becomes 'draw_data->CmdLists', 'cmd_lists_count' becomes 'draw_data->CmdListsCount' ImDrawList: 'commands' becomes 'CmdBuffer', 'vtx_buffer' becomes 'VtxBuffer', 'IdxBuffer' is new. ImDrawCmd: 'vtx_count' becomes 'ElemCount', 'clip_rect' becomes 'ClipRect', 'user_callback' becomes 'UserCallback', 'texture_id' becomes 'TextureId'. - each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles using indices from the index buffer. - if you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() method to de-index the buffers. This is slow and a waste of CPU/GPU. Prefer using indexed rendering! - refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. please upgrade! - 2015/07/10 (1.43) - changed SameLine() parameters from int to float. - 2015/07/02 (1.42) - renamed SetScrollPosHere() to SetScrollFromCursorPos(). Kept inline redirection function (will obsolete). - 2015/07/02 (1.42) - renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion along with other scrolling functions, because positions (e.g. cursor position) are not equivalent to scrolling amount. - 2015/06/14 (1.41) - changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent) - makes a difference when texture have transparence - 2015/06/14 (1.41) - changed Selectable() API from (label, selected, size) to (label, selected, flags, size). Size override should have been rarely used. Sorry! - 2015/05/31 (1.40) - renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline redirection function (will obsolete). - 2015/05/31 (1.40) - renamed IsRectClipped() to IsRectVisible() for consistency. Note that return value is opposite! Kept inline redirection function (will obsolete). - 2015/05/27 (1.40) - removed the third 'repeat_if_held' parameter from Button() - sorry! it was rarely used and inconsistent. Use PushButtonRepeat(true) / PopButtonRepeat() to enable repeat on desired buttons. - 2015/05/11 (1.40) - changed BeginPopup() API, takes a string identifier instead of a bool. ImGui needs to manage the open/closed state of popups. Call OpenPopup() to actually set the "open" state of a popup. BeginPopup() returns true if the popup is opened. - 2015/05/03 (1.40) - removed style.AutoFitPadding, using style.WindowPadding makes more sense (the default values were already the same). - 2015/04/13 (1.38) - renamed IsClipped() to IsRectClipped(). Kept inline redirection function until 1.50. - 2015/04/09 (1.38) - renamed ImDrawList::AddArc() to ImDrawList::AddArcFast() for compatibility with future API - 2015/04/03 (1.38) - removed ImGuiCol_CheckHovered, ImGuiCol_CheckActive, replaced with the more general ImGuiCol_FrameBgHovered, ImGuiCol_FrameBgActive. - 2014/04/03 (1.38) - removed support for passing -FLT_MAX..+FLT_MAX as the range for a SliderFloat(). Use DragFloat() or Inputfloat() instead. - 2015/03/17 (1.36) - renamed GetItemBoxMin()/GetItemBoxMax()/IsMouseHoveringBox() to GetItemRectMin()/GetItemRectMax()/IsMouseHoveringRect(). Kept inline redirection function until 1.50. - 2015/03/15 (1.36) - renamed style.TreeNodeSpacing to style.IndentSpacing, ImGuiStyleVar_TreeNodeSpacing to ImGuiStyleVar_IndentSpacing - 2015/03/13 (1.36) - renamed GetWindowIsFocused() to IsWindowFocused(). Kept inline redirection function until 1.50. - 2015/03/08 (1.35) - renamed style.ScrollBarWidth to style.ScrollbarWidth (casing) - 2015/02/27 (1.34) - renamed OpenNextNode(bool) to SetNextTreeNodeOpened(bool, ImGuiSetCond). Kept inline redirection function until 1.50. - 2015/02/27 (1.34) - renamed ImGuiSetCondition_*** to ImGuiSetCond_***, and _FirstUseThisSession becomes _Once. - 2015/02/11 (1.32) - changed text input callback ImGuiTextEditCallback return type from void-->int. reserved for future use, return 0 for now. - 2015/02/10 (1.32) - renamed GetItemWidth() to CalcItemWidth() to clarify its evolving behavior - 2015/02/08 (1.31) - renamed GetTextLineSpacing() to GetTextLineHeightWithSpacing() - 2015/02/01 (1.31) - removed IO.MemReallocFn (unused) - 2015/01/19 (1.30) - renamed ImGuiStorage::GetIntPtr()/GetFloatPtr() to GetIntRef()/GetIntRef() because Ptr was conflicting with actual pointer storage functions. - 2015/01/11 (1.30) - big font/image API change! now loads TTF file. allow for multiple fonts. no need for a PNG loader. - 2015/01/11 (1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels. - old: const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); [..Upload texture to GPU..]; - new: unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); [..Upload texture to GPU..]; io.Fonts->SetTexID(YourTexIdentifier); you now have more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs. It is now recommended that you sample the font texture with bilinear interpolation. - 2015/01/11 (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to call io.Fonts->SetTexID() - 2015/01/11 (1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix) - 2015/01/11 (1.30) - removed ImGui::IsItemFocused() in favor of ImGui::IsItemActive() which handles all widgets - 2014/12/10 (1.18) - removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver) - 2014/11/28 (1.17) - moved IO.Font*** options to inside the IO.Font-> structure (FontYOffset, FontTexUvForWhite, FontBaseScale, FontFallbackGlyph) - 2014/11/26 (1.17) - reworked syntax of IMGUI_ONCE_UPON_A_FRAME helper macro to increase compiler compatibility - 2014/11/07 (1.15) - renamed IsHovered() to IsItemHovered() - 2014/10/02 (1.14) - renamed IMGUI_INCLUDE_IMGUI_USER_CPP to IMGUI_INCLUDE_IMGUI_USER_INL and imgui_user.cpp to imgui_user.inl (more IDE friendly) - 2014/09/25 (1.13) - removed 'text_end' parameter from IO.SetClipboardTextFn (the string is now always zero-terminated for simplicity) - 2014/09/24 (1.12) - renamed SetFontScale() to SetWindowFontScale() - 2014/09/24 (1.12) - moved IM_MALLOC/IM_REALLOC/IM_FREE preprocessor defines to IO.MemAllocFn/IO.MemReallocFn/IO.MemFreeFn - 2014/08/30 (1.09) - removed IO.FontHeight (now computed automatically) - 2014/08/30 (1.09) - moved IMGUI_FONT_TEX_UV_FOR_WHITE preprocessor define to IO.FontTexUvForWhite - 2014/08/28 (1.09) - changed the behavior of IO.PixelCenterOffset following various rendering fixes FREQUENTLY ASKED QUESTIONS (FAQ) ================================ Read all answers online: https://www.dearimgui.org/faq or https://github.com/ocornut/imgui/blob/master/docs/FAQ.md (same url) Read all answers locally (with a text editor or ideally a Markdown viewer): docs/FAQ.md Some answers are copied down here to facilitate searching in code. Q&A: Basics =========== Q: Where is the documentation? A: This library is poorly documented at the moment and expects the user to be acquainted with C/C++. - Run the examples/ and explore them. - See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. - The demo covers most features of Dear ImGui, so you can read the code and see its output. - See documentation and comments at the top of imgui.cpp + effectively imgui.h. - Dozens of standalone example applications using e.g. OpenGL/DirectX are provided in the examples/ folder to explain how to integrate Dear ImGui with your own engine/application. - The Wiki (https://github.com/ocornut/imgui/wiki) has many resources and links. - The Glossary (https://github.com/ocornut/imgui/wiki/Glossary) page also may be useful. - Your programming IDE is your friend, find the type or function declaration to find comments associated with it. Q: What is this library called? Q: Which version should I get? >> This library is called "Dear ImGui", please don't call it "ImGui" :) >> See https://www.dearimgui.org/faq for details. Q&A: Integration ================ Q: How to get started? A: Read 'PROGRAMMER GUIDE' above. Read examples/README.txt. Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application? A: You should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags! >> See https://www.dearimgui.org/faq for a fully detailed answer. You really want to read this. Q. How can I enable keyboard controls? Q: How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display) Q: I integrated Dear ImGui in my engine and little squares are showing instead of text... Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around... Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries... >> See https://www.dearimgui.org/faq Q&A: Usage ---------- Q: About the ID Stack system.. - Why is my widget not reacting when I click on it? - How can I have widgets with an empty label? - How can I have multiple widgets with the same label? - How can I have multiple windows with the same label? Q: How can I display an image? What is ImTextureID, how does it works? Q: How can I use my own math types instead of ImVec2/ImVec4? Q: How can I interact with standard C++ types (such as std::string and std::vector)? Q: How can I display custom shapes? (using low-level ImDrawList API) >> See https://www.dearimgui.org/faq Q&A: Fonts, Text ================ Q: How should I handle DPI in my application? Q: How can I load a different font than the default? Q: How can I easily use icons in my application? Q: How can I load multiple fonts? Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic? >> See https://www.dearimgui.org/faq and https://github.com/ocornut/imgui/edit/master/docs/FONTS.md Q&A: Concerns ============= Q: Who uses Dear ImGui? Q: Can you create elaborate/serious tools with Dear ImGui? Q: Can you reskin the look of Dear ImGui? Q: Why using C++ (as opposed to C)? >> See https://www.dearimgui.org/faq Q&A: Community ============== Q: How can I help? A: - Businesses: please reach out to "contact AT dearimgui.com" if you work in a place using Dear ImGui! We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts. This is among the most useful thing you can do for Dear ImGui. With increased funding, we can hire more people working on this project. - Individuals: you can support continued development via PayPal donations. See README. - If you are experienced with Dear ImGui and C++, look at the GitHub issues, look at the Wiki, read docs/TODO.txt and see how you want to help and can help! - Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc. You may post screenshot or links in the gallery threads. Visuals are ideal as they inspire other programmers. But even without visuals, disclosing your use of dear imgui helps the library grow credibility, and help other teams and programmers with taking decisions. - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues (on GitHub or privately). */ //------------------------------------------------------------------------- // [SECTION] INCLUDES //------------------------------------------------------------------------- #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) #define _CRT_SECURE_NO_WARNINGS #endif #include "imgui.h" #ifndef IMGUI_DISABLE #ifndef IMGUI_DEFINE_MATH_OPERATORS #define IMGUI_DEFINE_MATH_OPERATORS #endif #include "imgui_internal.h" // System includes #include // toupper #include // vsnprintf, sscanf, printf #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier #include // intptr_t #else #include // intptr_t #endif // [Windows] On non-Visual Studio compilers, we default to IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS unless explicitly enabled #if defined(_WIN32) && !defined(_MSC_VER) && !defined(IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) #define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS #endif // [Windows] OS specific includes (optional) #if defined(_WIN32) && defined(IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) #define IMGUI_DISABLE_WIN32_FUNCTIONS #endif #if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) #ifndef WIN32_LEAN_AND_MEAN #define WIN32_LEAN_AND_MEAN #endif #ifndef NOMINMAX #define NOMINMAX #endif #ifndef __MINGW32__ #include // _wfopen, OpenClipboard #else #include #endif #if defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP) // UWP doesn't have all Win32 functions #define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS #define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS #endif #endif // [Apple] OS specific includes #if defined(__APPLE__) #include #endif // Visual Studio warnings #ifdef _MSC_VER #pragma warning (disable: 4127) // condition expression is constant #pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen #if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later #pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types #endif #pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). #pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6). #pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). #endif // Clang/GCC warnings with -Weverything #if defined(__clang__) #if __has_warning("-Wunknown-warning-option") #pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! #endif #pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. #pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. #pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. #pragma clang diagnostic ignored "-Wexit-time-destructors" // warning: declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals. #pragma clang diagnostic ignored "-Wglobal-constructors" // warning: declaration requires a global destructor // similar to above, not sure what the exact difference is. #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness #pragma clang diagnostic ignored "-Wformat-pedantic" // warning: format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic. #pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning: cast to 'void *' from smaller integer type 'int' #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 #pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision #elif defined(__GNUC__) // We disable -Wpragmas because GCC doesn't provide an has_warning equivalent and some forks/patches may not following the warning/version association. #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind #pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used #pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size #pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'void*', but argument 6 has type 'ImGuiWindow*' #pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function #pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value #pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked #pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when assuming that (X - c) > X is always false #pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead #endif // Debug options #define IMGUI_DEBUG_NAV_SCORING 0 // Display navigation scoring preview when hovering items. Display last moving direction matches when holding CTRL #define IMGUI_DEBUG_NAV_RECTS 0 // Display the reference navigation rectangle for each window #define IMGUI_DEBUG_INI_SETTINGS 0 // Save additional comments in .ini file (particularly helps for Docking, but makes saving slower) // When using CTRL+TAB (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch. static const float NAV_WINDOWING_HIGHLIGHT_DELAY = 0.20f; // Time before the highlight and screen dimming starts fading in static const float NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15f; // Time before the window list starts to appear // Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by backend) static const float WINDOWS_HOVER_PADDING = 4.0f; // Extend outside window for hovering/resizing (maxxed with TouchPadding) and inside windows for borders. Affect FindHoveredWindow(). static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f; // Reduce visual noise by only highlighting the border after a certain time. static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 2.00f; // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved. // Docking static const float DOCKING_TRANSPARENT_PAYLOAD_ALPHA = 0.50f; // For use with io.ConfigDockingTransparentPayload. Apply to Viewport _or_ WindowBg in host viewport. static const float DOCKING_SPLITTER_SIZE = 2.0f; //------------------------------------------------------------------------- // [SECTION] FORWARD DECLARATIONS //------------------------------------------------------------------------- static void SetCurrentWindow(ImGuiWindow* window); static void FindHoveredWindow(); static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags); static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window); static void AddDrawListToDrawData(ImVector* out_list, ImDrawList* draw_list); static void AddWindowToSortBuffer(ImVector* out_sorted_windows, ImGuiWindow* window); // Settings static void WindowSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*); static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name); static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line); static void WindowSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*); static void WindowSettingsHandler_WriteAll(ImGuiContext*, ImGuiSettingsHandler*, ImGuiTextBuffer* buf); // Platform Dependents default implementation for IO functions static const char* GetClipboardTextFn_DefaultImpl(void* user_data); static void SetClipboardTextFn_DefaultImpl(void* user_data, const char* text); static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data); namespace ImGui { // Navigation static void NavUpdate(); static void NavUpdateWindowing(); static void NavUpdateWindowingOverlay(); static void NavUpdateCancelRequest(); static void NavUpdateCreateMoveRequest(); static void NavUpdateCreateTabbingRequest(); static float NavUpdatePageUpPageDown(); static inline void NavUpdateAnyRequestFlag(); static void NavUpdateCreateWrappingRequest(); static void NavEndFrame(); static bool NavScoreItem(ImGuiNavItemData* result); static void NavApplyItemToResult(ImGuiNavItemData* result); static void NavProcessItem(); static void NavProcessItemForTabbingRequest(ImGuiID id); static ImVec2 NavCalcPreferredRefPos(); static void NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window); static ImGuiWindow* NavRestoreLastChildNavWindow(ImGuiWindow* window); static void NavRestoreLayer(ImGuiNavLayer layer); static void NavRestoreHighlightAfterMove(); static int FindWindowFocusIndex(ImGuiWindow* window); // Error Checking and Debug Tools static void ErrorCheckNewFrameSanityChecks(); static void ErrorCheckEndFrameSanityChecks(); static void UpdateDebugToolItemPicker(); static void UpdateDebugToolStackQueries(); // Misc static void UpdateSettings(); static void UpdateKeyboardInputs(); static void UpdateMouseInputs(); static void UpdateMouseWheel(); static bool UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect); static void RenderWindowOuterBorders(ImGuiWindow* window); static void RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size); static void RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open); static void RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col); static void RenderDimmedBackgrounds(); static ImGuiWindow* FindBlockingModal(ImGuiWindow* window); // Viewports const ImGuiID IMGUI_VIEWPORT_DEFAULT_ID = 0x11111111; // Using an arbitrary constant instead of e.g. ImHashStr("ViewportDefault", 0); so it's easier to spot in the debugger. The exact value doesn't matter. static ImGuiViewportP* AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& platform_pos, const ImVec2& size, ImGuiViewportFlags flags); static void DestroyViewport(ImGuiViewportP* viewport); static void UpdateViewportsNewFrame(); static void UpdateViewportsEndFrame(); static void WindowSelectViewport(ImGuiWindow* window); static void WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack); static bool UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* host_viewport); static bool UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window); static bool GetWindowAlwaysWantOwnViewport(ImGuiWindow* window); static int FindPlatformMonitorForPos(const ImVec2& pos); static int FindPlatformMonitorForRect(const ImRect& r); static void UpdateViewportPlatformMonitor(ImGuiViewportP* viewport); } //----------------------------------------------------------------------------- // [SECTION] CONTEXT AND MEMORY ALLOCATORS //----------------------------------------------------------------------------- // DLL users: // - Heaps and globals are not shared across DLL boundaries! // - You will need to call SetCurrentContext() + SetAllocatorFunctions() for each static/DLL boundary you are calling from. // - Same applies for hot-reloading mechanisms that are reliant on reloading DLL (note that many hot-reloading mechanisms work without DLL). // - Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility. // - Confused? In a debugger: add GImGui to your watch window and notice how its value changes depending on your current location (which DLL boundary you are in). // Current context pointer. Implicitly used by all Dear ImGui functions. Always assumed to be != NULL. // - ImGui::CreateContext() will automatically set this pointer if it is NULL. // Change to a different context by calling ImGui::SetCurrentContext(). // - Important: Dear ImGui functions are not thread-safe because of this pointer. // If you want thread-safety to allow N threads to access N different contexts: // - Change this variable to use thread local storage so each thread can refer to a different context, in your imconfig.h: // struct ImGuiContext; // extern thread_local ImGuiContext* MyImGuiTLS; // #define GImGui MyImGuiTLS // And then define MyImGuiTLS in one of your cpp files. Note that thread_local is a C++11 keyword, earlier C++ uses compiler-specific keyword. // - Future development aims to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586 // - If you need a finite number of contexts, you may compile and use multiple instances of the ImGui code from a different namespace. // - DLL users: read comments above. #ifndef GImGui ImGuiContext* GImGui = NULL; #endif // Memory Allocator functions. Use SetAllocatorFunctions() to change them. // - You probably don't want to modify that mid-program, and if you use global/static e.g. ImVector<> instances you may need to keep them accessible during program destruction. // - DLL users: read comments above. #ifndef IMGUI_DISABLE_DEFAULT_ALLOCATORS static void* MallocWrapper(size_t size, void* user_data) { IM_UNUSED(user_data); return malloc(size); } static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_data); free(ptr); } #else static void* MallocWrapper(size_t size, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(size); IM_ASSERT(0); return NULL; } static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(ptr); IM_ASSERT(0); } #endif static ImGuiMemAllocFunc GImAllocatorAllocFunc = MallocWrapper; static ImGuiMemFreeFunc GImAllocatorFreeFunc = FreeWrapper; static void* GImAllocatorUserData = NULL; //----------------------------------------------------------------------------- // [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO) //----------------------------------------------------------------------------- ImGuiStyle::ImGuiStyle() { Alpha = 1.0f; // Global alpha applies to everything in Dear ImGui. DisabledAlpha = 0.60f; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha. WindowPadding = ImVec2(8,8); // Padding within a window WindowRounding = 0.0f; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended. WindowBorderSize = 1.0f; // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested. WindowMinSize = ImVec2(32,32); // Minimum window size WindowTitleAlign = ImVec2(0.0f,0.5f);// Alignment for title bar text WindowMenuButtonPosition= ImGuiDir_Left; // Position of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir_Left. ChildRounding = 0.0f; // Radius of child window corners rounding. Set to 0.0f to have rectangular child windows ChildBorderSize = 1.0f; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. Other values not well tested. PopupRounding = 0.0f; // Radius of popup window corners rounding. Set to 0.0f to have rectangular child windows PopupBorderSize = 1.0f; // Thickness of border around popup or tooltip windows. Generally set to 0.0f or 1.0f. Other values not well tested. FramePadding = ImVec2(4,3); // Padding within a framed rectangle (used by most widgets) FrameRounding = 0.0f; // Radius of frame corners rounding. Set to 0.0f to have rectangular frames (used by most widgets). FrameBorderSize = 0.0f; // Thickness of border around frames. Generally set to 0.0f or 1.0f. Other values not well tested. ItemSpacing = ImVec2(8,4); // Horizontal and vertical spacing between widgets/lines ItemInnerSpacing = ImVec2(4,4); // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label) CellPadding = ImVec2(4,2); // Padding within a table cell TouchExtraPadding = ImVec2(0,0); // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much! IndentSpacing = 21.0f; // Horizontal spacing when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2). ColumnsMinSpacing = 6.0f; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). ScrollbarSize = 14.0f; // Width of the vertical scrollbar, Height of the horizontal scrollbar ScrollbarRounding = 9.0f; // Radius of grab corners rounding for scrollbar GrabMinSize = 10.0f; // Minimum width/height of a grab box for slider/scrollbar GrabRounding = 0.0f; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. LogSliderDeadzone = 4.0f; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero. TabRounding = 4.0f; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. TabBorderSize = 0.0f; // Thickness of border around tabs. TabMinWidthForCloseButton = 0.0f; // Minimum width for close button to appears on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected. ColorButtonPosition = ImGuiDir_Right; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. ButtonTextAlign = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text. SelectableTextAlign = ImVec2(0.0f,0.0f);// Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line. DisplayWindowPadding = ImVec2(19,19); // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows. DisplaySafeAreaPadding = ImVec2(3,3); // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows. MouseCursorScale = 1.0f; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later. AntiAliasedLines = true; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. AntiAliasedLinesUseTex = true; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). AntiAliasedFill = true; // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.). CurveTessellationTol = 1.25f; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. CircleTessellationMaxError = 0.30f; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. // Default theme ImGui::StyleColorsDark(this); } // To scale your entire UI (e.g. if you want your app to use High DPI or generally be DPI aware) you may use this helper function. Scaling the fonts is done separately and is up to you. // Important: This operation is lossy because we round all sizes to integer. If you need to change your scale multiples, call this over a freshly initialized ImGuiStyle structure rather than scaling multiple times. void ImGuiStyle::ScaleAllSizes(float scale_factor) { WindowPadding = ImFloor(WindowPadding * scale_factor); WindowRounding = ImFloor(WindowRounding * scale_factor); WindowMinSize = ImFloor(WindowMinSize * scale_factor); ChildRounding = ImFloor(ChildRounding * scale_factor); PopupRounding = ImFloor(PopupRounding * scale_factor); FramePadding = ImFloor(FramePadding * scale_factor); FrameRounding = ImFloor(FrameRounding * scale_factor); ItemSpacing = ImFloor(ItemSpacing * scale_factor); ItemInnerSpacing = ImFloor(ItemInnerSpacing * scale_factor); CellPadding = ImFloor(CellPadding * scale_factor); TouchExtraPadding = ImFloor(TouchExtraPadding * scale_factor); IndentSpacing = ImFloor(IndentSpacing * scale_factor); ColumnsMinSpacing = ImFloor(ColumnsMinSpacing * scale_factor); ScrollbarSize = ImFloor(ScrollbarSize * scale_factor); ScrollbarRounding = ImFloor(ScrollbarRounding * scale_factor); GrabMinSize = ImFloor(GrabMinSize * scale_factor); GrabRounding = ImFloor(GrabRounding * scale_factor); LogSliderDeadzone = ImFloor(LogSliderDeadzone * scale_factor); TabRounding = ImFloor(TabRounding * scale_factor); TabMinWidthForCloseButton = (TabMinWidthForCloseButton != FLT_MAX) ? ImFloor(TabMinWidthForCloseButton * scale_factor) : FLT_MAX; DisplayWindowPadding = ImFloor(DisplayWindowPadding * scale_factor); DisplaySafeAreaPadding = ImFloor(DisplaySafeAreaPadding * scale_factor); MouseCursorScale = ImFloor(MouseCursorScale * scale_factor); } ImGuiIO::ImGuiIO() { // Most fields are initialized with zero memset(this, 0, sizeof(*this)); IM_STATIC_ASSERT(IM_ARRAYSIZE(ImGuiIO::MouseDown) == ImGuiMouseButton_COUNT && IM_ARRAYSIZE(ImGuiIO::MouseClicked) == ImGuiMouseButton_COUNT); // Settings ConfigFlags = ImGuiConfigFlags_None; BackendFlags = ImGuiBackendFlags_None; DisplaySize = ImVec2(-1.0f, -1.0f); DeltaTime = 1.0f / 60.0f; IniSavingRate = 5.0f; IniFilename = "imgui.ini"; // Important: "imgui.ini" is relative to current working dir, most apps will want to lock this to an absolute path (e.g. same path as executables). LogFilename = "imgui_log.txt"; MouseDoubleClickTime = 0.30f; MouseDoubleClickMaxDist = 6.0f; #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO for (int i = 0; i < ImGuiKey_COUNT; i++) KeyMap[i] = -1; #endif KeyRepeatDelay = 0.275f; KeyRepeatRate = 0.050f; UserData = NULL; Fonts = NULL; FontGlobalScale = 1.0f; FontDefault = NULL; FontAllowUserScaling = false; DisplayFramebufferScale = ImVec2(1.0f, 1.0f); // Docking options (when ImGuiConfigFlags_DockingEnable is set) ConfigDockingNoSplit = false; ConfigDockingWithShift = false; ConfigDockingAlwaysTabBar = false; ConfigDockingTransparentPayload = false; // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set) ConfigViewportsNoAutoMerge = false; ConfigViewportsNoTaskBarIcon = false; ConfigViewportsNoDecoration = true; ConfigViewportsNoDefaultParent = false; // Miscellaneous options MouseDrawCursor = false; #ifdef __APPLE__ ConfigMacOSXBehaviors = true; // Set Mac OS X style defaults based on __APPLE__ compile time flag #else ConfigMacOSXBehaviors = false; #endif ConfigInputTrickleEventQueue = true; ConfigInputTextCursorBlink = true; ConfigWindowsResizeFromEdges = true; ConfigWindowsMoveFromTitleBarOnly = false; ConfigMemoryCompactTimer = 60.0f; // Platform Functions BackendPlatformName = BackendRendererName = NULL; BackendPlatformUserData = BackendRendererUserData = BackendLanguageUserData = NULL; GetClipboardTextFn = GetClipboardTextFn_DefaultImpl; // Platform dependent default implementations SetClipboardTextFn = SetClipboardTextFn_DefaultImpl; ClipboardUserData = NULL; SetPlatformImeDataFn = SetPlatformImeDataFn_DefaultImpl; // Input (NB: we already have memset zero the entire structure!) MousePos = ImVec2(-FLT_MAX, -FLT_MAX); MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX); MouseDragThreshold = 6.0f; for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f; for (int i = 0; i < IM_ARRAYSIZE(KeysData); i++) { KeysData[i].DownDuration = KeysData[i].DownDurationPrev = -1.0f; } for (int i = 0; i < IM_ARRAYSIZE(NavInputsDownDuration); i++) NavInputsDownDuration[i] = -1.0f; BackendUsingLegacyKeyArrays = (ImS8)-1; BackendUsingLegacyNavInputArray = true; // assume using legacy array until proven wrong } // Pass in translated ASCII characters for text input. // - with glfw you can get those from the callback set in glfwSetCharCallback() // - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message // FIXME: Should in theory be called "AddCharacterEvent()" to be consistent with new API void ImGuiIO::AddInputCharacter(unsigned int c) { ImGuiContext& g = *GImGui; IM_ASSERT(&g.IO == this && "Can only add events to current context."); if (c == 0) return; ImGuiInputEvent e; e.Type = ImGuiInputEventType_Text; e.Source = ImGuiInputSource_Keyboard; e.Text.Char = c; g.InputEventsQueue.push_back(e); } // UTF16 strings use surrogate pairs to encode codepoints >= 0x10000, so // we should save the high surrogate. void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c) { if (c == 0 && InputQueueSurrogate == 0) return; if ((c & 0xFC00) == 0xD800) // High surrogate, must save { if (InputQueueSurrogate != 0) AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID); InputQueueSurrogate = c; return; } ImWchar cp = c; if (InputQueueSurrogate != 0) { if ((c & 0xFC00) != 0xDC00) // Invalid low surrogate { AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID); } else { #if IM_UNICODE_CODEPOINT_MAX == 0xFFFF cp = IM_UNICODE_CODEPOINT_INVALID; // Codepoint will not fit in ImWchar #else cp = (ImWchar)(((InputQueueSurrogate - 0xD800) << 10) + (c - 0xDC00) + 0x10000); #endif } InputQueueSurrogate = 0; } AddInputCharacter((unsigned)cp); } void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars) { while (*utf8_chars != 0) { unsigned int c = 0; utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL); if (c != 0) AddInputCharacter(c); } } void ImGuiIO::ClearInputCharacters() { InputQueueCharacters.resize(0); } void ImGuiIO::ClearInputKeys() { #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO memset(KeysDown, 0, sizeof(KeysDown)); #endif for (int n = 0; n < IM_ARRAYSIZE(KeysData); n++) { KeysData[n].Down = false; KeysData[n].DownDuration = -1.0f; KeysData[n].DownDurationPrev = -1.0f; } KeyCtrl = KeyShift = KeyAlt = KeySuper = false; KeyMods = ImGuiModFlags_None; for (int n = 0; n < IM_ARRAYSIZE(NavInputsDownDuration); n++) NavInputsDownDuration[n] = NavInputsDownDurationPrev[n] = -1.0f; } // Queue a new key down/up event. // - ImGuiKey key: Translated key (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character) // - bool down: Is the key down? use false to signify a key release. // - float analog_value: 0.0f..1.0f void ImGuiIO::AddKeyAnalogEvent(ImGuiKey key, bool down, float analog_value) { //if (e->Down) { IMGUI_DEBUG_LOG("AddKeyEvent() Key='%s' %d, NativeKeycode = %d, NativeScancode = %d\n", ImGui::GetKeyName(e->Key), e->Down, e->NativeKeycode, e->NativeScancode); } if (key == ImGuiKey_None) return; ImGuiContext& g = *GImGui; IM_ASSERT(&g.IO == this && "Can only add events to current context."); IM_ASSERT(ImGui::IsNamedKey(key)); // Backend needs to pass a valid ImGuiKey_ constant. 0..511 values are legacy native key codes which are not accepted by this API. // Verify that backend isn't mixing up using new io.AddKeyEvent() api and old io.KeysDown[] + io.KeyMap[] data. #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO IM_ASSERT((BackendUsingLegacyKeyArrays == -1 || BackendUsingLegacyKeyArrays == 0) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!"); if (BackendUsingLegacyKeyArrays == -1) for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++) IM_ASSERT(KeyMap[n] == -1 && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!"); BackendUsingLegacyKeyArrays = 0; #endif if (ImGui::IsGamepadKey(key)) BackendUsingLegacyNavInputArray = false; // Partial filter of duplicates (not strictly needed, but makes data neater in particular for key mods and gamepad values which are most commonly spmamed) ImGuiKeyData* key_data = ImGui::GetKeyData(key); if (key_data->Down == down && key_data->AnalogValue == analog_value) { bool found = false; for (int n = g.InputEventsQueue.Size - 1; n >= 0 && !found; n--) if (g.InputEventsQueue[n].Type == ImGuiInputEventType_Key && g.InputEventsQueue[n].Key.Key == key) found = true; if (!found) return; } // Add event ImGuiInputEvent e; e.Type = ImGuiInputEventType_Key; e.Source = ImGui::IsGamepadKey(key) ? ImGuiInputSource_Gamepad : ImGuiInputSource_Keyboard; e.Key.Key = key; e.Key.Down = down; e.Key.AnalogValue = analog_value; g.InputEventsQueue.push_back(e); } void ImGuiIO::AddKeyEvent(ImGuiKey key, bool down) { AddKeyAnalogEvent(key, down, down ? 1.0f : 0.0f); } // [Optional] Call after AddKeyEvent(). // Specify native keycode, scancode + Specify index for legacy <1.87 IsKeyXXX() functions with native indices. // If you are writing a backend in 2022 or don't use IsKeyXXX() with native values that are not ImGuiKey values, you can avoid calling this. void ImGuiIO::SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index) { if (key == ImGuiKey_None) return; IM_ASSERT(ImGui::IsNamedKey(key)); // >= 512 IM_ASSERT(native_legacy_index == -1 || ImGui::IsLegacyKey(native_legacy_index)); // >= 0 && <= 511 IM_UNUSED(native_keycode); // Yet unused IM_UNUSED(native_scancode); // Yet unused // Build native->imgui map so old user code can still call key functions with native 0..511 values. #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO const int legacy_key = (native_legacy_index != -1) ? native_legacy_index : native_keycode; if (!ImGui::IsLegacyKey(legacy_key)) return; KeyMap[legacy_key] = key; KeyMap[key] = legacy_key; #else IM_UNUSED(key); IM_UNUSED(native_legacy_index); #endif } // Queue a mouse move event void ImGuiIO::AddMousePosEvent(float x, float y) { ImGuiContext& g = *GImGui; IM_ASSERT(&g.IO == this && "Can only add events to current context."); ImGuiInputEvent e; e.Type = ImGuiInputEventType_MousePos; e.Source = ImGuiInputSource_Mouse; e.MousePos.PosX = x; e.MousePos.PosY = y; g.InputEventsQueue.push_back(e); } void ImGuiIO::AddMouseButtonEvent(int mouse_button, bool down) { ImGuiContext& g = *GImGui; IM_ASSERT(&g.IO == this && "Can only add events to current context."); IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT); ImGuiInputEvent e; e.Type = ImGuiInputEventType_MouseButton; e.Source = ImGuiInputSource_Mouse; e.MouseButton.Button = mouse_button; e.MouseButton.Down = down; g.InputEventsQueue.push_back(e); } // Queue a mouse wheel event (most mouse/API will only have a Y component) void ImGuiIO::AddMouseWheelEvent(float wheel_x, float wheel_y) { ImGuiContext& g = *GImGui; IM_ASSERT(&g.IO == this && "Can only add events to current context."); if (wheel_x == 0.0f && wheel_y == 0.0f) return; ImGuiInputEvent e; e.Type = ImGuiInputEventType_MouseWheel; e.Source = ImGuiInputSource_Mouse; e.MouseWheel.WheelX = wheel_x; e.MouseWheel.WheelY = wheel_y; g.InputEventsQueue.push_back(e); } void ImGuiIO::AddMouseViewportEvent(ImGuiID viewport_id) { ImGuiContext& g = *GImGui; IM_ASSERT(&g.IO == this && "Can only add events to current context."); IM_ASSERT(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport); ImGuiInputEvent e; e.Type = ImGuiInputEventType_MouseViewport; e.Source = ImGuiInputSource_Mouse; e.MouseViewport.HoveredViewportID = viewport_id; g.InputEventsQueue.push_back(e); } void ImGuiIO::AddFocusEvent(bool focused) { ImGuiContext& g = *GImGui; IM_ASSERT(&g.IO == this && "Can only add events to current context."); ImGuiInputEvent e; e.Type = ImGuiInputEventType_Focus; e.AppFocused.Focused = focused; g.InputEventsQueue.push_back(e); } //----------------------------------------------------------------------------- // [SECTION] MISC HELPERS/UTILITIES (Geometry functions) //----------------------------------------------------------------------------- ImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments) { IM_ASSERT(num_segments > 0); // Use ImBezierCubicClosestPointCasteljau() ImVec2 p_last = p1; ImVec2 p_closest; float p_closest_dist2 = FLT_MAX; float t_step = 1.0f / (float)num_segments; for (int i_step = 1; i_step <= num_segments; i_step++) { ImVec2 p_current = ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step); ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p); float dist2 = ImLengthSqr(p - p_line); if (dist2 < p_closest_dist2) { p_closest = p_line; p_closest_dist2 = dist2; } p_last = p_current; } return p_closest; } // Closely mimics PathBezierToCasteljau() in imgui_draw.cpp static void ImBezierCubicClosestPointCasteljauStep(const ImVec2& p, ImVec2& p_closest, ImVec2& p_last, float& p_closest_dist2, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level) { float dx = x4 - x1; float dy = y4 - y1; float d2 = ((x2 - x4) * dy - (y2 - y4) * dx); float d3 = ((x3 - x4) * dy - (y3 - y4) * dx); d2 = (d2 >= 0) ? d2 : -d2; d3 = (d3 >= 0) ? d3 : -d3; if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy)) { ImVec2 p_current(x4, y4); ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p); float dist2 = ImLengthSqr(p - p_line); if (dist2 < p_closest_dist2) { p_closest = p_line; p_closest_dist2 = dist2; } p_last = p_current; } else if (level < 10) { float x12 = (x1 + x2)*0.5f, y12 = (y1 + y2)*0.5f; float x23 = (x2 + x3)*0.5f, y23 = (y2 + y3)*0.5f; float x34 = (x3 + x4)*0.5f, y34 = (y3 + y4)*0.5f; float x123 = (x12 + x23)*0.5f, y123 = (y12 + y23)*0.5f; float x234 = (x23 + x34)*0.5f, y234 = (y23 + y34)*0.5f; float x1234 = (x123 + x234)*0.5f, y1234 = (y123 + y234)*0.5f; ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1); ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1); } } // tess_tol is generally the same value you would find in ImGui::GetStyle().CurveTessellationTol // Because those ImXXX functions are lower-level than ImGui:: we cannot access this value automatically. ImVec2 ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol) { IM_ASSERT(tess_tol > 0.0f); ImVec2 p_last = p1; ImVec2 p_closest; float p_closest_dist2 = FLT_MAX; ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, tess_tol, 0); return p_closest; } ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p) { ImVec2 ap = p - a; ImVec2 ab_dir = b - a; float dot = ap.x * ab_dir.x + ap.y * ab_dir.y; if (dot < 0.0f) return a; float ab_len_sqr = ab_dir.x * ab_dir.x + ab_dir.y * ab_dir.y; if (dot > ab_len_sqr) return b; return a + ab_dir * dot / ab_len_sqr; } bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p) { bool b1 = ((p.x - b.x) * (a.y - b.y) - (p.y - b.y) * (a.x - b.x)) < 0.0f; bool b2 = ((p.x - c.x) * (b.y - c.y) - (p.y - c.y) * (b.x - c.x)) < 0.0f; bool b3 = ((p.x - a.x) * (c.y - a.y) - (p.y - a.y) * (c.x - a.x)) < 0.0f; return ((b1 == b2) && (b2 == b3)); } void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w) { ImVec2 v0 = b - a; ImVec2 v1 = c - a; ImVec2 v2 = p - a; const float denom = v0.x * v1.y - v1.x * v0.y; out_v = (v2.x * v1.y - v1.x * v2.y) / denom; out_w = (v0.x * v2.y - v2.x * v0.y) / denom; out_u = 1.0f - out_v - out_w; } ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p) { ImVec2 proj_ab = ImLineClosestPoint(a, b, p); ImVec2 proj_bc = ImLineClosestPoint(b, c, p); ImVec2 proj_ca = ImLineClosestPoint(c, a, p); float dist2_ab = ImLengthSqr(p - proj_ab); float dist2_bc = ImLengthSqr(p - proj_bc); float dist2_ca = ImLengthSqr(p - proj_ca); float m = ImMin(dist2_ab, ImMin(dist2_bc, dist2_ca)); if (m == dist2_ab) return proj_ab; if (m == dist2_bc) return proj_bc; return proj_ca; } //----------------------------------------------------------------------------- // [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions) //----------------------------------------------------------------------------- // Consider using _stricmp/_strnicmp under Windows or strcasecmp/strncasecmp. We don't actually use either ImStricmp/ImStrnicmp in the codebase any more. int ImStricmp(const char* str1, const char* str2) { int d; while ((d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; } return d; } int ImStrnicmp(const char* str1, const char* str2, size_t count) { int d = 0; while (count > 0 && (d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; count--; } return d; } void ImStrncpy(char* dst, const char* src, size_t count) { if (count < 1) return; if (count > 1) strncpy(dst, src, count - 1); dst[count - 1] = 0; } char* ImStrdup(const char* str) { size_t len = strlen(str); void* buf = IM_ALLOC(len + 1); return (char*)memcpy(buf, (const void*)str, len + 1); } char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* src) { size_t dst_buf_size = p_dst_size ? *p_dst_size : strlen(dst) + 1; size_t src_size = strlen(src) + 1; if (dst_buf_size < src_size) { IM_FREE(dst); dst = (char*)IM_ALLOC(src_size); if (p_dst_size) *p_dst_size = src_size; } return (char*)memcpy(dst, (const void*)src, src_size); } const char* ImStrchrRange(const char* str, const char* str_end, char c) { const char* p = (const char*)memchr(str, (int)c, str_end - str); return p; } int ImStrlenW(const ImWchar* str) { //return (int)wcslen((const wchar_t*)str); // FIXME-OPT: Could use this when wchar_t are 16-bit int n = 0; while (*str++) n++; return n; } // Find end-of-line. Return pointer will point to either first \n, either str_end. const char* ImStreolRange(const char* str, const char* str_end) { const char* p = (const char*)memchr(str, '\n', str_end - str); return p ? p : str_end; } const ImWchar* ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin) // find beginning-of-line { while (buf_mid_line > buf_begin && buf_mid_line[-1] != '\n') buf_mid_line--; return buf_mid_line; } const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end) { if (!needle_end) needle_end = needle + strlen(needle); const char un0 = (char)toupper(*needle); while ((!haystack_end && *haystack) || (haystack_end && haystack < haystack_end)) { if (toupper(*haystack) == un0) { const char* b = needle + 1; for (const char* a = haystack + 1; b < needle_end; a++, b++) if (toupper(*a) != toupper(*b)) break; if (b == needle_end) return haystack; } haystack++; } return NULL; } // Trim str by offsetting contents when there's leading data + writing a \0 at the trailing position. We use this in situation where the cost is negligible. void ImStrTrimBlanks(char* buf) { char* p = buf; while (p[0] == ' ' || p[0] == '\t') // Leading blanks p++; char* p_start = p; while (*p != 0) // Find end of string p++; while (p > p_start && (p[-1] == ' ' || p[-1] == '\t')) // Trailing blanks p--; if (p_start != buf) // Copy memory if we had leading blanks memmove(buf, p_start, p - p_start); buf[p - p_start] = 0; // Zero terminate } const char* ImStrSkipBlank(const char* str) { while (str[0] == ' ' || str[0] == '\t') str++; return str; } // A) MSVC version appears to return -1 on overflow, whereas glibc appears to return total count (which may be >= buf_size). // Ideally we would test for only one of those limits at runtime depending on the behavior the vsnprintf(), but trying to deduct it at compile time sounds like a pandora can of worm. // B) When buf==NULL vsnprintf() will return the output size. #ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // We support stb_sprintf which is much faster (see: https://github.com/nothings/stb/blob/master/stb_sprintf.h) // You may set IMGUI_USE_STB_SPRINTF to use our default wrapper, or set IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // and setup the wrapper yourself. (FIXME-OPT: Some of our high-level operations such as ImGuiTextBuffer::appendfv() are // designed using two-passes worst case, which probably could be improved using the stbsp_vsprintfcb() function.) #ifdef IMGUI_USE_STB_SPRINTF #define STB_SPRINTF_IMPLEMENTATION #ifdef IMGUI_STB_SPRINTF_FILENAME #include IMGUI_STB_SPRINTF_FILENAME #else #include "stb_sprintf.h" #endif #endif #if defined(_MSC_VER) && !defined(vsnprintf) #define vsnprintf _vsnprintf #endif int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...) { va_list args; va_start(args, fmt); #ifdef IMGUI_USE_STB_SPRINTF int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args); #else int w = vsnprintf(buf, buf_size, fmt, args); #endif va_end(args); if (buf == NULL) return w; if (w == -1 || w >= (int)buf_size) w = (int)buf_size - 1; buf[w] = 0; return w; } int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) { #ifdef IMGUI_USE_STB_SPRINTF int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args); #else int w = vsnprintf(buf, buf_size, fmt, args); #endif if (buf == NULL) return w; if (w == -1 || w >= (int)buf_size) w = (int)buf_size - 1; buf[w] = 0; return w; } #endif // #ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // CRC32 needs a 1KB lookup table (not cache friendly) // Although the code to generate the table is simple and shorter than the table itself, using a const table allows us to easily: // - avoid an unnecessary branch/memory tap, - keep the ImHashXXX functions usable by static constructors, - make it thread-safe. static const ImU32 GCrc32LookupTable[256] = { 0x00000000,0x77073096,0xEE0E612C,0x990951BA,0x076DC419,0x706AF48F,0xE963A535,0x9E6495A3,0x0EDB8832,0x79DCB8A4,0xE0D5E91E,0x97D2D988,0x09B64C2B,0x7EB17CBD,0xE7B82D07,0x90BF1D91, 0x1DB71064,0x6AB020F2,0xF3B97148,0x84BE41DE,0x1ADAD47D,0x6DDDE4EB,0xF4D4B551,0x83D385C7,0x136C9856,0x646BA8C0,0xFD62F97A,0x8A65C9EC,0x14015C4F,0x63066CD9,0xFA0F3D63,0x8D080DF5, 0x3B6E20C8,0x4C69105E,0xD56041E4,0xA2677172,0x3C03E4D1,0x4B04D447,0xD20D85FD,0xA50AB56B,0x35B5A8FA,0x42B2986C,0xDBBBC9D6,0xACBCF940,0x32D86CE3,0x45DF5C75,0xDCD60DCF,0xABD13D59, 0x26D930AC,0x51DE003A,0xC8D75180,0xBFD06116,0x21B4F4B5,0x56B3C423,0xCFBA9599,0xB8BDA50F,0x2802B89E,0x5F058808,0xC60CD9B2,0xB10BE924,0x2F6F7C87,0x58684C11,0xC1611DAB,0xB6662D3D, 0x76DC4190,0x01DB7106,0x98D220BC,0xEFD5102A,0x71B18589,0x06B6B51F,0x9FBFE4A5,0xE8B8D433,0x7807C9A2,0x0F00F934,0x9609A88E,0xE10E9818,0x7F6A0DBB,0x086D3D2D,0x91646C97,0xE6635C01, 0x6B6B51F4,0x1C6C6162,0x856530D8,0xF262004E,0x6C0695ED,0x1B01A57B,0x8208F4C1,0xF50FC457,0x65B0D9C6,0x12B7E950,0x8BBEB8EA,0xFCB9887C,0x62DD1DDF,0x15DA2D49,0x8CD37CF3,0xFBD44C65, 0x4DB26158,0x3AB551CE,0xA3BC0074,0xD4BB30E2,0x4ADFA541,0x3DD895D7,0xA4D1C46D,0xD3D6F4FB,0x4369E96A,0x346ED9FC,0xAD678846,0xDA60B8D0,0x44042D73,0x33031DE5,0xAA0A4C5F,0xDD0D7CC9, 0x5005713C,0x270241AA,0xBE0B1010,0xC90C2086,0x5768B525,0x206F85B3,0xB966D409,0xCE61E49F,0x5EDEF90E,0x29D9C998,0xB0D09822,0xC7D7A8B4,0x59B33D17,0x2EB40D81,0xB7BD5C3B,0xC0BA6CAD, 0xEDB88320,0x9ABFB3B6,0x03B6E20C,0x74B1D29A,0xEAD54739,0x9DD277AF,0x04DB2615,0x73DC1683,0xE3630B12,0x94643B84,0x0D6D6A3E,0x7A6A5AA8,0xE40ECF0B,0x9309FF9D,0x0A00AE27,0x7D079EB1, 0xF00F9344,0x8708A3D2,0x1E01F268,0x6906C2FE,0xF762575D,0x806567CB,0x196C3671,0x6E6B06E7,0xFED41B76,0x89D32BE0,0x10DA7A5A,0x67DD4ACC,0xF9B9DF6F,0x8EBEEFF9,0x17B7BE43,0x60B08ED5, 0xD6D6A3E8,0xA1D1937E,0x38D8C2C4,0x4FDFF252,0xD1BB67F1,0xA6BC5767,0x3FB506DD,0x48B2364B,0xD80D2BDA,0xAF0A1B4C,0x36034AF6,0x41047A60,0xDF60EFC3,0xA867DF55,0x316E8EEF,0x4669BE79, 0xCB61B38C,0xBC66831A,0x256FD2A0,0x5268E236,0xCC0C7795,0xBB0B4703,0x220216B9,0x5505262F,0xC5BA3BBE,0xB2BD0B28,0x2BB45A92,0x5CB36A04,0xC2D7FFA7,0xB5D0CF31,0x2CD99E8B,0x5BDEAE1D, 0x9B64C2B0,0xEC63F226,0x756AA39C,0x026D930A,0x9C0906A9,0xEB0E363F,0x72076785,0x05005713,0x95BF4A82,0xE2B87A14,0x7BB12BAE,0x0CB61B38,0x92D28E9B,0xE5D5BE0D,0x7CDCEFB7,0x0BDBDF21, 0x86D3D2D4,0xF1D4E242,0x68DDB3F8,0x1FDA836E,0x81BE16CD,0xF6B9265B,0x6FB077E1,0x18B74777,0x88085AE6,0xFF0F6A70,0x66063BCA,0x11010B5C,0x8F659EFF,0xF862AE69,0x616BFFD3,0x166CCF45, 0xA00AE278,0xD70DD2EE,0x4E048354,0x3903B3C2,0xA7672661,0xD06016F7,0x4969474D,0x3E6E77DB,0xAED16A4A,0xD9D65ADC,0x40DF0B66,0x37D83BF0,0xA9BCAE53,0xDEBB9EC5,0x47B2CF7F,0x30B5FFE9, 0xBDBDF21C,0xCABAC28A,0x53B39330,0x24B4A3A6,0xBAD03605,0xCDD70693,0x54DE5729,0x23D967BF,0xB3667A2E,0xC4614AB8,0x5D681B02,0x2A6F2B94,0xB40BBE37,0xC30C8EA1,0x5A05DF1B,0x2D02EF8D, }; // Known size hash // It is ok to call ImHashData on a string with known length but the ### operator won't be supported. // FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements. ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed) { ImU32 crc = ~seed; const unsigned char* data = (const unsigned char*)data_p; const ImU32* crc32_lut = GCrc32LookupTable; while (data_size-- != 0) crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *data++]; return ~crc; } // Zero-terminated string hash, with support for ### to reset back to seed value // We support a syntax of "label###id" where only "###id" is included in the hash, and only "label" gets displayed. // Because this syntax is rarely used we are optimizing for the common case. // - If we reach ### in the string we discard the hash so far and reset to the seed. // - We don't do 'current += 2; continue;' after handling ### to keep the code smaller/faster (measured ~10% diff in Debug build) // FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements. ImGuiID ImHashStr(const char* data_p, size_t data_size, ImU32 seed) { seed = ~seed; ImU32 crc = seed; const unsigned char* data = (const unsigned char*)data_p; const ImU32* crc32_lut = GCrc32LookupTable; if (data_size != 0) { while (data_size-- != 0) { unsigned char c = *data++; if (c == '#' && data_size >= 2 && data[0] == '#' && data[1] == '#') crc = seed; crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c]; } } else { while (unsigned char c = *data++) { if (c == '#' && data[0] == '#' && data[1] == '#') crc = seed; crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c]; } } return ~crc; } //----------------------------------------------------------------------------- // [SECTION] MISC HELPERS/UTILITIES (File functions) //----------------------------------------------------------------------------- // Default file functions #ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS ImFileHandle ImFileOpen(const char* filename, const char* mode) { #if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(__CYGWIN__) && !defined(__GNUC__) // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames. // Previously we used ImTextCountCharsFromUtf8/ImTextStrFromUtf8 here but we now need to support ImWchar16 and ImWchar32! const int filename_wsize = ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, NULL, 0); const int mode_wsize = ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, NULL, 0); ImVector buf; buf.resize(filename_wsize + mode_wsize); ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, (wchar_t*)&buf[0], filename_wsize); ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, (wchar_t*)&buf[filename_wsize], mode_wsize); return ::_wfopen((const wchar_t*)&buf[0], (const wchar_t*)&buf[filename_wsize]); #else return fopen(filename, mode); #endif } // We should in theory be using fseeko()/ftello() with off_t and _fseeki64()/_ftelli64() with __int64, waiting for the PR that does that in a very portable pre-C++11 zero-warnings way. bool ImFileClose(ImFileHandle f) { return fclose(f) == 0; } ImU64 ImFileGetSize(ImFileHandle f) { long off = 0, sz = 0; return ((off = ftell(f)) != -1 && !fseek(f, 0, SEEK_END) && (sz = ftell(f)) != -1 && !fseek(f, off, SEEK_SET)) ? (ImU64)sz : (ImU64)-1; } ImU64 ImFileRead(void* data, ImU64 sz, ImU64 count, ImFileHandle f) { return fread(data, (size_t)sz, (size_t)count, f); } ImU64 ImFileWrite(const void* data, ImU64 sz, ImU64 count, ImFileHandle f) { return fwrite(data, (size_t)sz, (size_t)count, f); } #endif // #ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // Helper: Load file content into memory // Memory allocated with IM_ALLOC(), must be freed by user using IM_FREE() == ImGui::MemFree() // This can't really be used with "rt" because fseek size won't match read size. void* ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size, int padding_bytes) { IM_ASSERT(filename && mode); if (out_file_size) *out_file_size = 0; ImFileHandle f; if ((f = ImFileOpen(filename, mode)) == NULL) return NULL; size_t file_size = (size_t)ImFileGetSize(f); if (file_size == (size_t)-1) { ImFileClose(f); return NULL; } void* file_data = IM_ALLOC(file_size + padding_bytes); if (file_data == NULL) { ImFileClose(f); return NULL; } if (ImFileRead(file_data, 1, file_size, f) != file_size) { ImFileClose(f); IM_FREE(file_data); return NULL; } if (padding_bytes > 0) memset((void*)(((char*)file_data) + file_size), 0, (size_t)padding_bytes); ImFileClose(f); if (out_file_size) *out_file_size = file_size; return file_data; } //----------------------------------------------------------------------------- // [SECTION] MISC HELPERS/UTILITIES (ImText* functions) //----------------------------------------------------------------------------- // Convert UTF-8 to 32-bit character, process single character input. // A nearly-branchless UTF-8 decoder, based on work of Christopher Wellons (https://github.com/skeeto/branchless-utf8). // We handle UTF-8 decoding error by skipping forward. int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end) { static const char lengths[32] = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 3, 3, 4, 0 }; static const int masks[] = { 0x00, 0x7f, 0x1f, 0x0f, 0x07 }; static const uint32_t mins[] = { 0x400000, 0, 0x80, 0x800, 0x10000 }; static const int shiftc[] = { 0, 18, 12, 6, 0 }; static const int shifte[] = { 0, 6, 4, 2, 0 }; int len = lengths[*(const unsigned char*)in_text >> 3]; int wanted = len + !len; if (in_text_end == NULL) in_text_end = in_text + wanted; // Max length, nulls will be taken into account. // Copy at most 'len' bytes, stop copying at 0 or past in_text_end. Branch predictor does a good job here, // so it is fast even with excessive branching. unsigned char s[4]; s[0] = in_text + 0 < in_text_end ? in_text[0] : 0; s[1] = in_text + 1 < in_text_end ? in_text[1] : 0; s[2] = in_text + 2 < in_text_end ? in_text[2] : 0; s[3] = in_text + 3 < in_text_end ? in_text[3] : 0; // Assume a four-byte character and load four bytes. Unused bits are shifted out. *out_char = (uint32_t)(s[0] & masks[len]) << 18; *out_char |= (uint32_t)(s[1] & 0x3f) << 12; *out_char |= (uint32_t)(s[2] & 0x3f) << 6; *out_char |= (uint32_t)(s[3] & 0x3f) << 0; *out_char >>= shiftc[len]; // Accumulate the various error conditions. int e = 0; e = (*out_char < mins[len]) << 6; // non-canonical encoding e |= ((*out_char >> 11) == 0x1b) << 7; // surrogate half? e |= (*out_char > IM_UNICODE_CODEPOINT_MAX) << 8; // out of range? e |= (s[1] & 0xc0) >> 2; e |= (s[2] & 0xc0) >> 4; e |= (s[3] ) >> 6; e ^= 0x2a; // top two bits of each tail byte correct? e >>= shifte[len]; if (e) { // No bytes are consumed when *in_text == 0 || in_text == in_text_end. // One byte is consumed in case of invalid first byte of in_text. // All available bytes (at most `len` bytes) are consumed on incomplete/invalid second to last bytes. // Invalid or incomplete input may consume less bytes than wanted, therefore every byte has to be inspected in s. wanted = ImMin(wanted, !!s[0] + !!s[1] + !!s[2] + !!s[3]); *out_char = IM_UNICODE_CODEPOINT_INVALID; } return wanted; } int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_text_remaining) { ImWchar* buf_out = buf; ImWchar* buf_end = buf + buf_size; while (buf_out < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text) { unsigned int c; in_text += ImTextCharFromUtf8(&c, in_text, in_text_end); if (c == 0) break; *buf_out++ = (ImWchar)c; } *buf_out = 0; if (in_text_remaining) *in_text_remaining = in_text; return (int)(buf_out - buf); } int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end) { int char_count = 0; while ((!in_text_end || in_text < in_text_end) && *in_text) { unsigned int c; in_text += ImTextCharFromUtf8(&c, in_text, in_text_end); if (c == 0) break; char_count++; } return char_count; } // Based on stb_to_utf8() from github.com/nothings/stb/ static inline int ImTextCharToUtf8_inline(char* buf, int buf_size, unsigned int c) { if (c < 0x80) { buf[0] = (char)c; return 1; } if (c < 0x800) { if (buf_size < 2) return 0; buf[0] = (char)(0xc0 + (c >> 6)); buf[1] = (char)(0x80 + (c & 0x3f)); return 2; } if (c < 0x10000) { if (buf_size < 3) return 0; buf[0] = (char)(0xe0 + (c >> 12)); buf[1] = (char)(0x80 + ((c >> 6) & 0x3f)); buf[2] = (char)(0x80 + ((c ) & 0x3f)); return 3; } if (c <= 0x10FFFF) { if (buf_size < 4) return 0; buf[0] = (char)(0xf0 + (c >> 18)); buf[1] = (char)(0x80 + ((c >> 12) & 0x3f)); buf[2] = (char)(0x80 + ((c >> 6) & 0x3f)); buf[3] = (char)(0x80 + ((c ) & 0x3f)); return 4; } // Invalid code point, the max unicode is 0x10FFFF return 0; } const char* ImTextCharToUtf8(char out_buf[5], unsigned int c) { int count = ImTextCharToUtf8_inline(out_buf, 5, c); out_buf[count] = 0; return out_buf; } // Not optimal but we very rarely use this function. int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end) { unsigned int unused = 0; return ImTextCharFromUtf8(&unused, in_text, in_text_end); } static inline int ImTextCountUtf8BytesFromChar(unsigned int c) { if (c < 0x80) return 1; if (c < 0x800) return 2; if (c < 0x10000) return 3; if (c <= 0x10FFFF) return 4; return 3; } int ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end) { char* buf_p = out_buf; const char* buf_end = out_buf + out_buf_size; while (buf_p < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text) { unsigned int c = (unsigned int)(*in_text++); if (c < 0x80) *buf_p++ = (char)c; else buf_p += ImTextCharToUtf8_inline(buf_p, (int)(buf_end - buf_p - 1), c); } *buf_p = 0; return (int)(buf_p - out_buf); } int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end) { int bytes_count = 0; while ((!in_text_end || in_text < in_text_end) && *in_text) { unsigned int c = (unsigned int)(*in_text++); if (c < 0x80) bytes_count++; else bytes_count += ImTextCountUtf8BytesFromChar(c); } return bytes_count; } //----------------------------------------------------------------------------- // [SECTION] MISC HELPERS/UTILITIES (Color functions) // Note: The Convert functions are early design which are not consistent with other API. //----------------------------------------------------------------------------- IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b) { float t = ((col_b >> IM_COL32_A_SHIFT) & 0xFF) / 255.f; int r = ImLerp((int)(col_a >> IM_COL32_R_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_R_SHIFT) & 0xFF, t); int g = ImLerp((int)(col_a >> IM_COL32_G_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_G_SHIFT) & 0xFF, t); int b = ImLerp((int)(col_a >> IM_COL32_B_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_B_SHIFT) & 0xFF, t); return IM_COL32(r, g, b, 0xFF); } ImVec4 ImGui::ColorConvertU32ToFloat4(ImU32 in) { float s = 1.0f / 255.0f; return ImVec4( ((in >> IM_COL32_R_SHIFT) & 0xFF) * s, ((in >> IM_COL32_G_SHIFT) & 0xFF) * s, ((in >> IM_COL32_B_SHIFT) & 0xFF) * s, ((in >> IM_COL32_A_SHIFT) & 0xFF) * s); } ImU32 ImGui::ColorConvertFloat4ToU32(const ImVec4& in) { ImU32 out; out = ((ImU32)IM_F32_TO_INT8_SAT(in.x)) << IM_COL32_R_SHIFT; out |= ((ImU32)IM_F32_TO_INT8_SAT(in.y)) << IM_COL32_G_SHIFT; out |= ((ImU32)IM_F32_TO_INT8_SAT(in.z)) << IM_COL32_B_SHIFT; out |= ((ImU32)IM_F32_TO_INT8_SAT(in.w)) << IM_COL32_A_SHIFT; return out; } // Convert rgb floats ([0-1],[0-1],[0-1]) to hsv floats ([0-1],[0-1],[0-1]), from Foley & van Dam p592 // Optimized http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv void ImGui::ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v) { float K = 0.f; if (g < b) { ImSwap(g, b); K = -1.f; } if (r < g) { ImSwap(r, g); K = -2.f / 6.f - K; } const float chroma = r - (g < b ? g : b); out_h = ImFabs(K + (g - b) / (6.f * chroma + 1e-20f)); out_s = chroma / (r + 1e-20f); out_v = r; } // Convert hsv floats ([0-1],[0-1],[0-1]) to rgb floats ([0-1],[0-1],[0-1]), from Foley & van Dam p593 // also http://en.wikipedia.org/wiki/HSL_and_HSV void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b) { if (s == 0.0f) { // gray out_r = out_g = out_b = v; return; } h = ImFmod(h, 1.0f) / (60.0f / 360.0f); int i = (int)h; float f = h - (float)i; float p = v * (1.0f - s); float q = v * (1.0f - s * f); float t = v * (1.0f - s * (1.0f - f)); switch (i) { case 0: out_r = v; out_g = t; out_b = p; break; case 1: out_r = q; out_g = v; out_b = p; break; case 2: out_r = p; out_g = v; out_b = t; break; case 3: out_r = p; out_g = q; out_b = v; break; case 4: out_r = t; out_g = p; out_b = v; break; case 5: default: out_r = v; out_g = p; out_b = q; break; } } //----------------------------------------------------------------------------- // [SECTION] ImGuiStorage // Helper: Key->value storage //----------------------------------------------------------------------------- // std::lower_bound but without the bullshit static ImGuiStorage::ImGuiStoragePair* LowerBound(ImVector& data, ImGuiID key) { ImGuiStorage::ImGuiStoragePair* first = data.Data; ImGuiStorage::ImGuiStoragePair* last = data.Data + data.Size; size_t count = (size_t)(last - first); while (count > 0) { size_t count2 = count >> 1; ImGuiStorage::ImGuiStoragePair* mid = first + count2; if (mid->key < key) { first = ++mid; count -= count2 + 1; } else { count = count2; } } return first; } // For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once. void ImGuiStorage::BuildSortByKey() { struct StaticFunc { static int IMGUI_CDECL PairComparerByID(const void* lhs, const void* rhs) { // We can't just do a subtraction because qsort uses signed integers and subtracting our ID doesn't play well with that. if (((const ImGuiStoragePair*)lhs)->key > ((const ImGuiStoragePair*)rhs)->key) return +1; if (((const ImGuiStoragePair*)lhs)->key < ((const ImGuiStoragePair*)rhs)->key) return -1; return 0; } }; ImQsort(Data.Data, (size_t)Data.Size, sizeof(ImGuiStoragePair), StaticFunc::PairComparerByID); } int ImGuiStorage::GetInt(ImGuiID key, int default_val) const { ImGuiStoragePair* it = LowerBound(const_cast&>(Data), key); if (it == Data.end() || it->key != key) return default_val; return it->val_i; } bool ImGuiStorage::GetBool(ImGuiID key, bool default_val) const { return GetInt(key, default_val ? 1 : 0) != 0; } float ImGuiStorage::GetFloat(ImGuiID key, float default_val) const { ImGuiStoragePair* it = LowerBound(const_cast&>(Data), key); if (it == Data.end() || it->key != key) return default_val; return it->val_f; } void* ImGuiStorage::GetVoidPtr(ImGuiID key) const { ImGuiStoragePair* it = LowerBound(const_cast&>(Data), key); if (it == Data.end() || it->key != key) return NULL; return it->val_p; } // References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer. int* ImGuiStorage::GetIntRef(ImGuiID key, int default_val) { ImGuiStoragePair* it = LowerBound(Data, key); if (it == Data.end() || it->key != key) it = Data.insert(it, ImGuiStoragePair(key, default_val)); return &it->val_i; } bool* ImGuiStorage::GetBoolRef(ImGuiID key, bool default_val) { return (bool*)GetIntRef(key, default_val ? 1 : 0); } float* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val) { ImGuiStoragePair* it = LowerBound(Data, key); if (it == Data.end() || it->key != key) it = Data.insert(it, ImGuiStoragePair(key, default_val)); return &it->val_f; } void** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val) { ImGuiStoragePair* it = LowerBound(Data, key); if (it == Data.end() || it->key != key) it = Data.insert(it, ImGuiStoragePair(key, default_val)); return &it->val_p; } // FIXME-OPT: Need a way to reuse the result of lower_bound when doing GetInt()/SetInt() - not too bad because it only happens on explicit interaction (maximum one a frame) void ImGuiStorage::SetInt(ImGuiID key, int val) { ImGuiStoragePair* it = LowerBound(Data, key); if (it == Data.end() || it->key != key) { Data.insert(it, ImGuiStoragePair(key, val)); return; } it->val_i = val; } void ImGuiStorage::SetBool(ImGuiID key, bool val) { SetInt(key, val ? 1 : 0); } void ImGuiStorage::SetFloat(ImGuiID key, float val) { ImGuiStoragePair* it = LowerBound(Data, key); if (it == Data.end() || it->key != key) { Data.insert(it, ImGuiStoragePair(key, val)); return; } it->val_f = val; } void ImGuiStorage::SetVoidPtr(ImGuiID key, void* val) { ImGuiStoragePair* it = LowerBound(Data, key); if (it == Data.end() || it->key != key) { Data.insert(it, ImGuiStoragePair(key, val)); return; } it->val_p = val; } void ImGuiStorage::SetAllInt(int v) { for (int i = 0; i < Data.Size; i++) Data[i].val_i = v; } //----------------------------------------------------------------------------- // [SECTION] ImGuiTextFilter //----------------------------------------------------------------------------- // Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]" ImGuiTextFilter::ImGuiTextFilter(const char* default_filter) //-V1077 { InputBuf[0] = 0; CountGrep = 0; if (default_filter) { ImStrncpy(InputBuf, default_filter, IM_ARRAYSIZE(InputBuf)); Build(); } } bool ImGuiTextFilter::Draw(const char* label, float width) { if (width != 0.0f) ImGui::SetNextItemWidth(width); bool value_changed = ImGui::InputText(label, InputBuf, IM_ARRAYSIZE(InputBuf)); if (value_changed) Build(); return value_changed; } void ImGuiTextFilter::ImGuiTextRange::split(char separator, ImVector* out) const { out->resize(0); const char* wb = b; const char* we = wb; while (we < e) { if (*we == separator) { out->push_back(ImGuiTextRange(wb, we)); wb = we + 1; } we++; } if (wb != we) out->push_back(ImGuiTextRange(wb, we)); } void ImGuiTextFilter::Build() { Filters.resize(0); ImGuiTextRange input_range(InputBuf, InputBuf + strlen(InputBuf)); input_range.split(',', &Filters); CountGrep = 0; for (int i = 0; i != Filters.Size; i++) { ImGuiTextRange& f = Filters[i]; while (f.b < f.e && ImCharIsBlankA(f.b[0])) f.b++; while (f.e > f.b && ImCharIsBlankA(f.e[-1])) f.e--; if (f.empty()) continue; if (Filters[i].b[0] != '-') CountGrep += 1; } } bool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const { if (Filters.empty()) return true; if (text == NULL) text = ""; for (int i = 0; i != Filters.Size; i++) { const ImGuiTextRange& f = Filters[i]; if (f.empty()) continue; if (f.b[0] == '-') { // Subtract if (ImStristr(text, text_end, f.b + 1, f.e) != NULL) return false; } else { // Grep if (ImStristr(text, text_end, f.b, f.e) != NULL) return true; } } // Implicit * grep if (CountGrep == 0) return true; return false; } //----------------------------------------------------------------------------- // [SECTION] ImGuiTextBuffer //----------------------------------------------------------------------------- // On some platform vsnprintf() takes va_list by reference and modifies it. // va_copy is the 'correct' way to copy a va_list but Visual Studio prior to 2013 doesn't have it. #ifndef va_copy #if defined(__GNUC__) || defined(__clang__) #define va_copy(dest, src) __builtin_va_copy(dest, src) #else #define va_copy(dest, src) (dest = src) #endif #endif char ImGuiTextBuffer::EmptyString[1] = { 0 }; void ImGuiTextBuffer::append(const char* str, const char* str_end) { int len = str_end ? (int)(str_end - str) : (int)strlen(str); // Add zero-terminator the first time const int write_off = (Buf.Size != 0) ? Buf.Size : 1; const int needed_sz = write_off + len; if (write_off + len >= Buf.Capacity) { int new_capacity = Buf.Capacity * 2; Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity); } Buf.resize(needed_sz); memcpy(&Buf[write_off - 1], str, (size_t)len); Buf[write_off - 1 + len] = 0; } void ImGuiTextBuffer::appendf(const char* fmt, ...) { va_list args; va_start(args, fmt); appendfv(fmt, args); va_end(args); } // Helper: Text buffer for logging/accumulating text void ImGuiTextBuffer::appendfv(const char* fmt, va_list args) { va_list args_copy; va_copy(args_copy, args); int len = ImFormatStringV(NULL, 0, fmt, args); // FIXME-OPT: could do a first pass write attempt, likely successful on first pass. if (len <= 0) { va_end(args_copy); return; } // Add zero-terminator the first time const int write_off = (Buf.Size != 0) ? Buf.Size : 1; const int needed_sz = write_off + len; if (write_off + len >= Buf.Capacity) { int new_capacity = Buf.Capacity * 2; Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity); } Buf.resize(needed_sz); ImFormatStringV(&Buf[write_off - 1], (size_t)len + 1, fmt, args_copy); va_end(args_copy); } //----------------------------------------------------------------------------- // [SECTION] ImGuiListClipper // This is currently not as flexible/powerful as it should be and really confusing/spaghetti, mostly because we changed // the API mid-way through development and support two ways to using the clipper, needs some rework (see TODO) //----------------------------------------------------------------------------- // FIXME-TABLE: This prevents us from using ImGuiListClipper _inside_ a table cell. // The problem we have is that without a Begin/End scheme for rows using the clipper is ambiguous. static bool GetSkipItemForListClipping() { ImGuiContext& g = *GImGui; return (g.CurrentTable ? g.CurrentTable->HostSkipItems : g.CurrentWindow->SkipItems); } #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS // Legacy helper to calculate coarse clipping of large list of evenly sized items. // This legacy API is not ideal because it assume we will return a single contiguous rectangle. // Prefer using ImGuiListClipper which can returns non-contiguous ranges. void ImGui::CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (g.LogEnabled) { // If logging is active, do not perform any clipping *out_items_display_start = 0; *out_items_display_end = items_count; return; } if (GetSkipItemForListClipping()) { *out_items_display_start = *out_items_display_end = 0; return; } // We create the union of the ClipRect and the scoring rect which at worst should be 1 page away from ClipRect // We don't include g.NavId's rectangle in there (unless g.NavJustMovedToId is set) because the rectangle enlargement can get costly. ImRect rect = window->ClipRect; if (g.NavMoveScoringItems) rect.Add(g.NavScoringNoClipRect); if (g.NavJustMovedToId && window->NavLastIds[0] == g.NavJustMovedToId) rect.Add(WindowRectRelToAbs(window, window->NavRectRel[0])); // Could store and use NavJustMovedToRectRel const ImVec2 pos = window->DC.CursorPos; int start = (int)((rect.Min.y - pos.y) / items_height); int end = (int)((rect.Max.y - pos.y) / items_height); // When performing a navigation request, ensure we have one item extra in the direction we are moving to // FIXME: Verify this works with tabbing const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav); if (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up) start--; if (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down) end++; start = ImClamp(start, 0, items_count); end = ImClamp(end + 1, start, items_count); *out_items_display_start = start; *out_items_display_end = end; } #endif static void ImGuiListClipper_SortAndFuseRanges(ImVector& ranges, int offset = 0) { if (ranges.Size - offset <= 1) return; // Helper to order ranges and fuse them together if possible (bubble sort is fine as we are only sorting 2-3 entries) for (int sort_end = ranges.Size - offset - 1; sort_end > 0; --sort_end) for (int i = offset; i < sort_end + offset; ++i) if (ranges[i].Min > ranges[i + 1].Min) ImSwap(ranges[i], ranges[i + 1]); // Now fuse ranges together as much as possible. for (int i = 1 + offset; i < ranges.Size; i++) { IM_ASSERT(!ranges[i].PosToIndexConvert && !ranges[i - 1].PosToIndexConvert); if (ranges[i - 1].Max < ranges[i].Min) continue; ranges[i - 1].Min = ImMin(ranges[i - 1].Min, ranges[i].Min); ranges[i - 1].Max = ImMax(ranges[i - 1].Max, ranges[i].Max); ranges.erase(ranges.Data + i); i--; } } static void ImGuiListClipper_SeekCursorAndSetupPrevLine(float pos_y, float line_height) { // Set cursor position and a few other things so that SetScrollHereY() and Columns() can work when seeking cursor. // FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue. // The clipper should probably have a final step to display the last item in a regular manner, maybe with an opt-out flag for data sets which may have costly seek? ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; float off_y = pos_y - window->DC.CursorPos.y; window->DC.CursorPos.y = pos_y; window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y - g.Style.ItemSpacing.y); window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height; // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage. window->DC.PrevLineSize.y = (line_height - g.Style.ItemSpacing.y); // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list. if (ImGuiOldColumns* columns = window->DC.CurrentColumns) columns->LineMinY = window->DC.CursorPos.y; // Setting this so that cell Y position are set properly if (ImGuiTable* table = g.CurrentTable) { if (table->IsInsideRow) ImGui::TableEndRow(table); table->RowPosY2 = window->DC.CursorPos.y; const int row_increase = (int)((off_y / line_height) + 0.5f); //table->CurrentRow += row_increase; // Can't do without fixing TableEndRow() table->RowBgColorCounter += row_increase; } } static void ImGuiListClipper_SeekCursorForItem(ImGuiListClipper* clipper, int item_n) { // StartPosY starts from ItemsFrozen hence the subtraction // Perform the add and multiply with double to allow seeking through larger ranges ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData; float pos_y = (float)((double)clipper->StartPosY + data->LossynessOffset + (double)(item_n - data->ItemsFrozen) * clipper->ItemsHeight); ImGuiListClipper_SeekCursorAndSetupPrevLine(pos_y, clipper->ItemsHeight); } ImGuiListClipper::ImGuiListClipper() { memset(this, 0, sizeof(*this)); ItemsCount = -1; } ImGuiListClipper::~ImGuiListClipper() { End(); } // Use case A: Begin() called from constructor with items_height<0, then called again from Step() in StepNo 1 // Use case B: Begin() called from constructor with items_height>0 // FIXME-LEGACY: Ideally we should remove the Begin/End functions but they are part of the legacy API we still support. This is why some of the code in Step() calling Begin() and reassign some fields, spaghetti style. void ImGuiListClipper::Begin(int items_count, float items_height) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (ImGuiTable* table = g.CurrentTable) if (table->IsInsideRow) ImGui::TableEndRow(table); StartPosY = window->DC.CursorPos.y; ItemsHeight = items_height; ItemsCount = items_count; DisplayStart = -1; DisplayEnd = 0; // Acquire temporary buffer if (++g.ClipperTempDataStacked > g.ClipperTempData.Size) g.ClipperTempData.resize(g.ClipperTempDataStacked, ImGuiListClipperData()); ImGuiListClipperData* data = &g.ClipperTempData[g.ClipperTempDataStacked - 1]; data->Reset(this); data->LossynessOffset = window->DC.CursorStartPosLossyness.y; TempData = data; } void ImGuiListClipper::End() { ImGuiContext& g = *GImGui; if (ImGuiListClipperData* data = (ImGuiListClipperData*)TempData) { // In theory here we should assert that we are already at the right position, but it seems saner to just seek at the end and not assert/crash the user. if (ItemsCount >= 0 && ItemsCount < INT_MAX && DisplayStart >= 0) ImGuiListClipper_SeekCursorForItem(this, ItemsCount); // Restore temporary buffer and fix back pointers which may be invalidated when nesting IM_ASSERT(data->ListClipper == this); data->StepNo = data->Ranges.Size; if (--g.ClipperTempDataStacked > 0) { data = &g.ClipperTempData[g.ClipperTempDataStacked - 1]; data->ListClipper->TempData = data; } TempData = NULL; } ItemsCount = -1; } void ImGuiListClipper::ForceDisplayRangeByIndices(int item_min, int item_max) { ImGuiListClipperData* data = (ImGuiListClipperData*)TempData; IM_ASSERT(DisplayStart < 0); // Only allowed after Begin() and if there has not been a specified range yet. IM_ASSERT(item_min <= item_max); if (item_min < item_max) data->Ranges.push_back(ImGuiListClipperRange::FromIndices(item_min, item_max)); } bool ImGuiListClipper::Step() { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; ImGuiListClipperData* data = (ImGuiListClipperData*)TempData; IM_ASSERT(data != NULL && "Called ImGuiListClipper::Step() too many times, or before ImGuiListClipper::Begin() ?"); ImGuiTable* table = g.CurrentTable; if (table && table->IsInsideRow) ImGui::TableEndRow(table); // No items if (ItemsCount == 0 || GetSkipItemForListClipping()) return (void)End(), false; // While we are in frozen row state, keep displaying items one by one, unclipped // FIXME: Could be stored as a table-agnostic state. if (data->StepNo == 0 && table != NULL && !table->IsUnfrozenRows) { DisplayStart = data->ItemsFrozen; DisplayEnd = data->ItemsFrozen + 1; if (DisplayStart >= ItemsCount) return (void)End(), false; data->ItemsFrozen++; return true; } // Step 0: Let you process the first element (regardless of it being visible or not, so we can measure the element height) bool calc_clipping = false; if (data->StepNo == 0) { StartPosY = window->DC.CursorPos.y; if (ItemsHeight <= 0.0f) { // Submit the first item (or range) so we can measure its height (generally the first range is 0..1) data->Ranges.push_front(ImGuiListClipperRange::FromIndices(data->ItemsFrozen, data->ItemsFrozen + 1)); DisplayStart = ImMax(data->Ranges[0].Min, data->ItemsFrozen); DisplayEnd = ImMin(data->Ranges[0].Max, ItemsCount); if (DisplayStart == DisplayEnd) return (void)End(), false; data->StepNo = 1; return true; } calc_clipping = true; // If on the first step with known item height, calculate clipping. } // Step 1: Let the clipper infer height from first range if (ItemsHeight <= 0.0f) { IM_ASSERT(data->StepNo == 1); if (table) IM_ASSERT(table->RowPosY1 == StartPosY && table->RowPosY2 == window->DC.CursorPos.y); ItemsHeight = (window->DC.CursorPos.y - StartPosY) / (float)(DisplayEnd - DisplayStart); bool affected_by_floating_point_precision = ImIsFloatAboveGuaranteedIntegerPrecision(StartPosY) || ImIsFloatAboveGuaranteedIntegerPrecision(window->DC.CursorPos.y); if (affected_by_floating_point_precision) ItemsHeight = window->DC.PrevLineSize.y + g.Style.ItemSpacing.y; // FIXME: Technically wouldn't allow multi-line entries. IM_ASSERT(ItemsHeight > 0.0f && "Unable to calculate item height! First item hasn't moved the cursor vertically!"); calc_clipping = true; // If item height had to be calculated, calculate clipping afterwards. } // Step 0 or 1: Calculate the actual ranges of visible elements. const int already_submitted = DisplayEnd; if (calc_clipping) { if (g.LogEnabled) { // If logging is active, do not perform any clipping data->Ranges.push_back(ImGuiListClipperRange::FromIndices(0, ItemsCount)); } else { // Add range selected to be included for navigation const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav); if (is_nav_request) data->Ranges.push_back(ImGuiListClipperRange::FromPositions(g.NavScoringNoClipRect.Min.y, g.NavScoringNoClipRect.Max.y, 0, 0)); if (is_nav_request && (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) && g.NavTabbingDir == -1) data->Ranges.push_back(ImGuiListClipperRange::FromIndices(ItemsCount - 1, ItemsCount)); // Add focused/active item ImRect nav_rect_abs = ImGui::WindowRectRelToAbs(window, window->NavRectRel[0]); if (g.NavId != 0 && window->NavLastIds[0] == g.NavId) data->Ranges.push_back(ImGuiListClipperRange::FromPositions(nav_rect_abs.Min.y, nav_rect_abs.Max.y, 0, 0)); // Add visible range const int off_min = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up) ? -1 : 0; const int off_max = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down) ? 1 : 0; data->Ranges.push_back(ImGuiListClipperRange::FromPositions(window->ClipRect.Min.y, window->ClipRect.Max.y, off_min, off_max)); } // Convert position ranges to item index ranges // - Very important: when a starting position is after our maximum item, we set Min to (ItemsCount - 1). This allows us to handle most forms of wrapping. // - Due to how Selectable extra padding they tend to be "unaligned" with exact unit in the item list, // which with the flooring/ceiling tend to lead to 2 items instead of one being submitted. for (int i = 0; i < data->Ranges.Size; i++) if (data->Ranges[i].PosToIndexConvert) { int m1 = (int)(((double)data->Ranges[i].Min - window->DC.CursorPos.y - data->LossynessOffset) / ItemsHeight); int m2 = (int)((((double)data->Ranges[i].Max - window->DC.CursorPos.y - data->LossynessOffset) / ItemsHeight) + 0.999999f); data->Ranges[i].Min = ImClamp(already_submitted + m1 + data->Ranges[i].PosToIndexOffsetMin, already_submitted, ItemsCount - 1); data->Ranges[i].Max = ImClamp(already_submitted + m2 + data->Ranges[i].PosToIndexOffsetMax, data->Ranges[i].Min + 1, ItemsCount); data->Ranges[i].PosToIndexConvert = false; } ImGuiListClipper_SortAndFuseRanges(data->Ranges, data->StepNo); } // Step 0+ (if item height is given in advance) or 1+: Display the next range in line. if (data->StepNo < data->Ranges.Size) { DisplayStart = ImMax(data->Ranges[data->StepNo].Min, already_submitted); DisplayEnd = ImMin(data->Ranges[data->StepNo].Max, ItemsCount); if (DisplayStart > already_submitted) //-V1051 ImGuiListClipper_SeekCursorForItem(this, DisplayStart); data->StepNo++; return true; } // After the last step: Let the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), // Advance the cursor to the end of the list and then returns 'false' to end the loop. if (ItemsCount < INT_MAX) ImGuiListClipper_SeekCursorForItem(this, ItemsCount); End(); return false; } //----------------------------------------------------------------------------- // [SECTION] STYLING //----------------------------------------------------------------------------- ImGuiStyle& ImGui::GetStyle() { IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); return GImGui->Style; } ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul) { ImGuiStyle& style = GImGui->Style; ImVec4 c = style.Colors[idx]; c.w *= style.Alpha * alpha_mul; return ColorConvertFloat4ToU32(c); } ImU32 ImGui::GetColorU32(const ImVec4& col) { ImGuiStyle& style = GImGui->Style; ImVec4 c = col; c.w *= style.Alpha; return ColorConvertFloat4ToU32(c); } const ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx) { ImGuiStyle& style = GImGui->Style; return style.Colors[idx]; } ImU32 ImGui::GetColorU32(ImU32 col) { ImGuiStyle& style = GImGui->Style; if (style.Alpha >= 1.0f) return col; ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT; a = (ImU32)(a * style.Alpha); // We don't need to clamp 0..255 because Style.Alpha is in 0..1 range. return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT); } // FIXME: This may incur a round-trip (if the end user got their data from a float4) but eventually we aim to store the in-flight colors as ImU32 void ImGui::PushStyleColor(ImGuiCol idx, ImU32 col) { ImGuiContext& g = *GImGui; ImGuiColorMod backup; backup.Col = idx; backup.BackupValue = g.Style.Colors[idx]; g.ColorStack.push_back(backup); g.Style.Colors[idx] = ColorConvertU32ToFloat4(col); } void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col) { ImGuiContext& g = *GImGui; ImGuiColorMod backup; backup.Col = idx; backup.BackupValue = g.Style.Colors[idx]; g.ColorStack.push_back(backup); g.Style.Colors[idx] = col; } void ImGui::PopStyleColor(int count) { ImGuiContext& g = *GImGui; while (count > 0) { ImGuiColorMod& backup = g.ColorStack.back(); g.Style.Colors[backup.Col] = backup.BackupValue; g.ColorStack.pop_back(); count--; } } struct ImGuiStyleVarInfo { ImGuiDataType Type; ImU32 Count; ImU32 Offset; void* GetVarPtr(ImGuiStyle* style) const { return (void*)((unsigned char*)style + Offset); } }; static const ImGuiCol GWindowDockStyleColors[ImGuiWindowDockStyleCol_COUNT] = { ImGuiCol_Text, ImGuiCol_Tab, ImGuiCol_TabHovered, ImGuiCol_TabActive, ImGuiCol_TabUnfocused, ImGuiCol_TabUnfocusedActive }; static const ImGuiStyleVarInfo GStyleVarInfo[] = { { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, Alpha) }, // ImGuiStyleVar_Alpha { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, DisabledAlpha) }, // ImGuiStyleVar_DisabledAlpha { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowPadding) }, // ImGuiStyleVar_WindowPadding { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowRounding) }, // ImGuiStyleVar_WindowRounding { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowBorderSize) }, // ImGuiStyleVar_WindowBorderSize { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowMinSize) }, // ImGuiStyleVar_WindowMinSize { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowTitleAlign) }, // ImGuiStyleVar_WindowTitleAlign { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildRounding) }, // ImGuiStyleVar_ChildRounding { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildBorderSize) }, // ImGuiStyleVar_ChildBorderSize { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupRounding) }, // ImGuiStyleVar_PopupRounding { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupBorderSize) }, // ImGuiStyleVar_PopupBorderSize { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, FramePadding) }, // ImGuiStyleVar_FramePadding { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameRounding) }, // ImGuiStyleVar_FrameRounding { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameBorderSize) }, // ImGuiStyleVar_FrameBorderSize { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemSpacing) }, // ImGuiStyleVar_ItemSpacing { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemInnerSpacing) }, // ImGuiStyleVar_ItemInnerSpacing { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, IndentSpacing) }, // ImGuiStyleVar_IndentSpacing { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, CellPadding) }, // ImGuiStyleVar_CellPadding { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarSize) }, // ImGuiStyleVar_ScrollbarSize { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarRounding) }, // ImGuiStyleVar_ScrollbarRounding { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabMinSize) }, // ImGuiStyleVar_GrabMinSize { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabRounding) }, // ImGuiStyleVar_GrabRounding { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, TabRounding) }, // ImGuiStyleVar_TabRounding { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ButtonTextAlign) }, // ImGuiStyleVar_ButtonTextAlign { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SelectableTextAlign) }, // ImGuiStyleVar_SelectableTextAlign }; static const ImGuiStyleVarInfo* GetStyleVarInfo(ImGuiStyleVar idx) { IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT); IM_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_COUNT); return &GStyleVarInfo[idx]; } void ImGui::PushStyleVar(ImGuiStyleVar idx, float val) { const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx); if (var_info->Type == ImGuiDataType_Float && var_info->Count == 1) { ImGuiContext& g = *GImGui; float* pvar = (float*)var_info->GetVarPtr(&g.Style); g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); *pvar = val; return; } IM_ASSERT(0 && "Called PushStyleVar() float variant but variable is not a float!"); } void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val) { const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx); if (var_info->Type == ImGuiDataType_Float && var_info->Count == 2) { ImGuiContext& g = *GImGui; ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style); g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); *pvar = val; return; } IM_ASSERT(0 && "Called PushStyleVar() ImVec2 variant but variable is not a ImVec2!"); } void ImGui::PopStyleVar(int count) { ImGuiContext& g = *GImGui; while (count > 0) { // We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in Debug is not worth it. ImGuiStyleMod& backup = g.StyleVarStack.back(); const ImGuiStyleVarInfo* info = GetStyleVarInfo(backup.VarIdx); void* data = info->GetVarPtr(&g.Style); if (info->Type == ImGuiDataType_Float && info->Count == 1) { ((float*)data)[0] = backup.BackupFloat[0]; } else if (info->Type == ImGuiDataType_Float && info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; } g.StyleVarStack.pop_back(); count--; } } const char* ImGui::GetStyleColorName(ImGuiCol idx) { // Create switch-case from enum with regexp: ImGuiCol_{.*}, --> case ImGuiCol_\1: return "\1"; switch (idx) { case ImGuiCol_Text: return "Text"; case ImGuiCol_TextDisabled: return "TextDisabled"; case ImGuiCol_WindowBg: return "WindowBg"; case ImGuiCol_ChildBg: return "ChildBg"; case ImGuiCol_PopupBg: return "PopupBg"; case ImGuiCol_Border: return "Border"; case ImGuiCol_BorderShadow: return "BorderShadow"; case ImGuiCol_FrameBg: return "FrameBg"; case ImGuiCol_FrameBgHovered: return "FrameBgHovered"; case ImGuiCol_FrameBgActive: return "FrameBgActive"; case ImGuiCol_TitleBg: return "TitleBg"; case ImGuiCol_TitleBgActive: return "TitleBgActive"; case ImGuiCol_TitleBgCollapsed: return "TitleBgCollapsed"; case ImGuiCol_MenuBarBg: return "MenuBarBg"; case ImGuiCol_ScrollbarBg: return "ScrollbarBg"; case ImGuiCol_ScrollbarGrab: return "ScrollbarGrab"; case ImGuiCol_ScrollbarGrabHovered: return "ScrollbarGrabHovered"; case ImGuiCol_ScrollbarGrabActive: return "ScrollbarGrabActive"; case ImGuiCol_CheckMark: return "CheckMark"; case ImGuiCol_SliderGrab: return "SliderGrab"; case ImGuiCol_SliderGrabActive: return "SliderGrabActive"; case ImGuiCol_Button: return "Button"; case ImGuiCol_ButtonHovered: return "ButtonHovered"; case ImGuiCol_ButtonActive: return "ButtonActive"; case ImGuiCol_Header: return "Header"; case ImGuiCol_HeaderHovered: return "HeaderHovered"; case ImGuiCol_HeaderActive: return "HeaderActive"; case ImGuiCol_Separator: return "Separator"; case ImGuiCol_SeparatorHovered: return "SeparatorHovered"; case ImGuiCol_SeparatorActive: return "SeparatorActive"; case ImGuiCol_ResizeGrip: return "ResizeGrip"; case ImGuiCol_ResizeGripHovered: return "ResizeGripHovered"; case ImGuiCol_ResizeGripActive: return "ResizeGripActive"; case ImGuiCol_Tab: return "Tab"; case ImGuiCol_TabHovered: return "TabHovered"; case ImGuiCol_TabActive: return "TabActive"; case ImGuiCol_TabUnfocused: return "TabUnfocused"; case ImGuiCol_TabUnfocusedActive: return "TabUnfocusedActive"; case ImGuiCol_DockingPreview: return "DockingPreview"; case ImGuiCol_DockingEmptyBg: return "DockingEmptyBg"; case ImGuiCol_PlotLines: return "PlotLines"; case ImGuiCol_PlotLinesHovered: return "PlotLinesHovered"; case ImGuiCol_PlotHistogram: return "PlotHistogram"; case ImGuiCol_PlotHistogramHovered: return "PlotHistogramHovered"; case ImGuiCol_TableHeaderBg: return "TableHeaderBg"; case ImGuiCol_TableBorderStrong: return "TableBorderStrong"; case ImGuiCol_TableBorderLight: return "TableBorderLight"; case ImGuiCol_TableRowBg: return "TableRowBg"; case ImGuiCol_TableRowBgAlt: return "TableRowBgAlt"; case ImGuiCol_TextSelectedBg: return "TextSelectedBg"; case ImGuiCol_DragDropTarget: return "DragDropTarget"; case ImGuiCol_NavHighlight: return "NavHighlight"; case ImGuiCol_NavWindowingHighlight: return "NavWindowingHighlight"; case ImGuiCol_NavWindowingDimBg: return "NavWindowingDimBg"; case ImGuiCol_ModalWindowDimBg: return "ModalWindowDimBg"; } IM_ASSERT(0); return "Unknown"; } //----------------------------------------------------------------------------- // [SECTION] RENDER HELPERS // Some of those (internal) functions are currently quite a legacy mess - their signature and behavior will change, // we need a nicer separation between low-level functions and high-level functions relying on the ImGui context. // Also see imgui_draw.cpp for some more which have been reworked to not rely on ImGui:: context. //----------------------------------------------------------------------------- const char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end) { const char* text_display_end = text; if (!text_end) text_end = (const char*)-1; while (text_display_end < text_end && *text_display_end != '\0' && (text_display_end[0] != '#' || text_display_end[1] != '#')) text_display_end++; return text_display_end; } // Internal ImGui functions to render text // RenderText***() functions calls ImDrawList::AddText() calls ImBitmapFont::RenderText() void ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool hide_text_after_hash) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; // Hide anything after a '##' string const char* text_display_end; if (hide_text_after_hash) { text_display_end = FindRenderedTextEnd(text, text_end); } else { if (!text_end) text_end = text + strlen(text); // FIXME-OPT text_display_end = text_end; } if (text != text_display_end) { window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end); if (g.LogEnabled) LogRenderedText(&pos, text, text_display_end); } } void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (!text_end) text_end = text + strlen(text); // FIXME-OPT if (text != text_end) { window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_end, wrap_width); if (g.LogEnabled) LogRenderedText(&pos, text, text_end); } } // Default clip_rect uses (pos_min,pos_max) // Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges) void ImGui::RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_display_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect) { // Perform CPU side clipping for single clipped element to avoid using scissor state ImVec2 pos = pos_min; const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_display_end, false, 0.0f); const ImVec2* clip_min = clip_rect ? &clip_rect->Min : &pos_min; const ImVec2* clip_max = clip_rect ? &clip_rect->Max : &pos_max; bool need_clipping = (pos.x + text_size.x >= clip_max->x) || (pos.y + text_size.y >= clip_max->y); if (clip_rect) // If we had no explicit clipping rectangle then pos==clip_min need_clipping |= (pos.x < clip_min->x) || (pos.y < clip_min->y); // Align whole block. We should defer that to the better rendering function when we'll have support for individual line alignment. if (align.x > 0.0f) pos.x = ImMax(pos.x, pos.x + (pos_max.x - pos.x - text_size.x) * align.x); if (align.y > 0.0f) pos.y = ImMax(pos.y, pos.y + (pos_max.y - pos.y - text_size.y) * align.y); // Render if (need_clipping) { ImVec4 fine_clip_rect(clip_min->x, clip_min->y, clip_max->x, clip_max->y); draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, &fine_clip_rect); } else { draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, NULL); } } void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect) { // Hide anything after a '##' string const char* text_display_end = FindRenderedTextEnd(text, text_end); const int text_len = (int)(text_display_end - text); if (text_len == 0) return; ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; RenderTextClippedEx(window->DrawList, pos_min, pos_max, text, text_display_end, text_size_if_known, align, clip_rect); if (g.LogEnabled) LogRenderedText(&pos_min, text, text_display_end); } // Another overly complex function until we reorganize everything into a nice all-in-one helper. // This is made more complex because we have dissociated the layout rectangle (pos_min..pos_max) which define _where_ the ellipsis is, from actual clipping of text and limit of the ellipsis display. // This is because in the context of tabs we selectively hide part of the text when the Close Button appears, but we don't want the ellipsis to move. void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end_full, const ImVec2* text_size_if_known) { ImGuiContext& g = *GImGui; if (text_end_full == NULL) text_end_full = FindRenderedTextEnd(text); const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_end_full, false, 0.0f); //draw_list->AddLine(ImVec2(pos_max.x, pos_min.y - 4), ImVec2(pos_max.x, pos_max.y + 4), IM_COL32(0, 0, 255, 255)); //draw_list->AddLine(ImVec2(ellipsis_max_x, pos_min.y-2), ImVec2(ellipsis_max_x, pos_max.y+2), IM_COL32(0, 255, 0, 255)); //draw_list->AddLine(ImVec2(clip_max_x, pos_min.y), ImVec2(clip_max_x, pos_max.y), IM_COL32(255, 0, 0, 255)); // FIXME: We could technically remove (last_glyph->AdvanceX - last_glyph->X1) from text_size.x here and save a few pixels. if (text_size.x > pos_max.x - pos_min.x) { // Hello wo... // | | | // min max ellipsis_max // <-> this is generally some padding value const ImFont* font = draw_list->_Data->Font; const float font_size = draw_list->_Data->FontSize; const char* text_end_ellipsis = NULL; ImWchar ellipsis_char = font->EllipsisChar; int ellipsis_char_count = 1; if (ellipsis_char == (ImWchar)-1) { ellipsis_char = font->DotChar; ellipsis_char_count = 3; } const ImFontGlyph* glyph = font->FindGlyph(ellipsis_char); float ellipsis_glyph_width = glyph->X1; // Width of the glyph with no padding on either side float ellipsis_total_width = ellipsis_glyph_width; // Full width of entire ellipsis if (ellipsis_char_count > 1) { // Full ellipsis size without free spacing after it. const float spacing_between_dots = 1.0f * (draw_list->_Data->FontSize / font->FontSize); ellipsis_glyph_width = glyph->X1 - glyph->X0 + spacing_between_dots; ellipsis_total_width = ellipsis_glyph_width * (float)ellipsis_char_count - spacing_between_dots; } // We can now claim the space between pos_max.x and ellipsis_max.x const float text_avail_width = ImMax((ImMax(pos_max.x, ellipsis_max_x) - ellipsis_total_width) - pos_min.x, 1.0f); float text_size_clipped_x = font->CalcTextSizeA(font_size, text_avail_width, 0.0f, text, text_end_full, &text_end_ellipsis).x; if (text == text_end_ellipsis && text_end_ellipsis < text_end_full) { // Always display at least 1 character if there's no room for character + ellipsis text_end_ellipsis = text + ImTextCountUtf8BytesFromChar(text, text_end_full); text_size_clipped_x = font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text, text_end_ellipsis).x; } while (text_end_ellipsis > text && ImCharIsBlankA(text_end_ellipsis[-1])) { // Trim trailing space before ellipsis (FIXME: Supporting non-ascii blanks would be nice, for this we need a function to backtrack in UTF-8 text) text_end_ellipsis--; text_size_clipped_x -= font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text_end_ellipsis, text_end_ellipsis + 1).x; // Ascii blanks are always 1 byte } // Render text, render ellipsis RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f)); float ellipsis_x = pos_min.x + text_size_clipped_x; if (ellipsis_x + ellipsis_total_width <= ellipsis_max_x) for (int i = 0; i < ellipsis_char_count; i++) { font->RenderChar(draw_list, font_size, ImVec2(ellipsis_x, pos_min.y), GetColorU32(ImGuiCol_Text), ellipsis_char); ellipsis_x += ellipsis_glyph_width; } } else { RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_full, &text_size, ImVec2(0.0f, 0.0f)); } if (g.LogEnabled) LogRenderedText(&pos_min, text, text_end_full); } // Render a rectangle shaped with optional rounding and borders void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border, float rounding) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; window->DrawList->AddRectFilled(p_min, p_max, fill_col, rounding); const float border_size = g.Style.FrameBorderSize; if (border && border_size > 0.0f) { window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size); window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size); } } void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; const float border_size = g.Style.FrameBorderSize; if (border_size > 0.0f) { window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size); window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size); } } void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags) { ImGuiContext& g = *GImGui; if (id != g.NavId) return; if (g.NavDisableHighlight && !(flags & ImGuiNavHighlightFlags_AlwaysDraw)) return; ImGuiWindow* window = g.CurrentWindow; if (window->DC.NavHideHighlightOneFrame) return; float rounding = (flags & ImGuiNavHighlightFlags_NoRounding) ? 0.0f : g.Style.FrameRounding; ImRect display_rect = bb; display_rect.ClipWith(window->ClipRect); if (flags & ImGuiNavHighlightFlags_TypeDefault) { const float THICKNESS = 2.0f; const float DISTANCE = 3.0f + THICKNESS * 0.5f; display_rect.Expand(ImVec2(DISTANCE, DISTANCE)); bool fully_visible = window->ClipRect.Contains(display_rect); if (!fully_visible) window->DrawList->PushClipRect(display_rect.Min, display_rect.Max); window->DrawList->AddRect(display_rect.Min + ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), display_rect.Max - ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), GetColorU32(ImGuiCol_NavHighlight), rounding, 0, THICKNESS); if (!fully_visible) window->DrawList->PopClipRect(); } if (flags & ImGuiNavHighlightFlags_TypeThin) { window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, 0, 1.0f); } } void ImGui::RenderMouseCursor(ImVec2 base_pos, float base_scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow) { ImGuiContext& g = *GImGui; IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT); ImFontAtlas* font_atlas = g.DrawListSharedData.Font->ContainerAtlas; for (int n = 0; n < g.Viewports.Size; n++) { // We scale cursor with current viewport/monitor, however Windows 10 for its own hardware cursor seems to be using a different scale factor. ImVec2 offset, size, uv[4]; if (!font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2])) continue; ImGuiViewportP* viewport = g.Viewports[n]; const ImVec2 pos = base_pos - offset; const float scale = base_scale * viewport->DpiScale; if (!viewport->GetMainRect().Overlaps(ImRect(pos, pos + ImVec2(size.x + 2, size.y + 2) * scale))) continue; ImDrawList* draw_list = GetForegroundDrawList(viewport); ImTextureID tex_id = font_atlas->TexID; draw_list->PushTextureID(tex_id); draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow); draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow); draw_list->AddImage(tex_id, pos, pos + size * scale, uv[2], uv[3], col_border); draw_list->AddImage(tex_id, pos, pos + size * scale, uv[0], uv[1], col_fill); draw_list->PopTextureID(); } } //----------------------------------------------------------------------------- // [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!) //----------------------------------------------------------------------------- // ImGuiWindow is mostly a dumb struct. It merely has a constructor and a few helper methods ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name) : DrawListInst(NULL) { memset(this, 0, sizeof(*this)); Name = ImStrdup(name); NameBufLen = (int)strlen(name) + 1; ID = ImHashStr(name); IDStack.push_back(ID); ViewportAllowPlatformMonitorExtend = -1; ViewportPos = ImVec2(FLT_MAX, FLT_MAX); MoveId = GetID("#MOVE"); TabId = GetID("#TAB"); ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f); AutoFitFramesX = AutoFitFramesY = -1; AutoPosLastDirection = ImGuiDir_None; SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = SetWindowDockAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing; SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX); LastFrameActive = -1; LastFrameJustFocused = -1; LastTimeActive = -1.0f; FontWindowScale = FontDpiScale = 1.0f; SettingsOffset = -1; DockOrder = -1; DrawList = &DrawListInst; DrawList->_Data = &context->DrawListSharedData; DrawList->_OwnerName = Name; IM_PLACEMENT_NEW(&WindowClass) ImGuiWindowClass(); } ImGuiWindow::~ImGuiWindow() { IM_ASSERT(DrawList == &DrawListInst); IM_DELETE(Name); ColumnsStorage.clear_destruct(); } ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end) { ImGuiID seed = IDStack.back(); ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); ImGuiContext& g = *GImGui; if (g.DebugHookIdInfo == id) ImGui::DebugHookIdInfo(id, ImGuiDataType_String, str, str_end); return id; } ImGuiID ImGuiWindow::GetID(const void* ptr) { ImGuiID seed = IDStack.back(); ImGuiID id = ImHashData(&ptr, sizeof(void*), seed); ImGuiContext& g = *GImGui; if (g.DebugHookIdInfo == id) ImGui::DebugHookIdInfo(id, ImGuiDataType_Pointer, ptr, NULL); return id; } ImGuiID ImGuiWindow::GetID(int n) { ImGuiID seed = IDStack.back(); ImGuiID id = ImHashData(&n, sizeof(n), seed); ImGuiContext& g = *GImGui; if (g.DebugHookIdInfo == id) ImGui::DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL); return id; } // This is only used in rare/specific situations to manufacture an ID out of nowhere. ImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs) { ImGuiID seed = IDStack.back(); ImRect r_rel = ImGui::WindowRectAbsToRel(this, r_abs); ImGuiID id = ImHashData(&r_rel, sizeof(r_rel), seed); return id; } static void SetCurrentWindow(ImGuiWindow* window) { ImGuiContext& g = *GImGui; g.CurrentWindow = window; g.CurrentTable = window && window->DC.CurrentTableIdx != -1 ? g.Tables.GetByIndex(window->DC.CurrentTableIdx) : NULL; if (window) g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize(); } void ImGui::GcCompactTransientMiscBuffers() { ImGuiContext& g = *GImGui; g.ItemFlagsStack.clear(); g.GroupStack.clear(); TableGcCompactSettings(); } // Free up/compact internal window buffers, we can use this when a window becomes unused. // Not freed: // - ImGuiWindow, ImGuiWindowSettings, Name, StateStorage, ColumnsStorage (may hold useful data) // This should have no noticeable visual effect. When the window reappear however, expect new allocation/buffer growth/copy cost. void ImGui::GcCompactTransientWindowBuffers(ImGuiWindow* window) { window->MemoryCompacted = true; window->MemoryDrawListIdxCapacity = window->DrawList->IdxBuffer.Capacity; window->MemoryDrawListVtxCapacity = window->DrawList->VtxBuffer.Capacity; window->IDStack.clear(); window->DrawList->_ClearFreeMemory(); window->DC.ChildWindows.clear(); window->DC.ItemWidthStack.clear(); window->DC.TextWrapPosStack.clear(); } void ImGui::GcAwakeTransientWindowBuffers(ImGuiWindow* window) { // We stored capacity of the ImDrawList buffer to reduce growth-caused allocation/copy when awakening. // The other buffers tends to amortize much faster. window->MemoryCompacted = false; window->DrawList->IdxBuffer.reserve(window->MemoryDrawListIdxCapacity); window->DrawList->VtxBuffer.reserve(window->MemoryDrawListVtxCapacity); window->MemoryDrawListIdxCapacity = window->MemoryDrawListVtxCapacity = 0; } void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window) { ImGuiContext& g = *GImGui; g.ActiveIdIsJustActivated = (g.ActiveId != id); if (g.ActiveIdIsJustActivated) { g.ActiveIdTimer = 0.0f; g.ActiveIdHasBeenPressedBefore = false; g.ActiveIdHasBeenEditedBefore = false; g.ActiveIdMouseButton = -1; if (id != 0) { g.LastActiveId = id; g.LastActiveIdTimer = 0.0f; } } g.ActiveId = id; g.ActiveIdAllowOverlap = false; g.ActiveIdNoClearOnFocusLoss = false; g.ActiveIdWindow = window; g.ActiveIdHasBeenEditedThisFrame = false; if (id) { g.ActiveIdIsAlive = id; g.ActiveIdSource = (g.NavActivateId == id || g.NavActivateInputId == id || g.NavJustMovedToId == id) ? (ImGuiInputSource)ImGuiInputSource_Nav : ImGuiInputSource_Mouse; } // Clear declaration of inputs claimed by the widget // (Please note that this is WIP and not all keys/inputs are thoroughly declared by all widgets yet) g.ActiveIdUsingMouseWheel = false; g.ActiveIdUsingNavDirMask = 0x00; g.ActiveIdUsingNavInputMask = 0x00; g.ActiveIdUsingKeyInputMask.ClearAllBits(); } void ImGui::ClearActiveID() { SetActiveID(0, NULL); // g.ActiveId = 0; } void ImGui::SetHoveredID(ImGuiID id) { ImGuiContext& g = *GImGui; g.HoveredId = id; g.HoveredIdAllowOverlap = false; g.HoveredIdUsingMouseWheel = false; if (id != 0 && g.HoveredIdPreviousFrame != id) g.HoveredIdTimer = g.HoveredIdNotActiveTimer = 0.0f; } ImGuiID ImGui::GetHoveredID() { ImGuiContext& g = *GImGui; return g.HoveredId ? g.HoveredId : g.HoveredIdPreviousFrame; } // This is called by ItemAdd(). // Code not using ItemAdd() may need to call this manually otherwise ActiveId will be cleared. In IMGUI_VERSION_NUM < 18717 this was called by GetID(). void ImGui::KeepAliveID(ImGuiID id) { ImGuiContext& g = *GImGui; if (g.ActiveId == id) g.ActiveIdIsAlive = id; if (g.ActiveIdPreviousFrame == id) g.ActiveIdPreviousFrameIsAlive = true; } void ImGui::MarkItemEdited(ImGuiID id) { // This marking is solely to be able to provide info for IsItemDeactivatedAfterEdit(). // ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but still need need to fill the data. ImGuiContext& g = *GImGui; IM_ASSERT(g.ActiveId == id || g.ActiveId == 0 || g.DragDropActive); IM_UNUSED(id); // Avoid unused variable warnings when asserts are compiled out. //IM_ASSERT(g.CurrentWindow->DC.LastItemId == id); g.ActiveIdHasBeenEditedThisFrame = true; g.ActiveIdHasBeenEditedBefore = true; g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited; } static inline bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags) { // An active popup disable hovering on other windows (apart from its own children) // FIXME-OPT: This could be cached/stored within the window. ImGuiContext& g = *GImGui; if (g.NavWindow) if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindowDockTree) if (focused_root_window->WasActive && focused_root_window != window->RootWindowDockTree) { // For the purpose of those flags we differentiate "standard popup" from "modal popup" // NB: The order of those two tests is important because Modal windows are also Popups. if (focused_root_window->Flags & ImGuiWindowFlags_Modal) return false; if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup)) return false; } // Filter by viewport if (window->Viewport != g.MouseViewport) if (g.MovingWindow == NULL || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree) return false; return true; } // This is roughly matching the behavior of internal-facing ItemHoverable() // - we allow hovering to be true when ActiveId==window->MoveID, so that clicking on non-interactive items such as a Text() item still returns true with IsItemHovered() // - this should work even for non-interactive items that have no ID, so we cannot use LastItemId bool ImGui::IsItemHovered(ImGuiHoveredFlags flags) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (g.NavDisableMouseHover && !g.NavDisableHighlight && !(flags & ImGuiHoveredFlags_NoNavOverride)) { if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled)) return false; if (!IsItemFocused()) return false; } else { // Test for bounding box overlap, as updated as ItemAdd() ImGuiItemStatusFlags status_flags = g.LastItemData.StatusFlags; if (!(status_flags & ImGuiItemStatusFlags_HoveredRect)) return false; IM_ASSERT((flags & (ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy | ImGuiHoveredFlags_DockHierarchy)) == 0); // Flags not supported by this function // Test if we are hovering the right window (our window could be behind another window) // [2021/03/02] Reworked / reverted the revert, finally. Note we want e.g. BeginGroup/ItemAdd/EndGroup to work as well. (#3851) // [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable // to use IsItemHovered() after EndChild() itself. Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was // the test that has been running for a long while. if (g.HoveredWindow != window && (status_flags & ImGuiItemStatusFlags_HoveredWindow) == 0) if ((flags & ImGuiHoveredFlags_AllowWhenOverlapped) == 0) return false; // Test if another item is active (e.g. being dragged) if ((flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) == 0) if (g.ActiveId != 0 && g.ActiveId != g.LastItemData.ID && !g.ActiveIdAllowOverlap) if (g.ActiveId != window->MoveId && g.ActiveId != window->TabId) return false; // Test if interactions on this window are blocked by an active popup or modal. // The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here. if (!IsWindowContentHoverable(window, flags)) return false; // Test if the item is disabled if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled)) return false; // Special handling for calling after Begin() which represent the title bar or tab. // When the window is skipped/collapsed (SkipItems==true) that last item (always ->MoveId submitted by Begin) // will never be overwritten so we need to detect the case. if (g.LastItemData.ID == window->MoveId && window->WriteAccessed) return false; } return true; } // Internal facing ItemHoverable() used when submitting widgets. Differs slightly from IsItemHovered(). bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id) { ImGuiContext& g = *GImGui; if (g.HoveredId != 0 && g.HoveredId != id && !g.HoveredIdAllowOverlap) return false; ImGuiWindow* window = g.CurrentWindow; if (g.HoveredWindow != window) return false; if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap) return false; if (!IsMouseHoveringRect(bb.Min, bb.Max)) return false; if (!IsWindowContentHoverable(window, ImGuiHoveredFlags_None)) { g.HoveredIdDisabled = true; return false; } // We exceptionally allow this function to be called with id==0 to allow using it for easy high-level // hover test in widgets code. We could also decide to split this function is two. if (id != 0) SetHoveredID(id); // When disabled we'll return false but still set HoveredId ImGuiItemFlags item_flags = (g.LastItemData.ID == id ? g.LastItemData.InFlags : g.CurrentItemFlags); if (item_flags & ImGuiItemFlags_Disabled) { // Release active id if turning disabled if (g.ActiveId == id) ClearActiveID(); g.HoveredIdDisabled = true; return false; } if (id != 0) { // [DEBUG] Item Picker tool! // We perform the check here because SetHoveredID() is not frequently called (1~ time a frame), making // the cost of this tool near-zero. We can get slightly better call-stack and support picking non-hovered // items if we perform the test in ItemAdd(), but that would incur a small runtime cost. // #define IMGUI_DEBUG_TOOL_ITEM_PICKER_EX in imconfig.h if you want this check to also be performed in ItemAdd(). if (g.DebugItemPickerActive && g.HoveredIdPreviousFrame == id) GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255)); if (g.DebugItemPickerBreakId == id) IM_DEBUG_BREAK(); } if (g.NavDisableMouseHover) return false; return true; } bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (!bb.Overlaps(window->ClipRect)) if (id == 0 || (id != g.ActiveId && id != g.NavId)) if (!g.LogEnabled) return true; return false; } // This is also inlined in ItemAdd() // Note: if ImGuiItemStatusFlags_HasDisplayRect is set, user needs to set window->DC.LastItemDisplayRect! void ImGui::SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags item_flags, const ImRect& item_rect) { ImGuiContext& g = *GImGui; g.LastItemData.ID = item_id; g.LastItemData.InFlags = in_flags; g.LastItemData.StatusFlags = item_flags; g.LastItemData.Rect = item_rect; } float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x) { if (wrap_pos_x < 0.0f) return 0.0f; ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (wrap_pos_x == 0.0f) { // We could decide to setup a default wrapping max point for auto-resizing windows, // or have auto-wrap (with unspecified wrapping pos) behave as a ContentSize extending function? //if (window->Hidden && (window->Flags & ImGuiWindowFlags_AlwaysAutoResize)) // wrap_pos_x = ImMax(window->WorkRect.Min.x + g.FontSize * 10.0f, window->WorkRect.Max.x); //else wrap_pos_x = window->WorkRect.Max.x; } else if (wrap_pos_x > 0.0f) { wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space } return ImMax(wrap_pos_x - pos.x, 1.0f); } // IM_ALLOC() == ImGui::MemAlloc() void* ImGui::MemAlloc(size_t size) { if (ImGuiContext* ctx = GImGui) ctx->IO.MetricsActiveAllocations++; return (*GImAllocatorAllocFunc)(size, GImAllocatorUserData); } // IM_FREE() == ImGui::MemFree() void ImGui::MemFree(void* ptr) { if (ptr) if (ImGuiContext* ctx = GImGui) ctx->IO.MetricsActiveAllocations--; return (*GImAllocatorFreeFunc)(ptr, GImAllocatorUserData); } const char* ImGui::GetClipboardText() { ImGuiContext& g = *GImGui; return g.IO.GetClipboardTextFn ? g.IO.GetClipboardTextFn(g.IO.ClipboardUserData) : ""; } void ImGui::SetClipboardText(const char* text) { ImGuiContext& g = *GImGui; if (g.IO.SetClipboardTextFn) g.IO.SetClipboardTextFn(g.IO.ClipboardUserData, text); } const char* ImGui::GetVersion() { return IMGUI_VERSION; } // Internal state access - if you want to share Dear ImGui state between modules (e.g. DLL) or allocate it yourself // Note that we still point to some static data and members (such as GFontAtlas), so the state instance you end up using will point to the static data within its module ImGuiContext* ImGui::GetCurrentContext() { return GImGui; } void ImGui::SetCurrentContext(ImGuiContext* ctx) { #ifdef IMGUI_SET_CURRENT_CONTEXT_FUNC IMGUI_SET_CURRENT_CONTEXT_FUNC(ctx); // For custom thread-based hackery you may want to have control over this. #else GImGui = ctx; #endif } void ImGui::SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data) { GImAllocatorAllocFunc = alloc_func; GImAllocatorFreeFunc = free_func; GImAllocatorUserData = user_data; } // This is provided to facilitate copying allocators from one static/DLL boundary to another (e.g. retrieve default allocator of your executable address space) void ImGui::GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data) { *p_alloc_func = GImAllocatorAllocFunc; *p_free_func = GImAllocatorFreeFunc; *p_user_data = GImAllocatorUserData; } ImGuiContext* ImGui::CreateContext(ImFontAtlas* shared_font_atlas) { ImGuiContext* prev_ctx = GetCurrentContext(); ImGuiContext* ctx = IM_NEW(ImGuiContext)(shared_font_atlas); SetCurrentContext(ctx); Initialize(); if (prev_ctx != NULL) SetCurrentContext(prev_ctx); // Restore previous context if any, else keep new one. return ctx; } void ImGui::DestroyContext(ImGuiContext* ctx) { ImGuiContext* prev_ctx = GetCurrentContext(); if (ctx == NULL) //-V1051 ctx = prev_ctx; SetCurrentContext(ctx); Shutdown(); SetCurrentContext((prev_ctx != ctx) ? prev_ctx : NULL); IM_DELETE(ctx); } // No specific ordering/dependency support, will see as needed ImGuiID ImGui::AddContextHook(ImGuiContext* ctx, const ImGuiContextHook* hook) { ImGuiContext& g = *ctx; IM_ASSERT(hook->Callback != NULL && hook->HookId == 0 && hook->Type != ImGuiContextHookType_PendingRemoval_); g.Hooks.push_back(*hook); g.Hooks.back().HookId = ++g.HookIdNext; return g.HookIdNext; } // Deferred removal, avoiding issue with changing vector while iterating it void ImGui::RemoveContextHook(ImGuiContext* ctx, ImGuiID hook_id) { ImGuiContext& g = *ctx; IM_ASSERT(hook_id != 0); for (int n = 0; n < g.Hooks.Size; n++) if (g.Hooks[n].HookId == hook_id) g.Hooks[n].Type = ImGuiContextHookType_PendingRemoval_; } // Call context hooks (used by e.g. test engine) // We assume a small number of hooks so all stored in same array void ImGui::CallContextHooks(ImGuiContext* ctx, ImGuiContextHookType hook_type) { ImGuiContext& g = *ctx; for (int n = 0; n < g.Hooks.Size; n++) if (g.Hooks[n].Type == hook_type) g.Hooks[n].Callback(&g, &g.Hooks[n]); } ImGuiIO& ImGui::GetIO() { IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); return GImGui->IO; } ImGuiPlatformIO& ImGui::GetPlatformIO() { IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() or ImGui::SetCurrentContext()?"); return GImGui->PlatformIO; } // Pass this to your backend rendering function! Valid after Render() and until the next call to NewFrame() ImDrawData* ImGui::GetDrawData() { ImGuiContext& g = *GImGui; ImGuiViewportP* viewport = g.Viewports[0]; return viewport->DrawDataP.Valid ? &viewport->DrawDataP : NULL; } double ImGui::GetTime() { return GImGui->Time; } int ImGui::GetFrameCount() { return GImGui->FrameCount; } static ImDrawList* GetViewportDrawList(ImGuiViewportP* viewport, size_t drawlist_no, const char* drawlist_name) { // Create the draw list on demand, because they are not frequently used for all viewports ImGuiContext& g = *GImGui; IM_ASSERT(drawlist_no < IM_ARRAYSIZE(viewport->DrawLists)); ImDrawList* draw_list = viewport->DrawLists[drawlist_no]; if (draw_list == NULL) { draw_list = IM_NEW(ImDrawList)(&g.DrawListSharedData); draw_list->_OwnerName = drawlist_name; viewport->DrawLists[drawlist_no] = draw_list; } // Our ImDrawList system requires that there is always a command if (viewport->DrawListsLastFrame[drawlist_no] != g.FrameCount) { draw_list->_ResetForNewFrame(); draw_list->PushTextureID(g.IO.Fonts->TexID); draw_list->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false); viewport->DrawListsLastFrame[drawlist_no] = g.FrameCount; } return draw_list; } ImDrawList* ImGui::GetBackgroundDrawList(ImGuiViewport* viewport) { return GetViewportDrawList((ImGuiViewportP*)viewport, 0, "##Background"); } ImDrawList* ImGui::GetBackgroundDrawList() { ImGuiContext& g = *GImGui; return GetBackgroundDrawList(g.CurrentWindow->Viewport); } ImDrawList* ImGui::GetForegroundDrawList(ImGuiViewport* viewport) { return GetViewportDrawList((ImGuiViewportP*)viewport, 1, "##Foreground"); } ImDrawList* ImGui::GetForegroundDrawList() { ImGuiContext& g = *GImGui; return GetForegroundDrawList(g.CurrentWindow->Viewport); } ImDrawListSharedData* ImGui::GetDrawListSharedData() { return &GImGui->DrawListSharedData; } void ImGui::StartMouseMovingWindow(ImGuiWindow* window) { // Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate hover on other windows. // We _also_ call this when clicking in a window empty space when io.ConfigWindowsMoveFromTitleBarOnly is set, but clear g.MovingWindow afterward. // This is because we want ActiveId to be set even when the window is not permitted to move. ImGuiContext& g = *GImGui; FocusWindow(window); SetActiveID(window->MoveId, window); g.NavDisableHighlight = true; g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindowDockTree->Pos; g.ActiveIdNoClearOnFocusLoss = true; SetActiveIdUsingNavAndKeys(); bool can_move_window = true; if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoMove)) can_move_window = false; if (ImGuiDockNode* node = window->DockNodeAsHost) if (node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove)) can_move_window = false; if (can_move_window) g.MovingWindow = window; } // We use 'undock_floating_node == false' when dragging from title bar to allow moving groups of floating nodes without undocking them. // - undock_floating_node == true: when dragging from a floating node within a hierarchy, always undock the node. // - undock_floating_node == false: when dragging from a floating node within a hierarchy, move root window. void ImGui::StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock_floating_node) { ImGuiContext& g = *GImGui; bool can_undock_node = false; if (node != NULL && node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove) == 0) { // Can undock if: // - part of a floating node hierarchy with more than one visible node (if only one is visible, we'll just move the whole hierarchy) // - part of a dockspace node hierarchy (trivia: undocking from a fixed/central node will create a new node and copy windows) ImGuiDockNode* root_node = DockNodeGetRootNode(node); if (root_node->OnlyNodeWithWindows != node || root_node->CentralNode != NULL) // -V1051 PVS-Studio thinks node should be root_node and is wrong about that. if (undock_floating_node || root_node->IsDockSpace()) can_undock_node = true; } const bool clicked = IsMouseClicked(0); const bool dragging = IsMouseDragging(0, g.IO.MouseDragThreshold * 1.70f); if (can_undock_node && dragging) DockContextQueueUndockNode(&g, node); // Will lead to DockNodeStartMouseMovingWindow() -> StartMouseMovingWindow() being called next frame else if (!can_undock_node && (clicked || dragging) && g.MovingWindow != window) StartMouseMovingWindow(window); } // Handle mouse moving window // Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing() // FIXME: We don't have strong guarantee that g.MovingWindow stay synched with g.ActiveId == g.MovingWindow->MoveId. // This is currently enforced by the fact that BeginDragDropSource() is setting all g.ActiveIdUsingXXXX flags to inhibit navigation inputs, // but if we should more thoroughly test cases where g.ActiveId or g.MovingWindow gets changed and not the other. void ImGui::UpdateMouseMovingWindowNewFrame() { ImGuiContext& g = *GImGui; if (g.MovingWindow != NULL) { // We actually want to move the root window. g.MovingWindow == window we clicked on (could be a child window). // We track it to preserve Focus and so that generally ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency. KeepAliveID(g.ActiveId); IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindowDockTree); ImGuiWindow* moving_window = g.MovingWindow->RootWindowDockTree; // When a window stop being submitted while being dragged, it may will its viewport until next Begin() const bool window_disappared = (!moving_window->WasActive || moving_window->Viewport == NULL); if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos) && !window_disappared) { ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset; if (moving_window->Pos.x != pos.x || moving_window->Pos.y != pos.y) { MarkIniSettingsDirty(moving_window); SetWindowPos(moving_window, pos, ImGuiCond_Always); if (moving_window->ViewportOwned) // Synchronize viewport immediately because some overlays may relies on clipping rectangle before we Begin() into the window. { moving_window->Viewport->Pos = pos; moving_window->Viewport->UpdateWorkRect(); } } FocusWindow(g.MovingWindow); } else { if (!window_disappared) { // Try to merge the window back into the main viewport. // This works because MouseViewport should be != MovingWindow->Viewport on release (as per code in UpdateViewports) if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) UpdateTryMergeWindowIntoHostViewport(moving_window, g.MouseViewport); // Restore the mouse viewport so that we don't hover the viewport _under_ the moved window during the frame we released the mouse button. if (!IsDragDropPayloadBeingAccepted()) g.MouseViewport = moving_window->Viewport; // Clear the NoInput window flag set by the Viewport system moving_window->Viewport->Flags &= ~ImGuiViewportFlags_NoInputs; // FIXME-VIEWPORT: Test engine managed to crash here because Viewport was NULL. } g.MovingWindow = NULL; ClearActiveID(); } } else { // When clicking/dragging from a window that has the _NoMove flag, we still set the ActiveId in order to prevent hovering others. if (g.ActiveIdWindow && g.ActiveIdWindow->MoveId == g.ActiveId) { KeepAliveID(g.ActiveId); if (!g.IO.MouseDown[0]) ClearActiveID(); } } } // Initiate moving window when clicking on empty space or title bar. // Handle left-click and right-click focus. void ImGui::UpdateMouseMovingWindowEndFrame() { ImGuiContext& g = *GImGui; if (g.ActiveId != 0 || g.HoveredId != 0) return; // Unless we just made a window/popup appear if (g.NavWindow && g.NavWindow->Appearing) return; // Click on empty space to focus window and start moving // (after we're done with all our widgets, so e.g. clicking on docking tab-bar which have set HoveredId already and not get us here!) if (g.IO.MouseClicked[0]) { // Handle the edge case of a popup being closed while clicking in its empty space. // If we try to focus it, FocusWindow() > ClosePopupsOverWindow() will accidentally close any parent popups because they are not linked together any more. ImGuiWindow* root_window = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL; const bool is_closed_popup = root_window && (root_window->Flags & ImGuiWindowFlags_Popup) && !IsPopupOpen(root_window->PopupId, ImGuiPopupFlags_AnyPopupLevel); if (root_window != NULL && !is_closed_popup) { StartMouseMovingWindow(g.HoveredWindow); //-V595 // Cancel moving if clicked outside of title bar if (g.IO.ConfigWindowsMoveFromTitleBarOnly) if (!(root_window->Flags & ImGuiWindowFlags_NoTitleBar) || root_window->DockIsActive) if (!root_window->TitleBarRect().Contains(g.IO.MouseClickedPos[0])) g.MovingWindow = NULL; // Cancel moving if clicked over an item which was disabled or inhibited by popups (note that we know HoveredId == 0 already) if (g.HoveredIdDisabled) g.MovingWindow = NULL; } else if (root_window == NULL && g.NavWindow != NULL && GetTopMostPopupModal() == NULL) { // Clicking on void disable focus FocusWindow(NULL); } } // With right mouse button we close popups without changing focus based on where the mouse is aimed // Instead, focus will be restored to the window under the bottom-most closed popup. // (The left mouse button path calls FocusWindow on the hovered window, which will lead NewFrame->ClosePopupsOverWindow to trigger) if (g.IO.MouseClicked[1]) { // Find the top-most window between HoveredWindow and the top-most Modal Window. // This is where we can trim the popup stack. ImGuiWindow* modal = GetTopMostPopupModal(); bool hovered_window_above_modal = g.HoveredWindow && (modal == NULL || IsWindowAbove(g.HoveredWindow, modal)); ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal, true); } } // This is called during NewFrame()->UpdateViewportsNewFrame() only. // Need to keep in sync with SetWindowPos() static void TranslateWindow(ImGuiWindow* window, const ImVec2& delta) { window->Pos += delta; window->ClipRect.Translate(delta); window->OuterRectClipped.Translate(delta); window->InnerRect.Translate(delta); window->DC.CursorPos += delta; window->DC.CursorStartPos += delta; window->DC.CursorMaxPos += delta; window->DC.IdealMaxPos += delta; } static void ScaleWindow(ImGuiWindow* window, float scale) { ImVec2 origin = window->Viewport->Pos; window->Pos = ImFloor((window->Pos - origin) * scale + origin); window->Size = ImFloor(window->Size * scale); window->SizeFull = ImFloor(window->SizeFull * scale); window->ContentSize = ImFloor(window->ContentSize * scale); } static bool IsWindowActiveAndVisible(ImGuiWindow* window) { return (window->Active) && (!window->Hidden); } static void ImGui::UpdateKeyboardInputs() { ImGuiContext& g = *GImGui; ImGuiIO& io = g.IO; // Import legacy keys or verify they are not used #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO if (io.BackendUsingLegacyKeyArrays == 0) { // Backend used new io.AddKeyEvent() API: Good! Verify that old arrays are never written to externally. for (int n = 0; n < ImGuiKey_LegacyNativeKey_END; n++) IM_ASSERT((io.KeysDown[n] == false || IsKeyDown(n)) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!"); } else { if (g.FrameCount == 0) for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++) IM_ASSERT(g.IO.KeyMap[n] == -1 && "Backend is not allowed to write to io.KeyMap[0..511]!"); // Build reverse KeyMap (Named -> Legacy) for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++) if (io.KeyMap[n] != -1) { IM_ASSERT(IsLegacyKey((ImGuiKey)io.KeyMap[n])); io.KeyMap[io.KeyMap[n]] = n; } // Import legacy keys into new ones for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++) if (io.KeysDown[n] || io.BackendUsingLegacyKeyArrays == 1) { const ImGuiKey key = (ImGuiKey)(io.KeyMap[n] != -1 ? io.KeyMap[n] : n); IM_ASSERT(io.KeyMap[n] == -1 || IsNamedKey(key)); io.KeysData[key].Down = io.KeysDown[n]; if (key != n) io.KeysDown[key] = io.KeysDown[n]; // Allow legacy code using io.KeysDown[GetKeyIndex()] with old backends io.BackendUsingLegacyKeyArrays = 1; } if (io.BackendUsingLegacyKeyArrays == 1) { io.KeysData[ImGuiKey_ModCtrl].Down = io.KeyCtrl; io.KeysData[ImGuiKey_ModShift].Down = io.KeyShift; io.KeysData[ImGuiKey_ModAlt].Down = io.KeyAlt; io.KeysData[ImGuiKey_ModSuper].Down = io.KeySuper; } } #endif // Synchronize io.KeyMods with individual modifiers io.KeyXXX bools io.KeyMods = GetMergedModFlags(); // Clear gamepad data if disabled if ((io.BackendFlags & ImGuiBackendFlags_HasGamepad) == 0) for (int i = ImGuiKey_Gamepad_BEGIN; i < ImGuiKey_Gamepad_END; i++) { io.KeysData[i - ImGuiKey_KeysData_OFFSET].Down = false; io.KeysData[i - ImGuiKey_KeysData_OFFSET].AnalogValue = 0.0f; } // Update keys for (int i = 0; i < IM_ARRAYSIZE(io.KeysData); i++) { ImGuiKeyData* key_data = &io.KeysData[i]; key_data->DownDurationPrev = key_data->DownDuration; key_data->DownDuration = key_data->Down ? (key_data->DownDuration < 0.0f ? 0.0f : key_data->DownDuration + io.DeltaTime) : -1.0f; } } static void ImGui::UpdateMouseInputs() { ImGuiContext& g = *GImGui; ImGuiIO& io = g.IO; // Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well) if (IsMousePosValid(&io.MousePos)) io.MousePos = g.MouseLastValidPos = ImFloorSigned(io.MousePos); // If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta if (IsMousePosValid(&io.MousePos) && IsMousePosValid(&io.MousePosPrev)) io.MouseDelta = io.MousePos - io.MousePosPrev; else io.MouseDelta = ImVec2(0.0f, 0.0f); // If mouse moved we re-enable mouse hovering in case it was disabled by gamepad/keyboard. In theory should use a >0.0f threshold but would need to reset in everywhere we set this to true. if (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f) g.NavDisableMouseHover = false; io.MousePosPrev = io.MousePos; for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) { io.MouseClicked[i] = io.MouseDown[i] && io.MouseDownDuration[i] < 0.0f; io.MouseClickedCount[i] = 0; // Will be filled below io.MouseReleased[i] = !io.MouseDown[i] && io.MouseDownDuration[i] >= 0.0f; io.MouseDownDurationPrev[i] = io.MouseDownDuration[i]; io.MouseDownDuration[i] = io.MouseDown[i] ? (io.MouseDownDuration[i] < 0.0f ? 0.0f : io.MouseDownDuration[i] + io.DeltaTime) : -1.0f; if (io.MouseClicked[i]) { bool is_repeated_click = false; if ((float)(g.Time - io.MouseClickedTime[i]) < io.MouseDoubleClickTime) { ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f); if (ImLengthSqr(delta_from_click_pos) < io.MouseDoubleClickMaxDist * io.MouseDoubleClickMaxDist) is_repeated_click = true; } if (is_repeated_click) io.MouseClickedLastCount[i]++; else io.MouseClickedLastCount[i] = 1; io.MouseClickedTime[i] = g.Time; io.MouseClickedPos[i] = io.MousePos; io.MouseClickedCount[i] = io.MouseClickedLastCount[i]; io.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f); io.MouseDragMaxDistanceSqr[i] = 0.0f; } else if (io.MouseDown[i]) { // Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f); io.MouseDragMaxDistanceSqr[i] = ImMax(io.MouseDragMaxDistanceSqr[i], ImLengthSqr(delta_from_click_pos)); io.MouseDragMaxDistanceAbs[i].x = ImMax(io.MouseDragMaxDistanceAbs[i].x, delta_from_click_pos.x < 0.0f ? -delta_from_click_pos.x : delta_from_click_pos.x); io.MouseDragMaxDistanceAbs[i].y = ImMax(io.MouseDragMaxDistanceAbs[i].y, delta_from_click_pos.y < 0.0f ? -delta_from_click_pos.y : delta_from_click_pos.y); } // We provide io.MouseDoubleClicked[] as a legacy service io.MouseDoubleClicked[i] = (io.MouseClickedCount[i] == 2); // Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation if (io.MouseClicked[i]) g.NavDisableMouseHover = false; } } static void StartLockWheelingWindow(ImGuiWindow* window) { ImGuiContext& g = *GImGui; if (g.WheelingWindow == window) return; g.WheelingWindow = window; g.WheelingWindowRefMousePos = g.IO.MousePos; g.WheelingWindowTimer = WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER; } void ImGui::UpdateMouseWheel() { ImGuiContext& g = *GImGui; // Reset the locked window if we move the mouse or after the timer elapses if (g.WheelingWindow != NULL) { g.WheelingWindowTimer -= g.IO.DeltaTime; if (IsMousePosValid() && ImLengthSqr(g.IO.MousePos - g.WheelingWindowRefMousePos) > g.IO.MouseDragThreshold * g.IO.MouseDragThreshold) g.WheelingWindowTimer = 0.0f; if (g.WheelingWindowTimer <= 0.0f) { g.WheelingWindow = NULL; g.WheelingWindowTimer = 0.0f; } } if (g.IO.MouseWheel == 0.0f && g.IO.MouseWheelH == 0.0f) return; if ((g.ActiveId != 0 && g.ActiveIdUsingMouseWheel) || (g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrameUsingMouseWheel)) return; ImGuiWindow* window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow; if (!window || window->Collapsed) return; // Zoom / Scale window // FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned. if (g.IO.MouseWheel != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling) { StartLockWheelingWindow(window); const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f); const float scale = new_font_scale / window->FontWindowScale; window->FontWindowScale = new_font_scale; if (window == window->RootWindow) { const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size; SetWindowPos(window, window->Pos + offset, 0); window->Size = ImFloor(window->Size * scale); window->SizeFull = ImFloor(window->SizeFull * scale); } return; } // Mouse wheel scrolling // If a child window has the ImGuiWindowFlags_NoScrollWithMouse flag, we give a chance to scroll its parent if (g.IO.KeyCtrl) return; // As a standard behavior holding SHIFT while using Vertical Mouse Wheel triggers Horizontal scroll instead // (we avoid doing it on OSX as it the OS input layer handles this already) const bool swap_axis = g.IO.KeyShift && !g.IO.ConfigMacOSXBehaviors; const float wheel_y = swap_axis ? 0.0f : g.IO.MouseWheel; const float wheel_x = swap_axis ? g.IO.MouseWheel : g.IO.MouseWheelH; // Vertical Mouse Wheel scrolling if (wheel_y != 0.0f) { StartLockWheelingWindow(window); while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.y == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)))) window = window->ParentWindow; if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)) { float max_step = window->InnerRect.GetHeight() * 0.67f; float scroll_step = ImFloor(ImMin(5 * window->CalcFontSize(), max_step)); SetScrollY(window, window->Scroll.y - wheel_y * scroll_step); } } // Horizontal Mouse Wheel scrolling, or Vertical Mouse Wheel w/ Shift held if (wheel_x != 0.0f) { StartLockWheelingWindow(window); while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.x == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)))) window = window->ParentWindow; if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)) { float max_step = window->InnerRect.GetWidth() * 0.67f; float scroll_step = ImFloor(ImMin(2 * window->CalcFontSize(), max_step)); SetScrollX(window, window->Scroll.x - wheel_x * scroll_step); } } } // The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app) void ImGui::UpdateHoveredWindowAndCaptureFlags() { ImGuiContext& g = *GImGui; ImGuiIO& io = g.IO; g.WindowsHoverPadding = ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_HOVER_PADDING, WINDOWS_HOVER_PADDING)); // Find the window hovered by mouse: // - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow. // - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point of the frame. // - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms. bool clear_hovered_windows = false; FindHoveredWindow(); IM_ASSERT(g.HoveredWindow == NULL || g.HoveredWindow == g.MovingWindow || g.HoveredWindow->Viewport == g.MouseViewport); // Modal windows prevents mouse from hovering behind them. ImGuiWindow* modal_window = GetTopMostPopupModal(); if (modal_window && g.HoveredWindow && !IsWindowWithinBeginStackOf(g.HoveredWindow->RootWindow, modal_window)) // FIXME-MERGE: RootWindowDockTree ? clear_hovered_windows = true; // Disabled mouse? if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) clear_hovered_windows = true; // We track click ownership. When clicked outside of a window the click is owned by the application and // won't report hovering nor request capture even while dragging over our windows afterward. const bool has_open_popup = (g.OpenPopupStack.Size > 0); const bool has_open_modal = (modal_window != NULL); int mouse_earliest_down = -1; bool mouse_any_down = false; for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) { if (io.MouseClicked[i]) { io.MouseDownOwned[i] = (g.HoveredWindow != NULL) || has_open_popup; io.MouseDownOwnedUnlessPopupClose[i] = (g.HoveredWindow != NULL) || has_open_modal; } mouse_any_down |= io.MouseDown[i]; if (io.MouseDown[i]) if (mouse_earliest_down == -1 || io.MouseClickedTime[i] < io.MouseClickedTime[mouse_earliest_down]) mouse_earliest_down = i; } const bool mouse_avail = (mouse_earliest_down == -1) || io.MouseDownOwned[mouse_earliest_down]; const bool mouse_avail_unless_popup_close = (mouse_earliest_down == -1) || io.MouseDownOwnedUnlessPopupClose[mouse_earliest_down]; // If mouse was first clicked outside of ImGui bounds we also cancel out hovering. // FIXME: For patterns of drag and drop across OS windows, we may need to rework/remove this test (first committed 311c0ca9 on 2015/02) const bool mouse_dragging_extern_payload = g.DragDropActive && (g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) != 0; if (!mouse_avail && !mouse_dragging_extern_payload) clear_hovered_windows = true; if (clear_hovered_windows) g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL; // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to Dear ImGui only, false = dispatch mouse to Dear ImGui + underlying app) // Update io.WantCaptureMouseAllowPopupClose (experimental) to give a chance for app to react to popup closure with a drag if (g.WantCaptureMouseNextFrame != -1) { io.WantCaptureMouse = io.WantCaptureMouseUnlessPopupClose = (g.WantCaptureMouseNextFrame != 0); } else { io.WantCaptureMouse = (mouse_avail && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_popup; io.WantCaptureMouseUnlessPopupClose = (mouse_avail_unless_popup_close && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_modal; } // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to Dear ImGui only, false = dispatch keyboard info to Dear ImGui + underlying app) if (g.WantCaptureKeyboardNextFrame != -1) io.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0); else io.WantCaptureKeyboard = (g.ActiveId != 0) || (modal_window != NULL); if (io.NavActive && (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && !(io.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard)) io.WantCaptureKeyboard = true; // Update io.WantTextInput flag, this is to allow systems without a keyboard (e.g. mobile, hand-held) to show a software keyboard if possible io.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false; } // [Internal] Do not use directly (can read io.KeyMods instead) ImGuiModFlags ImGui::GetMergedModFlags() { ImGuiContext& g = *GImGui; ImGuiModFlags key_mods = ImGuiModFlags_None; if (g.IO.KeyCtrl) { key_mods |= ImGuiModFlags_Ctrl; } if (g.IO.KeyShift) { key_mods |= ImGuiModFlags_Shift; } if (g.IO.KeyAlt) { key_mods |= ImGuiModFlags_Alt; } if (g.IO.KeySuper) { key_mods |= ImGuiModFlags_Super; } return key_mods; } void ImGui::NewFrame() { IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); ImGuiContext& g = *GImGui; // Remove pending delete hooks before frame start. // This deferred removal avoid issues of removal while iterating the hook vector for (int n = g.Hooks.Size - 1; n >= 0; n--) if (g.Hooks[n].Type == ImGuiContextHookType_PendingRemoval_) g.Hooks.erase(&g.Hooks[n]); CallContextHooks(&g, ImGuiContextHookType_NewFramePre); // Check and assert for various common IO and Configuration mistakes g.ConfigFlagsLastFrame = g.ConfigFlagsCurrFrame; ErrorCheckNewFrameSanityChecks(); g.ConfigFlagsCurrFrame = g.IO.ConfigFlags; // Load settings on first frame, save settings when modified (after a delay) UpdateSettings(); g.Time += g.IO.DeltaTime; g.WithinFrameScope = true; g.FrameCount += 1; g.TooltipOverrideCount = 0; g.WindowsActiveCount = 0; g.MenusIdSubmittedThisFrame.resize(0); // Calculate frame-rate for the user, as a purely luxurious feature g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx]; g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime; g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame); g.FramerateSecPerFrameCount = ImMin(g.FramerateSecPerFrameCount + 1, IM_ARRAYSIZE(g.FramerateSecPerFrame)); g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)g.FramerateSecPerFrameCount)) : FLT_MAX; UpdateViewportsNewFrame(); // Setup current font and draw list shared data // FIXME-VIEWPORT: the concept of a single ClipRectFullscreen is not ideal! g.IO.Fonts->Locked = true; SetCurrentFont(GetDefaultFont()); IM_ASSERT(g.Font->IsLoaded()); ImRect virtual_space(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); for (int n = 0; n < g.Viewports.Size; n++) virtual_space.Add(g.Viewports[n]->GetMainRect()); g.DrawListSharedData.ClipRectFullscreen = virtual_space.ToVec4(); g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol; g.DrawListSharedData.SetCircleTessellationMaxError(g.Style.CircleTessellationMaxError); g.DrawListSharedData.InitialFlags = ImDrawListFlags_None; if (g.Style.AntiAliasedLines) g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines; if (g.Style.AntiAliasedLinesUseTex && !(g.Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines)) g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLinesUseTex; if (g.Style.AntiAliasedFill) g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill; if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset; // Mark rendering data as invalid to prevent user who may have a handle on it to use it. for (int n = 0; n < g.Viewports.Size; n++) { ImGuiViewportP* viewport = g.Viewports[n]; viewport->DrawData = NULL; viewport->DrawDataP.Clear(); } // Drag and drop keep the source ID alive so even if the source disappear our state is consistent if (g.DragDropActive && g.DragDropPayload.SourceId == g.ActiveId) KeepAliveID(g.DragDropPayload.SourceId); // Update HoveredId data if (!g.HoveredIdPreviousFrame) g.HoveredIdTimer = 0.0f; if (!g.HoveredIdPreviousFrame || (g.HoveredId && g.ActiveId == g.HoveredId)) g.HoveredIdNotActiveTimer = 0.0f; if (g.HoveredId) g.HoveredIdTimer += g.IO.DeltaTime; if (g.HoveredId && g.ActiveId != g.HoveredId) g.HoveredIdNotActiveTimer += g.IO.DeltaTime; g.HoveredIdPreviousFrame = g.HoveredId; g.HoveredIdPreviousFrameUsingMouseWheel = g.HoveredIdUsingMouseWheel; g.HoveredId = 0; g.HoveredIdAllowOverlap = false; g.HoveredIdUsingMouseWheel = false; g.HoveredIdDisabled = false; // Update ActiveId data (clear reference to active widget if the widget isn't alive anymore) if (g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId && g.ActiveId != 0) ClearActiveID(); if (g.ActiveId) g.ActiveIdTimer += g.IO.DeltaTime; g.LastActiveIdTimer += g.IO.DeltaTime; g.ActiveIdPreviousFrame = g.ActiveId; g.ActiveIdPreviousFrameWindow = g.ActiveIdWindow; g.ActiveIdPreviousFrameHasBeenEditedBefore = g.ActiveIdHasBeenEditedBefore; g.ActiveIdIsAlive = 0; g.ActiveIdHasBeenEditedThisFrame = false; g.ActiveIdPreviousFrameIsAlive = false; g.ActiveIdIsJustActivated = false; if (g.TempInputId != 0 && g.ActiveId != g.TempInputId) g.TempInputId = 0; if (g.ActiveId == 0) { g.ActiveIdUsingNavDirMask = 0x00; g.ActiveIdUsingNavInputMask = 0x00; g.ActiveIdUsingKeyInputMask.ClearAllBits(); } // Drag and drop g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr; g.DragDropAcceptIdCurr = 0; g.DragDropAcceptIdCurrRectSurface = FLT_MAX; g.DragDropWithinSource = false; g.DragDropWithinTarget = false; g.DragDropHoldJustPressedId = 0; // Close popups on focus lost (currently wip/opt-in) //if (g.IO.AppFocusLost) // ClosePopupsExceptModals(); // Process input queue (trickle as many events as possible) g.InputEventsTrail.resize(0); UpdateInputEvents(g.IO.ConfigInputTrickleEventQueue); // Update keyboard input state UpdateKeyboardInputs(); //IM_ASSERT(g.IO.KeyCtrl == IsKeyDown(ImGuiKey_LeftCtrl) || IsKeyDown(ImGuiKey_RightCtrl)); //IM_ASSERT(g.IO.KeyShift == IsKeyDown(ImGuiKey_LeftShift) || IsKeyDown(ImGuiKey_RightShift)); //IM_ASSERT(g.IO.KeyAlt == IsKeyDown(ImGuiKey_LeftAlt) || IsKeyDown(ImGuiKey_RightAlt)); //IM_ASSERT(g.IO.KeySuper == IsKeyDown(ImGuiKey_LeftSuper) || IsKeyDown(ImGuiKey_RightSuper)); // Update gamepad/keyboard navigation NavUpdate(); // Update mouse input state UpdateMouseInputs(); // Undocking // (needs to be before UpdateMouseMovingWindowNewFrame so the window is already offset and following the mouse on the detaching frame) DockContextNewFrameUpdateUndocking(&g); // Find hovered window // (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame) UpdateHoveredWindowAndCaptureFlags(); // Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering) UpdateMouseMovingWindowNewFrame(); // Background darkening/whitening if (GetTopMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f)) g.DimBgRatio = ImMin(g.DimBgRatio + g.IO.DeltaTime * 6.0f, 1.0f); else g.DimBgRatio = ImMax(g.DimBgRatio - g.IO.DeltaTime * 10.0f, 0.0f); g.MouseCursor = ImGuiMouseCursor_Arrow; g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1; // Platform IME data: reset for the frame g.PlatformImeDataPrev = g.PlatformImeData; g.PlatformImeData.WantVisible = false; // Mouse wheel scrolling, scale UpdateMouseWheel(); // Mark all windows as not visible and compact unused memory. IM_ASSERT(g.WindowsFocusOrder.Size <= g.Windows.Size); const float memory_compact_start_time = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f) ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer; for (int i = 0; i != g.Windows.Size; i++) { ImGuiWindow* window = g.Windows[i]; window->WasActive = window->Active; window->BeginCount = 0; window->Active = false; window->WriteAccessed = false; // Garbage collect transient buffers of recently unused windows if (!window->WasActive && !window->MemoryCompacted && window->LastTimeActive < memory_compact_start_time) GcCompactTransientWindowBuffers(window); } // Garbage collect transient buffers of recently unused tables for (int i = 0; i < g.TablesLastTimeActive.Size; i++) if (g.TablesLastTimeActive[i] >= 0.0f && g.TablesLastTimeActive[i] < memory_compact_start_time) TableGcCompactTransientBuffers(g.Tables.GetByIndex(i)); for (int i = 0; i < g.TablesTempData.Size; i++) if (g.TablesTempData[i].LastTimeActive >= 0.0f && g.TablesTempData[i].LastTimeActive < memory_compact_start_time) TableGcCompactTransientBuffers(&g.TablesTempData[i]); if (g.GcCompactAll) GcCompactTransientMiscBuffers(); g.GcCompactAll = false; // Closing the focused window restore focus to the first active root window in descending z-order if (g.NavWindow && !g.NavWindow->WasActive) FocusTopMostWindowUnderOne(NULL, NULL); // No window should be open at the beginning of the frame. // But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear. g.CurrentWindowStack.resize(0); g.BeginPopupStack.resize(0); g.ItemFlagsStack.resize(0); g.ItemFlagsStack.push_back(ImGuiItemFlags_None); g.GroupStack.resize(0); // Docking DockContextNewFrameUpdateDocking(&g); // [DEBUG] Update debug features UpdateDebugToolItemPicker(); UpdateDebugToolStackQueries(); // Create implicit/fallback window - which we will only render it if the user has added something to it. // We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags. // This fallback is particularly important as it avoid ImGui:: calls from crashing. g.WithinFrameScopeWithImplicitWindow = true; SetNextWindowSize(ImVec2(400, 400), ImGuiCond_FirstUseEver); Begin("Debug##Default"); IM_ASSERT(g.CurrentWindow->IsFallbackWindow == true); CallContextHooks(&g, ImGuiContextHookType_NewFramePost); } void ImGui::Initialize() { ImGuiContext& g = *GImGui; IM_ASSERT(!g.Initialized && !g.SettingsLoaded); // Add .ini handle for ImGuiWindow type { ImGuiSettingsHandler ini_handler; ini_handler.TypeName = "Window"; ini_handler.TypeHash = ImHashStr("Window"); ini_handler.ClearAllFn = WindowSettingsHandler_ClearAll; ini_handler.ReadOpenFn = WindowSettingsHandler_ReadOpen; ini_handler.ReadLineFn = WindowSettingsHandler_ReadLine; ini_handler.ApplyAllFn = WindowSettingsHandler_ApplyAll; ini_handler.WriteAllFn = WindowSettingsHandler_WriteAll; AddSettingsHandler(&ini_handler); } // Add .ini handle for ImGuiTable type TableSettingsAddSettingsHandler(); // Create default viewport ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)(); viewport->ID = IMGUI_VIEWPORT_DEFAULT_ID; viewport->Idx = 0; viewport->PlatformWindowCreated = true; viewport->Flags = ImGuiViewportFlags_OwnedByApp; g.Viewports.push_back(viewport); g.PlatformIO.Viewports.push_back(g.Viewports[0]); #ifdef IMGUI_HAS_DOCK // Initialize Docking DockContextInitialize(&g); #endif g.Initialized = true; } // This function is merely here to free heap allocations. void ImGui::Shutdown() { // The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame) ImGuiContext& g = *GImGui; if (g.IO.Fonts && g.FontAtlasOwnedByContext) { g.IO.Fonts->Locked = false; IM_DELETE(g.IO.Fonts); } g.IO.Fonts = NULL; // Cleanup of other data are conditional on actually having initialized Dear ImGui. if (!g.Initialized) return; // Save settings (unless we haven't attempted to load them: CreateContext/DestroyContext without a call to NewFrame shouldn't save an empty file) if (g.SettingsLoaded && g.IO.IniFilename != NULL) SaveIniSettingsToDisk(g.IO.IniFilename); // Destroy platform windows DestroyPlatformWindows(); // Shutdown extensions DockContextShutdown(&g); CallContextHooks(&g, ImGuiContextHookType_Shutdown); // Clear everything else g.Windows.clear_delete(); g.WindowsFocusOrder.clear(); g.WindowsTempSortBuffer.clear(); g.CurrentWindow = NULL; g.CurrentWindowStack.clear(); g.WindowsById.Clear(); g.NavWindow = NULL; g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL; g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL; g.MovingWindow = NULL; g.ColorStack.clear(); g.StyleVarStack.clear(); g.FontStack.clear(); g.OpenPopupStack.clear(); g.BeginPopupStack.clear(); g.CurrentViewport = g.MouseViewport = g.MouseLastHoveredViewport = NULL; g.Viewports.clear_delete(); g.TabBars.Clear(); g.CurrentTabBarStack.clear(); g.ShrinkWidthBuffer.clear(); g.ClipperTempData.clear_destruct(); g.Tables.Clear(); g.TablesTempData.clear_destruct(); g.DrawChannelsTempMergeBuffer.clear(); g.ClipboardHandlerData.clear(); g.MenusIdSubmittedThisFrame.clear(); g.InputTextState.ClearFreeMemory(); g.SettingsWindows.clear(); g.SettingsHandlers.clear(); if (g.LogFile) { #ifndef IMGUI_DISABLE_TTY_FUNCTIONS if (g.LogFile != stdout) #endif ImFileClose(g.LogFile); g.LogFile = NULL; } g.LogBuffer.clear(); g.Initialized = false; } // FIXME: Add a more explicit sort order in the window structure. static int IMGUI_CDECL ChildWindowComparer(const void* lhs, const void* rhs) { const ImGuiWindow* const a = *(const ImGuiWindow* const *)lhs; const ImGuiWindow* const b = *(const ImGuiWindow* const *)rhs; if (int d = (a->Flags & ImGuiWindowFlags_Popup) - (b->Flags & ImGuiWindowFlags_Popup)) return d; if (int d = (a->Flags & ImGuiWindowFlags_Tooltip) - (b->Flags & ImGuiWindowFlags_Tooltip)) return d; return (a->BeginOrderWithinParent - b->BeginOrderWithinParent); } static void AddWindowToSortBuffer(ImVector* out_sorted_windows, ImGuiWindow* window) { out_sorted_windows->push_back(window); if (window->Active) { int count = window->DC.ChildWindows.Size; ImQsort(window->DC.ChildWindows.Data, (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer); for (int i = 0; i < count; i++) { ImGuiWindow* child = window->DC.ChildWindows[i]; if (child->Active) AddWindowToSortBuffer(out_sorted_windows, child); } } } static void AddDrawListToDrawData(ImVector* out_list, ImDrawList* draw_list) { if (draw_list->CmdBuffer.Size == 0) return; if (draw_list->CmdBuffer.Size == 1 && draw_list->CmdBuffer[0].ElemCount == 0 && draw_list->CmdBuffer[0].UserCallback == NULL) return; // Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc. // May trigger for you if you are using PrimXXX functions incorrectly. IM_ASSERT(draw_list->VtxBuffer.Size == 0 || draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size); IM_ASSERT(draw_list->IdxBuffer.Size == 0 || draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size); if (!(draw_list->Flags & ImDrawListFlags_AllowVtxOffset)) IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size); // Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window) // If this assert triggers because you are drawing lots of stuff manually: // - First, make sure you are coarse clipping yourself and not trying to draw many things outside visible bounds. // Be mindful that the ImDrawList API doesn't filter vertices. Use the Metrics/Debugger window to inspect draw list contents. // - If you want large meshes with more than 64K vertices, you can either: // (A) Handle the ImDrawCmd::VtxOffset value in your renderer backend, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'. // Most example backends already support this from 1.71. Pre-1.71 backends won't. // Some graphics API such as GL ES 1/2 don't have a way to offset the starting vertex so it is not supported for them. // (B) Or handle 32-bit indices in your renderer backend, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h. // Most example backends already support this. For example, the OpenGL example code detect index size at compile-time: // glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); // Your own engine or render API may use different parameters or function calls to specify index sizes. // 2 and 4 bytes indices are generally supported by most graphics API. // - If for some reason neither of those solutions works for you, a workaround is to call BeginChild()/EndChild() before reaching // the 64K limit to split your draw commands in multiple draw lists. if (sizeof(ImDrawIdx) == 2) IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && "Too many vertices in ImDrawList using 16-bit indices. Read comment above"); out_list->push_back(draw_list); } static void AddWindowToDrawData(ImGuiWindow* window, int layer) { ImGuiContext& g = *GImGui; ImGuiViewportP* viewport = window->Viewport; g.IO.MetricsRenderWindows++; if (window->Flags & ImGuiWindowFlags_DockNodeHost) window->DrawList->ChannelsMerge(); AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[layer], window->DrawList); for (int i = 0; i < window->DC.ChildWindows.Size; i++) { ImGuiWindow* child = window->DC.ChildWindows[i]; if (IsWindowActiveAndVisible(child)) // Clipped children may have been marked not active AddWindowToDrawData(child, layer); } } static inline int GetWindowDisplayLayer(ImGuiWindow* window) { return (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0; } // Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu) static inline void AddRootWindowToDrawData(ImGuiWindow* window) { AddWindowToDrawData(window, GetWindowDisplayLayer(window)); } void ImDrawDataBuilder::FlattenIntoSingleLayer() { int n = Layers[0].Size; int size = n; for (int i = 1; i < IM_ARRAYSIZE(Layers); i++) size += Layers[i].Size; Layers[0].resize(size); for (int layer_n = 1; layer_n < IM_ARRAYSIZE(Layers); layer_n++) { ImVector& layer = Layers[layer_n]; if (layer.empty()) continue; memcpy(&Layers[0][n], &layer[0], layer.Size * sizeof(ImDrawList*)); n += layer.Size; layer.resize(0); } } static void SetupViewportDrawData(ImGuiViewportP* viewport, ImVector* draw_lists) { // When minimized, we report draw_data->DisplaySize as zero to be consistent with non-viewport mode, // and to allow applications/backends to easily skip rendering. // FIXME: Note that we however do NOT attempt to report "zero drawlist / vertices" into the ImDrawData structure. // This is because the work has been done already, and its wasted! We should fix that and add optimizations for // it earlier in the pipeline, rather than pretend to hide the data at the end of the pipeline. const bool is_minimized = (viewport->Flags & ImGuiViewportFlags_Minimized) != 0; ImGuiIO& io = ImGui::GetIO(); ImDrawData* draw_data = &viewport->DrawDataP; viewport->DrawData = draw_data; // Make publicly accessible draw_data->Valid = true; draw_data->CmdLists = (draw_lists->Size > 0) ? draw_lists->Data : NULL; draw_data->CmdListsCount = draw_lists->Size; draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0; draw_data->DisplayPos = viewport->Pos; draw_data->DisplaySize = is_minimized ? ImVec2(0.0f, 0.0f) : viewport->Size; draw_data->FramebufferScale = io.DisplayFramebufferScale; // FIXME-VIEWPORT: This may vary on a per-monitor/viewport basis? draw_data->OwnerViewport = viewport; for (int n = 0; n < draw_lists->Size; n++) { ImDrawList* draw_list = draw_lists->Data[n]; draw_list->_PopUnusedDrawCmd(); draw_data->TotalVtxCount += draw_list->VtxBuffer.Size; draw_data->TotalIdxCount += draw_list->IdxBuffer.Size; } } // Push a clipping rectangle for both ImGui logic (hit-testing etc.) and low-level ImDrawList rendering. // - When using this function it is sane to ensure that float are perfectly rounded to integer values, // so that e.g. (int)(max.x-min.x) in user's render produce correct result. // - If the code here changes, may need to update code of functions like NextColumn() and PushColumnClipRect(): // some frequently called functions which to modify both channels and clipping simultaneously tend to use the // more specialized SetWindowClipRectBeforeSetChannel() to avoid extraneous updates of underlying ImDrawCmds. void ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect) { ImGuiWindow* window = GetCurrentWindow(); window->DrawList->PushClipRect(clip_rect_min, clip_rect_max, intersect_with_current_clip_rect); window->ClipRect = window->DrawList->_ClipRectStack.back(); } void ImGui::PopClipRect() { ImGuiWindow* window = GetCurrentWindow(); window->DrawList->PopClipRect(); window->ClipRect = window->DrawList->_ClipRectStack.back(); } static ImGuiWindow* FindFrontMostVisibleChildWindow(ImGuiWindow* window) { for (int n = window->DC.ChildWindows.Size - 1; n >= 0; n--) if (IsWindowActiveAndVisible(window->DC.ChildWindows[n])) return FindFrontMostVisibleChildWindow(window->DC.ChildWindows[n]); return window; } static void ImGui::RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col) { if ((col & IM_COL32_A_MASK) == 0) return; ImGuiViewportP* viewport = window->Viewport; ImRect viewport_rect = viewport->GetMainRect(); // Draw behind window by moving the draw command at the FRONT of the draw list { // We've already called AddWindowToDrawData() which called DrawList->ChannelsMerge() on DockNodeHost windows, // and draw list have been trimmed already, hence the explicit recreation of a draw command if missing. // FIXME: This is creating complication, might be simpler if we could inject a drawlist in drawdata at a given position and not attempt to manipulate ImDrawCmd order. ImDrawList* draw_list = window->RootWindowDockTree->DrawList; if (draw_list->CmdBuffer.Size == 0) draw_list->AddDrawCmd(); draw_list->PushClipRect(viewport_rect.Min - ImVec2(1, 1), viewport_rect.Max + ImVec2(1, 1), false); // Ensure ImDrawCmd are not merged draw_list->AddRectFilled(viewport_rect.Min, viewport_rect.Max, col); ImDrawCmd cmd = draw_list->CmdBuffer.back(); IM_ASSERT(cmd.ElemCount == 6); draw_list->CmdBuffer.pop_back(); draw_list->CmdBuffer.push_front(cmd); draw_list->PopClipRect(); draw_list->AddDrawCmd(); // We need to create a command as CmdBuffer.back().IdxOffset won't be correct if we append to same command. } // Draw over sibling docking nodes in a same docking tree if (window->RootWindow->DockIsActive) { ImDrawList* draw_list = FindFrontMostVisibleChildWindow(window->RootWindowDockTree)->DrawList; if (draw_list->CmdBuffer.Size == 0) draw_list->AddDrawCmd(); draw_list->PushClipRect(viewport_rect.Min, viewport_rect.Max, false); RenderRectFilledWithHole(draw_list, window->RootWindowDockTree->Rect(), window->RootWindow->Rect(), col, 0.0f);// window->RootWindowDockTree->WindowRounding); draw_list->PopClipRect(); } } ImGuiWindow* ImGui::FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* parent_window) { ImGuiContext& g = *GImGui; ImGuiWindow* bottom_most_visible_window = parent_window; for (int i = FindWindowDisplayIndex(parent_window); i >= 0; i--) { ImGuiWindow* window = g.Windows[i]; if (window->Flags & ImGuiWindowFlags_ChildWindow) continue; if (!IsWindowWithinBeginStackOf(window, parent_window)) break; if (IsWindowActiveAndVisible(window) && GetWindowDisplayLayer(window) <= GetWindowDisplayLayer(parent_window)) bottom_most_visible_window = window; } return bottom_most_visible_window; } static void ImGui::RenderDimmedBackgrounds() { ImGuiContext& g = *GImGui; ImGuiWindow* modal_window = GetTopMostAndVisiblePopupModal(); if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f) return; const bool dim_bg_for_modal = (modal_window != NULL); const bool dim_bg_for_window_list = (g.NavWindowingTargetAnim != NULL && g.NavWindowingTargetAnim->Active); if (!dim_bg_for_modal && !dim_bg_for_window_list) return; ImGuiViewport* viewports_already_dimmed[2] = { NULL, NULL }; if (dim_bg_for_modal) { // Draw dimming behind modal or a begin stack child, whichever comes first in draw order. ImGuiWindow* dim_behind_window = FindBottomMostVisibleWindowWithinBeginStack(modal_window); RenderDimmedBackgroundBehindWindow(dim_behind_window, GetColorU32(ImGuiCol_ModalWindowDimBg, g.DimBgRatio)); viewports_already_dimmed[0] = modal_window->Viewport; } else if (dim_bg_for_window_list) { // Draw dimming behind CTRL+Tab target window and behind CTRL+Tab UI window RenderDimmedBackgroundBehindWindow(g.NavWindowingTargetAnim, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio)); if (g.NavWindowingListWindow != NULL && g.NavWindowingListWindow->Viewport && g.NavWindowingListWindow->Viewport != g.NavWindowingTargetAnim->Viewport) RenderDimmedBackgroundBehindWindow(g.NavWindowingListWindow, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio)); viewports_already_dimmed[0] = g.NavWindowingTargetAnim->Viewport; viewports_already_dimmed[1] = g.NavWindowingListWindow ? g.NavWindowingListWindow->Viewport : NULL; // Draw border around CTRL+Tab target window ImGuiWindow* window = g.NavWindowingTargetAnim; ImGuiViewport* viewport = window->Viewport; float distance = g.FontSize; ImRect bb = window->Rect(); bb.Expand(distance); if (bb.GetWidth() >= viewport->Size.x && bb.GetHeight() >= viewport->Size.y) bb.Expand(-distance - 1.0f); // If a window fits the entire viewport, adjust its highlight inward if (window->DrawList->CmdBuffer.Size == 0) window->DrawList->AddDrawCmd(); window->DrawList->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size); window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), window->WindowRounding, 0, 3.0f); window->DrawList->PopClipRect(); } // Draw dimming background on _other_ viewports than the ones our windows are in for (int viewport_n = 0; viewport_n < g.Viewports.Size; viewport_n++) { ImGuiViewportP* viewport = g.Viewports[viewport_n]; if (viewport == viewports_already_dimmed[0] || viewport == viewports_already_dimmed[1]) continue; if (modal_window && viewport->Window && IsWindowAbove(viewport->Window, modal_window)) continue; ImDrawList* draw_list = GetForegroundDrawList(viewport); const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio); draw_list->AddRectFilled(viewport->Pos, viewport->Pos + viewport->Size, dim_bg_col); } } // This is normally called by Render(). You may want to call it directly if you want to avoid calling Render() but the gain will be very minimal. void ImGui::EndFrame() { ImGuiContext& g = *GImGui; IM_ASSERT(g.Initialized); // Don't process EndFrame() multiple times. if (g.FrameCountEnded == g.FrameCount) return; IM_ASSERT(g.WithinFrameScope && "Forgot to call ImGui::NewFrame()?"); CallContextHooks(&g, ImGuiContextHookType_EndFramePre); ErrorCheckEndFrameSanityChecks(); // Notify Platform/OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME) if (g.IO.SetPlatformImeDataFn && memcmp(&g.PlatformImeData, &g.PlatformImeDataPrev, sizeof(ImGuiPlatformImeData)) != 0) { ImGuiViewport* viewport = FindViewportByID(g.PlatformImeViewport); g.IO.SetPlatformImeDataFn(viewport ? viewport : GetMainViewport(), &g.PlatformImeData); } // Hide implicit/fallback "Debug" window if it hasn't been used g.WithinFrameScopeWithImplicitWindow = false; if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed) g.CurrentWindow->Active = false; End(); // Update navigation: CTRL+Tab, wrap-around requests NavEndFrame(); // Update docking DockContextEndFrame(&g); SetCurrentViewport(NULL, NULL); // Drag and Drop: Elapse payload (if delivered, or if source stops being submitted) if (g.DragDropActive) { bool is_delivered = g.DragDropPayload.Delivery; bool is_elapsed = (g.DragDropPayload.DataFrameCount + 1 < g.FrameCount) && ((g.DragDropSourceFlags & ImGuiDragDropFlags_SourceAutoExpirePayload) || !IsMouseDown(g.DragDropMouseButton)); if (is_delivered || is_elapsed) ClearDragDrop(); } // Drag and Drop: Fallback for source tooltip. This is not ideal but better than nothing. if (g.DragDropActive && g.DragDropSourceFrameCount < g.FrameCount && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) { g.DragDropWithinSource = true; SetTooltip("..."); g.DragDropWithinSource = false; } // End frame g.WithinFrameScope = false; g.FrameCountEnded = g.FrameCount; // Initiate moving window + handle left-click and right-click focus UpdateMouseMovingWindowEndFrame(); // Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some) UpdateViewportsEndFrame(); // Sort the window list so that all child windows are after their parent // We cannot do that on FocusWindow() because children may not exist yet g.WindowsTempSortBuffer.resize(0); g.WindowsTempSortBuffer.reserve(g.Windows.Size); for (int i = 0; i != g.Windows.Size; i++) { ImGuiWindow* window = g.Windows[i]; if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow)) // if a child is active its parent will add it continue; AddWindowToSortBuffer(&g.WindowsTempSortBuffer, window); } // This usually assert if there is a mismatch between the ImGuiWindowFlags_ChildWindow / ParentWindow values and DC.ChildWindows[] in parents, aka we've done something wrong. IM_ASSERT(g.Windows.Size == g.WindowsTempSortBuffer.Size); g.Windows.swap(g.WindowsTempSortBuffer); g.IO.MetricsActiveWindows = g.WindowsActiveCount; // Unlock font atlas g.IO.Fonts->Locked = false; // Clear Input data for next frame g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f; g.IO.InputQueueCharacters.resize(0); memset(g.IO.NavInputs, 0, sizeof(g.IO.NavInputs)); CallContextHooks(&g, ImGuiContextHookType_EndFramePost); } // Prepare the data for rendering so you can call GetDrawData() // (As with anything within the ImGui:: namspace this doesn't touch your GPU or graphics API at all: // it is the role of the ImGui_ImplXXXX_RenderDrawData() function provided by the renderer backend) void ImGui::Render() { ImGuiContext& g = *GImGui; IM_ASSERT(g.Initialized); if (g.FrameCountEnded != g.FrameCount) EndFrame(); const bool first_render_of_frame = (g.FrameCountRendered != g.FrameCount); g.FrameCountRendered = g.FrameCount; g.IO.MetricsRenderWindows = 0; CallContextHooks(&g, ImGuiContextHookType_RenderPre); // Add background ImDrawList (for each active viewport) for (int n = 0; n != g.Viewports.Size; n++) { ImGuiViewportP* viewport = g.Viewports[n]; viewport->DrawDataBuilder.Clear(); if (viewport->DrawLists[0] != NULL) AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport)); } // Add ImDrawList to render ImGuiWindow* windows_to_render_top_most[2]; windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindowDockTree : NULL; windows_to_render_top_most[1] = (g.NavWindowingTarget ? g.NavWindowingListWindow : NULL); for (int n = 0; n != g.Windows.Size; n++) { ImGuiWindow* window = g.Windows[n]; IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'" if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_top_most[0] && window != windows_to_render_top_most[1]) AddRootWindowToDrawData(window); } for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_top_most); n++) if (windows_to_render_top_most[n] && IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily displayed as the top-most window AddRootWindowToDrawData(windows_to_render_top_most[n]); // Draw modal/window whitening backgrounds if (first_render_of_frame) RenderDimmedBackgrounds(); // Draw software mouse cursor if requested by io.MouseDrawCursor flag if (g.IO.MouseDrawCursor && first_render_of_frame && g.MouseCursor != ImGuiMouseCursor_None) RenderMouseCursor(g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48)); // Setup ImDrawData structures for end-user g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = 0; for (int n = 0; n < g.Viewports.Size; n++) { ImGuiViewportP* viewport = g.Viewports[n]; viewport->DrawDataBuilder.FlattenIntoSingleLayer(); // Add foreground ImDrawList (for each active viewport) if (viewport->DrawLists[1] != NULL) AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetForegroundDrawList(viewport)); SetupViewportDrawData(viewport, &viewport->DrawDataBuilder.Layers[0]); ImDrawData* draw_data = viewport->DrawData; g.IO.MetricsRenderVertices += draw_data->TotalVtxCount; g.IO.MetricsRenderIndices += draw_data->TotalIdxCount; } CallContextHooks(&g, ImGuiContextHookType_RenderPost); } // Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker. // CalcTextSize("") should return ImVec2(0.0f, g.FontSize) ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_text_after_double_hash, float wrap_width) { ImGuiContext& g = *GImGui; const char* text_display_end; if (hide_text_after_double_hash) text_display_end = FindRenderedTextEnd(text, text_end); // Hide anything after a '##' string else text_display_end = text_end; ImFont* font = g.Font; const float font_size = g.FontSize; if (text == text_display_end) return ImVec2(0.0f, font_size); ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL); // Round // FIXME: This has been here since Dec 2015 (7b0bf230) but down the line we want this out. // FIXME: Investigate using ceilf or e.g. // - https://git.musl-libc.org/cgit/musl/tree/src/math/ceilf.c // - https://embarkstudios.github.io/rust-gpu/api/src/libm/math/ceilf.rs.html text_size.x = IM_FLOOR(text_size.x + 0.99999f); return text_size; } // Find window given position, search front-to-back // FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programmatically // with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is // called, aka before the next Begin(). Moving window isn't affected. static void FindHoveredWindow() { ImGuiContext& g = *GImGui; // Special handling for the window being moved: Ignore the mouse viewport check (because it may reset/lose its viewport during the undocking frame) ImGuiViewportP* moving_window_viewport = g.MovingWindow ? g.MovingWindow->Viewport : NULL; if (g.MovingWindow) g.MovingWindow->Viewport = g.MouseViewport; ImGuiWindow* hovered_window = NULL; ImGuiWindow* hovered_window_ignoring_moving_window = NULL; if (g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs)) hovered_window = g.MovingWindow; ImVec2 padding_regular = g.Style.TouchExtraPadding; ImVec2 padding_for_resize = g.IO.ConfigWindowsResizeFromEdges ? g.WindowsHoverPadding : padding_regular; for (int i = g.Windows.Size - 1; i >= 0; i--) { ImGuiWindow* window = g.Windows[i]; IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer. if (!window->Active || window->Hidden) continue; if (window->Flags & ImGuiWindowFlags_NoMouseInputs) continue; IM_ASSERT(window->Viewport); if (window->Viewport != g.MouseViewport) continue; // Using the clipped AABB, a child window will typically be clipped by its parent (not always) ImRect bb(window->OuterRectClipped); if (window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize)) bb.Expand(padding_regular); else bb.Expand(padding_for_resize); if (!bb.Contains(g.IO.MousePos)) continue; // Support for one rectangular hole in any given window // FIXME: Consider generalizing hit-testing override (with more generic data, callback, etc.) (#1512) if (window->HitTestHoleSize.x != 0) { ImVec2 hole_pos(window->Pos.x + (float)window->HitTestHoleOffset.x, window->Pos.y + (float)window->HitTestHoleOffset.y); ImVec2 hole_size((float)window->HitTestHoleSize.x, (float)window->HitTestHoleSize.y); if (ImRect(hole_pos, hole_pos + hole_size).Contains(g.IO.MousePos)) continue; } if (hovered_window == NULL) hovered_window = window; IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer. if (hovered_window_ignoring_moving_window == NULL && (!g.MovingWindow || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree)) hovered_window_ignoring_moving_window = window; if (hovered_window && hovered_window_ignoring_moving_window) break; } g.HoveredWindow = hovered_window; g.HoveredWindowUnderMovingWindow = hovered_window_ignoring_moving_window; if (g.MovingWindow) g.MovingWindow->Viewport = moving_window_viewport; } bool ImGui::IsItemActive() { ImGuiContext& g = *GImGui; if (g.ActiveId) return g.ActiveId == g.LastItemData.ID; return false; } bool ImGui::IsItemActivated() { ImGuiContext& g = *GImGui; if (g.ActiveId) if (g.ActiveId == g.LastItemData.ID && g.ActiveIdPreviousFrame != g.LastItemData.ID) return true; return false; } bool ImGui::IsItemDeactivated() { ImGuiContext& g = *GImGui; if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDeactivated) return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Deactivated) != 0; return (g.ActiveIdPreviousFrame == g.LastItemData.ID && g.ActiveIdPreviousFrame != 0 && g.ActiveId != g.LastItemData.ID); } bool ImGui::IsItemDeactivatedAfterEdit() { ImGuiContext& g = *GImGui; return IsItemDeactivated() && (g.ActiveIdPreviousFrameHasBeenEditedBefore || (g.ActiveId == 0 && g.ActiveIdHasBeenEditedBefore)); } // == GetItemID() == GetFocusID() bool ImGui::IsItemFocused() { ImGuiContext& g = *GImGui; if (g.NavId != g.LastItemData.ID || g.NavId == 0) return false; // Special handling for the dummy item after Begin() which represent the title bar or tab. // When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case. ImGuiWindow* window = g.CurrentWindow; if (g.LastItemData.ID == window->ID && window->WriteAccessed) return false; return true; } // Important: this can be useful but it is NOT equivalent to the behavior of e.g.Button()! // Most widgets have specific reactions based on mouse-up/down state, mouse position etc. bool ImGui::IsItemClicked(ImGuiMouseButton mouse_button) { return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None); } bool ImGui::IsItemToggledOpen() { ImGuiContext& g = *GImGui; return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledOpen) ? true : false; } bool ImGui::IsItemToggledSelection() { ImGuiContext& g = *GImGui; return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledSelection) ? true : false; } bool ImGui::IsAnyItemHovered() { ImGuiContext& g = *GImGui; return g.HoveredId != 0 || g.HoveredIdPreviousFrame != 0; } bool ImGui::IsAnyItemActive() { ImGuiContext& g = *GImGui; return g.ActiveId != 0; } bool ImGui::IsAnyItemFocused() { ImGuiContext& g = *GImGui; return g.NavId != 0 && !g.NavDisableHighlight; } bool ImGui::IsItemVisible() { ImGuiContext& g = *GImGui; return g.CurrentWindow->ClipRect.Overlaps(g.LastItemData.Rect); } bool ImGui::IsItemEdited() { ImGuiContext& g = *GImGui; return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Edited) != 0; } // Allow last item to be overlapped by a subsequent item. Both may be activated during the same frame before the later one takes priority. // FIXME: Although this is exposed, its interaction and ideal idiom with using ImGuiButtonFlags_AllowItemOverlap flag are extremely confusing, need rework. void ImGui::SetItemAllowOverlap() { ImGuiContext& g = *GImGui; ImGuiID id = g.LastItemData.ID; if (g.HoveredId == id) g.HoveredIdAllowOverlap = true; if (g.ActiveId == id) g.ActiveIdAllowOverlap = true; } void ImGui::SetItemUsingMouseWheel() { ImGuiContext& g = *GImGui; ImGuiID id = g.LastItemData.ID; if (g.HoveredId == id) g.HoveredIdUsingMouseWheel = true; if (g.ActiveId == id) g.ActiveIdUsingMouseWheel = true; } void ImGui::SetActiveIdUsingNavAndKeys() { ImGuiContext& g = *GImGui; IM_ASSERT(g.ActiveId != 0); g.ActiveIdUsingNavDirMask = ~(ImU32)0; g.ActiveIdUsingNavInputMask = ~(ImU32)0; g.ActiveIdUsingKeyInputMask.SetAllBits(); NavMoveRequestCancel(); } ImVec2 ImGui::GetItemRectMin() { ImGuiContext& g = *GImGui; return g.LastItemData.Rect.Min; } ImVec2 ImGui::GetItemRectMax() { ImGuiContext& g = *GImGui; return g.LastItemData.Rect.Max; } ImVec2 ImGui::GetItemRectSize() { ImGuiContext& g = *GImGui; return g.LastItemData.Rect.GetSize(); } bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags) { ImGuiContext& g = *GImGui; ImGuiWindow* parent_window = g.CurrentWindow; flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoDocking; flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove); // Inherit the NoMove flag // Size const ImVec2 content_avail = GetContentRegionAvail(); ImVec2 size = ImFloor(size_arg); const int auto_fit_axises = ((size.x == 0.0f) ? (1 << ImGuiAxis_X) : 0x00) | ((size.y == 0.0f) ? (1 << ImGuiAxis_Y) : 0x00); if (size.x <= 0.0f) size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues) if (size.y <= 0.0f) size.y = ImMax(content_avail.y + size.y, 4.0f); SetNextWindowSize(size); // Build up name. If you need to append to a same child from multiple location in the ID stack, use BeginChild(ImGuiID id) with a stable value. if (name) ImFormatString(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), "%s/%s_%08X", parent_window->Name, name, id); else ImFormatString(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), "%s/%08X", parent_window->Name, id); const float backup_border_size = g.Style.ChildBorderSize; if (!border) g.Style.ChildBorderSize = 0.0f; bool ret = Begin(g.TempBuffer, NULL, flags); g.Style.ChildBorderSize = backup_border_size; ImGuiWindow* child_window = g.CurrentWindow; child_window->ChildId = id; child_window->AutoFitChildAxises = (ImS8)auto_fit_axises; // Set the cursor to handle case where the user called SetNextWindowPos()+BeginChild() manually. // While this is not really documented/defined, it seems that the expected thing to do. if (child_window->BeginCount == 1) parent_window->DC.CursorPos = child_window->Pos; // Process navigation-in immediately so NavInit can run on first frame if (g.NavActivateId == id && !(flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavHasScroll)) { FocusWindow(child_window); NavInitWindow(child_window, false); SetActiveID(id + 1, child_window); // Steal ActiveId with another arbitrary id so that key-press won't activate child item g.ActiveIdSource = ImGuiInputSource_Nav; } return ret; } bool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags) { ImGuiWindow* window = GetCurrentWindow(); return BeginChildEx(str_id, window->GetID(str_id), size_arg, border, extra_flags); } bool ImGui::BeginChild(ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags) { IM_ASSERT(id != 0); return BeginChildEx(NULL, id, size_arg, border, extra_flags); } void ImGui::EndChild() { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; IM_ASSERT(g.WithinEndChild == false); IM_ASSERT(window->Flags & ImGuiWindowFlags_ChildWindow); // Mismatched BeginChild()/EndChild() calls g.WithinEndChild = true; if (window->BeginCount > 1) { End(); } else { ImVec2 sz = window->Size; if (window->AutoFitChildAxises & (1 << ImGuiAxis_X)) // Arbitrary minimum zero-ish child size of 4.0f causes less trouble than a 0.0f sz.x = ImMax(4.0f, sz.x); if (window->AutoFitChildAxises & (1 << ImGuiAxis_Y)) sz.y = ImMax(4.0f, sz.y); End(); ImGuiWindow* parent_window = g.CurrentWindow; ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + sz); ItemSize(sz); if ((window->DC.NavLayersActiveMask != 0 || window->DC.NavHasScroll) && !(window->Flags & ImGuiWindowFlags_NavFlattened)) { ItemAdd(bb, window->ChildId); RenderNavHighlight(bb, window->ChildId); // When browsing a window that has no activable items (scroll only) we keep a highlight on the child (pass g.NavId to trick into always displaying) if (window->DC.NavLayersActiveMask == 0 && window == g.NavWindow) RenderNavHighlight(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavHighlightFlags_TypeThin); } else { // Not navigable into ItemAdd(bb, 0); } if (g.HoveredWindow == window) g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; } g.WithinEndChild = false; g.LogLinePosY = -FLT_MAX; // To enforce a carriage return } // Helper to create a child window / scrolling region that looks like a normal widget frame. bool ImGui::BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags extra_flags) { ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]); PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding); PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize); PushStyleVar(ImGuiStyleVar_WindowPadding, style.FramePadding); bool ret = BeginChild(id, size, true, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_AlwaysUseWindowPadding | extra_flags); PopStyleVar(3); PopStyleColor(); return ret; } void ImGui::EndChildFrame() { EndChild(); } static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, bool enabled) { window->SetWindowPosAllowFlags = enabled ? (window->SetWindowPosAllowFlags | flags) : (window->SetWindowPosAllowFlags & ~flags); window->SetWindowSizeAllowFlags = enabled ? (window->SetWindowSizeAllowFlags | flags) : (window->SetWindowSizeAllowFlags & ~flags); window->SetWindowCollapsedAllowFlags = enabled ? (window->SetWindowCollapsedAllowFlags | flags) : (window->SetWindowCollapsedAllowFlags & ~flags); window->SetWindowDockAllowFlags = enabled ? (window->SetWindowDockAllowFlags | flags) : (window->SetWindowDockAllowFlags & ~flags); } ImGuiWindow* ImGui::FindWindowByID(ImGuiID id) { ImGuiContext& g = *GImGui; return (ImGuiWindow*)g.WindowsById.GetVoidPtr(id); } ImGuiWindow* ImGui::FindWindowByName(const char* name) { ImGuiID id = ImHashStr(name); return FindWindowByID(id); } static void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings) { const ImGuiViewport* main_viewport = ImGui::GetMainViewport(); window->ViewportPos = main_viewport->Pos; if (settings->ViewportId) { window->ViewportId = settings->ViewportId; window->ViewportPos = ImVec2(settings->ViewportPos.x, settings->ViewportPos.y); } window->Pos = ImFloor(ImVec2(settings->Pos.x + window->ViewportPos.x, settings->Pos.y + window->ViewportPos.y)); if (settings->Size.x > 0 && settings->Size.y > 0) window->Size = window->SizeFull = ImFloor(ImVec2(settings->Size.x, settings->Size.y)); window->Collapsed = settings->Collapsed; window->DockId = settings->DockId; window->DockOrder = settings->DockOrder; } static void UpdateWindowInFocusOrderList(ImGuiWindow* window, bool just_created, ImGuiWindowFlags new_flags) { ImGuiContext& g = *GImGui; const bool new_is_explicit_child = (new_flags & ImGuiWindowFlags_ChildWindow) != 0; const bool child_flag_changed = new_is_explicit_child != window->IsExplicitChild; if ((just_created || child_flag_changed) && !new_is_explicit_child) { IM_ASSERT(!g.WindowsFocusOrder.contains(window)); g.WindowsFocusOrder.push_back(window); window->FocusOrder = (short)(g.WindowsFocusOrder.Size - 1); } else if (!just_created && child_flag_changed && new_is_explicit_child) { IM_ASSERT(g.WindowsFocusOrder[window->FocusOrder] == window); for (int n = window->FocusOrder + 1; n < g.WindowsFocusOrder.Size; n++) g.WindowsFocusOrder[n]->FocusOrder--; g.WindowsFocusOrder.erase(g.WindowsFocusOrder.Data + window->FocusOrder); window->FocusOrder = -1; } window->IsExplicitChild = new_is_explicit_child; } static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags) { ImGuiContext& g = *GImGui; //IMGUI_DEBUG_LOG("CreateNewWindow '%s', flags = 0x%08X\n", name, flags); // Create window the first time ImGuiWindow* window = IM_NEW(ImGuiWindow)(&g, name); window->Flags = flags; g.WindowsById.SetVoidPtr(window->ID, window); // Default/arbitrary window position. Use SetNextWindowPos() with the appropriate condition flag to change the initial position of a window. const ImGuiViewport* main_viewport = ImGui::GetMainViewport(); window->Pos = main_viewport->Pos + ImVec2(60, 60); window->ViewportPos = main_viewport->Pos; // User can disable loading and saving of settings. Tooltip and child windows also don't store settings. if (!(flags & ImGuiWindowFlags_NoSavedSettings)) if (ImGuiWindowSettings* settings = ImGui::FindWindowSettings(window->ID)) { // Retrieve settings from .ini file window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings); SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false); ApplyWindowSettings(window, settings); } window->DC.CursorStartPos = window->DC.CursorMaxPos = window->DC.IdealMaxPos = window->Pos; // So first call to CalcWindowContentSizes() doesn't return crazy values if ((flags & ImGuiWindowFlags_AlwaysAutoResize) != 0) { window->AutoFitFramesX = window->AutoFitFramesY = 2; window->AutoFitOnlyGrows = false; } else { if (window->Size.x <= 0.0f) window->AutoFitFramesX = 2; if (window->Size.y <= 0.0f) window->AutoFitFramesY = 2; window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0); } if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus) g.Windows.push_front(window); // Quite slow but rare and only once else g.Windows.push_back(window); UpdateWindowInFocusOrderList(window, true, window->Flags); return window; } static ImGuiWindow* GetWindowForTitleDisplay(ImGuiWindow* window) { return window->DockNodeAsHost ? window->DockNodeAsHost->VisibleWindow : window; } static ImGuiWindow* GetWindowForTitleAndMenuHeight(ImGuiWindow* window) { return (window->DockNodeAsHost && window->DockNodeAsHost->VisibleWindow) ? window->DockNodeAsHost->VisibleWindow : window; } static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, const ImVec2& size_desired) { ImGuiContext& g = *GImGui; ImVec2 new_size = size_desired; if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint) { // Using -1,-1 on either X/Y axis to preserve the current size. ImRect cr = g.NextWindowData.SizeConstraintRect; new_size.x = (cr.Min.x >= 0 && cr.Max.x >= 0) ? ImClamp(new_size.x, cr.Min.x, cr.Max.x) : window->SizeFull.x; new_size.y = (cr.Min.y >= 0 && cr.Max.y >= 0) ? ImClamp(new_size.y, cr.Min.y, cr.Max.y) : window->SizeFull.y; if (g.NextWindowData.SizeCallback) { ImGuiSizeCallbackData data; data.UserData = g.NextWindowData.SizeCallbackUserData; data.Pos = window->Pos; data.CurrentSize = window->SizeFull; data.DesiredSize = new_size; g.NextWindowData.SizeCallback(&data); new_size = data.DesiredSize; } new_size.x = IM_FLOOR(new_size.x); new_size.y = IM_FLOOR(new_size.y); } // Minimum size if (!(window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysAutoResize))) { ImGuiWindow* window_for_height = GetWindowForTitleAndMenuHeight(window); const float decoration_up_height = window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight(); new_size = ImMax(new_size, g.Style.WindowMinSize); new_size.y = ImMax(new_size.y, decoration_up_height + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); // Reduce artifacts with very small windows } return new_size; } static void CalcWindowContentSizes(ImGuiWindow* window, ImVec2* content_size_current, ImVec2* content_size_ideal) { bool preserve_old_content_sizes = false; if (window->Collapsed && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) preserve_old_content_sizes = true; else if (window->Hidden && window->HiddenFramesCannotSkipItems == 0 && window->HiddenFramesCanSkipItems > 0) preserve_old_content_sizes = true; if (preserve_old_content_sizes) { *content_size_current = window->ContentSize; *content_size_ideal = window->ContentSizeIdeal; return; } content_size_current->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_FLOOR(window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x); content_size_current->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_FLOOR(window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y); content_size_ideal->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_FLOOR(ImMax(window->DC.CursorMaxPos.x, window->DC.IdealMaxPos.x) - window->DC.CursorStartPos.x); content_size_ideal->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_FLOOR(ImMax(window->DC.CursorMaxPos.y, window->DC.IdealMaxPos.y) - window->DC.CursorStartPos.y); } static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_contents) { ImGuiContext& g = *GImGui; ImGuiStyle& style = g.Style; const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); ImVec2 size_pad = window->WindowPadding * 2.0f; ImVec2 size_desired = size_contents + size_pad + ImVec2(0.0f, decoration_up_height); if (window->Flags & ImGuiWindowFlags_Tooltip) { // Tooltip always resize return size_desired; } else { // Maximum window size is determined by the viewport size or monitor size const bool is_popup = (window->Flags & ImGuiWindowFlags_Popup) != 0; const bool is_menu = (window->Flags & ImGuiWindowFlags_ChildMenu) != 0; ImVec2 size_min = style.WindowMinSize; if (is_popup || is_menu) // Popups and menus bypass style.WindowMinSize by default, but we give then a non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups) size_min = ImMin(size_min, ImVec2(4.0f, 4.0f)); // FIXME-VIEWPORT-WORKAREA: May want to use GetWorkSize() instead of Size depending on the type of windows? ImVec2 avail_size = window->Viewport->Size; if (window->ViewportOwned) avail_size = ImVec2(FLT_MAX, FLT_MAX); const int monitor_idx = window->ViewportAllowPlatformMonitorExtend; if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size) avail_size = g.PlatformIO.Monitors[monitor_idx].WorkSize; ImVec2 size_auto_fit = ImClamp(size_desired, size_min, ImMax(size_min, avail_size - style.DisplaySafeAreaPadding * 2.0f)); // When the window cannot fit all contents (either because of constraints, either because screen is too small), // we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding. ImVec2 size_auto_fit_after_constraint = CalcWindowSizeAfterConstraint(window, size_auto_fit); bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - 0.0f < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar); bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - decoration_up_height < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar); if (will_have_scrollbar_x) size_auto_fit.y += style.ScrollbarSize; if (will_have_scrollbar_y) size_auto_fit.x += style.ScrollbarSize; return size_auto_fit; } } ImVec2 ImGui::CalcWindowNextAutoFitSize(ImGuiWindow* window) { ImVec2 size_contents_current; ImVec2 size_contents_ideal; CalcWindowContentSizes(window, &size_contents_current, &size_contents_ideal); ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents_ideal); ImVec2 size_final = CalcWindowSizeAfterConstraint(window, size_auto_fit); return size_final; } static ImGuiCol GetWindowBgColorIdx(ImGuiWindow* window) { if (window->Flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) return ImGuiCol_PopupBg; if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !window->DockIsActive) return ImGuiCol_ChildBg; return ImGuiCol_WindowBg; } static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& corner_target, const ImVec2& corner_norm, ImVec2* out_pos, ImVec2* out_size) { ImVec2 pos_min = ImLerp(corner_target, window->Pos, corner_norm); // Expected window upper-left ImVec2 pos_max = ImLerp(window->Pos + window->Size, corner_target, corner_norm); // Expected window lower-right ImVec2 size_expected = pos_max - pos_min; ImVec2 size_constrained = CalcWindowSizeAfterConstraint(window, size_expected); *out_pos = pos_min; if (corner_norm.x == 0.0f) out_pos->x -= (size_constrained.x - size_expected.x); if (corner_norm.y == 0.0f) out_pos->y -= (size_constrained.y - size_expected.y); *out_size = size_constrained; } // Data for resizing from corner struct ImGuiResizeGripDef { ImVec2 CornerPosN; ImVec2 InnerDir; int AngleMin12, AngleMax12; }; static const ImGuiResizeGripDef resize_grip_def[4] = { { ImVec2(1, 1), ImVec2(-1, -1), 0, 3 }, // Lower-right { ImVec2(0, 1), ImVec2(+1, -1), 3, 6 }, // Lower-left { ImVec2(0, 0), ImVec2(+1, +1), 6, 9 }, // Upper-left (Unused) { ImVec2(1, 0), ImVec2(-1, +1), 9, 12 } // Upper-right (Unused) }; // Data for resizing from borders struct ImGuiResizeBorderDef { ImVec2 InnerDir; ImVec2 SegmentN1, SegmentN2; float OuterAngle; }; static const ImGuiResizeBorderDef resize_border_def[4] = { { ImVec2(+1, 0), ImVec2(0, 1), ImVec2(0, 0), IM_PI * 1.00f }, // Left { ImVec2(-1, 0), ImVec2(1, 0), ImVec2(1, 1), IM_PI * 0.00f }, // Right { ImVec2(0, +1), ImVec2(0, 0), ImVec2(1, 0), IM_PI * 1.50f }, // Up { ImVec2(0, -1), ImVec2(1, 1), ImVec2(0, 1), IM_PI * 0.50f } // Down }; static ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_padding, float thickness) { ImRect rect = window->Rect(); if (thickness == 0.0f) rect.Max -= ImVec2(1, 1); if (border_n == ImGuiDir_Left) { return ImRect(rect.Min.x - thickness, rect.Min.y + perp_padding, rect.Min.x + thickness, rect.Max.y - perp_padding); } if (border_n == ImGuiDir_Right) { return ImRect(rect.Max.x - thickness, rect.Min.y + perp_padding, rect.Max.x + thickness, rect.Max.y - perp_padding); } if (border_n == ImGuiDir_Up) { return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness, rect.Max.x - perp_padding, rect.Min.y + thickness); } if (border_n == ImGuiDir_Down) { return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness, rect.Max.x - perp_padding, rect.Max.y + thickness); } IM_ASSERT(0); return ImRect(); } // 0..3: corners (Lower-right, Lower-left, Unused, Unused) ImGuiID ImGui::GetWindowResizeCornerID(ImGuiWindow* window, int n) { IM_ASSERT(n >= 0 && n < 4); ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID; id = ImHashStr("#RESIZE", 0, id); id = ImHashData(&n, sizeof(int), id); return id; } // Borders (Left, Right, Up, Down) ImGuiID ImGui::GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir) { IM_ASSERT(dir >= 0 && dir < 4); int n = (int)dir + 4; ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID; id = ImHashStr("#RESIZE", 0, id); id = ImHashData(&n, sizeof(int), id); return id; } // Handle resize for: Resize Grips, Borders, Gamepad // Return true when using auto-fit (double click on resize grip) static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect) { ImGuiContext& g = *GImGui; ImGuiWindowFlags flags = window->Flags; if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) return false; if (window->WasActive == false) // Early out to avoid running this code for e.g. an hidden implicit/fallback Debug window. return false; bool ret_auto_fit = false; const int resize_border_count = g.IO.ConfigWindowsResizeFromEdges ? 4 : 0; const float grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); const float grip_hover_inner_size = IM_FLOOR(grip_draw_size * 0.75f); const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_HOVER_PADDING : 0.0f; ImVec2 pos_target(FLT_MAX, FLT_MAX); ImVec2 size_target(FLT_MAX, FLT_MAX); // Clip mouse interaction rectangles within the viewport rectangle (in practice the narrowing is going to happen most of the time). // - Not narrowing would mostly benefit the situation where OS windows _without_ decoration have a threshold for hovering when outside their limits. // This is however not the case with current backends under Win32, but a custom borderless window implementation would benefit from it. // - When decoration are enabled we typically benefit from that distance, but then our resize elements would be conflicting with OS resize elements, so we also narrow. // - Note that we are unable to tell if the platform setup allows hovering with a distance threshold (on Win32, decorated window have such threshold). // We only clip interaction so we overwrite window->ClipRect, cannot call PushClipRect() yet as DrawList is not yet setup. const bool clip_with_viewport_rect = !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) || (g.IO.MouseHoveredViewport != window->ViewportId) || !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration); if (clip_with_viewport_rect) window->ClipRect = window->Viewport->GetMainRect(); // Resize grips and borders are on layer 1 window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; // Manual resize grips PushID("#RESIZE"); for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++) { const ImGuiResizeGripDef& def = resize_grip_def[resize_grip_n]; const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, def.CornerPosN); // Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window bool hovered, held; ImRect resize_rect(corner - def.InnerDir * grip_hover_outer_size, corner + def.InnerDir * grip_hover_inner_size); if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x); if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y); ImGuiID resize_grip_id = window->GetID(resize_grip_n); // == GetWindowResizeCornerID() KeepAliveID(resize_grip_id); ButtonBehavior(resize_rect, resize_grip_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); //GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255)); if (hovered || held) g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE; if (held && g.IO.MouseClickedCount[0] == 2 && resize_grip_n == 0) { // Manual auto-fit when double-clicking size_target = CalcWindowSizeAfterConstraint(window, size_auto_fit); ret_auto_fit = true; ClearActiveID(); } else if (held) { // Resize from any of the four corners // We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position ImVec2 clamp_min = ImVec2(def.CornerPosN.x == 1.0f ? visibility_rect.Min.x : -FLT_MAX, def.CornerPosN.y == 1.0f ? visibility_rect.Min.y : -FLT_MAX); ImVec2 clamp_max = ImVec2(def.CornerPosN.x == 0.0f ? visibility_rect.Max.x : +FLT_MAX, def.CornerPosN.y == 0.0f ? visibility_rect.Max.y : +FLT_MAX); ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + ImLerp(def.InnerDir * grip_hover_outer_size, def.InnerDir * -grip_hover_inner_size, def.CornerPosN); // Corner of the window corresponding to our corner grip corner_target = ImClamp(corner_target, clamp_min, clamp_max); CalcResizePosSizeFromAnyCorner(window, corner_target, def.CornerPosN, &pos_target, &size_target); } // Only lower-left grip is visible before hovering/activating if (resize_grip_n == 0 || held || hovered) resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip); } for (int border_n = 0; border_n < resize_border_count; border_n++) { const ImGuiResizeBorderDef& def = resize_border_def[border_n]; const ImGuiAxis axis = (border_n == ImGuiDir_Left || border_n == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; bool hovered, held; ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_HOVER_PADDING); ImGuiID border_id = window->GetID(border_n + 4); // == GetWindowResizeBorderID() KeepAliveID(border_id); ButtonBehavior(border_rect, border_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); //GetForegroundDrawLists(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255)); if ((hovered && g.HoveredIdTimer > WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) || held) { g.MouseCursor = (axis == ImGuiAxis_X) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS; if (held) *border_held = border_n; } if (held) { ImVec2 clamp_min(border_n == ImGuiDir_Right ? visibility_rect.Min.x : -FLT_MAX, border_n == ImGuiDir_Down ? visibility_rect.Min.y : -FLT_MAX); ImVec2 clamp_max(border_n == ImGuiDir_Left ? visibility_rect.Max.x : +FLT_MAX, border_n == ImGuiDir_Up ? visibility_rect.Max.y : +FLT_MAX); ImVec2 border_target = window->Pos; border_target[axis] = g.IO.MousePos[axis] - g.ActiveIdClickOffset[axis] + WINDOWS_HOVER_PADDING; border_target = ImClamp(border_target, clamp_min, clamp_max); CalcResizePosSizeFromAnyCorner(window, border_target, ImMin(def.SegmentN1, def.SegmentN2), &pos_target, &size_target); } } PopID(); // Restore nav layer window->DC.NavLayerCurrent = ImGuiNavLayer_Main; // Navigation resize (keyboard/gamepad) if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindowDockTree == window) { ImVec2 nav_resize_delta; if (g.NavInputSource == ImGuiInputSource_Keyboard && g.IO.KeyShift) nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_RawKeyboard, ImGuiNavReadMode_Down); if (g.NavInputSource == ImGuiInputSource_Gamepad) nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadDPad, ImGuiNavReadMode_Down); if (nav_resize_delta.x != 0.0f || nav_resize_delta.y != 0.0f) { const float NAV_RESIZE_SPEED = 600.0f; nav_resize_delta *= ImFloor(NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y)); nav_resize_delta = ImMax(nav_resize_delta, visibility_rect.Min - window->Pos - window->Size); g.NavWindowingToggleLayer = false; g.NavDisableMouseHover = true; resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive); // FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck. size_target = CalcWindowSizeAfterConstraint(window, window->SizeFull + nav_resize_delta); } } // Apply back modified position/size to window if (size_target.x != FLT_MAX) { window->SizeFull = size_target; MarkIniSettingsDirty(window); } if (pos_target.x != FLT_MAX) { window->Pos = ImFloor(pos_target); MarkIniSettingsDirty(window); } window->Size = window->SizeFull; return ret_auto_fit; } static inline void ClampWindowRect(ImGuiWindow* window, const ImRect& visibility_rect) { ImGuiContext& g = *GImGui; ImVec2 size_for_clamping = window->Size; if (g.IO.ConfigWindowsMoveFromTitleBarOnly && (!(window->Flags & ImGuiWindowFlags_NoTitleBar) || window->DockNodeAsHost)) size_for_clamping.y = ImGui::GetFrameHeight(); // Not using window->TitleBarHeight() as DockNodeAsHost will report 0.0f here. window->Pos = ImClamp(window->Pos, visibility_rect.Min - size_for_clamping, visibility_rect.Max); } static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window) { ImGuiContext& g = *GImGui; float rounding = window->WindowRounding; float border_size = window->WindowBorderSize; if (border_size > 0.0f && !(window->Flags & ImGuiWindowFlags_NoBackground)) window->DrawList->AddRect(window->Pos, window->Pos + window->Size, GetColorU32(ImGuiCol_Border), rounding, 0, border_size); int border_held = window->ResizeBorderHeld; if (border_held != -1) { const ImGuiResizeBorderDef& def = resize_border_def[border_held]; ImRect border_r = GetResizeBorderRect(window, border_held, rounding, 0.0f); window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI * 0.25f, def.OuterAngle); window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25f); window->DrawList->PathStroke(GetColorU32(ImGuiCol_SeparatorActive), 0, ImMax(2.0f, border_size)); // Thicker than usual } if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive) { float y = window->Pos.y + window->TitleBarHeight() - 1; window->DrawList->AddLine(ImVec2(window->Pos.x + border_size, y), ImVec2(window->Pos.x + window->Size.x - border_size, y), GetColorU32(ImGuiCol_Border), g.Style.FrameBorderSize); } } // Draw background and borders // Draw and handle scrollbars void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size) { ImGuiContext& g = *GImGui; ImGuiStyle& style = g.Style; ImGuiWindowFlags flags = window->Flags; // Ensure that ScrollBar doesn't read last frame's SkipItems IM_ASSERT(window->BeginCount == 0); window->SkipItems = false; // Draw window + handle manual resize // As we highlight the title bar when want_focus is set, multiple reappearing windows will have have their title bar highlighted on their reappearing frame. const float window_rounding = window->WindowRounding; const float window_border_size = window->WindowBorderSize; if (window->Collapsed) { // Title bar only float backup_border_size = style.FrameBorderSize; g.Style.FrameBorderSize = window->WindowBorderSize; ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && !g.NavDisableHighlight) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed); RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding); g.Style.FrameBorderSize = backup_border_size; } else { // Window background if (!(flags & ImGuiWindowFlags_NoBackground)) { bool is_docking_transparent_payload = false; if (g.DragDropActive && (g.FrameCount - g.DragDropAcceptFrameCount) <= 1 && g.IO.ConfigDockingTransparentPayload) if (g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && *(ImGuiWindow**)g.DragDropPayload.Data == window) is_docking_transparent_payload = true; ImU32 bg_col = GetColorU32(GetWindowBgColorIdx(window)); if (window->ViewportOwned) { // No alpha bg_col = (bg_col | IM_COL32_A_MASK); if (is_docking_transparent_payload) window->Viewport->Alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA; } else { // Adjust alpha. For docking bool override_alpha = false; float alpha = 1.0f; if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasBgAlpha) { alpha = g.NextWindowData.BgAlphaVal; override_alpha = true; } if (is_docking_transparent_payload) { alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA; // FIXME-DOCK: Should that be an override? override_alpha = true; } if (override_alpha) bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT); } // Render, for docked windows and host windows we ensure bg goes before decorations ImDrawList* bg_draw_list = window->DockIsActive ? window->DockNode->HostWindow->DrawList : window->DrawList; if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost)) bg_draw_list->ChannelsSetCurrent(0); if (window->DockIsActive) window->DockNode->LastBgColor = bg_col; bg_draw_list->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? 0 : ImDrawFlags_RoundCornersBottom); if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost)) bg_draw_list->ChannelsSetCurrent(1); } if (window->DockIsActive) window->DockNode->IsBgDrawnThisFrame = true; // Title bar // (when docked, DockNode are drawing their own title bar. Individual windows however do NOT set the _NoTitleBar flag, // in order for their pos/size to be matching their undocking state.) if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive) { ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg); window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawFlags_RoundCornersTop); } // Menu bar if (flags & ImGuiWindowFlags_MenuBar) { ImRect menu_bar_rect = window->MenuBarRect(); menu_bar_rect.ClipWith(window->Rect()); // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them. window->DrawList->AddRectFilled(menu_bar_rect.Min + ImVec2(window_border_size, 0), menu_bar_rect.Max - ImVec2(window_border_size, 0), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawFlags_RoundCornersTop); if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y) window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize); } // Docking: Unhide tab bar (small triangle in the corner), drag from small triangle to quickly undock ImGuiDockNode* node = window->DockNode; if (window->DockIsActive && node->IsHiddenTabBar() && !node->IsNoTabBar()) { float unhide_sz_draw = ImFloor(g.FontSize * 0.70f); float unhide_sz_hit = ImFloor(g.FontSize * 0.55f); ImVec2 p = node->Pos; ImRect r(p, p + ImVec2(unhide_sz_hit, unhide_sz_hit)); bool hovered, held; if (ButtonBehavior(r, window->GetID("#UNHIDE"), &hovered, &held, ImGuiButtonFlags_FlattenChildren)) node->WantHiddenTabBarToggle = true; else if (held && IsMouseDragging(0)) StartMouseMovingWindowOrNode(window, node, true); // FIXME-DOCK: Ideally we'd use ImGuiCol_TitleBgActive/ImGuiCol_TitleBg here, but neither is guaranteed to be visible enough at this sort of size.. ImU32 col = GetColorU32(((held && hovered) || (node->IsFocused && !hovered)) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); window->DrawList->AddTriangleFilled(p, p + ImVec2(unhide_sz_draw, 0.0f), p + ImVec2(0.0f, unhide_sz_draw), col); } // Scrollbars if (window->ScrollbarX) Scrollbar(ImGuiAxis_X); if (window->ScrollbarY) Scrollbar(ImGuiAxis_Y); // Render resize grips (after their input handling so we don't have a frame of latency) if (handle_borders_and_resize_grips && !(flags & ImGuiWindowFlags_NoResize)) { for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++) { const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n]; const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN); window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, resize_grip_draw_size) : ImVec2(resize_grip_draw_size, window_border_size))); window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(resize_grip_draw_size, window_border_size) : ImVec2(window_border_size, resize_grip_draw_size))); window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12); window->DrawList->PathFillConvex(resize_grip_col[resize_grip_n]); } } // Borders (for dock node host they will be rendered over after the tab bar) if (handle_borders_and_resize_grips && !window->DockNodeAsHost) RenderWindowOuterBorders(window); } } // Render title text, collapse button, close button // When inside a dock node, this is handled in DockNodeCalcTabBarLayout() instead. void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open) { ImGuiContext& g = *GImGui; ImGuiStyle& style = g.Style; ImGuiWindowFlags flags = window->Flags; const bool has_close_button = (p_open != NULL); const bool has_collapse_button = !(flags & ImGuiWindowFlags_NoCollapse) && (style.WindowMenuButtonPosition != ImGuiDir_None); // Close & Collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer) // FIXME-NAV: Might want (or not?) to set the equivalent of ImGuiButtonFlags_NoNavFocus so that mouse clicks on standard title bar items don't necessarily set nav/keyboard ref? const ImGuiItemFlags item_flags_backup = g.CurrentItemFlags; g.CurrentItemFlags |= ImGuiItemFlags_NoNavDefaultFocus; window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; // Layout buttons // FIXME: Would be nice to generalize the subtleties expressed here into reusable code. float pad_l = style.FramePadding.x; float pad_r = style.FramePadding.x; float button_sz = g.FontSize; ImVec2 close_button_pos; ImVec2 collapse_button_pos; if (has_close_button) { pad_r += button_sz; close_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - style.FramePadding.x, title_bar_rect.Min.y); } if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Right) { pad_r += button_sz; collapse_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - style.FramePadding.x, title_bar_rect.Min.y); } if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Left) { collapse_button_pos = ImVec2(title_bar_rect.Min.x + pad_l - style.FramePadding.x, title_bar_rect.Min.y); pad_l += button_sz; } // Collapse button (submitting first so it gets priority when choosing a navigation init fallback) if (has_collapse_button) if (CollapseButton(window->GetID("#COLLAPSE"), collapse_button_pos, NULL)) window->WantCollapseToggle = true; // Defer actual collapsing to next frame as we are too far in the Begin() function // Close button if (has_close_button) if (CloseButton(window->GetID("#CLOSE"), close_button_pos)) *p_open = false; window->DC.NavLayerCurrent = ImGuiNavLayer_Main; g.CurrentItemFlags = item_flags_backup; // Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker) // FIXME: Refactor text alignment facilities along with RenderText helpers, this is WAY too much messy code.. const float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? button_sz * 0.80f : 0.0f; const ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f); // As a nice touch we try to ensure that centered title text doesn't get affected by visibility of Close/Collapse button, // while uncentered title text will still reach edges correctly. if (pad_l > style.FramePadding.x) pad_l += g.Style.ItemInnerSpacing.x; if (pad_r > style.FramePadding.x) pad_r += g.Style.ItemInnerSpacing.x; if (style.WindowTitleAlign.x > 0.0f && style.WindowTitleAlign.x < 1.0f) { float centerness = ImSaturate(1.0f - ImFabs(style.WindowTitleAlign.x - 0.5f) * 2.0f); // 0.0f on either edges, 1.0f on center float pad_extend = ImMin(ImMax(pad_l, pad_r), title_bar_rect.GetWidth() - pad_l - pad_r - text_size.x); pad_l = ImMax(pad_l, pad_extend * centerness); pad_r = ImMax(pad_r, pad_extend * centerness); } ImRect layout_r(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y, title_bar_rect.Max.x - pad_r, title_bar_rect.Max.y); ImRect clip_r(layout_r.Min.x, layout_r.Min.y, ImMin(layout_r.Max.x + g.Style.ItemInnerSpacing.x, title_bar_rect.Max.x), layout_r.Max.y); if (flags & ImGuiWindowFlags_UnsavedDocument) { ImVec2 marker_pos; marker_pos.x = ImClamp(layout_r.Min.x + (layout_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x + text_size.x, layout_r.Min.x, layout_r.Max.x); marker_pos.y = (layout_r.Min.y + layout_r.Max.y) * 0.5f; if (marker_pos.x > layout_r.Min.x) { RenderBullet(window->DrawList, marker_pos, GetColorU32(ImGuiCol_Text)); clip_r.Max.x = ImMin(clip_r.Max.x, marker_pos.x - (int)(marker_size_x * 0.5f)); } } //if (g.IO.KeyShift) window->DrawList->AddRect(layout_r.Min, layout_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG] //if (g.IO.KeyCtrl) window->DrawList->AddRect(clip_r.Min, clip_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG] RenderTextClipped(layout_r.Min, layout_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_r); } void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window) { window->ParentWindow = parent_window; window->RootWindow = window->RootWindowPopupTree = window->RootWindowDockTree = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window; if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip)) { window->RootWindowDockTree = parent_window->RootWindowDockTree; if (!window->DockIsActive && !(parent_window->Flags & ImGuiWindowFlags_DockNodeHost)) window->RootWindow = parent_window->RootWindow; } if (parent_window && (flags & ImGuiWindowFlags_Popup)) window->RootWindowPopupTree = parent_window->RootWindowPopupTree; if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup))) window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight; while (window->RootWindowForNav->Flags & ImGuiWindowFlags_NavFlattened) { IM_ASSERT(window->RootWindowForNav->ParentWindow != NULL); window->RootWindowForNav = window->RootWindowForNav->ParentWindow; } } // When a modal popup is open, newly created windows that want focus (i.e. are not popups and do not specify ImGuiWindowFlags_NoFocusOnAppearing) // should be positioned behind that modal window, unless the window was created inside the modal begin-stack. // In case of multiple stacked modals newly created window honors begin stack order and does not go below its own modal parent. // - Window // FindBlockingModal() returns Modal1 // - Window // .. returns Modal1 // - Modal1 // .. returns Modal2 // - Window // .. returns Modal2 // - Window // .. returns Modal2 // - Modal2 // .. returns Modal2 static ImGuiWindow* ImGui::FindBlockingModal(ImGuiWindow* window) { ImGuiContext& g = *GImGui; if (g.OpenPopupStack.Size <= 0) return NULL; // Find a modal that has common parent with specified window. Specified window should be positioned behind that modal. for (int i = g.OpenPopupStack.Size - 1; i >= 0; i--) { ImGuiWindow* popup_window = g.OpenPopupStack.Data[i].Window; if (popup_window == NULL || !(popup_window->Flags & ImGuiWindowFlags_Modal)) continue; if (!popup_window->Active && !popup_window->WasActive) // Check WasActive, because this code may run before popup renders on current frame, also check Active to handle newly created windows. continue; if (IsWindowWithinBeginStackOf(window, popup_window)) // Window is rendered over last modal, no render order change needed. break; for (ImGuiWindow* parent = popup_window->ParentWindowInBeginStack->RootWindow; parent != NULL; parent = parent->ParentWindowInBeginStack->RootWindow) if (IsWindowWithinBeginStackOf(window, parent)) return popup_window; // Place window above its begin stack parent. } return NULL; } // Push a new Dear ImGui window to add widgets to. // - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair. // - Begin/End can be called multiple times during the frame with the same window name to append content. // - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file). // You can use the "##" or "###" markers to use the same label with different id, or same id with different label. See documentation at the top of this file. // - Return false when window is collapsed, so you can early out in your code. You always need to call ImGui::End() even if false is returned. // - Passing 'bool* p_open' displays a Close button on the upper-right corner of the window, the pointed value will be set to false when the button is pressed. bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) { ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; IM_ASSERT(name != NULL && name[0] != '\0'); // Window name required IM_ASSERT(g.WithinFrameScope); // Forgot to call ImGui::NewFrame() IM_ASSERT(g.FrameCountEnded != g.FrameCount); // Called ImGui::Render() or ImGui::EndFrame() and haven't called ImGui::NewFrame() again yet // Find or create ImGuiWindow* window = FindWindowByName(name); const bool window_just_created = (window == NULL); if (window_just_created) window = CreateNewWindow(name, flags); else UpdateWindowInFocusOrderList(window, window_just_created, flags); // Automatically disable manual moving/resizing when NoInputs is set if ((flags & ImGuiWindowFlags_NoInputs) == ImGuiWindowFlags_NoInputs) flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize; if (flags & ImGuiWindowFlags_NavFlattened) IM_ASSERT(flags & ImGuiWindowFlags_ChildWindow); const int current_frame = g.FrameCount; const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame); window->IsFallbackWindow = (g.CurrentWindowStack.Size == 0 && g.WithinFrameScopeWithImplicitWindow); // Update the Appearing flag (note: the BeginDocked() path may also set this to true later) bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on if (flags & ImGuiWindowFlags_Popup) { ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed window_just_activated_by_user |= (window != popup_ref.Window); } // Update Flags, LastFrameActive, BeginOrderXXX fields const bool window_was_appearing = window->Appearing; if (first_begin_of_the_frame) { window->Appearing = window_just_activated_by_user; if (window->Appearing) SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true); window->FlagsPreviousFrame = window->Flags; window->Flags = (ImGuiWindowFlags)flags; window->LastFrameActive = current_frame; window->LastTimeActive = (float)g.Time; window->BeginOrderWithinParent = 0; window->BeginOrderWithinContext = (short)(g.WindowsActiveCount++); } else { flags = window->Flags; } // Docking // (NB: during the frame dock nodes are created, it is possible that (window->DockIsActive == false) even though (window->DockNode->Windows.Size > 1) IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL); // Cannot be both if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasDock) SetWindowDock(window, g.NextWindowData.DockId, g.NextWindowData.DockCond); if (first_begin_of_the_frame) { bool has_dock_node = (window->DockId != 0 || window->DockNode != NULL); bool new_auto_dock_node = !has_dock_node && GetWindowAlwaysWantOwnTabBar(window); bool dock_node_was_visible = window->DockNodeIsVisible; bool dock_tab_was_visible = window->DockTabIsVisible; if (has_dock_node || new_auto_dock_node) { BeginDocked(window, p_open); flags = window->Flags; if (window->DockIsActive) { IM_ASSERT(window->DockNode != NULL); g.NextWindowData.Flags &= ~ImGuiNextWindowDataFlags_HasSizeConstraint; // Docking currently override constraints } // Amend the Appearing flag if (window->DockTabIsVisible && !dock_tab_was_visible && dock_node_was_visible && !window->Appearing && !window_was_appearing) { window->Appearing = true; SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true); } } else { window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false; } } // Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack ImGuiWindow* parent_window_in_stack = window->DockIsActive ? window->DockNode->HostWindow : g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back().Window; ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow; IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow)); // We allow window memory to be compacted so recreate the base stack when needed. if (window->IDStack.Size == 0) window->IDStack.push_back(window->ID); // Add to stack // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow() g.CurrentWindow = window; ImGuiWindowStackData window_stack_data; window_stack_data.Window = window; window_stack_data.ParentLastItemDataBackup = g.LastItemData; window_stack_data.StackSizesOnBegin.SetToCurrentState(); g.CurrentWindowStack.push_back(window_stack_data); g.CurrentWindow = NULL; if (flags & ImGuiWindowFlags_ChildMenu) g.BeginMenuCount++; if (flags & ImGuiWindowFlags_Popup) { ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; popup_ref.Window = window; g.BeginPopupStack.push_back(popup_ref); window->PopupId = popup_ref.PopupId; } // Update ->RootWindow and others pointers (before any possible call to FocusWindow) if (first_begin_of_the_frame) { UpdateWindowParentAndRootLinks(window, flags, parent_window); window->ParentWindowInBeginStack = parent_window_in_stack; } // Process SetNextWindow***() calls // (FIXME: Consider splitting the HasXXX flags into X/Y components bool window_pos_set_by_api = false; bool window_size_x_set_by_api = false, window_size_y_set_by_api = false; if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) { window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) != 0; if (window_pos_set_by_api && ImLengthSqr(g.NextWindowData.PosPivotVal) > 0.00001f) { // May be processed on the next frame if this is our first frame and we are measuring size // FIXME: Look into removing the branch so everything can go through this same code path for consistency. window->SetWindowPosVal = g.NextWindowData.PosVal; window->SetWindowPosPivot = g.NextWindowData.PosPivotVal; window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); } else { SetWindowPos(window, g.NextWindowData.PosVal, g.NextWindowData.PosCond); } } if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) { window_size_x_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.x > 0.0f); window_size_y_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.y > 0.0f); SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond); } if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasScroll) { if (g.NextWindowData.ScrollVal.x >= 0.0f) { window->ScrollTarget.x = g.NextWindowData.ScrollVal.x; window->ScrollTargetCenterRatio.x = 0.0f; } if (g.NextWindowData.ScrollVal.y >= 0.0f) { window->ScrollTarget.y = g.NextWindowData.ScrollVal.y; window->ScrollTargetCenterRatio.y = 0.0f; } } if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasContentSize) window->ContentSizeExplicit = g.NextWindowData.ContentSizeVal; else if (first_begin_of_the_frame) window->ContentSizeExplicit = ImVec2(0.0f, 0.0f); if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasWindowClass) window->WindowClass = g.NextWindowData.WindowClass; if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasCollapsed) SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond); if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasFocus) FocusWindow(window); if (window->Appearing) SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false); // When reusing window again multiple times a frame, just append content (don't need to setup again) if (first_begin_of_the_frame) { // Initialize const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345) const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0); window->Active = true; window->HasCloseButton = (p_open != NULL); window->ClipRect = ImVec4(-FLT_MAX, -FLT_MAX, +FLT_MAX, +FLT_MAX); window->IDStack.resize(1); window->DrawList->_ResetForNewFrame(); window->DC.CurrentTableIdx = -1; if (flags & ImGuiWindowFlags_DockNodeHost) { window->DrawList->ChannelsSplit(2); window->DrawList->ChannelsSetCurrent(1); // Render decorations on channel 1 as we will render the backgrounds manually later } // Restore buffer capacity when woken from a compacted state, to avoid if (window->MemoryCompacted) GcAwakeTransientWindowBuffers(window); // Update stored window name when it changes (which can _only_ happen with the "###" operator, so the ID would stay unchanged). // The title bar always display the 'name' parameter, so we only update the string storage if it needs to be visible to the end-user elsewhere. bool window_title_visible_elsewhere = false; if ((window->Viewport && window->Viewport->Window == window) || (window->DockIsActive)) window_title_visible_elsewhere = true; else if (g.NavWindowingListWindow != NULL && (window->Flags & ImGuiWindowFlags_NoNavFocus) == 0) // Window titles visible when using CTRL+TAB window_title_visible_elsewhere = true; if (window_title_visible_elsewhere && !window_just_created && strcmp(name, window->Name) != 0) { size_t buf_len = (size_t)window->NameBufLen; window->Name = ImStrdupcpy(window->Name, &buf_len, name); window->NameBufLen = (int)buf_len; } // UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS // Update contents size from last frame for auto-fitting (or use explicit size) CalcWindowContentSizes(window, &window->ContentSize, &window->ContentSizeIdeal); // FIXME: These flags are decremented before they are used. This means that in order to have these fields produce their intended behaviors // for one frame we must set them to at least 2, which is counter-intuitive. HiddenFramesCannotSkipItems is a more complicated case because // it has a single usage before this code block and may be set below before it is finally checked. if (window->HiddenFramesCanSkipItems > 0) window->HiddenFramesCanSkipItems--; if (window->HiddenFramesCannotSkipItems > 0) window->HiddenFramesCannotSkipItems--; if (window->HiddenFramesForRenderOnly > 0) window->HiddenFramesForRenderOnly--; // Hide new windows for one frame until they calculate their size if (window_just_created && (!window_size_x_set_by_api || !window_size_y_set_by_api)) window->HiddenFramesCannotSkipItems = 1; // Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows) // We reset Size/ContentSize for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size. if (window_just_activated_by_user && (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0) { window->HiddenFramesCannotSkipItems = 1; if (flags & ImGuiWindowFlags_AlwaysAutoResize) { if (!window_size_x_set_by_api) window->Size.x = window->SizeFull.x = 0.f; if (!window_size_y_set_by_api) window->Size.y = window->SizeFull.y = 0.f; window->ContentSize = window->ContentSizeIdeal = ImVec2(0.f, 0.f); } } // SELECT VIEWPORT // We need to do this before using any style/font sizes, as viewport with a different DPI may affect font sizes. WindowSelectViewport(window); SetCurrentViewport(window, window->Viewport); window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f; SetCurrentWindow(window); flags = window->Flags; // LOCK BORDER SIZE AND PADDING FOR THE FRAME (so that altering them doesn't cause inconsistencies) // We read Style data after the call to UpdateSelectWindowViewport() which might be swapping the style. if (flags & ImGuiWindowFlags_ChildWindow) window->WindowBorderSize = style.ChildBorderSize; else window->WindowBorderSize = ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize; if (!window->DockIsActive && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_Popup)) && window->WindowBorderSize == 0.0f) window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f); else window->WindowPadding = style.WindowPadding; // Lock menu offset so size calculation can use it as menu-bar windows need a minimum size. window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x); window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y; // Collapse window by double-clicking on title bar // At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse) && !window->DockIsActive) { // We don't use a regular button+id to test for double-click on title bar (mostly due to legacy reason, could be fixed), so verify that we don't have items over the title bar. ImRect title_bar_rect = window->TitleBarRect(); if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max) && g.IO.MouseClickedCount[0] == 2) window->WantCollapseToggle = true; if (window->WantCollapseToggle) { window->Collapsed = !window->Collapsed; MarkIniSettingsDirty(window); } } else { window->Collapsed = false; } window->WantCollapseToggle = false; // SIZE // Calculate auto-fit size, handle automatic resize const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSizeIdeal); bool use_current_size_for_scrollbar_x = window_just_created; bool use_current_size_for_scrollbar_y = window_just_created; if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed) { // Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc. if (!window_size_x_set_by_api) { window->SizeFull.x = size_auto_fit.x; use_current_size_for_scrollbar_x = true; } if (!window_size_y_set_by_api) { window->SizeFull.y = size_auto_fit.y; use_current_size_for_scrollbar_y = true; } } else if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) { // Auto-fit may only grow window during the first few frames // We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed. if (!window_size_x_set_by_api && window->AutoFitFramesX > 0) { window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x; use_current_size_for_scrollbar_x = true; } if (!window_size_y_set_by_api && window->AutoFitFramesY > 0) { window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y; use_current_size_for_scrollbar_y = true; } if (!window->Collapsed) MarkIniSettingsDirty(window); } // Apply minimum/maximum window size constraints and final size window->SizeFull = CalcWindowSizeAfterConstraint(window, window->SizeFull); window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() : window->SizeFull; // Decoration size const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); // POSITION // Popup latch its initial position, will position itself when it appears next frame if (window_just_activated_by_user) { window->AutoPosLastDirection = ImGuiDir_None; if ((flags & ImGuiWindowFlags_Popup) != 0 && !(flags & ImGuiWindowFlags_Modal) && !window_pos_set_by_api) // FIXME: BeginPopup() could use SetNextWindowPos() window->Pos = g.BeginPopupStack.back().OpenPopupPos; } // Position child window if (flags & ImGuiWindowFlags_ChildWindow) { IM_ASSERT(parent_window && parent_window->Active); window->BeginOrderWithinParent = (short)parent_window->DC.ChildWindows.Size; parent_window->DC.ChildWindows.push_back(window); if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api && !window_is_child_tooltip) window->Pos = parent_window->DC.CursorPos; } const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesCannotSkipItems == 0); if (window_pos_with_pivot) SetWindowPos(window, window->SetWindowPosVal - window->Size * window->SetWindowPosPivot, 0); // Position given a pivot (e.g. for centering) else if ((flags & ImGuiWindowFlags_ChildMenu) != 0) window->Pos = FindBestWindowPosForPopup(window); else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize) window->Pos = FindBestWindowPosForPopup(window); else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip) window->Pos = FindBestWindowPosForPopup(window); // Late create viewport if we don't fit within our current host viewport. if (window->ViewportAllowPlatformMonitorExtend >= 0 && !window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_Minimized)) if (!window->Viewport->GetMainRect().Contains(window->Rect())) { // This is based on the assumption that the DPI will be known ahead (same as the DPI of the selection done in UpdateSelectWindowViewport) //ImGuiViewport* old_viewport = window->Viewport; window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing); // FIXME-DPI //IM_ASSERT(old_viewport->DpiScale == window->Viewport->DpiScale); // FIXME-DPI: Something went wrong SetCurrentViewport(window, window->Viewport); window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f; SetCurrentWindow(window); } if (window->ViewportOwned) WindowSyncOwnedViewport(window, parent_window_in_stack); // Calculate the range of allowed position for that window (to be movable and visible past safe area padding) // When clamping to stay visible, we will enforce that window->Pos stays inside of visibility_rect. ImRect viewport_rect(window->Viewport->GetMainRect()); ImRect viewport_work_rect(window->Viewport->GetWorkRect()); ImVec2 visibility_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding); ImRect visibility_rect(viewport_work_rect.Min + visibility_padding, viewport_work_rect.Max - visibility_padding); // Clamp position/size so window stays visible within its viewport or monitor // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing. // FIXME: Similar to code in GetWindowAllowedExtentRect() if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) { if (!window->ViewportOwned && viewport_rect.GetWidth() > 0 && viewport_rect.GetHeight() > 0.0f) { ClampWindowRect(window, visibility_rect); } else if (window->ViewportOwned && g.PlatformIO.Monitors.Size > 0) { // Lost windows (e.g. a monitor disconnected) will naturally moved to the fallback/dummy monitor aka the main viewport. const ImGuiPlatformMonitor* monitor = GetViewportPlatformMonitor(window->Viewport); visibility_rect.Min = monitor->WorkPos + visibility_padding; visibility_rect.Max = monitor->WorkPos + monitor->WorkSize - visibility_padding; ClampWindowRect(window, visibility_rect); } } window->Pos = ImFloor(window->Pos); // Lock window rounding for the frame (so that altering them doesn't cause inconsistencies) // Large values tend to lead to variety of artifacts and are not recommended. if (window->ViewportOwned || window->DockIsActive) window->WindowRounding = 0.0f; else window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding; // For windows with title bar or menu bar, we clamp to FrameHeight(FontSize + FramePadding.y * 2.0f) to completely hide artifacts. //if ((window->Flags & ImGuiWindowFlags_MenuBar) || !(window->Flags & ImGuiWindowFlags_NoTitleBar)) // window->WindowRounding = ImMin(window->WindowRounding, g.FontSize + style.FramePadding.y * 2.0f); // Apply window focus (new and reactivated windows are moved to front) bool want_focus = false; if (window_just_activated_by_user && !(flags & ImGuiWindowFlags_NoFocusOnAppearing)) { if (flags & ImGuiWindowFlags_Popup) want_focus = true; else if ((window->DockIsActive || (flags & ImGuiWindowFlags_ChildWindow) == 0) && !(flags & ImGuiWindowFlags_Tooltip)) want_focus = true; ImGuiWindow* modal = GetTopMostPopupModal(); if (modal != NULL && !IsWindowWithinBeginStackOf(window, modal)) { // Avoid focusing a window that is created outside of active modal. This will prevent active modal from being closed. // Since window is not focused it would reappear at the same display position like the last time it was visible. // In case of completely new windows it would go to the top (over current modal), but input to such window would still be blocked by modal. // Position window behind a modal that is not a begin-parent of this window. want_focus = false; if (window == window->RootWindow) { ImGuiWindow* blocking_modal = FindBlockingModal(window); IM_ASSERT(blocking_modal != NULL); BringWindowToDisplayBehind(window, blocking_modal); } } } // [Test Engine] Register whole window in the item system #ifdef IMGUI_ENABLE_TEST_ENGINE if (g.TestEngineHookItems) { IM_ASSERT(window->IDStack.Size == 1); window->IDStack.Size = 0; IMGUI_TEST_ENGINE_ITEM_ADD(window->Rect(), window->ID); IMGUI_TEST_ENGINE_ITEM_INFO(window->ID, window->Name, (g.HoveredWindow == window) ? ImGuiItemStatusFlags_HoveredRect : 0); window->IDStack.Size = 1; } #endif // Decide if we are going to handle borders and resize grips const bool handle_borders_and_resize_grips = (window->DockNodeAsHost || !window->DockIsActive); // Handle manual resize: Resize Grips, Borders, Gamepad int border_held = -1; ImU32 resize_grip_col[4] = {}; const int resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it. const float resize_grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.10f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); if (handle_borders_and_resize_grips && !window->Collapsed) if (UpdateWindowManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect)) use_current_size_for_scrollbar_x = use_current_size_for_scrollbar_y = true; window->ResizeBorderHeld = (signed char)border_held; // Synchronize window --> viewport again and one last time (clamping and manual resize may have affected either) if (window->ViewportOwned) { if (!window->Viewport->PlatformRequestMove) window->Viewport->Pos = window->Pos; if (!window->Viewport->PlatformRequestResize) window->Viewport->Size = window->Size; window->Viewport->UpdateWorkRect(); viewport_rect = window->Viewport->GetMainRect(); } // Save last known viewport position within the window itself (so it can be saved in .ini file and restored) window->ViewportPos = window->Viewport->Pos; // SCROLLBAR VISIBILITY // Update scrollbar visibility (based on the Size that was effective during last frame or the auto-resized Size). if (!window->Collapsed) { // When reading the current size we need to read it after size constraints have been applied. // When we use InnerRect here we are intentionally reading last frame size, same for ScrollbarSizes values before we set them again. ImVec2 avail_size_from_current_frame = ImVec2(window->SizeFull.x, window->SizeFull.y - decoration_up_height); ImVec2 avail_size_from_last_frame = window->InnerRect.GetSize() + window->ScrollbarSizes; ImVec2 needed_size_from_last_frame = window_just_created ? ImVec2(0, 0) : window->ContentSize + window->WindowPadding * 2.0f; float size_x_for_scrollbars = use_current_size_for_scrollbar_x ? avail_size_from_current_frame.x : avail_size_from_last_frame.x; float size_y_for_scrollbars = use_current_size_for_scrollbar_y ? avail_size_from_current_frame.y : avail_size_from_last_frame.y; //bool scrollbar_y_from_last_frame = window->ScrollbarY; // FIXME: May want to use that in the ScrollbarX expression? How many pros vs cons? window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar)); window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((needed_size_from_last_frame.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar)); if (window->ScrollbarX && !window->ScrollbarY) window->ScrollbarY = (needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar); window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f); } // UPDATE RECTANGLES (1- THOSE NOT AFFECTED BY SCROLLING) // Update various regions. Variables they depends on should be set above in this function. // We set this up after processing the resize grip so that our rectangles doesn't lag by a frame. // Outer rectangle // Not affected by window border size. Used by: // - FindHoveredWindow() (w/ extra padding when border resize is enabled) // - Begin() initial clipping rect for drawing window background and borders. // - Begin() clipping whole child const ImRect host_rect = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) ? parent_window->ClipRect : viewport_rect; const ImRect outer_rect = window->Rect(); const ImRect title_bar_rect = window->TitleBarRect(); window->OuterRectClipped = outer_rect; if (window->DockIsActive) window->OuterRectClipped.Min.y += window->TitleBarHeight(); window->OuterRectClipped.ClipWith(host_rect); // Inner rectangle // Not affected by window border size. Used by: // - InnerClipRect // - ScrollToRectEx() // - NavUpdatePageUpPageDown() // - Scrollbar() window->InnerRect.Min.x = window->Pos.x; window->InnerRect.Min.y = window->Pos.y + decoration_up_height; window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->ScrollbarSizes.x; window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->ScrollbarSizes.y; // Inner clipping rectangle. // Will extend a little bit outside the normal work region. // This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space. // Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result. // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior. // Affected by window/frame border size. Used by: // - Begin() initial clip rect float top_border_size = (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize); window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize)); window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y + top_border_size); window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerRect.Max.x - ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize)); window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y - window->WindowBorderSize); window->InnerClipRect.ClipWithFull(host_rect); // Default item width. Make it proportional to window size if window manually resizes if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize)) window->ItemWidthDefault = ImFloor(window->Size.x * 0.65f); else window->ItemWidthDefault = ImFloor(g.FontSize * 16.0f); // SCROLLING // Lock down maximum scrolling // The value of ScrollMax are ahead from ScrollbarX/ScrollbarY which is intentionally using InnerRect from previous rect in order to accommodate // for right/bottom aligned items without creating a scrollbar. window->ScrollMax.x = ImMax(0.0f, window->ContentSize.x + window->WindowPadding.x * 2.0f - window->InnerRect.GetWidth()); window->ScrollMax.y = ImMax(0.0f, window->ContentSize.y + window->WindowPadding.y * 2.0f - window->InnerRect.GetHeight()); // Apply scrolling window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window); window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); // DRAWING // Setup draw list and outer clipping rectangle IM_ASSERT(window->DrawList->CmdBuffer.Size == 1 && window->DrawList->CmdBuffer[0].ElemCount == 0); window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID); PushClipRect(host_rect.Min, host_rect.Max, false); // Child windows can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call (since 1.71) // When using overlapping child windows, this will break the assumption that child z-order is mapped to submission order. // FIXME: User code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected (github #4493) const bool is_undocked_or_docked_visible = !window->DockIsActive || window->DockTabIsVisible; if (is_undocked_or_docked_visible) { bool render_decorations_in_parent = false; if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) { // - We test overlap with the previous child window only (testing all would end up being O(log N) not a good investment here) // - We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping childs ImGuiWindow* previous_child = parent_window->DC.ChildWindows.Size >= 2 ? parent_window->DC.ChildWindows[parent_window->DC.ChildWindows.Size - 2] : NULL; bool previous_child_overlapping = previous_child ? previous_child->Rect().Overlaps(window->Rect()) : false; bool parent_is_empty = parent_window->DrawList->VtxBuffer.Size > 0; if (window->DrawList->CmdBuffer.back().ElemCount == 0 && parent_is_empty && !previous_child_overlapping) render_decorations_in_parent = true; } if (render_decorations_in_parent) window->DrawList = parent_window->DrawList; // Handle title bar, scrollbar, resize grips and resize borders const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow; const bool title_bar_is_highlight = want_focus || (window_to_highlight && (window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight || (window->DockNode && window->DockNode == window_to_highlight->DockNode))); RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, handle_borders_and_resize_grips, resize_grip_count, resize_grip_col, resize_grip_draw_size); if (render_decorations_in_parent) window->DrawList = &window->DrawListInst; } // UPDATE RECTANGLES (2- THOSE AFFECTED BY SCROLLING) // Work rectangle. // Affected by window padding and border size. Used by: // - Columns() for right-most edge // - TreeNode(), CollapsingHeader() for right-most edge // - BeginTabBar() for right-most edge const bool allow_scrollbar_x = !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar); const bool allow_scrollbar_y = !(flags & ImGuiWindowFlags_NoScrollbar); const float work_rect_size_x = (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : ImMax(allow_scrollbar_x ? window->ContentSize.x : 0.0f, window->Size.x - window->WindowPadding.x * 2.0f - window->ScrollbarSizes.x)); const float work_rect_size_y = (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : ImMax(allow_scrollbar_y ? window->ContentSize.y : 0.0f, window->Size.y - window->WindowPadding.y * 2.0f - decoration_up_height - window->ScrollbarSizes.y)); window->WorkRect.Min.x = ImFloor(window->InnerRect.Min.x - window->Scroll.x + ImMax(window->WindowPadding.x, window->WindowBorderSize)); window->WorkRect.Min.y = ImFloor(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize)); window->WorkRect.Max.x = window->WorkRect.Min.x + work_rect_size_x; window->WorkRect.Max.y = window->WorkRect.Min.y + work_rect_size_y; window->ParentWorkRect = window->WorkRect; // [LEGACY] Content Region // FIXME-OBSOLETE: window->ContentRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it. // Used by: // - Mouse wheel scrolling + many other things window->ContentRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x; window->ContentRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + decoration_up_height; window->ContentRegionRect.Max.x = window->ContentRegionRect.Min.x + (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : (window->Size.x - window->WindowPadding.x * 2.0f - window->ScrollbarSizes.x)); window->ContentRegionRect.Max.y = window->ContentRegionRect.Min.y + (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : (window->Size.y - window->WindowPadding.y * 2.0f - decoration_up_height - window->ScrollbarSizes.y)); // Setup drawing context // (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.) window->DC.Indent.x = 0.0f + window->WindowPadding.x - window->Scroll.x; window->DC.GroupOffset.x = 0.0f; window->DC.ColumnsOffset.x = 0.0f; // Record the loss of precision of CursorStartPos which can happen due to really large scrolling amount. // This is used by clipper to compensate and fix the most common use case of large scroll area. Easy and cheap, next best thing compared to switching everything to double or ImU64. double start_pos_highp_x = (double)window->Pos.x + window->WindowPadding.x - (double)window->Scroll.x + window->DC.ColumnsOffset.x; double start_pos_highp_y = (double)window->Pos.y + window->WindowPadding.y - (double)window->Scroll.y + decoration_up_height; window->DC.CursorStartPos = ImVec2((float)start_pos_highp_x, (float)start_pos_highp_y); window->DC.CursorStartPosLossyness = ImVec2((float)(start_pos_highp_x - window->DC.CursorStartPos.x), (float)(start_pos_highp_y - window->DC.CursorStartPos.y)); window->DC.CursorPos = window->DC.CursorStartPos; window->DC.CursorPosPrevLine = window->DC.CursorPos; window->DC.CursorMaxPos = window->DC.CursorStartPos; window->DC.IdealMaxPos = window->DC.CursorStartPos; window->DC.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f); window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f; window->DC.IsSameLine = false; window->DC.NavLayerCurrent = ImGuiNavLayer_Main; window->DC.NavLayersActiveMask = window->DC.NavLayersActiveMaskNext; window->DC.NavHideHighlightOneFrame = false; window->DC.NavHasScroll = (window->ScrollMax.y > 0.0f); window->DC.MenuBarAppending = false; window->DC.MenuColumns.Update(style.ItemSpacing.x, window_just_activated_by_user); window->DC.TreeDepth = 0; window->DC.TreeJumpToParentOnPopMask = 0x00; window->DC.ChildWindows.resize(0); window->DC.StateStorage = &window->StateStorage; window->DC.CurrentColumns = NULL; window->DC.LayoutType = ImGuiLayoutType_Vertical; window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical; window->DC.ItemWidth = window->ItemWidthDefault; window->DC.TextWrapPos = -1.0f; // disabled window->DC.ItemWidthStack.resize(0); window->DC.TextWrapPosStack.resize(0); if (window->AutoFitFramesX > 0) window->AutoFitFramesX--; if (window->AutoFitFramesY > 0) window->AutoFitFramesY--; // Apply focus (we need to call FocusWindow() AFTER setting DC.CursorStartPos so our initial navigation reference rectangle can start around there) if (want_focus) { FocusWindow(window); NavInitWindow(window, false); // <-- this is in the way for us to be able to defer and sort reappearing FocusWindow() calls } // Close requested by platform window if (p_open != NULL && window->Viewport->PlatformRequestClose && window->Viewport != GetMainViewport()) { if (!window->DockIsActive || window->DockTabIsVisible) { window->Viewport->PlatformRequestClose = false; g.NavWindowingToggleLayer = false; // Assume user mapped PlatformRequestClose on ALT-F4 so we disable ALT for menu toggle. False positive not an issue. IMGUI_DEBUG_LOG_VIEWPORT("Window '%s' PlatformRequestClose\n", window->Name); *p_open = false; } } // Title bar if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive) RenderWindowTitleBarContents(window, ImRect(title_bar_rect.Min.x + window->WindowBorderSize, title_bar_rect.Min.y, title_bar_rect.Max.x - window->WindowBorderSize, title_bar_rect.Max.y), name, p_open); // Clear hit test shape every frame window->HitTestHoleSize.x = window->HitTestHoleSize.y = 0; // Pressing CTRL+C while holding on a window copy its content to the clipboard // This works but 1. doesn't handle multiple Begin/End pairs, 2. recursing into another Begin/End pair - so we need to work that out and add better logging scope. // Maybe we can support CTRL+C on every element? /* //if (g.NavWindow == window && g.ActiveId == 0) if (g.ActiveId == window->MoveId) if (g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_C)) LogToClipboard(); */ if (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable) { // Docking: Dragging a dockable window (or any of its child) turns it into a drag and drop source. // We need to do this _before_ we overwrite window->DC.LastItemId below because BeginDockableDragDropSource() also overwrites it. if ((g.MovingWindow == window) && (g.IO.ConfigDockingWithShift == g.IO.KeyShift)) if ((window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoDocking) == 0) BeginDockableDragDropSource(window); // Docking: Any dockable window can act as a target. For dock node hosts we call BeginDockableDragDropTarget() in DockNodeUpdate() instead. if (g.DragDropActive && !(flags & ImGuiWindowFlags_NoDocking)) if (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != window) if ((window == window->RootWindowDockTree) && !(window->Flags & ImGuiWindowFlags_DockNodeHost)) BeginDockableDragDropTarget(window); } // We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin(). // This is useful to allow creating context menus on title bar only, etc. if (window->DockIsActive) SetLastItemData(window->MoveId, g.CurrentItemFlags, window->DockTabItemStatusFlags, window->DockTabItemRect); else SetLastItemData(window->MoveId, g.CurrentItemFlags, IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0, title_bar_rect); // [Test Engine] Register title bar / tab if (!(window->Flags & ImGuiWindowFlags_NoTitleBar)) IMGUI_TEST_ENGINE_ITEM_ADD(g.LastItemData.Rect, g.LastItemData.ID); } else { // Append SetCurrentViewport(window, window->Viewport); SetCurrentWindow(window); } // Pull/inherit current state window->DC.NavFocusScopeIdCurrent = (flags & ImGuiWindowFlags_ChildWindow) ? parent_window->DC.NavFocusScopeIdCurrent : window->GetID("#FOCUSSCOPE"); // Inherit from parent only // -V595 if (!(flags & ImGuiWindowFlags_DockNodeHost)) PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true); // Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused) window->WriteAccessed = false; window->BeginCount++; g.NextWindowData.ClearFlags(); // Update visibility if (first_begin_of_the_frame) { // When we are about to select this tab (which will only be visible on the _next frame_), flag it with a non-zero HiddenFramesCannotSkipItems. // This will have the important effect of actually returning true in Begin() and not setting SkipItems, allowing an earlier submission of the window contents. // This is analogous to regular windows being hidden from one frame. // It is especially important as e.g. nested TabBars would otherwise generate flicker in the form of one empty frame, or focus requests won't be processed. if (window->DockIsActive && !window->DockTabIsVisible) { if (window->LastFrameJustFocused == g.FrameCount) window->HiddenFramesCannotSkipItems = 1; else window->HiddenFramesCanSkipItems = 1; } if (flags & ImGuiWindowFlags_ChildWindow) { // Child window can be out of sight and have "negative" clip windows. // Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar). IM_ASSERT((flags& ImGuiWindowFlags_NoTitleBar) != 0 || (window->DockIsActive)); if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) // FIXME: Doesn't make sense for ChildWindow?? { const bool nav_request = (flags & ImGuiWindowFlags_NavFlattened) && (g.NavAnyRequest && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav); if (!g.LogEnabled && !nav_request) if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y) window->HiddenFramesCanSkipItems = 1; } // Hide along with parent or if parent is collapsed if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0)) window->HiddenFramesCanSkipItems = 1; if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCannotSkipItems > 0)) window->HiddenFramesCannotSkipItems = 1; } // Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point) if (style.Alpha <= 0.0f) window->HiddenFramesCanSkipItems = 1; // Update the Hidden flag bool hidden_regular = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0); window->Hidden = hidden_regular || (window->HiddenFramesForRenderOnly > 0); // Disable inputs for requested number of frames if (window->DisableInputsFrames > 0) { window->DisableInputsFrames--; window->Flags |= ImGuiWindowFlags_NoInputs; } // Update the SkipItems flag, used to early out of all items functions (no layout required) bool skip_items = false; if (window->Collapsed || !window->Active || hidden_regular) if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0) skip_items = true; window->SkipItems = skip_items; // Only clear NavLayersActiveMaskNext when marked as visible, so a CTRL+Tab back can use a safe value. if (!window->SkipItems) window->DC.NavLayersActiveMaskNext = 0x00; // Sanity check: there are two spots which can set Appearing = true // - when 'window_just_activated_by_user' is set -> HiddenFramesCannotSkipItems is set -> SkipItems always false // - in BeginDocked() path when DockNodeIsVisible == DockTabIsVisible == true -> hidden _should_ be all zero // FIXME: Not formally proven, hence the assert. if (window->SkipItems && !window->Appearing) IM_ASSERT(window->Appearing == false); // Please report on GitHub if this triggers: https://github.com/ocornut/imgui/issues/4177 } return !window->SkipItems; } void ImGui::End() { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; // Error checking: verify that user hasn't called End() too many times! if (g.CurrentWindowStack.Size <= 1 && g.WithinFrameScopeWithImplicitWindow) { IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size > 1, "Calling End() too many times!"); return; } IM_ASSERT(g.CurrentWindowStack.Size > 0); // Error checking: verify that user doesn't directly call End() on a child window. if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_DockNodeHost) && !window->DockIsActive) IM_ASSERT_USER_ERROR(g.WithinEndChild, "Must call EndChild() and not End()!"); // Close anything that is open if (window->DC.CurrentColumns) EndColumns(); if (!(window->Flags & ImGuiWindowFlags_DockNodeHost)) // Pop inner window clip rectangle PopClipRect(); // Stop logging if (!(window->Flags & ImGuiWindowFlags_ChildWindow)) // FIXME: add more options for scope of logging LogFinish(); // Docking: report contents sizes to parent to allow for auto-resize if (window->DockNode && window->DockTabIsVisible) if (ImGuiWindow* host_window = window->DockNode->HostWindow) // FIXME-DOCK host_window->DC.CursorMaxPos = window->DC.CursorMaxPos + window->WindowPadding - host_window->WindowPadding; // Pop from window stack g.LastItemData = g.CurrentWindowStack.back().ParentLastItemDataBackup; if (window->Flags & ImGuiWindowFlags_ChildMenu) g.BeginMenuCount--; if (window->Flags & ImGuiWindowFlags_Popup) g.BeginPopupStack.pop_back(); g.CurrentWindowStack.back().StackSizesOnBegin.CompareWithCurrentState(); g.CurrentWindowStack.pop_back(); SetCurrentWindow(g.CurrentWindowStack.Size == 0 ? NULL : g.CurrentWindowStack.back().Window); if (g.CurrentWindow) SetCurrentViewport(g.CurrentWindow, g.CurrentWindow->Viewport); } void ImGui::BringWindowToFocusFront(ImGuiWindow* window) { ImGuiContext& g = *GImGui; IM_ASSERT(window == window->RootWindow); const int cur_order = window->FocusOrder; IM_ASSERT(g.WindowsFocusOrder[cur_order] == window); if (g.WindowsFocusOrder.back() == window) return; const int new_order = g.WindowsFocusOrder.Size - 1; for (int n = cur_order; n < new_order; n++) { g.WindowsFocusOrder[n] = g.WindowsFocusOrder[n + 1]; g.WindowsFocusOrder[n]->FocusOrder--; IM_ASSERT(g.WindowsFocusOrder[n]->FocusOrder == n); } g.WindowsFocusOrder[new_order] = window; window->FocusOrder = (short)new_order; } void ImGui::BringWindowToDisplayFront(ImGuiWindow* window) { ImGuiContext& g = *GImGui; ImGuiWindow* current_front_window = g.Windows.back(); if (current_front_window == window || current_front_window->RootWindowDockTree == window) // Cheap early out (could be better) return; for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window if (g.Windows[i] == window) { memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*)); g.Windows[g.Windows.Size - 1] = window; break; } } void ImGui::BringWindowToDisplayBack(ImGuiWindow* window) { ImGuiContext& g = *GImGui; if (g.Windows[0] == window) return; for (int i = 0; i < g.Windows.Size; i++) if (g.Windows[i] == window) { memmove(&g.Windows[1], &g.Windows[0], (size_t)i * sizeof(ImGuiWindow*)); g.Windows[0] = window; break; } } void ImGui::BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* behind_window) { IM_ASSERT(window != NULL && behind_window != NULL); ImGuiContext& g = *GImGui; window = window->RootWindow; behind_window = behind_window->RootWindow; int pos_wnd = FindWindowDisplayIndex(window); int pos_beh = FindWindowDisplayIndex(behind_window); if (pos_wnd < pos_beh) { size_t copy_bytes = (pos_beh - pos_wnd - 1) * sizeof(ImGuiWindow*); memmove(&g.Windows.Data[pos_wnd], &g.Windows.Data[pos_wnd + 1], copy_bytes); g.Windows[pos_beh - 1] = window; } else { size_t copy_bytes = (pos_wnd - pos_beh) * sizeof(ImGuiWindow*); memmove(&g.Windows.Data[pos_beh + 1], &g.Windows.Data[pos_beh], copy_bytes); g.Windows[pos_beh] = window; } } int ImGui::FindWindowDisplayIndex(ImGuiWindow* window) { ImGuiContext& g = *GImGui; return g.Windows.index_from_ptr(g.Windows.find(window)); } // Moving window to front of display and set focus (which happens to be back of our sorted list) void ImGui::FocusWindow(ImGuiWindow* window) { ImGuiContext& g = *GImGui; if (g.NavWindow != window) { g.NavWindow = window; if (window && g.NavDisableMouseHover) g.NavMousePosDirty = true; g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId g.NavFocusScopeId = 0; g.NavIdIsAlive = false; g.NavLayer = ImGuiNavLayer_Main; g.NavInitRequest = g.NavMoveSubmitted = g.NavMoveScoringItems = false; NavUpdateAnyRequestFlag(); //IMGUI_DEBUG_LOG("FocusWindow(\"%s\")\n", window ? window->Name : NULL); } // Close popups if any ClosePopupsOverWindow(window, false); // Move the root window to the top of the pile IM_ASSERT(window == NULL || window->RootWindowDockTree != NULL); ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL; ImGuiWindow* display_front_window = window ? window->RootWindowDockTree : NULL; ImGuiDockNode* dock_node = window ? window->DockNode : NULL; bool active_id_window_is_dock_node_host = (g.ActiveIdWindow && dock_node && dock_node->HostWindow == g.ActiveIdWindow); // Steal active widgets. Some of the cases it triggers includes: // - Focus a window while an InputText in another window is active, if focus happens before the old InputText can run. // - When using Nav to activate menu items (due to timing of activating on press->new window appears->losing ActiveId) // - Using dock host items (tab, collapse button) can trigger this before we redirect the ActiveIdWindow toward the child window. if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window) if (!g.ActiveIdNoClearOnFocusLoss && !active_id_window_is_dock_node_host) ClearActiveID(); // Passing NULL allow to disable keyboard focus if (!window) return; window->LastFrameJustFocused = g.FrameCount; // Select in dock node if (dock_node && dock_node->TabBar) dock_node->TabBar->SelectedTabId = dock_node->TabBar->NextSelectedTabId = window->TabId; // Bring to front BringWindowToFocusFront(focus_front_window); if (((window->Flags | focus_front_window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0) BringWindowToDisplayFront(display_front_window); } void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window) { ImGuiContext& g = *GImGui; int start_idx = g.WindowsFocusOrder.Size - 1; if (under_this_window != NULL) { // Aim at root window behind us, if we are in a child window that's our own root (see #4640) int offset = -1; while (under_this_window->Flags & ImGuiWindowFlags_ChildWindow) { under_this_window = under_this_window->ParentWindow; offset = 0; } start_idx = FindWindowFocusIndex(under_this_window) + offset; } for (int i = start_idx; i >= 0; i--) { // We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user. ImGuiWindow* window = g.WindowsFocusOrder[i]; IM_ASSERT(window == window->RootWindow); if (window != ignore_window && window->WasActive) if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) { // FIXME-DOCK: This is failing (lagging by one frame) for docked windows. // If A and B are docked into window and B disappear, at the NewFrame() call site window->NavLastChildNavWindow will still point to B. // We might leverage the tab order implicitly stored in window->DockNodeAsHost->TabBar (essentially the 'most_recently_selected_tab' code in tab bar will do that but on next update) // to tell which is the "previous" window. Or we may leverage 'LastFrameFocused/LastFrameJustFocused' and have this function handle child window itself? ImGuiWindow* focus_window = NavRestoreLastChildNavWindow(window); FocusWindow(focus_window); return; } } FocusWindow(NULL); } // Important: this alone doesn't alter current ImDrawList state. This is called by PushFont/PopFont only. void ImGui::SetCurrentFont(ImFont* font) { ImGuiContext& g = *GImGui; IM_ASSERT(font && font->IsLoaded()); // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ? IM_ASSERT(font->Scale > 0.0f); g.Font = font; g.FontBaseSize = ImMax(1.0f, g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale); g.FontSize = g.CurrentWindow ? g.CurrentWindow->CalcFontSize() : 0.0f; ImFontAtlas* atlas = g.Font->ContainerAtlas; g.DrawListSharedData.TexUvWhitePixel = atlas->TexUvWhitePixel; g.DrawListSharedData.TexUvLines = atlas->TexUvLines; g.DrawListSharedData.Font = g.Font; g.DrawListSharedData.FontSize = g.FontSize; } void ImGui::PushFont(ImFont* font) { ImGuiContext& g = *GImGui; if (!font) font = GetDefaultFont(); SetCurrentFont(font); g.FontStack.push_back(font); g.CurrentWindow->DrawList->PushTextureID(font->ContainerAtlas->TexID); } void ImGui::PopFont() { ImGuiContext& g = *GImGui; g.CurrentWindow->DrawList->PopTextureID(); g.FontStack.pop_back(); SetCurrentFont(g.FontStack.empty() ? GetDefaultFont() : g.FontStack.back()); } void ImGui::PushItemFlag(ImGuiItemFlags option, bool enabled) { ImGuiContext& g = *GImGui; ImGuiItemFlags item_flags = g.CurrentItemFlags; IM_ASSERT(item_flags == g.ItemFlagsStack.back()); if (enabled) item_flags |= option; else item_flags &= ~option; g.CurrentItemFlags = item_flags; g.ItemFlagsStack.push_back(item_flags); } void ImGui::PopItemFlag() { ImGuiContext& g = *GImGui; IM_ASSERT(g.ItemFlagsStack.Size > 1); // Too many calls to PopItemFlag() - we always leave a 0 at the bottom of the stack. g.ItemFlagsStack.pop_back(); g.CurrentItemFlags = g.ItemFlagsStack.back(); } // BeginDisabled()/EndDisabled() // - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled) // - Visually this is currently altering alpha, but it is expected that in a future styling system this would work differently. // - Feedback welcome at https://github.com/ocornut/imgui/issues/211 // - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it. // - Optimized shortcuts instead of PushStyleVar() + PushItemFlag() void ImGui::BeginDisabled(bool disabled) { ImGuiContext& g = *GImGui; bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0; if (!was_disabled && disabled) { g.DisabledAlphaBackup = g.Style.Alpha; g.Style.Alpha *= g.Style.DisabledAlpha; // PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * g.Style.DisabledAlpha); } if (was_disabled || disabled) g.CurrentItemFlags |= ImGuiItemFlags_Disabled; g.ItemFlagsStack.push_back(g.CurrentItemFlags); g.DisabledStackSize++; } void ImGui::EndDisabled() { ImGuiContext& g = *GImGui; IM_ASSERT(g.DisabledStackSize > 0); g.DisabledStackSize--; bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0; //PopItemFlag(); g.ItemFlagsStack.pop_back(); g.CurrentItemFlags = g.ItemFlagsStack.back(); if (was_disabled && (g.CurrentItemFlags & ImGuiItemFlags_Disabled) == 0) g.Style.Alpha = g.DisabledAlphaBackup; //PopStyleVar(); } // FIXME: Look into renaming this once we have settled the new Focus/Activation/TabStop system. void ImGui::PushAllowKeyboardFocus(bool allow_keyboard_focus) { PushItemFlag(ImGuiItemFlags_NoTabStop, !allow_keyboard_focus); } void ImGui::PopAllowKeyboardFocus() { PopItemFlag(); } void ImGui::PushButtonRepeat(bool repeat) { PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat); } void ImGui::PopButtonRepeat() { PopItemFlag(); } void ImGui::PushTextWrapPos(float wrap_pos_x) { ImGuiWindow* window = GetCurrentWindow(); window->DC.TextWrapPosStack.push_back(window->DC.TextWrapPos); window->DC.TextWrapPos = wrap_pos_x; } void ImGui::PopTextWrapPos() { ImGuiWindow* window = GetCurrentWindow(); window->DC.TextWrapPos = window->DC.TextWrapPosStack.back(); window->DC.TextWrapPosStack.pop_back(); } static ImGuiWindow* GetCombinedRootWindow(ImGuiWindow* window, bool popup_hierarchy, bool dock_hierarchy) { ImGuiWindow* last_window = NULL; while (last_window != window) { last_window = window; window = window->RootWindow; if (popup_hierarchy) window = window->RootWindowPopupTree; if (dock_hierarchy) window = window->RootWindowDockTree; } return window; } bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy, bool dock_hierarchy) { ImGuiWindow* window_root = GetCombinedRootWindow(window, popup_hierarchy, dock_hierarchy); if (window_root == potential_parent) return true; while (window != NULL) { if (window == potential_parent) return true; if (window == window_root) // end of chain return false; window = window->ParentWindow; } return false; } bool ImGui::IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent) { if (window->RootWindow == potential_parent) return true; while (window != NULL) { if (window == potential_parent) return true; window = window->ParentWindowInBeginStack; } return false; } bool ImGui::IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below) { ImGuiContext& g = *GImGui; // It would be saner to ensure that display layer is always reflected in the g.Windows[] order, which would likely requires altering all manipulations of that array const int display_layer_delta = GetWindowDisplayLayer(potential_above) - GetWindowDisplayLayer(potential_below); if (display_layer_delta != 0) return display_layer_delta > 0; for (int i = g.Windows.Size - 1; i >= 0; i--) { ImGuiWindow* candidate_window = g.Windows[i]; if (candidate_window == potential_above) return true; if (candidate_window == potential_below) return false; } return false; } bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags) { IM_ASSERT((flags & (ImGuiHoveredFlags_AllowWhenOverlapped | ImGuiHoveredFlags_AllowWhenDisabled)) == 0); // Flags not supported by this function ImGuiContext& g = *GImGui; ImGuiWindow* ref_window = g.HoveredWindow; ImGuiWindow* cur_window = g.CurrentWindow; if (ref_window == NULL) return false; if ((flags & ImGuiHoveredFlags_AnyWindow) == 0) { IM_ASSERT(cur_window); // Not inside a Begin()/End() const bool popup_hierarchy = (flags & ImGuiHoveredFlags_NoPopupHierarchy) == 0; const bool dock_hierarchy = (flags & ImGuiHoveredFlags_DockHierarchy) != 0; if (flags & ImGuiHoveredFlags_RootWindow) cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy); bool result; if (flags & ImGuiHoveredFlags_ChildWindows) result = IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy); else result = (ref_window == cur_window); if (!result) return false; } if (!IsWindowContentHoverable(ref_window, flags)) return false; if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != ref_window->MoveId) return false; return true; } bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags) { ImGuiContext& g = *GImGui; ImGuiWindow* ref_window = g.NavWindow; ImGuiWindow* cur_window = g.CurrentWindow; if (ref_window == NULL) return false; if (flags & ImGuiFocusedFlags_AnyWindow) return true; IM_ASSERT(cur_window); // Not inside a Begin()/End() const bool popup_hierarchy = (flags & ImGuiFocusedFlags_NoPopupHierarchy) == 0; const bool dock_hierarchy = (flags & ImGuiFocusedFlags_DockHierarchy) != 0; if (flags & ImGuiHoveredFlags_RootWindow) cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy); if (flags & ImGuiHoveredFlags_ChildWindows) return IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy); else return (ref_window == cur_window); } ImGuiID ImGui::GetWindowDockID() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DockId; } bool ImGui::IsWindowDocked() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DockIsActive; } // Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext) // Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmatically. // If you want a window to never be focused, you may use the e.g. NoInputs flag. bool ImGui::IsWindowNavFocusable(ImGuiWindow* window) { return window->WasActive && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus); } float ImGui::GetWindowWidth() { ImGuiWindow* window = GImGui->CurrentWindow; return window->Size.x; } float ImGui::GetWindowHeight() { ImGuiWindow* window = GImGui->CurrentWindow; return window->Size.y; } ImVec2 ImGui::GetWindowPos() { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; return window->Pos; } void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond) { // Test condition (NB: bit 0 is always true) and clear flags for next time if (cond && (window->SetWindowPosAllowFlags & cond) == 0) return; IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); window->SetWindowPosVal = ImVec2(FLT_MAX, FLT_MAX); // Set const ImVec2 old_pos = window->Pos; window->Pos = ImFloor(pos); ImVec2 offset = window->Pos - old_pos; // FIXME: share code with TranslateWindow(), need to confirm whether the 3 rect modified by TranslateWindow() are desirable here. window->DC.CursorPos += offset; // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor window->DC.CursorMaxPos += offset; // And more importantly we need to offset CursorMaxPos/CursorStartPos this so ContentSize calculation doesn't get affected. window->DC.IdealMaxPos += offset; window->DC.CursorStartPos += offset; } void ImGui::SetWindowPos(const ImVec2& pos, ImGuiCond cond) { ImGuiWindow* window = GetCurrentWindowRead(); SetWindowPos(window, pos, cond); } void ImGui::SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond) { if (ImGuiWindow* window = FindWindowByName(name)) SetWindowPos(window, pos, cond); } ImVec2 ImGui::GetWindowSize() { ImGuiWindow* window = GetCurrentWindowRead(); return window->Size; } void ImGui::SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond) { // Test condition (NB: bit 0 is always true) and clear flags for next time if (cond && (window->SetWindowSizeAllowFlags & cond) == 0) return; IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. window->SetWindowSizeAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); // Set if (size.x > 0.0f) { window->AutoFitFramesX = 0; window->SizeFull.x = IM_FLOOR(size.x); } else { window->AutoFitFramesX = 2; window->AutoFitOnlyGrows = false; } if (size.y > 0.0f) { window->AutoFitFramesY = 0; window->SizeFull.y = IM_FLOOR(size.y); } else { window->AutoFitFramesY = 2; window->AutoFitOnlyGrows = false; } } void ImGui::SetWindowSize(const ImVec2& size, ImGuiCond cond) { SetWindowSize(GImGui->CurrentWindow, size, cond); } void ImGui::SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond) { if (ImGuiWindow* window = FindWindowByName(name)) SetWindowSize(window, size, cond); } void ImGui::SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond) { // Test condition (NB: bit 0 is always true) and clear flags for next time if (cond && (window->SetWindowCollapsedAllowFlags & cond) == 0) return; window->SetWindowCollapsedAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); // Set window->Collapsed = collapsed; } void ImGui::SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size) { IM_ASSERT(window->HitTestHoleSize.x == 0); // We don't support multiple holes/hit test filters window->HitTestHoleSize = ImVec2ih(size); window->HitTestHoleOffset = ImVec2ih(pos - window->Pos); } void ImGui::SetWindowCollapsed(bool collapsed, ImGuiCond cond) { SetWindowCollapsed(GImGui->CurrentWindow, collapsed, cond); } bool ImGui::IsWindowCollapsed() { ImGuiWindow* window = GetCurrentWindowRead(); return window->Collapsed; } bool ImGui::IsWindowAppearing() { ImGuiWindow* window = GetCurrentWindowRead(); return window->Appearing; } void ImGui::SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond) { if (ImGuiWindow* window = FindWindowByName(name)) SetWindowCollapsed(window, collapsed, cond); } void ImGui::SetWindowFocus() { FocusWindow(GImGui->CurrentWindow); } void ImGui::SetWindowFocus(const char* name) { if (name) { if (ImGuiWindow* window = FindWindowByName(name)) FocusWindow(window); } else { FocusWindow(NULL); } } void ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiCond cond, const ImVec2& pivot) { ImGuiContext& g = *GImGui; IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasPos; g.NextWindowData.PosVal = pos; g.NextWindowData.PosPivotVal = pivot; g.NextWindowData.PosCond = cond ? cond : ImGuiCond_Always; g.NextWindowData.PosUndock = true; } void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond) { ImGuiContext& g = *GImGui; IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSize; g.NextWindowData.SizeVal = size; g.NextWindowData.SizeCond = cond ? cond : ImGuiCond_Always; } void ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback, void* custom_callback_user_data) { ImGuiContext& g = *GImGui; g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSizeConstraint; g.NextWindowData.SizeConstraintRect = ImRect(size_min, size_max); g.NextWindowData.SizeCallback = custom_callback; g.NextWindowData.SizeCallbackUserData = custom_callback_user_data; } // Content size = inner scrollable rectangle, padded with WindowPadding. // SetNextWindowContentSize(ImVec2(100,100) + ImGuiWindowFlags_AlwaysAutoResize will always allow submitting a 100x100 item. void ImGui::SetNextWindowContentSize(const ImVec2& size) { ImGuiContext& g = *GImGui; g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasContentSize; g.NextWindowData.ContentSizeVal = ImFloor(size); } void ImGui::SetNextWindowScroll(const ImVec2& scroll) { ImGuiContext& g = *GImGui; g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasScroll; g.NextWindowData.ScrollVal = scroll; } void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond) { ImGuiContext& g = *GImGui; IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasCollapsed; g.NextWindowData.CollapsedVal = collapsed; g.NextWindowData.CollapsedCond = cond ? cond : ImGuiCond_Always; } void ImGui::SetNextWindowFocus() { ImGuiContext& g = *GImGui; g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasFocus; } void ImGui::SetNextWindowBgAlpha(float alpha) { ImGuiContext& g = *GImGui; g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasBgAlpha; g.NextWindowData.BgAlphaVal = alpha; } void ImGui::SetNextWindowViewport(ImGuiID id) { ImGuiContext& g = *GImGui; g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasViewport; g.NextWindowData.ViewportId = id; } void ImGui::SetNextWindowDockID(ImGuiID id, ImGuiCond cond) { ImGuiContext& g = *GImGui; g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasDock; g.NextWindowData.DockCond = cond ? cond : ImGuiCond_Always; g.NextWindowData.DockId = id; } void ImGui::SetNextWindowClass(const ImGuiWindowClass* window_class) { ImGuiContext& g = *GImGui; IM_ASSERT((window_class->ViewportFlagsOverrideSet & window_class->ViewportFlagsOverrideClear) == 0); // Cannot set both set and clear for the same bit g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasWindowClass; g.NextWindowData.WindowClass = *window_class; } ImDrawList* ImGui::GetWindowDrawList() { ImGuiWindow* window = GetCurrentWindow(); return window->DrawList; } float ImGui::GetWindowDpiScale() { ImGuiContext& g = *GImGui; return g.CurrentDpiScale; } ImGuiViewport* ImGui::GetWindowViewport() { ImGuiContext& g = *GImGui; IM_ASSERT(g.CurrentViewport != NULL && g.CurrentViewport == g.CurrentWindow->Viewport); return g.CurrentViewport; } ImFont* ImGui::GetFont() { return GImGui->Font; } float ImGui::GetFontSize() { return GImGui->FontSize; } ImVec2 ImGui::GetFontTexUvWhitePixel() { return GImGui->DrawListSharedData.TexUvWhitePixel; } void ImGui::SetWindowFontScale(float scale) { IM_ASSERT(scale > 0.0f); ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); window->FontWindowScale = scale; g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize(); } void ImGui::ActivateItem(ImGuiID id) { ImGuiContext& g = *GImGui; g.NavNextActivateId = id; g.NavNextActivateFlags = ImGuiActivateFlags_None; } void ImGui::PushFocusScope(ImGuiID id) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; g.FocusScopeStack.push_back(window->DC.NavFocusScopeIdCurrent); window->DC.NavFocusScopeIdCurrent = id; } void ImGui::PopFocusScope() { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; IM_ASSERT(g.FocusScopeStack.Size > 0); // Too many PopFocusScope() ? window->DC.NavFocusScopeIdCurrent = g.FocusScopeStack.back(); g.FocusScopeStack.pop_back(); } void ImGui::SetKeyboardFocusHere(int offset) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; IM_ASSERT(offset >= -1); // -1 is allowed but not below g.NavWindow = window; ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY; NavMoveRequestSubmit(ImGuiDir_None, offset < 0 ? ImGuiDir_Up : ImGuiDir_Down, ImGuiNavMoveFlags_Tabbing | ImGuiNavMoveFlags_FocusApi, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable. if (offset == -1) { NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal); } else { g.NavTabbingDir = 1; g.NavTabbingCounter = offset + 1; } } void ImGui::SetItemDefaultFocus() { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (!window->Appearing) return; if (g.NavWindow != window->RootWindowForNav || (!g.NavInitRequest && g.NavInitResultId == 0) || g.NavLayer != window->DC.NavLayerCurrent) return; g.NavInitRequest = false; g.NavInitResultId = g.LastItemData.ID; g.NavInitResultRectRel = WindowRectAbsToRel(window, g.LastItemData.Rect); NavUpdateAnyRequestFlag(); // Scroll could be done in NavInitRequestApplyResult() via a opt-in flag (we however don't want regular init requests to scroll) if (!IsItemVisible()) ScrollToRectEx(window, g.LastItemData.Rect, ImGuiScrollFlags_None); } void ImGui::SetStateStorage(ImGuiStorage* tree) { ImGuiWindow* window = GImGui->CurrentWindow; window->DC.StateStorage = tree ? tree : &window->StateStorage; } ImGuiStorage* ImGui::GetStateStorage() { ImGuiWindow* window = GImGui->CurrentWindow; return window->DC.StateStorage; } void ImGui::PushID(const char* str_id) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; ImGuiID id = window->GetID(str_id); window->IDStack.push_back(id); } void ImGui::PushID(const char* str_id_begin, const char* str_id_end) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; ImGuiID id = window->GetID(str_id_begin, str_id_end); window->IDStack.push_back(id); } void ImGui::PushID(const void* ptr_id) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; ImGuiID id = window->GetID(ptr_id); window->IDStack.push_back(id); } void ImGui::PushID(int int_id) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; ImGuiID id = window->GetID(int_id); window->IDStack.push_back(id); } // Push a given id value ignoring the ID stack as a seed. void ImGui::PushOverrideID(ImGuiID id) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (g.DebugHookIdInfo == id) DebugHookIdInfo(id, ImGuiDataType_ID, NULL, NULL); window->IDStack.push_back(id); } // Helper to avoid a common series of PushOverrideID -> GetID() -> PopID() call // (note that when using this pattern, TestEngine's "Stack Tool" will tend to not display the intermediate stack level. // for that to work we would need to do PushOverrideID() -> ItemAdd() -> PopID() which would alter widget code a little more) ImGuiID ImGui::GetIDWithSeed(const char* str, const char* str_end, ImGuiID seed) { ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); KeepAliveID(id); ImGuiContext& g = *GImGui; if (g.DebugHookIdInfo == id) DebugHookIdInfo(id, ImGuiDataType_String, str, str_end); return id; } void ImGui::PopID() { ImGuiWindow* window = GImGui->CurrentWindow; IM_ASSERT(window->IDStack.Size > 1); // Too many PopID(), or could be popping in a wrong/different window? window->IDStack.pop_back(); } ImGuiID ImGui::GetID(const char* str_id) { ImGuiWindow* window = GImGui->CurrentWindow; return window->GetID(str_id); } ImGuiID ImGui::GetID(const char* str_id_begin, const char* str_id_end) { ImGuiWindow* window = GImGui->CurrentWindow; return window->GetID(str_id_begin, str_id_end); } ImGuiID ImGui::GetID(const void* ptr_id) { ImGuiWindow* window = GImGui->CurrentWindow; return window->GetID(ptr_id); } bool ImGui::IsRectVisible(const ImVec2& size) { ImGuiWindow* window = GImGui->CurrentWindow; return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size)); } bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max) { ImGuiWindow* window = GImGui->CurrentWindow; return window->ClipRect.Overlaps(ImRect(rect_min, rect_max)); } //----------------------------------------------------------------------------- // [SECTION] INPUTS //----------------------------------------------------------------------------- // Test if mouse cursor is hovering given rectangle // NB- Rectangle is clipped by our current clip setting // NB- Expand the rectangle to be generous on imprecise inputs systems (g.Style.TouchExtraPadding) bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip) { ImGuiContext& g = *GImGui; // Clip ImRect rect_clipped(r_min, r_max); if (clip) rect_clipped.ClipWith(g.CurrentWindow->ClipRect); // Expand for touch input const ImRect rect_for_touch(rect_clipped.Min - g.Style.TouchExtraPadding, rect_clipped.Max + g.Style.TouchExtraPadding); if (!rect_for_touch.Contains(g.IO.MousePos)) return false; if (!g.MouseViewport->GetMainRect().Overlaps(rect_clipped)) return false; return true; } ImGuiKeyData* ImGui::GetKeyData(ImGuiKey key) { ImGuiContext& g = *GImGui; int index; #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO IM_ASSERT(key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_NamedKey_END); if (IsLegacyKey(key)) index = (g.IO.KeyMap[key] != -1) ? g.IO.KeyMap[key] : key; // Remap native->imgui or imgui->native else index = key; #else IM_ASSERT(IsNamedKey(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend & user code."); index = key - ImGuiKey_NamedKey_BEGIN; #endif return &g.IO.KeysData[index]; } #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO int ImGui::GetKeyIndex(ImGuiKey key) { ImGuiContext& g = *GImGui; IM_ASSERT(IsNamedKey(key)); const ImGuiKeyData* key_data = GetKeyData(key); return (int)(key_data - g.IO.KeysData); } #endif // Those names a provided for debugging purpose and are not meant to be saved persistently not compared. static const char* const GKeyNames[] = { "Tab", "LeftArrow", "RightArrow", "UpArrow", "DownArrow", "PageUp", "PageDown", "Home", "End", "Insert", "Delete", "Backspace", "Space", "Enter", "Escape", "LeftCtrl", "LeftShift", "LeftAlt", "LeftSuper", "RightCtrl", "RightShift", "RightAlt", "RightSuper", "Menu", "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "A", "B", "C", "D", "E", "F", "G", "H", "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z", "F1", "F2", "F3", "F4", "F5", "F6", "F7", "F8", "F9", "F10", "F11", "F12", "Apostrophe", "Comma", "Minus", "Period", "Slash", "Semicolon", "Equal", "LeftBracket", "Backslash", "RightBracket", "GraveAccent", "CapsLock", "ScrollLock", "NumLock", "PrintScreen", "Pause", "Keypad0", "Keypad1", "Keypad2", "Keypad3", "Keypad4", "Keypad5", "Keypad6", "Keypad7", "Keypad8", "Keypad9", "KeypadDecimal", "KeypadDivide", "KeypadMultiply", "KeypadSubtract", "KeypadAdd", "KeypadEnter", "KeypadEqual", "GamepadStart", "GamepadBack", "GamepadFaceUp", "GamepadFaceDown", "GamepadFaceLeft", "GamepadFaceRight", "GamepadDpadUp", "GamepadDpadDown", "GamepadDpadLeft", "GamepadDpadRight", "GamepadL1", "GamepadR1", "GamepadL2", "GamepadR2", "GamepadL3", "GamepadR3", "GamepadLStickUp", "GamepadLStickDown", "GamepadLStickLeft", "GamepadLStickRight", "GamepadRStickUp", "GamepadRStickDown", "GamepadRStickLeft", "GamepadRStickRight", "ModCtrl", "ModShift", "ModAlt", "ModSuper" }; IM_STATIC_ASSERT(ImGuiKey_NamedKey_COUNT == IM_ARRAYSIZE(GKeyNames)); const char* ImGui::GetKeyName(ImGuiKey key) { #ifdef IMGUI_DISABLE_OBSOLETE_KEYIO IM_ASSERT((IsNamedKey(key) || key == ImGuiKey_None) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend and user code."); #else if (IsLegacyKey(key)) { ImGuiIO& io = GetIO(); if (io.KeyMap[key] == -1) return "N/A"; IM_ASSERT(IsNamedKey((ImGuiKey)io.KeyMap[key])); key = (ImGuiKey)io.KeyMap[key]; } #endif if (key == ImGuiKey_None) return "None"; if (!IsNamedKey(key)) return "Unknown"; return GKeyNames[key - ImGuiKey_NamedKey_BEGIN]; } // Note that Dear ImGui doesn't know the meaning/semantic of ImGuiKey from 0..511: they are legacy native keycodes. // Consider transitioning from 'IsKeyDown(MY_ENGINE_KEY_A)' (<1.87) to IsKeyDown(ImGuiKey_A) (>= 1.87) bool ImGui::IsKeyDown(ImGuiKey key) { const ImGuiKeyData* key_data = GetKeyData(key); return key_data->Down; } // t0 = previous time (e.g.: g.Time - g.IO.DeltaTime) // t1 = current time (e.g.: g.Time) // An event is triggered at: // t = 0.0f t = repeat_delay, t = repeat_delay + repeat_rate*N int ImGui::CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate) { if (t1 == 0.0f) return 1; if (t0 >= t1) return 0; if (repeat_rate <= 0.0f) return (t0 < repeat_delay) && (t1 >= repeat_delay); const int count_t0 = (t0 < repeat_delay) ? -1 : (int)((t0 - repeat_delay) / repeat_rate); const int count_t1 = (t1 < repeat_delay) ? -1 : (int)((t1 - repeat_delay) / repeat_rate); const int count = count_t1 - count_t0; return count; } int ImGui::GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float repeat_rate) { ImGuiContext& g = *GImGui; const ImGuiKeyData* key_data = GetKeyData(key); const float t = key_data->DownDuration; return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate); } bool ImGui::IsKeyPressed(ImGuiKey key, bool repeat) { ImGuiContext& g = *GImGui; const ImGuiKeyData* key_data = GetKeyData(key); const float t = key_data->DownDuration; if (t == 0.0f) return true; if (repeat && t > g.IO.KeyRepeatDelay) return GetKeyPressedAmount(key, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0; return false; } bool ImGui::IsKeyReleased(ImGuiKey key) { const ImGuiKeyData* key_data = GetKeyData(key); return key_data->DownDurationPrev >= 0.0f && !key_data->Down; } bool ImGui::IsMouseDown(ImGuiMouseButton button) { ImGuiContext& g = *GImGui; IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); return g.IO.MouseDown[button]; } bool ImGui::IsMouseClicked(ImGuiMouseButton button, bool repeat) { ImGuiContext& g = *GImGui; IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); const float t = g.IO.MouseDownDuration[button]; if (t == 0.0f) return true; if (repeat && t > g.IO.KeyRepeatDelay) return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0; return false; } bool ImGui::IsMouseReleased(ImGuiMouseButton button) { ImGuiContext& g = *GImGui; IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); return g.IO.MouseReleased[button]; } bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button) { ImGuiContext& g = *GImGui; IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); return g.IO.MouseClickedCount[button] == 2; } int ImGui::GetMouseClickedCount(ImGuiMouseButton button) { ImGuiContext& g = *GImGui; IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); return g.IO.MouseClickedCount[button]; } // Return if a mouse click/drag went past the given threshold. Valid to call during the MouseReleased frame. // [Internal] This doesn't test if the button is pressed bool ImGui::IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold) { ImGuiContext& g = *GImGui; IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); if (lock_threshold < 0.0f) lock_threshold = g.IO.MouseDragThreshold; return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold; } bool ImGui::IsMouseDragging(ImGuiMouseButton button, float lock_threshold) { ImGuiContext& g = *GImGui; IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); if (!g.IO.MouseDown[button]) return false; return IsMouseDragPastThreshold(button, lock_threshold); } ImVec2 ImGui::GetMousePos() { ImGuiContext& g = *GImGui; return g.IO.MousePos; } // NB: prefer to call right after BeginPopup(). At the time Selectable/MenuItem is activated, the popup is already closed! ImVec2 ImGui::GetMousePosOnOpeningCurrentPopup() { ImGuiContext& g = *GImGui; if (g.BeginPopupStack.Size > 0) return g.OpenPopupStack[g.BeginPopupStack.Size - 1].OpenMousePos; return g.IO.MousePos; } // We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position. bool ImGui::IsMousePosValid(const ImVec2* mouse_pos) { // The assert is only to silence a false-positive in XCode Static Analysis. // Because GImGui is not dereferenced in every code path, the static analyzer assume that it may be NULL (which it doesn't for other functions). IM_ASSERT(GImGui != NULL); const float MOUSE_INVALID = -256000.0f; ImVec2 p = mouse_pos ? *mouse_pos : GImGui->IO.MousePos; return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID; } // [WILL OBSOLETE] This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid. bool ImGui::IsAnyMouseDown() { ImGuiContext& g = *GImGui; for (int n = 0; n < IM_ARRAYSIZE(g.IO.MouseDown); n++) if (g.IO.MouseDown[n]) return true; return false; } // Return the delta from the initial clicking position while the mouse button is clicked or was just released. // This is locked and return 0.0f until the mouse moves past a distance threshold at least once. // NB: This is only valid if IsMousePosValid(). backends in theory should always keep mouse position valid when dragging even outside the client window. ImVec2 ImGui::GetMouseDragDelta(ImGuiMouseButton button, float lock_threshold) { ImGuiContext& g = *GImGui; IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); if (lock_threshold < 0.0f) lock_threshold = g.IO.MouseDragThreshold; if (g.IO.MouseDown[button] || g.IO.MouseReleased[button]) if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold) if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MouseClickedPos[button])) return g.IO.MousePos - g.IO.MouseClickedPos[button]; return ImVec2(0.0f, 0.0f); } void ImGui::ResetMouseDragDelta(ImGuiMouseButton button) { ImGuiContext& g = *GImGui; IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); // NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr g.IO.MouseClickedPos[button] = g.IO.MousePos; } ImGuiMouseCursor ImGui::GetMouseCursor() { ImGuiContext& g = *GImGui; return g.MouseCursor; } void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type) { ImGuiContext& g = *GImGui; g.MouseCursor = cursor_type; } void ImGui::CaptureKeyboardFromApp(bool capture) { ImGuiContext& g = *GImGui; g.WantCaptureKeyboardNextFrame = capture ? 1 : 0; } void ImGui::CaptureMouseFromApp(bool capture) { ImGuiContext& g = *GImGui; g.WantCaptureMouseNextFrame = capture ? 1 : 0; } static const char* GetInputSourceName(ImGuiInputSource source) { const char* input_source_names[] = { "None", "Mouse", "Keyboard", "Gamepad", "Nav", "Clipboard" }; IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT && source >= 0 && source < ImGuiInputSource_COUNT); return input_source_names[source]; } /*static void DebugLogInputEvent(const char* prefix, const ImGuiInputEvent* e) { if (e->Type == ImGuiInputEventType_MousePos) { IMGUI_DEBUG_LOG("%s: MousePos (%.1f %.1f)\n", prefix, e->MousePos.PosX, e->MousePos.PosY); return; } if (e->Type == ImGuiInputEventType_MouseButton) { IMGUI_DEBUG_LOG("%s: MouseButton %d %s\n", prefix, e->MouseButton.Button, e->MouseButton.Down ? "Down" : "Up"); return; } if (e->Type == ImGuiInputEventType_MouseWheel) { IMGUI_DEBUG_LOG("%s: MouseWheel (%.1f %.1f)\n", prefix, e->MouseWheel.WheelX, e->MouseWheel.WheelY); return; } if (e->Type == ImGuiInputEventType_Key) { IMGUI_DEBUG_LOG("%s: Key \"%s\" %s\n", prefix, ImGui::GetKeyName(e->Key.Key), e->Key.Down ? "Down" : "Up"); return; } if (e->Type == ImGuiInputEventType_Text) { IMGUI_DEBUG_LOG("%s: Text: %c (U+%08X)\n", prefix, e->Text.Char, e->Text.Char); return; } if (e->Type == ImGuiInputEventType_Focus) { IMGUI_DEBUG_LOG("%s: AppFocused %d\n", prefix, e->AppFocused.Focused); return; } }*/ // Process input queue // We always call this with the value of 'bool g.IO.ConfigInputTrickleEventQueue'. // - trickle_fast_inputs = false : process all events, turn into flattened input state (e.g. successive down/up/down/up will be lost) // - trickle_fast_inputs = true : process as many events as possible (successive down/up/down/up will be trickled over several frames so nothing is lost) (new feature in 1.87) void ImGui::UpdateInputEvents(bool trickle_fast_inputs) { ImGuiContext& g = *GImGui; ImGuiIO& io = g.IO; // Only trickle chars<>key when working with InputText() // FIXME: InputText() could parse event trail? // FIXME: Could specialize chars<>keys trickling rules for control keys (those not typically associated to characters) const bool trickle_interleaved_keys_and_text = (trickle_fast_inputs && g.WantTextInputNextFrame == 1); bool mouse_moved = false, mouse_wheeled = false, key_changed = false, text_inputted = false; int mouse_button_changed = 0x00; ImBitArray key_changed_mask; int event_n = 0; for (; event_n < g.InputEventsQueue.Size; event_n++) { const ImGuiInputEvent* e = &g.InputEventsQueue[event_n]; if (e->Type == ImGuiInputEventType_MousePos) { ImVec2 event_pos(e->MousePos.PosX, e->MousePos.PosY); if (IsMousePosValid(&event_pos)) event_pos = ImVec2(ImFloorSigned(event_pos.x), ImFloorSigned(event_pos.y)); // Apply same flooring as UpdateMouseInputs() if (io.MousePos.x != event_pos.x || io.MousePos.y != event_pos.y) { // Trickling Rule: Stop processing queued events if we already handled a mouse button change if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || text_inputted)) break; io.MousePos = event_pos; mouse_moved = true; } } else if (e->Type == ImGuiInputEventType_MouseButton) { const ImGuiMouseButton button = e->MouseButton.Button; IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT); if (io.MouseDown[button] != e->MouseButton.Down) { // Trickling Rule: Stop processing queued events if we got multiple action on the same button if (trickle_fast_inputs && ((mouse_button_changed & (1 << button)) || mouse_wheeled)) break; io.MouseDown[button] = e->MouseButton.Down; mouse_button_changed |= (1 << button); } } else if (e->Type == ImGuiInputEventType_MouseWheel) { if (e->MouseWheel.WheelX != 0.0f || e->MouseWheel.WheelY != 0.0f) { // Trickling Rule: Stop processing queued events if we got multiple action on the event if (trickle_fast_inputs && (mouse_wheeled || mouse_button_changed != 0)) break; io.MouseWheelH += e->MouseWheel.WheelX; io.MouseWheel += e->MouseWheel.WheelY; mouse_wheeled = true; } } else if (e->Type == ImGuiInputEventType_MouseViewport) { io.MouseHoveredViewport = e->MouseViewport.HoveredViewportID; } else if (e->Type == ImGuiInputEventType_Key) { ImGuiKey key = e->Key.Key; IM_ASSERT(key != ImGuiKey_None); const int keydata_index = (key - ImGuiKey_KeysData_OFFSET); ImGuiKeyData* keydata = &io.KeysData[keydata_index]; if (keydata->Down != e->Key.Down || keydata->AnalogValue != e->Key.AnalogValue) { // Trickling Rule: Stop processing queued events if we got multiple action on the same button if (trickle_fast_inputs && keydata->Down != e->Key.Down && (key_changed_mask.TestBit(keydata_index) || text_inputted || mouse_button_changed != 0)) break; keydata->Down = e->Key.Down; keydata->AnalogValue = e->Key.AnalogValue; key_changed = true; key_changed_mask.SetBit(keydata_index); if (key == ImGuiKey_ModCtrl || key == ImGuiKey_ModShift || key == ImGuiKey_ModAlt || key == ImGuiKey_ModSuper) { if (key == ImGuiKey_ModCtrl) { io.KeyCtrl = keydata->Down; } if (key == ImGuiKey_ModShift) { io.KeyShift = keydata->Down; } if (key == ImGuiKey_ModAlt) { io.KeyAlt = keydata->Down; } if (key == ImGuiKey_ModSuper) { io.KeySuper = keydata->Down; } io.KeyMods = GetMergedModFlags(); } // Allow legacy code using io.KeysDown[GetKeyIndex()] with new backends #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO io.KeysDown[key] = keydata->Down; if (io.KeyMap[key] != -1) io.KeysDown[io.KeyMap[key]] = keydata->Down; #endif } } else if (e->Type == ImGuiInputEventType_Text) { // Trickling Rule: Stop processing queued events if keys/mouse have been interacted with if (trickle_fast_inputs && ((key_changed && trickle_interleaved_keys_and_text) || mouse_button_changed != 0 || mouse_moved || mouse_wheeled)) break; unsigned int c = e->Text.Char; io.InputQueueCharacters.push_back(c <= IM_UNICODE_CODEPOINT_MAX ? (ImWchar)c : IM_UNICODE_CODEPOINT_INVALID); if (trickle_interleaved_keys_and_text) text_inputted = true; } else if (e->Type == ImGuiInputEventType_Focus) { // We intentionally overwrite this and process lower, in order to give a chance // to multi-viewports backends to queue AddFocusEvent(false) + AddFocusEvent(true) in same frame. io.AppFocusLost = !e->AppFocused.Focused; } else { IM_ASSERT(0 && "Unknown event!"); } } // Record trail (for domain-specific applications wanting to access a precise trail) //if (event_n != 0) IMGUI_DEBUG_LOG("Processed: %d / Remaining: %d\n", event_n, g.InputEventsQueue.Size - event_n); for (int n = 0; n < event_n; n++) g.InputEventsTrail.push_back(g.InputEventsQueue[n]); // [DEBUG] /*if (event_n != 0) for (int n = 0; n < g.InputEventsQueue.Size; n++) DebugLogInputEvent(n < event_n ? "Processed" : "Remaining", &g.InputEventsQueue[n]);*/ // Remaining events will be processed on the next frame if (event_n == g.InputEventsQueue.Size) g.InputEventsQueue.resize(0); else g.InputEventsQueue.erase(g.InputEventsQueue.Data, g.InputEventsQueue.Data + event_n); // Clear buttons state when focus is lost // (this is useful so e.g. releasing Alt after focus loss on Alt-Tab doesn't trigger the Alt menu toggle) if (g.IO.AppFocusLost) { g.IO.ClearInputKeys(); g.IO.AppFocusLost = false; } } //----------------------------------------------------------------------------- // [SECTION] ERROR CHECKING //----------------------------------------------------------------------------- // Helper function to verify ABI compatibility between caller code and compiled version of Dear ImGui. // Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit // If this triggers you have an issue: // - Most commonly: mismatched headers and compiled code version. // - Or: mismatched configuration #define, compilation settings, packing pragma etc. // The configuration settings mentioned in imconfig.h must be set for all compilation units involved with Dear ImGui, // which is way it is required you put them in your imconfig file (and not just before including imgui.h). // Otherwise it is possible that different compilation units would see different structure layout bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx) { bool error = false; if (strcmp(version, IMGUI_VERSION) != 0) { error = true; IM_ASSERT(strcmp(version, IMGUI_VERSION) == 0 && "Mismatched version string!"); } if (sz_io != sizeof(ImGuiIO)) { error = true; IM_ASSERT(sz_io == sizeof(ImGuiIO) && "Mismatched struct layout!"); } if (sz_style != sizeof(ImGuiStyle)) { error = true; IM_ASSERT(sz_style == sizeof(ImGuiStyle) && "Mismatched struct layout!"); } if (sz_vec2 != sizeof(ImVec2)) { error = true; IM_ASSERT(sz_vec2 == sizeof(ImVec2) && "Mismatched struct layout!"); } if (sz_vec4 != sizeof(ImVec4)) { error = true; IM_ASSERT(sz_vec4 == sizeof(ImVec4) && "Mismatched struct layout!"); } if (sz_vert != sizeof(ImDrawVert)) { error = true; IM_ASSERT(sz_vert == sizeof(ImDrawVert) && "Mismatched struct layout!"); } if (sz_idx != sizeof(ImDrawIdx)) { error = true; IM_ASSERT(sz_idx == sizeof(ImDrawIdx) && "Mismatched struct layout!"); } return !error; } static void ImGui::ErrorCheckNewFrameSanityChecks() { ImGuiContext& g = *GImGui; // Check user IM_ASSERT macro // (IF YOU GET A WARNING OR COMPILE ERROR HERE: it means your assert macro is incorrectly defined! // If your macro uses multiple statements, it NEEDS to be surrounded by a 'do { ... } while (0)' block. // This is a common C/C++ idiom to allow multiple statements macros to be used in control flow blocks.) // #define IM_ASSERT(EXPR) if (SomeCode(EXPR)) SomeMoreCode(); // Wrong! // #define IM_ASSERT(EXPR) do { if (SomeCode(EXPR)) SomeMoreCode(); } while (0) // Correct! if (true) IM_ASSERT(1); else IM_ASSERT(0); // Check user data // (We pass an error message in the assert expression to make it visible to programmers who are not using a debugger, as most assert handlers display their argument) IM_ASSERT(g.Initialized); IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0) && "Need a positive DeltaTime!"); IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount) && "Forgot to call Render() or EndFrame() at the end of the previous frame?"); IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f && "Invalid DisplaySize value!"); IM_ASSERT(g.IO.Fonts->IsBuilt() && "Font Atlas not built! Make sure you called ImGui_ImplXXXX_NewFrame() function for renderer backend, which should call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()"); IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting!"); IM_ASSERT(g.Style.CircleTessellationMaxError > 0.0f && "Invalid style setting!"); IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting!"); // Allows us to avoid a few clamps in color computations IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting."); IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right); IM_ASSERT(g.Style.ColorButtonPosition == ImGuiDir_Left || g.Style.ColorButtonPosition == ImGuiDir_Right); #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_COUNT; n++) IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < ImGuiKey_LegacyNativeKey_END && "io.KeyMap[] contains an out of bound value (need to be 0..511, or -1 for unmapped key)"); // Check: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only added in 1.60 WIP) if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && g.IO.BackendUsingLegacyKeyArrays == 1) IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation."); #endif // Check: the io.ConfigWindowsResizeFromEdges option requires backend to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly. if (g.IO.ConfigWindowsResizeFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors)) g.IO.ConfigWindowsResizeFromEdges = false; // Perform simple check: error if Docking or Viewport are enabled _exactly_ on frame 1 (instead of frame 0 or later), which is a common error leading to loss of .ini data. if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_DockingEnable) == 0) IM_ASSERT(0 && "Please set DockingEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!"); if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable) == 0) IM_ASSERT(0 && "Please set ViewportsEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!"); // Perform simple checks: multi-viewport and platform windows support if (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { if ((g.IO.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) && (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasViewports)) { IM_ASSERT((g.FrameCount == 0 || g.FrameCount == g.FrameCountPlatformEnded) && "Forgot to call UpdatePlatformWindows() in main loop after EndFrame()? Check examples/ applications for reference."); IM_ASSERT(g.PlatformIO.Platform_CreateWindow != NULL && "Platform init didn't install handlers?"); IM_ASSERT(g.PlatformIO.Platform_DestroyWindow != NULL && "Platform init didn't install handlers?"); IM_ASSERT(g.PlatformIO.Platform_GetWindowPos != NULL && "Platform init didn't install handlers?"); IM_ASSERT(g.PlatformIO.Platform_SetWindowPos != NULL && "Platform init didn't install handlers?"); IM_ASSERT(g.PlatformIO.Platform_GetWindowSize != NULL && "Platform init didn't install handlers?"); IM_ASSERT(g.PlatformIO.Platform_SetWindowSize != NULL && "Platform init didn't install handlers?"); IM_ASSERT(g.PlatformIO.Monitors.Size > 0 && "Platform init didn't setup Monitors list?"); IM_ASSERT((g.Viewports[0]->PlatformUserData != NULL || g.Viewports[0]->PlatformHandle != NULL) && "Platform init didn't setup main viewport."); if (g.IO.ConfigDockingTransparentPayload && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) IM_ASSERT(g.PlatformIO.Platform_SetWindowAlpha != NULL && "Platform_SetWindowAlpha handler is required to use io.ConfigDockingTransparent!"); } else { // Disable feature, our backends do not support it g.IO.ConfigFlags &= ~ImGuiConfigFlags_ViewportsEnable; } // Perform simple checks on platform monitor data + compute a total bounding box for quick early outs for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size; monitor_n++) { ImGuiPlatformMonitor& mon = g.PlatformIO.Monitors[monitor_n]; IM_UNUSED(mon); IM_ASSERT(mon.MainSize.x > 0.0f && mon.MainSize.y > 0.0f && "Monitor main bounds not setup properly."); IM_ASSERT(ImRect(mon.MainPos, mon.MainPos + mon.MainSize).Contains(ImRect(mon.WorkPos, mon.WorkPos + mon.WorkSize)) && "Monitor work bounds not setup properly. If you don't have work area information, just copy MainPos/MainSize into them."); IM_ASSERT(mon.DpiScale != 0.0f); } } } static void ImGui::ErrorCheckEndFrameSanityChecks() { ImGuiContext& g = *GImGui; // Verify that io.KeyXXX fields haven't been tampered with. Key mods should not be modified between NewFrame() and EndFrame() // One possible reason leading to this assert is that your backends update inputs _AFTER_ NewFrame(). // It is known that when some modal native windows called mid-frame takes focus away, some backends such as GLFW will // send key release events mid-frame. This would normally trigger this assertion and lead to sheared inputs. // We silently accommodate for this case by ignoring/ the case where all io.KeyXXX modifiers were released (aka key_mod_flags == 0), // while still correctly asserting on mid-frame key press events. const ImGuiModFlags key_mods = GetMergedModFlags(); IM_ASSERT((key_mods == 0 || g.IO.KeyMods == key_mods) && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods"); IM_UNUSED(key_mods); // [EXPERIMENTAL] Recover from errors: You may call this yourself before EndFrame(). //ErrorCheckEndFrameRecover(); // Report when there is a mismatch of Begin/BeginChild vs End/EndChild calls. Important: Remember that the Begin/BeginChild API requires you // to always call End/EndChild even if Begin/BeginChild returns false! (this is unfortunately inconsistent with most other Begin* API). if (g.CurrentWindowStack.Size != 1) { if (g.CurrentWindowStack.Size > 1) { IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you forget to call End/EndChild?"); while (g.CurrentWindowStack.Size > 1) End(); } else { IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?"); } } IM_ASSERT_USER_ERROR(g.GroupStack.Size == 0, "Missing EndGroup call!"); } // Experimental recovery from incorrect usage of BeginXXX/EndXXX/PushXXX/PopXXX calls. // Must be called during or before EndFrame(). // This is generally flawed as we are not necessarily End/Popping things in the right order. // FIXME: Can't recover from inside BeginTabItem/EndTabItem yet. // FIXME: Can't recover from interleaved BeginTabBar/Begin void ImGui::ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data) { // PVS-Studio V1044 is "Loop break conditions do not depend on the number of iterations" ImGuiContext& g = *GImGui; while (g.CurrentWindowStack.Size > 0) //-V1044 { ErrorCheckEndWindowRecover(log_callback, user_data); ImGuiWindow* window = g.CurrentWindow; if (g.CurrentWindowStack.Size == 1) { IM_ASSERT(window->IsFallbackWindow); break; } if (window->Flags & ImGuiWindowFlags_ChildWindow) { if (log_callback) log_callback(user_data, "Recovered from missing EndChild() for '%s'", window->Name); EndChild(); } else { if (log_callback) log_callback(user_data, "Recovered from missing End() for '%s'", window->Name); End(); } } } // Must be called before End()/EndChild() void ImGui::ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback, void* user_data) { ImGuiContext& g = *GImGui; while (g.CurrentTable && (g.CurrentTable->OuterWindow == g.CurrentWindow || g.CurrentTable->InnerWindow == g.CurrentWindow)) { if (log_callback) log_callback(user_data, "Recovered from missing EndTable() in '%s'", g.CurrentTable->OuterWindow->Name); EndTable(); } ImGuiWindow* window = g.CurrentWindow; ImGuiStackSizes* stack_sizes = &g.CurrentWindowStack.back().StackSizesOnBegin; IM_ASSERT(window != NULL); while (g.CurrentTabBar != NULL) //-V1044 { if (log_callback) log_callback(user_data, "Recovered from missing EndTabBar() in '%s'", window->Name); EndTabBar(); } while (window->DC.TreeDepth > 0) { if (log_callback) log_callback(user_data, "Recovered from missing TreePop() in '%s'", window->Name); TreePop(); } while (g.GroupStack.Size > stack_sizes->SizeOfGroupStack) //-V1044 { if (log_callback) log_callback(user_data, "Recovered from missing EndGroup() in '%s'", window->Name); EndGroup(); } while (window->IDStack.Size > 1) { if (log_callback) log_callback(user_data, "Recovered from missing PopID() in '%s'", window->Name); PopID(); } while (g.DisabledStackSize > stack_sizes->SizeOfDisabledStack) //-V1044 { if (log_callback) log_callback(user_data, "Recovered from missing EndDisabled() in '%s'", window->Name); EndDisabled(); } while (g.ColorStack.Size > stack_sizes->SizeOfColorStack) { if (log_callback) log_callback(user_data, "Recovered from missing PopStyleColor() in '%s' for ImGuiCol_%s", window->Name, GetStyleColorName(g.ColorStack.back().Col)); PopStyleColor(); } while (g.ItemFlagsStack.Size > stack_sizes->SizeOfItemFlagsStack) //-V1044 { if (log_callback) log_callback(user_data, "Recovered from missing PopItemFlag() in '%s'", window->Name); PopItemFlag(); } while (g.StyleVarStack.Size > stack_sizes->SizeOfStyleVarStack) //-V1044 { if (log_callback) log_callback(user_data, "Recovered from missing PopStyleVar() in '%s'", window->Name); PopStyleVar(); } while (g.FocusScopeStack.Size > stack_sizes->SizeOfFocusScopeStack) //-V1044 { if (log_callback) log_callback(user_data, "Recovered from missing PopFocusScope() in '%s'", window->Name); PopFocusScope(); } } // Save current stack sizes for later compare void ImGuiStackSizes::SetToCurrentState() { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; SizeOfIDStack = (short)window->IDStack.Size; SizeOfColorStack = (short)g.ColorStack.Size; SizeOfStyleVarStack = (short)g.StyleVarStack.Size; SizeOfFontStack = (short)g.FontStack.Size; SizeOfFocusScopeStack = (short)g.FocusScopeStack.Size; SizeOfGroupStack = (short)g.GroupStack.Size; SizeOfItemFlagsStack = (short)g.ItemFlagsStack.Size; SizeOfBeginPopupStack = (short)g.BeginPopupStack.Size; SizeOfDisabledStack = (short)g.DisabledStackSize; } // Compare to detect usage errors void ImGuiStackSizes::CompareWithCurrentState() { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; IM_UNUSED(window); // Window stacks // NOT checking: DC.ItemWidth, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin) IM_ASSERT(SizeOfIDStack == window->IDStack.Size && "PushID/PopID or TreeNode/TreePop Mismatch!"); // Global stacks // For color, style and font stacks there is an incentive to use Push/Begin/Pop/.../End patterns, so we relax our checks a little to allow them. IM_ASSERT(SizeOfGroupStack == g.GroupStack.Size && "BeginGroup/EndGroup Mismatch!"); IM_ASSERT(SizeOfBeginPopupStack == g.BeginPopupStack.Size && "BeginPopup/EndPopup or BeginMenu/EndMenu Mismatch!"); IM_ASSERT(SizeOfDisabledStack == g.DisabledStackSize && "BeginDisabled/EndDisabled Mismatch!"); IM_ASSERT(SizeOfItemFlagsStack >= g.ItemFlagsStack.Size && "PushItemFlag/PopItemFlag Mismatch!"); IM_ASSERT(SizeOfColorStack >= g.ColorStack.Size && "PushStyleColor/PopStyleColor Mismatch!"); IM_ASSERT(SizeOfStyleVarStack >= g.StyleVarStack.Size && "PushStyleVar/PopStyleVar Mismatch!"); IM_ASSERT(SizeOfFontStack >= g.FontStack.Size && "PushFont/PopFont Mismatch!"); IM_ASSERT(SizeOfFocusScopeStack == g.FocusScopeStack.Size && "PushFocusScope/PopFocusScope Mismatch!"); } //----------------------------------------------------------------------------- // [SECTION] LAYOUT //----------------------------------------------------------------------------- // - ItemSize() // - ItemAdd() // - SameLine() // - GetCursorScreenPos() // - SetCursorScreenPos() // - GetCursorPos(), GetCursorPosX(), GetCursorPosY() // - SetCursorPos(), SetCursorPosX(), SetCursorPosY() // - GetCursorStartPos() // - Indent() // - Unindent() // - SetNextItemWidth() // - PushItemWidth() // - PushMultiItemsWidths() // - PopItemWidth() // - CalcItemWidth() // - CalcItemSize() // - GetTextLineHeight() // - GetTextLineHeightWithSpacing() // - GetFrameHeight() // - GetFrameHeightWithSpacing() // - GetContentRegionMax() // - GetContentRegionMaxAbs() [Internal] // - GetContentRegionAvail(), // - GetWindowContentRegionMin(), GetWindowContentRegionMax() // - BeginGroup() // - EndGroup() // Also see in imgui_widgets: tab bars, and in imgui_tables: tables, columns. //----------------------------------------------------------------------------- // Advance cursor given item size for layout. // Register minimum needed size so it can extend the bounding box used for auto-fit calculation. // See comments in ItemAdd() about how/why the size provided to ItemSize() vs ItemAdd() may often different. void ImGui::ItemSize(const ImVec2& size, float text_baseline_y) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (window->SkipItems) return; // We increase the height in this function to accommodate for baseline offset. // In theory we should be offsetting the starting position (window->DC.CursorPos), that will be the topic of a larger refactor, // but since ItemSize() is not yet an API that moves the cursor (to handle e.g. wrapping) enlarging the height has the same effect. const float offset_to_match_baseline_y = (text_baseline_y >= 0) ? ImMax(0.0f, window->DC.CurrLineTextBaseOffset - text_baseline_y) : 0.0f; const float line_y1 = window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y; const float line_height = ImMax(window->DC.CurrLineSize.y, /*ImMax(*/window->DC.CursorPos.y - line_y1/*, 0.0f)*/ + size.y + offset_to_match_baseline_y); // Always align ourselves on pixel boundaries //if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG] window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x; window->DC.CursorPosPrevLine.y = line_y1; window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); // Next line window->DC.CursorPos.y = IM_FLOOR(line_y1 + line_height + g.Style.ItemSpacing.y); // Next line window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x); window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y); //if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG] window->DC.PrevLineSize.y = line_height; window->DC.CurrLineSize.y = 0.0f; window->DC.PrevLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, text_baseline_y); window->DC.CurrLineTextBaseOffset = 0.0f; window->DC.IsSameLine = false; // Horizontal layout mode if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) SameLine(); } // Declare item bounding box for clipping and interaction. // Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface // declare their minimum size requirement to ItemSize() and provide a larger region to ItemAdd() which is used drawing/interaction. bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGuiItemFlags extra_flags) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; // Set item data // (DisplayRect is left untouched, made valid when ImGuiItemStatusFlags_HasDisplayRect is set) g.LastItemData.ID = id; g.LastItemData.Rect = bb; g.LastItemData.NavRect = nav_bb_arg ? *nav_bb_arg : bb; g.LastItemData.InFlags = g.CurrentItemFlags | extra_flags; g.LastItemData.StatusFlags = ImGuiItemStatusFlags_None; // Directional navigation processing if (id != 0) { KeepAliveID(id); // Runs prior to clipping early-out // (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget // (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests // unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of // thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame. // We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able // to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick). // We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null. // If we crash on a NULL g.NavWindow we need to fix the bug elsewhere. window->DC.NavLayersActiveMaskNext |= (1 << window->DC.NavLayerCurrent); if (g.NavId == id || g.NavAnyRequest) if (g.NavWindow->RootWindowForNav == window->RootWindowForNav) if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened)) NavProcessItem(); // [DEBUG] People keep stumbling on this problem and using "" as identifier in the root of a window instead of "##something". // Empty identifier are valid and useful in a small amount of cases, but 99.9% of the time you want to use "##something". // READ THE FAQ: https://dearimgui.org/faq IM_ASSERT(id != window->ID && "Cannot have an empty ID at the root of a window. If you need an empty label, use ## and read the FAQ about how the ID Stack works!"); // [DEBUG] Item Picker tool, when enabling the "extended" version we perform the check in ItemAdd() #ifdef IMGUI_DEBUG_TOOL_ITEM_PICKER_EX if (id == g.DebugItemPickerBreakId) { IM_DEBUG_BREAK(); g.DebugItemPickerBreakId = 0; } #endif } g.NextItemData.Flags = ImGuiNextItemDataFlags_None; #ifdef IMGUI_ENABLE_TEST_ENGINE if (id != 0) IMGUI_TEST_ENGINE_ITEM_ADD(nav_bb_arg ? *nav_bb_arg : bb, id); #endif // Clipping test const bool is_clipped = IsClippedEx(bb, id); if (is_clipped) return false; //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG] // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them) if (IsMouseHoveringRect(bb.Min, bb.Max)) g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect; return true; } // Gets back to previous line and continue with horizontal layout // offset_from_start_x == 0 : follow right after previous item // offset_from_start_x != 0 : align to specified x position (relative to window/group left) // spacing_w < 0 : use default spacing if pos_x == 0, no spacing if pos_x != 0 // spacing_w >= 0 : enforce spacing amount void ImGui::SameLine(float offset_from_start_x, float spacing_w) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (window->SkipItems) return; if (offset_from_start_x != 0.0f) { if (spacing_w < 0.0f) spacing_w = 0.0f; window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + offset_from_start_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x; window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y; } else { if (spacing_w < 0.0f) spacing_w = g.Style.ItemSpacing.x; window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w; window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y; } window->DC.CurrLineSize = window->DC.PrevLineSize; window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset; window->DC.IsSameLine = true; } ImVec2 ImGui::GetCursorScreenPos() { ImGuiWindow* window = GetCurrentWindowRead(); return window->DC.CursorPos; } void ImGui::SetCursorScreenPos(const ImVec2& pos) { ImGuiWindow* window = GetCurrentWindow(); window->DC.CursorPos = pos; window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); } // User generally sees positions in window coordinates. Internally we store CursorPos in absolute screen coordinates because it is more convenient. // Conversion happens as we pass the value to user, but it makes our naming convention confusing because GetCursorPos() == (DC.CursorPos - window.Pos). May want to rename 'DC.CursorPos'. ImVec2 ImGui::GetCursorPos() { ImGuiWindow* window = GetCurrentWindowRead(); return window->DC.CursorPos - window->Pos + window->Scroll; } float ImGui::GetCursorPosX() { ImGuiWindow* window = GetCurrentWindowRead(); return window->DC.CursorPos.x - window->Pos.x + window->Scroll.x; } float ImGui::GetCursorPosY() { ImGuiWindow* window = GetCurrentWindowRead(); return window->DC.CursorPos.y - window->Pos.y + window->Scroll.y; } void ImGui::SetCursorPos(const ImVec2& local_pos) { ImGuiWindow* window = GetCurrentWindow(); window->DC.CursorPos = window->Pos - window->Scroll + local_pos; window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); } void ImGui::SetCursorPosX(float x) { ImGuiWindow* window = GetCurrentWindow(); window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + x; window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x); } void ImGui::SetCursorPosY(float y) { ImGuiWindow* window = GetCurrentWindow(); window->DC.CursorPos.y = window->Pos.y - window->Scroll.y + y; window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y); } ImVec2 ImGui::GetCursorStartPos() { ImGuiWindow* window = GetCurrentWindowRead(); return window->DC.CursorStartPos - window->Pos; } void ImGui::Indent(float indent_w) { ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); window->DC.Indent.x += (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing; window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x; } void ImGui::Unindent(float indent_w) { ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); window->DC.Indent.x -= (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing; window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x; } // Affect large frame+labels widgets only. void ImGui::SetNextItemWidth(float item_width) { ImGuiContext& g = *GImGui; g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasWidth; g.NextItemData.Width = item_width; } // FIXME: Remove the == 0.0f behavior? void ImGui::PushItemWidth(float item_width) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width); g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth; } void ImGui::PushMultiItemsWidths(int components, float w_full) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; const ImGuiStyle& style = g.Style; const float w_item_one = ImMax(1.0f, IM_FLOOR((w_full - (style.ItemInnerSpacing.x) * (components - 1)) / (float)components)); const float w_item_last = ImMax(1.0f, IM_FLOOR(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components - 1))); window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width window->DC.ItemWidthStack.push_back(w_item_last); for (int i = 0; i < components - 2; i++) window->DC.ItemWidthStack.push_back(w_item_one); window->DC.ItemWidth = (components == 1) ? w_item_last : w_item_one; g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth; } void ImGui::PopItemWidth() { ImGuiWindow* window = GetCurrentWindow(); window->DC.ItemWidth = window->DC.ItemWidthStack.back(); window->DC.ItemWidthStack.pop_back(); } // Calculate default item width given value passed to PushItemWidth() or SetNextItemWidth(). // The SetNextItemWidth() data is generally cleared/consumed by ItemAdd() or NextItemData.ClearFlags() float ImGui::CalcItemWidth() { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; float w; if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasWidth) w = g.NextItemData.Width; else w = window->DC.ItemWidth; if (w < 0.0f) { float region_max_x = GetContentRegionMaxAbs().x; w = ImMax(1.0f, region_max_x - window->DC.CursorPos.x + w); } w = IM_FLOOR(w); return w; } // [Internal] Calculate full item size given user provided 'size' parameter and default width/height. Default width is often == CalcItemWidth(). // Those two functions CalcItemWidth vs CalcItemSize are awkwardly named because they are not fully symmetrical. // Note that only CalcItemWidth() is publicly exposed. // The 4.0f here may be changed to match CalcItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable) ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; ImVec2 region_max; if (size.x < 0.0f || size.y < 0.0f) region_max = GetContentRegionMaxAbs(); if (size.x == 0.0f) size.x = default_w; else if (size.x < 0.0f) size.x = ImMax(4.0f, region_max.x - window->DC.CursorPos.x + size.x); if (size.y == 0.0f) size.y = default_h; else if (size.y < 0.0f) size.y = ImMax(4.0f, region_max.y - window->DC.CursorPos.y + size.y); return size; } float ImGui::GetTextLineHeight() { ImGuiContext& g = *GImGui; return g.FontSize; } float ImGui::GetTextLineHeightWithSpacing() { ImGuiContext& g = *GImGui; return g.FontSize + g.Style.ItemSpacing.y; } float ImGui::GetFrameHeight() { ImGuiContext& g = *GImGui; return g.FontSize + g.Style.FramePadding.y * 2.0f; } float ImGui::GetFrameHeightWithSpacing() { ImGuiContext& g = *GImGui; return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y; } // FIXME: All the Contents Region function are messy or misleading. WE WILL AIM TO OBSOLETE ALL OF THEM WITH A NEW "WORK RECT" API. Thanks for your patience! // FIXME: This is in window space (not screen space!). ImVec2 ImGui::GetContentRegionMax() { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; ImVec2 mx = window->ContentRegionRect.Max - window->Pos; if (window->DC.CurrentColumns || g.CurrentTable) mx.x = window->WorkRect.Max.x - window->Pos.x; return mx; } // [Internal] Absolute coordinate. Saner. This is not exposed until we finishing refactoring work rect features. ImVec2 ImGui::GetContentRegionMaxAbs() { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; ImVec2 mx = window->ContentRegionRect.Max; if (window->DC.CurrentColumns || g.CurrentTable) mx.x = window->WorkRect.Max.x; return mx; } ImVec2 ImGui::GetContentRegionAvail() { ImGuiWindow* window = GImGui->CurrentWindow; return GetContentRegionMaxAbs() - window->DC.CursorPos; } // In window space (not screen space!) ImVec2 ImGui::GetWindowContentRegionMin() { ImGuiWindow* window = GImGui->CurrentWindow; return window->ContentRegionRect.Min - window->Pos; } ImVec2 ImGui::GetWindowContentRegionMax() { ImGuiWindow* window = GImGui->CurrentWindow; return window->ContentRegionRect.Max - window->Pos; } // Lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.) // Groups are currently a mishmash of functionalities which should perhaps be clarified and separated. // FIXME-OPT: Could we safely early out on ->SkipItems? void ImGui::BeginGroup() { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; g.GroupStack.resize(g.GroupStack.Size + 1); ImGuiGroupData& group_data = g.GroupStack.back(); group_data.WindowID = window->ID; group_data.BackupCursorPos = window->DC.CursorPos; group_data.BackupCursorMaxPos = window->DC.CursorMaxPos; group_data.BackupIndent = window->DC.Indent; group_data.BackupGroupOffset = window->DC.GroupOffset; group_data.BackupCurrLineSize = window->DC.CurrLineSize; group_data.BackupCurrLineTextBaseOffset = window->DC.CurrLineTextBaseOffset; group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive; group_data.BackupHoveredIdIsAlive = g.HoveredId != 0; group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive; group_data.EmitItem = true; window->DC.GroupOffset.x = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffset.x; window->DC.Indent = window->DC.GroupOffset; window->DC.CursorMaxPos = window->DC.CursorPos; window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); if (g.LogEnabled) g.LogLinePosY = -FLT_MAX; // To enforce a carriage return } void ImGui::EndGroup() { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; IM_ASSERT(g.GroupStack.Size > 0); // Mismatched BeginGroup()/EndGroup() calls ImGuiGroupData& group_data = g.GroupStack.back(); IM_ASSERT(group_data.WindowID == window->ID); // EndGroup() in wrong window? ImRect group_bb(group_data.BackupCursorPos, ImMax(window->DC.CursorMaxPos, group_data.BackupCursorPos)); window->DC.CursorPos = group_data.BackupCursorPos; window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, window->DC.CursorMaxPos); window->DC.Indent = group_data.BackupIndent; window->DC.GroupOffset = group_data.BackupGroupOffset; window->DC.CurrLineSize = group_data.BackupCurrLineSize; window->DC.CurrLineTextBaseOffset = group_data.BackupCurrLineTextBaseOffset; if (g.LogEnabled) g.LogLinePosY = -FLT_MAX; // To enforce a carriage return if (!group_data.EmitItem) { g.GroupStack.pop_back(); return; } window->DC.CurrLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrLineTextBaseOffset); // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now. ItemSize(group_bb.GetSize()); ItemAdd(group_bb, 0, NULL, ImGuiItemFlags_NoTabStop); // If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group. // It would be be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets. // Also if you grep for LastItemId you'll notice it is only used in that context. // (The two tests not the same because ActiveIdIsAlive is an ID itself, in order to be able to handle ActiveId being overwritten during the frame.) const bool group_contains_curr_active_id = (group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId; const bool group_contains_prev_active_id = (group_data.BackupActiveIdPreviousFrameIsAlive == false) && (g.ActiveIdPreviousFrameIsAlive == true); if (group_contains_curr_active_id) g.LastItemData.ID = g.ActiveId; else if (group_contains_prev_active_id) g.LastItemData.ID = g.ActiveIdPreviousFrame; g.LastItemData.Rect = group_bb; // Forward Hovered flag const bool group_contains_curr_hovered_id = (group_data.BackupHoveredIdIsAlive == false) && g.HoveredId != 0; if (group_contains_curr_hovered_id) g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; // Forward Edited flag if (group_contains_curr_active_id && g.ActiveIdHasBeenEditedThisFrame) g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited; // Forward Deactivated flag g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDeactivated; if (group_contains_prev_active_id && g.ActiveId != g.ActiveIdPreviousFrame) g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Deactivated; g.GroupStack.pop_back(); //window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255)); // [Debug] } //----------------------------------------------------------------------------- // [SECTION] SCROLLING //----------------------------------------------------------------------------- // Helper to snap on edges when aiming at an item very close to the edge, // So the difference between WindowPadding and ItemSpacing will be in the visible area after scrolling. // When we refactor the scrolling API this may be configurable with a flag? // Note that the effect for this won't be visible on X axis with default Style settings as WindowPadding.x == ItemSpacing.x by default. static float CalcScrollEdgeSnap(float target, float snap_min, float snap_max, float snap_threshold, float center_ratio) { if (target <= snap_min + snap_threshold) return ImLerp(snap_min, target, center_ratio); if (target >= snap_max - snap_threshold) return ImLerp(target, snap_max, center_ratio); return target; } static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window) { ImVec2 scroll = window->Scroll; if (window->ScrollTarget.x < FLT_MAX) { float decoration_total_width = window->ScrollbarSizes.x; float center_x_ratio = window->ScrollTargetCenterRatio.x; float scroll_target_x = window->ScrollTarget.x; if (window->ScrollTargetEdgeSnapDist.x > 0.0f) { float snap_x_min = 0.0f; float snap_x_max = window->ScrollMax.x + window->SizeFull.x - decoration_total_width; scroll_target_x = CalcScrollEdgeSnap(scroll_target_x, snap_x_min, snap_x_max, window->ScrollTargetEdgeSnapDist.x, center_x_ratio); } scroll.x = scroll_target_x - center_x_ratio * (window->SizeFull.x - decoration_total_width); } if (window->ScrollTarget.y < FLT_MAX) { float decoration_total_height = window->TitleBarHeight() + window->MenuBarHeight() + window->ScrollbarSizes.y; float center_y_ratio = window->ScrollTargetCenterRatio.y; float scroll_target_y = window->ScrollTarget.y; if (window->ScrollTargetEdgeSnapDist.y > 0.0f) { float snap_y_min = 0.0f; float snap_y_max = window->ScrollMax.y + window->SizeFull.y - decoration_total_height; scroll_target_y = CalcScrollEdgeSnap(scroll_target_y, snap_y_min, snap_y_max, window->ScrollTargetEdgeSnapDist.y, center_y_ratio); } scroll.y = scroll_target_y - center_y_ratio * (window->SizeFull.y - decoration_total_height); } scroll.x = IM_FLOOR(ImMax(scroll.x, 0.0f)); scroll.y = IM_FLOOR(ImMax(scroll.y, 0.0f)); if (!window->Collapsed && !window->SkipItems) { scroll.x = ImMin(scroll.x, window->ScrollMax.x); scroll.y = ImMin(scroll.y, window->ScrollMax.y); } return scroll; } void ImGui::ScrollToItem(ImGuiScrollFlags flags) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; ScrollToRectEx(window, g.LastItemData.NavRect, flags); } void ImGui::ScrollToRect(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags) { ScrollToRectEx(window, item_rect, flags); } // Scroll to keep newly navigated item fully into view ImVec2 ImGui::ScrollToRectEx(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags) { ImGuiContext& g = *GImGui; ImRect window_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1)); //GetForegroundDrawList(window)->AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG] // Check that only one behavior is selected per axis IM_ASSERT((flags & ImGuiScrollFlags_MaskX_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskX_)); IM_ASSERT((flags & ImGuiScrollFlags_MaskY_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskY_)); // Defaults ImGuiScrollFlags in_flags = flags; if ((flags & ImGuiScrollFlags_MaskX_) == 0 && window->ScrollbarX) flags |= ImGuiScrollFlags_KeepVisibleEdgeX; if ((flags & ImGuiScrollFlags_MaskY_) == 0) flags |= window->Appearing ? ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeY; const bool fully_visible_x = item_rect.Min.x >= window_rect.Min.x && item_rect.Max.x <= window_rect.Max.x; const bool fully_visible_y = item_rect.Min.y >= window_rect.Min.y && item_rect.Max.y <= window_rect.Max.y; const bool can_be_fully_visible_x = (item_rect.GetWidth() + g.Style.ItemSpacing.x * 2.0f) <= window_rect.GetWidth(); const bool can_be_fully_visible_y = (item_rect.GetHeight() + g.Style.ItemSpacing.y * 2.0f) <= window_rect.GetHeight(); if ((flags & ImGuiScrollFlags_KeepVisibleEdgeX) && !fully_visible_x) { if (item_rect.Min.x < window_rect.Min.x || !can_be_fully_visible_x) SetScrollFromPosX(window, item_rect.Min.x - g.Style.ItemSpacing.x - window->Pos.x, 0.0f); else if (item_rect.Max.x >= window_rect.Max.x) SetScrollFromPosX(window, item_rect.Max.x + g.Style.ItemSpacing.x - window->Pos.x, 1.0f); } else if (((flags & ImGuiScrollFlags_KeepVisibleCenterX) && !fully_visible_x) || (flags & ImGuiScrollFlags_AlwaysCenterX)) { float target_x = can_be_fully_visible_x ? ImFloor((item_rect.Min.x + item_rect.Max.x - window->InnerRect.GetWidth()) * 0.5f) : item_rect.Min.x; SetScrollFromPosX(window, target_x - window->Pos.x, 0.0f); } if ((flags & ImGuiScrollFlags_KeepVisibleEdgeY) && !fully_visible_y) { if (item_rect.Min.y < window_rect.Min.y || !can_be_fully_visible_y) SetScrollFromPosY(window, item_rect.Min.y - g.Style.ItemSpacing.y - window->Pos.y, 0.0f); else if (item_rect.Max.y >= window_rect.Max.y) SetScrollFromPosY(window, item_rect.Max.y + g.Style.ItemSpacing.y - window->Pos.y, 1.0f); } else if (((flags & ImGuiScrollFlags_KeepVisibleCenterY) && !fully_visible_y) || (flags & ImGuiScrollFlags_AlwaysCenterY)) { float target_y = can_be_fully_visible_y ? ImFloor((item_rect.Min.y + item_rect.Max.y - window->InnerRect.GetHeight()) * 0.5f) : item_rect.Min.y; SetScrollFromPosY(window, target_y - window->Pos.y, 0.0f); } ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window); ImVec2 delta_scroll = next_scroll - window->Scroll; // Also scroll parent window to keep us into view if necessary if (!(flags & ImGuiScrollFlags_NoScrollParent) && (window->Flags & ImGuiWindowFlags_ChildWindow)) { // FIXME-SCROLL: May be an option? if ((in_flags & (ImGuiScrollFlags_AlwaysCenterX | ImGuiScrollFlags_KeepVisibleCenterX)) != 0) in_flags = (in_flags & ~ImGuiScrollFlags_MaskX_) | ImGuiScrollFlags_KeepVisibleEdgeX; if ((in_flags & (ImGuiScrollFlags_AlwaysCenterY | ImGuiScrollFlags_KeepVisibleCenterY)) != 0) in_flags = (in_flags & ~ImGuiScrollFlags_MaskY_) | ImGuiScrollFlags_KeepVisibleEdgeY; delta_scroll += ScrollToRectEx(window->ParentWindow, ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll), in_flags); } return delta_scroll; } float ImGui::GetScrollX() { ImGuiWindow* window = GImGui->CurrentWindow; return window->Scroll.x; } float ImGui::GetScrollY() { ImGuiWindow* window = GImGui->CurrentWindow; return window->Scroll.y; } float ImGui::GetScrollMaxX() { ImGuiWindow* window = GImGui->CurrentWindow; return window->ScrollMax.x; } float ImGui::GetScrollMaxY() { ImGuiWindow* window = GImGui->CurrentWindow; return window->ScrollMax.y; } void ImGui::SetScrollX(ImGuiWindow* window, float scroll_x) { window->ScrollTarget.x = scroll_x; window->ScrollTargetCenterRatio.x = 0.0f; window->ScrollTargetEdgeSnapDist.x = 0.0f; } void ImGui::SetScrollY(ImGuiWindow* window, float scroll_y) { window->ScrollTarget.y = scroll_y; window->ScrollTargetCenterRatio.y = 0.0f; window->ScrollTargetEdgeSnapDist.y = 0.0f; } void ImGui::SetScrollX(float scroll_x) { ImGuiContext& g = *GImGui; SetScrollX(g.CurrentWindow, scroll_x); } void ImGui::SetScrollY(float scroll_y) { ImGuiContext& g = *GImGui; SetScrollY(g.CurrentWindow, scroll_y); } // Note that a local position will vary depending on initial scroll value, // This is a little bit confusing so bear with us: // - local_pos = (absolution_pos - window->Pos) // - So local_x/local_y are 0.0f for a position at the upper-left corner of a window, // and generally local_x/local_y are >(padding+decoration) && <(size-padding-decoration) when in the visible area. // - They mostly exists because of legacy API. // Following the rules above, when trying to work with scrolling code, consider that: // - SetScrollFromPosY(0.0f) == SetScrollY(0.0f + scroll.y) == has no effect! // - SetScrollFromPosY(-scroll.y) == SetScrollY(-scroll.y + scroll.y) == SetScrollY(0.0f) == reset scroll. Of course writing SetScrollY(0.0f) directly then makes more sense // We store a target position so centering and clamping can occur on the next frame when we are guaranteed to have a known window size void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio) { IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f); window->ScrollTarget.x = IM_FLOOR(local_x + window->Scroll.x); // Convert local position to scroll offset window->ScrollTargetCenterRatio.x = center_x_ratio; window->ScrollTargetEdgeSnapDist.x = 0.0f; } void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio) { IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f); const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); // FIXME: Would be nice to have a more standardized access to our scrollable/client rect; local_y -= decoration_up_height; window->ScrollTarget.y = IM_FLOOR(local_y + window->Scroll.y); // Convert local position to scroll offset window->ScrollTargetCenterRatio.y = center_y_ratio; window->ScrollTargetEdgeSnapDist.y = 0.0f; } void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio) { ImGuiContext& g = *GImGui; SetScrollFromPosX(g.CurrentWindow, local_x, center_x_ratio); } void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio) { ImGuiContext& g = *GImGui; SetScrollFromPosY(g.CurrentWindow, local_y, center_y_ratio); } // center_x_ratio: 0.0f left of last item, 0.5f horizontal center of last item, 1.0f right of last item. void ImGui::SetScrollHereX(float center_x_ratio) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; float spacing_x = ImMax(window->WindowPadding.x, g.Style.ItemSpacing.x); float target_pos_x = ImLerp(g.LastItemData.Rect.Min.x - spacing_x, g.LastItemData.Rect.Max.x + spacing_x, center_x_ratio); SetScrollFromPosX(window, target_pos_x - window->Pos.x, center_x_ratio); // Convert from absolute to local pos // Tweak: snap on edges when aiming at an item very close to the edge window->ScrollTargetEdgeSnapDist.x = ImMax(0.0f, window->WindowPadding.x - spacing_x); } // center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item. void ImGui::SetScrollHereY(float center_y_ratio) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; float spacing_y = ImMax(window->WindowPadding.y, g.Style.ItemSpacing.y); float target_pos_y = ImLerp(window->DC.CursorPosPrevLine.y - spacing_y, window->DC.CursorPosPrevLine.y + window->DC.PrevLineSize.y + spacing_y, center_y_ratio); SetScrollFromPosY(window, target_pos_y - window->Pos.y, center_y_ratio); // Convert from absolute to local pos // Tweak: snap on edges when aiming at an item very close to the edge window->ScrollTargetEdgeSnapDist.y = ImMax(0.0f, window->WindowPadding.y - spacing_y); } //----------------------------------------------------------------------------- // [SECTION] TOOLTIPS //----------------------------------------------------------------------------- void ImGui::BeginTooltip() { BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None); } void ImGui::BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags) { ImGuiContext& g = *GImGui; if (g.DragDropWithinSource || g.DragDropWithinTarget) { // The default tooltip position is a little offset to give space to see the context menu (it's also clamped within the current viewport/monitor) // In the context of a dragging tooltip we try to reduce that offset and we enforce following the cursor. // Whatever we do we want to call SetNextWindowPos() to enforce a tooltip position and disable clipping the tooltip without our display area, like regular tooltip do. //ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding; ImVec2 tooltip_pos = g.IO.MousePos + ImVec2(16 * g.Style.MouseCursorScale, 8 * g.Style.MouseCursorScale); SetNextWindowPos(tooltip_pos); SetNextWindowBgAlpha(g.Style.Colors[ImGuiCol_PopupBg].w * 0.60f); //PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkboard has issue with transparent colors :( tooltip_flags |= ImGuiTooltipFlags_OverridePreviousTooltip; } char window_name[16]; ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", g.TooltipOverrideCount); if (tooltip_flags & ImGuiTooltipFlags_OverridePreviousTooltip) if (ImGuiWindow* window = FindWindowByName(window_name)) if (window->Active) { // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one. window->Hidden = true; window->HiddenFramesCanSkipItems = 1; // FIXME: This may not be necessary? ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount); } ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoDocking; Begin(window_name, NULL, flags | extra_window_flags); } void ImGui::EndTooltip() { IM_ASSERT(GetCurrentWindowRead()->Flags & ImGuiWindowFlags_Tooltip); // Mismatched BeginTooltip()/EndTooltip() calls End(); } void ImGui::SetTooltipV(const char* fmt, va_list args) { BeginTooltipEx(ImGuiTooltipFlags_OverridePreviousTooltip, ImGuiWindowFlags_None); TextV(fmt, args); EndTooltip(); } void ImGui::SetTooltip(const char* fmt, ...) { va_list args; va_start(args, fmt); SetTooltipV(fmt, args); va_end(args); } //----------------------------------------------------------------------------- // [SECTION] POPUPS //----------------------------------------------------------------------------- // Supported flags: ImGuiPopupFlags_AnyPopupId, ImGuiPopupFlags_AnyPopupLevel bool ImGui::IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags) { ImGuiContext& g = *GImGui; if (popup_flags & ImGuiPopupFlags_AnyPopupId) { // Return true if any popup is open at the current BeginPopup() level of the popup stack // This may be used to e.g. test for another popups already opened to handle popups priorities at the same level. IM_ASSERT(id == 0); if (popup_flags & ImGuiPopupFlags_AnyPopupLevel) return g.OpenPopupStack.Size > 0; else return g.OpenPopupStack.Size > g.BeginPopupStack.Size; } else { if (popup_flags & ImGuiPopupFlags_AnyPopupLevel) { // Return true if the popup is open anywhere in the popup stack for (int n = 0; n < g.OpenPopupStack.Size; n++) if (g.OpenPopupStack[n].PopupId == id) return true; return false; } else { // Return true if the popup is open at the current BeginPopup() level of the popup stack (this is the most-common query) return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == id; } } } bool ImGui::IsPopupOpen(const char* str_id, ImGuiPopupFlags popup_flags) { ImGuiContext& g = *GImGui; ImGuiID id = (popup_flags & ImGuiPopupFlags_AnyPopupId) ? 0 : g.CurrentWindow->GetID(str_id); if ((popup_flags & ImGuiPopupFlags_AnyPopupLevel) && id != 0) IM_ASSERT(0 && "Cannot use IsPopupOpen() with a string id and ImGuiPopupFlags_AnyPopupLevel."); // But non-string version is legal and used internally return IsPopupOpen(id, popup_flags); } ImGuiWindow* ImGui::GetTopMostPopupModal() { ImGuiContext& g = *GImGui; for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--) if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window) if (popup->Flags & ImGuiWindowFlags_Modal) return popup; return NULL; } ImGuiWindow* ImGui::GetTopMostAndVisiblePopupModal() { ImGuiContext& g = *GImGui; for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--) if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window) if ((popup->Flags & ImGuiWindowFlags_Modal) && IsWindowActiveAndVisible(popup)) return popup; return NULL; } void ImGui::OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags) { ImGuiContext& g = *GImGui; OpenPopupEx(g.CurrentWindow->GetID(str_id), popup_flags); } void ImGui::OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags) { OpenPopupEx(id, popup_flags); } // Mark popup as open (toggle toward open state). // Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. // Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level). // One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to NULL) void ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags) { ImGuiContext& g = *GImGui; ImGuiWindow* parent_window = g.CurrentWindow; const int current_stack_size = g.BeginPopupStack.Size; if (popup_flags & ImGuiPopupFlags_NoOpenOverExistingPopup) if (IsPopupOpen(0u, ImGuiPopupFlags_AnyPopupId)) return; ImGuiPopupData popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack. popup_ref.PopupId = id; popup_ref.Window = NULL; popup_ref.SourceWindow = g.NavWindow; popup_ref.OpenFrameCount = g.FrameCount; popup_ref.OpenParentId = parent_window->IDStack.back(); popup_ref.OpenPopupPos = NavCalcPreferredRefPos(); popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos; IMGUI_DEBUG_LOG_POPUP("OpenPopupEx(0x%08X)\n", id); if (g.OpenPopupStack.Size < current_stack_size + 1) { g.OpenPopupStack.push_back(popup_ref); } else { // Gently handle the user mistakenly calling OpenPopup() every frame. It is a programming mistake! However, if we were to run the regular code path, the ui // would become completely unusable because the popup will always be in hidden-while-calculating-size state _while_ claiming focus. Which would be a very confusing // situation for the programmer. Instead, we silently allow the popup to proceed, it will keep reappearing and the programming error will be more obvious to understand. if (g.OpenPopupStack[current_stack_size].PopupId == id && g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1) { g.OpenPopupStack[current_stack_size].OpenFrameCount = popup_ref.OpenFrameCount; } else { // Close child popups if any, then flag popup for open/reopen ClosePopupToLevel(current_stack_size, false); g.OpenPopupStack.push_back(popup_ref); } // When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by ClosePopupsOverWindow(). // This is equivalent to what ClosePopupToLevel() does. //if (g.OpenPopupStack[current_stack_size].PopupId == id) // FocusWindow(parent_window); } } // When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it. // This function closes any popups that are over 'ref_window'. void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup) { ImGuiContext& g = *GImGui; if (g.OpenPopupStack.Size == 0) return; // Don't close our own child popup windows. int popup_count_to_keep = 0; if (ref_window) { // Find the highest popup which is a descendant of the reference window (generally reference window = NavWindow) for (; popup_count_to_keep < g.OpenPopupStack.Size; popup_count_to_keep++) { ImGuiPopupData& popup = g.OpenPopupStack[popup_count_to_keep]; if (!popup.Window) continue; IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0); if (popup.Window->Flags & ImGuiWindowFlags_ChildWindow) continue; // Trim the stack unless the popup is a direct parent of the reference window (the reference window is often the NavWindow) // - With this stack of window, clicking/focusing Popup1 will close Popup2 and Popup3: // Window -> Popup1 -> Popup2 -> Popup3 // - Each popups may contain child windows, which is why we compare ->RootWindowDockTree! // Window -> Popup1 -> Popup1_Child -> Popup2 -> Popup2_Child bool ref_window_is_descendent_of_popup = false; for (int n = popup_count_to_keep; n < g.OpenPopupStack.Size; n++) if (ImGuiWindow* popup_window = g.OpenPopupStack[n].Window) //if (popup_window->RootWindowDockTree == ref_window->RootWindowDockTree) // FIXME-MERGE if (IsWindowWithinBeginStackOf(ref_window, popup_window)) { ref_window_is_descendent_of_popup = true; break; } if (!ref_window_is_descendent_of_popup) break; } } if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below { IMGUI_DEBUG_LOG_POPUP("ClosePopupsOverWindow(\"%s\") -> ClosePopupToLevel(%d)\n", ref_window->Name, popup_count_to_keep); ClosePopupToLevel(popup_count_to_keep, restore_focus_to_window_under_popup); } } void ImGui::ClosePopupsExceptModals() { ImGuiContext& g = *GImGui; int popup_count_to_keep; for (popup_count_to_keep = g.OpenPopupStack.Size; popup_count_to_keep > 0; popup_count_to_keep--) { ImGuiWindow* window = g.OpenPopupStack[popup_count_to_keep - 1].Window; if (!window || window->Flags & ImGuiWindowFlags_Modal) break; } if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below ClosePopupToLevel(popup_count_to_keep, true); } void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup) { ImGuiContext& g = *GImGui; IMGUI_DEBUG_LOG_POPUP("ClosePopupToLevel(%d), restore_focus_to_window_under_popup=%d\n", remaining, restore_focus_to_window_under_popup); IM_ASSERT(remaining >= 0 && remaining < g.OpenPopupStack.Size); // Trim open popup stack ImGuiWindow* focus_window = g.OpenPopupStack[remaining].SourceWindow; ImGuiWindow* popup_window = g.OpenPopupStack[remaining].Window; g.OpenPopupStack.resize(remaining); if (restore_focus_to_window_under_popup) { if (focus_window && !focus_window->WasActive && popup_window) { // Fallback FocusTopMostWindowUnderOne(popup_window, NULL); } else { if (g.NavLayer == ImGuiNavLayer_Main && focus_window) focus_window = NavRestoreLastChildNavWindow(focus_window); FocusWindow(focus_window); } } } // Close the popup we have begin-ed into. void ImGui::CloseCurrentPopup() { ImGuiContext& g = *GImGui; int popup_idx = g.BeginPopupStack.Size - 1; if (popup_idx < 0 || popup_idx >= g.OpenPopupStack.Size || g.BeginPopupStack[popup_idx].PopupId != g.OpenPopupStack[popup_idx].PopupId) return; // Closing a menu closes its top-most parent popup (unless a modal) while (popup_idx > 0) { ImGuiWindow* popup_window = g.OpenPopupStack[popup_idx].Window; ImGuiWindow* parent_popup_window = g.OpenPopupStack[popup_idx - 1].Window; bool close_parent = false; if (popup_window && (popup_window->Flags & ImGuiWindowFlags_ChildMenu)) if (parent_popup_window && !(parent_popup_window->Flags & ImGuiWindowFlags_MenuBar)) close_parent = true; if (!close_parent) break; popup_idx--; } IMGUI_DEBUG_LOG_POPUP("CloseCurrentPopup %d -> %d\n", g.BeginPopupStack.Size - 1, popup_idx); ClosePopupToLevel(popup_idx, true); // A common pattern is to close a popup when selecting a menu item/selectable that will open another window. // To improve this usage pattern, we avoid nav highlight for a single frame in the parent window. // Similarly, we could avoid mouse hover highlight in this window but it is less visually problematic. if (ImGuiWindow* window = g.NavWindow) window->DC.NavHideHighlightOneFrame = true; } // Attention! BeginPopup() adds default flags which BeginPopupEx()! bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags flags) { ImGuiContext& g = *GImGui; if (!IsPopupOpen(id, ImGuiPopupFlags_None)) { g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values return false; } char name[20]; if (flags & ImGuiWindowFlags_ChildMenu) ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginMenuCount); // Recycle windows based on depth else ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoDocking; bool is_open = Begin(name, NULL, flags); if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display) EndPopup(); return is_open; } bool ImGui::BeginPopup(const char* str_id, ImGuiWindowFlags flags) { ImGuiContext& g = *GImGui; if (g.OpenPopupStack.Size <= g.BeginPopupStack.Size) // Early out for performance { g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values return false; } flags |= ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings; ImGuiID id = g.CurrentWindow->GetID(str_id); return BeginPopupEx(id, flags); } // If 'p_open' is specified for a modal popup window, the popup will have a regular close button which will close the popup. // Note that popup visibility status is owned by Dear ImGui (and manipulated with e.g. OpenPopup) so the actual value of *p_open is meaningless here. bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags flags) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; const ImGuiID id = window->GetID(name); if (!IsPopupOpen(id, ImGuiPopupFlags_None)) { g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values return false; } // Center modal windows by default for increased visibility // (this won't really last as settings will kick in, and is mostly for backward compatibility. user may do the same themselves) // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window. if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0) { const ImGuiViewport* viewport = window->WasActive ? window->Viewport : GetMainViewport(); // FIXME-VIEWPORT: What may be our reference viewport? SetNextWindowPos(viewport->GetCenter(), ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f)); } flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoDocking; const bool is_open = Begin(name, p_open, flags); if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display) { EndPopup(); if (is_open) ClosePopupToLevel(g.BeginPopupStack.Size, true); return false; } return is_open; } void ImGui::EndPopup() { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup); // Mismatched BeginPopup()/EndPopup() calls IM_ASSERT(g.BeginPopupStack.Size > 0); // Make all menus and popups wrap around for now, may need to expose that policy (e.g. focus scope could include wrap/loop policy flags used by new move requests) if (g.NavWindow == window) NavMoveRequestTryWrapping(window, ImGuiNavMoveFlags_LoopY); // Child-popups don't need to be laid out IM_ASSERT(g.WithinEndChild == false); if (window->Flags & ImGuiWindowFlags_ChildWindow) g.WithinEndChild = true; End(); g.WithinEndChild = false; } // Helper to open a popup if mouse button is released over the item // - This is essentially the same as BeginPopupContextItem() but without the trailing BeginPopup() void ImGui::OpenPopupOnItemClick(const char* str_id, ImGuiPopupFlags popup_flags) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) { ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict! IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) OpenPopupEx(id, popup_flags); } } // This is a helper to handle the simplest case of associating one named popup to one given widget. // - To create a popup associated to the last item, you generally want to pass a NULL value to str_id. // - To create a popup with a specific identifier, pass it in str_id. // - This is useful when using using BeginPopupContextItem() on an item which doesn't have an identifier, e.g. a Text() call. // - This is useful when multiple code locations may want to manipulate/open the same popup, given an explicit id. // - You may want to handle the whole on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters). // This is essentially the same as: // id = str_id ? GetID(str_id) : GetItemID(); // OpenPopupOnItemClick(str_id, ImGuiPopupFlags_MouseButtonRight); // return BeginPopup(id); // Which is essentially the same as: // id = str_id ? GetID(str_id) : GetItemID(); // if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right)) // OpenPopup(id); // return BeginPopup(id); // The main difference being that this is tweaked to avoid computing the ID twice. bool ImGui::BeginPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flags) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (window->SkipItems) return false; ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict! IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) OpenPopupEx(id, popup_flags); return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings); } bool ImGui::BeginPopupContextWindow(const char* str_id, ImGuiPopupFlags popup_flags) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (!str_id) str_id = "window_context"; ImGuiID id = window->GetID(str_id); int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); if (IsMouseReleased(mouse_button) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) if (!(popup_flags & ImGuiPopupFlags_NoOpenOverItems) || !IsAnyItemHovered()) OpenPopupEx(id, popup_flags); return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings); } bool ImGui::BeginPopupContextVoid(const char* str_id, ImGuiPopupFlags popup_flags) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (!str_id) str_id = "void_context"; ImGuiID id = window->GetID(str_id); int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); if (IsMouseReleased(mouse_button) && !IsWindowHovered(ImGuiHoveredFlags_AnyWindow)) if (GetTopMostPopupModal() == NULL) OpenPopupEx(id, popup_flags); return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings); } // r_avoid = the rectangle to avoid (e.g. for tooltip it is a rectangle around the mouse cursor which we want to avoid. for popups it's a small point around the cursor.) // r_outer = the visible area rectangle, minus safe area padding. If our popup size won't fit because of safe area padding we ignore it. // (r_outer is usually equivalent to the viewport rectangle minus padding, but when multi-viewports are enabled and monitor // information are available, it may represent the entire platform monitor from the frame of reference of the current viewport. // this allows us to have tooltips/popups displayed out of the parent viewport.) ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy) { ImVec2 base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size); //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255)); //GetForegroundDrawList()->AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255)); // Combo Box policy (we want a connecting edge) if (policy == ImGuiPopupPositionPolicy_ComboBox) { const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up }; for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++) { const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n]; if (n != -1 && dir == *last_dir) // Already tried this direction? continue; ImVec2 pos; if (dir == ImGuiDir_Down) pos = ImVec2(r_avoid.Min.x, r_avoid.Max.y); // Below, Toward Right (default) if (dir == ImGuiDir_Right) pos = ImVec2(r_avoid.Min.x, r_avoid.Min.y - size.y); // Above, Toward Right if (dir == ImGuiDir_Left) pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Max.y); // Below, Toward Left if (dir == ImGuiDir_Up) pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Min.y - size.y); // Above, Toward Left if (!r_outer.Contains(ImRect(pos, pos + size))) continue; *last_dir = dir; return pos; } } // Tooltip and Default popup policy // (Always first try the direction we used on the last frame, if any) if (policy == ImGuiPopupPositionPolicy_Tooltip || policy == ImGuiPopupPositionPolicy_Default) { const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left }; for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++) { const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n]; if (n != -1 && dir == *last_dir) // Already tried this direction? continue; const float avail_w = (dir == ImGuiDir_Left ? r_avoid.Min.x : r_outer.Max.x) - (dir == ImGuiDir_Right ? r_avoid.Max.x : r_outer.Min.x); const float avail_h = (dir == ImGuiDir_Up ? r_avoid.Min.y : r_outer.Max.y) - (dir == ImGuiDir_Down ? r_avoid.Max.y : r_outer.Min.y); // If there not enough room on one axis, there's no point in positioning on a side on this axis (e.g. when not enough width, use a top/bottom position to maximize available width) if (avail_w < size.x && (dir == ImGuiDir_Left || dir == ImGuiDir_Right)) continue; if (avail_h < size.y && (dir == ImGuiDir_Up || dir == ImGuiDir_Down)) continue; ImVec2 pos; pos.x = (dir == ImGuiDir_Left) ? r_avoid.Min.x - size.x : (dir == ImGuiDir_Right) ? r_avoid.Max.x : base_pos_clamped.x; pos.y = (dir == ImGuiDir_Up) ? r_avoid.Min.y - size.y : (dir == ImGuiDir_Down) ? r_avoid.Max.y : base_pos_clamped.y; // Clamp top-left corner of popup pos.x = ImMax(pos.x, r_outer.Min.x); pos.y = ImMax(pos.y, r_outer.Min.y); *last_dir = dir; return pos; } } // Fallback when not enough room: *last_dir = ImGuiDir_None; // For tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible. if (policy == ImGuiPopupPositionPolicy_Tooltip) return ref_pos + ImVec2(2, 2); // Otherwise try to keep within display ImVec2 pos = ref_pos; pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x); pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y); return pos; } // Note that this is used for popups, which can overlap the non work-area of individual viewports. ImRect ImGui::GetPopupAllowedExtentRect(ImGuiWindow* window) { ImGuiContext& g = *GImGui; ImRect r_screen; if (window->ViewportAllowPlatformMonitorExtend >= 0) { // Extent with be in the frame of reference of the given viewport (so Min is likely to be negative here) const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[window->ViewportAllowPlatformMonitorExtend]; r_screen.Min = monitor.WorkPos; r_screen.Max = monitor.WorkPos + monitor.WorkSize; } else { // Use the full viewport area (not work area) for popups r_screen = window->Viewport->GetMainRect(); } ImVec2 padding = g.Style.DisplaySafeAreaPadding; r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f)); return r_screen; } ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window) { ImGuiContext& g = *GImGui; ImRect r_outer = GetPopupAllowedExtentRect(window); if (window->Flags & ImGuiWindowFlags_ChildMenu) { // Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds. // This is how we end up with child menus appearing (most-commonly) on the right of the parent menu. ImGuiWindow* parent_window = window->ParentWindow; float horizontal_overlap = g.Style.ItemInnerSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x). ImRect r_avoid; if (parent_window->DC.MenuBarAppending) r_avoid = ImRect(-FLT_MAX, parent_window->ClipRect.Min.y, FLT_MAX, parent_window->ClipRect.Max.y); // Avoid parent menu-bar. If we wanted multi-line menu-bar, we may instead want to have the calling window setup e.g. a NextWindowData.PosConstraintAvoidRect field else r_avoid = ImRect(parent_window->Pos.x + horizontal_overlap, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, FLT_MAX); return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Default); } if (window->Flags & ImGuiWindowFlags_Popup) { return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, ImRect(window->Pos, window->Pos), ImGuiPopupPositionPolicy_Default); // Ideally we'd disable r_avoid here } if (window->Flags & ImGuiWindowFlags_Tooltip) { // Position tooltip (always follows mouse) float sc = g.Style.MouseCursorScale; ImVec2 ref_pos = NavCalcPreferredRefPos(); ImRect r_avoid; if (!g.NavDisableHighlight && g.NavDisableMouseHover && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos)) r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8); else r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * sc, ref_pos.y + 24 * sc); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important. return FindBestWindowPosForPopupEx(ref_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Tooltip); } IM_ASSERT(0); return window->Pos; } //----------------------------------------------------------------------------- // [SECTION] KEYBOARD/GAMEPAD NAVIGATION //----------------------------------------------------------------------------- // FIXME-NAV: The existence of SetNavID vs SetFocusID properly needs to be clarified/reworked. // In our terminology those should be interchangeable. Those two functions are merely a legacy artifact, so at minimum naming should be clarified. void ImGui::SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel) { ImGuiContext& g = *GImGui; IM_ASSERT(g.NavWindow != NULL); IM_ASSERT(nav_layer == ImGuiNavLayer_Main || nav_layer == ImGuiNavLayer_Menu); g.NavId = id; g.NavLayer = nav_layer; g.NavFocusScopeId = focus_scope_id; g.NavWindow->NavLastIds[nav_layer] = id; g.NavWindow->NavRectRel[nav_layer] = rect_rel; } void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window) { ImGuiContext& g = *GImGui; IM_ASSERT(id != 0); // Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and window->DC.NavFocusScopeIdCurrent are valid. // Note that window may be != g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text) const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent; if (g.NavWindow != window) g.NavInitRequest = false; g.NavWindow = window; g.NavId = id; g.NavLayer = nav_layer; g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent; window->NavLastIds[nav_layer] = id; if (g.LastItemData.ID == id) window->NavRectRel[nav_layer] = WindowRectAbsToRel(window, g.LastItemData.NavRect); if (g.ActiveIdSource == ImGuiInputSource_Nav) g.NavDisableMouseHover = true; else g.NavDisableHighlight = true; } ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy) { if (ImFabs(dx) > ImFabs(dy)) return (dx > 0.0f) ? ImGuiDir_Right : ImGuiDir_Left; return (dy > 0.0f) ? ImGuiDir_Down : ImGuiDir_Up; } static float inline NavScoreItemDistInterval(float a0, float a1, float b0, float b1) { if (a1 < b0) return a1 - b0; if (b1 < a0) return a0 - b1; return 0.0f; } static void inline NavClampRectToVisibleAreaForMoveDir(ImGuiDir move_dir, ImRect& r, const ImRect& clip_rect) { if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right) { r.Min.y = ImClamp(r.Min.y, clip_rect.Min.y, clip_rect.Max.y); r.Max.y = ImClamp(r.Max.y, clip_rect.Min.y, clip_rect.Max.y); } else // FIXME: PageUp/PageDown are leaving move_dir == None { r.Min.x = ImClamp(r.Min.x, clip_rect.Min.x, clip_rect.Max.x); r.Max.x = ImClamp(r.Max.x, clip_rect.Min.x, clip_rect.Max.x); } } // Scoring function for gamepad/keyboard directional navigation. Based on https://gist.github.com/rygorous/6981057 static bool ImGui::NavScoreItem(ImGuiNavItemData* result) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (g.NavLayer != window->DC.NavLayerCurrent) return false; // FIXME: Those are not good variables names ImRect cand = g.LastItemData.NavRect; // Current item nav rectangle const ImRect curr = g.NavScoringRect; // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width) g.NavScoringDebugCount++; // When entering through a NavFlattened border, we consider child window items as fully clipped for scoring if (window->ParentWindow == g.NavWindow) { IM_ASSERT((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened); if (!window->ClipRect.Overlaps(cand)) return false; cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window } // We perform scoring on items bounding box clipped by the current clipping rectangle on the other axis (clipping on our movement axis would give us equal scores for all clipped items) // For example, this ensure that items in one column are not reached when moving vertically from items in another column. NavClampRectToVisibleAreaForMoveDir(g.NavMoveClipDir, cand, window->ClipRect); // Compute distance between boxes // FIXME-NAV: Introducing biases for vertical navigation, needs to be removed. float dbx = NavScoreItemDistInterval(cand.Min.x, cand.Max.x, curr.Min.x, curr.Max.x); float dby = NavScoreItemDistInterval(ImLerp(cand.Min.y, cand.Max.y, 0.2f), ImLerp(cand.Min.y, cand.Max.y, 0.8f), ImLerp(curr.Min.y, curr.Max.y, 0.2f), ImLerp(curr.Min.y, curr.Max.y, 0.8f)); // Scale down on Y to keep using box-distance for vertically touching items if (dby != 0.0f && dbx != 0.0f) dbx = (dbx / 1000.0f) + ((dbx > 0.0f) ? +1.0f : -1.0f); float dist_box = ImFabs(dbx) + ImFabs(dby); // Compute distance between centers (this is off by a factor of 2, but we only compare center distances with each other so it doesn't matter) float dcx = (cand.Min.x + cand.Max.x) - (curr.Min.x + curr.Max.x); float dcy = (cand.Min.y + cand.Max.y) - (curr.Min.y + curr.Max.y); float dist_center = ImFabs(dcx) + ImFabs(dcy); // L1 metric (need this for our connectedness guarantee) // Determine which quadrant of 'curr' our candidate item 'cand' lies in based on distance ImGuiDir quadrant; float dax = 0.0f, day = 0.0f, dist_axial = 0.0f; if (dbx != 0.0f || dby != 0.0f) { // For non-overlapping boxes, use distance between boxes dax = dbx; day = dby; dist_axial = dist_box; quadrant = ImGetDirQuadrantFromDelta(dbx, dby); } else if (dcx != 0.0f || dcy != 0.0f) { // For overlapping boxes with different centers, use distance between centers dax = dcx; day = dcy; dist_axial = dist_center; quadrant = ImGetDirQuadrantFromDelta(dcx, dcy); } else { // Degenerate case: two overlapping buttons with same center, break ties arbitrarily (note that LastItemId here is really the _previous_ item order, but it doesn't matter) quadrant = (g.LastItemData.ID < g.NavId) ? ImGuiDir_Left : ImGuiDir_Right; } #if IMGUI_DEBUG_NAV_SCORING char buf[128]; if (IsMouseHoveringRect(cand.Min, cand.Max)) { ImFormatString(buf, IM_ARRAYSIZE(buf), "dbox (%.2f,%.2f->%.4f)\ndcen (%.2f,%.2f->%.4f)\nd (%.2f,%.2f->%.4f)\nnav %c, quadrant %c", dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "WENS"[g.NavMoveDir], "WENS"[quadrant]); ImDrawList* draw_list = GetForegroundDrawList(window); draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255,200,0,100)); draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255,255,0,200)); draw_list->AddRectFilled(cand.Max - ImVec2(4, 4), cand.Max + CalcTextSize(buf) + ImVec2(4, 4), IM_COL32(40,0,0,150)); draw_list->AddText(cand.Max, ~0U, buf); } else if (g.IO.KeyCtrl) // Hold to preview score in matching quadrant. Press C to rotate. { if (quadrant == g.NavMoveDir) { ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center); ImDrawList* draw_list = GetForegroundDrawList(window); draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 200)); draw_list->AddText(cand.Min, IM_COL32(255, 255, 255, 255), buf); } } #endif // Is it in the quadrant we're interesting in moving to? bool new_best = false; const ImGuiDir move_dir = g.NavMoveDir; if (quadrant == move_dir) { // Does it beat the current best candidate? if (dist_box < result->DistBox) { result->DistBox = dist_box; result->DistCenter = dist_center; return true; } if (dist_box == result->DistBox) { // Try using distance between center points to break ties if (dist_center < result->DistCenter) { result->DistCenter = dist_center; new_best = true; } else if (dist_center == result->DistCenter) { // Still tied! we need to be extra-careful to make sure everything gets linked properly. We consistently break ties by symbolically moving "later" items // (with higher index) to the right/downwards by an infinitesimal amount since we the current "best" button already (so it must have a lower index), // this is fairly easy. This rule ensures that all buttons with dx==dy==0 will end up being linked in order of appearance along the x axis. if (((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) ? dby : dbx) < 0.0f) // moving bj to the right/down decreases distance new_best = true; } } } // Axial check: if 'curr' has no link at all in some direction and 'cand' lies roughly in that direction, add a tentative link. This will only be kept if no "real" matches // are found, so it only augments the graph produced by the above method using extra links. (important, since it doesn't guarantee strong connectedness) // This is just to avoid buttons having no links in a particular direction when there's a suitable neighbor. you get good graphs without this too. // 2017/09/29: FIXME: This now currently only enabled inside menu bars, ideally we'd disable it everywhere. Menus in particular need to catch failure. For general navigation it feels awkward. // Disabling it may lead to disconnected graphs when nodes are very spaced out on different axis. Perhaps consider offering this as an option? if (result->DistBox == FLT_MAX && dist_axial < result->DistAxial) // Check axial match if (g.NavLayer == ImGuiNavLayer_Menu && !(g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu)) if ((move_dir == ImGuiDir_Left && dax < 0.0f) || (move_dir == ImGuiDir_Right && dax > 0.0f) || (move_dir == ImGuiDir_Up && day < 0.0f) || (move_dir == ImGuiDir_Down && day > 0.0f)) { result->DistAxial = dist_axial; new_best = true; } return new_best; } static void ImGui::NavApplyItemToResult(ImGuiNavItemData* result) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; result->Window = window; result->ID = g.LastItemData.ID; result->FocusScopeId = window->DC.NavFocusScopeIdCurrent; result->InFlags = g.LastItemData.InFlags; result->RectRel = WindowRectAbsToRel(window, g.LastItemData.NavRect); } // We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above) // This is called after LastItemData is set. static void ImGui::NavProcessItem() { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; const ImGuiID id = g.LastItemData.ID; const ImRect nav_bb = g.LastItemData.NavRect; const ImGuiItemFlags item_flags = g.LastItemData.InFlags; // Process Init Request if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent && (item_flags & ImGuiItemFlags_Disabled) == 0) { // Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback const bool candidate_for_nav_default_focus = (item_flags & ImGuiItemFlags_NoNavDefaultFocus) == 0; if (candidate_for_nav_default_focus || g.NavInitResultId == 0) { g.NavInitResultId = id; g.NavInitResultRectRel = WindowRectAbsToRel(window, nav_bb); } if (candidate_for_nav_default_focus) { g.NavInitRequest = false; // Found a match, clear request NavUpdateAnyRequestFlag(); } } // Process Move Request (scoring for navigation) // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRect + scoring from a rect wrapped according to current wrapping policy) if (g.NavMoveScoringItems) { const bool is_tab_stop = (item_flags & ImGuiItemFlags_Inputable) && (item_flags & (ImGuiItemFlags_NoTabStop | ImGuiItemFlags_Disabled)) == 0; const bool is_tabbing = (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) != 0; if (is_tabbing) { if (is_tab_stop || (g.NavMoveFlags & ImGuiNavMoveFlags_FocusApi)) NavProcessItemForTabbingRequest(id); } else if ((g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) && !(item_flags & (ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNav))) { ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; if (!is_tabbing) { if (NavScoreItem(result)) NavApplyItemToResult(result); // Features like PageUp/PageDown need to maintain a separate score for the visible set of items. const float VISIBLE_RATIO = 0.70f; if ((g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb)) if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO) if (NavScoreItem(&g.NavMoveResultLocalVisible)) NavApplyItemToResult(&g.NavMoveResultLocalVisible); } } } // Update window-relative bounding box of navigated item if (g.NavId == id) { g.NavWindow = window; // Always refresh g.NavWindow, because some operations such as FocusItem() don't have a window. g.NavLayer = window->DC.NavLayerCurrent; g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent; g.NavIdIsAlive = true; window->NavRectRel[window->DC.NavLayerCurrent] = WindowRectAbsToRel(window, nav_bb); // Store item bounding box (relative to window position) } } // Handle "scoring" of an item for a tabbing/focusing request initiated by NavUpdateCreateTabbingRequest(). // Note that SetKeyboardFocusHere() API calls are considered tabbing requests! // - Case 1: no nav/active id: set result to first eligible item, stop storing. // - Case 2: tab forward: on ref id set counter, on counter elapse store result // - Case 3: tab forward wrap: set result to first eligible item (preemptively), on ref id set counter, on next frame if counter hasn't elapsed store result. // FIXME-TABBING: Could be done as a next-frame forwarded request // - Case 4: tab backward: store all results, on ref id pick prev, stop storing // - Case 5: tab backward wrap: store all results, on ref id if no result keep storing until last // FIXME-TABBING: Could be done as next-frame forwarded requested void ImGui::NavProcessItemForTabbingRequest(ImGuiID id) { ImGuiContext& g = *GImGui; // Always store in NavMoveResultLocal (unlike directional request which uses NavMoveResultOther on sibling/flattened windows) ImGuiNavItemData* result = &g.NavMoveResultLocal; if (g.NavTabbingDir == +1) { // Tab Forward or SetKeyboardFocusHere() with >= 0 if (g.NavTabbingResultFirst.ID == 0) NavApplyItemToResult(&g.NavTabbingResultFirst); if (--g.NavTabbingCounter == 0) NavMoveRequestResolveWithLastItem(result); else if (g.NavId == id) g.NavTabbingCounter = 1; } else if (g.NavTabbingDir == -1) { // Tab Backward if (g.NavId == id) { if (result->ID) { g.NavMoveScoringItems = false; NavUpdateAnyRequestFlag(); } } else { NavApplyItemToResult(result); } } else if (g.NavTabbingDir == 0) { // Tab Init if (g.NavTabbingResultFirst.ID == 0) NavMoveRequestResolveWithLastItem(&g.NavTabbingResultFirst); } } bool ImGui::NavMoveRequestButNoResultYet() { ImGuiContext& g = *GImGui; return g.NavMoveScoringItems && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0; } // FIXME: ScoringRect is not set void ImGui::NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags) { ImGuiContext& g = *GImGui; IM_ASSERT(g.NavWindow != NULL); if (move_flags & ImGuiNavMoveFlags_Tabbing) move_flags |= ImGuiNavMoveFlags_AllowCurrentNavId; g.NavMoveSubmitted = g.NavMoveScoringItems = true; g.NavMoveDir = move_dir; g.NavMoveDirForDebug = move_dir; g.NavMoveClipDir = clip_dir; g.NavMoveFlags = move_flags; g.NavMoveScrollFlags = scroll_flags; g.NavMoveForwardToNextFrame = false; g.NavMoveKeyMods = g.IO.KeyMods; g.NavTabbingCounter = 0; g.NavMoveResultLocal.Clear(); g.NavMoveResultLocalVisible.Clear(); g.NavMoveResultOther.Clear(); NavUpdateAnyRequestFlag(); } void ImGui::NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result) { ImGuiContext& g = *GImGui; g.NavMoveScoringItems = false; // Ensure request doesn't need more processing NavApplyItemToResult(result); NavUpdateAnyRequestFlag(); } void ImGui::NavMoveRequestCancel() { ImGuiContext& g = *GImGui; g.NavMoveSubmitted = g.NavMoveScoringItems = false; NavUpdateAnyRequestFlag(); } // Forward will reuse the move request again on the next frame (generally with modifications done to it) void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags) { ImGuiContext& g = *GImGui; IM_ASSERT(g.NavMoveForwardToNextFrame == false); NavMoveRequestCancel(); g.NavMoveForwardToNextFrame = true; g.NavMoveDir = move_dir; g.NavMoveClipDir = clip_dir; g.NavMoveFlags = move_flags | ImGuiNavMoveFlags_Forwarded; g.NavMoveScrollFlags = scroll_flags; } // Navigation wrap-around logic is delayed to the end of the frame because this operation is only valid after entire // popup is assembled and in case of appended popups it is not clear which EndPopup() call is final. void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags wrap_flags) { ImGuiContext& g = *GImGui; IM_ASSERT(wrap_flags != 0); // Call with _WrapX, _WrapY, _LoopX, _LoopY // In theory we should test for NavMoveRequestButNoResultYet() but there's no point doing it, NavEndFrame() will do the same test if (g.NavWindow == window && g.NavMoveScoringItems && g.NavLayer == ImGuiNavLayer_Main) g.NavMoveFlags |= wrap_flags; } // FIXME: This could be replaced by updating a frame number in each window when (window == NavWindow) and (NavLayer == 0). // This way we could find the last focused window among our children. It would be much less confusing this way? static void ImGui::NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window) { ImGuiWindow* parent = nav_window; while (parent && parent->RootWindow != parent && (parent->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) parent = parent->ParentWindow; if (parent && parent != nav_window) parent->NavLastChildNavWindow = nav_window; } // Restore the last focused child. // Call when we are expected to land on the Main Layer (0) after FocusWindow() static ImGuiWindow* ImGui::NavRestoreLastChildNavWindow(ImGuiWindow* window) { if (window->NavLastChildNavWindow && window->NavLastChildNavWindow->WasActive) return window->NavLastChildNavWindow; if (window->DockNodeAsHost && window->DockNodeAsHost->TabBar) if (ImGuiTabItem* tab = TabBarFindMostRecentlySelectedTabForActiveWindow(window->DockNodeAsHost->TabBar)) return tab->Window; return window; } void ImGui::NavRestoreLayer(ImGuiNavLayer layer) { ImGuiContext& g = *GImGui; if (layer == ImGuiNavLayer_Main) g.NavWindow = NavRestoreLastChildNavWindow(g.NavWindow); ImGuiWindow* window = g.NavWindow; if (window->NavLastIds[layer] != 0) { SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]); } else { g.NavLayer = layer; NavInitWindow(window, true); } } void ImGui::NavRestoreHighlightAfterMove() { ImGuiContext& g = *GImGui; g.NavDisableHighlight = false; g.NavDisableMouseHover = g.NavMousePosDirty = true; } static inline void ImGui::NavUpdateAnyRequestFlag() { ImGuiContext& g = *GImGui; g.NavAnyRequest = g.NavMoveScoringItems || g.NavInitRequest || (IMGUI_DEBUG_NAV_SCORING && g.NavWindow != NULL); if (g.NavAnyRequest) IM_ASSERT(g.NavWindow != NULL); } // This needs to be called before we submit any widget (aka in or before Begin) void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit) { // FIXME: ChildWindow test here is wrong for docking ImGuiContext& g = *GImGui; IM_ASSERT(window == g.NavWindow); if (window->Flags & ImGuiWindowFlags_NoNavInputs) { g.NavId = g.NavFocusScopeId = 0; return; } bool init_for_nav = false; if (window == window->RootWindow || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit) init_for_nav = true; IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from NavInitWindow(), init_for_nav=%d, window=\"%s\", layer=%d\n", init_for_nav, window->Name, g.NavLayer); if (init_for_nav) { SetNavID(0, g.NavLayer, 0, ImRect()); g.NavInitRequest = true; g.NavInitRequestFromMove = false; g.NavInitResultId = 0; g.NavInitResultRectRel = ImRect(); NavUpdateAnyRequestFlag(); } else { g.NavId = window->NavLastIds[0]; g.NavFocusScopeId = 0; } } static ImVec2 ImGui::NavCalcPreferredRefPos() { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.NavWindow; if (g.NavDisableHighlight || !g.NavDisableMouseHover || !window) { // Mouse (we need a fallback in case the mouse becomes invalid after being used) // The +1.0f offset when stored by OpenPopupEx() allows reopening this or another popup (same or another mouse button) while not moving the mouse, it is pretty standard. // In theory we could move that +1.0f offset in OpenPopupEx() ImVec2 p = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : g.MouseLastValidPos; return ImVec2(p.x + 1.0f, p.y); } else { // When navigation is active and mouse is disabled, pick a position around the bottom left of the currently navigated item // Take account of upcoming scrolling (maybe set mouse pos should be done in EndFrame?) ImRect rect_rel = WindowRectRelToAbs(window, window->NavRectRel[g.NavLayer]); if (window->LastFrameActive != g.FrameCount && (window->ScrollTarget.x != FLT_MAX || window->ScrollTarget.y != FLT_MAX)) { ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window); rect_rel.Translate(window->Scroll - next_scroll); } ImVec2 pos = ImVec2(rect_rel.Min.x + ImMin(g.Style.FramePadding.x * 4, rect_rel.GetWidth()), rect_rel.Max.y - ImMin(g.Style.FramePadding.y, rect_rel.GetHeight())); ImGuiViewport* viewport = window->Viewport; return ImFloor(ImClamp(pos, viewport->Pos, viewport->Pos + viewport->Size)); // ImFloor() is important because non-integer mouse position application in backend might be lossy and result in undesirable non-zero delta. } } const char* ImGui::GetNavInputName(ImGuiNavInput n) { static const char* names[] = { "Activate", "Cancel", "Input", "Menu", "DpadLeft", "DpadRight", "DpadUp", "DpadDown", "LStickLeft", "LStickRight", "LStickUp", "LStickDown", "FocusPrev", "FocusNext", "TweakSlow", "TweakFast", "KeyLeft", "KeyRight", "KeyUp", "KeyDown" }; IM_ASSERT(IM_ARRAYSIZE(names) == ImGuiNavInput_COUNT); IM_ASSERT(n >= 0 && n < ImGuiNavInput_COUNT); return names[n]; } float ImGui::GetNavInputAmount(ImGuiNavInput n, ImGuiNavReadMode mode) { ImGuiContext& g = *GImGui; if (mode == ImGuiNavReadMode_Down) return g.IO.NavInputs[n]; // Instant, read analog input (0.0f..1.0f, as provided by user) const float t = g.IO.NavInputsDownDuration[n]; if (t < 0.0f && mode == ImGuiNavReadMode_Released) // Return 1.0f when just released, no repeat, ignore analog input. return (g.IO.NavInputsDownDurationPrev[n] >= 0.0f ? 1.0f : 0.0f); if (t < 0.0f) return 0.0f; if (mode == ImGuiNavReadMode_Pressed) // Return 1.0f when just pressed, no repeat, ignore analog input. return (t == 0.0f) ? 1.0f : 0.0f; if (mode == ImGuiNavReadMode_Repeat) return (float)CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay * 0.72f, g.IO.KeyRepeatRate * 0.80f); if (mode == ImGuiNavReadMode_RepeatSlow) return (float)CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay * 1.25f, g.IO.KeyRepeatRate * 2.00f); if (mode == ImGuiNavReadMode_RepeatFast) return (float)CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay * 0.72f, g.IO.KeyRepeatRate * 0.30f); return 0.0f; } ImVec2 ImGui::GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiNavReadMode mode, float slow_factor, float fast_factor) { ImVec2 delta(0.0f, 0.0f); if (dir_sources & ImGuiNavDirSourceFlags_RawKeyboard) delta += ImVec2((float)IsKeyDown(ImGuiKey_RightArrow) - (float)IsKeyDown(ImGuiKey_LeftArrow), (float)IsKeyDown(ImGuiKey_DownArrow) - (float)IsKeyDown(ImGuiKey_UpArrow)); if (dir_sources & ImGuiNavDirSourceFlags_Keyboard) delta += ImVec2(GetNavInputAmount(ImGuiNavInput_KeyRight_, mode) - GetNavInputAmount(ImGuiNavInput_KeyLeft_, mode), GetNavInputAmount(ImGuiNavInput_KeyDown_, mode) - GetNavInputAmount(ImGuiNavInput_KeyUp_, mode)); if (dir_sources & ImGuiNavDirSourceFlags_PadDPad) delta += ImVec2(GetNavInputAmount(ImGuiNavInput_DpadRight, mode) - GetNavInputAmount(ImGuiNavInput_DpadLeft, mode), GetNavInputAmount(ImGuiNavInput_DpadDown, mode) - GetNavInputAmount(ImGuiNavInput_DpadUp, mode)); if (dir_sources & ImGuiNavDirSourceFlags_PadLStick) delta += ImVec2(GetNavInputAmount(ImGuiNavInput_LStickRight, mode) - GetNavInputAmount(ImGuiNavInput_LStickLeft, mode), GetNavInputAmount(ImGuiNavInput_LStickDown, mode) - GetNavInputAmount(ImGuiNavInput_LStickUp, mode)); if (slow_factor != 0.0f && IsNavInputDown(ImGuiNavInput_TweakSlow)) delta *= slow_factor; if (fast_factor != 0.0f && IsNavInputDown(ImGuiNavInput_TweakFast)) delta *= fast_factor; return delta; } static void ImGui::NavUpdate() { ImGuiContext& g = *GImGui; ImGuiIO& io = g.IO; io.WantSetMousePos = false; //if (g.NavScoringDebugCount > 0) IMGUI_DEBUG_LOG("NavScoringDebugCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.NavScoringDebugCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest); // Update Gamepad->Nav inputs mapping // Set input source as Gamepad when buttons are pressed (as some features differs when used with Gamepad vs Keyboard) const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; if (nav_gamepad_active && g.IO.BackendUsingLegacyNavInputArray == false) { for (int n = 0; n < ImGuiNavInput_COUNT; n++) IM_ASSERT(io.NavInputs[n] == 0.0f && "Backend needs to either only use io.AddKeyEvent()/io.AddKeyAnalogEvent(), either only fill legacy io.NavInputs[]. Not both!"); #define NAV_MAP_KEY(_KEY, _NAV_INPUT, _ACTIVATE_NAV) do { io.NavInputs[_NAV_INPUT] = io.KeysData[_KEY - ImGuiKey_KeysData_OFFSET].AnalogValue; if (_ACTIVATE_NAV && io.NavInputs[_NAV_INPUT] > 0.0f) { g.NavInputSource = ImGuiInputSource_Gamepad; } } while (0) NAV_MAP_KEY(ImGuiKey_GamepadFaceDown, ImGuiNavInput_Activate, true); NAV_MAP_KEY(ImGuiKey_GamepadFaceRight, ImGuiNavInput_Cancel, true); NAV_MAP_KEY(ImGuiKey_GamepadFaceLeft, ImGuiNavInput_Menu, true); NAV_MAP_KEY(ImGuiKey_GamepadFaceUp, ImGuiNavInput_Input, true); NAV_MAP_KEY(ImGuiKey_GamepadDpadLeft, ImGuiNavInput_DpadLeft, true); NAV_MAP_KEY(ImGuiKey_GamepadDpadRight, ImGuiNavInput_DpadRight, true); NAV_MAP_KEY(ImGuiKey_GamepadDpadUp, ImGuiNavInput_DpadUp, true); NAV_MAP_KEY(ImGuiKey_GamepadDpadDown, ImGuiNavInput_DpadDown, true); NAV_MAP_KEY(ImGuiKey_GamepadL1, ImGuiNavInput_FocusPrev, false); NAV_MAP_KEY(ImGuiKey_GamepadR1, ImGuiNavInput_FocusNext, false); NAV_MAP_KEY(ImGuiKey_GamepadL1, ImGuiNavInput_TweakSlow, false); NAV_MAP_KEY(ImGuiKey_GamepadR1, ImGuiNavInput_TweakFast, false); NAV_MAP_KEY(ImGuiKey_GamepadLStickLeft, ImGuiNavInput_LStickLeft, false); NAV_MAP_KEY(ImGuiKey_GamepadLStickRight, ImGuiNavInput_LStickRight, false); NAV_MAP_KEY(ImGuiKey_GamepadLStickUp, ImGuiNavInput_LStickUp, false); NAV_MAP_KEY(ImGuiKey_GamepadLStickDown, ImGuiNavInput_LStickDown, false); #undef NAV_MAP_KEY } // Update Keyboard->Nav inputs mapping const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; if (nav_keyboard_active) { #define NAV_MAP_KEY(_KEY, _NAV_INPUT) do { if (IsKeyDown(_KEY)) { io.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_Keyboard; } } while (0) NAV_MAP_KEY(ImGuiKey_Space, ImGuiNavInput_Activate ); NAV_MAP_KEY(ImGuiKey_Enter, ImGuiNavInput_Input ); NAV_MAP_KEY(ImGuiKey_Escape, ImGuiNavInput_Cancel ); NAV_MAP_KEY(ImGuiKey_LeftArrow, ImGuiNavInput_KeyLeft_ ); NAV_MAP_KEY(ImGuiKey_RightArrow,ImGuiNavInput_KeyRight_); NAV_MAP_KEY(ImGuiKey_UpArrow, ImGuiNavInput_KeyUp_ ); NAV_MAP_KEY(ImGuiKey_DownArrow, ImGuiNavInput_KeyDown_ ); if (io.KeyCtrl) io.NavInputs[ImGuiNavInput_TweakSlow] = 1.0f; if (io.KeyShift) io.NavInputs[ImGuiNavInput_TweakFast] = 1.0f; #undef NAV_MAP_KEY } memcpy(io.NavInputsDownDurationPrev, io.NavInputsDownDuration, sizeof(io.NavInputsDownDuration)); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) io.NavInputsDownDuration[i] = (io.NavInputs[i] > 0.0f) ? (io.NavInputsDownDuration[i] < 0.0f ? 0.0f : io.NavInputsDownDuration[i] + io.DeltaTime) : -1.0f; // Process navigation init request (select first/default focus) if (g.NavInitResultId != 0) NavInitRequestApplyResult(); g.NavInitRequest = false; g.NavInitRequestFromMove = false; g.NavInitResultId = 0; g.NavJustMovedToId = 0; // Process navigation move request if (g.NavMoveSubmitted) NavMoveRequestApplyResult(); g.NavTabbingCounter = 0; g.NavMoveSubmitted = g.NavMoveScoringItems = false; // Schedule mouse position update (will be done at the bottom of this function, after 1) processing all move requests and 2) updating scrolling) bool set_mouse_pos = false; if (g.NavMousePosDirty && g.NavIdIsAlive) if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow) set_mouse_pos = true; g.NavMousePosDirty = false; IM_ASSERT(g.NavLayer == ImGuiNavLayer_Main || g.NavLayer == ImGuiNavLayer_Menu); // Store our return window (for returning from Menu Layer to Main Layer) and clear it as soon as we step back in our own Layer 0 if (g.NavWindow) NavSaveLastChildNavWindowIntoParent(g.NavWindow); if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == ImGuiNavLayer_Main) g.NavWindow->NavLastChildNavWindow = NULL; // Update CTRL+TAB and Windowing features (hold Square to move/resize/etc.) NavUpdateWindowing(); // Set output flags for user application io.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs); io.NavVisible = (io.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL); // Process NavCancel input (to close a popup, get back to parent, clear focus) NavUpdateCancelRequest(); // Process manual activation request g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavActivateInputId = 0; g.NavActivateFlags = ImGuiActivateFlags_None; if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) { bool activate_down = IsNavInputDown(ImGuiNavInput_Activate); bool input_down = IsNavInputDown(ImGuiNavInput_Input); bool activate_pressed = activate_down && IsNavInputTest(ImGuiNavInput_Activate, ImGuiNavReadMode_Pressed); bool input_pressed = input_down && IsNavInputTest(ImGuiNavInput_Input, ImGuiNavReadMode_Pressed); if (g.ActiveId == 0 && activate_pressed) { g.NavActivateId = g.NavId; g.NavActivateFlags = ImGuiActivateFlags_PreferTweak; } if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && input_pressed) { g.NavActivateInputId = g.NavId; g.NavActivateFlags = ImGuiActivateFlags_PreferInput; } if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_down) g.NavActivateDownId = g.NavId; if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_pressed) g.NavActivatePressedId = g.NavId; } if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) g.NavDisableHighlight = true; if (g.NavActivateId != 0) IM_ASSERT(g.NavActivateDownId == g.NavActivateId); // Process programmatic activation request // FIXME-NAV: Those should eventually be queued (unlike focus they don't cancel each others) if (g.NavNextActivateId != 0) { if (g.NavNextActivateFlags & ImGuiActivateFlags_PreferInput) g.NavActivateInputId = g.NavNextActivateId; else g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavNextActivateId; g.NavActivateFlags = g.NavNextActivateFlags; } g.NavNextActivateId = 0; // Process move requests NavUpdateCreateMoveRequest(); if (g.NavMoveDir == ImGuiDir_None) NavUpdateCreateTabbingRequest(); NavUpdateAnyRequestFlag(); g.NavIdIsAlive = false; // Scrolling if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget) { // *Fallback* manual-scroll with Nav directional keys when window has no navigable item ImGuiWindow* window = g.NavWindow; const float scroll_speed = IM_ROUND(window->CalcFontSize() * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported. const ImGuiDir move_dir = g.NavMoveDir; if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll && move_dir != ImGuiDir_None) { if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right) SetScrollX(window, ImFloor(window->Scroll.x + ((move_dir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed)); if (move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) SetScrollY(window, ImFloor(window->Scroll.y + ((move_dir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed)); } // *Normal* Manual scroll with NavScrollXXX keys // Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds. ImVec2 scroll_dir = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiNavReadMode_Down, 1.0f / 10.0f, 10.0f); if (scroll_dir.x != 0.0f && window->ScrollbarX) SetScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed)); if (scroll_dir.y != 0.0f) SetScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed)); } // Always prioritize mouse highlight if navigation is disabled if (!nav_keyboard_active && !nav_gamepad_active) { g.NavDisableHighlight = true; g.NavDisableMouseHover = set_mouse_pos = false; } // Update mouse position if requested // (This will take into account the possibility that a Scroll was queued in the window to offset our absolute mouse position before scroll has been applied) if (set_mouse_pos && (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos)) { io.MousePos = io.MousePosPrev = NavCalcPreferredRefPos(); io.WantSetMousePos = true; //IMGUI_DEBUG_LOG("SetMousePos: (%.1f,%.1f)\n", io.MousePos.x, io.MousePos.y); } // [DEBUG] g.NavScoringDebugCount = 0; #if IMGUI_DEBUG_NAV_RECTS if (g.NavWindow) { ImDrawList* draw_list = GetForegroundDrawList(g.NavWindow); if (1) { for (int layer = 0; layer < 2; layer++) { ImRect r = WindowRectRelToAbs(g.NavWindow, g.NavWindow->NavRectRel[layer]); draw_list->AddRect(r.Min, r.Max, IM_COL32(255,200,0,255)); } } // [DEBUG] if (1) { ImU32 col = (!g.NavWindow->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); } } #endif } void ImGui::NavInitRequestApplyResult() { // In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void) ImGuiContext& g = *GImGui; if (!g.NavWindow) return; // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called) // FIXME-NAV: On _NavFlattened windows, g.NavWindow will only be updated during subsequent frame. Not a problem currently. IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", g.NavInitResultId, g.NavLayer, g.NavWindow->Name); SetNavID(g.NavInitResultId, g.NavLayer, 0, g.NavInitResultRectRel); g.NavIdIsAlive = true; // Mark as alive from previous frame as we got a result if (g.NavInitRequestFromMove) NavRestoreHighlightAfterMove(); } void ImGui::NavUpdateCreateMoveRequest() { ImGuiContext& g = *GImGui; ImGuiIO& io = g.IO; ImGuiWindow* window = g.NavWindow; if (g.NavMoveForwardToNextFrame && window != NULL) { // Forwarding previous request (which has been modified, e.g. wrap around menus rewrite the requests with a starting rectangle at the other side of the window) // (preserve most state, which were already set by the NavMoveRequestForward() function) IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None); IM_ASSERT(g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded); IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestForward %d\n", g.NavMoveDir); } else { // Initiate directional inputs request g.NavMoveDir = ImGuiDir_None; g.NavMoveFlags = ImGuiNavMoveFlags_None; g.NavMoveScrollFlags = ImGuiScrollFlags_None; if (window && !g.NavWindowingTarget && !(window->Flags & ImGuiWindowFlags_NoNavInputs)) { const ImGuiNavReadMode read_mode = ImGuiNavReadMode_Repeat; if (!IsActiveIdUsingNavDir(ImGuiDir_Left) && (IsNavInputTest(ImGuiNavInput_DpadLeft, read_mode) || IsNavInputTest(ImGuiNavInput_KeyLeft_, read_mode))) { g.NavMoveDir = ImGuiDir_Left; } if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && (IsNavInputTest(ImGuiNavInput_DpadRight, read_mode) || IsNavInputTest(ImGuiNavInput_KeyRight_, read_mode))) { g.NavMoveDir = ImGuiDir_Right; } if (!IsActiveIdUsingNavDir(ImGuiDir_Up) && (IsNavInputTest(ImGuiNavInput_DpadUp, read_mode) || IsNavInputTest(ImGuiNavInput_KeyUp_, read_mode))) { g.NavMoveDir = ImGuiDir_Up; } if (!IsActiveIdUsingNavDir(ImGuiDir_Down) && (IsNavInputTest(ImGuiNavInput_DpadDown, read_mode) || IsNavInputTest(ImGuiNavInput_KeyDown_, read_mode))) { g.NavMoveDir = ImGuiDir_Down; } } g.NavMoveClipDir = g.NavMoveDir; g.NavScoringNoClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); } // Update PageUp/PageDown/Home/End scroll // FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag? const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; float scoring_rect_offset_y = 0.0f; if (window && g.NavMoveDir == ImGuiDir_None && nav_keyboard_active) scoring_rect_offset_y = NavUpdatePageUpPageDown(); if (scoring_rect_offset_y != 0.0f) { g.NavScoringNoClipRect = window->InnerRect; g.NavScoringNoClipRect.TranslateY(scoring_rect_offset_y); } // [DEBUG] Always send a request #if IMGUI_DEBUG_NAV_SCORING if (io.KeyCtrl && IsKeyPressed(ImGuiKey_C)) g.NavMoveDirForDebug = (ImGuiDir)((g.NavMoveDirForDebug + 1) & 3); if (io.KeyCtrl && g.NavMoveDir == ImGuiDir_None) { g.NavMoveDir = g.NavMoveDirForDebug; g.NavMoveFlags |= ImGuiNavMoveFlags_DebugNoResult; } #endif // Submit g.NavMoveForwardToNextFrame = false; if (g.NavMoveDir != ImGuiDir_None) NavMoveRequestSubmit(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags); // Moving with no reference triggers a init request (will be used as a fallback if the direction fails to find a match) if (g.NavMoveSubmitted && g.NavId == 0) { IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from move, window \"%s\", layer=%d\n", g.NavWindow->Name, g.NavLayer); g.NavInitRequest = g.NavInitRequestFromMove = true; g.NavInitResultId = 0; g.NavDisableHighlight = false; } // When using gamepad, we project the reference nav bounding box into window visible area. // This is to allow resuming navigation inside the visible area after doing a large amount of scrolling, since with gamepad every movements are relative // (can't focus a visible object like we can with the mouse). if (g.NavMoveSubmitted && g.NavInputSource == ImGuiInputSource_Gamepad && g.NavLayer == ImGuiNavLayer_Main && window != NULL)// && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded)) { bool clamp_x = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_WrapX)) == 0; bool clamp_y = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapY)) == 0; ImRect inner_rect_rel = WindowRectAbsToRel(window, ImRect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1))); if ((clamp_x || clamp_y) && !inner_rect_rel.Contains(window->NavRectRel[g.NavLayer])) { IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: clamp NavRectRel for gamepad move\n"); float pad_x = ImMin(inner_rect_rel.GetWidth(), window->CalcFontSize() * 0.5f); float pad_y = ImMin(inner_rect_rel.GetHeight(), window->CalcFontSize() * 0.5f); // Terrible approximation for the intent of starting navigation from first fully visible item inner_rect_rel.Min.x = clamp_x ? (inner_rect_rel.Min.x + pad_x) : -FLT_MAX; inner_rect_rel.Max.x = clamp_x ? (inner_rect_rel.Max.x - pad_x) : +FLT_MAX; inner_rect_rel.Min.y = clamp_y ? (inner_rect_rel.Min.y + pad_y) : -FLT_MAX; inner_rect_rel.Max.y = clamp_y ? (inner_rect_rel.Max.y - pad_y) : +FLT_MAX; window->NavRectRel[g.NavLayer].ClipWithFull(inner_rect_rel); g.NavId = g.NavFocusScopeId = 0; } } // For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items) ImRect scoring_rect; if (window != NULL) { ImRect nav_rect_rel = !window->NavRectRel[g.NavLayer].IsInverted() ? window->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0); scoring_rect = WindowRectRelToAbs(window, nav_rect_rel); scoring_rect.TranslateY(scoring_rect_offset_y); scoring_rect.Min.x = ImMin(scoring_rect.Min.x + 1.0f, scoring_rect.Max.x); scoring_rect.Max.x = scoring_rect.Min.x; IM_ASSERT(!scoring_rect.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allows us to remove extraneous ImFabs() calls in NavScoreItem(). //GetForegroundDrawList()->AddRect(scoring_rect.Min, scoring_rect.Max, IM_COL32(255,200,0,255)); // [DEBUG] //if (!g.NavScoringNoClipRect.IsInverted()) { GetForegroundDrawList()->AddRect(g.NavScoringNoClipRect.Min, g.NavScoringNoClipRect.Max, IM_COL32(255, 200, 0, 255)); } // [DEBUG] } g.NavScoringRect = scoring_rect; g.NavScoringNoClipRect.Add(scoring_rect); } void ImGui::NavUpdateCreateTabbingRequest() { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.NavWindow; IM_ASSERT(g.NavMoveDir == ImGuiDir_None); if (window == NULL || g.NavWindowingTarget != NULL || (window->Flags & ImGuiWindowFlags_NoNavInputs)) return; const bool tab_pressed = IsKeyPressed(ImGuiKey_Tab, true) && !IsActiveIdUsingKey(ImGuiKey_Tab) && !g.IO.KeyCtrl && !g.IO.KeyAlt; if (!tab_pressed) return; // Initiate tabbing request // (this is ALWAYS ENABLED, regardless of ImGuiConfigFlags_NavEnableKeyboard flag!) // Initially this was designed to use counters and modulo arithmetic, but that could not work with unsubmitted items (list clipper). Instead we use a strategy close to other move requests. // See NavProcessItemForTabbingRequest() for a description of the various forward/backward tabbing cases with and without wrapping. //// FIXME: We use (g.ActiveId == 0) but (g.NavDisableHighlight == false) might be righter once we can tab through anything g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.ActiveId == 0) ? 0 : +1; ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY; ImGuiDir clip_dir = (g.NavTabbingDir < 0) ? ImGuiDir_Up : ImGuiDir_Down; NavMoveRequestSubmit(ImGuiDir_None, clip_dir, ImGuiNavMoveFlags_Tabbing, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable. g.NavTabbingResultFirst.Clear(); g.NavTabbingCounter = -1; } // Apply result from previous frame navigation directional move request. Always called from NavUpdate() void ImGui::NavMoveRequestApplyResult() { ImGuiContext& g = *GImGui; #if IMGUI_DEBUG_NAV_SCORING if (g.NavMoveFlags & ImGuiNavMoveFlags_DebugNoResult) // [DEBUG] Scoring all items in NavWindow at all times return; #endif // Select which result to use ImGuiNavItemData* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : (g.NavMoveResultOther.ID != 0) ? &g.NavMoveResultOther : NULL; // Tabbing forward wrap if (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) if ((g.NavTabbingCounter == 1 || g.NavTabbingDir == 0) && g.NavTabbingResultFirst.ID) result = &g.NavTabbingResultFirst; // In a situation when there is no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result) if (result == NULL) { if (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) g.NavMoveFlags |= ImGuiNavMoveFlags_DontSetNavHighlight; if (g.NavId != 0 && (g.NavMoveFlags & ImGuiNavMoveFlags_DontSetNavHighlight) == 0) NavRestoreHighlightAfterMove(); return; } // PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page. if (g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) if (g.NavMoveResultLocalVisible.ID != 0 && g.NavMoveResultLocalVisible.ID != g.NavId) result = &g.NavMoveResultLocalVisible; // Maybe entering a flattened child from the outside? In this case solve the tie using the regular scoring rules. if (result != &g.NavMoveResultOther && g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow) if ((g.NavMoveResultOther.DistBox < result->DistBox) || (g.NavMoveResultOther.DistBox == result->DistBox && g.NavMoveResultOther.DistCenter < result->DistCenter)) result = &g.NavMoveResultOther; IM_ASSERT(g.NavWindow && result->Window); // Scroll to keep newly navigated item fully into view. if (g.NavLayer == ImGuiNavLayer_Main) { if (g.NavMoveFlags & ImGuiNavMoveFlags_ScrollToEdgeY) { // FIXME: Should remove this float scroll_target = (g.NavMoveDir == ImGuiDir_Up) ? result->Window->ScrollMax.y : 0.0f; SetScrollY(result->Window, scroll_target); } else { ImRect rect_abs = WindowRectRelToAbs(result->Window, result->RectRel); ScrollToRectEx(result->Window, rect_abs, g.NavMoveScrollFlags); } } g.NavWindow = result->Window; if (g.ActiveId != result->ID) ClearActiveID(); if (g.NavId != result->ID) { // Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId) g.NavJustMovedToId = result->ID; g.NavJustMovedToFocusScopeId = result->FocusScopeId; g.NavJustMovedToKeyMods = g.NavMoveKeyMods; } // Focus IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name); SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel); // Tabbing: Activates Inputable or Focus non-Inputable if ((g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) && (result->InFlags & ImGuiItemFlags_Inputable)) { g.NavNextActivateId = result->ID; g.NavNextActivateFlags = ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_TryToPreserveState; g.NavMoveFlags |= ImGuiNavMoveFlags_DontSetNavHighlight; } // Activate if (g.NavMoveFlags & ImGuiNavMoveFlags_Activate) { g.NavNextActivateId = result->ID; g.NavNextActivateFlags = ImGuiActivateFlags_None; } // Enable nav highlight if ((g.NavMoveFlags & ImGuiNavMoveFlags_DontSetNavHighlight) == 0) NavRestoreHighlightAfterMove(); } // Process NavCancel input (to close a popup, get back to parent, clear focus) // FIXME: In order to support e.g. Escape to clear a selection we'll need: // - either to store the equivalent of ActiveIdUsingKeyInputMask for a FocusScope and test for it. // - either to move most/all of those tests to the epilogue/end functions of the scope they are dealing with (e.g. exit child window in EndChild()) or in EndFrame(), to allow an earlier intercept static void ImGui::NavUpdateCancelRequest() { ImGuiContext& g = *GImGui; if (!IsNavInputTest(ImGuiNavInput_Cancel, ImGuiNavReadMode_Pressed)) return; IMGUI_DEBUG_LOG_NAV("[nav] ImGuiNavInput_Cancel\n"); if (g.ActiveId != 0) { if (!IsActiveIdUsingNavInput(ImGuiNavInput_Cancel)) ClearActiveID(); } else if (g.NavLayer != ImGuiNavLayer_Main) { // Leave the "menu" layer NavRestoreLayer(ImGuiNavLayer_Main); NavRestoreHighlightAfterMove(); } else if (g.NavWindow && g.NavWindow != g.NavWindow->RootWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow) { // Exit child window ImGuiWindow* child_window = g.NavWindow; ImGuiWindow* parent_window = g.NavWindow->ParentWindow; IM_ASSERT(child_window->ChildId != 0); ImRect child_rect = child_window->Rect(); FocusWindow(parent_window); SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, WindowRectAbsToRel(parent_window, child_rect)); NavRestoreHighlightAfterMove(); } else if (g.OpenPopupStack.Size > 0) { // Close open popup/menu if (!(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal)) ClosePopupToLevel(g.OpenPopupStack.Size - 1, true); } else { // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow))) g.NavWindow->NavLastIds[0] = 0; g.NavId = g.NavFocusScopeId = 0; } } // Handle PageUp/PageDown/Home/End keys // Called from NavUpdateCreateMoveRequest() which will use our output to create a move request // FIXME-NAV: This doesn't work properly with NavFlattened siblings as we use NavWindow rectangle for reference // FIXME-NAV: how to get Home/End to aim at the beginning/end of a 2D grid? static float ImGui::NavUpdatePageUpPageDown() { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.NavWindow; if ((window->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL) return 0.0f; const bool page_up_held = IsKeyDown(ImGuiKey_PageUp) && !IsActiveIdUsingKey(ImGuiKey_PageUp); const bool page_down_held = IsKeyDown(ImGuiKey_PageDown) && !IsActiveIdUsingKey(ImGuiKey_PageDown); const bool home_pressed = IsKeyPressed(ImGuiKey_Home) && !IsActiveIdUsingKey(ImGuiKey_Home); const bool end_pressed = IsKeyPressed(ImGuiKey_End) && !IsActiveIdUsingKey(ImGuiKey_End); if (page_up_held == page_down_held && home_pressed == end_pressed) // Proceed if either (not both) are pressed, otherwise early out return 0.0f; if (g.NavLayer != ImGuiNavLayer_Main) NavRestoreLayer(ImGuiNavLayer_Main); if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll) { // Fallback manual-scroll when window has no navigable item if (IsKeyPressed(ImGuiKey_PageUp, true)) SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight()); else if (IsKeyPressed(ImGuiKey_PageDown, true)) SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight()); else if (home_pressed) SetScrollY(window, 0.0f); else if (end_pressed) SetScrollY(window, window->ScrollMax.y); } else { ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer]; const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight()); float nav_scoring_rect_offset_y = 0.0f; if (IsKeyPressed(ImGuiKey_PageUp, true)) { nav_scoring_rect_offset_y = -page_offset_y; g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset up, we request the down direction (so we can always land on the last item) g.NavMoveClipDir = ImGuiDir_Up; g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet; } else if (IsKeyPressed(ImGuiKey_PageDown, true)) { nav_scoring_rect_offset_y = +page_offset_y; g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset down, we request the up direction (so we can always land on the last item) g.NavMoveClipDir = ImGuiDir_Down; g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet; } else if (home_pressed) { // FIXME-NAV: handling of Home/End is assuming that the top/bottom most item will be visible with Scroll.y == 0/ScrollMax.y // Scrolling will be handled via the ImGuiNavMoveFlags_ScrollToEdgeY flag, we don't scroll immediately to avoid scrolling happening before nav result. // Preserve current horizontal position if we have any. nav_rect_rel.Min.y = nav_rect_rel.Max.y = 0.0f; if (nav_rect_rel.IsInverted()) nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f; g.NavMoveDir = ImGuiDir_Down; g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY; // FIXME-NAV: MoveClipDir left to _None, intentional? } else if (end_pressed) { nav_rect_rel.Min.y = nav_rect_rel.Max.y = window->ContentSize.y; if (nav_rect_rel.IsInverted()) nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f; g.NavMoveDir = ImGuiDir_Up; g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY; // FIXME-NAV: MoveClipDir left to _None, intentional? } return nav_scoring_rect_offset_y; } return 0.0f; } static void ImGui::NavEndFrame() { ImGuiContext& g = *GImGui; // Show CTRL+TAB list window if (g.NavWindowingTarget != NULL) NavUpdateWindowingOverlay(); // Perform wrap-around in menus // FIXME-NAV: Wrap may need to apply a weight bias on the other axis. e.g. 4x4 grid with 2 last items missing on last item won't handle LoopY/WrapY correctly. // FIXME-NAV: Wrap (not Loop) support could be handled by the scoring function and then WrapX would function without an extra frame. const ImGuiNavMoveFlags wanted_flags = ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY; if (g.NavWindow && NavMoveRequestButNoResultYet() && (g.NavMoveFlags & wanted_flags) && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0) NavUpdateCreateWrappingRequest(); } static void ImGui::NavUpdateCreateWrappingRequest() { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.NavWindow; bool do_forward = false; ImRect bb_rel = window->NavRectRel[g.NavLayer]; ImGuiDir clip_dir = g.NavMoveDir; const ImGuiNavMoveFlags move_flags = g.NavMoveFlags; if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX))) { bb_rel.Min.x = bb_rel.Max.x = window->ContentSize.x + window->WindowPadding.x; if (move_flags & ImGuiNavMoveFlags_WrapX) { bb_rel.TranslateY(-bb_rel.GetHeight()); // Previous row clip_dir = ImGuiDir_Up; } do_forward = true; } if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX))) { bb_rel.Min.x = bb_rel.Max.x = -window->WindowPadding.x; if (move_flags & ImGuiNavMoveFlags_WrapX) { bb_rel.TranslateY(+bb_rel.GetHeight()); // Next row clip_dir = ImGuiDir_Down; } do_forward = true; } if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY))) { bb_rel.Min.y = bb_rel.Max.y = window->ContentSize.y + window->WindowPadding.y; if (move_flags & ImGuiNavMoveFlags_WrapY) { bb_rel.TranslateX(-bb_rel.GetWidth()); // Previous column clip_dir = ImGuiDir_Left; } do_forward = true; } if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY))) { bb_rel.Min.y = bb_rel.Max.y = -window->WindowPadding.y; if (move_flags & ImGuiNavMoveFlags_WrapY) { bb_rel.TranslateX(+bb_rel.GetWidth()); // Next column clip_dir = ImGuiDir_Right; } do_forward = true; } if (!do_forward) return; window->NavRectRel[g.NavLayer] = bb_rel; NavMoveRequestForward(g.NavMoveDir, clip_dir, move_flags, g.NavMoveScrollFlags); } static int ImGui::FindWindowFocusIndex(ImGuiWindow* window) { ImGuiContext& g = *GImGui; IM_UNUSED(g); int order = window->FocusOrder; IM_ASSERT(window->RootWindow == window); // No child window (not testing _ChildWindow because of docking) IM_ASSERT(g.WindowsFocusOrder[order] == window); return order; } static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N) { ImGuiContext& g = *GImGui; for (int i = i_start; i >= 0 && i < g.WindowsFocusOrder.Size && i != i_stop; i += dir) if (ImGui::IsWindowNavFocusable(g.WindowsFocusOrder[i])) return g.WindowsFocusOrder[i]; return NULL; } static void NavUpdateWindowingHighlightWindow(int focus_change_dir) { ImGuiContext& g = *GImGui; IM_ASSERT(g.NavWindowingTarget); if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal) return; const int i_current = ImGui::FindWindowFocusIndex(g.NavWindowingTarget); ImGuiWindow* window_target = FindWindowNavFocusable(i_current + focus_change_dir, -INT_MAX, focus_change_dir); if (!window_target) window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.WindowsFocusOrder.Size - 1) : 0, i_current, focus_change_dir); if (window_target) // Don't reset windowing target if there's a single window in the list g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target; g.NavWindowingToggleLayer = false; } // Windowing management mode // Keyboard: CTRL+Tab (change focus/move/resize), Alt (toggle menu layer) // Gamepad: Hold Menu/Square (change focus/move/resize), Tap Menu/Square (toggle menu layer) static void ImGui::NavUpdateWindowing() { ImGuiContext& g = *GImGui; ImGuiIO& io = g.IO; ImGuiWindow* apply_focus_window = NULL; bool apply_toggle_layer = false; ImGuiWindow* modal_window = GetTopMostPopupModal(); bool allow_windowing = (modal_window == NULL); if (!allow_windowing) g.NavWindowingTarget = NULL; // Fade out if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL) { g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - io.DeltaTime * 10.0f, 0.0f); if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f) g.NavWindowingTargetAnim = NULL; } // Start CTRL+Tab or Square+L/R window selection const bool start_windowing_with_gamepad = allow_windowing && !g.NavWindowingTarget && IsNavInputTest(ImGuiNavInput_Menu, ImGuiNavReadMode_Pressed); const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && io.KeyCtrl && IsKeyPressed(ImGuiKey_Tab); if (start_windowing_with_gamepad || start_windowing_with_keyboard) if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1)) { g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow; g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f; g.NavWindowingToggleLayer = start_windowing_with_gamepad ? true : false; // Gamepad starts toggling layer g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad; } // Gamepad update g.NavWindowingTimer += io.DeltaTime; if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Gamepad) { // Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // Select window to focus const int focus_change_dir = (int)IsNavInputTest(ImGuiNavInput_FocusPrev, ImGuiNavReadMode_RepeatSlow) - (int)IsNavInputTest(ImGuiNavInput_FocusNext, ImGuiNavReadMode_RepeatSlow); if (focus_change_dir != 0) { NavUpdateWindowingHighlightWindow(focus_change_dir); g.NavWindowingHighlightAlpha = 1.0f; } // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered top-most) if (!IsNavInputDown(ImGuiNavInput_Menu)) { g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore. if (g.NavWindowingToggleLayer && g.NavWindow) apply_toggle_layer = true; else if (!g.NavWindowingToggleLayer) apply_focus_window = g.NavWindowingTarget; g.NavWindowingTarget = NULL; } } // Keyboard: Focus if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Keyboard) { // Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f if (IsKeyPressed(ImGuiKey_Tab, true)) NavUpdateWindowingHighlightWindow(io.KeyShift ? +1 : -1); if (!io.KeyCtrl) apply_focus_window = g.NavWindowingTarget; } // Keyboard: Press and Release ALT to toggle menu layer // - Testing that only Alt is tested prevents Alt+Shift or AltGR from toggling menu layer. // - AltGR is normally Alt+Ctrl but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl). But even on keyboards without AltGR we don't want Alt+Ctrl to open menu anyway. const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; if (nav_keyboard_active && IsKeyPressed(ImGuiKey_ModAlt)) { g.NavWindowingToggleLayer = true; g.NavInputSource = ImGuiInputSource_Keyboard; } if (g.NavWindowingToggleLayer && g.NavInputSource == ImGuiInputSource_Keyboard) { // We cancel toggling nav layer when any text has been typed (generally while holding Alt). (See #370) // We cancel toggling nav layer when other modifiers are pressed. (See #4439) if (io.InputQueueCharacters.Size > 0 || io.KeyCtrl || io.KeyShift || io.KeySuper) g.NavWindowingToggleLayer = false; // Apply layer toggle on release // Important: as before version <18314 we lacked an explicit IO event for focus gain/loss, we also compare mouse validity to detect old backends clearing mouse pos on focus loss. if (IsKeyReleased(ImGuiKey_ModAlt) && g.NavWindowingToggleLayer) if (g.ActiveId == 0 || g.ActiveIdAllowOverlap) if (IsMousePosValid(&io.MousePos) == IsMousePosValid(&io.MousePosPrev)) apply_toggle_layer = true; if (!IsKeyDown(ImGuiKey_ModAlt)) g.NavWindowingToggleLayer = false; } // Move window if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove)) { ImVec2 move_delta; if (g.NavInputSource == ImGuiInputSource_Keyboard && !io.KeyShift) move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_RawKeyboard, ImGuiNavReadMode_Down); if (g.NavInputSource == ImGuiInputSource_Gamepad) move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiNavReadMode_Down); if (move_delta.x != 0.0f || move_delta.y != 0.0f) { const float NAV_MOVE_SPEED = 800.0f; const float move_speed = ImFloor(NAV_MOVE_SPEED * io.DeltaTime * ImMin(io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y)); // FIXME: Doesn't handle variable framerate very well ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindowDockTree; SetWindowPos(moving_window, moving_window->Pos + move_delta * move_speed, ImGuiCond_Always); MarkIniSettingsDirty(moving_window); g.NavDisableMouseHover = true; } } // Apply final focus if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow)) { ImGuiViewport* previous_viewport = g.NavWindow ? g.NavWindow->Viewport : NULL; ClearActiveID(); NavRestoreHighlightAfterMove(); apply_focus_window = NavRestoreLastChildNavWindow(apply_focus_window); ClosePopupsOverWindow(apply_focus_window, false); FocusWindow(apply_focus_window); if (apply_focus_window->NavLastIds[0] == 0) NavInitWindow(apply_focus_window, false); // If the window has ONLY a menu layer (no main layer), select it directly // Use NavLayersActiveMaskNext since windows didn't have a chance to be Begin()-ed on this frame, // so CTRL+Tab where the keys are only held for 1 frame will be able to use correct layers mask since // the target window as already been previewed once. // FIXME-NAV: This should be done in NavInit.. or in FocusWindow... However in both of those cases, // we won't have a guarantee that windows has been visible before and therefore NavLayersActiveMask* // won't be valid. if (apply_focus_window->DC.NavLayersActiveMaskNext == (1 << ImGuiNavLayer_Menu)) g.NavLayer = ImGuiNavLayer_Menu; // Request OS level focus if (apply_focus_window->Viewport != previous_viewport && g.PlatformIO.Platform_SetWindowFocus) g.PlatformIO.Platform_SetWindowFocus(apply_focus_window->Viewport); } if (apply_focus_window) g.NavWindowingTarget = NULL; // Apply menu/layer toggle if (apply_toggle_layer && g.NavWindow) { ClearActiveID(); // Move to parent menu if necessary ImGuiWindow* new_nav_window = g.NavWindow; while (new_nav_window->ParentWindow && (new_nav_window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0 && (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0 && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) new_nav_window = new_nav_window->ParentWindow; if (new_nav_window != g.NavWindow) { ImGuiWindow* old_nav_window = g.NavWindow; FocusWindow(new_nav_window); new_nav_window->NavLastChildNavWindow = old_nav_window; } // Toggle layer const ImGuiNavLayer new_nav_layer = (g.NavWindow->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main; if (new_nav_layer != g.NavLayer) { // Reinitialize navigation when entering menu bar with the Alt key (FIXME: could be a properly of the layer?) const bool preserve_layer_1_nav_id = (new_nav_window->DockNodeAsHost != NULL); if (new_nav_layer == ImGuiNavLayer_Menu && !preserve_layer_1_nav_id) g.NavWindow->NavLastIds[new_nav_layer] = 0; NavRestoreLayer(new_nav_layer); NavRestoreHighlightAfterMove(); } } } // Window has already passed the IsWindowNavFocusable() static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window) { if (window->Flags & ImGuiWindowFlags_Popup) return "(Popup)"; if ((window->Flags & ImGuiWindowFlags_MenuBar) && strcmp(window->Name, "##MainMenuBar") == 0) return "(Main menu bar)"; if (window->DockNodeAsHost) return "(Dock node)"; return "(Untitled)"; } // Overlay displayed when using CTRL+TAB. Called by EndFrame(). void ImGui::NavUpdateWindowingOverlay() { ImGuiContext& g = *GImGui; IM_ASSERT(g.NavWindowingTarget != NULL); if (g.NavWindowingTimer < NAV_WINDOWING_LIST_APPEAR_DELAY) return; if (g.NavWindowingListWindow == NULL) g.NavWindowingListWindow = FindWindowByName("###NavWindowingList"); const ImGuiViewport* viewport = /*g.NavWindow ? g.NavWindow->Viewport :*/ GetMainViewport(); SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX)); SetNextWindowPos(viewport->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f)); PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f); Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings); for (int n = g.WindowsFocusOrder.Size - 1; n >= 0; n--) { ImGuiWindow* window = g.WindowsFocusOrder[n]; IM_ASSERT(window != NULL); // Fix static analyzers if (!IsWindowNavFocusable(window)) continue; const char* label = window->Name; if (label == FindRenderedTextEnd(label)) label = GetFallbackWindowNameForWindowingList(window); Selectable(label, g.NavWindowingTarget == window); } End(); PopStyleVar(); } //----------------------------------------------------------------------------- // [SECTION] DRAG AND DROP //----------------------------------------------------------------------------- void ImGui::ClearDragDrop() { ImGuiContext& g = *GImGui; g.DragDropActive = false; g.DragDropPayload.Clear(); g.DragDropAcceptFlags = ImGuiDragDropFlags_None; g.DragDropAcceptIdCurr = g.DragDropAcceptIdPrev = 0; g.DragDropAcceptIdCurrRectSurface = FLT_MAX; g.DragDropAcceptFrameCount = -1; g.DragDropPayloadBufHeap.clear(); memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal)); } // When this returns true you need to: a) call SetDragDropPayload() exactly once, b) you may render the payload visual/description, c) call EndDragDropSource() // If the item has an identifier: // - This assume/require the item to be activated (typically via ButtonBehavior). // - Therefore if you want to use this with a mouse button other than left mouse button, it is up to the item itself to activate with another button. // - We then pull and use the mouse button that was used to activate the item and use it to carry on the drag. // If the item has no identifier: // - Currently always assume left mouse button. bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; // FIXME-DRAGDROP: While in the common-most "drag from non-zero active id" case we can tell the mouse button, // in both SourceExtern and id==0 cases we may requires something else (explicit flags or some heuristic). ImGuiMouseButton mouse_button = ImGuiMouseButton_Left; bool source_drag_active = false; ImGuiID source_id = 0; ImGuiID source_parent_id = 0; if (!(flags & ImGuiDragDropFlags_SourceExtern)) { source_id = g.LastItemData.ID; if (source_id != 0) { // Common path: items with ID if (g.ActiveId != source_id) return false; if (g.ActiveIdMouseButton != -1) mouse_button = g.ActiveIdMouseButton; if (g.IO.MouseDown[mouse_button] == false || window->SkipItems) return false; g.ActiveIdAllowOverlap = false; } else { // Uncommon path: items without ID if (g.IO.MouseDown[mouse_button] == false || window->SkipItems) return false; if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) == 0 && (g.ActiveId == 0 || g.ActiveIdWindow != window)) return false; // If you want to use BeginDragDropSource() on an item with no unique identifier for interaction, such as Text() or Image(), you need to: // A) Read the explanation below, B) Use the ImGuiDragDropFlags_SourceAllowNullID flag. if (!(flags & ImGuiDragDropFlags_SourceAllowNullID)) { IM_ASSERT(0); return false; } // Magic fallback to handle items with no assigned ID, e.g. Text(), Image() // We build a throwaway ID based on current ID stack + relative AABB of items in window. // THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING/RESIZINGG OF THE WIDGET, so if your widget moves your dragging operation will be canceled. // We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive. // Rely on keeping other window->LastItemXXX fields intact. source_id = g.LastItemData.ID = window->GetIDFromRectangle(g.LastItemData.Rect); KeepAliveID(source_id); bool is_hovered = ItemHoverable(g.LastItemData.Rect, source_id); if (is_hovered && g.IO.MouseClicked[mouse_button]) { SetActiveID(source_id, window); FocusWindow(window); } if (g.ActiveId == source_id) // Allow the underlying widget to display/return hovered during the mouse release frame, else we would get a flicker. g.ActiveIdAllowOverlap = is_hovered; } if (g.ActiveId != source_id) return false; source_parent_id = window->IDStack.back(); source_drag_active = IsMouseDragging(mouse_button); // Disable navigation and key inputs while dragging + cancel existing request if any SetActiveIdUsingNavAndKeys(); } else { window = NULL; source_id = ImHashStr("#SourceExtern"); source_drag_active = true; } if (source_drag_active) { if (!g.DragDropActive) { IM_ASSERT(source_id != 0); ClearDragDrop(); ImGuiPayload& payload = g.DragDropPayload; payload.SourceId = source_id; payload.SourceParentId = source_parent_id; g.DragDropActive = true; g.DragDropSourceFlags = flags; g.DragDropMouseButton = mouse_button; if (payload.SourceId == g.ActiveId) g.ActiveIdNoClearOnFocusLoss = true; } g.DragDropSourceFrameCount = g.FrameCount; g.DragDropWithinSource = true; if (!(flags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) { // Target can request the Source to not display its tooltip (we use a dedicated flag to make this request explicit) // We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents. BeginTooltip(); if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip)) { ImGuiWindow* tooltip_window = g.CurrentWindow; tooltip_window->Hidden = tooltip_window->SkipItems = true; tooltip_window->HiddenFramesCanSkipItems = 1; } } if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover) && !(flags & ImGuiDragDropFlags_SourceExtern)) g.LastItemData.StatusFlags &= ~ImGuiItemStatusFlags_HoveredRect; return true; } return false; } void ImGui::EndDragDropSource() { ImGuiContext& g = *GImGui; IM_ASSERT(g.DragDropActive); IM_ASSERT(g.DragDropWithinSource && "Not after a BeginDragDropSource()?"); if (!(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) EndTooltip(); // Discard the drag if have not called SetDragDropPayload() if (g.DragDropPayload.DataFrameCount == -1) ClearDragDrop(); g.DragDropWithinSource = false; } // Use 'cond' to choose to submit payload on drag start or every frame bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_size, ImGuiCond cond) { ImGuiContext& g = *GImGui; ImGuiPayload& payload = g.DragDropPayload; if (cond == 0) cond = ImGuiCond_Always; IM_ASSERT(type != NULL); IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 32 characters long"); IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0)); IM_ASSERT(cond == ImGuiCond_Always || cond == ImGuiCond_Once); IM_ASSERT(payload.SourceId != 0); // Not called between BeginDragDropSource() and EndDragDropSource() if (cond == ImGuiCond_Always || payload.DataFrameCount == -1) { // Copy payload ImStrncpy(payload.DataType, type, IM_ARRAYSIZE(payload.DataType)); g.DragDropPayloadBufHeap.resize(0); if (data_size > sizeof(g.DragDropPayloadBufLocal)) { // Store in heap g.DragDropPayloadBufHeap.resize((int)data_size); payload.Data = g.DragDropPayloadBufHeap.Data; memcpy(payload.Data, data, data_size); } else if (data_size > 0) { // Store locally memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal)); payload.Data = g.DragDropPayloadBufLocal; memcpy(payload.Data, data, data_size); } else { payload.Data = NULL; } payload.DataSize = (int)data_size; } payload.DataFrameCount = g.FrameCount; // Return whether the payload has been accepted return (g.DragDropAcceptFrameCount == g.FrameCount) || (g.DragDropAcceptFrameCount == g.FrameCount - 1); } bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id) { ImGuiContext& g = *GImGui; if (!g.DragDropActive) return false; ImGuiWindow* window = g.CurrentWindow; ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow; if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree) return false; IM_ASSERT(id != 0); if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId)) return false; if (window->SkipItems) return false; IM_ASSERT(g.DragDropWithinTarget == false); g.DragDropTargetRect = bb; g.DragDropTargetId = id; g.DragDropWithinTarget = true; return true; } // We don't use BeginDragDropTargetCustom() and duplicate its code because: // 1) we use LastItemRectHoveredRect which handles items that pushes a temporarily clip rectangle in their code. Calling BeginDragDropTargetCustom(LastItemRect) would not handle them. // 2) and it's faster. as this code may be very frequently called, we want to early out as fast as we can. // Also note how the HoveredWindow test is positioned differently in both functions (in both functions we optimize for the cheapest early out case) bool ImGui::BeginDragDropTarget() { ImGuiContext& g = *GImGui; if (!g.DragDropActive) return false; ImGuiWindow* window = g.CurrentWindow; if (!(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect)) return false; ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow; if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree || window->SkipItems) return false; const ImRect& display_rect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? g.LastItemData.DisplayRect : g.LastItemData.Rect; ImGuiID id = g.LastItemData.ID; if (id == 0) { id = window->GetIDFromRectangle(display_rect); KeepAliveID(id); } if (g.DragDropPayload.SourceId == id) return false; IM_ASSERT(g.DragDropWithinTarget == false); g.DragDropTargetRect = display_rect; g.DragDropTargetId = id; g.DragDropWithinTarget = true; return true; } bool ImGui::IsDragDropPayloadBeingAccepted() { ImGuiContext& g = *GImGui; return g.DragDropActive && g.DragDropAcceptIdPrev != 0; } const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; ImGuiPayload& payload = g.DragDropPayload; IM_ASSERT(g.DragDropActive); // Not called between BeginDragDropTarget() and EndDragDropTarget() ? IM_ASSERT(payload.DataFrameCount != -1); // Forgot to call EndDragDropTarget() ? if (type != NULL && !payload.IsDataType(type)) return NULL; // Accept smallest drag target bounding box, this allows us to nest drag targets conveniently without ordering constraints. // NB: We currently accept NULL id as target. However, overlapping targets requires a unique ID to function! const bool was_accepted_previously = (g.DragDropAcceptIdPrev == g.DragDropTargetId); ImRect r = g.DragDropTargetRect; float r_surface = r.GetWidth() * r.GetHeight(); if (r_surface <= g.DragDropAcceptIdCurrRectSurface) { g.DragDropAcceptFlags = flags; g.DragDropAcceptIdCurr = g.DragDropTargetId; g.DragDropAcceptIdCurrRectSurface = r_surface; } // Render default drop visuals // FIXME-DRAGDROP: Settle on a proper default visuals for drop target. payload.Preview = was_accepted_previously; flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that lives for 1 frame) if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview) window->DrawList->AddRect(r.Min - ImVec2(3.5f,3.5f), r.Max + ImVec2(3.5f, 3.5f), GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f); g.DragDropAcceptFrameCount = g.FrameCount; payload.Delivery = was_accepted_previously && !IsMouseDown(g.DragDropMouseButton); // For extern drag sources affecting os window focus, it's easier to just test !IsMouseDown() instead of IsMouseReleased() if (!payload.Delivery && !(flags & ImGuiDragDropFlags_AcceptBeforeDelivery)) return NULL; return &payload; } const ImGuiPayload* ImGui::GetDragDropPayload() { ImGuiContext& g = *GImGui; return g.DragDropActive ? &g.DragDropPayload : NULL; } // We don't really use/need this now, but added it for the sake of consistency and because we might need it later. void ImGui::EndDragDropTarget() { ImGuiContext& g = *GImGui; IM_ASSERT(g.DragDropActive); IM_ASSERT(g.DragDropWithinTarget); g.DragDropWithinTarget = false; } //----------------------------------------------------------------------------- // [SECTION] LOGGING/CAPTURING //----------------------------------------------------------------------------- // All text output from the interface can be captured into tty/file/clipboard. // By default, tree nodes are automatically opened during logging. //----------------------------------------------------------------------------- // Pass text data straight to log (without being displayed) static inline void LogTextV(ImGuiContext& g, const char* fmt, va_list args) { if (g.LogFile) { g.LogBuffer.Buf.resize(0); g.LogBuffer.appendfv(fmt, args); ImFileWrite(g.LogBuffer.c_str(), sizeof(char), (ImU64)g.LogBuffer.size(), g.LogFile); } else { g.LogBuffer.appendfv(fmt, args); } } void ImGui::LogText(const char* fmt, ...) { ImGuiContext& g = *GImGui; if (!g.LogEnabled) return; va_list args; va_start(args, fmt); LogTextV(g, fmt, args); va_end(args); } void ImGui::LogTextV(const char* fmt, va_list args) { ImGuiContext& g = *GImGui; if (!g.LogEnabled) return; LogTextV(g, fmt, args); } // Internal version that takes a position to decide on newline placement and pad items according to their depth. // We split text into individual lines to add current tree level padding // FIXME: This code is a little complicated perhaps, considering simplifying the whole system. void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; const char* prefix = g.LogNextPrefix; const char* suffix = g.LogNextSuffix; g.LogNextPrefix = g.LogNextSuffix = NULL; if (!text_end) text_end = FindRenderedTextEnd(text, text_end); const bool log_new_line = ref_pos && (ref_pos->y > g.LogLinePosY + g.Style.FramePadding.y + 1); if (ref_pos) g.LogLinePosY = ref_pos->y; if (log_new_line) { LogText(IM_NEWLINE); g.LogLineFirstItem = true; } if (prefix) LogRenderedText(ref_pos, prefix, prefix + strlen(prefix)); // Calculate end ourself to ensure "##" are included here. // Re-adjust padding if we have popped out of our starting depth if (g.LogDepthRef > window->DC.TreeDepth) g.LogDepthRef = window->DC.TreeDepth; const int tree_depth = (window->DC.TreeDepth - g.LogDepthRef); const char* text_remaining = text; for (;;) { // Split the string. Each new line (after a '\n') is followed by indentation corresponding to the current depth of our log entry. // We don't add a trailing \n yet to allow a subsequent item on the same line to be captured. const char* line_start = text_remaining; const char* line_end = ImStreolRange(line_start, text_end); const bool is_last_line = (line_end == text_end); if (line_start != line_end || !is_last_line) { const int line_length = (int)(line_end - line_start); const int indentation = g.LogLineFirstItem ? tree_depth * 4 : 1; LogText("%*s%.*s", indentation, "", line_length, line_start); g.LogLineFirstItem = false; if (*line_end == '\n') { LogText(IM_NEWLINE); g.LogLineFirstItem = true; } } if (is_last_line) break; text_remaining = line_end + 1; } if (suffix) LogRenderedText(ref_pos, suffix, suffix + strlen(suffix)); } // Start logging/capturing text output void ImGui::LogBegin(ImGuiLogType type, int auto_open_depth) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; IM_ASSERT(g.LogEnabled == false); IM_ASSERT(g.LogFile == NULL); IM_ASSERT(g.LogBuffer.empty()); g.LogEnabled = true; g.LogType = type; g.LogNextPrefix = g.LogNextSuffix = NULL; g.LogDepthRef = window->DC.TreeDepth; g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault); g.LogLinePosY = FLT_MAX; g.LogLineFirstItem = true; } // Important: doesn't copy underlying data, use carefully (prefix/suffix must be in scope at the time of the next LogRenderedText) void ImGui::LogSetNextTextDecoration(const char* prefix, const char* suffix) { ImGuiContext& g = *GImGui; g.LogNextPrefix = prefix; g.LogNextSuffix = suffix; } void ImGui::LogToTTY(int auto_open_depth) { ImGuiContext& g = *GImGui; if (g.LogEnabled) return; IM_UNUSED(auto_open_depth); #ifndef IMGUI_DISABLE_TTY_FUNCTIONS LogBegin(ImGuiLogType_TTY, auto_open_depth); g.LogFile = stdout; #endif } // Start logging/capturing text output to given file void ImGui::LogToFile(int auto_open_depth, const char* filename) { ImGuiContext& g = *GImGui; if (g.LogEnabled) return; // FIXME: We could probably open the file in text mode "at", however note that clipboard/buffer logging will still // be subject to outputting OS-incompatible carriage return if within strings the user doesn't use IM_NEWLINE. // By opening the file in binary mode "ab" we have consistent output everywhere. if (!filename) filename = g.IO.LogFilename; if (!filename || !filename[0]) return; ImFileHandle f = ImFileOpen(filename, "ab"); if (!f) { IM_ASSERT(0); return; } LogBegin(ImGuiLogType_File, auto_open_depth); g.LogFile = f; } // Start logging/capturing text output to clipboard void ImGui::LogToClipboard(int auto_open_depth) { ImGuiContext& g = *GImGui; if (g.LogEnabled) return; LogBegin(ImGuiLogType_Clipboard, auto_open_depth); } void ImGui::LogToBuffer(int auto_open_depth) { ImGuiContext& g = *GImGui; if (g.LogEnabled) return; LogBegin(ImGuiLogType_Buffer, auto_open_depth); } void ImGui::LogFinish() { ImGuiContext& g = *GImGui; if (!g.LogEnabled) return; LogText(IM_NEWLINE); switch (g.LogType) { case ImGuiLogType_TTY: #ifndef IMGUI_DISABLE_TTY_FUNCTIONS fflush(g.LogFile); #endif break; case ImGuiLogType_File: ImFileClose(g.LogFile); break; case ImGuiLogType_Buffer: break; case ImGuiLogType_Clipboard: if (!g.LogBuffer.empty()) SetClipboardText(g.LogBuffer.begin()); break; case ImGuiLogType_None: IM_ASSERT(0); break; } g.LogEnabled = false; g.LogType = ImGuiLogType_None; g.LogFile = NULL; g.LogBuffer.clear(); } // Helper to display logging buttons // FIXME-OBSOLETE: We should probably obsolete this and let the user have their own helper (this is one of the oldest function alive!) void ImGui::LogButtons() { ImGuiContext& g = *GImGui; PushID("LogButtons"); #ifndef IMGUI_DISABLE_TTY_FUNCTIONS const bool log_to_tty = Button("Log To TTY"); SameLine(); #else const bool log_to_tty = false; #endif const bool log_to_file = Button("Log To File"); SameLine(); const bool log_to_clipboard = Button("Log To Clipboard"); SameLine(); PushAllowKeyboardFocus(false); SetNextItemWidth(80.0f); SliderInt("Default Depth", &g.LogDepthToExpandDefault, 0, 9, NULL); PopAllowKeyboardFocus(); PopID(); // Start logging at the end of the function so that the buttons don't appear in the log if (log_to_tty) LogToTTY(); if (log_to_file) LogToFile(); if (log_to_clipboard) LogToClipboard(); } //----------------------------------------------------------------------------- // [SECTION] SETTINGS //----------------------------------------------------------------------------- // - UpdateSettings() [Internal] // - MarkIniSettingsDirty() [Internal] // - CreateNewWindowSettings() [Internal] // - FindWindowSettings() [Internal] // - FindOrCreateWindowSettings() [Internal] // - FindSettingsHandler() [Internal] // - ClearIniSettings() [Internal] // - LoadIniSettingsFromDisk() // - LoadIniSettingsFromMemory() // - SaveIniSettingsToDisk() // - SaveIniSettingsToMemory() // - WindowSettingsHandler_***() [Internal] //----------------------------------------------------------------------------- // Called by NewFrame() void ImGui::UpdateSettings() { // Load settings on first frame (if not explicitly loaded manually before) ImGuiContext& g = *GImGui; if (!g.SettingsLoaded) { IM_ASSERT(g.SettingsWindows.empty()); if (g.IO.IniFilename) LoadIniSettingsFromDisk(g.IO.IniFilename); g.SettingsLoaded = true; } // Save settings (with a delay after the last modification, so we don't spam disk too much) if (g.SettingsDirtyTimer > 0.0f) { g.SettingsDirtyTimer -= g.IO.DeltaTime; if (g.SettingsDirtyTimer <= 0.0f) { if (g.IO.IniFilename != NULL) SaveIniSettingsToDisk(g.IO.IniFilename); else g.IO.WantSaveIniSettings = true; // Let user know they can call SaveIniSettingsToMemory(). user will need to clear io.WantSaveIniSettings themselves. g.SettingsDirtyTimer = 0.0f; } } } void ImGui::MarkIniSettingsDirty() { ImGuiContext& g = *GImGui; if (g.SettingsDirtyTimer <= 0.0f) g.SettingsDirtyTimer = g.IO.IniSavingRate; } void ImGui::MarkIniSettingsDirty(ImGuiWindow* window) { ImGuiContext& g = *GImGui; if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings)) if (g.SettingsDirtyTimer <= 0.0f) g.SettingsDirtyTimer = g.IO.IniSavingRate; } ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name) { ImGuiContext& g = *GImGui; #if !IMGUI_DEBUG_INI_SETTINGS // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID() // Preserve the full string when IMGUI_DEBUG_INI_SETTINGS is set to make .ini inspection easier. if (const char* p = strstr(name, "###")) name = p; #endif const size_t name_len = strlen(name); // Allocate chunk const size_t chunk_size = sizeof(ImGuiWindowSettings) + name_len + 1; ImGuiWindowSettings* settings = g.SettingsWindows.alloc_chunk(chunk_size); IM_PLACEMENT_NEW(settings) ImGuiWindowSettings(); settings->ID = ImHashStr(name, name_len); memcpy(settings->GetName(), name, name_len + 1); // Store with zero terminator return settings; } ImGuiWindowSettings* ImGui::FindWindowSettings(ImGuiID id) { ImGuiContext& g = *GImGui; for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) if (settings->ID == id) return settings; return NULL; } ImGuiWindowSettings* ImGui::FindOrCreateWindowSettings(const char* name) { if (ImGuiWindowSettings* settings = FindWindowSettings(ImHashStr(name))) return settings; return CreateNewWindowSettings(name); } void ImGui::AddSettingsHandler(const ImGuiSettingsHandler* handler) { ImGuiContext& g = *GImGui; IM_ASSERT(FindSettingsHandler(handler->TypeName) == NULL); g.SettingsHandlers.push_back(*handler); } void ImGui::RemoveSettingsHandler(const char* type_name) { ImGuiContext& g = *GImGui; if (ImGuiSettingsHandler* handler = FindSettingsHandler(type_name)) g.SettingsHandlers.erase(handler); } ImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name) { ImGuiContext& g = *GImGui; const ImGuiID type_hash = ImHashStr(type_name); for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++) if (g.SettingsHandlers[handler_n].TypeHash == type_hash) return &g.SettingsHandlers[handler_n]; return NULL; } void ImGui::ClearIniSettings() { ImGuiContext& g = *GImGui; g.SettingsIniData.clear(); for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++) if (g.SettingsHandlers[handler_n].ClearAllFn) g.SettingsHandlers[handler_n].ClearAllFn(&g, &g.SettingsHandlers[handler_n]); } void ImGui::LoadIniSettingsFromDisk(const char* ini_filename) { size_t file_data_size = 0; char* file_data = (char*)ImFileLoadToMemory(ini_filename, "rb", &file_data_size); if (!file_data) return; LoadIniSettingsFromMemory(file_data, (size_t)file_data_size); IM_FREE(file_data); } // Zero-tolerance, no error reporting, cheap .ini parsing void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size) { ImGuiContext& g = *GImGui; IM_ASSERT(g.Initialized); //IM_ASSERT(!g.WithinFrameScope && "Cannot be called between NewFrame() and EndFrame()"); //IM_ASSERT(g.SettingsLoaded == false && g.FrameCount == 0); // For user convenience, we allow passing a non zero-terminated string (hence the ini_size parameter). // For our convenience and to make the code simpler, we'll also write zero-terminators within the buffer. So let's create a writable copy.. if (ini_size == 0) ini_size = strlen(ini_data); g.SettingsIniData.Buf.resize((int)ini_size + 1); char* const buf = g.SettingsIniData.Buf.Data; char* const buf_end = buf + ini_size; memcpy(buf, ini_data, ini_size); buf_end[0] = 0; // Call pre-read handlers // Some types will clear their data (e.g. dock information) some types will allow merge/override (window) for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++) if (g.SettingsHandlers[handler_n].ReadInitFn) g.SettingsHandlers[handler_n].ReadInitFn(&g, &g.SettingsHandlers[handler_n]); void* entry_data = NULL; ImGuiSettingsHandler* entry_handler = NULL; char* line_end = NULL; for (char* line = buf; line < buf_end; line = line_end + 1) { // Skip new lines markers, then find end of the line while (*line == '\n' || *line == '\r') line++; line_end = line; while (line_end < buf_end && *line_end != '\n' && *line_end != '\r') line_end++; line_end[0] = 0; if (line[0] == ';') continue; if (line[0] == '[' && line_end > line && line_end[-1] == ']') { // Parse "[Type][Name]". Note that 'Name' can itself contains [] characters, which is acceptable with the current format and parsing code. line_end[-1] = 0; const char* name_end = line_end - 1; const char* type_start = line + 1; char* type_end = (char*)(void*)ImStrchrRange(type_start, name_end, ']'); const char* name_start = type_end ? ImStrchrRange(type_end + 1, name_end, '[') : NULL; if (!type_end || !name_start) continue; *type_end = 0; // Overwrite first ']' name_start++; // Skip second '[' entry_handler = FindSettingsHandler(type_start); entry_data = entry_handler ? entry_handler->ReadOpenFn(&g, entry_handler, name_start) : NULL; } else if (entry_handler != NULL && entry_data != NULL) { // Let type handler parse the line entry_handler->ReadLineFn(&g, entry_handler, entry_data, line); } } g.SettingsLoaded = true; // [DEBUG] Restore untouched copy so it can be browsed in Metrics (not strictly necessary) memcpy(buf, ini_data, ini_size); // Call post-read handlers for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++) if (g.SettingsHandlers[handler_n].ApplyAllFn) g.SettingsHandlers[handler_n].ApplyAllFn(&g, &g.SettingsHandlers[handler_n]); } void ImGui::SaveIniSettingsToDisk(const char* ini_filename) { ImGuiContext& g = *GImGui; g.SettingsDirtyTimer = 0.0f; if (!ini_filename) return; size_t ini_data_size = 0; const char* ini_data = SaveIniSettingsToMemory(&ini_data_size); ImFileHandle f = ImFileOpen(ini_filename, "wt"); if (!f) return; ImFileWrite(ini_data, sizeof(char), ini_data_size, f); ImFileClose(f); } // Call registered handlers (e.g. SettingsHandlerWindow_WriteAll() + custom handlers) to write their stuff into a text buffer const char* ImGui::SaveIniSettingsToMemory(size_t* out_size) { ImGuiContext& g = *GImGui; g.SettingsDirtyTimer = 0.0f; g.SettingsIniData.Buf.resize(0); g.SettingsIniData.Buf.push_back(0); for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++) { ImGuiSettingsHandler* handler = &g.SettingsHandlers[handler_n]; handler->WriteAllFn(&g, handler, &g.SettingsIniData); } if (out_size) *out_size = (size_t)g.SettingsIniData.size(); return g.SettingsIniData.c_str(); } static void WindowSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*) { ImGuiContext& g = *ctx; for (int i = 0; i != g.Windows.Size; i++) g.Windows[i]->SettingsOffset = -1; g.SettingsWindows.clear(); } static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) { ImGuiWindowSettings* settings = ImGui::FindOrCreateWindowSettings(name); ImGuiID id = settings->ID; *settings = ImGuiWindowSettings(); // Clear existing if recycling previous entry settings->ID = id; settings->WantApply = true; return (void*)settings; } static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line) { ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry; int x, y; int i; ImU32 u1; if (sscanf(line, "Pos=%i,%i", &x, &y) == 2) { settings->Pos = ImVec2ih((short)x, (short)y); } else if (sscanf(line, "Size=%i,%i", &x, &y) == 2) { settings->Size = ImVec2ih((short)x, (short)y); } else if (sscanf(line, "ViewportId=0x%08X", &u1) == 1) { settings->ViewportId = u1; } else if (sscanf(line, "ViewportPos=%i,%i", &x, &y) == 2){ settings->ViewportPos = ImVec2ih((short)x, (short)y); } else if (sscanf(line, "Collapsed=%d", &i) == 1) { settings->Collapsed = (i != 0); } else if (sscanf(line, "DockId=0x%X,%d", &u1, &i) == 2) { settings->DockId = u1; settings->DockOrder = (short)i; } else if (sscanf(line, "DockId=0x%X", &u1) == 1) { settings->DockId = u1; settings->DockOrder = -1; } else if (sscanf(line, "ClassId=0x%X", &u1) == 1) { settings->ClassId = u1; } } // Apply to existing windows (if any) static void WindowSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*) { ImGuiContext& g = *ctx; for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) if (settings->WantApply) { if (ImGuiWindow* window = ImGui::FindWindowByID(settings->ID)) ApplyWindowSettings(window, settings); settings->WantApply = false; } } static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) { // Gather data from windows that were active during this session // (if a window wasn't opened in this session we preserve its settings) ImGuiContext& g = *ctx; for (int i = 0; i != g.Windows.Size; i++) { ImGuiWindow* window = g.Windows[i]; if (window->Flags & ImGuiWindowFlags_NoSavedSettings) continue; ImGuiWindowSettings* settings = (window->SettingsOffset != -1) ? g.SettingsWindows.ptr_from_offset(window->SettingsOffset) : ImGui::FindWindowSettings(window->ID); if (!settings) { settings = ImGui::CreateNewWindowSettings(window->Name); window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings); } IM_ASSERT(settings->ID == window->ID); settings->Pos = ImVec2ih(window->Pos - window->ViewportPos); settings->Size = ImVec2ih(window->SizeFull); settings->ViewportId = window->ViewportId; settings->ViewportPos = ImVec2ih(window->ViewportPos); IM_ASSERT(window->DockNode == NULL || window->DockNode->ID == window->DockId); settings->DockId = window->DockId; settings->ClassId = window->WindowClass.ClassId; settings->DockOrder = window->DockOrder; settings->Collapsed = window->Collapsed; } // Write to text buffer buf->reserve(buf->size() + g.SettingsWindows.size() * 6); // ballpark reserve for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) { const char* settings_name = settings->GetName(); buf->appendf("[%s][%s]\n", handler->TypeName, settings_name); if (settings->ViewportId != 0 && settings->ViewportId != ImGui::IMGUI_VIEWPORT_DEFAULT_ID) { buf->appendf("ViewportPos=%d,%d\n", settings->ViewportPos.x, settings->ViewportPos.y); buf->appendf("ViewportId=0x%08X\n", settings->ViewportId); } if (settings->Pos.x != 0 || settings->Pos.y != 0 || settings->ViewportId == ImGui::IMGUI_VIEWPORT_DEFAULT_ID) buf->appendf("Pos=%d,%d\n", settings->Pos.x, settings->Pos.y); if (settings->Size.x != 0 || settings->Size.y != 0) buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y); buf->appendf("Collapsed=%d\n", settings->Collapsed); if (settings->DockId != 0) { //buf->appendf("TabId=0x%08X\n", ImHashStr("#TAB", 4, settings->ID)); // window->TabId: this is not read back but writing it makes "debugging" the .ini data easier. if (settings->DockOrder == -1) buf->appendf("DockId=0x%08X\n", settings->DockId); else buf->appendf("DockId=0x%08X,%d\n", settings->DockId, settings->DockOrder); if (settings->ClassId != 0) buf->appendf("ClassId=0x%08X\n", settings->ClassId); } buf->append("\n"); } } //----------------------------------------------------------------------------- // [SECTION] VIEWPORTS, PLATFORM WINDOWS //----------------------------------------------------------------------------- // - GetMainViewport() // - FindViewportByID() // - FindViewportByPlatformHandle() // - SetCurrentViewport() [Internal] // - SetWindowViewport() [Internal] // - GetWindowAlwaysWantOwnViewport() [Internal] // - UpdateTryMergeWindowIntoHostViewport() [Internal] // - UpdateTryMergeWindowIntoHostViewports() [Internal] // - TranslateWindowsInViewport() [Internal] // - ScaleWindowsInViewport() [Internal] // - FindHoveredViewportFromPlatformWindowStack() [Internal] // - UpdateViewportsNewFrame() [Internal] // - UpdateViewportsEndFrame() [Internal] // - AddUpdateViewport() [Internal] // - WindowSelectViewport() [Internal] // - WindowSyncOwnedViewport() [Internal] // - UpdatePlatformWindows() // - RenderPlatformWindowsDefault() // - FindPlatformMonitorForPos() [Internal] // - FindPlatformMonitorForRect() [Internal] // - UpdateViewportPlatformMonitor() [Internal] // - DestroyPlatformWindow() [Internal] // - DestroyPlatformWindows() //----------------------------------------------------------------------------- ImGuiViewport* ImGui::GetMainViewport() { ImGuiContext& g = *GImGui; return g.Viewports[0]; } // FIXME: This leaks access to viewports not listed in PlatformIO.Viewports[]. Problematic? (#4236) ImGuiViewport* ImGui::FindViewportByID(ImGuiID id) { ImGuiContext& g = *GImGui; for (int n = 0; n < g.Viewports.Size; n++) if (g.Viewports[n]->ID == id) return g.Viewports[n]; return NULL; } ImGuiViewport* ImGui::FindViewportByPlatformHandle(void* platform_handle) { ImGuiContext& g = *GImGui; for (int i = 0; i != g.Viewports.Size; i++) if (g.Viewports[i]->PlatformHandle == platform_handle) return g.Viewports[i]; return NULL; } void ImGui::SetCurrentViewport(ImGuiWindow* current_window, ImGuiViewportP* viewport) { ImGuiContext& g = *GImGui; (void)current_window; if (viewport) viewport->LastFrameActive = g.FrameCount; if (g.CurrentViewport == viewport) return; g.CurrentDpiScale = viewport ? viewport->DpiScale : 1.0f; g.CurrentViewport = viewport; //IMGUI_DEBUG_LOG_VIEWPORT("SetCurrentViewport changed '%s' 0x%08X\n", current_window ? current_window->Name : NULL, viewport ? viewport->ID : 0); // Notify platform layer of viewport changes // FIXME-DPI: This is only currently used for experimenting with handling of multiple DPI if (g.CurrentViewport && g.PlatformIO.Platform_OnChangedViewport) g.PlatformIO.Platform_OnChangedViewport(g.CurrentViewport); } void ImGui::SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport) { // Abandon viewport if (window->ViewportOwned && window->Viewport->Window == window) window->Viewport->Size = ImVec2(0.0f, 0.0f); window->Viewport = viewport; window->ViewportId = viewport->ID; window->ViewportOwned = (viewport->Window == window); } static bool ImGui::GetWindowAlwaysWantOwnViewport(ImGuiWindow* window) { // Tooltips and menus are not automatically forced into their own viewport when the NoMerge flag is set, however the multiplication of viewports makes them more likely to protrude and create their own. ImGuiContext& g = *GImGui; if (g.IO.ConfigViewportsNoAutoMerge || (window->WindowClass.ViewportFlagsOverrideSet & ImGuiViewportFlags_NoAutoMerge)) if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) if (!window->DockIsActive) if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip)) == 0) if ((window->Flags & ImGuiWindowFlags_Popup) == 0 || (window->Flags & ImGuiWindowFlags_Modal) != 0) return true; return false; } static bool ImGui::UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* viewport) { ImGuiContext& g = *GImGui; if (window->Viewport == viewport) return false; if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) == 0) return false; if ((viewport->Flags & ImGuiViewportFlags_Minimized) != 0) return false; if (!viewport->GetMainRect().Contains(window->Rect())) return false; if (GetWindowAlwaysWantOwnViewport(window)) return false; // FIXME: Can't use g.WindowsFocusOrder[] for root windows only as we care about Z order. If we maintained a DisplayOrder along with FocusOrder we could.. for (int n = 0; n < g.Windows.Size; n++) { ImGuiWindow* window_behind = g.Windows[n]; if (window_behind == window) break; if (window_behind->WasActive && window_behind->ViewportOwned && !(window_behind->Flags & ImGuiWindowFlags_ChildWindow)) if (window_behind->Viewport->GetMainRect().Overlaps(window->Rect())) return false; } // Move to the existing viewport, Move child/hosted windows as well (FIXME-OPT: iterate child) ImGuiViewportP* old_viewport = window->Viewport; if (window->ViewportOwned) for (int n = 0; n < g.Windows.Size; n++) if (g.Windows[n]->Viewport == old_viewport) SetWindowViewport(g.Windows[n], viewport); SetWindowViewport(window, viewport); BringWindowToDisplayFront(window); return true; } // FIXME: handle 0 to N host viewports static bool ImGui::UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window) { ImGuiContext& g = *GImGui; return UpdateTryMergeWindowIntoHostViewport(window, g.Viewports[0]); } // Translate Dear ImGui windows when a Host Viewport has been moved // (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!) void ImGui::TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos) { ImGuiContext& g = *GImGui; IM_ASSERT(viewport->Window == NULL && (viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows)); // 1) We test if ImGuiConfigFlags_ViewportsEnable was just toggled, which allows us to conveniently // translate imgui windows from OS-window-local to absolute coordinates or vice-versa. // 2) If it's not going to fit into the new size, keep it at same absolute position. // One problem with this is that most Win32 applications doesn't update their render while dragging, // and so the window will appear to teleport when releasing the mouse. const bool translate_all_windows = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable); ImRect test_still_fit_rect(old_pos, old_pos + viewport->Size); ImVec2 delta_pos = new_pos - old_pos; for (int window_n = 0; window_n < g.Windows.Size; window_n++) // FIXME-OPT if (translate_all_windows || (g.Windows[window_n]->Viewport == viewport && test_still_fit_rect.Contains(g.Windows[window_n]->Rect()))) TranslateWindow(g.Windows[window_n], delta_pos); } // Scale all windows (position, size). Use when e.g. changing DPI. (This is a lossy operation!) void ImGui::ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale) { ImGuiContext& g = *GImGui; if (viewport->Window) { ScaleWindow(viewport->Window, scale); } else { for (int i = 0; i != g.Windows.Size; i++) if (g.Windows[i]->Viewport == viewport) ScaleWindow(g.Windows[i], scale); } } // If the backend doesn't set MouseLastHoveredViewport or doesn't honor ImGuiViewportFlags_NoInputs, we do a search ourselves. // A) It won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window. // B) It requires Platform_GetWindowFocus to be implemented by backend. ImGuiViewportP* ImGui::FindHoveredViewportFromPlatformWindowStack(const ImVec2& mouse_platform_pos) { ImGuiContext& g = *GImGui; ImGuiViewportP* best_candidate = NULL; for (int n = 0; n < g.Viewports.Size; n++) { ImGuiViewportP* viewport = g.Viewports[n]; if (!(viewport->Flags & (ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_Minimized)) && viewport->GetMainRect().Contains(mouse_platform_pos)) if (best_candidate == NULL || best_candidate->LastFrontMostStampCount < viewport->LastFrontMostStampCount) best_candidate = viewport; } return best_candidate; } // Update viewports and monitor infos // Note that this is running even if 'ImGuiConfigFlags_ViewportsEnable' is not set, in order to clear unused viewports (if any) and update monitor info. static void ImGui::UpdateViewportsNewFrame() { ImGuiContext& g = *GImGui; IM_ASSERT(g.PlatformIO.Viewports.Size <= g.Viewports.Size); // Update Minimized status (we need it first in order to decide if we'll apply Pos/Size of the main viewport) const bool viewports_enabled = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != 0; if (viewports_enabled) { for (int n = 0; n < g.Viewports.Size; n++) { ImGuiViewportP* viewport = g.Viewports[n]; const bool platform_funcs_available = viewport->PlatformWindowCreated; if (g.PlatformIO.Platform_GetWindowMinimized && platform_funcs_available) { bool minimized = g.PlatformIO.Platform_GetWindowMinimized(viewport); if (minimized) viewport->Flags |= ImGuiViewportFlags_Minimized; else viewport->Flags &= ~ImGuiViewportFlags_Minimized; } } } // Create/update main viewport with current platform position. // FIXME-VIEWPORT: Size is driven by backend/user code for backward-compatibility but we should aim to make this more consistent. ImGuiViewportP* main_viewport = g.Viewports[0]; IM_ASSERT(main_viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID); IM_ASSERT(main_viewport->Window == NULL); ImVec2 main_viewport_pos = viewports_enabled ? g.PlatformIO.Platform_GetWindowPos(main_viewport) : ImVec2(0.0f, 0.0f); ImVec2 main_viewport_size = g.IO.DisplaySize; if (viewports_enabled && (main_viewport->Flags & ImGuiViewportFlags_Minimized)) { main_viewport_pos = main_viewport->Pos; // Preserve last pos/size when minimized (FIXME: We don't do the same for Size outside of the viewport path) main_viewport_size = main_viewport->Size; } AddUpdateViewport(NULL, IMGUI_VIEWPORT_DEFAULT_ID, main_viewport_pos, main_viewport_size, ImGuiViewportFlags_OwnedByApp | ImGuiViewportFlags_CanHostOtherWindows); g.CurrentDpiScale = 0.0f; g.CurrentViewport = NULL; g.MouseViewport = NULL; for (int n = 0; n < g.Viewports.Size; n++) { ImGuiViewportP* viewport = g.Viewports[n]; viewport->Idx = n; // Erase unused viewports if (n > 0 && viewport->LastFrameActive < g.FrameCount - 2) { DestroyViewport(viewport); n--; continue; } const bool platform_funcs_available = viewport->PlatformWindowCreated; if (viewports_enabled) { // Update Position and Size (from Platform Window to ImGui) if requested. // We do it early in the frame instead of waiting for UpdatePlatformWindows() to avoid a frame of lag when moving/resizing using OS facilities. if (!(viewport->Flags & ImGuiViewportFlags_Minimized) && platform_funcs_available) { // Viewport->WorkPos and WorkSize will be updated below if (viewport->PlatformRequestMove) viewport->Pos = viewport->LastPlatformPos = g.PlatformIO.Platform_GetWindowPos(viewport); if (viewport->PlatformRequestResize) viewport->Size = viewport->LastPlatformSize = g.PlatformIO.Platform_GetWindowSize(viewport); } } // Update/copy monitor info UpdateViewportPlatformMonitor(viewport); // Lock down space taken by menu bars and status bars, reset the offset for functions like BeginMainMenuBar() to alter them again. viewport->WorkOffsetMin = viewport->BuildWorkOffsetMin; viewport->WorkOffsetMax = viewport->BuildWorkOffsetMax; viewport->BuildWorkOffsetMin = viewport->BuildWorkOffsetMax = ImVec2(0.0f, 0.0f); viewport->UpdateWorkRect(); // Reset alpha every frame. Users of transparency (docking) needs to request a lower alpha back. viewport->Alpha = 1.0f; // Translate Dear ImGui windows when a Host Viewport has been moved // (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!) const ImVec2 viewport_delta_pos = viewport->Pos - viewport->LastPos; if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) && (viewport_delta_pos.x != 0.0f || viewport_delta_pos.y != 0.0f)) TranslateWindowsInViewport(viewport, viewport->LastPos, viewport->Pos); // Update DPI scale float new_dpi_scale; if (g.PlatformIO.Platform_GetWindowDpiScale && platform_funcs_available) new_dpi_scale = g.PlatformIO.Platform_GetWindowDpiScale(viewport); else if (viewport->PlatformMonitor != -1) new_dpi_scale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale; else new_dpi_scale = (viewport->DpiScale != 0.0f) ? viewport->DpiScale : 1.0f; if (viewport->DpiScale != 0.0f && new_dpi_scale != viewport->DpiScale) { float scale_factor = new_dpi_scale / viewport->DpiScale; if (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports) ScaleWindowsInViewport(viewport, scale_factor); //if (viewport == GetMainViewport()) // g.PlatformInterface.SetWindowSize(viewport, viewport->Size * scale_factor); // Scale our window moving pivot so that the window will rescale roughly around the mouse position. // FIXME-VIEWPORT: This currently creates a resizing feedback loop when a window is straddling a DPI transition border. // (Minor: since our sizes do not perfectly linearly scale, deferring the click offset scale until we know the actual window scale ratio may get us slightly more precise mouse positioning.) //if (g.MovingWindow != NULL && g.MovingWindow->Viewport == viewport) // g.ActiveIdClickOffset = ImFloor(g.ActiveIdClickOffset * scale_factor); } viewport->DpiScale = new_dpi_scale; } // Update fallback monitor if (g.PlatformIO.Monitors.Size == 0) { ImGuiPlatformMonitor* monitor = &g.FallbackMonitor; monitor->MainPos = main_viewport->Pos; monitor->MainSize = main_viewport->Size; monitor->WorkPos = main_viewport->WorkPos; monitor->WorkSize = main_viewport->WorkSize; monitor->DpiScale = main_viewport->DpiScale; } if (!viewports_enabled) { g.MouseViewport = main_viewport; return; } // Mouse handling: decide on the actual mouse viewport for this frame between the active/focused viewport and the hovered viewport. // Note that 'viewport_hovered' should skip over any viewport that has the ImGuiViewportFlags_NoInputs flags set. ImGuiViewportP* viewport_hovered = NULL; if (g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) { viewport_hovered = g.IO.MouseHoveredViewport ? (ImGuiViewportP*)FindViewportByID(g.IO.MouseHoveredViewport) : NULL; if (viewport_hovered && (viewport_hovered->Flags & ImGuiViewportFlags_NoInputs)) viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos); // Backend failed to handle _NoInputs viewport: revert to our fallback. } else { // If the backend doesn't know how to honor ImGuiViewportFlags_NoInputs, we do a search ourselves. Note that this search: // A) won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window. // B) won't take account of how the backend apply parent<>child relationship to secondary viewports, which affects their Z order. // C) uses LastFrameAsRefViewport as a flawed replacement for the last time a window was focused (we could/should fix that by introducing Focus functions in PlatformIO) viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos); } if (viewport_hovered != NULL) g.MouseLastHoveredViewport = viewport_hovered; else if (g.MouseLastHoveredViewport == NULL) g.MouseLastHoveredViewport = g.Viewports[0]; // Update mouse reference viewport // (when moving a window we aim at its viewport, but this will be overwritten below if we go in drag and drop mode) // (MovingViewport->Viewport will be NULL in the rare situation where the window disappared while moving, set UpdateMouseMovingWindowNewFrame() for details) if (g.MovingWindow && g.MovingWindow->Viewport) g.MouseViewport = g.MovingWindow->Viewport; else g.MouseViewport = g.MouseLastHoveredViewport; // When dragging something, always refer to the last hovered viewport. // - when releasing a moving window we will revert to aiming behind (at viewport_hovered) // - when we are between viewports, our dragged preview will tend to show in the last viewport _even_ if we don't have tooltips in their viewports (when lacking monitor info) // - consider the case of holding on a menu item to browse child menus: even thou a mouse button is held, there's no active id because menu items only react on mouse release. // FIXME-VIEWPORT: This is essentially broken, when ImGuiBackendFlags_HasMouseHoveredViewport is set we want to trust when viewport_hovered==NULL and use that. const bool is_mouse_dragging_with_an_expected_destination = g.DragDropActive; if (is_mouse_dragging_with_an_expected_destination && viewport_hovered == NULL) viewport_hovered = g.MouseLastHoveredViewport; if (is_mouse_dragging_with_an_expected_destination || g.ActiveId == 0 || !IsAnyMouseDown()) if (viewport_hovered != NULL && viewport_hovered != g.MouseViewport && !(viewport_hovered->Flags & ImGuiViewportFlags_NoInputs)) g.MouseViewport = viewport_hovered; IM_ASSERT(g.MouseViewport != NULL); } // Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some) static void ImGui::UpdateViewportsEndFrame() { ImGuiContext& g = *GImGui; g.PlatformIO.Viewports.resize(0); for (int i = 0; i < g.Viewports.Size; i++) { ImGuiViewportP* viewport = g.Viewports[i]; viewport->LastPos = viewport->Pos; if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0.0f || viewport->Size.y <= 0.0f) if (i > 0) // Always include main viewport in the list continue; if (viewport->Window && !IsWindowActiveAndVisible(viewport->Window)) continue; if (i > 0) IM_ASSERT(viewport->Window != NULL); g.PlatformIO.Viewports.push_back(viewport); } g.Viewports[0]->ClearRequestFlags(); // Clear main viewport flags because UpdatePlatformWindows() won't do it and may not even be called } // FIXME: We should ideally refactor the system to call this every frame (we currently don't) ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& pos, const ImVec2& size, ImGuiViewportFlags flags) { ImGuiContext& g = *GImGui; IM_ASSERT(id != 0); flags |= ImGuiViewportFlags_IsPlatformWindow; if (window != NULL) { if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window) flags |= ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_NoFocusOnAppearing; if ((window->Flags & ImGuiWindowFlags_NoMouseInputs) && (window->Flags & ImGuiWindowFlags_NoNavInputs)) flags |= ImGuiViewportFlags_NoInputs; if (window->Flags & ImGuiWindowFlags_NoFocusOnAppearing) flags |= ImGuiViewportFlags_NoFocusOnAppearing; } ImGuiViewportP* viewport = (ImGuiViewportP*)FindViewportByID(id); if (viewport) { // Always update for main viewport as we are already pulling correct platform pos/size (see #4900) if (!viewport->PlatformRequestMove || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID) viewport->Pos = pos; if (!viewport->PlatformRequestResize || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID) viewport->Size = size; viewport->Flags = flags | (viewport->Flags & ImGuiViewportFlags_Minimized); // Preserve existing flags } else { // New viewport viewport = IM_NEW(ImGuiViewportP)(); viewport->ID = id; viewport->Idx = g.Viewports.Size; viewport->Pos = viewport->LastPos = pos; viewport->Size = size; viewport->Flags = flags; UpdateViewportPlatformMonitor(viewport); g.Viewports.push_back(viewport); IMGUI_DEBUG_LOG_VIEWPORT("Add Viewport %08X (%s)\n", id, window->Name); // We normally setup for all viewports in NewFrame() but here need to handle the mid-frame creation of a new viewport. // We need to extend the fullscreen clip rect so the OverlayDrawList clip is correct for that the first frame g.DrawListSharedData.ClipRectFullscreen.x = ImMin(g.DrawListSharedData.ClipRectFullscreen.x, viewport->Pos.x); g.DrawListSharedData.ClipRectFullscreen.y = ImMin(g.DrawListSharedData.ClipRectFullscreen.y, viewport->Pos.y); g.DrawListSharedData.ClipRectFullscreen.z = ImMax(g.DrawListSharedData.ClipRectFullscreen.z, viewport->Pos.x + viewport->Size.x); g.DrawListSharedData.ClipRectFullscreen.w = ImMax(g.DrawListSharedData.ClipRectFullscreen.w, viewport->Pos.y + viewport->Size.y); // Store initial DpiScale before the OS platform window creation, based on expected monitor data. // This is so we can select an appropriate font size on the first frame of our window lifetime if (viewport->PlatformMonitor != -1) viewport->DpiScale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale; } viewport->Window = window; viewport->LastFrameActive = g.FrameCount; viewport->UpdateWorkRect(); IM_ASSERT(window == NULL || viewport->ID == window->ID); if (window != NULL) window->ViewportOwned = true; return viewport; } static void ImGui::DestroyViewport(ImGuiViewportP* viewport) { // Clear references to this viewport in windows (window->ViewportId becomes the master data) ImGuiContext& g = *GImGui; for (int window_n = 0; window_n < g.Windows.Size; window_n++) { ImGuiWindow* window = g.Windows[window_n]; if (window->Viewport != viewport) continue; window->Viewport = NULL; window->ViewportOwned = false; } if (viewport == g.MouseLastHoveredViewport) g.MouseLastHoveredViewport = NULL; // Destroy IMGUI_DEBUG_LOG_VIEWPORT("Delete Viewport %08X (%s)\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a"); DestroyPlatformWindow(viewport); // In most circumstances the platform window will already be destroyed here. IM_ASSERT(g.PlatformIO.Viewports.contains(viewport) == false); IM_ASSERT(g.Viewports[viewport->Idx] == viewport); g.Viewports.erase(g.Viewports.Data + viewport->Idx); IM_DELETE(viewport); } // FIXME-VIEWPORT: This is all super messy and ought to be clarified or rewritten. static void ImGui::WindowSelectViewport(ImGuiWindow* window) { ImGuiContext& g = *GImGui; ImGuiWindowFlags flags = window->Flags; window->ViewportAllowPlatformMonitorExtend = -1; // Restore main viewport if multi-viewport is not supported by the backend ImGuiViewportP* main_viewport = (ImGuiViewportP*)(void*)GetMainViewport(); if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)) { SetWindowViewport(window, main_viewport); return; } window->ViewportOwned = false; // Appearing popups reset their viewport so they can inherit again if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && window->Appearing) { window->Viewport = NULL; window->ViewportId = 0; } if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport) == 0) { // By default inherit from parent window if (window->Viewport == NULL && window->ParentWindow && (!window->ParentWindow->IsFallbackWindow || window->ParentWindow->WasActive)) window->Viewport = window->ParentWindow->Viewport; // Attempt to restore saved viewport id (= window that hasn't been activated yet), try to restore the viewport based on saved 'window->ViewportPos' restored from .ini file if (window->Viewport == NULL && window->ViewportId != 0) { window->Viewport = (ImGuiViewportP*)FindViewportByID(window->ViewportId); if (window->Viewport == NULL && window->ViewportPos.x != FLT_MAX && window->ViewportPos.y != FLT_MAX) window->Viewport = AddUpdateViewport(window, window->ID, window->ViewportPos, window->Size, ImGuiViewportFlags_None); } } bool lock_viewport = false; if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport) { // Code explicitly request a viewport window->Viewport = (ImGuiViewportP*)FindViewportByID(g.NextWindowData.ViewportId); window->ViewportId = g.NextWindowData.ViewportId; // Store ID even if Viewport isn't resolved yet. lock_viewport = true; } else if ((flags & ImGuiWindowFlags_ChildWindow) || (flags & ImGuiWindowFlags_ChildMenu)) { // Always inherit viewport from parent window if (window->DockNode && window->DockNode->HostWindow) IM_ASSERT(window->DockNode->HostWindow->Viewport == window->ParentWindow->Viewport); window->Viewport = window->ParentWindow->Viewport; } else if (window->DockNode && window->DockNode->HostWindow) { // This covers the "always inherit viewport from parent window" case for when a window reattach to a node that was just created mid-frame window->Viewport = window->DockNode->HostWindow->Viewport; } else if (flags & ImGuiWindowFlags_Tooltip) { window->Viewport = g.MouseViewport; } else if (GetWindowAlwaysWantOwnViewport(window)) { window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None); } else if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window && IsMousePosValid()) { if (window->Viewport != NULL && window->Viewport->Window == window) window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None); } else { // Merge into host viewport? // We cannot test window->ViewportOwned as it set lower in the function. // Testing (g.ActiveId == 0 || g.ActiveIdAllowOverlap) to avoid merging during a short-term widget interaction. Main intent was to avoid during resize (see #4212) bool try_to_merge_into_host_viewport = (window->Viewport && window == window->Viewport->Window && (g.ActiveId == 0 || g.ActiveIdAllowOverlap)); if (try_to_merge_into_host_viewport) UpdateTryMergeWindowIntoHostViewports(window); } // Fallback: merge in default viewport if z-order matches, otherwise create a new viewport if (window->Viewport == NULL) if (!UpdateTryMergeWindowIntoHostViewport(window, main_viewport)) window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None); // Mark window as allowed to protrude outside of its viewport and into the current monitor if (!lock_viewport) { if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) { // We need to take account of the possibility that mouse may become invalid. // Popups/Tooltip always set ViewportAllowPlatformMonitorExtend so GetWindowAllowedExtentRect() will return full monitor bounds. ImVec2 mouse_ref = (flags & ImGuiWindowFlags_Tooltip) ? g.IO.MousePos : g.BeginPopupStack.back().OpenMousePos; bool use_mouse_ref = (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow); bool mouse_valid = IsMousePosValid(&mouse_ref); if ((window->Appearing || (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_ChildMenu))) && (!use_mouse_ref || mouse_valid)) window->ViewportAllowPlatformMonitorExtend = FindPlatformMonitorForPos((use_mouse_ref && mouse_valid) ? mouse_ref : NavCalcPreferredRefPos()); else window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor; } else if (window->Viewport && window != window->Viewport->Window && window->Viewport->Window && !(flags & ImGuiWindowFlags_ChildWindow) && window->DockNode == NULL) { // When called from Begin() we don't have access to a proper version of the Hidden flag yet, so we replicate this code. const bool will_be_visible = (window->DockIsActive && !window->DockTabIsVisible) ? false : true; if ((window->Flags & ImGuiWindowFlags_DockNodeHost) && window->Viewport->LastFrameActive < g.FrameCount && will_be_visible) { // Steal/transfer ownership IMGUI_DEBUG_LOG_VIEWPORT("Window '%s' steal Viewport %08X from Window '%s'\n", window->Name, window->Viewport->ID, window->Viewport->Window->Name); window->Viewport->Window = window; window->Viewport->ID = window->ID; window->Viewport->LastNameHash = 0; } else if (!UpdateTryMergeWindowIntoHostViewports(window)) // Merge? { // New viewport window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing); } } else if (window->ViewportAllowPlatformMonitorExtend < 0 && (flags & ImGuiWindowFlags_ChildWindow) == 0) { // Regular (non-child, non-popup) windows by default are also allowed to protrude // Child windows are kept contained within their parent. window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor; } } // Update flags window->ViewportOwned = (window == window->Viewport->Window); window->ViewportId = window->Viewport->ID; // If the OS window has a title bar, hide our imgui title bar //if (window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration)) // window->Flags |= ImGuiWindowFlags_NoTitleBar; } void ImGui::WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack) { ImGuiContext& g = *GImGui; bool viewport_rect_changed = false; // Synchronize window --> viewport in most situations // Synchronize viewport -> window in case the platform window has been moved or resized from the OS/WM if (window->Viewport->PlatformRequestMove) { window->Pos = window->Viewport->Pos; MarkIniSettingsDirty(window); } else if (memcmp(&window->Viewport->Pos, &window->Pos, sizeof(window->Pos)) != 0) { viewport_rect_changed = true; window->Viewport->Pos = window->Pos; } if (window->Viewport->PlatformRequestResize) { window->Size = window->SizeFull = window->Viewport->Size; MarkIniSettingsDirty(window); } else if (memcmp(&window->Viewport->Size, &window->Size, sizeof(window->Size)) != 0) { viewport_rect_changed = true; window->Viewport->Size = window->Size; } window->Viewport->UpdateWorkRect(); // The viewport may have changed monitor since the global update in UpdateViewportsNewFrame() // Either a SetNextWindowPos() call in the current frame or a SetWindowPos() call in the previous frame may have this effect. if (viewport_rect_changed) UpdateViewportPlatformMonitor(window->Viewport); // Update common viewport flags const ImGuiViewportFlags viewport_flags_to_clear = ImGuiViewportFlags_TopMost | ImGuiViewportFlags_NoTaskBarIcon | ImGuiViewportFlags_NoDecoration | ImGuiViewportFlags_NoRendererClear; ImGuiViewportFlags viewport_flags = window->Viewport->Flags & ~viewport_flags_to_clear; ImGuiWindowFlags window_flags = window->Flags; const bool is_modal = (window_flags & ImGuiWindowFlags_Modal) != 0; const bool is_short_lived_floating_window = (window_flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0; if (window_flags & ImGuiWindowFlags_Tooltip) viewport_flags |= ImGuiViewportFlags_TopMost; if ((g.IO.ConfigViewportsNoTaskBarIcon || is_short_lived_floating_window) && !is_modal) viewport_flags |= ImGuiViewportFlags_NoTaskBarIcon; if (g.IO.ConfigViewportsNoDecoration || is_short_lived_floating_window) viewport_flags |= ImGuiViewportFlags_NoDecoration; // Not correct to set modal as topmost because: // - Because other popups can be stacked above a modal (e.g. combo box in a modal) // - ImGuiViewportFlags_TopMost is currently handled different in backends: in Win32 it is "appear top most" whereas in GLFW and SDL it is "stay topmost" //if (flags & ImGuiWindowFlags_Modal) // viewport_flags |= ImGuiViewportFlags_TopMost; // For popups and menus that may be protruding out of their parent viewport, we enable _NoFocusOnClick so that clicking on them // won't steal the OS focus away from their parent window (which may be reflected in OS the title bar decoration). // Setting _NoFocusOnClick would technically prevent us from bringing back to front in case they are being covered by an OS window from a different app, // but it shouldn't be much of a problem considering those are already popups that are closed when clicking elsewhere. if (is_short_lived_floating_window && !is_modal) viewport_flags |= ImGuiViewportFlags_NoFocusOnAppearing | ImGuiViewportFlags_NoFocusOnClick; // We can overwrite viewport flags using ImGuiWindowClass (advanced users) if (window->WindowClass.ViewportFlagsOverrideSet) viewport_flags |= window->WindowClass.ViewportFlagsOverrideSet; if (window->WindowClass.ViewportFlagsOverrideClear) viewport_flags &= ~window->WindowClass.ViewportFlagsOverrideClear; // We can also tell the backend that clearing the platform window won't be necessary, // as our window background is filling the viewport and we have disabled BgAlpha. // FIXME: Work on support for per-viewport transparency (#2766) if (!(window_flags & ImGuiWindowFlags_NoBackground)) viewport_flags |= ImGuiViewportFlags_NoRendererClear; window->Viewport->Flags = viewport_flags; // Update parent viewport ID // (the !IsFallbackWindow test mimic the one done in WindowSelectViewport()) if (window->WindowClass.ParentViewportId != (ImGuiID)-1) window->Viewport->ParentViewportId = window->WindowClass.ParentViewportId; else if ((window_flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && parent_window_in_stack && (!parent_window_in_stack->IsFallbackWindow || parent_window_in_stack->WasActive)) window->Viewport->ParentViewportId = parent_window_in_stack->Viewport->ID; else window->Viewport->ParentViewportId = g.IO.ConfigViewportsNoDefaultParent ? 0 : IMGUI_VIEWPORT_DEFAULT_ID; } // Called by user at the end of the main loop, after EndFrame() // This will handle the creation/update of all OS windows via function defined in the ImGuiPlatformIO api. void ImGui::UpdatePlatformWindows() { ImGuiContext& g = *GImGui; IM_ASSERT(g.FrameCountEnded == g.FrameCount && "Forgot to call Render() or EndFrame() before UpdatePlatformWindows()?"); IM_ASSERT(g.FrameCountPlatformEnded < g.FrameCount); g.FrameCountPlatformEnded = g.FrameCount; if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)) return; // Create/resize/destroy platform windows to match each active viewport. // Skip the main viewport (index 0), which is always fully handled by the application! for (int i = 1; i < g.Viewports.Size; i++) { ImGuiViewportP* viewport = g.Viewports[i]; // Destroy platform window if the viewport hasn't been submitted or if it is hosting a hidden window // (the implicit/fallback Debug##Default window will be registering its viewport then be disabled, causing a dummy DestroyPlatformWindow to be made each frame) bool destroy_platform_window = false; destroy_platform_window |= (viewport->LastFrameActive < g.FrameCount - 1); destroy_platform_window |= (viewport->Window && !IsWindowActiveAndVisible(viewport->Window)); if (destroy_platform_window) { DestroyPlatformWindow(viewport); continue; } // New windows that appears directly in a new viewport won't always have a size on their first frame if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0 || viewport->Size.y <= 0) continue; // Create window bool is_new_platform_window = (viewport->PlatformWindowCreated == false); if (is_new_platform_window) { IMGUI_DEBUG_LOG_VIEWPORT("Create Platform Window %08X (%s)\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a"); g.PlatformIO.Platform_CreateWindow(viewport); if (g.PlatformIO.Renderer_CreateWindow != NULL) g.PlatformIO.Renderer_CreateWindow(viewport); viewport->LastNameHash = 0; viewport->LastPlatformPos = viewport->LastPlatformSize = ImVec2(FLT_MAX, FLT_MAX); // By clearing those we'll enforce a call to Platform_SetWindowPos/Size below, before Platform_ShowWindow (FIXME: Is that necessary?) viewport->LastRendererSize = viewport->Size; // We don't need to call Renderer_SetWindowSize() as it is expected Renderer_CreateWindow() already did it. viewport->PlatformWindowCreated = true; } // Apply Position and Size (from ImGui to Platform/Renderer backends) if ((viewport->LastPlatformPos.x != viewport->Pos.x || viewport->LastPlatformPos.y != viewport->Pos.y) && !viewport->PlatformRequestMove) g.PlatformIO.Platform_SetWindowPos(viewport, viewport->Pos); if ((viewport->LastPlatformSize.x != viewport->Size.x || viewport->LastPlatformSize.y != viewport->Size.y) && !viewport->PlatformRequestResize) g.PlatformIO.Platform_SetWindowSize(viewport, viewport->Size); if ((viewport->LastRendererSize.x != viewport->Size.x || viewport->LastRendererSize.y != viewport->Size.y) && g.PlatformIO.Renderer_SetWindowSize) g.PlatformIO.Renderer_SetWindowSize(viewport, viewport->Size); viewport->LastPlatformPos = viewport->Pos; viewport->LastPlatformSize = viewport->LastRendererSize = viewport->Size; // Update title bar (if it changed) if (ImGuiWindow* window_for_title = GetWindowForTitleDisplay(viewport->Window)) { const char* title_begin = window_for_title->Name; char* title_end = (char*)(intptr_t)FindRenderedTextEnd(title_begin); const ImGuiID title_hash = ImHashStr(title_begin, title_end - title_begin); if (viewport->LastNameHash != title_hash) { char title_end_backup_c = *title_end; *title_end = 0; // Cut existing buffer short instead of doing an alloc/free, no small gain. g.PlatformIO.Platform_SetWindowTitle(viewport, title_begin); *title_end = title_end_backup_c; viewport->LastNameHash = title_hash; } } // Update alpha (if it changed) if (viewport->LastAlpha != viewport->Alpha && g.PlatformIO.Platform_SetWindowAlpha) g.PlatformIO.Platform_SetWindowAlpha(viewport, viewport->Alpha); viewport->LastAlpha = viewport->Alpha; // Optional, general purpose call to allow the backend to perform general book-keeping even if things haven't changed. if (g.PlatformIO.Platform_UpdateWindow) g.PlatformIO.Platform_UpdateWindow(viewport); if (is_new_platform_window) { // On startup ensure new platform window don't steal focus (give it a few frames, as nested contents may lead to viewport being created a few frames late) if (g.FrameCount < 3) viewport->Flags |= ImGuiViewportFlags_NoFocusOnAppearing; // Show window g.PlatformIO.Platform_ShowWindow(viewport); // Even without focus, we assume the window becomes front-most. // This is useful for our platform z-order heuristic when io.MouseHoveredViewport is not available. if (viewport->LastFrontMostStampCount != g.ViewportFrontMostStampCount) viewport->LastFrontMostStampCount = ++g.ViewportFrontMostStampCount; } // Clear request flags viewport->ClearRequestFlags(); } // Update our implicit z-order knowledge of platform windows, which is used when the backend cannot provide io.MouseHoveredViewport. // When setting Platform_GetWindowFocus, it is expected that the platform backend can handle calls without crashing if it doesn't have data stored. // FIXME-VIEWPORT: We should use this information to also set dear imgui-side focus, allowing us to handle os-level alt+tab. if (g.PlatformIO.Platform_GetWindowFocus != NULL) { ImGuiViewportP* focused_viewport = NULL; for (int n = 0; n < g.Viewports.Size && focused_viewport == NULL; n++) { ImGuiViewportP* viewport = g.Viewports[n]; if (viewport->PlatformWindowCreated) if (g.PlatformIO.Platform_GetWindowFocus(viewport)) focused_viewport = viewport; } // Store a tag so we can infer z-order easily from all our windows // We compare PlatformLastFocusedViewportId so newly created viewports with _NoFocusOnAppearing flag // will keep the front most stamp instead of losing it back to their parent viewport. if (focused_viewport && g.PlatformLastFocusedViewportId != focused_viewport->ID) { if (focused_viewport->LastFrontMostStampCount != g.ViewportFrontMostStampCount) focused_viewport->LastFrontMostStampCount = ++g.ViewportFrontMostStampCount; g.PlatformLastFocusedViewportId = focused_viewport->ID; } } } // This is a default/basic function for performing the rendering/swap of multiple Platform Windows. // Custom renderers may prefer to not call this function at all, and instead iterate the publicly exposed platform data and handle rendering/sync themselves. // The Render/Swap functions stored in ImGuiPlatformIO are merely here to allow for this helper to exist, but you can do it yourself: // // ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); // for (int i = 1; i < platform_io.Viewports.Size; i++) // if ((platform_io.Viewports[i]->Flags & ImGuiViewportFlags_Minimized) == 0) // MyRenderFunction(platform_io.Viewports[i], my_args); // for (int i = 1; i < platform_io.Viewports.Size; i++) // if ((platform_io.Viewports[i]->Flags & ImGuiViewportFlags_Minimized) == 0) // MySwapBufferFunction(platform_io.Viewports[i], my_args); // void ImGui::RenderPlatformWindowsDefault(void* platform_render_arg, void* renderer_render_arg) { // Skip the main viewport (index 0), which is always fully handled by the application! ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); for (int i = 1; i < platform_io.Viewports.Size; i++) { ImGuiViewport* viewport = platform_io.Viewports[i]; if (viewport->Flags & ImGuiViewportFlags_Minimized) continue; if (platform_io.Platform_RenderWindow) platform_io.Platform_RenderWindow(viewport, platform_render_arg); if (platform_io.Renderer_RenderWindow) platform_io.Renderer_RenderWindow(viewport, renderer_render_arg); } for (int i = 1; i < platform_io.Viewports.Size; i++) { ImGuiViewport* viewport = platform_io.Viewports[i]; if (viewport->Flags & ImGuiViewportFlags_Minimized) continue; if (platform_io.Platform_SwapBuffers) platform_io.Platform_SwapBuffers(viewport, platform_render_arg); if (platform_io.Renderer_SwapBuffers) platform_io.Renderer_SwapBuffers(viewport, renderer_render_arg); } } static int ImGui::FindPlatformMonitorForPos(const ImVec2& pos) { ImGuiContext& g = *GImGui; for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size; monitor_n++) { const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n]; if (ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize).Contains(pos)) return monitor_n; } return -1; } // Search for the monitor with the largest intersection area with the given rectangle // We generally try to avoid searching loops but the monitor count should be very small here // FIXME-OPT: We could test the last monitor used for that viewport first, and early static int ImGui::FindPlatformMonitorForRect(const ImRect& rect) { ImGuiContext& g = *GImGui; const int monitor_count = g.PlatformIO.Monitors.Size; if (monitor_count <= 1) return monitor_count - 1; // Use a minimum threshold of 1.0f so a zero-sized rect won't false positive, and will still find the correct monitor given its position. // This is necessary for tooltips which always resize down to zero at first. const float surface_threshold = ImMax(rect.GetWidth() * rect.GetHeight() * 0.5f, 1.0f); int best_monitor_n = -1; float best_monitor_surface = 0.001f; for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size && best_monitor_surface < surface_threshold; monitor_n++) { const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n]; const ImRect monitor_rect = ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize); if (monitor_rect.Contains(rect)) return monitor_n; ImRect overlapping_rect = rect; overlapping_rect.ClipWithFull(monitor_rect); float overlapping_surface = overlapping_rect.GetWidth() * overlapping_rect.GetHeight(); if (overlapping_surface < best_monitor_surface) continue; best_monitor_surface = overlapping_surface; best_monitor_n = monitor_n; } return best_monitor_n; } // Update monitor from viewport rectangle (we'll use this info to clamp windows and save windows lost in a removed monitor) static void ImGui::UpdateViewportPlatformMonitor(ImGuiViewportP* viewport) { viewport->PlatformMonitor = (short)FindPlatformMonitorForRect(viewport->GetMainRect()); } // Return value is always != NULL, but don't hold on it across frames. const ImGuiPlatformMonitor* ImGui::GetViewportPlatformMonitor(ImGuiViewport* viewport_p) { ImGuiContext& g = *GImGui; ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)viewport_p; int monitor_idx = viewport->PlatformMonitor; if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size) return &g.PlatformIO.Monitors[monitor_idx]; return &g.FallbackMonitor; } void ImGui::DestroyPlatformWindow(ImGuiViewportP* viewport) { ImGuiContext& g = *GImGui; if (viewport->PlatformWindowCreated) { if (g.PlatformIO.Renderer_DestroyWindow) g.PlatformIO.Renderer_DestroyWindow(viewport); if (g.PlatformIO.Platform_DestroyWindow) g.PlatformIO.Platform_DestroyWindow(viewport); IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL); // Don't clear PlatformWindowCreated for the main viewport, as we initially set that up to true in Initialize() // The righter way may be to leave it to the backend to set this flag all-together, and made the flag public. if (viewport->ID != IMGUI_VIEWPORT_DEFAULT_ID) viewport->PlatformWindowCreated = false; } else { IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL && viewport->PlatformHandle == NULL); } viewport->RendererUserData = viewport->PlatformUserData = viewport->PlatformHandle = NULL; viewport->ClearRequestFlags(); } void ImGui::DestroyPlatformWindows() { // We call the destroy window on every viewport (including the main viewport, index 0) to give a chance to the backend // to clear any data they may have stored in e.g. PlatformUserData, RendererUserData. // It is convenient for the platform backend code to store something in the main viewport, in order for e.g. the mouse handling // code to operator a consistent manner. // It is expected that the backend can handle calls to Renderer_DestroyWindow/Platform_DestroyWindow without // crashing if it doesn't have data stored. ImGuiContext& g = *GImGui; for (int i = 0; i < g.Viewports.Size; i++) DestroyPlatformWindow(g.Viewports[i]); } //----------------------------------------------------------------------------- // [SECTION] DOCKING //----------------------------------------------------------------------------- // Docking: Internal Types // Docking: Forward Declarations // Docking: ImGuiDockContext // Docking: ImGuiDockContext Docking/Undocking functions // Docking: ImGuiDockNode // Docking: ImGuiDockNode Tree manipulation functions // Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport) // Docking: Builder Functions // Docking: Begin/End Support Functions (called from Begin/End) // Docking: Settings //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // Typical Docking call flow: (root level is generally public API): //----------------------------------------------------------------------------- // - NewFrame() new dear imgui frame // | DockContextNewFrameUpdateUndocking() - process queued undocking requests // | - DockContextProcessUndockWindow() - process one window undocking request // | - DockContextProcessUndockNode() - process one whole node undocking request // | DockContextNewFrameUpdateUndocking() - process queue docking requests, create floating dock nodes // | - update g.HoveredDockNode - [debug] update node hovered by mouse // | - DockContextProcessDock() - process one docking request // | - DockNodeUpdate() // | - DockNodeUpdateForRootNode() // | - DockNodeUpdateFlagsAndCollapse() // | - DockNodeFindInfo() // | - destroy unused node or tab bar // | - create dock node host window // | - Begin() etc. // | - DockNodeStartMouseMovingWindow() // | - DockNodeTreeUpdatePosSize() // | - DockNodeTreeUpdateSplitter() // | - draw node background // | - DockNodeUpdateTabBar() - create/update tab bar for a docking node // | - DockNodeAddTabBar() // | - DockNodeUpdateWindowMenu() // | - DockNodeCalcTabBarLayout() // | - BeginTabBarEx() // | - TabItemEx() calls // | - EndTabBar() // | - BeginDockableDragDropTarget() // | - DockNodeUpdate() - recurse into child nodes... //----------------------------------------------------------------------------- // - DockSpace() user submit a dockspace into a window // | Begin(Child) - create a child window // | DockNodeUpdate() - call main dock node update function // | End(Child) // | ItemSize() //----------------------------------------------------------------------------- // - Begin() // | BeginDocked() // | BeginDockableDragDropSource() // | BeginDockableDragDropTarget() // | - DockNodePreviewDockRender() //----------------------------------------------------------------------------- // - EndFrame() // | DockContextEndFrame() //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // Docking: Internal Types //----------------------------------------------------------------------------- // - ImGuiDockRequestType // - ImGuiDockRequest // - ImGuiDockPreviewData // - ImGuiDockNodeSettings // - ImGuiDockContext //----------------------------------------------------------------------------- enum ImGuiDockRequestType { ImGuiDockRequestType_None = 0, ImGuiDockRequestType_Dock, ImGuiDockRequestType_Undock, ImGuiDockRequestType_Split // Split is the same as Dock but without a DockPayload }; struct ImGuiDockRequest { ImGuiDockRequestType Type; ImGuiWindow* DockTargetWindow; // Destination/Target Window to dock into (may be a loose window or a DockNode, might be NULL in which case DockTargetNode cannot be NULL) ImGuiDockNode* DockTargetNode; // Destination/Target Node to dock into ImGuiWindow* DockPayload; // Source/Payload window to dock (may be a loose window or a DockNode), [Optional] ImGuiDir DockSplitDir; float DockSplitRatio; bool DockSplitOuter; ImGuiWindow* UndockTargetWindow; ImGuiDockNode* UndockTargetNode; ImGuiDockRequest() { Type = ImGuiDockRequestType_None; DockTargetWindow = DockPayload = UndockTargetWindow = NULL; DockTargetNode = UndockTargetNode = NULL; DockSplitDir = ImGuiDir_None; DockSplitRatio = 0.5f; DockSplitOuter = false; } }; struct ImGuiDockPreviewData { ImGuiDockNode FutureNode; bool IsDropAllowed; bool IsCenterAvailable; bool IsSidesAvailable; // Hold your breath, grammar freaks.. bool IsSplitDirExplicit; // Set when hovered the drop rect (vs. implicit SplitDir==None when hovered the window) ImGuiDockNode* SplitNode; ImGuiDir SplitDir; float SplitRatio; ImRect DropRectsDraw[ImGuiDir_COUNT + 1]; // May be slightly different from hit-testing drop rects used in DockNodeCalcDropRects() ImGuiDockPreviewData() : FutureNode(0) { IsDropAllowed = IsCenterAvailable = IsSidesAvailable = IsSplitDirExplicit = false; SplitNode = NULL; SplitDir = ImGuiDir_None; SplitRatio = 0.f; for (int n = 0; n < IM_ARRAYSIZE(DropRectsDraw); n++) DropRectsDraw[n] = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); } }; // Persistent Settings data, stored contiguously in SettingsNodes (sizeof() ~32 bytes) struct ImGuiDockNodeSettings { ImGuiID ID; ImGuiID ParentNodeId; ImGuiID ParentWindowId; ImGuiID SelectedTabId; signed char SplitAxis; char Depth; ImGuiDockNodeFlags Flags; // NB: We save individual flags one by one in ascii format (ImGuiDockNodeFlags_SavedFlagsMask_) ImVec2ih Pos; ImVec2ih Size; ImVec2ih SizeRef; ImGuiDockNodeSettings() { memset(this, 0, sizeof(*this)); SplitAxis = ImGuiAxis_None; } }; //----------------------------------------------------------------------------- // Docking: Forward Declarations //----------------------------------------------------------------------------- namespace ImGui { // ImGuiDockContext static ImGuiDockNode* DockContextAddNode(ImGuiContext* ctx, ImGuiID id); static void DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node); static void DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node); static void DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req); static void DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* window, bool clear_persistent_docking_ref = true); static void DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node); static void DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx); static ImGuiDockNode* DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID id); static ImGuiDockNode* DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window); static void DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count); static void DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id); // Use root_id==0 to add all // ImGuiDockNode static void DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar); static void DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node); static void DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node); static ImGuiWindow* DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id); static void DockNodeApplyPosSizeToWindows(ImGuiDockNode* node); static void DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id); static void DockNodeHideHostWindow(ImGuiDockNode* node); static void DockNodeUpdate(ImGuiDockNode* node); static void DockNodeUpdateForRootNode(ImGuiDockNode* node); static void DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node); static void DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node); static void DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window); static void DockNodeAddTabBar(ImGuiDockNode* node); static void DockNodeRemoveTabBar(ImGuiDockNode* node); static ImGuiID DockNodeUpdateWindowMenu(ImGuiDockNode* node, ImGuiTabBar* tab_bar); static void DockNodeUpdateVisibleFlag(ImGuiDockNode* node); static void DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window); static bool DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* payload_window); static void DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockPreviewData* preview_data, bool is_explicit_target, bool is_outer_docking); static void DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, const ImGuiDockPreviewData* preview_data); static void DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos); static void DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired); static bool DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_draw, bool outer_docking, ImVec2* test_mouse_pos); static const char* DockNodeGetHostWindowTitle(ImGuiDockNode* node, char* buf, int buf_size) { ImFormatString(buf, buf_size, "##DockNode_%02X", node->ID); return buf; } static int DockNodeGetTabOrder(ImGuiWindow* window); // ImGuiDockNode tree manipulations static void DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_first_child, float split_ratio, ImGuiDockNode* new_node); static void DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child); static void DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node = NULL); static void DockNodeTreeUpdateSplitter(ImGuiDockNode* node); static ImGuiDockNode* DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos); static ImGuiDockNode* DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node); // Settings static void DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id); static void DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count); static ImGuiDockNodeSettings* DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID node_id); static void DockSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*); static void DockSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*); static void* DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name); static void DockSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line); static void DockSettingsHandler_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf); } //----------------------------------------------------------------------------- // Docking: ImGuiDockContext //----------------------------------------------------------------------------- // The lifetime model is different from the one of regular windows: we always create a ImGuiDockNode for each ImGuiDockNodeSettings, // or we always hold the entire docking node tree. Nodes are frequently hidden, e.g. if the window(s) or child nodes they host are not active. // At boot time only, we run a simple GC to remove nodes that have no references. // Because dock node settings (which are small, contiguous structures) are always mirrored by their corresponding dock nodes (more complete structures), // we can also very easily recreate the nodes from scratch given the settings data (this is what DockContextRebuild() does). // This is convenient as docking reconfiguration can be implemented by mostly poking at the simpler settings data. //----------------------------------------------------------------------------- // - DockContextInitialize() // - DockContextShutdown() // - DockContextClearNodes() // - DockContextRebuildNodes() // - DockContextNewFrameUpdateUndocking() // - DockContextNewFrameUpdateDocking() // - DockContextEndFrame() // - DockContextFindNodeByID() // - DockContextBindNodeToWindow() // - DockContextGenNodeID() // - DockContextAddNode() // - DockContextRemoveNode() // - ImGuiDockContextPruneNodeData // - DockContextPruneUnusedSettingsNodes() // - DockContextBuildNodesFromSettings() // - DockContextBuildAddWindowsToNodes() //----------------------------------------------------------------------------- void ImGui::DockContextInitialize(ImGuiContext* ctx) { ImGuiContext& g = *ctx; // Add .ini handle for persistent docking data ImGuiSettingsHandler ini_handler; ini_handler.TypeName = "Docking"; ini_handler.TypeHash = ImHashStr("Docking"); ini_handler.ClearAllFn = DockSettingsHandler_ClearAll; ini_handler.ReadInitFn = DockSettingsHandler_ClearAll; // Also clear on read ini_handler.ReadOpenFn = DockSettingsHandler_ReadOpen; ini_handler.ReadLineFn = DockSettingsHandler_ReadLine; ini_handler.ApplyAllFn = DockSettingsHandler_ApplyAll; ini_handler.WriteAllFn = DockSettingsHandler_WriteAll; g.SettingsHandlers.push_back(ini_handler); } void ImGui::DockContextShutdown(ImGuiContext* ctx) { ImGuiDockContext* dc = &ctx->DockContext; for (int n = 0; n < dc->Nodes.Data.Size; n++) if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) IM_DELETE(node); } void ImGui::DockContextClearNodes(ImGuiContext* ctx, ImGuiID root_id, bool clear_settings_refs) { IM_UNUSED(ctx); IM_ASSERT(ctx == GImGui); DockBuilderRemoveNodeDockedWindows(root_id, clear_settings_refs); DockBuilderRemoveNodeChildNodes(root_id); } // [DEBUG] This function also acts as a defacto test to make sure we can rebuild from scratch without a glitch // (Different from DockSettingsHandler_ClearAll() + DockSettingsHandler_ApplyAll() because this reuses current settings!) void ImGui::DockContextRebuildNodes(ImGuiContext* ctx) { IMGUI_DEBUG_LOG_DOCKING("DockContextRebuild()\n"); ImGuiDockContext* dc = &ctx->DockContext; SaveIniSettingsToMemory(); ImGuiID root_id = 0; // Rebuild all DockContextClearNodes(ctx, root_id, false); DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size); DockContextBuildAddWindowsToNodes(ctx, root_id); } // Docking context update function, called by NewFrame() void ImGui::DockContextNewFrameUpdateUndocking(ImGuiContext* ctx) { ImGuiContext& g = *ctx; ImGuiDockContext* dc = &ctx->DockContext; if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) { if (dc->Nodes.Data.Size > 0 || dc->Requests.Size > 0) DockContextClearNodes(ctx, 0, true); return; } // Setting NoSplit at runtime merges all nodes if (g.IO.ConfigDockingNoSplit) for (int n = 0; n < dc->Nodes.Data.Size; n++) if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) if (node->IsRootNode() && node->IsSplitNode()) { DockBuilderRemoveNodeChildNodes(node->ID); //dc->WantFullRebuild = true; } // Process full rebuild #if 0 if (ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_C))) dc->WantFullRebuild = true; #endif if (dc->WantFullRebuild) { DockContextRebuildNodes(ctx); dc->WantFullRebuild = false; } // Process Undocking requests (we need to process them _before_ the UpdateMouseMovingWindowNewFrame call in NewFrame) for (int n = 0; n < dc->Requests.Size; n++) { ImGuiDockRequest* req = &dc->Requests[n]; if (req->Type == ImGuiDockRequestType_Undock && req->UndockTargetWindow) DockContextProcessUndockWindow(ctx, req->UndockTargetWindow); else if (req->Type == ImGuiDockRequestType_Undock && req->UndockTargetNode) DockContextProcessUndockNode(ctx, req->UndockTargetNode); } } // Docking context update function, called by NewFrame() void ImGui::DockContextNewFrameUpdateDocking(ImGuiContext* ctx) { ImGuiContext& g = *ctx; ImGuiDockContext* dc = &ctx->DockContext; if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) return; // [DEBUG] Store hovered dock node. // We could in theory use DockNodeTreeFindVisibleNodeByPos() on the root host dock node, but using ->DockNode is a good shortcut. // Note this is mostly a debug thing and isn't actually used for docking target, because docking involve more detailed filtering. g.HoveredDockNode = NULL; if (ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow) { if (hovered_window->DockNodeAsHost) g.HoveredDockNode = DockNodeTreeFindVisibleNodeByPos(hovered_window->DockNodeAsHost, g.IO.MousePos); else if (hovered_window->RootWindow->DockNode) g.HoveredDockNode = hovered_window->RootWindow->DockNode; } // Process Docking requests for (int n = 0; n < dc->Requests.Size; n++) if (dc->Requests[n].Type == ImGuiDockRequestType_Dock) DockContextProcessDock(ctx, &dc->Requests[n]); dc->Requests.resize(0); // Create windows for each automatic docking nodes // We can have NULL pointers when we delete nodes, but because ID are recycled this should amortize nicely (and our node count will never be very high) for (int n = 0; n < dc->Nodes.Data.Size; n++) if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) if (node->IsFloatingNode()) DockNodeUpdate(node); } void ImGui::DockContextEndFrame(ImGuiContext* ctx) { // Draw backgrounds of node missing their window ImGuiContext& g = *ctx; ImGuiDockContext* dc = &g.DockContext; for (int n = 0; n < dc->Nodes.Data.Size; n++) if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) if (node->LastFrameActive == g.FrameCount && node->IsVisible && node->HostWindow && node->IsLeafNode() && !node->IsBgDrawnThisFrame) { ImRect bg_rect(node->Pos + ImVec2(0.0f, GetFrameHeight()), node->Pos + node->Size); ImDrawFlags bg_rounding_flags = CalcRoundingFlagsForRectInRect(bg_rect, node->HostWindow->Rect(), DOCKING_SPLITTER_SIZE); node->HostWindow->DrawList->ChannelsSetCurrent(0); node->HostWindow->DrawList->AddRectFilled(bg_rect.Min, bg_rect.Max, node->LastBgColor, node->HostWindow->WindowRounding, bg_rounding_flags); } } static ImGuiDockNode* ImGui::DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID id) { return (ImGuiDockNode*)ctx->DockContext.Nodes.GetVoidPtr(id); } ImGuiID ImGui::DockContextGenNodeID(ImGuiContext* ctx) { // Generate an ID for new node (the exact ID value doesn't matter as long as it is not already used) // FIXME-OPT FIXME-DOCK: This is suboptimal, even if the node count is small enough not to be a worry.0 // We should poke in ctx->Nodes to find a suitable ID faster. Even more so trivial that ctx->Nodes lookup is already sorted. ImGuiID id = 0x0001; while (DockContextFindNodeByID(ctx, id) != NULL) id++; return id; } static ImGuiDockNode* ImGui::DockContextAddNode(ImGuiContext* ctx, ImGuiID id) { // Generate an ID for the new node (the exact ID value doesn't matter as long as it is not already used) and add the first window. if (id == 0) id = DockContextGenNodeID(ctx); else IM_ASSERT(DockContextFindNodeByID(ctx, id) == NULL); // We don't set node->LastFrameAlive on construction. Nodes are always created at all time to reflect .ini settings! IMGUI_DEBUG_LOG_DOCKING("DockContextAddNode 0x%08X\n", id); ImGuiDockNode* node = IM_NEW(ImGuiDockNode)(id); ctx->DockContext.Nodes.SetVoidPtr(node->ID, node); return node; } static void ImGui::DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node) { ImGuiContext& g = *ctx; ImGuiDockContext* dc = &ctx->DockContext; IMGUI_DEBUG_LOG_DOCKING("DockContextRemoveNode 0x%08X\n", node->ID); IM_ASSERT(DockContextFindNodeByID(ctx, node->ID) == node); IM_ASSERT(node->ChildNodes[0] == NULL && node->ChildNodes[1] == NULL); IM_ASSERT(node->Windows.Size == 0); if (node->HostWindow) node->HostWindow->DockNodeAsHost = NULL; ImGuiDockNode* parent_node = node->ParentNode; const bool merge = (merge_sibling_into_parent_node && parent_node != NULL); if (merge) { IM_ASSERT(parent_node->ChildNodes[0] == node || parent_node->ChildNodes[1] == node); ImGuiDockNode* sibling_node = (parent_node->ChildNodes[0] == node ? parent_node->ChildNodes[1] : parent_node->ChildNodes[0]); DockNodeTreeMerge(&g, parent_node, sibling_node); } else { for (int n = 0; parent_node && n < IM_ARRAYSIZE(parent_node->ChildNodes); n++) if (parent_node->ChildNodes[n] == node) node->ParentNode->ChildNodes[n] = NULL; dc->Nodes.SetVoidPtr(node->ID, NULL); IM_DELETE(node); } } static int IMGUI_CDECL DockNodeComparerDepthMostFirst(const void* lhs, const void* rhs) { const ImGuiDockNode* a = *(const ImGuiDockNode* const*)lhs; const ImGuiDockNode* b = *(const ImGuiDockNode* const*)rhs; return ImGui::DockNodeGetDepth(b) - ImGui::DockNodeGetDepth(a); } // Pre C++0x doesn't allow us to use a function-local type (without linkage) as template parameter, so we moved this here. struct ImGuiDockContextPruneNodeData { int CountWindows, CountChildWindows, CountChildNodes; ImGuiID RootId; ImGuiDockContextPruneNodeData() { CountWindows = CountChildWindows = CountChildNodes = 0; RootId = 0; } }; // Garbage collect unused nodes (run once at init time) static void ImGui::DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx) { ImGuiContext& g = *ctx; ImGuiDockContext* dc = &ctx->DockContext; IM_ASSERT(g.Windows.Size == 0); ImPool pool; pool.Reserve(dc->NodesSettings.Size); // Count child nodes and compute RootID for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++) { ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n]; ImGuiDockContextPruneNodeData* parent_data = settings->ParentNodeId ? pool.GetByKey(settings->ParentNodeId) : 0; pool.GetOrAddByKey(settings->ID)->RootId = parent_data ? parent_data->RootId : settings->ID; if (settings->ParentNodeId) pool.GetOrAddByKey(settings->ParentNodeId)->CountChildNodes++; } // Count reference to dock ids from dockspaces // We track the 'auto-DockNode <- manual-Window <- manual-DockSpace' in order to avoid 'auto-DockNode' being ditched by DockContextPruneUnusedSettingsNodes() for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++) { ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n]; if (settings->ParentWindowId != 0) if (ImGuiWindowSettings* window_settings = FindWindowSettings(settings->ParentWindowId)) if (window_settings->DockId) if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(window_settings->DockId)) data->CountChildNodes++; } // Count reference to dock ids from window settings // We guard against the possibility of an invalid .ini file (RootID may point to a missing node) for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) if (ImGuiID dock_id = settings->DockId) if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(dock_id)) { data->CountWindows++; if (ImGuiDockContextPruneNodeData* data_root = (data->RootId == dock_id) ? data : pool.GetByKey(data->RootId)) data_root->CountChildWindows++; } // Prune for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++) { ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n]; ImGuiDockContextPruneNodeData* data = pool.GetByKey(settings->ID); if (data->CountWindows > 1) continue; ImGuiDockContextPruneNodeData* data_root = (data->RootId == settings->ID) ? data : pool.GetByKey(data->RootId); bool remove = false; remove |= (data->CountWindows == 1 && settings->ParentNodeId == 0 && data->CountChildNodes == 0 && !(settings->Flags & ImGuiDockNodeFlags_CentralNode)); // Floating root node with only 1 window remove |= (data->CountWindows == 0 && settings->ParentNodeId == 0 && data->CountChildNodes == 0); // Leaf nodes with 0 window remove |= (data_root->CountChildWindows == 0); if (remove) { IMGUI_DEBUG_LOG_DOCKING("DockContextPruneUnusedSettingsNodes: Prune 0x%08X\n", settings->ID); DockSettingsRemoveNodeReferences(&settings->ID, 1); settings->ID = 0; } } } static void ImGui::DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count) { // Build nodes for (int node_n = 0; node_n < node_settings_count; node_n++) { ImGuiDockNodeSettings* settings = &node_settings_array[node_n]; if (settings->ID == 0) continue; ImGuiDockNode* node = DockContextAddNode(ctx, settings->ID); node->ParentNode = settings->ParentNodeId ? DockContextFindNodeByID(ctx, settings->ParentNodeId) : NULL; node->Pos = ImVec2(settings->Pos.x, settings->Pos.y); node->Size = ImVec2(settings->Size.x, settings->Size.y); node->SizeRef = ImVec2(settings->SizeRef.x, settings->SizeRef.y); node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_DockNode; if (node->ParentNode && node->ParentNode->ChildNodes[0] == NULL) node->ParentNode->ChildNodes[0] = node; else if (node->ParentNode && node->ParentNode->ChildNodes[1] == NULL) node->ParentNode->ChildNodes[1] = node; node->SelectedTabId = settings->SelectedTabId; node->SplitAxis = (ImGuiAxis)settings->SplitAxis; node->SetLocalFlags(settings->Flags & ImGuiDockNodeFlags_SavedFlagsMask_); // Bind host window immediately if it already exist (in case of a rebuild) // This is useful as the RootWindowForTitleBarHighlight links necessary to highlight the currently focused node requires node->HostWindow to be set. char host_window_title[20]; ImGuiDockNode* root_node = DockNodeGetRootNode(node); node->HostWindow = FindWindowByName(DockNodeGetHostWindowTitle(root_node, host_window_title, IM_ARRAYSIZE(host_window_title))); } } void ImGui::DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id) { // Rebind all windows to nodes (they can also lazily rebind but we'll have a visible glitch during the first frame) ImGuiContext& g = *ctx; for (int n = 0; n < g.Windows.Size; n++) { ImGuiWindow* window = g.Windows[n]; if (window->DockId == 0 || window->LastFrameActive < g.FrameCount - 1) continue; if (window->DockNode != NULL) continue; ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId); IM_ASSERT(node != NULL); // This should have been called after DockContextBuildNodesFromSettings() if (root_id == 0 || DockNodeGetRootNode(node)->ID == root_id) DockNodeAddWindow(node, window, true); } } //----------------------------------------------------------------------------- // Docking: ImGuiDockContext Docking/Undocking functions //----------------------------------------------------------------------------- // - DockContextQueueDock() // - DockContextQueueUndockWindow() // - DockContextQueueUndockNode() // - DockContextQueueNotifyRemovedNode() // - DockContextProcessDock() // - DockContextProcessUndockWindow() // - DockContextProcessUndockNode() // - DockContextCalcDropPosForDocking() //----------------------------------------------------------------------------- void ImGui::DockContextQueueDock(ImGuiContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer) { IM_ASSERT(target != payload); ImGuiDockRequest req; req.Type = ImGuiDockRequestType_Dock; req.DockTargetWindow = target; req.DockTargetNode = target_node; req.DockPayload = payload; req.DockSplitDir = split_dir; req.DockSplitRatio = split_ratio; req.DockSplitOuter = split_outer; ctx->DockContext.Requests.push_back(req); } void ImGui::DockContextQueueUndockWindow(ImGuiContext* ctx, ImGuiWindow* window) { ImGuiDockRequest req; req.Type = ImGuiDockRequestType_Undock; req.UndockTargetWindow = window; ctx->DockContext.Requests.push_back(req); } void ImGui::DockContextQueueUndockNode(ImGuiContext* ctx, ImGuiDockNode* node) { ImGuiDockRequest req; req.Type = ImGuiDockRequestType_Undock; req.UndockTargetNode = node; ctx->DockContext.Requests.push_back(req); } void ImGui::DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node) { ImGuiDockContext* dc = &ctx->DockContext; for (int n = 0; n < dc->Requests.Size; n++) if (dc->Requests[n].DockTargetNode == node) dc->Requests[n].Type = ImGuiDockRequestType_None; } void ImGui::DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req) { IM_ASSERT((req->Type == ImGuiDockRequestType_Dock && req->DockPayload != NULL) || (req->Type == ImGuiDockRequestType_Split && req->DockPayload == NULL)); IM_ASSERT(req->DockTargetWindow != NULL || req->DockTargetNode != NULL); ImGuiContext& g = *ctx; IM_UNUSED(g); ImGuiWindow* payload_window = req->DockPayload; // Optional ImGuiWindow* target_window = req->DockTargetWindow; ImGuiDockNode* node = req->DockTargetNode; if (payload_window) IMGUI_DEBUG_LOG_DOCKING("DockContextProcessDock node 0x%08X target '%s' dock window '%s', split_dir %d\n", node ? node->ID : 0, target_window ? target_window->Name : "NULL", payload_window ? payload_window->Name : "NULL", req->DockSplitDir); else IMGUI_DEBUG_LOG_DOCKING("DockContextProcessDock node 0x%08X, split_dir %d\n", node ? node->ID : 0, req->DockSplitDir); // Decide which Tab will be selected at the end of the operation ImGuiID next_selected_id = 0; ImGuiDockNode* payload_node = NULL; if (payload_window) { payload_node = payload_window->DockNodeAsHost; payload_window->DockNodeAsHost = NULL; // Important to clear this as the node will have its life as a child which might be merged/deleted later. if (payload_node && payload_node->IsLeafNode()) next_selected_id = payload_node->TabBar->NextSelectedTabId ? payload_node->TabBar->NextSelectedTabId : payload_node->TabBar->SelectedTabId; if (payload_node == NULL) next_selected_id = payload_window->TabId; } // FIXME-DOCK: When we are trying to dock an existing single-window node into a loose window, transfer Node ID as well // When processing an interactive split, usually LastFrameAlive will be < g.FrameCount. But DockBuilder operations can make it ==. if (node) IM_ASSERT(node->LastFrameAlive <= g.FrameCount); if (node && target_window && node == target_window->DockNodeAsHost) IM_ASSERT(node->Windows.Size > 0 || node->IsSplitNode() || node->IsCentralNode()); // Create new node and add existing window to it if (node == NULL) { node = DockContextAddNode(ctx, 0); node->Pos = target_window->Pos; node->Size = target_window->Size; if (target_window->DockNodeAsHost == NULL) { DockNodeAddWindow(node, target_window, true); node->TabBar->Tabs[0].Flags &= ~ImGuiTabItemFlags_Unsorted; target_window->DockIsActive = true; } } ImGuiDir split_dir = req->DockSplitDir; if (split_dir != ImGuiDir_None) { // Split into two, one side will be our payload node unless we are dropping a loose window const ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; const int split_inheritor_child_idx = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0; // Current contents will be moved to the opposite side const float split_ratio = req->DockSplitRatio; DockNodeTreeSplit(ctx, node, split_axis, split_inheritor_child_idx, split_ratio, payload_node); // payload_node may be NULL here! ImGuiDockNode* new_node = node->ChildNodes[split_inheritor_child_idx ^ 1]; new_node->HostWindow = node->HostWindow; node = new_node; } node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar); if (node != payload_node) { // Create tab bar before we call DockNodeMoveWindows (which would attempt to move the old tab-bar, which would lead us to payload tabs wrongly appearing before target tabs!) if (node->Windows.Size > 0 && node->TabBar == NULL) { DockNodeAddTabBar(node); for (int n = 0; n < node->Windows.Size; n++) TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]); } if (payload_node != NULL) { // Transfer full payload node (with 1+ child windows or child nodes) if (payload_node->IsSplitNode()) { if (node->Windows.Size > 0) { // We can dock a split payload into a node that already has windows _only_ if our payload is a node tree with a single visible node. // In this situation, we move the windows of the target node into the currently visible node of the payload. // This allows us to preserve some of the underlying dock tree settings nicely. IM_ASSERT(payload_node->OnlyNodeWithWindows != NULL); // The docking should have been blocked by DockNodePreviewDockSetup() early on and never submitted. ImGuiDockNode* visible_node = payload_node->OnlyNodeWithWindows; if (visible_node->TabBar) IM_ASSERT(visible_node->TabBar->Tabs.Size > 0); DockNodeMoveWindows(node, visible_node); DockNodeMoveWindows(visible_node, node); DockSettingsRenameNodeReferences(node->ID, visible_node->ID); } if (node->IsCentralNode()) { // Central node property needs to be moved to a leaf node, pick the last focused one. // FIXME-DOCK: If we had to transfer other flags here, what would the policy be? ImGuiDockNode* last_focused_node = DockContextFindNodeByID(ctx, payload_node->LastFocusedNodeId); IM_ASSERT(last_focused_node != NULL); ImGuiDockNode* last_focused_root_node = DockNodeGetRootNode(last_focused_node); IM_ASSERT(last_focused_root_node == DockNodeGetRootNode(payload_node)); last_focused_node->SetLocalFlags(last_focused_node->LocalFlags | ImGuiDockNodeFlags_CentralNode); node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_CentralNode); last_focused_root_node->CentralNode = last_focused_node; } IM_ASSERT(node->Windows.Size == 0); DockNodeMoveChildNodes(node, payload_node); } else { const ImGuiID payload_dock_id = payload_node->ID; DockNodeMoveWindows(node, payload_node); DockSettingsRenameNodeReferences(payload_dock_id, node->ID); } DockContextRemoveNode(ctx, payload_node, true); } else if (payload_window) { // Transfer single window const ImGuiID payload_dock_id = payload_window->DockId; node->VisibleWindow = payload_window; DockNodeAddWindow(node, payload_window, true); if (payload_dock_id != 0) DockSettingsRenameNodeReferences(payload_dock_id, node->ID); } } else { // When docking a floating single window node we want to reevaluate auto-hiding of the tab bar node->WantHiddenTabBarUpdate = true; } // Update selection immediately if (ImGuiTabBar* tab_bar = node->TabBar) tab_bar->NextSelectedTabId = next_selected_id; MarkIniSettingsDirty(); } // Problem: // Undocking a large (~full screen) window would leave it so large that the bottom right sizing corner would more // than likely be off the screen and the window would be hard to resize to fit on screen. This can be particularly problematic // with 'ConfigWindowsMoveFromTitleBarOnly=true' and/or with 'ConfigWindowsResizeFromEdges=false' as well (the later can be // due to missing ImGuiBackendFlags_HasMouseCursors backend flag). // Solution: // When undocking a window we currently force its maximum size to 90% of the host viewport or monitor. // Reevaluate this when we implement preserving docked/undocked size ("docking_wip/undocked_size" branch). static ImVec2 FixLargeWindowsWhenUndocking(const ImVec2& size, ImGuiViewport* ref_viewport) { if (ref_viewport == NULL) return size; ImGuiContext& g = *GImGui; ImVec2 max_size = ImFloor(ref_viewport->WorkSize * 0.90f); if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) { const ImGuiPlatformMonitor* monitor = ImGui::GetViewportPlatformMonitor(ref_viewport); max_size = ImFloor(monitor->WorkSize * 0.90f); } return ImMin(size, max_size); } void ImGui::DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* window, bool clear_persistent_docking_ref) { IMGUI_DEBUG_LOG_DOCKING("DockContextProcessUndockWindow window '%s', clear_persistent_docking_ref = %d\n", window->Name, clear_persistent_docking_ref); IM_UNUSED(ctx); if (window->DockNode) DockNodeRemoveWindow(window->DockNode, window, clear_persistent_docking_ref ? 0 : window->DockId); else window->DockId = 0; window->Collapsed = false; window->DockIsActive = false; window->DockNodeIsVisible = window->DockTabIsVisible = false; window->Size = window->SizeFull = FixLargeWindowsWhenUndocking(window->SizeFull, window->Viewport); MarkIniSettingsDirty(); } void ImGui::DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node) { IMGUI_DEBUG_LOG_DOCKING("DockContextProcessUndockNode node %08X\n", node->ID); IM_ASSERT(node->IsLeafNode()); IM_ASSERT(node->Windows.Size >= 1); if (node->IsRootNode() || node->IsCentralNode()) { // In the case of a root node or central node, the node will have to stay in place. Create a new node to receive the payload. ImGuiDockNode* new_node = DockContextAddNode(ctx, 0); new_node->Pos = node->Pos; new_node->Size = node->Size; new_node->SizeRef = node->SizeRef; DockNodeMoveWindows(new_node, node); DockSettingsRenameNodeReferences(node->ID, new_node->ID); for (int n = 0; n < new_node->Windows.Size; n++) { ImGuiWindow* window = new_node->Windows[n]; window->Flags &= ~ImGuiWindowFlags_ChildWindow; if (window->ParentWindow) window->ParentWindow->DC.ChildWindows.find_erase(window); UpdateWindowParentAndRootLinks(window, window->Flags, NULL); } node = new_node; } else { // Otherwise extract our node and merge our sibling back into the parent node. IM_ASSERT(node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node); int index_in_parent = (node->ParentNode->ChildNodes[0] == node) ? 0 : 1; node->ParentNode->ChildNodes[index_in_parent] = NULL; DockNodeTreeMerge(ctx, node->ParentNode, node->ParentNode->ChildNodes[index_in_parent ^ 1]); node->ParentNode->AuthorityForViewport = ImGuiDataAuthority_Window; // The node that stays in place keeps the viewport, so our newly dragged out node will create a new viewport node->ParentNode = NULL; } node->AuthorityForPos = node->AuthorityForSize = ImGuiDataAuthority_DockNode; node->Size = FixLargeWindowsWhenUndocking(node->Size, node->Windows[0]->Viewport); node->WantMouseMove = true; MarkIniSettingsDirty(); } // This is mostly used for automation. bool ImGui::DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, bool split_outer, ImVec2* out_pos) { // In DockNodePreviewDockSetup() for a root central node instead of showing both "inner" and "outer" drop rects // (which would be functionally identical) we only show the outer one. Reflect this here. if (target_node && target_node->ParentNode == NULL && target_node->IsCentralNode() && split_dir != ImGuiDir_None) split_outer = true; ImGuiDockPreviewData split_data; DockNodePreviewDockSetup(target, target_node, payload, &split_data, false, split_outer); if (split_data.DropRectsDraw[split_dir+1].IsInverted()) return false; *out_pos = split_data.DropRectsDraw[split_dir+1].GetCenter(); return true; } //----------------------------------------------------------------------------- // Docking: ImGuiDockNode //----------------------------------------------------------------------------- // - DockNodeGetTabOrder() // - DockNodeAddWindow() // - DockNodeRemoveWindow() // - DockNodeMoveChildNodes() // - DockNodeMoveWindows() // - DockNodeApplyPosSizeToWindows() // - DockNodeHideHostWindow() // - ImGuiDockNodeFindInfoResults // - DockNodeFindInfo() // - DockNodeFindWindowByID() // - DockNodeUpdateFlagsAndCollapse() // - DockNodeUpdateHasCentralNodeFlag() // - DockNodeUpdateVisibleFlag() // - DockNodeStartMouseMovingWindow() // - DockNodeUpdate() // - DockNodeUpdateWindowMenu() // - DockNodeBeginAmendTabBar() // - DockNodeEndAmendTabBar() // - DockNodeUpdateTabBar() // - DockNodeAddTabBar() // - DockNodeRemoveTabBar() // - DockNodeIsDropAllowedOne() // - DockNodeIsDropAllowed() // - DockNodeCalcTabBarLayout() // - DockNodeCalcSplitRects() // - DockNodeCalcDropRectsAndTestMousePos() // - DockNodePreviewDockSetup() // - DockNodePreviewDockRender() //----------------------------------------------------------------------------- ImGuiDockNode::ImGuiDockNode(ImGuiID id) { ID = id; SharedFlags = LocalFlags = LocalFlagsInWindows = MergedFlags = ImGuiDockNodeFlags_None; ParentNode = ChildNodes[0] = ChildNodes[1] = NULL; TabBar = NULL; SplitAxis = ImGuiAxis_None; State = ImGuiDockNodeState_Unknown; LastBgColor = IM_COL32_WHITE; HostWindow = VisibleWindow = NULL; CentralNode = OnlyNodeWithWindows = NULL; CountNodeWithWindows = 0; LastFrameAlive = LastFrameActive = LastFrameFocused = -1; LastFocusedNodeId = 0; SelectedTabId = 0; WantCloseTabId = 0; AuthorityForPos = AuthorityForSize = ImGuiDataAuthority_DockNode; AuthorityForViewport = ImGuiDataAuthority_Auto; IsVisible = true; IsFocused = HasCloseButton = HasWindowMenuButton = HasCentralNodeChild = false; IsBgDrawnThisFrame = false; WantCloseAll = WantLockSizeOnce = WantMouseMove = WantHiddenTabBarUpdate = WantHiddenTabBarToggle = false; } ImGuiDockNode::~ImGuiDockNode() { IM_DELETE(TabBar); TabBar = NULL; ChildNodes[0] = ChildNodes[1] = NULL; } int ImGui::DockNodeGetTabOrder(ImGuiWindow* window) { ImGuiTabBar* tab_bar = window->DockNode->TabBar; if (tab_bar == NULL) return -1; ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, window->TabId); return tab ? tab_bar->GetTabOrder(tab) : -1; } static void DockNodeHideWindowDuringHostWindowCreation(ImGuiWindow* window) { window->Hidden = true; window->HiddenFramesCanSkipItems = window->Active ? 1 : 2; } static void ImGui::DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar) { ImGuiContext& g = *GImGui; (void)g; if (window->DockNode) { // Can overwrite an existing window->DockNode (e.g. pointing to a disabled DockSpace node) IM_ASSERT(window->DockNode->ID != node->ID); DockNodeRemoveWindow(window->DockNode, window, 0); } IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL); IMGUI_DEBUG_LOG_DOCKING("DockNodeAddWindow node 0x%08X window '%s'\n", node->ID, window->Name); // If more than 2 windows appeared on the same frame leading to the creation of a new hosting window, // we'll hide windows until the host window is ready. Hide the 1st window after its been output (so it is not visible for one frame). // We will call DockNodeHideWindowDuringHostWindowCreation() on ourselves in Begin() if (node->HostWindow == NULL && node->Windows.Size == 1 && node->Windows[0]->WasActive == false) DockNodeHideWindowDuringHostWindowCreation(node->Windows[0]); node->Windows.push_back(window); node->WantHiddenTabBarUpdate = true; window->DockNode = node; window->DockId = node->ID; window->DockIsActive = (node->Windows.Size > 1); window->DockTabWantClose = false; // When reactivating a node with one or two loose window, the window pos/size/viewport are authoritative over the node storage. // In particular it is important we init the viewport from the first window so we don't create two viewports and drop one. if (node->HostWindow == NULL && node->IsFloatingNode()) { if (node->AuthorityForPos == ImGuiDataAuthority_Auto) node->AuthorityForPos = ImGuiDataAuthority_Window; if (node->AuthorityForSize == ImGuiDataAuthority_Auto) node->AuthorityForSize = ImGuiDataAuthority_Window; if (node->AuthorityForViewport == ImGuiDataAuthority_Auto) node->AuthorityForViewport = ImGuiDataAuthority_Window; } // Add to tab bar if requested if (add_to_tab_bar) { if (node->TabBar == NULL) { DockNodeAddTabBar(node); node->TabBar->SelectedTabId = node->TabBar->NextSelectedTabId = node->SelectedTabId; // Add existing windows for (int n = 0; n < node->Windows.Size - 1; n++) TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]); } TabBarAddTab(node->TabBar, ImGuiTabItemFlags_Unsorted, window); } DockNodeUpdateVisibleFlag(node); // Update this without waiting for the next time we Begin() in the window, so our host window will have the proper title bar color on its first frame. if (node->HostWindow) UpdateWindowParentAndRootLinks(window, window->Flags | ImGuiWindowFlags_ChildWindow, node->HostWindow); } static void ImGui::DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id) { ImGuiContext& g = *GImGui; IM_ASSERT(window->DockNode == node); //IM_ASSERT(window->RootWindowDockTree == node->HostWindow); //IM_ASSERT(window->LastFrameActive < g.FrameCount); // We may call this from Begin() IM_ASSERT(save_dock_id == 0 || save_dock_id == node->ID); IMGUI_DEBUG_LOG_DOCKING("DockNodeRemoveWindow node 0x%08X window '%s'\n", node->ID, window->Name); window->DockNode = NULL; window->DockIsActive = window->DockTabWantClose = false; window->DockId = save_dock_id; window->Flags &= ~ImGuiWindowFlags_ChildWindow; if (window->ParentWindow) window->ParentWindow->DC.ChildWindows.find_erase(window); UpdateWindowParentAndRootLinks(window, window->Flags, NULL); // Update immediately // Remove window bool erased = false; for (int n = 0; n < node->Windows.Size; n++) if (node->Windows[n] == window) { node->Windows.erase(node->Windows.Data + n); erased = true; break; } if (!erased) IM_ASSERT(erased); if (node->VisibleWindow == window) node->VisibleWindow = NULL; // Remove tab and possibly tab bar node->WantHiddenTabBarUpdate = true; if (node->TabBar) { TabBarRemoveTab(node->TabBar, window->TabId); const int tab_count_threshold_for_tab_bar = node->IsCentralNode() ? 1 : 2; if (node->Windows.Size < tab_count_threshold_for_tab_bar) DockNodeRemoveTabBar(node); } if (node->Windows.Size == 0 && !node->IsCentralNode() && !node->IsDockSpace() && window->DockId != node->ID) { // Automatic dock node delete themselves if they are not holding at least one tab DockContextRemoveNode(&g, node, true); return; } if (node->Windows.Size == 1 && !node->IsCentralNode() && node->HostWindow) { ImGuiWindow* remaining_window = node->Windows[0]; if (node->HostWindow->ViewportOwned && node->IsRootNode()) { // Transfer viewport back to the remaining loose window IMGUI_DEBUG_LOG_VIEWPORT("Node %08X transfer Viewport %08X=>%08X for Window '%s'\n", node->ID, node->HostWindow->Viewport->ID, remaining_window->ID, remaining_window->Name); IM_ASSERT(node->HostWindow->Viewport->Window == node->HostWindow); node->HostWindow->Viewport->Window = remaining_window; node->HostWindow->Viewport->ID = remaining_window->ID; } remaining_window->Collapsed = node->HostWindow->Collapsed; } // Update visibility immediately is required so the DockNodeUpdateRemoveInactiveChilds() processing can reflect changes up the tree DockNodeUpdateVisibleFlag(node); } static void ImGui::DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node) { IM_ASSERT(dst_node->Windows.Size == 0); dst_node->ChildNodes[0] = src_node->ChildNodes[0]; dst_node->ChildNodes[1] = src_node->ChildNodes[1]; if (dst_node->ChildNodes[0]) dst_node->ChildNodes[0]->ParentNode = dst_node; if (dst_node->ChildNodes[1]) dst_node->ChildNodes[1]->ParentNode = dst_node; dst_node->SplitAxis = src_node->SplitAxis; dst_node->SizeRef = src_node->SizeRef; src_node->ChildNodes[0] = src_node->ChildNodes[1] = NULL; } static void ImGui::DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node) { // Insert tabs in the same orders as currently ordered (node->Windows isn't ordered) IM_ASSERT(src_node && dst_node && dst_node != src_node); ImGuiTabBar* src_tab_bar = src_node->TabBar; if (src_tab_bar != NULL) IM_ASSERT(src_node->Windows.Size <= src_node->TabBar->Tabs.Size); // If the dst_node is empty we can just move the entire tab bar (to preserve selection, scrolling, etc.) bool move_tab_bar = (src_tab_bar != NULL) && (dst_node->TabBar == NULL); if (move_tab_bar) { dst_node->TabBar = src_node->TabBar; src_node->TabBar = NULL; } for (int n = 0; n < src_node->Windows.Size; n++) { // DockNode's TabBar may have non-window Tabs manually appended by user if (ImGuiWindow* window = src_tab_bar ? src_tab_bar->Tabs[n].Window : src_node->Windows[n]) { window->DockNode = NULL; window->DockIsActive = false; DockNodeAddWindow(dst_node, window, move_tab_bar ? false : true); } } src_node->Windows.clear(); if (!move_tab_bar && src_node->TabBar) { if (dst_node->TabBar) dst_node->TabBar->SelectedTabId = src_node->TabBar->SelectedTabId; DockNodeRemoveTabBar(src_node); } } static void ImGui::DockNodeApplyPosSizeToWindows(ImGuiDockNode* node) { for (int n = 0; n < node->Windows.Size; n++) { SetWindowPos(node->Windows[n], node->Pos, ImGuiCond_Always); // We don't assign directly to Pos because it can break the calculation of SizeContents on next frame SetWindowSize(node->Windows[n], node->Size, ImGuiCond_Always); } } static void ImGui::DockNodeHideHostWindow(ImGuiDockNode* node) { if (node->HostWindow) { if (node->HostWindow->DockNodeAsHost == node) node->HostWindow->DockNodeAsHost = NULL; node->HostWindow = NULL; } if (node->Windows.Size == 1) { node->VisibleWindow = node->Windows[0]; node->Windows[0]->DockIsActive = false; } if (node->TabBar) DockNodeRemoveTabBar(node); } // Search function called once by root node in DockNodeUpdate() struct ImGuiDockNodeTreeInfo { ImGuiDockNode* CentralNode; ImGuiDockNode* FirstNodeWithWindows; int CountNodesWithWindows; //ImGuiWindowClass WindowClassForMerges; ImGuiDockNodeTreeInfo() { memset(this, 0, sizeof(*this)); } }; static void DockNodeFindInfo(ImGuiDockNode* node, ImGuiDockNodeTreeInfo* info) { if (node->Windows.Size > 0) { if (info->FirstNodeWithWindows == NULL) info->FirstNodeWithWindows = node; info->CountNodesWithWindows++; } if (node->IsCentralNode()) { IM_ASSERT(info->CentralNode == NULL); // Should be only one IM_ASSERT(node->IsLeafNode() && "If you get this assert: please submit .ini file + repro of actions leading to this."); info->CentralNode = node; } if (info->CountNodesWithWindows > 1 && info->CentralNode != NULL) return; if (node->ChildNodes[0]) DockNodeFindInfo(node->ChildNodes[0], info); if (node->ChildNodes[1]) DockNodeFindInfo(node->ChildNodes[1], info); } static ImGuiWindow* ImGui::DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id) { IM_ASSERT(id != 0); for (int n = 0; n < node->Windows.Size; n++) if (node->Windows[n]->ID == id) return node->Windows[n]; return NULL; } // - Remove inactive windows/nodes. // - Update visibility flag. static void ImGui::DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node) { ImGuiContext& g = *GImGui; IM_ASSERT(node->ParentNode == NULL || node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node); // Inherit most flags if (node->ParentNode) node->SharedFlags = node->ParentNode->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_; // Recurse into children // There is the possibility that one of our child becoming empty will delete itself and moving its sibling contents into 'node'. // If 'node->ChildNode[0]' delete itself, then 'node->ChildNode[1]->Windows' will be moved into 'node' // If 'node->ChildNode[1]' delete itself, then 'node->ChildNode[0]->Windows' will be moved into 'node' and the "remove inactive windows" loop will have run twice on those windows (harmless) node->HasCentralNodeChild = false; if (node->ChildNodes[0]) DockNodeUpdateFlagsAndCollapse(node->ChildNodes[0]); if (node->ChildNodes[1]) DockNodeUpdateFlagsAndCollapse(node->ChildNodes[1]); // Remove inactive windows, collapse nodes // Merge node flags overrides stored in windows node->LocalFlagsInWindows = ImGuiDockNodeFlags_None; for (int window_n = 0; window_n < node->Windows.Size; window_n++) { ImGuiWindow* window = node->Windows[window_n]; IM_ASSERT(window->DockNode == node); bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount); bool remove = false; remove |= node_was_active && (window->LastFrameActive + 1 < g.FrameCount); remove |= node_was_active && (node->WantCloseAll || node->WantCloseTabId == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument); // Submit all _expected_ closure from last frame remove |= (window->DockTabWantClose); if (remove) { window->DockTabWantClose = false; if (node->Windows.Size == 1 && !node->IsCentralNode()) { DockNodeHideHostWindow(node); node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow; DockNodeRemoveWindow(node, window, node->ID); // Will delete the node so it'll be invalid on return return; } DockNodeRemoveWindow(node, window, node->ID); window_n--; continue; } // FIXME-DOCKING: Missing policies for conflict resolution, hence the "Experimental" tag on this. //node->LocalFlagsInWindow &= ~window->WindowClass.DockNodeFlagsOverrideClear; node->LocalFlagsInWindows |= window->WindowClass.DockNodeFlagsOverrideSet; } node->UpdateMergedFlags(); // Auto-hide tab bar option ImGuiDockNodeFlags node_flags = node->MergedFlags; if (node->WantHiddenTabBarUpdate && node->Windows.Size == 1 && (node_flags & ImGuiDockNodeFlags_AutoHideTabBar) && !node->IsHiddenTabBar()) node->WantHiddenTabBarToggle = true; node->WantHiddenTabBarUpdate = false; // Cancel toggling if we know our tab bar is enforced to be hidden at all times if (node->WantHiddenTabBarToggle && node->VisibleWindow && (node->VisibleWindow->WindowClass.DockNodeFlagsOverrideSet & ImGuiDockNodeFlags_HiddenTabBar)) node->WantHiddenTabBarToggle = false; // Apply toggles at a single point of the frame (here!) if (node->Windows.Size > 1) node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar); else if (node->WantHiddenTabBarToggle) node->SetLocalFlags(node->LocalFlags ^ ImGuiDockNodeFlags_HiddenTabBar); node->WantHiddenTabBarToggle = false; DockNodeUpdateVisibleFlag(node); } // This is rarely called as DockNodeUpdateForRootNode() generally does it most frames. static void ImGui::DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node) { node->HasCentralNodeChild = false; if (node->ChildNodes[0]) DockNodeUpdateHasCentralNodeChild(node->ChildNodes[0]); if (node->ChildNodes[1]) DockNodeUpdateHasCentralNodeChild(node->ChildNodes[1]); if (node->IsRootNode()) { ImGuiDockNode* mark_node = node->CentralNode; while (mark_node) { mark_node->HasCentralNodeChild = true; mark_node = mark_node->ParentNode; } } } static void ImGui::DockNodeUpdateVisibleFlag(ImGuiDockNode* node) { // Update visibility flag bool is_visible = (node->ParentNode == NULL) ? node->IsDockSpace() : node->IsCentralNode(); is_visible |= (node->Windows.Size > 0); is_visible |= (node->ChildNodes[0] && node->ChildNodes[0]->IsVisible); is_visible |= (node->ChildNodes[1] && node->ChildNodes[1]->IsVisible); node->IsVisible = is_visible; } static void ImGui::DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window) { ImGuiContext& g = *GImGui; IM_ASSERT(node->WantMouseMove == true); StartMouseMovingWindow(window); g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - node->Pos; g.MovingWindow = window; // If we are docked into a non moveable root window, StartMouseMovingWindow() won't set g.MovingWindow. Override that decision. node->WantMouseMove = false; } // Update CentralNode, OnlyNodeWithWindows, LastFocusedNodeID. Copy window class. static void ImGui::DockNodeUpdateForRootNode(ImGuiDockNode* node) { DockNodeUpdateFlagsAndCollapse(node); // - Setup central node pointers // - Find if there's only a single visible window in the hierarchy (in which case we need to display a regular title bar -> FIXME-DOCK: that last part is not done yet!) // Cannot merge this with DockNodeUpdateFlagsAndCollapse() because FirstNodeWithWindows is found after window removal and child collapsing ImGuiDockNodeTreeInfo info; DockNodeFindInfo(node, &info); node->CentralNode = info.CentralNode; node->OnlyNodeWithWindows = (info.CountNodesWithWindows == 1) ? info.FirstNodeWithWindows : NULL; node->CountNodeWithWindows = info.CountNodesWithWindows; if (node->LastFocusedNodeId == 0 && info.FirstNodeWithWindows != NULL) node->LastFocusedNodeId = info.FirstNodeWithWindows->ID; // Copy the window class from of our first window so it can be used for proper dock filtering. // When node has mixed windows, prioritize the class with the most constraint (DockingAllowUnclassed = false) as the reference to copy. // FIXME-DOCK: We don't recurse properly, this code could be reworked to work from DockNodeUpdateScanRec. if (ImGuiDockNode* first_node_with_windows = info.FirstNodeWithWindows) { node->WindowClass = first_node_with_windows->Windows[0]->WindowClass; for (int n = 1; n < first_node_with_windows->Windows.Size; n++) if (first_node_with_windows->Windows[n]->WindowClass.DockingAllowUnclassed == false) { node->WindowClass = first_node_with_windows->Windows[n]->WindowClass; break; } } ImGuiDockNode* mark_node = node->CentralNode; while (mark_node) { mark_node->HasCentralNodeChild = true; mark_node = mark_node->ParentNode; } } static void DockNodeSetupHostWindow(ImGuiDockNode* node, ImGuiWindow* host_window) { // Remove ourselves from any previous different host window // This can happen if a user mistakenly does (see #4295 for details): // - N+0: DockBuilderAddNode(id, 0) // missing ImGuiDockNodeFlags_DockSpace // - N+1: NewFrame() // will create floating host window for that node // - N+1: DockSpace(id) // requalify node as dockspace, moving host window if (node->HostWindow && node->HostWindow != host_window && node->HostWindow->DockNodeAsHost == node) node->HostWindow->DockNodeAsHost = NULL; host_window->DockNodeAsHost = node; node->HostWindow = host_window; } static void ImGui::DockNodeUpdate(ImGuiDockNode* node) { ImGuiContext& g = *GImGui; IM_ASSERT(node->LastFrameActive != g.FrameCount); node->LastFrameAlive = g.FrameCount; node->IsBgDrawnThisFrame = false; node->CentralNode = node->OnlyNodeWithWindows = NULL; if (node->IsRootNode()) DockNodeUpdateForRootNode(node); // Remove tab bar if not needed if (node->TabBar && node->IsNoTabBar()) DockNodeRemoveTabBar(node); // Early out for hidden root dock nodes (when all DockId references are in inactive windows, or there is only 1 floating window holding on the DockId) bool want_to_hide_host_window = false; if (node->IsFloatingNode()) { if (node->Windows.Size <= 1 && node->IsLeafNode()) if (!g.IO.ConfigDockingAlwaysTabBar && (node->Windows.Size == 0 || !node->Windows[0]->WindowClass.DockingAlwaysTabBar)) want_to_hide_host_window = true; if (node->CountNodeWithWindows == 0) want_to_hide_host_window = true; } if (want_to_hide_host_window) { if (node->Windows.Size == 1) { // Floating window pos/size is authoritative ImGuiWindow* single_window = node->Windows[0]; node->Pos = single_window->Pos; node->Size = single_window->SizeFull; node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window; // Transfer focus immediately so when we revert to a regular window it is immediately selected if (node->HostWindow && g.NavWindow == node->HostWindow) FocusWindow(single_window); if (node->HostWindow) { single_window->Viewport = node->HostWindow->Viewport; single_window->ViewportId = node->HostWindow->ViewportId; if (node->HostWindow->ViewportOwned) { single_window->Viewport->Window = single_window; single_window->ViewportOwned = true; } } } DockNodeHideHostWindow(node); node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow; node->WantCloseAll = false; node->WantCloseTabId = 0; node->HasCloseButton = node->HasWindowMenuButton = false; node->LastFrameActive = g.FrameCount; if (node->WantMouseMove && node->Windows.Size == 1) DockNodeStartMouseMovingWindow(node, node->Windows[0]); return; } // In some circumstance we will defer creating the host window (so everything will be kept hidden), // while the expected visible window is resizing itself. // This is important for first-time (no ini settings restored) single window when io.ConfigDockingAlwaysTabBar is enabled, // otherwise the node ends up using the minimum window size. Effectively those windows will take an extra frame to show up: // N+0: Begin(): window created (with no known size), node is created // N+1: DockNodeUpdate(): node skip creating host window / Begin(): window size applied, not visible // N+2: DockNodeUpdate(): node can create host window / Begin(): window becomes visible // We could remove this frame if we could reliably calculate the expected window size during node update, before the Begin() code. // It would require a generalization of CalcWindowExpectedSize(), probably extracting code away from Begin(). // In reality it isn't very important as user quickly ends up with size data in .ini file. if (node->IsVisible && node->HostWindow == NULL && node->IsFloatingNode() && node->IsLeafNode()) { IM_ASSERT(node->Windows.Size > 0); ImGuiWindow* ref_window = NULL; if (node->SelectedTabId != 0) // Note that we prune single-window-node settings on .ini loading, so this is generally 0 for them! ref_window = DockNodeFindWindowByID(node, node->SelectedTabId); if (ref_window == NULL) ref_window = node->Windows[0]; if (ref_window->AutoFitFramesX > 0 || ref_window->AutoFitFramesY > 0) { node->State = ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing; return; } } const ImGuiDockNodeFlags node_flags = node->MergedFlags; // Decide if the node will have a close button and a window menu button node->HasWindowMenuButton = (node->Windows.Size > 0) && (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0; node->HasCloseButton = false; for (int window_n = 0; window_n < node->Windows.Size; window_n++) { // FIXME-DOCK: Setting DockIsActive here means that for single active window in a leaf node, DockIsActive will be cleared until the next Begin() call. ImGuiWindow* window = node->Windows[window_n]; node->HasCloseButton |= window->HasCloseButton; window->DockIsActive = (node->Windows.Size > 1); } if (node_flags & ImGuiDockNodeFlags_NoCloseButton) node->HasCloseButton = false; // Bind or create host window ImGuiWindow* host_window = NULL; bool beginned_into_host_window = false; if (node->IsDockSpace()) { // [Explicit root dockspace node] IM_ASSERT(node->HostWindow); host_window = node->HostWindow; } else { // [Automatic root or child nodes] if (node->IsRootNode() && node->IsVisible) { ImGuiWindow* ref_window = (node->Windows.Size > 0) ? node->Windows[0] : NULL; // Sync Pos if (node->AuthorityForPos == ImGuiDataAuthority_Window && ref_window) SetNextWindowPos(ref_window->Pos); else if (node->AuthorityForPos == ImGuiDataAuthority_DockNode) SetNextWindowPos(node->Pos); // Sync Size if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window) SetNextWindowSize(ref_window->SizeFull); else if (node->AuthorityForSize == ImGuiDataAuthority_DockNode) SetNextWindowSize(node->Size); // Sync Collapsed if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window) SetNextWindowCollapsed(ref_window->Collapsed); // Sync Viewport if (node->AuthorityForViewport == ImGuiDataAuthority_Window && ref_window) SetNextWindowViewport(ref_window->ViewportId); SetNextWindowClass(&node->WindowClass); // Begin into the host window char window_label[20]; DockNodeGetHostWindowTitle(node, window_label, IM_ARRAYSIZE(window_label)); ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse | ImGuiWindowFlags_DockNodeHost; window_flags |= ImGuiWindowFlags_NoFocusOnAppearing; window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus | ImGuiWindowFlags_NoCollapse; window_flags |= ImGuiWindowFlags_NoTitleBar; SetNextWindowBgAlpha(0.0f); // Don't set ImGuiWindowFlags_NoBackground because it disables borders PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); Begin(window_label, NULL, window_flags); PopStyleVar(); beginned_into_host_window = true; host_window = g.CurrentWindow; DockNodeSetupHostWindow(node, host_window); host_window->DC.CursorPos = host_window->Pos; node->Pos = host_window->Pos; node->Size = host_window->Size; // We set ImGuiWindowFlags_NoFocusOnAppearing because we don't want the host window to take full focus (e.g. steal NavWindow) // But we still it bring it to the front of display. There's no way to choose this precise behavior via window flags. // One simple case to ponder if: window A has a toggle to create windows B/C/D. Dock B/C/D together, clear the toggle and enable it again. // When reappearing B/C/D will request focus and be moved to the top of the display pile, but they are not linked to the dock host window // during the frame they appear. The dock host window would keep its old display order, and the sorting in EndFrame would move B/C/D back // after the dock host window, losing their top-most status. if (node->HostWindow->Appearing) BringWindowToDisplayFront(node->HostWindow); node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto; } else if (node->ParentNode) { node->HostWindow = host_window = node->ParentNode->HostWindow; node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto; } if (node->WantMouseMove && node->HostWindow) DockNodeStartMouseMovingWindow(node, node->HostWindow); } // Update focused node (the one whose title bar is highlight) within a node tree if (node->IsSplitNode()) IM_ASSERT(node->TabBar == NULL); if (node->IsRootNode()) if (g.NavWindow && g.NavWindow->RootWindow->DockNode && g.NavWindow->RootWindow->ParentWindow == host_window) node->LastFocusedNodeId = g.NavWindow->RootWindow->DockNode->ID; // Register a hit-test hole in the window unless we are currently dragging a window that is compatible with our dockspace ImGuiDockNode* central_node = node->CentralNode; const bool central_node_hole = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0 && central_node != NULL && central_node->IsEmpty(); bool central_node_hole_register_hit_test_hole = central_node_hole; if (central_node_hole) if (const ImGuiPayload* payload = ImGui::GetDragDropPayload()) if (payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && DockNodeIsDropAllowed(host_window, *(ImGuiWindow**)payload->Data)) central_node_hole_register_hit_test_hole = false; if (central_node_hole_register_hit_test_hole) { // We add a little padding to match the "resize from edges" behavior and allow grabbing the splitter easily. // (But we only add it if there's something else on the other side of the hole, otherwise for e.g. fullscreen // covering passthru node we'd have a gap on the edge not covered by the hole) IM_ASSERT(node->IsDockSpace()); // We cannot pass this flag without the DockSpace() api. Testing this because we also setup the hole in host_window->ParentNode ImGuiDockNode* root_node = DockNodeGetRootNode(central_node); ImRect root_rect(root_node->Pos, root_node->Pos + root_node->Size); ImRect hole_rect(central_node->Pos, central_node->Pos + central_node->Size); if (hole_rect.Min.x > root_rect.Min.x) { hole_rect.Min.x += WINDOWS_HOVER_PADDING; } if (hole_rect.Max.x < root_rect.Max.x) { hole_rect.Max.x -= WINDOWS_HOVER_PADDING; } if (hole_rect.Min.y > root_rect.Min.y) { hole_rect.Min.y += WINDOWS_HOVER_PADDING; } if (hole_rect.Max.y < root_rect.Max.y) { hole_rect.Max.y -= WINDOWS_HOVER_PADDING; } //GetForegroundDrawList()->AddRect(hole_rect.Min, hole_rect.Max, IM_COL32(255, 0, 0, 255)); if (central_node_hole && !hole_rect.IsInverted()) { SetWindowHitTestHole(host_window, hole_rect.Min, hole_rect.Max - hole_rect.Min); if (host_window->ParentWindow) SetWindowHitTestHole(host_window->ParentWindow, hole_rect.Min, hole_rect.Max - hole_rect.Min); } } // Update position/size, process and draw resizing splitters if (node->IsRootNode() && host_window) { host_window->DrawList->ChannelsSetCurrent(1); DockNodeTreeUpdatePosSize(node, host_window->Pos, host_window->Size); DockNodeTreeUpdateSplitter(node); } // Draw empty node background (currently can only be the Central Node) if (host_window && node->IsEmpty() && node->IsVisible) { host_window->DrawList->ChannelsSetCurrent(0); node->LastBgColor = (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) ? 0 : GetColorU32(ImGuiCol_DockingEmptyBg); if (node->LastBgColor != 0) host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, node->LastBgColor); node->IsBgDrawnThisFrame = true; } // Draw whole dockspace background if ImGuiDockNodeFlags_PassthruCentralNode if set. // We need to draw a background at the root level if requested by ImGuiDockNodeFlags_PassthruCentralNode, but we will only know the correct pos/size // _after_ processing the resizing splitters. So we are using the DrawList channel splitting facility to submit drawing primitives out of order! const bool render_dockspace_bg = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0; if (render_dockspace_bg && node->IsVisible) { host_window->DrawList->ChannelsSetCurrent(0); if (central_node_hole) RenderRectFilledWithHole(host_window->DrawList, node->Rect(), central_node->Rect(), GetColorU32(ImGuiCol_WindowBg), 0.0f); else host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, GetColorU32(ImGuiCol_WindowBg), 0.0f); } // Draw and populate Tab Bar if (host_window) host_window->DrawList->ChannelsSetCurrent(1); if (host_window && node->Windows.Size > 0) { DockNodeUpdateTabBar(node, host_window); } else { node->WantCloseAll = false; node->WantCloseTabId = 0; node->IsFocused = false; } if (node->TabBar && node->TabBar->SelectedTabId) node->SelectedTabId = node->TabBar->SelectedTabId; else if (node->Windows.Size > 0) node->SelectedTabId = node->Windows[0]->ID; // Draw payload drop target if (host_window && node->IsVisible) if (node->IsRootNode() && (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != host_window)) BeginDockableDragDropTarget(host_window); // We update this after DockNodeUpdateTabBar() node->LastFrameActive = g.FrameCount; // Recurse into children // FIXME-DOCK FIXME-OPT: Should not need to recurse into children if (host_window) { if (node->ChildNodes[0]) DockNodeUpdate(node->ChildNodes[0]); if (node->ChildNodes[1]) DockNodeUpdate(node->ChildNodes[1]); // Render outer borders last (after the tab bar) if (node->IsRootNode()) { host_window->DrawList->ChannelsSetCurrent(1); RenderWindowOuterBorders(host_window); } // Further rendering (= hosted windows background) will be drawn on layer 0 host_window->DrawList->ChannelsSetCurrent(0); } // End host window if (beginned_into_host_window) //-V1020 End(); } // Compare TabItem nodes given the last known DockOrder (will persist in .ini file as hint), used to sort tabs when multiple tabs are added on the same frame. static int IMGUI_CDECL TabItemComparerByDockOrder(const void* lhs, const void* rhs) { ImGuiWindow* a = ((const ImGuiTabItem*)lhs)->Window; ImGuiWindow* b = ((const ImGuiTabItem*)rhs)->Window; if (int d = ((a->DockOrder == -1) ? INT_MAX : a->DockOrder) - ((b->DockOrder == -1) ? INT_MAX : b->DockOrder)) return d; return (a->BeginOrderWithinContext - b->BeginOrderWithinContext); } static ImGuiID ImGui::DockNodeUpdateWindowMenu(ImGuiDockNode* node, ImGuiTabBar* tab_bar) { // Try to position the menu so it is more likely to stays within the same viewport ImGuiContext& g = *GImGui; ImGuiID ret_tab_id = 0; if (g.Style.WindowMenuButtonPosition == ImGuiDir_Left) SetNextWindowPos(ImVec2(node->Pos.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(0.0f, 0.0f)); else SetNextWindowPos(ImVec2(node->Pos.x + node->Size.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(1.0f, 0.0f)); if (BeginPopup("#WindowMenu")) { node->IsFocused = true; if (tab_bar->Tabs.Size == 1) { if (MenuItem("Hide tab bar", NULL, node->IsHiddenTabBar())) node->WantHiddenTabBarToggle = true; } else { for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) { ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; if (tab->Flags & ImGuiTabItemFlags_Button) continue; if (Selectable(tab_bar->GetTabName(tab), tab->ID == tab_bar->SelectedTabId)) ret_tab_id = tab->ID; SameLine(); Text(" "); } } EndPopup(); } return ret_tab_id; } // User helper to append/amend into a dock node tab bar. Most commonly used to add e.g. a "+" button. bool ImGui::DockNodeBeginAmendTabBar(ImGuiDockNode* node) { if (node->TabBar == NULL || node->HostWindow == NULL) return false; if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) return false; Begin(node->HostWindow->Name); PushOverrideID(node->ID); bool ret = BeginTabBarEx(node->TabBar, node->TabBar->BarRect, node->TabBar->Flags, node); IM_UNUSED(ret); IM_ASSERT(ret); return true; } void ImGui::DockNodeEndAmendTabBar() { EndTabBar(); PopID(); End(); } // Submit the tab bar corresponding to a dock node and various housekeeping details. static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window) { ImGuiContext& g = *GImGui; ImGuiStyle& style = g.Style; const bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount); const bool closed_all = node->WantCloseAll && node_was_active; const ImGuiID closed_one = node->WantCloseTabId && node_was_active; node->WantCloseAll = false; node->WantCloseTabId = 0; // Decide if we should use a focused title bar color bool is_focused = false; ImGuiDockNode* root_node = DockNodeGetRootNode(node); if (g.NavWindowingTarget) is_focused = (g.NavWindowingTarget->DockNode == node); else if (g.NavWindow && g.NavWindow->RootWindowForTitleBarHighlight == host_window->RootWindowDockTree && root_node->LastFocusedNodeId == node->ID) is_focused = true; // Hidden tab bar will show a triangle on the upper-left (in Begin) if (node->IsHiddenTabBar() || node->IsNoTabBar()) { node->VisibleWindow = (node->Windows.Size > 0) ? node->Windows[0] : NULL; node->IsFocused = is_focused; if (is_focused) node->LastFrameFocused = g.FrameCount; if (node->VisibleWindow) { // Notify root of visible window (used to display title in OS task bar) if (is_focused || root_node->VisibleWindow == NULL) root_node->VisibleWindow = node->VisibleWindow; if (node->TabBar) node->TabBar->VisibleTabId = node->VisibleWindow->TabId; } return; } // Move ourselves to the Menu layer (so we can be accessed by tapping Alt) + undo SkipItems flag in order to draw over the title bar even if the window is collapsed bool backup_skip_item = host_window->SkipItems; if (!node->IsDockSpace()) { host_window->SkipItems = false; host_window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; } // Use PushOverrideID() instead of PushID() to use the node id _without_ the host window ID. // This is to facilitate computing those ID from the outside, and will affect more or less only the ID of the collapse button, popup and tabs, // as docked windows themselves will override the stack with their own root ID. PushOverrideID(node->ID); ImGuiTabBar* tab_bar = node->TabBar; bool tab_bar_is_recreated = (tab_bar == NULL); // Tab bar are automatically destroyed when a node gets hidden if (tab_bar == NULL) { DockNodeAddTabBar(node); tab_bar = node->TabBar; } ImGuiID focus_tab_id = 0; node->IsFocused = is_focused; const ImGuiDockNodeFlags node_flags = node->MergedFlags; const bool has_window_menu_button = (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0 && (style.WindowMenuButtonPosition != ImGuiDir_None); // In a dock node, the Collapse Button turns into the Window Menu button. // FIXME-DOCK FIXME-OPT: Could we recycle popups id across multiple dock nodes? if (has_window_menu_button && IsPopupOpen("#WindowMenu")) { if (ImGuiID tab_id = DockNodeUpdateWindowMenu(node, tab_bar)) focus_tab_id = tab_bar->NextSelectedTabId = tab_id; is_focused |= node->IsFocused; } // Layout ImRect title_bar_rect, tab_bar_rect; ImVec2 window_menu_button_pos; ImVec2 close_button_pos; DockNodeCalcTabBarLayout(node, &title_bar_rect, &tab_bar_rect, &window_menu_button_pos, &close_button_pos); // Submit new tabs, they will be added as Unsorted and sorted below based on relative DockOrder value. const int tabs_count_old = tab_bar->Tabs.Size; for (int window_n = 0; window_n < node->Windows.Size; window_n++) { ImGuiWindow* window = node->Windows[window_n]; if (TabBarFindTabByID(tab_bar, window->TabId) == NULL) TabBarAddTab(tab_bar, ImGuiTabItemFlags_Unsorted, window); } // Title bar if (is_focused) node->LastFrameFocused = g.FrameCount; ImU32 title_bar_col = GetColorU32(host_window->Collapsed ? ImGuiCol_TitleBgCollapsed : is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg); ImDrawFlags rounding_flags = CalcRoundingFlagsForRectInRect(title_bar_rect, host_window->Rect(), DOCKING_SPLITTER_SIZE); host_window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, host_window->WindowRounding, rounding_flags); // Docking/Collapse button if (has_window_menu_button) { if (CollapseButton(host_window->GetID("#COLLAPSE"), window_menu_button_pos, node)) // == DockNodeGetWindowMenuButtonId(node) OpenPopup("#WindowMenu"); if (IsItemActive()) focus_tab_id = tab_bar->SelectedTabId; } // If multiple tabs are appearing on the same frame, sort them based on their persistent DockOrder value int tabs_unsorted_start = tab_bar->Tabs.Size; for (int tab_n = tab_bar->Tabs.Size - 1; tab_n >= 0 && (tab_bar->Tabs[tab_n].Flags & ImGuiTabItemFlags_Unsorted); tab_n--) { // FIXME-DOCK: Consider only clearing the flag after the tab has been alive for a few consecutive frames, allowing late comers to not break sorting? tab_bar->Tabs[tab_n].Flags &= ~ImGuiTabItemFlags_Unsorted; tabs_unsorted_start = tab_n; } if (tab_bar->Tabs.Size > tabs_unsorted_start) { IMGUI_DEBUG_LOG_DOCKING("In node 0x%08X: %d new appearing tabs:%s\n", node->ID, tab_bar->Tabs.Size - tabs_unsorted_start, (tab_bar->Tabs.Size > tabs_unsorted_start + 1) ? " (will sort)" : ""); for (int tab_n = tabs_unsorted_start; tab_n < tab_bar->Tabs.Size; tab_n++) IMGUI_DEBUG_LOG_DOCKING(" - Tab '%s' Order %d\n", tab_bar->Tabs[tab_n].Window->Name, tab_bar->Tabs[tab_n].Window->DockOrder); if (tab_bar->Tabs.Size > tabs_unsorted_start + 1) ImQsort(tab_bar->Tabs.Data + tabs_unsorted_start, tab_bar->Tabs.Size - tabs_unsorted_start, sizeof(ImGuiTabItem), TabItemComparerByDockOrder); } // Apply NavWindow focus back to the tab bar if (g.NavWindow && g.NavWindow->RootWindow->DockNode == node) tab_bar->SelectedTabId = g.NavWindow->RootWindow->ID; // Selected newly added tabs, or persistent tab ID if the tab bar was just recreated if (tab_bar_is_recreated && TabBarFindTabByID(tab_bar, node->SelectedTabId) != NULL) tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = node->SelectedTabId; else if (tab_bar->Tabs.Size > tabs_count_old) tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = tab_bar->Tabs.back().Window->TabId; // Begin tab bar ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_AutoSelectNewTabs; // | ImGuiTabBarFlags_NoTabListScrollingButtons); tab_bar_flags |= ImGuiTabBarFlags_SaveSettings | ImGuiTabBarFlags_DockNode; if (!host_window->Collapsed && is_focused) tab_bar_flags |= ImGuiTabBarFlags_IsFocused; BeginTabBarEx(tab_bar, tab_bar_rect, tab_bar_flags, node); //host_window->DrawList->AddRect(tab_bar_rect.Min, tab_bar_rect.Max, IM_COL32(255,0,255,255)); // Backup style colors ImVec4 backup_style_cols[ImGuiWindowDockStyleCol_COUNT]; for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++) backup_style_cols[color_n] = g.Style.Colors[GWindowDockStyleColors[color_n]]; // Submit actual tabs node->VisibleWindow = NULL; for (int window_n = 0; window_n < node->Windows.Size; window_n++) { ImGuiWindow* window = node->Windows[window_n]; if ((closed_all || closed_one == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument)) continue; if (window->LastFrameActive + 1 >= g.FrameCount || !node_was_active) { ImGuiTabItemFlags tab_item_flags = 0; tab_item_flags |= window->WindowClass.TabItemFlagsOverrideSet; if (window->Flags & ImGuiWindowFlags_UnsavedDocument) tab_item_flags |= ImGuiTabItemFlags_UnsavedDocument; if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton) tab_item_flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton; // Apply stored style overrides for the window for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++) g.Style.Colors[GWindowDockStyleColors[color_n]] = ColorConvertU32ToFloat4(window->DockStyle.Colors[color_n]); // Note that TabItemEx() calls TabBarCalcTabID() so our tab item ID will ignore the current ID stack (rightly so) bool tab_open = true; TabItemEx(tab_bar, window->Name, window->HasCloseButton ? &tab_open : NULL, tab_item_flags, window); if (!tab_open) node->WantCloseTabId = window->TabId; if (tab_bar->VisibleTabId == window->TabId) node->VisibleWindow = window; // Store last item data so it can be queried with IsItemXXX functions after the user Begin() call window->DockTabItemStatusFlags = g.LastItemData.StatusFlags; window->DockTabItemRect = g.LastItemData.Rect; // Update navigation ID on menu layer if (g.NavWindow && g.NavWindow->RootWindow == window && (window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0) host_window->NavLastIds[1] = window->TabId; } } // Restore style colors for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++) g.Style.Colors[GWindowDockStyleColors[color_n]] = backup_style_cols[color_n]; // Notify root of visible window (used to display title in OS task bar) if (node->VisibleWindow) if (is_focused || root_node->VisibleWindow == NULL) root_node->VisibleWindow = node->VisibleWindow; // Close button (after VisibleWindow was updated) // Note that VisibleWindow may have been overrided by CTRL+Tabbing, so VisibleWindow->TabId may be != from tab_bar->SelectedTabId const bool close_button_is_enabled = node->HasCloseButton && node->VisibleWindow && node->VisibleWindow->HasCloseButton; const bool close_button_is_visible = node->HasCloseButton; //const bool close_button_is_visible = close_button_is_enabled; // Most people would expect this behavior of not even showing the button (leaving a hole since we can't claim that space as other windows in the tba bar have one) if (close_button_is_visible) { if (!close_button_is_enabled) { PushItemFlag(ImGuiItemFlags_Disabled, true); PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_Text] * ImVec4(1.0f,1.0f,1.0f,0.4f)); } if (CloseButton(host_window->GetID("#CLOSE"), close_button_pos)) { node->WantCloseAll = true; for (int n = 0; n < tab_bar->Tabs.Size; n++) TabBarCloseTab(tab_bar, &tab_bar->Tabs[n]); } //if (IsItemActive()) // focus_tab_id = tab_bar->SelectedTabId; if (!close_button_is_enabled) { PopStyleColor(); PopItemFlag(); } } // When clicking on the title bar outside of tabs, we still focus the selected tab for that node // FIXME: TabItem use AllowItemOverlap so we manually perform a more specific test for now (hovered || held) ImGuiID title_bar_id = host_window->GetID("#TITLEBAR"); if (g.HoveredId == 0 || g.HoveredId == title_bar_id || g.ActiveId == title_bar_id) { bool held; ButtonBehavior(title_bar_rect, title_bar_id, NULL, &held, ImGuiButtonFlags_AllowItemOverlap); if (g.HoveredId == title_bar_id) { // ImGuiButtonFlags_AllowItemOverlap + SetItemAllowOverlap() required for appending into dock node tab bar, // otherwise dragging window will steal HoveredId and amended tabs cannot get them. g.LastItemData.ID = title_bar_id; SetItemAllowOverlap(); } if (held) { if (IsMouseClicked(0)) focus_tab_id = tab_bar->SelectedTabId; // Forward moving request to selected window if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId)) StartMouseMovingWindowOrNode(tab->Window ? tab->Window : node->HostWindow, node, false); } } // Forward focus from host node to selected window //if (is_focused && g.NavWindow == host_window && !g.NavWindowingTarget) // focus_tab_id = tab_bar->SelectedTabId; // When clicked on a tab we requested focus to the docked child // This overrides the value set by "forward focus from host node to selected window". if (tab_bar->NextSelectedTabId) focus_tab_id = tab_bar->NextSelectedTabId; // Apply navigation focus if (focus_tab_id != 0) if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, focus_tab_id)) if (tab->Window) { FocusWindow(tab->Window); NavInitWindow(tab->Window, false); } EndTabBar(); PopID(); // Restore SkipItems flag if (!node->IsDockSpace()) { host_window->DC.NavLayerCurrent = ImGuiNavLayer_Main; host_window->SkipItems = backup_skip_item; } } static void ImGui::DockNodeAddTabBar(ImGuiDockNode* node) { IM_ASSERT(node->TabBar == NULL); node->TabBar = IM_NEW(ImGuiTabBar); } static void ImGui::DockNodeRemoveTabBar(ImGuiDockNode* node) { if (node->TabBar == NULL) return; IM_DELETE(node->TabBar); node->TabBar = NULL; } static bool DockNodeIsDropAllowedOne(ImGuiWindow* payload, ImGuiWindow* host_window) { if (host_window->DockNodeAsHost && host_window->DockNodeAsHost->IsDockSpace() && payload->BeginOrderWithinContext < host_window->BeginOrderWithinContext) return false; ImGuiWindowClass* host_class = host_window->DockNodeAsHost ? &host_window->DockNodeAsHost->WindowClass : &host_window->WindowClass; ImGuiWindowClass* payload_class = &payload->WindowClass; if (host_class->ClassId != payload_class->ClassId) { if (host_class->ClassId != 0 && host_class->DockingAllowUnclassed && payload_class->ClassId == 0) return true; if (payload_class->ClassId != 0 && payload_class->DockingAllowUnclassed && host_class->ClassId == 0) return true; return false; } // Prevent docking any window created above a popup // Technically we should support it (e.g. in the case of a long-lived modal window that had fancy docking features), // by e.g. adding a 'if (!ImGui::IsWindowWithinBeginStackOf(host_window, popup_window))' test. // But it would requires more work on our end because the dock host windows is technically created in NewFrame() // and our ->ParentXXX and ->RootXXX pointers inside windows are currently mislading or lacking. ImGuiContext& g = *GImGui; for (int i = g.OpenPopupStack.Size - 1; i >= 0; i--) if (ImGuiWindow* popup_window = g.OpenPopupStack[i].Window) if (ImGui::IsWindowWithinBeginStackOf(payload, popup_window)) // Payload is created from within a popup begin stack. return false; return true; } static bool ImGui::DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* root_payload) { if (root_payload->DockNodeAsHost && root_payload->DockNodeAsHost->IsSplitNode()) // FIXME-DOCK: Missing filtering return true; const int payload_count = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows.Size : 1; for (int payload_n = 0; payload_n < payload_count; payload_n++) { ImGuiWindow* payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows[payload_n] : root_payload; if (DockNodeIsDropAllowedOne(payload, host_window)) return true; } return false; } // window menu button == collapse button when not in a dock node. // FIXME: This is similar to RenderWindowTitleBarContents(), may want to share code. static void ImGui::DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos) { ImGuiContext& g = *GImGui; ImGuiStyle& style = g.Style; ImRect r = ImRect(node->Pos.x, node->Pos.y, node->Pos.x + node->Size.x, node->Pos.y + g.FontSize + g.Style.FramePadding.y * 2.0f); if (out_title_rect) { *out_title_rect = r; } r.Min.x += style.WindowBorderSize; r.Max.x -= style.WindowBorderSize; float button_sz = g.FontSize; ImVec2 window_menu_button_pos = r.Min; r.Min.x += style.FramePadding.x; r.Max.x -= style.FramePadding.x; if (node->HasCloseButton) { r.Max.x -= button_sz; if (out_close_button_pos) *out_close_button_pos = ImVec2(r.Max.x - style.FramePadding.x, r.Min.y); } if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Left) { r.Min.x += button_sz + style.ItemInnerSpacing.x; } else if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Right) { r.Max.x -= button_sz + style.FramePadding.x; window_menu_button_pos = ImVec2(r.Max.x, r.Min.y); } if (out_tab_bar_rect) { *out_tab_bar_rect = r; } if (out_window_menu_button_pos) { *out_window_menu_button_pos = window_menu_button_pos; } } void ImGui::DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired) { ImGuiContext& g = *GImGui; const float dock_spacing = g.Style.ItemInnerSpacing.x; const ImGuiAxis axis = (dir == ImGuiDir_Left || dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; pos_new[axis ^ 1] = pos_old[axis ^ 1]; size_new[axis ^ 1] = size_old[axis ^ 1]; // Distribute size on given axis (with a desired size or equally) const float w_avail = size_old[axis] - dock_spacing; if (size_new_desired[axis] > 0.0f && size_new_desired[axis] <= w_avail * 0.5f) { size_new[axis] = size_new_desired[axis]; size_old[axis] = IM_FLOOR(w_avail - size_new[axis]); } else { size_new[axis] = IM_FLOOR(w_avail * 0.5f); size_old[axis] = IM_FLOOR(w_avail - size_new[axis]); } // Position each node if (dir == ImGuiDir_Right || dir == ImGuiDir_Down) { pos_new[axis] = pos_old[axis] + size_old[axis] + dock_spacing; } else if (dir == ImGuiDir_Left || dir == ImGuiDir_Up) { pos_new[axis] = pos_old[axis]; pos_old[axis] = pos_new[axis] + size_new[axis] + dock_spacing; } } // Retrieve the drop rectangles for a given direction or for the center + perform hit testing. bool ImGui::DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_r, bool outer_docking, ImVec2* test_mouse_pos) { ImGuiContext& g = *GImGui; const float parent_smaller_axis = ImMin(parent.GetWidth(), parent.GetHeight()); const float hs_for_central_nodes = ImMin(g.FontSize * 1.5f, ImMax(g.FontSize * 0.5f, parent_smaller_axis / 8.0f)); float hs_w; // Half-size, longer axis float hs_h; // Half-size, smaller axis ImVec2 off; // Distance from edge or center if (outer_docking) { //hs_w = ImFloor(ImClamp(parent_smaller_axis - hs_for_central_nodes * 4.0f, g.FontSize * 0.5f, g.FontSize * 8.0f)); //hs_h = ImFloor(hs_w * 0.15f); //off = ImVec2(ImFloor(parent.GetWidth() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h), ImFloor(parent.GetHeight() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h)); hs_w = ImFloor(hs_for_central_nodes * 1.50f); hs_h = ImFloor(hs_for_central_nodes * 0.80f); off = ImVec2(ImFloor(parent.GetWidth() * 0.5f - hs_h), ImFloor(parent.GetHeight() * 0.5f - hs_h)); } else { hs_w = ImFloor(hs_for_central_nodes); hs_h = ImFloor(hs_for_central_nodes * 0.90f); off = ImVec2(ImFloor(hs_w * 2.40f), ImFloor(hs_w * 2.40f)); } ImVec2 c = ImFloor(parent.GetCenter()); if (dir == ImGuiDir_None) { out_r = ImRect(c.x - hs_w, c.y - hs_w, c.x + hs_w, c.y + hs_w); } else if (dir == ImGuiDir_Up) { out_r = ImRect(c.x - hs_w, c.y - off.y - hs_h, c.x + hs_w, c.y - off.y + hs_h); } else if (dir == ImGuiDir_Down) { out_r = ImRect(c.x - hs_w, c.y + off.y - hs_h, c.x + hs_w, c.y + off.y + hs_h); } else if (dir == ImGuiDir_Left) { out_r = ImRect(c.x - off.x - hs_h, c.y - hs_w, c.x - off.x + hs_h, c.y + hs_w); } else if (dir == ImGuiDir_Right) { out_r = ImRect(c.x + off.x - hs_h, c.y - hs_w, c.x + off.x + hs_h, c.y + hs_w); } if (test_mouse_pos == NULL) return false; ImRect hit_r = out_r; if (!outer_docking) { // Custom hit testing for the 5-way selection, designed to reduce flickering when moving diagonally between sides hit_r.Expand(ImFloor(hs_w * 0.30f)); ImVec2 mouse_delta = (*test_mouse_pos - c); float mouse_delta_len2 = ImLengthSqr(mouse_delta); float r_threshold_center = hs_w * 1.4f; float r_threshold_sides = hs_w * (1.4f + 1.2f); if (mouse_delta_len2 < r_threshold_center * r_threshold_center) return (dir == ImGuiDir_None); if (mouse_delta_len2 < r_threshold_sides * r_threshold_sides) return (dir == ImGetDirQuadrantFromDelta(mouse_delta.x, mouse_delta.y)); } return hit_r.Contains(*test_mouse_pos); } // host_node may be NULL if the window doesn't have a DockNode already. // FIXME-DOCK: This is misnamed since it's also doing the filtering. static void ImGui::DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* root_payload, ImGuiDockPreviewData* data, bool is_explicit_target, bool is_outer_docking) { ImGuiContext& g = *GImGui; // There is an edge case when docking into a dockspace which only has inactive nodes. // In this case DockNodeTreeFindNodeByPos() will have selected a leaf node which is inactive. // Because the inactive leaf node doesn't have proper pos/size yet, we'll use the root node as reference. ImGuiDockNode* root_payload_as_host = root_payload->DockNodeAsHost; ImGuiDockNode* ref_node_for_rect = (host_node && !host_node->IsVisible) ? DockNodeGetRootNode(host_node) : host_node; if (ref_node_for_rect) IM_ASSERT(ref_node_for_rect->IsVisible); // Filter, figure out where we are allowed to dock ImGuiDockNodeFlags src_node_flags = root_payload_as_host ? root_payload_as_host->MergedFlags : root_payload->WindowClass.DockNodeFlagsOverrideSet; ImGuiDockNodeFlags dst_node_flags = host_node ? host_node->MergedFlags : host_window->WindowClass.DockNodeFlagsOverrideSet; data->IsCenterAvailable = true; if (is_outer_docking) data->IsCenterAvailable = false; else if (dst_node_flags & ImGuiDockNodeFlags_NoDocking) data->IsCenterAvailable = false; else if (host_node && (dst_node_flags & ImGuiDockNodeFlags_NoDockingInCentralNode) && host_node->IsCentralNode()) data->IsCenterAvailable = false; else if ((!host_node || !host_node->IsEmpty()) && root_payload_as_host && root_payload_as_host->IsSplitNode() && (root_payload_as_host->OnlyNodeWithWindows == NULL)) // Is _visibly_ split? data->IsCenterAvailable = false; else if (dst_node_flags & ImGuiDockNodeFlags_NoDockingOverMe) data->IsCenterAvailable = false; else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverOther) && (!host_node || !host_node->IsEmpty())) data->IsCenterAvailable = false; else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverEmpty) && host_node && host_node->IsEmpty()) data->IsCenterAvailable = false; data->IsSidesAvailable = true; if ((dst_node_flags & ImGuiDockNodeFlags_NoSplit) || g.IO.ConfigDockingNoSplit) data->IsSidesAvailable = false; else if (!is_outer_docking && host_node && host_node->ParentNode == NULL && host_node->IsCentralNode()) data->IsSidesAvailable = false; else if ((dst_node_flags & ImGuiDockNodeFlags_NoDockingSplitMe) || (src_node_flags & ImGuiDockNodeFlags_NoDockingSplitOther)) data->IsSidesAvailable = false; // Build a tentative future node (reuse same structure because it is practical. Shape will be readjusted when previewing a split) data->FutureNode.HasCloseButton = (host_node ? host_node->HasCloseButton : host_window->HasCloseButton) || (root_payload->HasCloseButton); data->FutureNode.HasWindowMenuButton = host_node ? true : ((host_window->Flags & ImGuiWindowFlags_NoCollapse) == 0); data->FutureNode.Pos = ref_node_for_rect ? ref_node_for_rect->Pos : host_window->Pos; data->FutureNode.Size = ref_node_for_rect ? ref_node_for_rect->Size : host_window->Size; // Calculate drop shapes geometry for allowed splitting directions IM_ASSERT(ImGuiDir_None == -1); data->SplitNode = host_node; data->SplitDir = ImGuiDir_None; data->IsSplitDirExplicit = false; if (!host_window->Collapsed) for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++) { if (dir == ImGuiDir_None && !data->IsCenterAvailable) continue; if (dir != ImGuiDir_None && !data->IsSidesAvailable) continue; if (DockNodeCalcDropRectsAndTestMousePos(data->FutureNode.Rect(), (ImGuiDir)dir, data->DropRectsDraw[dir+1], is_outer_docking, &g.IO.MousePos)) { data->SplitDir = (ImGuiDir)dir; data->IsSplitDirExplicit = true; } } // When docking without holding Shift, we only allow and preview docking when hovering over a drop rect or over the title bar data->IsDropAllowed = (data->SplitDir != ImGuiDir_None) || (data->IsCenterAvailable); if (!is_explicit_target && !data->IsSplitDirExplicit && !g.IO.ConfigDockingWithShift) data->IsDropAllowed = false; // Calculate split area data->SplitRatio = 0.0f; if (data->SplitDir != ImGuiDir_None) { ImGuiDir split_dir = data->SplitDir; ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; ImVec2 pos_new, pos_old = data->FutureNode.Pos; ImVec2 size_new, size_old = data->FutureNode.Size; DockNodeCalcSplitRects(pos_old, size_old, pos_new, size_new, split_dir, root_payload->Size); // Calculate split ratio so we can pass it down the docking request float split_ratio = ImSaturate(size_new[split_axis] / data->FutureNode.Size[split_axis]); data->FutureNode.Pos = pos_new; data->FutureNode.Size = size_new; data->SplitRatio = (split_dir == ImGuiDir_Right || split_dir == ImGuiDir_Down) ? (1.0f - split_ratio) : (split_ratio); } } static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* root_payload, const ImGuiDockPreviewData* data) { ImGuiContext& g = *GImGui; IM_ASSERT(g.CurrentWindow == host_window); // Because we rely on font size to calculate tab sizes // With this option, we only display the preview on the target viewport, and the payload viewport is made transparent. // To compensate for the single layer obstructed by the payload, we'll increase the alpha of the preview nodes. const bool is_transparent_payload = g.IO.ConfigDockingTransparentPayload; // In case the two windows involved are on different viewports, we will draw the overlay on each of them. int overlay_draw_lists_count = 0; ImDrawList* overlay_draw_lists[2]; overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(host_window->Viewport); if (host_window->Viewport != root_payload->Viewport && !is_transparent_payload) overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(root_payload->Viewport); // Draw main preview rectangle const ImU32 overlay_col_main = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.60f : 0.40f); const ImU32 overlay_col_drop = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.90f : 0.70f); const ImU32 overlay_col_drop_hovered = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 1.20f : 1.00f); const ImU32 overlay_col_lines = GetColorU32(ImGuiCol_NavWindowingHighlight, is_transparent_payload ? 0.80f : 0.60f); // Display area preview const bool can_preview_tabs = (root_payload->DockNodeAsHost == NULL || root_payload->DockNodeAsHost->Windows.Size > 0); if (data->IsDropAllowed) { ImRect overlay_rect = data->FutureNode.Rect(); if (data->SplitDir == ImGuiDir_None && can_preview_tabs) overlay_rect.Min.y += GetFrameHeight(); if (data->SplitDir != ImGuiDir_None || data->IsCenterAvailable) for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++) overlay_draw_lists[overlay_n]->AddRectFilled(overlay_rect.Min, overlay_rect.Max, overlay_col_main, host_window->WindowRounding, CalcRoundingFlagsForRectInRect(overlay_rect, host_window->Rect(), DOCKING_SPLITTER_SIZE)); } // Display tab shape/label preview unless we are splitting node (it generally makes the situation harder to read) if (data->IsDropAllowed && can_preview_tabs && data->SplitDir == ImGuiDir_None && data->IsCenterAvailable) { // Compute target tab bar geometry so we can locate our preview tabs ImRect tab_bar_rect; DockNodeCalcTabBarLayout(&data->FutureNode, NULL, &tab_bar_rect, NULL, NULL); ImVec2 tab_pos = tab_bar_rect.Min; if (host_node && host_node->TabBar) { if (!host_node->IsHiddenTabBar() && !host_node->IsNoTabBar()) tab_pos.x += host_node->TabBar->WidthAllTabs + g.Style.ItemInnerSpacing.x; // We don't use OffsetNewTab because when using non-persistent-order tab bar it is incremented with each Tab submission. else tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_node->Windows[0]->Name, host_node->Windows[0]->HasCloseButton).x; } else if (!(host_window->Flags & ImGuiWindowFlags_DockNodeHost)) { tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_window->Name, host_window->HasCloseButton).x; // Account for slight offset which will be added when changing from title bar to tab bar } // Draw tab shape/label preview (payload may be a loose window or a host window carrying multiple tabbed windows) if (root_payload->DockNodeAsHost) IM_ASSERT(root_payload->DockNodeAsHost->Windows.Size <= root_payload->DockNodeAsHost->TabBar->Tabs.Size); ImGuiTabBar* tab_bar_with_payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->TabBar : NULL; const int payload_count = tab_bar_with_payload ? tab_bar_with_payload->Tabs.Size : 1; for (int payload_n = 0; payload_n < payload_count; payload_n++) { // DockNode's TabBar may have non-window Tabs manually appended by user ImGuiWindow* payload_window = tab_bar_with_payload ? tab_bar_with_payload->Tabs[payload_n].Window : root_payload; if (tab_bar_with_payload && payload_window == NULL) continue; if (!DockNodeIsDropAllowedOne(payload_window, host_window)) continue; // Calculate the tab bounding box for each payload window ImVec2 tab_size = TabItemCalcSize(payload_window->Name, payload_window->HasCloseButton); ImRect tab_bb(tab_pos.x, tab_pos.y, tab_pos.x + tab_size.x, tab_pos.y + tab_size.y); tab_pos.x += tab_size.x + g.Style.ItemInnerSpacing.x; const ImU32 overlay_col_text = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_Text]); const ImU32 overlay_col_tabs = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_TabActive]); PushStyleColor(ImGuiCol_Text, overlay_col_text); for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++) { ImGuiTabItemFlags tab_flags = ImGuiTabItemFlags_Preview | ((payload_window->Flags & ImGuiWindowFlags_UnsavedDocument) ? ImGuiTabItemFlags_UnsavedDocument : 0); if (!tab_bar_rect.Contains(tab_bb)) overlay_draw_lists[overlay_n]->PushClipRect(tab_bar_rect.Min, tab_bar_rect.Max); TabItemBackground(overlay_draw_lists[overlay_n], tab_bb, tab_flags, overlay_col_tabs); TabItemLabelAndCloseButton(overlay_draw_lists[overlay_n], tab_bb, tab_flags, g.Style.FramePadding, payload_window->Name, 0, 0, false, NULL, NULL); if (!tab_bar_rect.Contains(tab_bb)) overlay_draw_lists[overlay_n]->PopClipRect(); } PopStyleColor(); } } // Display drop boxes const float overlay_rounding = ImMax(3.0f, g.Style.FrameRounding); for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++) { if (!data->DropRectsDraw[dir + 1].IsInverted()) { ImRect draw_r = data->DropRectsDraw[dir + 1]; ImRect draw_r_in = draw_r; draw_r_in.Expand(-2.0f); ImU32 overlay_col = (data->SplitDir == (ImGuiDir)dir && data->IsSplitDirExplicit) ? overlay_col_drop_hovered : overlay_col_drop; for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++) { ImVec2 center = ImFloor(draw_r_in.GetCenter()); overlay_draw_lists[overlay_n]->AddRectFilled(draw_r.Min, draw_r.Max, overlay_col, overlay_rounding); overlay_draw_lists[overlay_n]->AddRect(draw_r_in.Min, draw_r_in.Max, overlay_col_lines, overlay_rounding); if (dir == ImGuiDir_Left || dir == ImGuiDir_Right) overlay_draw_lists[overlay_n]->AddLine(ImVec2(center.x, draw_r_in.Min.y), ImVec2(center.x, draw_r_in.Max.y), overlay_col_lines); if (dir == ImGuiDir_Up || dir == ImGuiDir_Down) overlay_draw_lists[overlay_n]->AddLine(ImVec2(draw_r_in.Min.x, center.y), ImVec2(draw_r_in.Max.x, center.y), overlay_col_lines); } } // Stop after ImGuiDir_None if ((host_node && (host_node->MergedFlags & ImGuiDockNodeFlags_NoSplit)) || g.IO.ConfigDockingNoSplit) return; } } //----------------------------------------------------------------------------- // Docking: ImGuiDockNode Tree manipulation functions //----------------------------------------------------------------------------- // - DockNodeTreeSplit() // - DockNodeTreeMerge() // - DockNodeTreeUpdatePosSize() // - DockNodeTreeUpdateSplitterFindTouchingNode() // - DockNodeTreeUpdateSplitter() // - DockNodeTreeFindFallbackLeafNode() // - DockNodeTreeFindNodeByPos() //----------------------------------------------------------------------------- void ImGui::DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_inheritor_child_idx, float split_ratio, ImGuiDockNode* new_node) { ImGuiContext& g = *GImGui; IM_ASSERT(split_axis != ImGuiAxis_None); ImGuiDockNode* child_0 = (new_node && split_inheritor_child_idx != 0) ? new_node : DockContextAddNode(ctx, 0); child_0->ParentNode = parent_node; ImGuiDockNode* child_1 = (new_node && split_inheritor_child_idx != 1) ? new_node : DockContextAddNode(ctx, 0); child_1->ParentNode = parent_node; ImGuiDockNode* child_inheritor = (split_inheritor_child_idx == 0) ? child_0 : child_1; DockNodeMoveChildNodes(child_inheritor, parent_node); parent_node->ChildNodes[0] = child_0; parent_node->ChildNodes[1] = child_1; parent_node->ChildNodes[split_inheritor_child_idx]->VisibleWindow = parent_node->VisibleWindow; parent_node->SplitAxis = split_axis; parent_node->VisibleWindow = NULL; parent_node->AuthorityForPos = parent_node->AuthorityForSize = ImGuiDataAuthority_DockNode; float size_avail = (parent_node->Size[split_axis] - DOCKING_SPLITTER_SIZE); size_avail = ImMax(size_avail, g.Style.WindowMinSize[split_axis] * 2.0f); IM_ASSERT(size_avail > 0.0f); // If you created a node manually with DockBuilderAddNode(), you need to also call DockBuilderSetNodeSize() before splitting. child_0->SizeRef = child_1->SizeRef = parent_node->Size; child_0->SizeRef[split_axis] = ImFloor(size_avail * split_ratio); child_1->SizeRef[split_axis] = ImFloor(size_avail - child_0->SizeRef[split_axis]); DockNodeMoveWindows(parent_node->ChildNodes[split_inheritor_child_idx], parent_node); DockSettingsRenameNodeReferences(parent_node->ID, parent_node->ChildNodes[split_inheritor_child_idx]->ID); DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(parent_node)); DockNodeTreeUpdatePosSize(parent_node, parent_node->Pos, parent_node->Size); // Flags transfer (e.g. this is where we transfer the ImGuiDockNodeFlags_CentralNode property) child_0->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_; child_1->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_; child_inheritor->LocalFlags = parent_node->LocalFlags & ImGuiDockNodeFlags_LocalFlagsTransferMask_; parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_; child_0->UpdateMergedFlags(); child_1->UpdateMergedFlags(); parent_node->UpdateMergedFlags(); if (child_inheritor->IsCentralNode()) DockNodeGetRootNode(parent_node)->CentralNode = child_inheritor; } void ImGui::DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child) { // When called from DockContextProcessUndockNode() it is possible that one of the child is NULL. ImGuiDockNode* child_0 = parent_node->ChildNodes[0]; ImGuiDockNode* child_1 = parent_node->ChildNodes[1]; IM_ASSERT(child_0 || child_1); IM_ASSERT(merge_lead_child == child_0 || merge_lead_child == child_1); if ((child_0 && child_0->Windows.Size > 0) || (child_1 && child_1->Windows.Size > 0)) { IM_ASSERT(parent_node->TabBar == NULL); IM_ASSERT(parent_node->Windows.Size == 0); } IMGUI_DEBUG_LOG_DOCKING("DockNodeTreeMerge 0x%08X & 0x%08X back into parent 0x%08X\n", child_0 ? child_0->ID : 0, child_1 ? child_1->ID : 0, parent_node->ID); ImVec2 backup_last_explicit_size = parent_node->SizeRef; DockNodeMoveChildNodes(parent_node, merge_lead_child); if (child_0) { DockNodeMoveWindows(parent_node, child_0); // Generally only 1 of the 2 child node will have windows DockSettingsRenameNodeReferences(child_0->ID, parent_node->ID); } if (child_1) { DockNodeMoveWindows(parent_node, child_1); DockSettingsRenameNodeReferences(child_1->ID, parent_node->ID); } DockNodeApplyPosSizeToWindows(parent_node); parent_node->AuthorityForPos = parent_node->AuthorityForSize = parent_node->AuthorityForViewport = ImGuiDataAuthority_Auto; parent_node->VisibleWindow = merge_lead_child->VisibleWindow; parent_node->SizeRef = backup_last_explicit_size; // Flags transfer parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_; // Preserve Dockspace flag parent_node->LocalFlags |= (child_0 ? child_0->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_; parent_node->LocalFlags |= (child_1 ? child_1->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_; parent_node->LocalFlagsInWindows = (child_0 ? child_0->LocalFlagsInWindows : 0) | (child_1 ? child_1->LocalFlagsInWindows : 0); // FIXME: Would be more consistent to update from actual windows parent_node->UpdateMergedFlags(); if (child_0) { ctx->DockContext.Nodes.SetVoidPtr(child_0->ID, NULL); IM_DELETE(child_0); } if (child_1) { ctx->DockContext.Nodes.SetVoidPtr(child_1->ID, NULL); IM_DELETE(child_1); } } // Update Pos/Size for a node hierarchy (don't affect child Windows yet) // (Depth-first, Pre-Order) void ImGui::DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node) { // During the regular dock node update we write to all nodes. // 'only_write_to_single_node' is only set when turning a node visible mid-frame and we need its size right-away. const bool write_to_node = only_write_to_single_node == NULL || only_write_to_single_node == node; if (write_to_node) { node->Pos = pos; node->Size = size; } if (node->IsLeafNode()) return; ImGuiDockNode* child_0 = node->ChildNodes[0]; ImGuiDockNode* child_1 = node->ChildNodes[1]; ImVec2 child_0_pos = pos, child_1_pos = pos; ImVec2 child_0_size = size, child_1_size = size; const bool child_0_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_0)); const bool child_1_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_1)); const bool child_0_is_or_will_be_visible = child_0->IsVisible || child_0_is_toward_single_node; const bool child_1_is_or_will_be_visible = child_1->IsVisible || child_1_is_toward_single_node; if (child_0_is_or_will_be_visible && child_1_is_or_will_be_visible) { ImGuiContext& g = *GImGui; const float spacing = DOCKING_SPLITTER_SIZE; const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis; const float size_avail = ImMax(size[axis] - spacing, 0.0f); // Size allocation policy // 1) The first 0..WindowMinSize[axis]*2 are allocated evenly to both windows. const float size_min_each = ImFloor(ImMin(size_avail, g.Style.WindowMinSize[axis] * 2.0f) * 0.5f); // FIXME: Blocks 2) and 3) are essentially doing nearly the same thing. // Difference are: write-back to SizeRef; application of a minimum size; rounding before ImFloor() // Clarify and rework differences between Size & SizeRef and purpose of WantLockSizeOnce // 2) Process locked absolute size (during a splitter resize we preserve the child of nodes not touching the splitter edge) if (child_0->WantLockSizeOnce && !child_1->WantLockSizeOnce) { child_0_size[axis] = child_0->SizeRef[axis] = ImMin(size_avail - 1.0f, child_0->Size[axis]); child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]); IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f); } else if (child_1->WantLockSizeOnce && !child_0->WantLockSizeOnce) { child_1_size[axis] = child_1->SizeRef[axis] = ImMin(size_avail - 1.0f, child_1->Size[axis]); child_0_size[axis] = child_0->SizeRef[axis] = (size_avail - child_1_size[axis]); IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f); } else if (child_0->WantLockSizeOnce && child_1->WantLockSizeOnce) { // FIXME-DOCK: We cannot honor the requested size, so apply ratio. // Currently this path will only be taken if code programmatically sets WantLockSizeOnce float split_ratio = child_0_size[axis] / (child_0_size[axis] + child_1_size[axis]); child_0_size[axis] = child_0->SizeRef[axis] = ImFloor(size_avail * split_ratio); child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]); IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f); } // 3) If one window is the central node (~ use remaining space, should be made explicit!), use explicit size from the other, and remainder for the central node else if (child_0->SizeRef[axis] != 0.0f && child_1->HasCentralNodeChild) { child_0_size[axis] = ImMin(size_avail - size_min_each, child_0->SizeRef[axis]); child_1_size[axis] = (size_avail - child_0_size[axis]); } else if (child_1->SizeRef[axis] != 0.0f && child_0->HasCentralNodeChild) { child_1_size[axis] = ImMin(size_avail - size_min_each, child_1->SizeRef[axis]); child_0_size[axis] = (size_avail - child_1_size[axis]); } else { // 4) Otherwise distribute according to the relative ratio of each SizeRef value float split_ratio = child_0->SizeRef[axis] / (child_0->SizeRef[axis] + child_1->SizeRef[axis]); child_0_size[axis] = ImMax(size_min_each, ImFloor(size_avail * split_ratio + 0.5f)); child_1_size[axis] = (size_avail - child_0_size[axis]); } child_1_pos[axis] += spacing + child_0_size[axis]; } if (only_write_to_single_node == NULL) child_0->WantLockSizeOnce = child_1->WantLockSizeOnce = false; const bool child_0_recurse = only_write_to_single_node ? child_0_is_toward_single_node : child_0->IsVisible; const bool child_1_recurse = only_write_to_single_node ? child_1_is_toward_single_node : child_1->IsVisible; if (child_0_recurse) DockNodeTreeUpdatePosSize(child_0, child_0_pos, child_0_size); if (child_1_recurse) DockNodeTreeUpdatePosSize(child_1, child_1_pos, child_1_size); } static void DockNodeTreeUpdateSplitterFindTouchingNode(ImGuiDockNode* node, ImGuiAxis axis, int side, ImVector* touching_nodes) { if (node->IsLeafNode()) { touching_nodes->push_back(node); return; } if (node->ChildNodes[0]->IsVisible) if (node->SplitAxis != axis || side == 0 || !node->ChildNodes[1]->IsVisible) DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[0], axis, side, touching_nodes); if (node->ChildNodes[1]->IsVisible) if (node->SplitAxis != axis || side == 1 || !node->ChildNodes[0]->IsVisible) DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[1], axis, side, touching_nodes); } // (Depth-First, Pre-Order) void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node) { if (node->IsLeafNode()) return; ImGuiContext& g = *GImGui; ImGuiDockNode* child_0 = node->ChildNodes[0]; ImGuiDockNode* child_1 = node->ChildNodes[1]; if (child_0->IsVisible && child_1->IsVisible) { // Bounding box of the splitter cover the space between both nodes (w = Spacing, h = Size[xy^1] for when splitting horizontally) const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis; IM_ASSERT(axis != ImGuiAxis_None); ImRect bb; bb.Min = child_0->Pos; bb.Max = child_1->Pos; bb.Min[axis] += child_0->Size[axis]; bb.Max[axis ^ 1] += child_1->Size[axis ^ 1]; //if (g.IO.KeyCtrl) GetForegroundDrawList(g.CurrentWindow->Viewport)->AddRect(bb.Min, bb.Max, IM_COL32(255,0,255,255)); const ImGuiDockNodeFlags merged_flags = child_0->MergedFlags | child_1->MergedFlags; // Merged flags for BOTH childs const ImGuiDockNodeFlags no_resize_axis_flag = (axis == ImGuiAxis_X) ? ImGuiDockNodeFlags_NoResizeX : ImGuiDockNodeFlags_NoResizeY; if ((merged_flags & ImGuiDockNodeFlags_NoResize) || (merged_flags & no_resize_axis_flag)) { ImGuiWindow* window = g.CurrentWindow; window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator), g.Style.FrameRounding); } else { //bb.Min[axis] += 1; // Display a little inward so highlight doesn't connect with nearby tabs on the neighbor node. //bb.Max[axis] -= 1; PushID(node->ID); // Find resizing limits by gathering list of nodes that are touching the splitter line. ImVector touching_nodes[2]; float min_size = g.Style.WindowMinSize[axis]; float resize_limits[2]; resize_limits[0] = node->ChildNodes[0]->Pos[axis] + min_size; resize_limits[1] = node->ChildNodes[1]->Pos[axis] + node->ChildNodes[1]->Size[axis] - min_size; ImGuiID splitter_id = GetID("##Splitter"); if (g.ActiveId == splitter_id) // Only process when splitter is active { DockNodeTreeUpdateSplitterFindTouchingNode(child_0, axis, 1, &touching_nodes[0]); DockNodeTreeUpdateSplitterFindTouchingNode(child_1, axis, 0, &touching_nodes[1]); for (int touching_node_n = 0; touching_node_n < touching_nodes[0].Size; touching_node_n++) resize_limits[0] = ImMax(resize_limits[0], touching_nodes[0][touching_node_n]->Rect().Min[axis] + min_size); for (int touching_node_n = 0; touching_node_n < touching_nodes[1].Size; touching_node_n++) resize_limits[1] = ImMin(resize_limits[1], touching_nodes[1][touching_node_n]->Rect().Max[axis] - min_size); // [DEBUG] Render touching nodes & limits /* ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport()); for (int n = 0; n < 2; n++) { for (int touching_node_n = 0; touching_node_n < touching_nodes[n].Size; touching_node_n++) draw_list->AddRect(touching_nodes[n][touching_node_n]->Pos, touching_nodes[n][touching_node_n]->Pos + touching_nodes[n][touching_node_n]->Size, IM_COL32(0, 255, 0, 255)); if (axis == ImGuiAxis_X) draw_list->AddLine(ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y), ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y + node->ChildNodes[n]->Size.y), IM_COL32(255, 0, 255, 255), 3.0f); else draw_list->AddLine(ImVec2(node->ChildNodes[n]->Pos.x, resize_limits[n]), ImVec2(node->ChildNodes[n]->Pos.x + node->ChildNodes[n]->Size.x, resize_limits[n]), IM_COL32(255, 0, 255, 255), 3.0f); } */ } // Use a short delay before highlighting the splitter (and changing the mouse cursor) in order for regular mouse movement to not highlight many splitters float cur_size_0 = child_0->Size[axis]; float cur_size_1 = child_1->Size[axis]; float min_size_0 = resize_limits[0] - child_0->Pos[axis]; float min_size_1 = child_1->Pos[axis] + child_1->Size[axis] - resize_limits[1]; ImU32 bg_col = GetColorU32(ImGuiCol_WindowBg); if (SplitterBehavior(bb, GetID("##Splitter"), axis, &cur_size_0, &cur_size_1, min_size_0, min_size_1, WINDOWS_HOVER_PADDING, WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER, bg_col)) { if (touching_nodes[0].Size > 0 && touching_nodes[1].Size > 0) { child_0->Size[axis] = child_0->SizeRef[axis] = cur_size_0; child_1->Pos[axis] -= cur_size_1 - child_1->Size[axis]; child_1->Size[axis] = child_1->SizeRef[axis] = cur_size_1; // Lock the size of every node that is a sibling of the node we are touching // This might be less desirable if we can merge sibling of a same axis into the same parental level. for (int side_n = 0; side_n < 2; side_n++) for (int touching_node_n = 0; touching_node_n < touching_nodes[side_n].Size; touching_node_n++) { ImGuiDockNode* touching_node = touching_nodes[side_n][touching_node_n]; //ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport()); //draw_list->AddRect(touching_node->Pos, touching_node->Pos + touching_node->Size, IM_COL32(255, 128, 0, 255)); while (touching_node->ParentNode != node) { if (touching_node->ParentNode->SplitAxis == axis) { // Mark other node so its size will be preserved during the upcoming call to DockNodeTreeUpdatePosSize(). ImGuiDockNode* node_to_preserve = touching_node->ParentNode->ChildNodes[side_n]; node_to_preserve->WantLockSizeOnce = true; //draw_list->AddRect(touching_node->Pos, touching_node->Rect().Max, IM_COL32(255, 0, 0, 255)); //draw_list->AddRectFilled(node_to_preserve->Pos, node_to_preserve->Rect().Max, IM_COL32(0, 255, 0, 100)); } touching_node = touching_node->ParentNode; } } DockNodeTreeUpdatePosSize(child_0, child_0->Pos, child_0->Size); DockNodeTreeUpdatePosSize(child_1, child_1->Pos, child_1->Size); MarkIniSettingsDirty(); } } PopID(); } } if (child_0->IsVisible) DockNodeTreeUpdateSplitter(child_0); if (child_1->IsVisible) DockNodeTreeUpdateSplitter(child_1); } ImGuiDockNode* ImGui::DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node) { if (node->IsLeafNode()) return node; if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[0])) return leaf_node; if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[1])) return leaf_node; return NULL; } ImGuiDockNode* ImGui::DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos) { if (!node->IsVisible) return NULL; const float dock_spacing = 0.0f;// g.Style.ItemInnerSpacing.x; // FIXME: Relation to DOCKING_SPLITTER_SIZE? ImRect r(node->Pos, node->Pos + node->Size); r.Expand(dock_spacing * 0.5f); bool inside = r.Contains(pos); if (!inside) return NULL; if (node->IsLeafNode()) return node; if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[0], pos)) return hovered_node; if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[1], pos)) return hovered_node; return NULL; } //----------------------------------------------------------------------------- // Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport) //----------------------------------------------------------------------------- // - SetWindowDock() [Internal] // - DockSpace() // - DockSpaceOverViewport() //----------------------------------------------------------------------------- // [Internal] Called via SetNextWindowDockID() void ImGui::SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond) { // Test condition (NB: bit 0 is always true) and clear flags for next time if (cond && (window->SetWindowDockAllowFlags & cond) == 0) return; window->SetWindowDockAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); if (window->DockId == dock_id) return; // If the user attempt to set a dock id that is a split node, we'll dig within to find a suitable docking spot ImGuiContext* ctx = GImGui; if (ImGuiDockNode* new_node = DockContextFindNodeByID(ctx, dock_id)) if (new_node->IsSplitNode()) { // Policy: Find central node or latest focused node. We first move back to our root node. new_node = DockNodeGetRootNode(new_node); if (new_node->CentralNode) { IM_ASSERT(new_node->CentralNode->IsCentralNode()); dock_id = new_node->CentralNode->ID; } else { dock_id = new_node->LastFocusedNodeId; } } if (window->DockId == dock_id) return; if (window->DockNode) DockNodeRemoveWindow(window->DockNode, window, 0); window->DockId = dock_id; } // Create an explicit dockspace node within an existing window. Also expose dock node flags and creates a CentralNode by default. // The Central Node is always displayed even when empty and shrink/extend according to the requested size of its neighbors. // DockSpace() needs to be submitted _before_ any window they can host. If you use a dockspace, submit it early in your app. ImGuiID ImGui::DockSpace(ImGuiID id, const ImVec2& size_arg, ImGuiDockNodeFlags flags, const ImGuiWindowClass* window_class) { ImGuiContext* ctx = GImGui; ImGuiContext& g = *ctx; ImGuiWindow* window = GetCurrentWindow(); if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) return 0; // Early out if parent window is hidden/collapsed // This is faster but also DockNodeUpdateTabBar() relies on TabBarLayout() running (which won't if SkipItems=true) to set NextSelectedTabId = 0). See #2960. // If for whichever reason this is causing problem we would need to ensure that DockNodeUpdateTabBar() ends up clearing NextSelectedTabId even if SkipItems=true. if (window->SkipItems) flags |= ImGuiDockNodeFlags_KeepAliveOnly; IM_ASSERT((flags & ImGuiDockNodeFlags_DockSpace) == 0); IM_ASSERT(id != 0); ImGuiDockNode* node = DockContextFindNodeByID(ctx, id); if (!node) { IMGUI_DEBUG_LOG_DOCKING("DockSpace: dockspace node 0x%08X created\n", id); node = DockContextAddNode(ctx, id); node->SetLocalFlags(ImGuiDockNodeFlags_CentralNode); } if (window_class && window_class->ClassId != node->WindowClass.ClassId) IMGUI_DEBUG_LOG_DOCKING("DockSpace: dockspace node 0x%08X: setup WindowClass 0x%08X -> 0x%08X\n", id, node->WindowClass.ClassId, window_class->ClassId); node->SharedFlags = flags; node->WindowClass = window_class ? *window_class : ImGuiWindowClass(); // When a DockSpace transitioned form implicit to explicit this may be called a second time // It is possible that the node has already been claimed by a docked window which appeared before the DockSpace() node, so we overwrite IsDockSpace again. if (node->LastFrameActive == g.FrameCount && !(flags & ImGuiDockNodeFlags_KeepAliveOnly)) { IM_ASSERT(node->IsDockSpace() == false && "Cannot call DockSpace() twice a frame with the same ID"); node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace); return id; } node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace); // Keep alive mode, this is allow windows docked into this node so stay docked even if they are not visible if (flags & ImGuiDockNodeFlags_KeepAliveOnly) { node->LastFrameAlive = g.FrameCount; return id; } const ImVec2 content_avail = GetContentRegionAvail(); ImVec2 size = ImFloor(size_arg); if (size.x <= 0.0f) size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues) if (size.y <= 0.0f) size.y = ImMax(content_avail.y + size.y, 4.0f); IM_ASSERT(size.x > 0.0f && size.y > 0.0f); node->Pos = window->DC.CursorPos; node->Size = node->SizeRef = size; SetNextWindowPos(node->Pos); SetNextWindowSize(node->Size); g.NextWindowData.PosUndock = false; // FIXME-DOCK: Why do we need a child window to host a dockspace, could we host it in the existing window? // FIXME-DOCK: What is the reason for not simply calling BeginChild()? (OK to have a reason but should be commented) ImGuiWindowFlags window_flags = ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_DockNodeHost; window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar; window_flags |= ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse; window_flags |= ImGuiWindowFlags_NoBackground; char title[256]; ImFormatString(title, IM_ARRAYSIZE(title), "%s/DockSpace_%08X", window->Name, id); PushStyleVar(ImGuiStyleVar_ChildBorderSize, 0.0f); Begin(title, NULL, window_flags); PopStyleVar(); ImGuiWindow* host_window = g.CurrentWindow; DockNodeSetupHostWindow(node, host_window); host_window->ChildId = window->GetID(title); node->OnlyNodeWithWindows = NULL; IM_ASSERT(node->IsRootNode()); // We need to handle the rare case were a central node is missing. // This can happen if the node was first created manually with DockBuilderAddNode() but _without_ the ImGuiDockNodeFlags_Dockspace. // Doing it correctly would set the _CentralNode flags, which would then propagate according to subsequent split. // It would also be ambiguous to attempt to assign a central node while there are split nodes, so we wait until there's a single node remaining. // The specific sub-property of _CentralNode we are interested in recovering here is the "Don't delete when empty" property, // as it doesn't make sense for an empty dockspace to not have this property. if (node->IsLeafNode() && !node->IsCentralNode()) node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_CentralNode); // Update the node DockNodeUpdate(node); End(); ItemSize(size); return id; } // Tips: Use with ImGuiDockNodeFlags_PassthruCentralNode! // The limitation with this call is that your window won't have a menu bar. // Even though we could pass window flags, it would also require the user to be able to call BeginMenuBar() somehow meaning we can't Begin/End in a single function. // But you can also use BeginMainMenuBar(). If you really want a menu bar inside the same window as the one hosting the dockspace, you will need to copy this code somewhere and tweak it. ImGuiID ImGui::DockSpaceOverViewport(const ImGuiViewport* viewport, ImGuiDockNodeFlags dockspace_flags, const ImGuiWindowClass* window_class) { if (viewport == NULL) viewport = GetMainViewport(); SetNextWindowPos(viewport->WorkPos); SetNextWindowSize(viewport->WorkSize); SetNextWindowViewport(viewport->ID); ImGuiWindowFlags host_window_flags = 0; host_window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDocking; host_window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus; if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode) host_window_flags |= ImGuiWindowFlags_NoBackground; char label[32]; ImFormatString(label, IM_ARRAYSIZE(label), "DockSpaceViewport_%08X", viewport->ID); PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f); PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f)); Begin(label, NULL, host_window_flags); PopStyleVar(3); ImGuiID dockspace_id = GetID("DockSpace"); DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags, window_class); End(); return dockspace_id; } //----------------------------------------------------------------------------- // Docking: Builder Functions //----------------------------------------------------------------------------- // Very early end-user API to manipulate dock nodes. // Only available in imgui_internal.h. Expect this API to change/break! // It is expected that those functions are all called _before_ the dockspace node submission. //----------------------------------------------------------------------------- // - DockBuilderDockWindow() // - DockBuilderGetNode() // - DockBuilderSetNodePos() // - DockBuilderSetNodeSize() // - DockBuilderAddNode() // - DockBuilderRemoveNode() // - DockBuilderRemoveNodeChildNodes() // - DockBuilderRemoveNodeDockedWindows() // - DockBuilderSplitNode() // - DockBuilderCopyNodeRec() // - DockBuilderCopyNode() // - DockBuilderCopyWindowSettings() // - DockBuilderCopyDockSpace() // - DockBuilderFinish() //----------------------------------------------------------------------------- void ImGui::DockBuilderDockWindow(const char* window_name, ImGuiID node_id) { // We don't preserve relative order of multiple docked windows (by clearing DockOrder back to -1) ImGuiID window_id = ImHashStr(window_name); if (ImGuiWindow* window = FindWindowByID(window_id)) { // Apply to created window SetWindowDock(window, node_id, ImGuiCond_Always); window->DockOrder = -1; } else { // Apply to settings ImGuiWindowSettings* settings = FindWindowSettings(window_id); if (settings == NULL) settings = CreateNewWindowSettings(window_name); settings->DockId = node_id; settings->DockOrder = -1; } } ImGuiDockNode* ImGui::DockBuilderGetNode(ImGuiID node_id) { ImGuiContext* ctx = GImGui; return DockContextFindNodeByID(ctx, node_id); } void ImGui::DockBuilderSetNodePos(ImGuiID node_id, ImVec2 pos) { ImGuiContext* ctx = GImGui; ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_id); if (node == NULL) return; node->Pos = pos; node->AuthorityForPos = ImGuiDataAuthority_DockNode; } void ImGui::DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size) { ImGuiContext* ctx = GImGui; ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_id); if (node == NULL) return; IM_ASSERT(size.x > 0.0f && size.y > 0.0f); node->Size = node->SizeRef = size; node->AuthorityForSize = ImGuiDataAuthority_DockNode; } // Make sure to use the ImGuiDockNodeFlags_DockSpace flag to create a dockspace node! Otherwise this will create a floating node! // - Floating node: you can then call DockBuilderSetNodePos()/DockBuilderSetNodeSize() to position and size the floating node. // - Dockspace node: calling DockBuilderSetNodePos() is unnecessary. // - If you intend to split a node immediately after creation using DockBuilderSplitNode(), make sure to call DockBuilderSetNodeSize() beforehand! // For various reason, the splitting code currently needs a base size otherwise space may not be allocated as precisely as you would expect. // - Use (id == 0) to let the system allocate a node identifier. // - Existing node with a same id will be removed. ImGuiID ImGui::DockBuilderAddNode(ImGuiID id, ImGuiDockNodeFlags flags) { ImGuiContext* ctx = GImGui; if (id != 0) DockBuilderRemoveNode(id); ImGuiDockNode* node = NULL; if (flags & ImGuiDockNodeFlags_DockSpace) { DockSpace(id, ImVec2(0, 0), (flags & ~ImGuiDockNodeFlags_DockSpace) | ImGuiDockNodeFlags_KeepAliveOnly); node = DockContextFindNodeByID(ctx, id); } else { node = DockContextAddNode(ctx, id); node->SetLocalFlags(flags); } node->LastFrameAlive = ctx->FrameCount; // Set this otherwise BeginDocked will undock during the same frame. return node->ID; } void ImGui::DockBuilderRemoveNode(ImGuiID node_id) { ImGuiContext* ctx = GImGui; ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_id); if (node == NULL) return; DockBuilderRemoveNodeDockedWindows(node_id, true); DockBuilderRemoveNodeChildNodes(node_id); // Node may have moved or deleted if e.g. any merge happened node = DockContextFindNodeByID(ctx, node_id); if (node == NULL) return; if (node->IsCentralNode() && node->ParentNode) node->ParentNode->SetLocalFlags(node->ParentNode->LocalFlags | ImGuiDockNodeFlags_CentralNode); DockContextRemoveNode(ctx, node, true); } // root_id = 0 to remove all, root_id != 0 to remove child of given node. void ImGui::DockBuilderRemoveNodeChildNodes(ImGuiID root_id) { ImGuiContext* ctx = GImGui; ImGuiDockContext* dc = &ctx->DockContext; ImGuiDockNode* root_node = root_id ? DockContextFindNodeByID(ctx, root_id) : NULL; if (root_id && root_node == NULL) return; bool has_central_node = false; ImGuiDataAuthority backup_root_node_authority_for_pos = root_node ? root_node->AuthorityForPos : ImGuiDataAuthority_Auto; ImGuiDataAuthority backup_root_node_authority_for_size = root_node ? root_node->AuthorityForSize : ImGuiDataAuthority_Auto; // Process active windows ImVector nodes_to_remove; for (int n = 0; n < dc->Nodes.Data.Size; n++) if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) { bool want_removal = (root_id == 0) || (node->ID != root_id && DockNodeGetRootNode(node)->ID == root_id); if (want_removal) { if (node->IsCentralNode()) has_central_node = true; if (root_id != 0) DockContextQueueNotifyRemovedNode(ctx, node); if (root_node) { DockNodeMoveWindows(root_node, node); DockSettingsRenameNodeReferences(node->ID, root_node->ID); } nodes_to_remove.push_back(node); } } // DockNodeMoveWindows->DockNodeAddWindow will normally set those when reaching two windows (which is only adequate during interactive merge) // Make sure we don't lose our current pos/size. (FIXME-DOCK: Consider tidying up that code in DockNodeAddWindow instead) if (root_node) { root_node->AuthorityForPos = backup_root_node_authority_for_pos; root_node->AuthorityForSize = backup_root_node_authority_for_size; } // Apply to settings for (ImGuiWindowSettings* settings = ctx->SettingsWindows.begin(); settings != NULL; settings = ctx->SettingsWindows.next_chunk(settings)) if (ImGuiID window_settings_dock_id = settings->DockId) for (int n = 0; n < nodes_to_remove.Size; n++) if (nodes_to_remove[n]->ID == window_settings_dock_id) { settings->DockId = root_id; break; } // Not really efficient, but easier to destroy a whole hierarchy considering DockContextRemoveNode is attempting to merge nodes if (nodes_to_remove.Size > 1) ImQsort(nodes_to_remove.Data, nodes_to_remove.Size, sizeof(ImGuiDockNode*), DockNodeComparerDepthMostFirst); for (int n = 0; n < nodes_to_remove.Size; n++) DockContextRemoveNode(ctx, nodes_to_remove[n], false); if (root_id == 0) { dc->Nodes.Clear(); dc->Requests.clear(); } else if (has_central_node) { root_node->CentralNode = root_node; root_node->SetLocalFlags(root_node->LocalFlags | ImGuiDockNodeFlags_CentralNode); } } void ImGui::DockBuilderRemoveNodeDockedWindows(ImGuiID root_id, bool clear_settings_refs) { // Clear references in settings ImGuiContext* ctx = GImGui; ImGuiContext& g = *ctx; if (clear_settings_refs) { for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) { bool want_removal = (root_id == 0) || (settings->DockId == root_id); if (!want_removal && settings->DockId != 0) if (ImGuiDockNode* node = DockContextFindNodeByID(ctx, settings->DockId)) if (DockNodeGetRootNode(node)->ID == root_id) want_removal = true; if (want_removal) settings->DockId = 0; } } // Clear references in windows for (int n = 0; n < g.Windows.Size; n++) { ImGuiWindow* window = g.Windows[n]; bool want_removal = (root_id == 0) || (window->DockNode && DockNodeGetRootNode(window->DockNode)->ID == root_id) || (window->DockNodeAsHost && window->DockNodeAsHost->ID == root_id); if (want_removal) { const ImGuiID backup_dock_id = window->DockId; IM_UNUSED(backup_dock_id); DockContextProcessUndockWindow(ctx, window, clear_settings_refs); if (!clear_settings_refs) IM_ASSERT(window->DockId == backup_dock_id); } } } // If 'out_id_at_dir' or 'out_id_at_opposite_dir' are non NULL, the function will write out the ID of the two new nodes created. // Return value is ID of the node at the specified direction, so same as (*out_id_at_dir) if that pointer is set. // FIXME-DOCK: We are not exposing nor using split_outer. ImGuiID ImGui::DockBuilderSplitNode(ImGuiID id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_at_dir, ImGuiID* out_id_at_opposite_dir) { ImGuiContext* ctx = GImGui; IM_ASSERT(split_dir != ImGuiDir_None); IMGUI_DEBUG_LOG_DOCKING("DockBuilderSplitNode node 0x%08X, split_dir %d\n", id, split_dir); ImGuiDockNode* node = DockContextFindNodeByID(ctx, id); if (node == NULL) { IM_ASSERT(node != NULL); return 0; } IM_ASSERT(!node->IsSplitNode()); // Assert if already Split ImGuiDockRequest req; req.Type = ImGuiDockRequestType_Split; req.DockTargetWindow = NULL; req.DockTargetNode = node; req.DockPayload = NULL; req.DockSplitDir = split_dir; req.DockSplitRatio = ImSaturate((split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? size_ratio_for_node_at_dir : 1.0f - size_ratio_for_node_at_dir); req.DockSplitOuter = false; DockContextProcessDock(ctx, &req); ImGuiID id_at_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 0 : 1]->ID; ImGuiID id_at_opposite_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0]->ID; if (out_id_at_dir) *out_id_at_dir = id_at_dir; if (out_id_at_opposite_dir) *out_id_at_opposite_dir = id_at_opposite_dir; return id_at_dir; } static ImGuiDockNode* DockBuilderCopyNodeRec(ImGuiDockNode* src_node, ImGuiID dst_node_id_if_known, ImVector* out_node_remap_pairs) { ImGuiContext* ctx = GImGui; ImGuiDockNode* dst_node = ImGui::DockContextAddNode(ctx, dst_node_id_if_known); dst_node->SharedFlags = src_node->SharedFlags; dst_node->LocalFlags = src_node->LocalFlags; dst_node->LocalFlagsInWindows = ImGuiDockNodeFlags_None; dst_node->Pos = src_node->Pos; dst_node->Size = src_node->Size; dst_node->SizeRef = src_node->SizeRef; dst_node->SplitAxis = src_node->SplitAxis; dst_node->UpdateMergedFlags(); out_node_remap_pairs->push_back(src_node->ID); out_node_remap_pairs->push_back(dst_node->ID); for (int child_n = 0; child_n < IM_ARRAYSIZE(src_node->ChildNodes); child_n++) if (src_node->ChildNodes[child_n]) { dst_node->ChildNodes[child_n] = DockBuilderCopyNodeRec(src_node->ChildNodes[child_n], 0, out_node_remap_pairs); dst_node->ChildNodes[child_n]->ParentNode = dst_node; } IMGUI_DEBUG_LOG_DOCKING("Fork node %08X -> %08X (%d childs)\n", src_node->ID, dst_node->ID, dst_node->IsSplitNode() ? 2 : 0); return dst_node; } void ImGui::DockBuilderCopyNode(ImGuiID src_node_id, ImGuiID dst_node_id, ImVector* out_node_remap_pairs) { ImGuiContext* ctx = GImGui; IM_ASSERT(src_node_id != 0); IM_ASSERT(dst_node_id != 0); IM_ASSERT(out_node_remap_pairs != NULL); DockBuilderRemoveNode(dst_node_id); ImGuiDockNode* src_node = DockContextFindNodeByID(ctx, src_node_id); IM_ASSERT(src_node != NULL); out_node_remap_pairs->clear(); DockBuilderCopyNodeRec(src_node, dst_node_id, out_node_remap_pairs); IM_ASSERT((out_node_remap_pairs->Size % 2) == 0); } void ImGui::DockBuilderCopyWindowSettings(const char* src_name, const char* dst_name) { ImGuiWindow* src_window = FindWindowByName(src_name); if (src_window == NULL) return; if (ImGuiWindow* dst_window = FindWindowByName(dst_name)) { dst_window->Pos = src_window->Pos; dst_window->Size = src_window->Size; dst_window->SizeFull = src_window->SizeFull; dst_window->Collapsed = src_window->Collapsed; } else if (ImGuiWindowSettings* dst_settings = FindOrCreateWindowSettings(dst_name)) { ImVec2ih window_pos_2ih = ImVec2ih(src_window->Pos); if (src_window->ViewportId != 0 && src_window->ViewportId != IMGUI_VIEWPORT_DEFAULT_ID) { dst_settings->ViewportPos = window_pos_2ih; dst_settings->ViewportId = src_window->ViewportId; dst_settings->Pos = ImVec2ih(0, 0); } else { dst_settings->Pos = window_pos_2ih; } dst_settings->Size = ImVec2ih(src_window->SizeFull); dst_settings->Collapsed = src_window->Collapsed; } } // FIXME: Will probably want to change this signature, in particular how the window remapping pairs are passed. void ImGui::DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_dockspace_id, ImVector* in_window_remap_pairs) { IM_ASSERT(src_dockspace_id != 0); IM_ASSERT(dst_dockspace_id != 0); IM_ASSERT(in_window_remap_pairs != NULL); IM_ASSERT((in_window_remap_pairs->Size % 2) == 0); // Duplicate entire dock // FIXME: When overwriting dst_dockspace_id, windows that aren't part of our dockspace window class but that are docked in a same node will be split apart, // whereas we could attempt to at least keep them together in a new, same floating node. ImVector node_remap_pairs; DockBuilderCopyNode(src_dockspace_id, dst_dockspace_id, &node_remap_pairs); // Attempt to transition all the upcoming windows associated to dst_dockspace_id into the newly created hierarchy of dock nodes // (The windows associated to src_dockspace_id are staying in place) ImVector src_windows; for (int remap_window_n = 0; remap_window_n < in_window_remap_pairs->Size; remap_window_n += 2) { const char* src_window_name = (*in_window_remap_pairs)[remap_window_n]; const char* dst_window_name = (*in_window_remap_pairs)[remap_window_n + 1]; ImGuiID src_window_id = ImHashStr(src_window_name); src_windows.push_back(src_window_id); // Search in the remapping tables ImGuiID src_dock_id = 0; if (ImGuiWindow* src_window = FindWindowByID(src_window_id)) src_dock_id = src_window->DockId; else if (ImGuiWindowSettings* src_window_settings = FindWindowSettings(src_window_id)) src_dock_id = src_window_settings->DockId; ImGuiID dst_dock_id = 0; for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2) if (node_remap_pairs[dock_remap_n] == src_dock_id) { dst_dock_id = node_remap_pairs[dock_remap_n + 1]; //node_remap_pairs[dock_remap_n] = node_remap_pairs[dock_remap_n + 1] = 0; // Clear break; } if (dst_dock_id != 0) { // Docked windows gets redocked into the new node hierarchy. IMGUI_DEBUG_LOG_DOCKING("Remap live window '%s' 0x%08X -> '%s' 0x%08X\n", src_window_name, src_dock_id, dst_window_name, dst_dock_id); DockBuilderDockWindow(dst_window_name, dst_dock_id); } else { // Floating windows gets their settings transferred (regardless of whether the new window already exist or not) // When this is leading to a Copy and not a Move, we would get two overlapping floating windows. Could we possibly dock them together? IMGUI_DEBUG_LOG_DOCKING("Remap window settings '%s' -> '%s'\n", src_window_name, dst_window_name); DockBuilderCopyWindowSettings(src_window_name, dst_window_name); } } // Anything else in the source nodes of 'node_remap_pairs' are windows that were docked in src_dockspace_id but are not owned by it (unaffiliated windows, e.g. "ImGui Demo") // Find those windows and move to them to the cloned dock node. This may be optional? for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2) if (ImGuiID src_dock_id = node_remap_pairs[dock_remap_n]) { ImGuiID dst_dock_id = node_remap_pairs[dock_remap_n + 1]; ImGuiDockNode* node = DockBuilderGetNode(src_dock_id); for (int window_n = 0; window_n < node->Windows.Size; window_n++) { ImGuiWindow* window = node->Windows[window_n]; if (src_windows.contains(window->ID)) continue; // Docked windows gets redocked into the new node hierarchy. IMGUI_DEBUG_LOG_DOCKING("Remap window '%s' %08X -> %08X\n", window->Name, src_dock_id, dst_dock_id); DockBuilderDockWindow(window->Name, dst_dock_id); } } } // FIXME-DOCK: This is awkward because in series of split user is likely to loose access to its root node. void ImGui::DockBuilderFinish(ImGuiID root_id) { ImGuiContext* ctx = GImGui; //DockContextRebuild(ctx); DockContextBuildAddWindowsToNodes(ctx, root_id); } //----------------------------------------------------------------------------- // Docking: Begin/End Support Functions (called from Begin/End) //----------------------------------------------------------------------------- // - GetWindowAlwaysWantOwnTabBar() // - DockContextBindNodeToWindow() // - BeginDocked() // - BeginDockableDragDropSource() // - BeginDockableDragDropTarget() //----------------------------------------------------------------------------- bool ImGui::GetWindowAlwaysWantOwnTabBar(ImGuiWindow* window) { ImGuiContext& g = *GImGui; if (g.IO.ConfigDockingAlwaysTabBar || window->WindowClass.DockingAlwaysTabBar) if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoDocking)) == 0) if (!window->IsFallbackWindow) // We don't support AlwaysTabBar on the fallback/implicit window to avoid unused dock-node overhead/noise return true; return false; } static ImGuiDockNode* ImGui::DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window) { ImGuiContext& g = *ctx; ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId); IM_ASSERT(window->DockNode == NULL); // We should not be docking into a split node (SetWindowDock should avoid this) if (node && node->IsSplitNode()) { DockContextProcessUndockWindow(ctx, window); return NULL; } // Create node if (node == NULL) { node = DockContextAddNode(ctx, window->DockId); node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window; node->LastFrameAlive = g.FrameCount; } // If the node just turned visible and is part of a hierarchy, it doesn't have a Size assigned by DockNodeTreeUpdatePosSize() yet, // so we're forcing a Pos/Size update from the first ancestor that is already visible (often it will be the root node). // If we don't do this, the window will be assigned a zero-size on its first frame, which won't ideally warm up the layout. // This is a little wonky because we don't normally update the Pos/Size of visible node mid-frame. if (!node->IsVisible) { ImGuiDockNode* ancestor_node = node; while (!ancestor_node->IsVisible && ancestor_node->ParentNode) ancestor_node = ancestor_node->ParentNode; IM_ASSERT(ancestor_node->Size.x > 0.0f && ancestor_node->Size.y > 0.0f); DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(ancestor_node)); DockNodeTreeUpdatePosSize(ancestor_node, ancestor_node->Pos, ancestor_node->Size, node); } // Add window to node bool node_was_visible = node->IsVisible; DockNodeAddWindow(node, window, true); node->IsVisible = node_was_visible; // Don't mark visible right away (so DockContextEndFrame() doesn't render it, maybe other side effects? will see) IM_ASSERT(node == window->DockNode); return node; } void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open) { ImGuiContext* ctx = GImGui; ImGuiContext& g = *ctx; // Clear fields ahead so most early-out paths don't have to do it window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false; const bool auto_dock_node = GetWindowAlwaysWantOwnTabBar(window); if (auto_dock_node) { if (window->DockId == 0) { IM_ASSERT(window->DockNode == NULL); window->DockId = DockContextGenNodeID(ctx); } } else { // Calling SetNextWindowPos() undock windows by default (by setting PosUndock) bool want_undock = false; want_undock |= (window->Flags & ImGuiWindowFlags_NoDocking) != 0; want_undock |= (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) && (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) && g.NextWindowData.PosUndock; if (want_undock) { DockContextProcessUndockWindow(ctx, window); return; } } // Bind to our dock node ImGuiDockNode* node = window->DockNode; if (node != NULL) IM_ASSERT(window->DockId == node->ID); if (window->DockId != 0 && node == NULL) { node = DockContextBindNodeToWindow(ctx, window); if (node == NULL) return; } #if 0 // Undock if the ImGuiDockNodeFlags_NoDockingInCentralNode got set if (node->IsCentralNode && (node->Flags & ImGuiDockNodeFlags_NoDockingInCentralNode)) { DockContextProcessUndockWindow(ctx, window); return; } #endif // Undock if our dockspace node disappeared // Note how we are testing for LastFrameAlive and NOT LastFrameActive. A DockSpace node can be maintained alive while being inactive with ImGuiDockNodeFlags_KeepAliveOnly. if (node->LastFrameAlive < g.FrameCount) { // If the window has been orphaned, transition the docknode to an implicit node processed in DockContextNewFrameUpdateDocking() ImGuiDockNode* root_node = DockNodeGetRootNode(node); if (root_node->LastFrameAlive < g.FrameCount) DockContextProcessUndockWindow(ctx, window); else window->DockIsActive = true; return; } // Store style overrides for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++) window->DockStyle.Colors[color_n] = ColorConvertFloat4ToU32(g.Style.Colors[GWindowDockStyleColors[color_n]]); // Fast path return. It is common for windows to hold on a persistent DockId but be the only visible window, // and never create neither a host window neither a tab bar. // FIXME-DOCK: replace ->HostWindow NULL compare with something more explicit (~was initially intended as a first frame test) if (node->HostWindow == NULL) { if (node->State == ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing) window->DockIsActive = true; if (node->Windows.Size > 1) DockNodeHideWindowDuringHostWindowCreation(window); return; } // We can have zero-sized nodes (e.g. children of a small-size dockspace) IM_ASSERT(node->HostWindow); IM_ASSERT(node->IsLeafNode()); IM_ASSERT(node->Size.x >= 0.0f && node->Size.y >= 0.0f); node->State = ImGuiDockNodeState_HostWindowVisible; // Undock if we are submitted earlier than the host window if (!(node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) && window->BeginOrderWithinContext < node->HostWindow->BeginOrderWithinContext) { DockContextProcessUndockWindow(ctx, window); return; } // Position/Size window SetNextWindowPos(node->Pos); SetNextWindowSize(node->Size); g.NextWindowData.PosUndock = false; // Cancel implicit undocking of SetNextWindowPos() window->DockIsActive = true; window->DockNodeIsVisible = true; window->DockTabIsVisible = false; if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) return; // When the window is selected we mark it as visible. if (node->VisibleWindow == window) window->DockTabIsVisible = true; // Update window flag IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) == 0); window->Flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_NoResize; if (node->IsHiddenTabBar() || node->IsNoTabBar()) window->Flags |= ImGuiWindowFlags_NoTitleBar; else window->Flags &= ~ImGuiWindowFlags_NoTitleBar; // Clear the NoTitleBar flag in case the user set it: confusingly enough we need a title bar height so we are correctly offset, but it won't be displayed! // Save new dock order only if the window has been visible once already // This allows multiple windows to be created in the same frame and have their respective dock orders preserved. if (node->TabBar && window->WasActive) window->DockOrder = (short)DockNodeGetTabOrder(window); if ((node->WantCloseAll || node->WantCloseTabId == window->TabId) && p_open != NULL) *p_open = false; // Update ChildId to allow returning from Child to Parent with Escape ImGuiWindow* parent_window = window->DockNode->HostWindow; window->ChildId = parent_window->GetID(window->Name); } void ImGui::BeginDockableDragDropSource(ImGuiWindow* window) { ImGuiContext& g = *GImGui; IM_ASSERT(g.ActiveId == window->MoveId); IM_ASSERT(g.MovingWindow == window); IM_ASSERT(g.CurrentWindow == window); g.LastItemData.ID = window->MoveId; window = window->RootWindowDockTree; IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0); bool is_drag_docking = (g.IO.ConfigDockingWithShift) || ImRect(0, 0, window->SizeFull.x, GetFrameHeight()).Contains(g.ActiveIdClickOffset); // FIXME-DOCKING: Need to make this stateful and explicit if (is_drag_docking && BeginDragDropSource(ImGuiDragDropFlags_SourceNoPreviewTooltip | ImGuiDragDropFlags_SourceNoHoldToOpenOthers | ImGuiDragDropFlags_SourceAutoExpirePayload)) { SetDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, &window, sizeof(window)); EndDragDropSource(); // Store style overrides for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++) window->DockStyle.Colors[color_n] = ColorConvertFloat4ToU32(g.Style.Colors[GWindowDockStyleColors[color_n]]); } } void ImGui::BeginDockableDragDropTarget(ImGuiWindow* window) { ImGuiContext* ctx = GImGui; ImGuiContext& g = *ctx; //IM_ASSERT(window->RootWindowDockTree == window); // May also be a DockSpace IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0); if (!g.DragDropActive) return; //GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); if (!BeginDragDropTargetCustom(window->Rect(), window->ID)) return; // Peek into the payload before calling AcceptDragDropPayload() so we can handle overlapping dock nodes with filtering // (this is a little unusual pattern, normally most code would call AcceptDragDropPayload directly) const ImGuiPayload* payload = &g.DragDropPayload; if (!payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) || !DockNodeIsDropAllowed(window, *(ImGuiWindow**)payload->Data)) { EndDragDropTarget(); return; } ImGuiWindow* payload_window = *(ImGuiWindow**)payload->Data; if (AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect)) { // Select target node // (Important: we cannot use g.HoveredDockNode here! Because each of our target node have filters based on payload, each candidate drop target will do its own evaluation) bool dock_into_floating_window = false; ImGuiDockNode* node = NULL; if (window->DockNodeAsHost) { // Cannot assume that node will != NULL even though we passed the rectangle test: it depends on padding/spacing handled by DockNodeTreeFindVisibleNodeByPos(). node = DockNodeTreeFindVisibleNodeByPos(window->DockNodeAsHost, g.IO.MousePos); // There is an edge case when docking into a dockspace which only has _inactive_ nodes (because none of the windows are active) // In this case we need to fallback into any leaf mode, possibly the central node. // FIXME-20181220: We should not have to test for IsLeafNode() here but we have another bug to fix first. if (node && node->IsDockSpace() && node->IsRootNode()) node = (node->CentralNode && node->IsLeafNode()) ? node->CentralNode : DockNodeTreeFindFallbackLeafNode(node); } else { if (window->DockNode) node = window->DockNode; else dock_into_floating_window = true; // Dock into a regular window } const ImRect explicit_target_rect = (node && node->TabBar && !node->IsHiddenTabBar() && !node->IsNoTabBar()) ? node->TabBar->BarRect : ImRect(window->Pos, window->Pos + ImVec2(window->Size.x, GetFrameHeight())); const bool is_explicit_target = g.IO.ConfigDockingWithShift || IsMouseHoveringRect(explicit_target_rect.Min, explicit_target_rect.Max); // Preview docking request and find out split direction/ratio //const bool do_preview = true; // Ignore testing for payload->IsPreview() which removes one frame of delay, but breaks overlapping drop targets within the same window. const bool do_preview = payload->IsPreview() || payload->IsDelivery(); if (do_preview && (node != NULL || dock_into_floating_window)) { ImGuiDockPreviewData split_inner; ImGuiDockPreviewData split_outer; ImGuiDockPreviewData* split_data = &split_inner; if (node && (node->ParentNode || node->IsCentralNode())) if (ImGuiDockNode* root_node = DockNodeGetRootNode(node)) { DockNodePreviewDockSetup(window, root_node, payload_window, &split_outer, is_explicit_target, true); if (split_outer.IsSplitDirExplicit) split_data = &split_outer; } DockNodePreviewDockSetup(window, node, payload_window, &split_inner, is_explicit_target, false); if (split_data == &split_outer) split_inner.IsDropAllowed = false; // Draw inner then outer, so that previewed tab (in inner data) will be behind the outer drop boxes DockNodePreviewDockRender(window, node, payload_window, &split_inner); DockNodePreviewDockRender(window, node, payload_window, &split_outer); // Queue docking request if (split_data->IsDropAllowed && payload->IsDelivery()) DockContextQueueDock(ctx, window, split_data->SplitNode, payload_window, split_data->SplitDir, split_data->SplitRatio, split_data == &split_outer); } } EndDragDropTarget(); } //----------------------------------------------------------------------------- // Docking: Settings //----------------------------------------------------------------------------- // - DockSettingsRenameNodeReferences() // - DockSettingsRemoveNodeReferences() // - DockSettingsFindNodeSettings() // - DockSettingsHandler_ApplyAll() // - DockSettingsHandler_ReadOpen() // - DockSettingsHandler_ReadLine() // - DockSettingsHandler_DockNodeToSettings() // - DockSettingsHandler_WriteAll() //----------------------------------------------------------------------------- static void ImGui::DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id) { ImGuiContext& g = *GImGui; IMGUI_DEBUG_LOG_DOCKING("DockSettingsRenameNodeReferences: from 0x%08X -> to 0x%08X\n", old_node_id, new_node_id); for (int window_n = 0; window_n < g.Windows.Size; window_n++) { ImGuiWindow* window = g.Windows[window_n]; if (window->DockId == old_node_id && window->DockNode == NULL) window->DockId = new_node_id; } //// FIXME-OPT: We could remove this loop by storing the index in the map for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) if (settings->DockId == old_node_id) settings->DockId = new_node_id; } // Remove references stored in ImGuiWindowSettings to the given ImGuiDockNodeSettings static void ImGui::DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count) { ImGuiContext& g = *GImGui; int found = 0; //// FIXME-OPT: We could remove this loop by storing the index in the map for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) for (int node_n = 0; node_n < node_ids_count; node_n++) if (settings->DockId == node_ids[node_n]) { settings->DockId = 0; settings->DockOrder = -1; if (++found < node_ids_count) break; return; } } static ImGuiDockNodeSettings* ImGui::DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID id) { // FIXME-OPT ImGuiDockContext* dc = &ctx->DockContext; for (int n = 0; n < dc->NodesSettings.Size; n++) if (dc->NodesSettings[n].ID == id) return &dc->NodesSettings[n]; return NULL; } // Clear settings data static void ImGui::DockSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*) { ImGuiDockContext* dc = &ctx->DockContext; dc->NodesSettings.clear(); DockContextClearNodes(ctx, 0, true); } // Recreate nodes based on settings data static void ImGui::DockSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*) { // Prune settings at boot time only ImGuiDockContext* dc = &ctx->DockContext; if (ctx->Windows.Size == 0) DockContextPruneUnusedSettingsNodes(ctx); DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size); DockContextBuildAddWindowsToNodes(ctx, 0); } static void* ImGui::DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) { if (strcmp(name, "Data") != 0) return NULL; return (void*)1; } static void ImGui::DockSettingsHandler_ReadLine(ImGuiContext* ctx, ImGuiSettingsHandler*, void*, const char* line) { char c = 0; int x = 0, y = 0; int r = 0; // Parsing, e.g. // " DockNode ID=0x00000001 Pos=383,193 Size=201,322 Split=Y,0.506 " // " DockNode ID=0x00000002 Parent=0x00000001 " // Important: this code expect currently fields in a fixed order. ImGuiDockNodeSettings node; line = ImStrSkipBlank(line); if (strncmp(line, "DockNode", 8) == 0) { line = ImStrSkipBlank(line + strlen("DockNode")); } else if (strncmp(line, "DockSpace", 9) == 0) { line = ImStrSkipBlank(line + strlen("DockSpace")); node.Flags |= ImGuiDockNodeFlags_DockSpace; } else return; if (sscanf(line, "ID=0x%08X%n", &node.ID, &r) == 1) { line += r; } else return; if (sscanf(line, " Parent=0x%08X%n", &node.ParentNodeId, &r) == 1) { line += r; if (node.ParentNodeId == 0) return; } if (sscanf(line, " Window=0x%08X%n", &node.ParentWindowId, &r) ==1) { line += r; if (node.ParentWindowId == 0) return; } if (node.ParentNodeId == 0) { if (sscanf(line, " Pos=%i,%i%n", &x, &y, &r) == 2) { line += r; node.Pos = ImVec2ih((short)x, (short)y); } else return; if (sscanf(line, " Size=%i,%i%n", &x, &y, &r) == 2) { line += r; node.Size = ImVec2ih((short)x, (short)y); } else return; } else { if (sscanf(line, " SizeRef=%i,%i%n", &x, &y, &r) == 2) { line += r; node.SizeRef = ImVec2ih((short)x, (short)y); } } if (sscanf(line, " Split=%c%n", &c, &r) == 1) { line += r; if (c == 'X') node.SplitAxis = ImGuiAxis_X; else if (c == 'Y') node.SplitAxis = ImGuiAxis_Y; } if (sscanf(line, " NoResize=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoResize; } if (sscanf(line, " CentralNode=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_CentralNode; } if (sscanf(line, " NoTabBar=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoTabBar; } if (sscanf(line, " HiddenTabBar=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_HiddenTabBar; } if (sscanf(line, " NoWindowMenuButton=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoWindowMenuButton; } if (sscanf(line, " NoCloseButton=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoCloseButton; } if (sscanf(line, " Selected=0x%08X%n", &node.SelectedTabId,&r) == 1) { line += r; } if (node.ParentNodeId != 0) if (ImGuiDockNodeSettings* parent_settings = DockSettingsFindNodeSettings(ctx, node.ParentNodeId)) node.Depth = parent_settings->Depth + 1; ctx->DockContext.NodesSettings.push_back(node); } static void DockSettingsHandler_DockNodeToSettings(ImGuiDockContext* dc, ImGuiDockNode* node, int depth) { ImGuiDockNodeSettings node_settings; IM_ASSERT(depth < (1 << (sizeof(node_settings.Depth) << 3))); node_settings.ID = node->ID; node_settings.ParentNodeId = node->ParentNode ? node->ParentNode->ID : 0; node_settings.ParentWindowId = (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow) ? node->HostWindow->ParentWindow->ID : 0; node_settings.SelectedTabId = node->SelectedTabId; node_settings.SplitAxis = (signed char)(node->IsSplitNode() ? node->SplitAxis : ImGuiAxis_None); node_settings.Depth = (char)depth; node_settings.Flags = (node->LocalFlags & ImGuiDockNodeFlags_SavedFlagsMask_); node_settings.Pos = ImVec2ih(node->Pos); node_settings.Size = ImVec2ih(node->Size); node_settings.SizeRef = ImVec2ih(node->SizeRef); dc->NodesSettings.push_back(node_settings); if (node->ChildNodes[0]) DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[0], depth + 1); if (node->ChildNodes[1]) DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[1], depth + 1); } static void ImGui::DockSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) { ImGuiContext& g = *ctx; ImGuiDockContext* dc = &ctx->DockContext; if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) return; // Gather settings data // (unlike our windows settings, because nodes are always built we can do a full rewrite of the SettingsNode buffer) dc->NodesSettings.resize(0); dc->NodesSettings.reserve(dc->Nodes.Data.Size); for (int n = 0; n < dc->Nodes.Data.Size; n++) if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) if (node->IsRootNode()) DockSettingsHandler_DockNodeToSettings(dc, node, 0); int max_depth = 0; for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++) max_depth = ImMax((int)dc->NodesSettings[node_n].Depth, max_depth); // Write to text buffer buf->appendf("[%s][Data]\n", handler->TypeName); for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++) { const int line_start_pos = buf->size(); (void)line_start_pos; const ImGuiDockNodeSettings* node_settings = &dc->NodesSettings[node_n]; buf->appendf("%*s%s%*s", node_settings->Depth * 2, "", (node_settings->Flags & ImGuiDockNodeFlags_DockSpace) ? "DockSpace" : "DockNode ", (max_depth - node_settings->Depth) * 2, ""); // Text align nodes to facilitate looking at .ini file buf->appendf(" ID=0x%08X", node_settings->ID); if (node_settings->ParentNodeId) { buf->appendf(" Parent=0x%08X SizeRef=%d,%d", node_settings->ParentNodeId, node_settings->SizeRef.x, node_settings->SizeRef.y); } else { if (node_settings->ParentWindowId) buf->appendf(" Window=0x%08X", node_settings->ParentWindowId); buf->appendf(" Pos=%d,%d Size=%d,%d", node_settings->Pos.x, node_settings->Pos.y, node_settings->Size.x, node_settings->Size.y); } if (node_settings->SplitAxis != ImGuiAxis_None) buf->appendf(" Split=%c", (node_settings->SplitAxis == ImGuiAxis_X) ? 'X' : 'Y'); if (node_settings->Flags & ImGuiDockNodeFlags_NoResize) buf->appendf(" NoResize=1"); if (node_settings->Flags & ImGuiDockNodeFlags_CentralNode) buf->appendf(" CentralNode=1"); if (node_settings->Flags & ImGuiDockNodeFlags_NoTabBar) buf->appendf(" NoTabBar=1"); if (node_settings->Flags & ImGuiDockNodeFlags_HiddenTabBar) buf->appendf(" HiddenTabBar=1"); if (node_settings->Flags & ImGuiDockNodeFlags_NoWindowMenuButton) buf->appendf(" NoWindowMenuButton=1"); if (node_settings->Flags & ImGuiDockNodeFlags_NoCloseButton) buf->appendf(" NoCloseButton=1"); if (node_settings->SelectedTabId) buf->appendf(" Selected=0x%08X", node_settings->SelectedTabId); #if IMGUI_DEBUG_INI_SETTINGS // [DEBUG] Include comments in the .ini file to ease debugging if (ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_settings->ID)) { buf->appendf("%*s", ImMax(2, (line_start_pos + 92) - buf->size()), ""); // Align everything if (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow) buf->appendf(" ; in '%s'", node->HostWindow->ParentWindow->Name); // Iterate settings so we can give info about windows that didn't exist during the session. int contains_window = 0; for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) if (settings->DockId == node_settings->ID) { if (contains_window++ == 0) buf->appendf(" ; contains "); buf->appendf("'%s' ", settings->GetName()); } } #endif buf->appendf("\n"); } buf->appendf("\n"); } //----------------------------------------------------------------------------- // [SECTION] PLATFORM DEPENDENT HELPERS //----------------------------------------------------------------------------- #if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) #ifdef _MSC_VER #pragma comment(lib, "user32") #pragma comment(lib, "kernel32") #endif // Win32 clipboard implementation // We use g.ClipboardHandlerData for temporary storage to ensure it is freed on Shutdown() static const char* GetClipboardTextFn_DefaultImpl(void*) { ImGuiContext& g = *GImGui; g.ClipboardHandlerData.clear(); if (!::OpenClipboard(NULL)) return NULL; HANDLE wbuf_handle = ::GetClipboardData(CF_UNICODETEXT); if (wbuf_handle == NULL) { ::CloseClipboard(); return NULL; } if (const WCHAR* wbuf_global = (const WCHAR*)::GlobalLock(wbuf_handle)) { int buf_len = ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, NULL, 0, NULL, NULL); g.ClipboardHandlerData.resize(buf_len); ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, g.ClipboardHandlerData.Data, buf_len, NULL, NULL); } ::GlobalUnlock(wbuf_handle); ::CloseClipboard(); return g.ClipboardHandlerData.Data; } static void SetClipboardTextFn_DefaultImpl(void*, const char* text) { if (!::OpenClipboard(NULL)) return; const int wbuf_length = ::MultiByteToWideChar(CP_UTF8, 0, text, -1, NULL, 0); HGLOBAL wbuf_handle = ::GlobalAlloc(GMEM_MOVEABLE, (SIZE_T)wbuf_length * sizeof(WCHAR)); if (wbuf_handle == NULL) { ::CloseClipboard(); return; } WCHAR* wbuf_global = (WCHAR*)::GlobalLock(wbuf_handle); ::MultiByteToWideChar(CP_UTF8, 0, text, -1, wbuf_global, wbuf_length); ::GlobalUnlock(wbuf_handle); ::EmptyClipboard(); if (::SetClipboardData(CF_UNICODETEXT, wbuf_handle) == NULL) ::GlobalFree(wbuf_handle); ::CloseClipboard(); } #elif defined(__APPLE__) && TARGET_OS_OSX && defined(IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS) #include // Use old API to avoid need for separate .mm file static PasteboardRef main_clipboard = 0; // OSX clipboard implementation // If you enable this you will need to add '-framework ApplicationServices' to your linker command-line! static void SetClipboardTextFn_DefaultImpl(void*, const char* text) { if (!main_clipboard) PasteboardCreate(kPasteboardClipboard, &main_clipboard); PasteboardClear(main_clipboard); CFDataRef cf_data = CFDataCreate(kCFAllocatorDefault, (const UInt8*)text, strlen(text)); if (cf_data) { PasteboardPutItemFlavor(main_clipboard, (PasteboardItemID)1, CFSTR("public.utf8-plain-text"), cf_data, 0); CFRelease(cf_data); } } static const char* GetClipboardTextFn_DefaultImpl(void*) { if (!main_clipboard) PasteboardCreate(kPasteboardClipboard, &main_clipboard); PasteboardSynchronize(main_clipboard); ItemCount item_count = 0; PasteboardGetItemCount(main_clipboard, &item_count); for (ItemCount i = 0; i < item_count; i++) { PasteboardItemID item_id = 0; PasteboardGetItemIdentifier(main_clipboard, i + 1, &item_id); CFArrayRef flavor_type_array = 0; PasteboardCopyItemFlavors(main_clipboard, item_id, &flavor_type_array); for (CFIndex j = 0, nj = CFArrayGetCount(flavor_type_array); j < nj; j++) { CFDataRef cf_data; if (PasteboardCopyItemFlavorData(main_clipboard, item_id, CFSTR("public.utf8-plain-text"), &cf_data) == noErr) { ImGuiContext& g = *GImGui; g.ClipboardHandlerData.clear(); int length = (int)CFDataGetLength(cf_data); g.ClipboardHandlerData.resize(length + 1); CFDataGetBytes(cf_data, CFRangeMake(0, length), (UInt8*)g.ClipboardHandlerData.Data); g.ClipboardHandlerData[length] = 0; CFRelease(cf_data); return g.ClipboardHandlerData.Data; } } } return NULL; } #else // Local Dear ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers. static const char* GetClipboardTextFn_DefaultImpl(void*) { ImGuiContext& g = *GImGui; return g.ClipboardHandlerData.empty() ? NULL : g.ClipboardHandlerData.begin(); } static void SetClipboardTextFn_DefaultImpl(void*, const char* text) { ImGuiContext& g = *GImGui; g.ClipboardHandlerData.clear(); const char* text_end = text + strlen(text); g.ClipboardHandlerData.resize((int)(text_end - text) + 1); memcpy(&g.ClipboardHandlerData[0], text, (size_t)(text_end - text)); g.ClipboardHandlerData[(int)(text_end - text)] = 0; } #endif // Win32 API IME support (for Asian languages, etc.) #if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) #include #ifdef _MSC_VER #pragma comment(lib, "imm32") #endif static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data) { // Notify OS Input Method Editor of text input position HWND hwnd = (HWND)viewport->PlatformHandleRaw; #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS if (hwnd == 0) hwnd = (HWND)ImGui::GetIO().ImeWindowHandle; #endif if (hwnd == 0) return; ::ImmAssociateContextEx(hwnd, NULL, data->WantVisible ? IACE_DEFAULT : 0); if (HIMC himc = ::ImmGetContext(hwnd)) { COMPOSITIONFORM composition_form = {}; composition_form.ptCurrentPos.x = (LONG)(data->InputPos.x - viewport->Pos.x); composition_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.y); composition_form.dwStyle = CFS_FORCE_POSITION; ::ImmSetCompositionWindow(himc, &composition_form); CANDIDATEFORM candidate_form = {}; candidate_form.dwStyle = CFS_CANDIDATEPOS; candidate_form.ptCurrentPos.x = (LONG)(data->InputPos.x - viewport->Pos.x); candidate_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.y); ::ImmSetCandidateWindow(himc, &candidate_form); ::ImmReleaseContext(hwnd, himc); } } #else static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport*, ImGuiPlatformImeData*) {} #endif //----------------------------------------------------------------------------- // [SECTION] METRICS/DEBUGGER WINDOW //----------------------------------------------------------------------------- // - RenderViewportThumbnail() [Internal] // - RenderViewportsThumbnails() [Internal] // - MetricsHelpMarker() [Internal] // - ShowMetricsWindow() // - DebugNodeColumns() [Internal] // - DebugNodeDockNode() [Internal] // - DebugNodeDrawList() [Internal] // - DebugNodeDrawCmdShowMeshAndBoundingBox() [Internal] // - DebugNodeStorage() [Internal] // - DebugNodeTabBar() [Internal] // - DebugNodeViewport() [Internal] // - DebugNodeWindow() [Internal] // - DebugNodeWindowSettings() [Internal] // - DebugNodeWindowsList() [Internal] // - DebugNodeWindowsListByBeginStackParent() [Internal] //----------------------------------------------------------------------------- #ifndef IMGUI_DISABLE_METRICS_WINDOW void ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; ImVec2 scale = bb.GetSize() / viewport->Size; ImVec2 off = bb.Min - viewport->Pos * scale; float alpha_mul = (viewport->Flags & ImGuiViewportFlags_Minimized) ? 0.30f : 1.00f; window->DrawList->AddRectFilled(bb.Min, bb.Max, ImGui::GetColorU32(ImGuiCol_Border, alpha_mul * 0.40f)); for (int i = 0; i != g.Windows.Size; i++) { ImGuiWindow* thumb_window = g.Windows[i]; if (!thumb_window->WasActive || (thumb_window->Flags & ImGuiWindowFlags_ChildWindow)) continue; if (thumb_window->Viewport != viewport) continue; ImRect thumb_r = thumb_window->Rect(); ImRect title_r = thumb_window->TitleBarRect(); thumb_r = ImRect(ImFloor(off + thumb_r.Min * scale), ImFloor(off + thumb_r.Max * scale)); title_r = ImRect(ImFloor(off + title_r.Min * scale), ImFloor(off + ImVec2(title_r.Max.x, title_r.Min.y) * scale) + ImVec2(0,5)); // Exaggerate title bar height thumb_r.ClipWithFull(bb); title_r.ClipWithFull(bb); const bool window_is_focused = (g.NavWindow && thumb_window->RootWindowForTitleBarHighlight == g.NavWindow->RootWindowForTitleBarHighlight); window->DrawList->AddRectFilled(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_WindowBg, alpha_mul)); window->DrawList->AddRectFilled(title_r.Min, title_r.Max, GetColorU32(window_is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg, alpha_mul)); window->DrawList->AddRect(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_Border, alpha_mul)); window->DrawList->AddText(g.Font, g.FontSize * 1.0f, title_r.Min, GetColorU32(ImGuiCol_Text, alpha_mul), thumb_window->Name, FindRenderedTextEnd(thumb_window->Name)); } draw_list->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul)); } static void RenderViewportsThumbnails() { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; // We don't display full monitor bounds (we could, but it often looks awkward), instead we display just enough to cover all of our viewports. float SCALE = 1.0f / 8.0f; ImRect bb_full(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); for (int n = 0; n < g.Viewports.Size; n++) bb_full.Add(g.Viewports[n]->GetMainRect()); ImVec2 p = window->DC.CursorPos; ImVec2 off = p - bb_full.Min * SCALE; for (int n = 0; n < g.Viewports.Size; n++) { ImGuiViewportP* viewport = g.Viewports[n]; ImRect viewport_draw_bb(off + (viewport->Pos) * SCALE, off + (viewport->Pos + viewport->Size) * SCALE); ImGui::DebugRenderViewportThumbnail(window->DrawList, viewport, viewport_draw_bb); } ImGui::Dummy(bb_full.GetSize() * SCALE); } static int IMGUI_CDECL ViewportComparerByFrontMostStampCount(const void* lhs, const void* rhs) { const ImGuiViewportP* a = *(const ImGuiViewportP* const *)lhs; const ImGuiViewportP* b = *(const ImGuiViewportP* const *)rhs; return b->LastFrontMostStampCount - a->LastFrontMostStampCount; } // Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds. static void MetricsHelpMarker(const char* desc) { ImGui::TextDisabled("(?)"); if (ImGui::IsItemHovered()) { ImGui::BeginTooltip(); ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f); ImGui::TextUnformatted(desc); ImGui::PopTextWrapPos(); ImGui::EndTooltip(); } } #ifndef IMGUI_DISABLE_DEMO_WINDOWS namespace ImGui { void ShowFontAtlas(ImFontAtlas* atlas); } #endif void ImGui::ShowMetricsWindow(bool* p_open) { ImGuiContext& g = *GImGui; ImGuiIO& io = g.IO; ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; if (cfg->ShowStackTool) ShowStackToolWindow(&cfg->ShowStackTool); if (!Begin("Dear ImGui Metrics/Debugger", p_open) || GetCurrentWindow()->BeginCount > 1) { End(); return; } // Basic info Text("Dear ImGui %s", GetVersion()); Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); Text("%d vertices, %d indices (%d triangles)", io.MetricsRenderVertices, io.MetricsRenderIndices, io.MetricsRenderIndices / 3); Text("%d visible windows, %d active allocations", io.MetricsRenderWindows, io.MetricsActiveAllocations); //SameLine(); if (SmallButton("GC")) { g.GcCompactAll = true; } Separator(); // Debugging enums enum { WRT_OuterRect, WRT_OuterRectClipped, WRT_InnerRect, WRT_InnerClipRect, WRT_WorkRect, WRT_Content, WRT_ContentIdeal, WRT_ContentRegionRect, WRT_Count }; // Windows Rect Type const char* wrt_rects_names[WRT_Count] = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Content", "ContentIdeal", "ContentRegionRect" }; enum { TRT_OuterRect, TRT_InnerRect, TRT_WorkRect, TRT_HostClipRect, TRT_InnerClipRect, TRT_BackgroundClipRect, TRT_ColumnsRect, TRT_ColumnsWorkRect, TRT_ColumnsClipRect, TRT_ColumnsContentHeadersUsed, TRT_ColumnsContentHeadersIdeal, TRT_ColumnsContentFrozen, TRT_ColumnsContentUnfrozen, TRT_Count }; // Tables Rect Type const char* trt_rects_names[TRT_Count] = { "OuterRect", "InnerRect", "WorkRect", "HostClipRect", "InnerClipRect", "BackgroundClipRect", "ColumnsRect", "ColumnsWorkRect", "ColumnsClipRect", "ColumnsContentHeadersUsed", "ColumnsContentHeadersIdeal", "ColumnsContentFrozen", "ColumnsContentUnfrozen" }; if (cfg->ShowWindowsRectsType < 0) cfg->ShowWindowsRectsType = WRT_WorkRect; if (cfg->ShowTablesRectsType < 0) cfg->ShowTablesRectsType = TRT_WorkRect; struct Funcs { static ImRect GetTableRect(ImGuiTable* table, int rect_type, int n) { ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); // Always using last submitted instance if (rect_type == TRT_OuterRect) { return table->OuterRect; } else if (rect_type == TRT_InnerRect) { return table->InnerRect; } else if (rect_type == TRT_WorkRect) { return table->WorkRect; } else if (rect_type == TRT_HostClipRect) { return table->HostClipRect; } else if (rect_type == TRT_InnerClipRect) { return table->InnerClipRect; } else if (rect_type == TRT_BackgroundClipRect) { return table->BgClipRect; } else if (rect_type == TRT_ColumnsRect) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->MinX, table->InnerClipRect.Min.y, c->MaxX, table->InnerClipRect.Min.y + table_instance->LastOuterHeight); } else if (rect_type == TRT_ColumnsWorkRect) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->WorkRect.Min.y, c->WorkMaxX, table->WorkRect.Max.y); } else if (rect_type == TRT_ColumnsClipRect) { ImGuiTableColumn* c = &table->Columns[n]; return c->ClipRect; } else if (rect_type == TRT_ColumnsContentHeadersUsed){ ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersUsed, table->InnerClipRect.Min.y + table_instance->LastFirstRowHeight); } // Note: y1/y2 not always accurate else if (rect_type == TRT_ColumnsContentHeadersIdeal){ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersIdeal, table->InnerClipRect.Min.y + table_instance->LastFirstRowHeight); } else if (rect_type == TRT_ColumnsContentFrozen) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXFrozen, table->InnerClipRect.Min.y + table_instance->LastFirstRowHeight); } else if (rect_type == TRT_ColumnsContentUnfrozen) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y + table_instance->LastFirstRowHeight, c->ContentMaxXUnfrozen, table->InnerClipRect.Max.y); } IM_ASSERT(0); return ImRect(); } static ImRect GetWindowRect(ImGuiWindow* window, int rect_type) { if (rect_type == WRT_OuterRect) { return window->Rect(); } else if (rect_type == WRT_OuterRectClipped) { return window->OuterRectClipped; } else if (rect_type == WRT_InnerRect) { return window->InnerRect; } else if (rect_type == WRT_InnerClipRect) { return window->InnerClipRect; } else if (rect_type == WRT_WorkRect) { return window->WorkRect; } else if (rect_type == WRT_Content) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSize); } else if (rect_type == WRT_ContentIdeal) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSizeIdeal); } else if (rect_type == WRT_ContentRegionRect) { return window->ContentRegionRect; } IM_ASSERT(0); return ImRect(); } }; // Tools if (TreeNode("Tools")) { // Stack Tool is your best friend! Checkbox("Show stack tool", &cfg->ShowStackTool); SameLine(); MetricsHelpMarker("You can also call ImGui::ShowStackToolWindow() from your code."); Checkbox("Show windows begin order", &cfg->ShowWindowsBeginOrder); Checkbox("Show windows rectangles", &cfg->ShowWindowsRects); SameLine(); SetNextItemWidth(GetFontSize() * 12); cfg->ShowWindowsRects |= Combo("##show_windows_rect_type", &cfg->ShowWindowsRectsType, wrt_rects_names, WRT_Count, WRT_Count); if (cfg->ShowWindowsRects && g.NavWindow != NULL) { BulletText("'%s':", g.NavWindow->Name); Indent(); for (int rect_n = 0; rect_n < WRT_Count; rect_n++) { ImRect r = Funcs::GetWindowRect(g.NavWindow, rect_n); Text("(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), wrt_rects_names[rect_n]); } Unindent(); } Checkbox("Show tables rectangles", &cfg->ShowTablesRects); SameLine(); SetNextItemWidth(GetFontSize() * 12); cfg->ShowTablesRects |= Combo("##show_table_rects_type", &cfg->ShowTablesRectsType, trt_rects_names, TRT_Count, TRT_Count); if (cfg->ShowTablesRects && g.NavWindow != NULL) { for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++) { ImGuiTable* table = g.Tables.TryGetMapData(table_n); if (table == NULL || table->LastFrameActive < g.FrameCount - 1 || (table->OuterWindow != g.NavWindow && table->InnerWindow != g.NavWindow)) continue; BulletText("Table 0x%08X (%d columns, in '%s')", table->ID, table->ColumnsCount, table->OuterWindow->Name); if (IsItemHovered()) GetForegroundDrawList()->AddRect(table->OuterRect.Min - ImVec2(1, 1), table->OuterRect.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f); Indent(); char buf[128]; for (int rect_n = 0; rect_n < TRT_Count; rect_n++) { if (rect_n >= TRT_ColumnsRect) { if (rect_n != TRT_ColumnsRect && rect_n != TRT_ColumnsClipRect) continue; for (int column_n = 0; column_n < table->ColumnsCount; column_n++) { ImRect r = Funcs::GetTableRect(table, rect_n, column_n); ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) Col %d %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), column_n, trt_rects_names[rect_n]); Selectable(buf); if (IsItemHovered()) GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f); } } else { ImRect r = Funcs::GetTableRect(table, rect_n, -1); ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), trt_rects_names[rect_n]); Selectable(buf); if (IsItemHovered()) GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f); } } Unindent(); } } // The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted. if (Button("Item Picker..")) DebugStartItemPicker(); SameLine(); MetricsHelpMarker("Will call the IM_DEBUG_BREAK() macro to break in debugger.\nWarning: If you don't have a debugger attached, this will probably crash."); TreePop(); } // Windows if (TreeNode("Windows", "Windows (%d)", g.Windows.Size)) { //SetNextItemOpen(true, ImGuiCond_Once); DebugNodeWindowsList(&g.Windows, "By display order"); DebugNodeWindowsList(&g.WindowsFocusOrder, "By focus order (root windows)"); if (TreeNode("By submission order (begin stack)")) { // Here we display windows in their submitted order/hierarchy, however note that the Begin stack doesn't constitute a Parent<>Child relationship! ImVector& temp_buffer = g.WindowsTempSortBuffer; temp_buffer.resize(0); for (int i = 0; i < g.Windows.Size; i++) if (g.Windows[i]->LastFrameActive + 1 >= g.FrameCount) temp_buffer.push_back(g.Windows[i]); struct Func { static int IMGUI_CDECL WindowComparerByBeginOrder(const void* lhs, const void* rhs) { return ((int)(*(const ImGuiWindow* const *)lhs)->BeginOrderWithinContext - (*(const ImGuiWindow* const*)rhs)->BeginOrderWithinContext); } }; ImQsort(temp_buffer.Data, (size_t)temp_buffer.Size, sizeof(ImGuiWindow*), Func::WindowComparerByBeginOrder); DebugNodeWindowsListByBeginStackParent(temp_buffer.Data, temp_buffer.Size, NULL); TreePop(); } TreePop(); } // DrawLists int drawlist_count = 0; for (int viewport_i = 0; viewport_i < g.Viewports.Size; viewport_i++) drawlist_count += g.Viewports[viewport_i]->DrawDataBuilder.GetDrawListCount(); if (TreeNode("DrawLists", "DrawLists (%d)", drawlist_count)) { Checkbox("Show ImDrawCmd mesh when hovering", &cfg->ShowDrawCmdMesh); Checkbox("Show ImDrawCmd bounding boxes when hovering", &cfg->ShowDrawCmdBoundingBoxes); for (int viewport_i = 0; viewport_i < g.Viewports.Size; viewport_i++) { ImGuiViewportP* viewport = g.Viewports[viewport_i]; bool viewport_has_drawlist = false; for (int layer_i = 0; layer_i < IM_ARRAYSIZE(viewport->DrawDataBuilder.Layers); layer_i++) for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[layer_i].Size; draw_list_i++) { if (!viewport_has_drawlist) Text("Active DrawLists in Viewport #%d, ID: 0x%08X", viewport->Idx, viewport->ID); viewport_has_drawlist = true; DebugNodeDrawList(NULL, viewport, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList"); } } TreePop(); } // Viewports if (TreeNode("Viewports", "Viewports (%d)", g.Viewports.Size)) { Indent(GetTreeNodeToLabelSpacing()); RenderViewportsThumbnails(); Unindent(GetTreeNodeToLabelSpacing()); bool open = TreeNode("Monitors", "Monitors (%d)", g.PlatformIO.Monitors.Size); SameLine(); MetricsHelpMarker("Dear ImGui uses monitor data:\n- to query DPI settings on a per monitor basis\n- to position popup/tooltips so they don't straddle monitors."); if (open) { for (int i = 0; i < g.PlatformIO.Monitors.Size; i++) { const ImGuiPlatformMonitor& mon = g.PlatformIO.Monitors[i]; BulletText("Monitor #%d: DPI %.0f%%\n MainMin (%.0f,%.0f), MainMax (%.0f,%.0f), MainSize (%.0f,%.0f)\n WorkMin (%.0f,%.0f), WorkMax (%.0f,%.0f), WorkSize (%.0f,%.0f)", i, mon.DpiScale * 100.0f, mon.MainPos.x, mon.MainPos.y, mon.MainPos.x + mon.MainSize.x, mon.MainPos.y + mon.MainSize.y, mon.MainSize.x, mon.MainSize.y, mon.WorkPos.x, mon.WorkPos.y, mon.WorkPos.x + mon.WorkSize.x, mon.WorkPos.y + mon.WorkSize.y, mon.WorkSize.x, mon.WorkSize.y); } TreePop(); } BulletText("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport ? g.MouseViewport->ID : 0, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0); if (TreeNode("Inferred Z order (front-to-back)")) { static ImVector viewports; viewports.resize(g.Viewports.Size); memcpy(viewports.Data, g.Viewports.Data, g.Viewports.size_in_bytes()); if (viewports.Size > 1) ImQsort(viewports.Data, viewports.Size, sizeof(ImGuiViewport*), ViewportComparerByFrontMostStampCount); for (int i = 0; i < viewports.Size; i++) BulletText("Viewport #%d, ID: 0x%08X, FrontMostStampCount = %08d, Window: \"%s\"", viewports[i]->Idx, viewports[i]->ID, viewports[i]->LastFrontMostStampCount, viewports[i]->Window ? viewports[i]->Window->Name : "N/A"); TreePop(); } for (int i = 0; i < g.Viewports.Size; i++) DebugNodeViewport(g.Viewports[i]); TreePop(); } // Details for Popups if (TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size)) { for (int i = 0; i < g.OpenPopupStack.Size; i++) { ImGuiWindow* window = g.OpenPopupStack[i].Window; BulletText("PopupID: %08x, Window: '%s'%s%s", g.OpenPopupStack[i].PopupId, window ? window->Name : "NULL", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? " ChildWindow" : "", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? " ChildMenu" : ""); } TreePop(); } // Details for TabBars if (TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.GetAliveCount())) { for (int n = 0; n < g.TabBars.GetMapSize(); n++) if (ImGuiTabBar* tab_bar = g.TabBars.TryGetMapData(n)) { PushID(tab_bar); DebugNodeTabBar(tab_bar, "TabBar"); PopID(); } TreePop(); } // Details for Tables if (TreeNode("Tables", "Tables (%d)", g.Tables.GetAliveCount())) { for (int n = 0; n < g.Tables.GetMapSize(); n++) if (ImGuiTable* table = g.Tables.TryGetMapData(n)) DebugNodeTable(table); TreePop(); } // Details for Fonts #ifndef IMGUI_DISABLE_DEMO_WINDOWS ImFontAtlas* atlas = g.IO.Fonts; if (TreeNode("Fonts", "Fonts (%d)", atlas->Fonts.Size)) { ShowFontAtlas(atlas); TreePop(); } #endif // Details for Docking #ifdef IMGUI_HAS_DOCK if (TreeNode("Docking")) { static bool root_nodes_only = true; ImGuiDockContext* dc = &g.DockContext; Checkbox("List root nodes", &root_nodes_only); Checkbox("Ctrl shows window dock info", &cfg->ShowDockingNodes); if (SmallButton("Clear nodes")) { DockContextClearNodes(&g, 0, true); } SameLine(); if (SmallButton("Rebuild all")) { dc->WantFullRebuild = true; } for (int n = 0; n < dc->Nodes.Data.Size; n++) if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) if (!root_nodes_only || node->IsRootNode()) DebugNodeDockNode(node, "Node"); TreePop(); } #endif // #ifdef IMGUI_HAS_DOCK // Settings if (TreeNode("Settings")) { if (SmallButton("Clear")) ClearIniSettings(); SameLine(); if (SmallButton("Save to memory")) SaveIniSettingsToMemory(); SameLine(); if (SmallButton("Save to disk")) SaveIniSettingsToDisk(g.IO.IniFilename); SameLine(); if (g.IO.IniFilename) Text("\"%s\"", g.IO.IniFilename); else TextUnformatted(""); Text("SettingsDirtyTimer %.2f", g.SettingsDirtyTimer); if (TreeNode("SettingsHandlers", "Settings handlers: (%d)", g.SettingsHandlers.Size)) { for (int n = 0; n < g.SettingsHandlers.Size; n++) BulletText("%s", g.SettingsHandlers[n].TypeName); TreePop(); } if (TreeNode("SettingsWindows", "Settings packed data: Windows: %d bytes", g.SettingsWindows.size())) { for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) DebugNodeWindowSettings(settings); TreePop(); } if (TreeNode("SettingsTables", "Settings packed data: Tables: %d bytes", g.SettingsTables.size())) { for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) DebugNodeTableSettings(settings); TreePop(); } #ifdef IMGUI_HAS_DOCK if (TreeNode("SettingsDocking", "Settings packed data: Docking")) { ImGuiDockContext* dc = &g.DockContext; Text("In SettingsWindows:"); for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) if (settings->DockId != 0) BulletText("Window '%s' -> DockId %08X", settings->GetName(), settings->DockId); Text("In SettingsNodes:"); for (int n = 0; n < dc->NodesSettings.Size; n++) { ImGuiDockNodeSettings* settings = &dc->NodesSettings[n]; const char* selected_tab_name = NULL; if (settings->SelectedTabId) { if (ImGuiWindow* window = FindWindowByID(settings->SelectedTabId)) selected_tab_name = window->Name; else if (ImGuiWindowSettings* window_settings = FindWindowSettings(settings->SelectedTabId)) selected_tab_name = window_settings->GetName(); } BulletText("Node %08X, Parent %08X, SelectedTab %08X ('%s')", settings->ID, settings->ParentNodeId, settings->SelectedTabId, selected_tab_name ? selected_tab_name : settings->SelectedTabId ? "N/A" : ""); } TreePop(); } #endif // #ifdef IMGUI_HAS_DOCK if (TreeNode("SettingsIniData", "Settings unpacked data (.ini): %d bytes", g.SettingsIniData.size())) { InputTextMultiline("##Ini", (char*)(void*)g.SettingsIniData.c_str(), g.SettingsIniData.Buf.Size, ImVec2(-FLT_MIN, GetTextLineHeight() * 20), ImGuiInputTextFlags_ReadOnly); TreePop(); } TreePop(); } // Misc Details if (TreeNode("Internal state")) { Text("WINDOWING"); Indent(); Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL"); Text("HoveredWindow->Root: '%s'", g.HoveredWindow ? g.HoveredWindow->RootWindowDockTree->Name : "NULL"); Text("HoveredWindowUnderMovingWindow: '%s'", g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : "NULL"); Text("HoveredDockNode: 0x%08X", g.HoveredDockNode ? g.HoveredDockNode->ID : 0); Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL"); Text("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport->ID, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0); Unindent(); Text("ITEMS"); Indent(); Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, GetInputSourceName(g.ActiveIdSource)); Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL"); int active_id_using_key_input_count = 0; for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++) active_id_using_key_input_count += g.ActiveIdUsingKeyInputMask[n] ? 1 : 0; Text("ActiveIdUsing: Wheel: %d, NavDirMask: %X, NavInputMask: %X, KeyInputMask: %d key(s)", g.ActiveIdUsingMouseWheel, g.ActiveIdUsingNavDirMask, g.ActiveIdUsingNavInputMask, active_id_using_key_input_count); Text("HoveredId: 0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Not displaying g.HoveredId as it is update mid-frame Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize); Unindent(); Text("NAV,FOCUS"); Indent(); Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL"); Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer); Text("NavInputSource: %s", GetInputSourceName(g.NavInputSource)); Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible); Text("NavActivateId/DownId/PressedId/InputId: %08X/%08X/%08X/%08X", g.NavActivateId, g.NavActivateDownId, g.NavActivatePressedId, g.NavActivateInputId); Text("NavActivateFlags: %04X", g.NavActivateFlags); Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover); Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId); Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL"); Unindent(); TreePop(); } // Overlay: Display windows Rectangles and Begin Order if (cfg->ShowWindowsRects || cfg->ShowWindowsBeginOrder) { for (int n = 0; n < g.Windows.Size; n++) { ImGuiWindow* window = g.Windows[n]; if (!window->WasActive) continue; ImDrawList* draw_list = GetForegroundDrawList(window); if (cfg->ShowWindowsRects) { ImRect r = Funcs::GetWindowRect(window, cfg->ShowWindowsRectsType); draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255)); } if (cfg->ShowWindowsBeginOrder && !(window->Flags & ImGuiWindowFlags_ChildWindow)) { char buf[32]; ImFormatString(buf, IM_ARRAYSIZE(buf), "%d", window->BeginOrderWithinContext); float font_size = GetFontSize(); draw_list->AddRectFilled(window->Pos, window->Pos + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255)); draw_list->AddText(window->Pos, IM_COL32(255, 255, 255, 255), buf); } } } // Overlay: Display Tables Rectangles if (cfg->ShowTablesRects) { for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++) { ImGuiTable* table = g.Tables.TryGetMapData(table_n); if (table == NULL || table->LastFrameActive < g.FrameCount - 1) continue; ImDrawList* draw_list = GetForegroundDrawList(table->OuterWindow); if (cfg->ShowTablesRectsType >= TRT_ColumnsRect) { for (int column_n = 0; column_n < table->ColumnsCount; column_n++) { ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, column_n); ImU32 col = (table->HoveredColumnBody == column_n) ? IM_COL32(255, 255, 128, 255) : IM_COL32(255, 0, 128, 255); float thickness = (table->HoveredColumnBody == column_n) ? 3.0f : 1.0f; draw_list->AddRect(r.Min, r.Max, col, 0.0f, 0, thickness); } } else { ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, -1); draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255)); } } } #ifdef IMGUI_HAS_DOCK // Overlay: Display Docking info if (cfg->ShowDockingNodes && g.IO.KeyCtrl && g.HoveredDockNode) { char buf[64] = ""; char* p = buf; ImGuiDockNode* node = g.HoveredDockNode; ImDrawList* overlay_draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport()); p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "DockId: %X%s\n", node->ID, node->IsCentralNode() ? " *CentralNode*" : ""); p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "WindowClass: %08X\n", node->WindowClass.ClassId); p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "Size: (%.0f, %.0f)\n", node->Size.x, node->Size.y); p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "SizeRef: (%.0f, %.0f)\n", node->SizeRef.x, node->SizeRef.y); int depth = DockNodeGetDepth(node); overlay_draw_list->AddRect(node->Pos + ImVec2(3, 3) * (float)depth, node->Pos + node->Size - ImVec2(3, 3) * (float)depth, IM_COL32(200, 100, 100, 255)); ImVec2 pos = node->Pos + ImVec2(3, 3) * (float)depth; overlay_draw_list->AddRectFilled(pos - ImVec2(1, 1), pos + CalcTextSize(buf) + ImVec2(1, 1), IM_COL32(200, 100, 100, 255)); overlay_draw_list->AddText(NULL, 0.0f, pos, IM_COL32(255, 255, 255, 255), buf); } #endif // #ifdef IMGUI_HAS_DOCK End(); } // [DEBUG] List fonts in a font atlas and display its texture void ImGui::ShowFontAtlas(ImFontAtlas* atlas) { for (int i = 0; i < atlas->Fonts.Size; i++) { ImFont* font = atlas->Fonts[i]; PushID(font); DebugNodeFont(font); PopID(); } if (TreeNode("Atlas texture", "Atlas texture (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight)) { ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); ImVec4 border_col = ImVec4(1.0f, 1.0f, 1.0f, 0.5f); Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), tint_col, border_col); TreePop(); } } // [DEBUG] Display contents of Columns void ImGui::DebugNodeColumns(ImGuiOldColumns* columns) { if (!TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags)) return; BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->OffMaxX - columns->OffMinX, columns->OffMinX, columns->OffMaxX); for (int column_n = 0; column_n < columns->Columns.Size; column_n++) BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", column_n, columns->Columns[column_n].OffsetNorm, GetColumnOffsetFromNorm(columns, columns->Columns[column_n].OffsetNorm)); TreePop(); } static void DebugNodeDockNodeFlags(ImGuiDockNodeFlags* p_flags, const char* label, bool enabled) { using namespace ImGui; PushID(label); PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0.0f, 0.0f)); Text("%s:", label); if (!enabled) BeginDisabled(); CheckboxFlags("NoSplit", p_flags, ImGuiDockNodeFlags_NoSplit); CheckboxFlags("NoResize", p_flags, ImGuiDockNodeFlags_NoResize); CheckboxFlags("NoResizeX", p_flags, ImGuiDockNodeFlags_NoResizeX); CheckboxFlags("NoResizeY",p_flags, ImGuiDockNodeFlags_NoResizeY); CheckboxFlags("NoTabBar", p_flags, ImGuiDockNodeFlags_NoTabBar); CheckboxFlags("HiddenTabBar", p_flags, ImGuiDockNodeFlags_HiddenTabBar); CheckboxFlags("NoWindowMenuButton", p_flags, ImGuiDockNodeFlags_NoWindowMenuButton); CheckboxFlags("NoCloseButton", p_flags, ImGuiDockNodeFlags_NoCloseButton); CheckboxFlags("NoDocking", p_flags, ImGuiDockNodeFlags_NoDocking); CheckboxFlags("NoDockingSplitMe", p_flags, ImGuiDockNodeFlags_NoDockingSplitMe); CheckboxFlags("NoDockingSplitOther", p_flags, ImGuiDockNodeFlags_NoDockingSplitOther); CheckboxFlags("NoDockingOverMe", p_flags, ImGuiDockNodeFlags_NoDockingOverMe); CheckboxFlags("NoDockingOverOther", p_flags, ImGuiDockNodeFlags_NoDockingOverOther); CheckboxFlags("NoDockingOverEmpty", p_flags, ImGuiDockNodeFlags_NoDockingOverEmpty); if (!enabled) EndDisabled(); PopStyleVar(); PopID(); } // [DEBUG] Display contents of ImDockNode void ImGui::DebugNodeDockNode(ImGuiDockNode* node, const char* label) { ImGuiContext& g = *GImGui; const bool is_alive = (g.FrameCount - node->LastFrameAlive < 2); // Submitted with ImGuiDockNodeFlags_KeepAliveOnly const bool is_active = (g.FrameCount - node->LastFrameActive < 2); // Submitted if (!is_alive) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } bool open; if (node->Windows.Size > 0) open = TreeNode((void*)(intptr_t)node->ID, "%s 0x%04X%s: %d windows (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", node->Windows.Size, node->VisibleWindow ? node->VisibleWindow->Name : "NULL"); else open = TreeNode((void*)(intptr_t)node->ID, "%s 0x%04X%s: %s split (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", (node->SplitAxis == ImGuiAxis_X) ? "horizontal" : (node->SplitAxis == ImGuiAxis_Y) ? "vertical" : "n/a", node->VisibleWindow ? node->VisibleWindow->Name : "NULL"); if (!is_alive) { PopStyleColor(); } if (is_active && IsItemHovered()) if (ImGuiWindow* window = node->HostWindow ? node->HostWindow : node->VisibleWindow) GetForegroundDrawList(window)->AddRect(node->Pos, node->Pos + node->Size, IM_COL32(255, 255, 0, 255)); if (open) { IM_ASSERT(node->ChildNodes[0] == NULL || node->ChildNodes[0]->ParentNode == node); IM_ASSERT(node->ChildNodes[1] == NULL || node->ChildNodes[1]->ParentNode == node); BulletText("Pos (%.0f,%.0f), Size (%.0f, %.0f) Ref (%.0f, %.0f)", node->Pos.x, node->Pos.y, node->Size.x, node->Size.y, node->SizeRef.x, node->SizeRef.y); DebugNodeWindow(node->HostWindow, "HostWindow"); DebugNodeWindow(node->VisibleWindow, "VisibleWindow"); BulletText("SelectedTabID: 0x%08X, LastFocusedNodeID: 0x%08X", node->SelectedTabId, node->LastFocusedNodeId); BulletText("Misc:%s%s%s%s%s%s", node->IsDockSpace() ? " IsDockSpace" : "", node->IsCentralNode() ? " IsCentralNode" : "", is_alive ? " IsAlive" : "", is_active ? " IsActive" : "", node->WantLockSizeOnce ? " WantLockSizeOnce" : "", node->HasCentralNodeChild ? " HasCentralNodeChild" : ""); if (TreeNode("flags", "Flags Merged: 0x%04X, Local: 0x%04X, InWindows: 0x%04X, Shared: 0x%04X", node->MergedFlags, node->LocalFlags, node->LocalFlagsInWindows, node->SharedFlags)) { if (BeginTable("flags", 4)) { TableNextColumn(); DebugNodeDockNodeFlags(&node->MergedFlags, "MergedFlags", false); TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlags, "LocalFlags", true); TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlagsInWindows, "LocalFlagsInWindows", false); TableNextColumn(); DebugNodeDockNodeFlags(&node->SharedFlags, "SharedFlags", true); EndTable(); } TreePop(); } if (node->ParentNode) DebugNodeDockNode(node->ParentNode, "ParentNode"); if (node->ChildNodes[0]) DebugNodeDockNode(node->ChildNodes[0], "Child[0]"); if (node->ChildNodes[1]) DebugNodeDockNode(node->ChildNodes[1], "Child[1]"); if (node->TabBar) DebugNodeTabBar(node->TabBar, "TabBar"); TreePop(); } } // [DEBUG] Display contents of ImDrawList // Note that both 'window' and 'viewport' may be NULL here. Viewport is generally null of destroyed popups which previously owned a viewport. void ImGui::DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label) { ImGuiContext& g = *GImGui; ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; int cmd_count = draw_list->CmdBuffer.Size; if (cmd_count > 0 && draw_list->CmdBuffer.back().ElemCount == 0 && draw_list->CmdBuffer.back().UserCallback == NULL) cmd_count--; bool node_open = TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, cmd_count); if (draw_list == GetWindowDrawList()) { SameLine(); TextColored(ImVec4(1.0f, 0.4f, 0.4f, 1.0f), "CURRENTLY APPENDING"); // Can't display stats for active draw list! (we don't have the data double-buffered) if (node_open) TreePop(); return; } ImDrawList* fg_draw_list = viewport ? GetForegroundDrawList(viewport) : NULL; // Render additional visuals into the top-most draw list if (window && IsItemHovered() && fg_draw_list) fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); if (!node_open) return; if (window && !window->WasActive) TextDisabled("Warning: owning Window is inactive. This DrawList is not being rendered!"); for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.Data; pcmd < draw_list->CmdBuffer.Data + cmd_count; pcmd++) { if (pcmd->UserCallback) { BulletText("Callback %p, user_data %p", pcmd->UserCallback, pcmd->UserCallbackData); continue; } char buf[300]; ImFormatString(buf, IM_ARRAYSIZE(buf), "DrawCmd:%5d tris, Tex 0x%p, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)", pcmd->ElemCount / 3, (void*)(intptr_t)pcmd->TextureId, pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w); bool pcmd_node_open = TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf); if (IsItemHovered() && (cfg->ShowDrawCmdMesh || cfg->ShowDrawCmdBoundingBoxes) && fg_draw_list) DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, cfg->ShowDrawCmdMesh, cfg->ShowDrawCmdBoundingBoxes); if (!pcmd_node_open) continue; // Calculate approximate coverage area (touched pixel count) // This will be in pixels squared as long there's no post-scaling happening to the renderer output. const ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + pcmd->VtxOffset; float total_area = 0.0f; for (unsigned int idx_n = pcmd->IdxOffset; idx_n < pcmd->IdxOffset + pcmd->ElemCount; ) { ImVec2 triangle[3]; for (int n = 0; n < 3; n++, idx_n++) triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos; total_area += ImTriangleArea(triangle[0], triangle[1], triangle[2]); } // Display vertex information summary. Hover to get all triangles drawn in wire-frame ImFormatString(buf, IM_ARRAYSIZE(buf), "Mesh: ElemCount: %d, VtxOffset: +%d, IdxOffset: +%d, Area: ~%0.f px", pcmd->ElemCount, pcmd->VtxOffset, pcmd->IdxOffset, total_area); Selectable(buf); if (IsItemHovered() && fg_draw_list) DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, true, false); // Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted. ImGuiListClipper clipper; clipper.Begin(pcmd->ElemCount / 3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible. while (clipper.Step()) for (int prim = clipper.DisplayStart, idx_i = pcmd->IdxOffset + clipper.DisplayStart * 3; prim < clipper.DisplayEnd; prim++) { char* buf_p = buf, * buf_end = buf + IM_ARRAYSIZE(buf); ImVec2 triangle[3]; for (int n = 0; n < 3; n++, idx_i++) { const ImDrawVert& v = vtx_buffer[idx_buffer ? idx_buffer[idx_i] : idx_i]; triangle[n] = v.pos; buf_p += ImFormatString(buf_p, buf_end - buf_p, "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n", (n == 0) ? "Vert:" : " ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col); } Selectable(buf, false); if (fg_draw_list && IsItemHovered()) { ImDrawListFlags backup_flags = fg_draw_list->Flags; fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles. fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f); fg_draw_list->Flags = backup_flags; } } TreePop(); } TreePop(); } // [DEBUG] Display mesh/aabb of a ImDrawCmd void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb) { IM_ASSERT(show_mesh || show_aabb); // Draw wire-frame version of all triangles ImRect clip_rect = draw_cmd->ClipRect; ImRect vtxs_rect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); ImDrawListFlags backup_flags = out_draw_list->Flags; out_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles. for (unsigned int idx_n = draw_cmd->IdxOffset, idx_end = draw_cmd->IdxOffset + draw_cmd->ElemCount; idx_n < idx_end; ) { ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; // We don't hold on those pointers past iterations as ->AddPolyline() may invalidate them if out_draw_list==draw_list ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + draw_cmd->VtxOffset; ImVec2 triangle[3]; for (int n = 0; n < 3; n++, idx_n++) vtxs_rect.Add((triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos)); if (show_mesh) out_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f); // In yellow: mesh triangles } // Draw bounding boxes if (show_aabb) { out_draw_list->AddRect(ImFloor(clip_rect.Min), ImFloor(clip_rect.Max), IM_COL32(255, 0, 255, 255)); // In pink: clipping rectangle submitted to GPU out_draw_list->AddRect(ImFloor(vtxs_rect.Min), ImFloor(vtxs_rect.Max), IM_COL32(0, 255, 255, 255)); // In cyan: bounding box of triangles } out_draw_list->Flags = backup_flags; } // [DEBUG] Display details for a single font, called by ShowStyleEditor(). void ImGui::DebugNodeFont(ImFont* font) { bool opened = TreeNode(font, "Font: \"%s\"\n%.2f px, %d glyphs, %d file(s)", font->ConfigData ? font->ConfigData[0].Name : "", font->FontSize, font->Glyphs.Size, font->ConfigDataCount); SameLine(); if (SmallButton("Set as default")) GetIO().FontDefault = font; if (!opened) return; // Display preview text PushFont(font); Text("The quick brown fox jumps over the lazy dog"); PopFont(); // Display details SetNextItemWidth(GetFontSize() * 8); DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f"); SameLine(); MetricsHelpMarker( "Note than the default embedded font is NOT meant to be scaled.\n\n" "Font are currently rendered into bitmaps at a given size at the time of building the atlas. " "You may oversample them to get some flexibility with scaling. " "You can also render at multiple sizes and select which one to use at runtime.\n\n" "(Glimmer of hope: the atlas system will be rewritten in the future to make scaling more flexible.)"); Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent); char c_str[5]; Text("Fallback character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->FallbackChar), font->FallbackChar); Text("Ellipsis character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->EllipsisChar), font->EllipsisChar); const int surface_sqrt = (int)ImSqrt((float)font->MetricsTotalSurface); Text("Texture Area: about %d px ~%dx%d px", font->MetricsTotalSurface, surface_sqrt, surface_sqrt); for (int config_i = 0; config_i < font->ConfigDataCount; config_i++) if (font->ConfigData) if (const ImFontConfig* cfg = &font->ConfigData[config_i]) BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d, Offset: (%.1f,%.1f)", config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH, cfg->GlyphOffset.x, cfg->GlyphOffset.y); // Display all glyphs of the fonts in separate pages of 256 characters if (TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size)) { ImDrawList* draw_list = GetWindowDrawList(); const ImU32 glyph_col = GetColorU32(ImGuiCol_Text); const float cell_size = font->FontSize * 1; const float cell_spacing = GetStyle().ItemSpacing.y; for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256) { // Skip ahead if a large bunch of glyphs are not present in the font (test in chunks of 4k) // This is only a small optimization to reduce the number of iterations when IM_UNICODE_MAX_CODEPOINT // is large // (if ImWchar==ImWchar32 we will do at least about 272 queries here) if (!(base & 4095) && font->IsGlyphRangeUnused(base, base + 4095)) { base += 4096 - 256; continue; } int count = 0; for (unsigned int n = 0; n < 256; n++) if (font->FindGlyphNoFallback((ImWchar)(base + n))) count++; if (count <= 0) continue; if (!TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, count > 1 ? "glyphs" : "glyph")) continue; // Draw a 16x16 grid of glyphs ImVec2 base_pos = GetCursorScreenPos(); for (unsigned int n = 0; n < 256; n++) { // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions // available here and thus cannot easily generate a zero-terminated UTF-8 encoded string. ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing)); ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size); const ImFontGlyph* glyph = font->FindGlyphNoFallback((ImWchar)(base + n)); draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50)); if (glyph) font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n)); if (glyph && IsMouseHoveringRect(cell_p1, cell_p2)) { BeginTooltip(); Text("Codepoint: U+%04X", base + n); Separator(); Text("Visible: %d", glyph->Visible); Text("AdvanceX: %.1f", glyph->AdvanceX); Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1); Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1); EndTooltip(); } } Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16)); TreePop(); } TreePop(); } TreePop(); } // [DEBUG] Display contents of ImGuiStorage void ImGui::DebugNodeStorage(ImGuiStorage* storage, const char* label) { if (!TreeNode(label, "%s: %d entries, %d bytes", label, storage->Data.Size, storage->Data.size_in_bytes())) return; for (int n = 0; n < storage->Data.Size; n++) { const ImGuiStorage::ImGuiStoragePair& p = storage->Data[n]; BulletText("Key 0x%08X Value { i: %d }", p.key, p.val_i); // Important: we currently don't store a type, real value may not be integer. } TreePop(); } // [DEBUG] Display contents of ImGuiTabBar void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label) { // Standalone tab bars (not associated to docking/windows functionality) currently hold no discernible strings. char buf[256]; char* p = buf; const char* buf_end = buf + IM_ARRAYSIZE(buf); const bool is_active = (tab_bar->PrevFrameVisible >= GetFrameCount() - 2); p += ImFormatString(p, buf_end - p, "%s 0x%08X (%d tabs)%s", label, tab_bar->ID, tab_bar->Tabs.Size, is_active ? "" : " *Inactive*"); p += ImFormatString(p, buf_end - p, " { "); for (int tab_n = 0; tab_n < ImMin(tab_bar->Tabs.Size, 3); tab_n++) { ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; p += ImFormatString(p, buf_end - p, "%s'%s'", tab_n > 0 ? ", " : "", (tab->Window || tab->NameOffset != -1) ? tab_bar->GetTabName(tab) : "???"); } p += ImFormatString(p, buf_end - p, (tab_bar->Tabs.Size > 3) ? " ... }" : " } "); if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } bool open = TreeNode(label, "%s", buf); if (!is_active) { PopStyleColor(); } if (is_active && IsItemHovered()) { ImDrawList* draw_list = GetForegroundDrawList(); draw_list->AddRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, IM_COL32(255, 255, 0, 255)); draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255)); draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255)); } if (open) { for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) { const ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; PushID(tab); if (SmallButton("<")) { TabBarQueueReorder(tab_bar, tab, -1); } SameLine(0, 2); if (SmallButton(">")) { TabBarQueueReorder(tab_bar, tab, +1); } SameLine(); Text("%02d%c Tab 0x%08X '%s' Offset: %.1f, Width: %.1f/%.1f", tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, (tab->Window || tab->NameOffset != -1) ? tab_bar->GetTabName(tab) : "???", tab->Offset, tab->Width, tab->ContentWidth); PopID(); } TreePop(); } } void ImGui::DebugNodeViewport(ImGuiViewportP* viewport) { SetNextItemOpen(true, ImGuiCond_Once); if (TreeNode((void*)(intptr_t)viewport->ID, "Viewport #%d, ID: 0x%08X, Parent: 0x%08X, Window: \"%s\"", viewport->Idx, viewport->ID, viewport->ParentViewportId, viewport->Window ? viewport->Window->Name : "N/A")) { ImGuiWindowFlags flags = viewport->Flags; BulletText("Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\nWorkArea Offset Left: %.0f Top: %.0f, Right: %.0f, Bottom: %.0f\nMonitor: %d, DpiScale: %.0f%%", viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y, viewport->WorkOffsetMin.x, viewport->WorkOffsetMin.y, viewport->WorkOffsetMax.x, viewport->WorkOffsetMax.y, viewport->PlatformMonitor, viewport->DpiScale * 100.0f); if (viewport->Idx > 0) { SameLine(); if (SmallButton("Reset Pos")) { viewport->Pos = ImVec2(200, 200); viewport->UpdateWorkRect(); if (viewport->Window) viewport->Window->Pos = viewport->Pos; } } BulletText("Flags: 0x%04X =%s%s%s%s%s%s%s%s%s%s%s%s", viewport->Flags, //(flags & ImGuiViewportFlags_IsPlatformWindow) ? " IsPlatformWindow" : "", // Omitting because it is the standard (flags & ImGuiViewportFlags_IsPlatformMonitor) ? " IsPlatformMonitor" : "", (flags & ImGuiViewportFlags_OwnedByApp) ? " OwnedByApp" : "", (flags & ImGuiViewportFlags_NoDecoration) ? " NoDecoration" : "", (flags & ImGuiViewportFlags_NoTaskBarIcon) ? " NoTaskBarIcon" : "", (flags & ImGuiViewportFlags_NoFocusOnAppearing) ? " NoFocusOnAppearing" : "", (flags & ImGuiViewportFlags_NoFocusOnClick) ? " NoFocusOnClick" : "", (flags & ImGuiViewportFlags_NoInputs) ? " NoInputs" : "", (flags & ImGuiViewportFlags_NoRendererClear) ? " NoRendererClear" : "", (flags & ImGuiViewportFlags_TopMost) ? " TopMost" : "", (flags & ImGuiViewportFlags_Minimized) ? " Minimized" : "", (flags & ImGuiViewportFlags_NoAutoMerge) ? " NoAutoMerge" : "", (flags & ImGuiViewportFlags_CanHostOtherWindows) ? " CanHostOtherWindows" : ""); for (int layer_i = 0; layer_i < IM_ARRAYSIZE(viewport->DrawDataBuilder.Layers); layer_i++) for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[layer_i].Size; draw_list_i++) DebugNodeDrawList(NULL, viewport, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList"); TreePop(); } } void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label) { if (window == NULL) { BulletText("%s: NULL", label); return; } ImGuiContext& g = *GImGui; const bool is_active = window->WasActive; ImGuiTreeNodeFlags tree_node_flags = (window == g.NavWindow) ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None; if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } const bool open = TreeNodeEx(label, tree_node_flags, "%s '%s'%s", label, window->Name, is_active ? "" : " *Inactive*"); if (!is_active) { PopStyleColor(); } if (IsItemHovered() && is_active) GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); if (!open) return; if (window->MemoryCompacted) TextDisabled("Note: some memory buffers have been compacted/freed."); ImGuiWindowFlags flags = window->Flags; DebugNodeDrawList(window, window->Viewport, window->DrawList, "DrawList"); BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), ContentSize (%.1f,%.1f) Ideal (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->ContentSize.x, window->ContentSize.y, window->ContentSizeIdeal.x, window->ContentSizeIdeal.y); BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s%s%s..)", flags, (flags & ImGuiWindowFlags_ChildWindow) ? "Child " : "", (flags & ImGuiWindowFlags_Tooltip) ? "Tooltip " : "", (flags & ImGuiWindowFlags_Popup) ? "Popup " : "", (flags & ImGuiWindowFlags_Modal) ? "Modal " : "", (flags & ImGuiWindowFlags_ChildMenu) ? "ChildMenu " : "", (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "", (flags & ImGuiWindowFlags_NoMouseInputs)? "NoMouseInputs":"", (flags & ImGuiWindowFlags_NoNavInputs) ? "NoNavInputs" : "", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : ""); BulletText("WindowClassId: 0x%08X", window->WindowClass.ClassId); BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f) Scrollbar:%s%s", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y, window->ScrollbarX ? "X" : "", window->ScrollbarY ? "Y" : ""); BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1); BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems); for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++) { ImRect r = window->NavRectRel[layer]; if (r.Min.x >= r.Max.y && r.Min.y >= r.Max.y) { BulletText("NavLastIds[%d]: 0x%08X", layer, window->NavLastIds[layer]); continue; } BulletText("NavLastIds[%d]: 0x%08X at +(%.1f,%.1f)(%.1f,%.1f)", layer, window->NavLastIds[layer], r.Min.x, r.Min.y, r.Max.x, r.Max.y); if (IsItemHovered()) GetForegroundDrawList(window)->AddRect(r.Min + window->Pos, r.Max + window->Pos, IM_COL32(255, 255, 0, 255)); } BulletText("NavLayersActiveMask: %X, NavLastChildNavWindow: %s", window->DC.NavLayersActiveMask, window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL"); BulletText("Viewport: %d%s, ViewportId: 0x%08X, ViewportPos: (%.1f,%.1f)", window->Viewport ? window->Viewport->Idx : -1, window->ViewportOwned ? " (Owned)" : "", window->ViewportId, window->ViewportPos.x, window->ViewportPos.y); BulletText("ViewportMonitor: %d", window->Viewport ? window->Viewport->PlatformMonitor : -1); BulletText("DockId: 0x%04X, DockOrder: %d, Act: %d, Vis: %d", window->DockId, window->DockOrder, window->DockIsActive, window->DockTabIsVisible); if (window->DockNode || window->DockNodeAsHost) DebugNodeDockNode(window->DockNodeAsHost ? window->DockNodeAsHost : window->DockNode, window->DockNodeAsHost ? "DockNodeAsHost" : "DockNode"); if (window->RootWindow != window) { DebugNodeWindow(window->RootWindow, "RootWindow"); } if (window->RootWindowDockTree != window->RootWindow) { DebugNodeWindow(window->RootWindowDockTree, "RootWindowDockTree"); } if (window->ParentWindow != NULL) { DebugNodeWindow(window->ParentWindow, "ParentWindow"); } if (window->DC.ChildWindows.Size > 0) { DebugNodeWindowsList(&window->DC.ChildWindows, "ChildWindows"); } if (window->ColumnsStorage.Size > 0 && TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size)) { for (int n = 0; n < window->ColumnsStorage.Size; n++) DebugNodeColumns(&window->ColumnsStorage[n]); TreePop(); } DebugNodeStorage(&window->StateStorage, "Storage"); TreePop(); } void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings* settings) { Text("0x%08X \"%s\" Pos (%d,%d) Size (%d,%d) Collapsed=%d", settings->ID, settings->GetName(), settings->Pos.x, settings->Pos.y, settings->Size.x, settings->Size.y, settings->Collapsed); } void ImGui::DebugNodeWindowsList(ImVector* windows, const char* label) { if (!TreeNode(label, "%s (%d)", label, windows->Size)) return; for (int i = windows->Size - 1; i >= 0; i--) // Iterate front to back { PushID((*windows)[i]); DebugNodeWindow((*windows)[i], "Window"); PopID(); } TreePop(); } // FIXME-OPT: This is technically suboptimal, but it is simpler this way. void ImGui::DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack) { for (int i = 0; i < windows_size; i++) { ImGuiWindow* window = windows[i]; if (window->ParentWindowInBeginStack != parent_in_begin_stack) continue; char buf[20]; ImFormatString(buf, IM_ARRAYSIZE(buf), "[%04d] Window", window->BeginOrderWithinContext); //BulletText("[%04d] Window '%s'", window->BeginOrderWithinContext, window->Name); DebugNodeWindow(window, buf); Indent(); DebugNodeWindowsListByBeginStackParent(windows + i + 1, windows_size - i - 1, window); Unindent(); } } //----------------------------------------------------------------------------- // [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, STACK TOOL) //----------------------------------------------------------------------------- // [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack. void ImGui::UpdateDebugToolItemPicker() { ImGuiContext& g = *GImGui; g.DebugItemPickerBreakId = 0; if (!g.DebugItemPickerActive) return; const ImGuiID hovered_id = g.HoveredIdPreviousFrame; SetMouseCursor(ImGuiMouseCursor_Hand); if (IsKeyPressed(ImGuiKey_Escape)) g.DebugItemPickerActive = false; if (IsMouseClicked(0) && hovered_id) { g.DebugItemPickerBreakId = hovered_id; g.DebugItemPickerActive = false; } SetNextWindowBgAlpha(0.60f); BeginTooltip(); Text("HoveredId: 0x%08X", hovered_id); Text("Press ESC to abort picking."); TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click to break in debugger!"); EndTooltip(); } // [DEBUG] Stack Tool: update queries. Called by NewFrame() void ImGui::UpdateDebugToolStackQueries() { ImGuiContext& g = *GImGui; ImGuiStackTool* tool = &g.DebugStackTool; // Clear hook when stack tool is not visible g.DebugHookIdInfo = 0; if (g.FrameCount != tool->LastActiveFrame + 1) return; // Update queries. The steps are: -1: query Stack, >= 0: query each stack item // We can only perform 1 ID Info query every frame. This is designed so the GetID() tests are cheap and constant-time const ImGuiID query_id = g.HoveredIdPreviousFrame ? g.HoveredIdPreviousFrame : g.ActiveId; if (tool->QueryId != query_id) { tool->QueryId = query_id; tool->StackLevel = -1; tool->Results.resize(0); } if (query_id == 0) return; // Advance to next stack level when we got our result, or after 2 frames (in case we never get a result) int stack_level = tool->StackLevel; if (stack_level >= 0 && stack_level < tool->Results.Size) if (tool->Results[stack_level].QuerySuccess || tool->Results[stack_level].QueryFrameCount > 2) tool->StackLevel++; // Update hook stack_level = tool->StackLevel; if (stack_level == -1) g.DebugHookIdInfo = query_id; if (stack_level >= 0 && stack_level < tool->Results.Size) { g.DebugHookIdInfo = tool->Results[stack_level].ID; tool->Results[stack_level].QueryFrameCount++; } } // [DEBUG] Stack tool: hooks called by GetID() family functions void ImGui::DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; ImGuiStackTool* tool = &g.DebugStackTool; // Step 0: stack query // This assume that the ID was computed with the current ID stack, which tends to be the case for our widget. if (tool->StackLevel == -1) { tool->StackLevel++; tool->Results.resize(window->IDStack.Size + 1, ImGuiStackLevelInfo()); for (int n = 0; n < window->IDStack.Size + 1; n++) tool->Results[n].ID = (n < window->IDStack.Size) ? window->IDStack[n] : id; return; } // Step 1+: query for individual level IM_ASSERT(tool->StackLevel >= 0); if (tool->StackLevel != window->IDStack.Size) return; ImGuiStackLevelInfo* info = &tool->Results[tool->StackLevel]; IM_ASSERT(info->ID == id && info->QueryFrameCount > 0); switch (data_type) { case ImGuiDataType_S32: ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%d", (int)(intptr_t)data_id); break; case ImGuiDataType_String: ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%.*s", data_id_end ? (int)((const char*)data_id_end - (const char*)data_id) : (int)strlen((const char*)data_id), (const char*)data_id); break; case ImGuiDataType_Pointer: ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "(void*)0x%p", data_id); break; case ImGuiDataType_ID: if (info->Desc[0] != 0) // PushOverrideID() is often used to avoid hashing twice, which would lead to 2 calls to DebugHookIdInfo(). We prioritize the first one. return; ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "0x%08X [override]", id); break; default: IM_ASSERT(0); } info->QuerySuccess = true; info->DataType = data_type; } static int StackToolFormatLevelInfo(ImGuiStackTool* tool, int n, bool format_for_ui, char* buf, size_t buf_size) { ImGuiStackLevelInfo* info = &tool->Results[n]; ImGuiWindow* window = (info->Desc[0] == 0 && n == 0) ? ImGui::FindWindowByID(info->ID) : NULL; if (window) // Source: window name (because the root ID don't call GetID() and so doesn't get hooked) return ImFormatString(buf, buf_size, format_for_ui ? "\"%s\" [window]" : "%s", window->Name); if (info->QuerySuccess) // Source: GetID() hooks (prioritize over ItemInfo() because we frequently use patterns like: PushID(str), Button("") where they both have same id) return ImFormatString(buf, buf_size, (format_for_ui && info->DataType == ImGuiDataType_String) ? "\"%s\"" : "%s", info->Desc); if (tool->StackLevel < tool->Results.Size) // Only start using fallback below when all queries are done, so during queries we don't flickering ??? markers. return (*buf = 0); #ifdef IMGUI_ENABLE_TEST_ENGINE if (const char* label = ImGuiTestEngine_FindItemDebugLabel(GImGui, info->ID)) // Source: ImGuiTestEngine's ItemInfo() return ImFormatString(buf, buf_size, format_for_ui ? "??? \"%s\"" : "%s", label); #endif return ImFormatString(buf, buf_size, "???"); } // Stack Tool: Display UI void ImGui::ShowStackToolWindow(bool* p_open) { ImGuiContext& g = *GImGui; if (!(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize)) SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 8.0f), ImGuiCond_FirstUseEver); if (!Begin("Dear ImGui Stack Tool", p_open) || GetCurrentWindow()->BeginCount > 1) { End(); return; } // Display hovered/active status ImGuiStackTool* tool = &g.DebugStackTool; const ImGuiID hovered_id = g.HoveredIdPreviousFrame; const ImGuiID active_id = g.ActiveId; #ifdef IMGUI_ENABLE_TEST_ENGINE Text("HoveredId: 0x%08X (\"%s\"), ActiveId: 0x%08X (\"%s\")", hovered_id, hovered_id ? ImGuiTestEngine_FindItemDebugLabel(&g, hovered_id) : "", active_id, active_id ? ImGuiTestEngine_FindItemDebugLabel(&g, active_id) : ""); #else Text("HoveredId: 0x%08X, ActiveId: 0x%08X", hovered_id, active_id); #endif SameLine(); MetricsHelpMarker("Hover an item with the mouse to display elements of the ID Stack leading to the item's final ID.\nEach level of the stack correspond to a PushID() call.\nAll levels of the stack are hashed together to make the final ID of a widget (ID displayed at the bottom level of the stack).\nRead FAQ entry about the ID stack for details."); // CTRL+C to copy path const float time_since_copy = (float)g.Time - tool->CopyToClipboardLastTime; Checkbox("Ctrl+C: copy path to clipboard", &tool->CopyToClipboardOnCtrlC); SameLine(); TextColored((time_since_copy >= 0.0f && time_since_copy < 0.75f && ImFmod(time_since_copy, 0.25f) < 0.25f * 0.5f) ? ImVec4(1.f, 1.f, 0.3f, 1.f) : ImVec4(), "*COPIED*"); if (tool->CopyToClipboardOnCtrlC && IsKeyDown(ImGuiKey_ModCtrl) && IsKeyPressed(ImGuiKey_C)) { tool->CopyToClipboardLastTime = (float)g.Time; char* p = g.TempBuffer; char* p_end = p + IM_ARRAYSIZE(g.TempBuffer); for (int stack_n = 0; stack_n < tool->Results.Size && p + 3 < p_end; stack_n++) { *p++ = '/'; char level_desc[256]; StackToolFormatLevelInfo(tool, stack_n, false, level_desc, IM_ARRAYSIZE(level_desc)); for (int n = 0; level_desc[n] && p + 2 < p_end; n++) { if (level_desc[n] == '/') *p++ = '\\'; *p++ = level_desc[n]; } } *p = '\0'; SetClipboardText(g.TempBuffer); } // Display decorated stack tool->LastActiveFrame = g.FrameCount; if (tool->Results.Size > 0 && BeginTable("##table", 3, ImGuiTableFlags_Borders)) { const float id_width = CalcTextSize("0xDDDDDDDD").x; TableSetupColumn("Seed", ImGuiTableColumnFlags_WidthFixed, id_width); TableSetupColumn("PushID", ImGuiTableColumnFlags_WidthStretch); TableSetupColumn("Result", ImGuiTableColumnFlags_WidthFixed, id_width); TableHeadersRow(); for (int n = 0; n < tool->Results.Size; n++) { ImGuiStackLevelInfo* info = &tool->Results[n]; TableNextColumn(); Text("0x%08X", (n > 0) ? tool->Results[n - 1].ID : 0); TableNextColumn(); StackToolFormatLevelInfo(tool, n, true, g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer)); TextUnformatted(g.TempBuffer); TableNextColumn(); Text("0x%08X", info->ID); if (n == tool->Results.Size - 1) TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_Header)); } EndTable(); } End(); } #else void ImGui::ShowMetricsWindow(bool*) {} void ImGui::ShowFontAtlas(ImFontAtlas*) {} void ImGui::DebugNodeColumns(ImGuiOldColumns*) {} void ImGui::DebugNodeDrawList(ImGuiWindow*, ImGuiViewportP*, const ImDrawList*, const char*) {} void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList*, const ImDrawList*, const ImDrawCmd*, bool, bool) {} void ImGui::DebugNodeFont(ImFont*) {} void ImGui::DebugNodeStorage(ImGuiStorage*, const char*) {} void ImGui::DebugNodeTabBar(ImGuiTabBar*, const char*) {} void ImGui::DebugNodeWindow(ImGuiWindow*, const char*) {} void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings*) {} void ImGui::DebugNodeWindowsList(ImVector*, const char*) {} void ImGui::DebugNodeViewport(ImGuiViewportP*) {} void ImGui::ShowStackToolWindow(bool*) {} void ImGui::DebugHookIdInfo(ImGuiID, ImGuiDataType, const void*, const void*) {} void ImGui::UpdateDebugToolItemPicker() {} void ImGui::UpdateDebugToolStackQueries() {} #endif // #ifndef IMGUI_DISABLE_METRICS_WINDOW //----------------------------------------------------------------------------- // Include imgui_user.inl at the end of imgui.cpp to access private data/functions that aren't exposed. // Prefer just including imgui_internal.h from your code rather than using this define. If a declaration is missing from imgui_internal.h add it or request it on the github. #ifdef IMGUI_INCLUDE_IMGUI_USER_INL #include "imgui_user.inl" #endif //----------------------------------------------------------------------------- #endif // #ifndef IMGUI_DISABLE ================================================ FILE: test/third_party/imgui/imgui.h ================================================ // dear imgui, v1.88 WIP // (headers) // Help: // - Read FAQ at http://dearimgui.org/faq // - Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase. // - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that. // Read imgui.cpp for details, links and comments. // Resources: // - FAQ http://dearimgui.org/faq // - Homepage & latest https://github.com/ocornut/imgui // - Releases & changelog https://github.com/ocornut/imgui/releases // - Gallery https://github.com/ocornut/imgui/issues/4451 (please post your screenshots/video there!) // - Wiki https://github.com/ocornut/imgui/wiki (lots of good stuff there) // - Glossary https://github.com/ocornut/imgui/wiki/Glossary // - Issues & support https://github.com/ocornut/imgui/issues // Getting Started? // - For first-time users having issues compiling/linking/running or issues loading fonts: // please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above. /* Index of this file: // [SECTION] Header mess // [SECTION] Forward declarations and basic types // [SECTION] Dear ImGui end-user API functions // [SECTION] Flags & Enumerations // [SECTION] Helpers: Memory allocations macros, ImVector<> // [SECTION] ImGuiStyle // [SECTION] ImGuiIO // [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiWindowClass, ImGuiPayload, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs) // [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor) // [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData) // [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont) // [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport) // [SECTION] Platform Dependent Interfaces (ImGuiPlatformIO, ImGuiPlatformMonitor, ImGuiPlatformImeData) // [SECTION] Obsolete functions and types */ #pragma once // Configuration file with compile-time options (edit imconfig.h or '#define IMGUI_USER_CONFIG "myfilename.h" from your build system') #ifdef IMGUI_USER_CONFIG #include IMGUI_USER_CONFIG #endif #if !defined(IMGUI_DISABLE_INCLUDE_IMCONFIG_H) || defined(IMGUI_INCLUDE_IMCONFIG_H) #include "imconfig.h" #endif #ifndef IMGUI_DISABLE //----------------------------------------------------------------------------- // [SECTION] Header mess //----------------------------------------------------------------------------- // Includes #include // FLT_MIN, FLT_MAX #include // va_list, va_start, va_end #include // ptrdiff_t, NULL #include // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp // Version // (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens) #define IMGUI_VERSION "1.88 WIP" #define IMGUI_VERSION_NUM 18719 #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) #define IMGUI_HAS_TABLE #define IMGUI_HAS_VIEWPORT // Viewport WIP branch #define IMGUI_HAS_DOCK // Docking WIP branch // Define attributes of all API symbols declarations (e.g. for DLL under Windows) // IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default backends files (imgui_impl_xxx.h) // Using dear imgui via a shared library is not recommended, because we don't guarantee backward nor forward ABI compatibility (also function call overhead, as dear imgui is a call-heavy API) #ifndef IMGUI_API #define IMGUI_API #endif #ifndef IMGUI_IMPL_API #define IMGUI_IMPL_API IMGUI_API #endif // Helper Macros #ifndef IM_ASSERT #include #define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h #endif #define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*(_ARR)))) // Size of a static C-style array. Don't use on pointers! #define IM_UNUSED(_VAR) ((void)(_VAR)) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds. #define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in C++11 // Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions. #if !defined(IMGUI_USE_STB_SPRINTF) && defined(__MINGW32__) && !defined(__clang__) #define IM_FMTARGS(FMT) __attribute__((format(gnu_printf, FMT, FMT+1))) #define IM_FMTLIST(FMT) __attribute__((format(gnu_printf, FMT, 0))) #elif !defined(IMGUI_USE_STB_SPRINTF) && (defined(__clang__) || defined(__GNUC__)) #define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1))) #define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0))) #else #define IM_FMTARGS(FMT) #define IM_FMTLIST(FMT) #endif // Disable some of MSVC most aggressive Debug runtime checks in function header/footer (used in some simple/low-level functions) #if defined(_MSC_VER) && !defined(__clang__) && !defined(__INTEL_COMPILER) && !defined(IMGUI_DEBUG_PARANOID) #define IM_MSVC_RUNTIME_CHECKS_OFF __pragma(runtime_checks("",off)) __pragma(check_stack(off)) __pragma(strict_gs_check(push,off)) #define IM_MSVC_RUNTIME_CHECKS_RESTORE __pragma(runtime_checks("",restore)) __pragma(check_stack()) __pragma(strict_gs_check(pop)) #else #define IM_MSVC_RUNTIME_CHECKS_OFF #define IM_MSVC_RUNTIME_CHECKS_RESTORE #endif // Warnings #ifdef _MSC_VER #pragma warning (push) #pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6). #endif #if defined(__clang__) #pragma clang diagnostic push #pragma clang diagnostic ignored "-Wold-style-cast" #if __has_warning("-Wzero-as-null-pointer-constant") #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" #endif #elif defined(__GNUC__) #pragma GCC diagnostic push #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind #pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead #endif //----------------------------------------------------------------------------- // [SECTION] Forward declarations and basic types //----------------------------------------------------------------------------- // Forward declarations struct ImDrawChannel; // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit() struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback) struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix. struct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder) struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself) struct ImDrawListSplitter; // Helper to split a draw list into different layers which can be drawn into out of order, then flattened back. struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT) struct ImFont; // Runtime data for a single font within a parent ImFontAtlas struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader struct ImFontBuilderIO; // Opaque interface to a font builder (stb_truetype or FreeType). struct ImFontConfig; // Configuration data when adding a font or merging fonts struct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset) struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using) struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h) struct ImGuiIO; // Main configuration and I/O between your application and ImGui struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use) struct ImGuiKeyData; // Storage for ImGuiIO and IsKeyDown(), IsKeyPressed() etc functions. struct ImGuiListClipper; // Helper to manually clip large list of items struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame struct ImGuiPayload; // User data payload for drag and drop operations struct ImGuiPlatformIO; // Multi-viewport support: interface for Platform/Renderer backends + viewports to render struct ImGuiPlatformMonitor; // Multi-viewport support: user-provided bounds for each connected monitor/display. Used when positioning popups and tooltips to avoid them straddling monitors struct ImGuiPlatformImeData; // Platform IME data for io.SetPlatformImeDataFn() function. struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use) struct ImGuiStorage; // Helper for key->value storage struct ImGuiStyle; // Runtime data for styling/colors struct ImGuiTableSortSpecs; // Sorting specifications for a table (often handling sort specs for a single column, occasionally more) struct ImGuiTableColumnSortSpecs; // Sorting specification for one column of a table struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder) struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]") struct ImGuiViewport; // A Platform Window (always 1 unless multi-viewport are enabled. One per platform window to output to). In the future may represent Platform Monitor struct ImGuiWindowClass; // Window class (rare/advanced uses: provide hints to the platform backend via altered viewport flags and parent/child info) // Enums/Flags (declared as int for compatibility with old C++, to allow using as flags without overhead, and to not pollute the top of this file) // - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists! // In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. // With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for many Set*() functions typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type typedef int ImGuiDir; // -> enum ImGuiDir_ // Enum: A cardinal direction typedef int ImGuiKey; // -> enum ImGuiKey_ // Enum: A key identifier typedef int ImGuiNavInput; // -> enum ImGuiNavInput_ // Enum: An input identifier for navigation typedef int ImGuiMouseButton; // -> enum ImGuiMouseButton_ // Enum: A mouse button identifier (0=left, 1=right, 2=middle) typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor identifier typedef int ImGuiSortDirection; // -> enum ImGuiSortDirection_ // Enum: A sorting direction (ascending or descending) typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling typedef int ImGuiTableBgTarget; // -> enum ImGuiTableBgTarget_ // Enum: A color target for TableSetBgColor() typedef int ImDrawFlags; // -> enum ImDrawFlags_ // Flags: for ImDrawList functions typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList instance typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas build typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for InvisibleButton() typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4() etc. typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo() typedef int ImGuiDockNodeFlags; // -> enum ImGuiDockNodeFlags_ // Flags: for DockSpace() typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload() typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused() typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc. typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline() typedef int ImGuiModFlags; // -> enum ImGuiModFlags_ // Flags: for io.KeyMods (Ctrl/Shift/Alt/Super) typedef int ImGuiPopupFlags; // -> enum ImGuiPopupFlags_ // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable() typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc. typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar() typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem() typedef int ImGuiTableFlags; // -> enum ImGuiTableFlags_ // Flags: For BeginTable() typedef int ImGuiTableColumnFlags; // -> enum ImGuiTableColumnFlags_// Flags: For TableSetupColumn() typedef int ImGuiTableRowFlags; // -> enum ImGuiTableRowFlags_ // Flags: For TableNextRow() typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader() typedef int ImGuiViewportFlags; // -> enum ImGuiViewportFlags_ // Flags: for ImGuiViewport typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild() // ImTexture: user data for renderer backend to identify a texture [Compile-time configurable type] // - To use something else than an opaque void* pointer: override with e.g. '#define ImTextureID MyTextureType*' in your imconfig.h file. // - This can be whatever to you want it to be! read the FAQ about ImTextureID for details. #ifndef ImTextureID typedef void* ImTextureID; // Default: store a pointer or an integer fitting in a pointer (most renderer backends are ok with that) #endif // ImDrawIdx: vertex index. [Compile-time configurable type] // - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended). // - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file. #ifndef ImDrawIdx typedef unsigned short ImDrawIdx; // Default: 16-bit (for maximum compatibility with renderer backends) #endif // Scalar data types typedef unsigned int ImGuiID;// A unique ID used by widgets (typically the result of hashing a stack of string) typedef signed char ImS8; // 8-bit signed integer typedef unsigned char ImU8; // 8-bit unsigned integer typedef signed short ImS16; // 16-bit signed integer typedef unsigned short ImU16; // 16-bit unsigned integer typedef signed int ImS32; // 32-bit signed integer == int typedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors) typedef signed long long ImS64; // 64-bit signed integer typedef unsigned long long ImU64; // 64-bit unsigned integer // Character types // (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display) typedef unsigned short ImWchar16; // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings. typedef unsigned int ImWchar32; // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings. #ifdef IMGUI_USE_WCHAR32 // ImWchar [configurable type: override in imconfig.h with '#define IMGUI_USE_WCHAR32' to support Unicode planes 1-16] typedef ImWchar32 ImWchar; #else typedef ImWchar16 ImWchar; #endif // Callback and functions types typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); // Callback function for ImGui::InputText() typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); // Callback function for ImGui::SetNextWindowSizeConstraints() typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data); // Function signature for ImGui::SetAllocatorFunctions() typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); // Function signature for ImGui::SetAllocatorFunctions() // ImVec2: 2D vector used to store positions, sizes etc. [Compile-time configurable type] // This is a frequently used type in the API. Consider using IM_VEC2_CLASS_EXTRA to create implicit cast from/to our preferred type. IM_MSVC_RUNTIME_CHECKS_OFF struct ImVec2 { float x, y; constexpr ImVec2() : x(0.0f), y(0.0f) { } constexpr ImVec2(float _x, float _y) : x(_x), y(_y) { } float operator[] (size_t idx) const { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine. float& operator[] (size_t idx) { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine. #ifdef IM_VEC2_CLASS_EXTRA IM_VEC2_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec2. #endif }; // ImVec4: 4D vector used to store clipping rectangles, colors etc. [Compile-time configurable type] struct ImVec4 { float x, y, z, w; constexpr ImVec4() : x(0.0f), y(0.0f), z(0.0f), w(0.0f) { } constexpr ImVec4(float _x, float _y, float _z, float _w) : x(_x), y(_y), z(_z), w(_w) { } #ifdef IM_VEC4_CLASS_EXTRA IM_VEC4_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec4. #endif }; IM_MSVC_RUNTIME_CHECKS_RESTORE //----------------------------------------------------------------------------- // [SECTION] Dear ImGui end-user API functions // (Note that ImGui:: being a namespace, you can add extra ImGui:: functions in your own separate file. Please don't modify imgui source files!) //----------------------------------------------------------------------------- namespace ImGui { // Context creation and access // - Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between contexts. // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for details. IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL); IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context IMGUI_API ImGuiContext* GetCurrentContext(); IMGUI_API void SetCurrentContext(ImGuiContext* ctx); // Main IMGUI_API ImGuiIO& GetIO(); // access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags) IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleCol(), PushStyleVar() to modify style mid-frame! IMGUI_API void NewFrame(); // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame(). IMGUI_API void EndFrame(); // ends the Dear ImGui frame. automatically called by Render(). If you don't need to render data (skipping rendering) you may call EndFrame() without Render()... but you'll have wasted CPU already! If you don't need to render, better to not create any windows and not call NewFrame() at all! IMGUI_API void Render(); // ends the Dear ImGui frame, finalize the draw data. You can then get call GetDrawData(). IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render. // Demo, Debug, Information IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create Demo window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application! IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc. IMGUI_API void ShowStackToolWindow(bool* p_open = NULL); // create Stack Tool window. hover items with mouse to query information about the source of their unique ID. IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information. IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style) IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles. IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts. IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as a end-user (mouse/keyboard controls). IMGUI_API const char* GetVersion(); // get the compiled version string e.g. "1.80 WIP" (essentially the value for IMGUI_VERSION from the compiled version of imgui.cpp) // Styles IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default) IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL); // best used with borders and a custom, thicker font IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style // Windows // - Begin() = push window to the stack and start appending to it. End() = pop window from the stack. // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window, // which clicking will set the boolean to false when clicked. // - You may append multiple times to the same window during the same frame by calling Begin()/End() pairs multiple times. // Some information such as 'flags' or 'p_open' will only be considered by the first call to Begin(). // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting // anything to the window. Always call a matching End() for each Begin() call, regardless of its return value! // [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu, // BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function // returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.] // - Note that the bottom of window stack always contains a window called "Debug". IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); IMGUI_API void End(); // Child Windows // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child. // - For each independent axis of 'size': ==0.0f: use remaining host window size / >0.0f: fixed size / <0.0f: use remaining window size minus abs(size) / Each axis can use a different mode, e.g. ImVec2(0,400). // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting anything to the window. // Always call a matching EndChild() for each BeginChild() call, regardless of its return value. // [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu, // BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function // returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.] IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags flags = 0); IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags flags = 0); IMGUI_API void EndChild(); // Windows Utilities // - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into. IMGUI_API bool IsWindowAppearing(); IMGUI_API bool IsWindowCollapsed(); IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options. IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered (and typically: not blocked by a popup/modal)? see flags for options. NB: If you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that! Please read the FAQ! IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives IMGUI_API float GetWindowDpiScale(); // get DPI scale currently associated to the current window's viewport. IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (useful if you want to do your own drawing via the DrawList API) IMGUI_API ImVec2 GetWindowSize(); // get current window size IMGUI_API float GetWindowWidth(); // get current window width (shortcut for GetWindowSize().x) IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y) IMGUI_API ImGuiViewport*GetWindowViewport(); // get viewport currently associated to the current window. // Window manipulation // - Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin). IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0, const ImVec2& pivot = ImVec2(0, 0)); // set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc. IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin() IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Sizes will be rounded down. Use callback to apply non-trivial programmatic constraints. IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ scrollable client area, which enforce the range of scrollbars). Not including window decorations (title bar, menu bar, etc.) nor WindowPadding. set an axis to 0.0f to leave it automatic. call before Begin() IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin() IMGUI_API void SetNextWindowFocus(); // set next window to be focused / top-most. call before Begin() IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily override the Alpha component of ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground. IMGUI_API void SetNextWindowViewport(ImGuiID viewport_id); // set next window viewport IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects. IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0, 0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects. IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed(). IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus(). IMGUI_API void SetWindowFontScale(float scale); // [OBSOLETE] set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes(). IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position. IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis. IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / top-most. use NULL to remove focus. // Content region // - Retrieve available space from a given point. GetContentRegionAvail() is frequently useful. // - Those functions are bound to be redesigned (they are confusing, incomplete and the Min/Max return values are in local window coordinates which increases confusion) IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos() IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min for the full window (roughly (0,0)-Scroll), in window coordinates IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max for the full window (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates // Windows Scrolling IMGUI_API float GetScrollX(); // get scrolling amount [0 .. GetScrollMaxX()] IMGUI_API float GetScrollY(); // get scrolling amount [0 .. GetScrollMaxY()] IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0 .. GetScrollMaxX()] IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0 .. GetScrollMaxY()] IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.x - WindowSize.x - DecorationsSize.x IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.y - WindowSize.y - DecorationsSize.y IMGUI_API void SetScrollHereX(float center_x_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_x_ratio=0.0: left, 0.5: center, 1.0: right. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead. IMGUI_API void SetScrollHereY(float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead. IMGUI_API void SetScrollFromPosX(float local_x, float center_x_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position. IMGUI_API void SetScrollFromPosY(float local_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position. // Parameters stacks (shared) IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font IMGUI_API void PopFont(); IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col); // modify a style color. always use this if you modify the style after NewFrame(). IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col); IMGUI_API void PopStyleColor(int count = 1); IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); // modify a style float variable. always use this if you modify the style after NewFrame(). IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); // modify a style ImVec2 variable. always use this if you modify the style after NewFrame(). IMGUI_API void PopStyleVar(int count = 1); IMGUI_API void PushAllowKeyboardFocus(bool allow_keyboard_focus); // == tab stop enable. Allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets IMGUI_API void PopAllowKeyboardFocus(); IMGUI_API void PushButtonRepeat(bool repeat); // in 'repeat' mode, Button*() functions return repeated true in a typematic manner (using io.KeyRepeatDelay/io.KeyRepeatRate setting). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame. IMGUI_API void PopButtonRepeat(); // Parameters stacks (current window) IMGUI_API void PushItemWidth(float item_width); // push width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side). IMGUI_API void PopItemWidth(); IMGUI_API void SetNextItemWidth(float item_width); // set width of the _next_ common large "item+label" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side) IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position. NOT necessarily the width of last item unlike most 'Item' functions. IMGUI_API void PushTextWrapPos(float wrap_local_pos_x = 0.0f); // push word-wrapping position for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space IMGUI_API void PopTextWrapPos(); // Style read access // - Use the style editor (ShowStyleEditor() function) to interactively see what the colors are) IMGUI_API ImFont* GetFont(); // get current font IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier, packed as a 32-bit value suitable for ImDrawList IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList IMGUI_API ImU32 GetColorU32(ImU32 col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList IMGUI_API const ImVec4& GetStyleColorVec4(ImGuiCol idx); // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwise use GetColorU32() to get style color with style alpha baked in. // Cursor / Layout // - By "cursor" we mean the current output position. // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down. // - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget. // - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API: // Window-local coordinates: SameLine(), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), GetContentRegionMax(), GetWindowContentRegion*(), PushTextWrapPos() // Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions. IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator. IMGUI_API void SameLine(float offset_from_start_x=0.0f, float spacing=-1.0f); // call between widgets or groups to layout them horizontally. X position given in window coordinates. IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in an horizontal-layout context. IMGUI_API void Spacing(); // add vertical spacing. IMGUI_API void Dummy(const ImVec2& size); // add a dummy item of given size. unlike InvisibleButton(), Dummy() won't take the mouse click or be navigable into. IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by indent_w, or style.IndentSpacing if indent_w <= 0 IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by indent_w, or style.IndentSpacing if indent_w <= 0 IMGUI_API void BeginGroup(); // lock horizontal starting position IMGUI_API void EndGroup(); // unlock horizontal starting position + capture the whole group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.) IMGUI_API ImVec2 GetCursorPos(); // cursor position in window coordinates (relative to window position) IMGUI_API float GetCursorPosX(); // (some functions are using window-relative coordinates, such as: GetCursorPos, GetCursorStartPos, GetContentRegionMax, GetWindowContentRegion* etc. IMGUI_API float GetCursorPosY(); // other functions such as GetCursorScreenPos or everything in ImDrawList:: IMGUI_API void SetCursorPos(const ImVec2& local_pos); // are using the main, absolute coordinate system. IMGUI_API void SetCursorPosX(float local_x); // GetWindowPos() + GetCursorPos() == GetCursorScreenPos() etc.) IMGUI_API void SetCursorPosY(float local_y); // IMGUI_API ImVec2 GetCursorStartPos(); // initial cursor position in window coordinates IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute coordinates (useful to work with ImDrawList API). generally top-left == GetMainViewport()->Pos == (0,0) in single viewport mode, and bottom-right == GetMainViewport()->Pos+Size == io.DisplaySize in single-viewport mode. IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute coordinates IMGUI_API void AlignTextToFramePadding(); // vertically align upcoming text baseline to FramePadding.y so that it will align properly to regularly framed items (call if you have text on a line before a framed item) IMGUI_API float GetTextLineHeight(); // ~ FontSize IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text) IMGUI_API float GetFrameHeight(); // ~ FontSize + style.FramePadding.y * 2 IMGUI_API float GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets) // ID stack/scopes // Read the FAQ (docs/FAQ.md or http://dearimgui.org/faq) for more details about how ID are handled in dear imgui. // - Those questions are answered and impacted by understanding of the ID stack system: // - "Q: Why is my widget not reacting when I click on it?" // - "Q: How can I have widgets with an empty label?" // - "Q: How can I have multiple widgets with the same label?" // - Short version: ID are hashes of the entire ID stack. If you are creating widgets in a loop you most likely // want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them. // - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others. // - In this header file we use the "label"/"name" terminology to denote a string that will be displayed + used as an ID, // whereas "str_id" denote a string that is only used as an ID and not normally displayed. IMGUI_API void PushID(const char* str_id); // push string into the ID stack (will hash string). IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); // push string into the ID stack (will hash string). IMGUI_API void PushID(const void* ptr_id); // push pointer into the ID stack (will hash pointer). IMGUI_API void PushID(int int_id); // push integer into the ID stack (will hash integer). IMGUI_API void PopID(); // pop from the ID stack. IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). e.g. if you want to query into ImGuiStorage yourself IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end); IMGUI_API ImGuiID GetID(const void* ptr_id); // Widgets: Text IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // raw text without formatting. Roughly equivalent to Text("%s", text) but: A) doesn't require null terminated string if 'text_end' is specified, B) it's faster, no memory copy is done, no buffer size limits, recommended for long chunks of text. IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // formatted text IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1); IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor(); IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2); IMGUI_API void TextDisabled(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor(); IMGUI_API void TextDisabledV(const char* fmt, va_list args) IM_FMTLIST(1); IMGUI_API void TextWrapped(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();. Note that this won't work on an auto-resizing window if there's no other widgets to extend the window width, yoy may need to set a size using SetNextWindowSize(). IMGUI_API void TextWrappedV(const char* fmt, va_list args) IM_FMTLIST(1); IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2); IMGUI_API void BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text() IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1); // Widgets: Main // - Most widgets return true when the value has been changed or when pressed/selected // - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state. IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0, 0)); // button IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) to easily embed within text IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size, ImGuiButtonFlags flags = 0); // flexible button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.) IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1,1), const ImVec4& tint_col = ImVec4(1,1,1,1), const ImVec4& border_col = ImVec4(0,0,0,0)); IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1,1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0,0,0,0), const ImVec4& tint_col = ImVec4(1,1,1,1)); // <0 frame_padding uses default frame padding settings. 0 for no padding IMGUI_API bool Checkbox(const char* label, bool* v); IMGUI_API bool CheckboxFlags(const char* label, int* flags, int flags_value); IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value); IMGUI_API bool RadioButton(const char* label, bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; } IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-FLT_MIN, 0), const char* overlay = NULL); IMGUI_API void Bullet(); // draw a small circle + keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses // Widgets: Combo Box // - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items. // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. This is analogous to how ListBox are created. IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0); IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true! IMGUI_API bool Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1); IMGUI_API bool Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int popup_max_height_in_items = -1); // Separate items with \0 within a string, end item-list with \0\0. e.g. "One\0Two\0Three\0" IMGUI_API bool Combo(const char* label, int* current_item, bool(*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int popup_max_height_in_items = -1); // Widgets: Drag Sliders // - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp. // - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every functions, note that a 'float v[X]' function argument is the same as 'float* v', // the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. // - Format string may also be set to NULL or use the default format ("%f" or "%d"). // - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For gamepad/keyboard navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision). // - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits if ImGuiSliderFlags_AlwaysClamp is not used. // - Use v_max = FLT_MAX / INT_MAX etc to avoid clamping to a maximum, same with v_min = -FLT_MAX / INT_MIN to avoid clamping to a minimum. // - We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them. // - Legacy: Pre-1.78 there are DragXXX() function signatures that takes a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument. // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361 IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); IMGUI_API bool DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); IMGUI_API bool DragFloat4(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); IMGUI_API bool DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", const char* format_max = NULL, ImGuiSliderFlags flags = 0); IMGUI_API bool DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound IMGUI_API bool DragInt2(const char* label, int v[2], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); IMGUI_API bool DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); IMGUI_API bool DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); IMGUI_API bool DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", const char* format_max = NULL, ImGuiSliderFlags flags = 0); IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0); IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0); // Widgets: Regular Sliders // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp. // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. // - Format string may also be set to NULL or use the default format ("%f" or "%d"). // - Legacy: Pre-1.78 there are SliderXXX() function signatures that takes a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument. // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361 IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display. IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); IMGUI_API bool SliderAngle(const char* label, float* v_rad, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f, const char* format = "%.0f deg", ImGuiSliderFlags flags = 0); IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0); IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0); IMGUI_API bool VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); IMGUI_API bool VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0); // Widgets: Input with Keyboard // - If you want to use InputText() with std::string or any custom dynamic string type, see misc/cpp/imgui_stdlib.h and comments in imgui_demo.cpp. // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc. IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); IMGUI_API bool InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); IMGUI_API bool InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); IMGUI_API bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, const char* format = "%.3f", ImGuiInputTextFlags flags = 0); IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); IMGUI_API bool InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); IMGUI_API bool InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0); IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0); IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0); IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0); IMGUI_API bool InputDouble(const char* label, double* v, double step = 0.0, double step_fast = 0.0, const char* format = "%.6f", ImGuiInputTextFlags flags = 0); IMGUI_API bool InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0); IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0); // Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little color square that can be left-clicked to open a picker, and right-clicked to open an option menu.) // - Note that in C++ a 'float v[X]' function argument is the _same_ as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. // - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0); IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0); IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0); IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL); IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // display a color square/button, hover for details, return true when pressed. IMGUI_API void SetColorEditOptions(ImGuiColorEditFlags flags); // initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls. // Widgets: Trees // - TreeNode functions return true when the node is open, in which case you need to also call TreePop() when you are finished displaying the tree node contents. IMGUI_API bool TreeNode(const char* label); IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // helper variation to easily decorelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet(). IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // " IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2); IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2); IMGUI_API bool TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0); IMGUI_API bool TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3); IMGUI_API bool TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3); IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3); IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3); IMGUI_API void TreePush(const char* str_id); // ~ Indent()+PushId(). Already called by TreeNode() when returning true, but you can call TreePush/TreePop yourself if desired. IMGUI_API void TreePush(const void* ptr_id = NULL); // " IMGUI_API void TreePop(); // ~ Unindent()+PopId() IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode IMGUI_API bool CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags = 0); // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop(). IMGUI_API bool CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags = 0); // when 'p_visible != NULL': if '*p_visible==true' display an additional small close button on upper right of the header which will set the bool to false when clicked, if '*p_visible==false' don't display the header. IMGUI_API void SetNextItemOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state. // Widgets: Selectables // - A selectable highlights when hovered, and can display another color when selected. // - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous. IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool* p_selected" point to the selection state (read-write), as a convenient helper. // Widgets: List Boxes // - This is essentially a thin wrapper to using BeginChild/EndChild with some stylistic changes. // - The BeginListBox()/EndListBox() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() or any items. // - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for convenience purpose. This is analoguous to how Combos are created. // - Choose frame width: size.x > 0.0f: custom / size.x < 0.0f or -FLT_MIN: right-align / size.x = 0.0f (default): use current ItemWidth // - Choose frame height: size.y > 0.0f: custom / size.y < 0.0f or -FLT_MIN: bottom-align / size.y = 0.0f (default): arbitrary default height which can fit ~7 items IMGUI_API bool BeginListBox(const char* label, const ImVec2& size = ImVec2(0, 0)); // open a framed scrolling region IMGUI_API void EndListBox(); // only call EndListBox() if BeginListBox() returned true! IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1); IMGUI_API bool ListBox(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1); // Widgets: Data Plotting // - Consider using ImPlot (https://github.com/epezent/implot) which is much better! IMGUI_API void PlotLines(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float)); IMGUI_API void PlotLines(const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0)); IMGUI_API void PlotHistogram(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float)); IMGUI_API void PlotHistogram(const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0)); // Widgets: Value() Helpers. // - Those are merely shortcut to calling Text() with a format string. Output single value in "name: value" format (tip: freely declare more in your code to handle your types. you can add functions to the ImGui namespace) IMGUI_API void Value(const char* prefix, bool b); IMGUI_API void Value(const char* prefix, int v); IMGUI_API void Value(const char* prefix, unsigned int v); IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL); // Widgets: Menus // - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar. // - Use BeginMainMenuBar() to create a menu bar at the top of the screen and append to it. // - Use BeginMenu() to create a menu. You can call BeginMenu() multiple time with the same identifier to append more items to it. // - Not that MenuItem() keyboardshortcuts are displayed as a convenience but _not processed_ by Dear ImGui at the moment. IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window). IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true! IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar. IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true! IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true! IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true! IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated. IMGUI_API bool MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true); // return true when activated + toggle (*p_selected) if p_selected != NULL // Tooltips // - Tooltip are windows following the mouse. They do not take focus away. IMGUI_API void BeginTooltip(); // begin/append a tooltip window. to create full-featured tooltip (with any kind of items). IMGUI_API void EndTooltip(); IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip, typically use with ImGui::IsItemHovered(). override any previous call to SetTooltip(). IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1); // Popups, Modals // - They block normal mouse hovering detection (and therefore most mouse interactions) behind them. // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE. // - Their visibility state (~bool) is held internally instead of being held by the programmer as we are used to with regular Begin*() calls. // - The 3 properties above are related: we need to retain popup visibility state in the library because popups may be closed as any time. // - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered(). // - IMPORTANT: Popup identifiers are relative to the current ID stack, so OpenPopup and BeginPopup generally needs to be at the same level of the stack. // This is sometimes leading to confusing mistakes. May rework this in the future. // Popups: begin/end functions // - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards. ImGuiWindowFlags are forwarded to the window. // - BeginPopupModal(): block every interactions behind the window, cannot be closed by user, add a dimming background, has a title bar. IMGUI_API bool BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it. IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // return true if the modal is open, and you can start outputting to it. IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true! // Popups: open/close functions // - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options. // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE. // - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually. // - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options). // - Use ImGuiPopupFlags_NoOpenOverExistingPopup to avoid opening a popup if there's already one at the same level. This is equivalent to e.g. testing for !IsAnyPopupOpen() prior to OpenPopup(). // - Use IsWindowAppearing() after BeginPopup() to tell if a window just opened. // - IMPORTANT: Notice that for OpenPopupOnItemClick() we exceptionally default flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter IMGUI_API void OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags = 0); // call to mark popup as open (don't call every frame!). IMGUI_API void OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags = 0); // id overload to facilitate calling from nested stacks IMGUI_API void OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // helper to open popup when clicked on last item. Default to ImGuiPopupFlags_MouseButtonRight == 1. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors) IMGUI_API void CloseCurrentPopup(); // manually close the popup we have begin-ed into. // Popups: open+begin combined functions helpers // - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking. // - They are convenient to easily create context menus, hence the name. // - IMPORTANT: Notice that BeginPopupContextXXX takes ImGuiPopupFlags just like OpenPopup() and unlike BeginPopup(). For full consistency, we may add ImGuiWindowFlags to the BeginPopupContextXXX functions in the future. // - IMPORTANT: Notice that we exceptionally default their flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter, so if you add other flags remember to re-add the ImGuiPopupFlags_MouseButtonRight. IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked on last item. Use str_id==NULL to associate the popup to previous item. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp! IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);// open+begin popup when clicked on current window. IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked in void (where there are no windows). // Popups: query functions // - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack. // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack. // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open. IMGUI_API bool IsPopupOpen(const char* str_id, ImGuiPopupFlags flags = 0); // return true if the popup is open. // Tables // - Full-featured replacement for old Columns API. // - See Demo->Tables for demo code. See top of imgui_tables.cpp for general commentary. // - See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags. // The typical call flow is: // - 1. Call BeginTable(), early out if returning false. // - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults. // - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows. // - 4. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data. // - 5. Populate contents: // - In most situations you can use TableNextRow() + TableSetColumnIndex(N) to start appending into a column. // - If you are using tables as a sort of grid, where every columns is holding the same type of contents, // you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex(). // TableNextColumn() will automatically wrap-around into the next row if needed. // - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column! // - Summary of possible call flow: // -------------------------------------------------------------------------------------------------------- // TableNextRow() -> TableSetColumnIndex(0) -> Text("Hello 0") -> TableSetColumnIndex(1) -> Text("Hello 1") // OK // TableNextRow() -> TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK // TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK: TableNextColumn() automatically gets to next row! // TableNextRow() -> Text("Hello 0") // Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear! // -------------------------------------------------------------------------------------------------------- // - 5. Call EndTable() IMGUI_API bool BeginTable(const char* str_id, int column, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0.0f, 0.0f), float inner_width = 0.0f); IMGUI_API void EndTable(); // only call EndTable() if BeginTable() returns true! IMGUI_API void TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row. IMGUI_API bool TableNextColumn(); // append into the next column (or first column of next row if currently in last column). Return true when column is visible. IMGUI_API bool TableSetColumnIndex(int column_n); // append into the specified column. Return true when column is visible. // Tables: Headers & Columns declaration // - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc. // - Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column. // Headers are required to perform: reordering, sorting, and opening the context menu. // The context menu can also be made available in columns body using ImGuiTableFlags_ContextMenuInBody. // - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in // some advanced use cases (e.g. adding custom widgets in header row). // - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled. IMGUI_API void TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = 0.0f, ImGuiID user_id = 0); IMGUI_API void TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled. IMGUI_API void TableHeadersRow(); // submit all headers cells based on data provided to TableSetupColumn() + submit context menu IMGUI_API void TableHeader(const char* label); // submit one header cell manually (rarely used) // Tables: Sorting & Miscellaneous functions // - Sorting: call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting. // When 'sort_specs->SpecsDirty == true' you should sort your data. It will be true when sorting specs have // changed since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting, // else you may wastefully sort your data every frame! // - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index. IMGUI_API ImGuiTableSortSpecs* TableGetSortSpecs(); // get latest sort specs for the table (NULL if not sorting). Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable(). IMGUI_API int TableGetColumnCount(); // return number of columns (value passed to BeginTable) IMGUI_API int TableGetColumnIndex(); // return current column index. IMGUI_API int TableGetRowIndex(); // return current row index. IMGUI_API const char* TableGetColumnName(int column_n = -1); // return "" if column didn't have a name declared by TableSetupColumn(). Pass -1 to use current column. IMGUI_API ImGuiTableColumnFlags TableGetColumnFlags(int column_n = -1); // return column flags so you can query their Enabled/Visible/Sorted/Hovered status flags. Pass -1 to use current column. IMGUI_API void TableSetColumnEnabled(int column_n, bool v);// change user accessible enabled/disabled state of a column. Set to false to hide the column. User can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody) IMGUI_API void TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n = -1); // change the color of a cell, row, or column. See ImGuiTableBgTarget_ flags for details. // Legacy Columns API (prefer using Tables!) // - You can also use SameLine(pos_x) to mimic simplified columns. IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true); IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished IMGUI_API int GetColumnIndex(); // get current column index IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column IMGUI_API void SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column IMGUI_API float GetColumnOffset(int column_index = -1); // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetColumnsCount() inclusive. column 0 is typically 0.0f IMGUI_API void SetColumnOffset(int column_index, float offset_x); // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column IMGUI_API int GetColumnsCount(); // Tab Bars, Tabs // Note: Tabs are automatically created by the docking system. Use this to create tab bars/tabs yourself without docking being involved. IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true! IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0); // create a Tab. Returns true if the Tab is selected. IMGUI_API void EndTabItem(); // only call EndTabItem() if BeginTabItem() returns true! IMGUI_API bool TabItemButton(const char* label, ImGuiTabItemFlags flags = 0); // create a Tab behaving like a button. return true when clicked. cannot be selected in the tab bar. IMGUI_API void SetTabItemClosed(const char* tab_or_docked_window_label); // notify TabBar or Docking system of a closed tab/window ahead (useful to reduce visual flicker on reorderable tab bars). For tab-bar: call after BeginTabBar() and before Tab submissions. Otherwise call with a window name. // Docking // [BETA API] Enable with io.ConfigFlags |= ImGuiConfigFlags_DockingEnable. // Note: You can use most Docking facilities without calling any API. You DO NOT need to call DockSpace() to use Docking! // - Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking/undocking. // - Drag from window menu button (upper-left button) to undock an entire node (all windows). // - When io.ConfigDockingWithShift == true, you instead need to hold SHIFT to _enable_ docking/undocking. // About dockspaces: // - Use DockSpace() to create an explicit dock node _within_ an existing window. See Docking demo for details. // - Use DockSpaceOverViewport() to create an explicit dock node covering the screen or a specific viewport. // This is often used with ImGuiDockNodeFlags_PassthruCentralNode. // - Important: Dockspaces need to be submitted _before_ any window they can host. Submit it early in your frame! // - Important: Dockspaces need to be kept alive if hidden, otherwise windows docked into it will be undocked. // e.g. if you have multiple tabs with a dockspace inside each tab: submit the non-visible dockspaces with ImGuiDockNodeFlags_KeepAliveOnly. IMGUI_API ImGuiID DockSpace(ImGuiID id, const ImVec2& size = ImVec2(0, 0), ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL); IMGUI_API ImGuiID DockSpaceOverViewport(const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL); IMGUI_API void SetNextWindowDockID(ImGuiID dock_id, ImGuiCond cond = 0); // set next window dock id IMGUI_API void SetNextWindowClass(const ImGuiWindowClass* window_class); // set next window class (control docking compatibility + provide hints to platform backend via custom viewport flags and platform parent/child relationship) IMGUI_API ImGuiID GetWindowDockID(); IMGUI_API bool IsWindowDocked(); // is current window docked into another window? // Logging/Capture // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging. IMGUI_API void LogToTTY(int auto_open_depth = -1); // start logging to tty (stdout) IMGUI_API void LogToFile(int auto_open_depth = -1, const char* filename = NULL); // start logging to file IMGUI_API void LogToClipboard(int auto_open_depth = -1); // start logging to OS clipboard IMGUI_API void LogFinish(); // stop logging (close file, etc.) IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed) IMGUI_API void LogTextV(const char* fmt, va_list args) IM_FMTLIST(1); // Drag and Drop // - On source items, call BeginDragDropSource(), if it returns true also call SetDragDropPayload() + EndDragDropSource(). // - On target candidates, call BeginDragDropTarget(), if it returns true also call AcceptDragDropPayload() + EndDragDropTarget(). // - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we currently display a fallback "..." tooltip, see #1725) // - An item can be both drag source and drop target. IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call after submitting an item which may be dragged. when this return true, you can call SetDragDropPayload() + EndDragDropSource() IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t sz, ImGuiCond cond = 0); // type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui. Return true when payload has been accepted. IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true! IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget() IMGUI_API const ImGuiPayload* AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags = 0); // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released. IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true! IMGUI_API const ImGuiPayload* GetDragDropPayload(); // peek directly into the current payload from anywhere. may return NULL. use ImGuiPayload::IsDataType() to test for the payload type. // Disabling [BETA API] // - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors) // - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled) // - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it. IMGUI_API void BeginDisabled(bool disabled = true); IMGUI_API void EndDisabled(); // Clipping // - Mouse hovering is affected by ImGui::PushClipRect() calls, unlike direct calls to ImDrawList::PushClipRect() which are render only. IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect); IMGUI_API void PopClipRect(); // Focus, Activation // - Prefer using "SetItemDefaultFocus()" over "if (IsWindowAppearing()) SetScrollHereY()" when applicable to signify "this is the default item" IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a window. IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget. // Item/Widgets Utilities and Query Functions // - Most of the functions are referring to the previous Item that has been submitted. // - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions. IMGUI_API bool IsItemHovered(ImGuiHoveredFlags flags = 0); // is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options. IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited. This will continuously return true while holding mouse button on an item. Items that don't interact will always return false) IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation? IMGUI_API bool IsItemClicked(ImGuiMouseButton mouse_button = 0); // is the last item hovered and mouse clicked on? (**) == IsMouseClicked(mouse_button) && IsItemHovered()Important. (**) this it NOT equivalent to the behavior of e.g. Button(). Read comments in function definition. IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling) IMGUI_API bool IsItemEdited(); // did the last item modify its underlying value this frame? or was pressed? This is generally the same as the "bool" return value of many widgets. IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive). IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that requires continuous editing. IMGUI_API bool IsItemDeactivatedAfterEdit(); // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that requires continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item). IMGUI_API bool IsItemToggledOpen(); // was the last item open state toggled? set by TreeNode(). IMGUI_API bool IsAnyItemHovered(); // is any item hovered? IMGUI_API bool IsAnyItemActive(); // is any item active? IMGUI_API bool IsAnyItemFocused(); // is any item focused? IMGUI_API ImVec2 GetItemRectMin(); // get upper-left bounding rectangle of the last item (screen space) IMGUI_API ImVec2 GetItemRectMax(); // get lower-right bounding rectangle of the last item (screen space) IMGUI_API ImVec2 GetItemRectSize(); // get size of last item IMGUI_API void SetItemAllowOverlap(); // allow last item to be overlapped by a subsequent item. sometimes useful with invisible buttons, selectables, etc. to catch unused area. // Viewports // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows. // - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports. // - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode. IMGUI_API ImGuiViewport* GetMainViewport(); // return primary/default viewport. This can never be NULL. // Background/Foreground Draw Lists IMGUI_API ImDrawList* GetBackgroundDrawList(); // get background draw list for the viewport associated to the current window. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents. IMGUI_API ImDrawList* GetForegroundDrawList(); // get foreground draw list for the viewport associated to the current window. this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents. IMGUI_API ImDrawList* GetBackgroundDrawList(ImGuiViewport* viewport); // get background draw list for the given viewport. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents. IMGUI_API ImDrawList* GetForegroundDrawList(ImGuiViewport* viewport); // get foreground draw list for the given viewport. this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents. // Miscellaneous Utilities IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped. IMGUI_API bool IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max); // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side. IMGUI_API double GetTime(); // get global imgui time. incremented by io.DeltaTime every frame. IMGUI_API int GetFrameCount(); // get global imgui frame count. incremented by 1 every frame. IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances. IMGUI_API const char* GetStyleColorName(ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.). IMGUI_API void SetStateStorage(ImGuiStorage* storage); // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it) IMGUI_API ImGuiStorage* GetStateStorage(); IMGUI_API bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags flags = 0); // helper to create a child window / scrolling region that looks like a normal widget frame IMGUI_API void EndChildFrame(); // always call EndChildFrame() regardless of BeginChildFrame() return values (which indicates a collapsed/clipped window) // Text Utilities IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f); // Color Utilities IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in); IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in); IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v); IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b); // Inputs Utilities: Keyboard // Without IMGUI_DISABLE_OBSOLETE_KEYIO: (legacy support) // - For 'ImGuiKey key' you can still use your legacy native/user indices according to how your backend/engine stored them in io.KeysDown[]. // With IMGUI_DISABLE_OBSOLETE_KEYIO: (this is the way forward) // - Any use of 'ImGuiKey' will assert when key < 512 will be passed, previously reserved as native/user keys indices // - GetKeyIndex() is pass-through and therefore deprecated (gone if IMGUI_DISABLE_OBSOLETE_KEYIO is defined) IMGUI_API bool IsKeyDown(ImGuiKey key); // is key being held. IMGUI_API bool IsKeyPressed(ImGuiKey key, bool repeat = true); // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate IMGUI_API bool IsKeyReleased(ImGuiKey key); // was key released (went from Down to !Down)? IMGUI_API int GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate IMGUI_API const char* GetKeyName(ImGuiKey key); // [DEBUG] returns English name of the key. Those names a provided for debugging purpose and are not meant to be saved persistently not compared. IMGUI_API void CaptureKeyboardFromApp(bool want_capture_keyboard_value = true); // attention: misleading name! manually override io.WantCaptureKeyboard flag next frame (said flag is entirely left for your application to handle). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard_value"; after the next NewFrame() call. // Inputs Utilities: Mouse // - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right. // - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle. // - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold') IMGUI_API bool IsMouseDown(ImGuiMouseButton button); // is mouse button held? IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, bool repeat = false); // did mouse button clicked? (went from !Down to Down). Same as GetMouseClickedCount() == 1. IMGUI_API bool IsMouseReleased(ImGuiMouseButton button); // did mouse button released? (went from Down to !Down) IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button); // did mouse button double-clicked? Same as GetMouseClickedCount() == 2. (note that a double-click will also report IsMouseClicked() == true) IMGUI_API int GetMouseClickedCount(ImGuiMouseButton button); // return the number of successive mouse-clicks at the time where a click happen (otherwise 0). IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true);// is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block. IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available IMGUI_API bool IsAnyMouseDown(); // [WILL OBSOLETE] is any mouse button held? This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid. IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve mouse position at the time of opening popup we have BeginPopup() into (helper to avoid user backing that value themselves) IMGUI_API bool IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f); // is mouse dragging? (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold) IMGUI_API ImVec2 GetMouseDragDelta(ImGuiMouseButton button = 0, float lock_threshold = -1.0f); // return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold) IMGUI_API void ResetMouseDragDelta(ImGuiMouseButton button = 0); // IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired cursor type, reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you IMGUI_API void SetMouseCursor(ImGuiMouseCursor cursor_type); // set desired cursor type IMGUI_API void CaptureMouseFromApp(bool want_capture_mouse_value = true); // attention: misleading name! manually override io.WantCaptureMouse flag next frame (said flag is entirely left for your application to handle). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse_value;" after the next NewFrame() call. // Clipboard Utilities // - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard. IMGUI_API const char* GetClipboardText(); IMGUI_API void SetClipboardText(const char* text); // Settings/.Ini Utilities // - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini"). // - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually. // - Important: default value "imgui.ini" is relative to current working dir! Most apps will want to lock this to an absolute path (e.g. same path as executables). IMGUI_API void LoadIniSettingsFromDisk(const char* ini_filename); // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename). IMGUI_API void LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size=0); // call after CreateContext() and before the first call to NewFrame() to provide .ini data from your own data source. IMGUI_API void SaveIniSettingsToDisk(const char* ini_filename); // this is automatically called (if io.IniFilename is not empty) a few seconds after any modification that should be reflected in the .ini file (and also by DestroyContext). IMGUI_API const char* SaveIniSettingsToMemory(size_t* out_ini_size = NULL); // return a zero-terminated string with the .ini data which you can save by your own mean. call when io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings. // Debug Utilities // - This is used by the IMGUI_CHECKVERSION() macro. IMGUI_API bool DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx); // This is called by IMGUI_CHECKVERSION() macro. // Memory Allocators // - Those functions are not reliant on the current context. // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details. IMGUI_API void SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data = NULL); IMGUI_API void GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data); IMGUI_API void* MemAlloc(size_t size); IMGUI_API void MemFree(void* ptr); // (Optional) Platform/OS interface for multi-viewport support // Read comments around the ImGuiPlatformIO structure for more details. // Note: You may use GetWindowViewport() to get the current viewport of the current window. IMGUI_API ImGuiPlatformIO& GetPlatformIO(); // platform/renderer functions, for backend to setup + viewports list. IMGUI_API void UpdatePlatformWindows(); // call in main loop. will call CreateWindow/ResizeWindow/etc. platform functions for each secondary viewport, and DestroyWindow for each inactive viewport. IMGUI_API void RenderPlatformWindowsDefault(void* platform_render_arg = NULL, void* renderer_render_arg = NULL); // call in main loop. will call RenderWindow/SwapBuffers platform functions for each secondary viewport which doesn't have the ImGuiViewportFlags_Minimized flag set. May be reimplemented by user for custom rendering needs. IMGUI_API void DestroyPlatformWindows(); // call DestroyWindow platform functions for all viewports. call from backend Shutdown() if you need to close platform windows before imgui shutdown. otherwise will be called by DestroyContext(). IMGUI_API ImGuiViewport* FindViewportByID(ImGuiID id); // this is a helper for backends. IMGUI_API ImGuiViewport* FindViewportByPlatformHandle(void* platform_handle); // this is a helper for backends. the type platform_handle is decided by the backend (e.g. HWND, MyWindow*, GLFWwindow* etc.) } // namespace ImGui //----------------------------------------------------------------------------- // [SECTION] Flags & Enumerations //----------------------------------------------------------------------------- // Flags for ImGui::Begin() enum ImGuiWindowFlags_ { ImGuiWindowFlags_None = 0, ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programmatically) ImGuiWindowFlags_NoScrollWithMouse = 1 << 4, // Disable user vertically scrolling with mouse wheel. On child window, mouse wheel will be forwarded to the parent unless NoScrollbar is also set. ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it. Also referred to as Window Menu Button (e.g. within a docking node). ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame ImGuiWindowFlags_NoBackground = 1 << 7, // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f). ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file ImGuiWindowFlags_NoMouseInputs = 1 << 9, // Disable catching mouse, hovering test with pass through. ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar ImGuiWindowFlags_HorizontalScrollbar = 1 << 11, // Allow horizontal scrollbar to appear (off by default). You may use SetNextWindowContentSize(ImVec2(width,0.0f)); prior to calling Begin() to specify width. Read code in imgui_demo in the "Horizontal Scrolling" section. ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, // Disable taking focus when transitioning from hidden to visible state ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus) ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y) ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x) ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16, // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient) ImGuiWindowFlags_NoNavInputs = 1 << 18, // No gamepad/keyboard navigation within the window ImGuiWindowFlags_NoNavFocus = 1 << 19, // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB) ImGuiWindowFlags_UnsavedDocument = 1 << 20, // Display a dot next to the title. When used in a tab/docking context, tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar. ImGuiWindowFlags_NoDocking = 1 << 21, // Disable docking of this window ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse, ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, // [Internal] ImGuiWindowFlags_NavFlattened = 1 << 23, // [BETA] On child window: allow gamepad/keyboard navigation to cross over parent border to this child or between sibling child windows. ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild() ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip() ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup() ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal() ImGuiWindowFlags_ChildMenu = 1 << 28, // Don't use! For internal use by BeginMenu() ImGuiWindowFlags_DockNodeHost = 1 << 29 // Don't use! For internal use by Begin()/NewFrame() // [Obsolete] //ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // [Obsolete] --> Set io.ConfigWindowsResizeFromEdges=true and make sure mouse cursors are supported by backend (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) }; // Flags for ImGui::InputText() enum ImGuiInputTextFlags_ { ImGuiInputTextFlags_None = 0, ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/ ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef ImGuiInputTextFlags_CharsUppercase = 1 << 2, // Turn a..z into A..Z ImGuiInputTextFlags_CharsNoBlank = 1 << 3, // Filter out spaces, tabs ImGuiInputTextFlags_AutoSelectAll = 1 << 4, // Select entire text when first taking mouse focus ImGuiInputTextFlags_EnterReturnsTrue = 1 << 5, // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider looking at the IsItemDeactivatedAfterEdit() function. ImGuiInputTextFlags_CallbackCompletion = 1 << 6, // Callback on pressing TAB (for completion handling) ImGuiInputTextFlags_CallbackHistory = 1 << 7, // Callback on pressing Up/Down arrows (for history handling) ImGuiInputTextFlags_CallbackAlways = 1 << 8, // Callback on each iteration. User code may query cursor position, modify text buffer. ImGuiInputTextFlags_CallbackCharFilter = 1 << 9, // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard. ImGuiInputTextFlags_AllowTabInput = 1 << 10, // Pressing TAB input a '\t' character into the text field ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 11, // In multi-line mode, unfocus with Enter, add new line with Ctrl+Enter (default is opposite: unfocus with Ctrl+Enter, add line with Enter). ImGuiInputTextFlags_NoHorizontalScroll = 1 << 12, // Disable following the cursor horizontally ImGuiInputTextFlags_AlwaysOverwrite = 1 << 13, // Overwrite mode ImGuiInputTextFlags_ReadOnly = 1 << 14, // Read-only mode ImGuiInputTextFlags_Password = 1 << 15, // Password mode, display all characters as '*' ImGuiInputTextFlags_NoUndoRedo = 1 << 16, // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID(). ImGuiInputTextFlags_CharsScientific = 1 << 17, // Allow 0123456789.+-*/eE (Scientific notation input) ImGuiInputTextFlags_CallbackResize = 1 << 18, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this) ImGuiInputTextFlags_CallbackEdit = 1 << 19 // Callback on any edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active) // Obsolete names (will be removed soon) #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS , ImGuiInputTextFlags_AlwaysInsertMode = ImGuiInputTextFlags_AlwaysOverwrite // [renamed in 1.82] name was not matching behavior #endif }; // Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*() enum ImGuiTreeNodeFlags_ { ImGuiTreeNodeFlags_None = 0, ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected ImGuiTreeNodeFlags_Framed = 1 << 1, // Draw frame with background (e.g. for CollapsingHeader) ImGuiTreeNodeFlags_AllowItemOverlap = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes) ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Need double-click to open node ImGuiTreeNodeFlags_OpenOnArrow = 1 << 7, // Only open when clicking on the arrow part. If ImGuiTreeNodeFlags_OpenOnDoubleClick is also set, single-click arrow or double-click all box to open. ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes). ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow ImGuiTreeNodeFlags_FramePadding = 1 << 10, // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding(). ImGuiTreeNodeFlags_SpanAvailWidth = 1 << 11, // Extend hit box to the right-most edge, even if not framed. This is not the default in order to allow adding other items on the same line. In the future we may refactor the hit system to be front-to-back, allowing natural overlaps and then this can become the default. ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, // Extend hit box to the left-most and right-most edges (bypass the indented area). ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 13, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop) //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 14, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog }; // Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions. // - To be backward compatible with older API which took an 'int mouse_button = 1' argument, we need to treat // small flags values as a mouse button index, so we encode the mouse button in the first few bits of the flags. // It is therefore guaranteed to be legal to pass a mouse button index in ImGuiPopupFlags. // - For the same reason, we exceptionally default the ImGuiPopupFlags argument of BeginPopupContextXXX functions to 1 instead of 0. // IMPORTANT: because the default parameter is 1 (==ImGuiPopupFlags_MouseButtonRight), if you rely on the default parameter // and want to another another flag, you need to pass in the ImGuiPopupFlags_MouseButtonRight flag. // - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later). enum ImGuiPopupFlags_ { ImGuiPopupFlags_None = 0, ImGuiPopupFlags_MouseButtonLeft = 0, // For BeginPopupContext*(): open on Left Mouse release. Guaranteed to always be == 0 (same as ImGuiMouseButton_Left) ImGuiPopupFlags_MouseButtonRight = 1, // For BeginPopupContext*(): open on Right Mouse release. Guaranteed to always be == 1 (same as ImGuiMouseButton_Right) ImGuiPopupFlags_MouseButtonMiddle = 2, // For BeginPopupContext*(): open on Middle Mouse release. Guaranteed to always be == 2 (same as ImGuiMouseButton_Middle) ImGuiPopupFlags_MouseButtonMask_ = 0x1F, ImGuiPopupFlags_MouseButtonDefault_ = 1, ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 5, // For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack ImGuiPopupFlags_NoOpenOverItems = 1 << 6, // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space ImGuiPopupFlags_AnyPopupId = 1 << 7, // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup. ImGuiPopupFlags_AnyPopupLevel = 1 << 8, // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level) ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel }; // Flags for ImGui::Selectable() enum ImGuiSelectableFlags_ { ImGuiSelectableFlags_None = 0, ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this don't close parent popup window ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Selectable frame can span all columns (text will still fit in current column) ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too ImGuiSelectableFlags_Disabled = 1 << 3, // Cannot be selected, display grayed out text ImGuiSelectableFlags_AllowItemOverlap = 1 << 4 // (WIP) Hit testing to allow subsequent widgets to overlap this one }; // Flags for ImGui::BeginCombo() enum ImGuiComboFlags_ { ImGuiComboFlags_None = 0, ImGuiComboFlags_PopupAlignLeft = 1 << 0, // Align the popup toward the left by default ImGuiComboFlags_HeightSmall = 1 << 1, // Max ~4 items visible. Tip: If you want your combo popup to be a specific size you can use SetNextWindowSizeConstraints() prior to calling BeginCombo() ImGuiComboFlags_HeightRegular = 1 << 2, // Max ~8 items visible (default) ImGuiComboFlags_HeightLarge = 1 << 3, // Max ~20 items visible ImGuiComboFlags_HeightLargest = 1 << 4, // As many fitting items as possible ImGuiComboFlags_NoArrowButton = 1 << 5, // Display on the preview box without the square arrow button ImGuiComboFlags_NoPreview = 1 << 6, // Display only a square arrow button ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest }; // Flags for ImGui::BeginTabBar() enum ImGuiTabBarFlags_ { ImGuiTabBarFlags_None = 0, ImGuiTabBarFlags_Reorderable = 1 << 0, // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, // Automatically select new tabs when they appear ImGuiTabBarFlags_TabListPopupButton = 1 << 2, // Disable buttons to open the tab list popup ImGuiTabBarFlags_NoCloseWithMiddleMouseButton = 1 << 3, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false. ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4, // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll) ImGuiTabBarFlags_NoTooltip = 1 << 5, // Disable tooltips when hovering a tab ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 6, // Resize tabs when they don't fit ImGuiTabBarFlags_FittingPolicyScroll = 1 << 7, // Add scroll buttons when tabs don't fit ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll, ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown }; // Flags for ImGui::BeginTabItem() enum ImGuiTabItemFlags_ { ImGuiTabItemFlags_None = 0, ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Display a dot next to the title + tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar. ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programmatically make the tab selected when calling BeginTabItem() ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = 1 << 2, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false. ImGuiTabItemFlags_NoPushId = 1 << 3, // Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem() ImGuiTabItemFlags_NoTooltip = 1 << 4, // Disable tooltip for the given tab ImGuiTabItemFlags_NoReorder = 1 << 5, // Disable reordering this tab or having another tab cross over this tab ImGuiTabItemFlags_Leading = 1 << 6, // Enforce the tab position to the left of the tab bar (after the tab list popup button) ImGuiTabItemFlags_Trailing = 1 << 7 // Enforce the tab position to the right of the tab bar (before the scrolling buttons) }; // Flags for ImGui::BeginTable() // - Important! Sizing policies have complex and subtle side effects, much more so than you would expect. // Read comments/demos carefully + experiment with live demos to get acquainted with them. // - The DEFAULT sizing policies are: // - Default to ImGuiTableFlags_SizingFixedFit if ScrollX is on, or if host window has ImGuiWindowFlags_AlwaysAutoResize. // - Default to ImGuiTableFlags_SizingStretchSame if ScrollX is off. // - When ScrollX is off: // - Table defaults to ImGuiTableFlags_SizingStretchSame -> all Columns defaults to ImGuiTableColumnFlags_WidthStretch with same weight. // - Columns sizing policy allowed: Stretch (default), Fixed/Auto. // - Fixed Columns (if any) will generally obtain their requested width (unless the table cannot fit them all). // - Stretch Columns will share the remaining width according to their respective weight. // - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors. // The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns. // (this is because the visible order of columns have subtle but necessary effects on how they react to manual resizing). // - When ScrollX is on: // - Table defaults to ImGuiTableFlags_SizingFixedFit -> all Columns defaults to ImGuiTableColumnFlags_WidthFixed // - Columns sizing policy allowed: Fixed/Auto mostly. // - Fixed Columns can be enlarged as needed. Table will show an horizontal scrollbar if needed. // - When using auto-resizing (non-resizable) fixed columns, querying the content width to use item right-alignment e.g. SetNextItemWidth(-FLT_MIN) doesn't make sense, would create a feedback loop. // - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in BeginTable(). // If you specify a value for 'inner_width' then effectively the scrolling space is known and Stretch or mixed Fixed/Stretch columns become meaningful again. // - Read on documentation at the top of imgui_tables.cpp for details. enum ImGuiTableFlags_ { // Features ImGuiTableFlags_None = 0, ImGuiTableFlags_Resizable = 1 << 0, // Enable resizing columns. ImGuiTableFlags_Reorderable = 1 << 1, // Enable reordering columns in header row (need calling TableSetupColumn() + TableHeadersRow() to display headers) ImGuiTableFlags_Hideable = 1 << 2, // Enable hiding/disabling columns in context menu. ImGuiTableFlags_Sortable = 1 << 3, // Enable sorting. Call TableGetSortSpecs() to obtain sort specs. Also see ImGuiTableFlags_SortMulti and ImGuiTableFlags_SortTristate. ImGuiTableFlags_NoSavedSettings = 1 << 4, // Disable persisting columns order, width and sort settings in the .ini file. ImGuiTableFlags_ContextMenuInBody = 1 << 5, // Right-click on columns body/contents will display table context menu. By default it is available in TableHeadersRow(). // Decorations ImGuiTableFlags_RowBg = 1 << 6, // Set each RowBg color with ImGuiCol_TableRowBg or ImGuiCol_TableRowBgAlt (equivalent of calling TableSetBgColor with ImGuiTableBgFlags_RowBg0 on each row manually) ImGuiTableFlags_BordersInnerH = 1 << 7, // Draw horizontal borders between rows. ImGuiTableFlags_BordersOuterH = 1 << 8, // Draw horizontal borders at the top and bottom. ImGuiTableFlags_BordersInnerV = 1 << 9, // Draw vertical borders between columns. ImGuiTableFlags_BordersOuterV = 1 << 10, // Draw vertical borders on the left and right sides. ImGuiTableFlags_BordersH = ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH, // Draw horizontal borders. ImGuiTableFlags_BordersV = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV, // Draw vertical borders. ImGuiTableFlags_BordersInner = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, // Draw inner borders. ImGuiTableFlags_BordersOuter = ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, // Draw outer borders. ImGuiTableFlags_Borders = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter, // Draw all borders. ImGuiTableFlags_NoBordersInBody = 1 << 11, // [ALPHA] Disable vertical borders in columns Body (borders will always appears in Headers). -> May move to style ImGuiTableFlags_NoBordersInBodyUntilResize = 1 << 12, // [ALPHA] Disable vertical borders in columns Body until hovered for resize (borders will always appears in Headers). -> May move to style // Sizing Policy (read above for defaults) ImGuiTableFlags_SizingFixedFit = 1 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching contents width. ImGuiTableFlags_SizingFixedSame = 2 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching the maximum contents width of all columns. Implicitly enable ImGuiTableFlags_NoKeepColumnsVisible. ImGuiTableFlags_SizingStretchProp = 3 << 13, // Columns default to _WidthStretch with default weights proportional to each columns contents widths. ImGuiTableFlags_SizingStretchSame = 4 << 13, // Columns default to _WidthStretch with default weights all equal, unless overridden by TableSetupColumn(). // Sizing Extra Options ImGuiTableFlags_NoHostExtendX = 1 << 16, // Make outer width auto-fit to columns, overriding outer_size.x value. Only available when ScrollX/ScrollY are disabled and Stretch columns are not used. ImGuiTableFlags_NoHostExtendY = 1 << 17, // Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible. ImGuiTableFlags_NoKeepColumnsVisible = 1 << 18, // Disable keeping column always minimally visible when ScrollX is off and table gets too small. Not recommended if columns are resizable. ImGuiTableFlags_PreciseWidths = 1 << 19, // Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth. // Clipping ImGuiTableFlags_NoClip = 1 << 20, // Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with TableSetupScrollFreeze(). // Padding ImGuiTableFlags_PadOuterX = 1 << 21, // Default if BordersOuterV is on. Enable outer-most padding. Generally desirable if you have headers. ImGuiTableFlags_NoPadOuterX = 1 << 22, // Default if BordersOuterV is off. Disable outer-most padding. ImGuiTableFlags_NoPadInnerX = 1 << 23, // Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off). // Scrolling ImGuiTableFlags_ScrollX = 1 << 24, // Enable horizontal scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. Changes default sizing policy. Because this create a child window, ScrollY is currently generally recommended when using ScrollX. ImGuiTableFlags_ScrollY = 1 << 25, // Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. // Sorting ImGuiTableFlags_SortMulti = 1 << 26, // Hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1). ImGuiTableFlags_SortTristate = 1 << 27, // Allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0). // [Internal] Combinations and masks ImGuiTableFlags_SizingMask_ = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame // Obsolete names (will be removed soon) #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS //, ImGuiTableFlags_ColumnsWidthFixed = ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_ColumnsWidthStretch = ImGuiTableFlags_SizingStretchSame // WIP Tables 2020/12 //, ImGuiTableFlags_SizingPolicyFixed = ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_SizingPolicyStretch = ImGuiTableFlags_SizingStretchSame // WIP Tables 2021/01 #endif }; // Flags for ImGui::TableSetupColumn() enum ImGuiTableColumnFlags_ { // Input configuration flags ImGuiTableColumnFlags_None = 0, ImGuiTableColumnFlags_Disabled = 1 << 0, // Overriding/master disable flag: hide column, won't show in context menu (unlike calling TableSetColumnEnabled() which manipulates the user accessible state) ImGuiTableColumnFlags_DefaultHide = 1 << 1, // Default as a hidden/disabled column. ImGuiTableColumnFlags_DefaultSort = 1 << 2, // Default as a sorting column. ImGuiTableColumnFlags_WidthStretch = 1 << 3, // Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _SizingStretchSame or _SizingStretchProp). ImGuiTableColumnFlags_WidthFixed = 1 << 4, // Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy is _SizingFixedFit and table is resizable). ImGuiTableColumnFlags_NoResize = 1 << 5, // Disable manual resizing. ImGuiTableColumnFlags_NoReorder = 1 << 6, // Disable manual reordering this column, this will also prevent other columns from crossing over this column. ImGuiTableColumnFlags_NoHide = 1 << 7, // Disable ability to hide/disable this column. ImGuiTableColumnFlags_NoClip = 1 << 8, // Disable clipping for this column (all NoClip columns will render in a same draw command). ImGuiTableColumnFlags_NoSort = 1 << 9, // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table). ImGuiTableColumnFlags_NoSortAscending = 1 << 10, // Disable ability to sort in the ascending direction. ImGuiTableColumnFlags_NoSortDescending = 1 << 11, // Disable ability to sort in the descending direction. ImGuiTableColumnFlags_NoHeaderLabel = 1 << 12, // TableHeadersRow() will not submit label for this column. Convenient for some small columns. Name will still appear in context menu. ImGuiTableColumnFlags_NoHeaderWidth = 1 << 13, // Disable header text width contribution to automatic column width. ImGuiTableColumnFlags_PreferSortAscending = 1 << 14, // Make the initial sort direction Ascending when first sorting on this column (default). ImGuiTableColumnFlags_PreferSortDescending = 1 << 15, // Make the initial sort direction Descending when first sorting on this column. ImGuiTableColumnFlags_IndentEnable = 1 << 16, // Use current Indent value when entering cell (default for column 0). ImGuiTableColumnFlags_IndentDisable = 1 << 17, // Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored. // Output status flags, read-only via TableGetColumnFlags() ImGuiTableColumnFlags_IsEnabled = 1 << 24, // Status: is enabled == not hidden by user/api (referred to as "Hide" in _DefaultHide and _NoHide) flags. ImGuiTableColumnFlags_IsVisible = 1 << 25, // Status: is visible == is enabled AND not clipped by scrolling. ImGuiTableColumnFlags_IsSorted = 1 << 26, // Status: is currently part of the sort specs ImGuiTableColumnFlags_IsHovered = 1 << 27, // Status: is hovered by mouse // [Internal] Combinations and masks ImGuiTableColumnFlags_WidthMask_ = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed, ImGuiTableColumnFlags_IndentMask_ = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable, ImGuiTableColumnFlags_StatusMask_ = ImGuiTableColumnFlags_IsEnabled | ImGuiTableColumnFlags_IsVisible | ImGuiTableColumnFlags_IsSorted | ImGuiTableColumnFlags_IsHovered, ImGuiTableColumnFlags_NoDirectResize_ = 1 << 30 // [Internal] Disable user resizing this column directly (it may however we resized indirectly from its left edge) // Obsolete names (will be removed soon) #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS //ImGuiTableColumnFlags_WidthAuto = ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_NoResize, // Column will not stretch and keep resizing based on submitted contents. #endif }; // Flags for ImGui::TableNextRow() enum ImGuiTableRowFlags_ { ImGuiTableRowFlags_None = 0, ImGuiTableRowFlags_Headers = 1 << 0 // Identify header row (set default background color + width of its contents accounted differently for auto column width) }; // Enum for ImGui::TableSetBgColor() // Background colors are rendering in 3 layers: // - Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set. // - Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set. // - Layer 2: draw with CellBg color if set. // The purpose of the two row/columns layers is to let you decide if a background color changes should override or blend with the existing color. // When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows. // If you set the color of RowBg0 target, your color will override the existing RowBg0 color. // If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color. enum ImGuiTableBgTarget_ { ImGuiTableBgTarget_None = 0, ImGuiTableBgTarget_RowBg0 = 1, // Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used) ImGuiTableBgTarget_RowBg1 = 2, // Set row background color 1 (generally used for selection marking) ImGuiTableBgTarget_CellBg = 3 // Set cell background color (top-most color) }; // Flags for ImGui::IsWindowFocused() enum ImGuiFocusedFlags_ { ImGuiFocusedFlags_None = 0, ImGuiFocusedFlags_ChildWindows = 1 << 0, // Return true if any children of the window is focused ImGuiFocusedFlags_RootWindow = 1 << 1, // Test from root window (top most parent of the current hierarchy) ImGuiFocusedFlags_AnyWindow = 1 << 2, // Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ! ImGuiFocusedFlags_NoPopupHierarchy = 1 << 3, // Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow) ImGuiFocusedFlags_DockHierarchy = 1 << 4, // Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow) ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows }; // Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered() // Note: if you are trying to check whether your mouse should be dispatched to Dear ImGui or to your app, you should use 'io.WantCaptureMouse' instead! Please read the FAQ! // Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls. enum ImGuiHoveredFlags_ { ImGuiHoveredFlags_None = 0, // Return true if directly over the item/window, not obstructed by another window, not obstructed by an active popup or modal blocking inputs under them. ImGuiHoveredFlags_ChildWindows = 1 << 0, // IsWindowHovered() only: Return true if any children of the window is hovered ImGuiHoveredFlags_RootWindow = 1 << 1, // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy) ImGuiHoveredFlags_AnyWindow = 1 << 2, // IsWindowHovered() only: Return true if any window is hovered ImGuiHoveredFlags_NoPopupHierarchy = 1 << 3, // IsWindowHovered() only: Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow) ImGuiHoveredFlags_DockHierarchy = 1 << 4, // IsWindowHovered() only: Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow) ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 5, // Return true even if a popup window is normally blocking access to this item/window //ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 6, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet. ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 7, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns. ImGuiHoveredFlags_AllowWhenOverlapped = 1 << 8, // IsItemHovered() only: Return true even if the position is obstructed or overlapped by another window ImGuiHoveredFlags_AllowWhenDisabled = 1 << 9, // IsItemHovered() only: Return true even if the item is disabled ImGuiHoveredFlags_NoNavOverride = 1 << 10, // Disable using gamepad/keyboard navigation state when active, always query mouse. ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped, ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows }; // Flags for ImGui::DockSpace(), shared/inherited by child nodes. // (Some flags can be applied to individual nodes directly) // FIXME-DOCK: Also see ImGuiDockNodeFlagsPrivate_ which may involve using the WIP and internal DockBuilder api. enum ImGuiDockNodeFlags_ { ImGuiDockNodeFlags_None = 0, ImGuiDockNodeFlags_KeepAliveOnly = 1 << 0, // Shared // Don't display the dockspace node but keep it alive. Windows docked into this dockspace node won't be undocked. //ImGuiDockNodeFlags_NoCentralNode = 1 << 1, // Shared // Disable Central Node (the node which can stay empty) ImGuiDockNodeFlags_NoDockingInCentralNode = 1 << 2, // Shared // Disable docking inside the Central Node, which will be always kept empty. ImGuiDockNodeFlags_PassthruCentralNode = 1 << 3, // Shared // Enable passthru dockspace: 1) DockSpace() will render a ImGuiCol_WindowBg background covering everything excepted the Central Node when empty. Meaning the host window should probably use SetNextWindowBgAlpha(0.0f) prior to Begin() when using this. 2) When Central Node is empty: let inputs pass-through + won't display a DockingEmptyBg background. See demo for details. ImGuiDockNodeFlags_NoSplit = 1 << 4, // Shared/Local // Disable splitting the node into smaller nodes. Useful e.g. when embedding dockspaces into a main root one (the root one may have splitting disabled to reduce confusion). Note: when turned off, existing splits will be preserved. ImGuiDockNodeFlags_NoResize = 1 << 5, // Shared/Local // Disable resizing node using the splitter/separators. Useful with programmatically setup dockspaces. ImGuiDockNodeFlags_AutoHideTabBar = 1 << 6 // Shared/Local // Tab bar will automatically hide when there is a single window in the dock node. }; // Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload() enum ImGuiDragDropFlags_ { ImGuiDragDropFlags_None = 0, // BeginDragDropSource() flags ImGuiDragDropFlags_SourceNoPreviewTooltip = 1 << 0, // By default, a successful call to BeginDragDropSource opens a tooltip so you can display a preview or description of the source contents. This flag disable this behavior. ImGuiDragDropFlags_SourceNoDisableHover = 1 << 1, // By default, when dragging we clear data so that IsItemHovered() will return false, to avoid subsequent user code submitting tooltips. This flag disable this behavior so you can still call IsItemHovered() on the source item. ImGuiDragDropFlags_SourceNoHoldToOpenOthers = 1 << 2, // Disable the behavior that allows to open tree nodes and collapsing header by holding over them while dragging a source item. ImGuiDragDropFlags_SourceAllowNullID = 1 << 3, // Allow items such as Text(), Image() that have no unique identifier to be used as drag source, by manufacturing a temporary identifier based on their window-relative position. This is extremely unusual within the dear imgui ecosystem and so we made it explicit. ImGuiDragDropFlags_SourceExtern = 1 << 4, // External source (from outside of dear imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously. ImGuiDragDropFlags_SourceAutoExpirePayload = 1 << 5, // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged) // AcceptDragDropPayload() flags ImGuiDragDropFlags_AcceptBeforeDelivery = 1 << 10, // AcceptDragDropPayload() will returns true even before the mouse button is released. You can then call IsDelivery() to test if the payload needs to be delivered. ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, // Do not draw the default highlight rectangle when hovering over target. ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site. ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect // For peeking ahead and inspecting the payload before delivery. }; // Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui. #define IMGUI_PAYLOAD_TYPE_COLOR_3F "_COL3F" // float[3]: Standard type for colors, without alpha. User code may use this type. #define IMGUI_PAYLOAD_TYPE_COLOR_4F "_COL4F" // float[4]: Standard type for colors. User code may use this type. // A primary data type enum ImGuiDataType_ { ImGuiDataType_S8, // signed char / char (with sensible compilers) ImGuiDataType_U8, // unsigned char ImGuiDataType_S16, // short ImGuiDataType_U16, // unsigned short ImGuiDataType_S32, // int ImGuiDataType_U32, // unsigned int ImGuiDataType_S64, // long long / __int64 ImGuiDataType_U64, // unsigned long long / unsigned __int64 ImGuiDataType_Float, // float ImGuiDataType_Double, // double ImGuiDataType_COUNT }; // A cardinal direction enum ImGuiDir_ { ImGuiDir_None = -1, ImGuiDir_Left = 0, ImGuiDir_Right = 1, ImGuiDir_Up = 2, ImGuiDir_Down = 3, ImGuiDir_COUNT }; // A sorting direction enum ImGuiSortDirection_ { ImGuiSortDirection_None = 0, ImGuiSortDirection_Ascending = 1, // Ascending = 0->9, A->Z etc. ImGuiSortDirection_Descending = 2 // Descending = 9->0, Z->A etc. }; enum ImGuiKey_ { // Keyboard ImGuiKey_None = 0, ImGuiKey_Tab = 512, // == ImGuiKey_NamedKey_BEGIN ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow, ImGuiKey_PageUp, ImGuiKey_PageDown, ImGuiKey_Home, ImGuiKey_End, ImGuiKey_Insert, ImGuiKey_Delete, ImGuiKey_Backspace, ImGuiKey_Space, ImGuiKey_Enter, ImGuiKey_Escape, ImGuiKey_LeftCtrl, ImGuiKey_LeftShift, ImGuiKey_LeftAlt, ImGuiKey_LeftSuper, ImGuiKey_RightCtrl, ImGuiKey_RightShift, ImGuiKey_RightAlt, ImGuiKey_RightSuper, ImGuiKey_Menu, ImGuiKey_0, ImGuiKey_1, ImGuiKey_2, ImGuiKey_3, ImGuiKey_4, ImGuiKey_5, ImGuiKey_6, ImGuiKey_7, ImGuiKey_8, ImGuiKey_9, ImGuiKey_A, ImGuiKey_B, ImGuiKey_C, ImGuiKey_D, ImGuiKey_E, ImGuiKey_F, ImGuiKey_G, ImGuiKey_H, ImGuiKey_I, ImGuiKey_J, ImGuiKey_K, ImGuiKey_L, ImGuiKey_M, ImGuiKey_N, ImGuiKey_O, ImGuiKey_P, ImGuiKey_Q, ImGuiKey_R, ImGuiKey_S, ImGuiKey_T, ImGuiKey_U, ImGuiKey_V, ImGuiKey_W, ImGuiKey_X, ImGuiKey_Y, ImGuiKey_Z, ImGuiKey_F1, ImGuiKey_F2, ImGuiKey_F3, ImGuiKey_F4, ImGuiKey_F5, ImGuiKey_F6, ImGuiKey_F7, ImGuiKey_F8, ImGuiKey_F9, ImGuiKey_F10, ImGuiKey_F11, ImGuiKey_F12, ImGuiKey_Apostrophe, // ' ImGuiKey_Comma, // , ImGuiKey_Minus, // - ImGuiKey_Period, // . ImGuiKey_Slash, // / ImGuiKey_Semicolon, // ; ImGuiKey_Equal, // = ImGuiKey_LeftBracket, // [ ImGuiKey_Backslash, // \ (this text inhibit multiline comment caused by backslash) ImGuiKey_RightBracket, // ] ImGuiKey_GraveAccent, // ` ImGuiKey_CapsLock, ImGuiKey_ScrollLock, ImGuiKey_NumLock, ImGuiKey_PrintScreen, ImGuiKey_Pause, ImGuiKey_Keypad0, ImGuiKey_Keypad1, ImGuiKey_Keypad2, ImGuiKey_Keypad3, ImGuiKey_Keypad4, ImGuiKey_Keypad5, ImGuiKey_Keypad6, ImGuiKey_Keypad7, ImGuiKey_Keypad8, ImGuiKey_Keypad9, ImGuiKey_KeypadDecimal, ImGuiKey_KeypadDivide, ImGuiKey_KeypadMultiply, ImGuiKey_KeypadSubtract, ImGuiKey_KeypadAdd, ImGuiKey_KeypadEnter, ImGuiKey_KeypadEqual, // Gamepad (some of those are analog values, 0.0f to 1.0f) // NAVIGATION action ImGuiKey_GamepadStart, // Menu (Xbox) + (Switch) Start/Options (PS) // -- ImGuiKey_GamepadBack, // View (Xbox) - (Switch) Share (PS) // -- ImGuiKey_GamepadFaceUp, // Y (Xbox) X (Switch) Triangle (PS) // -> ImGuiNavInput_Input ImGuiKey_GamepadFaceDown, // A (Xbox) B (Switch) Cross (PS) // -> ImGuiNavInput_Activate ImGuiKey_GamepadFaceLeft, // X (Xbox) Y (Switch) Square (PS) // -> ImGuiNavInput_Menu ImGuiKey_GamepadFaceRight, // B (Xbox) A (Switch) Circle (PS) // -> ImGuiNavInput_Cancel ImGuiKey_GamepadDpadUp, // D-pad Up // -> ImGuiNavInput_DpadUp ImGuiKey_GamepadDpadDown, // D-pad Down // -> ImGuiNavInput_DpadDown ImGuiKey_GamepadDpadLeft, // D-pad Left // -> ImGuiNavInput_DpadLeft ImGuiKey_GamepadDpadRight, // D-pad Right // -> ImGuiNavInput_DpadRight ImGuiKey_GamepadL1, // L Bumper (Xbox) L (Switch) L1 (PS) // -> ImGuiNavInput_FocusPrev + ImGuiNavInput_TweakSlow ImGuiKey_GamepadR1, // R Bumper (Xbox) R (Switch) R1 (PS) // -> ImGuiNavInput_FocusNext + ImGuiNavInput_TweakFast ImGuiKey_GamepadL2, // L Trigger (Xbox) ZL (Switch) L2 (PS) [Analog] ImGuiKey_GamepadR2, // R Trigger (Xbox) ZR (Switch) R2 (PS) [Analog] ImGuiKey_GamepadL3, // L Thumbstick (Xbox) L3 (Switch) L3 (PS) ImGuiKey_GamepadR3, // R Thumbstick (Xbox) R3 (Switch) R3 (PS) ImGuiKey_GamepadLStickUp, // [Analog] // -> ImGuiNavInput_LStickUp ImGuiKey_GamepadLStickDown, // [Analog] // -> ImGuiNavInput_LStickDown ImGuiKey_GamepadLStickLeft, // [Analog] // -> ImGuiNavInput_LStickLeft ImGuiKey_GamepadLStickRight, // [Analog] // -> ImGuiNavInput_LStickRight ImGuiKey_GamepadRStickUp, // [Analog] ImGuiKey_GamepadRStickDown, // [Analog] ImGuiKey_GamepadRStickLeft, // [Analog] ImGuiKey_GamepadRStickRight, // [Analog] // Keyboard Modifiers (explicitly submitted by backend via AddKeyEvent() calls) // - This is mirroring the data also written to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper, in a format allowing // them to be accessed via standard key API, allowing calls such as IsKeyPressed(), IsKeyReleased(), querying duration etc. // - Code polling every keys (e.g. an interface to detect a key press for input mapping) might want to ignore those // and prefer using the real keys (e.g. ImGuiKey_LeftCtrl, ImGuiKey_RightCtrl instead of ImGuiKey_ModCtrl). // - In theory the value of keyboard modifiers should be roughly equivalent to a logical or of the equivalent left/right keys. // In practice: it's complicated; mods are often provided from different sources. Keyboard layout, IME, sticky keys and // backends tend to interfere and break that equivalence. The safer decision is to relay that ambiguity down to the end-user... ImGuiKey_ModCtrl, ImGuiKey_ModShift, ImGuiKey_ModAlt, ImGuiKey_ModSuper, // End of list ImGuiKey_COUNT, // No valid ImGuiKey is ever greater than this value // [Internal] Prior to 1.87 we required user to fill io.KeysDown[512] using their own native index + a io.KeyMap[] array. // We are ditching this method but keeping a legacy path for user code doing e.g. IsKeyPressed(MY_NATIVE_KEY_CODE) ImGuiKey_NamedKey_BEGIN = 512, ImGuiKey_NamedKey_END = ImGuiKey_COUNT, ImGuiKey_NamedKey_COUNT = ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN, #ifdef IMGUI_DISABLE_OBSOLETE_KEYIO ImGuiKey_KeysData_SIZE = ImGuiKey_NamedKey_COUNT, // Size of KeysData[]: only hold named keys ImGuiKey_KeysData_OFFSET = ImGuiKey_NamedKey_BEGIN // First key stored in KeysData[0] #else ImGuiKey_KeysData_SIZE = ImGuiKey_COUNT, // Size of KeysData[]: hold legacy 0..512 keycodes + named keys ImGuiKey_KeysData_OFFSET = 0 // First key stored in KeysData[0] #endif #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS , ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter // Renamed in 1.87 #endif }; // Helper "flags" version of key-mods to store and compare multiple key-mods easily. Sometimes used for storage (e.g. io.KeyMods) but otherwise not much used in public API. enum ImGuiModFlags_ { ImGuiModFlags_None = 0, ImGuiModFlags_Ctrl = 1 << 0, ImGuiModFlags_Shift = 1 << 1, ImGuiModFlags_Alt = 1 << 2, // Menu ImGuiModFlags_Super = 1 << 3 // Cmd/Super/Windows key }; // Gamepad/Keyboard navigation // Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.AddKeyEvent() calls. // Gamepad: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Backend: set ImGuiBackendFlags_HasGamepad and fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame(). // Read instructions in imgui.cpp for more details. Download PNG/PSD at http://dearimgui.org/controls_sheets. enum ImGuiNavInput_ { // Gamepad Mapping ImGuiNavInput_Activate, // Activate / Open / Toggle / Tweak value // e.g. Cross (PS4), A (Xbox), A (Switch), Space (Keyboard) ImGuiNavInput_Cancel, // Cancel / Close / Exit // e.g. Circle (PS4), B (Xbox), B (Switch), Escape (Keyboard) ImGuiNavInput_Input, // Text input / On-Screen keyboard // e.g. Triang.(PS4), Y (Xbox), X (Switch), Return (Keyboard) ImGuiNavInput_Menu, // Tap: Toggle menu / Hold: Focus, Move, Resize // e.g. Square (PS4), X (Xbox), Y (Switch), Alt (Keyboard) ImGuiNavInput_DpadLeft, // Move / Tweak / Resize window (w/ PadMenu) // e.g. D-pad Left/Right/Up/Down (Gamepads), Arrow keys (Keyboard) ImGuiNavInput_DpadRight, // ImGuiNavInput_DpadUp, // ImGuiNavInput_DpadDown, // ImGuiNavInput_LStickLeft, // Scroll / Move window (w/ PadMenu) // e.g. Left Analog Stick Left/Right/Up/Down ImGuiNavInput_LStickRight, // ImGuiNavInput_LStickUp, // ImGuiNavInput_LStickDown, // ImGuiNavInput_FocusPrev, // Focus Next window (w/ PadMenu) // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch) ImGuiNavInput_FocusNext, // Focus Prev window (w/ PadMenu) // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch) ImGuiNavInput_TweakSlow, // Slower tweaks // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch) ImGuiNavInput_TweakFast, // Faster tweaks // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch) // [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them. // Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from keyboard keys instead of io.NavInputs[]. ImGuiNavInput_KeyLeft_, // Move left // = Arrow keys ImGuiNavInput_KeyRight_, // Move right ImGuiNavInput_KeyUp_, // Move up ImGuiNavInput_KeyDown_, // Move down ImGuiNavInput_COUNT }; // Configuration flags stored in io.ConfigFlags. Set by user/application. enum ImGuiConfigFlags_ { ImGuiConfigFlags_None = 0, ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.AddKeyEvent() calls ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. This is mostly to instruct your imgui backend to fill io.NavInputs[]. Backend also needs to set ImGuiBackendFlags_HasGamepad. ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your backend, otherwise ImGui will react as if the mouse is jumping around back and forth. ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set. ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information set by the backend. ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct backend to not alter mouse cursor shape and visibility. Use if the backend cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead. // [BETA] Docking ImGuiConfigFlags_DockingEnable = 1 << 6, // Docking enable flags. // [BETA] Viewports // When using viewports it is recommended that your default value for ImGuiCol_WindowBg is opaque (Alpha=1.0) so transition to a viewport won't be noticeable. ImGuiConfigFlags_ViewportsEnable = 1 << 10, // Viewport enable flags (require both ImGuiBackendFlags_PlatformHasViewports + ImGuiBackendFlags_RendererHasViewports set by the respective backends) ImGuiConfigFlags_DpiEnableScaleViewports= 1 << 14, // [BETA: Don't use] FIXME-DPI: Reposition and resize imgui windows when the DpiScale of a viewport changed (mostly useful for the main viewport hosting other window). Note that resizing the main window itself is up to your application. ImGuiConfigFlags_DpiEnableScaleFonts = 1 << 15, // [BETA: Don't use] FIXME-DPI: Request bitmap-scaled fonts to match DpiScale. This is a very low-quality workaround. The correct way to handle DPI is _currently_ to replace the atlas and/or fonts in the Platform_OnChangedViewport callback, but this is all early work in progress. // User storage (to allow your backend/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core Dear ImGui) ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware. ImGuiConfigFlags_IsTouchScreen = 1 << 21 // Application is using a touch screen instead of a mouse. }; // Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend. enum ImGuiBackendFlags_ { ImGuiBackendFlags_None = 0, ImGuiBackendFlags_HasGamepad = 1 << 0, // Backend Platform supports gamepad and currently has one connected. ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape. ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set). ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3, // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices. // [BETA] Viewports ImGuiBackendFlags_PlatformHasViewports = 1 << 10, // Backend Platform supports multiple viewports. ImGuiBackendFlags_HasMouseHoveredViewport=1 << 11, // Backend Platform supports calling io.AddMouseViewportEvent() with the viewport under the mouse. IF POSSIBLE, ignore viewports with the ImGuiViewportFlags_NoInputs flag (Win32 backend, GLFW 3.30+ backend can do this, SDL backend cannot). If this cannot be done, Dear ImGui needs to use a flawed heuristic to find the viewport under. ImGuiBackendFlags_RendererHasViewports = 1 << 12 // Backend Renderer supports multiple viewports. }; // Enumeration for PushStyleColor() / PopStyleColor() enum ImGuiCol_ { ImGuiCol_Text, ImGuiCol_TextDisabled, ImGuiCol_WindowBg, // Background of normal windows ImGuiCol_ChildBg, // Background of child windows ImGuiCol_PopupBg, // Background of popups, menus, tooltips windows ImGuiCol_Border, ImGuiCol_BorderShadow, ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input ImGuiCol_FrameBgHovered, ImGuiCol_FrameBgActive, ImGuiCol_TitleBg, ImGuiCol_TitleBgActive, ImGuiCol_TitleBgCollapsed, ImGuiCol_MenuBarBg, ImGuiCol_ScrollbarBg, ImGuiCol_ScrollbarGrab, ImGuiCol_ScrollbarGrabHovered, ImGuiCol_ScrollbarGrabActive, ImGuiCol_CheckMark, ImGuiCol_SliderGrab, ImGuiCol_SliderGrabActive, ImGuiCol_Button, ImGuiCol_ButtonHovered, ImGuiCol_ButtonActive, ImGuiCol_Header, // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem ImGuiCol_HeaderHovered, ImGuiCol_HeaderActive, ImGuiCol_Separator, ImGuiCol_SeparatorHovered, ImGuiCol_SeparatorActive, ImGuiCol_ResizeGrip, ImGuiCol_ResizeGripHovered, ImGuiCol_ResizeGripActive, ImGuiCol_Tab, ImGuiCol_TabHovered, ImGuiCol_TabActive, ImGuiCol_TabUnfocused, ImGuiCol_TabUnfocusedActive, ImGuiCol_DockingPreview, // Preview overlay color when about to docking something ImGuiCol_DockingEmptyBg, // Background color for empty node (e.g. CentralNode with no window docked into it) ImGuiCol_PlotLines, ImGuiCol_PlotLinesHovered, ImGuiCol_PlotHistogram, ImGuiCol_PlotHistogramHovered, ImGuiCol_TableHeaderBg, // Table header background ImGuiCol_TableBorderStrong, // Table outer and header borders (prefer using Alpha=1.0 here) ImGuiCol_TableBorderLight, // Table inner borders (prefer using Alpha=1.0 here) ImGuiCol_TableRowBg, // Table row background (even rows) ImGuiCol_TableRowBgAlt, // Table row background (odd rows) ImGuiCol_TextSelectedBg, ImGuiCol_DragDropTarget, ImGuiCol_NavHighlight, // Gamepad/keyboard: current highlighted item ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active ImGuiCol_COUNT }; // Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure. // - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code. // During initialization or between frames, feel free to just poke into ImGuiStyle directly. // - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description. // In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. // With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. // - When changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type. enum ImGuiStyleVar_ { // Enum name --------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions) ImGuiStyleVar_Alpha, // float Alpha ImGuiStyleVar_DisabledAlpha, // float DisabledAlpha ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding ImGuiStyleVar_WindowRounding, // float WindowRounding ImGuiStyleVar_WindowBorderSize, // float WindowBorderSize ImGuiStyleVar_WindowMinSize, // ImVec2 WindowMinSize ImGuiStyleVar_WindowTitleAlign, // ImVec2 WindowTitleAlign ImGuiStyleVar_ChildRounding, // float ChildRounding ImGuiStyleVar_ChildBorderSize, // float ChildBorderSize ImGuiStyleVar_PopupRounding, // float PopupRounding ImGuiStyleVar_PopupBorderSize, // float PopupBorderSize ImGuiStyleVar_FramePadding, // ImVec2 FramePadding ImGuiStyleVar_FrameRounding, // float FrameRounding ImGuiStyleVar_FrameBorderSize, // float FrameBorderSize ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing ImGuiStyleVar_IndentSpacing, // float IndentSpacing ImGuiStyleVar_CellPadding, // ImVec2 CellPadding ImGuiStyleVar_ScrollbarSize, // float ScrollbarSize ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding ImGuiStyleVar_GrabMinSize, // float GrabMinSize ImGuiStyleVar_GrabRounding, // float GrabRounding ImGuiStyleVar_TabRounding, // float TabRounding ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign ImGuiStyleVar_COUNT }; // Flags for InvisibleButton() [extended in imgui_internal.h] enum ImGuiButtonFlags_ { ImGuiButtonFlags_None = 0, ImGuiButtonFlags_MouseButtonLeft = 1 << 0, // React on left mouse button (default) ImGuiButtonFlags_MouseButtonRight = 1 << 1, // React on right mouse button ImGuiButtonFlags_MouseButtonMiddle = 1 << 2, // React on center mouse button // [Internal] ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle, ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft }; // Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton() enum ImGuiColorEditFlags_ { ImGuiColorEditFlags_None = 0, ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer). ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on color square. ImGuiColorEditFlags_NoOptions = 1 << 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview. ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable color square preview next to the inputs. (e.g. to show only the inputs) ImGuiColorEditFlags_NoInputs = 1 << 5, // // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview color square). ImGuiColorEditFlags_NoTooltip = 1 << 6, // // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview. ImGuiColorEditFlags_NoLabel = 1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker). ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small color square preview instead. ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source. ImGuiColorEditFlags_NoBorder = 1 << 10, // // ColorButton: disable border (which is enforced by default) // User Options (right-click on widget to change some of them). ImGuiColorEditFlags_AlphaBar = 1 << 16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker. ImGuiColorEditFlags_AlphaPreview = 1 << 17, // // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque. ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque. ImGuiColorEditFlags_HDR = 1 << 19, // // (WIP) ColorEdit: Currently only disable 0.0f..1.0f limits in RGBA edition (note: you probably want to use ImGuiColorEditFlags_Float flag as well). ImGuiColorEditFlags_DisplayRGB = 1 << 20, // [Display] // ColorEdit: override _display_ type among RGB/HSV/Hex. ColorPicker: select any combination using one or more of RGB/HSV/Hex. ImGuiColorEditFlags_DisplayHSV = 1 << 21, // [Display] // " ImGuiColorEditFlags_DisplayHex = 1 << 22, // [Display] // " ImGuiColorEditFlags_Uint8 = 1 << 23, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255. ImGuiColorEditFlags_Float = 1 << 24, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0.0f..1.0f floats instead of 0..255 integers. No round-trip of value via integers. ImGuiColorEditFlags_PickerHueBar = 1 << 25, // [Picker] // ColorPicker: bar for Hue, rectangle for Sat/Value. ImGuiColorEditFlags_PickerHueWheel = 1 << 26, // [Picker] // ColorPicker: wheel for Hue, triangle for Sat/Value. ImGuiColorEditFlags_InputRGB = 1 << 27, // [Input] // ColorEdit, ColorPicker: input and output data in RGB format. ImGuiColorEditFlags_InputHSV = 1 << 28, // [Input] // ColorEdit, ColorPicker: input and output data in HSV format. // Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to // override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup. ImGuiColorEditFlags_DefaultOptions_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar, // [Internal] Masks ImGuiColorEditFlags_DisplayMask_ = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex, ImGuiColorEditFlags_DataTypeMask_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float, ImGuiColorEditFlags_PickerMask_ = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar, ImGuiColorEditFlags_InputMask_ = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV // Obsolete names (will be removed) // ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69] }; // Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc. // We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them. enum ImGuiSliderFlags_ { ImGuiSliderFlags_None = 0, ImGuiSliderFlags_AlwaysClamp = 1 << 4, // Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds. ImGuiSliderFlags_Logarithmic = 1 << 5, // Make the widget logarithmic (linear otherwise). Consider using ImGuiSliderFlags_NoRoundToFormat with this if using a format-string with small amount of digits. ImGuiSliderFlags_NoRoundToFormat = 1 << 6, // Disable rounding underlying value to match precision of the display format string (e.g. %.3f values are rounded to those 3 digits) ImGuiSliderFlags_NoInput = 1 << 7, // Disable CTRL+Click or Enter key allowing to input text directly into the widget ImGuiSliderFlags_InvalidMask_ = 0x7000000F // [Internal] We treat using those bits as being potentially a 'float power' argument from the previous API that has got miscast to this enum, and will trigger an assert if needed. // Obsolete names (will be removed) #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS , ImGuiSliderFlags_ClampOnInput = ImGuiSliderFlags_AlwaysClamp // [renamed in 1.79] #endif }; // Identify a mouse button. // Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience. enum ImGuiMouseButton_ { ImGuiMouseButton_Left = 0, ImGuiMouseButton_Right = 1, ImGuiMouseButton_Middle = 2, ImGuiMouseButton_COUNT = 5 }; // Enumeration for GetMouseCursor() // User code may request backend to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here enum ImGuiMouseCursor_ { ImGuiMouseCursor_None = -1, ImGuiMouseCursor_Arrow = 0, ImGuiMouseCursor_TextInput, // When hovering over InputText, etc. ImGuiMouseCursor_ResizeAll, // (Unused by Dear ImGui functions) ImGuiMouseCursor_ResizeNS, // When hovering over an horizontal border ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window ImGuiMouseCursor_Hand, // (Unused by Dear ImGui functions. Use for e.g. hyperlinks) ImGuiMouseCursor_NotAllowed, // When hovering something with disallowed interaction. Usually a crossed circle. ImGuiMouseCursor_COUNT }; // Enumeration for ImGui::SetWindow***(), SetNextWindow***(), SetNextItem***() functions // Represent a condition. // Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above treat 0 as a shortcut to ImGuiCond_Always. enum ImGuiCond_ { ImGuiCond_None = 0, // No condition (always set the variable), same as _Always ImGuiCond_Always = 1 << 0, // No condition (always set the variable) ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call will succeed) ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file) ImGuiCond_Appearing = 1 << 3 // Set the variable if the object/window is appearing after being hidden/inactive (or the first time) }; //----------------------------------------------------------------------------- // [SECTION] Helpers: Memory allocations macros, ImVector<> //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE() // We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax. // Defining a custom placement new() with a custom parameter allows us to bypass including which on some platforms complains when user has disabled exceptions. //----------------------------------------------------------------------------- struct ImNewWrapper {}; inline void* operator new(size_t, ImNewWrapper, void* ptr) { return ptr; } inline void operator delete(void*, ImNewWrapper, void*) {} // This is only required so we can use the symmetrical new() #define IM_ALLOC(_SIZE) ImGui::MemAlloc(_SIZE) #define IM_FREE(_PTR) ImGui::MemFree(_PTR) #define IM_PLACEMENT_NEW(_PTR) new(ImNewWrapper(), _PTR) #define IM_NEW(_TYPE) new(ImNewWrapper(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE template void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } } //----------------------------------------------------------------------------- // ImVector<> // Lightweight std::vector<>-like class to avoid dragging dependencies (also, some implementations of STL with debug enabled are absurdly slow, we bypass it so our code runs fast in debug). //----------------------------------------------------------------------------- // - You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our public structures are relying on it. // - We use std-like naming convention here, which is a little unusual for this codebase. // - Important: clear() frees memory, resize(0) keep the allocated buffer. We use resize(0) a lot to intentionally recycle allocated buffers across frames and amortize our costs. // - Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that, // Do NOT use this class as a std::vector replacement in your own code! Many of the structures used by dear imgui can be safely initialized by a zero-memset. //----------------------------------------------------------------------------- IM_MSVC_RUNTIME_CHECKS_OFF template struct ImVector { int Size; int Capacity; T* Data; // Provide standard typedefs but we don't use them ourselves. typedef T value_type; typedef value_type* iterator; typedef const value_type* const_iterator; // Constructors, destructor inline ImVector() { Size = Capacity = 0; Data = NULL; } inline ImVector(const ImVector& src) { Size = Capacity = 0; Data = NULL; operator=(src); } inline ImVector& operator=(const ImVector& src) { clear(); resize(src.Size); memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; } inline ~ImVector() { if (Data) IM_FREE(Data); } // Important: does not destruct anything inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } } // Important: does not destruct anything inline void clear_delete() { for (int n = 0; n < Size; n++) IM_DELETE(Data[n]); clear(); } // Important: never called automatically! always explicit. inline void clear_destruct() { for (int n = 0; n < Size; n++) Data[n].~T(); clear(); } // Important: never called automatically! always explicit. inline bool empty() const { return Size == 0; } inline int size() const { return Size; } inline int size_in_bytes() const { return Size * (int)sizeof(T); } inline int max_size() const { return 0x7FFFFFFF / (int)sizeof(T); } inline int capacity() const { return Capacity; } inline T& operator[](int i) { IM_ASSERT(i >= 0 && i < Size); return Data[i]; } inline const T& operator[](int i) const { IM_ASSERT(i >= 0 && i < Size); return Data[i]; } inline T* begin() { return Data; } inline const T* begin() const { return Data; } inline T* end() { return Data + Size; } inline const T* end() const { return Data + Size; } inline T& front() { IM_ASSERT(Size > 0); return Data[0]; } inline const T& front() const { IM_ASSERT(Size > 0); return Data[0]; } inline T& back() { IM_ASSERT(Size > 0); return Data[Size - 1]; } inline const T& back() const { IM_ASSERT(Size > 0); return Data[Size - 1]; } inline void swap(ImVector& rhs) { int rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; int rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; T* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; } inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity / 2) : 8; return new_capacity > sz ? new_capacity : sz; } inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; } inline void resize(int new_size, const T& v) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) memcpy(&Data[n], &v, sizeof(v)); Size = new_size; } inline void shrink(int new_size) { IM_ASSERT(new_size <= Size); Size = new_size; } // Resize a vector to a smaller size, guaranteed not to cause a reallocation inline void reserve(int new_capacity) { if (new_capacity <= Capacity) return; T* new_data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); IM_FREE(Data); } Data = new_data; Capacity = new_capacity; } // NB: It is illegal to call push_back/push_front/insert with a reference pointing inside the ImVector data itself! e.g. v.push_back(v[10]) is forbidden. inline void push_back(const T& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; } inline void pop_back() { IM_ASSERT(Size > 0); Size--; } inline void push_front(const T& v) { if (Size == 0) push_back(v); else insert(Data, v); } inline T* erase(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + 1, ((size_t)Size - (size_t)off - 1) * sizeof(T)); Size--; return Data + off; } inline T* erase(const T* it, const T* it_last){ IM_ASSERT(it >= Data && it < Data + Size && it_last >= it && it_last <= Data + Size); const ptrdiff_t count = it_last - it; const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + count, ((size_t)Size - (size_t)off - (size_t)count) * sizeof(T)); Size -= (int)count; return Data + off; } inline T* erase_unsorted(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; if (it < Data + Size - 1) memcpy(Data + off, Data + Size - 1, sizeof(T)); Size--; return Data + off; } inline T* insert(const T* it, const T& v) { IM_ASSERT(it >= Data && it <= Data + Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(_grow_capacity(Size + 1)); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(T)); memcpy(&Data[off], &v, sizeof(v)); Size++; return Data + off; } inline bool contains(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data++ == v) return true; return false; } inline T* find(const T& v) { T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; } inline const T* find(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; } inline bool find_erase(const T& v) { const T* it = find(v); if (it < Data + Size) { erase(it); return true; } return false; } inline bool find_erase_unsorted(const T& v) { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; } inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; return (int)off; } }; IM_MSVC_RUNTIME_CHECKS_RESTORE //----------------------------------------------------------------------------- // [SECTION] ImGuiStyle //----------------------------------------------------------------------------- // You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame(). // During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values, // and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors. //----------------------------------------------------------------------------- struct ImGuiStyle { float Alpha; // Global alpha applies to everything in Dear ImGui. float DisabledAlpha; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha. ImVec2 WindowPadding; // Padding within a window. float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended. float WindowBorderSize; // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constraint individual windows, use SetNextWindowSizeConstraints(). ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered. ImGuiDir WindowMenuButtonPosition; // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left. float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows. float ChildBorderSize; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). float PopupRounding; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding) float PopupBorderSize; // Thickness of border around popup/tooltip windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets). float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets). float FrameBorderSize; // Thickness of border around frames. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines. ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label). ImVec2 CellPadding; // Padding within a table cell ImVec2 TouchExtraPadding; // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much! float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2). float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar. float ScrollbarRounding; // Radius of grab corners for scrollbar. float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar. float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. float LogSliderDeadzone; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero. float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. float TabBorderSize; // Thickness of border around tabs. float TabMinWidthForCloseButton; // Minimum width for close button to appears on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected. ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered). ImVec2 SelectableTextAlign; // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line. ImVec2 DisplayWindowPadding; // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows. ImVec2 DisplaySafeAreaPadding; // If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding. Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly! float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). We apply per-monitor DPI scaling over this scale. May be removed later. bool AntiAliasedLines; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList). bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). Latched at the beginning of the frame (copied to ImDrawList). bool AntiAliasedFill; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList). float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. float CircleTessellationMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. ImVec4 Colors[ImGuiCol_COUNT]; IMGUI_API ImGuiStyle(); IMGUI_API void ScaleAllSizes(float scale_factor); }; //----------------------------------------------------------------------------- // [SECTION] ImGuiIO //----------------------------------------------------------------------------- // Communicate most settings and inputs/outputs to Dear ImGui using this structure. // Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage. //----------------------------------------------------------------------------- // [Internal] Storage used by IsKeyDown(), IsKeyPressed() etc functions. // If prior to 1.87 you used io.KeysDownDuration[] (which was marked as internal), you should use GetKeyData(key)->DownDuration and not io.KeysData[key]->DownDuration. struct ImGuiKeyData { bool Down; // True for if key is down float DownDuration; // Duration the key has been down (<0.0f: not pressed, 0.0f: just pressed, >0.0f: time held) float DownDurationPrev; // Last frame duration the key has been down float AnalogValue; // 0.0f..1.0f for gamepad values }; struct ImGuiIO { //------------------------------------------------------------------ // Configuration // Default value //------------------------------------------------------------------ ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc. ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend. ImVec2 DisplaySize; // // Main display size, in pixels (generally == GetMainViewport()->Size). May change every frame. float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. May change every frame. float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds. const char* IniFilename; // = "imgui.ini" // Path to .ini file (important: default "imgui.ini" is relative to current working dir!). Set NULL to disable automatic .ini loading/saving or if you want to manually call LoadIniSettingsXXX() / SaveIniSettingsXXX() functions. const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified). float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds. float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels. float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging. float KeyRepeatDelay; // = 0.250f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.). float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds. void* UserData; // = NULL // Store your own data for retrieval by callbacks. ImFontAtlas*Fonts; // // Font atlas: load, rasterize and pack one or more fonts into a single texture. float FontGlobalScale; // = 1.0f // Global scale all fonts bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel. ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0]. ImVec2 DisplayFramebufferScale; // = (1, 1) // For retina display or other situations where window coordinates are different from framebuffer coordinates. This generally ends up in ImDrawData::FramebufferScale. // Docking options (when ImGuiConfigFlags_DockingEnable is set) bool ConfigDockingNoSplit; // = false // Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars. bool ConfigDockingWithShift; // = false // Enable docking with holding Shift key (reduce visual noise, allows dropping in wider space) bool ConfigDockingAlwaysTabBar; // = false // [BETA] [FIXME: This currently creates regression with auto-sizing and general overhead] Make every single floating window display within a docking node. bool ConfigDockingTransparentPayload;// = false // [BETA] Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge. // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set) bool ConfigViewportsNoAutoMerge; // = false; // Set to make all floating imgui windows always create their own viewport. Otherwise, they are merged into the main host viewports when overlapping it. May also set ImGuiViewportFlags_NoAutoMerge on individual viewport. bool ConfigViewportsNoTaskBarIcon; // = false // Disable default OS task bar icon flag for secondary viewports. When a viewport doesn't want a task bar icon, ImGuiViewportFlags_NoTaskBarIcon will be set on it. bool ConfigViewportsNoDecoration; // = true // Disable default OS window decoration flag for secondary viewports. When a viewport doesn't want window decorations, ImGuiViewportFlags_NoDecoration will be set on it. Enabling decoration can create subsequent issues at OS levels (e.g. minimum window size). bool ConfigViewportsNoDefaultParent; // = false // Disable default OS parenting to main viewport for secondary viewports. By default, viewports are marked with ParentViewportId = , expecting the platform backend to setup a parent/child relationship between the OS windows (some backend may ignore this). Set to true if you want the default to be 0, then all viewports will be top-level OS windows. // Miscellaneous options bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations. bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl. bool ConfigInputTrickleEventQueue; // = true // Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates. bool ConfigInputTextCursorBlink; // = true // Enable blinking cursor (optional as some users consider it to be distracting). bool ConfigDragClickToInputText; // = false // [BETA] Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). Not desirable on devices without a keyboard. bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag) bool ConfigWindowsMoveFromTitleBarOnly; // = false // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar. float ConfigMemoryCompactTimer; // = 60.0f // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable. //------------------------------------------------------------------ // Platform Functions // (the imgui_impl_xxxx backend files are setting those up for you) //------------------------------------------------------------------ // Optional: Platform/Renderer backend name (informational only! will be displayed in About Window) + User data for backend/wrappers to store their own stuff. const char* BackendPlatformName; // = NULL const char* BackendRendererName; // = NULL void* BackendPlatformUserData; // = NULL // User data for platform backend void* BackendRendererUserData; // = NULL // User data for renderer backend void* BackendLanguageUserData; // = NULL // User data for non C++ programming language backend // Optional: Access OS clipboard // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures) const char* (*GetClipboardTextFn)(void* user_data); void (*SetClipboardTextFn)(void* user_data, const char* text); void* ClipboardUserData; // Optional: Notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME on Windows) // (default to use native imm32 api on Windows) void (*SetPlatformImeDataFn)(ImGuiViewport* viewport, ImGuiPlatformImeData* data); #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS void* ImeWindowHandle; // = NULL // [Obsolete] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning. #else void* _UnusedPadding; // Unused field to keep data structure the same size. #endif //------------------------------------------------------------------ // Input - Call before calling NewFrame() //------------------------------------------------------------------ // Input Functions IMGUI_API void AddKeyEvent(ImGuiKey key, bool down); // Queue a new key down/up event. Key should be "translated" (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character) IMGUI_API void AddKeyAnalogEvent(ImGuiKey key, bool down, float v); // Queue a new key down/up event for analog values (e.g. ImGuiKey_Gamepad_ values). Dead-zones should be handled by the backend. IMGUI_API void AddMousePosEvent(float x, float y); // Queue a mouse position update. Use -FLT_MAX,-FLT_MAX to signify no mouse (e.g. app not focused and not hovered) IMGUI_API void AddMouseButtonEvent(int button, bool down); // Queue a mouse button change IMGUI_API void AddMouseWheelEvent(float wh_x, float wh_y); // Queue a mouse wheel update IMGUI_API void AddMouseViewportEvent(ImGuiID id); // Queue a mouse hovered viewport. Requires backend to set ImGuiBackendFlags_HasMouseHoveredViewport to call this (for multi-viewport support). IMGUI_API void AddFocusEvent(bool focused); // Queue a gain/loss of focus for the application (generally based on OS/platform focus of your window) IMGUI_API void AddInputCharacter(unsigned int c); // Queue a new character input IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue a new character input from an UTF-16 character, it can be a surrogate IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue a new characters input from an UTF-8 string IMGUI_API void ClearInputCharacters(); // [Internal] Clear the text input buffer manually IMGUI_API void ClearInputKeys(); // [Internal] Release all keys IMGUI_API void SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index = -1); // [Optional] Specify index for legacy <1.87 IsKeyXXX() functions with native indices + specify native keycode, scancode. //------------------------------------------------------------------ // Output - Updated by NewFrame() or EndFrame()/Render() // (when reading from the io.WantCaptureMouse, io.WantCaptureKeyboard flags to dispatch your inputs, it is // generally easier and more correct to use their state BEFORE calling NewFrame(). See FAQ for details!) //------------------------------------------------------------------ bool WantCaptureMouse; // Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main game/application (either way, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.). bool WantCaptureKeyboard; // Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to your main game/application (either way, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.). bool WantTextInput; // Mobile/console: when set, you may display an on-screen keyboard. This is set by Dear ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active). bool WantSetMousePos; // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled. bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving! bool NavActive; // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag. bool NavVisible; // Keyboard/Gamepad navigation is visible and allowed (will handle ImGuiKey_NavXXX events). float Framerate; // Rough estimate of application framerate, in frame per second. Solely for convenience. Rolling average estimation based on io.DeltaTime over 120 frames. int MetricsRenderVertices; // Vertices output during last call to Render() int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3 int MetricsRenderWindows; // Number of visible windows int MetricsActiveWindows; // Number of active windows int MetricsActiveAllocations; // Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts. ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta. // Legacy: before 1.87, we required backend to fill io.KeyMap[] (imgui->native map) during initialization and io.KeysDown[] (native indices) every frame. // This is still temporarily supported as a legacy feature. However the new preferred scheme is for backend to call io.AddKeyEvent(). #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO int KeyMap[ImGuiKey_COUNT]; // [LEGACY] Input: map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. The first 512 are now unused and should be kept zero. Legacy backend will write into KeyMap[] using ImGuiKey_ indices which are always >512. bool KeysDown[ImGuiKey_COUNT]; // [LEGACY] Input: Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). This used to be [512] sized. It is now ImGuiKey_COUNT to allow legacy io.KeysDown[GetKeyIndex(...)] to work without an overflow. #endif //------------------------------------------------------------------ // [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed! //------------------------------------------------------------------ // Main Input State // (this block used to be written by backend, since 1.87 it is best to NOT write to those directly, call the AddXXX functions above instead) // (reading from those variables is fair game, as they are extremely unlikely to be moving anywhere) ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.) bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API. float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. float MouseWheelH; // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all backends. ImGuiID MouseHoveredViewport; // (Optional) Modify using io.AddMouseViewportEvent(). With multi-viewports: viewport the OS mouse is hovering. If possible _IGNORING_ viewports with the ImGuiViewportFlags_NoInputs flag is much better (few backends can handle that). Set io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport if you can provide this info. If you don't imgui will infer the value using the rectangles and last focused time of the viewports it knows about (ignoring other OS windows). bool KeyCtrl; // Keyboard modifier down: Control bool KeyShift; // Keyboard modifier down: Shift bool KeyAlt; // Keyboard modifier down: Alt bool KeySuper; // Keyboard modifier down: Cmd/Super/Windows float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame(). // Other state maintained from data above + IO function calls ImGuiModFlags KeyMods; // Key mods flags (same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags), updated by NewFrame() ImGuiKeyData KeysData[ImGuiKey_KeysData_SIZE]; // Key state for all known keys. Use IsKeyXXX() functions to access this. bool WantCaptureMouseUnlessPopupClose; // Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup. ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid) ImVec2 MouseClickedPos[5]; // Position at time of clicking double MouseClickedTime[5]; // Time of last click (used to figure out double-click) bool MouseClicked[5]; // Mouse button went from !Down to Down (same as MouseClickedCount[x] != 0) bool MouseDoubleClicked[5]; // Has mouse button been double-clicked? (same as MouseClickedCount[x] == 2) ImU16 MouseClickedCount[5]; // == 0 (not clicked), == 1 (same as MouseClicked[]), == 2 (double-clicked), == 3 (triple-clicked) etc. when going from !Down to Down ImU16 MouseClickedLastCount[5]; // Count successive number of clicks. Stays valid after mouse release. Reset after another click is done. bool MouseReleased[5]; // Mouse button went from Down to !Down bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds. bool MouseDownOwnedUnlessPopupClose[5]; // Track if button was clicked inside a dear imgui window. float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked) float MouseDownDurationPrev[5]; // Previous time the mouse button has been down ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point (used for moving thresholds) float NavInputsDownDuration[ImGuiNavInput_COUNT]; float NavInputsDownDurationPrev[ImGuiNavInput_COUNT]; float PenPressure; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui. bool AppFocusLost; ImS8 BackendUsingLegacyKeyArrays; // -1: unknown, 0: using AddKeyEvent(), 1: using legacy io.KeysDown[] bool BackendUsingLegacyNavInputArray; // 0: using AddKeyAnalogEvent(), 1: writing to legacy io.NavInputs[] directly ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16() ImVector InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper. IMGUI_API ImGuiIO(); }; //----------------------------------------------------------------------------- // [SECTION] Misc data structures //----------------------------------------------------------------------------- // Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used. // The callback function should return 0 by default. // Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details) // - ImGuiInputTextFlags_CallbackEdit: Callback on buffer edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active) // - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration // - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB // - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows // - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard. // - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. struct ImGuiInputTextCallbackData { ImGuiInputTextFlags EventFlag; // One ImGuiInputTextFlags_Callback* // Read-only ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only void* UserData; // What user passed to InputText() // Read-only // Arguments for the different callback events // - To modify the text buffer in a callback, prefer using the InsertChars() / DeleteChars() function. InsertChars() will take care of calling the resize callback if necessary. // - If you know your edits are not going to resize the underlying buffer allocation, you may modify the contents of 'Buf[]' directly. You need to update 'BufTextLen' accordingly (0 <= BufTextLen < BufSize) and set 'BufDirty'' to true so InputText can update its internal state. ImWchar EventChar; // Character input // Read-write // [CharFilter] Replace character with another one, or set to zero to drop. return 1 is equivalent to setting EventChar=0; ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only // [Completion,History] char* Buf; // Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer! int BufTextLen; // Text length (in bytes) // Read-write // [Resize,Completion,History,Always] Exclude zero-terminator storage. In C land: == strlen(some_text), in C++ land: string.length() int BufSize; // Buffer size (in bytes) = capacity+1 // Read-only // [Resize,Completion,History,Always] Include zero-terminator storage. In C land == ARRAYSIZE(my_char_array), in C++ land: string.capacity()+1 bool BufDirty; // Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always] int CursorPos; // // Read-write // [Completion,History,Always] int SelectionStart; // // Read-write // [Completion,History,Always] == to SelectionEnd when no selection) int SelectionEnd; // // Read-write // [Completion,History,Always] // Helper functions for text manipulation. // Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection. IMGUI_API ImGuiInputTextCallbackData(); IMGUI_API void DeleteChars(int pos, int bytes_count); IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL); void SelectAll() { SelectionStart = 0; SelectionEnd = BufTextLen; } void ClearSelection() { SelectionStart = SelectionEnd = BufTextLen; } bool HasSelection() const { return SelectionStart != SelectionEnd; } }; // Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin(). // NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough. struct ImGuiSizeCallbackData { void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints() ImVec2 Pos; // Read-only. Window position, for reference. ImVec2 CurrentSize; // Read-only. Current window size. ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing. }; // [ALPHA] Rarely used / very advanced uses only. Use with SetNextWindowClass() and DockSpace() functions. // Important: the content of this class is still highly WIP and likely to change and be refactored // before we stabilize Docking features. Please be mindful if using this. // Provide hints: // - To the platform backend via altered viewport flags (enable/disable OS decoration, OS task bar icons, etc.) // - To the platform backend for OS level parent/child relationships of viewport. // - To the docking system for various options and filtering. struct ImGuiWindowClass { ImGuiID ClassId; // User data. 0 = Default class (unclassed). Windows of different classes cannot be docked with each others. ImGuiID ParentViewportId; // Hint for the platform backend. -1: use default. 0: request platform backend to not parent the platform. != 0: request platform backend to create a parent<>child relationship between the platform windows. Not conforming backends are free to e.g. parent every viewport to the main viewport or not. ImGuiViewportFlags ViewportFlagsOverrideSet; // Viewport flags to set when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis. ImGuiViewportFlags ViewportFlagsOverrideClear; // Viewport flags to clear when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis. ImGuiTabItemFlags TabItemFlagsOverrideSet; // [EXPERIMENTAL] TabItem flags to set when a window of this class gets submitted into a dock node tab bar. May use with ImGuiTabItemFlags_Leading or ImGuiTabItemFlags_Trailing. ImGuiDockNodeFlags DockNodeFlagsOverrideSet; // [EXPERIMENTAL] Dock node flags to set when a window of this class is hosted by a dock node (it doesn't have to be selected!) bool DockingAlwaysTabBar; // Set to true to enforce single floating windows of this class always having their own docking node (equivalent of setting the global io.ConfigDockingAlwaysTabBar) bool DockingAllowUnclassed; // Set to true to allow windows of this class to be docked/merged with an unclassed window. // FIXME-DOCK: Move to DockNodeFlags override? ImGuiWindowClass() { memset(this, 0, sizeof(*this)); ParentViewportId = (ImGuiID)-1; DockingAllowUnclassed = true; } }; // Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload() struct ImGuiPayload { // Members void* Data; // Data (copied and owned by dear imgui) int DataSize; // Data size // [Internal] ImGuiID SourceId; // Source item id ImGuiID SourceParentId; // Source parent id (if available) int DataFrameCount; // Data timestamp char DataType[32 + 1]; // Data type tag (short user-supplied string, 32 characters max) bool Preview; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets) bool Delivery; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item. ImGuiPayload() { Clear(); } void Clear() { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(DataType, 0, sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; } bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(type, DataType) == 0; } bool IsPreview() const { return Preview; } bool IsDelivery() const { return Delivery; } }; // Sorting specification for one column of a table (sizeof == 12 bytes) struct ImGuiTableColumnSortSpecs { ImGuiID ColumnUserID; // User id of the column (if specified by a TableSetupColumn() call) ImS16 ColumnIndex; // Index of the column ImS16 SortOrder; // Index within parent ImGuiTableSortSpecs (always stored in order starting from 0, tables sorted on a single criteria will always have a 0 here) ImGuiSortDirection SortDirection : 8; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending (you can use this or SortSign, whichever is more convenient for your sort function) ImGuiTableColumnSortSpecs() { memset(this, 0, sizeof(*this)); } }; // Sorting specifications for a table (often handling sort specs for a single column, occasionally more) // Obtained by calling TableGetSortSpecs(). // When 'SpecsDirty == true' you can sort your data. It will be true with sorting specs have changed since last call, or the first time. // Make sure to set 'SpecsDirty = false' after sorting, else you may wastefully sort your data every frame! struct ImGuiTableSortSpecs { const ImGuiTableColumnSortSpecs* Specs; // Pointer to sort spec array. int SpecsCount; // Sort spec count. Most often 1. May be > 1 when ImGuiTableFlags_SortMulti is enabled. May be == 0 when ImGuiTableFlags_SortTristate is enabled. bool SpecsDirty; // Set to true when specs have changed since last time! Use this to sort again, then clear the flag. ImGuiTableSortSpecs() { memset(this, 0, sizeof(*this)); } }; //----------------------------------------------------------------------------- // [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor) //----------------------------------------------------------------------------- // Helper: Unicode defines #define IM_UNICODE_CODEPOINT_INVALID 0xFFFD // Invalid Unicode code point (standard value). #ifdef IMGUI_USE_WCHAR32 #define IM_UNICODE_CODEPOINT_MAX 0x10FFFF // Maximum Unicode code point supported by this build. #else #define IM_UNICODE_CODEPOINT_MAX 0xFFFF // Maximum Unicode code point supported by this build. #endif // Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create an UI within deep-nested code that runs multiple times every frame. // Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame"); struct ImGuiOnceUponAFrame { ImGuiOnceUponAFrame() { RefFrame = -1; } mutable int RefFrame; operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; } }; // Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]" struct ImGuiTextFilter { IMGUI_API ImGuiTextFilter(const char* default_filter = ""); IMGUI_API bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build IMGUI_API bool PassFilter(const char* text, const char* text_end = NULL) const; IMGUI_API void Build(); void Clear() { InputBuf[0] = 0; Build(); } bool IsActive() const { return !Filters.empty(); } // [Internal] struct ImGuiTextRange { const char* b; const char* e; ImGuiTextRange() { b = e = NULL; } ImGuiTextRange(const char* _b, const char* _e) { b = _b; e = _e; } bool empty() const { return b == e; } IMGUI_API void split(char separator, ImVector* out) const; }; char InputBuf[256]; ImVectorFilters; int CountGrep; }; // Helper: Growable text buffer for logging/accumulating text // (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder') struct ImGuiTextBuffer { ImVector Buf; IMGUI_API static char EmptyString[1]; ImGuiTextBuffer() { } inline char operator[](int i) const { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; } const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; } const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator int size() const { return Buf.Size ? Buf.Size - 1 : 0; } bool empty() const { return Buf.Size <= 1; } void clear() { Buf.clear(); } void reserve(int capacity) { Buf.reserve(capacity); } const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; } IMGUI_API void append(const char* str, const char* str_end = NULL); IMGUI_API void appendf(const char* fmt, ...) IM_FMTARGS(2); IMGUI_API void appendfv(const char* fmt, va_list args) IM_FMTLIST(2); }; // Helper: Key->Value storage // Typically you don't have to worry about this since a storage is held within each Window. // We use it to e.g. store collapse state for a tree (Int 0/1) // This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame) // You can use it as custom user storage for temporary values. Declare your own storage if, for example: // - You want to manipulate the open/close state of a particular sub-tree in your interface (tree node uses Int 0/1 to store their state). // - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient) // Types are NOT stored, so it is up to you to make sure your Key don't collide with different types. struct ImGuiStorage { // [Internal] struct ImGuiStoragePair { ImGuiID key; union { int val_i; float val_f; void* val_p; }; ImGuiStoragePair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; } ImGuiStoragePair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; } ImGuiStoragePair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; } }; ImVector Data; // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N) // - Set***() functions find pair, insertion on demand if missing. // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair. void Clear() { Data.clear(); } IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const; IMGUI_API void SetInt(ImGuiID key, int val); IMGUI_API bool GetBool(ImGuiID key, bool default_val = false) const; IMGUI_API void SetBool(ImGuiID key, bool val); IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const; IMGUI_API void SetFloat(ImGuiID key, float val); IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL IMGUI_API void SetVoidPtr(ImGuiID key, void* val); // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set. // - References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer. // - A typical use case where this is convenient for quick hacking (e.g. add storage during a live Edit&Continue session if you can't modify existing struct) // float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar; IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0); IMGUI_API bool* GetBoolRef(ImGuiID key, bool default_val = false); IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0.0f); IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL); // Use on your own storage if you know only integer are being stored (open/close all tree nodes) IMGUI_API void SetAllInt(int val); // For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once. IMGUI_API void BuildSortByKey(); }; // Helper: Manually clip large list of items. // If you have lots evenly spaced items and you have a random access to the list, you can perform coarse // clipping based on visibility to only submit items that are in view. // The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped. // (Dear ImGui already clip items based on their bounds but: it needs to first layout the item to do so, and generally // fetching/submitting your own data incurs additional cost. Coarse clipping using ImGuiListClipper allows you to easily // scale using lists with tens of thousands of items without a problem) // Usage: // ImGuiListClipper clipper; // clipper.Begin(1000); // We have 1000 elements, evenly spaced. // while (clipper.Step()) // for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) // ImGui::Text("line number %d", i); // Generally what happens is: // - Clipper lets you process the first element (DisplayStart = 0, DisplayEnd = 1) regardless of it being visible or not. // - User code submit that one element. // - Clipper can measure the height of the first element // - Clipper calculate the actual range of elements to display based on the current clipping rectangle, position the cursor before the first visible element. // - User code submit visible elements. // - The clipper also handles various subtleties related to keyboard/gamepad navigation, wrapping etc. struct ImGuiListClipper { int DisplayStart; // First item to display, updated by each call to Step() int DisplayEnd; // End of items to display (exclusive) int ItemsCount; // [Internal] Number of items float ItemsHeight; // [Internal] Height of item after a first step and item submission can calculate it float StartPosY; // [Internal] Cursor position at the time of Begin() or after table frozen rows are all processed void* TempData; // [Internal] Internal data // items_count: Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step) // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing(). IMGUI_API ImGuiListClipper(); IMGUI_API ~ImGuiListClipper(); IMGUI_API void Begin(int items_count, float items_height = -1.0f); IMGUI_API void End(); // Automatically called on the last call of Step() that returns false. IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items. // Call ForceDisplayRangeByIndices() before first call to Step() if you need a range of items to be displayed regardless of visibility. IMGUI_API void ForceDisplayRangeByIndices(int item_min, int item_max); // item_max is exclusive e.g. use (42, 42+1) to make item 42 always visible BUT due to alignment/padding of certain items it is likely that an extra item may be included on either end of the display range. #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS inline ImGuiListClipper(int items_count, float items_height = -1.0f) { memset(this, 0, sizeof(*this)); ItemsCount = -1; Begin(items_count, items_height); } // [removed in 1.79] #endif }; // Helpers macros to generate 32-bit encoded colors // User can declare their own format by #defining the 5 _SHIFT/_MASK macros in their imconfig file. #ifndef IM_COL32_R_SHIFT #ifdef IMGUI_USE_BGRA_PACKED_COLOR #define IM_COL32_R_SHIFT 16 #define IM_COL32_G_SHIFT 8 #define IM_COL32_B_SHIFT 0 #define IM_COL32_A_SHIFT 24 #define IM_COL32_A_MASK 0xFF000000 #else #define IM_COL32_R_SHIFT 0 #define IM_COL32_G_SHIFT 8 #define IM_COL32_B_SHIFT 16 #define IM_COL32_A_SHIFT 24 #define IM_COL32_A_MASK 0xFF000000 #endif #endif #define IM_COL32(R,G,B,A) (((ImU32)(A)<> IM_COL32_R_SHIFT) & 0xFF) * sc; Value.y = (float)((rgba >> IM_COL32_G_SHIFT) & 0xFF) * sc; Value.z = (float)((rgba >> IM_COL32_B_SHIFT) & 0xFF) * sc; Value.w = (float)((rgba >> IM_COL32_A_SHIFT) & 0xFF) * sc; } inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); } inline operator ImVec4() const { return Value; } // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers. inline void SetHSV(float h, float s, float v, float a = 1.0f){ ImGui::ColorConvertHSVtoRGB(h, s, v, Value.x, Value.y, Value.z); Value.w = a; } static ImColor HSV(float h, float s, float v, float a = 1.0f) { float r, g, b; ImGui::ColorConvertHSVtoRGB(h, s, v, r, g, b); return ImColor(r, g, b, a); } }; //----------------------------------------------------------------------------- // [SECTION] Drawing API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData) // Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList. //----------------------------------------------------------------------------- // The maximum line width to bake anti-aliased textures for. Build atlas with ImFontAtlasFlags_NoBakedLines to disable baking. #ifndef IM_DRAWLIST_TEX_LINES_WIDTH_MAX #define IM_DRAWLIST_TEX_LINES_WIDTH_MAX (63) #endif // ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h] // NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering, // you can poke into the draw list for that! Draw callback may be useful for example to: // A) Change your GPU render state, // B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc. // The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }' // If you want to override the signature of ImDrawCallback, you can simply use e.g. '#define ImDrawCallback MyDrawCallback' (in imconfig.h) + update rendering backend accordingly. #ifndef ImDrawCallback typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd); #endif // Special Draw callback value to request renderer backend to reset the graphics/render state. // The renderer backend needs to handle this special value, otherwise it will crash trying to call a function at this address. // This is useful for example if you submitted callbacks which you know have altered the render state and you want it to be restored. // It is not done by default because they are many perfectly useful way of altering render state for imgui contents (e.g. changing shader/blending settings before an Image call). #define ImDrawCallback_ResetRenderState (ImDrawCallback)(-1) // Typically, 1 command = 1 GPU draw call (unless command is a callback) // - VtxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled, // this fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices. // Backends made for <1.71. will typically ignore the VtxOffset fields. // - The ClipRect/TextureId/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for). struct ImDrawCmd { ImVec4 ClipRect; // 4*4 // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates ImTextureID TextureId; // 4-8 // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas. unsigned int VtxOffset; // 4 // Start offset in vertex buffer. ImGuiBackendFlags_RendererHasVtxOffset: always 0, otherwise may be >0 to support meshes larger than 64K vertices with 16-bit indices. unsigned int IdxOffset; // 4 // Start offset in index buffer. unsigned int ElemCount; // 4 // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[]. ImDrawCallback UserCallback; // 4-8 // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally. void* UserCallbackData; // 4-8 // The draw callback code can access this. ImDrawCmd() { memset(this, 0, sizeof(*this)); } // Also ensure our padding fields are zeroed // Since 1.83: returns ImTextureID associated with this draw call. Warning: DO NOT assume this is always same as 'TextureId' (we will change this function for an upcoming feature) inline ImTextureID GetTexID() const { return TextureId; } }; // Vertex layout #ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; ImVec2 uv; ImU32 col; }; #else // You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h // The code expect ImVec2 pos (8 bytes), ImVec2 uv (8 bytes), ImU32 col (4 bytes), but you can re-order them or add other fields as needed to simplify integration in your engine. // The type has to be described within the macro (you can either declare the struct or use a typedef). This is because ImVec2/ImU32 are likely not declared a the time you'd want to set your type up. // NOTE: IMGUI DOESN'T CLEAR THE STRUCTURE AND DOESN'T CALL A CONSTRUCTOR SO ANY CUSTOM FIELD WILL BE UNINITIALIZED. IF YOU ADD EXTRA FIELDS (SUCH AS A 'Z' COORDINATES) YOU WILL NEED TO CLEAR THEM DURING RENDER OR TO IGNORE THEM. IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT; #endif // [Internal] For use by ImDrawList struct ImDrawCmdHeader { ImVec4 ClipRect; ImTextureID TextureId; unsigned int VtxOffset; }; // [Internal] For use by ImDrawListSplitter struct ImDrawChannel { ImVector _CmdBuffer; ImVector _IdxBuffer; }; // Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order. // This is used by the Columns/Tables API, so items of each column can be batched together in a same draw call. struct ImDrawListSplitter { int _Current; // Current channel number (0) int _Count; // Number of active channels (1+) ImVector _Channels; // Draw channels (not resized down so _Count might be < Channels.Size) inline ImDrawListSplitter() { memset(this, 0, sizeof(*this)); } inline ~ImDrawListSplitter() { ClearFreeMemory(); } inline void Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame IMGUI_API void ClearFreeMemory(); IMGUI_API void Split(ImDrawList* draw_list, int count); IMGUI_API void Merge(ImDrawList* draw_list); IMGUI_API void SetCurrentChannel(ImDrawList* draw_list, int channel_idx); }; // Flags for ImDrawList functions // (Legacy: bit 0 must always correspond to ImDrawFlags_Closed to be backward compatible with old API using a bool. Bits 1..3 must be unused) enum ImDrawFlags_ { ImDrawFlags_None = 0, ImDrawFlags_Closed = 1 << 0, // PathStroke(), AddPolyline(): specify that shape should be closed (Important: this is always == 1 for legacy reason) ImDrawFlags_RoundCornersTopLeft = 1 << 4, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-left corner only (when rounding > 0.0f, we default to all corners). Was 0x01. ImDrawFlags_RoundCornersTopRight = 1 << 5, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-right corner only (when rounding > 0.0f, we default to all corners). Was 0x02. ImDrawFlags_RoundCornersBottomLeft = 1 << 6, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-left corner only (when rounding > 0.0f, we default to all corners). Was 0x04. ImDrawFlags_RoundCornersBottomRight = 1 << 7, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-right corner only (when rounding > 0.0f, we default to all corners). Wax 0x08. ImDrawFlags_RoundCornersNone = 1 << 8, // AddRect(), AddRectFilled(), PathRect(): disable rounding on all corners (when rounding > 0.0f). This is NOT zero, NOT an implicit flag! ImDrawFlags_RoundCornersTop = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight, ImDrawFlags_RoundCornersBottom = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight, ImDrawFlags_RoundCornersLeft = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersTopLeft, ImDrawFlags_RoundCornersRight = ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight, ImDrawFlags_RoundCornersAll = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight, ImDrawFlags_RoundCornersDefault_ = ImDrawFlags_RoundCornersAll, // Default to ALL corners if none of the _RoundCornersXX flags are specified. ImDrawFlags_RoundCornersMask_ = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone }; // Flags for ImDrawList instance. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly. // It is however possible to temporarily alter flags between calls to ImDrawList:: functions. enum ImDrawListFlags_ { ImDrawListFlags_None = 0, ImDrawListFlags_AntiAliasedLines = 1 << 0, // Enable anti-aliased lines/borders (*2 the number of triangles for 1.0f wide line or lines thin enough to be drawn using textures, otherwise *3 the number of triangles) ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1, // Enable anti-aliased lines/borders using textures when possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). ImDrawListFlags_AntiAliasedFill = 1 << 2, // Enable anti-aliased edge around filled shapes (rounded rectangles, circles). ImDrawListFlags_AllowVtxOffset = 1 << 3 // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled. }; // Draw command list // This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame, // all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering. // Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to // access the current window draw list and draw custom primitives. // You can interleave normal ImGui:: calls and adding primitives to the current draw list. // In single viewport mode, top-left is == GetMainViewport()->Pos (generally 0,0), bottom-right is == GetMainViewport()->Pos+Size (generally io.DisplaySize). // You are totally free to apply whatever transformation matrix to want to the data (depending on the use of the transformation you may want to apply it to ClipRect as well!) // Important: Primitives are always added to the list and not culled (culling is done at higher-level by ImGui:: functions), if you use this API a lot consider coarse culling your drawn objects. struct ImDrawList { // This is what you have to render ImVector CmdBuffer; // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback. ImVector IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those ImVector VtxBuffer; // Vertex buffer. ImDrawListFlags Flags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive. // [Internal, used while building lists] unsigned int _VtxCurrentIdx; // [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0. const ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context) const char* _OwnerName; // Pointer to owner window's name for debugging ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) ImVector _ClipRectStack; // [Internal] ImVector _TextureIdStack; // [Internal] ImVector _Path; // [Internal] current path building ImDrawCmdHeader _CmdHeader; // [Internal] template of active commands. Fields should match those of CmdBuffer.back(). ImDrawListSplitter _Splitter; // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!) float _FringeScale; // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui) ImDrawList(const ImDrawListSharedData* shared_data) { memset(this, 0, sizeof(*this)); _Data = shared_data; } ~ImDrawList() { _ClearFreeMemory(); } IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) IMGUI_API void PushClipRectFullScreen(); IMGUI_API void PopClipRect(); IMGUI_API void PushTextureID(ImTextureID texture_id); IMGUI_API void PopTextureID(); inline ImVec2 GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); } inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); } // Primitives // - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing. // - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners. // - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred). // In older versions (until Dear ImGui 1.77) the AddCircle functions defaulted to num_segments == 12. // In future versions we will use textures to provide cheaper and higher-quality circles. // Use AddNgon() and AddNgonFilled() functions if you need to guaranteed a specific number of sides. IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f); IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size) IMGUI_API void AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0); // a: upper-left, b: lower-right (== upper-left + size) IMGUI_API void AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left); IMGUI_API void AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f); IMGUI_API void AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col); IMGUI_API void AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f); IMGUI_API void AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col); IMGUI_API void AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 0, float thickness = 1.0f); IMGUI_API void AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 0); IMGUI_API void AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness = 1.0f); IMGUI_API void AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments); IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL); IMGUI_API void AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL); IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness); IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); IMGUI_API void AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0); // Cubic Bezier (4 control points) IMGUI_API void AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments = 0); // Quadratic Bezier (3 control points) // Image primitives // - Read FAQ to understand what ImTextureID is. // - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle. // - "uv_min" and "uv_max" represent the normalized texture coordinates to use for those corners. Using (0,0)->(1,1) texture coordinates will generally display the entire texture. IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min = ImVec2(0, 0), const ImVec2& uv_max = ImVec2(1, 1), ImU32 col = IM_COL32_WHITE); IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1 = ImVec2(0, 0), const ImVec2& uv2 = ImVec2(1, 0), const ImVec2& uv3 = ImVec2(1, 1), const ImVec2& uv4 = ImVec2(0, 1), ImU32 col = IM_COL32_WHITE); IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags = 0); // Stateful path API, add points then finish with PathFillConvex() or PathStroke() // - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing. inline void PathClear() { _Path.Size = 0; } inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); } inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size - 1], &pos, 8) != 0) _Path.push_back(pos); } inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; } inline void PathStroke(ImU32 col, ImDrawFlags flags = 0, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, flags, thickness); _Path.Size = 0; } IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 0); IMGUI_API void PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle IMGUI_API void PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); // Cubic Bezier (4 control points) IMGUI_API void PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments = 0); // Quadratic Bezier (3 control points) IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawFlags flags = 0); // Advanced IMGUI_API void AddCallback(ImDrawCallback callback, void* callback_data); // Your rendering function must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles. IMGUI_API void AddDrawCmd(); // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer. // Advanced: Channels // - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives) // - Use to minimize draw calls (e.g. if going back-and-forth between multiple clipping rectangles, prefer to append into separate channels then merge at the end) // - FIXME-OBSOLETE: This API shouldn't have been in ImDrawList in the first place! // Prefer using your own persistent instance of ImDrawListSplitter as you can stack them. // Using the ImDrawList::ChannelsXXXX you cannot stack a split over another. inline void ChannelsSplit(int count) { _Splitter.Split(this, count); } inline void ChannelsMerge() { _Splitter.Merge(this); } inline void ChannelsSetCurrent(int n) { _Splitter.SetCurrentChannel(this, n); } // Advanced: Primitives allocations // - We render triangles (three vertices) // - All primitives needs to be reserved via PrimReserve() beforehand. IMGUI_API void PrimReserve(int idx_count, int vtx_count); IMGUI_API void PrimUnreserve(int idx_count, int vtx_count); IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles) IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col); IMGUI_API void PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col); inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; } inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; } inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } // Write vertex with unique index #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS inline void AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0) { AddBezierCubic(p1, p2, p3, p4, col, thickness, num_segments); } // OBSOLETED in 1.80 (Jan 2021) inline void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0) { PathBezierCubicCurveTo(p2, p3, p4, num_segments); } // OBSOLETED in 1.80 (Jan 2021) #endif // [Internal helpers] IMGUI_API void _ResetForNewFrame(); IMGUI_API void _ClearFreeMemory(); IMGUI_API void _PopUnusedDrawCmd(); IMGUI_API void _TryMergeDrawCmds(); IMGUI_API void _OnChangedClipRect(); IMGUI_API void _OnChangedTextureID(); IMGUI_API void _OnChangedVtxOffset(); IMGUI_API int _CalcCircleAutoSegmentCount(float radius) const; IMGUI_API void _PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step); IMGUI_API void _PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments); }; // All draw data to render a Dear ImGui frame // (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose, // as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList) struct ImDrawData { bool Valid; // Only valid after Render() is called and before the next NewFrame() is called. int CmdListsCount; // Number of ImDrawList* to render int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size ImDrawList** CmdLists; // Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed to from here. ImVec2 DisplayPos; // Top-left position of the viewport to render (== top-left of the orthogonal projection matrix to use) (== GetMainViewport()->Pos for the main viewport, == (0.0) in most single-viewport applications) ImVec2 DisplaySize; // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications) ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Based on io.DisplayFramebufferScale. Generally (1,1) on normal display, (2,2) on OSX with Retina display. ImGuiViewport* OwnerViewport; // Viewport carrying the ImDrawData instance, might be of use to the renderer (generally not). // Functions ImDrawData() { Clear(); } void Clear() { memset(this, 0, sizeof(*this)); } // The ImDrawList are owned by ImGuiContext! IMGUI_API void DeIndexAllBuffers(); // Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering! IMGUI_API void ScaleClipRects(const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than Dear ImGui expects, or if there is a difference between your window resolution and framebuffer resolution. }; //----------------------------------------------------------------------------- // [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont) //----------------------------------------------------------------------------- struct ImFontConfig { void* FontData; // // TTF/OTF data int FontDataSize; // // TTF/OTF data size bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself). int FontNo; // 0 // Index of font within TTF/OTF file float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height). int OversampleH; // 3 // Rasterize at higher quality for sub-pixel positioning. Note the difference between 2 and 3 is minimal so you can reduce this to 2 to save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details. int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. This is not really useful as we don't use sub-pixel positions on the Y axis. bool PixelSnapH; // false // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1. ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now. ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input. const ImWchar* GlyphRanges; // NULL // Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE. float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights. unsigned int FontBuilderFlags; // 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure. float RasterizerMultiply; // 1.0f // Brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable. ImWchar EllipsisChar; // -1 // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used. // [Internal] char Name[40]; // Name (strictly to ease debugging) ImFont* DstFont; IMGUI_API ImFontConfig(); }; // Hold rendering data for one glyph. // (Note: some language parsers may fail to convert the 31+1 bitfield members, in this case maybe drop store a single u32 or we can rework this) struct ImFontGlyph { unsigned int Colored : 1; // Flag to indicate glyph is colored and should generally ignore tinting (make it usable with no shift on little-endian as this is used in loops) unsigned int Visible : 1; // Flag to indicate glyph has no visible pixels (e.g. space). Allow early out when rendering. unsigned int Codepoint : 30; // 0x0000..0x10FFFF float AdvanceX; // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in) float X0, Y0, X1, Y1; // Glyph corners float U0, V0, U1, V1; // Texture coordinates }; // Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges(). // This is essentially a tightly packed of vector of 64k booleans = 8KB storage. struct ImFontGlyphRangesBuilder { ImVector UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used) ImFontGlyphRangesBuilder() { Clear(); } inline void Clear() { int size_in_bytes = (IM_UNICODE_CODEPOINT_MAX + 1) / 8; UsedChars.resize(size_in_bytes / (int)sizeof(ImU32)); memset(UsedChars.Data, 0, (size_t)size_in_bytes); } inline bool GetBit(size_t n) const { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array inline void SetBit(size_t n) { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array inline void AddChar(ImWchar c) { SetBit(c); } // Add character IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added) IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext IMGUI_API void BuildRanges(ImVector* out_ranges); // Output new ranges }; // See ImFontAtlas::AddCustomRectXXX functions. struct ImFontAtlasCustomRect { unsigned short Width, Height; // Input // Desired rectangle dimension unsigned short X, Y; // Output // Packed position in Atlas unsigned int GlyphID; // Input // For custom font glyphs only (ID < 0x110000) float GlyphAdvanceX; // Input // For custom font glyphs only: glyph xadvance ImVec2 GlyphOffset; // Input // For custom font glyphs only: glyph display offset ImFont* Font; // Input // For custom font glyphs only: target font ImFontAtlasCustomRect() { Width = Height = 0; X = Y = 0xFFFF; GlyphID = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; } bool IsPacked() const { return X != 0xFFFF; } }; // Flags for ImFontAtlas build enum ImFontAtlasFlags_ { ImFontAtlasFlags_None = 0, ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two ImFontAtlasFlags_NoMouseCursors = 1 << 1, // Don't build software mouse cursors into the atlas (save a little texture memory) ImFontAtlasFlags_NoBakedLines = 1 << 2 // Don't build thick line textures into the atlas (save a little texture memory, allow support for point/nearest filtering). The AntiAliasedLinesUseTex features uses them, otherwise they will be rendered using polygons (more expensive for CPU/GPU). }; // Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding: // - One or more fonts. // - Custom graphics data needed to render the shapes needed by Dear ImGui. // - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas). // It is the user-code responsibility to setup/build the atlas, then upload the pixel data into a texture accessible by your graphics api. // - Optionally, call any of the AddFont*** functions. If you don't call any, the default font embedded in the code will be loaded for you. // - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data. // - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples) // - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API. // This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details. // Common pitfalls: // - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the // atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data. // - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction. // You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed, // - Even though many functions are suffixed with "TTF", OTF data is supported just as well. // - This is an old API and it is currently awkward for those and and various other reasons! We will address them in the future! struct ImFontAtlas { IMGUI_API ImFontAtlas(); IMGUI_API ~ImFontAtlas(); IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg); IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL); IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); IMGUI_API ImFont* AddFontFromMemoryTTF(void* font_data, int font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after destruction of the atlas. Set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed. IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp. IMGUI_API ImFont* AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter. IMGUI_API void ClearInputData(); // Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts. IMGUI_API void ClearTexData(); // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory. IMGUI_API void ClearFonts(); // Clear output font data (glyphs storage, UV coordinates). IMGUI_API void Clear(); // Clear all input and output. // Build atlas, retrieve pixel data. // User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store your texture handle with SetTexID(). // The pitch is always = Width * BytesPerPixels (1 or 4) // Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste. IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions. IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel bool IsBuilt() const { return Fonts.Size > 0 && TexReady; } // Bit ambiguous: used to detect when user didn't built texture but effectively we should check TexID != 0 except that would be backend dependent... void SetTexID(ImTextureID id) { TexID = id; } //------------------------------------------- // Glyph Ranges //------------------------------------------- // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list) // NB: Make sure that your string are UTF-8 and NOT in your local code page. In C++11, you can create UTF-8 string literal using the u8"Hello world" syntax. See FAQ for details. // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data. IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 2999 Ideographs IMGUI_API const ImWchar* GetGlyphRangesChineseFull(); // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs IMGUI_API const ImWchar* GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters IMGUI_API const ImWchar* GetGlyphRangesVietnamese(); // Default + Vietnamese characters //------------------------------------------- // [BETA] Custom Rectangles/Glyphs API //------------------------------------------- // You can request arbitrary rectangles to be packed into the atlas, for your own purposes. // - After calling Build(), you can query the rectangle position and render your pixels. // - If you render colored output, set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of prefered texture format. // - You can also request your rectangles to be mapped as font glyph (given a font + Unicode point), // so you can render e.g. custom colorful icons and use them as regular glyphs. // - Read docs/FONTS.md for more details about using colorful icons. // - Note: this API may be redesigned later in order to support multi-monitor varying DPI settings. IMGUI_API int AddCustomRectRegular(int width, int height); IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0, 0)); ImFontAtlasCustomRect* GetCustomRectByIndex(int index) { IM_ASSERT(index >= 0); return &CustomRects[index]; } // [Internal] IMGUI_API void CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const; IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]); //------------------------------------------- // Members //------------------------------------------- ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_) ImTextureID TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure. int TexDesiredWidth; // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height. int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0 (will also need to set AntiAliasedLinesUseTex = false). bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert. // [Internal] // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you. bool TexReady; // Set when texture was built matching current font input bool TexPixelsUseColors; // Tell whether our texture data is known to use colors (rather than just alpha channel), in order to help backend select a format. unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4 int TexWidth; // Texture width calculated during Build(). int TexHeight; // Texture height calculated during Build(). ImVec2 TexUvScale; // = (1.0f/TexWidth, 1.0f/TexHeight) ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel ImVector Fonts; // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font. ImVector CustomRects; // Rectangles for packing custom texture data into the atlas. ImVector ConfigData; // Configuration data ImVec4 TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1]; // UVs for baked anti-aliased lines // [Internal] Font builder const ImFontBuilderIO* FontBuilderIO; // Opaque interface to a font builder (default to stb_truetype, can be changed to use FreeType by defining IMGUI_ENABLE_FREETYPE). unsigned int FontBuilderFlags; // Shared flags (for all fonts) for custom font builder. THIS IS BUILD IMPLEMENTATION DEPENDENT. Per-font override is also available in ImFontConfig. // [Internal] Packing data int PackIdMouseCursors; // Custom texture rectangle ID for white pixel and mouse cursors int PackIdLines; // Custom texture rectangle ID for baked anti-aliased lines // [Obsolete] //typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+ //typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+ }; // Font runtime data and rendering // ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32(). struct ImFont { // Members: Hot ~20/24 bytes (for CalcTextSize) ImVector IndexAdvanceX; // 12-16 // out // // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this this info, and are often bottleneck in large UI). float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX float FontSize; // 4 // in // // Height of characters/line, set during loading (don't change after loading) // Members: Hot ~28/40 bytes (for CalcTextSize + render loop) ImVector IndexLookup; // 12-16 // out // // Sparse. Index glyphs by Unicode code-point. ImVector Glyphs; // 12-16 // out // // All glyphs. const ImFontGlyph* FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar) // Members: Cold ~32/40 bytes ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into const ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont. ImWchar FallbackChar; // 2 // out // = FFFD/'?' // Character used if a glyph isn't found. ImWchar EllipsisChar; // 2 // out // = '...' // Character used for ellipsis rendering. ImWchar DotChar; // 2 // out // = '.' // Character used for ellipsis rendering (if a single '...' character isn't found) bool DirtyLookupTables; // 1 // out // float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale() float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] int MetricsTotalSurface;// 4 // out // // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs) ImU8 Used4kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/4096/8]; // 2 bytes if ImWchar=ImWchar16, 34 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints. // Methods IMGUI_API ImFont(); IMGUI_API ~ImFont(); IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c) const; IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c) const; float GetCharAdvance(ImWchar c) const { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; } bool IsLoaded() const { return ContainerAtlas != NULL; } const char* GetDebugName() const { return ConfigData ? ConfigData->Name : ""; } // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable. // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable. IMGUI_API ImVec2 CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL) const; // utf8 IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const; IMGUI_API void RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c) const; IMGUI_API void RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false) const; // [Internal] Don't use! IMGUI_API void BuildLookupTable(); IMGUI_API void ClearOutputData(); IMGUI_API void GrowIndex(int new_size); IMGUI_API void AddGlyph(const ImFontConfig* src_cfg, ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x); IMGUI_API void AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst = true); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built. IMGUI_API void SetGlyphVisible(ImWchar c, bool visible); IMGUI_API bool IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last); }; //----------------------------------------------------------------------------- // [SECTION] Viewports //----------------------------------------------------------------------------- // Flags stored in ImGuiViewport::Flags, giving indications to the platform backends. enum ImGuiViewportFlags_ { ImGuiViewportFlags_None = 0, ImGuiViewportFlags_IsPlatformWindow = 1 << 0, // Represent a Platform Window ImGuiViewportFlags_IsPlatformMonitor = 1 << 1, // Represent a Platform Monitor (unused yet) ImGuiViewportFlags_OwnedByApp = 1 << 2, // Platform Window: is created/managed by the application (rather than a dear imgui backend) ImGuiViewportFlags_NoDecoration = 1 << 3, // Platform Window: Disable platform decorations: title bar, borders, etc. (generally set all windows, but if ImGuiConfigFlags_ViewportsDecoration is set we only set this on popups/tooltips) ImGuiViewportFlags_NoTaskBarIcon = 1 << 4, // Platform Window: Disable platform task bar icon (generally set on popups/tooltips, or all windows if ImGuiConfigFlags_ViewportsNoTaskBarIcon is set) ImGuiViewportFlags_NoFocusOnAppearing = 1 << 5, // Platform Window: Don't take focus when created. ImGuiViewportFlags_NoFocusOnClick = 1 << 6, // Platform Window: Don't take focus when clicked on. ImGuiViewportFlags_NoInputs = 1 << 7, // Platform Window: Make mouse pass through so we can drag this window while peaking behind it. ImGuiViewportFlags_NoRendererClear = 1 << 8, // Platform Window: Renderer doesn't need to clear the framebuffer ahead (because we will fill it entirely). ImGuiViewportFlags_TopMost = 1 << 9, // Platform Window: Display on top (for tooltips only). ImGuiViewportFlags_Minimized = 1 << 10, // Platform Window: Window is minimized, can skip render. When minimized we tend to avoid using the viewport pos/size for clipping window or testing if they are contained in the viewport. ImGuiViewportFlags_NoAutoMerge = 1 << 11, // Platform Window: Avoid merging this window into another host window. This can only be set via ImGuiWindowClass viewport flags override (because we need to now ahead if we are going to create a viewport in the first place!). ImGuiViewportFlags_CanHostOtherWindows = 1 << 12 // Main viewport: can host multiple imgui windows (secondary viewports are associated to a single window). }; // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows. // - With multi-viewport enabled, we extend this concept to have multiple active viewports. // - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode. // - About Main Area vs Work Area: // - Main Area = entire viewport. // - Work Area = entire viewport minus sections used by main menu bars (for platform windows), or by task bar (for platform monitor). // - Windows are generally trying to stay within the Work Area of their host viewport. struct ImGuiViewport { ImGuiID ID; // Unique identifier for the viewport ImGuiViewportFlags Flags; // See ImGuiViewportFlags_ ImVec2 Pos; // Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native coordinates) ImVec2 Size; // Main Area: Size of the viewport. ImVec2 WorkPos; // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos) ImVec2 WorkSize; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size) float DpiScale; // 1.0f = 96 DPI = No extra scale. ImGuiID ParentViewportId; // (Advanced) 0: no parent. Instruct the platform backend to setup a parent/child relationship between platform windows. ImDrawData* DrawData; // The ImDrawData corresponding to this viewport. Valid after Render() and until the next call to NewFrame(). // Platform/Backend Dependent Data // Our design separate the Renderer and Platform backends to facilitate combining default backends with each others. // When our create your own backend for a custom engine, it is possible that both Renderer and Platform will be handled // by the same system and you may not need to use all the UserData/Handle fields. // The library never uses those fields, they are merely storage to facilitate backend implementation. void* RendererUserData; // void* to hold custom data structure for the renderer (e.g. swap chain, framebuffers etc.). generally set by your Renderer_CreateWindow function. void* PlatformUserData; // void* to hold custom data structure for the OS / platform (e.g. windowing info, render context). generally set by your Platform_CreateWindow function. void* PlatformHandle; // void* for FindViewportByPlatformHandle(). (e.g. suggested to use natural platform handle such as HWND, GLFWWindow*, SDL_Window*) void* PlatformHandleRaw; // void* to hold lower-level, platform-native window handle (under Win32 this is expected to be a HWND, unused for other platforms), when using an abstraction layer like GLFW or SDL (where PlatformHandle would be a SDL_Window*) bool PlatformRequestMove; // Platform window requested move (e.g. window was moved by the OS / host window manager, authoritative position will be OS window position) bool PlatformRequestResize; // Platform window requested resize (e.g. window was resized by the OS / host window manager, authoritative size will be OS window size) bool PlatformRequestClose; // Platform window requested closure (e.g. window was moved by the OS / host window manager, e.g. pressing ALT-F4) ImGuiViewport() { memset(this, 0, sizeof(*this)); } ~ImGuiViewport() { IM_ASSERT(PlatformUserData == NULL && RendererUserData == NULL); } // Helpers ImVec2 GetCenter() const { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); } ImVec2 GetWorkCenter() const { return ImVec2(WorkPos.x + WorkSize.x * 0.5f, WorkPos.y + WorkSize.y * 0.5f); } }; //----------------------------------------------------------------------------- // [SECTION] Platform Dependent Interfaces (for e.g. multi-viewport support) //----------------------------------------------------------------------------- // [BETA] (Optional) This is completely optional, for advanced users! // If you are new to Dear ImGui and trying to integrate it into your engine, you can probably ignore this for now. // // This feature allows you to seamlessly drag Dear ImGui windows outside of your application viewport. // This is achieved by creating new Platform/OS windows on the fly, and rendering into them. // Dear ImGui manages the viewport structures, and the backend create and maintain one Platform/OS window for each of those viewports. // // See Glossary https://github.com/ocornut/imgui/wiki/Glossary for details about some of the terminology. // See Thread https://github.com/ocornut/imgui/issues/1542 for gifs, news and questions about this evolving feature. // // About the coordinates system: // - When multi-viewports are enabled, all Dear ImGui coordinates become absolute coordinates (same as OS coordinates!) // - So e.g. ImGui::SetNextWindowPos(ImVec2(0,0)) will position a window relative to your primary monitor! // - If you want to position windows relative to your main application viewport, use ImGui::GetMainViewport()->Pos as a base position. // // Steps to use multi-viewports in your application, when using a default backend from the examples/ folder: // - Application: Enable feature with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // - Backend: The backend initialization will setup all necessary ImGuiPlatformIO's functions and update monitors info every frame. // - Application: In your main loop, call ImGui::UpdatePlatformWindows(), ImGui::RenderPlatformWindowsDefault() after EndFrame() or Render(). // - Application: Fix absolute coordinates used in ImGui::SetWindowPos() or ImGui::SetNextWindowPos() calls. // // Steps to use multi-viewports in your application, when using a custom backend: // - Important: THIS IS NOT EASY TO DO and comes with many subtleties not described here! // It's also an experimental feature, so some of the requirements may evolve. // Consider using default backends if you can. Either way, carefully follow and refer to examples/ backends for details. // - Application: Enable feature with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // - Backend: Hook ImGuiPlatformIO's Platform_* and Renderer_* callbacks (see below). // Set 'io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports' and 'io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports'. // Update ImGuiPlatformIO's Monitors list every frame. // Update MousePos every frame, in absolute coordinates. // - Application: In your main loop, call ImGui::UpdatePlatformWindows(), ImGui::RenderPlatformWindowsDefault() after EndFrame() or Render(). // You may skip calling RenderPlatformWindowsDefault() if its API is not convenient for your needs. Read comments below. // - Application: Fix absolute coordinates used in ImGui::SetWindowPos() or ImGui::SetNextWindowPos() calls. // // About ImGui::RenderPlatformWindowsDefault(): // - This function is a mostly a _helper_ for the common-most cases, and to facilitate using default backends. // - You can check its simple source code to understand what it does. // It basically iterates secondary viewports and call 4 functions that are setup in ImGuiPlatformIO, if available: // Platform_RenderWindow(), Renderer_RenderWindow(), Platform_SwapBuffers(), Renderer_SwapBuffers() // Those functions pointers exists only for the benefit of RenderPlatformWindowsDefault(). // - If you have very specific rendering needs (e.g. flipping multiple swap-chain simultaneously, unusual sync/threading issues, etc.), // you may be tempted to ignore RenderPlatformWindowsDefault() and write customized code to perform your renderingg. // You may decide to setup the platform_io's *RenderWindow and *SwapBuffers pointers and call your functions through those pointers, // or you may decide to never setup those pointers and call your code directly. They are a convenience, not an obligatory interface. //----------------------------------------------------------------------------- // (Optional) Access via ImGui::GetPlatformIO() struct ImGuiPlatformIO { //------------------------------------------------------------------ // Input - Backend interface/functions + Monitor List //------------------------------------------------------------------ // (Optional) Platform functions (e.g. Win32, GLFW, SDL2) // For reference, the second column shows which function are generally calling the Platform Functions: // N = ImGui::NewFrame() ~ beginning of the dear imgui frame: read info from platform/OS windows (latest size/position) // F = ImGui::Begin(), ImGui::EndFrame() ~ during the dear imgui frame // U = ImGui::UpdatePlatformWindows() ~ after the dear imgui frame: create and update all platform/OS windows // R = ImGui::RenderPlatformWindowsDefault() ~ render // D = ImGui::DestroyPlatformWindows() ~ shutdown // The general idea is that NewFrame() we will read the current Platform/OS state, and UpdatePlatformWindows() will write to it. // // The functions are designed so we can mix and match 2 imgui_impl_xxxx files, one for the Platform (~window/input handling), one for Renderer. // Custom engine backends will often provide both Platform and Renderer interfaces and so may not need to use all functions. // Platform functions are typically called before their Renderer counterpart, apart from Destroy which are called the other way. // Platform function --------------------------------------------------- Called by ----- void (*Platform_CreateWindow)(ImGuiViewport* vp); // . . U . . // Create a new platform window for the given viewport void (*Platform_DestroyWindow)(ImGuiViewport* vp); // N . U . D // void (*Platform_ShowWindow)(ImGuiViewport* vp); // . . U . . // Newly created windows are initially hidden so SetWindowPos/Size/Title can be called on them before showing the window void (*Platform_SetWindowPos)(ImGuiViewport* vp, ImVec2 pos); // . . U . . // Set platform window position (given the upper-left corner of client area) ImVec2 (*Platform_GetWindowPos)(ImGuiViewport* vp); // N . . . . // void (*Platform_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); // . . U . . // Set platform window client area size (ignoring OS decorations such as OS title bar etc.) ImVec2 (*Platform_GetWindowSize)(ImGuiViewport* vp); // N . . . . // Get platform window client area size void (*Platform_SetWindowFocus)(ImGuiViewport* vp); // N . . . . // Move window to front and set input focus bool (*Platform_GetWindowFocus)(ImGuiViewport* vp); // . . U . . // bool (*Platform_GetWindowMinimized)(ImGuiViewport* vp); // N . . . . // Get platform window minimized state. When minimized, we generally won't attempt to get/set size and contents will be culled more easily void (*Platform_SetWindowTitle)(ImGuiViewport* vp, const char* str); // . . U . . // Set platform window title (given an UTF-8 string) void (*Platform_SetWindowAlpha)(ImGuiViewport* vp, float alpha); // . . U . . // (Optional) Setup global transparency (not per-pixel transparency) void (*Platform_UpdateWindow)(ImGuiViewport* vp); // . . U . . // (Optional) Called by UpdatePlatformWindows(). Optional hook to allow the platform backend from doing general book-keeping every frame. void (*Platform_RenderWindow)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Main rendering (platform side! This is often unused, or just setting a "current" context for OpenGL bindings). 'render_arg' is the value passed to RenderPlatformWindowsDefault(). void (*Platform_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Call Present/SwapBuffers (platform side! This is often unused!). 'render_arg' is the value passed to RenderPlatformWindowsDefault(). float (*Platform_GetWindowDpiScale)(ImGuiViewport* vp); // N . . . . // (Optional) [BETA] FIXME-DPI: DPI handling: Return DPI scale for this viewport. 1.0f = 96 DPI. void (*Platform_OnChangedViewport)(ImGuiViewport* vp); // . F . . . // (Optional) [BETA] FIXME-DPI: DPI handling: Called during Begin() every time the viewport we are outputting into changes, so backend has a chance to swap fonts to adjust style. int (*Platform_CreateVkSurface)(ImGuiViewport* vp, ImU64 vk_inst, const void* vk_allocators, ImU64* out_vk_surface); // (Optional) For a Vulkan Renderer to call into Platform code (since the surface creation needs to tie them both). // (Optional) Renderer functions (e.g. DirectX, OpenGL, Vulkan) void (*Renderer_CreateWindow)(ImGuiViewport* vp); // . . U . . // Create swap chain, frame buffers etc. (called after Platform_CreateWindow) void (*Renderer_DestroyWindow)(ImGuiViewport* vp); // N . U . D // Destroy swap chain, frame buffers etc. (called before Platform_DestroyWindow) void (*Renderer_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); // . . U . . // Resize swap chain, frame buffers etc. (called after Platform_SetWindowSize) void (*Renderer_RenderWindow)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Clear framebuffer, setup render target, then render the viewport->DrawData. 'render_arg' is the value passed to RenderPlatformWindowsDefault(). void (*Renderer_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Call Present/SwapBuffers. 'render_arg' is the value passed to RenderPlatformWindowsDefault(). // (Optional) Monitor list // - Updated by: app/backend. Update every frame to dynamically support changing monitor or DPI configuration. // - Used by: dear imgui to query DPI info, clamp popups/tooltips within same monitor and not have them straddle monitors. ImVector Monitors; //------------------------------------------------------------------ // Output - List of viewports to render into platform windows //------------------------------------------------------------------ // Viewports list (the list is updated by calling ImGui::EndFrame or ImGui::Render) // (in the future we will attempt to organize this feature to remove the need for a "main viewport") ImVector Viewports; // Main viewports, followed by all secondary viewports. ImGuiPlatformIO() { memset(this, 0, sizeof(*this)); } // Zero clear }; // (Optional) This is required when enabling multi-viewport. Represent the bounds of each connected monitor/display and their DPI. // We use this information for multiple DPI support + clamping the position of popups and tooltips so they don't straddle multiple monitors. struct ImGuiPlatformMonitor { ImVec2 MainPos, MainSize; // Coordinates of the area displayed on this monitor (Min = upper left, Max = bottom right) ImVec2 WorkPos, WorkSize; // Coordinates without task bars / side bars / menu bars. Used to avoid positioning popups/tooltips inside this region. If you don't have this info, please copy the value for MainPos/MainSize. float DpiScale; // 1.0f = 96 DPI ImGuiPlatformMonitor() { MainPos = MainSize = WorkPos = WorkSize = ImVec2(0, 0); DpiScale = 1.0f; } }; // (Optional) Support for IME (Input Method Editor) via the io.SetPlatformImeDataFn() function. struct ImGuiPlatformImeData { bool WantVisible; // A widget wants the IME to be visible ImVec2 InputPos; // Position of the input cursor float InputLineHeight; // Line height ImGuiPlatformImeData() { memset(this, 0, sizeof(*this)); } }; //----------------------------------------------------------------------------- // [SECTION] Obsolete functions and types // (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details) // Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead. //----------------------------------------------------------------------------- namespace ImGui { #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO IMGUI_API int GetKeyIndex(ImGuiKey key); // map ImGuiKey_* values into legacy native key index. == io.KeyMap[key] #else static inline int GetKeyIndex(ImGuiKey key) { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END && "ImGuiKey and native_index was merged together and native_index is disabled by IMGUI_DISABLE_OBSOLETE_KEYIO. Please switch to ImGuiKey."); return key; } #endif } #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS namespace ImGui { // OBSOLETED in 1.86 (from November 2021) IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // Calculate coarse clipping for large list of evenly sized items. Prefer using ImGuiListClipper. // OBSOLETED in 1.85 (from August 2021) static inline float GetWindowContentRegionWidth() { return GetWindowContentRegionMax().x - GetWindowContentRegionMin().x; } // OBSOLETED in 1.81 (from February 2021) IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // Helper to calculate size from items_count and height_in_items static inline bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)) { return BeginListBox(label, size); } static inline void ListBoxFooter() { EndListBox(); } // OBSOLETED in 1.79 (from August 2020) static inline void OpenPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mb = 1) { OpenPopupOnItemClick(str_id, mb); } // Bool return value removed. Use IsWindowAppearing() in BeginPopup() instead. Renamed in 1.77, renamed back in 1.79. Sorry! // OBSOLETED in 1.78 (from June 2020) // Old drag/sliders functions that took a 'float power = 1.0' argument instead of flags. // For shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`. IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power); IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power); static inline bool DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); } static inline bool DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power); } static inline bool DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); } static inline bool DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power); } IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power); IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format, float power); static inline bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power) { return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); } static inline bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); } static inline bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); } static inline bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); } // OBSOLETED in 1.77 (from June 2020) static inline bool BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mb, bool over_items) { return BeginPopupContextWindow(str_id, mb | (over_items ? 0 : ImGuiPopupFlags_NoOpenOverItems)); } // Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE) //static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); } // OBSOLETED in 1.72 (from July 2019) //static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); } // OBSOLETED in 1.71 (from June 2019) //static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; } // OBSOLETED in 1.70 (from May 2019) //static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); } // OBSOLETED in 1.69 (from Mar 2019) //static inline void SetScrollHere(float ratio = 0.5f) { SetScrollHereY(ratio); } // OBSOLETED in 1.66 (from Nov 2018) //static inline bool IsItemDeactivatedAfterChange() { return IsItemDeactivatedAfterEdit(); } // OBSOLETED in 1.63 (from Aug 2018) //static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); } // OBSOLETED in 1.60 (from Apr 2018) //static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018) //static inline void ShowTestWindow() { return ShowDemoWindow(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) //static inline bool IsRootWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) //static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) //static inline void SetNextWindowContentWidth(float w) { SetNextWindowContentSize(ImVec2(w, 0.0f)); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) //static inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) } // OBSOLETED in 1.82 (from Mars 2021): flags for AddRect(), AddRectFilled(), AddImageRounded(), PathRect() typedef ImDrawFlags ImDrawCornerFlags; enum ImDrawCornerFlags_ { ImDrawCornerFlags_None = ImDrawFlags_RoundCornersNone, // Was == 0 prior to 1.82, this is now == ImDrawFlags_RoundCornersNone which is != 0 and not implicit ImDrawCornerFlags_TopLeft = ImDrawFlags_RoundCornersTopLeft, // Was == 0x01 (1 << 0) prior to 1.82. Order matches ImDrawFlags_NoRoundCorner* flag (we exploit this internally). ImDrawCornerFlags_TopRight = ImDrawFlags_RoundCornersTopRight, // Was == 0x02 (1 << 1) prior to 1.82. ImDrawCornerFlags_BotLeft = ImDrawFlags_RoundCornersBottomLeft, // Was == 0x04 (1 << 2) prior to 1.82. ImDrawCornerFlags_BotRight = ImDrawFlags_RoundCornersBottomRight, // Was == 0x08 (1 << 3) prior to 1.82. ImDrawCornerFlags_All = ImDrawFlags_RoundCornersAll, // Was == 0x0F prior to 1.82 ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight, ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight, ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft, ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight }; // RENAMED ImGuiKeyModFlags -> ImGuiModFlags in 1.88 (from April 2022) typedef int ImGuiKeyModFlags; enum ImGuiKeyModFlags_ { ImGuiKeyModFlags_None = ImGuiModFlags_None, ImGuiKeyModFlags_Ctrl = ImGuiModFlags_Ctrl, ImGuiKeyModFlags_Shift = ImGuiModFlags_Shift, ImGuiKeyModFlags_Alt = ImGuiModFlags_Alt, ImGuiKeyModFlags_Super = ImGuiModFlags_Super }; #endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS //----------------------------------------------------------------------------- #if defined(__clang__) #pragma clang diagnostic pop #elif defined(__GNUC__) #pragma GCC diagnostic pop #endif #ifdef _MSC_VER #pragma warning (pop) #endif // Include imgui_user.h at the end of imgui.h (convenient for user to only explicitly include vanilla imgui.h) #ifdef IMGUI_INCLUDE_IMGUI_USER_H #include "imgui_user.h" #endif #endif // #ifndef IMGUI_DISABLE ================================================ FILE: test/third_party/imgui/imgui_demo.cpp ================================================ // dear imgui, v1.88 WIP // (demo code) // Help: // - Read FAQ at http://dearimgui.org/faq // - Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase. // - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that. // Read imgui.cpp for more details, documentation and comments. // Get the latest version at https://github.com/ocornut/imgui // Message to the person tempted to delete this file when integrating Dear ImGui into their codebase: // Do NOT remove this file from your project! Think again! It is the most useful reference code that you and other // coders will want to refer to and call. Have the ImGui::ShowDemoWindow() function wired in an always-available // debug menu of your game/app! Removing this file from your project is hindering access to documentation for everyone // in your team, likely leading you to poorer usage of the library. // Everything in this file will be stripped out by the linker if you don't call ImGui::ShowDemoWindow(). // If you want to link core Dear ImGui in your shipped builds but want a thorough guarantee that the demo will not be // linked, you can setup your imconfig.h with #define IMGUI_DISABLE_DEMO_WINDOWS and those functions will be empty. // In another situation, whenever you have Dear ImGui available you probably want this to be available for reference. // Thank you, // -Your beloved friend, imgui_demo.cpp (which you won't delete) // Message to beginner C/C++ programmers about the meaning of the 'static' keyword: // In this demo code, we frequently use 'static' variables inside functions. A static variable persists across calls, // so it is essentially like a global variable but declared inside the scope of the function. We do this as a way to // gather code and data in the same place, to make the demo source code faster to read, faster to write, and smaller // in size. It also happens to be a convenient way of storing simple UI related information as long as your function // doesn't need to be reentrant or used in multiple threads. This might be a pattern you will want to use in your code, // but most of the real data you would be editing is likely going to be stored outside your functions. // The Demo code in this file is designed to be easy to copy-and-paste into your application! // Because of this: // - We never omit the ImGui:: prefix when calling functions, even though most code here is in the same namespace. // - We try to declare static variables in the local scope, as close as possible to the code using them. // - We never use any of the helpers/facilities used internally by Dear ImGui, unless available in the public API. // - We never use maths operators on ImVec2/ImVec4. For our other sources files we use them, and they are provided // by imgui_internal.h using the IMGUI_DEFINE_MATH_OPERATORS define. For your own sources file they are optional // and require you either enable those, either provide your own via IM_VEC2_CLASS_EXTRA in imconfig.h. // Because we can't assume anything about your support of maths operators, we cannot use them in imgui_demo.cpp. // Navigating this file: // - In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. // - With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. /* Index of this file: // [SECTION] Forward Declarations, Helpers // [SECTION] Demo Window / ShowDemoWindow() // - sub section: ShowDemoWindowWidgets() // - sub section: ShowDemoWindowLayout() // - sub section: ShowDemoWindowPopups() // - sub section: ShowDemoWindowTables() // - sub section: ShowDemoWindowMisc() // [SECTION] About Window / ShowAboutWindow() // [SECTION] Style Editor / ShowStyleEditor() // [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar() // [SECTION] Example App: Debug Console / ShowExampleAppConsole() // [SECTION] Example App: Debug Log / ShowExampleAppLog() // [SECTION] Example App: Simple Layout / ShowExampleAppLayout() // [SECTION] Example App: Property Editor / ShowExampleAppPropertyEditor() // [SECTION] Example App: Long Text / ShowExampleAppLongText() // [SECTION] Example App: Auto Resize / ShowExampleAppAutoResize() // [SECTION] Example App: Constrained Resize / ShowExampleAppConstrainedResize() // [SECTION] Example App: Simple overlay / ShowExampleAppSimpleOverlay() // [SECTION] Example App: Fullscreen window / ShowExampleAppFullscreen() // [SECTION] Example App: Manipulating window titles / ShowExampleAppWindowTitles() // [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering() // [SECTION] Example App: Docking, DockSpace / ShowExampleAppDockSpace() // [SECTION] Example App: Documents Handling / ShowExampleAppDocuments() */ #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) #define _CRT_SECURE_NO_WARNINGS #endif #include "imgui.h" #ifndef IMGUI_DISABLE // System includes #include // toupper #include // INT_MIN, INT_MAX #include // sqrtf, powf, cosf, sinf, floorf, ceilf #include // vsnprintf, sscanf, printf #include // NULL, malloc, free, atoi #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier #include // intptr_t #else #include // intptr_t #endif // Visual Studio warnings #ifdef _MSC_VER #pragma warning (disable: 4127) // condition expression is constant #pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen #pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). #endif // Clang/GCC warnings with -Weverything #if defined(__clang__) #if __has_warning("-Wunknown-warning-option") #pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! #endif #pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. #pragma clang diagnostic ignored "-Wdeprecated-declarations" // warning: 'xx' is deprecated: The POSIX name for this.. // for strdup used in demo code (so user can copy & paste the code) #pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning: cast to 'void *' from smaller integer type #pragma clang diagnostic ignored "-Wformat-security" // warning: format string is not a string literal #pragma clang diagnostic ignored "-Wexit-time-destructors" // warning: declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals. #pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used // we define snprintf/vsnprintf on Windows so they are available, but not always used. #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 #pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. #pragma clang diagnostic ignored "-Wreserved-id-macro" // warning: macro name is a reserved identifier #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision #elif defined(__GNUC__) #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind #pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size #pragma GCC diagnostic ignored "-Wformat-security" // warning: format string is not a string literal (potentially insecure) #pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function #pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value #pragma GCC diagnostic ignored "-Wmisleading-indentation" // [__GNUC__ >= 6] warning: this 'if' clause does not guard this statement // GCC 6.0+ only. See #883 on GitHub. #endif // Play it nice with Windows users (Update: May 2018, Notepad now supports Unix-style carriage returns!) #ifdef _WIN32 #define IM_NEWLINE "\r\n" #else #define IM_NEWLINE "\n" #endif // Helpers #if defined(_MSC_VER) && !defined(snprintf) #define snprintf _snprintf #endif #if defined(_MSC_VER) && !defined(vsnprintf) #define vsnprintf _vsnprintf #endif // Format specifiers, printing 64-bit hasn't been decently standardized... // In a real application you should be using PRId64 and PRIu64 from (non-windows) and on Windows define them yourself. #ifdef _MSC_VER #define IM_PRId64 "I64d" #define IM_PRIu64 "I64u" #else #define IM_PRId64 "lld" #define IM_PRIu64 "llu" #endif // Helpers macros // We normally try to not use many helpers in imgui_demo.cpp in order to make code easier to copy and paste, // but making an exception here as those are largely simplifying code... // In other imgui sources we can use nicer internal functions from imgui_internal.h (ImMin/ImMax) but not in the demo. #define IM_MIN(A, B) (((A) < (B)) ? (A) : (B)) #define IM_MAX(A, B) (((A) >= (B)) ? (A) : (B)) #define IM_CLAMP(V, MN, MX) ((V) < (MN) ? (MN) : (V) > (MX) ? (MX) : (V)) // Enforce cdecl calling convention for functions called by the standard library, in case compilation settings changed the default to e.g. __vectorcall #ifndef IMGUI_CDECL #ifdef _MSC_VER #define IMGUI_CDECL __cdecl #else #define IMGUI_CDECL #endif #endif //----------------------------------------------------------------------------- // [SECTION] Forward Declarations, Helpers //----------------------------------------------------------------------------- #if !defined(IMGUI_DISABLE_DEMO_WINDOWS) // Forward Declarations static void ShowExampleAppDockSpace(bool* p_open); static void ShowExampleAppDocuments(bool* p_open); static void ShowExampleAppMainMenuBar(); static void ShowExampleAppConsole(bool* p_open); static void ShowExampleAppLog(bool* p_open); static void ShowExampleAppLayout(bool* p_open); static void ShowExampleAppPropertyEditor(bool* p_open); static void ShowExampleAppLongText(bool* p_open); static void ShowExampleAppAutoResize(bool* p_open); static void ShowExampleAppConstrainedResize(bool* p_open); static void ShowExampleAppSimpleOverlay(bool* p_open); static void ShowExampleAppFullscreen(bool* p_open); static void ShowExampleAppWindowTitles(bool* p_open); static void ShowExampleAppCustomRendering(bool* p_open); static void ShowExampleMenuFile(); // Helper to display a little (?) mark which shows a tooltip when hovered. // In your own code you may want to display an actual icon if you are using a merged icon fonts (see docs/FONTS.md) static void HelpMarker(const char* desc) { ImGui::TextDisabled("(?)"); if (ImGui::IsItemHovered()) { ImGui::BeginTooltip(); ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f); ImGui::TextUnformatted(desc); ImGui::PopTextWrapPos(); ImGui::EndTooltip(); } } static void ShowDockingDisabledMessage() { ImGuiIO& io = ImGui::GetIO(); ImGui::Text("ERROR: Docking is not enabled! See Demo > Configuration."); ImGui::Text("Set io.ConfigFlags |= ImGuiConfigFlags_DockingEnable in your code, or "); ImGui::SameLine(0.0f, 0.0f); if (ImGui::SmallButton("click here")) io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; } // Helper to wire demo markers located in code to a interactive browser typedef void (*ImGuiDemoMarkerCallback)(const char* file, int line, const char* section, void* user_data); extern ImGuiDemoMarkerCallback GImGuiDemoMarkerCallback; extern void* GImGuiDemoMarkerCallbackUserData; ImGuiDemoMarkerCallback GImGuiDemoMarkerCallback = NULL; void* GImGuiDemoMarkerCallbackUserData = NULL; #define IMGUI_DEMO_MARKER(section) do { if (GImGuiDemoMarkerCallback != NULL) GImGuiDemoMarkerCallback(__FILE__, __LINE__, section, GImGuiDemoMarkerCallbackUserData); } while (0) // Helper to display basic user controls. void ImGui::ShowUserGuide() { ImGuiIO& io = ImGui::GetIO(); ImGui::BulletText("Double-click on title bar to collapse window."); ImGui::BulletText( "Click and drag on lower corner to resize window\n" "(double-click to auto fit window to its contents)."); ImGui::BulletText("CTRL+Click on a slider or drag box to input value as text."); ImGui::BulletText("TAB/SHIFT+TAB to cycle through keyboard editable fields."); ImGui::BulletText("CTRL+Tab to select a window."); if (io.FontAllowUserScaling) ImGui::BulletText("CTRL+Mouse Wheel to zoom window contents."); ImGui::BulletText("While inputing text:\n"); ImGui::Indent(); ImGui::BulletText("CTRL+Left/Right to word jump."); ImGui::BulletText("CTRL+A or double-click to select all."); ImGui::BulletText("CTRL+X/C/V to use clipboard cut/copy/paste."); ImGui::BulletText("CTRL+Z,CTRL+Y to undo/redo."); ImGui::BulletText("ESCAPE to revert."); ImGui::Unindent(); ImGui::BulletText("With keyboard navigation enabled:"); ImGui::Indent(); ImGui::BulletText("Arrow keys to navigate."); ImGui::BulletText("Space to activate a widget."); ImGui::BulletText("Return to input text into a widget."); ImGui::BulletText("Escape to deactivate a widget, close popup, exit child window."); ImGui::BulletText("Alt to jump to the menu layer of a window."); ImGui::Unindent(); } //----------------------------------------------------------------------------- // [SECTION] Demo Window / ShowDemoWindow() //----------------------------------------------------------------------------- // - ShowDemoWindowWidgets() // - ShowDemoWindowLayout() // - ShowDemoWindowPopups() // - ShowDemoWindowTables() // - ShowDemoWindowColumns() // - ShowDemoWindowMisc() //----------------------------------------------------------------------------- // We split the contents of the big ShowDemoWindow() function into smaller functions // (because the link time of very large functions grow non-linearly) static void ShowDemoWindowWidgets(); static void ShowDemoWindowLayout(); static void ShowDemoWindowPopups(); static void ShowDemoWindowTables(); static void ShowDemoWindowColumns(); static void ShowDemoWindowMisc(); // Demonstrate most Dear ImGui features (this is big function!) // You may execute this function to experiment with the UI and understand what it does. // You may then search for keywords in the code when you are interested by a specific feature. void ImGui::ShowDemoWindow(bool* p_open) { // Exceptionally add an extra assert here for people confused about initial Dear ImGui setup // Most ImGui functions would normally just crash if the context is missing. IM_ASSERT(ImGui::GetCurrentContext() != NULL && "Missing dear imgui context. Refer to examples app!"); // Examples Apps (accessible from the "Examples" menu) static bool show_app_main_menu_bar = false; static bool show_app_dockspace = false; static bool show_app_documents = false; static bool show_app_console = false; static bool show_app_log = false; static bool show_app_layout = false; static bool show_app_property_editor = false; static bool show_app_long_text = false; static bool show_app_auto_resize = false; static bool show_app_constrained_resize = false; static bool show_app_simple_overlay = false; static bool show_app_fullscreen = false; static bool show_app_window_titles = false; static bool show_app_custom_rendering = false; if (show_app_main_menu_bar) ShowExampleAppMainMenuBar(); if (show_app_dockspace) ShowExampleAppDockSpace(&show_app_dockspace); // Process the Docking app first, as explicit DockSpace() nodes needs to be submitted early (read comments near the DockSpace function) if (show_app_documents) ShowExampleAppDocuments(&show_app_documents); // Process the Document app next, as it may also use a DockSpace() if (show_app_console) ShowExampleAppConsole(&show_app_console); if (show_app_log) ShowExampleAppLog(&show_app_log); if (show_app_layout) ShowExampleAppLayout(&show_app_layout); if (show_app_property_editor) ShowExampleAppPropertyEditor(&show_app_property_editor); if (show_app_long_text) ShowExampleAppLongText(&show_app_long_text); if (show_app_auto_resize) ShowExampleAppAutoResize(&show_app_auto_resize); if (show_app_constrained_resize) ShowExampleAppConstrainedResize(&show_app_constrained_resize); if (show_app_simple_overlay) ShowExampleAppSimpleOverlay(&show_app_simple_overlay); if (show_app_fullscreen) ShowExampleAppFullscreen(&show_app_fullscreen); if (show_app_window_titles) ShowExampleAppWindowTitles(&show_app_window_titles); if (show_app_custom_rendering) ShowExampleAppCustomRendering(&show_app_custom_rendering); // Dear ImGui Apps (accessible from the "Tools" menu) static bool show_app_metrics = false; static bool show_app_stack_tool = false; static bool show_app_style_editor = false; static bool show_app_about = false; if (show_app_metrics) { ImGui::ShowMetricsWindow(&show_app_metrics); } if (show_app_stack_tool) { ImGui::ShowStackToolWindow(&show_app_stack_tool); } if (show_app_about) { ImGui::ShowAboutWindow(&show_app_about); } if (show_app_style_editor) { ImGui::Begin("Dear ImGui Style Editor", &show_app_style_editor); ImGui::ShowStyleEditor(); ImGui::End(); } // Demonstrate the various window flags. Typically you would just use the default! static bool no_titlebar = false; static bool no_scrollbar = false; static bool no_menu = false; static bool no_move = false; static bool no_resize = false; static bool no_collapse = false; static bool no_close = false; static bool no_nav = false; static bool no_background = false; static bool no_bring_to_front = false; static bool no_docking = false; static bool unsaved_document = false; ImGuiWindowFlags window_flags = 0; if (no_titlebar) window_flags |= ImGuiWindowFlags_NoTitleBar; if (no_scrollbar) window_flags |= ImGuiWindowFlags_NoScrollbar; if (!no_menu) window_flags |= ImGuiWindowFlags_MenuBar; if (no_move) window_flags |= ImGuiWindowFlags_NoMove; if (no_resize) window_flags |= ImGuiWindowFlags_NoResize; if (no_collapse) window_flags |= ImGuiWindowFlags_NoCollapse; if (no_nav) window_flags |= ImGuiWindowFlags_NoNav; if (no_background) window_flags |= ImGuiWindowFlags_NoBackground; if (no_bring_to_front) window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus; if (no_docking) window_flags |= ImGuiWindowFlags_NoDocking; if (unsaved_document) window_flags |= ImGuiWindowFlags_UnsavedDocument; if (no_close) p_open = NULL; // Don't pass our bool* to Begin // We specify a default position/size in case there's no data in the .ini file. // We only do it to make the demo applications a little more welcoming, but typically this isn't required. const ImGuiViewport* main_viewport = ImGui::GetMainViewport(); ImGui::SetNextWindowPos(ImVec2(main_viewport->WorkPos.x + 650, main_viewport->WorkPos.y + 20), ImGuiCond_FirstUseEver); ImGui::SetNextWindowSize(ImVec2(550, 680), ImGuiCond_FirstUseEver); // Main body of the Demo window starts here. if (!ImGui::Begin("Dear ImGui Demo", p_open, window_flags)) { // Early out if the window is collapsed, as an optimization. ImGui::End(); return; } // Most "big" widgets share a common width settings by default. See 'Demo->Layout->Widgets Width' for details. // e.g. Use 2/3 of the space for widgets and 1/3 for labels (right align) //ImGui::PushItemWidth(-ImGui::GetWindowWidth() * 0.35f); // e.g. Leave a fixed amount of width for labels (by passing a negative value), the rest goes to widgets. ImGui::PushItemWidth(ImGui::GetFontSize() * -12); // Menu Bar if (ImGui::BeginMenuBar()) { if (ImGui::BeginMenu("Menu")) { IMGUI_DEMO_MARKER("Menu/File"); ShowExampleMenuFile(); ImGui::EndMenu(); } if (ImGui::BeginMenu("Examples")) { IMGUI_DEMO_MARKER("Menu/Examples"); ImGui::MenuItem("Main menu bar", NULL, &show_app_main_menu_bar); ImGui::MenuItem("Console", NULL, &show_app_console); ImGui::MenuItem("Log", NULL, &show_app_log); ImGui::MenuItem("Simple layout", NULL, &show_app_layout); ImGui::MenuItem("Property editor", NULL, &show_app_property_editor); ImGui::MenuItem("Long text display", NULL, &show_app_long_text); ImGui::MenuItem("Auto-resizing window", NULL, &show_app_auto_resize); ImGui::MenuItem("Constrained-resizing window", NULL, &show_app_constrained_resize); ImGui::MenuItem("Simple overlay", NULL, &show_app_simple_overlay); ImGui::MenuItem("Fullscreen window", NULL, &show_app_fullscreen); ImGui::MenuItem("Manipulating window titles", NULL, &show_app_window_titles); ImGui::MenuItem("Custom rendering", NULL, &show_app_custom_rendering); ImGui::MenuItem("Dockspace", NULL, &show_app_dockspace); ImGui::MenuItem("Documents", NULL, &show_app_documents); ImGui::EndMenu(); } //if (ImGui::MenuItem("MenuItem")) {} // You can also use MenuItem() inside a menu bar! if (ImGui::BeginMenu("Tools")) { IMGUI_DEMO_MARKER("Menu/Tools"); #ifndef IMGUI_DISABLE_METRICS_WINDOW ImGui::MenuItem("Metrics/Debugger", NULL, &show_app_metrics); ImGui::MenuItem("Stack Tool", NULL, &show_app_stack_tool); #endif ImGui::MenuItem("Style Editor", NULL, &show_app_style_editor); ImGui::MenuItem("About Dear ImGui", NULL, &show_app_about); ImGui::EndMenu(); } ImGui::EndMenuBar(); } ImGui::Text("dear imgui says hello. (%s)", IMGUI_VERSION); ImGui::Spacing(); IMGUI_DEMO_MARKER("Help"); if (ImGui::CollapsingHeader("Help")) { ImGui::Text("ABOUT THIS DEMO:"); ImGui::BulletText("Sections below are demonstrating many aspects of the library."); ImGui::BulletText("The \"Examples\" menu above leads to more demo contents."); ImGui::BulletText("The \"Tools\" menu above gives access to: About Box, Style Editor,\n" "and Metrics/Debugger (general purpose Dear ImGui debugging tool)."); ImGui::Separator(); ImGui::Text("PROGRAMMER GUIDE:"); ImGui::BulletText("See the ShowDemoWindow() code in imgui_demo.cpp. <- you are here!"); ImGui::BulletText("See comments in imgui.cpp."); ImGui::BulletText("See example applications in the examples/ folder."); ImGui::BulletText("Read the FAQ at http://www.dearimgui.org/faq/"); ImGui::BulletText("Set 'io.ConfigFlags |= NavEnableKeyboard' for keyboard controls."); ImGui::BulletText("Set 'io.ConfigFlags |= NavEnableGamepad' for gamepad controls."); ImGui::Separator(); ImGui::Text("USER GUIDE:"); ImGui::ShowUserGuide(); } IMGUI_DEMO_MARKER("Configuration"); if (ImGui::CollapsingHeader("Configuration")) { ImGuiIO& io = ImGui::GetIO(); if (ImGui::TreeNode("Configuration##2")) { ImGui::CheckboxFlags("io.ConfigFlags: NavEnableKeyboard", &io.ConfigFlags, ImGuiConfigFlags_NavEnableKeyboard); ImGui::SameLine(); HelpMarker("Enable keyboard controls."); ImGui::CheckboxFlags("io.ConfigFlags: NavEnableGamepad", &io.ConfigFlags, ImGuiConfigFlags_NavEnableGamepad); ImGui::SameLine(); HelpMarker("Enable gamepad controls. Require backend to set io.BackendFlags |= ImGuiBackendFlags_HasGamepad.\n\nRead instructions in imgui.cpp for details."); ImGui::CheckboxFlags("io.ConfigFlags: NavEnableSetMousePos", &io.ConfigFlags, ImGuiConfigFlags_NavEnableSetMousePos); ImGui::SameLine(); HelpMarker("Instruct navigation to move the mouse cursor. See comment for ImGuiConfigFlags_NavEnableSetMousePos."); ImGui::CheckboxFlags("io.ConfigFlags: NoMouse", &io.ConfigFlags, ImGuiConfigFlags_NoMouse); if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) { // The "NoMouse" option can get us stuck with a disabled mouse! Let's provide an alternative way to fix it: if (fmodf((float)ImGui::GetTime(), 0.40f) < 0.20f) { ImGui::SameLine(); ImGui::Text("<>"); } if (ImGui::IsKeyPressed(ImGuiKey_Space)) io.ConfigFlags &= ~ImGuiConfigFlags_NoMouse; } ImGui::CheckboxFlags("io.ConfigFlags: NoMouseCursorChange", &io.ConfigFlags, ImGuiConfigFlags_NoMouseCursorChange); ImGui::SameLine(); HelpMarker("Instruct backend to not alter mouse cursor shape and visibility."); ImGui::CheckboxFlags("io.ConfigFlags: DockingEnable", &io.ConfigFlags, ImGuiConfigFlags_DockingEnable); ImGui::SameLine(); if (io.ConfigDockingWithShift) HelpMarker("Drag from window title bar or their tab to dock/undock. Hold SHIFT to enable docking.\n\nDrag from window menu button (upper-left button) to undock an entire node (all windows)."); else HelpMarker("Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking.\n\nDrag from window menu button (upper-left button) to undock an entire node (all windows)."); if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) { ImGui::Indent(); ImGui::Checkbox("io.ConfigDockingNoSplit", &io.ConfigDockingNoSplit); ImGui::SameLine(); HelpMarker("Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars."); ImGui::Checkbox("io.ConfigDockingWithShift", &io.ConfigDockingWithShift); ImGui::SameLine(); HelpMarker("Enable docking when holding Shift only (allow to drop in wider space, reduce visual noise)"); ImGui::Checkbox("io.ConfigDockingAlwaysTabBar", &io.ConfigDockingAlwaysTabBar); ImGui::SameLine(); HelpMarker("Create a docking node and tab-bar on single floating windows."); ImGui::Checkbox("io.ConfigDockingTransparentPayload", &io.ConfigDockingTransparentPayload); ImGui::SameLine(); HelpMarker("Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge."); ImGui::Unindent(); } ImGui::CheckboxFlags("io.ConfigFlags: ViewportsEnable", &io.ConfigFlags, ImGuiConfigFlags_ViewportsEnable); ImGui::SameLine(); HelpMarker("[beta] Enable beta multi-viewports support. See ImGuiPlatformIO for details."); if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { ImGui::Indent(); ImGui::Checkbox("io.ConfigViewportsNoAutoMerge", &io.ConfigViewportsNoAutoMerge); ImGui::SameLine(); HelpMarker("Set to make all floating imgui windows always create their own viewport. Otherwise, they are merged into the main host viewports when overlapping it."); ImGui::Checkbox("io.ConfigViewportsNoTaskBarIcon", &io.ConfigViewportsNoTaskBarIcon); ImGui::SameLine(); HelpMarker("Toggling this at runtime is normally unsupported (most platform backends won't refresh the task bar icon state right away)."); ImGui::Checkbox("io.ConfigViewportsNoDecoration", &io.ConfigViewportsNoDecoration); ImGui::SameLine(); HelpMarker("Toggling this at runtime is normally unsupported (most platform backends won't refresh the decoration right away)."); ImGui::Checkbox("io.ConfigViewportsNoDefaultParent", &io.ConfigViewportsNoDefaultParent); ImGui::SameLine(); HelpMarker("Toggling this at runtime is normally unsupported (most platform backends won't refresh the parenting right away)."); ImGui::Unindent(); } ImGui::Checkbox("io.ConfigInputTrickleEventQueue", &io.ConfigInputTrickleEventQueue); ImGui::SameLine(); HelpMarker("Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates."); ImGui::Checkbox("io.ConfigInputTextCursorBlink", &io.ConfigInputTextCursorBlink); ImGui::SameLine(); HelpMarker("Enable blinking cursor (optional as some users consider it to be distracting)."); ImGui::Checkbox("io.ConfigDragClickToInputText", &io.ConfigDragClickToInputText); ImGui::SameLine(); HelpMarker("Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving)."); ImGui::Checkbox("io.ConfigWindowsResizeFromEdges", &io.ConfigWindowsResizeFromEdges); ImGui::SameLine(); HelpMarker("Enable resizing of windows from their edges and from the lower-left corner.\nThis requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback."); ImGui::Checkbox("io.ConfigWindowsMoveFromTitleBarOnly", &io.ConfigWindowsMoveFromTitleBarOnly); ImGui::Checkbox("io.MouseDrawCursor", &io.MouseDrawCursor); ImGui::SameLine(); HelpMarker("Instruct Dear ImGui to render a mouse cursor itself. Note that a mouse cursor rendered via your application GPU rendering path will feel more laggy than hardware cursor, but will be more in sync with your other visuals.\n\nSome desktop applications may use both kinds of cursors (e.g. enable software cursor only when resizing/dragging something)."); ImGui::Text("Also see Style->Rendering for rendering options."); ImGui::TreePop(); ImGui::Separator(); } IMGUI_DEMO_MARKER("Configuration/Backend Flags"); if (ImGui::TreeNode("Backend Flags")) { HelpMarker( "Those flags are set by the backends (imgui_impl_xxx files) to specify their capabilities.\n" "Here we expose them as read-only fields to avoid breaking interactions with your backend."); // Make a local copy to avoid modifying actual backend flags. // FIXME: We don't use BeginDisabled() to keep label bright, maybe we need a BeginReadonly() equivalent.. ImGuiBackendFlags backend_flags = io.BackendFlags; ImGui::CheckboxFlags("io.BackendFlags: HasGamepad", &backend_flags, ImGuiBackendFlags_HasGamepad); ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", &backend_flags, ImGuiBackendFlags_HasMouseCursors); ImGui::CheckboxFlags("io.BackendFlags: HasSetMousePos", &backend_flags, ImGuiBackendFlags_HasSetMousePos); ImGui::CheckboxFlags("io.BackendFlags: PlatformHasViewports", &backend_flags, ImGuiBackendFlags_PlatformHasViewports); ImGui::CheckboxFlags("io.BackendFlags: HasMouseHoveredViewport",&backend_flags, ImGuiBackendFlags_HasMouseHoveredViewport); ImGui::CheckboxFlags("io.BackendFlags: RendererHasVtxOffset", &backend_flags, ImGuiBackendFlags_RendererHasVtxOffset); ImGui::CheckboxFlags("io.BackendFlags: RendererHasViewports", &backend_flags, ImGuiBackendFlags_RendererHasViewports); ImGui::TreePop(); ImGui::Separator(); } IMGUI_DEMO_MARKER("Configuration/Style"); if (ImGui::TreeNode("Style")) { HelpMarker("The same contents can be accessed in 'Tools->Style Editor' or by calling the ShowStyleEditor() function."); ImGui::ShowStyleEditor(); ImGui::TreePop(); ImGui::Separator(); } IMGUI_DEMO_MARKER("Configuration/Capture, Logging"); if (ImGui::TreeNode("Capture/Logging")) { HelpMarker( "The logging API redirects all text output so you can easily capture the content of " "a window or a block. Tree nodes can be automatically expanded.\n" "Try opening any of the contents below in this window and then click one of the \"Log To\" button."); ImGui::LogButtons(); HelpMarker("You can also call ImGui::LogText() to output directly to the log without a visual output."); if (ImGui::Button("Copy \"Hello, world!\" to clipboard")) { ImGui::LogToClipboard(); ImGui::LogText("Hello, world!"); ImGui::LogFinish(); } ImGui::TreePop(); } } IMGUI_DEMO_MARKER("Window options"); if (ImGui::CollapsingHeader("Window options")) { if (ImGui::BeginTable("split", 3)) { ImGui::TableNextColumn(); ImGui::Checkbox("No titlebar", &no_titlebar); ImGui::TableNextColumn(); ImGui::Checkbox("No scrollbar", &no_scrollbar); ImGui::TableNextColumn(); ImGui::Checkbox("No menu", &no_menu); ImGui::TableNextColumn(); ImGui::Checkbox("No move", &no_move); ImGui::TableNextColumn(); ImGui::Checkbox("No resize", &no_resize); ImGui::TableNextColumn(); ImGui::Checkbox("No collapse", &no_collapse); ImGui::TableNextColumn(); ImGui::Checkbox("No close", &no_close); ImGui::TableNextColumn(); ImGui::Checkbox("No nav", &no_nav); ImGui::TableNextColumn(); ImGui::Checkbox("No background", &no_background); ImGui::TableNextColumn(); ImGui::Checkbox("No bring to front", &no_bring_to_front); ImGui::TableNextColumn(); ImGui::Checkbox("No docking", &no_docking); ImGui::TableNextColumn(); ImGui::Checkbox("Unsaved document", &unsaved_document); ImGui::EndTable(); } } // All demo contents ShowDemoWindowWidgets(); ShowDemoWindowLayout(); ShowDemoWindowPopups(); ShowDemoWindowTables(); ShowDemoWindowMisc(); // End of ShowDemoWindow() ImGui::PopItemWidth(); ImGui::End(); } static void ShowDemoWindowWidgets() { IMGUI_DEMO_MARKER("Widgets"); if (!ImGui::CollapsingHeader("Widgets")) return; static bool disable_all = false; // The Checkbox for that is inside the "Disabled" section at the bottom if (disable_all) ImGui::BeginDisabled(); IMGUI_DEMO_MARKER("Widgets/Basic"); if (ImGui::TreeNode("Basic")) { IMGUI_DEMO_MARKER("Widgets/Basic/Button"); static int clicked = 0; if (ImGui::Button("Button")) clicked++; if (clicked & 1) { ImGui::SameLine(); ImGui::Text("Thanks for clicking me!"); } IMGUI_DEMO_MARKER("Widgets/Basic/Checkbox"); static bool check = true; ImGui::Checkbox("checkbox", &check); IMGUI_DEMO_MARKER("Widgets/Basic/RadioButton"); static int e = 0; ImGui::RadioButton("radio a", &e, 0); ImGui::SameLine(); ImGui::RadioButton("radio b", &e, 1); ImGui::SameLine(); ImGui::RadioButton("radio c", &e, 2); // Color buttons, demonstrate using PushID() to add unique identifier in the ID stack, and changing style. IMGUI_DEMO_MARKER("Widgets/Basic/Buttons (Colored)"); for (int i = 0; i < 7; i++) { if (i > 0) ImGui::SameLine(); ImGui::PushID(i); ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor::HSV(i / 7.0f, 0.6f, 0.6f)); ImGui::PushStyleColor(ImGuiCol_ButtonHovered, (ImVec4)ImColor::HSV(i / 7.0f, 0.7f, 0.7f)); ImGui::PushStyleColor(ImGuiCol_ButtonActive, (ImVec4)ImColor::HSV(i / 7.0f, 0.8f, 0.8f)); ImGui::Button("Click"); ImGui::PopStyleColor(3); ImGui::PopID(); } // Use AlignTextToFramePadding() to align text baseline to the baseline of framed widgets elements // (otherwise a Text+SameLine+Button sequence will have the text a little too high by default!) // See 'Demo->Layout->Text Baseline Alignment' for details. ImGui::AlignTextToFramePadding(); ImGui::Text("Hold to repeat:"); ImGui::SameLine(); // Arrow buttons with Repeater IMGUI_DEMO_MARKER("Widgets/Basic/Buttons (Repeating)"); static int counter = 0; float spacing = ImGui::GetStyle().ItemInnerSpacing.x; ImGui::PushButtonRepeat(true); if (ImGui::ArrowButton("##left", ImGuiDir_Left)) { counter--; } ImGui::SameLine(0.0f, spacing); if (ImGui::ArrowButton("##right", ImGuiDir_Right)) { counter++; } ImGui::PopButtonRepeat(); ImGui::SameLine(); ImGui::Text("%d", counter); IMGUI_DEMO_MARKER("Widgets/Basic/Tooltips"); ImGui::Text("Hover over me"); if (ImGui::IsItemHovered()) ImGui::SetTooltip("I am a tooltip"); ImGui::SameLine(); ImGui::Text("- or me"); if (ImGui::IsItemHovered()) { ImGui::BeginTooltip(); ImGui::Text("I am a fancy tooltip"); static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f }; ImGui::PlotLines("Curve", arr, IM_ARRAYSIZE(arr)); ImGui::EndTooltip(); } ImGui::Separator(); ImGui::LabelText("label", "Value"); { // Using the _simplified_ one-liner Combo() api here // See "Combo" section for examples of how to use the more flexible BeginCombo()/EndCombo() api. IMGUI_DEMO_MARKER("Widgets/Basic/Combo"); const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIIIIII", "JJJJ", "KKKKKKK" }; static int item_current = 0; ImGui::Combo("combo", &item_current, items, IM_ARRAYSIZE(items)); ImGui::SameLine(); HelpMarker( "Using the simplified one-liner Combo API here.\nRefer to the \"Combo\" section below for an explanation of how to use the more flexible and general BeginCombo/EndCombo API."); } { // To wire InputText() with std::string or any other custom string type, // see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file. IMGUI_DEMO_MARKER("Widgets/Basic/InputText"); static char str0[128] = "Hello, world!"; ImGui::InputText("input text", str0, IM_ARRAYSIZE(str0)); ImGui::SameLine(); HelpMarker( "USER:\n" "Hold SHIFT or use mouse to select text.\n" "CTRL+Left/Right to word jump.\n" "CTRL+A or double-click to select all.\n" "CTRL+X,CTRL+C,CTRL+V clipboard.\n" "CTRL+Z,CTRL+Y undo/redo.\n" "ESCAPE to revert.\n\n" "PROGRAMMER:\n" "You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputText() " "to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example (this is not demonstrated " "in imgui_demo.cpp)."); static char str1[128] = ""; ImGui::InputTextWithHint("input text (w/ hint)", "enter text here", str1, IM_ARRAYSIZE(str1)); IMGUI_DEMO_MARKER("Widgets/Basic/InputInt, InputFloat"); static int i0 = 123; ImGui::InputInt("input int", &i0); static float f0 = 0.001f; ImGui::InputFloat("input float", &f0, 0.01f, 1.0f, "%.3f"); static double d0 = 999999.00000001; ImGui::InputDouble("input double", &d0, 0.01f, 1.0f, "%.8f"); static float f1 = 1.e10f; ImGui::InputFloat("input scientific", &f1, 0.0f, 0.0f, "%e"); ImGui::SameLine(); HelpMarker( "You can input value using the scientific notation,\n" " e.g. \"1e+8\" becomes \"100000000\"."); static float vec4a[4] = { 0.10f, 0.20f, 0.30f, 0.44f }; ImGui::InputFloat3("input float3", vec4a); } { IMGUI_DEMO_MARKER("Widgets/Basic/DragInt, DragFloat"); static int i1 = 50, i2 = 42; ImGui::DragInt("drag int", &i1, 1); ImGui::SameLine(); HelpMarker( "Click and drag to edit value.\n" "Hold SHIFT/ALT for faster/slower edit.\n" "Double-click or CTRL+click to input value."); ImGui::DragInt("drag int 0..100", &i2, 1, 0, 100, "%d%%", ImGuiSliderFlags_AlwaysClamp); static float f1 = 1.00f, f2 = 0.0067f; ImGui::DragFloat("drag float", &f1, 0.005f); ImGui::DragFloat("drag small float", &f2, 0.0001f, 0.0f, 0.0f, "%.06f ns"); } { IMGUI_DEMO_MARKER("Widgets/Basic/SliderInt, SliderFloat"); static int i1 = 0; ImGui::SliderInt("slider int", &i1, -1, 3); ImGui::SameLine(); HelpMarker("CTRL+click to input value."); static float f1 = 0.123f, f2 = 0.0f; ImGui::SliderFloat("slider float", &f1, 0.0f, 1.0f, "ratio = %.3f"); ImGui::SliderFloat("slider float (log)", &f2, -10.0f, 10.0f, "%.4f", ImGuiSliderFlags_Logarithmic); IMGUI_DEMO_MARKER("Widgets/Basic/SliderAngle"); static float angle = 0.0f; ImGui::SliderAngle("slider angle", &angle); // Using the format string to display a name instead of an integer. // Here we completely omit '%d' from the format string, so it'll only display a name. // This technique can also be used with DragInt(). IMGUI_DEMO_MARKER("Widgets/Basic/Slider (enum)"); enum Element { Element_Fire, Element_Earth, Element_Air, Element_Water, Element_COUNT }; static int elem = Element_Fire; const char* elems_names[Element_COUNT] = { "Fire", "Earth", "Air", "Water" }; const char* elem_name = (elem >= 0 && elem < Element_COUNT) ? elems_names[elem] : "Unknown"; ImGui::SliderInt("slider enum", &elem, 0, Element_COUNT - 1, elem_name); ImGui::SameLine(); HelpMarker("Using the format string parameter to display a name instead of the underlying integer."); } { IMGUI_DEMO_MARKER("Widgets/Basic/ColorEdit3, ColorEdit4"); static float col1[3] = { 1.0f, 0.0f, 0.2f }; static float col2[4] = { 0.4f, 0.7f, 0.0f, 0.5f }; ImGui::ColorEdit3("color 1", col1); ImGui::SameLine(); HelpMarker( "Click on the color square to open a color picker.\n" "Click and hold to use drag and drop.\n" "Right-click on the color square to show options.\n" "CTRL+click on individual component to input value.\n"); ImGui::ColorEdit4("color 2", col2); } { // Using the _simplified_ one-liner ListBox() api here // See "List boxes" section for examples of how to use the more flexible BeginListBox()/EndListBox() api. IMGUI_DEMO_MARKER("Widgets/Basic/ListBox"); const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pineapple", "Strawberry", "Watermelon" }; static int item_current = 1; ImGui::ListBox("listbox", &item_current, items, IM_ARRAYSIZE(items), 4); ImGui::SameLine(); HelpMarker( "Using the simplified one-liner ListBox API here.\nRefer to the \"List boxes\" section below for an explanation of how to use the more flexible and general BeginListBox/EndListBox API."); } ImGui::TreePop(); } // Testing ImGuiOnceUponAFrame helper. //static ImGuiOnceUponAFrame once; //for (int i = 0; i < 5; i++) // if (once) // ImGui::Text("This will be displayed only once."); IMGUI_DEMO_MARKER("Widgets/Trees"); if (ImGui::TreeNode("Trees")) { IMGUI_DEMO_MARKER("Widgets/Trees/Basic trees"); if (ImGui::TreeNode("Basic trees")) { for (int i = 0; i < 5; i++) { // Use SetNextItemOpen() so set the default state of a node to be open. We could // also use TreeNodeEx() with the ImGuiTreeNodeFlags_DefaultOpen flag to achieve the same thing! if (i == 0) ImGui::SetNextItemOpen(true, ImGuiCond_Once); if (ImGui::TreeNode((void*)(intptr_t)i, "Child %d", i)) { ImGui::Text("blah blah"); ImGui::SameLine(); if (ImGui::SmallButton("button")) {} ImGui::TreePop(); } } ImGui::TreePop(); } IMGUI_DEMO_MARKER("Widgets/Trees/Advanced, with Selectable nodes"); if (ImGui::TreeNode("Advanced, with Selectable nodes")) { HelpMarker( "This is a more typical looking tree with selectable nodes.\n" "Click to select, CTRL+Click to toggle, click on arrows or double-click to open."); static ImGuiTreeNodeFlags base_flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_SpanAvailWidth; static bool align_label_with_current_x_position = false; static bool test_drag_and_drop = false; ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnArrow", &base_flags, ImGuiTreeNodeFlags_OpenOnArrow); ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnDoubleClick", &base_flags, ImGuiTreeNodeFlags_OpenOnDoubleClick); ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAvailWidth", &base_flags, ImGuiTreeNodeFlags_SpanAvailWidth); ImGui::SameLine(); HelpMarker("Extend hit area to all available width instead of allowing more items to be laid out after the node."); ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", &base_flags, ImGuiTreeNodeFlags_SpanFullWidth); ImGui::Checkbox("Align label with current X position", &align_label_with_current_x_position); ImGui::Checkbox("Test tree node as drag source", &test_drag_and_drop); ImGui::Text("Hello!"); if (align_label_with_current_x_position) ImGui::Unindent(ImGui::GetTreeNodeToLabelSpacing()); // 'selection_mask' is dumb representation of what may be user-side selection state. // You may retain selection state inside or outside your objects in whatever format you see fit. // 'node_clicked' is temporary storage of what node we have clicked to process selection at the end /// of the loop. May be a pointer to your own node type, etc. static int selection_mask = (1 << 2); int node_clicked = -1; for (int i = 0; i < 6; i++) { // Disable the default "open on single-click behavior" + set Selected flag according to our selection. // To alter selection we use IsItemClicked() && !IsItemToggledOpen(), so clicking on an arrow doesn't alter selection. ImGuiTreeNodeFlags node_flags = base_flags; const bool is_selected = (selection_mask & (1 << i)) != 0; if (is_selected) node_flags |= ImGuiTreeNodeFlags_Selected; if (i < 3) { // Items 0..2 are Tree Node bool node_open = ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Node %d", i); if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen()) node_clicked = i; if (test_drag_and_drop && ImGui::BeginDragDropSource()) { ImGui::SetDragDropPayload("_TREENODE", NULL, 0); ImGui::Text("This is a drag and drop source"); ImGui::EndDragDropSource(); } if (node_open) { ImGui::BulletText("Blah blah\nBlah Blah"); ImGui::TreePop(); } } else { // Items 3..5 are Tree Leaves // The only reason we use TreeNode at all is to allow selection of the leaf. Otherwise we can // use BulletText() or advance the cursor by GetTreeNodeToLabelSpacing() and call Text(). node_flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen; // ImGuiTreeNodeFlags_Bullet ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Leaf %d", i); if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen()) node_clicked = i; if (test_drag_and_drop && ImGui::BeginDragDropSource()) { ImGui::SetDragDropPayload("_TREENODE", NULL, 0); ImGui::Text("This is a drag and drop source"); ImGui::EndDragDropSource(); } } } if (node_clicked != -1) { // Update selection state // (process outside of tree loop to avoid visual inconsistencies during the clicking frame) if (ImGui::GetIO().KeyCtrl) selection_mask ^= (1 << node_clicked); // CTRL+click to toggle else //if (!(selection_mask & (1 << node_clicked))) // Depending on selection behavior you want, may want to preserve selection when clicking on item that is part of the selection selection_mask = (1 << node_clicked); // Click to single-select } if (align_label_with_current_x_position) ImGui::Indent(ImGui::GetTreeNodeToLabelSpacing()); ImGui::TreePop(); } ImGui::TreePop(); } IMGUI_DEMO_MARKER("Widgets/Collapsing Headers"); if (ImGui::TreeNode("Collapsing Headers")) { static bool closable_group = true; ImGui::Checkbox("Show 2nd header", &closable_group); if (ImGui::CollapsingHeader("Header", ImGuiTreeNodeFlags_None)) { ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered()); for (int i = 0; i < 5; i++) ImGui::Text("Some content %d", i); } if (ImGui::CollapsingHeader("Header with a close button", &closable_group)) { ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered()); for (int i = 0; i < 5; i++) ImGui::Text("More content %d", i); } /* if (ImGui::CollapsingHeader("Header with a bullet", ImGuiTreeNodeFlags_Bullet)) ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered()); */ ImGui::TreePop(); } IMGUI_DEMO_MARKER("Widgets/Bullets"); if (ImGui::TreeNode("Bullets")) { ImGui::BulletText("Bullet point 1"); ImGui::BulletText("Bullet point 2\nOn multiple lines"); if (ImGui::TreeNode("Tree node")) { ImGui::BulletText("Another bullet point"); ImGui::TreePop(); } ImGui::Bullet(); ImGui::Text("Bullet point 3 (two calls)"); ImGui::Bullet(); ImGui::SmallButton("Button"); ImGui::TreePop(); } IMGUI_DEMO_MARKER("Widgets/Text"); if (ImGui::TreeNode("Text")) { IMGUI_DEMO_MARKER("Widgets/Text/Colored Text"); if (ImGui::TreeNode("Colorful Text")) { // Using shortcut. You can use PushStyleColor()/PopStyleColor() for more flexibility. ImGui::TextColored(ImVec4(1.0f, 0.0f, 1.0f, 1.0f), "Pink"); ImGui::TextColored(ImVec4(1.0f, 1.0f, 0.0f, 1.0f), "Yellow"); ImGui::TextDisabled("Disabled"); ImGui::SameLine(); HelpMarker("The TextDisabled color is stored in ImGuiStyle."); ImGui::TreePop(); } IMGUI_DEMO_MARKER("Widgets/Text/Word Wrapping"); if (ImGui::TreeNode("Word Wrapping")) { // Using shortcut. You can use PushTextWrapPos()/PopTextWrapPos() for more flexibility. ImGui::TextWrapped( "This text should automatically wrap on the edge of the window. The current implementation " "for text wrapping follows simple rules suitable for English and possibly other languages."); ImGui::Spacing(); static float wrap_width = 200.0f; ImGui::SliderFloat("Wrap width", &wrap_width, -20, 600, "%.0f"); ImDrawList* draw_list = ImGui::GetWindowDrawList(); for (int n = 0; n < 2; n++) { ImGui::Text("Test paragraph %d:", n); ImVec2 pos = ImGui::GetCursorScreenPos(); ImVec2 marker_min = ImVec2(pos.x + wrap_width, pos.y); ImVec2 marker_max = ImVec2(pos.x + wrap_width + 10, pos.y + ImGui::GetTextLineHeight()); ImGui::PushTextWrapPos(ImGui::GetCursorPos().x + wrap_width); if (n == 0) ImGui::Text("The lazy dog is a good dog. This paragraph should fit within %.0f pixels. Testing a 1 character word. The quick brown fox jumps over the lazy dog.", wrap_width); else ImGui::Text("aaaaaaaa bbbbbbbb, c cccccccc,dddddddd. d eeeeeeee ffffffff. gggggggg!hhhhhhhh"); // Draw actual text bounding box, following by marker of our expected limit (should not overlap!) draw_list->AddRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax(), IM_COL32(255, 255, 0, 255)); draw_list->AddRectFilled(marker_min, marker_max, IM_COL32(255, 0, 255, 255)); ImGui::PopTextWrapPos(); } ImGui::TreePop(); } IMGUI_DEMO_MARKER("Widgets/Text/UTF-8 Text"); if (ImGui::TreeNode("UTF-8 Text")) { // UTF-8 test with Japanese characters // (Needs a suitable font? Try "Google Noto" or "Arial Unicode". See docs/FONTS.md for details.) // - From C++11 you can use the u8"my text" syntax to encode literal strings as UTF-8 // - For earlier compiler, you may be able to encode your sources as UTF-8 (e.g. in Visual Studio, you // can save your source files as 'UTF-8 without signature'). // - FOR THIS DEMO FILE ONLY, BECAUSE WE WANT TO SUPPORT OLD COMPILERS, WE ARE *NOT* INCLUDING RAW UTF-8 // CHARACTERS IN THIS SOURCE FILE. Instead we are encoding a few strings with hexadecimal constants. // Don't do this in your application! Please use u8"text in any language" in your application! // Note that characters values are preserved even by InputText() if the font cannot be displayed, // so you can safely copy & paste garbled characters into another application. ImGui::TextWrapped( "CJK text will only appears if the font was loaded with the appropriate CJK character ranges. " "Call io.Fonts->AddFontFromFileTTF() manually to load extra character ranges. " "Read docs/FONTS.md for details."); ImGui::Text("Hiragana: \xe3\x81\x8b\xe3\x81\x8d\xe3\x81\x8f\xe3\x81\x91\xe3\x81\x93 (kakikukeko)"); // Normally we would use u8"blah blah" with the proper characters directly in the string. ImGui::Text("Kanjis: \xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e (nihongo)"); static char buf[32] = "\xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e"; //static char buf[32] = u8"NIHONGO"; // <- this is how you would write it with C++11, using real kanjis ImGui::InputText("UTF-8 input", buf, IM_ARRAYSIZE(buf)); ImGui::TreePop(); } ImGui::TreePop(); } IMGUI_DEMO_MARKER("Widgets/Images"); if (ImGui::TreeNode("Images")) { ImGuiIO& io = ImGui::GetIO(); ImGui::TextWrapped( "Below we are displaying the font texture (which is the only texture we have access to in this demo). " "Use the 'ImTextureID' type as storage to pass pointers or identifier to your own texture data. " "Hover the texture for a zoomed view!"); // Below we are displaying the font texture because it is the only texture we have access to inside the demo! // Remember that ImTextureID is just storage for whatever you want it to be. It is essentially a value that // will be passed to the rendering backend via the ImDrawCmd structure. // If you use one of the default imgui_impl_XXXX.cpp rendering backend, they all have comments at the top // of their respective source file to specify what they expect to be stored in ImTextureID, for example: // - The imgui_impl_dx11.cpp renderer expect a 'ID3D11ShaderResourceView*' pointer // - The imgui_impl_opengl3.cpp renderer expect a GLuint OpenGL texture identifier, etc. // More: // - If you decided that ImTextureID = MyEngineTexture*, then you can pass your MyEngineTexture* pointers // to ImGui::Image(), and gather width/height through your own functions, etc. // - You can use ShowMetricsWindow() to inspect the draw data that are being passed to your renderer, // it will help you debug issues if you are confused about it. // - Consider using the lower-level ImDrawList::AddImage() API, via ImGui::GetWindowDrawList()->AddImage(). // - Read https://github.com/ocornut/imgui/blob/master/docs/FAQ.md // - Read https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples ImTextureID my_tex_id = io.Fonts->TexID; float my_tex_w = (float)io.Fonts->TexWidth; float my_tex_h = (float)io.Fonts->TexHeight; { ImGui::Text("%.0fx%.0f", my_tex_w, my_tex_h); ImVec2 pos = ImGui::GetCursorScreenPos(); ImVec2 uv_min = ImVec2(0.0f, 0.0f); // Top-left ImVec2 uv_max = ImVec2(1.0f, 1.0f); // Lower-right ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // No tint ImVec4 border_col = ImVec4(1.0f, 1.0f, 1.0f, 0.5f); // 50% opaque white ImGui::Image(my_tex_id, ImVec2(my_tex_w, my_tex_h), uv_min, uv_max, tint_col, border_col); if (ImGui::IsItemHovered()) { ImGui::BeginTooltip(); float region_sz = 32.0f; float region_x = io.MousePos.x - pos.x - region_sz * 0.5f; float region_y = io.MousePos.y - pos.y - region_sz * 0.5f; float zoom = 4.0f; if (region_x < 0.0f) { region_x = 0.0f; } else if (region_x > my_tex_w - region_sz) { region_x = my_tex_w - region_sz; } if (region_y < 0.0f) { region_y = 0.0f; } else if (region_y > my_tex_h - region_sz) { region_y = my_tex_h - region_sz; } ImGui::Text("Min: (%.2f, %.2f)", region_x, region_y); ImGui::Text("Max: (%.2f, %.2f)", region_x + region_sz, region_y + region_sz); ImVec2 uv0 = ImVec2((region_x) / my_tex_w, (region_y) / my_tex_h); ImVec2 uv1 = ImVec2((region_x + region_sz) / my_tex_w, (region_y + region_sz) / my_tex_h); ImGui::Image(my_tex_id, ImVec2(region_sz * zoom, region_sz * zoom), uv0, uv1, tint_col, border_col); ImGui::EndTooltip(); } } IMGUI_DEMO_MARKER("Widgets/Images/Textured buttons"); ImGui::TextWrapped("And now some textured buttons.."); static int pressed_count = 0; for (int i = 0; i < 8; i++) { ImGui::PushID(i); int frame_padding = -1 + i; // -1 == uses default padding (style.FramePadding) ImVec2 size = ImVec2(32.0f, 32.0f); // Size of the image we want to make visible ImVec2 uv0 = ImVec2(0.0f, 0.0f); // UV coordinates for lower-left ImVec2 uv1 = ImVec2(32.0f / my_tex_w, 32.0f / my_tex_h);// UV coordinates for (32,32) in our texture ImVec4 bg_col = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); // Black background ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // No tint if (ImGui::ImageButton(my_tex_id, size, uv0, uv1, frame_padding, bg_col, tint_col)) pressed_count += 1; ImGui::PopID(); ImGui::SameLine(); } ImGui::NewLine(); ImGui::Text("Pressed %d times.", pressed_count); ImGui::TreePop(); } IMGUI_DEMO_MARKER("Widgets/Combo"); if (ImGui::TreeNode("Combo")) { // Expose flags as checkbox for the demo static ImGuiComboFlags flags = 0; ImGui::CheckboxFlags("ImGuiComboFlags_PopupAlignLeft", &flags, ImGuiComboFlags_PopupAlignLeft); ImGui::SameLine(); HelpMarker("Only makes a difference if the popup is larger than the combo"); if (ImGui::CheckboxFlags("ImGuiComboFlags_NoArrowButton", &flags, ImGuiComboFlags_NoArrowButton)) flags &= ~ImGuiComboFlags_NoPreview; // Clear the other flag, as we cannot combine both if (ImGui::CheckboxFlags("ImGuiComboFlags_NoPreview", &flags, ImGuiComboFlags_NoPreview)) flags &= ~ImGuiComboFlags_NoArrowButton; // Clear the other flag, as we cannot combine both // Using the generic BeginCombo() API, you have full control over how to display the combo contents. // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively // stored in the object itself, etc.) const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" }; static int item_current_idx = 0; // Here we store our selection data as an index. const char* combo_preview_value = items[item_current_idx]; // Pass in the preview value visible before opening the combo (it could be anything) if (ImGui::BeginCombo("combo 1", combo_preview_value, flags)) { for (int n = 0; n < IM_ARRAYSIZE(items); n++) { const bool is_selected = (item_current_idx == n); if (ImGui::Selectable(items[n], is_selected)) item_current_idx = n; // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) if (is_selected) ImGui::SetItemDefaultFocus(); } ImGui::EndCombo(); } // Simplified one-liner Combo() API, using values packed in a single constant string // This is a convenience for when the selection set is small and known at compile-time. static int item_current_2 = 0; ImGui::Combo("combo 2 (one-liner)", &item_current_2, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0"); // Simplified one-liner Combo() using an array of const char* // This is not very useful (may obsolete): prefer using BeginCombo()/EndCombo() for full control. static int item_current_3 = -1; // If the selection isn't within 0..count, Combo won't display a preview ImGui::Combo("combo 3 (array)", &item_current_3, items, IM_ARRAYSIZE(items)); // Simplified one-liner Combo() using an accessor function struct Funcs { static bool ItemGetter(void* data, int n, const char** out_str) { *out_str = ((const char**)data)[n]; return true; } }; static int item_current_4 = 0; ImGui::Combo("combo 4 (function)", &item_current_4, &Funcs::ItemGetter, items, IM_ARRAYSIZE(items)); ImGui::TreePop(); } IMGUI_DEMO_MARKER("Widgets/List Boxes"); if (ImGui::TreeNode("List boxes")) { // Using the generic BeginListBox() API, you have full control over how to display the combo contents. // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively // stored in the object itself, etc.) const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" }; static int item_current_idx = 0; // Here we store our selection data as an index. if (ImGui::BeginListBox("listbox 1")) { for (int n = 0; n < IM_ARRAYSIZE(items); n++) { const bool is_selected = (item_current_idx == n); if (ImGui::Selectable(items[n], is_selected)) item_current_idx = n; // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) if (is_selected) ImGui::SetItemDefaultFocus(); } ImGui::EndListBox(); } // Custom size: use all width, 5 items tall ImGui::Text("Full-width:"); if (ImGui::BeginListBox("##listbox 2", ImVec2(-FLT_MIN, 5 * ImGui::GetTextLineHeightWithSpacing()))) { for (int n = 0; n < IM_ARRAYSIZE(items); n++) { const bool is_selected = (item_current_idx == n); if (ImGui::Selectable(items[n], is_selected)) item_current_idx = n; // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) if (is_selected) ImGui::SetItemDefaultFocus(); } ImGui::EndListBox(); } ImGui::TreePop(); } IMGUI_DEMO_MARKER("Widgets/Selectables"); if (ImGui::TreeNode("Selectables")) { // Selectable() has 2 overloads: // - The one taking "bool selected" as a read-only selection information. // When Selectable() has been clicked it returns true and you can alter selection state accordingly. // - The one taking "bool* p_selected" as a read-write selection information (convenient in some cases) // The earlier is more flexible, as in real application your selection may be stored in many different ways // and not necessarily inside a bool value (e.g. in flags within objects, as an external list, etc). IMGUI_DEMO_MARKER("Widgets/Selectables/Basic"); if (ImGui::TreeNode("Basic")) { static bool selection[5] = { false, true, false, false, false }; ImGui::Selectable("1. I am selectable", &selection[0]); ImGui::Selectable("2. I am selectable", &selection[1]); ImGui::Text("(I am not selectable)"); ImGui::Selectable("4. I am selectable", &selection[3]); if (ImGui::Selectable("5. I am double clickable", selection[4], ImGuiSelectableFlags_AllowDoubleClick)) if (ImGui::IsMouseDoubleClicked(0)) selection[4] = !selection[4]; ImGui::TreePop(); } IMGUI_DEMO_MARKER("Widgets/Selectables/Single Selection"); if (ImGui::TreeNode("Selection State: Single Selection")) { static int selected = -1; for (int n = 0; n < 5; n++) { char buf[32]; sprintf(buf, "Object %d", n); if (ImGui::Selectable(buf, selected == n)) selected = n; } ImGui::TreePop(); } IMGUI_DEMO_MARKER("Widgets/Selectables/Multiple Selection"); if (ImGui::TreeNode("Selection State: Multiple Selection")) { HelpMarker("Hold CTRL and click to select multiple items."); static bool selection[5] = { false, false, false, false, false }; for (int n = 0; n < 5; n++) { char buf[32]; sprintf(buf, "Object %d", n); if (ImGui::Selectable(buf, selection[n])) { if (!ImGui::GetIO().KeyCtrl) // Clear selection when CTRL is not held memset(selection, 0, sizeof(selection)); selection[n] ^= 1; } } ImGui::TreePop(); } IMGUI_DEMO_MARKER("Widgets/Selectables/Rendering more text into the same line"); if (ImGui::TreeNode("Rendering more text into the same line")) { // Using the Selectable() override that takes "bool* p_selected" parameter, // this function toggle your bool value automatically. static bool selected[3] = { false, false, false }; ImGui::Selectable("main.c", &selected[0]); ImGui::SameLine(300); ImGui::Text(" 2,345 bytes"); ImGui::Selectable("Hello.cpp", &selected[1]); ImGui::SameLine(300); ImGui::Text("12,345 bytes"); ImGui::Selectable("Hello.h", &selected[2]); ImGui::SameLine(300); ImGui::Text(" 2,345 bytes"); ImGui::TreePop(); } IMGUI_DEMO_MARKER("Widgets/Selectables/In columns"); if (ImGui::TreeNode("In columns")) { static bool selected[10] = {}; if (ImGui::BeginTable("split1", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders)) { for (int i = 0; i < 10; i++) { char label[32]; sprintf(label, "Item %d", i); ImGui::TableNextColumn(); ImGui::Selectable(label, &selected[i]); // FIXME-TABLE: Selection overlap } ImGui::EndTable(); } ImGui::Spacing(); if (ImGui::BeginTable("split2", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders)) { for (int i = 0; i < 10; i++) { char label[32]; sprintf(label, "Item %d", i); ImGui::TableNextRow(); ImGui::TableNextColumn(); ImGui::Selectable(label, &selected[i], ImGuiSelectableFlags_SpanAllColumns); ImGui::TableNextColumn(); ImGui::Text("Some other contents"); ImGui::TableNextColumn(); ImGui::Text("123456"); } ImGui::EndTable(); } ImGui::TreePop(); } IMGUI_DEMO_MARKER("Widgets/Selectables/Grid"); if (ImGui::TreeNode("Grid")) { static char selected[4][4] = { { 1, 0, 0, 0 }, { 0, 1, 0, 0 }, { 0, 0, 1, 0 }, { 0, 0, 0, 1 } }; // Add in a bit of silly fun... const float time = (float)ImGui::GetTime(); const bool winning_state = memchr(selected, 0, sizeof(selected)) == NULL; // If all cells are selected... if (winning_state) ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, ImVec2(0.5f + 0.5f * cosf(time * 2.0f), 0.5f + 0.5f * sinf(time * 3.0f))); for (int y = 0; y < 4; y++) for (int x = 0; x < 4; x++) { if (x > 0) ImGui::SameLine(); ImGui::PushID(y * 4 + x); if (ImGui::Selectable("Sailor", selected[y][x] != 0, 0, ImVec2(50, 50))) { // Toggle clicked cell + toggle neighbors selected[y][x] ^= 1; if (x > 0) { selected[y][x - 1] ^= 1; } if (x < 3) { selected[y][x + 1] ^= 1; } if (y > 0) { selected[y - 1][x] ^= 1; } if (y < 3) { selected[y + 1][x] ^= 1; } } ImGui::PopID(); } if (winning_state) ImGui::PopStyleVar(); ImGui::TreePop(); } IMGUI_DEMO_MARKER("Widgets/Selectables/Alignment"); if (ImGui::TreeNode("Alignment")) { HelpMarker( "By default, Selectables uses style.SelectableTextAlign but it can be overridden on a per-item " "basis using PushStyleVar(). You'll probably want to always keep your default situation to " "left-align otherwise it becomes difficult to layout multiple items on a same line"); static bool selected[3 * 3] = { true, false, true, false, true, false, true, false, true }; for (int y = 0; y < 3; y++) { for (int x = 0; x < 3; x++) { ImVec2 alignment = ImVec2((float)x / 2.0f, (float)y / 2.0f); char name[32]; sprintf(name, "(%.1f,%.1f)", alignment.x, alignment.y); if (x > 0) ImGui::SameLine(); ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, alignment); ImGui::Selectable(name, &selected[3 * y + x], ImGuiSelectableFlags_None, ImVec2(80, 80)); ImGui::PopStyleVar(); } } ImGui::TreePop(); } ImGui::TreePop(); } // To wire InputText() with std::string or any other custom string type, // see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file. IMGUI_DEMO_MARKER("Widgets/Text Input"); if (ImGui::TreeNode("Text Input")) { IMGUI_DEMO_MARKER("Widgets/Text Input/Multi-line Text Input"); if (ImGui::TreeNode("Multi-line Text Input")) { // Note: we are using a fixed-sized buffer for simplicity here. See ImGuiInputTextFlags_CallbackResize // and the code in misc/cpp/imgui_stdlib.h for how to setup InputText() for dynamically resizing strings. static char text[1024 * 16] = "/*\n" " The Pentium F00F bug, shorthand for F0 0F C7 C8,\n" " the hexadecimal encoding of one offending instruction,\n" " more formally, the invalid operand with locked CMPXCHG8B\n" " instruction bug, is a design flaw in the majority of\n" " Intel Pentium, Pentium MMX, and Pentium OverDrive\n" " processors (all in the P5 microarchitecture).\n" "*/\n\n" "label:\n" "\tlock cmpxchg8b eax\n"; static ImGuiInputTextFlags flags = ImGuiInputTextFlags_AllowTabInput; HelpMarker("You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputTextMultiline() to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example. (This is not demonstrated in imgui_demo.cpp because we don't want to include in here)"); ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly); ImGui::CheckboxFlags("ImGuiInputTextFlags_AllowTabInput", &flags, ImGuiInputTextFlags_AllowTabInput); ImGui::CheckboxFlags("ImGuiInputTextFlags_CtrlEnterForNewLine", &flags, ImGuiInputTextFlags_CtrlEnterForNewLine); ImGui::InputTextMultiline("##source", text, IM_ARRAYSIZE(text), ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16), flags); ImGui::TreePop(); } IMGUI_DEMO_MARKER("Widgets/Text Input/Filtered Text Input"); if (ImGui::TreeNode("Filtered Text Input")) { struct TextFilters { // Return 0 (pass) if the character is 'i' or 'm' or 'g' or 'u' or 'i' static int FilterImGuiLetters(ImGuiInputTextCallbackData* data) { if (data->EventChar < 256 && strchr("imgui", (char)data->EventChar)) return 0; return 1; } }; static char buf1[64] = ""; ImGui::InputText("default", buf1, 64); static char buf2[64] = ""; ImGui::InputText("decimal", buf2, 64, ImGuiInputTextFlags_CharsDecimal); static char buf3[64] = ""; ImGui::InputText("hexadecimal", buf3, 64, ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase); static char buf4[64] = ""; ImGui::InputText("uppercase", buf4, 64, ImGuiInputTextFlags_CharsUppercase); static char buf5[64] = ""; ImGui::InputText("no blank", buf5, 64, ImGuiInputTextFlags_CharsNoBlank); static char buf6[64] = ""; ImGui::InputText("\"imgui\" letters", buf6, 64, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterImGuiLetters); ImGui::TreePop(); } IMGUI_DEMO_MARKER("Widgets/Text Input/Password input"); if (ImGui::TreeNode("Password Input")) { static char password[64] = "password123"; ImGui::InputText("password", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password); ImGui::SameLine(); HelpMarker("Display all characters as '*'.\nDisable clipboard cut and copy.\nDisable logging.\n"); ImGui::InputTextWithHint("password (w/ hint)", "", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password); ImGui::InputText("password (clear)", password, IM_ARRAYSIZE(password)); ImGui::TreePop(); } if (ImGui::TreeNode("Completion, History, Edit Callbacks")) { struct Funcs { static int MyCallback(ImGuiInputTextCallbackData* data) { if (data->EventFlag == ImGuiInputTextFlags_CallbackCompletion) { data->InsertChars(data->CursorPos, ".."); } else if (data->EventFlag == ImGuiInputTextFlags_CallbackHistory) { if (data->EventKey == ImGuiKey_UpArrow) { data->DeleteChars(0, data->BufTextLen); data->InsertChars(0, "Pressed Up!"); data->SelectAll(); } else if (data->EventKey == ImGuiKey_DownArrow) { data->DeleteChars(0, data->BufTextLen); data->InsertChars(0, "Pressed Down!"); data->SelectAll(); } } else if (data->EventFlag == ImGuiInputTextFlags_CallbackEdit) { // Toggle casing of first character char c = data->Buf[0]; if ((c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z')) data->Buf[0] ^= 32; data->BufDirty = true; // Increment a counter int* p_int = (int*)data->UserData; *p_int = *p_int + 1; } return 0; } }; static char buf1[64]; ImGui::InputText("Completion", buf1, 64, ImGuiInputTextFlags_CallbackCompletion, Funcs::MyCallback); ImGui::SameLine(); HelpMarker("Here we append \"..\" each time Tab is pressed. See 'Examples>Console' for a more meaningful demonstration of using this callback."); static char buf2[64]; ImGui::InputText("History", buf2, 64, ImGuiInputTextFlags_CallbackHistory, Funcs::MyCallback); ImGui::SameLine(); HelpMarker("Here we replace and select text each time Up/Down are pressed. See 'Examples>Console' for a more meaningful demonstration of using this callback."); static char buf3[64]; static int edit_count = 0; ImGui::InputText("Edit", buf3, 64, ImGuiInputTextFlags_CallbackEdit, Funcs::MyCallback, (void*)&edit_count); ImGui::SameLine(); HelpMarker("Here we toggle the casing of the first character on every edits + count edits."); ImGui::SameLine(); ImGui::Text("(%d)", edit_count); ImGui::TreePop(); } IMGUI_DEMO_MARKER("Widgets/Text Input/Resize Callback"); if (ImGui::TreeNode("Resize Callback")) { // To wire InputText() with std::string or any other custom string type, // you can use the ImGuiInputTextFlags_CallbackResize flag + create a custom ImGui::InputText() wrapper // using your preferred type. See misc/cpp/imgui_stdlib.h for an implementation of this using std::string. HelpMarker( "Using ImGuiInputTextFlags_CallbackResize to wire your custom string type to InputText().\n\n" "See misc/cpp/imgui_stdlib.h for an implementation of this for std::string."); struct Funcs { static int MyResizeCallback(ImGuiInputTextCallbackData* data) { if (data->EventFlag == ImGuiInputTextFlags_CallbackResize) { ImVector* my_str = (ImVector*)data->UserData; IM_ASSERT(my_str->begin() == data->Buf); my_str->resize(data->BufSize); // NB: On resizing calls, generally data->BufSize == data->BufTextLen + 1 data->Buf = my_str->begin(); } return 0; } // Note: Because ImGui:: is a namespace you would typically add your own function into the namespace. // For example, you code may declare a function 'ImGui::InputText(const char* label, MyString* my_str)' static bool MyInputTextMultiline(const char* label, ImVector* my_str, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0) { IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0); return ImGui::InputTextMultiline(label, my_str->begin(), (size_t)my_str->size(), size, flags | ImGuiInputTextFlags_CallbackResize, Funcs::MyResizeCallback, (void*)my_str); } }; // For this demo we are using ImVector as a string container. // Note that because we need to store a terminating zero character, our size/capacity are 1 more // than usually reported by a typical string class. static ImVector my_str; if (my_str.empty()) my_str.push_back(0); Funcs::MyInputTextMultiline("##MyStr", &my_str, ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16)); ImGui::Text("Data: %p\nSize: %d\nCapacity: %d", (void*)my_str.begin(), my_str.size(), my_str.capacity()); ImGui::TreePop(); } ImGui::TreePop(); } // Tabs IMGUI_DEMO_MARKER("Widgets/Tabs"); if (ImGui::TreeNode("Tabs")) { IMGUI_DEMO_MARKER("Widgets/Tabs/Basic"); if (ImGui::TreeNode("Basic")) { ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_None; if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) { if (ImGui::BeginTabItem("Avocado")) { ImGui::Text("This is the Avocado tab!\nblah blah blah blah blah"); ImGui::EndTabItem(); } if (ImGui::BeginTabItem("Broccoli")) { ImGui::Text("This is the Broccoli tab!\nblah blah blah blah blah"); ImGui::EndTabItem(); } if (ImGui::BeginTabItem("Cucumber")) { ImGui::Text("This is the Cucumber tab!\nblah blah blah blah blah"); ImGui::EndTabItem(); } ImGui::EndTabBar(); } ImGui::Separator(); ImGui::TreePop(); } IMGUI_DEMO_MARKER("Widgets/Tabs/Advanced & Close Button"); if (ImGui::TreeNode("Advanced & Close Button")) { // Expose a couple of the available flags. In most cases you may just call BeginTabBar() with no flags (0). static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable; ImGui::CheckboxFlags("ImGuiTabBarFlags_Reorderable", &tab_bar_flags, ImGuiTabBarFlags_Reorderable); ImGui::CheckboxFlags("ImGuiTabBarFlags_AutoSelectNewTabs", &tab_bar_flags, ImGuiTabBarFlags_AutoSelectNewTabs); ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", &tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton); ImGui::CheckboxFlags("ImGuiTabBarFlags_NoCloseWithMiddleMouseButton", &tab_bar_flags, ImGuiTabBarFlags_NoCloseWithMiddleMouseButton); if ((tab_bar_flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0) tab_bar_flags |= ImGuiTabBarFlags_FittingPolicyDefault_; if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyResizeDown", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown)) tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown); if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyScroll)) tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll); // Tab Bar const char* names[4] = { "Artichoke", "Beetroot", "Celery", "Daikon" }; static bool opened[4] = { true, true, true, true }; // Persistent user state for (int n = 0; n < IM_ARRAYSIZE(opened); n++) { if (n > 0) { ImGui::SameLine(); } ImGui::Checkbox(names[n], &opened[n]); } // Passing a bool* to BeginTabItem() is similar to passing one to Begin(): // the underlying bool will be set to false when the tab is closed. if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) { for (int n = 0; n < IM_ARRAYSIZE(opened); n++) if (opened[n] && ImGui::BeginTabItem(names[n], &opened[n], ImGuiTabItemFlags_None)) { ImGui::Text("This is the %s tab!", names[n]); if (n & 1) ImGui::Text("I am an odd tab."); ImGui::EndTabItem(); } ImGui::EndTabBar(); } ImGui::Separator(); ImGui::TreePop(); } IMGUI_DEMO_MARKER("Widgets/Tabs/TabItemButton & Leading-Trailing flags"); if (ImGui::TreeNode("TabItemButton & Leading/Trailing flags")) { static ImVector active_tabs; static int next_tab_id = 0; if (next_tab_id == 0) // Initialize with some default tabs for (int i = 0; i < 3; i++) active_tabs.push_back(next_tab_id++); // TabItemButton() and Leading/Trailing flags are distinct features which we will demo together. // (It is possible to submit regular tabs with Leading/Trailing flags, or TabItemButton tabs without Leading/Trailing flags... // but they tend to make more sense together) static bool show_leading_button = true; static bool show_trailing_button = true; ImGui::Checkbox("Show Leading TabItemButton()", &show_leading_button); ImGui::Checkbox("Show Trailing TabItemButton()", &show_trailing_button); // Expose some other flags which are useful to showcase how they interact with Leading/Trailing tabs static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_AutoSelectNewTabs | ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_FittingPolicyResizeDown; ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", &tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton); if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyResizeDown", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown)) tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown); if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyScroll)) tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll); if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) { // Demo a Leading TabItemButton(): click the "?" button to open a menu if (show_leading_button) if (ImGui::TabItemButton("?", ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_NoTooltip)) ImGui::OpenPopup("MyHelpMenu"); if (ImGui::BeginPopup("MyHelpMenu")) { ImGui::Selectable("Hello!"); ImGui::EndPopup(); } // Demo Trailing Tabs: click the "+" button to add a new tab (in your app you may want to use a font icon instead of the "+") // Note that we submit it before the regular tabs, but because of the ImGuiTabItemFlags_Trailing flag it will always appear at the end. if (show_trailing_button) if (ImGui::TabItemButton("+", ImGuiTabItemFlags_Trailing | ImGuiTabItemFlags_NoTooltip)) active_tabs.push_back(next_tab_id++); // Add new tab // Submit our regular tabs for (int n = 0; n < active_tabs.Size; ) { bool open = true; char name[16]; snprintf(name, IM_ARRAYSIZE(name), "%04d", active_tabs[n]); if (ImGui::BeginTabItem(name, &open, ImGuiTabItemFlags_None)) { ImGui::Text("This is the %s tab!", name); ImGui::EndTabItem(); } if (!open) active_tabs.erase(active_tabs.Data + n); else n++; } ImGui::EndTabBar(); } ImGui::Separator(); ImGui::TreePop(); } ImGui::TreePop(); } // Plot/Graph widgets are not very good. // Consider using a third-party library such as ImPlot: https://github.com/epezent/implot // (see others https://github.com/ocornut/imgui/wiki/Useful-Extensions) IMGUI_DEMO_MARKER("Widgets/Plotting"); if (ImGui::TreeNode("Plotting")) { static bool animate = true; ImGui::Checkbox("Animate", &animate); // Plot as lines and plot as histogram IMGUI_DEMO_MARKER("Widgets/Plotting/PlotLines, PlotHistogram"); static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f }; ImGui::PlotLines("Frame Times", arr, IM_ARRAYSIZE(arr)); ImGui::PlotHistogram("Histogram", arr, IM_ARRAYSIZE(arr), 0, NULL, 0.0f, 1.0f, ImVec2(0, 80.0f)); // Fill an array of contiguous float values to plot // Tip: If your float aren't contiguous but part of a structure, you can pass a pointer to your first float // and the sizeof() of your structure in the "stride" parameter. static float values[90] = {}; static int values_offset = 0; static double refresh_time = 0.0; if (!animate || refresh_time == 0.0) refresh_time = ImGui::GetTime(); while (refresh_time < ImGui::GetTime()) // Create data at fixed 60 Hz rate for the demo { static float phase = 0.0f; values[values_offset] = cosf(phase); values_offset = (values_offset + 1) % IM_ARRAYSIZE(values); phase += 0.10f * values_offset; refresh_time += 1.0f / 60.0f; } // Plots can display overlay texts // (in this example, we will display an average value) { float average = 0.0f; for (int n = 0; n < IM_ARRAYSIZE(values); n++) average += values[n]; average /= (float)IM_ARRAYSIZE(values); char overlay[32]; sprintf(overlay, "avg %f", average); ImGui::PlotLines("Lines", values, IM_ARRAYSIZE(values), values_offset, overlay, -1.0f, 1.0f, ImVec2(0, 80.0f)); } // Use functions to generate output // FIXME: This is rather awkward because current plot API only pass in indices. // We probably want an API passing floats and user provide sample rate/count. struct Funcs { static float Sin(void*, int i) { return sinf(i * 0.1f); } static float Saw(void*, int i) { return (i & 1) ? 1.0f : -1.0f; } }; static int func_type = 0, display_count = 70; ImGui::Separator(); ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); ImGui::Combo("func", &func_type, "Sin\0Saw\0"); ImGui::SameLine(); ImGui::SliderInt("Sample count", &display_count, 1, 400); float (*func)(void*, int) = (func_type == 0) ? Funcs::Sin : Funcs::Saw; ImGui::PlotLines("Lines", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80)); ImGui::PlotHistogram("Histogram", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80)); ImGui::Separator(); // Animate a simple progress bar IMGUI_DEMO_MARKER("Widgets/Plotting/ProgressBar"); static float progress = 0.0f, progress_dir = 1.0f; if (animate) { progress += progress_dir * 0.4f * ImGui::GetIO().DeltaTime; if (progress >= +1.1f) { progress = +1.1f; progress_dir *= -1.0f; } if (progress <= -0.1f) { progress = -0.1f; progress_dir *= -1.0f; } } // Typically we would use ImVec2(-1.0f,0.0f) or ImVec2(-FLT_MIN,0.0f) to use all available width, // or ImVec2(width,0.0f) for a specified width. ImVec2(0.0f,0.0f) uses ItemWidth. ImGui::ProgressBar(progress, ImVec2(0.0f, 0.0f)); ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); ImGui::Text("Progress Bar"); float progress_saturated = IM_CLAMP(progress, 0.0f, 1.0f); char buf[32]; sprintf(buf, "%d/%d", (int)(progress_saturated * 1753), 1753); ImGui::ProgressBar(progress, ImVec2(0.f, 0.f), buf); ImGui::TreePop(); } IMGUI_DEMO_MARKER("Widgets/Color"); if (ImGui::TreeNode("Color/Picker Widgets")) { static ImVec4 color = ImVec4(114.0f / 255.0f, 144.0f / 255.0f, 154.0f / 255.0f, 200.0f / 255.0f); static bool alpha_preview = true; static bool alpha_half_preview = false; static bool drag_and_drop = true; static bool options_menu = true; static bool hdr = false; ImGui::Checkbox("With Alpha Preview", &alpha_preview); ImGui::Checkbox("With Half Alpha Preview", &alpha_half_preview); ImGui::Checkbox("With Drag and Drop", &drag_and_drop); ImGui::Checkbox("With Options Menu", &options_menu); ImGui::SameLine(); HelpMarker("Right-click on the individual color widget to show options."); ImGui::Checkbox("With HDR", &hdr); ImGui::SameLine(); HelpMarker("Currently all this does is to lift the 0..1 limits on dragging widgets."); ImGuiColorEditFlags misc_flags = (hdr ? ImGuiColorEditFlags_HDR : 0) | (drag_and_drop ? 0 : ImGuiColorEditFlags_NoDragDrop) | (alpha_half_preview ? ImGuiColorEditFlags_AlphaPreviewHalf : (alpha_preview ? ImGuiColorEditFlags_AlphaPreview : 0)) | (options_menu ? 0 : ImGuiColorEditFlags_NoOptions); IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit"); ImGui::Text("Color widget:"); ImGui::SameLine(); HelpMarker( "Click on the color square to open a color picker.\n" "CTRL+click on individual component to input value.\n"); ImGui::ColorEdit3("MyColor##1", (float*)&color, misc_flags); IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit (HSV, with Alpha)"); ImGui::Text("Color widget HSV with Alpha:"); ImGui::ColorEdit4("MyColor##2", (float*)&color, ImGuiColorEditFlags_DisplayHSV | misc_flags); IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit (float display)"); ImGui::Text("Color widget with Float Display:"); ImGui::ColorEdit4("MyColor##2f", (float*)&color, ImGuiColorEditFlags_Float | misc_flags); IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (with Picker)"); ImGui::Text("Color button with Picker:"); ImGui::SameLine(); HelpMarker( "With the ImGuiColorEditFlags_NoInputs flag you can hide all the slider/text inputs.\n" "With the ImGuiColorEditFlags_NoLabel flag you can pass a non-empty label which will only " "be used for the tooltip and picker popup."); ImGui::ColorEdit4("MyColor##3", (float*)&color, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoLabel | misc_flags); IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (with custom Picker popup)"); ImGui::Text("Color button with Custom Picker Popup:"); // Generate a default palette. The palette will persist and can be edited. static bool saved_palette_init = true; static ImVec4 saved_palette[32] = {}; if (saved_palette_init) { for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++) { ImGui::ColorConvertHSVtoRGB(n / 31.0f, 0.8f, 0.8f, saved_palette[n].x, saved_palette[n].y, saved_palette[n].z); saved_palette[n].w = 1.0f; // Alpha } saved_palette_init = false; } static ImVec4 backup_color; bool open_popup = ImGui::ColorButton("MyColor##3b", color, misc_flags); ImGui::SameLine(0, ImGui::GetStyle().ItemInnerSpacing.x); open_popup |= ImGui::Button("Palette"); if (open_popup) { ImGui::OpenPopup("mypicker"); backup_color = color; } if (ImGui::BeginPopup("mypicker")) { ImGui::Text("MY CUSTOM COLOR PICKER WITH AN AMAZING PALETTE!"); ImGui::Separator(); ImGui::ColorPicker4("##picker", (float*)&color, misc_flags | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoSmallPreview); ImGui::SameLine(); ImGui::BeginGroup(); // Lock X position ImGui::Text("Current"); ImGui::ColorButton("##current", color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60, 40)); ImGui::Text("Previous"); if (ImGui::ColorButton("##previous", backup_color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60, 40))) color = backup_color; ImGui::Separator(); ImGui::Text("Palette"); for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++) { ImGui::PushID(n); if ((n % 8) != 0) ImGui::SameLine(0.0f, ImGui::GetStyle().ItemSpacing.y); ImGuiColorEditFlags palette_button_flags = ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_NoTooltip; if (ImGui::ColorButton("##palette", saved_palette[n], palette_button_flags, ImVec2(20, 20))) color = ImVec4(saved_palette[n].x, saved_palette[n].y, saved_palette[n].z, color.w); // Preserve alpha! // Allow user to drop colors into each palette entry. Note that ColorButton() is already a // drag source by default, unless specifying the ImGuiColorEditFlags_NoDragDrop flag. if (ImGui::BeginDragDropTarget()) { if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F)) memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 3); if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F)) memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 4); ImGui::EndDragDropTarget(); } ImGui::PopID(); } ImGui::EndGroup(); ImGui::EndPopup(); } IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (simple)"); ImGui::Text("Color button only:"); static bool no_border = false; ImGui::Checkbox("ImGuiColorEditFlags_NoBorder", &no_border); ImGui::ColorButton("MyColor##3c", *(ImVec4*)&color, misc_flags | (no_border ? ImGuiColorEditFlags_NoBorder : 0), ImVec2(80, 80)); IMGUI_DEMO_MARKER("Widgets/Color/ColorPicker"); ImGui::Text("Color picker:"); static bool alpha = true; static bool alpha_bar = true; static bool side_preview = true; static bool ref_color = false; static ImVec4 ref_color_v(1.0f, 0.0f, 1.0f, 0.5f); static int display_mode = 0; static int picker_mode = 0; ImGui::Checkbox("With Alpha", &alpha); ImGui::Checkbox("With Alpha Bar", &alpha_bar); ImGui::Checkbox("With Side Preview", &side_preview); if (side_preview) { ImGui::SameLine(); ImGui::Checkbox("With Ref Color", &ref_color); if (ref_color) { ImGui::SameLine(); ImGui::ColorEdit4("##RefColor", &ref_color_v.x, ImGuiColorEditFlags_NoInputs | misc_flags); } } ImGui::Combo("Display Mode", &display_mode, "Auto/Current\0None\0RGB Only\0HSV Only\0Hex Only\0"); ImGui::SameLine(); HelpMarker( "ColorEdit defaults to displaying RGB inputs if you don't specify a display mode, " "but the user can change it with a right-click on those inputs.\n\nColorPicker defaults to displaying RGB+HSV+Hex " "if you don't specify a display mode.\n\nYou can change the defaults using SetColorEditOptions()."); ImGui::SameLine(); HelpMarker("When not specified explicitly (Auto/Current mode), user can right-click the picker to change mode."); ImGuiColorEditFlags flags = misc_flags; if (!alpha) flags |= ImGuiColorEditFlags_NoAlpha; // This is by default if you call ColorPicker3() instead of ColorPicker4() if (alpha_bar) flags |= ImGuiColorEditFlags_AlphaBar; if (!side_preview) flags |= ImGuiColorEditFlags_NoSidePreview; if (picker_mode == 1) flags |= ImGuiColorEditFlags_PickerHueBar; if (picker_mode == 2) flags |= ImGuiColorEditFlags_PickerHueWheel; if (display_mode == 1) flags |= ImGuiColorEditFlags_NoInputs; // Disable all RGB/HSV/Hex displays if (display_mode == 2) flags |= ImGuiColorEditFlags_DisplayRGB; // Override display mode if (display_mode == 3) flags |= ImGuiColorEditFlags_DisplayHSV; if (display_mode == 4) flags |= ImGuiColorEditFlags_DisplayHex; ImGui::ColorPicker4("MyColor##4", (float*)&color, flags, ref_color ? &ref_color_v.x : NULL); ImGui::Text("Set defaults in code:"); ImGui::SameLine(); HelpMarker( "SetColorEditOptions() is designed to allow you to set boot-time default.\n" "We don't have Push/Pop functions because you can force options on a per-widget basis if needed," "and the user can change non-forced ones with the options menu.\nWe don't have a getter to avoid" "encouraging you to persistently save values that aren't forward-compatible."); if (ImGui::Button("Default: Uint8 + HSV + Hue Bar")) ImGui::SetColorEditOptions(ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_PickerHueBar); if (ImGui::Button("Default: Float + HDR + Hue Wheel")) ImGui::SetColorEditOptions(ImGuiColorEditFlags_Float | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_PickerHueWheel); // Always both a small version of both types of pickers (to make it more visible in the demo to people who are skimming quickly through it) ImGui::Text("Both types:"); float w = (ImGui::GetContentRegionAvail().x - ImGui::GetStyle().ItemSpacing.y) * 0.40f; ImGui::SetNextItemWidth(w); ImGui::ColorPicker3("##MyColor##5", (float*)&color, ImGuiColorEditFlags_PickerHueBar | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoAlpha); ImGui::SameLine(); ImGui::SetNextItemWidth(w); ImGui::ColorPicker3("##MyColor##6", (float*)&color, ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoAlpha); // HSV encoded support (to avoid RGB<>HSV round trips and singularities when S==0 or V==0) static ImVec4 color_hsv(0.23f, 1.0f, 1.0f, 1.0f); // Stored as HSV! ImGui::Spacing(); ImGui::Text("HSV encoded colors"); ImGui::SameLine(); HelpMarker( "By default, colors are given to ColorEdit and ColorPicker in RGB, but ImGuiColorEditFlags_InputHSV" "allows you to store colors as HSV and pass them to ColorEdit and ColorPicker as HSV. This comes with the" "added benefit that you can manipulate hue values with the picker even when saturation or value are zero."); ImGui::Text("Color widget with InputHSV:"); ImGui::ColorEdit4("HSV shown as RGB##1", (float*)&color_hsv, ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float); ImGui::ColorEdit4("HSV shown as HSV##1", (float*)&color_hsv, ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float); ImGui::DragFloat4("Raw HSV values", (float*)&color_hsv, 0.01f, 0.0f, 1.0f); ImGui::TreePop(); } IMGUI_DEMO_MARKER("Widgets/Drag and Slider Flags"); if (ImGui::TreeNode("Drag/Slider Flags")) { // Demonstrate using advanced flags for DragXXX and SliderXXX functions. Note that the flags are the same! static ImGuiSliderFlags flags = ImGuiSliderFlags_None; ImGui::CheckboxFlags("ImGuiSliderFlags_AlwaysClamp", &flags, ImGuiSliderFlags_AlwaysClamp); ImGui::SameLine(); HelpMarker("Always clamp value to min/max bounds (if any) when input manually with CTRL+Click."); ImGui::CheckboxFlags("ImGuiSliderFlags_Logarithmic", &flags, ImGuiSliderFlags_Logarithmic); ImGui::SameLine(); HelpMarker("Enable logarithmic editing (more precision for small values)."); ImGui::CheckboxFlags("ImGuiSliderFlags_NoRoundToFormat", &flags, ImGuiSliderFlags_NoRoundToFormat); ImGui::SameLine(); HelpMarker("Disable rounding underlying value to match precision of the format string (e.g. %.3f values are rounded to those 3 digits)."); ImGui::CheckboxFlags("ImGuiSliderFlags_NoInput", &flags, ImGuiSliderFlags_NoInput); ImGui::SameLine(); HelpMarker("Disable CTRL+Click or Enter key allowing to input text directly into the widget."); // Drags static float drag_f = 0.5f; static int drag_i = 50; ImGui::Text("Underlying float value: %f", drag_f); ImGui::DragFloat("DragFloat (0 -> 1)", &drag_f, 0.005f, 0.0f, 1.0f, "%.3f", flags); ImGui::DragFloat("DragFloat (0 -> +inf)", &drag_f, 0.005f, 0.0f, FLT_MAX, "%.3f", flags); ImGui::DragFloat("DragFloat (-inf -> 1)", &drag_f, 0.005f, -FLT_MAX, 1.0f, "%.3f", flags); ImGui::DragFloat("DragFloat (-inf -> +inf)", &drag_f, 0.005f, -FLT_MAX, +FLT_MAX, "%.3f", flags); ImGui::DragInt("DragInt (0 -> 100)", &drag_i, 0.5f, 0, 100, "%d", flags); // Sliders static float slider_f = 0.5f; static int slider_i = 50; ImGui::Text("Underlying float value: %f", slider_f); ImGui::SliderFloat("SliderFloat (0 -> 1)", &slider_f, 0.0f, 1.0f, "%.3f", flags); ImGui::SliderInt("SliderInt (0 -> 100)", &slider_i, 0, 100, "%d", flags); ImGui::TreePop(); } IMGUI_DEMO_MARKER("Widgets/Range Widgets"); if (ImGui::TreeNode("Range Widgets")) { static float begin = 10, end = 90; static int begin_i = 100, end_i = 1000; ImGui::DragFloatRange2("range float", &begin, &end, 0.25f, 0.0f, 100.0f, "Min: %.1f %%", "Max: %.1f %%", ImGuiSliderFlags_AlwaysClamp); ImGui::DragIntRange2("range int", &begin_i, &end_i, 5, 0, 1000, "Min: %d units", "Max: %d units"); ImGui::DragIntRange2("range int (no bounds)", &begin_i, &end_i, 5, 0, 0, "Min: %d units", "Max: %d units"); ImGui::TreePop(); } IMGUI_DEMO_MARKER("Widgets/Data Types"); if (ImGui::TreeNode("Data Types")) { // DragScalar/InputScalar/SliderScalar functions allow various data types // - signed/unsigned // - 8/16/32/64-bits // - integer/float/double // To avoid polluting the public API with all possible combinations, we use the ImGuiDataType enum // to pass the type, and passing all arguments by pointer. // This is the reason the test code below creates local variables to hold "zero" "one" etc. for each types. // In practice, if you frequently use a given type that is not covered by the normal API entry points, // you can wrap it yourself inside a 1 line function which can take typed argument as value instead of void*, // and then pass their address to the generic function. For example: // bool MySliderU64(const char *label, u64* value, u64 min = 0, u64 max = 0, const char* format = "%lld") // { // return SliderScalar(label, ImGuiDataType_U64, value, &min, &max, format); // } // Setup limits (as helper variables so we can take their address, as explained above) // Note: SliderScalar() functions have a maximum usable range of half the natural type maximum, hence the /2. #ifndef LLONG_MIN ImS64 LLONG_MIN = -9223372036854775807LL - 1; ImS64 LLONG_MAX = 9223372036854775807LL; ImU64 ULLONG_MAX = (2ULL * 9223372036854775807LL + 1); #endif const char s8_zero = 0, s8_one = 1, s8_fifty = 50, s8_min = -128, s8_max = 127; const ImU8 u8_zero = 0, u8_one = 1, u8_fifty = 50, u8_min = 0, u8_max = 255; const short s16_zero = 0, s16_one = 1, s16_fifty = 50, s16_min = -32768, s16_max = 32767; const ImU16 u16_zero = 0, u16_one = 1, u16_fifty = 50, u16_min = 0, u16_max = 65535; const ImS32 s32_zero = 0, s32_one = 1, s32_fifty = 50, s32_min = INT_MIN/2, s32_max = INT_MAX/2, s32_hi_a = INT_MAX/2 - 100, s32_hi_b = INT_MAX/2; const ImU32 u32_zero = 0, u32_one = 1, u32_fifty = 50, u32_min = 0, u32_max = UINT_MAX/2, u32_hi_a = UINT_MAX/2 - 100, u32_hi_b = UINT_MAX/2; const ImS64 s64_zero = 0, s64_one = 1, s64_fifty = 50, s64_min = LLONG_MIN/2, s64_max = LLONG_MAX/2, s64_hi_a = LLONG_MAX/2 - 100, s64_hi_b = LLONG_MAX/2; const ImU64 u64_zero = 0, u64_one = 1, u64_fifty = 50, u64_min = 0, u64_max = ULLONG_MAX/2, u64_hi_a = ULLONG_MAX/2 - 100, u64_hi_b = ULLONG_MAX/2; const float f32_zero = 0.f, f32_one = 1.f, f32_lo_a = -10000000000.0f, f32_hi_a = +10000000000.0f; const double f64_zero = 0., f64_one = 1., f64_lo_a = -1000000000000000.0, f64_hi_a = +1000000000000000.0; // State static char s8_v = 127; static ImU8 u8_v = 255; static short s16_v = 32767; static ImU16 u16_v = 65535; static ImS32 s32_v = -1; static ImU32 u32_v = (ImU32)-1; static ImS64 s64_v = -1; static ImU64 u64_v = (ImU64)-1; static float f32_v = 0.123f; static double f64_v = 90000.01234567890123456789; const float drag_speed = 0.2f; static bool drag_clamp = false; IMGUI_DEMO_MARKER("Widgets/Data Types/Drags"); ImGui::Text("Drags:"); ImGui::Checkbox("Clamp integers to 0..50", &drag_clamp); ImGui::SameLine(); HelpMarker( "As with every widgets in dear imgui, we never modify values unless there is a user interaction.\n" "You can override the clamping limits by using CTRL+Click to input a value."); ImGui::DragScalar("drag s8", ImGuiDataType_S8, &s8_v, drag_speed, drag_clamp ? &s8_zero : NULL, drag_clamp ? &s8_fifty : NULL); ImGui::DragScalar("drag u8", ImGuiDataType_U8, &u8_v, drag_speed, drag_clamp ? &u8_zero : NULL, drag_clamp ? &u8_fifty : NULL, "%u ms"); ImGui::DragScalar("drag s16", ImGuiDataType_S16, &s16_v, drag_speed, drag_clamp ? &s16_zero : NULL, drag_clamp ? &s16_fifty : NULL); ImGui::DragScalar("drag u16", ImGuiDataType_U16, &u16_v, drag_speed, drag_clamp ? &u16_zero : NULL, drag_clamp ? &u16_fifty : NULL, "%u ms"); ImGui::DragScalar("drag s32", ImGuiDataType_S32, &s32_v, drag_speed, drag_clamp ? &s32_zero : NULL, drag_clamp ? &s32_fifty : NULL); ImGui::DragScalar("drag s32 hex", ImGuiDataType_S32, &s32_v, drag_speed, drag_clamp ? &s32_zero : NULL, drag_clamp ? &s32_fifty : NULL, "0x%08X"); ImGui::DragScalar("drag u32", ImGuiDataType_U32, &u32_v, drag_speed, drag_clamp ? &u32_zero : NULL, drag_clamp ? &u32_fifty : NULL, "%u ms"); ImGui::DragScalar("drag s64", ImGuiDataType_S64, &s64_v, drag_speed, drag_clamp ? &s64_zero : NULL, drag_clamp ? &s64_fifty : NULL); ImGui::DragScalar("drag u64", ImGuiDataType_U64, &u64_v, drag_speed, drag_clamp ? &u64_zero : NULL, drag_clamp ? &u64_fifty : NULL); ImGui::DragScalar("drag float", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, &f32_one, "%f"); ImGui::DragScalar("drag float log", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, &f32_one, "%f", ImGuiSliderFlags_Logarithmic); ImGui::DragScalar("drag double", ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, NULL, "%.10f grams"); ImGui::DragScalar("drag double log",ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, &f64_one, "0 < %.10f < 1", ImGuiSliderFlags_Logarithmic); IMGUI_DEMO_MARKER("Widgets/Data Types/Sliders"); ImGui::Text("Sliders"); ImGui::SliderScalar("slider s8 full", ImGuiDataType_S8, &s8_v, &s8_min, &s8_max, "%d"); ImGui::SliderScalar("slider u8 full", ImGuiDataType_U8, &u8_v, &u8_min, &u8_max, "%u"); ImGui::SliderScalar("slider s16 full", ImGuiDataType_S16, &s16_v, &s16_min, &s16_max, "%d"); ImGui::SliderScalar("slider u16 full", ImGuiDataType_U16, &u16_v, &u16_min, &u16_max, "%u"); ImGui::SliderScalar("slider s32 low", ImGuiDataType_S32, &s32_v, &s32_zero, &s32_fifty,"%d"); ImGui::SliderScalar("slider s32 high", ImGuiDataType_S32, &s32_v, &s32_hi_a, &s32_hi_b, "%d"); ImGui::SliderScalar("slider s32 full", ImGuiDataType_S32, &s32_v, &s32_min, &s32_max, "%d"); ImGui::SliderScalar("slider s32 hex", ImGuiDataType_S32, &s32_v, &s32_zero, &s32_fifty, "0x%04X"); ImGui::SliderScalar("slider u32 low", ImGuiDataType_U32, &u32_v, &u32_zero, &u32_fifty,"%u"); ImGui::SliderScalar("slider u32 high", ImGuiDataType_U32, &u32_v, &u32_hi_a, &u32_hi_b, "%u"); ImGui::SliderScalar("slider u32 full", ImGuiDataType_U32, &u32_v, &u32_min, &u32_max, "%u"); ImGui::SliderScalar("slider s64 low", ImGuiDataType_S64, &s64_v, &s64_zero, &s64_fifty,"%" IM_PRId64); ImGui::SliderScalar("slider s64 high", ImGuiDataType_S64, &s64_v, &s64_hi_a, &s64_hi_b, "%" IM_PRId64); ImGui::SliderScalar("slider s64 full", ImGuiDataType_S64, &s64_v, &s64_min, &s64_max, "%" IM_PRId64); ImGui::SliderScalar("slider u64 low", ImGuiDataType_U64, &u64_v, &u64_zero, &u64_fifty,"%" IM_PRIu64 " ms"); ImGui::SliderScalar("slider u64 high", ImGuiDataType_U64, &u64_v, &u64_hi_a, &u64_hi_b, "%" IM_PRIu64 " ms"); ImGui::SliderScalar("slider u64 full", ImGuiDataType_U64, &u64_v, &u64_min, &u64_max, "%" IM_PRIu64 " ms"); ImGui::SliderScalar("slider float low", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one); ImGui::SliderScalar("slider float low log", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one, "%.10f", ImGuiSliderFlags_Logarithmic); ImGui::SliderScalar("slider float high", ImGuiDataType_Float, &f32_v, &f32_lo_a, &f32_hi_a, "%e"); ImGui::SliderScalar("slider double low", ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one, "%.10f grams"); ImGui::SliderScalar("slider double low log",ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one, "%.10f", ImGuiSliderFlags_Logarithmic); ImGui::SliderScalar("slider double high", ImGuiDataType_Double, &f64_v, &f64_lo_a, &f64_hi_a, "%e grams"); ImGui::Text("Sliders (reverse)"); ImGui::SliderScalar("slider s8 reverse", ImGuiDataType_S8, &s8_v, &s8_max, &s8_min, "%d"); ImGui::SliderScalar("slider u8 reverse", ImGuiDataType_U8, &u8_v, &u8_max, &u8_min, "%u"); ImGui::SliderScalar("slider s32 reverse", ImGuiDataType_S32, &s32_v, &s32_fifty, &s32_zero, "%d"); ImGui::SliderScalar("slider u32 reverse", ImGuiDataType_U32, &u32_v, &u32_fifty, &u32_zero, "%u"); ImGui::SliderScalar("slider s64 reverse", ImGuiDataType_S64, &s64_v, &s64_fifty, &s64_zero, "%" IM_PRId64); ImGui::SliderScalar("slider u64 reverse", ImGuiDataType_U64, &u64_v, &u64_fifty, &u64_zero, "%" IM_PRIu64 " ms"); IMGUI_DEMO_MARKER("Widgets/Data Types/Inputs"); static bool inputs_step = true; ImGui::Text("Inputs"); ImGui::Checkbox("Show step buttons", &inputs_step); ImGui::InputScalar("input s8", ImGuiDataType_S8, &s8_v, inputs_step ? &s8_one : NULL, NULL, "%d"); ImGui::InputScalar("input u8", ImGuiDataType_U8, &u8_v, inputs_step ? &u8_one : NULL, NULL, "%u"); ImGui::InputScalar("input s16", ImGuiDataType_S16, &s16_v, inputs_step ? &s16_one : NULL, NULL, "%d"); ImGui::InputScalar("input u16", ImGuiDataType_U16, &u16_v, inputs_step ? &u16_one : NULL, NULL, "%u"); ImGui::InputScalar("input s32", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%d"); ImGui::InputScalar("input s32 hex", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%04X"); ImGui::InputScalar("input u32", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%u"); ImGui::InputScalar("input u32 hex", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%08X"); ImGui::InputScalar("input s64", ImGuiDataType_S64, &s64_v, inputs_step ? &s64_one : NULL); ImGui::InputScalar("input u64", ImGuiDataType_U64, &u64_v, inputs_step ? &u64_one : NULL); ImGui::InputScalar("input float", ImGuiDataType_Float, &f32_v, inputs_step ? &f32_one : NULL); ImGui::InputScalar("input double", ImGuiDataType_Double, &f64_v, inputs_step ? &f64_one : NULL); ImGui::TreePop(); } IMGUI_DEMO_MARKER("Widgets/Multi-component Widgets"); if (ImGui::TreeNode("Multi-component Widgets")) { static float vec4f[4] = { 0.10f, 0.20f, 0.30f, 0.44f }; static int vec4i[4] = { 1, 5, 100, 255 }; ImGui::InputFloat2("input float2", vec4f); ImGui::DragFloat2("drag float2", vec4f, 0.01f, 0.0f, 1.0f); ImGui::SliderFloat2("slider float2", vec4f, 0.0f, 1.0f); ImGui::InputInt2("input int2", vec4i); ImGui::DragInt2("drag int2", vec4i, 1, 0, 255); ImGui::SliderInt2("slider int2", vec4i, 0, 255); ImGui::Spacing(); ImGui::InputFloat3("input float3", vec4f); ImGui::DragFloat3("drag float3", vec4f, 0.01f, 0.0f, 1.0f); ImGui::SliderFloat3("slider float3", vec4f, 0.0f, 1.0f); ImGui::InputInt3("input int3", vec4i); ImGui::DragInt3("drag int3", vec4i, 1, 0, 255); ImGui::SliderInt3("slider int3", vec4i, 0, 255); ImGui::Spacing(); ImGui::InputFloat4("input float4", vec4f); ImGui::DragFloat4("drag float4", vec4f, 0.01f, 0.0f, 1.0f); ImGui::SliderFloat4("slider float4", vec4f, 0.0f, 1.0f); ImGui::InputInt4("input int4", vec4i); ImGui::DragInt4("drag int4", vec4i, 1, 0, 255); ImGui::SliderInt4("slider int4", vec4i, 0, 255); ImGui::TreePop(); } IMGUI_DEMO_MARKER("Widgets/Vertical Sliders"); if (ImGui::TreeNode("Vertical Sliders")) { const float spacing = 4; ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(spacing, spacing)); static int int_value = 0; ImGui::VSliderInt("##int", ImVec2(18, 160), &int_value, 0, 5); ImGui::SameLine(); static float values[7] = { 0.0f, 0.60f, 0.35f, 0.9f, 0.70f, 0.20f, 0.0f }; ImGui::PushID("set1"); for (int i = 0; i < 7; i++) { if (i > 0) ImGui::SameLine(); ImGui::PushID(i); ImGui::PushStyleColor(ImGuiCol_FrameBg, (ImVec4)ImColor::HSV(i / 7.0f, 0.5f, 0.5f)); ImGui::PushStyleColor(ImGuiCol_FrameBgHovered, (ImVec4)ImColor::HSV(i / 7.0f, 0.6f, 0.5f)); ImGui::PushStyleColor(ImGuiCol_FrameBgActive, (ImVec4)ImColor::HSV(i / 7.0f, 0.7f, 0.5f)); ImGui::PushStyleColor(ImGuiCol_SliderGrab, (ImVec4)ImColor::HSV(i / 7.0f, 0.9f, 0.9f)); ImGui::VSliderFloat("##v", ImVec2(18, 160), &values[i], 0.0f, 1.0f, ""); if (ImGui::IsItemActive() || ImGui::IsItemHovered()) ImGui::SetTooltip("%.3f", values[i]); ImGui::PopStyleColor(4); ImGui::PopID(); } ImGui::PopID(); ImGui::SameLine(); ImGui::PushID("set2"); static float values2[4] = { 0.20f, 0.80f, 0.40f, 0.25f }; const int rows = 3; const ImVec2 small_slider_size(18, (float)(int)((160.0f - (rows - 1) * spacing) / rows)); for (int nx = 0; nx < 4; nx++) { if (nx > 0) ImGui::SameLine(); ImGui::BeginGroup(); for (int ny = 0; ny < rows; ny++) { ImGui::PushID(nx * rows + ny); ImGui::VSliderFloat("##v", small_slider_size, &values2[nx], 0.0f, 1.0f, ""); if (ImGui::IsItemActive() || ImGui::IsItemHovered()) ImGui::SetTooltip("%.3f", values2[nx]); ImGui::PopID(); } ImGui::EndGroup(); } ImGui::PopID(); ImGui::SameLine(); ImGui::PushID("set3"); for (int i = 0; i < 4; i++) { if (i > 0) ImGui::SameLine(); ImGui::PushID(i); ImGui::PushStyleVar(ImGuiStyleVar_GrabMinSize, 40); ImGui::VSliderFloat("##v", ImVec2(40, 160), &values[i], 0.0f, 1.0f, "%.2f\nsec"); ImGui::PopStyleVar(); ImGui::PopID(); } ImGui::PopID(); ImGui::PopStyleVar(); ImGui::TreePop(); } IMGUI_DEMO_MARKER("Widgets/Drag and drop"); if (ImGui::TreeNode("Drag and Drop")) { IMGUI_DEMO_MARKER("Widgets/Drag and drop/Standard widgets"); if (ImGui::TreeNode("Drag and drop in standard widgets")) { // ColorEdit widgets automatically act as drag source and drag target. // They are using standardized payload strings IMGUI_PAYLOAD_TYPE_COLOR_3F and IMGUI_PAYLOAD_TYPE_COLOR_4F // to allow your own widgets to use colors in their drag and drop interaction. // Also see 'Demo->Widgets->Color/Picker Widgets->Palette' demo. HelpMarker("You can drag from the color squares."); static float col1[3] = { 1.0f, 0.0f, 0.2f }; static float col2[4] = { 0.4f, 0.7f, 0.0f, 0.5f }; ImGui::ColorEdit3("color 1", col1); ImGui::ColorEdit4("color 2", col2); ImGui::TreePop(); } IMGUI_DEMO_MARKER("Widgets/Drag and drop/Copy-swap items"); if (ImGui::TreeNode("Drag and drop to copy/swap items")) { enum Mode { Mode_Copy, Mode_Move, Mode_Swap }; static int mode = 0; if (ImGui::RadioButton("Copy", mode == Mode_Copy)) { mode = Mode_Copy; } ImGui::SameLine(); if (ImGui::RadioButton("Move", mode == Mode_Move)) { mode = Mode_Move; } ImGui::SameLine(); if (ImGui::RadioButton("Swap", mode == Mode_Swap)) { mode = Mode_Swap; } static const char* names[9] = { "Bobby", "Beatrice", "Betty", "Brianna", "Barry", "Bernard", "Bibi", "Blaine", "Bryn" }; for (int n = 0; n < IM_ARRAYSIZE(names); n++) { ImGui::PushID(n); if ((n % 3) != 0) ImGui::SameLine(); ImGui::Button(names[n], ImVec2(60, 60)); // Our buttons are both drag sources and drag targets here! if (ImGui::BeginDragDropSource(ImGuiDragDropFlags_None)) { // Set payload to carry the index of our item (could be anything) ImGui::SetDragDropPayload("DND_DEMO_CELL", &n, sizeof(int)); // Display preview (could be anything, e.g. when dragging an image we could decide to display // the filename and a small preview of the image, etc.) if (mode == Mode_Copy) { ImGui::Text("Copy %s", names[n]); } if (mode == Mode_Move) { ImGui::Text("Move %s", names[n]); } if (mode == Mode_Swap) { ImGui::Text("Swap %s", names[n]); } ImGui::EndDragDropSource(); } if (ImGui::BeginDragDropTarget()) { if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload("DND_DEMO_CELL")) { IM_ASSERT(payload->DataSize == sizeof(int)); int payload_n = *(const int*)payload->Data; if (mode == Mode_Copy) { names[n] = names[payload_n]; } if (mode == Mode_Move) { names[n] = names[payload_n]; names[payload_n] = ""; } if (mode == Mode_Swap) { const char* tmp = names[n]; names[n] = names[payload_n]; names[payload_n] = tmp; } } ImGui::EndDragDropTarget(); } ImGui::PopID(); } ImGui::TreePop(); } IMGUI_DEMO_MARKER("Widgets/Drag and Drop/Drag to reorder items (simple)"); if (ImGui::TreeNode("Drag to reorder items (simple)")) { // Simple reordering HelpMarker( "We don't use the drag and drop api at all here! " "Instead we query when the item is held but not hovered, and order items accordingly."); static const char* item_names[] = { "Item One", "Item Two", "Item Three", "Item Four", "Item Five" }; for (int n = 0; n < IM_ARRAYSIZE(item_names); n++) { const char* item = item_names[n]; ImGui::Selectable(item); if (ImGui::IsItemActive() && !ImGui::IsItemHovered()) { int n_next = n + (ImGui::GetMouseDragDelta(0).y < 0.f ? -1 : 1); if (n_next >= 0 && n_next < IM_ARRAYSIZE(item_names)) { item_names[n] = item_names[n_next]; item_names[n_next] = item; ImGui::ResetMouseDragDelta(); } } } ImGui::TreePop(); } ImGui::TreePop(); } IMGUI_DEMO_MARKER("Widgets/Querying Item Status (Edited,Active,Hovered etc.)"); if (ImGui::TreeNode("Querying Item Status (Edited/Active/Hovered etc.)")) { // Select an item type const char* item_names[] = { "Text", "Button", "Button (w/ repeat)", "Checkbox", "SliderFloat", "InputText", "InputTextMultiline", "InputFloat", "InputFloat3", "ColorEdit4", "Selectable", "MenuItem", "TreeNode", "TreeNode (w/ double-click)", "Combo", "ListBox" }; static int item_type = 4; static bool item_disabled = false; ImGui::Combo("Item Type", &item_type, item_names, IM_ARRAYSIZE(item_names), IM_ARRAYSIZE(item_names)); ImGui::SameLine(); HelpMarker("Testing how various types of items are interacting with the IsItemXXX functions. Note that the bool return value of most ImGui function is generally equivalent to calling ImGui::IsItemHovered()."); ImGui::Checkbox("Item Disabled", &item_disabled); // Submit selected item item so we can query their status in the code following it. bool ret = false; static bool b = false; static float col4f[4] = { 1.0f, 0.5, 0.0f, 1.0f }; static char str[16] = {}; if (item_disabled) ImGui::BeginDisabled(true); if (item_type == 0) { ImGui::Text("ITEM: Text"); } // Testing text items with no identifier/interaction if (item_type == 1) { ret = ImGui::Button("ITEM: Button"); } // Testing button if (item_type == 2) { ImGui::PushButtonRepeat(true); ret = ImGui::Button("ITEM: Button"); ImGui::PopButtonRepeat(); } // Testing button (with repeater) if (item_type == 3) { ret = ImGui::Checkbox("ITEM: Checkbox", &b); } // Testing checkbox if (item_type == 4) { ret = ImGui::SliderFloat("ITEM: SliderFloat", &col4f[0], 0.0f, 1.0f); } // Testing basic item if (item_type == 5) { ret = ImGui::InputText("ITEM: InputText", &str[0], IM_ARRAYSIZE(str)); } // Testing input text (which handles tabbing) if (item_type == 6) { ret = ImGui::InputTextMultiline("ITEM: InputTextMultiline", &str[0], IM_ARRAYSIZE(str)); } // Testing input text (which uses a child window) if (item_type == 7) { ret = ImGui::InputFloat("ITEM: InputFloat", col4f, 1.0f); } // Testing +/- buttons on scalar input if (item_type == 8) { ret = ImGui::InputFloat3("ITEM: InputFloat3", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged) if (item_type == 9) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged) if (item_type == 10){ ret = ImGui::Selectable("ITEM: Selectable"); } // Testing selectable item if (item_type == 11){ ret = ImGui::MenuItem("ITEM: MenuItem"); } // Testing menu item (they use ImGuiButtonFlags_PressedOnRelease button policy) if (item_type == 12){ ret = ImGui::TreeNode("ITEM: TreeNode"); if (ret) ImGui::TreePop(); } // Testing tree node if (item_type == 13){ ret = ImGui::TreeNodeEx("ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen); } // Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy. if (item_type == 14){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::Combo("ITEM: Combo", ¤t, items, IM_ARRAYSIZE(items)); } if (item_type == 15){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", ¤t, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); } // Display the values of IsItemHovered() and other common item state functions. // Note that the ImGuiHoveredFlags_XXX flags can be combined. // Because BulletText is an item itself and that would affect the output of IsItemXXX functions, // we query every state in a single call to avoid storing them and to simplify the code. ImGui::BulletText( "Return value = %d\n" "IsItemFocused() = %d\n" "IsItemHovered() = %d\n" "IsItemHovered(_AllowWhenBlockedByPopup) = %d\n" "IsItemHovered(_AllowWhenBlockedByActiveItem) = %d\n" "IsItemHovered(_AllowWhenOverlapped) = %d\n" "IsItemHovered(_AllowWhenDisabled) = %d\n" "IsItemHovered(_RectOnly) = %d\n" "IsItemActive() = %d\n" "IsItemEdited() = %d\n" "IsItemActivated() = %d\n" "IsItemDeactivated() = %d\n" "IsItemDeactivatedAfterEdit() = %d\n" "IsItemVisible() = %d\n" "IsItemClicked() = %d\n" "IsItemToggledOpen() = %d\n" "GetItemRectMin() = (%.1f, %.1f)\n" "GetItemRectMax() = (%.1f, %.1f)\n" "GetItemRectSize() = (%.1f, %.1f)", ret, ImGui::IsItemFocused(), ImGui::IsItemHovered(), ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup), ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem), ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenOverlapped), ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled), ImGui::IsItemHovered(ImGuiHoveredFlags_RectOnly), ImGui::IsItemActive(), ImGui::IsItemEdited(), ImGui::IsItemActivated(), ImGui::IsItemDeactivated(), ImGui::IsItemDeactivatedAfterEdit(), ImGui::IsItemVisible(), ImGui::IsItemClicked(), ImGui::IsItemToggledOpen(), ImGui::GetItemRectMin().x, ImGui::GetItemRectMin().y, ImGui::GetItemRectMax().x, ImGui::GetItemRectMax().y, ImGui::GetItemRectSize().x, ImGui::GetItemRectSize().y ); if (item_disabled) ImGui::EndDisabled(); char buf[1] = ""; ImGui::InputText("unused", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_ReadOnly); ImGui::SameLine(); HelpMarker("This widget is only here to be able to tab-out of the widgets above and see e.g. Deactivated() status."); ImGui::TreePop(); } IMGUI_DEMO_MARKER("Widgets/Querying Window Status (Focused,Hovered etc.)"); if (ImGui::TreeNode("Querying Window Status (Focused/Hovered etc.)")) { static bool embed_all_inside_a_child_window = false; ImGui::Checkbox("Embed everything inside a child window for testing _RootWindow flag.", &embed_all_inside_a_child_window); if (embed_all_inside_a_child_window) ImGui::BeginChild("outer_child", ImVec2(0, ImGui::GetFontSize() * 20.0f), true); // Testing IsWindowFocused() function with its various flags. ImGui::BulletText( "IsWindowFocused() = %d\n" "IsWindowFocused(_ChildWindows) = %d\n" "IsWindowFocused(_ChildWindows|_NoPopupHierarchy) = %d\n" "IsWindowFocused(_ChildWindows|_DockHierarchy) = %d\n" "IsWindowFocused(_ChildWindows|_RootWindow) = %d\n" "IsWindowFocused(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n" "IsWindowFocused(_ChildWindows|_RootWindow|_DockHierarchy) = %d\n" "IsWindowFocused(_RootWindow) = %d\n" "IsWindowFocused(_RootWindow|_NoPopupHierarchy) = %d\n" "IsWindowFocused(_RootWindow|_DockHierarchy) = %d\n" "IsWindowFocused(_AnyWindow) = %d\n", ImGui::IsWindowFocused(), ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows), ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_NoPopupHierarchy), ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_DockHierarchy), ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow), ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy), ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_DockHierarchy), ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow), ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy), ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_DockHierarchy), ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)); // Testing IsWindowHovered() function with its various flags. ImGui::BulletText( "IsWindowHovered() = %d\n" "IsWindowHovered(_AllowWhenBlockedByPopup) = %d\n" "IsWindowHovered(_AllowWhenBlockedByActiveItem) = %d\n" "IsWindowHovered(_ChildWindows) = %d\n" "IsWindowHovered(_ChildWindows|_NoPopupHierarchy) = %d\n" "IsWindowHovered(_ChildWindows|_DockHierarchy) = %d\n" "IsWindowHovered(_ChildWindows|_RootWindow) = %d\n" "IsWindowHovered(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n" "IsWindowHovered(_ChildWindows|_RootWindow|_DockHierarchy) = %d\n" "IsWindowHovered(_RootWindow) = %d\n" "IsWindowHovered(_RootWindow|_NoPopupHierarchy) = %d\n" "IsWindowHovered(_RootWindow|_DockHierarchy) = %d\n" "IsWindowHovered(_ChildWindows|_AllowWhenBlockedByPopup) = %d\n" "IsWindowHovered(_AnyWindow) = %d\n", ImGui::IsWindowHovered(), ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup), ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem), ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows), ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy), ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_DockHierarchy), ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow), ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy), ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_DockHierarchy), ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow), ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy), ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_DockHierarchy), ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_AllowWhenBlockedByPopup), ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow)); ImGui::BeginChild("child", ImVec2(0, 50), true); ImGui::Text("This is another child window for testing the _ChildWindows flag."); ImGui::EndChild(); if (embed_all_inside_a_child_window) ImGui::EndChild(); // Calling IsItemHovered() after begin returns the hovered status of the title bar. // This is useful in particular if you want to create a context menu associated to the title bar of a window. // This will also work when docked into a Tab (the Tab replace the Title Bar and guarantee the same properties). static bool test_window = false; ImGui::Checkbox("Hovered/Active tests after Begin() for title bar testing", &test_window); if (test_window) { // FIXME-DOCK: This window cannot be docked within the ImGui Demo window, this will cause a feedback loop and get them stuck. // Could we fix this through an ImGuiWindowClass feature? Or an API call to tag our parent as "don't skip items"? ImGui::Begin("Title bar Hovered/Active tests", &test_window); if (ImGui::BeginPopupContextItem()) // <-- This is using IsItemHovered() { if (ImGui::MenuItem("Close")) { test_window = false; } ImGui::EndPopup(); } ImGui::Text( "IsItemHovered() after begin = %d (== is title bar hovered)\n" "IsItemActive() after begin = %d (== is window being clicked/moved)\n", ImGui::IsItemHovered(), ImGui::IsItemActive()); ImGui::End(); } ImGui::TreePop(); } // Demonstrate BeginDisabled/EndDisabled using a checkbox located at the bottom of the section (which is a bit odd: // logically we'd have this checkbox at the top of the section, but we don't want this feature to steal that space) if (disable_all) ImGui::EndDisabled(); IMGUI_DEMO_MARKER("Widgets/Disable Block"); if (ImGui::TreeNode("Disable block")) { ImGui::Checkbox("Disable entire section above", &disable_all); ImGui::SameLine(); HelpMarker("Demonstrate using BeginDisabled()/EndDisabled() across this section."); ImGui::TreePop(); } } static void ShowDemoWindowLayout() { IMGUI_DEMO_MARKER("Layout"); if (!ImGui::CollapsingHeader("Layout & Scrolling")) return; IMGUI_DEMO_MARKER("Layout/Child windows"); if (ImGui::TreeNode("Child windows")) { HelpMarker("Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window."); static bool disable_mouse_wheel = false; static bool disable_menu = false; ImGui::Checkbox("Disable Mouse Wheel", &disable_mouse_wheel); ImGui::Checkbox("Disable Menu", &disable_menu); // Child 1: no border, enable horizontal scrollbar { ImGuiWindowFlags window_flags = ImGuiWindowFlags_HorizontalScrollbar; if (disable_mouse_wheel) window_flags |= ImGuiWindowFlags_NoScrollWithMouse; ImGui::BeginChild("ChildL", ImVec2(ImGui::GetContentRegionAvail().x * 0.5f, 260), false, window_flags); for (int i = 0; i < 100; i++) ImGui::Text("%04d: scrollable region", i); ImGui::EndChild(); } ImGui::SameLine(); // Child 2: rounded border { ImGuiWindowFlags window_flags = ImGuiWindowFlags_None; if (disable_mouse_wheel) window_flags |= ImGuiWindowFlags_NoScrollWithMouse; if (!disable_menu) window_flags |= ImGuiWindowFlags_MenuBar; ImGui::PushStyleVar(ImGuiStyleVar_ChildRounding, 5.0f); ImGui::BeginChild("ChildR", ImVec2(0, 260), true, window_flags); if (!disable_menu && ImGui::BeginMenuBar()) { if (ImGui::BeginMenu("Menu")) { ShowExampleMenuFile(); ImGui::EndMenu(); } ImGui::EndMenuBar(); } if (ImGui::BeginTable("split", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings)) { for (int i = 0; i < 100; i++) { char buf[32]; sprintf(buf, "%03d", i); ImGui::TableNextColumn(); ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f)); } ImGui::EndTable(); } ImGui::EndChild(); ImGui::PopStyleVar(); } ImGui::Separator(); // Demonstrate a few extra things // - Changing ImGuiCol_ChildBg (which is transparent black in default styles) // - Using SetCursorPos() to position child window (the child window is an item from the POV of parent window) // You can also call SetNextWindowPos() to position the child window. The parent window will effectively // layout from this position. // - Using ImGui::GetItemRectMin/Max() to query the "item" state (because the child window is an item from // the POV of the parent window). See 'Demo->Querying Status (Edited/Active/Hovered etc.)' for details. { static int offset_x = 0; ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); ImGui::DragInt("Offset X", &offset_x, 1.0f, -1000, 1000); ImGui::SetCursorPosX(ImGui::GetCursorPosX() + (float)offset_x); ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(255, 0, 0, 100)); ImGui::BeginChild("Red", ImVec2(200, 100), true, ImGuiWindowFlags_None); for (int n = 0; n < 50; n++) ImGui::Text("Some test %d", n); ImGui::EndChild(); bool child_is_hovered = ImGui::IsItemHovered(); ImVec2 child_rect_min = ImGui::GetItemRectMin(); ImVec2 child_rect_max = ImGui::GetItemRectMax(); ImGui::PopStyleColor(); ImGui::Text("Hovered: %d", child_is_hovered); ImGui::Text("Rect of child window is: (%.0f,%.0f) (%.0f,%.0f)", child_rect_min.x, child_rect_min.y, child_rect_max.x, child_rect_max.y); } ImGui::TreePop(); } IMGUI_DEMO_MARKER("Layout/Widgets Width"); if (ImGui::TreeNode("Widgets Width")) { static float f = 0.0f; static bool show_indented_items = true; ImGui::Checkbox("Show indented items", &show_indented_items); // Use SetNextItemWidth() to set the width of a single upcoming item. // Use PushItemWidth()/PopItemWidth() to set the width of a group of items. // In real code use you'll probably want to choose width values that are proportional to your font size // e.g. Using '20.0f * GetFontSize()' as width instead of '200.0f', etc. ImGui::Text("SetNextItemWidth/PushItemWidth(100)"); ImGui::SameLine(); HelpMarker("Fixed width."); ImGui::PushItemWidth(100); ImGui::DragFloat("float##1b", &f); if (show_indented_items) { ImGui::Indent(); ImGui::DragFloat("float (indented)##1b", &f); ImGui::Unindent(); } ImGui::PopItemWidth(); ImGui::Text("SetNextItemWidth/PushItemWidth(-100)"); ImGui::SameLine(); HelpMarker("Align to right edge minus 100"); ImGui::PushItemWidth(-100); ImGui::DragFloat("float##2a", &f); if (show_indented_items) { ImGui::Indent(); ImGui::DragFloat("float (indented)##2b", &f); ImGui::Unindent(); } ImGui::PopItemWidth(); ImGui::Text("SetNextItemWidth/PushItemWidth(GetContentRegionAvail().x * 0.5f)"); ImGui::SameLine(); HelpMarker("Half of available width.\n(~ right-cursor_pos)\n(works within a column set)"); ImGui::PushItemWidth(ImGui::GetContentRegionAvail().x * 0.5f); ImGui::DragFloat("float##3a", &f); if (show_indented_items) { ImGui::Indent(); ImGui::DragFloat("float (indented)##3b", &f); ImGui::Unindent(); } ImGui::PopItemWidth(); ImGui::Text("SetNextItemWidth/PushItemWidth(-GetContentRegionAvail().x * 0.5f)"); ImGui::SameLine(); HelpMarker("Align to right edge minus half"); ImGui::PushItemWidth(-ImGui::GetContentRegionAvail().x * 0.5f); ImGui::DragFloat("float##4a", &f); if (show_indented_items) { ImGui::Indent(); ImGui::DragFloat("float (indented)##4b", &f); ImGui::Unindent(); } ImGui::PopItemWidth(); // Demonstrate using PushItemWidth to surround three items. // Calling SetNextItemWidth() before each of them would have the same effect. ImGui::Text("SetNextItemWidth/PushItemWidth(-FLT_MIN)"); ImGui::SameLine(); HelpMarker("Align to right edge"); ImGui::PushItemWidth(-FLT_MIN); ImGui::DragFloat("##float5a", &f); if (show_indented_items) { ImGui::Indent(); ImGui::DragFloat("float (indented)##5b", &f); ImGui::Unindent(); } ImGui::PopItemWidth(); ImGui::TreePop(); } IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout"); if (ImGui::TreeNode("Basic Horizontal Layout")) { ImGui::TextWrapped("(Use ImGui::SameLine() to keep adding items to the right of the preceding item)"); // Text IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine"); ImGui::Text("Two items: Hello"); ImGui::SameLine(); ImGui::TextColored(ImVec4(1,1,0,1), "Sailor"); // Adjust spacing ImGui::Text("More spacing: Hello"); ImGui::SameLine(0, 20); ImGui::TextColored(ImVec4(1,1,0,1), "Sailor"); // Button ImGui::AlignTextToFramePadding(); ImGui::Text("Normal buttons"); ImGui::SameLine(); ImGui::Button("Banana"); ImGui::SameLine(); ImGui::Button("Apple"); ImGui::SameLine(); ImGui::Button("Corniflower"); // Button ImGui::Text("Small buttons"); ImGui::SameLine(); ImGui::SmallButton("Like this one"); ImGui::SameLine(); ImGui::Text("can fit within a text block."); // Aligned to arbitrary position. Easy/cheap column. IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine (with offset)"); ImGui::Text("Aligned"); ImGui::SameLine(150); ImGui::Text("x=150"); ImGui::SameLine(300); ImGui::Text("x=300"); ImGui::Text("Aligned"); ImGui::SameLine(150); ImGui::SmallButton("x=150"); ImGui::SameLine(300); ImGui::SmallButton("x=300"); // Checkbox IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine (more)"); static bool c1 = false, c2 = false, c3 = false, c4 = false; ImGui::Checkbox("My", &c1); ImGui::SameLine(); ImGui::Checkbox("Tailor", &c2); ImGui::SameLine(); ImGui::Checkbox("Is", &c3); ImGui::SameLine(); ImGui::Checkbox("Rich", &c4); // Various static float f0 = 1.0f, f1 = 2.0f, f2 = 3.0f; ImGui::PushItemWidth(80); const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD" }; static int item = -1; ImGui::Combo("Combo", &item, items, IM_ARRAYSIZE(items)); ImGui::SameLine(); ImGui::SliderFloat("X", &f0, 0.0f, 5.0f); ImGui::SameLine(); ImGui::SliderFloat("Y", &f1, 0.0f, 5.0f); ImGui::SameLine(); ImGui::SliderFloat("Z", &f2, 0.0f, 5.0f); ImGui::PopItemWidth(); ImGui::PushItemWidth(80); ImGui::Text("Lists:"); static int selection[4] = { 0, 1, 2, 3 }; for (int i = 0; i < 4; i++) { if (i > 0) ImGui::SameLine(); ImGui::PushID(i); ImGui::ListBox("", &selection[i], items, IM_ARRAYSIZE(items)); ImGui::PopID(); //if (ImGui::IsItemHovered()) ImGui::SetTooltip("ListBox %d hovered", i); } ImGui::PopItemWidth(); // Dummy IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/Dummy"); ImVec2 button_sz(40, 40); ImGui::Button("A", button_sz); ImGui::SameLine(); ImGui::Dummy(button_sz); ImGui::SameLine(); ImGui::Button("B", button_sz); // Manually wrapping // (we should eventually provide this as an automatic layout feature, but for now you can do it manually) IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/Manual wrapping"); ImGui::Text("Manual wrapping:"); ImGuiStyle& style = ImGui::GetStyle(); int buttons_count = 20; float window_visible_x2 = ImGui::GetWindowPos().x + ImGui::GetWindowContentRegionMax().x; for (int n = 0; n < buttons_count; n++) { ImGui::PushID(n); ImGui::Button("Box", button_sz); float last_button_x2 = ImGui::GetItemRectMax().x; float next_button_x2 = last_button_x2 + style.ItemSpacing.x + button_sz.x; // Expected position if next button was on same line if (n + 1 < buttons_count && next_button_x2 < window_visible_x2) ImGui::SameLine(); ImGui::PopID(); } ImGui::TreePop(); } IMGUI_DEMO_MARKER("Layout/Groups"); if (ImGui::TreeNode("Groups")) { HelpMarker( "BeginGroup() basically locks the horizontal position for new line. " "EndGroup() bundles the whole group so that you can use \"item\" functions such as " "IsItemHovered()/IsItemActive() or SameLine() etc. on the whole group."); ImGui::BeginGroup(); { ImGui::BeginGroup(); ImGui::Button("AAA"); ImGui::SameLine(); ImGui::Button("BBB"); ImGui::SameLine(); ImGui::BeginGroup(); ImGui::Button("CCC"); ImGui::Button("DDD"); ImGui::EndGroup(); ImGui::SameLine(); ImGui::Button("EEE"); ImGui::EndGroup(); if (ImGui::IsItemHovered()) ImGui::SetTooltip("First group hovered"); } // Capture the group size and create widgets using the same size ImVec2 size = ImGui::GetItemRectSize(); const float values[5] = { 0.5f, 0.20f, 0.80f, 0.60f, 0.25f }; ImGui::PlotHistogram("##values", values, IM_ARRAYSIZE(values), 0, NULL, 0.0f, 1.0f, size); ImGui::Button("ACTION", ImVec2((size.x - ImGui::GetStyle().ItemSpacing.x) * 0.5f, size.y)); ImGui::SameLine(); ImGui::Button("REACTION", ImVec2((size.x - ImGui::GetStyle().ItemSpacing.x) * 0.5f, size.y)); ImGui::EndGroup(); ImGui::SameLine(); ImGui::Button("LEVERAGE\nBUZZWORD", size); ImGui::SameLine(); if (ImGui::BeginListBox("List", size)) { ImGui::Selectable("Selected", true); ImGui::Selectable("Not Selected", false); ImGui::EndListBox(); } ImGui::TreePop(); } IMGUI_DEMO_MARKER("Layout/Text Baseline Alignment"); if (ImGui::TreeNode("Text Baseline Alignment")) { { ImGui::BulletText("Text baseline:"); ImGui::SameLine(); HelpMarker( "This is testing the vertical alignment that gets applied on text to keep it aligned with widgets. " "Lines only composed of text or \"small\" widgets use less vertical space than lines with framed widgets."); ImGui::Indent(); ImGui::Text("KO Blahblah"); ImGui::SameLine(); ImGui::Button("Some framed item"); ImGui::SameLine(); HelpMarker("Baseline of button will look misaligned with text.."); // If your line starts with text, call AlignTextToFramePadding() to align text to upcoming widgets. // (because we don't know what's coming after the Text() statement, we need to move the text baseline // down by FramePadding.y ahead of time) ImGui::AlignTextToFramePadding(); ImGui::Text("OK Blahblah"); ImGui::SameLine(); ImGui::Button("Some framed item"); ImGui::SameLine(); HelpMarker("We call AlignTextToFramePadding() to vertically align the text baseline by +FramePadding.y"); // SmallButton() uses the same vertical padding as Text ImGui::Button("TEST##1"); ImGui::SameLine(); ImGui::Text("TEST"); ImGui::SameLine(); ImGui::SmallButton("TEST##2"); // If your line starts with text, call AlignTextToFramePadding() to align text to upcoming widgets. ImGui::AlignTextToFramePadding(); ImGui::Text("Text aligned to framed item"); ImGui::SameLine(); ImGui::Button("Item##1"); ImGui::SameLine(); ImGui::Text("Item"); ImGui::SameLine(); ImGui::SmallButton("Item##2"); ImGui::SameLine(); ImGui::Button("Item##3"); ImGui::Unindent(); } ImGui::Spacing(); { ImGui::BulletText("Multi-line text:"); ImGui::Indent(); ImGui::Text("One\nTwo\nThree"); ImGui::SameLine(); ImGui::Text("Hello\nWorld"); ImGui::SameLine(); ImGui::Text("Banana"); ImGui::Text("Banana"); ImGui::SameLine(); ImGui::Text("Hello\nWorld"); ImGui::SameLine(); ImGui::Text("One\nTwo\nThree"); ImGui::Button("HOP##1"); ImGui::SameLine(); ImGui::Text("Banana"); ImGui::SameLine(); ImGui::Text("Hello\nWorld"); ImGui::SameLine(); ImGui::Text("Banana"); ImGui::Button("HOP##2"); ImGui::SameLine(); ImGui::Text("Hello\nWorld"); ImGui::SameLine(); ImGui::Text("Banana"); ImGui::Unindent(); } ImGui::Spacing(); { ImGui::BulletText("Misc items:"); ImGui::Indent(); // SmallButton() sets FramePadding to zero. Text baseline is aligned to match baseline of previous Button. ImGui::Button("80x80", ImVec2(80, 80)); ImGui::SameLine(); ImGui::Button("50x50", ImVec2(50, 50)); ImGui::SameLine(); ImGui::Button("Button()"); ImGui::SameLine(); ImGui::SmallButton("SmallButton()"); // Tree const float spacing = ImGui::GetStyle().ItemInnerSpacing.x; ImGui::Button("Button##1"); ImGui::SameLine(0.0f, spacing); if (ImGui::TreeNode("Node##1")) { // Placeholder tree data for (int i = 0; i < 6; i++) ImGui::BulletText("Item %d..", i); ImGui::TreePop(); } // Vertically align text node a bit lower so it'll be vertically centered with upcoming widget. // Otherwise you can use SmallButton() (smaller fit). ImGui::AlignTextToFramePadding(); // Common mistake to avoid: if we want to SameLine after TreeNode we need to do it before we add // other contents below the node. bool node_open = ImGui::TreeNode("Node##2"); ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##2"); if (node_open) { // Placeholder tree data for (int i = 0; i < 6; i++) ImGui::BulletText("Item %d..", i); ImGui::TreePop(); } // Bullet ImGui::Button("Button##3"); ImGui::SameLine(0.0f, spacing); ImGui::BulletText("Bullet text"); ImGui::AlignTextToFramePadding(); ImGui::BulletText("Node"); ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##4"); ImGui::Unindent(); } ImGui::TreePop(); } IMGUI_DEMO_MARKER("Layout/Scrolling"); if (ImGui::TreeNode("Scrolling")) { // Vertical scroll functions IMGUI_DEMO_MARKER("Layout/Scrolling/Vertical"); HelpMarker("Use SetScrollHereY() or SetScrollFromPosY() to scroll to a given vertical position."); static int track_item = 50; static bool enable_track = true; static bool enable_extra_decorations = false; static float scroll_to_off_px = 0.0f; static float scroll_to_pos_px = 200.0f; ImGui::Checkbox("Decoration", &enable_extra_decorations); ImGui::Checkbox("Track", &enable_track); ImGui::PushItemWidth(100); ImGui::SameLine(140); enable_track |= ImGui::DragInt("##item", &track_item, 0.25f, 0, 99, "Item = %d"); bool scroll_to_off = ImGui::Button("Scroll Offset"); ImGui::SameLine(140); scroll_to_off |= ImGui::DragFloat("##off", &scroll_to_off_px, 1.00f, 0, FLT_MAX, "+%.0f px"); bool scroll_to_pos = ImGui::Button("Scroll To Pos"); ImGui::SameLine(140); scroll_to_pos |= ImGui::DragFloat("##pos", &scroll_to_pos_px, 1.00f, -10, FLT_MAX, "X/Y = %.0f px"); ImGui::PopItemWidth(); if (scroll_to_off || scroll_to_pos) enable_track = false; ImGuiStyle& style = ImGui::GetStyle(); float child_w = (ImGui::GetContentRegionAvail().x - 4 * style.ItemSpacing.x) / 5; if (child_w < 1.0f) child_w = 1.0f; ImGui::PushID("##VerticalScrolling"); for (int i = 0; i < 5; i++) { if (i > 0) ImGui::SameLine(); ImGui::BeginGroup(); const char* names[] = { "Top", "25%", "Center", "75%", "Bottom" }; ImGui::TextUnformatted(names[i]); const ImGuiWindowFlags child_flags = enable_extra_decorations ? ImGuiWindowFlags_MenuBar : 0; const ImGuiID child_id = ImGui::GetID((void*)(intptr_t)i); const bool child_is_visible = ImGui::BeginChild(child_id, ImVec2(child_w, 200.0f), true, child_flags); if (ImGui::BeginMenuBar()) { ImGui::TextUnformatted("abc"); ImGui::EndMenuBar(); } if (scroll_to_off) ImGui::SetScrollY(scroll_to_off_px); if (scroll_to_pos) ImGui::SetScrollFromPosY(ImGui::GetCursorStartPos().y + scroll_to_pos_px, i * 0.25f); if (child_is_visible) // Avoid calling SetScrollHereY when running with culled items { for (int item = 0; item < 100; item++) { if (enable_track && item == track_item) { ImGui::TextColored(ImVec4(1, 1, 0, 1), "Item %d", item); ImGui::SetScrollHereY(i * 0.25f); // 0.0f:top, 0.5f:center, 1.0f:bottom } else { ImGui::Text("Item %d", item); } } } float scroll_y = ImGui::GetScrollY(); float scroll_max_y = ImGui::GetScrollMaxY(); ImGui::EndChild(); ImGui::Text("%.0f/%.0f", scroll_y, scroll_max_y); ImGui::EndGroup(); } ImGui::PopID(); // Horizontal scroll functions IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal"); ImGui::Spacing(); HelpMarker( "Use SetScrollHereX() or SetScrollFromPosX() to scroll to a given horizontal position.\n\n" "Because the clipping rectangle of most window hides half worth of WindowPadding on the " "left/right, using SetScrollFromPosX(+1) will usually result in clipped text whereas the " "equivalent SetScrollFromPosY(+1) wouldn't."); ImGui::PushID("##HorizontalScrolling"); for (int i = 0; i < 5; i++) { float child_height = ImGui::GetTextLineHeight() + style.ScrollbarSize + style.WindowPadding.y * 2.0f; ImGuiWindowFlags child_flags = ImGuiWindowFlags_HorizontalScrollbar | (enable_extra_decorations ? ImGuiWindowFlags_AlwaysVerticalScrollbar : 0); ImGuiID child_id = ImGui::GetID((void*)(intptr_t)i); bool child_is_visible = ImGui::BeginChild(child_id, ImVec2(-100, child_height), true, child_flags); if (scroll_to_off) ImGui::SetScrollX(scroll_to_off_px); if (scroll_to_pos) ImGui::SetScrollFromPosX(ImGui::GetCursorStartPos().x + scroll_to_pos_px, i * 0.25f); if (child_is_visible) // Avoid calling SetScrollHereY when running with culled items { for (int item = 0; item < 100; item++) { if (item > 0) ImGui::SameLine(); if (enable_track && item == track_item) { ImGui::TextColored(ImVec4(1, 1, 0, 1), "Item %d", item); ImGui::SetScrollHereX(i * 0.25f); // 0.0f:left, 0.5f:center, 1.0f:right } else { ImGui::Text("Item %d", item); } } } float scroll_x = ImGui::GetScrollX(); float scroll_max_x = ImGui::GetScrollMaxX(); ImGui::EndChild(); ImGui::SameLine(); const char* names[] = { "Left", "25%", "Center", "75%", "Right" }; ImGui::Text("%s\n%.0f/%.0f", names[i], scroll_x, scroll_max_x); ImGui::Spacing(); } ImGui::PopID(); // Miscellaneous Horizontal Scrolling Demo IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal (more)"); HelpMarker( "Horizontal scrolling for a window is enabled via the ImGuiWindowFlags_HorizontalScrollbar flag.\n\n" "You may want to also explicitly specify content width by using SetNextWindowContentWidth() before Begin()."); static int lines = 7; ImGui::SliderInt("Lines", &lines, 1, 15); ImGui::PushStyleVar(ImGuiStyleVar_FrameRounding, 3.0f); ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2.0f, 1.0f)); ImVec2 scrolling_child_size = ImVec2(0, ImGui::GetFrameHeightWithSpacing() * 7 + 30); ImGui::BeginChild("scrolling", scrolling_child_size, true, ImGuiWindowFlags_HorizontalScrollbar); for (int line = 0; line < lines; line++) { // Display random stuff. For the sake of this trivial demo we are using basic Button() + SameLine() // If you want to create your own time line for a real application you may be better off manipulating // the cursor position yourself, aka using SetCursorPos/SetCursorScreenPos to position the widgets // yourself. You may also want to use the lower-level ImDrawList API. int num_buttons = 10 + ((line & 1) ? line * 9 : line * 3); for (int n = 0; n < num_buttons; n++) { if (n > 0) ImGui::SameLine(); ImGui::PushID(n + line * 1000); char num_buf[16]; sprintf(num_buf, "%d", n); const char* label = (!(n % 15)) ? "FizzBuzz" : (!(n % 3)) ? "Fizz" : (!(n % 5)) ? "Buzz" : num_buf; float hue = n * 0.05f; ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor::HSV(hue, 0.6f, 0.6f)); ImGui::PushStyleColor(ImGuiCol_ButtonHovered, (ImVec4)ImColor::HSV(hue, 0.7f, 0.7f)); ImGui::PushStyleColor(ImGuiCol_ButtonActive, (ImVec4)ImColor::HSV(hue, 0.8f, 0.8f)); ImGui::Button(label, ImVec2(40.0f + sinf((float)(line + n)) * 20.0f, 0.0f)); ImGui::PopStyleColor(3); ImGui::PopID(); } } float scroll_x = ImGui::GetScrollX(); float scroll_max_x = ImGui::GetScrollMaxX(); ImGui::EndChild(); ImGui::PopStyleVar(2); float scroll_x_delta = 0.0f; ImGui::SmallButton("<<"); if (ImGui::IsItemActive()) scroll_x_delta = -ImGui::GetIO().DeltaTime * 1000.0f; ImGui::SameLine(); ImGui::Text("Scroll from code"); ImGui::SameLine(); ImGui::SmallButton(">>"); if (ImGui::IsItemActive()) scroll_x_delta = +ImGui::GetIO().DeltaTime * 1000.0f; ImGui::SameLine(); ImGui::Text("%.0f/%.0f", scroll_x, scroll_max_x); if (scroll_x_delta != 0.0f) { // Demonstrate a trick: you can use Begin to set yourself in the context of another window // (here we are already out of your child window) ImGui::BeginChild("scrolling"); ImGui::SetScrollX(ImGui::GetScrollX() + scroll_x_delta); ImGui::EndChild(); } ImGui::Spacing(); static bool show_horizontal_contents_size_demo_window = false; ImGui::Checkbox("Show Horizontal contents size demo window", &show_horizontal_contents_size_demo_window); if (show_horizontal_contents_size_demo_window) { static bool show_h_scrollbar = true; static bool show_button = true; static bool show_tree_nodes = true; static bool show_text_wrapped = false; static bool show_columns = true; static bool show_tab_bar = true; static bool show_child = false; static bool explicit_content_size = false; static float contents_size_x = 300.0f; if (explicit_content_size) ImGui::SetNextWindowContentSize(ImVec2(contents_size_x, 0.0f)); ImGui::Begin("Horizontal contents size demo window", &show_horizontal_contents_size_demo_window, show_h_scrollbar ? ImGuiWindowFlags_HorizontalScrollbar : 0); IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal contents size demo window"); ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(2, 0)); ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2, 0)); HelpMarker("Test of different widgets react and impact the work rectangle growing when horizontal scrolling is enabled.\n\nUse 'Metrics->Tools->Show windows rectangles' to visualize rectangles."); ImGui::Checkbox("H-scrollbar", &show_h_scrollbar); ImGui::Checkbox("Button", &show_button); // Will grow contents size (unless explicitly overwritten) ImGui::Checkbox("Tree nodes", &show_tree_nodes); // Will grow contents size and display highlight over full width ImGui::Checkbox("Text wrapped", &show_text_wrapped);// Will grow and use contents size ImGui::Checkbox("Columns", &show_columns); // Will use contents size ImGui::Checkbox("Tab bar", &show_tab_bar); // Will use contents size ImGui::Checkbox("Child", &show_child); // Will grow and use contents size ImGui::Checkbox("Explicit content size", &explicit_content_size); ImGui::Text("Scroll %.1f/%.1f %.1f/%.1f", ImGui::GetScrollX(), ImGui::GetScrollMaxX(), ImGui::GetScrollY(), ImGui::GetScrollMaxY()); if (explicit_content_size) { ImGui::SameLine(); ImGui::SetNextItemWidth(100); ImGui::DragFloat("##csx", &contents_size_x); ImVec2 p = ImGui::GetCursorScreenPos(); ImGui::GetWindowDrawList()->AddRectFilled(p, ImVec2(p.x + 10, p.y + 10), IM_COL32_WHITE); ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(p.x + contents_size_x - 10, p.y), ImVec2(p.x + contents_size_x, p.y + 10), IM_COL32_WHITE); ImGui::Dummy(ImVec2(0, 10)); } ImGui::PopStyleVar(2); ImGui::Separator(); if (show_button) { ImGui::Button("this is a 300-wide button", ImVec2(300, 0)); } if (show_tree_nodes) { bool open = true; if (ImGui::TreeNode("this is a tree node")) { if (ImGui::TreeNode("another one of those tree node...")) { ImGui::Text("Some tree contents"); ImGui::TreePop(); } ImGui::TreePop(); } ImGui::CollapsingHeader("CollapsingHeader", &open); } if (show_text_wrapped) { ImGui::TextWrapped("This text should automatically wrap on the edge of the work rectangle."); } if (show_columns) { ImGui::Text("Tables:"); if (ImGui::BeginTable("table", 4, ImGuiTableFlags_Borders)) { for (int n = 0; n < 4; n++) { ImGui::TableNextColumn(); ImGui::Text("Width %.2f", ImGui::GetContentRegionAvail().x); } ImGui::EndTable(); } ImGui::Text("Columns:"); ImGui::Columns(4); for (int n = 0; n < 4; n++) { ImGui::Text("Width %.2f", ImGui::GetColumnWidth()); ImGui::NextColumn(); } ImGui::Columns(1); } if (show_tab_bar && ImGui::BeginTabBar("Hello")) { if (ImGui::BeginTabItem("OneOneOne")) { ImGui::EndTabItem(); } if (ImGui::BeginTabItem("TwoTwoTwo")) { ImGui::EndTabItem(); } if (ImGui::BeginTabItem("ThreeThreeThree")) { ImGui::EndTabItem(); } if (ImGui::BeginTabItem("FourFourFour")) { ImGui::EndTabItem(); } ImGui::EndTabBar(); } if (show_child) { ImGui::BeginChild("child", ImVec2(0, 0), true); ImGui::EndChild(); } ImGui::End(); } ImGui::TreePop(); } IMGUI_DEMO_MARKER("Layout/Clipping"); if (ImGui::TreeNode("Clipping")) { static ImVec2 size(100.0f, 100.0f); static ImVec2 offset(30.0f, 30.0f); ImGui::DragFloat2("size", (float*)&size, 0.5f, 1.0f, 200.0f, "%.0f"); ImGui::TextWrapped("(Click and drag to scroll)"); for (int n = 0; n < 3; n++) { if (n > 0) ImGui::SameLine(); ImGui::PushID(n); ImGui::BeginGroup(); // Lock X position ImGui::InvisibleButton("##empty", size); if (ImGui::IsItemActive() && ImGui::IsMouseDragging(ImGuiMouseButton_Left)) { offset.x += ImGui::GetIO().MouseDelta.x; offset.y += ImGui::GetIO().MouseDelta.y; } const ImVec2 p0 = ImGui::GetItemRectMin(); const ImVec2 p1 = ImGui::GetItemRectMax(); const char* text_str = "Line 1 hello\nLine 2 clip me!"; const ImVec2 text_pos = ImVec2(p0.x + offset.x, p0.y + offset.y); ImDrawList* draw_list = ImGui::GetWindowDrawList(); switch (n) { case 0: HelpMarker( "Using ImGui::PushClipRect():\n" "Will alter ImGui hit-testing logic + ImDrawList rendering.\n" "(use this if you want your clipping rectangle to affect interactions)"); ImGui::PushClipRect(p0, p1, true); draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)); draw_list->AddText(text_pos, IM_COL32_WHITE, text_str); ImGui::PopClipRect(); break; case 1: HelpMarker( "Using ImDrawList::PushClipRect():\n" "Will alter ImDrawList rendering only.\n" "(use this as a shortcut if you are only using ImDrawList calls)"); draw_list->PushClipRect(p0, p1, true); draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)); draw_list->AddText(text_pos, IM_COL32_WHITE, text_str); draw_list->PopClipRect(); break; case 2: HelpMarker( "Using ImDrawList::AddText() with a fine ClipRect:\n" "Will alter only this specific ImDrawList::AddText() rendering.\n" "(this is often used internally to avoid altering the clipping rectangle and minimize draw calls)"); ImVec4 clip_rect(p0.x, p0.y, p1.x, p1.y); // AddText() takes a ImVec4* here so let's convert. draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)); draw_list->AddText(ImGui::GetFont(), ImGui::GetFontSize(), text_pos, IM_COL32_WHITE, text_str, NULL, 0.0f, &clip_rect); break; } ImGui::EndGroup(); ImGui::PopID(); } ImGui::TreePop(); } } static void ShowDemoWindowPopups() { IMGUI_DEMO_MARKER("Popups"); if (!ImGui::CollapsingHeader("Popups & Modal windows")) return; // The properties of popups windows are: // - They block normal mouse hovering detection outside them. (*) // - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE. // - Their visibility state (~bool) is held internally by Dear ImGui instead of being held by the programmer as // we are used to with regular Begin() calls. User can manipulate the visibility state by calling OpenPopup(). // (*) One can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even // when normally blocked by a popup. // Those three properties are connected. The library needs to hold their visibility state BECAUSE it can close // popups at any time. // Typical use for regular windows: // bool my_tool_is_active = false; if (ImGui::Button("Open")) my_tool_is_active = true; [...] if (my_tool_is_active) Begin("My Tool", &my_tool_is_active) { [...] } End(); // Typical use for popups: // if (ImGui::Button("Open")) ImGui::OpenPopup("MyPopup"); if (ImGui::BeginPopup("MyPopup") { [...] EndPopup(); } // With popups we have to go through a library call (here OpenPopup) to manipulate the visibility state. // This may be a bit confusing at first but it should quickly make sense. Follow on the examples below. IMGUI_DEMO_MARKER("Popups/Popups"); if (ImGui::TreeNode("Popups")) { ImGui::TextWrapped( "When a popup is active, it inhibits interacting with windows that are behind the popup. " "Clicking outside the popup closes it."); static int selected_fish = -1; const char* names[] = { "Bream", "Haddock", "Mackerel", "Pollock", "Tilefish" }; static bool toggles[] = { true, false, false, false, false }; // Simple selection popup (if you want to show the current selection inside the Button itself, // you may want to build a string using the "###" operator to preserve a constant ID with a variable label) if (ImGui::Button("Select..")) ImGui::OpenPopup("my_select_popup"); ImGui::SameLine(); ImGui::TextUnformatted(selected_fish == -1 ? "" : names[selected_fish]); if (ImGui::BeginPopup("my_select_popup")) { ImGui::Text("Aquarium"); ImGui::Separator(); for (int i = 0; i < IM_ARRAYSIZE(names); i++) if (ImGui::Selectable(names[i])) selected_fish = i; ImGui::EndPopup(); } // Showing a menu with toggles if (ImGui::Button("Toggle..")) ImGui::OpenPopup("my_toggle_popup"); if (ImGui::BeginPopup("my_toggle_popup")) { for (int i = 0; i < IM_ARRAYSIZE(names); i++) ImGui::MenuItem(names[i], "", &toggles[i]); if (ImGui::BeginMenu("Sub-menu")) { ImGui::MenuItem("Click me"); ImGui::EndMenu(); } ImGui::Separator(); ImGui::Text("Tooltip here"); if (ImGui::IsItemHovered()) ImGui::SetTooltip("I am a tooltip over a popup"); if (ImGui::Button("Stacked Popup")) ImGui::OpenPopup("another popup"); if (ImGui::BeginPopup("another popup")) { for (int i = 0; i < IM_ARRAYSIZE(names); i++) ImGui::MenuItem(names[i], "", &toggles[i]); if (ImGui::BeginMenu("Sub-menu")) { ImGui::MenuItem("Click me"); if (ImGui::Button("Stacked Popup")) ImGui::OpenPopup("another popup"); if (ImGui::BeginPopup("another popup")) { ImGui::Text("I am the last one here."); ImGui::EndPopup(); } ImGui::EndMenu(); } ImGui::EndPopup(); } ImGui::EndPopup(); } // Call the more complete ShowExampleMenuFile which we use in various places of this demo if (ImGui::Button("With a menu..")) ImGui::OpenPopup("my_file_popup"); if (ImGui::BeginPopup("my_file_popup", ImGuiWindowFlags_MenuBar)) { if (ImGui::BeginMenuBar()) { if (ImGui::BeginMenu("File")) { ShowExampleMenuFile(); ImGui::EndMenu(); } if (ImGui::BeginMenu("Edit")) { ImGui::MenuItem("Dummy"); ImGui::EndMenu(); } ImGui::EndMenuBar(); } ImGui::Text("Hello from popup!"); ImGui::Button("This is a dummy button.."); ImGui::EndPopup(); } ImGui::TreePop(); } IMGUI_DEMO_MARKER("Popups/Context menus"); if (ImGui::TreeNode("Context menus")) { HelpMarker("\"Context\" functions are simple helpers to associate a Popup to a given Item or Window identifier."); // BeginPopupContextItem() is a helper to provide common/simple popup behavior of essentially doing: // if (id == 0) // id = GetItemID(); // Use last item id // if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right)) // OpenPopup(id); // return BeginPopup(id); // For advanced advanced uses you may want to replicate and customize this code. // See more details in BeginPopupContextItem(). // Example 1 // When used after an item that has an ID (e.g. Button), we can skip providing an ID to BeginPopupContextItem(), // and BeginPopupContextItem() will use the last item ID as the popup ID. { const char* names[5] = { "Label1", "Label2", "Label3", "Label4", "Label5" }; for (int n = 0; n < 5; n++) { ImGui::Selectable(names[n]); if (ImGui::BeginPopupContextItem()) // <-- use last item id as popup id { ImGui::Text("This a popup for \"%s\"!", names[n]); if (ImGui::Button("Close")) ImGui::CloseCurrentPopup(); ImGui::EndPopup(); } if (ImGui::IsItemHovered()) ImGui::SetTooltip("Right-click to open popup"); } } // Example 2 // Popup on a Text() element which doesn't have an identifier: we need to provide an identifier to BeginPopupContextItem(). // Using an explicit identifier is also convenient if you want to activate the popups from different locations. { HelpMarker("Text() elements don't have stable identifiers so we need to provide one."); static float value = 0.5f; ImGui::Text("Value = %.3f <-- (1) right-click this text", value); if (ImGui::BeginPopupContextItem("my popup")) { if (ImGui::Selectable("Set to zero")) value = 0.0f; if (ImGui::Selectable("Set to PI")) value = 3.1415f; ImGui::SetNextItemWidth(-FLT_MIN); ImGui::DragFloat("##Value", &value, 0.1f, 0.0f, 0.0f); ImGui::EndPopup(); } // We can also use OpenPopupOnItemClick() to toggle the visibility of a given popup. // Here we make it that right-clicking this other text element opens the same popup as above. // The popup itself will be submitted by the code above. ImGui::Text("(2) Or right-click this text"); ImGui::OpenPopupOnItemClick("my popup", ImGuiPopupFlags_MouseButtonRight); // Back to square one: manually open the same popup. if (ImGui::Button("(3) Or click this button")) ImGui::OpenPopup("my popup"); } // Example 3 // When using BeginPopupContextItem() with an implicit identifier (NULL == use last item ID), // we need to make sure your item identifier is stable. // In this example we showcase altering the item label while preserving its identifier, using the ### operator (see FAQ). { HelpMarker("Showcase using a popup ID linked to item ID, with the item having a changing label + stable ID using the ### operator."); static char name[32] = "Label1"; char buf[64]; sprintf(buf, "Button: %s###Button", name); // ### operator override ID ignoring the preceding label ImGui::Button(buf); if (ImGui::BeginPopupContextItem()) { ImGui::Text("Edit name:"); ImGui::InputText("##edit", name, IM_ARRAYSIZE(name)); if (ImGui::Button("Close")) ImGui::CloseCurrentPopup(); ImGui::EndPopup(); } ImGui::SameLine(); ImGui::Text("(<-- right-click here)"); } ImGui::TreePop(); } IMGUI_DEMO_MARKER("Popups/Modals"); if (ImGui::TreeNode("Modals")) { ImGui::TextWrapped("Modal windows are like popups but the user cannot close them by clicking outside."); if (ImGui::Button("Delete..")) ImGui::OpenPopup("Delete?"); // Always center this window when appearing ImVec2 center = ImGui::GetMainViewport()->GetCenter(); ImGui::SetNextWindowPos(center, ImGuiCond_Appearing, ImVec2(0.5f, 0.5f)); if (ImGui::BeginPopupModal("Delete?", NULL, ImGuiWindowFlags_AlwaysAutoResize)) { ImGui::Text("All those beautiful files will be deleted.\nThis operation cannot be undone!\n\n"); ImGui::Separator(); //static int unused_i = 0; //ImGui::Combo("Combo", &unused_i, "Delete\0Delete harder\0"); static bool dont_ask_me_next_time = false; ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0)); ImGui::Checkbox("Don't ask me next time", &dont_ask_me_next_time); ImGui::PopStyleVar(); if (ImGui::Button("OK", ImVec2(120, 0))) { ImGui::CloseCurrentPopup(); } ImGui::SetItemDefaultFocus(); ImGui::SameLine(); if (ImGui::Button("Cancel", ImVec2(120, 0))) { ImGui::CloseCurrentPopup(); } ImGui::EndPopup(); } if (ImGui::Button("Stacked modals..")) ImGui::OpenPopup("Stacked 1"); if (ImGui::BeginPopupModal("Stacked 1", NULL, ImGuiWindowFlags_MenuBar)) { if (ImGui::BeginMenuBar()) { if (ImGui::BeginMenu("File")) { if (ImGui::MenuItem("Some menu item")) {} ImGui::EndMenu(); } ImGui::EndMenuBar(); } ImGui::Text("Hello from Stacked The First\nUsing style.Colors[ImGuiCol_ModalWindowDimBg] behind it."); // Testing behavior of widgets stacking their own regular popups over the modal. static int item = 1; static float color[4] = { 0.4f, 0.7f, 0.0f, 0.5f }; ImGui::Combo("Combo", &item, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0"); ImGui::ColorEdit4("color", color); if (ImGui::Button("Add another modal..")) ImGui::OpenPopup("Stacked 2"); // Also demonstrate passing a bool* to BeginPopupModal(), this will create a regular close button which // will close the popup. Note that the visibility state of popups is owned by imgui, so the input value // of the bool actually doesn't matter here. bool unused_open = true; if (ImGui::BeginPopupModal("Stacked 2", &unused_open)) { ImGui::Text("Hello from Stacked The Second!"); if (ImGui::Button("Close")) ImGui::CloseCurrentPopup(); ImGui::EndPopup(); } if (ImGui::Button("Close")) ImGui::CloseCurrentPopup(); ImGui::EndPopup(); } ImGui::TreePop(); } IMGUI_DEMO_MARKER("Popups/Menus inside a regular window"); if (ImGui::TreeNode("Menus inside a regular window")) { ImGui::TextWrapped("Below we are testing adding menu items to a regular window. It's rather unusual but should work!"); ImGui::Separator(); // Note: As a quirk in this very specific example, we want to differentiate the parent of this menu from the // parent of the various popup menus above. To do so we are encloding the items in a PushID()/PopID() block // to make them two different menusets. If we don't, opening any popup above and hovering our menu here would // open it. This is because once a menu is active, we allow to switch to a sibling menu by just hovering on it, // which is the desired behavior for regular menus. ImGui::PushID("foo"); ImGui::MenuItem("Menu item", "CTRL+M"); if (ImGui::BeginMenu("Menu inside a regular window")) { ShowExampleMenuFile(); ImGui::EndMenu(); } ImGui::PopID(); ImGui::Separator(); ImGui::TreePop(); } } // Dummy data structure that we use for the Table demo. // (pre-C++11 doesn't allow us to instantiate ImVector template if this structure if defined inside the demo function) namespace { // We are passing our own identifier to TableSetupColumn() to facilitate identifying columns in the sorting code. // This identifier will be passed down into ImGuiTableSortSpec::ColumnUserID. // But it is possible to omit the user id parameter of TableSetupColumn() and just use the column index instead! (ImGuiTableSortSpec::ColumnIndex) // If you don't use sorting, you will generally never care about giving column an ID! enum MyItemColumnID { MyItemColumnID_ID, MyItemColumnID_Name, MyItemColumnID_Action, MyItemColumnID_Quantity, MyItemColumnID_Description }; struct MyItem { int ID; const char* Name; int Quantity; // We have a problem which is affecting _only this demo_ and should not affect your code: // As we don't rely on std:: or other third-party library to compile dear imgui, we only have reliable access to qsort(), // however qsort doesn't allow passing user data to comparing function. // As a workaround, we are storing the sort specs in a static/global for the comparing function to access. // In your own use case you would probably pass the sort specs to your sorting/comparing functions directly and not use a global. // We could technically call ImGui::TableGetSortSpecs() in CompareWithSortSpecs(), but considering that this function is called // very often by the sorting algorithm it would be a little wasteful. static const ImGuiTableSortSpecs* s_current_sort_specs; // Compare function to be used by qsort() static int IMGUI_CDECL CompareWithSortSpecs(const void* lhs, const void* rhs) { const MyItem* a = (const MyItem*)lhs; const MyItem* b = (const MyItem*)rhs; for (int n = 0; n < s_current_sort_specs->SpecsCount; n++) { // Here we identify columns using the ColumnUserID value that we ourselves passed to TableSetupColumn() // We could also choose to identify columns based on their index (sort_spec->ColumnIndex), which is simpler! const ImGuiTableColumnSortSpecs* sort_spec = &s_current_sort_specs->Specs[n]; int delta = 0; switch (sort_spec->ColumnUserID) { case MyItemColumnID_ID: delta = (a->ID - b->ID); break; case MyItemColumnID_Name: delta = (strcmp(a->Name, b->Name)); break; case MyItemColumnID_Quantity: delta = (a->Quantity - b->Quantity); break; case MyItemColumnID_Description: delta = (strcmp(a->Name, b->Name)); break; default: IM_ASSERT(0); break; } if (delta > 0) return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? +1 : -1; if (delta < 0) return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? -1 : +1; } // qsort() is instable so always return a way to differenciate items. // Your own compare function may want to avoid fallback on implicit sort specs e.g. a Name compare if it wasn't already part of the sort specs. return (a->ID - b->ID); } }; const ImGuiTableSortSpecs* MyItem::s_current_sort_specs = NULL; } // Make the UI compact because there are so many fields static void PushStyleCompact() { ImGuiStyle& style = ImGui::GetStyle(); ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(style.FramePadding.x, (float)(int)(style.FramePadding.y * 0.60f))); ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x, (float)(int)(style.ItemSpacing.y * 0.60f))); } static void PopStyleCompact() { ImGui::PopStyleVar(2); } // Show a combo box with a choice of sizing policies static void EditTableSizingFlags(ImGuiTableFlags* p_flags) { struct EnumDesc { ImGuiTableFlags Value; const char* Name; const char* Tooltip; }; static const EnumDesc policies[] = { { ImGuiTableFlags_None, "Default", "Use default sizing policy:\n- ImGuiTableFlags_SizingFixedFit if ScrollX is on or if host window has ImGuiWindowFlags_AlwaysAutoResize.\n- ImGuiTableFlags_SizingStretchSame otherwise." }, { ImGuiTableFlags_SizingFixedFit, "ImGuiTableFlags_SizingFixedFit", "Columns default to _WidthFixed (if resizable) or _WidthAuto (if not resizable), matching contents width." }, { ImGuiTableFlags_SizingFixedSame, "ImGuiTableFlags_SizingFixedSame", "Columns are all the same width, matching the maximum contents width.\nImplicitly disable ImGuiTableFlags_Resizable and enable ImGuiTableFlags_NoKeepColumnsVisible." }, { ImGuiTableFlags_SizingStretchProp, "ImGuiTableFlags_SizingStretchProp", "Columns default to _WidthStretch with weights proportional to their widths." }, { ImGuiTableFlags_SizingStretchSame, "ImGuiTableFlags_SizingStretchSame", "Columns default to _WidthStretch with same weights." } }; int idx; for (idx = 0; idx < IM_ARRAYSIZE(policies); idx++) if (policies[idx].Value == (*p_flags & ImGuiTableFlags_SizingMask_)) break; const char* preview_text = (idx < IM_ARRAYSIZE(policies)) ? policies[idx].Name + (idx > 0 ? strlen("ImGuiTableFlags") : 0) : ""; if (ImGui::BeginCombo("Sizing Policy", preview_text)) { for (int n = 0; n < IM_ARRAYSIZE(policies); n++) if (ImGui::Selectable(policies[n].Name, idx == n)) *p_flags = (*p_flags & ~ImGuiTableFlags_SizingMask_) | policies[n].Value; ImGui::EndCombo(); } ImGui::SameLine(); ImGui::TextDisabled("(?)"); if (ImGui::IsItemHovered()) { ImGui::BeginTooltip(); ImGui::PushTextWrapPos(ImGui::GetFontSize() * 50.0f); for (int m = 0; m < IM_ARRAYSIZE(policies); m++) { ImGui::Separator(); ImGui::Text("%s:", policies[m].Name); ImGui::Separator(); ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetStyle().IndentSpacing * 0.5f); ImGui::TextUnformatted(policies[m].Tooltip); } ImGui::PopTextWrapPos(); ImGui::EndTooltip(); } } static void EditTableColumnsFlags(ImGuiTableColumnFlags* p_flags) { ImGui::CheckboxFlags("_Disabled", p_flags, ImGuiTableColumnFlags_Disabled); ImGui::SameLine(); HelpMarker("Master disable flag (also hide from context menu)"); ImGui::CheckboxFlags("_DefaultHide", p_flags, ImGuiTableColumnFlags_DefaultHide); ImGui::CheckboxFlags("_DefaultSort", p_flags, ImGuiTableColumnFlags_DefaultSort); if (ImGui::CheckboxFlags("_WidthStretch", p_flags, ImGuiTableColumnFlags_WidthStretch)) *p_flags &= ~(ImGuiTableColumnFlags_WidthMask_ ^ ImGuiTableColumnFlags_WidthStretch); if (ImGui::CheckboxFlags("_WidthFixed", p_flags, ImGuiTableColumnFlags_WidthFixed)) *p_flags &= ~(ImGuiTableColumnFlags_WidthMask_ ^ ImGuiTableColumnFlags_WidthFixed); ImGui::CheckboxFlags("_NoResize", p_flags, ImGuiTableColumnFlags_NoResize); ImGui::CheckboxFlags("_NoReorder", p_flags, ImGuiTableColumnFlags_NoReorder); ImGui::CheckboxFlags("_NoHide", p_flags, ImGuiTableColumnFlags_NoHide); ImGui::CheckboxFlags("_NoClip", p_flags, ImGuiTableColumnFlags_NoClip); ImGui::CheckboxFlags("_NoSort", p_flags, ImGuiTableColumnFlags_NoSort); ImGui::CheckboxFlags("_NoSortAscending", p_flags, ImGuiTableColumnFlags_NoSortAscending); ImGui::CheckboxFlags("_NoSortDescending", p_flags, ImGuiTableColumnFlags_NoSortDescending); ImGui::CheckboxFlags("_NoHeaderLabel", p_flags, ImGuiTableColumnFlags_NoHeaderLabel); ImGui::CheckboxFlags("_NoHeaderWidth", p_flags, ImGuiTableColumnFlags_NoHeaderWidth); ImGui::CheckboxFlags("_PreferSortAscending", p_flags, ImGuiTableColumnFlags_PreferSortAscending); ImGui::CheckboxFlags("_PreferSortDescending", p_flags, ImGuiTableColumnFlags_PreferSortDescending); ImGui::CheckboxFlags("_IndentEnable", p_flags, ImGuiTableColumnFlags_IndentEnable); ImGui::SameLine(); HelpMarker("Default for column 0"); ImGui::CheckboxFlags("_IndentDisable", p_flags, ImGuiTableColumnFlags_IndentDisable); ImGui::SameLine(); HelpMarker("Default for column >0"); } static void ShowTableColumnsStatusFlags(ImGuiTableColumnFlags flags) { ImGui::CheckboxFlags("_IsEnabled", &flags, ImGuiTableColumnFlags_IsEnabled); ImGui::CheckboxFlags("_IsVisible", &flags, ImGuiTableColumnFlags_IsVisible); ImGui::CheckboxFlags("_IsSorted", &flags, ImGuiTableColumnFlags_IsSorted); ImGui::CheckboxFlags("_IsHovered", &flags, ImGuiTableColumnFlags_IsHovered); } static void ShowDemoWindowTables() { //ImGui::SetNextItemOpen(true, ImGuiCond_Once); IMGUI_DEMO_MARKER("Tables"); if (!ImGui::CollapsingHeader("Tables & Columns")) return; // Using those as a base value to create width/height that are factor of the size of our font const float TEXT_BASE_WIDTH = ImGui::CalcTextSize("A").x; const float TEXT_BASE_HEIGHT = ImGui::GetTextLineHeightWithSpacing(); ImGui::PushID("Tables"); int open_action = -1; if (ImGui::Button("Open all")) open_action = 1; ImGui::SameLine(); if (ImGui::Button("Close all")) open_action = 0; ImGui::SameLine(); // Options static bool disable_indent = false; ImGui::Checkbox("Disable tree indentation", &disable_indent); ImGui::SameLine(); HelpMarker("Disable the indenting of tree nodes so demo tables can use the full window width."); ImGui::Separator(); if (disable_indent) ImGui::PushStyleVar(ImGuiStyleVar_IndentSpacing, 0.0f); // About Styling of tables // Most settings are configured on a per-table basis via the flags passed to BeginTable() and TableSetupColumns APIs. // There are however a few settings that a shared and part of the ImGuiStyle structure: // style.CellPadding // Padding within each cell // style.Colors[ImGuiCol_TableHeaderBg] // Table header background // style.Colors[ImGuiCol_TableBorderStrong] // Table outer and header borders // style.Colors[ImGuiCol_TableBorderLight] // Table inner borders // style.Colors[ImGuiCol_TableRowBg] // Table row background when ImGuiTableFlags_RowBg is enabled (even rows) // style.Colors[ImGuiCol_TableRowBgAlt] // Table row background when ImGuiTableFlags_RowBg is enabled (odds rows) // Demos if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); IMGUI_DEMO_MARKER("Tables/Basic"); if (ImGui::TreeNode("Basic")) { // Here we will showcase three different ways to output a table. // They are very simple variations of a same thing! // [Method 1] Using TableNextRow() to create a new row, and TableSetColumnIndex() to select the column. // In many situations, this is the most flexible and easy to use pattern. HelpMarker("Using TableNextRow() + calling TableSetColumnIndex() _before_ each cell, in a loop."); if (ImGui::BeginTable("table1", 3)) { for (int row = 0; row < 4; row++) { ImGui::TableNextRow(); for (int column = 0; column < 3; column++) { ImGui::TableSetColumnIndex(column); ImGui::Text("Row %d Column %d", row, column); } } ImGui::EndTable(); } // [Method 2] Using TableNextColumn() called multiple times, instead of using a for loop + TableSetColumnIndex(). // This is generally more convenient when you have code manually submitting the contents of each columns. HelpMarker("Using TableNextRow() + calling TableNextColumn() _before_ each cell, manually."); if (ImGui::BeginTable("table2", 3)) { for (int row = 0; row < 4; row++) { ImGui::TableNextRow(); ImGui::TableNextColumn(); ImGui::Text("Row %d", row); ImGui::TableNextColumn(); ImGui::Text("Some contents"); ImGui::TableNextColumn(); ImGui::Text("123.456"); } ImGui::EndTable(); } // [Method 3] We call TableNextColumn() _before_ each cell. We never call TableNextRow(), // as TableNextColumn() will automatically wrap around and create new roes as needed. // This is generally more convenient when your cells all contains the same type of data. HelpMarker( "Only using TableNextColumn(), which tends to be convenient for tables where every cells contains the same type of contents.\n" "This is also more similar to the old NextColumn() function of the Columns API, and provided to facilitate the Columns->Tables API transition."); if (ImGui::BeginTable("table3", 3)) { for (int item = 0; item < 14; item++) { ImGui::TableNextColumn(); ImGui::Text("Item %d", item); } ImGui::EndTable(); } ImGui::TreePop(); } if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); IMGUI_DEMO_MARKER("Tables/Borders, background"); if (ImGui::TreeNode("Borders, background")) { // Expose a few Borders related flags interactively enum ContentsType { CT_Text, CT_FillButton }; static ImGuiTableFlags flags = ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg; static bool display_headers = false; static int contents_type = CT_Text; PushStyleCompact(); ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags, ImGuiTableFlags_RowBg); ImGui::CheckboxFlags("ImGuiTableFlags_Borders", &flags, ImGuiTableFlags_Borders); ImGui::SameLine(); HelpMarker("ImGuiTableFlags_Borders\n = ImGuiTableFlags_BordersInnerV\n | ImGuiTableFlags_BordersOuterV\n | ImGuiTableFlags_BordersInnerV\n | ImGuiTableFlags_BordersOuterH"); ImGui::Indent(); ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags, ImGuiTableFlags_BordersH); ImGui::Indent(); ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterH", &flags, ImGuiTableFlags_BordersOuterH); ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerH", &flags, ImGuiTableFlags_BordersInnerH); ImGui::Unindent(); ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags, ImGuiTableFlags_BordersV); ImGui::Indent(); ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags, ImGuiTableFlags_BordersOuterV); ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags, ImGuiTableFlags_BordersInnerV); ImGui::Unindent(); ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuter", &flags, ImGuiTableFlags_BordersOuter); ImGui::CheckboxFlags("ImGuiTableFlags_BordersInner", &flags, ImGuiTableFlags_BordersInner); ImGui::Unindent(); ImGui::AlignTextToFramePadding(); ImGui::Text("Cell contents:"); ImGui::SameLine(); ImGui::RadioButton("Text", &contents_type, CT_Text); ImGui::SameLine(); ImGui::RadioButton("FillButton", &contents_type, CT_FillButton); ImGui::Checkbox("Display headers", &display_headers); ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body (borders will always appears in Headers"); PopStyleCompact(); if (ImGui::BeginTable("table1", 3, flags)) { // Display headers so we can inspect their interaction with borders. // (Headers are not the main purpose of this section of the demo, so we are not elaborating on them too much. See other sections for details) if (display_headers) { ImGui::TableSetupColumn("One"); ImGui::TableSetupColumn("Two"); ImGui::TableSetupColumn("Three"); ImGui::TableHeadersRow(); } for (int row = 0; row < 5; row++) { ImGui::TableNextRow(); for (int column = 0; column < 3; column++) { ImGui::TableSetColumnIndex(column); char buf[32]; sprintf(buf, "Hello %d,%d", column, row); if (contents_type == CT_Text) ImGui::TextUnformatted(buf); else if (contents_type == CT_FillButton) ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f)); } } ImGui::EndTable(); } ImGui::TreePop(); } if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); IMGUI_DEMO_MARKER("Tables/Resizable, stretch"); if (ImGui::TreeNode("Resizable, stretch")) { // By default, if we don't enable ScrollX the sizing policy for each columns is "Stretch" // Each columns maintain a sizing weight, and they will occupy all available width. static ImGuiTableFlags flags = ImGuiTableFlags_SizingStretchSame | ImGuiTableFlags_Resizable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_ContextMenuInBody; PushStyleCompact(); ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags, ImGuiTableFlags_BordersV); ImGui::SameLine(); HelpMarker("Using the _Resizable flag automatically enables the _BordersInnerV flag as well, this is why the resize borders are still showing when unchecking this."); PopStyleCompact(); if (ImGui::BeginTable("table1", 3, flags)) { for (int row = 0; row < 5; row++) { ImGui::TableNextRow(); for (int column = 0; column < 3; column++) { ImGui::TableSetColumnIndex(column); ImGui::Text("Hello %d,%d", column, row); } } ImGui::EndTable(); } ImGui::TreePop(); } if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); IMGUI_DEMO_MARKER("Tables/Resizable, fixed"); if (ImGui::TreeNode("Resizable, fixed")) { // Here we use ImGuiTableFlags_SizingFixedFit (even though _ScrollX is not set) // So columns will adopt the "Fixed" policy and will maintain a fixed width regardless of the whole available width (unless table is small) // If there is not enough available width to fit all columns, they will however be resized down. // FIXME-TABLE: Providing a stretch-on-init would make sense especially for tables which don't have saved settings HelpMarker( "Using _Resizable + _SizingFixedFit flags.\n" "Fixed-width columns generally makes more sense if you want to use horizontal scrolling.\n\n" "Double-click a column border to auto-fit the column to its contents."); PushStyleCompact(); static ImGuiTableFlags flags = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Resizable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_ContextMenuInBody; ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags, ImGuiTableFlags_NoHostExtendX); PopStyleCompact(); if (ImGui::BeginTable("table1", 3, flags)) { for (int row = 0; row < 5; row++) { ImGui::TableNextRow(); for (int column = 0; column < 3; column++) { ImGui::TableSetColumnIndex(column); ImGui::Text("Hello %d,%d", column, row); } } ImGui::EndTable(); } ImGui::TreePop(); } if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); IMGUI_DEMO_MARKER("Tables/Resizable, mixed"); if (ImGui::TreeNode("Resizable, mixed")) { HelpMarker( "Using TableSetupColumn() to alter resizing policy on a per-column basis.\n\n" "When combining Fixed and Stretch columns, generally you only want one, maybe two trailing columns to use _WidthStretch."); static ImGuiTableFlags flags = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_RowBg | ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable; if (ImGui::BeginTable("table1", 3, flags)) { ImGui::TableSetupColumn("AAA", ImGuiTableColumnFlags_WidthFixed); ImGui::TableSetupColumn("BBB", ImGuiTableColumnFlags_WidthFixed); ImGui::TableSetupColumn("CCC", ImGuiTableColumnFlags_WidthStretch); ImGui::TableHeadersRow(); for (int row = 0; row < 5; row++) { ImGui::TableNextRow(); for (int column = 0; column < 3; column++) { ImGui::TableSetColumnIndex(column); ImGui::Text("%s %d,%d", (column == 2) ? "Stretch" : "Fixed", column, row); } } ImGui::EndTable(); } if (ImGui::BeginTable("table2", 6, flags)) { ImGui::TableSetupColumn("AAA", ImGuiTableColumnFlags_WidthFixed); ImGui::TableSetupColumn("BBB", ImGuiTableColumnFlags_WidthFixed); ImGui::TableSetupColumn("CCC", ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_DefaultHide); ImGui::TableSetupColumn("DDD", ImGuiTableColumnFlags_WidthStretch); ImGui::TableSetupColumn("EEE", ImGuiTableColumnFlags_WidthStretch); ImGui::TableSetupColumn("FFF", ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_DefaultHide); ImGui::TableHeadersRow(); for (int row = 0; row < 5; row++) { ImGui::TableNextRow(); for (int column = 0; column < 6; column++) { ImGui::TableSetColumnIndex(column); ImGui::Text("%s %d,%d", (column >= 3) ? "Stretch" : "Fixed", column, row); } } ImGui::EndTable(); } ImGui::TreePop(); } if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); IMGUI_DEMO_MARKER("Tables/Reorderable, hideable, with headers"); if (ImGui::TreeNode("Reorderable, hideable, with headers")) { HelpMarker( "Click and drag column headers to reorder columns.\n\n" "Right-click on a header to open a context menu."); static ImGuiTableFlags flags = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV; PushStyleCompact(); ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); ImGui::CheckboxFlags("ImGuiTableFlags_Reorderable", &flags, ImGuiTableFlags_Reorderable); ImGui::CheckboxFlags("ImGuiTableFlags_Hideable", &flags, ImGuiTableFlags_Hideable); ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags, ImGuiTableFlags_NoBordersInBodyUntilResize); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body until hovered for resize (borders will always appears in Headers)"); PopStyleCompact(); if (ImGui::BeginTable("table1", 3, flags)) { // Submit columns name with TableSetupColumn() and call TableHeadersRow() to create a row with a header in each column. // (Later we will show how TableSetupColumn() has other uses, optional flags, sizing weight etc.) ImGui::TableSetupColumn("One"); ImGui::TableSetupColumn("Two"); ImGui::TableSetupColumn("Three"); ImGui::TableHeadersRow(); for (int row = 0; row < 6; row++) { ImGui::TableNextRow(); for (int column = 0; column < 3; column++) { ImGui::TableSetColumnIndex(column); ImGui::Text("Hello %d,%d", column, row); } } ImGui::EndTable(); } // Use outer_size.x == 0.0f instead of default to make the table as tight as possible (only valid when no scrolling and no stretch column) if (ImGui::BeginTable("table2", 3, flags | ImGuiTableFlags_SizingFixedFit, ImVec2(0.0f, 0.0f))) { ImGui::TableSetupColumn("One"); ImGui::TableSetupColumn("Two"); ImGui::TableSetupColumn("Three"); ImGui::TableHeadersRow(); for (int row = 0; row < 6; row++) { ImGui::TableNextRow(); for (int column = 0; column < 3; column++) { ImGui::TableSetColumnIndex(column); ImGui::Text("Fixed %d,%d", column, row); } } ImGui::EndTable(); } ImGui::TreePop(); } if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); IMGUI_DEMO_MARKER("Tables/Padding"); if (ImGui::TreeNode("Padding")) { // First example: showcase use of padding flags and effect of BorderOuterV/BorderInnerV on X padding. // We don't expose BorderOuterH/BorderInnerH here because they have no effect on X padding. HelpMarker( "We often want outer padding activated when any using features which makes the edges of a column visible:\n" "e.g.:\n" "- BorderOuterV\n" "- any form of row selection\n" "Because of this, activating BorderOuterV sets the default to PadOuterX. Using PadOuterX or NoPadOuterX you can override the default.\n\n" "Actual padding values are using style.CellPadding.\n\n" "In this demo we don't show horizontal borders to emphasis how they don't affect default horizontal padding."); static ImGuiTableFlags flags1 = ImGuiTableFlags_BordersV; PushStyleCompact(); ImGui::CheckboxFlags("ImGuiTableFlags_PadOuterX", &flags1, ImGuiTableFlags_PadOuterX); ImGui::SameLine(); HelpMarker("Enable outer-most padding (default if ImGuiTableFlags_BordersOuterV is set)"); ImGui::CheckboxFlags("ImGuiTableFlags_NoPadOuterX", &flags1, ImGuiTableFlags_NoPadOuterX); ImGui::SameLine(); HelpMarker("Disable outer-most padding (default if ImGuiTableFlags_BordersOuterV is not set)"); ImGui::CheckboxFlags("ImGuiTableFlags_NoPadInnerX", &flags1, ImGuiTableFlags_NoPadInnerX); ImGui::SameLine(); HelpMarker("Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off)"); ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags1, ImGuiTableFlags_BordersOuterV); ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags1, ImGuiTableFlags_BordersInnerV); static bool show_headers = false; ImGui::Checkbox("show_headers", &show_headers); PopStyleCompact(); if (ImGui::BeginTable("table_padding", 3, flags1)) { if (show_headers) { ImGui::TableSetupColumn("One"); ImGui::TableSetupColumn("Two"); ImGui::TableSetupColumn("Three"); ImGui::TableHeadersRow(); } for (int row = 0; row < 5; row++) { ImGui::TableNextRow(); for (int column = 0; column < 3; column++) { ImGui::TableSetColumnIndex(column); if (row == 0) { ImGui::Text("Avail %.2f", ImGui::GetContentRegionAvail().x); } else { char buf[32]; sprintf(buf, "Hello %d,%d", column, row); ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f)); } //if (ImGui::TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) // ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, IM_COL32(0, 100, 0, 255)); } } ImGui::EndTable(); } // Second example: set style.CellPadding to (0.0) or a custom value. // FIXME-TABLE: Vertical border effectively not displayed the same way as horizontal one... HelpMarker("Setting style.CellPadding to (0,0) or a custom value."); static ImGuiTableFlags flags2 = ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg; static ImVec2 cell_padding(0.0f, 0.0f); static bool show_widget_frame_bg = true; PushStyleCompact(); ImGui::CheckboxFlags("ImGuiTableFlags_Borders", &flags2, ImGuiTableFlags_Borders); ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags2, ImGuiTableFlags_BordersH); ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags2, ImGuiTableFlags_BordersV); ImGui::CheckboxFlags("ImGuiTableFlags_BordersInner", &flags2, ImGuiTableFlags_BordersInner); ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuter", &flags2, ImGuiTableFlags_BordersOuter); ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags2, ImGuiTableFlags_RowBg); ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags2, ImGuiTableFlags_Resizable); ImGui::Checkbox("show_widget_frame_bg", &show_widget_frame_bg); ImGui::SliderFloat2("CellPadding", &cell_padding.x, 0.0f, 10.0f, "%.0f"); PopStyleCompact(); ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, cell_padding); if (ImGui::BeginTable("table_padding_2", 3, flags2)) { static char text_bufs[3 * 5][16]; // Mini text storage for 3x5 cells static bool init = true; if (!show_widget_frame_bg) ImGui::PushStyleColor(ImGuiCol_FrameBg, 0); for (int cell = 0; cell < 3 * 5; cell++) { ImGui::TableNextColumn(); if (init) strcpy(text_bufs[cell], "edit me"); ImGui::SetNextItemWidth(-FLT_MIN); ImGui::PushID(cell); ImGui::InputText("##cell", text_bufs[cell], IM_ARRAYSIZE(text_bufs[cell])); ImGui::PopID(); } if (!show_widget_frame_bg) ImGui::PopStyleColor(); init = false; ImGui::EndTable(); } ImGui::PopStyleVar(); ImGui::TreePop(); } if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); IMGUI_DEMO_MARKER("Tables/Explicit widths"); if (ImGui::TreeNode("Sizing policies")) { static ImGuiTableFlags flags1 = ImGuiTableFlags_BordersV | ImGuiTableFlags_BordersOuterH | ImGuiTableFlags_RowBg | ImGuiTableFlags_ContextMenuInBody; PushStyleCompact(); ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags1, ImGuiTableFlags_Resizable); ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags1, ImGuiTableFlags_NoHostExtendX); PopStyleCompact(); static ImGuiTableFlags sizing_policy_flags[4] = { ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_SizingFixedSame, ImGuiTableFlags_SizingStretchProp, ImGuiTableFlags_SizingStretchSame }; for (int table_n = 0; table_n < 4; table_n++) { ImGui::PushID(table_n); ImGui::SetNextItemWidth(TEXT_BASE_WIDTH * 30); EditTableSizingFlags(&sizing_policy_flags[table_n]); // To make it easier to understand the different sizing policy, // For each policy: we display one table where the columns have equal contents width, and one where the columns have different contents width. if (ImGui::BeginTable("table1", 3, sizing_policy_flags[table_n] | flags1)) { for (int row = 0; row < 3; row++) { ImGui::TableNextRow(); ImGui::TableNextColumn(); ImGui::Text("Oh dear"); ImGui::TableNextColumn(); ImGui::Text("Oh dear"); ImGui::TableNextColumn(); ImGui::Text("Oh dear"); } ImGui::EndTable(); } if (ImGui::BeginTable("table2", 3, sizing_policy_flags[table_n] | flags1)) { for (int row = 0; row < 3; row++) { ImGui::TableNextRow(); ImGui::TableNextColumn(); ImGui::Text("AAAA"); ImGui::TableNextColumn(); ImGui::Text("BBBBBBBB"); ImGui::TableNextColumn(); ImGui::Text("CCCCCCCCCCCC"); } ImGui::EndTable(); } ImGui::PopID(); } ImGui::Spacing(); ImGui::TextUnformatted("Advanced"); ImGui::SameLine(); HelpMarker("This section allows you to interact and see the effect of various sizing policies depending on whether Scroll is enabled and the contents of your columns."); enum ContentsType { CT_ShowWidth, CT_ShortText, CT_LongText, CT_Button, CT_FillButton, CT_InputText }; static ImGuiTableFlags flags = ImGuiTableFlags_ScrollY | ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_Resizable; static int contents_type = CT_ShowWidth; static int column_count = 3; PushStyleCompact(); ImGui::PushID("Advanced"); ImGui::PushItemWidth(TEXT_BASE_WIDTH * 30); EditTableSizingFlags(&flags); ImGui::Combo("Contents", &contents_type, "Show width\0Short Text\0Long Text\0Button\0Fill Button\0InputText\0"); if (contents_type == CT_FillButton) { ImGui::SameLine(); HelpMarker("Be mindful that using right-alignment (e.g. size.x = -FLT_MIN) creates a feedback loop where contents width can feed into auto-column width can feed into contents width."); } ImGui::DragInt("Columns", &column_count, 0.1f, 1, 64, "%d", ImGuiSliderFlags_AlwaysClamp); ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); ImGui::CheckboxFlags("ImGuiTableFlags_PreciseWidths", &flags, ImGuiTableFlags_PreciseWidths); ImGui::SameLine(); HelpMarker("Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth."); ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags, ImGuiTableFlags_ScrollX); ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); ImGui::CheckboxFlags("ImGuiTableFlags_NoClip", &flags, ImGuiTableFlags_NoClip); ImGui::PopItemWidth(); ImGui::PopID(); PopStyleCompact(); if (ImGui::BeginTable("table2", column_count, flags, ImVec2(0.0f, TEXT_BASE_HEIGHT * 7))) { for (int cell = 0; cell < 10 * column_count; cell++) { ImGui::TableNextColumn(); int column = ImGui::TableGetColumnIndex(); int row = ImGui::TableGetRowIndex(); ImGui::PushID(cell); char label[32]; static char text_buf[32] = ""; sprintf(label, "Hello %d,%d", column, row); switch (contents_type) { case CT_ShortText: ImGui::TextUnformatted(label); break; case CT_LongText: ImGui::Text("Some %s text %d,%d\nOver two lines..", column == 0 ? "long" : "longeeer", column, row); break; case CT_ShowWidth: ImGui::Text("W: %.1f", ImGui::GetContentRegionAvail().x); break; case CT_Button: ImGui::Button(label); break; case CT_FillButton: ImGui::Button(label, ImVec2(-FLT_MIN, 0.0f)); break; case CT_InputText: ImGui::SetNextItemWidth(-FLT_MIN); ImGui::InputText("##", text_buf, IM_ARRAYSIZE(text_buf)); break; } ImGui::PopID(); } ImGui::EndTable(); } ImGui::TreePop(); } if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); IMGUI_DEMO_MARKER("Tables/Vertical scrolling, with clipping"); if (ImGui::TreeNode("Vertical scrolling, with clipping")) { HelpMarker("Here we activate ScrollY, which will create a child window container to allow hosting scrollable contents.\n\nWe also demonstrate using ImGuiListClipper to virtualize the submission of many items."); static ImGuiTableFlags flags = ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable; PushStyleCompact(); ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); PopStyleCompact(); // When using ScrollX or ScrollY we need to specify a size for our table container! // Otherwise by default the table will fit all available space, like a BeginChild() call. ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 8); if (ImGui::BeginTable("table_scrolly", 3, flags, outer_size)) { ImGui::TableSetupScrollFreeze(0, 1); // Make top row always visible ImGui::TableSetupColumn("One", ImGuiTableColumnFlags_None); ImGui::TableSetupColumn("Two", ImGuiTableColumnFlags_None); ImGui::TableSetupColumn("Three", ImGuiTableColumnFlags_None); ImGui::TableHeadersRow(); // Demonstrate using clipper for large vertical lists ImGuiListClipper clipper; clipper.Begin(1000); while (clipper.Step()) { for (int row = clipper.DisplayStart; row < clipper.DisplayEnd; row++) { ImGui::TableNextRow(); for (int column = 0; column < 3; column++) { ImGui::TableSetColumnIndex(column); ImGui::Text("Hello %d,%d", column, row); } } } ImGui::EndTable(); } ImGui::TreePop(); } if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); IMGUI_DEMO_MARKER("Tables/Horizontal scrolling"); if (ImGui::TreeNode("Horizontal scrolling")) { HelpMarker( "When ScrollX is enabled, the default sizing policy becomes ImGuiTableFlags_SizingFixedFit, " "as automatically stretching columns doesn't make much sense with horizontal scrolling.\n\n" "Also note that as of the current version, you will almost always want to enable ScrollY along with ScrollX," "because the container window won't automatically extend vertically to fix contents (this may be improved in future versions)."); static ImGuiTableFlags flags = ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable; static int freeze_cols = 1; static int freeze_rows = 1; PushStyleCompact(); ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags, ImGuiTableFlags_ScrollX); ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); ImGui::SetNextItemWidth(ImGui::GetFrameHeight()); ImGui::DragInt("freeze_cols", &freeze_cols, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput); ImGui::SetNextItemWidth(ImGui::GetFrameHeight()); ImGui::DragInt("freeze_rows", &freeze_rows, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput); PopStyleCompact(); // When using ScrollX or ScrollY we need to specify a size for our table container! // Otherwise by default the table will fit all available space, like a BeginChild() call. ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 8); if (ImGui::BeginTable("table_scrollx", 7, flags, outer_size)) { ImGui::TableSetupScrollFreeze(freeze_cols, freeze_rows); ImGui::TableSetupColumn("Line #", ImGuiTableColumnFlags_NoHide); // Make the first column not hideable to match our use of TableSetupScrollFreeze() ImGui::TableSetupColumn("One"); ImGui::TableSetupColumn("Two"); ImGui::TableSetupColumn("Three"); ImGui::TableSetupColumn("Four"); ImGui::TableSetupColumn("Five"); ImGui::TableSetupColumn("Six"); ImGui::TableHeadersRow(); for (int row = 0; row < 20; row++) { ImGui::TableNextRow(); for (int column = 0; column < 7; column++) { // Both TableNextColumn() and TableSetColumnIndex() return true when a column is visible or performing width measurement. // Because here we know that: // - A) all our columns are contributing the same to row height // - B) column 0 is always visible, // We only always submit this one column and can skip others. // More advanced per-column clipping behaviors may benefit from polling the status flags via TableGetColumnFlags(). if (!ImGui::TableSetColumnIndex(column) && column > 0) continue; if (column == 0) ImGui::Text("Line %d", row); else ImGui::Text("Hello world %d,%d", column, row); } } ImGui::EndTable(); } ImGui::Spacing(); ImGui::TextUnformatted("Stretch + ScrollX"); ImGui::SameLine(); HelpMarker( "Showcase using Stretch columns + ScrollX together: " "this is rather unusual and only makes sense when specifying an 'inner_width' for the table!\n" "Without an explicit value, inner_width is == outer_size.x and therefore using Stretch columns + ScrollX together doesn't make sense."); static ImGuiTableFlags flags2 = ImGuiTableFlags_SizingStretchSame | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_RowBg | ImGuiTableFlags_ContextMenuInBody; static float inner_width = 1000.0f; PushStyleCompact(); ImGui::PushID("flags3"); ImGui::PushItemWidth(TEXT_BASE_WIDTH * 30); ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags2, ImGuiTableFlags_ScrollX); ImGui::DragFloat("inner_width", &inner_width, 1.0f, 0.0f, FLT_MAX, "%.1f"); ImGui::PopItemWidth(); ImGui::PopID(); PopStyleCompact(); if (ImGui::BeginTable("table2", 7, flags2, outer_size, inner_width)) { for (int cell = 0; cell < 20 * 7; cell++) { ImGui::TableNextColumn(); ImGui::Text("Hello world %d,%d", ImGui::TableGetColumnIndex(), ImGui::TableGetRowIndex()); } ImGui::EndTable(); } ImGui::TreePop(); } if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); IMGUI_DEMO_MARKER("Tables/Columns flags"); if (ImGui::TreeNode("Columns flags")) { // Create a first table just to show all the options/flags we want to make visible in our example! const int column_count = 3; const char* column_names[column_count] = { "One", "Two", "Three" }; static ImGuiTableColumnFlags column_flags[column_count] = { ImGuiTableColumnFlags_DefaultSort, ImGuiTableColumnFlags_None, ImGuiTableColumnFlags_DefaultHide }; static ImGuiTableColumnFlags column_flags_out[column_count] = { 0, 0, 0 }; // Output from TableGetColumnFlags() if (ImGui::BeginTable("table_columns_flags_checkboxes", column_count, ImGuiTableFlags_None)) { PushStyleCompact(); for (int column = 0; column < column_count; column++) { ImGui::TableNextColumn(); ImGui::PushID(column); ImGui::AlignTextToFramePadding(); // FIXME-TABLE: Workaround for wrong text baseline propagation across columns ImGui::Text("'%s'", column_names[column]); ImGui::Spacing(); ImGui::Text("Input flags:"); EditTableColumnsFlags(&column_flags[column]); ImGui::Spacing(); ImGui::Text("Output flags:"); ImGui::BeginDisabled(); ShowTableColumnsStatusFlags(column_flags_out[column]); ImGui::EndDisabled(); ImGui::PopID(); } PopStyleCompact(); ImGui::EndTable(); } // Create the real table we care about for the example! // We use a scrolling table to be able to showcase the difference between the _IsEnabled and _IsVisible flags above, otherwise in // a non-scrolling table columns are always visible (unless using ImGuiTableFlags_NoKeepColumnsVisible + resizing the parent window down) const ImGuiTableFlags flags = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Sortable; ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 9); if (ImGui::BeginTable("table_columns_flags", column_count, flags, outer_size)) { for (int column = 0; column < column_count; column++) ImGui::TableSetupColumn(column_names[column], column_flags[column]); ImGui::TableHeadersRow(); for (int column = 0; column < column_count; column++) column_flags_out[column] = ImGui::TableGetColumnFlags(column); float indent_step = (float)((int)TEXT_BASE_WIDTH / 2); for (int row = 0; row < 8; row++) { ImGui::Indent(indent_step); // Add some indentation to demonstrate usage of per-column IndentEnable/IndentDisable flags. ImGui::TableNextRow(); for (int column = 0; column < column_count; column++) { ImGui::TableSetColumnIndex(column); ImGui::Text("%s %s", (column == 0) ? "Indented" : "Hello", ImGui::TableGetColumnName(column)); } } ImGui::Unindent(indent_step * 8.0f); ImGui::EndTable(); } ImGui::TreePop(); } if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); IMGUI_DEMO_MARKER("Tables/Columns widths"); if (ImGui::TreeNode("Columns widths")) { HelpMarker("Using TableSetupColumn() to setup default width."); static ImGuiTableFlags flags1 = ImGuiTableFlags_Borders | ImGuiTableFlags_NoBordersInBodyUntilResize; PushStyleCompact(); ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags1, ImGuiTableFlags_Resizable); ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags1, ImGuiTableFlags_NoBordersInBodyUntilResize); PopStyleCompact(); if (ImGui::BeginTable("table1", 3, flags1)) { // We could also set ImGuiTableFlags_SizingFixedFit on the table and all columns will default to ImGuiTableColumnFlags_WidthFixed. ImGui::TableSetupColumn("one", ImGuiTableColumnFlags_WidthFixed, 100.0f); // Default to 100.0f ImGui::TableSetupColumn("two", ImGuiTableColumnFlags_WidthFixed, 200.0f); // Default to 200.0f ImGui::TableSetupColumn("three", ImGuiTableColumnFlags_WidthFixed); // Default to auto ImGui::TableHeadersRow(); for (int row = 0; row < 4; row++) { ImGui::TableNextRow(); for (int column = 0; column < 3; column++) { ImGui::TableSetColumnIndex(column); if (row == 0) ImGui::Text("(w: %5.1f)", ImGui::GetContentRegionAvail().x); else ImGui::Text("Hello %d,%d", column, row); } } ImGui::EndTable(); } HelpMarker("Using TableSetupColumn() to setup explicit width.\n\nUnless _NoKeepColumnsVisible is set, fixed columns with set width may still be shrunk down if there's not enough space in the host."); static ImGuiTableFlags flags2 = ImGuiTableFlags_None; PushStyleCompact(); ImGui::CheckboxFlags("ImGuiTableFlags_NoKeepColumnsVisible", &flags2, ImGuiTableFlags_NoKeepColumnsVisible); ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags2, ImGuiTableFlags_BordersInnerV); ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags2, ImGuiTableFlags_BordersOuterV); PopStyleCompact(); if (ImGui::BeginTable("table2", 4, flags2)) { // We could also set ImGuiTableFlags_SizingFixedFit on the table and all columns will default to ImGuiTableColumnFlags_WidthFixed. ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, 100.0f); ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 15.0f); ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 30.0f); ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 15.0f); for (int row = 0; row < 5; row++) { ImGui::TableNextRow(); for (int column = 0; column < 4; column++) { ImGui::TableSetColumnIndex(column); if (row == 0) ImGui::Text("(w: %5.1f)", ImGui::GetContentRegionAvail().x); else ImGui::Text("Hello %d,%d", column, row); } } ImGui::EndTable(); } ImGui::TreePop(); } if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); IMGUI_DEMO_MARKER("Tables/Nested tables"); if (ImGui::TreeNode("Nested tables")) { HelpMarker("This demonstrate embedding a table into another table cell."); if (ImGui::BeginTable("table_nested1", 2, ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) { ImGui::TableSetupColumn("A0"); ImGui::TableSetupColumn("A1"); ImGui::TableHeadersRow(); ImGui::TableNextColumn(); ImGui::Text("A0 Row 0"); { float rows_height = TEXT_BASE_HEIGHT * 2; if (ImGui::BeginTable("table_nested2", 2, ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) { ImGui::TableSetupColumn("B0"); ImGui::TableSetupColumn("B1"); ImGui::TableHeadersRow(); ImGui::TableNextRow(ImGuiTableRowFlags_None, rows_height); ImGui::TableNextColumn(); ImGui::Text("B0 Row 0"); ImGui::TableNextColumn(); ImGui::Text("B1 Row 0"); ImGui::TableNextRow(ImGuiTableRowFlags_None, rows_height); ImGui::TableNextColumn(); ImGui::Text("B0 Row 1"); ImGui::TableNextColumn(); ImGui::Text("B1 Row 1"); ImGui::EndTable(); } } ImGui::TableNextColumn(); ImGui::Text("A1 Row 0"); ImGui::TableNextColumn(); ImGui::Text("A0 Row 1"); ImGui::TableNextColumn(); ImGui::Text("A1 Row 1"); ImGui::EndTable(); } ImGui::TreePop(); } if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); IMGUI_DEMO_MARKER("Tables/Row height"); if (ImGui::TreeNode("Row height")) { HelpMarker("You can pass a 'min_row_height' to TableNextRow().\n\nRows are padded with 'style.CellPadding.y' on top and bottom, so effectively the minimum row height will always be >= 'style.CellPadding.y * 2.0f'.\n\nWe cannot honor a _maximum_ row height as that would requires a unique clipping rectangle per row."); if (ImGui::BeginTable("table_row_height", 1, ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersInnerV)) { for (int row = 0; row < 10; row++) { float min_row_height = (float)(int)(TEXT_BASE_HEIGHT * 0.30f * row); ImGui::TableNextRow(ImGuiTableRowFlags_None, min_row_height); ImGui::TableNextColumn(); ImGui::Text("min_row_height = %.2f", min_row_height); } ImGui::EndTable(); } ImGui::TreePop(); } if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); IMGUI_DEMO_MARKER("Tables/Outer size"); if (ImGui::TreeNode("Outer size")) { // Showcasing use of ImGuiTableFlags_NoHostExtendX and ImGuiTableFlags_NoHostExtendY // Important to that note how the two flags have slightly different behaviors! ImGui::Text("Using NoHostExtendX and NoHostExtendY:"); PushStyleCompact(); static ImGuiTableFlags flags = ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_ContextMenuInBody | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_NoHostExtendX; ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags, ImGuiTableFlags_NoHostExtendX); ImGui::SameLine(); HelpMarker("Make outer width auto-fit to columns, overriding outer_size.x value.\n\nOnly available when ScrollX/ScrollY are disabled and Stretch columns are not used."); ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendY", &flags, ImGuiTableFlags_NoHostExtendY); ImGui::SameLine(); HelpMarker("Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit).\n\nOnly available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible."); PopStyleCompact(); ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 5.5f); if (ImGui::BeginTable("table1", 3, flags, outer_size)) { for (int row = 0; row < 10; row++) { ImGui::TableNextRow(); for (int column = 0; column < 3; column++) { ImGui::TableNextColumn(); ImGui::Text("Cell %d,%d", column, row); } } ImGui::EndTable(); } ImGui::SameLine(); ImGui::Text("Hello!"); ImGui::Spacing(); ImGui::Text("Using explicit size:"); if (ImGui::BeginTable("table2", 3, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg, ImVec2(TEXT_BASE_WIDTH * 30, 0.0f))) { for (int row = 0; row < 5; row++) { ImGui::TableNextRow(); for (int column = 0; column < 3; column++) { ImGui::TableNextColumn(); ImGui::Text("Cell %d,%d", column, row); } } ImGui::EndTable(); } ImGui::SameLine(); if (ImGui::BeginTable("table3", 3, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg, ImVec2(TEXT_BASE_WIDTH * 30, 0.0f))) { for (int row = 0; row < 3; row++) { ImGui::TableNextRow(0, TEXT_BASE_HEIGHT * 1.5f); for (int column = 0; column < 3; column++) { ImGui::TableNextColumn(); ImGui::Text("Cell %d,%d", column, row); } } ImGui::EndTable(); } ImGui::TreePop(); } if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); IMGUI_DEMO_MARKER("Tables/Background color"); if (ImGui::TreeNode("Background color")) { static ImGuiTableFlags flags = ImGuiTableFlags_RowBg; static int row_bg_type = 1; static int row_bg_target = 1; static int cell_bg_type = 1; PushStyleCompact(); ImGui::CheckboxFlags("ImGuiTableFlags_Borders", &flags, ImGuiTableFlags_Borders); ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags, ImGuiTableFlags_RowBg); ImGui::SameLine(); HelpMarker("ImGuiTableFlags_RowBg automatically sets RowBg0 to alternative colors pulled from the Style."); ImGui::Combo("row bg type", (int*)&row_bg_type, "None\0Red\0Gradient\0"); ImGui::Combo("row bg target", (int*)&row_bg_target, "RowBg0\0RowBg1\0"); ImGui::SameLine(); HelpMarker("Target RowBg0 to override the alternating odd/even colors,\nTarget RowBg1 to blend with them."); ImGui::Combo("cell bg type", (int*)&cell_bg_type, "None\0Blue\0"); ImGui::SameLine(); HelpMarker("We are colorizing cells to B1->C2 here."); IM_ASSERT(row_bg_type >= 0 && row_bg_type <= 2); IM_ASSERT(row_bg_target >= 0 && row_bg_target <= 1); IM_ASSERT(cell_bg_type >= 0 && cell_bg_type <= 1); PopStyleCompact(); if (ImGui::BeginTable("table1", 5, flags)) { for (int row = 0; row < 6; row++) { ImGui::TableNextRow(); // Demonstrate setting a row background color with 'ImGui::TableSetBgColor(ImGuiTableBgTarget_RowBgX, ...)' // We use a transparent color so we can see the one behind in case our target is RowBg1 and RowBg0 was already targeted by the ImGuiTableFlags_RowBg flag. if (row_bg_type != 0) { ImU32 row_bg_color = ImGui::GetColorU32(row_bg_type == 1 ? ImVec4(0.7f, 0.3f, 0.3f, 0.65f) : ImVec4(0.2f + row * 0.1f, 0.2f, 0.2f, 0.65f)); // Flat or Gradient? ImGui::TableSetBgColor(ImGuiTableBgTarget_RowBg0 + row_bg_target, row_bg_color); } // Fill cells for (int column = 0; column < 5; column++) { ImGui::TableSetColumnIndex(column); ImGui::Text("%c%c", 'A' + row, '0' + column); // Change background of Cells B1->C2 // Demonstrate setting a cell background color with 'ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, ...)' // (the CellBg color will be blended over the RowBg and ColumnBg colors) // We can also pass a column number as a third parameter to TableSetBgColor() and do this outside the column loop. if (row >= 1 && row <= 2 && column >= 1 && column <= 2 && cell_bg_type == 1) { ImU32 cell_bg_color = ImGui::GetColorU32(ImVec4(0.3f, 0.3f, 0.7f, 0.65f)); ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, cell_bg_color); } } } ImGui::EndTable(); } ImGui::TreePop(); } if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); IMGUI_DEMO_MARKER("Tables/Tree view"); if (ImGui::TreeNode("Tree view")) { static ImGuiTableFlags flags = ImGuiTableFlags_BordersV | ImGuiTableFlags_BordersOuterH | ImGuiTableFlags_Resizable | ImGuiTableFlags_RowBg | ImGuiTableFlags_NoBordersInBody; if (ImGui::BeginTable("3ways", 3, flags)) { // The first column will use the default _WidthStretch when ScrollX is Off and _WidthFixed when ScrollX is On ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_NoHide); ImGui::TableSetupColumn("Size", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 12.0f); ImGui::TableSetupColumn("Type", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 18.0f); ImGui::TableHeadersRow(); // Simple storage to output a dummy file-system. struct MyTreeNode { const char* Name; const char* Type; int Size; int ChildIdx; int ChildCount; static void DisplayNode(const MyTreeNode* node, const MyTreeNode* all_nodes) { ImGui::TableNextRow(); ImGui::TableNextColumn(); const bool is_folder = (node->ChildCount > 0); if (is_folder) { bool open = ImGui::TreeNodeEx(node->Name, ImGuiTreeNodeFlags_SpanFullWidth); ImGui::TableNextColumn(); ImGui::TextDisabled("--"); ImGui::TableNextColumn(); ImGui::TextUnformatted(node->Type); if (open) { for (int child_n = 0; child_n < node->ChildCount; child_n++) DisplayNode(&all_nodes[node->ChildIdx + child_n], all_nodes); ImGui::TreePop(); } } else { ImGui::TreeNodeEx(node->Name, ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_Bullet | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_SpanFullWidth); ImGui::TableNextColumn(); ImGui::Text("%d", node->Size); ImGui::TableNextColumn(); ImGui::TextUnformatted(node->Type); } } }; static const MyTreeNode nodes[] = { { "Root", "Folder", -1, 1, 3 }, // 0 { "Music", "Folder", -1, 4, 2 }, // 1 { "Textures", "Folder", -1, 6, 3 }, // 2 { "desktop.ini", "System file", 1024, -1,-1 }, // 3 { "File1_a.wav", "Audio file", 123000, -1,-1 }, // 4 { "File1_b.wav", "Audio file", 456000, -1,-1 }, // 5 { "Image001.png", "Image file", 203128, -1,-1 }, // 6 { "Copy of Image001.png", "Image file", 203256, -1,-1 }, // 7 { "Copy of Image001 (Final2).png","Image file", 203512, -1,-1 }, // 8 }; MyTreeNode::DisplayNode(&nodes[0], nodes); ImGui::EndTable(); } ImGui::TreePop(); } if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); IMGUI_DEMO_MARKER("Tables/Item width"); if (ImGui::TreeNode("Item width")) { HelpMarker( "Showcase using PushItemWidth() and how it is preserved on a per-column basis.\n\n" "Note that on auto-resizing non-resizable fixed columns, querying the content width for e.g. right-alignment doesn't make sense."); if (ImGui::BeginTable("table_item_width", 3, ImGuiTableFlags_Borders)) { ImGui::TableSetupColumn("small"); ImGui::TableSetupColumn("half"); ImGui::TableSetupColumn("right-align"); ImGui::TableHeadersRow(); for (int row = 0; row < 3; row++) { ImGui::TableNextRow(); if (row == 0) { // Setup ItemWidth once (instead of setting up every time, which is also possible but less efficient) ImGui::TableSetColumnIndex(0); ImGui::PushItemWidth(TEXT_BASE_WIDTH * 3.0f); // Small ImGui::TableSetColumnIndex(1); ImGui::PushItemWidth(-ImGui::GetContentRegionAvail().x * 0.5f); ImGui::TableSetColumnIndex(2); ImGui::PushItemWidth(-FLT_MIN); // Right-aligned } // Draw our contents static float dummy_f = 0.0f; ImGui::PushID(row); ImGui::TableSetColumnIndex(0); ImGui::SliderFloat("float0", &dummy_f, 0.0f, 1.0f); ImGui::TableSetColumnIndex(1); ImGui::SliderFloat("float1", &dummy_f, 0.0f, 1.0f); ImGui::TableSetColumnIndex(2); ImGui::SliderFloat("float2", &dummy_f, 0.0f, 1.0f); ImGui::PopID(); } ImGui::EndTable(); } ImGui::TreePop(); } // Demonstrate using TableHeader() calls instead of TableHeadersRow() if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); IMGUI_DEMO_MARKER("Tables/Custom headers"); if (ImGui::TreeNode("Custom headers")) { const int COLUMNS_COUNT = 3; if (ImGui::BeginTable("table_custom_headers", COLUMNS_COUNT, ImGuiTableFlags_Borders | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) { ImGui::TableSetupColumn("Apricot"); ImGui::TableSetupColumn("Banana"); ImGui::TableSetupColumn("Cherry"); // Dummy entire-column selection storage // FIXME: It would be nice to actually demonstrate full-featured selection using those checkbox. static bool column_selected[3] = {}; // Instead of calling TableHeadersRow() we'll submit custom headers ourselves ImGui::TableNextRow(ImGuiTableRowFlags_Headers); for (int column = 0; column < COLUMNS_COUNT; column++) { ImGui::TableSetColumnIndex(column); const char* column_name = ImGui::TableGetColumnName(column); // Retrieve name passed to TableSetupColumn() ImGui::PushID(column); ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0)); ImGui::Checkbox("##checkall", &column_selected[column]); ImGui::PopStyleVar(); ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); ImGui::TableHeader(column_name); ImGui::PopID(); } for (int row = 0; row < 5; row++) { ImGui::TableNextRow(); for (int column = 0; column < 3; column++) { char buf[32]; sprintf(buf, "Cell %d,%d", column, row); ImGui::TableSetColumnIndex(column); ImGui::Selectable(buf, column_selected[column]); } } ImGui::EndTable(); } ImGui::TreePop(); } // Demonstrate creating custom context menus inside columns, while playing it nice with context menus provided by TableHeadersRow()/TableHeader() if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); IMGUI_DEMO_MARKER("Tables/Context menus"); if (ImGui::TreeNode("Context menus")) { HelpMarker("By default, right-clicking over a TableHeadersRow()/TableHeader() line will open the default context-menu.\nUsing ImGuiTableFlags_ContextMenuInBody we also allow right-clicking over columns body."); static ImGuiTableFlags flags1 = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders | ImGuiTableFlags_ContextMenuInBody; PushStyleCompact(); ImGui::CheckboxFlags("ImGuiTableFlags_ContextMenuInBody", &flags1, ImGuiTableFlags_ContextMenuInBody); PopStyleCompact(); // Context Menus: first example // [1.1] Right-click on the TableHeadersRow() line to open the default table context menu. // [1.2] Right-click in columns also open the default table context menu (if ImGuiTableFlags_ContextMenuInBody is set) const int COLUMNS_COUNT = 3; if (ImGui::BeginTable("table_context_menu", COLUMNS_COUNT, flags1)) { ImGui::TableSetupColumn("One"); ImGui::TableSetupColumn("Two"); ImGui::TableSetupColumn("Three"); // [1.1]] Right-click on the TableHeadersRow() line to open the default table context menu. ImGui::TableHeadersRow(); // Submit dummy contents for (int row = 0; row < 4; row++) { ImGui::TableNextRow(); for (int column = 0; column < COLUMNS_COUNT; column++) { ImGui::TableSetColumnIndex(column); ImGui::Text("Cell %d,%d", column, row); } } ImGui::EndTable(); } // Context Menus: second example // [2.1] Right-click on the TableHeadersRow() line to open the default table context menu. // [2.2] Right-click on the ".." to open a custom popup // [2.3] Right-click in columns to open another custom popup HelpMarker("Demonstrate mixing table context menu (over header), item context button (over button) and custom per-colum context menu (over column body)."); ImGuiTableFlags flags2 = ImGuiTableFlags_Resizable | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders; if (ImGui::BeginTable("table_context_menu_2", COLUMNS_COUNT, flags2)) { ImGui::TableSetupColumn("One"); ImGui::TableSetupColumn("Two"); ImGui::TableSetupColumn("Three"); // [2.1] Right-click on the TableHeadersRow() line to open the default table context menu. ImGui::TableHeadersRow(); for (int row = 0; row < 4; row++) { ImGui::TableNextRow(); for (int column = 0; column < COLUMNS_COUNT; column++) { // Submit dummy contents ImGui::TableSetColumnIndex(column); ImGui::Text("Cell %d,%d", column, row); ImGui::SameLine(); // [2.2] Right-click on the ".." to open a custom popup ImGui::PushID(row * COLUMNS_COUNT + column); ImGui::SmallButton(".."); if (ImGui::BeginPopupContextItem()) { ImGui::Text("This is the popup for Button(\"..\") in Cell %d,%d", column, row); if (ImGui::Button("Close")) ImGui::CloseCurrentPopup(); ImGui::EndPopup(); } ImGui::PopID(); } } // [2.3] Right-click anywhere in columns to open another custom popup // (instead of testing for !IsAnyItemHovered() we could also call OpenPopup() with ImGuiPopupFlags_NoOpenOverExistingPopup // to manage popup priority as the popups triggers, here "are we hovering a column" are overlapping) int hovered_column = -1; for (int column = 0; column < COLUMNS_COUNT + 1; column++) { ImGui::PushID(column); if (ImGui::TableGetColumnFlags(column) & ImGuiTableColumnFlags_IsHovered) hovered_column = column; if (hovered_column == column && !ImGui::IsAnyItemHovered() && ImGui::IsMouseReleased(1)) ImGui::OpenPopup("MyPopup"); if (ImGui::BeginPopup("MyPopup")) { if (column == COLUMNS_COUNT) ImGui::Text("This is a custom popup for unused space after the last column."); else ImGui::Text("This is a custom popup for Column %d", column); if (ImGui::Button("Close")) ImGui::CloseCurrentPopup(); ImGui::EndPopup(); } ImGui::PopID(); } ImGui::EndTable(); ImGui::Text("Hovered column: %d", hovered_column); } ImGui::TreePop(); } // Demonstrate creating multiple tables with the same ID if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); IMGUI_DEMO_MARKER("Tables/Synced instances"); if (ImGui::TreeNode("Synced instances")) { HelpMarker("Multiple tables with the same identifier will share their settings, width, visibility, order etc."); for (int n = 0; n < 3; n++) { char buf[32]; sprintf(buf, "Synced Table %d", n); bool open = ImGui::CollapsingHeader(buf, ImGuiTreeNodeFlags_DefaultOpen); if (open && ImGui::BeginTable("Table", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_NoSavedSettings)) { ImGui::TableSetupColumn("One"); ImGui::TableSetupColumn("Two"); ImGui::TableSetupColumn("Three"); ImGui::TableHeadersRow(); for (int cell = 0; cell < 9; cell++) { ImGui::TableNextColumn(); ImGui::Text("this cell %d", cell); } ImGui::EndTable(); } } ImGui::TreePop(); } // Demonstrate using Sorting facilities // This is a simplified version of the "Advanced" example, where we mostly focus on the code necessary to handle sorting. // Note that the "Advanced" example also showcase manually triggering a sort (e.g. if item quantities have been modified) static const char* template_items_names[] = { "Banana", "Apple", "Cherry", "Watermelon", "Grapefruit", "Strawberry", "Mango", "Kiwi", "Orange", "Pineapple", "Blueberry", "Plum", "Coconut", "Pear", "Apricot" }; if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); IMGUI_DEMO_MARKER("Tables/Sorting"); if (ImGui::TreeNode("Sorting")) { // Create item list static ImVector items; if (items.Size == 0) { items.resize(50, MyItem()); for (int n = 0; n < items.Size; n++) { const int template_n = n % IM_ARRAYSIZE(template_items_names); MyItem& item = items[n]; item.ID = n; item.Name = template_items_names[template_n]; item.Quantity = (n * n - n) % 20; // Assign default quantities } } // Options static ImGuiTableFlags flags = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Sortable | ImGuiTableFlags_SortMulti | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_ScrollY; PushStyleCompact(); ImGui::CheckboxFlags("ImGuiTableFlags_SortMulti", &flags, ImGuiTableFlags_SortMulti); ImGui::SameLine(); HelpMarker("When sorting is enabled: hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1)."); ImGui::CheckboxFlags("ImGuiTableFlags_SortTristate", &flags, ImGuiTableFlags_SortTristate); ImGui::SameLine(); HelpMarker("When sorting is enabled: allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0)."); PopStyleCompact(); if (ImGui::BeginTable("table_sorting", 4, flags, ImVec2(0.0f, TEXT_BASE_HEIGHT * 15), 0.0f)) { // Declare columns // We use the "user_id" parameter of TableSetupColumn() to specify a user id that will be stored in the sort specifications. // This is so our sort function can identify a column given our own identifier. We could also identify them based on their index! // Demonstrate using a mixture of flags among available sort-related flags: // - ImGuiTableColumnFlags_DefaultSort // - ImGuiTableColumnFlags_NoSort / ImGuiTableColumnFlags_NoSortAscending / ImGuiTableColumnFlags_NoSortDescending // - ImGuiTableColumnFlags_PreferSortAscending / ImGuiTableColumnFlags_PreferSortDescending ImGui::TableSetupColumn("ID", ImGuiTableColumnFlags_DefaultSort | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_ID); ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Name); ImGui::TableSetupColumn("Action", ImGuiTableColumnFlags_NoSort | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Action); ImGui::TableSetupColumn("Quantity", ImGuiTableColumnFlags_PreferSortDescending | ImGuiTableColumnFlags_WidthStretch, 0.0f, MyItemColumnID_Quantity); ImGui::TableSetupScrollFreeze(0, 1); // Make row always visible ImGui::TableHeadersRow(); // Sort our data if sort specs have been changed! if (ImGuiTableSortSpecs* sorts_specs = ImGui::TableGetSortSpecs()) if (sorts_specs->SpecsDirty) { MyItem::s_current_sort_specs = sorts_specs; // Store in variable accessible by the sort function. if (items.Size > 1) qsort(&items[0], (size_t)items.Size, sizeof(items[0]), MyItem::CompareWithSortSpecs); MyItem::s_current_sort_specs = NULL; sorts_specs->SpecsDirty = false; } // Demonstrate using clipper for large vertical lists ImGuiListClipper clipper; clipper.Begin(items.Size); while (clipper.Step()) for (int row_n = clipper.DisplayStart; row_n < clipper.DisplayEnd; row_n++) { // Display a data item MyItem* item = &items[row_n]; ImGui::PushID(item->ID); ImGui::TableNextRow(); ImGui::TableNextColumn(); ImGui::Text("%04d", item->ID); ImGui::TableNextColumn(); ImGui::TextUnformatted(item->Name); ImGui::TableNextColumn(); ImGui::SmallButton("None"); ImGui::TableNextColumn(); ImGui::Text("%d", item->Quantity); ImGui::PopID(); } ImGui::EndTable(); } ImGui::TreePop(); } // In this example we'll expose most table flags and settings. // For specific flags and settings refer to the corresponding section for more detailed explanation. // This section is mostly useful to experiment with combining certain flags or settings with each others. //ImGui::SetNextItemOpen(true, ImGuiCond_Once); // [DEBUG] if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); IMGUI_DEMO_MARKER("Tables/Advanced"); if (ImGui::TreeNode("Advanced")) { static ImGuiTableFlags flags = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Sortable | ImGuiTableFlags_SortMulti | ImGuiTableFlags_RowBg | ImGuiTableFlags_Borders | ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_SizingFixedFit; enum ContentsType { CT_Text, CT_Button, CT_SmallButton, CT_FillButton, CT_Selectable, CT_SelectableSpanRow }; static int contents_type = CT_SelectableSpanRow; const char* contents_type_names[] = { "Text", "Button", "SmallButton", "FillButton", "Selectable", "Selectable (span row)" }; static int freeze_cols = 1; static int freeze_rows = 1; static int items_count = IM_ARRAYSIZE(template_items_names) * 2; static ImVec2 outer_size_value = ImVec2(0.0f, TEXT_BASE_HEIGHT * 12); static float row_min_height = 0.0f; // Auto static float inner_width_with_scroll = 0.0f; // Auto-extend static bool outer_size_enabled = true; static bool show_headers = true; static bool show_wrapped_text = false; //static ImGuiTextFilter filter; //ImGui::SetNextItemOpen(true, ImGuiCond_Once); // FIXME-TABLE: Enabling this results in initial clipped first pass on table which tend to affects column sizing if (ImGui::TreeNode("Options")) { // Make the UI compact because there are so many fields PushStyleCompact(); ImGui::PushItemWidth(TEXT_BASE_WIDTH * 28.0f); if (ImGui::TreeNodeEx("Features:", ImGuiTreeNodeFlags_DefaultOpen)) { ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); ImGui::CheckboxFlags("ImGuiTableFlags_Reorderable", &flags, ImGuiTableFlags_Reorderable); ImGui::CheckboxFlags("ImGuiTableFlags_Hideable", &flags, ImGuiTableFlags_Hideable); ImGui::CheckboxFlags("ImGuiTableFlags_Sortable", &flags, ImGuiTableFlags_Sortable); ImGui::CheckboxFlags("ImGuiTableFlags_NoSavedSettings", &flags, ImGuiTableFlags_NoSavedSettings); ImGui::CheckboxFlags("ImGuiTableFlags_ContextMenuInBody", &flags, ImGuiTableFlags_ContextMenuInBody); ImGui::TreePop(); } if (ImGui::TreeNodeEx("Decorations:", ImGuiTreeNodeFlags_DefaultOpen)) { ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags, ImGuiTableFlags_RowBg); ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags, ImGuiTableFlags_BordersV); ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags, ImGuiTableFlags_BordersOuterV); ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags, ImGuiTableFlags_BordersInnerV); ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags, ImGuiTableFlags_BordersH); ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterH", &flags, ImGuiTableFlags_BordersOuterH); ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerH", &flags, ImGuiTableFlags_BordersInnerH); ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body (borders will always appears in Headers"); ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags, ImGuiTableFlags_NoBordersInBodyUntilResize); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body until hovered for resize (borders will always appears in Headers)"); ImGui::TreePop(); } if (ImGui::TreeNodeEx("Sizing:", ImGuiTreeNodeFlags_DefaultOpen)) { EditTableSizingFlags(&flags); ImGui::SameLine(); HelpMarker("In the Advanced demo we override the policy of each column so those table-wide settings have less effect that typical."); ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags, ImGuiTableFlags_NoHostExtendX); ImGui::SameLine(); HelpMarker("Make outer width auto-fit to columns, overriding outer_size.x value.\n\nOnly available when ScrollX/ScrollY are disabled and Stretch columns are not used."); ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendY", &flags, ImGuiTableFlags_NoHostExtendY); ImGui::SameLine(); HelpMarker("Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit).\n\nOnly available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible."); ImGui::CheckboxFlags("ImGuiTableFlags_NoKeepColumnsVisible", &flags, ImGuiTableFlags_NoKeepColumnsVisible); ImGui::SameLine(); HelpMarker("Only available if ScrollX is disabled."); ImGui::CheckboxFlags("ImGuiTableFlags_PreciseWidths", &flags, ImGuiTableFlags_PreciseWidths); ImGui::SameLine(); HelpMarker("Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth."); ImGui::CheckboxFlags("ImGuiTableFlags_NoClip", &flags, ImGuiTableFlags_NoClip); ImGui::SameLine(); HelpMarker("Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with ScrollFreeze options."); ImGui::TreePop(); } if (ImGui::TreeNodeEx("Padding:", ImGuiTreeNodeFlags_DefaultOpen)) { ImGui::CheckboxFlags("ImGuiTableFlags_PadOuterX", &flags, ImGuiTableFlags_PadOuterX); ImGui::CheckboxFlags("ImGuiTableFlags_NoPadOuterX", &flags, ImGuiTableFlags_NoPadOuterX); ImGui::CheckboxFlags("ImGuiTableFlags_NoPadInnerX", &flags, ImGuiTableFlags_NoPadInnerX); ImGui::TreePop(); } if (ImGui::TreeNodeEx("Scrolling:", ImGuiTreeNodeFlags_DefaultOpen)) { ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags, ImGuiTableFlags_ScrollX); ImGui::SameLine(); ImGui::SetNextItemWidth(ImGui::GetFrameHeight()); ImGui::DragInt("freeze_cols", &freeze_cols, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput); ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); ImGui::SameLine(); ImGui::SetNextItemWidth(ImGui::GetFrameHeight()); ImGui::DragInt("freeze_rows", &freeze_rows, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput); ImGui::TreePop(); } if (ImGui::TreeNodeEx("Sorting:", ImGuiTreeNodeFlags_DefaultOpen)) { ImGui::CheckboxFlags("ImGuiTableFlags_SortMulti", &flags, ImGuiTableFlags_SortMulti); ImGui::SameLine(); HelpMarker("When sorting is enabled: hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1)."); ImGui::CheckboxFlags("ImGuiTableFlags_SortTristate", &flags, ImGuiTableFlags_SortTristate); ImGui::SameLine(); HelpMarker("When sorting is enabled: allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0)."); ImGui::TreePop(); } if (ImGui::TreeNodeEx("Other:", ImGuiTreeNodeFlags_DefaultOpen)) { ImGui::Checkbox("show_headers", &show_headers); ImGui::Checkbox("show_wrapped_text", &show_wrapped_text); ImGui::DragFloat2("##OuterSize", &outer_size_value.x); ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); ImGui::Checkbox("outer_size", &outer_size_enabled); ImGui::SameLine(); HelpMarker("If scrolling is disabled (ScrollX and ScrollY not set):\n" "- The table is output directly in the parent window.\n" "- OuterSize.x < 0.0f will right-align the table.\n" "- OuterSize.x = 0.0f will narrow fit the table unless there are any Stretch column.\n" "- OuterSize.y then becomes the minimum size for the table, which will extend vertically if there are more rows (unless NoHostExtendY is set)."); // From a user point of view we will tend to use 'inner_width' differently depending on whether our table is embedding scrolling. // To facilitate toying with this demo we will actually pass 0.0f to the BeginTable() when ScrollX is disabled. ImGui::DragFloat("inner_width (when ScrollX active)", &inner_width_with_scroll, 1.0f, 0.0f, FLT_MAX); ImGui::DragFloat("row_min_height", &row_min_height, 1.0f, 0.0f, FLT_MAX); ImGui::SameLine(); HelpMarker("Specify height of the Selectable item."); ImGui::DragInt("items_count", &items_count, 0.1f, 0, 9999); ImGui::Combo("items_type (first column)", &contents_type, contents_type_names, IM_ARRAYSIZE(contents_type_names)); //filter.Draw("filter"); ImGui::TreePop(); } ImGui::PopItemWidth(); PopStyleCompact(); ImGui::Spacing(); ImGui::TreePop(); } // Update item list if we changed the number of items static ImVector items; static ImVector selection; static bool items_need_sort = false; if (items.Size != items_count) { items.resize(items_count, MyItem()); for (int n = 0; n < items_count; n++) { const int template_n = n % IM_ARRAYSIZE(template_items_names); MyItem& item = items[n]; item.ID = n; item.Name = template_items_names[template_n]; item.Quantity = (template_n == 3) ? 10 : (template_n == 4) ? 20 : 0; // Assign default quantities } } const ImDrawList* parent_draw_list = ImGui::GetWindowDrawList(); const int parent_draw_list_draw_cmd_count = parent_draw_list->CmdBuffer.Size; ImVec2 table_scroll_cur, table_scroll_max; // For debug display const ImDrawList* table_draw_list = NULL; // " // Submit table const float inner_width_to_use = (flags & ImGuiTableFlags_ScrollX) ? inner_width_with_scroll : 0.0f; if (ImGui::BeginTable("table_advanced", 6, flags, outer_size_enabled ? outer_size_value : ImVec2(0, 0), inner_width_to_use)) { // Declare columns // We use the "user_id" parameter of TableSetupColumn() to specify a user id that will be stored in the sort specifications. // This is so our sort function can identify a column given our own identifier. We could also identify them based on their index! ImGui::TableSetupColumn("ID", ImGuiTableColumnFlags_DefaultSort | ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_NoHide, 0.0f, MyItemColumnID_ID); ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Name); ImGui::TableSetupColumn("Action", ImGuiTableColumnFlags_NoSort | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Action); ImGui::TableSetupColumn("Quantity", ImGuiTableColumnFlags_PreferSortDescending, 0.0f, MyItemColumnID_Quantity); ImGui::TableSetupColumn("Description", (flags & ImGuiTableFlags_NoHostExtendX) ? 0 : ImGuiTableColumnFlags_WidthStretch, 0.0f, MyItemColumnID_Description); ImGui::TableSetupColumn("Hidden", ImGuiTableColumnFlags_DefaultHide | ImGuiTableColumnFlags_NoSort); ImGui::TableSetupScrollFreeze(freeze_cols, freeze_rows); // Sort our data if sort specs have been changed! ImGuiTableSortSpecs* sorts_specs = ImGui::TableGetSortSpecs(); if (sorts_specs && sorts_specs->SpecsDirty) items_need_sort = true; if (sorts_specs && items_need_sort && items.Size > 1) { MyItem::s_current_sort_specs = sorts_specs; // Store in variable accessible by the sort function. qsort(&items[0], (size_t)items.Size, sizeof(items[0]), MyItem::CompareWithSortSpecs); MyItem::s_current_sort_specs = NULL; sorts_specs->SpecsDirty = false; } items_need_sort = false; // Take note of whether we are currently sorting based on the Quantity field, // we will use this to trigger sorting when we know the data of this column has been modified. const bool sorts_specs_using_quantity = (ImGui::TableGetColumnFlags(3) & ImGuiTableColumnFlags_IsSorted) != 0; // Show headers if (show_headers) ImGui::TableHeadersRow(); // Show data // FIXME-TABLE FIXME-NAV: How we can get decent up/down even though we have the buttons here? ImGui::PushButtonRepeat(true); #if 1 // Demonstrate using clipper for large vertical lists ImGuiListClipper clipper; clipper.Begin(items.Size); while (clipper.Step()) { for (int row_n = clipper.DisplayStart; row_n < clipper.DisplayEnd; row_n++) #else // Without clipper { for (int row_n = 0; row_n < items.Size; row_n++) #endif { MyItem* item = &items[row_n]; //if (!filter.PassFilter(item->Name)) // continue; const bool item_is_selected = selection.contains(item->ID); ImGui::PushID(item->ID); ImGui::TableNextRow(ImGuiTableRowFlags_None, row_min_height); // For the demo purpose we can select among different type of items submitted in the first column ImGui::TableSetColumnIndex(0); char label[32]; sprintf(label, "%04d", item->ID); if (contents_type == CT_Text) ImGui::TextUnformatted(label); else if (contents_type == CT_Button) ImGui::Button(label); else if (contents_type == CT_SmallButton) ImGui::SmallButton(label); else if (contents_type == CT_FillButton) ImGui::Button(label, ImVec2(-FLT_MIN, 0.0f)); else if (contents_type == CT_Selectable || contents_type == CT_SelectableSpanRow) { ImGuiSelectableFlags selectable_flags = (contents_type == CT_SelectableSpanRow) ? ImGuiSelectableFlags_SpanAllColumns | ImGuiSelectableFlags_AllowItemOverlap : ImGuiSelectableFlags_None; if (ImGui::Selectable(label, item_is_selected, selectable_flags, ImVec2(0, row_min_height))) { if (ImGui::GetIO().KeyCtrl) { if (item_is_selected) selection.find_erase_unsorted(item->ID); else selection.push_back(item->ID); } else { selection.clear(); selection.push_back(item->ID); } } } if (ImGui::TableSetColumnIndex(1)) ImGui::TextUnformatted(item->Name); // Here we demonstrate marking our data set as needing to be sorted again if we modified a quantity, // and we are currently sorting on the column showing the Quantity. // To avoid triggering a sort while holding the button, we only trigger it when the button has been released. // You will probably need a more advanced system in your code if you want to automatically sort when a specific entry changes. if (ImGui::TableSetColumnIndex(2)) { if (ImGui::SmallButton("Chop")) { item->Quantity += 1; } if (sorts_specs_using_quantity && ImGui::IsItemDeactivated()) { items_need_sort = true; } ImGui::SameLine(); if (ImGui::SmallButton("Eat")) { item->Quantity -= 1; } if (sorts_specs_using_quantity && ImGui::IsItemDeactivated()) { items_need_sort = true; } } if (ImGui::TableSetColumnIndex(3)) ImGui::Text("%d", item->Quantity); ImGui::TableSetColumnIndex(4); if (show_wrapped_text) ImGui::TextWrapped("Lorem ipsum dolor sit amet"); else ImGui::Text("Lorem ipsum dolor sit amet"); if (ImGui::TableSetColumnIndex(5)) ImGui::Text("1234"); ImGui::PopID(); } } ImGui::PopButtonRepeat(); // Store some info to display debug details below table_scroll_cur = ImVec2(ImGui::GetScrollX(), ImGui::GetScrollY()); table_scroll_max = ImVec2(ImGui::GetScrollMaxX(), ImGui::GetScrollMaxY()); table_draw_list = ImGui::GetWindowDrawList(); ImGui::EndTable(); } static bool show_debug_details = false; ImGui::Checkbox("Debug details", &show_debug_details); if (show_debug_details && table_draw_list) { ImGui::SameLine(0.0f, 0.0f); const int table_draw_list_draw_cmd_count = table_draw_list->CmdBuffer.Size; if (table_draw_list == parent_draw_list) ImGui::Text(": DrawCmd: +%d (in same window)", table_draw_list_draw_cmd_count - parent_draw_list_draw_cmd_count); else ImGui::Text(": DrawCmd: +%d (in child window), Scroll: (%.f/%.f) (%.f/%.f)", table_draw_list_draw_cmd_count - 1, table_scroll_cur.x, table_scroll_max.x, table_scroll_cur.y, table_scroll_max.y); } ImGui::TreePop(); } ImGui::PopID(); ShowDemoWindowColumns(); if (disable_indent) ImGui::PopStyleVar(); } // Demonstrate old/legacy Columns API! // [2020: Columns are under-featured and not maintained. Prefer using the more flexible and powerful BeginTable() API!] static void ShowDemoWindowColumns() { IMGUI_DEMO_MARKER("Columns (legacy API)"); bool open = ImGui::TreeNode("Legacy Columns API"); ImGui::SameLine(); HelpMarker("Columns() is an old API! Prefer using the more flexible and powerful BeginTable() API!"); if (!open) return; // Basic columns IMGUI_DEMO_MARKER("Columns (legacy API)/Basic"); if (ImGui::TreeNode("Basic")) { ImGui::Text("Without border:"); ImGui::Columns(3, "mycolumns3", false); // 3-ways, no border ImGui::Separator(); for (int n = 0; n < 14; n++) { char label[32]; sprintf(label, "Item %d", n); if (ImGui::Selectable(label)) {} //if (ImGui::Button(label, ImVec2(-FLT_MIN,0.0f))) {} ImGui::NextColumn(); } ImGui::Columns(1); ImGui::Separator(); ImGui::Text("With border:"); ImGui::Columns(4, "mycolumns"); // 4-ways, with border ImGui::Separator(); ImGui::Text("ID"); ImGui::NextColumn(); ImGui::Text("Name"); ImGui::NextColumn(); ImGui::Text("Path"); ImGui::NextColumn(); ImGui::Text("Hovered"); ImGui::NextColumn(); ImGui::Separator(); const char* names[3] = { "One", "Two", "Three" }; const char* paths[3] = { "/path/one", "/path/two", "/path/three" }; static int selected = -1; for (int i = 0; i < 3; i++) { char label[32]; sprintf(label, "%04d", i); if (ImGui::Selectable(label, selected == i, ImGuiSelectableFlags_SpanAllColumns)) selected = i; bool hovered = ImGui::IsItemHovered(); ImGui::NextColumn(); ImGui::Text(names[i]); ImGui::NextColumn(); ImGui::Text(paths[i]); ImGui::NextColumn(); ImGui::Text("%d", hovered); ImGui::NextColumn(); } ImGui::Columns(1); ImGui::Separator(); ImGui::TreePop(); } IMGUI_DEMO_MARKER("Columns (legacy API)/Borders"); if (ImGui::TreeNode("Borders")) { // NB: Future columns API should allow automatic horizontal borders. static bool h_borders = true; static bool v_borders = true; static int columns_count = 4; const int lines_count = 3; ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); ImGui::DragInt("##columns_count", &columns_count, 0.1f, 2, 10, "%d columns"); if (columns_count < 2) columns_count = 2; ImGui::SameLine(); ImGui::Checkbox("horizontal", &h_borders); ImGui::SameLine(); ImGui::Checkbox("vertical", &v_borders); ImGui::Columns(columns_count, NULL, v_borders); for (int i = 0; i < columns_count * lines_count; i++) { if (h_borders && ImGui::GetColumnIndex() == 0) ImGui::Separator(); ImGui::Text("%c%c%c", 'a' + i, 'a' + i, 'a' + i); ImGui::Text("Width %.2f", ImGui::GetColumnWidth()); ImGui::Text("Avail %.2f", ImGui::GetContentRegionAvail().x); ImGui::Text("Offset %.2f", ImGui::GetColumnOffset()); ImGui::Text("Long text that is likely to clip"); ImGui::Button("Button", ImVec2(-FLT_MIN, 0.0f)); ImGui::NextColumn(); } ImGui::Columns(1); if (h_borders) ImGui::Separator(); ImGui::TreePop(); } // Create multiple items in a same cell before switching to next column IMGUI_DEMO_MARKER("Columns (legacy API)/Mixed items"); if (ImGui::TreeNode("Mixed items")) { ImGui::Columns(3, "mixed"); ImGui::Separator(); ImGui::Text("Hello"); ImGui::Button("Banana"); ImGui::NextColumn(); ImGui::Text("ImGui"); ImGui::Button("Apple"); static float foo = 1.0f; ImGui::InputFloat("red", &foo, 0.05f, 0, "%.3f"); ImGui::Text("An extra line here."); ImGui::NextColumn(); ImGui::Text("Sailor"); ImGui::Button("Corniflower"); static float bar = 1.0f; ImGui::InputFloat("blue", &bar, 0.05f, 0, "%.3f"); ImGui::NextColumn(); if (ImGui::CollapsingHeader("Category A")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn(); if (ImGui::CollapsingHeader("Category B")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn(); if (ImGui::CollapsingHeader("Category C")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn(); ImGui::Columns(1); ImGui::Separator(); ImGui::TreePop(); } // Word wrapping IMGUI_DEMO_MARKER("Columns (legacy API)/Word-wrapping"); if (ImGui::TreeNode("Word-wrapping")) { ImGui::Columns(2, "word-wrapping"); ImGui::Separator(); ImGui::TextWrapped("The quick brown fox jumps over the lazy dog."); ImGui::TextWrapped("Hello Left"); ImGui::NextColumn(); ImGui::TextWrapped("The quick brown fox jumps over the lazy dog."); ImGui::TextWrapped("Hello Right"); ImGui::Columns(1); ImGui::Separator(); ImGui::TreePop(); } IMGUI_DEMO_MARKER("Columns (legacy API)/Horizontal Scrolling"); if (ImGui::TreeNode("Horizontal Scrolling")) { ImGui::SetNextWindowContentSize(ImVec2(1500.0f, 0.0f)); ImVec2 child_size = ImVec2(0, ImGui::GetFontSize() * 20.0f); ImGui::BeginChild("##ScrollingRegion", child_size, false, ImGuiWindowFlags_HorizontalScrollbar); ImGui::Columns(10); // Also demonstrate using clipper for large vertical lists int ITEMS_COUNT = 2000; ImGuiListClipper clipper; clipper.Begin(ITEMS_COUNT); while (clipper.Step()) { for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) for (int j = 0; j < 10; j++) { ImGui::Text("Line %d Column %d...", i, j); ImGui::NextColumn(); } } ImGui::Columns(1); ImGui::EndChild(); ImGui::TreePop(); } IMGUI_DEMO_MARKER("Columns (legacy API)/Tree"); if (ImGui::TreeNode("Tree")) { ImGui::Columns(2, "tree", true); for (int x = 0; x < 3; x++) { bool open1 = ImGui::TreeNode((void*)(intptr_t)x, "Node%d", x); ImGui::NextColumn(); ImGui::Text("Node contents"); ImGui::NextColumn(); if (open1) { for (int y = 0; y < 3; y++) { bool open2 = ImGui::TreeNode((void*)(intptr_t)y, "Node%d.%d", x, y); ImGui::NextColumn(); ImGui::Text("Node contents"); if (open2) { ImGui::Text("Even more contents"); if (ImGui::TreeNode("Tree in column")) { ImGui::Text("The quick brown fox jumps over the lazy dog"); ImGui::TreePop(); } } ImGui::NextColumn(); if (open2) ImGui::TreePop(); } ImGui::TreePop(); } } ImGui::Columns(1); ImGui::TreePop(); } ImGui::TreePop(); } namespace ImGui { extern ImGuiKeyData* GetKeyData(ImGuiKey key); } static void ShowDemoWindowMisc() { IMGUI_DEMO_MARKER("Filtering"); if (ImGui::CollapsingHeader("Filtering")) { // Helper class to easy setup a text filter. // You may want to implement a more feature-full filtering scheme in your own application. static ImGuiTextFilter filter; ImGui::Text("Filter usage:\n" " \"\" display all lines\n" " \"xxx\" display lines containing \"xxx\"\n" " \"xxx,yyy\" display lines containing \"xxx\" or \"yyy\"\n" " \"-xxx\" hide lines containing \"xxx\""); filter.Draw(); const char* lines[] = { "aaa1.c", "bbb1.c", "ccc1.c", "aaa2.cpp", "bbb2.cpp", "ccc2.cpp", "abc.h", "hello, world" }; for (int i = 0; i < IM_ARRAYSIZE(lines); i++) if (filter.PassFilter(lines[i])) ImGui::BulletText("%s", lines[i]); } IMGUI_DEMO_MARKER("Inputs, Navigation & Focus"); if (ImGui::CollapsingHeader("Inputs, Navigation & Focus")) { ImGuiIO& io = ImGui::GetIO(); // Display ImGuiIO output flags IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Output"); ImGui::SetNextItemOpen(true, ImGuiCond_Once); if (ImGui::TreeNode("Output")) { ImGui::Text("io.WantCaptureMouse: %d", io.WantCaptureMouse); ImGui::Text("io.WantCaptureMouseUnlessPopupClose: %d", io.WantCaptureMouseUnlessPopupClose); ImGui::Text("io.WantCaptureKeyboard: %d", io.WantCaptureKeyboard); ImGui::Text("io.WantTextInput: %d", io.WantTextInput); ImGui::Text("io.WantSetMousePos: %d", io.WantSetMousePos); ImGui::Text("io.NavActive: %d, io.NavVisible: %d", io.NavActive, io.NavVisible); ImGui::TreePop(); } // Display Mouse state IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Mouse State"); if (ImGui::TreeNode("Mouse State")) { if (ImGui::IsMousePosValid()) ImGui::Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y); else ImGui::Text("Mouse pos: "); ImGui::Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y); int count = IM_ARRAYSIZE(io.MouseDown); ImGui::Text("Mouse down:"); for (int i = 0; i < count; i++) if (ImGui::IsMouseDown(i)) { ImGui::SameLine(); ImGui::Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); } ImGui::Text("Mouse clicked:"); for (int i = 0; i < count; i++) if (ImGui::IsMouseClicked(i)) { ImGui::SameLine(); ImGui::Text("b%d (%d)", i, ImGui::GetMouseClickedCount(i)); } ImGui::Text("Mouse released:"); for (int i = 0; i < count; i++) if (ImGui::IsMouseReleased(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); } ImGui::Text("Mouse wheel: %.1f", io.MouseWheel); ImGui::Text("Pen Pressure: %.1f", io.PenPressure); // Note: currently unused ImGui::TreePop(); } // Display Keyboard/Mouse state IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Keyboard, Gamepad & Navigation State"); if (ImGui::TreeNode("Keyboard, Gamepad & Navigation State")) { // We iterate both legacy native range and named ImGuiKey ranges, which is a little odd but this allow displaying the data for old/new backends. // User code should never have to go through such hoops: old code may use native keycodes, new code may use ImGuiKey codes. #ifdef IMGUI_DISABLE_OBSOLETE_KEYIO struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } }; const ImGuiKey key_first = ImGuiKey_NamedKey_BEGIN; #else struct funcs { static bool IsLegacyNativeDupe(ImGuiKey key) { return key < 512 && ImGui::GetIO().KeyMap[key] != -1; } }; // Hide Native<>ImGuiKey duplicates when both exists in the array const ImGuiKey key_first = 0; //ImGui::Text("Legacy raw:"); for (ImGuiKey key = key_first; key < ImGuiKey_COUNT; key++) { if (io.KeysDown[key]) { ImGui::SameLine(); ImGui::Text("\"%s\" %d", ImGui::GetKeyName(key), key); } } #endif ImGui::Text("Keys down:"); for (ImGuiKey key = key_first; key < ImGuiKey_COUNT; key++) { if (funcs::IsLegacyNativeDupe(key)) continue; if (ImGui::IsKeyDown(key)) { ImGui::SameLine(); ImGui::Text("\"%s\" %d (%.02f secs)", ImGui::GetKeyName(key), key, ImGui::GetKeyData(key)->DownDuration); } } ImGui::Text("Keys pressed:"); for (ImGuiKey key = key_first; key < ImGuiKey_COUNT; key++) { if (funcs::IsLegacyNativeDupe(key)) continue; if (ImGui::IsKeyPressed(key)) { ImGui::SameLine(); ImGui::Text("\"%s\" %d", ImGui::GetKeyName(key), key); } } ImGui::Text("Keys released:"); for (ImGuiKey key = key_first; key < ImGuiKey_COUNT; key++) { if (funcs::IsLegacyNativeDupe(key)) continue; if (ImGui::IsKeyReleased(key)) { ImGui::SameLine(); ImGui::Text("\"%s\" %d", ImGui::GetKeyName(key), key); } } ImGui::Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : ""); ImGui::Text("Chars queue:"); for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; ImGui::SameLine(); ImGui::Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public. ImGui::Text("NavInputs down:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputs[i] > 0.0f) { ImGui::SameLine(); ImGui::Text("[%d] %.2f (%.02f secs)", i, io.NavInputs[i], io.NavInputsDownDuration[i]); } ImGui::Text("NavInputs pressed:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputsDownDuration[i] == 0.0f) { ImGui::SameLine(); ImGui::Text("[%d]", i); } // Draw an arbitrary US keyboard layout to visualize translated keys { const ImVec2 key_size = ImVec2(35.0f, 35.0f); const float key_rounding = 3.0f; const ImVec2 key_face_size = ImVec2(25.0f, 25.0f); const ImVec2 key_face_pos = ImVec2(5.0f, 3.0f); const float key_face_rounding = 2.0f; const ImVec2 key_label_pos = ImVec2(7.0f, 4.0f); const ImVec2 key_step = ImVec2(key_size.x - 1.0f, key_size.y - 1.0f); const float key_row_offset = 9.0f; ImVec2 board_min = ImGui::GetCursorScreenPos(); ImVec2 board_max = ImVec2(board_min.x + 3 * key_step.x + 2 * key_row_offset + 10.0f, board_min.y + 3 * key_step.y + 10.0f); ImVec2 start_pos = ImVec2(board_min.x + 5.0f - key_step.x, board_min.y); struct KeyLayoutData { int Row, Col; const char* Label; ImGuiKey Key; }; const KeyLayoutData keys_to_display[] = { { 0, 0, "", ImGuiKey_Tab }, { 0, 1, "Q", ImGuiKey_Q }, { 0, 2, "W", ImGuiKey_W }, { 0, 3, "E", ImGuiKey_E }, { 0, 4, "R", ImGuiKey_R }, { 1, 0, "", ImGuiKey_CapsLock }, { 1, 1, "A", ImGuiKey_A }, { 1, 2, "S", ImGuiKey_S }, { 1, 3, "D", ImGuiKey_D }, { 1, 4, "F", ImGuiKey_F }, { 2, 0, "", ImGuiKey_LeftShift },{ 2, 1, "Z", ImGuiKey_Z }, { 2, 2, "X", ImGuiKey_X }, { 2, 3, "C", ImGuiKey_C }, { 2, 4, "V", ImGuiKey_V } }; ImDrawList* draw_list = ImGui::GetWindowDrawList(); draw_list->PushClipRect(board_min, board_max, true); for (int n = 0; n < IM_ARRAYSIZE(keys_to_display); n++) { const KeyLayoutData* key_data = &keys_to_display[n]; ImVec2 key_min = ImVec2(start_pos.x + key_data->Col * key_step.x + key_data->Row * key_row_offset, start_pos.y + key_data->Row * key_step.y); ImVec2 key_max = ImVec2(key_min.x + key_size.x, key_min.y + key_size.y); draw_list->AddRectFilled(key_min, key_max, IM_COL32(204, 204, 204, 255), key_rounding); draw_list->AddRect(key_min, key_max, IM_COL32(24, 24, 24, 255), key_rounding); ImVec2 face_min = ImVec2(key_min.x + key_face_pos.x, key_min.y + key_face_pos.y); ImVec2 face_max = ImVec2(face_min.x + key_face_size.x, face_min.y + key_face_size.y); draw_list->AddRect(face_min, face_max, IM_COL32(193, 193, 193, 255), key_face_rounding, ImDrawFlags_None, 2.0f); draw_list->AddRectFilled(face_min, face_max, IM_COL32(252, 252, 252, 255), key_face_rounding); ImVec2 label_min = ImVec2(key_min.x + key_label_pos.x, key_min.y + key_label_pos.y); draw_list->AddText(label_min, IM_COL32(64, 64, 64, 255), key_data->Label); if (ImGui::IsKeyDown(key_data->Key)) draw_list->AddRectFilled(key_min, key_max, IM_COL32(255, 0, 0, 128), key_rounding); } draw_list->PopClipRect(); ImGui::Dummy(ImVec2(board_max.x - board_min.x, board_max.y - board_min.y)); } ImGui::TreePop(); } if (ImGui::TreeNode("Capture override")) { ImGui::Button("Hovering me sets the\nkeyboard capture flag"); if (ImGui::IsItemHovered()) ImGui::CaptureKeyboardFromApp(true); ImGui::SameLine(); ImGui::Button("Holding me clears the\nthe keyboard capture flag"); if (ImGui::IsItemActive()) ImGui::CaptureKeyboardFromApp(false); ImGui::TreePop(); } IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Tabbing"); if (ImGui::TreeNode("Tabbing")) { ImGui::Text("Use TAB/SHIFT+TAB to cycle through keyboard editable fields."); static char buf[32] = "hello"; ImGui::InputText("1", buf, IM_ARRAYSIZE(buf)); ImGui::InputText("2", buf, IM_ARRAYSIZE(buf)); ImGui::InputText("3", buf, IM_ARRAYSIZE(buf)); ImGui::PushAllowKeyboardFocus(false); ImGui::InputText("4 (tab skip)", buf, IM_ARRAYSIZE(buf)); ImGui::SameLine(); HelpMarker("Item won't be cycled through when using TAB or Shift+Tab."); ImGui::PopAllowKeyboardFocus(); ImGui::InputText("5", buf, IM_ARRAYSIZE(buf)); ImGui::TreePop(); } IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Focus from code"); if (ImGui::TreeNode("Focus from code")) { bool focus_1 = ImGui::Button("Focus on 1"); ImGui::SameLine(); bool focus_2 = ImGui::Button("Focus on 2"); ImGui::SameLine(); bool focus_3 = ImGui::Button("Focus on 3"); int has_focus = 0; static char buf[128] = "click on a button to set focus"; if (focus_1) ImGui::SetKeyboardFocusHere(); ImGui::InputText("1", buf, IM_ARRAYSIZE(buf)); if (ImGui::IsItemActive()) has_focus = 1; if (focus_2) ImGui::SetKeyboardFocusHere(); ImGui::InputText("2", buf, IM_ARRAYSIZE(buf)); if (ImGui::IsItemActive()) has_focus = 2; ImGui::PushAllowKeyboardFocus(false); if (focus_3) ImGui::SetKeyboardFocusHere(); ImGui::InputText("3 (tab skip)", buf, IM_ARRAYSIZE(buf)); if (ImGui::IsItemActive()) has_focus = 3; ImGui::SameLine(); HelpMarker("Item won't be cycled through when using TAB or Shift+Tab."); ImGui::PopAllowKeyboardFocus(); if (has_focus) ImGui::Text("Item with focus: %d", has_focus); else ImGui::Text("Item with focus: "); // Use >= 0 parameter to SetKeyboardFocusHere() to focus an upcoming item static float f3[3] = { 0.0f, 0.0f, 0.0f }; int focus_ahead = -1; if (ImGui::Button("Focus on X")) { focus_ahead = 0; } ImGui::SameLine(); if (ImGui::Button("Focus on Y")) { focus_ahead = 1; } ImGui::SameLine(); if (ImGui::Button("Focus on Z")) { focus_ahead = 2; } if (focus_ahead != -1) ImGui::SetKeyboardFocusHere(focus_ahead); ImGui::SliderFloat3("Float3", &f3[0], 0.0f, 1.0f); ImGui::TextWrapped("NB: Cursor & selection are preserved when refocusing last used item in code."); ImGui::TreePop(); } IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Dragging"); if (ImGui::TreeNode("Dragging")) { ImGui::TextWrapped("You can use ImGui::GetMouseDragDelta(0) to query for the dragged amount on any widget."); for (int button = 0; button < 3; button++) { ImGui::Text("IsMouseDragging(%d):", button); ImGui::Text(" w/ default threshold: %d,", ImGui::IsMouseDragging(button)); ImGui::Text(" w/ zero threshold: %d,", ImGui::IsMouseDragging(button, 0.0f)); ImGui::Text(" w/ large threshold: %d,", ImGui::IsMouseDragging(button, 20.0f)); } ImGui::Button("Drag Me"); if (ImGui::IsItemActive()) ImGui::GetForegroundDrawList()->AddLine(io.MouseClickedPos[0], io.MousePos, ImGui::GetColorU32(ImGuiCol_Button), 4.0f); // Draw a line between the button and the mouse cursor // Drag operations gets "unlocked" when the mouse has moved past a certain threshold // (the default threshold is stored in io.MouseDragThreshold). You can request a lower or higher // threshold using the second parameter of IsMouseDragging() and GetMouseDragDelta(). ImVec2 value_raw = ImGui::GetMouseDragDelta(0, 0.0f); ImVec2 value_with_lock_threshold = ImGui::GetMouseDragDelta(0); ImVec2 mouse_delta = io.MouseDelta; ImGui::Text("GetMouseDragDelta(0):"); ImGui::Text(" w/ default threshold: (%.1f, %.1f)", value_with_lock_threshold.x, value_with_lock_threshold.y); ImGui::Text(" w/ zero threshold: (%.1f, %.1f)", value_raw.x, value_raw.y); ImGui::Text("io.MouseDelta: (%.1f, %.1f)", mouse_delta.x, mouse_delta.y); ImGui::TreePop(); } IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Mouse cursors"); if (ImGui::TreeNode("Mouse cursors")) { const char* mouse_cursors_names[] = { "Arrow", "TextInput", "ResizeAll", "ResizeNS", "ResizeEW", "ResizeNESW", "ResizeNWSE", "Hand", "NotAllowed" }; IM_ASSERT(IM_ARRAYSIZE(mouse_cursors_names) == ImGuiMouseCursor_COUNT); ImGuiMouseCursor current = ImGui::GetMouseCursor(); ImGui::Text("Current mouse cursor = %d: %s", current, mouse_cursors_names[current]); ImGui::Text("Hover to see mouse cursors:"); ImGui::SameLine(); HelpMarker( "Your application can render a different mouse cursor based on what ImGui::GetMouseCursor() returns. " "If software cursor rendering (io.MouseDrawCursor) is set ImGui will draw the right cursor for you, " "otherwise your backend needs to handle it."); for (int i = 0; i < ImGuiMouseCursor_COUNT; i++) { char label[32]; sprintf(label, "Mouse cursor %d: %s", i, mouse_cursors_names[i]); ImGui::Bullet(); ImGui::Selectable(label, false); if (ImGui::IsItemHovered()) ImGui::SetMouseCursor(i); } ImGui::TreePop(); } } } //----------------------------------------------------------------------------- // [SECTION] About Window / ShowAboutWindow() // Access from Dear ImGui Demo -> Tools -> About //----------------------------------------------------------------------------- void ImGui::ShowAboutWindow(bool* p_open) { if (!ImGui::Begin("About Dear ImGui", p_open, ImGuiWindowFlags_AlwaysAutoResize)) { ImGui::End(); return; } IMGUI_DEMO_MARKER("Tools/About Dear ImGui"); ImGui::Text("Dear ImGui %s", ImGui::GetVersion()); ImGui::Separator(); ImGui::Text("By Omar Cornut and all Dear ImGui contributors."); ImGui::Text("Dear ImGui is licensed under the MIT License, see LICENSE for more information."); static bool show_config_info = false; ImGui::Checkbox("Config/Build Information", &show_config_info); if (show_config_info) { ImGuiIO& io = ImGui::GetIO(); ImGuiStyle& style = ImGui::GetStyle(); bool copy_to_clipboard = ImGui::Button("Copy to clipboard"); ImVec2 child_size = ImVec2(0, ImGui::GetTextLineHeightWithSpacing() * 18); ImGui::BeginChildFrame(ImGui::GetID("cfg_infos"), child_size, ImGuiWindowFlags_NoMove); if (copy_to_clipboard) { ImGui::LogToClipboard(); ImGui::LogText("```\n"); // Back quotes will make text appears without formatting when pasting on GitHub } ImGui::Text("Dear ImGui %s (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM); ImGui::Separator(); ImGui::Text("sizeof(size_t): %d, sizeof(ImDrawIdx): %d, sizeof(ImDrawVert): %d", (int)sizeof(size_t), (int)sizeof(ImDrawIdx), (int)sizeof(ImDrawVert)); ImGui::Text("define: __cplusplus=%d", (int)__cplusplus); #ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS ImGui::Text("define: IMGUI_DISABLE_OBSOLETE_FUNCTIONS"); #endif #ifdef IMGUI_DISABLE_OBSOLETE_KEYIO ImGui::Text("define: IMGUI_DISABLE_OBSOLETE_KEYIO"); #endif #ifdef IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS ImGui::Text("define: IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS"); #endif #ifdef IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS ImGui::Text("define: IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS"); #endif #ifdef IMGUI_DISABLE_WIN32_FUNCTIONS ImGui::Text("define: IMGUI_DISABLE_WIN32_FUNCTIONS"); #endif #ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS ImGui::Text("define: IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS"); #endif #ifdef IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS ImGui::Text("define: IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS"); #endif #ifdef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS ImGui::Text("define: IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS"); #endif #ifdef IMGUI_DISABLE_FILE_FUNCTIONS ImGui::Text("define: IMGUI_DISABLE_FILE_FUNCTIONS"); #endif #ifdef IMGUI_DISABLE_DEFAULT_ALLOCATORS ImGui::Text("define: IMGUI_DISABLE_DEFAULT_ALLOCATORS"); #endif #ifdef IMGUI_USE_BGRA_PACKED_COLOR ImGui::Text("define: IMGUI_USE_BGRA_PACKED_COLOR"); #endif #ifdef _WIN32 ImGui::Text("define: _WIN32"); #endif #ifdef _WIN64 ImGui::Text("define: _WIN64"); #endif #ifdef __linux__ ImGui::Text("define: __linux__"); #endif #ifdef __APPLE__ ImGui::Text("define: __APPLE__"); #endif #ifdef _MSC_VER ImGui::Text("define: _MSC_VER=%d", _MSC_VER); #endif #ifdef _MSVC_LANG ImGui::Text("define: _MSVC_LANG=%d", (int)_MSVC_LANG); #endif #ifdef __MINGW32__ ImGui::Text("define: __MINGW32__"); #endif #ifdef __MINGW64__ ImGui::Text("define: __MINGW64__"); #endif #ifdef __GNUC__ ImGui::Text("define: __GNUC__=%d", (int)__GNUC__); #endif #ifdef __clang_version__ ImGui::Text("define: __clang_version__=%s", __clang_version__); #endif #ifdef IMGUI_HAS_VIEWPORT ImGui::Text("define: IMGUI_HAS_VIEWPORT"); #endif #ifdef IMGUI_HAS_DOCK ImGui::Text("define: IMGUI_HAS_DOCK"); #endif ImGui::Separator(); ImGui::Text("io.BackendPlatformName: %s", io.BackendPlatformName ? io.BackendPlatformName : "NULL"); ImGui::Text("io.BackendRendererName: %s", io.BackendRendererName ? io.BackendRendererName : "NULL"); ImGui::Text("io.ConfigFlags: 0x%08X", io.ConfigFlags); if (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) ImGui::Text(" NavEnableKeyboard"); if (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) ImGui::Text(" NavEnableGamepad"); if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) ImGui::Text(" NavEnableSetMousePos"); if (io.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard) ImGui::Text(" NavNoCaptureKeyboard"); if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) ImGui::Text(" NoMouse"); if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) ImGui::Text(" NoMouseCursorChange"); if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) ImGui::Text(" DockingEnable"); if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) ImGui::Text(" ViewportsEnable"); if (io.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports) ImGui::Text(" DpiEnableScaleViewports"); if (io.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ImGui::Text(" DpiEnableScaleFonts"); if (io.MouseDrawCursor) ImGui::Text("io.MouseDrawCursor"); if (io.ConfigViewportsNoAutoMerge) ImGui::Text("io.ConfigViewportsNoAutoMerge"); if (io.ConfigViewportsNoTaskBarIcon) ImGui::Text("io.ConfigViewportsNoTaskBarIcon"); if (io.ConfigViewportsNoDecoration) ImGui::Text("io.ConfigViewportsNoDecoration"); if (io.ConfigViewportsNoDefaultParent) ImGui::Text("io.ConfigViewportsNoDefaultParent"); if (io.ConfigDockingNoSplit) ImGui::Text("io.ConfigDockingNoSplit"); if (io.ConfigDockingWithShift) ImGui::Text("io.ConfigDockingWithShift"); if (io.ConfigDockingAlwaysTabBar) ImGui::Text("io.ConfigDockingAlwaysTabBar"); if (io.ConfigDockingTransparentPayload) ImGui::Text("io.ConfigDockingTransparentPayload"); if (io.ConfigMacOSXBehaviors) ImGui::Text("io.ConfigMacOSXBehaviors"); if (io.ConfigInputTextCursorBlink) ImGui::Text("io.ConfigInputTextCursorBlink"); if (io.ConfigWindowsResizeFromEdges) ImGui::Text("io.ConfigWindowsResizeFromEdges"); if (io.ConfigWindowsMoveFromTitleBarOnly) ImGui::Text("io.ConfigWindowsMoveFromTitleBarOnly"); if (io.ConfigMemoryCompactTimer >= 0.0f) ImGui::Text("io.ConfigMemoryCompactTimer = %.1f", io.ConfigMemoryCompactTimer); ImGui::Text("io.BackendFlags: 0x%08X", io.BackendFlags); if (io.BackendFlags & ImGuiBackendFlags_HasGamepad) ImGui::Text(" HasGamepad"); if (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) ImGui::Text(" HasMouseCursors"); if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos) ImGui::Text(" HasSetMousePos"); if (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) ImGui::Text(" PlatformHasViewports"); if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)ImGui::Text(" HasMouseHoveredViewport"); if (io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) ImGui::Text(" RendererHasVtxOffset"); if (io.BackendFlags & ImGuiBackendFlags_RendererHasViewports) ImGui::Text(" RendererHasViewports"); ImGui::Separator(); ImGui::Text("io.Fonts: %d fonts, Flags: 0x%08X, TexSize: %d,%d", io.Fonts->Fonts.Size, io.Fonts->Flags, io.Fonts->TexWidth, io.Fonts->TexHeight); ImGui::Text("io.DisplaySize: %.2f,%.2f", io.DisplaySize.x, io.DisplaySize.y); ImGui::Text("io.DisplayFramebufferScale: %.2f,%.2f", io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y); ImGui::Separator(); ImGui::Text("style.WindowPadding: %.2f,%.2f", style.WindowPadding.x, style.WindowPadding.y); ImGui::Text("style.WindowBorderSize: %.2f", style.WindowBorderSize); ImGui::Text("style.FramePadding: %.2f,%.2f", style.FramePadding.x, style.FramePadding.y); ImGui::Text("style.FrameRounding: %.2f", style.FrameRounding); ImGui::Text("style.FrameBorderSize: %.2f", style.FrameBorderSize); ImGui::Text("style.ItemSpacing: %.2f,%.2f", style.ItemSpacing.x, style.ItemSpacing.y); ImGui::Text("style.ItemInnerSpacing: %.2f,%.2f", style.ItemInnerSpacing.x, style.ItemInnerSpacing.y); if (copy_to_clipboard) { ImGui::LogText("\n```\n"); ImGui::LogFinish(); } ImGui::EndChildFrame(); } ImGui::End(); } //----------------------------------------------------------------------------- // [SECTION] Style Editor / ShowStyleEditor() //----------------------------------------------------------------------------- // - ShowFontSelector() // - ShowStyleSelector() // - ShowStyleEditor() //----------------------------------------------------------------------------- // Forward declare ShowFontAtlas() which isn't worth putting in public API yet namespace ImGui { IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas); } // Demo helper function to select among loaded fonts. // Here we use the regular BeginCombo()/EndCombo() api which is the more flexible one. void ImGui::ShowFontSelector(const char* label) { ImGuiIO& io = ImGui::GetIO(); ImFont* font_current = ImGui::GetFont(); if (ImGui::BeginCombo(label, font_current->GetDebugName())) { for (int n = 0; n < io.Fonts->Fonts.Size; n++) { ImFont* font = io.Fonts->Fonts[n]; ImGui::PushID((void*)font); if (ImGui::Selectable(font->GetDebugName(), font == font_current)) io.FontDefault = font; ImGui::PopID(); } ImGui::EndCombo(); } ImGui::SameLine(); HelpMarker( "- Load additional fonts with io.Fonts->AddFontFromFileTTF().\n" "- The font atlas is built when calling io.Fonts->GetTexDataAsXXXX() or io.Fonts->Build().\n" "- Read FAQ and docs/FONTS.md for more details.\n" "- If you need to add/remove fonts at runtime (e.g. for DPI change), do it before calling NewFrame()."); } // Demo helper function to select among default colors. See ShowStyleEditor() for more advanced options. // Here we use the simplified Combo() api that packs items into a single literal string. // Useful for quick combo boxes where the choices are known locally. bool ImGui::ShowStyleSelector(const char* label) { static int style_idx = -1; if (ImGui::Combo(label, &style_idx, "Dark\0Light\0Classic\0")) { switch (style_idx) { case 0: ImGui::StyleColorsDark(); break; case 1: ImGui::StyleColorsLight(); break; case 2: ImGui::StyleColorsClassic(); break; } return true; } return false; } void ImGui::ShowStyleEditor(ImGuiStyle* ref) { IMGUI_DEMO_MARKER("Tools/Style Editor"); // You can pass in a reference ImGuiStyle structure to compare to, revert to and save to // (without a reference style pointer, we will use one compared locally as a reference) ImGuiStyle& style = ImGui::GetStyle(); static ImGuiStyle ref_saved_style; // Default to using internal storage as reference static bool init = true; if (init && ref == NULL) ref_saved_style = style; init = false; if (ref == NULL) ref = &ref_saved_style; ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.50f); if (ImGui::ShowStyleSelector("Colors##Selector")) ref_saved_style = style; ImGui::ShowFontSelector("Fonts##Selector"); // Simplified Settings (expose floating-pointer border sizes as boolean representing 0.0f or 1.0f) if (ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f")) style.GrabRounding = style.FrameRounding; // Make GrabRounding always the same value as FrameRounding { bool border = (style.WindowBorderSize > 0.0f); if (ImGui::Checkbox("WindowBorder", &border)) { style.WindowBorderSize = border ? 1.0f : 0.0f; } } ImGui::SameLine(); { bool border = (style.FrameBorderSize > 0.0f); if (ImGui::Checkbox("FrameBorder", &border)) { style.FrameBorderSize = border ? 1.0f : 0.0f; } } ImGui::SameLine(); { bool border = (style.PopupBorderSize > 0.0f); if (ImGui::Checkbox("PopupBorder", &border)) { style.PopupBorderSize = border ? 1.0f : 0.0f; } } // Save/Revert button if (ImGui::Button("Save Ref")) *ref = ref_saved_style = style; ImGui::SameLine(); if (ImGui::Button("Revert Ref")) style = *ref; ImGui::SameLine(); HelpMarker( "Save/Revert in local non-persistent storage. Default Colors definition are not affected. " "Use \"Export\" below to save them somewhere."); ImGui::Separator(); if (ImGui::BeginTabBar("##tabs", ImGuiTabBarFlags_None)) { if (ImGui::BeginTabItem("Sizes")) { ImGui::Text("Main"); ImGui::SliderFloat2("WindowPadding", (float*)&style.WindowPadding, 0.0f, 20.0f, "%.0f"); ImGui::SliderFloat2("FramePadding", (float*)&style.FramePadding, 0.0f, 20.0f, "%.0f"); ImGui::SliderFloat2("CellPadding", (float*)&style.CellPadding, 0.0f, 20.0f, "%.0f"); ImGui::SliderFloat2("ItemSpacing", (float*)&style.ItemSpacing, 0.0f, 20.0f, "%.0f"); ImGui::SliderFloat2("ItemInnerSpacing", (float*)&style.ItemInnerSpacing, 0.0f, 20.0f, "%.0f"); ImGui::SliderFloat2("TouchExtraPadding", (float*)&style.TouchExtraPadding, 0.0f, 10.0f, "%.0f"); ImGui::SliderFloat("IndentSpacing", &style.IndentSpacing, 0.0f, 30.0f, "%.0f"); ImGui::SliderFloat("ScrollbarSize", &style.ScrollbarSize, 1.0f, 20.0f, "%.0f"); ImGui::SliderFloat("GrabMinSize", &style.GrabMinSize, 1.0f, 20.0f, "%.0f"); ImGui::Text("Borders"); ImGui::SliderFloat("WindowBorderSize", &style.WindowBorderSize, 0.0f, 1.0f, "%.0f"); ImGui::SliderFloat("ChildBorderSize", &style.ChildBorderSize, 0.0f, 1.0f, "%.0f"); ImGui::SliderFloat("PopupBorderSize", &style.PopupBorderSize, 0.0f, 1.0f, "%.0f"); ImGui::SliderFloat("FrameBorderSize", &style.FrameBorderSize, 0.0f, 1.0f, "%.0f"); ImGui::SliderFloat("TabBorderSize", &style.TabBorderSize, 0.0f, 1.0f, "%.0f"); ImGui::Text("Rounding"); ImGui::SliderFloat("WindowRounding", &style.WindowRounding, 0.0f, 12.0f, "%.0f"); ImGui::SliderFloat("ChildRounding", &style.ChildRounding, 0.0f, 12.0f, "%.0f"); ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f"); ImGui::SliderFloat("PopupRounding", &style.PopupRounding, 0.0f, 12.0f, "%.0f"); ImGui::SliderFloat("ScrollbarRounding", &style.ScrollbarRounding, 0.0f, 12.0f, "%.0f"); ImGui::SliderFloat("GrabRounding", &style.GrabRounding, 0.0f, 12.0f, "%.0f"); ImGui::SliderFloat("LogSliderDeadzone", &style.LogSliderDeadzone, 0.0f, 12.0f, "%.0f"); ImGui::SliderFloat("TabRounding", &style.TabRounding, 0.0f, 12.0f, "%.0f"); ImGui::Text("Alignment"); ImGui::SliderFloat2("WindowTitleAlign", (float*)&style.WindowTitleAlign, 0.0f, 1.0f, "%.2f"); int window_menu_button_position = style.WindowMenuButtonPosition + 1; if (ImGui::Combo("WindowMenuButtonPosition", (int*)&window_menu_button_position, "None\0Left\0Right\0")) style.WindowMenuButtonPosition = window_menu_button_position - 1; ImGui::Combo("ColorButtonPosition", (int*)&style.ColorButtonPosition, "Left\0Right\0"); ImGui::SliderFloat2("ButtonTextAlign", (float*)&style.ButtonTextAlign, 0.0f, 1.0f, "%.2f"); ImGui::SameLine(); HelpMarker("Alignment applies when a button is larger than its text content."); ImGui::SliderFloat2("SelectableTextAlign", (float*)&style.SelectableTextAlign, 0.0f, 1.0f, "%.2f"); ImGui::SameLine(); HelpMarker("Alignment applies when a selectable is larger than its text content."); ImGui::Text("Safe Area Padding"); ImGui::SameLine(); HelpMarker("Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured)."); ImGui::SliderFloat2("DisplaySafeAreaPadding", (float*)&style.DisplaySafeAreaPadding, 0.0f, 30.0f, "%.0f"); ImGui::EndTabItem(); } if (ImGui::BeginTabItem("Colors")) { static int output_dest = 0; static bool output_only_modified = true; if (ImGui::Button("Export")) { if (output_dest == 0) ImGui::LogToClipboard(); else ImGui::LogToTTY(); ImGui::LogText("ImVec4* colors = ImGui::GetStyle().Colors;" IM_NEWLINE); for (int i = 0; i < ImGuiCol_COUNT; i++) { const ImVec4& col = style.Colors[i]; const char* name = ImGui::GetStyleColorName(i); if (!output_only_modified || memcmp(&col, &ref->Colors[i], sizeof(ImVec4)) != 0) ImGui::LogText("colors[ImGuiCol_%s]%*s= ImVec4(%.2ff, %.2ff, %.2ff, %.2ff);" IM_NEWLINE, name, 23 - (int)strlen(name), "", col.x, col.y, col.z, col.w); } ImGui::LogFinish(); } ImGui::SameLine(); ImGui::SetNextItemWidth(120); ImGui::Combo("##output_type", &output_dest, "To Clipboard\0To TTY\0"); ImGui::SameLine(); ImGui::Checkbox("Only Modified Colors", &output_only_modified); static ImGuiTextFilter filter; filter.Draw("Filter colors", ImGui::GetFontSize() * 16); static ImGuiColorEditFlags alpha_flags = 0; if (ImGui::RadioButton("Opaque", alpha_flags == ImGuiColorEditFlags_None)) { alpha_flags = ImGuiColorEditFlags_None; } ImGui::SameLine(); if (ImGui::RadioButton("Alpha", alpha_flags == ImGuiColorEditFlags_AlphaPreview)) { alpha_flags = ImGuiColorEditFlags_AlphaPreview; } ImGui::SameLine(); if (ImGui::RadioButton("Both", alpha_flags == ImGuiColorEditFlags_AlphaPreviewHalf)) { alpha_flags = ImGuiColorEditFlags_AlphaPreviewHalf; } ImGui::SameLine(); HelpMarker( "In the color list:\n" "Left-click on color square to open color picker,\n" "Right-click to open edit options menu."); ImGui::BeginChild("##colors", ImVec2(0, 0), true, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar | ImGuiWindowFlags_NavFlattened); ImGui::PushItemWidth(-160); for (int i = 0; i < ImGuiCol_COUNT; i++) { const char* name = ImGui::GetStyleColorName(i); if (!filter.PassFilter(name)) continue; ImGui::PushID(i); ImGui::ColorEdit4("##color", (float*)&style.Colors[i], ImGuiColorEditFlags_AlphaBar | alpha_flags); if (memcmp(&style.Colors[i], &ref->Colors[i], sizeof(ImVec4)) != 0) { // Tips: in a real user application, you may want to merge and use an icon font into the main font, // so instead of "Save"/"Revert" you'd use icons! // Read the FAQ and docs/FONTS.md about using icon fonts. It's really easy and super convenient! ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Save")) { ref->Colors[i] = style.Colors[i]; } ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Revert")) { style.Colors[i] = ref->Colors[i]; } } ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); ImGui::TextUnformatted(name); ImGui::PopID(); } ImGui::PopItemWidth(); ImGui::EndChild(); ImGui::EndTabItem(); } if (ImGui::BeginTabItem("Fonts")) { ImGuiIO& io = ImGui::GetIO(); ImFontAtlas* atlas = io.Fonts; HelpMarker("Read FAQ and docs/FONTS.md for details on font loading."); ImGui::ShowFontAtlas(atlas); // Post-baking font scaling. Note that this is NOT the nice way of scaling fonts, read below. // (we enforce hard clamping manually as by default DragFloat/SliderFloat allows CTRL+Click text to get out of bounds). const float MIN_SCALE = 0.3f; const float MAX_SCALE = 2.0f; HelpMarker( "Those are old settings provided for convenience.\n" "However, the _correct_ way of scaling your UI is currently to reload your font at the designed size, " "rebuild the font atlas, and call style.ScaleAllSizes() on a reference ImGuiStyle structure.\n" "Using those settings here will give you poor quality results."); static float window_scale = 1.0f; ImGui::PushItemWidth(ImGui::GetFontSize() * 8); if (ImGui::DragFloat("window scale", &window_scale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp)) // Scale only this window ImGui::SetWindowFontScale(window_scale); ImGui::DragFloat("global scale", &io.FontGlobalScale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp); // Scale everything ImGui::PopItemWidth(); ImGui::EndTabItem(); } if (ImGui::BeginTabItem("Rendering")) { ImGui::Checkbox("Anti-aliased lines", &style.AntiAliasedLines); ImGui::SameLine(); HelpMarker("When disabling anti-aliasing lines, you'll probably want to disable borders in your style as well."); ImGui::Checkbox("Anti-aliased lines use texture", &style.AntiAliasedLinesUseTex); ImGui::SameLine(); HelpMarker("Faster lines using texture data. Require backend to render with bilinear filtering (not point/nearest filtering)."); ImGui::Checkbox("Anti-aliased fill", &style.AntiAliasedFill); ImGui::PushItemWidth(ImGui::GetFontSize() * 8); ImGui::DragFloat("Curve Tessellation Tolerance", &style.CurveTessellationTol, 0.02f, 0.10f, 10.0f, "%.2f"); if (style.CurveTessellationTol < 0.10f) style.CurveTessellationTol = 0.10f; // When editing the "Circle Segment Max Error" value, draw a preview of its effect on auto-tessellated circles. ImGui::DragFloat("Circle Tessellation Max Error", &style.CircleTessellationMaxError , 0.005f, 0.10f, 5.0f, "%.2f", ImGuiSliderFlags_AlwaysClamp); if (ImGui::IsItemActive()) { ImGui::SetNextWindowPos(ImGui::GetCursorScreenPos()); ImGui::BeginTooltip(); ImGui::TextUnformatted("(R = radius, N = number of segments)"); ImGui::Spacing(); ImDrawList* draw_list = ImGui::GetWindowDrawList(); const float min_widget_width = ImGui::CalcTextSize("N: MMM\nR: MMM").x; for (int n = 0; n < 8; n++) { const float RAD_MIN = 5.0f; const float RAD_MAX = 70.0f; const float rad = RAD_MIN + (RAD_MAX - RAD_MIN) * (float)n / (8.0f - 1.0f); ImGui::BeginGroup(); ImGui::Text("R: %.f\nN: %d", rad, draw_list->_CalcCircleAutoSegmentCount(rad)); const float canvas_width = IM_MAX(min_widget_width, rad * 2.0f); const float offset_x = floorf(canvas_width * 0.5f); const float offset_y = floorf(RAD_MAX); const ImVec2 p1 = ImGui::GetCursorScreenPos(); draw_list->AddCircle(ImVec2(p1.x + offset_x, p1.y + offset_y), rad, ImGui::GetColorU32(ImGuiCol_Text)); ImGui::Dummy(ImVec2(canvas_width, RAD_MAX * 2)); /* const ImVec2 p2 = ImGui::GetCursorScreenPos(); draw_list->AddCircleFilled(ImVec2(p2.x + offset_x, p2.y + offset_y), rad, ImGui::GetColorU32(ImGuiCol_Text)); ImGui::Dummy(ImVec2(canvas_width, RAD_MAX * 2)); */ ImGui::EndGroup(); ImGui::SameLine(); } ImGui::EndTooltip(); } ImGui::SameLine(); HelpMarker("When drawing circle primitives with \"num_segments == 0\" tesselation will be calculated automatically."); ImGui::DragFloat("Global Alpha", &style.Alpha, 0.005f, 0.20f, 1.0f, "%.2f"); // Not exposing zero here so user doesn't "lose" the UI (zero alpha clips all widgets). But application code could have a toggle to switch between zero and non-zero. ImGui::DragFloat("Disabled Alpha", &style.DisabledAlpha, 0.005f, 0.0f, 1.0f, "%.2f"); ImGui::SameLine(); HelpMarker("Additional alpha multiplier for disabled items (multiply over current value of Alpha)."); ImGui::PopItemWidth(); ImGui::EndTabItem(); } ImGui::EndTabBar(); } ImGui::PopItemWidth(); } //----------------------------------------------------------------------------- // [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar() //----------------------------------------------------------------------------- // - ShowExampleAppMainMenuBar() // - ShowExampleMenuFile() //----------------------------------------------------------------------------- // Demonstrate creating a "main" fullscreen menu bar and populating it. // Note the difference between BeginMainMenuBar() and BeginMenuBar(): // - BeginMenuBar() = menu-bar inside current window (which needs the ImGuiWindowFlags_MenuBar flag!) // - BeginMainMenuBar() = helper to create menu-bar-sized window at the top of the main viewport + call BeginMenuBar() into it. static void ShowExampleAppMainMenuBar() { if (ImGui::BeginMainMenuBar()) { if (ImGui::BeginMenu("File")) { ShowExampleMenuFile(); ImGui::EndMenu(); } if (ImGui::BeginMenu("Edit")) { if (ImGui::MenuItem("Undo", "CTRL+Z")) {} if (ImGui::MenuItem("Redo", "CTRL+Y", false, false)) {} // Disabled item ImGui::Separator(); if (ImGui::MenuItem("Cut", "CTRL+X")) {} if (ImGui::MenuItem("Copy", "CTRL+C")) {} if (ImGui::MenuItem("Paste", "CTRL+V")) {} ImGui::EndMenu(); } ImGui::EndMainMenuBar(); } } // Note that shortcuts are currently provided for display only // (future version will add explicit flags to BeginMenu() to request processing shortcuts) static void ShowExampleMenuFile() { IMGUI_DEMO_MARKER("Examples/Menu"); ImGui::MenuItem("(demo menu)", NULL, false, false); if (ImGui::MenuItem("New")) {} if (ImGui::MenuItem("Open", "Ctrl+O")) {} if (ImGui::BeginMenu("Open Recent")) { ImGui::MenuItem("fish_hat.c"); ImGui::MenuItem("fish_hat.inl"); ImGui::MenuItem("fish_hat.h"); if (ImGui::BeginMenu("More..")) { ImGui::MenuItem("Hello"); ImGui::MenuItem("Sailor"); if (ImGui::BeginMenu("Recurse..")) { ShowExampleMenuFile(); ImGui::EndMenu(); } ImGui::EndMenu(); } ImGui::EndMenu(); } if (ImGui::MenuItem("Save", "Ctrl+S")) {} if (ImGui::MenuItem("Save As..")) {} ImGui::Separator(); IMGUI_DEMO_MARKER("Examples/Menu/Options"); if (ImGui::BeginMenu("Options")) { static bool enabled = true; ImGui::MenuItem("Enabled", "", &enabled); ImGui::BeginChild("child", ImVec2(0, 60), true); for (int i = 0; i < 10; i++) ImGui::Text("Scrolling Text %d", i); ImGui::EndChild(); static float f = 0.5f; static int n = 0; ImGui::SliderFloat("Value", &f, 0.0f, 1.0f); ImGui::InputFloat("Input", &f, 0.1f); ImGui::Combo("Combo", &n, "Yes\0No\0Maybe\0\0"); ImGui::EndMenu(); } IMGUI_DEMO_MARKER("Examples/Menu/Colors"); if (ImGui::BeginMenu("Colors")) { float sz = ImGui::GetTextLineHeight(); for (int i = 0; i < ImGuiCol_COUNT; i++) { const char* name = ImGui::GetStyleColorName((ImGuiCol)i); ImVec2 p = ImGui::GetCursorScreenPos(); ImGui::GetWindowDrawList()->AddRectFilled(p, ImVec2(p.x + sz, p.y + sz), ImGui::GetColorU32((ImGuiCol)i)); ImGui::Dummy(ImVec2(sz, sz)); ImGui::SameLine(); ImGui::MenuItem(name); } ImGui::EndMenu(); } // Here we demonstrate appending again to the "Options" menu (which we already created above) // Of course in this demo it is a little bit silly that this function calls BeginMenu("Options") twice. // In a real code-base using it would make senses to use this feature from very different code locations. if (ImGui::BeginMenu("Options")) // <-- Append! { IMGUI_DEMO_MARKER("Examples/Menu/Append to an existing menu"); static bool b = true; ImGui::Checkbox("SomeOption", &b); ImGui::EndMenu(); } if (ImGui::BeginMenu("Disabled", false)) // Disabled { IM_ASSERT(0); } if (ImGui::MenuItem("Checked", NULL, true)) {} if (ImGui::MenuItem("Quit", "Alt+F4")) {} } //----------------------------------------------------------------------------- // [SECTION] Example App: Debug Console / ShowExampleAppConsole() //----------------------------------------------------------------------------- // Demonstrate creating a simple console window, with scrolling, filtering, completion and history. // For the console example, we are using a more C++ like approach of declaring a class to hold both data and functions. struct ExampleAppConsole { char InputBuf[256]; ImVector Items; ImVector Commands; ImVector History; int HistoryPos; // -1: new line, 0..History.Size-1 browsing history. ImGuiTextFilter Filter; bool AutoScroll; bool ScrollToBottom; ExampleAppConsole() { IMGUI_DEMO_MARKER("Examples/Console"); ClearLog(); memset(InputBuf, 0, sizeof(InputBuf)); HistoryPos = -1; // "CLASSIFY" is here to provide the test case where "C"+[tab] completes to "CL" and display multiple matches. Commands.push_back("HELP"); Commands.push_back("HISTORY"); Commands.push_back("CLEAR"); Commands.push_back("CLASSIFY"); AutoScroll = true; ScrollToBottom = false; AddLog("Welcome to Dear ImGui!"); } ~ExampleAppConsole() { ClearLog(); for (int i = 0; i < History.Size; i++) free(History[i]); } // Portable helpers static int Stricmp(const char* s1, const char* s2) { int d; while ((d = toupper(*s2) - toupper(*s1)) == 0 && *s1) { s1++; s2++; } return d; } static int Strnicmp(const char* s1, const char* s2, int n) { int d = 0; while (n > 0 && (d = toupper(*s2) - toupper(*s1)) == 0 && *s1) { s1++; s2++; n--; } return d; } static char* Strdup(const char* s) { IM_ASSERT(s); size_t len = strlen(s) + 1; void* buf = malloc(len); IM_ASSERT(buf); return (char*)memcpy(buf, (const void*)s, len); } static void Strtrim(char* s) { char* str_end = s + strlen(s); while (str_end > s && str_end[-1] == ' ') str_end--; *str_end = 0; } void ClearLog() { for (int i = 0; i < Items.Size; i++) free(Items[i]); Items.clear(); } void AddLog(const char* fmt, ...) IM_FMTARGS(2) { // FIXME-OPT char buf[1024]; va_list args; va_start(args, fmt); vsnprintf(buf, IM_ARRAYSIZE(buf), fmt, args); buf[IM_ARRAYSIZE(buf)-1] = 0; va_end(args); Items.push_back(Strdup(buf)); } void Draw(const char* title, bool* p_open) { ImGui::SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver); if (!ImGui::Begin(title, p_open)) { ImGui::End(); return; } // As a specific feature guaranteed by the library, after calling Begin() the last Item represent the title bar. // So e.g. IsItemHovered() will return true when hovering the title bar. // Here we create a context menu only available from the title bar. if (ImGui::BeginPopupContextItem()) { if (ImGui::MenuItem("Close Console")) *p_open = false; ImGui::EndPopup(); } ImGui::TextWrapped( "This example implements a console with basic coloring, completion (TAB key) and history (Up/Down keys). A more elaborate " "implementation may want to store entries along with extra data such as timestamp, emitter, etc."); ImGui::TextWrapped("Enter 'HELP' for help."); // TODO: display items starting from the bottom if (ImGui::SmallButton("Add Debug Text")) { AddLog("%d some text", Items.Size); AddLog("some more text"); AddLog("display very important message here!"); } ImGui::SameLine(); if (ImGui::SmallButton("Add Debug Error")) { AddLog("[error] something went wrong"); } ImGui::SameLine(); if (ImGui::SmallButton("Clear")) { ClearLog(); } ImGui::SameLine(); bool copy_to_clipboard = ImGui::SmallButton("Copy"); //static float t = 0.0f; if (ImGui::GetTime() - t > 0.02f) { t = ImGui::GetTime(); AddLog("Spam %f", t); } ImGui::Separator(); // Options menu if (ImGui::BeginPopup("Options")) { ImGui::Checkbox("Auto-scroll", &AutoScroll); ImGui::EndPopup(); } // Options, Filter if (ImGui::Button("Options")) ImGui::OpenPopup("Options"); ImGui::SameLine(); Filter.Draw("Filter (\"incl,-excl\") (\"error\")", 180); ImGui::Separator(); // Reserve enough left-over height for 1 separator + 1 input text const float footer_height_to_reserve = ImGui::GetStyle().ItemSpacing.y + ImGui::GetFrameHeightWithSpacing(); ImGui::BeginChild("ScrollingRegion", ImVec2(0, -footer_height_to_reserve), false, ImGuiWindowFlags_HorizontalScrollbar); if (ImGui::BeginPopupContextWindow()) { if (ImGui::Selectable("Clear")) ClearLog(); ImGui::EndPopup(); } // Display every line as a separate entry so we can change their color or add custom widgets. // If you only want raw text you can use ImGui::TextUnformatted(log.begin(), log.end()); // NB- if you have thousands of entries this approach may be too inefficient and may require user-side clipping // to only process visible items. The clipper will automatically measure the height of your first item and then // "seek" to display only items in the visible area. // To use the clipper we can replace your standard loop: // for (int i = 0; i < Items.Size; i++) // With: // ImGuiListClipper clipper; // clipper.Begin(Items.Size); // while (clipper.Step()) // for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) // - That your items are evenly spaced (same height) // - That you have cheap random access to your elements (you can access them given their index, // without processing all the ones before) // You cannot this code as-is if a filter is active because it breaks the 'cheap random-access' property. // We would need random-access on the post-filtered list. // A typical application wanting coarse clipping and filtering may want to pre-compute an array of indices // or offsets of items that passed the filtering test, recomputing this array when user changes the filter, // and appending newly elements as they are inserted. This is left as a task to the user until we can manage // to improve this example code! // If your items are of variable height: // - Split them into same height items would be simpler and facilitate random-seeking into your list. // - Consider using manual call to IsRectVisible() and skipping extraneous decoration from your items. ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(4, 1)); // Tighten spacing if (copy_to_clipboard) ImGui::LogToClipboard(); for (int i = 0; i < Items.Size; i++) { const char* item = Items[i]; if (!Filter.PassFilter(item)) continue; // Normally you would store more information in your item than just a string. // (e.g. make Items[] an array of structure, store color/type etc.) ImVec4 color; bool has_color = false; if (strstr(item, "[error]")) { color = ImVec4(1.0f, 0.4f, 0.4f, 1.0f); has_color = true; } else if (strncmp(item, "# ", 2) == 0) { color = ImVec4(1.0f, 0.8f, 0.6f, 1.0f); has_color = true; } if (has_color) ImGui::PushStyleColor(ImGuiCol_Text, color); ImGui::TextUnformatted(item); if (has_color) ImGui::PopStyleColor(); } if (copy_to_clipboard) ImGui::LogFinish(); if (ScrollToBottom || (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY())) ImGui::SetScrollHereY(1.0f); ScrollToBottom = false; ImGui::PopStyleVar(); ImGui::EndChild(); ImGui::Separator(); // Command-line bool reclaim_focus = false; ImGuiInputTextFlags input_text_flags = ImGuiInputTextFlags_EnterReturnsTrue | ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory; if (ImGui::InputText("Input", InputBuf, IM_ARRAYSIZE(InputBuf), input_text_flags, &TextEditCallbackStub, (void*)this)) { char* s = InputBuf; Strtrim(s); if (s[0]) ExecCommand(s); strcpy(s, ""); reclaim_focus = true; } // Auto-focus on window apparition ImGui::SetItemDefaultFocus(); if (reclaim_focus) ImGui::SetKeyboardFocusHere(-1); // Auto focus previous widget ImGui::End(); } void ExecCommand(const char* command_line) { AddLog("# %s\n", command_line); // Insert into history. First find match and delete it so it can be pushed to the back. // This isn't trying to be smart or optimal. HistoryPos = -1; for (int i = History.Size - 1; i >= 0; i--) if (Stricmp(History[i], command_line) == 0) { free(History[i]); History.erase(History.begin() + i); break; } History.push_back(Strdup(command_line)); // Process command if (Stricmp(command_line, "CLEAR") == 0) { ClearLog(); } else if (Stricmp(command_line, "HELP") == 0) { AddLog("Commands:"); for (int i = 0; i < Commands.Size; i++) AddLog("- %s", Commands[i]); } else if (Stricmp(command_line, "HISTORY") == 0) { int first = History.Size - 10; for (int i = first > 0 ? first : 0; i < History.Size; i++) AddLog("%3d: %s\n", i, History[i]); } else { AddLog("Unknown command: '%s'\n", command_line); } // On command input, we scroll to bottom even if AutoScroll==false ScrollToBottom = true; } // In C++11 you'd be better off using lambdas for this sort of forwarding callbacks static int TextEditCallbackStub(ImGuiInputTextCallbackData* data) { ExampleAppConsole* console = (ExampleAppConsole*)data->UserData; return console->TextEditCallback(data); } int TextEditCallback(ImGuiInputTextCallbackData* data) { //AddLog("cursor: %d, selection: %d-%d", data->CursorPos, data->SelectionStart, data->SelectionEnd); switch (data->EventFlag) { case ImGuiInputTextFlags_CallbackCompletion: { // Example of TEXT COMPLETION // Locate beginning of current word const char* word_end = data->Buf + data->CursorPos; const char* word_start = word_end; while (word_start > data->Buf) { const char c = word_start[-1]; if (c == ' ' || c == '\t' || c == ',' || c == ';') break; word_start--; } // Build a list of candidates ImVector candidates; for (int i = 0; i < Commands.Size; i++) if (Strnicmp(Commands[i], word_start, (int)(word_end - word_start)) == 0) candidates.push_back(Commands[i]); if (candidates.Size == 0) { // No match AddLog("No match for \"%.*s\"!\n", (int)(word_end - word_start), word_start); } else if (candidates.Size == 1) { // Single match. Delete the beginning of the word and replace it entirely so we've got nice casing. data->DeleteChars((int)(word_start - data->Buf), (int)(word_end - word_start)); data->InsertChars(data->CursorPos, candidates[0]); data->InsertChars(data->CursorPos, " "); } else { // Multiple matches. Complete as much as we can.. // So inputing "C"+Tab will complete to "CL" then display "CLEAR" and "CLASSIFY" as matches. int match_len = (int)(word_end - word_start); for (;;) { int c = 0; bool all_candidates_matches = true; for (int i = 0; i < candidates.Size && all_candidates_matches; i++) if (i == 0) c = toupper(candidates[i][match_len]); else if (c == 0 || c != toupper(candidates[i][match_len])) all_candidates_matches = false; if (!all_candidates_matches) break; match_len++; } if (match_len > 0) { data->DeleteChars((int)(word_start - data->Buf), (int)(word_end - word_start)); data->InsertChars(data->CursorPos, candidates[0], candidates[0] + match_len); } // List matches AddLog("Possible matches:\n"); for (int i = 0; i < candidates.Size; i++) AddLog("- %s\n", candidates[i]); } break; } case ImGuiInputTextFlags_CallbackHistory: { // Example of HISTORY const int prev_history_pos = HistoryPos; if (data->EventKey == ImGuiKey_UpArrow) { if (HistoryPos == -1) HistoryPos = History.Size - 1; else if (HistoryPos > 0) HistoryPos--; } else if (data->EventKey == ImGuiKey_DownArrow) { if (HistoryPos != -1) if (++HistoryPos >= History.Size) HistoryPos = -1; } // A better implementation would preserve the data on the current input line along with cursor position. if (prev_history_pos != HistoryPos) { const char* history_str = (HistoryPos >= 0) ? History[HistoryPos] : ""; data->DeleteChars(0, data->BufTextLen); data->InsertChars(0, history_str); } } } return 0; } }; static void ShowExampleAppConsole(bool* p_open) { static ExampleAppConsole console; console.Draw("Example: Console", p_open); } //----------------------------------------------------------------------------- // [SECTION] Example App: Debug Log / ShowExampleAppLog() //----------------------------------------------------------------------------- // Usage: // static ExampleAppLog my_log; // my_log.AddLog("Hello %d world\n", 123); // my_log.Draw("title"); struct ExampleAppLog { ImGuiTextBuffer Buf; ImGuiTextFilter Filter; ImVector LineOffsets; // Index to lines offset. We maintain this with AddLog() calls. bool AutoScroll; // Keep scrolling if already at the bottom. ExampleAppLog() { AutoScroll = true; Clear(); } void Clear() { Buf.clear(); LineOffsets.clear(); LineOffsets.push_back(0); } void AddLog(const char* fmt, ...) IM_FMTARGS(2) { int old_size = Buf.size(); va_list args; va_start(args, fmt); Buf.appendfv(fmt, args); va_end(args); for (int new_size = Buf.size(); old_size < new_size; old_size++) if (Buf[old_size] == '\n') LineOffsets.push_back(old_size + 1); } void Draw(const char* title, bool* p_open = NULL) { if (!ImGui::Begin(title, p_open)) { ImGui::End(); return; } // Options menu if (ImGui::BeginPopup("Options")) { ImGui::Checkbox("Auto-scroll", &AutoScroll); ImGui::EndPopup(); } // Main window if (ImGui::Button("Options")) ImGui::OpenPopup("Options"); ImGui::SameLine(); bool clear = ImGui::Button("Clear"); ImGui::SameLine(); bool copy = ImGui::Button("Copy"); ImGui::SameLine(); Filter.Draw("Filter", -100.0f); ImGui::Separator(); ImGui::BeginChild("scrolling", ImVec2(0, 0), false, ImGuiWindowFlags_HorizontalScrollbar); if (clear) Clear(); if (copy) ImGui::LogToClipboard(); ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); const char* buf = Buf.begin(); const char* buf_end = Buf.end(); if (Filter.IsActive()) { // In this example we don't use the clipper when Filter is enabled. // This is because we don't have a random access on the result on our filter. // A real application processing logs with ten of thousands of entries may want to store the result of // search/filter.. especially if the filtering function is not trivial (e.g. reg-exp). for (int line_no = 0; line_no < LineOffsets.Size; line_no++) { const char* line_start = buf + LineOffsets[line_no]; const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end; if (Filter.PassFilter(line_start, line_end)) ImGui::TextUnformatted(line_start, line_end); } } else { // The simplest and easy way to display the entire buffer: // ImGui::TextUnformatted(buf_begin, buf_end); // And it'll just work. TextUnformatted() has specialization for large blob of text and will fast-forward // to skip non-visible lines. Here we instead demonstrate using the clipper to only process lines that are // within the visible area. // If you have tens of thousands of items and their processing cost is non-negligible, coarse clipping them // on your side is recommended. Using ImGuiListClipper requires // - A) random access into your data // - B) items all being the same height, // both of which we can handle since we an array pointing to the beginning of each line of text. // When using the filter (in the block of code above) we don't have random access into the data to display // anymore, which is why we don't use the clipper. Storing or skimming through the search result would make // it possible (and would be recommended if you want to search through tens of thousands of entries). ImGuiListClipper clipper; clipper.Begin(LineOffsets.Size); while (clipper.Step()) { for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++) { const char* line_start = buf + LineOffsets[line_no]; const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end; ImGui::TextUnformatted(line_start, line_end); } } clipper.End(); } ImGui::PopStyleVar(); if (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY()) ImGui::SetScrollHereY(1.0f); ImGui::EndChild(); ImGui::End(); } }; // Demonstrate creating a simple log window with basic filtering. static void ShowExampleAppLog(bool* p_open) { static ExampleAppLog log; // For the demo: add a debug button _BEFORE_ the normal log window contents // We take advantage of a rarely used feature: multiple calls to Begin()/End() are appending to the _same_ window. // Most of the contents of the window will be added by the log.Draw() call. ImGui::SetNextWindowSize(ImVec2(500, 400), ImGuiCond_FirstUseEver); ImGui::Begin("Example: Log", p_open); IMGUI_DEMO_MARKER("Examples/Log"); if (ImGui::SmallButton("[Debug] Add 5 entries")) { static int counter = 0; const char* categories[3] = { "info", "warn", "error" }; const char* words[] = { "Bumfuzzled", "Cattywampus", "Snickersnee", "Abibliophobia", "Absquatulate", "Nincompoop", "Pauciloquent" }; for (int n = 0; n < 5; n++) { const char* category = categories[counter % IM_ARRAYSIZE(categories)]; const char* word = words[counter % IM_ARRAYSIZE(words)]; log.AddLog("[%05d] [%s] Hello, current time is %.1f, here's a word: '%s'\n", ImGui::GetFrameCount(), category, ImGui::GetTime(), word); counter++; } } ImGui::End(); // Actually call in the regular Log helper (which will Begin() into the same window as we just did) log.Draw("Example: Log", p_open); } //----------------------------------------------------------------------------- // [SECTION] Example App: Simple Layout / ShowExampleAppLayout() //----------------------------------------------------------------------------- // Demonstrate create a window with multiple child windows. static void ShowExampleAppLayout(bool* p_open) { ImGui::SetNextWindowSize(ImVec2(500, 440), ImGuiCond_FirstUseEver); if (ImGui::Begin("Example: Simple layout", p_open, ImGuiWindowFlags_MenuBar)) { IMGUI_DEMO_MARKER("Examples/Simple layout"); if (ImGui::BeginMenuBar()) { if (ImGui::BeginMenu("File")) { if (ImGui::MenuItem("Close")) *p_open = false; ImGui::EndMenu(); } ImGui::EndMenuBar(); } // Left static int selected = 0; { ImGui::BeginChild("left pane", ImVec2(150, 0), true); for (int i = 0; i < 100; i++) { // FIXME: Good candidate to use ImGuiSelectableFlags_SelectOnNav char label[128]; sprintf(label, "MyObject %d", i); if (ImGui::Selectable(label, selected == i)) selected = i; } ImGui::EndChild(); } ImGui::SameLine(); // Right { ImGui::BeginGroup(); ImGui::BeginChild("item view", ImVec2(0, -ImGui::GetFrameHeightWithSpacing())); // Leave room for 1 line below us ImGui::Text("MyObject: %d", selected); ImGui::Separator(); if (ImGui::BeginTabBar("##Tabs", ImGuiTabBarFlags_None)) { if (ImGui::BeginTabItem("Description")) { ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. "); ImGui::EndTabItem(); } if (ImGui::BeginTabItem("Details")) { ImGui::Text("ID: 0123456789"); ImGui::EndTabItem(); } ImGui::EndTabBar(); } ImGui::EndChild(); if (ImGui::Button("Revert")) {} ImGui::SameLine(); if (ImGui::Button("Save")) {} ImGui::EndGroup(); } } ImGui::End(); } //----------------------------------------------------------------------------- // [SECTION] Example App: Property Editor / ShowExampleAppPropertyEditor() //----------------------------------------------------------------------------- static void ShowPlaceholderObject(const char* prefix, int uid) { // Use object uid as identifier. Most commonly you could also use the object pointer as a base ID. ImGui::PushID(uid); // Text and Tree nodes are less high than framed widgets, using AlignTextToFramePadding() we add vertical spacing to make the tree lines equal high. ImGui::TableNextRow(); ImGui::TableSetColumnIndex(0); ImGui::AlignTextToFramePadding(); bool node_open = ImGui::TreeNode("Object", "%s_%u", prefix, uid); ImGui::TableSetColumnIndex(1); ImGui::Text("my sailor is rich"); if (node_open) { static float placeholder_members[8] = { 0.0f, 0.0f, 1.0f, 3.1416f, 100.0f, 999.0f }; for (int i = 0; i < 8; i++) { ImGui::PushID(i); // Use field index as identifier. if (i < 2) { ShowPlaceholderObject("Child", 424242); } else { // Here we use a TreeNode to highlight on hover (we could use e.g. Selectable as well) ImGui::TableNextRow(); ImGui::TableSetColumnIndex(0); ImGui::AlignTextToFramePadding(); ImGuiTreeNodeFlags flags = ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_Bullet; ImGui::TreeNodeEx("Field", flags, "Field_%d", i); ImGui::TableSetColumnIndex(1); ImGui::SetNextItemWidth(-FLT_MIN); if (i >= 5) ImGui::InputFloat("##value", &placeholder_members[i], 1.0f); else ImGui::DragFloat("##value", &placeholder_members[i], 0.01f); ImGui::NextColumn(); } ImGui::PopID(); } ImGui::TreePop(); } ImGui::PopID(); } // Demonstrate create a simple property editor. static void ShowExampleAppPropertyEditor(bool* p_open) { ImGui::SetNextWindowSize(ImVec2(430, 450), ImGuiCond_FirstUseEver); if (!ImGui::Begin("Example: Property editor", p_open)) { ImGui::End(); return; } IMGUI_DEMO_MARKER("Examples/Property Editor"); HelpMarker( "This example shows how you may implement a property editor using two columns.\n" "All objects/fields data are dummies here.\n" "Remember that in many simple cases, you can use ImGui::SameLine(xxx) to position\n" "your cursor horizontally instead of using the Columns() API."); ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2, 2)); if (ImGui::BeginTable("split", 2, ImGuiTableFlags_BordersOuter | ImGuiTableFlags_Resizable)) { // Iterate placeholder objects (all the same data) for (int obj_i = 0; obj_i < 4; obj_i++) { ShowPlaceholderObject("Object", obj_i); //ImGui::Separator(); } ImGui::EndTable(); } ImGui::PopStyleVar(); ImGui::End(); } //----------------------------------------------------------------------------- // [SECTION] Example App: Long Text / ShowExampleAppLongText() //----------------------------------------------------------------------------- // Demonstrate/test rendering huge amount of text, and the incidence of clipping. static void ShowExampleAppLongText(bool* p_open) { ImGui::SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver); if (!ImGui::Begin("Example: Long text display", p_open)) { ImGui::End(); return; } IMGUI_DEMO_MARKER("Examples/Long text display"); static int test_type = 0; static ImGuiTextBuffer log; static int lines = 0; ImGui::Text("Printing unusually long amount of text."); ImGui::Combo("Test type", &test_type, "Single call to TextUnformatted()\0" "Multiple calls to Text(), clipped\0" "Multiple calls to Text(), not clipped (slow)\0"); ImGui::Text("Buffer contents: %d lines, %d bytes", lines, log.size()); if (ImGui::Button("Clear")) { log.clear(); lines = 0; } ImGui::SameLine(); if (ImGui::Button("Add 1000 lines")) { for (int i = 0; i < 1000; i++) log.appendf("%i The quick brown fox jumps over the lazy dog\n", lines + i); lines += 1000; } ImGui::BeginChild("Log"); switch (test_type) { case 0: // Single call to TextUnformatted() with a big buffer ImGui::TextUnformatted(log.begin(), log.end()); break; case 1: { // Multiple calls to Text(), manually coarsely clipped - demonstrate how to use the ImGuiListClipper helper. ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); ImGuiListClipper clipper; clipper.Begin(lines); while (clipper.Step()) for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) ImGui::Text("%i The quick brown fox jumps over the lazy dog", i); ImGui::PopStyleVar(); break; } case 2: // Multiple calls to Text(), not clipped (slow) ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); for (int i = 0; i < lines; i++) ImGui::Text("%i The quick brown fox jumps over the lazy dog", i); ImGui::PopStyleVar(); break; } ImGui::EndChild(); ImGui::End(); } //----------------------------------------------------------------------------- // [SECTION] Example App: Auto Resize / ShowExampleAppAutoResize() //----------------------------------------------------------------------------- // Demonstrate creating a window which gets auto-resized according to its content. static void ShowExampleAppAutoResize(bool* p_open) { if (!ImGui::Begin("Example: Auto-resizing window", p_open, ImGuiWindowFlags_AlwaysAutoResize)) { ImGui::End(); return; } IMGUI_DEMO_MARKER("Examples/Auto-resizing window"); static int lines = 10; ImGui::TextUnformatted( "Window will resize every-frame to the size of its content.\n" "Note that you probably don't want to query the window size to\n" "output your content because that would create a feedback loop."); ImGui::SliderInt("Number of lines", &lines, 1, 20); for (int i = 0; i < lines; i++) ImGui::Text("%*sThis is line %d", i * 4, "", i); // Pad with space to extend size horizontally ImGui::End(); } //----------------------------------------------------------------------------- // [SECTION] Example App: Constrained Resize / ShowExampleAppConstrainedResize() //----------------------------------------------------------------------------- // Demonstrate creating a window with custom resize constraints. static void ShowExampleAppConstrainedResize(bool* p_open) { struct CustomConstraints { // Helper functions to demonstrate programmatic constraints static void Square(ImGuiSizeCallbackData* data) { data->DesiredSize.x = data->DesiredSize.y = IM_MAX(data->DesiredSize.x, data->DesiredSize.y); } static void Step(ImGuiSizeCallbackData* data) { float step = (float)(int)(intptr_t)data->UserData; data->DesiredSize = ImVec2((int)(data->DesiredSize.x / step + 0.5f) * step, (int)(data->DesiredSize.y / step + 0.5f) * step); } }; const char* test_desc[] = { "Resize vertical only", "Resize horizontal only", "Width > 100, Height > 100", "Width 400-500", "Height 400-500", "Custom: Always Square", "Custom: Fixed Steps (100)", }; static bool auto_resize = false; static int type = 0; static int display_lines = 10; if (type == 0) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 0), ImVec2(-1, FLT_MAX)); // Vertical only if (type == 1) ImGui::SetNextWindowSizeConstraints(ImVec2(0, -1), ImVec2(FLT_MAX, -1)); // Horizontal only if (type == 2) ImGui::SetNextWindowSizeConstraints(ImVec2(100, 100), ImVec2(FLT_MAX, FLT_MAX)); // Width > 100, Height > 100 if (type == 3) ImGui::SetNextWindowSizeConstraints(ImVec2(400, -1), ImVec2(500, -1)); // Width 400-500 if (type == 4) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 400), ImVec2(-1, 500)); // Height 400-500 if (type == 5) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Square); // Always Square if (type == 6) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Step, (void*)(intptr_t)100); // Fixed Step ImGuiWindowFlags flags = auto_resize ? ImGuiWindowFlags_AlwaysAutoResize : 0; if (ImGui::Begin("Example: Constrained Resize", p_open, flags)) { IMGUI_DEMO_MARKER("Examples/Constrained Resizing window"); if (ImGui::IsWindowDocked()) ImGui::Text("Warning: Sizing Constraints won't work if the window is docked!"); if (ImGui::Button("200x200")) { ImGui::SetWindowSize(ImVec2(200, 200)); } ImGui::SameLine(); if (ImGui::Button("500x500")) { ImGui::SetWindowSize(ImVec2(500, 500)); } ImGui::SameLine(); if (ImGui::Button("800x200")) { ImGui::SetWindowSize(ImVec2(800, 200)); } ImGui::SetNextItemWidth(200); ImGui::Combo("Constraint", &type, test_desc, IM_ARRAYSIZE(test_desc)); ImGui::SetNextItemWidth(200); ImGui::DragInt("Lines", &display_lines, 0.2f, 1, 100); ImGui::Checkbox("Auto-resize", &auto_resize); for (int i = 0; i < display_lines; i++) ImGui::Text("%*sHello, sailor! Making this line long enough for the example.", i * 4, ""); } ImGui::End(); } //----------------------------------------------------------------------------- // [SECTION] Example App: Simple overlay / ShowExampleAppSimpleOverlay() //----------------------------------------------------------------------------- // Demonstrate creating a simple static window with no decoration // + a context-menu to choose which corner of the screen to use. static void ShowExampleAppSimpleOverlay(bool* p_open) { static int corner = 0; ImGuiIO& io = ImGui::GetIO(); ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoDocking | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav; if (corner != -1) { const float PAD = 10.0f; const ImGuiViewport* viewport = ImGui::GetMainViewport(); ImVec2 work_pos = viewport->WorkPos; // Use work area to avoid menu-bar/task-bar, if any! ImVec2 work_size = viewport->WorkSize; ImVec2 window_pos, window_pos_pivot; window_pos.x = (corner & 1) ? (work_pos.x + work_size.x - PAD) : (work_pos.x + PAD); window_pos.y = (corner & 2) ? (work_pos.y + work_size.y - PAD) : (work_pos.y + PAD); window_pos_pivot.x = (corner & 1) ? 1.0f : 0.0f; window_pos_pivot.y = (corner & 2) ? 1.0f : 0.0f; ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot); ImGui::SetNextWindowViewport(viewport->ID); window_flags |= ImGuiWindowFlags_NoMove; } ImGui::SetNextWindowBgAlpha(0.35f); // Transparent background if (ImGui::Begin("Example: Simple overlay", p_open, window_flags)) { IMGUI_DEMO_MARKER("Examples/Simple Overlay"); ImGui::Text("Simple overlay\n" "in the corner of the screen.\n" "(right-click to change position)"); ImGui::Separator(); if (ImGui::IsMousePosValid()) ImGui::Text("Mouse Position: (%.1f,%.1f)", io.MousePos.x, io.MousePos.y); else ImGui::Text("Mouse Position: "); if (ImGui::BeginPopupContextWindow()) { if (ImGui::MenuItem("Custom", NULL, corner == -1)) corner = -1; if (ImGui::MenuItem("Top-left", NULL, corner == 0)) corner = 0; if (ImGui::MenuItem("Top-right", NULL, corner == 1)) corner = 1; if (ImGui::MenuItem("Bottom-left", NULL, corner == 2)) corner = 2; if (ImGui::MenuItem("Bottom-right", NULL, corner == 3)) corner = 3; if (p_open && ImGui::MenuItem("Close")) *p_open = false; ImGui::EndPopup(); } } ImGui::End(); } //----------------------------------------------------------------------------- // [SECTION] Example App: Fullscreen window / ShowExampleAppFullscreen() //----------------------------------------------------------------------------- // Demonstrate creating a window covering the entire screen/viewport static void ShowExampleAppFullscreen(bool* p_open) { static bool use_work_area = true; static ImGuiWindowFlags flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings; // We demonstrate using the full viewport area or the work area (without menu-bars, task-bars etc.) // Based on your use case you may want one of the other. const ImGuiViewport* viewport = ImGui::GetMainViewport(); ImGui::SetNextWindowPos(use_work_area ? viewport->WorkPos : viewport->Pos); ImGui::SetNextWindowSize(use_work_area ? viewport->WorkSize : viewport->Size); if (ImGui::Begin("Example: Fullscreen window", p_open, flags)) { ImGui::Checkbox("Use work area instead of main area", &use_work_area); ImGui::SameLine(); HelpMarker("Main Area = entire viewport,\nWork Area = entire viewport minus sections used by the main menu bars, task bars etc.\n\nEnable the main-menu bar in Examples menu to see the difference."); ImGui::CheckboxFlags("ImGuiWindowFlags_NoBackground", &flags, ImGuiWindowFlags_NoBackground); ImGui::CheckboxFlags("ImGuiWindowFlags_NoDecoration", &flags, ImGuiWindowFlags_NoDecoration); ImGui::Indent(); ImGui::CheckboxFlags("ImGuiWindowFlags_NoTitleBar", &flags, ImGuiWindowFlags_NoTitleBar); ImGui::CheckboxFlags("ImGuiWindowFlags_NoCollapse", &flags, ImGuiWindowFlags_NoCollapse); ImGui::CheckboxFlags("ImGuiWindowFlags_NoScrollbar", &flags, ImGuiWindowFlags_NoScrollbar); ImGui::Unindent(); if (p_open && ImGui::Button("Close this window")) *p_open = false; } ImGui::End(); } //----------------------------------------------------------------------------- // [SECTION] Example App: Manipulating Window Titles / ShowExampleAppWindowTitles() //----------------------------------------------------------------------------- // Demonstrate using "##" and "###" in identifiers to manipulate ID generation. // This apply to all regular items as well. // Read FAQ section "How can I have multiple widgets with the same label?" for details. static void ShowExampleAppWindowTitles(bool*) { const ImGuiViewport* viewport = ImGui::GetMainViewport(); const ImVec2 base_pos = viewport->Pos; // By default, Windows are uniquely identified by their title. // You can use the "##" and "###" markers to manipulate the display/ID. // Using "##" to display same title but have unique identifier. ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 100), ImGuiCond_FirstUseEver); ImGui::Begin("Same title as another window##1"); IMGUI_DEMO_MARKER("Examples/Manipulating window titles"); ImGui::Text("This is window 1.\nMy title is the same as window 2, but my identifier is unique."); ImGui::End(); ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 200), ImGuiCond_FirstUseEver); ImGui::Begin("Same title as another window##2"); ImGui::Text("This is window 2.\nMy title is the same as window 1, but my identifier is unique."); ImGui::End(); // Using "###" to display a changing title but keep a static identifier "AnimatedTitle" char buf[128]; sprintf(buf, "Animated title %c %d###AnimatedTitle", "|/-\\"[(int)(ImGui::GetTime() / 0.25f) & 3], ImGui::GetFrameCount()); ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 300), ImGuiCond_FirstUseEver); ImGui::Begin(buf); ImGui::Text("This window has a changing title."); ImGui::End(); } //----------------------------------------------------------------------------- // [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering() //----------------------------------------------------------------------------- // Demonstrate using the low-level ImDrawList to draw custom shapes. static void ShowExampleAppCustomRendering(bool* p_open) { if (!ImGui::Begin("Example: Custom rendering", p_open)) { ImGui::End(); return; } IMGUI_DEMO_MARKER("Examples/Custom Rendering"); // Tip: If you do a lot of custom rendering, you probably want to use your own geometrical types and benefit of // overloaded operators, etc. Define IM_VEC2_CLASS_EXTRA in imconfig.h to create implicit conversions between your // types and ImVec2/ImVec4. Dear ImGui defines overloaded operators but they are internal to imgui.cpp and not // exposed outside (to avoid messing with your types) In this example we are not using the maths operators! if (ImGui::BeginTabBar("##TabBar")) { if (ImGui::BeginTabItem("Primitives")) { ImGui::PushItemWidth(-ImGui::GetFontSize() * 15); ImDrawList* draw_list = ImGui::GetWindowDrawList(); // Draw gradients // (note that those are currently exacerbating our sRGB/Linear issues) // Calling ImGui::GetColorU32() multiplies the given colors by the current Style Alpha, but you may pass the IM_COL32() directly as well.. ImGui::Text("Gradients"); ImVec2 gradient_size = ImVec2(ImGui::CalcItemWidth(), ImGui::GetFrameHeight()); { ImVec2 p0 = ImGui::GetCursorScreenPos(); ImVec2 p1 = ImVec2(p0.x + gradient_size.x, p0.y + gradient_size.y); ImU32 col_a = ImGui::GetColorU32(IM_COL32(0, 0, 0, 255)); ImU32 col_b = ImGui::GetColorU32(IM_COL32(255, 255, 255, 255)); draw_list->AddRectFilledMultiColor(p0, p1, col_a, col_b, col_b, col_a); ImGui::InvisibleButton("##gradient1", gradient_size); } { ImVec2 p0 = ImGui::GetCursorScreenPos(); ImVec2 p1 = ImVec2(p0.x + gradient_size.x, p0.y + gradient_size.y); ImU32 col_a = ImGui::GetColorU32(IM_COL32(0, 255, 0, 255)); ImU32 col_b = ImGui::GetColorU32(IM_COL32(255, 0, 0, 255)); draw_list->AddRectFilledMultiColor(p0, p1, col_a, col_b, col_b, col_a); ImGui::InvisibleButton("##gradient2", gradient_size); } // Draw a bunch of primitives ImGui::Text("All primitives"); static float sz = 36.0f; static float thickness = 3.0f; static int ngon_sides = 6; static bool circle_segments_override = false; static int circle_segments_override_v = 12; static bool curve_segments_override = false; static int curve_segments_override_v = 8; static ImVec4 colf = ImVec4(1.0f, 1.0f, 0.4f, 1.0f); ImGui::DragFloat("Size", &sz, 0.2f, 2.0f, 100.0f, "%.0f"); ImGui::DragFloat("Thickness", &thickness, 0.05f, 1.0f, 8.0f, "%.02f"); ImGui::SliderInt("N-gon sides", &ngon_sides, 3, 12); ImGui::Checkbox("##circlesegmentoverride", &circle_segments_override); ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); circle_segments_override |= ImGui::SliderInt("Circle segments override", &circle_segments_override_v, 3, 40); ImGui::Checkbox("##curvessegmentoverride", &curve_segments_override); ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); curve_segments_override |= ImGui::SliderInt("Curves segments override", &curve_segments_override_v, 3, 40); ImGui::ColorEdit4("Color", &colf.x); const ImVec2 p = ImGui::GetCursorScreenPos(); const ImU32 col = ImColor(colf); const float spacing = 10.0f; const ImDrawFlags corners_tl_br = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersBottomRight; const float rounding = sz / 5.0f; const int circle_segments = circle_segments_override ? circle_segments_override_v : 0; const int curve_segments = curve_segments_override ? curve_segments_override_v : 0; float x = p.x + 4.0f; float y = p.y + 4.0f; for (int n = 0; n < 2; n++) { // First line uses a thickness of 1.0f, second line uses the configurable thickness float th = (n == 0) ? 1.0f : thickness; draw_list->AddNgon(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, ngon_sides, th); x += sz + spacing; // N-gon draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, circle_segments, th); x += sz + spacing; // Circle draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 0.0f, ImDrawFlags_None, th); x += sz + spacing; // Square draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, ImDrawFlags_None, th); x += sz + spacing; // Square with all rounded corners draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, corners_tl_br, th); x += sz + spacing; // Square with two rounded corners draw_list->AddTriangle(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col, th);x += sz + spacing; // Triangle //draw_list->AddTriangle(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col, th);x+= sz*0.4f + spacing; // Thin triangle draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y), col, th); x += sz + spacing; // Horizontal line (note: drawing a filled rectangle will be faster!) draw_list->AddLine(ImVec2(x, y), ImVec2(x, y + sz), col, th); x += spacing; // Vertical line (note: drawing a filled rectangle will be faster!) draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y + sz), col, th); x += sz + spacing; // Diagonal line // Quadratic Bezier Curve (3 control points) ImVec2 cp3[3] = { ImVec2(x, y + sz * 0.6f), ImVec2(x + sz * 0.5f, y - sz * 0.4f), ImVec2(x + sz, y + sz) }; draw_list->AddBezierQuadratic(cp3[0], cp3[1], cp3[2], col, th, curve_segments); x += sz + spacing; // Cubic Bezier Curve (4 control points) ImVec2 cp4[4] = { ImVec2(x, y), ImVec2(x + sz * 1.3f, y + sz * 0.3f), ImVec2(x + sz - sz * 1.3f, y + sz - sz * 0.3f), ImVec2(x + sz, y + sz) }; draw_list->AddBezierCubic(cp4[0], cp4[1], cp4[2], cp4[3], col, th, curve_segments); x = p.x + 4; y += sz + spacing; } draw_list->AddNgonFilled(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz*0.5f, col, ngon_sides); x += sz + spacing; // N-gon draw_list->AddCircleFilled(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, circle_segments); x += sz + spacing; // Circle draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col); x += sz + spacing; // Square draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f); x += sz + spacing; // Square with all rounded corners draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_tl_br); x += sz + spacing; // Square with two rounded corners draw_list->AddTriangleFilled(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col); x += sz + spacing; // Triangle //draw_list->AddTriangleFilled(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col); x += sz*0.4f + spacing; // Thin triangle draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + thickness), col); x += sz + spacing; // Horizontal line (faster than AddLine, but only handle integer thickness) draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + thickness, y + sz), col); x += spacing * 2.0f;// Vertical line (faster than AddLine, but only handle integer thickness) draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + 1, y + 1), col); x += sz; // Pixel (faster than AddLine) draw_list->AddRectFilledMultiColor(ImVec2(x, y), ImVec2(x + sz, y + sz), IM_COL32(0, 0, 0, 255), IM_COL32(255, 0, 0, 255), IM_COL32(255, 255, 0, 255), IM_COL32(0, 255, 0, 255)); ImGui::Dummy(ImVec2((sz + spacing) * 10.2f, (sz + spacing) * 3.0f)); ImGui::PopItemWidth(); ImGui::EndTabItem(); } if (ImGui::BeginTabItem("Canvas")) { static ImVector points; static ImVec2 scrolling(0.0f, 0.0f); static bool opt_enable_grid = true; static bool opt_enable_context_menu = true; static bool adding_line = false; ImGui::Checkbox("Enable grid", &opt_enable_grid); ImGui::Checkbox("Enable context menu", &opt_enable_context_menu); ImGui::Text("Mouse Left: drag to add lines,\nMouse Right: drag to scroll, click for context menu."); // Typically you would use a BeginChild()/EndChild() pair to benefit from a clipping region + own scrolling. // Here we demonstrate that this can be replaced by simple offsetting + custom drawing + PushClipRect/PopClipRect() calls. // To use a child window instead we could use, e.g: // ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); // Disable padding // ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(50, 50, 50, 255)); // Set a background color // ImGui::BeginChild("canvas", ImVec2(0.0f, 0.0f), true, ImGuiWindowFlags_NoMove); // ImGui::PopStyleColor(); // ImGui::PopStyleVar(); // [...] // ImGui::EndChild(); // Using InvisibleButton() as a convenience 1) it will advance the layout cursor and 2) allows us to use IsItemHovered()/IsItemActive() ImVec2 canvas_p0 = ImGui::GetCursorScreenPos(); // ImDrawList API uses screen coordinates! ImVec2 canvas_sz = ImGui::GetContentRegionAvail(); // Resize canvas to what's available if (canvas_sz.x < 50.0f) canvas_sz.x = 50.0f; if (canvas_sz.y < 50.0f) canvas_sz.y = 50.0f; ImVec2 canvas_p1 = ImVec2(canvas_p0.x + canvas_sz.x, canvas_p0.y + canvas_sz.y); // Draw border and background color ImGuiIO& io = ImGui::GetIO(); ImDrawList* draw_list = ImGui::GetWindowDrawList(); draw_list->AddRectFilled(canvas_p0, canvas_p1, IM_COL32(50, 50, 50, 255)); draw_list->AddRect(canvas_p0, canvas_p1, IM_COL32(255, 255, 255, 255)); // This will catch our interactions ImGui::InvisibleButton("canvas", canvas_sz, ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight); const bool is_hovered = ImGui::IsItemHovered(); // Hovered const bool is_active = ImGui::IsItemActive(); // Held const ImVec2 origin(canvas_p0.x + scrolling.x, canvas_p0.y + scrolling.y); // Lock scrolled origin const ImVec2 mouse_pos_in_canvas(io.MousePos.x - origin.x, io.MousePos.y - origin.y); // Add first and second point if (is_hovered && !adding_line && ImGui::IsMouseClicked(ImGuiMouseButton_Left)) { points.push_back(mouse_pos_in_canvas); points.push_back(mouse_pos_in_canvas); adding_line = true; } if (adding_line) { points.back() = mouse_pos_in_canvas; if (!ImGui::IsMouseDown(ImGuiMouseButton_Left)) adding_line = false; } // Pan (we use a zero mouse threshold when there's no context menu) // You may decide to make that threshold dynamic based on whether the mouse is hovering something etc. const float mouse_threshold_for_pan = opt_enable_context_menu ? -1.0f : 0.0f; if (is_active && ImGui::IsMouseDragging(ImGuiMouseButton_Right, mouse_threshold_for_pan)) { scrolling.x += io.MouseDelta.x; scrolling.y += io.MouseDelta.y; } // Context menu (under default mouse threshold) ImVec2 drag_delta = ImGui::GetMouseDragDelta(ImGuiMouseButton_Right); if (opt_enable_context_menu && drag_delta.x == 0.0f && drag_delta.y == 0.0f) ImGui::OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); if (ImGui::BeginPopup("context")) { if (adding_line) points.resize(points.size() - 2); adding_line = false; if (ImGui::MenuItem("Remove one", NULL, false, points.Size > 0)) { points.resize(points.size() - 2); } if (ImGui::MenuItem("Remove all", NULL, false, points.Size > 0)) { points.clear(); } ImGui::EndPopup(); } // Draw grid + all lines in the canvas draw_list->PushClipRect(canvas_p0, canvas_p1, true); if (opt_enable_grid) { const float GRID_STEP = 64.0f; for (float x = fmodf(scrolling.x, GRID_STEP); x < canvas_sz.x; x += GRID_STEP) draw_list->AddLine(ImVec2(canvas_p0.x + x, canvas_p0.y), ImVec2(canvas_p0.x + x, canvas_p1.y), IM_COL32(200, 200, 200, 40)); for (float y = fmodf(scrolling.y, GRID_STEP); y < canvas_sz.y; y += GRID_STEP) draw_list->AddLine(ImVec2(canvas_p0.x, canvas_p0.y + y), ImVec2(canvas_p1.x, canvas_p0.y + y), IM_COL32(200, 200, 200, 40)); } for (int n = 0; n < points.Size; n += 2) draw_list->AddLine(ImVec2(origin.x + points[n].x, origin.y + points[n].y), ImVec2(origin.x + points[n + 1].x, origin.y + points[n + 1].y), IM_COL32(255, 255, 0, 255), 2.0f); draw_list->PopClipRect(); ImGui::EndTabItem(); } if (ImGui::BeginTabItem("BG/FG draw lists")) { static bool draw_bg = true; static bool draw_fg = true; ImGui::Checkbox("Draw in Background draw list", &draw_bg); ImGui::SameLine(); HelpMarker("The Background draw list will be rendered below every Dear ImGui windows."); ImGui::Checkbox("Draw in Foreground draw list", &draw_fg); ImGui::SameLine(); HelpMarker("The Foreground draw list will be rendered over every Dear ImGui windows."); ImVec2 window_pos = ImGui::GetWindowPos(); ImVec2 window_size = ImGui::GetWindowSize(); ImVec2 window_center = ImVec2(window_pos.x + window_size.x * 0.5f, window_pos.y + window_size.y * 0.5f); if (draw_bg) ImGui::GetBackgroundDrawList()->AddCircle(window_center, window_size.x * 0.6f, IM_COL32(255, 0, 0, 200), 0, 10 + 4); if (draw_fg) ImGui::GetForegroundDrawList()->AddCircle(window_center, window_size.y * 0.6f, IM_COL32(0, 255, 0, 200), 0, 10); ImGui::EndTabItem(); } ImGui::EndTabBar(); } ImGui::End(); } //----------------------------------------------------------------------------- // [SECTION] Example App: Docking, DockSpace / ShowExampleAppDockSpace() //----------------------------------------------------------------------------- // Demonstrate using DockSpace() to create an explicit docking node within an existing window. // Note: You can use most Docking facilities without calling any API. You DO NOT need to call DockSpace() to use Docking! // - Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking. // - Drag from window menu button (upper-left button) to undock an entire node (all windows). // - When io.ConfigDockingWithShift == true, you instead need to hold SHIFT to _enable_ docking/undocking. // About dockspaces: // - Use DockSpace() to create an explicit dock node _within_ an existing window. // - Use DockSpaceOverViewport() to create an explicit dock node covering the screen or a specific viewport. // This is often used with ImGuiDockNodeFlags_PassthruCentralNode. // - Important: Dockspaces need to be submitted _before_ any window they can host. Submit it early in your frame! (*) // - Important: Dockspaces need to be kept alive if hidden, otherwise windows docked into it will be undocked. // e.g. if you have multiple tabs with a dockspace inside each tab: submit the non-visible dockspaces with ImGuiDockNodeFlags_KeepAliveOnly. // (*) because of this constraint, the implicit \"Debug\" window can not be docked into an explicit DockSpace() node, // because that window is submitted as part of the part of the NewFrame() call. An easy workaround is that you can create // your own implicit "Debug##2" window after calling DockSpace() and leave it in the window stack for anyone to use. void ShowExampleAppDockSpace(bool* p_open) { // If you strip some features of, this demo is pretty much equivalent to calling DockSpaceOverViewport()! // In most cases you should be able to just call DockSpaceOverViewport() and ignore all the code below! // In this specific demo, we are not using DockSpaceOverViewport() because: // - we allow the host window to be floating/moveable instead of filling the viewport (when opt_fullscreen == false) // - we allow the host window to have padding (when opt_padding == true) // - we have a local menu bar in the host window (vs. you could use BeginMainMenuBar() + DockSpaceOverViewport() in your code!) // TL;DR; this demo is more complicated than what you would normally use. // If we removed all the options we are showcasing, this demo would become: // void ShowExampleAppDockSpace() // { // ImGui::DockSpaceOverViewport(ImGui::GetMainViewport()); // } static bool opt_fullscreen = true; static bool opt_padding = false; static ImGuiDockNodeFlags dockspace_flags = ImGuiDockNodeFlags_None; // We are using the ImGuiWindowFlags_NoDocking flag to make the parent window not dockable into, // because it would be confusing to have two docking targets within each others. ImGuiWindowFlags window_flags = ImGuiWindowFlags_MenuBar | ImGuiWindowFlags_NoDocking; if (opt_fullscreen) { const ImGuiViewport* viewport = ImGui::GetMainViewport(); ImGui::SetNextWindowPos(viewport->WorkPos); ImGui::SetNextWindowSize(viewport->WorkSize); ImGui::SetNextWindowViewport(viewport->ID); ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f); window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove; window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus; } else { dockspace_flags &= ~ImGuiDockNodeFlags_PassthruCentralNode; } // When using ImGuiDockNodeFlags_PassthruCentralNode, DockSpace() will render our background // and handle the pass-thru hole, so we ask Begin() to not render a background. if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode) window_flags |= ImGuiWindowFlags_NoBackground; // Important: note that we proceed even if Begin() returns false (aka window is collapsed). // This is because we want to keep our DockSpace() active. If a DockSpace() is inactive, // all active windows docked into it will lose their parent and become undocked. // We cannot preserve the docking relationship between an active window and an inactive docking, otherwise // any change of dockspace/settings would lead to windows being stuck in limbo and never being visible. if (!opt_padding) ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f)); ImGui::Begin("DockSpace Demo", p_open, window_flags); if (!opt_padding) ImGui::PopStyleVar(); if (opt_fullscreen) ImGui::PopStyleVar(2); // Submit the DockSpace ImGuiIO& io = ImGui::GetIO(); if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) { ImGuiID dockspace_id = ImGui::GetID("MyDockSpace"); ImGui::DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags); } else { ShowDockingDisabledMessage(); } if (ImGui::BeginMenuBar()) { if (ImGui::BeginMenu("Options")) { // Disabling fullscreen would allow the window to be moved to the front of other windows, // which we can't undo at the moment without finer window depth/z control. ImGui::MenuItem("Fullscreen", NULL, &opt_fullscreen); ImGui::MenuItem("Padding", NULL, &opt_padding); ImGui::Separator(); if (ImGui::MenuItem("Flag: NoSplit", "", (dockspace_flags & ImGuiDockNodeFlags_NoSplit) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_NoSplit; } if (ImGui::MenuItem("Flag: NoResize", "", (dockspace_flags & ImGuiDockNodeFlags_NoResize) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_NoResize; } if (ImGui::MenuItem("Flag: NoDockingInCentralNode", "", (dockspace_flags & ImGuiDockNodeFlags_NoDockingInCentralNode) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_NoDockingInCentralNode; } if (ImGui::MenuItem("Flag: AutoHideTabBar", "", (dockspace_flags & ImGuiDockNodeFlags_AutoHideTabBar) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_AutoHideTabBar; } if (ImGui::MenuItem("Flag: PassthruCentralNode", "", (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0, opt_fullscreen)) { dockspace_flags ^= ImGuiDockNodeFlags_PassthruCentralNode; } ImGui::Separator(); if (ImGui::MenuItem("Close", NULL, false, p_open != NULL)) *p_open = false; ImGui::EndMenu(); } HelpMarker( "When docking is enabled, you can ALWAYS dock MOST window into another! Try it now!" "\n" "- Drag from window title bar or their tab to dock/undock." "\n" "- Drag from window menu button (upper-left button) to undock an entire node (all windows)." "\n" "- Hold SHIFT to disable docking (if io.ConfigDockingWithShift == false, default)" "\n" "- Hold SHIFT to enable docking (if io.ConfigDockingWithShift == true)" "\n" "This demo app has nothing to do with enabling docking!" "\n\n" "This demo app only demonstrate the use of ImGui::DockSpace() which allows you to manually create a docking node _within_ another window." "\n\n" "Read comments in ShowExampleAppDockSpace() for more details."); ImGui::EndMenuBar(); } ImGui::End(); } //----------------------------------------------------------------------------- // [SECTION] Example App: Documents Handling / ShowExampleAppDocuments() //----------------------------------------------------------------------------- // Simplified structure to mimic a Document model struct MyDocument { const char* Name; // Document title bool Open; // Set when open (we keep an array of all available documents to simplify demo code!) bool OpenPrev; // Copy of Open from last update. bool Dirty; // Set when the document has been modified bool WantClose; // Set when the document ImVec4 Color; // An arbitrary variable associated to the document MyDocument(const char* name, bool open = true, const ImVec4& color = ImVec4(1.0f, 1.0f, 1.0f, 1.0f)) { Name = name; Open = OpenPrev = open; Dirty = false; WantClose = false; Color = color; } void DoOpen() { Open = true; } void DoQueueClose() { WantClose = true; } void DoForceClose() { Open = false; Dirty = false; } void DoSave() { Dirty = false; } // Display placeholder contents for the Document static void DisplayContents(MyDocument* doc) { ImGui::PushID(doc); ImGui::Text("Document \"%s\"", doc->Name); ImGui::PushStyleColor(ImGuiCol_Text, doc->Color); ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua."); ImGui::PopStyleColor(); if (ImGui::Button("Modify", ImVec2(100, 0))) doc->Dirty = true; ImGui::SameLine(); if (ImGui::Button("Save", ImVec2(100, 0))) doc->DoSave(); ImGui::ColorEdit3("color", &doc->Color.x); // Useful to test drag and drop and hold-dragged-to-open-tab behavior. ImGui::PopID(); } // Display context menu for the Document static void DisplayContextMenu(MyDocument* doc) { if (!ImGui::BeginPopupContextItem()) return; char buf[256]; sprintf(buf, "Save %s", doc->Name); if (ImGui::MenuItem(buf, "CTRL+S", false, doc->Open)) doc->DoSave(); if (ImGui::MenuItem("Close", "CTRL+W", false, doc->Open)) doc->DoQueueClose(); ImGui::EndPopup(); } }; struct ExampleAppDocuments { ImVector Documents; ExampleAppDocuments() { Documents.push_back(MyDocument("Lettuce", true, ImVec4(0.4f, 0.8f, 0.4f, 1.0f))); Documents.push_back(MyDocument("Eggplant", true, ImVec4(0.8f, 0.5f, 1.0f, 1.0f))); Documents.push_back(MyDocument("Carrot", true, ImVec4(1.0f, 0.8f, 0.5f, 1.0f))); Documents.push_back(MyDocument("Tomato", false, ImVec4(1.0f, 0.3f, 0.4f, 1.0f))); Documents.push_back(MyDocument("A Rather Long Title", false)); Documents.push_back(MyDocument("Some Document", false)); } }; // [Optional] Notify the system of Tabs/Windows closure that happened outside the regular tab interface. // If a tab has been closed programmatically (aka closed from another source such as the Checkbox() in the demo, // as opposed to clicking on the regular tab closing button) and stops being submitted, it will take a frame for // the tab bar to notice its absence. During this frame there will be a gap in the tab bar, and if the tab that has // disappeared was the selected one, the tab bar will report no selected tab during the frame. This will effectively // give the impression of a flicker for one frame. // We call SetTabItemClosed() to manually notify the Tab Bar or Docking system of removed tabs to avoid this glitch. // Note that this completely optional, and only affect tab bars with the ImGuiTabBarFlags_Reorderable flag. static void NotifyOfDocumentsClosedElsewhere(ExampleAppDocuments& app) { for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) { MyDocument* doc = &app.Documents[doc_n]; if (!doc->Open && doc->OpenPrev) ImGui::SetTabItemClosed(doc->Name); doc->OpenPrev = doc->Open; } } void ShowExampleAppDocuments(bool* p_open) { static ExampleAppDocuments app; // Options enum Target { Target_None, Target_Tab, // Create documents as local tab into a local tab bar Target_DockSpaceAndWindow // Create documents as regular windows, and create an embedded dockspace }; static Target opt_target = Target_Tab; static bool opt_reorderable = true; static ImGuiTabBarFlags opt_fitting_flags = ImGuiTabBarFlags_FittingPolicyDefault_; // When (opt_target == Target_DockSpaceAndWindow) there is the possibily that one of our child Document window (e.g. "Eggplant") // that we emit gets docked into the same spot as the parent window ("Example: Documents"). // This would create a problematic feedback loop because selecting the "Eggplant" tab would make the "Example: Documents" tab // not visible, which in turn would stop submitting the "Eggplant" window. // We avoid this problem by submitting our documents window even if our parent window is not currently visible. // Another solution may be to make the "Example: Documents" window use the ImGuiWindowFlags_NoDocking. bool window_contents_visible = ImGui::Begin("Example: Documents", p_open, ImGuiWindowFlags_MenuBar); if (!window_contents_visible && opt_target != Target_DockSpaceAndWindow) { ImGui::End(); return; } // Menu if (ImGui::BeginMenuBar()) { if (ImGui::BeginMenu("File")) { int open_count = 0; for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) open_count += app.Documents[doc_n].Open ? 1 : 0; if (ImGui::BeginMenu("Open", open_count < app.Documents.Size)) { for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) { MyDocument* doc = &app.Documents[doc_n]; if (!doc->Open) if (ImGui::MenuItem(doc->Name)) doc->DoOpen(); } ImGui::EndMenu(); } if (ImGui::MenuItem("Close All Documents", NULL, false, open_count > 0)) for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) app.Documents[doc_n].DoQueueClose(); if (ImGui::MenuItem("Exit", "Alt+F4")) {} ImGui::EndMenu(); } ImGui::EndMenuBar(); } // [Debug] List documents with one checkbox for each for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) { MyDocument* doc = &app.Documents[doc_n]; if (doc_n > 0) ImGui::SameLine(); ImGui::PushID(doc); if (ImGui::Checkbox(doc->Name, &doc->Open)) if (!doc->Open) doc->DoForceClose(); ImGui::PopID(); } ImGui::PushItemWidth(ImGui::GetFontSize() * 12); ImGui::Combo("Output", (int*)&opt_target, "None\0TabBar+Tabs\0DockSpace+Window\0"); ImGui::PopItemWidth(); bool redock_all = false; if (opt_target == Target_Tab) { ImGui::SameLine(); ImGui::Checkbox("Reorderable Tabs", &opt_reorderable); } if (opt_target == Target_DockSpaceAndWindow) { ImGui::SameLine(); redock_all = ImGui::Button("Redock all"); } ImGui::Separator(); // About the ImGuiWindowFlags_UnsavedDocument / ImGuiTabItemFlags_UnsavedDocument flags. // They have multiple effects: // - Display a dot next to the title. // - Tab is selected when clicking the X close button. // - Closure is not assumed (will wait for user to stop submitting the tab). // Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar. // We need to assume closure by default otherwise waiting for "lack of submission" on the next frame would leave an empty // hole for one-frame, both in the tab-bar and in tab-contents when closing a tab/window. // The rarely used SetTabItemClosed() function is a way to notify of programmatic closure to avoid the one-frame hole. // Tabs if (opt_target == Target_Tab) { ImGuiTabBarFlags tab_bar_flags = (opt_fitting_flags) | (opt_reorderable ? ImGuiTabBarFlags_Reorderable : 0); if (ImGui::BeginTabBar("##tabs", tab_bar_flags)) { if (opt_reorderable) NotifyOfDocumentsClosedElsewhere(app); // [DEBUG] Stress tests //if ((ImGui::GetFrameCount() % 30) == 0) docs[1].Open ^= 1; // [DEBUG] Automatically show/hide a tab. Test various interactions e.g. dragging with this on. //if (ImGui::GetIO().KeyCtrl) ImGui::SetTabItemSelected(docs[1].Name); // [DEBUG] Test SetTabItemSelected(), probably not very useful as-is anyway.. // Submit Tabs for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) { MyDocument* doc = &app.Documents[doc_n]; if (!doc->Open) continue; ImGuiTabItemFlags tab_flags = (doc->Dirty ? ImGuiTabItemFlags_UnsavedDocument : 0); bool visible = ImGui::BeginTabItem(doc->Name, &doc->Open, tab_flags); // Cancel attempt to close when unsaved add to save queue so we can display a popup. if (!doc->Open && doc->Dirty) { doc->Open = true; doc->DoQueueClose(); } MyDocument::DisplayContextMenu(doc); if (visible) { MyDocument::DisplayContents(doc); ImGui::EndTabItem(); } } ImGui::EndTabBar(); } } else if (opt_target == Target_DockSpaceAndWindow) { if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_DockingEnable) { NotifyOfDocumentsClosedElsewhere(app); // Create a DockSpace node where any window can be docked ImGuiID dockspace_id = ImGui::GetID("MyDockSpace"); ImGui::DockSpace(dockspace_id); // Create Windows for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) { MyDocument* doc = &app.Documents[doc_n]; if (!doc->Open) continue; ImGui::SetNextWindowDockID(dockspace_id, redock_all ? ImGuiCond_Always : ImGuiCond_FirstUseEver); ImGuiWindowFlags window_flags = (doc->Dirty ? ImGuiWindowFlags_UnsavedDocument : 0); bool visible = ImGui::Begin(doc->Name, &doc->Open, window_flags); // Cancel attempt to close when unsaved add to save queue so we can display a popup. if (!doc->Open && doc->Dirty) { doc->Open = true; doc->DoQueueClose(); } MyDocument::DisplayContextMenu(doc); if (visible) MyDocument::DisplayContents(doc); ImGui::End(); } } else { ShowDockingDisabledMessage(); } } // Early out other contents if (!window_contents_visible) { ImGui::End(); return; } // Update closing queue static ImVector close_queue; if (close_queue.empty()) { // Close queue is locked once we started a popup for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) { MyDocument* doc = &app.Documents[doc_n]; if (doc->WantClose) { doc->WantClose = false; close_queue.push_back(doc); } } } // Display closing confirmation UI if (!close_queue.empty()) { int close_queue_unsaved_documents = 0; for (int n = 0; n < close_queue.Size; n++) if (close_queue[n]->Dirty) close_queue_unsaved_documents++; if (close_queue_unsaved_documents == 0) { // Close documents when all are unsaved for (int n = 0; n < close_queue.Size; n++) close_queue[n]->DoForceClose(); close_queue.clear(); } else { if (!ImGui::IsPopupOpen("Save?")) ImGui::OpenPopup("Save?"); if (ImGui::BeginPopupModal("Save?", NULL, ImGuiWindowFlags_AlwaysAutoResize)) { ImGui::Text("Save change to the following items?"); float item_height = ImGui::GetTextLineHeightWithSpacing(); if (ImGui::BeginChildFrame(ImGui::GetID("frame"), ImVec2(-FLT_MIN, 6.25f * item_height))) { for (int n = 0; n < close_queue.Size; n++) if (close_queue[n]->Dirty) ImGui::Text("%s", close_queue[n]->Name); ImGui::EndChildFrame(); } ImVec2 button_size(ImGui::GetFontSize() * 7.0f, 0.0f); if (ImGui::Button("Yes", button_size)) { for (int n = 0; n < close_queue.Size; n++) { if (close_queue[n]->Dirty) close_queue[n]->DoSave(); close_queue[n]->DoForceClose(); } close_queue.clear(); ImGui::CloseCurrentPopup(); } ImGui::SameLine(); if (ImGui::Button("No", button_size)) { for (int n = 0; n < close_queue.Size; n++) close_queue[n]->DoForceClose(); close_queue.clear(); ImGui::CloseCurrentPopup(); } ImGui::SameLine(); if (ImGui::Button("Cancel", button_size)) { close_queue.clear(); ImGui::CloseCurrentPopup(); } ImGui::EndPopup(); } } } ImGui::End(); } // End of Demo code #else void ImGui::ShowAboutWindow(bool*) {} void ImGui::ShowDemoWindow(bool*) {} void ImGui::ShowUserGuide() {} void ImGui::ShowStyleEditor(ImGuiStyle*) {} #endif #endif // #ifndef IMGUI_DISABLE ================================================ FILE: test/third_party/imgui/imgui_draw.cpp ================================================ // dear imgui, v1.88 WIP // (drawing and font code) /* Index of this file: // [SECTION] STB libraries implementation // [SECTION] Style functions // [SECTION] ImDrawList // [SECTION] ImDrawListSplitter // [SECTION] ImDrawData // [SECTION] Helpers ShadeVertsXXX functions // [SECTION] ImFontConfig // [SECTION] ImFontAtlas // [SECTION] ImFontAtlas glyph ranges helpers // [SECTION] ImFontGlyphRangesBuilder // [SECTION] ImFont // [SECTION] ImGui Internal Render Helpers // [SECTION] Decompression code // [SECTION] Default font data (ProggyClean.ttf) */ #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) #define _CRT_SECURE_NO_WARNINGS #endif #include "imgui.h" #ifndef IMGUI_DISABLE #ifndef IMGUI_DEFINE_MATH_OPERATORS #define IMGUI_DEFINE_MATH_OPERATORS #endif #include "imgui_internal.h" #ifdef IMGUI_ENABLE_FREETYPE #include "misc/freetype/imgui_freetype.h" #endif #include // vsnprintf, sscanf, printf #if !defined(alloca) #if defined(__GLIBC__) || defined(__sun) || defined(__APPLE__) || defined(__NEWLIB__) #include // alloca (glibc uses . Note that Cygwin may have _WIN32 defined, so the order matters here) #elif defined(_WIN32) #include // alloca #if !defined(alloca) #define alloca _alloca // for clang with MS Codegen #endif #else #include // alloca #endif #endif // Visual Studio warnings #ifdef _MSC_VER #pragma warning (disable: 4127) // condition expression is constant #pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff) #pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen #pragma warning (disable: 6255) // [Static Analyzer] _alloca indicates failure by raising a stack overflow exception. Consider using _malloca instead. #pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). #pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). [MSVC Static Analyzer) #endif // Clang/GCC warnings with -Weverything #if defined(__clang__) #if __has_warning("-Wunknown-warning-option") #pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! #endif #if __has_warning("-Walloca") #pragma clang diagnostic ignored "-Walloca" // warning: use of function '__builtin_alloca' is discouraged #endif #pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. #pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok. #pragma clang diagnostic ignored "-Wglobal-constructors" // warning: declaration requires a global destructor // similar to above, not sure what the exact difference is. #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 #pragma clang diagnostic ignored "-Wcomma" // warning: possible misuse of comma operator here #pragma clang diagnostic ignored "-Wreserved-id-macro" // warning: macro name is a reserved identifier #pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision #elif defined(__GNUC__) #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind #pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used #pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function #pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value #pragma GCC diagnostic ignored "-Wstack-protector" // warning: stack protector not protecting local variables: variable length buffer #pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead #endif //------------------------------------------------------------------------- // [SECTION] STB libraries implementation (for stb_truetype and stb_rect_pack) //------------------------------------------------------------------------- // Compile time options: //#define IMGUI_STB_NAMESPACE ImStb //#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h" //#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h" //#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION //#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION #ifdef IMGUI_STB_NAMESPACE namespace IMGUI_STB_NAMESPACE { #endif #ifdef _MSC_VER #pragma warning (push) #pragma warning (disable: 4456) // declaration of 'xx' hides previous local declaration #pragma warning (disable: 6011) // (stb_rectpack) Dereferencing NULL pointer 'cur->next'. #pragma warning (disable: 6385) // (stb_truetype) Reading invalid data from 'buffer': the readable size is '_Old_3`kernel_width' bytes, but '3' bytes may be read. #pragma warning (disable: 28182) // (stb_rectpack) Dereferencing NULL pointer. 'cur' contains the same NULL value as 'cur->next' did. #endif #if defined(__clang__) #pragma clang diagnostic push #pragma clang diagnostic ignored "-Wunused-function" #pragma clang diagnostic ignored "-Wmissing-prototypes" #pragma clang diagnostic ignored "-Wimplicit-fallthrough" #pragma clang diagnostic ignored "-Wcast-qual" // warning: cast from 'const xxxx *' to 'xxx *' drops const qualifier #endif #if defined(__GNUC__) #pragma GCC diagnostic push #pragma GCC diagnostic ignored "-Wtype-limits" // warning: comparison is always true due to limited range of data type [-Wtype-limits] #pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers #endif #ifndef STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds) #ifndef IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in another compilation unit #define STBRP_STATIC #define STBRP_ASSERT(x) do { IM_ASSERT(x); } while (0) #define STBRP_SORT ImQsort #define STB_RECT_PACK_IMPLEMENTATION #endif #ifdef IMGUI_STB_RECT_PACK_FILENAME #include IMGUI_STB_RECT_PACK_FILENAME #else #include "imstb_rectpack.h" #endif #endif #ifdef IMGUI_ENABLE_STB_TRUETYPE #ifndef STB_TRUETYPE_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds) #ifndef IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION // in case the user already have an implementation in another compilation unit #define STBTT_malloc(x,u) ((void)(u), IM_ALLOC(x)) #define STBTT_free(x,u) ((void)(u), IM_FREE(x)) #define STBTT_assert(x) do { IM_ASSERT(x); } while(0) #define STBTT_fmod(x,y) ImFmod(x,y) #define STBTT_sqrt(x) ImSqrt(x) #define STBTT_pow(x,y) ImPow(x,y) #define STBTT_fabs(x) ImFabs(x) #define STBTT_ifloor(x) ((int)ImFloorSigned(x)) #define STBTT_iceil(x) ((int)ImCeil(x)) #define STBTT_STATIC #define STB_TRUETYPE_IMPLEMENTATION #else #define STBTT_DEF extern #endif #ifdef IMGUI_STB_TRUETYPE_FILENAME #include IMGUI_STB_TRUETYPE_FILENAME #else #include "imstb_truetype.h" #endif #endif #endif // IMGUI_ENABLE_STB_TRUETYPE #if defined(__GNUC__) #pragma GCC diagnostic pop #endif #if defined(__clang__) #pragma clang diagnostic pop #endif #if defined(_MSC_VER) #pragma warning (pop) #endif #ifdef IMGUI_STB_NAMESPACE } // namespace ImStb using namespace IMGUI_STB_NAMESPACE; #endif //----------------------------------------------------------------------------- // [SECTION] Style functions //----------------------------------------------------------------------------- void ImGui::StyleColorsDark(ImGuiStyle* dst) { ImGuiStyle* style = dst ? dst : &ImGui::GetStyle(); ImVec4* colors = style->Colors; colors[ImGuiCol_Text] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); colors[ImGuiCol_TextDisabled] = ImVec4(0.50f, 0.50f, 0.50f, 1.00f); colors[ImGuiCol_WindowBg] = ImVec4(0.06f, 0.06f, 0.06f, 0.94f); colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); colors[ImGuiCol_PopupBg] = ImVec4(0.08f, 0.08f, 0.08f, 0.94f); colors[ImGuiCol_Border] = ImVec4(0.43f, 0.43f, 0.50f, 0.50f); colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); colors[ImGuiCol_FrameBg] = ImVec4(0.16f, 0.29f, 0.48f, 0.54f); colors[ImGuiCol_FrameBgHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); colors[ImGuiCol_FrameBgActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); colors[ImGuiCol_TitleBg] = ImVec4(0.04f, 0.04f, 0.04f, 1.00f); colors[ImGuiCol_TitleBgActive] = ImVec4(0.16f, 0.29f, 0.48f, 1.00f); colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.00f, 0.00f, 0.00f, 0.51f); colors[ImGuiCol_MenuBarBg] = ImVec4(0.14f, 0.14f, 0.14f, 1.00f); colors[ImGuiCol_ScrollbarBg] = ImVec4(0.02f, 0.02f, 0.02f, 0.53f); colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.31f, 0.31f, 0.31f, 1.00f); colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.41f, 0.41f, 0.41f, 1.00f); colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.51f, 0.51f, 0.51f, 1.00f); colors[ImGuiCol_CheckMark] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); colors[ImGuiCol_SliderGrab] = ImVec4(0.24f, 0.52f, 0.88f, 1.00f); colors[ImGuiCol_SliderGrabActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); colors[ImGuiCol_Button] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); colors[ImGuiCol_ButtonHovered] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); colors[ImGuiCol_ButtonActive] = ImVec4(0.06f, 0.53f, 0.98f, 1.00f); colors[ImGuiCol_Header] = ImVec4(0.26f, 0.59f, 0.98f, 0.31f); colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f); colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); colors[ImGuiCol_Separator] = colors[ImGuiCol_Border]; colors[ImGuiCol_SeparatorHovered] = ImVec4(0.10f, 0.40f, 0.75f, 0.78f); colors[ImGuiCol_SeparatorActive] = ImVec4(0.10f, 0.40f, 0.75f, 1.00f); colors[ImGuiCol_ResizeGrip] = ImVec4(0.26f, 0.59f, 0.98f, 0.20f); colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f); colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f); colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_HeaderActive] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f); colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f); colors[ImGuiCol_PlotLines] = ImVec4(0.61f, 0.61f, 0.61f, 1.00f); colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f); colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f); colors[ImGuiCol_TableHeaderBg] = ImVec4(0.19f, 0.19f, 0.20f, 1.00f); colors[ImGuiCol_TableBorderStrong] = ImVec4(0.31f, 0.31f, 0.35f, 1.00f); // Prefer using Alpha=1.0 here colors[ImGuiCol_TableBorderLight] = ImVec4(0.23f, 0.23f, 0.25f, 1.00f); // Prefer using Alpha=1.0 here colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.06f); colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f); colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f); colors[ImGuiCol_NavHighlight] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f); colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f); colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.35f); } void ImGui::StyleColorsClassic(ImGuiStyle* dst) { ImGuiStyle* style = dst ? dst : &ImGui::GetStyle(); ImVec4* colors = style->Colors; colors[ImGuiCol_Text] = ImVec4(0.90f, 0.90f, 0.90f, 1.00f); colors[ImGuiCol_TextDisabled] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f); colors[ImGuiCol_WindowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.85f); colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); colors[ImGuiCol_PopupBg] = ImVec4(0.11f, 0.11f, 0.14f, 0.92f); colors[ImGuiCol_Border] = ImVec4(0.50f, 0.50f, 0.50f, 0.50f); colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); colors[ImGuiCol_FrameBg] = ImVec4(0.43f, 0.43f, 0.43f, 0.39f); colors[ImGuiCol_FrameBgHovered] = ImVec4(0.47f, 0.47f, 0.69f, 0.40f); colors[ImGuiCol_FrameBgActive] = ImVec4(0.42f, 0.41f, 0.64f, 0.69f); colors[ImGuiCol_TitleBg] = ImVec4(0.27f, 0.27f, 0.54f, 0.83f); colors[ImGuiCol_TitleBgActive] = ImVec4(0.32f, 0.32f, 0.63f, 0.87f); colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.40f, 0.40f, 0.80f, 0.20f); colors[ImGuiCol_MenuBarBg] = ImVec4(0.40f, 0.40f, 0.55f, 0.80f); colors[ImGuiCol_ScrollbarBg] = ImVec4(0.20f, 0.25f, 0.30f, 0.60f); colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.40f, 0.40f, 0.80f, 0.30f); colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.40f, 0.40f, 0.80f, 0.40f); colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.41f, 0.39f, 0.80f, 0.60f); colors[ImGuiCol_CheckMark] = ImVec4(0.90f, 0.90f, 0.90f, 0.50f); colors[ImGuiCol_SliderGrab] = ImVec4(1.00f, 1.00f, 1.00f, 0.30f); colors[ImGuiCol_SliderGrabActive] = ImVec4(0.41f, 0.39f, 0.80f, 0.60f); colors[ImGuiCol_Button] = ImVec4(0.35f, 0.40f, 0.61f, 0.62f); colors[ImGuiCol_ButtonHovered] = ImVec4(0.40f, 0.48f, 0.71f, 0.79f); colors[ImGuiCol_ButtonActive] = ImVec4(0.46f, 0.54f, 0.80f, 1.00f); colors[ImGuiCol_Header] = ImVec4(0.40f, 0.40f, 0.90f, 0.45f); colors[ImGuiCol_HeaderHovered] = ImVec4(0.45f, 0.45f, 0.90f, 0.80f); colors[ImGuiCol_HeaderActive] = ImVec4(0.53f, 0.53f, 0.87f, 0.80f); colors[ImGuiCol_Separator] = ImVec4(0.50f, 0.50f, 0.50f, 0.60f); colors[ImGuiCol_SeparatorHovered] = ImVec4(0.60f, 0.60f, 0.70f, 1.00f); colors[ImGuiCol_SeparatorActive] = ImVec4(0.70f, 0.70f, 0.90f, 1.00f); colors[ImGuiCol_ResizeGrip] = ImVec4(1.00f, 1.00f, 1.00f, 0.10f); colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.78f, 0.82f, 1.00f, 0.60f); colors[ImGuiCol_ResizeGripActive] = ImVec4(0.78f, 0.82f, 1.00f, 0.90f); colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f); colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f); colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_Header] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f); colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f); colors[ImGuiCol_PlotLines] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); colors[ImGuiCol_PlotLinesHovered] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f); colors[ImGuiCol_TableHeaderBg] = ImVec4(0.27f, 0.27f, 0.38f, 1.00f); colors[ImGuiCol_TableBorderStrong] = ImVec4(0.31f, 0.31f, 0.45f, 1.00f); // Prefer using Alpha=1.0 here colors[ImGuiCol_TableBorderLight] = ImVec4(0.26f, 0.26f, 0.28f, 1.00f); // Prefer using Alpha=1.0 here colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.07f); colors[ImGuiCol_TextSelectedBg] = ImVec4(0.00f, 0.00f, 1.00f, 0.35f); colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f); colors[ImGuiCol_NavHighlight] = colors[ImGuiCol_HeaderHovered]; colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f); colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f); colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f); } // Those light colors are better suited with a thicker font than the default one + FrameBorder void ImGui::StyleColorsLight(ImGuiStyle* dst) { ImGuiStyle* style = dst ? dst : &ImGui::GetStyle(); ImVec4* colors = style->Colors; colors[ImGuiCol_Text] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f); colors[ImGuiCol_TextDisabled] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f); colors[ImGuiCol_WindowBg] = ImVec4(0.94f, 0.94f, 0.94f, 1.00f); colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); colors[ImGuiCol_PopupBg] = ImVec4(1.00f, 1.00f, 1.00f, 0.98f); colors[ImGuiCol_Border] = ImVec4(0.00f, 0.00f, 0.00f, 0.30f); colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); colors[ImGuiCol_FrameBg] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); colors[ImGuiCol_FrameBgHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); colors[ImGuiCol_FrameBgActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); colors[ImGuiCol_TitleBg] = ImVec4(0.96f, 0.96f, 0.96f, 1.00f); colors[ImGuiCol_TitleBgActive] = ImVec4(0.82f, 0.82f, 0.82f, 1.00f); colors[ImGuiCol_TitleBgCollapsed] = ImVec4(1.00f, 1.00f, 1.00f, 0.51f); colors[ImGuiCol_MenuBarBg] = ImVec4(0.86f, 0.86f, 0.86f, 1.00f); colors[ImGuiCol_ScrollbarBg] = ImVec4(0.98f, 0.98f, 0.98f, 0.53f); colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.69f, 0.69f, 0.69f, 0.80f); colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.49f, 0.49f, 0.49f, 0.80f); colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.49f, 0.49f, 0.49f, 1.00f); colors[ImGuiCol_CheckMark] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); colors[ImGuiCol_SliderGrab] = ImVec4(0.26f, 0.59f, 0.98f, 0.78f); colors[ImGuiCol_SliderGrabActive] = ImVec4(0.46f, 0.54f, 0.80f, 0.60f); colors[ImGuiCol_Button] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); colors[ImGuiCol_ButtonHovered] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); colors[ImGuiCol_ButtonActive] = ImVec4(0.06f, 0.53f, 0.98f, 1.00f); colors[ImGuiCol_Header] = ImVec4(0.26f, 0.59f, 0.98f, 0.31f); colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f); colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); colors[ImGuiCol_Separator] = ImVec4(0.39f, 0.39f, 0.39f, 0.62f); colors[ImGuiCol_SeparatorHovered] = ImVec4(0.14f, 0.44f, 0.80f, 0.78f); colors[ImGuiCol_SeparatorActive] = ImVec4(0.14f, 0.44f, 0.80f, 1.00f); colors[ImGuiCol_ResizeGrip] = ImVec4(0.35f, 0.35f, 0.35f, 0.17f); colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.90f); colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f); colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_Header] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f); colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f); colors[ImGuiCol_PlotLines] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f); colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f); colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.45f, 0.00f, 1.00f); colors[ImGuiCol_TableHeaderBg] = ImVec4(0.78f, 0.87f, 0.98f, 1.00f); colors[ImGuiCol_TableBorderStrong] = ImVec4(0.57f, 0.57f, 0.64f, 1.00f); // Prefer using Alpha=1.0 here colors[ImGuiCol_TableBorderLight] = ImVec4(0.68f, 0.68f, 0.74f, 1.00f); // Prefer using Alpha=1.0 here colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); colors[ImGuiCol_TableRowBgAlt] = ImVec4(0.30f, 0.30f, 0.30f, 0.09f); colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f); colors[ImGuiCol_DragDropTarget] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); colors[ImGuiCol_NavHighlight] = colors[ImGuiCol_HeaderHovered]; colors[ImGuiCol_NavWindowingHighlight] = ImVec4(0.70f, 0.70f, 0.70f, 0.70f); colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.20f); colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f); } //----------------------------------------------------------------------------- // [SECTION] ImDrawList //----------------------------------------------------------------------------- ImDrawListSharedData::ImDrawListSharedData() { memset(this, 0, sizeof(*this)); for (int i = 0; i < IM_ARRAYSIZE(ArcFastVtx); i++) { const float a = ((float)i * 2 * IM_PI) / (float)IM_ARRAYSIZE(ArcFastVtx); ArcFastVtx[i] = ImVec2(ImCos(a), ImSin(a)); } ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError); } void ImDrawListSharedData::SetCircleTessellationMaxError(float max_error) { if (CircleSegmentMaxError == max_error) return; IM_ASSERT(max_error > 0.0f); CircleSegmentMaxError = max_error; for (int i = 0; i < IM_ARRAYSIZE(CircleSegmentCounts); i++) { const float radius = (float)i; CircleSegmentCounts[i] = (ImU8)((i > 0) ? IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, CircleSegmentMaxError) : 0); } ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError); } // Initialize before use in a new frame. We always have a command ready in the buffer. void ImDrawList::_ResetForNewFrame() { // Verify that the ImDrawCmd fields we want to memcmp() are contiguous in memory. IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, ClipRect) == 0); IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, TextureId) == sizeof(ImVec4)); IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureID)); if (_Splitter._Count > 1) _Splitter.Merge(this); CmdBuffer.resize(0); IdxBuffer.resize(0); VtxBuffer.resize(0); Flags = _Data->InitialFlags; memset(&_CmdHeader, 0, sizeof(_CmdHeader)); _VtxCurrentIdx = 0; _VtxWritePtr = NULL; _IdxWritePtr = NULL; _ClipRectStack.resize(0); _TextureIdStack.resize(0); _Path.resize(0); _Splitter.Clear(); CmdBuffer.push_back(ImDrawCmd()); _FringeScale = 1.0f; } void ImDrawList::_ClearFreeMemory() { CmdBuffer.clear(); IdxBuffer.clear(); VtxBuffer.clear(); Flags = ImDrawListFlags_None; _VtxCurrentIdx = 0; _VtxWritePtr = NULL; _IdxWritePtr = NULL; _ClipRectStack.clear(); _TextureIdStack.clear(); _Path.clear(); _Splitter.ClearFreeMemory(); } ImDrawList* ImDrawList::CloneOutput() const { ImDrawList* dst = IM_NEW(ImDrawList(_Data)); dst->CmdBuffer = CmdBuffer; dst->IdxBuffer = IdxBuffer; dst->VtxBuffer = VtxBuffer; dst->Flags = Flags; return dst; } void ImDrawList::AddDrawCmd() { ImDrawCmd draw_cmd; draw_cmd.ClipRect = _CmdHeader.ClipRect; // Same as calling ImDrawCmd_HeaderCopy() draw_cmd.TextureId = _CmdHeader.TextureId; draw_cmd.VtxOffset = _CmdHeader.VtxOffset; draw_cmd.IdxOffset = IdxBuffer.Size; IM_ASSERT(draw_cmd.ClipRect.x <= draw_cmd.ClipRect.z && draw_cmd.ClipRect.y <= draw_cmd.ClipRect.w); CmdBuffer.push_back(draw_cmd); } // Pop trailing draw command (used before merging or presenting to user) // Note that this leaves the ImDrawList in a state unfit for further commands, as most code assume that CmdBuffer.Size > 0 && CmdBuffer.back().UserCallback == NULL void ImDrawList::_PopUnusedDrawCmd() { if (CmdBuffer.Size == 0) return; ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; if (curr_cmd->ElemCount == 0 && curr_cmd->UserCallback == NULL) CmdBuffer.pop_back(); } void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data) { IM_ASSERT_PARANOID(CmdBuffer.Size > 0); ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; IM_ASSERT(curr_cmd->UserCallback == NULL); if (curr_cmd->ElemCount != 0) { AddDrawCmd(); curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; } curr_cmd->UserCallback = callback; curr_cmd->UserCallbackData = callback_data; AddDrawCmd(); // Force a new command after us (see comment below) } // Compare ClipRect, TextureId and VtxOffset with a single memcmp() #define ImDrawCmd_HeaderSize (IM_OFFSETOF(ImDrawCmd, VtxOffset) + sizeof(unsigned int)) #define ImDrawCmd_HeaderCompare(CMD_LHS, CMD_RHS) (memcmp(CMD_LHS, CMD_RHS, ImDrawCmd_HeaderSize)) // Compare ClipRect, TextureId, VtxOffset #define ImDrawCmd_HeaderCopy(CMD_DST, CMD_SRC) (memcpy(CMD_DST, CMD_SRC, ImDrawCmd_HeaderSize)) // Copy ClipRect, TextureId, VtxOffset #define ImDrawCmd_AreSequentialIdxOffset(CMD_0, CMD_1) (CMD_0->IdxOffset + CMD_0->ElemCount == CMD_1->IdxOffset) // Try to merge two last draw commands void ImDrawList::_TryMergeDrawCmds() { IM_ASSERT_PARANOID(CmdBuffer.Size > 0); ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; ImDrawCmd* prev_cmd = curr_cmd - 1; if (ImDrawCmd_HeaderCompare(curr_cmd, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && curr_cmd->UserCallback == NULL && prev_cmd->UserCallback == NULL) { prev_cmd->ElemCount += curr_cmd->ElemCount; CmdBuffer.pop_back(); } } // Our scheme may appears a bit unusual, basically we want the most-common calls AddLine AddRect etc. to not have to perform any check so we always have a command ready in the stack. // The cost of figuring out if a new command has to be added or if we can merge is paid in those Update** functions only. void ImDrawList::_OnChangedClipRect() { // If current command is used with different settings we need to add a new command IM_ASSERT_PARANOID(CmdBuffer.Size > 0); ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; if (curr_cmd->ElemCount != 0 && memcmp(&curr_cmd->ClipRect, &_CmdHeader.ClipRect, sizeof(ImVec4)) != 0) { AddDrawCmd(); return; } IM_ASSERT(curr_cmd->UserCallback == NULL); // Try to merge with previous command if it matches, else use current command ImDrawCmd* prev_cmd = curr_cmd - 1; if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && prev_cmd->UserCallback == NULL) { CmdBuffer.pop_back(); return; } curr_cmd->ClipRect = _CmdHeader.ClipRect; } void ImDrawList::_OnChangedTextureID() { // If current command is used with different settings we need to add a new command IM_ASSERT_PARANOID(CmdBuffer.Size > 0); ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; if (curr_cmd->ElemCount != 0 && curr_cmd->TextureId != _CmdHeader.TextureId) { AddDrawCmd(); return; } IM_ASSERT(curr_cmd->UserCallback == NULL); // Try to merge with previous command if it matches, else use current command ImDrawCmd* prev_cmd = curr_cmd - 1; if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && prev_cmd->UserCallback == NULL) { CmdBuffer.pop_back(); return; } curr_cmd->TextureId = _CmdHeader.TextureId; } void ImDrawList::_OnChangedVtxOffset() { // We don't need to compare curr_cmd->VtxOffset != _CmdHeader.VtxOffset because we know it'll be different at the time we call this. _VtxCurrentIdx = 0; IM_ASSERT_PARANOID(CmdBuffer.Size > 0); ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; //IM_ASSERT(curr_cmd->VtxOffset != _CmdHeader.VtxOffset); // See #3349 if (curr_cmd->ElemCount != 0) { AddDrawCmd(); return; } IM_ASSERT(curr_cmd->UserCallback == NULL); curr_cmd->VtxOffset = _CmdHeader.VtxOffset; } int ImDrawList::_CalcCircleAutoSegmentCount(float radius) const { // Automatic segment count const int radius_idx = (int)(radius + 0.999999f); // ceil to never reduce accuracy if (radius_idx < IM_ARRAYSIZE(_Data->CircleSegmentCounts)) return _Data->CircleSegmentCounts[radius_idx]; // Use cached value else return IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, _Data->CircleSegmentMaxError); } // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) void ImDrawList::PushClipRect(const ImVec2& cr_min, const ImVec2& cr_max, bool intersect_with_current_clip_rect) { ImVec4 cr(cr_min.x, cr_min.y, cr_max.x, cr_max.y); if (intersect_with_current_clip_rect) { ImVec4 current = _CmdHeader.ClipRect; if (cr.x < current.x) cr.x = current.x; if (cr.y < current.y) cr.y = current.y; if (cr.z > current.z) cr.z = current.z; if (cr.w > current.w) cr.w = current.w; } cr.z = ImMax(cr.x, cr.z); cr.w = ImMax(cr.y, cr.w); _ClipRectStack.push_back(cr); _CmdHeader.ClipRect = cr; _OnChangedClipRect(); } void ImDrawList::PushClipRectFullScreen() { PushClipRect(ImVec2(_Data->ClipRectFullscreen.x, _Data->ClipRectFullscreen.y), ImVec2(_Data->ClipRectFullscreen.z, _Data->ClipRectFullscreen.w)); } void ImDrawList::PopClipRect() { _ClipRectStack.pop_back(); _CmdHeader.ClipRect = (_ClipRectStack.Size == 0) ? _Data->ClipRectFullscreen : _ClipRectStack.Data[_ClipRectStack.Size - 1]; _OnChangedClipRect(); } void ImDrawList::PushTextureID(ImTextureID texture_id) { _TextureIdStack.push_back(texture_id); _CmdHeader.TextureId = texture_id; _OnChangedTextureID(); } void ImDrawList::PopTextureID() { _TextureIdStack.pop_back(); _CmdHeader.TextureId = (_TextureIdStack.Size == 0) ? (ImTextureID)NULL : _TextureIdStack.Data[_TextureIdStack.Size - 1]; _OnChangedTextureID(); } // Reserve space for a number of vertices and indices. // You must finish filling your reserved data before calling PrimReserve() again, as it may reallocate or // submit the intermediate results. PrimUnreserve() can be used to release unused allocations. void ImDrawList::PrimReserve(int idx_count, int vtx_count) { // Large mesh support (when enabled) IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0); if (sizeof(ImDrawIdx) == 2 && (_VtxCurrentIdx + vtx_count >= (1 << 16)) && (Flags & ImDrawListFlags_AllowVtxOffset)) { // FIXME: In theory we should be testing that vtx_count <64k here. // In practice, RenderText() relies on reserving ahead for a worst case scenario so it is currently useful for us // to not make that check until we rework the text functions to handle clipping and large horizontal lines better. _CmdHeader.VtxOffset = VtxBuffer.Size; _OnChangedVtxOffset(); } ImDrawCmd* draw_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; draw_cmd->ElemCount += idx_count; int vtx_buffer_old_size = VtxBuffer.Size; VtxBuffer.resize(vtx_buffer_old_size + vtx_count); _VtxWritePtr = VtxBuffer.Data + vtx_buffer_old_size; int idx_buffer_old_size = IdxBuffer.Size; IdxBuffer.resize(idx_buffer_old_size + idx_count); _IdxWritePtr = IdxBuffer.Data + idx_buffer_old_size; } // Release the a number of reserved vertices/indices from the end of the last reservation made with PrimReserve(). void ImDrawList::PrimUnreserve(int idx_count, int vtx_count) { IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0); ImDrawCmd* draw_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; draw_cmd->ElemCount -= idx_count; VtxBuffer.shrink(VtxBuffer.Size - vtx_count); IdxBuffer.shrink(IdxBuffer.Size - idx_count); } // Fully unrolled with inline call to keep our debug builds decently fast. void ImDrawList::PrimRect(const ImVec2& a, const ImVec2& c, ImU32 col) { ImVec2 b(c.x, a.y), d(a.x, c.y), uv(_Data->TexUvWhitePixel); ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2); _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3); _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col; _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col; _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv; _VtxWritePtr[3].col = col; _VtxWritePtr += 4; _VtxCurrentIdx += 4; _IdxWritePtr += 6; } void ImDrawList::PrimRectUV(const ImVec2& a, const ImVec2& c, const ImVec2& uv_a, const ImVec2& uv_c, ImU32 col) { ImVec2 b(c.x, a.y), d(a.x, c.y), uv_b(uv_c.x, uv_a.y), uv_d(uv_a.x, uv_c.y); ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2); _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3); _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col; _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col; _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col; _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col; _VtxWritePtr += 4; _VtxCurrentIdx += 4; _IdxWritePtr += 6; } void ImDrawList::PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col) { ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2); _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3); _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col; _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col; _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col; _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col; _VtxWritePtr += 4; _VtxCurrentIdx += 4; _IdxWritePtr += 6; } // On AddPolyline() and AddConvexPolyFilled() we intentionally avoid using ImVec2 and superfluous function calls to optimize debug/non-inlined builds. // - Those macros expects l-values and need to be used as their own statement. // - Those macros are intentionally not surrounded by the 'do {} while (0)' idiom because even that translates to runtime with debug compilers. #define IM_NORMALIZE2F_OVER_ZERO(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = ImRsqrt(d2); VX *= inv_len; VY *= inv_len; } } (void)0 #define IM_FIXNORMAL2F_MAX_INVLEN2 100.0f // 500.0f (see #4053, #3366) #define IM_FIXNORMAL2F(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 > 0.000001f) { float inv_len2 = 1.0f / d2; if (inv_len2 > IM_FIXNORMAL2F_MAX_INVLEN2) inv_len2 = IM_FIXNORMAL2F_MAX_INVLEN2; VX *= inv_len2; VY *= inv_len2; } } (void)0 // TODO: Thickness anti-aliased lines cap are missing their AA fringe. // We avoid using the ImVec2 math operators here to reduce cost to a minimum for debug/non-inlined builds. void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 col, ImDrawFlags flags, float thickness) { if (points_count < 2) return; const bool closed = (flags & ImDrawFlags_Closed) != 0; const ImVec2 opaque_uv = _Data->TexUvWhitePixel; const int count = closed ? points_count : points_count - 1; // The number of line segments we need to draw const bool thick_line = (thickness > _FringeScale); if (Flags & ImDrawListFlags_AntiAliasedLines) { // Anti-aliased stroke const float AA_SIZE = _FringeScale; const ImU32 col_trans = col & ~IM_COL32_A_MASK; // Thicknesses <1.0 should behave like thickness 1.0 thickness = ImMax(thickness, 1.0f); const int integer_thickness = (int)thickness; const float fractional_thickness = thickness - integer_thickness; // Do we want to draw this line using a texture? // - For now, only draw integer-width lines using textures to avoid issues with the way scaling occurs, could be improved. // - If AA_SIZE is not 1.0f we cannot use the texture path. const bool use_texture = (Flags & ImDrawListFlags_AntiAliasedLinesUseTex) && (integer_thickness < IM_DRAWLIST_TEX_LINES_WIDTH_MAX) && (fractional_thickness <= 0.00001f) && (AA_SIZE == 1.0f); // We should never hit this, because NewFrame() doesn't set ImDrawListFlags_AntiAliasedLinesUseTex unless ImFontAtlasFlags_NoBakedLines is off IM_ASSERT_PARANOID(!use_texture || !(_Data->Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines)); const int idx_count = use_texture ? (count * 6) : (thick_line ? count * 18 : count * 12); const int vtx_count = use_texture ? (points_count * 2) : (thick_line ? points_count * 4 : points_count * 3); PrimReserve(idx_count, vtx_count); // Temporary buffer // The first items are normals at each line point, then after that there are either 2 or 4 temp points for each line point ImVec2* temp_normals = (ImVec2*)alloca(points_count * ((use_texture || !thick_line) ? 3 : 5) * sizeof(ImVec2)); //-V630 ImVec2* temp_points = temp_normals + points_count; // Calculate normals (tangents) for each line segment for (int i1 = 0; i1 < count; i1++) { const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1; float dx = points[i2].x - points[i1].x; float dy = points[i2].y - points[i1].y; IM_NORMALIZE2F_OVER_ZERO(dx, dy); temp_normals[i1].x = dy; temp_normals[i1].y = -dx; } if (!closed) temp_normals[points_count - 1] = temp_normals[points_count - 2]; // If we are drawing a one-pixel-wide line without a texture, or a textured line of any width, we only need 2 or 3 vertices per point if (use_texture || !thick_line) { // [PATH 1] Texture-based lines (thick or non-thick) // [PATH 2] Non texture-based lines (non-thick) // The width of the geometry we need to draw - this is essentially pixels for the line itself, plus "one pixel" for AA. // - In the texture-based path, we don't use AA_SIZE here because the +1 is tied to the generated texture // (see ImFontAtlasBuildRenderLinesTexData() function), and so alternate values won't work without changes to that code. // - In the non texture-based paths, we would allow AA_SIZE to potentially be != 1.0f with a patch (e.g. fringe_scale patch to // allow scaling geometry while preserving one-screen-pixel AA fringe). const float half_draw_size = use_texture ? ((thickness * 0.5f) + 1) : AA_SIZE; // If line is not closed, the first and last points need to be generated differently as there are no normals to blend if (!closed) { temp_points[0] = points[0] + temp_normals[0] * half_draw_size; temp_points[1] = points[0] - temp_normals[0] * half_draw_size; temp_points[(points_count-1)*2+0] = points[points_count-1] + temp_normals[points_count-1] * half_draw_size; temp_points[(points_count-1)*2+1] = points[points_count-1] - temp_normals[points_count-1] * half_draw_size; } // Generate the indices to form a number of triangles for each line segment, and the vertices for the line edges // This takes points n and n+1 and writes into n+1, with the first point in a closed line being generated from the final one (as n+1 wraps) // FIXME-OPT: Merge the different loops, possibly remove the temporary buffer. unsigned int idx1 = _VtxCurrentIdx; // Vertex index for start of line segment for (int i1 = 0; i1 < count; i1++) // i1 is the first point of the line segment { const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1; // i2 is the second point of the line segment const unsigned int idx2 = ((i1 + 1) == points_count) ? _VtxCurrentIdx : (idx1 + (use_texture ? 2 : 3)); // Vertex index for end of segment // Average normals float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f; float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f; IM_FIXNORMAL2F(dm_x, dm_y); dm_x *= half_draw_size; // dm_x, dm_y are offset to the outer edge of the AA area dm_y *= half_draw_size; // Add temporary vertexes for the outer edges ImVec2* out_vtx = &temp_points[i2 * 2]; out_vtx[0].x = points[i2].x + dm_x; out_vtx[0].y = points[i2].y + dm_y; out_vtx[1].x = points[i2].x - dm_x; out_vtx[1].y = points[i2].y - dm_y; if (use_texture) { // Add indices for two triangles _IdxWritePtr[0] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 1); // Right tri _IdxWritePtr[3] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[4] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 0); // Left tri _IdxWritePtr += 6; } else { // Add indexes for four triangles _IdxWritePtr[0] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 2); // Right tri 1 _IdxWritePtr[3] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[4] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 0); // Right tri 2 _IdxWritePtr[6] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[7] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[8] = (ImDrawIdx)(idx1 + 0); // Left tri 1 _IdxWritePtr[9] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[10] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[11] = (ImDrawIdx)(idx2 + 1); // Left tri 2 _IdxWritePtr += 12; } idx1 = idx2; } // Add vertexes for each point on the line if (use_texture) { // If we're using textures we only need to emit the left/right edge vertices ImVec4 tex_uvs = _Data->TexUvLines[integer_thickness]; /*if (fractional_thickness != 0.0f) // Currently always zero when use_texture==false! { const ImVec4 tex_uvs_1 = _Data->TexUvLines[integer_thickness + 1]; tex_uvs.x = tex_uvs.x + (tex_uvs_1.x - tex_uvs.x) * fractional_thickness; // inlined ImLerp() tex_uvs.y = tex_uvs.y + (tex_uvs_1.y - tex_uvs.y) * fractional_thickness; tex_uvs.z = tex_uvs.z + (tex_uvs_1.z - tex_uvs.z) * fractional_thickness; tex_uvs.w = tex_uvs.w + (tex_uvs_1.w - tex_uvs.w) * fractional_thickness; }*/ ImVec2 tex_uv0(tex_uvs.x, tex_uvs.y); ImVec2 tex_uv1(tex_uvs.z, tex_uvs.w); for (int i = 0; i < points_count; i++) { _VtxWritePtr[0].pos = temp_points[i * 2 + 0]; _VtxWritePtr[0].uv = tex_uv0; _VtxWritePtr[0].col = col; // Left-side outer edge _VtxWritePtr[1].pos = temp_points[i * 2 + 1]; _VtxWritePtr[1].uv = tex_uv1; _VtxWritePtr[1].col = col; // Right-side outer edge _VtxWritePtr += 2; } } else { // If we're not using a texture, we need the center vertex as well for (int i = 0; i < points_count; i++) { _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col; // Center of line _VtxWritePtr[1].pos = temp_points[i * 2 + 0]; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col_trans; // Left-side outer edge _VtxWritePtr[2].pos = temp_points[i * 2 + 1]; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col_trans; // Right-side outer edge _VtxWritePtr += 3; } } } else { // [PATH 2] Non texture-based lines (thick): we need to draw the solid line core and thus require four vertices per point const float half_inner_thickness = (thickness - AA_SIZE) * 0.5f; // If line is not closed, the first and last points need to be generated differently as there are no normals to blend if (!closed) { const int points_last = points_count - 1; temp_points[0] = points[0] + temp_normals[0] * (half_inner_thickness + AA_SIZE); temp_points[1] = points[0] + temp_normals[0] * (half_inner_thickness); temp_points[2] = points[0] - temp_normals[0] * (half_inner_thickness); temp_points[3] = points[0] - temp_normals[0] * (half_inner_thickness + AA_SIZE); temp_points[points_last * 4 + 0] = points[points_last] + temp_normals[points_last] * (half_inner_thickness + AA_SIZE); temp_points[points_last * 4 + 1] = points[points_last] + temp_normals[points_last] * (half_inner_thickness); temp_points[points_last * 4 + 2] = points[points_last] - temp_normals[points_last] * (half_inner_thickness); temp_points[points_last * 4 + 3] = points[points_last] - temp_normals[points_last] * (half_inner_thickness + AA_SIZE); } // Generate the indices to form a number of triangles for each line segment, and the vertices for the line edges // This takes points n and n+1 and writes into n+1, with the first point in a closed line being generated from the final one (as n+1 wraps) // FIXME-OPT: Merge the different loops, possibly remove the temporary buffer. unsigned int idx1 = _VtxCurrentIdx; // Vertex index for start of line segment for (int i1 = 0; i1 < count; i1++) // i1 is the first point of the line segment { const int i2 = (i1 + 1) == points_count ? 0 : (i1 + 1); // i2 is the second point of the line segment const unsigned int idx2 = (i1 + 1) == points_count ? _VtxCurrentIdx : (idx1 + 4); // Vertex index for end of segment // Average normals float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f; float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f; IM_FIXNORMAL2F(dm_x, dm_y); float dm_out_x = dm_x * (half_inner_thickness + AA_SIZE); float dm_out_y = dm_y * (half_inner_thickness + AA_SIZE); float dm_in_x = dm_x * half_inner_thickness; float dm_in_y = dm_y * half_inner_thickness; // Add temporary vertices ImVec2* out_vtx = &temp_points[i2 * 4]; out_vtx[0].x = points[i2].x + dm_out_x; out_vtx[0].y = points[i2].y + dm_out_y; out_vtx[1].x = points[i2].x + dm_in_x; out_vtx[1].y = points[i2].y + dm_in_y; out_vtx[2].x = points[i2].x - dm_in_x; out_vtx[2].y = points[i2].y - dm_in_y; out_vtx[3].x = points[i2].x - dm_out_x; out_vtx[3].y = points[i2].y - dm_out_y; // Add indexes _IdxWritePtr[0] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[3] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[4] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[6] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[7] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[8] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[9] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[10] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[11] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[12] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[13] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[14] = (ImDrawIdx)(idx1 + 3); _IdxWritePtr[15] = (ImDrawIdx)(idx1 + 3); _IdxWritePtr[16] = (ImDrawIdx)(idx2 + 3); _IdxWritePtr[17] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr += 18; idx1 = idx2; } // Add vertices for (int i = 0; i < points_count; i++) { _VtxWritePtr[0].pos = temp_points[i * 4 + 0]; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col_trans; _VtxWritePtr[1].pos = temp_points[i * 4 + 1]; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col; _VtxWritePtr[2].pos = temp_points[i * 4 + 2]; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col; _VtxWritePtr[3].pos = temp_points[i * 4 + 3]; _VtxWritePtr[3].uv = opaque_uv; _VtxWritePtr[3].col = col_trans; _VtxWritePtr += 4; } } _VtxCurrentIdx += (ImDrawIdx)vtx_count; } else { // [PATH 4] Non texture-based, Non anti-aliased lines const int idx_count = count * 6; const int vtx_count = count * 4; // FIXME-OPT: Not sharing edges PrimReserve(idx_count, vtx_count); for (int i1 = 0; i1 < count; i1++) { const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1; const ImVec2& p1 = points[i1]; const ImVec2& p2 = points[i2]; float dx = p2.x - p1.x; float dy = p2.y - p1.y; IM_NORMALIZE2F_OVER_ZERO(dx, dy); dx *= (thickness * 0.5f); dy *= (thickness * 0.5f); _VtxWritePtr[0].pos.x = p1.x + dy; _VtxWritePtr[0].pos.y = p1.y - dx; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col; _VtxWritePtr[1].pos.x = p2.x + dy; _VtxWritePtr[1].pos.y = p2.y - dx; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col; _VtxWritePtr[2].pos.x = p2.x - dy; _VtxWritePtr[2].pos.y = p2.y + dx; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col; _VtxWritePtr[3].pos.x = p1.x - dy; _VtxWritePtr[3].pos.y = p1.y + dx; _VtxWritePtr[3].uv = opaque_uv; _VtxWritePtr[3].col = col; _VtxWritePtr += 4; _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + 1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + 2); _IdxWritePtr[3] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[4] = (ImDrawIdx)(_VtxCurrentIdx + 2); _IdxWritePtr[5] = (ImDrawIdx)(_VtxCurrentIdx + 3); _IdxWritePtr += 6; _VtxCurrentIdx += 4; } } } // - We intentionally avoid using ImVec2 and its math operators here to reduce cost to a minimum for debug/non-inlined builds. // - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing. void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_count, ImU32 col) { if (points_count < 3) return; const ImVec2 uv = _Data->TexUvWhitePixel; if (Flags & ImDrawListFlags_AntiAliasedFill) { // Anti-aliased Fill const float AA_SIZE = _FringeScale; const ImU32 col_trans = col & ~IM_COL32_A_MASK; const int idx_count = (points_count - 2)*3 + points_count * 6; const int vtx_count = (points_count * 2); PrimReserve(idx_count, vtx_count); // Add indexes for fill unsigned int vtx_inner_idx = _VtxCurrentIdx; unsigned int vtx_outer_idx = _VtxCurrentIdx + 1; for (int i = 2; i < points_count; i++) { _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + ((i - 1) << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_inner_idx + (i << 1)); _IdxWritePtr += 3; } // Compute normals ImVec2* temp_normals = (ImVec2*)alloca(points_count * sizeof(ImVec2)); //-V630 for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++) { const ImVec2& p0 = points[i0]; const ImVec2& p1 = points[i1]; float dx = p1.x - p0.x; float dy = p1.y - p0.y; IM_NORMALIZE2F_OVER_ZERO(dx, dy); temp_normals[i0].x = dy; temp_normals[i0].y = -dx; } for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++) { // Average normals const ImVec2& n0 = temp_normals[i0]; const ImVec2& n1 = temp_normals[i1]; float dm_x = (n0.x + n1.x) * 0.5f; float dm_y = (n0.y + n1.y) * 0.5f; IM_FIXNORMAL2F(dm_x, dm_y); dm_x *= AA_SIZE * 0.5f; dm_y *= AA_SIZE * 0.5f; // Add vertices _VtxWritePtr[0].pos.x = (points[i1].x - dm_x); _VtxWritePtr[0].pos.y = (points[i1].y - dm_y); _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; // Inner _VtxWritePtr[1].pos.x = (points[i1].x + dm_x); _VtxWritePtr[1].pos.y = (points[i1].y + dm_y); _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans; // Outer _VtxWritePtr += 2; // Add indexes for fringes _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + (i0 << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); _IdxWritePtr[3] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); _IdxWritePtr[4] = (ImDrawIdx)(vtx_outer_idx + (i1 << 1)); _IdxWritePtr[5] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); _IdxWritePtr += 6; } _VtxCurrentIdx += (ImDrawIdx)vtx_count; } else { // Non Anti-aliased Fill const int idx_count = (points_count - 2)*3; const int vtx_count = points_count; PrimReserve(idx_count, vtx_count); for (int i = 0; i < vtx_count; i++) { _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; _VtxWritePtr++; } for (int i = 2; i < points_count; i++) { _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + i - 1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + i); _IdxWritePtr += 3; } _VtxCurrentIdx += (ImDrawIdx)vtx_count; } } void ImDrawList::_PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step) { if (radius <= 0.0f) { _Path.push_back(center); return; } // Calculate arc auto segment step size if (a_step <= 0) a_step = IM_DRAWLIST_ARCFAST_SAMPLE_MAX / _CalcCircleAutoSegmentCount(radius); // Make sure we never do steps larger than one quarter of the circle a_step = ImClamp(a_step, 1, IM_DRAWLIST_ARCFAST_TABLE_SIZE / 4); const int sample_range = ImAbs(a_max_sample - a_min_sample); const int a_next_step = a_step; int samples = sample_range + 1; bool extra_max_sample = false; if (a_step > 1) { samples = sample_range / a_step + 1; const int overstep = sample_range % a_step; if (overstep > 0) { extra_max_sample = true; samples++; // When we have overstep to avoid awkwardly looking one long line and one tiny one at the end, // distribute first step range evenly between them by reducing first step size. if (sample_range > 0) a_step -= (a_step - overstep) / 2; } } _Path.resize(_Path.Size + samples); ImVec2* out_ptr = _Path.Data + (_Path.Size - samples); int sample_index = a_min_sample; if (sample_index < 0 || sample_index >= IM_DRAWLIST_ARCFAST_SAMPLE_MAX) { sample_index = sample_index % IM_DRAWLIST_ARCFAST_SAMPLE_MAX; if (sample_index < 0) sample_index += IM_DRAWLIST_ARCFAST_SAMPLE_MAX; } if (a_max_sample >= a_min_sample) { for (int a = a_min_sample; a <= a_max_sample; a += a_step, sample_index += a_step, a_step = a_next_step) { // a_step is clamped to IM_DRAWLIST_ARCFAST_SAMPLE_MAX, so we have guaranteed that it will not wrap over range twice or more if (sample_index >= IM_DRAWLIST_ARCFAST_SAMPLE_MAX) sample_index -= IM_DRAWLIST_ARCFAST_SAMPLE_MAX; const ImVec2 s = _Data->ArcFastVtx[sample_index]; out_ptr->x = center.x + s.x * radius; out_ptr->y = center.y + s.y * radius; out_ptr++; } } else { for (int a = a_min_sample; a >= a_max_sample; a -= a_step, sample_index -= a_step, a_step = a_next_step) { // a_step is clamped to IM_DRAWLIST_ARCFAST_SAMPLE_MAX, so we have guaranteed that it will not wrap over range twice or more if (sample_index < 0) sample_index += IM_DRAWLIST_ARCFAST_SAMPLE_MAX; const ImVec2 s = _Data->ArcFastVtx[sample_index]; out_ptr->x = center.x + s.x * radius; out_ptr->y = center.y + s.y * radius; out_ptr++; } } if (extra_max_sample) { int normalized_max_sample = a_max_sample % IM_DRAWLIST_ARCFAST_SAMPLE_MAX; if (normalized_max_sample < 0) normalized_max_sample += IM_DRAWLIST_ARCFAST_SAMPLE_MAX; const ImVec2 s = _Data->ArcFastVtx[normalized_max_sample]; out_ptr->x = center.x + s.x * radius; out_ptr->y = center.y + s.y * radius; out_ptr++; } IM_ASSERT_PARANOID(_Path.Data + _Path.Size == out_ptr); } void ImDrawList::_PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments) { if (radius <= 0.0f) { _Path.push_back(center); return; } // Note that we are adding a point at both a_min and a_max. // If you are trying to draw a full closed circle you don't want the overlapping points! _Path.reserve(_Path.Size + (num_segments + 1)); for (int i = 0; i <= num_segments; i++) { const float a = a_min + ((float)i / (float)num_segments) * (a_max - a_min); _Path.push_back(ImVec2(center.x + ImCos(a) * radius, center.y + ImSin(a) * radius)); } } // 0: East, 3: South, 6: West, 9: North, 12: East void ImDrawList::PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12) { if (radius <= 0.0f) { _Path.push_back(center); return; } _PathArcToFastEx(center, radius, a_min_of_12 * IM_DRAWLIST_ARCFAST_SAMPLE_MAX / 12, a_max_of_12 * IM_DRAWLIST_ARCFAST_SAMPLE_MAX / 12, 0); } void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments) { if (radius <= 0.0f) { _Path.push_back(center); return; } if (num_segments > 0) { _PathArcToN(center, radius, a_min, a_max, num_segments); return; } // Automatic segment count if (radius <= _Data->ArcFastRadiusCutoff) { const bool a_is_reverse = a_max < a_min; // We are going to use precomputed values for mid samples. // Determine first and last sample in lookup table that belong to the arc. const float a_min_sample_f = IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_min / (IM_PI * 2.0f); const float a_max_sample_f = IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_max / (IM_PI * 2.0f); const int a_min_sample = a_is_reverse ? (int)ImFloorSigned(a_min_sample_f) : (int)ImCeil(a_min_sample_f); const int a_max_sample = a_is_reverse ? (int)ImCeil(a_max_sample_f) : (int)ImFloorSigned(a_max_sample_f); const int a_mid_samples = a_is_reverse ? ImMax(a_min_sample - a_max_sample, 0) : ImMax(a_max_sample - a_min_sample, 0); const float a_min_segment_angle = a_min_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX; const float a_max_segment_angle = a_max_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX; const bool a_emit_start = ImAbs(a_min_segment_angle - a_min) >= 1e-5f; const bool a_emit_end = ImAbs(a_max - a_max_segment_angle) >= 1e-5f; _Path.reserve(_Path.Size + (a_mid_samples + 1 + (a_emit_start ? 1 : 0) + (a_emit_end ? 1 : 0))); if (a_emit_start) _Path.push_back(ImVec2(center.x + ImCos(a_min) * radius, center.y + ImSin(a_min) * radius)); if (a_mid_samples > 0) _PathArcToFastEx(center, radius, a_min_sample, a_max_sample, 0); if (a_emit_end) _Path.push_back(ImVec2(center.x + ImCos(a_max) * radius, center.y + ImSin(a_max) * radius)); } else { const float arc_length = ImAbs(a_max - a_min); const int circle_segment_count = _CalcCircleAutoSegmentCount(radius); const int arc_segment_count = ImMax((int)ImCeil(circle_segment_count * arc_length / (IM_PI * 2.0f)), (int)(2.0f * IM_PI / arc_length)); _PathArcToN(center, radius, a_min, a_max, arc_segment_count); } } ImVec2 ImBezierCubicCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t) { float u = 1.0f - t; float w1 = u * u * u; float w2 = 3 * u * u * t; float w3 = 3 * u * t * t; float w4 = t * t * t; return ImVec2(w1 * p1.x + w2 * p2.x + w3 * p3.x + w4 * p4.x, w1 * p1.y + w2 * p2.y + w3 * p3.y + w4 * p4.y); } ImVec2 ImBezierQuadraticCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, float t) { float u = 1.0f - t; float w1 = u * u; float w2 = 2 * u * t; float w3 = t * t; return ImVec2(w1 * p1.x + w2 * p2.x + w3 * p3.x, w1 * p1.y + w2 * p2.y + w3 * p3.y); } // Closely mimics ImBezierCubicClosestPointCasteljau() in imgui.cpp static void PathBezierCubicCurveToCasteljau(ImVector* path, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level) { float dx = x4 - x1; float dy = y4 - y1; float d2 = (x2 - x4) * dy - (y2 - y4) * dx; float d3 = (x3 - x4) * dy - (y3 - y4) * dx; d2 = (d2 >= 0) ? d2 : -d2; d3 = (d3 >= 0) ? d3 : -d3; if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy)) { path->push_back(ImVec2(x4, y4)); } else if (level < 10) { float x12 = (x1 + x2) * 0.5f, y12 = (y1 + y2) * 0.5f; float x23 = (x2 + x3) * 0.5f, y23 = (y2 + y3) * 0.5f; float x34 = (x3 + x4) * 0.5f, y34 = (y3 + y4) * 0.5f; float x123 = (x12 + x23) * 0.5f, y123 = (y12 + y23) * 0.5f; float x234 = (x23 + x34) * 0.5f, y234 = (y23 + y34) * 0.5f; float x1234 = (x123 + x234) * 0.5f, y1234 = (y123 + y234) * 0.5f; PathBezierCubicCurveToCasteljau(path, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1); PathBezierCubicCurveToCasteljau(path, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1); } } static void PathBezierQuadraticCurveToCasteljau(ImVector* path, float x1, float y1, float x2, float y2, float x3, float y3, float tess_tol, int level) { float dx = x3 - x1, dy = y3 - y1; float det = (x2 - x3) * dy - (y2 - y3) * dx; if (det * det * 4.0f < tess_tol * (dx * dx + dy * dy)) { path->push_back(ImVec2(x3, y3)); } else if (level < 10) { float x12 = (x1 + x2) * 0.5f, y12 = (y1 + y2) * 0.5f; float x23 = (x2 + x3) * 0.5f, y23 = (y2 + y3) * 0.5f; float x123 = (x12 + x23) * 0.5f, y123 = (y12 + y23) * 0.5f; PathBezierQuadraticCurveToCasteljau(path, x1, y1, x12, y12, x123, y123, tess_tol, level + 1); PathBezierQuadraticCurveToCasteljau(path, x123, y123, x23, y23, x3, y3, tess_tol, level + 1); } } void ImDrawList::PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments) { ImVec2 p1 = _Path.back(); if (num_segments == 0) { PathBezierCubicCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, _Data->CurveTessellationTol, 0); // Auto-tessellated } else { float t_step = 1.0f / (float)num_segments; for (int i_step = 1; i_step <= num_segments; i_step++) _Path.push_back(ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step)); } } void ImDrawList::PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments) { ImVec2 p1 = _Path.back(); if (num_segments == 0) { PathBezierQuadraticCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, _Data->CurveTessellationTol, 0);// Auto-tessellated } else { float t_step = 1.0f / (float)num_segments; for (int i_step = 1; i_step <= num_segments; i_step++) _Path.push_back(ImBezierQuadraticCalc(p1, p2, p3, t_step * i_step)); } } IM_STATIC_ASSERT(ImDrawFlags_RoundCornersTopLeft == (1 << 4)); static inline ImDrawFlags FixRectCornerFlags(ImDrawFlags flags) { #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS // Legacy Support for hard coded ~0 (used to be a suggested equivalent to ImDrawCornerFlags_All) // ~0 --> ImDrawFlags_RoundCornersAll or 0 if (flags == ~0) return ImDrawFlags_RoundCornersAll; // Legacy Support for hard coded 0x01 to 0x0F (matching 15 out of 16 old flags combinations) // 0x01 --> ImDrawFlags_RoundCornersTopLeft (VALUE 0x01 OVERLAPS ImDrawFlags_Closed but ImDrawFlags_Closed is never valid in this path!) // 0x02 --> ImDrawFlags_RoundCornersTopRight // 0x03 --> ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight // 0x04 --> ImDrawFlags_RoundCornersBotLeft // 0x05 --> ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersBotLeft // ... // 0x0F --> ImDrawFlags_RoundCornersAll or 0 // (See all values in ImDrawCornerFlags_) if (flags >= 0x01 && flags <= 0x0F) return (flags << 4); // We cannot support hard coded 0x00 with 'float rounding > 0.0f' --> replace with ImDrawFlags_RoundCornersNone or use 'float rounding = 0.0f' #endif // If this triggers, please update your code replacing hardcoded values with new ImDrawFlags_RoundCorners* values. // Note that ImDrawFlags_Closed (== 0x01) is an invalid flag for AddRect(), AddRectFilled(), PathRect() etc... IM_ASSERT((flags & 0x0F) == 0 && "Misuse of legacy hardcoded ImDrawCornerFlags values!"); if ((flags & ImDrawFlags_RoundCornersMask_) == 0) flags |= ImDrawFlags_RoundCornersAll; return flags; } void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDrawFlags flags) { flags = FixRectCornerFlags(flags); rounding = ImMin(rounding, ImFabs(b.x - a.x) * ( ((flags & ImDrawFlags_RoundCornersTop) == ImDrawFlags_RoundCornersTop) || ((flags & ImDrawFlags_RoundCornersBottom) == ImDrawFlags_RoundCornersBottom) ? 0.5f : 1.0f ) - 1.0f); rounding = ImMin(rounding, ImFabs(b.y - a.y) * ( ((flags & ImDrawFlags_RoundCornersLeft) == ImDrawFlags_RoundCornersLeft) || ((flags & ImDrawFlags_RoundCornersRight) == ImDrawFlags_RoundCornersRight) ? 0.5f : 1.0f ) - 1.0f); if (rounding <= 0.0f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) { PathLineTo(a); PathLineTo(ImVec2(b.x, a.y)); PathLineTo(b); PathLineTo(ImVec2(a.x, b.y)); } else { const float rounding_tl = (flags & ImDrawFlags_RoundCornersTopLeft) ? rounding : 0.0f; const float rounding_tr = (flags & ImDrawFlags_RoundCornersTopRight) ? rounding : 0.0f; const float rounding_br = (flags & ImDrawFlags_RoundCornersBottomRight) ? rounding : 0.0f; const float rounding_bl = (flags & ImDrawFlags_RoundCornersBottomLeft) ? rounding : 0.0f; PathArcToFast(ImVec2(a.x + rounding_tl, a.y + rounding_tl), rounding_tl, 6, 9); PathArcToFast(ImVec2(b.x - rounding_tr, a.y + rounding_tr), rounding_tr, 9, 12); PathArcToFast(ImVec2(b.x - rounding_br, b.y - rounding_br), rounding_br, 0, 3); PathArcToFast(ImVec2(a.x + rounding_bl, b.y - rounding_bl), rounding_bl, 3, 6); } } void ImDrawList::AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness) { if ((col & IM_COL32_A_MASK) == 0) return; PathLineTo(p1 + ImVec2(0.5f, 0.5f)); PathLineTo(p2 + ImVec2(0.5f, 0.5f)); PathStroke(col, 0, thickness); } // p_min = upper-left, p_max = lower-right // Note we don't render 1 pixels sized rectangles properly. void ImDrawList::AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawFlags flags, float thickness) { if ((col & IM_COL32_A_MASK) == 0) return; if (Flags & ImDrawListFlags_AntiAliasedLines) PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.50f, 0.50f), rounding, flags); else PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.49f, 0.49f), rounding, flags); // Better looking lower-right corner and rounded non-AA shapes. PathStroke(col, ImDrawFlags_Closed, thickness); } void ImDrawList::AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawFlags flags) { if ((col & IM_COL32_A_MASK) == 0) return; if (rounding <= 0.0f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) { PrimReserve(6, 4); PrimRect(p_min, p_max, col); } else { PathRect(p_min, p_max, rounding, flags); PathFillConvex(col); } } // p_min = upper-left, p_max = lower-right void ImDrawList::AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left) { if (((col_upr_left | col_upr_right | col_bot_right | col_bot_left) & IM_COL32_A_MASK) == 0) return; const ImVec2 uv = _Data->TexUvWhitePixel; PrimReserve(6, 4); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 1)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 2)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 2)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 3)); PrimWriteVtx(p_min, uv, col_upr_left); PrimWriteVtx(ImVec2(p_max.x, p_min.y), uv, col_upr_right); PrimWriteVtx(p_max, uv, col_bot_right); PrimWriteVtx(ImVec2(p_min.x, p_max.y), uv, col_bot_left); } void ImDrawList::AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness) { if ((col & IM_COL32_A_MASK) == 0) return; PathLineTo(p1); PathLineTo(p2); PathLineTo(p3); PathLineTo(p4); PathStroke(col, ImDrawFlags_Closed, thickness); } void ImDrawList::AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col) { if ((col & IM_COL32_A_MASK) == 0) return; PathLineTo(p1); PathLineTo(p2); PathLineTo(p3); PathLineTo(p4); PathFillConvex(col); } void ImDrawList::AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness) { if ((col & IM_COL32_A_MASK) == 0) return; PathLineTo(p1); PathLineTo(p2); PathLineTo(p3); PathStroke(col, ImDrawFlags_Closed, thickness); } void ImDrawList::AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col) { if ((col & IM_COL32_A_MASK) == 0) return; PathLineTo(p1); PathLineTo(p2); PathLineTo(p3); PathFillConvex(col); } void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness) { if ((col & IM_COL32_A_MASK) == 0 || radius <= 0.0f) return; if (num_segments <= 0) { // Use arc with automatic segment count _PathArcToFastEx(center, radius - 0.5f, 0, IM_DRAWLIST_ARCFAST_SAMPLE_MAX, 0); _Path.Size--; } else { // Explicit segment count (still clamp to avoid drawing insanely tessellated shapes) num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX); // Because we are filling a closed shape we remove 1 from the count of segments/points const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1); } PathStroke(col, ImDrawFlags_Closed, thickness); } void ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments) { if ((col & IM_COL32_A_MASK) == 0 || radius <= 0.0f) return; if (num_segments <= 0) { // Use arc with automatic segment count _PathArcToFastEx(center, radius, 0, IM_DRAWLIST_ARCFAST_SAMPLE_MAX, 0); _Path.Size--; } else { // Explicit segment count (still clamp to avoid drawing insanely tessellated shapes) num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX); // Because we are filling a closed shape we remove 1 from the count of segments/points const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; PathArcTo(center, radius, 0.0f, a_max, num_segments - 1); } PathFillConvex(col); } // Guaranteed to honor 'num_segments' void ImDrawList::AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness) { if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2) return; // Because we are filling a closed shape we remove 1 from the count of segments/points const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1); PathStroke(col, ImDrawFlags_Closed, thickness); } // Guaranteed to honor 'num_segments' void ImDrawList::AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments) { if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2) return; // Because we are filling a closed shape we remove 1 from the count of segments/points const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; PathArcTo(center, radius, 0.0f, a_max, num_segments - 1); PathFillConvex(col); } // Cubic Bezier takes 4 controls points void ImDrawList::AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments) { if ((col & IM_COL32_A_MASK) == 0) return; PathLineTo(p1); PathBezierCubicCurveTo(p2, p3, p4, num_segments); PathStroke(col, 0, thickness); } // Quadratic Bezier takes 3 controls points void ImDrawList::AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments) { if ((col & IM_COL32_A_MASK) == 0) return; PathLineTo(p1); PathBezierQuadraticCurveTo(p2, p3, num_segments); PathStroke(col, 0, thickness); } void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end, float wrap_width, const ImVec4* cpu_fine_clip_rect) { if ((col & IM_COL32_A_MASK) == 0) return; if (text_end == NULL) text_end = text_begin + strlen(text_begin); if (text_begin == text_end) return; // Pull default font/size from the shared ImDrawListSharedData instance if (font == NULL) font = _Data->Font; if (font_size == 0.0f) font_size = _Data->FontSize; IM_ASSERT(font->ContainerAtlas->TexID == _CmdHeader.TextureId); // Use high-level ImGui::PushFont() or low-level ImDrawList::PushTextureId() to change font. ImVec4 clip_rect = _CmdHeader.ClipRect; if (cpu_fine_clip_rect) { clip_rect.x = ImMax(clip_rect.x, cpu_fine_clip_rect->x); clip_rect.y = ImMax(clip_rect.y, cpu_fine_clip_rect->y); clip_rect.z = ImMin(clip_rect.z, cpu_fine_clip_rect->z); clip_rect.w = ImMin(clip_rect.w, cpu_fine_clip_rect->w); } font->RenderText(this, font_size, pos, col, clip_rect, text_begin, text_end, wrap_width, cpu_fine_clip_rect != NULL); } void ImDrawList::AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end) { AddText(NULL, 0.0f, pos, col, text_begin, text_end); } void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col) { if ((col & IM_COL32_A_MASK) == 0) return; const bool push_texture_id = user_texture_id != _CmdHeader.TextureId; if (push_texture_id) PushTextureID(user_texture_id); PrimReserve(6, 4); PrimRectUV(p_min, p_max, uv_min, uv_max, col); if (push_texture_id) PopTextureID(); } void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1, const ImVec2& uv2, const ImVec2& uv3, const ImVec2& uv4, ImU32 col) { if ((col & IM_COL32_A_MASK) == 0) return; const bool push_texture_id = user_texture_id != _CmdHeader.TextureId; if (push_texture_id) PushTextureID(user_texture_id); PrimReserve(6, 4); PrimQuadUV(p1, p2, p3, p4, uv1, uv2, uv3, uv4, col); if (push_texture_id) PopTextureID(); } void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags) { if ((col & IM_COL32_A_MASK) == 0) return; flags = FixRectCornerFlags(flags); if (rounding <= 0.0f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) { AddImage(user_texture_id, p_min, p_max, uv_min, uv_max, col); return; } const bool push_texture_id = user_texture_id != _CmdHeader.TextureId; if (push_texture_id) PushTextureID(user_texture_id); int vert_start_idx = VtxBuffer.Size; PathRect(p_min, p_max, rounding, flags); PathFillConvex(col); int vert_end_idx = VtxBuffer.Size; ImGui::ShadeVertsLinearUV(this, vert_start_idx, vert_end_idx, p_min, p_max, uv_min, uv_max, true); if (push_texture_id) PopTextureID(); } //----------------------------------------------------------------------------- // [SECTION] ImDrawListSplitter //----------------------------------------------------------------------------- // FIXME: This may be a little confusing, trying to be a little too low-level/optimal instead of just doing vector swap.. //----------------------------------------------------------------------------- void ImDrawListSplitter::ClearFreeMemory() { for (int i = 0; i < _Channels.Size; i++) { if (i == _Current) memset(&_Channels[i], 0, sizeof(_Channels[i])); // Current channel is a copy of CmdBuffer/IdxBuffer, don't destruct again _Channels[i]._CmdBuffer.clear(); _Channels[i]._IdxBuffer.clear(); } _Current = 0; _Count = 1; _Channels.clear(); } void ImDrawListSplitter::Split(ImDrawList* draw_list, int channels_count) { IM_UNUSED(draw_list); IM_ASSERT(_Current == 0 && _Count <= 1 && "Nested channel splitting is not supported. Please use separate instances of ImDrawListSplitter."); int old_channels_count = _Channels.Size; if (old_channels_count < channels_count) { _Channels.reserve(channels_count); // Avoid over reserving since this is likely to stay stable _Channels.resize(channels_count); } _Count = channels_count; // Channels[] (24/32 bytes each) hold storage that we'll swap with draw_list->_CmdBuffer/_IdxBuffer // The content of Channels[0] at this point doesn't matter. We clear it to make state tidy in a debugger but we don't strictly need to. // When we switch to the next channel, we'll copy draw_list->_CmdBuffer/_IdxBuffer into Channels[0] and then Channels[1] into draw_list->CmdBuffer/_IdxBuffer memset(&_Channels[0], 0, sizeof(ImDrawChannel)); for (int i = 1; i < channels_count; i++) { if (i >= old_channels_count) { IM_PLACEMENT_NEW(&_Channels[i]) ImDrawChannel(); } else { _Channels[i]._CmdBuffer.resize(0); _Channels[i]._IdxBuffer.resize(0); } } } void ImDrawListSplitter::Merge(ImDrawList* draw_list) { // Note that we never use or rely on _Channels.Size because it is merely a buffer that we never shrink back to 0 to keep all sub-buffers ready for use. if (_Count <= 1) return; SetCurrentChannel(draw_list, 0); draw_list->_PopUnusedDrawCmd(); // Calculate our final buffer sizes. Also fix the incorrect IdxOffset values in each command. int new_cmd_buffer_count = 0; int new_idx_buffer_count = 0; ImDrawCmd* last_cmd = (_Count > 0 && draw_list->CmdBuffer.Size > 0) ? &draw_list->CmdBuffer.back() : NULL; int idx_offset = last_cmd ? last_cmd->IdxOffset + last_cmd->ElemCount : 0; for (int i = 1; i < _Count; i++) { ImDrawChannel& ch = _Channels[i]; if (ch._CmdBuffer.Size > 0 && ch._CmdBuffer.back().ElemCount == 0 && ch._CmdBuffer.back().UserCallback == NULL) // Equivalent of PopUnusedDrawCmd() ch._CmdBuffer.pop_back(); if (ch._CmdBuffer.Size > 0 && last_cmd != NULL) { // Do not include ImDrawCmd_AreSequentialIdxOffset() in the compare as we rebuild IdxOffset values ourselves. // Manipulating IdxOffset (e.g. by reordering draw commands like done by RenderDimmedBackgroundBehindWindow()) is not supported within a splitter. ImDrawCmd* next_cmd = &ch._CmdBuffer[0]; if (ImDrawCmd_HeaderCompare(last_cmd, next_cmd) == 0 && last_cmd->UserCallback == NULL && next_cmd->UserCallback == NULL) { // Merge previous channel last draw command with current channel first draw command if matching. last_cmd->ElemCount += next_cmd->ElemCount; idx_offset += next_cmd->ElemCount; ch._CmdBuffer.erase(ch._CmdBuffer.Data); // FIXME-OPT: Improve for multiple merges. } } if (ch._CmdBuffer.Size > 0) last_cmd = &ch._CmdBuffer.back(); new_cmd_buffer_count += ch._CmdBuffer.Size; new_idx_buffer_count += ch._IdxBuffer.Size; for (int cmd_n = 0; cmd_n < ch._CmdBuffer.Size; cmd_n++) { ch._CmdBuffer.Data[cmd_n].IdxOffset = idx_offset; idx_offset += ch._CmdBuffer.Data[cmd_n].ElemCount; } } draw_list->CmdBuffer.resize(draw_list->CmdBuffer.Size + new_cmd_buffer_count); draw_list->IdxBuffer.resize(draw_list->IdxBuffer.Size + new_idx_buffer_count); // Write commands and indices in order (they are fairly small structures, we don't copy vertices only indices) ImDrawCmd* cmd_write = draw_list->CmdBuffer.Data + draw_list->CmdBuffer.Size - new_cmd_buffer_count; ImDrawIdx* idx_write = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size - new_idx_buffer_count; for (int i = 1; i < _Count; i++) { ImDrawChannel& ch = _Channels[i]; if (int sz = ch._CmdBuffer.Size) { memcpy(cmd_write, ch._CmdBuffer.Data, sz * sizeof(ImDrawCmd)); cmd_write += sz; } if (int sz = ch._IdxBuffer.Size) { memcpy(idx_write, ch._IdxBuffer.Data, sz * sizeof(ImDrawIdx)); idx_write += sz; } } draw_list->_IdxWritePtr = idx_write; // Ensure there's always a non-callback draw command trailing the command-buffer if (draw_list->CmdBuffer.Size == 0 || draw_list->CmdBuffer.back().UserCallback != NULL) draw_list->AddDrawCmd(); // If current command is used with different settings we need to add a new command ImDrawCmd* curr_cmd = &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1]; if (curr_cmd->ElemCount == 0) ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0) draw_list->AddDrawCmd(); _Count = 1; } void ImDrawListSplitter::SetCurrentChannel(ImDrawList* draw_list, int idx) { IM_ASSERT(idx >= 0 && idx < _Count); if (_Current == idx) return; // Overwrite ImVector (12/16 bytes), four times. This is merely a silly optimization instead of doing .swap() memcpy(&_Channels.Data[_Current]._CmdBuffer, &draw_list->CmdBuffer, sizeof(draw_list->CmdBuffer)); memcpy(&_Channels.Data[_Current]._IdxBuffer, &draw_list->IdxBuffer, sizeof(draw_list->IdxBuffer)); _Current = idx; memcpy(&draw_list->CmdBuffer, &_Channels.Data[idx]._CmdBuffer, sizeof(draw_list->CmdBuffer)); memcpy(&draw_list->IdxBuffer, &_Channels.Data[idx]._IdxBuffer, sizeof(draw_list->IdxBuffer)); draw_list->_IdxWritePtr = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size; // If current command is used with different settings we need to add a new command ImDrawCmd* curr_cmd = (draw_list->CmdBuffer.Size == 0) ? NULL : &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1]; if (curr_cmd == NULL) draw_list->AddDrawCmd(); else if (curr_cmd->ElemCount == 0) ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0) draw_list->AddDrawCmd(); } //----------------------------------------------------------------------------- // [SECTION] ImDrawData //----------------------------------------------------------------------------- // For backward compatibility: convert all buffers from indexed to de-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering! void ImDrawData::DeIndexAllBuffers() { ImVector new_vtx_buffer; TotalVtxCount = TotalIdxCount = 0; for (int i = 0; i < CmdListsCount; i++) { ImDrawList* cmd_list = CmdLists[i]; if (cmd_list->IdxBuffer.empty()) continue; new_vtx_buffer.resize(cmd_list->IdxBuffer.Size); for (int j = 0; j < cmd_list->IdxBuffer.Size; j++) new_vtx_buffer[j] = cmd_list->VtxBuffer[cmd_list->IdxBuffer[j]]; cmd_list->VtxBuffer.swap(new_vtx_buffer); cmd_list->IdxBuffer.resize(0); TotalVtxCount += cmd_list->VtxBuffer.Size; } } // Helper to scale the ClipRect field of each ImDrawCmd. // Use if your final output buffer is at a different scale than draw_data->DisplaySize, // or if there is a difference between your window resolution and framebuffer resolution. void ImDrawData::ScaleClipRects(const ImVec2& fb_scale) { for (int i = 0; i < CmdListsCount; i++) { ImDrawList* cmd_list = CmdLists[i]; for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { ImDrawCmd* cmd = &cmd_list->CmdBuffer[cmd_i]; cmd->ClipRect = ImVec4(cmd->ClipRect.x * fb_scale.x, cmd->ClipRect.y * fb_scale.y, cmd->ClipRect.z * fb_scale.x, cmd->ClipRect.w * fb_scale.y); } } } //----------------------------------------------------------------------------- // [SECTION] Helpers ShadeVertsXXX functions //----------------------------------------------------------------------------- // Generic linear color gradient, write to RGB fields, leave A untouched. void ImGui::ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1) { ImVec2 gradient_extent = gradient_p1 - gradient_p0; float gradient_inv_length2 = 1.0f / ImLengthSqr(gradient_extent); ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx; ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx; const int col0_r = (int)(col0 >> IM_COL32_R_SHIFT) & 0xFF; const int col0_g = (int)(col0 >> IM_COL32_G_SHIFT) & 0xFF; const int col0_b = (int)(col0 >> IM_COL32_B_SHIFT) & 0xFF; const int col_delta_r = ((int)(col1 >> IM_COL32_R_SHIFT) & 0xFF) - col0_r; const int col_delta_g = ((int)(col1 >> IM_COL32_G_SHIFT) & 0xFF) - col0_g; const int col_delta_b = ((int)(col1 >> IM_COL32_B_SHIFT) & 0xFF) - col0_b; for (ImDrawVert* vert = vert_start; vert < vert_end; vert++) { float d = ImDot(vert->pos - gradient_p0, gradient_extent); float t = ImClamp(d * gradient_inv_length2, 0.0f, 1.0f); int r = (int)(col0_r + col_delta_r * t); int g = (int)(col0_g + col_delta_g * t); int b = (int)(col0_b + col_delta_b * t); vert->col = (r << IM_COL32_R_SHIFT) | (g << IM_COL32_G_SHIFT) | (b << IM_COL32_B_SHIFT) | (vert->col & IM_COL32_A_MASK); } } // Distribute UV over (a, b) rectangle void ImGui::ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp) { const ImVec2 size = b - a; const ImVec2 uv_size = uv_b - uv_a; const ImVec2 scale = ImVec2( size.x != 0.0f ? (uv_size.x / size.x) : 0.0f, size.y != 0.0f ? (uv_size.y / size.y) : 0.0f); ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx; ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx; if (clamp) { const ImVec2 min = ImMin(uv_a, uv_b); const ImVec2 max = ImMax(uv_a, uv_b); for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex) vertex->uv = ImClamp(uv_a + ImMul(ImVec2(vertex->pos.x, vertex->pos.y) - a, scale), min, max); } else { for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex) vertex->uv = uv_a + ImMul(ImVec2(vertex->pos.x, vertex->pos.y) - a, scale); } } //----------------------------------------------------------------------------- // [SECTION] ImFontConfig //----------------------------------------------------------------------------- ImFontConfig::ImFontConfig() { memset(this, 0, sizeof(*this)); FontDataOwnedByAtlas = true; OversampleH = 3; // FIXME: 2 may be a better default? OversampleV = 1; GlyphMaxAdvanceX = FLT_MAX; RasterizerMultiply = 1.0f; EllipsisChar = (ImWchar)-1; } //----------------------------------------------------------------------------- // [SECTION] ImFontAtlas //----------------------------------------------------------------------------- // A work of art lies ahead! (. = white layer, X = black layer, others are blank) // The 2x2 white texels on the top left are the ones we'll use everywhere in Dear ImGui to render filled shapes. // (This is used when io.MouseDrawCursor = true) const int FONT_ATLAS_DEFAULT_TEX_DATA_W = 122; // Actual texture will be 2 times that + 1 spacing. const int FONT_ATLAS_DEFAULT_TEX_DATA_H = 27; static const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA_W * FONT_ATLAS_DEFAULT_TEX_DATA_H + 1] = { "..- -XXXXXXX- X - X -XXXXXXX - XXXXXXX- XX - XX XX " "..- -X.....X- X.X - X.X -X.....X - X.....X- X..X -X..X X..X" "--- -XXX.XXX- X...X - X...X -X....X - X....X- X..X -X...X X...X" "X - X.X - X.....X - X.....X -X...X - X...X- X..X - X...X X...X " "XX - X.X -X.......X- X.......X -X..X.X - X.X..X- X..X - X...X...X " "X.X - X.X -XXXX.XXXX- XXXX.XXXX -X.X X.X - X.X X.X- X..XXX - X.....X " "X..X - X.X - X.X - X.X -XX X.X - X.X XX- X..X..XXX - X...X " "X...X - X.X - X.X - XX X.X XX - X.X - X.X - X..X..X..XX - X.X " "X....X - X.X - X.X - X.X X.X X.X - X.X - X.X - X..X..X..X.X - X...X " "X.....X - X.X - X.X - X..X X.X X..X - X.X - X.X -XXX X..X..X..X..X- X.....X " "X......X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X XX-XX X.X -X..XX........X..X- X...X...X " "X.......X - X.X - X.X -X.....................X- X.X X.X-X.X X.X -X...X...........X- X...X X...X " "X........X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X..X-X..X.X - X..............X-X...X X...X" "X.........X -XXX.XXX- X.X - X..X X.X X..X - X...X-X...X - X.............X-X..X X..X" "X..........X-X.....X- X.X - X.X X.X X.X - X....X-X....X - X.............X- XX XX " "X......XXXXX-XXXXXXX- X.X - XX X.X XX - X.....X-X.....X - X............X--------------" "X...X..X --------- X.X - X.X - XXXXXXX-XXXXXXX - X...........X - " "X..X X..X - -XXXX.XXXX- XXXX.XXXX ------------------------------------- X..........X - " "X.X X..X - -X.......X- X.......X - XX XX - - X..........X - " "XX X..X - - X.....X - X.....X - X.X X.X - - X........X - " " X..X - - X...X - X...X - X..X X..X - - X........X - " " XX - - X.X - X.X - X...XXXXXXXXXXXXX...X - - XXXXXXXXXX - " "------------- - X - X -X.....................X- ------------------- " " ----------------------------------- X...XXXXXXXXXXXXX...X - " " - X..X X..X - " " - X.X X.X - " " - XX XX - " }; static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_COUNT][3] = { // Pos ........ Size ......... Offset ...... { ImVec2( 0,3), ImVec2(12,19), ImVec2( 0, 0) }, // ImGuiMouseCursor_Arrow { ImVec2(13,0), ImVec2( 7,16), ImVec2( 1, 8) }, // ImGuiMouseCursor_TextInput { ImVec2(31,0), ImVec2(23,23), ImVec2(11,11) }, // ImGuiMouseCursor_ResizeAll { ImVec2(21,0), ImVec2( 9,23), ImVec2( 4,11) }, // ImGuiMouseCursor_ResizeNS { ImVec2(55,18),ImVec2(23, 9), ImVec2(11, 4) }, // ImGuiMouseCursor_ResizeEW { ImVec2(73,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNESW { ImVec2(55,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNWSE { ImVec2(91,0), ImVec2(17,22), ImVec2( 5, 0) }, // ImGuiMouseCursor_Hand { ImVec2(109,0),ImVec2(13,15), ImVec2( 6, 7) }, // ImGuiMouseCursor_NotAllowed }; ImFontAtlas::ImFontAtlas() { memset(this, 0, sizeof(*this)); TexGlyphPadding = 1; PackIdMouseCursors = PackIdLines = -1; } ImFontAtlas::~ImFontAtlas() { IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); Clear(); } void ImFontAtlas::ClearInputData() { IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); for (int i = 0; i < ConfigData.Size; i++) if (ConfigData[i].FontData && ConfigData[i].FontDataOwnedByAtlas) { IM_FREE(ConfigData[i].FontData); ConfigData[i].FontData = NULL; } // When clearing this we lose access to the font name and other information used to build the font. for (int i = 0; i < Fonts.Size; i++) if (Fonts[i]->ConfigData >= ConfigData.Data && Fonts[i]->ConfigData < ConfigData.Data + ConfigData.Size) { Fonts[i]->ConfigData = NULL; Fonts[i]->ConfigDataCount = 0; } ConfigData.clear(); CustomRects.clear(); PackIdMouseCursors = PackIdLines = -1; // Important: we leave TexReady untouched } void ImFontAtlas::ClearTexData() { IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); if (TexPixelsAlpha8) IM_FREE(TexPixelsAlpha8); if (TexPixelsRGBA32) IM_FREE(TexPixelsRGBA32); TexPixelsAlpha8 = NULL; TexPixelsRGBA32 = NULL; TexPixelsUseColors = false; // Important: we leave TexReady untouched } void ImFontAtlas::ClearFonts() { IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); Fonts.clear_delete(); TexReady = false; } void ImFontAtlas::Clear() { ClearInputData(); ClearTexData(); ClearFonts(); } void ImFontAtlas::GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel) { // Build atlas on demand if (TexPixelsAlpha8 == NULL) Build(); *out_pixels = TexPixelsAlpha8; if (out_width) *out_width = TexWidth; if (out_height) *out_height = TexHeight; if (out_bytes_per_pixel) *out_bytes_per_pixel = 1; } void ImFontAtlas::GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel) { // Convert to RGBA32 format on demand // Although it is likely to be the most commonly used format, our font rendering is 1 channel / 8 bpp if (!TexPixelsRGBA32) { unsigned char* pixels = NULL; GetTexDataAsAlpha8(&pixels, NULL, NULL); if (pixels) { TexPixelsRGBA32 = (unsigned int*)IM_ALLOC((size_t)TexWidth * (size_t)TexHeight * 4); const unsigned char* src = pixels; unsigned int* dst = TexPixelsRGBA32; for (int n = TexWidth * TexHeight; n > 0; n--) *dst++ = IM_COL32(255, 255, 255, (unsigned int)(*src++)); } } *out_pixels = (unsigned char*)TexPixelsRGBA32; if (out_width) *out_width = TexWidth; if (out_height) *out_height = TexHeight; if (out_bytes_per_pixel) *out_bytes_per_pixel = 4; } ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg) { IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); IM_ASSERT(font_cfg->FontData != NULL && font_cfg->FontDataSize > 0); IM_ASSERT(font_cfg->SizePixels > 0.0f); // Create new font if (!font_cfg->MergeMode) Fonts.push_back(IM_NEW(ImFont)); else IM_ASSERT(!Fonts.empty() && "Cannot use MergeMode for the first font"); // When using MergeMode make sure that a font has already been added before. You can use ImGui::GetIO().Fonts->AddFontDefault() to add the default imgui font. ConfigData.push_back(*font_cfg); ImFontConfig& new_font_cfg = ConfigData.back(); if (new_font_cfg.DstFont == NULL) new_font_cfg.DstFont = Fonts.back(); if (!new_font_cfg.FontDataOwnedByAtlas) { new_font_cfg.FontData = IM_ALLOC(new_font_cfg.FontDataSize); new_font_cfg.FontDataOwnedByAtlas = true; memcpy(new_font_cfg.FontData, font_cfg->FontData, (size_t)new_font_cfg.FontDataSize); } if (new_font_cfg.DstFont->EllipsisChar == (ImWchar)-1) new_font_cfg.DstFont->EllipsisChar = font_cfg->EllipsisChar; // Invalidate texture TexReady = false; ClearTexData(); return new_font_cfg.DstFont; } // Default font TTF is compressed with stb_compress then base85 encoded (see misc/fonts/binary_to_compressed_c.cpp for encoder) static unsigned int stb_decompress_length(const unsigned char* input); static unsigned int stb_decompress(unsigned char* output, const unsigned char* input, unsigned int length); static const char* GetDefaultCompressedFontDataTTFBase85(); static unsigned int Decode85Byte(char c) { return c >= '\\' ? c-36 : c-35; } static void Decode85(const unsigned char* src, unsigned char* dst) { while (*src) { unsigned int tmp = Decode85Byte(src[0]) + 85 * (Decode85Byte(src[1]) + 85 * (Decode85Byte(src[2]) + 85 * (Decode85Byte(src[3]) + 85 * Decode85Byte(src[4])))); dst[0] = ((tmp >> 0) & 0xFF); dst[1] = ((tmp >> 8) & 0xFF); dst[2] = ((tmp >> 16) & 0xFF); dst[3] = ((tmp >> 24) & 0xFF); // We can't assume little-endianness. src += 5; dst += 4; } } // Load embedded ProggyClean.ttf at size 13, disable oversampling ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template) { ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); if (!font_cfg_template) { font_cfg.OversampleH = font_cfg.OversampleV = 1; font_cfg.PixelSnapH = true; } if (font_cfg.SizePixels <= 0.0f) font_cfg.SizePixels = 13.0f * 1.0f; if (font_cfg.Name[0] == '\0') ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "ProggyClean.ttf, %dpx", (int)font_cfg.SizePixels); font_cfg.EllipsisChar = (ImWchar)0x0085; font_cfg.GlyphOffset.y = 1.0f * IM_FLOOR(font_cfg.SizePixels / 13.0f); // Add +1 offset per 13 units const char* ttf_compressed_base85 = GetDefaultCompressedFontDataTTFBase85(); const ImWchar* glyph_ranges = font_cfg.GlyphRanges != NULL ? font_cfg.GlyphRanges : GetGlyphRangesDefault(); ImFont* font = AddFontFromMemoryCompressedBase85TTF(ttf_compressed_base85, font_cfg.SizePixels, &font_cfg, glyph_ranges); return font; } ImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) { IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); size_t data_size = 0; void* data = ImFileLoadToMemory(filename, "rb", &data_size, 0); if (!data) { IM_ASSERT_USER_ERROR(0, "Could not load font file!"); return NULL; } ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); if (font_cfg.Name[0] == '\0') { // Store a short copy of filename into into the font name for convenience const char* p; for (p = filename + strlen(filename); p > filename && p[-1] != '/' && p[-1] != '\\'; p--) {} ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "%s, %.0fpx", p, size_pixels); } return AddFontFromMemoryTTF(data, (int)data_size, size_pixels, &font_cfg, glyph_ranges); } // NB: Transfer ownership of 'ttf_data' to ImFontAtlas, unless font_cfg_template->FontDataOwnedByAtlas == false. Owned TTF buffer will be deleted after Build(). ImFont* ImFontAtlas::AddFontFromMemoryTTF(void* ttf_data, int ttf_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) { IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); IM_ASSERT(font_cfg.FontData == NULL); font_cfg.FontData = ttf_data; font_cfg.FontDataSize = ttf_size; font_cfg.SizePixels = size_pixels > 0.0f ? size_pixels : font_cfg.SizePixels; if (glyph_ranges) font_cfg.GlyphRanges = glyph_ranges; return AddFont(&font_cfg); } ImFont* ImFontAtlas::AddFontFromMemoryCompressedTTF(const void* compressed_ttf_data, int compressed_ttf_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) { const unsigned int buf_decompressed_size = stb_decompress_length((const unsigned char*)compressed_ttf_data); unsigned char* buf_decompressed_data = (unsigned char*)IM_ALLOC(buf_decompressed_size); stb_decompress(buf_decompressed_data, (const unsigned char*)compressed_ttf_data, (unsigned int)compressed_ttf_size); ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); IM_ASSERT(font_cfg.FontData == NULL); font_cfg.FontDataOwnedByAtlas = true; return AddFontFromMemoryTTF(buf_decompressed_data, (int)buf_decompressed_size, size_pixels, &font_cfg, glyph_ranges); } ImFont* ImFontAtlas::AddFontFromMemoryCompressedBase85TTF(const char* compressed_ttf_data_base85, float size_pixels, const ImFontConfig* font_cfg, const ImWchar* glyph_ranges) { int compressed_ttf_size = (((int)strlen(compressed_ttf_data_base85) + 4) / 5) * 4; void* compressed_ttf = IM_ALLOC((size_t)compressed_ttf_size); Decode85((const unsigned char*)compressed_ttf_data_base85, (unsigned char*)compressed_ttf); ImFont* font = AddFontFromMemoryCompressedTTF(compressed_ttf, compressed_ttf_size, size_pixels, font_cfg, glyph_ranges); IM_FREE(compressed_ttf); return font; } int ImFontAtlas::AddCustomRectRegular(int width, int height) { IM_ASSERT(width > 0 && width <= 0xFFFF); IM_ASSERT(height > 0 && height <= 0xFFFF); ImFontAtlasCustomRect r; r.Width = (unsigned short)width; r.Height = (unsigned short)height; CustomRects.push_back(r); return CustomRects.Size - 1; // Return index } int ImFontAtlas::AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset) { #ifdef IMGUI_USE_WCHAR32 IM_ASSERT(id <= IM_UNICODE_CODEPOINT_MAX); #endif IM_ASSERT(font != NULL); IM_ASSERT(width > 0 && width <= 0xFFFF); IM_ASSERT(height > 0 && height <= 0xFFFF); ImFontAtlasCustomRect r; r.Width = (unsigned short)width; r.Height = (unsigned short)height; r.GlyphID = id; r.GlyphAdvanceX = advance_x; r.GlyphOffset = offset; r.Font = font; CustomRects.push_back(r); return CustomRects.Size - 1; // Return index } void ImFontAtlas::CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const { IM_ASSERT(TexWidth > 0 && TexHeight > 0); // Font atlas needs to be built before we can calculate UV coordinates IM_ASSERT(rect->IsPacked()); // Make sure the rectangle has been packed *out_uv_min = ImVec2((float)rect->X * TexUvScale.x, (float)rect->Y * TexUvScale.y); *out_uv_max = ImVec2((float)(rect->X + rect->Width) * TexUvScale.x, (float)(rect->Y + rect->Height) * TexUvScale.y); } bool ImFontAtlas::GetMouseCursorTexData(ImGuiMouseCursor cursor_type, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]) { if (cursor_type <= ImGuiMouseCursor_None || cursor_type >= ImGuiMouseCursor_COUNT) return false; if (Flags & ImFontAtlasFlags_NoMouseCursors) return false; IM_ASSERT(PackIdMouseCursors != -1); ImFontAtlasCustomRect* r = GetCustomRectByIndex(PackIdMouseCursors); ImVec2 pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][0] + ImVec2((float)r->X, (float)r->Y); ImVec2 size = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][1]; *out_size = size; *out_offset = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][2]; out_uv_border[0] = (pos) * TexUvScale; out_uv_border[1] = (pos + size) * TexUvScale; pos.x += FONT_ATLAS_DEFAULT_TEX_DATA_W + 1; out_uv_fill[0] = (pos) * TexUvScale; out_uv_fill[1] = (pos + size) * TexUvScale; return true; } bool ImFontAtlas::Build() { IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); // Default font is none are specified if (ConfigData.Size == 0) AddFontDefault(); // Select builder // - Note that we do not reassign to atlas->FontBuilderIO, since it is likely to point to static data which // may mess with some hot-reloading schemes. If you need to assign to this (for dynamic selection) AND are // using a hot-reloading scheme that messes up static data, store your own instance of ImFontBuilderIO somewhere // and point to it instead of pointing directly to return value of the GetBuilderXXX functions. const ImFontBuilderIO* builder_io = FontBuilderIO; if (builder_io == NULL) { #ifdef IMGUI_ENABLE_FREETYPE builder_io = ImGuiFreeType::GetBuilderForFreeType(); #elif defined(IMGUI_ENABLE_STB_TRUETYPE) builder_io = ImFontAtlasGetBuilderForStbTruetype(); #else IM_ASSERT(0); // Invalid Build function #endif } // Build return builder_io->FontBuilder_Build(this); } void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_brighten_factor) { for (unsigned int i = 0; i < 256; i++) { unsigned int value = (unsigned int)(i * in_brighten_factor); out_table[i] = value > 255 ? 255 : (value & 0xFF); } } void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride) { unsigned char* data = pixels + x + y * stride; for (int j = h; j > 0; j--, data += stride) for (int i = 0; i < w; i++) data[i] = table[data[i]]; } #ifdef IMGUI_ENABLE_STB_TRUETYPE // Temporary data for one source font (multiple source fonts can be merged into one destination ImFont) // (C++03 doesn't allow instancing ImVector<> with function-local types so we declare the type here.) struct ImFontBuildSrcData { stbtt_fontinfo FontInfo; stbtt_pack_range PackRange; // Hold the list of codepoints to pack (essentially points to Codepoints.Data) stbrp_rect* Rects; // Rectangle to pack. We first fill in their size and the packer will give us their position. stbtt_packedchar* PackedChars; // Output glyphs const ImWchar* SrcRanges; // Ranges as requested by user (user is allowed to request too much, e.g. 0x0020..0xFFFF) int DstIndex; // Index into atlas->Fonts[] and dst_tmp_array[] int GlyphsHighest; // Highest requested codepoint int GlyphsCount; // Glyph count (excluding missing glyphs and glyphs already set by an earlier source font) ImBitVector GlyphsSet; // Glyph bit map (random access, 1-bit per codepoint. This will be a maximum of 8KB) ImVector GlyphsList; // Glyph codepoints list (flattened version of GlyphsMap) }; // Temporary data for one destination ImFont* (multiple source fonts can be merged into one destination ImFont) struct ImFontBuildDstData { int SrcCount; // Number of source fonts targeting this destination font. int GlyphsHighest; int GlyphsCount; ImBitVector GlyphsSet; // This is used to resolve collision when multiple sources are merged into a same destination font. }; static void UnpackBitVectorToFlatIndexList(const ImBitVector* in, ImVector* out) { IM_ASSERT(sizeof(in->Storage.Data[0]) == sizeof(int)); const ImU32* it_begin = in->Storage.begin(); const ImU32* it_end = in->Storage.end(); for (const ImU32* it = it_begin; it < it_end; it++) if (ImU32 entries_32 = *it) for (ImU32 bit_n = 0; bit_n < 32; bit_n++) if (entries_32 & ((ImU32)1 << bit_n)) out->push_back((int)(((it - it_begin) << 5) + bit_n)); } static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) { IM_ASSERT(atlas->ConfigData.Size > 0); ImFontAtlasBuildInit(atlas); // Clear atlas atlas->TexID = (ImTextureID)NULL; atlas->TexWidth = atlas->TexHeight = 0; atlas->TexUvScale = ImVec2(0.0f, 0.0f); atlas->TexUvWhitePixel = ImVec2(0.0f, 0.0f); atlas->ClearTexData(); // Temporary storage for building ImVector src_tmp_array; ImVector dst_tmp_array; src_tmp_array.resize(atlas->ConfigData.Size); dst_tmp_array.resize(atlas->Fonts.Size); memset(src_tmp_array.Data, 0, (size_t)src_tmp_array.size_in_bytes()); memset(dst_tmp_array.Data, 0, (size_t)dst_tmp_array.size_in_bytes()); // 1. Initialize font loading structure, check font data validity for (int src_i = 0; src_i < atlas->ConfigData.Size; src_i++) { ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; ImFontConfig& cfg = atlas->ConfigData[src_i]; IM_ASSERT(cfg.DstFont && (!cfg.DstFont->IsLoaded() || cfg.DstFont->ContainerAtlas == atlas)); // Find index from cfg.DstFont (we allow the user to set cfg.DstFont. Also it makes casual debugging nicer than when storing indices) src_tmp.DstIndex = -1; for (int output_i = 0; output_i < atlas->Fonts.Size && src_tmp.DstIndex == -1; output_i++) if (cfg.DstFont == atlas->Fonts[output_i]) src_tmp.DstIndex = output_i; if (src_tmp.DstIndex == -1) { IM_ASSERT(src_tmp.DstIndex != -1); // cfg.DstFont not pointing within atlas->Fonts[] array? return false; } // Initialize helper structure for font loading and verify that the TTF/OTF data is correct const int font_offset = stbtt_GetFontOffsetForIndex((unsigned char*)cfg.FontData, cfg.FontNo); IM_ASSERT(font_offset >= 0 && "FontData is incorrect, or FontNo cannot be found."); if (!stbtt_InitFont(&src_tmp.FontInfo, (unsigned char*)cfg.FontData, font_offset)) return false; // Measure highest codepoints ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex]; src_tmp.SrcRanges = cfg.GlyphRanges ? cfg.GlyphRanges : atlas->GetGlyphRangesDefault(); for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) src_tmp.GlyphsHighest = ImMax(src_tmp.GlyphsHighest, (int)src_range[1]); dst_tmp.SrcCount++; dst_tmp.GlyphsHighest = ImMax(dst_tmp.GlyphsHighest, src_tmp.GlyphsHighest); } // 2. For every requested codepoint, check for their presence in the font data, and handle redundancy or overlaps between source fonts to avoid unused glyphs. int total_glyphs_count = 0; for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) { ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex]; src_tmp.GlyphsSet.Create(src_tmp.GlyphsHighest + 1); if (dst_tmp.GlyphsSet.Storage.empty()) dst_tmp.GlyphsSet.Create(dst_tmp.GlyphsHighest + 1); for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) for (unsigned int codepoint = src_range[0]; codepoint <= src_range[1]; codepoint++) { if (dst_tmp.GlyphsSet.TestBit(codepoint)) // Don't overwrite existing glyphs. We could make this an option for MergeMode (e.g. MergeOverwrite==true) continue; if (!stbtt_FindGlyphIndex(&src_tmp.FontInfo, codepoint)) // It is actually in the font? continue; // Add to avail set/counters src_tmp.GlyphsCount++; dst_tmp.GlyphsCount++; src_tmp.GlyphsSet.SetBit(codepoint); dst_tmp.GlyphsSet.SetBit(codepoint); total_glyphs_count++; } } // 3. Unpack our bit map into a flat list (we now have all the Unicode points that we know are requested _and_ available _and_ not overlapping another) for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) { ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; src_tmp.GlyphsList.reserve(src_tmp.GlyphsCount); UnpackBitVectorToFlatIndexList(&src_tmp.GlyphsSet, &src_tmp.GlyphsList); src_tmp.GlyphsSet.Clear(); IM_ASSERT(src_tmp.GlyphsList.Size == src_tmp.GlyphsCount); } for (int dst_i = 0; dst_i < dst_tmp_array.Size; dst_i++) dst_tmp_array[dst_i].GlyphsSet.Clear(); dst_tmp_array.clear(); // Allocate packing character data and flag packed characters buffer as non-packed (x0=y0=x1=y1=0) // (We technically don't need to zero-clear buf_rects, but let's do it for the sake of sanity) ImVector buf_rects; ImVector buf_packedchars; buf_rects.resize(total_glyphs_count); buf_packedchars.resize(total_glyphs_count); memset(buf_rects.Data, 0, (size_t)buf_rects.size_in_bytes()); memset(buf_packedchars.Data, 0, (size_t)buf_packedchars.size_in_bytes()); // 4. Gather glyphs sizes so we can pack them in our virtual canvas. int total_surface = 0; int buf_rects_out_n = 0; int buf_packedchars_out_n = 0; for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) { ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; if (src_tmp.GlyphsCount == 0) continue; src_tmp.Rects = &buf_rects[buf_rects_out_n]; src_tmp.PackedChars = &buf_packedchars[buf_packedchars_out_n]; buf_rects_out_n += src_tmp.GlyphsCount; buf_packedchars_out_n += src_tmp.GlyphsCount; // Convert our ranges in the format stb_truetype wants ImFontConfig& cfg = atlas->ConfigData[src_i]; src_tmp.PackRange.font_size = cfg.SizePixels; src_tmp.PackRange.first_unicode_codepoint_in_range = 0; src_tmp.PackRange.array_of_unicode_codepoints = src_tmp.GlyphsList.Data; src_tmp.PackRange.num_chars = src_tmp.GlyphsList.Size; src_tmp.PackRange.chardata_for_range = src_tmp.PackedChars; src_tmp.PackRange.h_oversample = (unsigned char)cfg.OversampleH; src_tmp.PackRange.v_oversample = (unsigned char)cfg.OversampleV; // Gather the sizes of all rectangles we will need to pack (this loop is based on stbtt_PackFontRangesGatherRects) const float scale = (cfg.SizePixels > 0) ? stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels) : stbtt_ScaleForMappingEmToPixels(&src_tmp.FontInfo, -cfg.SizePixels); const int padding = atlas->TexGlyphPadding; for (int glyph_i = 0; glyph_i < src_tmp.GlyphsList.Size; glyph_i++) { int x0, y0, x1, y1; const int glyph_index_in_font = stbtt_FindGlyphIndex(&src_tmp.FontInfo, src_tmp.GlyphsList[glyph_i]); IM_ASSERT(glyph_index_in_font != 0); stbtt_GetGlyphBitmapBoxSubpixel(&src_tmp.FontInfo, glyph_index_in_font, scale * cfg.OversampleH, scale * cfg.OversampleV, 0, 0, &x0, &y0, &x1, &y1); src_tmp.Rects[glyph_i].w = (stbrp_coord)(x1 - x0 + padding + cfg.OversampleH - 1); src_tmp.Rects[glyph_i].h = (stbrp_coord)(y1 - y0 + padding + cfg.OversampleV - 1); total_surface += src_tmp.Rects[glyph_i].w * src_tmp.Rects[glyph_i].h; } } // We need a width for the skyline algorithm, any width! // The exact width doesn't really matter much, but some API/GPU have texture size limitations and increasing width can decrease height. // User can override TexDesiredWidth and TexGlyphPadding if they wish, otherwise we use a simple heuristic to select the width based on expected surface. const int surface_sqrt = (int)ImSqrt((float)total_surface) + 1; atlas->TexHeight = 0; if (atlas->TexDesiredWidth > 0) atlas->TexWidth = atlas->TexDesiredWidth; else atlas->TexWidth = (surface_sqrt >= 4096 * 0.7f) ? 4096 : (surface_sqrt >= 2048 * 0.7f) ? 2048 : (surface_sqrt >= 1024 * 0.7f) ? 1024 : 512; // 5. Start packing // Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values). const int TEX_HEIGHT_MAX = 1024 * 32; stbtt_pack_context spc = {}; stbtt_PackBegin(&spc, NULL, atlas->TexWidth, TEX_HEIGHT_MAX, 0, atlas->TexGlyphPadding, NULL); ImFontAtlasBuildPackCustomRects(atlas, spc.pack_info); // 6. Pack each source font. No rendering yet, we are working with rectangles in an infinitely tall texture at this point. for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) { ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; if (src_tmp.GlyphsCount == 0) continue; stbrp_pack_rects((stbrp_context*)spc.pack_info, src_tmp.Rects, src_tmp.GlyphsCount); // Extend texture height and mark missing glyphs as non-packed so we won't render them. // FIXME: We are not handling packing failure here (would happen if we got off TEX_HEIGHT_MAX or if a single if larger than TexWidth?) for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) if (src_tmp.Rects[glyph_i].was_packed) atlas->TexHeight = ImMax(atlas->TexHeight, src_tmp.Rects[glyph_i].y + src_tmp.Rects[glyph_i].h); } // 7. Allocate texture atlas->TexHeight = (atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) ? (atlas->TexHeight + 1) : ImUpperPowerOfTwo(atlas->TexHeight); atlas->TexUvScale = ImVec2(1.0f / atlas->TexWidth, 1.0f / atlas->TexHeight); atlas->TexPixelsAlpha8 = (unsigned char*)IM_ALLOC(atlas->TexWidth * atlas->TexHeight); memset(atlas->TexPixelsAlpha8, 0, atlas->TexWidth * atlas->TexHeight); spc.pixels = atlas->TexPixelsAlpha8; spc.height = atlas->TexHeight; // 8. Render/rasterize font characters into the texture for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) { ImFontConfig& cfg = atlas->ConfigData[src_i]; ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; if (src_tmp.GlyphsCount == 0) continue; stbtt_PackFontRangesRenderIntoRects(&spc, &src_tmp.FontInfo, &src_tmp.PackRange, 1, src_tmp.Rects); // Apply multiply operator if (cfg.RasterizerMultiply != 1.0f) { unsigned char multiply_table[256]; ImFontAtlasBuildMultiplyCalcLookupTable(multiply_table, cfg.RasterizerMultiply); stbrp_rect* r = &src_tmp.Rects[0]; for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++, r++) if (r->was_packed) ImFontAtlasBuildMultiplyRectAlpha8(multiply_table, atlas->TexPixelsAlpha8, r->x, r->y, r->w, r->h, atlas->TexWidth * 1); } src_tmp.Rects = NULL; } // End packing stbtt_PackEnd(&spc); buf_rects.clear(); // 9. Setup ImFont and glyphs for runtime for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) { ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; if (src_tmp.GlyphsCount == 0) continue; // When merging fonts with MergeMode=true: // - We can have multiple input fonts writing into a same destination font. // - dst_font->ConfigData is != from cfg which is our source configuration. ImFontConfig& cfg = atlas->ConfigData[src_i]; ImFont* dst_font = cfg.DstFont; const float font_scale = stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels); int unscaled_ascent, unscaled_descent, unscaled_line_gap; stbtt_GetFontVMetrics(&src_tmp.FontInfo, &unscaled_ascent, &unscaled_descent, &unscaled_line_gap); const float ascent = ImFloor(unscaled_ascent * font_scale + ((unscaled_ascent > 0.0f) ? +1 : -1)); const float descent = ImFloor(unscaled_descent * font_scale + ((unscaled_descent > 0.0f) ? +1 : -1)); ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent); const float font_off_x = cfg.GlyphOffset.x; const float font_off_y = cfg.GlyphOffset.y + IM_ROUND(dst_font->Ascent); for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) { // Register glyph const int codepoint = src_tmp.GlyphsList[glyph_i]; const stbtt_packedchar& pc = src_tmp.PackedChars[glyph_i]; stbtt_aligned_quad q; float unused_x = 0.0f, unused_y = 0.0f; stbtt_GetPackedQuad(src_tmp.PackedChars, atlas->TexWidth, atlas->TexHeight, glyph_i, &unused_x, &unused_y, &q, 0); dst_font->AddGlyph(&cfg, (ImWchar)codepoint, q.x0 + font_off_x, q.y0 + font_off_y, q.x1 + font_off_x, q.y1 + font_off_y, q.s0, q.t0, q.s1, q.t1, pc.xadvance); } } // Cleanup src_tmp_array.clear_destruct(); ImFontAtlasBuildFinish(atlas); return true; } const ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype() { static ImFontBuilderIO io; io.FontBuilder_Build = ImFontAtlasBuildWithStbTruetype; return &io; } #endif // IMGUI_ENABLE_STB_TRUETYPE void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent) { if (!font_config->MergeMode) { font->ClearOutputData(); font->FontSize = font_config->SizePixels; font->ConfigData = font_config; font->ConfigDataCount = 0; font->ContainerAtlas = atlas; font->Ascent = ascent; font->Descent = descent; } font->ConfigDataCount++; } void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque) { stbrp_context* pack_context = (stbrp_context*)stbrp_context_opaque; IM_ASSERT(pack_context != NULL); ImVector& user_rects = atlas->CustomRects; IM_ASSERT(user_rects.Size >= 1); // We expect at least the default custom rects to be registered, else something went wrong. ImVector pack_rects; pack_rects.resize(user_rects.Size); memset(pack_rects.Data, 0, (size_t)pack_rects.size_in_bytes()); for (int i = 0; i < user_rects.Size; i++) { pack_rects[i].w = user_rects[i].Width; pack_rects[i].h = user_rects[i].Height; } stbrp_pack_rects(pack_context, &pack_rects[0], pack_rects.Size); for (int i = 0; i < pack_rects.Size; i++) if (pack_rects[i].was_packed) { user_rects[i].X = (unsigned short)pack_rects[i].x; user_rects[i].Y = (unsigned short)pack_rects[i].y; IM_ASSERT(pack_rects[i].w == user_rects[i].Width && pack_rects[i].h == user_rects[i].Height); atlas->TexHeight = ImMax(atlas->TexHeight, pack_rects[i].y + pack_rects[i].h); } } void ImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value) { IM_ASSERT(x >= 0 && x + w <= atlas->TexWidth); IM_ASSERT(y >= 0 && y + h <= atlas->TexHeight); unsigned char* out_pixel = atlas->TexPixelsAlpha8 + x + (y * atlas->TexWidth); for (int off_y = 0; off_y < h; off_y++, out_pixel += atlas->TexWidth, in_str += w) for (int off_x = 0; off_x < w; off_x++) out_pixel[off_x] = (in_str[off_x] == in_marker_char) ? in_marker_pixel_value : 0x00; } void ImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned int in_marker_pixel_value) { IM_ASSERT(x >= 0 && x + w <= atlas->TexWidth); IM_ASSERT(y >= 0 && y + h <= atlas->TexHeight); unsigned int* out_pixel = atlas->TexPixelsRGBA32 + x + (y * atlas->TexWidth); for (int off_y = 0; off_y < h; off_y++, out_pixel += atlas->TexWidth, in_str += w) for (int off_x = 0; off_x < w; off_x++) out_pixel[off_x] = (in_str[off_x] == in_marker_char) ? in_marker_pixel_value : IM_COL32_BLACK_TRANS; } static void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas) { ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdMouseCursors); IM_ASSERT(r->IsPacked()); const int w = atlas->TexWidth; if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors)) { // Render/copy pixels IM_ASSERT(r->Width == FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1 && r->Height == FONT_ATLAS_DEFAULT_TEX_DATA_H); const int x_for_white = r->X; const int x_for_black = r->X + FONT_ATLAS_DEFAULT_TEX_DATA_W + 1; if (atlas->TexPixelsAlpha8 != NULL) { ImFontAtlasBuildRender8bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', 0xFF); ImFontAtlasBuildRender8bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X', 0xFF); } else { ImFontAtlasBuildRender32bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', IM_COL32_WHITE); ImFontAtlasBuildRender32bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X', IM_COL32_WHITE); } } else { // Render 4 white pixels IM_ASSERT(r->Width == 2 && r->Height == 2); const int offset = (int)r->X + (int)r->Y * w; if (atlas->TexPixelsAlpha8 != NULL) { atlas->TexPixelsAlpha8[offset] = atlas->TexPixelsAlpha8[offset + 1] = atlas->TexPixelsAlpha8[offset + w] = atlas->TexPixelsAlpha8[offset + w + 1] = 0xFF; } else { atlas->TexPixelsRGBA32[offset] = atlas->TexPixelsRGBA32[offset + 1] = atlas->TexPixelsRGBA32[offset + w] = atlas->TexPixelsRGBA32[offset + w + 1] = IM_COL32_WHITE; } } atlas->TexUvWhitePixel = ImVec2((r->X + 0.5f) * atlas->TexUvScale.x, (r->Y + 0.5f) * atlas->TexUvScale.y); } static void ImFontAtlasBuildRenderLinesTexData(ImFontAtlas* atlas) { if (atlas->Flags & ImFontAtlasFlags_NoBakedLines) return; // This generates a triangular shape in the texture, with the various line widths stacked on top of each other to allow interpolation between them ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdLines); IM_ASSERT(r->IsPacked()); for (unsigned int n = 0; n < IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1; n++) // +1 because of the zero-width row { // Each line consists of at least two empty pixels at the ends, with a line of solid pixels in the middle unsigned int y = n; unsigned int line_width = n; unsigned int pad_left = (r->Width - line_width) / 2; unsigned int pad_right = r->Width - (pad_left + line_width); // Write each slice IM_ASSERT(pad_left + line_width + pad_right == r->Width && y < r->Height); // Make sure we're inside the texture bounds before we start writing pixels if (atlas->TexPixelsAlpha8 != NULL) { unsigned char* write_ptr = &atlas->TexPixelsAlpha8[r->X + ((r->Y + y) * atlas->TexWidth)]; for (unsigned int i = 0; i < pad_left; i++) *(write_ptr + i) = 0x00; for (unsigned int i = 0; i < line_width; i++) *(write_ptr + pad_left + i) = 0xFF; for (unsigned int i = 0; i < pad_right; i++) *(write_ptr + pad_left + line_width + i) = 0x00; } else { unsigned int* write_ptr = &atlas->TexPixelsRGBA32[r->X + ((r->Y + y) * atlas->TexWidth)]; for (unsigned int i = 0; i < pad_left; i++) *(write_ptr + i) = IM_COL32(255, 255, 255, 0); for (unsigned int i = 0; i < line_width; i++) *(write_ptr + pad_left + i) = IM_COL32_WHITE; for (unsigned int i = 0; i < pad_right; i++) *(write_ptr + pad_left + line_width + i) = IM_COL32(255, 255, 255, 0); } // Calculate UVs for this line ImVec2 uv0 = ImVec2((float)(r->X + pad_left - 1), (float)(r->Y + y)) * atlas->TexUvScale; ImVec2 uv1 = ImVec2((float)(r->X + pad_left + line_width + 1), (float)(r->Y + y + 1)) * atlas->TexUvScale; float half_v = (uv0.y + uv1.y) * 0.5f; // Calculate a constant V in the middle of the row to avoid sampling artifacts atlas->TexUvLines[n] = ImVec4(uv0.x, half_v, uv1.x, half_v); } } // Note: this is called / shared by both the stb_truetype and the FreeType builder void ImFontAtlasBuildInit(ImFontAtlas* atlas) { // Register texture region for mouse cursors or standard white pixels if (atlas->PackIdMouseCursors < 0) { if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors)) atlas->PackIdMouseCursors = atlas->AddCustomRectRegular(FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1, FONT_ATLAS_DEFAULT_TEX_DATA_H); else atlas->PackIdMouseCursors = atlas->AddCustomRectRegular(2, 2); } // Register texture region for thick lines // The +2 here is to give space for the end caps, whilst height +1 is to accommodate the fact we have a zero-width row if (atlas->PackIdLines < 0) { if (!(atlas->Flags & ImFontAtlasFlags_NoBakedLines)) atlas->PackIdLines = atlas->AddCustomRectRegular(IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 2, IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1); } } // This is called/shared by both the stb_truetype and the FreeType builder. void ImFontAtlasBuildFinish(ImFontAtlas* atlas) { // Render into our custom data blocks IM_ASSERT(atlas->TexPixelsAlpha8 != NULL || atlas->TexPixelsRGBA32 != NULL); ImFontAtlasBuildRenderDefaultTexData(atlas); ImFontAtlasBuildRenderLinesTexData(atlas); // Register custom rectangle glyphs for (int i = 0; i < atlas->CustomRects.Size; i++) { const ImFontAtlasCustomRect* r = &atlas->CustomRects[i]; if (r->Font == NULL || r->GlyphID == 0) continue; // Will ignore ImFontConfig settings: GlyphMinAdvanceX, GlyphMinAdvanceY, GlyphExtraSpacing, PixelSnapH IM_ASSERT(r->Font->ContainerAtlas == atlas); ImVec2 uv0, uv1; atlas->CalcCustomRectUV(r, &uv0, &uv1); r->Font->AddGlyph(NULL, (ImWchar)r->GlyphID, r->GlyphOffset.x, r->GlyphOffset.y, r->GlyphOffset.x + r->Width, r->GlyphOffset.y + r->Height, uv0.x, uv0.y, uv1.x, uv1.y, r->GlyphAdvanceX); } // Build all fonts lookup tables for (int i = 0; i < atlas->Fonts.Size; i++) if (atlas->Fonts[i]->DirtyLookupTables) atlas->Fonts[i]->BuildLookupTable(); atlas->TexReady = true; } // Retrieve list of range (2 int per range, values are inclusive) const ImWchar* ImFontAtlas::GetGlyphRangesDefault() { static const ImWchar ranges[] = { 0x0020, 0x00FF, // Basic Latin + Latin Supplement 0, }; return &ranges[0]; } const ImWchar* ImFontAtlas::GetGlyphRangesKorean() { static const ImWchar ranges[] = { 0x0020, 0x00FF, // Basic Latin + Latin Supplement 0x3131, 0x3163, // Korean alphabets 0xAC00, 0xD7A3, // Korean characters 0xFFFD, 0xFFFD, // Invalid 0, }; return &ranges[0]; } const ImWchar* ImFontAtlas::GetGlyphRangesChineseFull() { static const ImWchar ranges[] = { 0x0020, 0x00FF, // Basic Latin + Latin Supplement 0x2000, 0x206F, // General Punctuation 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana 0x31F0, 0x31FF, // Katakana Phonetic Extensions 0xFF00, 0xFFEF, // Half-width characters 0xFFFD, 0xFFFD, // Invalid 0x4e00, 0x9FAF, // CJK Ideograms 0, }; return &ranges[0]; } static void UnpackAccumulativeOffsetsIntoRanges(int base_codepoint, const short* accumulative_offsets, int accumulative_offsets_count, ImWchar* out_ranges) { for (int n = 0; n < accumulative_offsets_count; n++, out_ranges += 2) { out_ranges[0] = out_ranges[1] = (ImWchar)(base_codepoint + accumulative_offsets[n]); base_codepoint += accumulative_offsets[n]; } out_ranges[0] = 0; } //------------------------------------------------------------------------- // [SECTION] ImFontAtlas glyph ranges helpers //------------------------------------------------------------------------- const ImWchar* ImFontAtlas::GetGlyphRangesChineseSimplifiedCommon() { // Store 2500 regularly used characters for Simplified Chinese. // Sourced from https://zh.wiktionary.org/wiki/%E9%99%84%E5%BD%95:%E7%8E%B0%E4%BB%A3%E6%B1%89%E8%AF%AD%E5%B8%B8%E7%94%A8%E5%AD%97%E8%A1%A8 // This table covers 97.97% of all characters used during the month in July, 1987. // You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters. // (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.) static const short accumulative_offsets_from_0x4E00[] = { 0,1,2,4,1,1,1,1,2,1,3,2,1,2,2,1,1,1,1,1,5,2,1,2,3,3,3,2,2,4,1,1,1,2,1,5,2,3,1,2,1,2,1,1,2,1,1,2,2,1,4,1,1,1,1,5,10,1,2,19,2,1,2,1,2,1,2,1,2, 1,5,1,6,3,2,1,2,2,1,1,1,4,8,5,1,1,4,1,1,3,1,2,1,5,1,2,1,1,1,10,1,1,5,2,4,6,1,4,2,2,2,12,2,1,1,6,1,1,1,4,1,1,4,6,5,1,4,2,2,4,10,7,1,1,4,2,4, 2,1,4,3,6,10,12,5,7,2,14,2,9,1,1,6,7,10,4,7,13,1,5,4,8,4,1,1,2,28,5,6,1,1,5,2,5,20,2,2,9,8,11,2,9,17,1,8,6,8,27,4,6,9,20,11,27,6,68,2,2,1,1, 1,2,1,2,2,7,6,11,3,3,1,1,3,1,2,1,1,1,1,1,3,1,1,8,3,4,1,5,7,2,1,4,4,8,4,2,1,2,1,1,4,5,6,3,6,2,12,3,1,3,9,2,4,3,4,1,5,3,3,1,3,7,1,5,1,1,1,1,2, 3,4,5,2,3,2,6,1,1,2,1,7,1,7,3,4,5,15,2,2,1,5,3,22,19,2,1,1,1,1,2,5,1,1,1,6,1,1,12,8,2,9,18,22,4,1,1,5,1,16,1,2,7,10,15,1,1,6,2,4,1,2,4,1,6, 1,1,3,2,4,1,6,4,5,1,2,1,1,2,1,10,3,1,3,2,1,9,3,2,5,7,2,19,4,3,6,1,1,1,1,1,4,3,2,1,1,1,2,5,3,1,1,1,2,2,1,1,2,1,1,2,1,3,1,1,1,3,7,1,4,1,1,2,1, 1,2,1,2,4,4,3,8,1,1,1,2,1,3,5,1,3,1,3,4,6,2,2,14,4,6,6,11,9,1,15,3,1,28,5,2,5,5,3,1,3,4,5,4,6,14,3,2,3,5,21,2,7,20,10,1,2,19,2,4,28,28,2,3, 2,1,14,4,1,26,28,42,12,40,3,52,79,5,14,17,3,2,2,11,3,4,6,3,1,8,2,23,4,5,8,10,4,2,7,3,5,1,1,6,3,1,2,2,2,5,28,1,1,7,7,20,5,3,29,3,17,26,1,8,4, 27,3,6,11,23,5,3,4,6,13,24,16,6,5,10,25,35,7,3,2,3,3,14,3,6,2,6,1,4,2,3,8,2,1,1,3,3,3,4,1,1,13,2,2,4,5,2,1,14,14,1,2,2,1,4,5,2,3,1,14,3,12, 3,17,2,16,5,1,2,1,8,9,3,19,4,2,2,4,17,25,21,20,28,75,1,10,29,103,4,1,2,1,1,4,2,4,1,2,3,24,2,2,2,1,1,2,1,3,8,1,1,1,2,1,1,3,1,1,1,6,1,5,3,1,1, 1,3,4,1,1,5,2,1,5,6,13,9,16,1,1,1,1,3,2,3,2,4,5,2,5,2,2,3,7,13,7,2,2,1,1,1,1,2,3,3,2,1,6,4,9,2,1,14,2,14,2,1,18,3,4,14,4,11,41,15,23,15,23, 176,1,3,4,1,1,1,1,5,3,1,2,3,7,3,1,1,2,1,2,4,4,6,2,4,1,9,7,1,10,5,8,16,29,1,1,2,2,3,1,3,5,2,4,5,4,1,1,2,2,3,3,7,1,6,10,1,17,1,44,4,6,2,1,1,6, 5,4,2,10,1,6,9,2,8,1,24,1,2,13,7,8,8,2,1,4,1,3,1,3,3,5,2,5,10,9,4,9,12,2,1,6,1,10,1,1,7,7,4,10,8,3,1,13,4,3,1,6,1,3,5,2,1,2,17,16,5,2,16,6, 1,4,2,1,3,3,6,8,5,11,11,1,3,3,2,4,6,10,9,5,7,4,7,4,7,1,1,4,2,1,3,6,8,7,1,6,11,5,5,3,24,9,4,2,7,13,5,1,8,82,16,61,1,1,1,4,2,2,16,10,3,8,1,1, 6,4,2,1,3,1,1,1,4,3,8,4,2,2,1,1,1,1,1,6,3,5,1,1,4,6,9,2,1,1,1,2,1,7,2,1,6,1,5,4,4,3,1,8,1,3,3,1,3,2,2,2,2,3,1,6,1,2,1,2,1,3,7,1,8,2,1,2,1,5, 2,5,3,5,10,1,2,1,1,3,2,5,11,3,9,3,5,1,1,5,9,1,2,1,5,7,9,9,8,1,3,3,3,6,8,2,3,2,1,1,32,6,1,2,15,9,3,7,13,1,3,10,13,2,14,1,13,10,2,1,3,10,4,15, 2,15,15,10,1,3,9,6,9,32,25,26,47,7,3,2,3,1,6,3,4,3,2,8,5,4,1,9,4,2,2,19,10,6,2,3,8,1,2,2,4,2,1,9,4,4,4,6,4,8,9,2,3,1,1,1,1,3,5,5,1,3,8,4,6, 2,1,4,12,1,5,3,7,13,2,5,8,1,6,1,2,5,14,6,1,5,2,4,8,15,5,1,23,6,62,2,10,1,1,8,1,2,2,10,4,2,2,9,2,1,1,3,2,3,1,5,3,3,2,1,3,8,1,1,1,11,3,1,1,4, 3,7,1,14,1,2,3,12,5,2,5,1,6,7,5,7,14,11,1,3,1,8,9,12,2,1,11,8,4,4,2,6,10,9,13,1,1,3,1,5,1,3,2,4,4,1,18,2,3,14,11,4,29,4,2,7,1,3,13,9,2,2,5, 3,5,20,7,16,8,5,72,34,6,4,22,12,12,28,45,36,9,7,39,9,191,1,1,1,4,11,8,4,9,2,3,22,1,1,1,1,4,17,1,7,7,1,11,31,10,2,4,8,2,3,2,1,4,2,16,4,32,2, 3,19,13,4,9,1,5,2,14,8,1,1,3,6,19,6,5,1,16,6,2,10,8,5,1,2,3,1,5,5,1,11,6,6,1,3,3,2,6,3,8,1,1,4,10,7,5,7,7,5,8,9,2,1,3,4,1,1,3,1,3,3,2,6,16, 1,4,6,3,1,10,6,1,3,15,2,9,2,10,25,13,9,16,6,2,2,10,11,4,3,9,1,2,6,6,5,4,30,40,1,10,7,12,14,33,6,3,6,7,3,1,3,1,11,14,4,9,5,12,11,49,18,51,31, 140,31,2,2,1,5,1,8,1,10,1,4,4,3,24,1,10,1,3,6,6,16,3,4,5,2,1,4,2,57,10,6,22,2,22,3,7,22,6,10,11,36,18,16,33,36,2,5,5,1,1,1,4,10,1,4,13,2,7, 5,2,9,3,4,1,7,43,3,7,3,9,14,7,9,1,11,1,1,3,7,4,18,13,1,14,1,3,6,10,73,2,2,30,6,1,11,18,19,13,22,3,46,42,37,89,7,3,16,34,2,2,3,9,1,7,1,1,1,2, 2,4,10,7,3,10,3,9,5,28,9,2,6,13,7,3,1,3,10,2,7,2,11,3,6,21,54,85,2,1,4,2,2,1,39,3,21,2,2,5,1,1,1,4,1,1,3,4,15,1,3,2,4,4,2,3,8,2,20,1,8,7,13, 4,1,26,6,2,9,34,4,21,52,10,4,4,1,5,12,2,11,1,7,2,30,12,44,2,30,1,1,3,6,16,9,17,39,82,2,2,24,7,1,7,3,16,9,14,44,2,1,2,1,2,3,5,2,4,1,6,7,5,3, 2,6,1,11,5,11,2,1,18,19,8,1,3,24,29,2,1,3,5,2,2,1,13,6,5,1,46,11,3,5,1,1,5,8,2,10,6,12,6,3,7,11,2,4,16,13,2,5,1,1,2,2,5,2,28,5,2,23,10,8,4, 4,22,39,95,38,8,14,9,5,1,13,5,4,3,13,12,11,1,9,1,27,37,2,5,4,4,63,211,95,2,2,2,1,3,5,2,1,1,2,2,1,1,1,3,2,4,1,2,1,1,5,2,2,1,1,2,3,1,3,1,1,1, 3,1,4,2,1,3,6,1,1,3,7,15,5,3,2,5,3,9,11,4,2,22,1,6,3,8,7,1,4,28,4,16,3,3,25,4,4,27,27,1,4,1,2,2,7,1,3,5,2,28,8,2,14,1,8,6,16,25,3,3,3,14,3, 3,1,1,2,1,4,6,3,8,4,1,1,1,2,3,6,10,6,2,3,18,3,2,5,5,4,3,1,5,2,5,4,23,7,6,12,6,4,17,11,9,5,1,1,10,5,12,1,1,11,26,33,7,3,6,1,17,7,1,5,12,1,11, 2,4,1,8,14,17,23,1,2,1,7,8,16,11,9,6,5,2,6,4,16,2,8,14,1,11,8,9,1,1,1,9,25,4,11,19,7,2,15,2,12,8,52,7,5,19,2,16,4,36,8,1,16,8,24,26,4,6,2,9, 5,4,36,3,28,12,25,15,37,27,17,12,59,38,5,32,127,1,2,9,17,14,4,1,2,1,1,8,11,50,4,14,2,19,16,4,17,5,4,5,26,12,45,2,23,45,104,30,12,8,3,10,2,2, 3,3,1,4,20,7,2,9,6,15,2,20,1,3,16,4,11,15,6,134,2,5,59,1,2,2,2,1,9,17,3,26,137,10,211,59,1,2,4,1,4,1,1,1,2,6,2,3,1,1,2,3,2,3,1,3,4,4,2,3,3, 1,4,3,1,7,2,2,3,1,2,1,3,3,3,2,2,3,2,1,3,14,6,1,3,2,9,6,15,27,9,34,145,1,1,2,1,1,1,1,2,1,1,1,1,2,2,2,3,1,2,1,1,1,2,3,5,8,3,5,2,4,1,3,2,2,2,12, 4,1,1,1,10,4,5,1,20,4,16,1,15,9,5,12,2,9,2,5,4,2,26,19,7,1,26,4,30,12,15,42,1,6,8,172,1,1,4,2,1,1,11,2,2,4,2,1,2,1,10,8,1,2,1,4,5,1,2,5,1,8, 4,1,3,4,2,1,6,2,1,3,4,1,2,1,1,1,1,12,5,7,2,4,3,1,1,1,3,3,6,1,2,2,3,3,3,2,1,2,12,14,11,6,6,4,12,2,8,1,7,10,1,35,7,4,13,15,4,3,23,21,28,52,5, 26,5,6,1,7,10,2,7,53,3,2,1,1,1,2,163,532,1,10,11,1,3,3,4,8,2,8,6,2,2,23,22,4,2,2,4,2,1,3,1,3,3,5,9,8,2,1,2,8,1,10,2,12,21,20,15,105,2,3,1,1, 3,2,3,1,1,2,5,1,4,15,11,19,1,1,1,1,5,4,5,1,1,2,5,3,5,12,1,2,5,1,11,1,1,15,9,1,4,5,3,26,8,2,1,3,1,1,15,19,2,12,1,2,5,2,7,2,19,2,20,6,26,7,5, 2,2,7,34,21,13,70,2,128,1,1,2,1,1,2,1,1,3,2,2,2,15,1,4,1,3,4,42,10,6,1,49,85,8,1,2,1,1,4,4,2,3,6,1,5,7,4,3,211,4,1,2,1,2,5,1,2,4,2,2,6,5,6, 10,3,4,48,100,6,2,16,296,5,27,387,2,2,3,7,16,8,5,38,15,39,21,9,10,3,7,59,13,27,21,47,5,21,6 }; static ImWchar base_ranges[] = // not zero-terminated { 0x0020, 0x00FF, // Basic Latin + Latin Supplement 0x2000, 0x206F, // General Punctuation 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana 0x31F0, 0x31FF, // Katakana Phonetic Extensions 0xFF00, 0xFFEF, // Half-width characters 0xFFFD, 0xFFFD // Invalid }; static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00) * 2 + 1] = { 0 }; if (!full_ranges[0]) { memcpy(full_ranges, base_ranges, sizeof(base_ranges)); UnpackAccumulativeOffsetsIntoRanges(0x4E00, accumulative_offsets_from_0x4E00, IM_ARRAYSIZE(accumulative_offsets_from_0x4E00), full_ranges + IM_ARRAYSIZE(base_ranges)); } return &full_ranges[0]; } const ImWchar* ImFontAtlas::GetGlyphRangesJapanese() { // 2999 ideograms code points for Japanese // - 2136 Joyo (meaning "for regular use" or "for common use") Kanji code points // - 863 Jinmeiyo (meaning "for personal name") Kanji code points // - Sourced from the character information database of the Information-technology Promotion Agency, Japan // - https://mojikiban.ipa.go.jp/mji/ // - Available under the terms of the Creative Commons Attribution-ShareAlike 2.1 Japan (CC BY-SA 2.1 JP). // - https://creativecommons.org/licenses/by-sa/2.1/jp/deed.en // - https://creativecommons.org/licenses/by-sa/2.1/jp/legalcode // - You can generate this code by the script at: // - https://github.com/vaiorabbit/everyday_use_kanji // - References: // - List of Joyo Kanji // - (Official list by the Agency for Cultural Affairs) https://www.bunka.go.jp/kokugo_nihongo/sisaku/joho/joho/kakuki/14/tosin02/index.html // - (Wikipedia) https://en.wikipedia.org/wiki/List_of_j%C5%8Dy%C5%8D_kanji // - List of Jinmeiyo Kanji // - (Official list by the Ministry of Justice) http://www.moj.go.jp/MINJI/minji86.html // - (Wikipedia) https://en.wikipedia.org/wiki/Jinmeiy%C5%8D_kanji // - Missing 1 Joyo Kanji: U+20B9F (Kun'yomi: Shikaru, On'yomi: Shitsu,shichi), see https://github.com/ocornut/imgui/pull/3627 for details. // You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters. // (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.) static const short accumulative_offsets_from_0x4E00[] = { 0,1,2,4,1,1,1,1,2,1,3,3,2,2,1,5,3,5,7,5,6,1,2,1,7,2,6,3,1,8,1,1,4,1,1,18,2,11,2,6,2,1,2,1,5,1,2,1,3,1,2,1,2,3,3,1,1,2,3,1,1,1,12,7,9,1,4,5,1, 1,2,1,10,1,1,9,2,2,4,5,6,9,3,1,1,1,1,9,3,18,5,2,2,2,2,1,6,3,7,1,1,1,1,2,2,4,2,1,23,2,10,4,3,5,2,4,10,2,4,13,1,6,1,9,3,1,1,6,6,7,6,3,1,2,11,3, 2,2,3,2,15,2,2,5,4,3,6,4,1,2,5,2,12,16,6,13,9,13,2,1,1,7,16,4,7,1,19,1,5,1,2,2,7,7,8,2,6,5,4,9,18,7,4,5,9,13,11,8,15,2,1,1,1,2,1,2,2,1,2,2,8, 2,9,3,3,1,1,4,4,1,1,1,4,9,1,4,3,5,5,2,7,5,3,4,8,2,1,13,2,3,3,1,14,1,1,4,5,1,3,6,1,5,2,1,1,3,3,3,3,1,1,2,7,6,6,7,1,4,7,6,1,1,1,1,1,12,3,3,9,5, 2,6,1,5,6,1,2,3,18,2,4,14,4,1,3,6,1,1,6,3,5,5,3,2,2,2,2,12,3,1,4,2,3,2,3,11,1,7,4,1,2,1,3,17,1,9,1,24,1,1,4,2,2,4,1,2,7,1,1,1,3,1,2,2,4,15,1, 1,2,1,1,2,1,5,2,5,20,2,5,9,1,10,8,7,6,1,1,1,1,1,1,6,2,1,2,8,1,1,1,1,5,1,1,3,1,1,1,1,3,1,1,12,4,1,3,1,1,1,1,1,10,3,1,7,5,13,1,2,3,4,6,1,1,30, 2,9,9,1,15,38,11,3,1,8,24,7,1,9,8,10,2,1,9,31,2,13,6,2,9,4,49,5,2,15,2,1,10,2,1,1,1,2,2,6,15,30,35,3,14,18,8,1,16,10,28,12,19,45,38,1,3,2,3, 13,2,1,7,3,6,5,3,4,3,1,5,7,8,1,5,3,18,5,3,6,1,21,4,24,9,24,40,3,14,3,21,3,2,1,2,4,2,3,1,15,15,6,5,1,1,3,1,5,6,1,9,7,3,3,2,1,4,3,8,21,5,16,4, 5,2,10,11,11,3,6,3,2,9,3,6,13,1,2,1,1,1,1,11,12,6,6,1,4,2,6,5,2,1,1,3,3,6,13,3,1,1,5,1,2,3,3,14,2,1,2,2,2,5,1,9,5,1,1,6,12,3,12,3,4,13,2,14, 2,8,1,17,5,1,16,4,2,2,21,8,9,6,23,20,12,25,19,9,38,8,3,21,40,25,33,13,4,3,1,4,1,2,4,1,2,5,26,2,1,1,2,1,3,6,2,1,1,1,1,1,1,2,3,1,1,1,9,2,3,1,1, 1,3,6,3,2,1,1,6,6,1,8,2,2,2,1,4,1,2,3,2,7,3,2,4,1,2,1,2,2,1,1,1,1,1,3,1,2,5,4,10,9,4,9,1,1,1,1,1,1,5,3,2,1,6,4,9,6,1,10,2,31,17,8,3,7,5,40,1, 7,7,1,6,5,2,10,7,8,4,15,39,25,6,28,47,18,10,7,1,3,1,1,2,1,1,1,3,3,3,1,1,1,3,4,2,1,4,1,3,6,10,7,8,6,2,2,1,3,3,2,5,8,7,9,12,2,15,1,1,4,1,2,1,1, 1,3,2,1,3,3,5,6,2,3,2,10,1,4,2,8,1,1,1,11,6,1,21,4,16,3,1,3,1,4,2,3,6,5,1,3,1,1,3,3,4,6,1,1,10,4,2,7,10,4,7,4,2,9,4,3,1,1,1,4,1,8,3,4,1,3,1, 6,1,4,2,1,4,7,2,1,8,1,4,5,1,1,2,2,4,6,2,7,1,10,1,1,3,4,11,10,8,21,4,6,1,3,5,2,1,2,28,5,5,2,3,13,1,2,3,1,4,2,1,5,20,3,8,11,1,3,3,3,1,8,10,9,2, 10,9,2,3,1,1,2,4,1,8,3,6,1,7,8,6,11,1,4,29,8,4,3,1,2,7,13,1,4,1,6,2,6,12,12,2,20,3,2,3,6,4,8,9,2,7,34,5,1,18,6,1,1,4,4,5,7,9,1,2,2,4,3,4,1,7, 2,2,2,6,2,3,25,5,3,6,1,4,6,7,4,2,1,4,2,13,6,4,4,3,1,5,3,4,4,3,2,1,1,4,1,2,1,1,3,1,11,1,6,3,1,7,3,6,2,8,8,6,9,3,4,11,3,2,10,12,2,5,11,1,6,4,5, 3,1,8,5,4,6,6,3,5,1,1,3,2,1,2,2,6,17,12,1,10,1,6,12,1,6,6,19,9,6,16,1,13,4,4,15,7,17,6,11,9,15,12,6,7,2,1,2,2,15,9,3,21,4,6,49,18,7,3,2,3,1, 6,8,2,2,6,2,9,1,3,6,4,4,1,2,16,2,5,2,1,6,2,3,5,3,1,2,5,1,2,1,9,3,1,8,6,4,8,11,3,1,1,1,1,3,1,13,8,4,1,3,2,2,1,4,1,11,1,5,2,1,5,2,5,8,6,1,1,7, 4,3,8,3,2,7,2,1,5,1,5,2,4,7,6,2,8,5,1,11,4,5,3,6,18,1,2,13,3,3,1,21,1,1,4,1,4,1,1,1,8,1,2,2,7,1,2,4,2,2,9,2,1,1,1,4,3,6,3,12,5,1,1,1,5,6,3,2, 4,8,2,2,4,2,7,1,8,9,5,2,3,2,1,3,2,13,7,14,6,5,1,1,2,1,4,2,23,2,1,1,6,3,1,4,1,15,3,1,7,3,9,14,1,3,1,4,1,1,5,8,1,3,8,3,8,15,11,4,14,4,4,2,5,5, 1,7,1,6,14,7,7,8,5,15,4,8,6,5,6,2,1,13,1,20,15,11,9,2,5,6,2,11,2,6,2,5,1,5,8,4,13,19,25,4,1,1,11,1,34,2,5,9,14,6,2,2,6,1,1,14,1,3,14,13,1,6, 12,21,14,14,6,32,17,8,32,9,28,1,2,4,11,8,3,1,14,2,5,15,1,1,1,1,3,6,4,1,3,4,11,3,1,1,11,30,1,5,1,4,1,5,8,1,1,3,2,4,3,17,35,2,6,12,17,3,1,6,2, 1,1,12,2,7,3,3,2,1,16,2,8,3,6,5,4,7,3,3,8,1,9,8,5,1,2,1,3,2,8,1,2,9,12,1,1,2,3,8,3,24,12,4,3,7,5,8,3,3,3,3,3,3,1,23,10,3,1,2,2,6,3,1,16,1,16, 22,3,10,4,11,6,9,7,7,3,6,2,2,2,4,10,2,1,1,2,8,7,1,6,4,1,3,3,3,5,10,12,12,2,3,12,8,15,1,1,16,6,6,1,5,9,11,4,11,4,2,6,12,1,17,5,13,1,4,9,5,1,11, 2,1,8,1,5,7,28,8,3,5,10,2,17,3,38,22,1,2,18,12,10,4,38,18,1,4,44,19,4,1,8,4,1,12,1,4,31,12,1,14,7,75,7,5,10,6,6,13,3,2,11,11,3,2,5,28,15,6,18, 18,5,6,4,3,16,1,7,18,7,36,3,5,3,1,7,1,9,1,10,7,2,4,2,6,2,9,7,4,3,32,12,3,7,10,2,23,16,3,1,12,3,31,4,11,1,3,8,9,5,1,30,15,6,12,3,2,2,11,19,9, 14,2,6,2,3,19,13,17,5,3,3,25,3,14,1,1,1,36,1,3,2,19,3,13,36,9,13,31,6,4,16,34,2,5,4,2,3,3,5,1,1,1,4,3,1,17,3,2,3,5,3,1,3,2,3,5,6,3,12,11,1,3, 1,2,26,7,12,7,2,14,3,3,7,7,11,25,25,28,16,4,36,1,2,1,6,2,1,9,3,27,17,4,3,4,13,4,1,3,2,2,1,10,4,2,4,6,3,8,2,1,18,1,1,24,2,2,4,33,2,3,63,7,1,6, 40,7,3,4,4,2,4,15,18,1,16,1,1,11,2,41,14,1,3,18,13,3,2,4,16,2,17,7,15,24,7,18,13,44,2,2,3,6,1,1,7,5,1,7,1,4,3,3,5,10,8,2,3,1,8,1,1,27,4,2,1, 12,1,2,1,10,6,1,6,7,5,2,3,7,11,5,11,3,6,6,2,3,15,4,9,1,1,2,1,2,11,2,8,12,8,5,4,2,3,1,5,2,2,1,14,1,12,11,4,1,11,17,17,4,3,2,5,5,7,3,1,5,9,9,8, 2,5,6,6,13,13,2,1,2,6,1,2,2,49,4,9,1,2,10,16,7,8,4,3,2,23,4,58,3,29,1,14,19,19,11,11,2,7,5,1,3,4,6,2,18,5,12,12,17,17,3,3,2,4,1,6,2,3,4,3,1, 1,1,1,5,1,1,9,1,3,1,3,6,1,8,1,1,2,6,4,14,3,1,4,11,4,1,3,32,1,2,4,13,4,1,2,4,2,1,3,1,11,1,4,2,1,4,4,6,3,5,1,6,5,7,6,3,23,3,5,3,5,3,3,13,3,9,10, 1,12,10,2,3,18,13,7,160,52,4,2,2,3,2,14,5,4,12,4,6,4,1,20,4,11,6,2,12,27,1,4,1,2,2,7,4,5,2,28,3,7,25,8,3,19,3,6,10,2,2,1,10,2,5,4,1,3,4,1,5, 3,2,6,9,3,6,2,16,3,3,16,4,5,5,3,2,1,2,16,15,8,2,6,21,2,4,1,22,5,8,1,1,21,11,2,1,11,11,19,13,12,4,2,3,2,3,6,1,8,11,1,4,2,9,5,2,1,11,2,9,1,1,2, 14,31,9,3,4,21,14,4,8,1,7,2,2,2,5,1,4,20,3,3,4,10,1,11,9,8,2,1,4,5,14,12,14,2,17,9,6,31,4,14,1,20,13,26,5,2,7,3,6,13,2,4,2,19,6,2,2,18,9,3,5, 12,12,14,4,6,2,3,6,9,5,22,4,5,25,6,4,8,5,2,6,27,2,35,2,16,3,7,8,8,6,6,5,9,17,2,20,6,19,2,13,3,1,1,1,4,17,12,2,14,7,1,4,18,12,38,33,2,10,1,1, 2,13,14,17,11,50,6,33,20,26,74,16,23,45,50,13,38,33,6,6,7,4,4,2,1,3,2,5,8,7,8,9,3,11,21,9,13,1,3,10,6,7,1,2,2,18,5,5,1,9,9,2,68,9,19,13,2,5, 1,4,4,7,4,13,3,9,10,21,17,3,26,2,1,5,2,4,5,4,1,7,4,7,3,4,2,1,6,1,1,20,4,1,9,2,2,1,3,3,2,3,2,1,1,1,20,2,3,1,6,2,3,6,2,4,8,1,3,2,10,3,5,3,4,4, 3,4,16,1,6,1,10,2,4,2,1,1,2,10,11,2,2,3,1,24,31,4,10,10,2,5,12,16,164,15,4,16,7,9,15,19,17,1,2,1,1,5,1,1,1,1,1,3,1,4,3,1,3,1,3,1,2,1,1,3,3,7, 2,8,1,2,2,2,1,3,4,3,7,8,12,92,2,10,3,1,3,14,5,25,16,42,4,7,7,4,2,21,5,27,26,27,21,25,30,31,2,1,5,13,3,22,5,6,6,11,9,12,1,5,9,7,5,5,22,60,3,5, 13,1,1,8,1,1,3,3,2,1,9,3,3,18,4,1,2,3,7,6,3,1,2,3,9,1,3,1,3,2,1,3,1,1,1,2,1,11,3,1,6,9,1,3,2,3,1,2,1,5,1,1,4,3,4,1,2,2,4,4,1,7,2,1,2,2,3,5,13, 18,3,4,14,9,9,4,16,3,7,5,8,2,6,48,28,3,1,1,4,2,14,8,2,9,2,1,15,2,4,3,2,10,16,12,8,7,1,1,3,1,1,1,2,7,4,1,6,4,38,39,16,23,7,15,15,3,2,12,7,21, 37,27,6,5,4,8,2,10,8,8,6,5,1,2,1,3,24,1,16,17,9,23,10,17,6,1,51,55,44,13,294,9,3,6,2,4,2,2,15,1,1,1,13,21,17,68,14,8,9,4,1,4,9,3,11,7,1,1,1, 5,6,3,2,1,1,1,2,3,8,1,2,2,4,1,5,5,2,1,4,3,7,13,4,1,4,1,3,1,1,1,5,5,10,1,6,1,5,2,1,5,2,4,1,4,5,7,3,18,2,9,11,32,4,3,3,2,4,7,11,16,9,11,8,13,38, 32,8,4,2,1,1,2,1,2,4,4,1,1,1,4,1,21,3,11,1,16,1,1,6,1,3,2,4,9,8,57,7,44,1,3,3,13,3,10,1,1,7,5,2,7,21,47,63,3,15,4,7,1,16,1,1,2,8,2,3,42,15,4, 1,29,7,22,10,3,78,16,12,20,18,4,67,11,5,1,3,15,6,21,31,32,27,18,13,71,35,5,142,4,10,1,2,50,19,33,16,35,37,16,19,27,7,1,133,19,1,4,8,7,20,1,4, 4,1,10,3,1,6,1,2,51,5,40,15,24,43,22928,11,1,13,154,70,3,1,1,7,4,10,1,2,1,1,2,1,2,1,2,2,1,1,2,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1, 3,2,1,1,1,1,2,1,1, }; static ImWchar base_ranges[] = // not zero-terminated { 0x0020, 0x00FF, // Basic Latin + Latin Supplement 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana 0x31F0, 0x31FF, // Katakana Phonetic Extensions 0xFF00, 0xFFEF, // Half-width characters 0xFFFD, 0xFFFD // Invalid }; static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00)*2 + 1] = { 0 }; if (!full_ranges[0]) { memcpy(full_ranges, base_ranges, sizeof(base_ranges)); UnpackAccumulativeOffsetsIntoRanges(0x4E00, accumulative_offsets_from_0x4E00, IM_ARRAYSIZE(accumulative_offsets_from_0x4E00), full_ranges + IM_ARRAYSIZE(base_ranges)); } return &full_ranges[0]; } const ImWchar* ImFontAtlas::GetGlyphRangesCyrillic() { static const ImWchar ranges[] = { 0x0020, 0x00FF, // Basic Latin + Latin Supplement 0x0400, 0x052F, // Cyrillic + Cyrillic Supplement 0x2DE0, 0x2DFF, // Cyrillic Extended-A 0xA640, 0xA69F, // Cyrillic Extended-B 0, }; return &ranges[0]; } const ImWchar* ImFontAtlas::GetGlyphRangesThai() { static const ImWchar ranges[] = { 0x0020, 0x00FF, // Basic Latin 0x2010, 0x205E, // Punctuations 0x0E00, 0x0E7F, // Thai 0, }; return &ranges[0]; } const ImWchar* ImFontAtlas::GetGlyphRangesVietnamese() { static const ImWchar ranges[] = { 0x0020, 0x00FF, // Basic Latin 0x0102, 0x0103, 0x0110, 0x0111, 0x0128, 0x0129, 0x0168, 0x0169, 0x01A0, 0x01A1, 0x01AF, 0x01B0, 0x1EA0, 0x1EF9, 0, }; return &ranges[0]; } //----------------------------------------------------------------------------- // [SECTION] ImFontGlyphRangesBuilder //----------------------------------------------------------------------------- void ImFontGlyphRangesBuilder::AddText(const char* text, const char* text_end) { while (text_end ? (text < text_end) : *text) { unsigned int c = 0; int c_len = ImTextCharFromUtf8(&c, text, text_end); text += c_len; if (c_len == 0) break; AddChar((ImWchar)c); } } void ImFontGlyphRangesBuilder::AddRanges(const ImWchar* ranges) { for (; ranges[0]; ranges += 2) for (unsigned int c = ranges[0]; c <= ranges[1] && c <= IM_UNICODE_CODEPOINT_MAX; c++) //-V560 AddChar((ImWchar)c); } void ImFontGlyphRangesBuilder::BuildRanges(ImVector* out_ranges) { const int max_codepoint = IM_UNICODE_CODEPOINT_MAX; for (int n = 0; n <= max_codepoint; n++) if (GetBit(n)) { out_ranges->push_back((ImWchar)n); while (n < max_codepoint && GetBit(n + 1)) n++; out_ranges->push_back((ImWchar)n); } out_ranges->push_back(0); } //----------------------------------------------------------------------------- // [SECTION] ImFont //----------------------------------------------------------------------------- ImFont::ImFont() { FontSize = 0.0f; FallbackAdvanceX = 0.0f; FallbackChar = (ImWchar)-1; EllipsisChar = (ImWchar)-1; DotChar = (ImWchar)-1; FallbackGlyph = NULL; ContainerAtlas = NULL; ConfigData = NULL; ConfigDataCount = 0; DirtyLookupTables = false; Scale = 1.0f; Ascent = Descent = 0.0f; MetricsTotalSurface = 0; memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap)); } ImFont::~ImFont() { ClearOutputData(); } void ImFont::ClearOutputData() { FontSize = 0.0f; FallbackAdvanceX = 0.0f; Glyphs.clear(); IndexAdvanceX.clear(); IndexLookup.clear(); FallbackGlyph = NULL; ContainerAtlas = NULL; DirtyLookupTables = true; Ascent = Descent = 0.0f; MetricsTotalSurface = 0; } static ImWchar FindFirstExistingGlyph(ImFont* font, const ImWchar* candidate_chars, int candidate_chars_count) { for (int n = 0; n < candidate_chars_count; n++) if (font->FindGlyphNoFallback(candidate_chars[n]) != NULL) return candidate_chars[n]; return (ImWchar)-1; } void ImFont::BuildLookupTable() { int max_codepoint = 0; for (int i = 0; i != Glyphs.Size; i++) max_codepoint = ImMax(max_codepoint, (int)Glyphs[i].Codepoint); // Build lookup table IM_ASSERT(Glyphs.Size < 0xFFFF); // -1 is reserved IndexAdvanceX.clear(); IndexLookup.clear(); DirtyLookupTables = false; memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap)); GrowIndex(max_codepoint + 1); for (int i = 0; i < Glyphs.Size; i++) { int codepoint = (int)Glyphs[i].Codepoint; IndexAdvanceX[codepoint] = Glyphs[i].AdvanceX; IndexLookup[codepoint] = (ImWchar)i; // Mark 4K page as used const int page_n = codepoint / 4096; Used4kPagesMap[page_n >> 3] |= 1 << (page_n & 7); } // Create a glyph to handle TAB // FIXME: Needs proper TAB handling but it needs to be contextualized (or we could arbitrary say that each string starts at "column 0" ?) if (FindGlyph((ImWchar)' ')) { if (Glyphs.back().Codepoint != '\t') // So we can call this function multiple times (FIXME: Flaky) Glyphs.resize(Glyphs.Size + 1); ImFontGlyph& tab_glyph = Glyphs.back(); tab_glyph = *FindGlyph((ImWchar)' '); tab_glyph.Codepoint = '\t'; tab_glyph.AdvanceX *= IM_TABSIZE; IndexAdvanceX[(int)tab_glyph.Codepoint] = (float)tab_glyph.AdvanceX; IndexLookup[(int)tab_glyph.Codepoint] = (ImWchar)(Glyphs.Size - 1); } // Mark special glyphs as not visible (note that AddGlyph already mark as non-visible glyphs with zero-size polygons) SetGlyphVisible((ImWchar)' ', false); SetGlyphVisible((ImWchar)'\t', false); // Ellipsis character is required for rendering elided text. We prefer using U+2026 (horizontal ellipsis). // However some old fonts may contain ellipsis at U+0085. Here we auto-detect most suitable ellipsis character. // FIXME: Note that 0x2026 is rarely included in our font ranges. Because of this we are more likely to use three individual dots. const ImWchar ellipsis_chars[] = { (ImWchar)0x2026, (ImWchar)0x0085 }; const ImWchar dots_chars[] = { (ImWchar)'.', (ImWchar)0xFF0E }; if (EllipsisChar == (ImWchar)-1) EllipsisChar = FindFirstExistingGlyph(this, ellipsis_chars, IM_ARRAYSIZE(ellipsis_chars)); if (DotChar == (ImWchar)-1) DotChar = FindFirstExistingGlyph(this, dots_chars, IM_ARRAYSIZE(dots_chars)); // Setup fallback character const ImWchar fallback_chars[] = { (ImWchar)IM_UNICODE_CODEPOINT_INVALID, (ImWchar)'?', (ImWchar)' ' }; FallbackGlyph = FindGlyphNoFallback(FallbackChar); if (FallbackGlyph == NULL) { FallbackChar = FindFirstExistingGlyph(this, fallback_chars, IM_ARRAYSIZE(fallback_chars)); FallbackGlyph = FindGlyphNoFallback(FallbackChar); if (FallbackGlyph == NULL) { FallbackGlyph = &Glyphs.back(); FallbackChar = (ImWchar)FallbackGlyph->Codepoint; } } FallbackAdvanceX = FallbackGlyph->AdvanceX; for (int i = 0; i < max_codepoint + 1; i++) if (IndexAdvanceX[i] < 0.0f) IndexAdvanceX[i] = FallbackAdvanceX; } // API is designed this way to avoid exposing the 4K page size // e.g. use with IsGlyphRangeUnused(0, 255) bool ImFont::IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last) { unsigned int page_begin = (c_begin / 4096); unsigned int page_last = (c_last / 4096); for (unsigned int page_n = page_begin; page_n <= page_last; page_n++) if ((page_n >> 3) < sizeof(Used4kPagesMap)) if (Used4kPagesMap[page_n >> 3] & (1 << (page_n & 7))) return false; return true; } void ImFont::SetGlyphVisible(ImWchar c, bool visible) { if (ImFontGlyph* glyph = (ImFontGlyph*)(void*)FindGlyph((ImWchar)c)) glyph->Visible = visible ? 1 : 0; } void ImFont::GrowIndex(int new_size) { IM_ASSERT(IndexAdvanceX.Size == IndexLookup.Size); if (new_size <= IndexLookup.Size) return; IndexAdvanceX.resize(new_size, -1.0f); IndexLookup.resize(new_size, (ImWchar)-1); } // x0/y0/x1/y1 are offset from the character upper-left layout position, in pixels. Therefore x0/y0 are often fairly close to zero. // Not to be mistaken with texture coordinates, which are held by u0/v0/u1/v1 in normalized format (0.0..1.0 on each texture axis). // 'cfg' is not necessarily == 'this->ConfigData' because multiple source fonts+configs can be used to build one target font. void ImFont::AddGlyph(const ImFontConfig* cfg, ImWchar codepoint, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x) { if (cfg != NULL) { // Clamp & recenter if needed const float advance_x_original = advance_x; advance_x = ImClamp(advance_x, cfg->GlyphMinAdvanceX, cfg->GlyphMaxAdvanceX); if (advance_x != advance_x_original) { float char_off_x = cfg->PixelSnapH ? ImFloor((advance_x - advance_x_original) * 0.5f) : (advance_x - advance_x_original) * 0.5f; x0 += char_off_x; x1 += char_off_x; } // Snap to pixel if (cfg->PixelSnapH) advance_x = IM_ROUND(advance_x); // Bake spacing advance_x += cfg->GlyphExtraSpacing.x; } Glyphs.resize(Glyphs.Size + 1); ImFontGlyph& glyph = Glyphs.back(); glyph.Codepoint = (unsigned int)codepoint; glyph.Visible = (x0 != x1) && (y0 != y1); glyph.Colored = false; glyph.X0 = x0; glyph.Y0 = y0; glyph.X1 = x1; glyph.Y1 = y1; glyph.U0 = u0; glyph.V0 = v0; glyph.U1 = u1; glyph.V1 = v1; glyph.AdvanceX = advance_x; // Compute rough surface usage metrics (+1 to account for average padding, +0.99 to round) // We use (U1-U0)*TexWidth instead of X1-X0 to account for oversampling. float pad = ContainerAtlas->TexGlyphPadding + 0.99f; DirtyLookupTables = true; MetricsTotalSurface += (int)((glyph.U1 - glyph.U0) * ContainerAtlas->TexWidth + pad) * (int)((glyph.V1 - glyph.V0) * ContainerAtlas->TexHeight + pad); } void ImFont::AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst) { IM_ASSERT(IndexLookup.Size > 0); // Currently this can only be called AFTER the font has been built, aka after calling ImFontAtlas::GetTexDataAs*() function. unsigned int index_size = (unsigned int)IndexLookup.Size; if (dst < index_size && IndexLookup.Data[dst] == (ImWchar)-1 && !overwrite_dst) // 'dst' already exists return; if (src >= index_size && dst >= index_size) // both 'dst' and 'src' don't exist -> no-op return; GrowIndex(dst + 1); IndexLookup[dst] = (src < index_size) ? IndexLookup.Data[src] : (ImWchar)-1; IndexAdvanceX[dst] = (src < index_size) ? IndexAdvanceX.Data[src] : 1.0f; } const ImFontGlyph* ImFont::FindGlyph(ImWchar c) const { if (c >= (size_t)IndexLookup.Size) return FallbackGlyph; const ImWchar i = IndexLookup.Data[c]; if (i == (ImWchar)-1) return FallbackGlyph; return &Glyphs.Data[i]; } const ImFontGlyph* ImFont::FindGlyphNoFallback(ImWchar c) const { if (c >= (size_t)IndexLookup.Size) return NULL; const ImWchar i = IndexLookup.Data[c]; if (i == (ImWchar)-1) return NULL; return &Glyphs.Data[i]; } const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const { // Simple word-wrapping for English, not full-featured. Please submit failing cases! // FIXME: Much possible improvements (don't cut things like "word !", "word!!!" but cut within "word,,,,", more sensible support for punctuations, support for Unicode punctuations, etc.) // For references, possible wrap point marked with ^ // "aaa bbb, ccc,ddd. eee fff. ggg!" // ^ ^ ^ ^ ^__ ^ ^ // List of hardcoded separators: .,;!?'" // Skip extra blanks after a line returns (that includes not counting them in width computation) // e.g. "Hello world" --> "Hello" "World" // Cut words that cannot possibly fit within one line. // e.g.: "The tropical fish" with ~5 characters worth of width --> "The tr" "opical" "fish" float line_width = 0.0f; float word_width = 0.0f; float blank_width = 0.0f; wrap_width /= scale; // We work with unscaled widths to avoid scaling every characters const char* word_end = text; const char* prev_word_end = NULL; bool inside_word = true; const char* s = text; while (s < text_end) { unsigned int c = (unsigned int)*s; const char* next_s; if (c < 0x80) next_s = s + 1; else next_s = s + ImTextCharFromUtf8(&c, s, text_end); if (c == 0) break; if (c < 32) { if (c == '\n') { line_width = word_width = blank_width = 0.0f; inside_word = true; s = next_s; continue; } if (c == '\r') { s = next_s; continue; } } const float char_width = ((int)c < IndexAdvanceX.Size ? IndexAdvanceX.Data[c] : FallbackAdvanceX); if (ImCharIsBlankW(c)) { if (inside_word) { line_width += blank_width; blank_width = 0.0f; word_end = s; } blank_width += char_width; inside_word = false; } else { word_width += char_width; if (inside_word) { word_end = next_s; } else { prev_word_end = word_end; line_width += word_width + blank_width; word_width = blank_width = 0.0f; } // Allow wrapping after punctuation. inside_word = (c != '.' && c != ',' && c != ';' && c != '!' && c != '?' && c != '\"'); } // We ignore blank width at the end of the line (they can be skipped) if (line_width + word_width > wrap_width) { // Words that cannot possibly fit within an entire line will be cut anywhere. if (word_width < wrap_width) s = prev_word_end ? prev_word_end : word_end; break; } s = next_s; } return s; } ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end, const char** remaining) const { if (!text_end) text_end = text_begin + strlen(text_begin); // FIXME-OPT: Need to avoid this. const float line_height = size; const float scale = size / FontSize; ImVec2 text_size = ImVec2(0, 0); float line_width = 0.0f; const bool word_wrap_enabled = (wrap_width > 0.0f); const char* word_wrap_eol = NULL; const char* s = text_begin; while (s < text_end) { if (word_wrap_enabled) { // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature. if (!word_wrap_eol) { word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - line_width); if (word_wrap_eol == s) // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity. word_wrap_eol++; // +1 may not be a character start point in UTF-8 but it's ok because we use s >= word_wrap_eol below } if (s >= word_wrap_eol) { if (text_size.x < line_width) text_size.x = line_width; text_size.y += line_height; line_width = 0.0f; word_wrap_eol = NULL; // Wrapping skips upcoming blanks while (s < text_end) { const char c = *s; if (ImCharIsBlankA(c)) { s++; } else if (c == '\n') { s++; break; } else { break; } } continue; } } // Decode and advance source const char* prev_s = s; unsigned int c = (unsigned int)*s; if (c < 0x80) { s += 1; } else { s += ImTextCharFromUtf8(&c, s, text_end); if (c == 0) // Malformed UTF-8? break; } if (c < 32) { if (c == '\n') { text_size.x = ImMax(text_size.x, line_width); text_size.y += line_height; line_width = 0.0f; continue; } if (c == '\r') continue; } const float char_width = ((int)c < IndexAdvanceX.Size ? IndexAdvanceX.Data[c] : FallbackAdvanceX) * scale; if (line_width + char_width >= max_width) { s = prev_s; break; } line_width += char_width; } if (text_size.x < line_width) text_size.x = line_width; if (line_width > 0 || text_size.y == 0.0f) text_size.y += line_height; if (remaining) *remaining = s; return text_size; } // Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound. void ImFont::RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c) const { const ImFontGlyph* glyph = FindGlyph(c); if (!glyph || !glyph->Visible) return; if (glyph->Colored) col |= ~IM_COL32_A_MASK; float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f; float x = IM_FLOOR(pos.x); float y = IM_FLOOR(pos.y); draw_list->PrimReserve(6, 4); draw_list->PrimRectUV(ImVec2(x + glyph->X0 * scale, y + glyph->Y0 * scale), ImVec2(x + glyph->X1 * scale, y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col); } // Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound. void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) const { if (!text_end) text_end = text_begin + strlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls. // Align to be pixel perfect float x = IM_FLOOR(pos.x); float y = IM_FLOOR(pos.y); if (y > clip_rect.w) return; const float start_x = x; const float scale = size / FontSize; const float line_height = FontSize * scale; const bool word_wrap_enabled = (wrap_width > 0.0f); const char* word_wrap_eol = NULL; // Fast-forward to first visible line const char* s = text_begin; if (y + line_height < clip_rect.y && !word_wrap_enabled) while (y + line_height < clip_rect.y && s < text_end) { s = (const char*)memchr(s, '\n', text_end - s); s = s ? s + 1 : text_end; y += line_height; } // For large text, scan for the last visible line in order to avoid over-reserving in the call to PrimReserve() // Note that very large horizontal line will still be affected by the issue (e.g. a one megabyte string buffer without a newline will likely crash atm) if (text_end - s > 10000 && !word_wrap_enabled) { const char* s_end = s; float y_end = y; while (y_end < clip_rect.w && s_end < text_end) { s_end = (const char*)memchr(s_end, '\n', text_end - s_end); s_end = s_end ? s_end + 1 : text_end; y_end += line_height; } text_end = s_end; } if (s == text_end) return; // Reserve vertices for remaining worse case (over-reserving is useful and easily amortized) const int vtx_count_max = (int)(text_end - s) * 4; const int idx_count_max = (int)(text_end - s) * 6; const int idx_expected_size = draw_list->IdxBuffer.Size + idx_count_max; draw_list->PrimReserve(idx_count_max, vtx_count_max); ImDrawVert* vtx_write = draw_list->_VtxWritePtr; ImDrawIdx* idx_write = draw_list->_IdxWritePtr; unsigned int vtx_current_idx = draw_list->_VtxCurrentIdx; const ImU32 col_untinted = col | ~IM_COL32_A_MASK; while (s < text_end) { if (word_wrap_enabled) { // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature. if (!word_wrap_eol) { word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - (x - start_x)); if (word_wrap_eol == s) // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity. word_wrap_eol++; // +1 may not be a character start point in UTF-8 but it's ok because we use s >= word_wrap_eol below } if (s >= word_wrap_eol) { x = start_x; y += line_height; word_wrap_eol = NULL; // Wrapping skips upcoming blanks while (s < text_end) { const char c = *s; if (ImCharIsBlankA(c)) { s++; } else if (c == '\n') { s++; break; } else { break; } } continue; } } // Decode and advance source unsigned int c = (unsigned int)*s; if (c < 0x80) { s += 1; } else { s += ImTextCharFromUtf8(&c, s, text_end); if (c == 0) // Malformed UTF-8? break; } if (c < 32) { if (c == '\n') { x = start_x; y += line_height; if (y > clip_rect.w) break; // break out of main loop continue; } if (c == '\r') continue; } const ImFontGlyph* glyph = FindGlyph((ImWchar)c); if (glyph == NULL) continue; float char_width = glyph->AdvanceX * scale; if (glyph->Visible) { // We don't do a second finer clipping test on the Y axis as we've already skipped anything before clip_rect.y and exit once we pass clip_rect.w float x1 = x + glyph->X0 * scale; float x2 = x + glyph->X1 * scale; float y1 = y + glyph->Y0 * scale; float y2 = y + glyph->Y1 * scale; if (x1 <= clip_rect.z && x2 >= clip_rect.x) { // Render a character float u1 = glyph->U0; float v1 = glyph->V0; float u2 = glyph->U1; float v2 = glyph->V1; // CPU side clipping used to fit text in their frame when the frame is too small. Only does clipping for axis aligned quads. if (cpu_fine_clip) { if (x1 < clip_rect.x) { u1 = u1 + (1.0f - (x2 - clip_rect.x) / (x2 - x1)) * (u2 - u1); x1 = clip_rect.x; } if (y1 < clip_rect.y) { v1 = v1 + (1.0f - (y2 - clip_rect.y) / (y2 - y1)) * (v2 - v1); y1 = clip_rect.y; } if (x2 > clip_rect.z) { u2 = u1 + ((clip_rect.z - x1) / (x2 - x1)) * (u2 - u1); x2 = clip_rect.z; } if (y2 > clip_rect.w) { v2 = v1 + ((clip_rect.w - y1) / (y2 - y1)) * (v2 - v1); y2 = clip_rect.w; } if (y1 >= y2) { x += char_width; continue; } } // Support for untinted glyphs ImU32 glyph_col = glyph->Colored ? col_untinted : col; // We are NOT calling PrimRectUV() here because non-inlined causes too much overhead in a debug builds. Inlined here: { idx_write[0] = (ImDrawIdx)(vtx_current_idx); idx_write[1] = (ImDrawIdx)(vtx_current_idx+1); idx_write[2] = (ImDrawIdx)(vtx_current_idx+2); idx_write[3] = (ImDrawIdx)(vtx_current_idx); idx_write[4] = (ImDrawIdx)(vtx_current_idx+2); idx_write[5] = (ImDrawIdx)(vtx_current_idx+3); vtx_write[0].pos.x = x1; vtx_write[0].pos.y = y1; vtx_write[0].col = glyph_col; vtx_write[0].uv.x = u1; vtx_write[0].uv.y = v1; vtx_write[1].pos.x = x2; vtx_write[1].pos.y = y1; vtx_write[1].col = glyph_col; vtx_write[1].uv.x = u2; vtx_write[1].uv.y = v1; vtx_write[2].pos.x = x2; vtx_write[2].pos.y = y2; vtx_write[2].col = glyph_col; vtx_write[2].uv.x = u2; vtx_write[2].uv.y = v2; vtx_write[3].pos.x = x1; vtx_write[3].pos.y = y2; vtx_write[3].col = glyph_col; vtx_write[3].uv.x = u1; vtx_write[3].uv.y = v2; vtx_write += 4; vtx_current_idx += 4; idx_write += 6; } } } x += char_width; } // Give back unused vertices (clipped ones, blanks) ~ this is essentially a PrimUnreserve() action. draw_list->VtxBuffer.Size = (int)(vtx_write - draw_list->VtxBuffer.Data); // Same as calling shrink() draw_list->IdxBuffer.Size = (int)(idx_write - draw_list->IdxBuffer.Data); draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 1].ElemCount -= (idx_expected_size - draw_list->IdxBuffer.Size); draw_list->_VtxWritePtr = vtx_write; draw_list->_IdxWritePtr = idx_write; draw_list->_VtxCurrentIdx = vtx_current_idx; } //----------------------------------------------------------------------------- // [SECTION] ImGui Internal Render Helpers //----------------------------------------------------------------------------- // Vaguely redesigned to stop accessing ImGui global state: // - RenderArrow() // - RenderBullet() // - RenderCheckMark() // - RenderArrowDockMenu() // - RenderArrowPointingAt() // - RenderRectFilledRangeH() // - RenderRectFilledWithHole() //----------------------------------------------------------------------------- // Function in need of a redesign (legacy mess) // - RenderColorRectWithAlphaCheckerboard() //----------------------------------------------------------------------------- // Render an arrow aimed to be aligned with text (p_min is a position in the same space text would be positioned). To e.g. denote expanded/collapsed state void ImGui::RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale) { const float h = draw_list->_Data->FontSize * 1.00f; float r = h * 0.40f * scale; ImVec2 center = pos + ImVec2(h * 0.50f, h * 0.50f * scale); ImVec2 a, b, c; switch (dir) { case ImGuiDir_Up: case ImGuiDir_Down: if (dir == ImGuiDir_Up) r = -r; a = ImVec2(+0.000f, +0.750f) * r; b = ImVec2(-0.866f, -0.750f) * r; c = ImVec2(+0.866f, -0.750f) * r; break; case ImGuiDir_Left: case ImGuiDir_Right: if (dir == ImGuiDir_Left) r = -r; a = ImVec2(+0.750f, +0.000f) * r; b = ImVec2(-0.750f, +0.866f) * r; c = ImVec2(-0.750f, -0.866f) * r; break; case ImGuiDir_None: case ImGuiDir_COUNT: IM_ASSERT(0); break; } draw_list->AddTriangleFilled(center + a, center + b, center + c, col); } void ImGui::RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col) { draw_list->AddCircleFilled(pos, draw_list->_Data->FontSize * 0.20f, col, 8); } void ImGui::RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz) { float thickness = ImMax(sz / 5.0f, 1.0f); sz -= thickness * 0.5f; pos += ImVec2(thickness * 0.25f, thickness * 0.25f); float third = sz / 3.0f; float bx = pos.x + third; float by = pos.y + sz - third * 0.5f; draw_list->PathLineTo(ImVec2(bx - third, by - third)); draw_list->PathLineTo(ImVec2(bx, by)); draw_list->PathLineTo(ImVec2(bx + third * 2.0f, by - third * 2.0f)); draw_list->PathStroke(col, 0, thickness); } // Render an arrow. 'pos' is position of the arrow tip. half_sz.x is length from base to tip. half_sz.y is length on each side. void ImGui::RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col) { switch (direction) { case ImGuiDir_Left: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), pos, col); return; case ImGuiDir_Right: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), pos, col); return; case ImGuiDir_Up: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), pos, col); return; case ImGuiDir_Down: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), pos, col); return; case ImGuiDir_None: case ImGuiDir_COUNT: break; // Fix warnings } } // This is less wide than RenderArrow() and we use in dock nodes instead of the regular RenderArrow() to denote a change of functionality, // and because the saved space means that the left-most tab label can stay at exactly the same position as the label of a loose window. void ImGui::RenderArrowDockMenu(ImDrawList* draw_list, ImVec2 p_min, float sz, ImU32 col) { draw_list->AddRectFilled(p_min + ImVec2(sz * 0.20f, sz * 0.15f), p_min + ImVec2(sz * 0.80f, sz * 0.30f), col); RenderArrowPointingAt(draw_list, p_min + ImVec2(sz * 0.50f, sz * 0.85f), ImVec2(sz * 0.30f, sz * 0.40f), ImGuiDir_Down, col); } static inline float ImAcos01(float x) { if (x <= 0.0f) return IM_PI * 0.5f; if (x >= 1.0f) return 0.0f; return ImAcos(x); //return (-0.69813170079773212f * x * x - 0.87266462599716477f) * x + 1.5707963267948966f; // Cheap approximation, may be enough for what we do. } // FIXME: Cleanup and move code to ImDrawList. void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding) { if (x_end_norm == x_start_norm) return; if (x_start_norm > x_end_norm) ImSwap(x_start_norm, x_end_norm); ImVec2 p0 = ImVec2(ImLerp(rect.Min.x, rect.Max.x, x_start_norm), rect.Min.y); ImVec2 p1 = ImVec2(ImLerp(rect.Min.x, rect.Max.x, x_end_norm), rect.Max.y); if (rounding == 0.0f) { draw_list->AddRectFilled(p0, p1, col, 0.0f); return; } rounding = ImClamp(ImMin((rect.Max.x - rect.Min.x) * 0.5f, (rect.Max.y - rect.Min.y) * 0.5f) - 1.0f, 0.0f, rounding); const float inv_rounding = 1.0f / rounding; const float arc0_b = ImAcos01(1.0f - (p0.x - rect.Min.x) * inv_rounding); const float arc0_e = ImAcos01(1.0f - (p1.x - rect.Min.x) * inv_rounding); const float half_pi = IM_PI * 0.5f; // We will == compare to this because we know this is the exact value ImAcos01 can return. const float x0 = ImMax(p0.x, rect.Min.x + rounding); if (arc0_b == arc0_e) { draw_list->PathLineTo(ImVec2(x0, p1.y)); draw_list->PathLineTo(ImVec2(x0, p0.y)); } else if (arc0_b == 0.0f && arc0_e == half_pi) { draw_list->PathArcToFast(ImVec2(x0, p1.y - rounding), rounding, 3, 6); // BL draw_list->PathArcToFast(ImVec2(x0, p0.y + rounding), rounding, 6, 9); // TR } else { draw_list->PathArcTo(ImVec2(x0, p1.y - rounding), rounding, IM_PI - arc0_e, IM_PI - arc0_b, 3); // BL draw_list->PathArcTo(ImVec2(x0, p0.y + rounding), rounding, IM_PI + arc0_b, IM_PI + arc0_e, 3); // TR } if (p1.x > rect.Min.x + rounding) { const float arc1_b = ImAcos01(1.0f - (rect.Max.x - p1.x) * inv_rounding); const float arc1_e = ImAcos01(1.0f - (rect.Max.x - p0.x) * inv_rounding); const float x1 = ImMin(p1.x, rect.Max.x - rounding); if (arc1_b == arc1_e) { draw_list->PathLineTo(ImVec2(x1, p0.y)); draw_list->PathLineTo(ImVec2(x1, p1.y)); } else if (arc1_b == 0.0f && arc1_e == half_pi) { draw_list->PathArcToFast(ImVec2(x1, p0.y + rounding), rounding, 9, 12); // TR draw_list->PathArcToFast(ImVec2(x1, p1.y - rounding), rounding, 0, 3); // BR } else { draw_list->PathArcTo(ImVec2(x1, p0.y + rounding), rounding, -arc1_e, -arc1_b, 3); // TR draw_list->PathArcTo(ImVec2(x1, p1.y - rounding), rounding, +arc1_b, +arc1_e, 3); // BR } } draw_list->PathFillConvex(col); } void ImGui::RenderRectFilledWithHole(ImDrawList* draw_list, const ImRect& outer, const ImRect& inner, ImU32 col, float rounding) { const bool fill_L = (inner.Min.x > outer.Min.x); const bool fill_R = (inner.Max.x < outer.Max.x); const bool fill_U = (inner.Min.y > outer.Min.y); const bool fill_D = (inner.Max.y < outer.Max.y); if (fill_L) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Min.y), ImVec2(inner.Min.x, inner.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_U ? 0 : ImDrawFlags_RoundCornersTopLeft) | (fill_D ? 0 : ImDrawFlags_RoundCornersBottomLeft)); if (fill_R) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Min.y), ImVec2(outer.Max.x, inner.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_U ? 0 : ImDrawFlags_RoundCornersTopRight) | (fill_D ? 0 : ImDrawFlags_RoundCornersBottomRight)); if (fill_U) draw_list->AddRectFilled(ImVec2(inner.Min.x, outer.Min.y), ImVec2(inner.Max.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_L ? 0 : ImDrawFlags_RoundCornersTopLeft) | (fill_R ? 0 : ImDrawFlags_RoundCornersTopRight)); if (fill_D) draw_list->AddRectFilled(ImVec2(inner.Min.x, inner.Max.y), ImVec2(inner.Max.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_L ? 0 : ImDrawFlags_RoundCornersBottomLeft) | (fill_R ? 0 : ImDrawFlags_RoundCornersBottomRight)); if (fill_L && fill_U) draw_list->AddRectFilled(ImVec2(outer.Min.x, outer.Min.y), ImVec2(inner.Min.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersTopLeft); if (fill_R && fill_U) draw_list->AddRectFilled(ImVec2(inner.Max.x, outer.Min.y), ImVec2(outer.Max.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersTopRight); if (fill_L && fill_D) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Max.y), ImVec2(inner.Min.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersBottomLeft); if (fill_R && fill_D) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Max.y), ImVec2(outer.Max.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersBottomRight); } ImDrawFlags ImGui::CalcRoundingFlagsForRectInRect(const ImRect& r_in, const ImRect& r_outer, float threshold) { bool round_l = r_in.Min.x <= r_outer.Min.x + threshold; bool round_r = r_in.Max.x >= r_outer.Max.x - threshold; bool round_t = r_in.Min.y <= r_outer.Min.y + threshold; bool round_b = r_in.Max.y >= r_outer.Max.y - threshold; return ImDrawFlags_RoundCornersNone | ((round_t && round_l) ? ImDrawFlags_RoundCornersTopLeft : 0) | ((round_t && round_r) ? ImDrawFlags_RoundCornersTopRight : 0) | ((round_b && round_l) ? ImDrawFlags_RoundCornersBottomLeft : 0) | ((round_b && round_r) ? ImDrawFlags_RoundCornersBottomRight : 0); } // Helper for ColorPicker4() // NB: This is rather brittle and will show artifact when rounding this enabled if rounded corners overlap multiple cells. Caller currently responsible for avoiding that. // Spent a non reasonable amount of time trying to getting this right for ColorButton with rounding+anti-aliasing+ImGuiColorEditFlags_HalfAlphaPreview flag + various grid sizes and offsets, and eventually gave up... probably more reasonable to disable rounding altogether. // FIXME: uses ImGui::GetColorU32 void ImGui::RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 col, float grid_step, ImVec2 grid_off, float rounding, ImDrawFlags flags) { if ((flags & ImDrawFlags_RoundCornersMask_) == 0) flags = ImDrawFlags_RoundCornersDefault_; if (((col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT) < 0xFF) { ImU32 col_bg1 = GetColorU32(ImAlphaBlendColors(IM_COL32(204, 204, 204, 255), col)); ImU32 col_bg2 = GetColorU32(ImAlphaBlendColors(IM_COL32(128, 128, 128, 255), col)); draw_list->AddRectFilled(p_min, p_max, col_bg1, rounding, flags); int yi = 0; for (float y = p_min.y + grid_off.y; y < p_max.y; y += grid_step, yi++) { float y1 = ImClamp(y, p_min.y, p_max.y), y2 = ImMin(y + grid_step, p_max.y); if (y2 <= y1) continue; for (float x = p_min.x + grid_off.x + (yi & 1) * grid_step; x < p_max.x; x += grid_step * 2.0f) { float x1 = ImClamp(x, p_min.x, p_max.x), x2 = ImMin(x + grid_step, p_max.x); if (x2 <= x1) continue; ImDrawFlags cell_flags = ImDrawFlags_RoundCornersNone; if (y1 <= p_min.y) { if (x1 <= p_min.x) cell_flags |= ImDrawFlags_RoundCornersTopLeft; if (x2 >= p_max.x) cell_flags |= ImDrawFlags_RoundCornersTopRight; } if (y2 >= p_max.y) { if (x1 <= p_min.x) cell_flags |= ImDrawFlags_RoundCornersBottomLeft; if (x2 >= p_max.x) cell_flags |= ImDrawFlags_RoundCornersBottomRight; } // Combine flags cell_flags = (flags == ImDrawFlags_RoundCornersNone || cell_flags == ImDrawFlags_RoundCornersNone) ? ImDrawFlags_RoundCornersNone : (cell_flags & flags); draw_list->AddRectFilled(ImVec2(x1, y1), ImVec2(x2, y2), col_bg2, rounding, cell_flags); } } } else { draw_list->AddRectFilled(p_min, p_max, col, rounding, flags); } } //----------------------------------------------------------------------------- // [SECTION] Decompression code //----------------------------------------------------------------------------- // Compressed with stb_compress() then converted to a C array and encoded as base85. // Use the program in misc/fonts/binary_to_compressed_c.cpp to create the array from a TTF file. // The purpose of encoding as base85 instead of "0x00,0x01,..." style is only save on _source code_ size. // Decompression from stb.h (public domain) by Sean Barrett https://github.com/nothings/stb/blob/master/stb.h //----------------------------------------------------------------------------- static unsigned int stb_decompress_length(const unsigned char *input) { return (input[8] << 24) + (input[9] << 16) + (input[10] << 8) + input[11]; } static unsigned char *stb__barrier_out_e, *stb__barrier_out_b; static const unsigned char *stb__barrier_in_b; static unsigned char *stb__dout; static void stb__match(const unsigned char *data, unsigned int length) { // INVERSE of memmove... write each byte before copying the next... IM_ASSERT(stb__dout + length <= stb__barrier_out_e); if (stb__dout + length > stb__barrier_out_e) { stb__dout += length; return; } if (data < stb__barrier_out_b) { stb__dout = stb__barrier_out_e+1; return; } while (length--) *stb__dout++ = *data++; } static void stb__lit(const unsigned char *data, unsigned int length) { IM_ASSERT(stb__dout + length <= stb__barrier_out_e); if (stb__dout + length > stb__barrier_out_e) { stb__dout += length; return; } if (data < stb__barrier_in_b) { stb__dout = stb__barrier_out_e+1; return; } memcpy(stb__dout, data, length); stb__dout += length; } #define stb__in2(x) ((i[x] << 8) + i[(x)+1]) #define stb__in3(x) ((i[x] << 16) + stb__in2((x)+1)) #define stb__in4(x) ((i[x] << 24) + stb__in3((x)+1)) static const unsigned char *stb_decompress_token(const unsigned char *i) { if (*i >= 0x20) { // use fewer if's for cases that expand small if (*i >= 0x80) stb__match(stb__dout-i[1]-1, i[0] - 0x80 + 1), i += 2; else if (*i >= 0x40) stb__match(stb__dout-(stb__in2(0) - 0x4000 + 1), i[2]+1), i += 3; else /* *i >= 0x20 */ stb__lit(i+1, i[0] - 0x20 + 1), i += 1 + (i[0] - 0x20 + 1); } else { // more ifs for cases that expand large, since overhead is amortized if (*i >= 0x18) stb__match(stb__dout-(stb__in3(0) - 0x180000 + 1), i[3]+1), i += 4; else if (*i >= 0x10) stb__match(stb__dout-(stb__in3(0) - 0x100000 + 1), stb__in2(3)+1), i += 5; else if (*i >= 0x08) stb__lit(i+2, stb__in2(0) - 0x0800 + 1), i += 2 + (stb__in2(0) - 0x0800 + 1); else if (*i == 0x07) stb__lit(i+3, stb__in2(1) + 1), i += 3 + (stb__in2(1) + 1); else if (*i == 0x06) stb__match(stb__dout-(stb__in3(1)+1), i[4]+1), i += 5; else if (*i == 0x04) stb__match(stb__dout-(stb__in3(1)+1), stb__in2(4)+1), i += 6; } return i; } static unsigned int stb_adler32(unsigned int adler32, unsigned char *buffer, unsigned int buflen) { const unsigned long ADLER_MOD = 65521; unsigned long s1 = adler32 & 0xffff, s2 = adler32 >> 16; unsigned long blocklen = buflen % 5552; unsigned long i; while (buflen) { for (i=0; i + 7 < blocklen; i += 8) { s1 += buffer[0], s2 += s1; s1 += buffer[1], s2 += s1; s1 += buffer[2], s2 += s1; s1 += buffer[3], s2 += s1; s1 += buffer[4], s2 += s1; s1 += buffer[5], s2 += s1; s1 += buffer[6], s2 += s1; s1 += buffer[7], s2 += s1; buffer += 8; } for (; i < blocklen; ++i) s1 += *buffer++, s2 += s1; s1 %= ADLER_MOD, s2 %= ADLER_MOD; buflen -= blocklen; blocklen = 5552; } return (unsigned int)(s2 << 16) + (unsigned int)s1; } static unsigned int stb_decompress(unsigned char *output, const unsigned char *i, unsigned int /*length*/) { if (stb__in4(0) != 0x57bC0000) return 0; if (stb__in4(4) != 0) return 0; // error! stream is > 4GB const unsigned int olen = stb_decompress_length(i); stb__barrier_in_b = i; stb__barrier_out_e = output + olen; stb__barrier_out_b = output; i += 16; stb__dout = output; for (;;) { const unsigned char *old_i = i; i = stb_decompress_token(i); if (i == old_i) { if (*i == 0x05 && i[1] == 0xfa) { IM_ASSERT(stb__dout == output + olen); if (stb__dout != output + olen) return 0; if (stb_adler32(1, output, olen) != (unsigned int) stb__in4(2)) return 0; return olen; } else { IM_ASSERT(0); /* NOTREACHED */ return 0; } } IM_ASSERT(stb__dout <= output + olen); if (stb__dout > output + olen) return 0; } } //----------------------------------------------------------------------------- // [SECTION] Default font data (ProggyClean.ttf) //----------------------------------------------------------------------------- // ProggyClean.ttf // Copyright (c) 2004, 2005 Tristan Grimmer // MIT license (see License.txt in http://www.upperbounds.net/download/ProggyClean.ttf.zip) // Download and more information at http://upperbounds.net //----------------------------------------------------------------------------- // File: 'ProggyClean.ttf' (41208 bytes) // Exported using misc/fonts/binary_to_compressed_c.cpp (with compression + base85 string encoding). // The purpose of encoding as base85 instead of "0x00,0x01,..." style is only save on _source code_ size. //----------------------------------------------------------------------------- static const char proggy_clean_ttf_compressed_data_base85[11980 + 1] = "7])#######hV0qs'/###[),##/l:$#Q6>##5[n42>c-TH`->>#/e>11NNV=Bv(*:.F?uu#(gRU.o0XGH`$vhLG1hxt9?W`#,5LsCp#-i>.r$<$6pD>Lb';9Crc6tgXmKVeU2cD4Eo3R/" "2*>]b(MC;$jPfY.;h^`IWM9Qo#t'X#(v#Y9w0#1D$CIf;W'#pWUPXOuxXuU(H9M(1=Ke$$'5F%)]0^#0X@U.a$FBjVQTSDgEKnIS7EM9>ZY9w0#L;>>#Mx&4Mvt//L[MkA#W@lK.N'[0#7RL_&#w+F%HtG9M#XL`N&.,GM4Pg;--VsM.M0rJfLH2eTM`*oJMHRC`N" "kfimM2J,W-jXS:)r0wK#@Fge$U>`w'N7G#$#fB#$E^$#:9:hk+eOe--6x)F7*E%?76%^GMHePW-Z5l'&GiF#$956:rS?dA#fiK:)Yr+`�j@'DbG&#^$PG.Ll+DNa&VZ>1i%h1S9u5o@YaaW$e+bROPOpxTO7Stwi1::iB1q)C_=dV26J;2,]7op$]uQr@_V7$q^%lQwtuHY]=DX,n3L#0PHDO4f9>dC@O>HBuKPpP*E,N+b3L#lpR/MrTEH.IAQk.a>D[.e;mc." 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proggy_clean_ttf_compressed_data_base85; } #endif // #ifndef IMGUI_DISABLE ================================================ FILE: test/third_party/imgui/imgui_internal.h ================================================ // dear imgui, v1.88 WIP // (internal structures/api) // You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility! // Set: // #define IMGUI_DEFINE_MATH_OPERATORS // To implement maths operators for ImVec2 (disabled by default to not collide with using IM_VEC2_CLASS_EXTRA along with your own math types+operators) /* Index of this file: // [SECTION] Header mess // [SECTION] Forward declarations // [SECTION] Context pointer // [SECTION] STB libraries includes // [SECTION] Macros // [SECTION] Generic helpers // [SECTION] ImDrawList support // [SECTION] Widgets support: flags, enums, data structures // [SECTION] Inputs support // [SECTION] Clipper support // [SECTION] Navigation support // [SECTION] Columns support // [SECTION] Multi-select support // [SECTION] Docking support // [SECTION] Viewport support // [SECTION] Settings support // [SECTION] Metrics, Debug tools // [SECTION] Generic context hooks // [SECTION] ImGuiContext (main imgui context) // [SECTION] ImGuiWindowTempData, ImGuiWindow // [SECTION] Tab bar, Tab item support // [SECTION] Table support // [SECTION] ImGui internal API // [SECTION] ImFontAtlas internal API // [SECTION] Test Engine specific hooks (imgui_test_engine) */ #pragma once #ifndef IMGUI_DISABLE //----------------------------------------------------------------------------- // [SECTION] Header mess //----------------------------------------------------------------------------- #ifndef IMGUI_VERSION #include "imgui.h" #endif #include // FILE*, sscanf #include // NULL, malloc, free, qsort, atoi, atof #include // sqrtf, fabsf, fmodf, powf, floorf, ceilf, cosf, sinf #include // INT_MIN, INT_MAX // Enable SSE intrinsics if available #if (defined __SSE__ || defined __x86_64__ || defined _M_X64) && !defined(IMGUI_DISABLE_SSE) #define IMGUI_ENABLE_SSE #include #endif // Visual Studio warnings #ifdef _MSC_VER #pragma warning (push) #pragma warning (disable: 4251) // class 'xxx' needs to have dll-interface to be used by clients of struct 'xxx' // when IMGUI_API is set to__declspec(dllexport) #pragma warning (disable: 26812) // The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). [MSVC Static Analyzer) #pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6). #if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later #pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types #endif #endif // Clang/GCC warnings with -Weverything #if defined(__clang__) #pragma clang diagnostic push #if __has_warning("-Wunknown-warning-option") #pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' #endif #pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' #pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok, for ImFloorSigned() #pragma clang diagnostic ignored "-Wunused-function" // for stb_textedit.h #pragma clang diagnostic ignored "-Wmissing-prototypes" // for stb_textedit.h #pragma clang diagnostic ignored "-Wold-style-cast" #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" #pragma clang diagnostic ignored "-Wdouble-promotion" #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision #pragma clang diagnostic ignored "-Wmissing-noreturn" // warning: function 'xxx' could be declared with attribute 'noreturn' #elif defined(__GNUC__) #pragma GCC diagnostic push #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind #pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead #endif // Legacy defines #ifdef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS // Renamed in 1.74 #error Use IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS #endif #ifdef IMGUI_DISABLE_MATH_FUNCTIONS // Renamed in 1.74 #error Use IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS #endif // Enable stb_truetype by default unless FreeType is enabled. // You can compile with both by defining both IMGUI_ENABLE_FREETYPE and IMGUI_ENABLE_STB_TRUETYPE together. #ifndef IMGUI_ENABLE_FREETYPE #define IMGUI_ENABLE_STB_TRUETYPE #endif //----------------------------------------------------------------------------- // [SECTION] Forward declarations //----------------------------------------------------------------------------- struct ImBitVector; // Store 1-bit per value struct ImRect; // An axis-aligned rectangle (2 points) struct ImDrawDataBuilder; // Helper to build a ImDrawData instance struct ImDrawListSharedData; // Data shared between all ImDrawList instances struct ImGuiColorMod; // Stacked color modifier, backup of modified data so we can restore it struct ImGuiContext; // Main Dear ImGui context struct ImGuiContextHook; // Hook for extensions like ImGuiTestEngine struct ImGuiDataTypeInfo; // Type information associated to a ImGuiDataType enum struct ImGuiDockContext; // Docking system context struct ImGuiDockRequest; // Docking system dock/undock queued request struct ImGuiDockNode; // Docking system node (hold a list of Windows OR two child dock nodes) struct ImGuiDockNodeSettings; // Storage for a dock node in .ini file (we preserve those even if the associated dock node isn't active during the session) struct ImGuiGroupData; // Stacked storage data for BeginGroup()/EndGroup() struct ImGuiInputTextState; // Internal state of the currently focused/edited text input box struct ImGuiLastItemData; // Status storage for last submitted items struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only struct ImGuiNavItemData; // Result of a gamepad/keyboard directional navigation move query result struct ImGuiMetricsConfig; // Storage for ShowMetricsWindow() and DebugNodeXXX() functions struct ImGuiNextWindowData; // Storage for SetNextWindow** functions struct ImGuiNextItemData; // Storage for SetNextItem** functions struct ImGuiOldColumnData; // Storage data for a single column for legacy Columns() api struct ImGuiOldColumns; // Storage data for a columns set for legacy Columns() api struct ImGuiPopupData; // Storage for current popup stack struct ImGuiSettingsHandler; // Storage for one type registered in the .ini file struct ImGuiStackSizes; // Storage of stack sizes for debugging/asserting struct ImGuiStyleMod; // Stacked style modifier, backup of modified data so we can restore it struct ImGuiTabBar; // Storage for a tab bar struct ImGuiTabItem; // Storage for a tab item (within a tab bar) struct ImGuiTable; // Storage for a table struct ImGuiTableColumn; // Storage for one column of a table struct ImGuiTableInstanceData; // Storage for one instance of a same table struct ImGuiTableTempData; // Temporary storage for one table (one per table in the stack), shared between tables. struct ImGuiTableSettings; // Storage for a table .ini settings struct ImGuiTableColumnsSettings; // Storage for a column .ini settings struct ImGuiWindow; // Storage for one window struct ImGuiWindowTempData; // Temporary storage for one window (that's the data which in theory we could ditch at the end of the frame, in practice we currently keep it for each window) struct ImGuiWindowSettings; // Storage for a window .ini settings (we keep one of those even if the actual window wasn't instanced during this session) // Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists. typedef int ImGuiDataAuthority; // -> enum ImGuiDataAuthority_ // Enum: for storing the source authority (dock node vs window) of a field typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical typedef int ImGuiActivateFlags; // -> enum ImGuiActivateFlags_ // Flags: for navigation/focus function (will be for ActivateItem() later) typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag() typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for DC.LastItemStatusFlags typedef int ImGuiOldColumnFlags; // -> enum ImGuiOldColumnFlags_ // Flags: for BeginColumns() typedef int ImGuiNavHighlightFlags; // -> enum ImGuiNavHighlightFlags_ // Flags: for RenderNavHighlight() typedef int ImGuiNavDirSourceFlags; // -> enum ImGuiNavDirSourceFlags_ // Flags: for GetNavInputAmount2d() typedef int ImGuiNavMoveFlags; // -> enum ImGuiNavMoveFlags_ // Flags: for navigation requests typedef int ImGuiNextItemDataFlags; // -> enum ImGuiNextItemDataFlags_ // Flags: for SetNextItemXXX() functions typedef int ImGuiNextWindowDataFlags; // -> enum ImGuiNextWindowDataFlags_// Flags: for SetNextWindowXXX() functions typedef int ImGuiScrollFlags; // -> enum ImGuiScrollFlags_ // Flags: for ScrollToItem() and navigation requests typedef int ImGuiSeparatorFlags; // -> enum ImGuiSeparatorFlags_ // Flags: for SeparatorEx() typedef int ImGuiTextFlags; // -> enum ImGuiTextFlags_ // Flags: for TextEx() typedef int ImGuiTooltipFlags; // -> enum ImGuiTooltipFlags_ // Flags: for BeginTooltipEx() typedef void (*ImGuiErrorLogCallback)(void* user_data, const char* fmt, ...); //----------------------------------------------------------------------------- // [SECTION] Context pointer // See implementation of this variable in imgui.cpp for comments and details. //----------------------------------------------------------------------------- #ifndef GImGui extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer #endif //------------------------------------------------------------------------- // [SECTION] STB libraries includes //------------------------------------------------------------------------- namespace ImStb { #undef STB_TEXTEDIT_STRING #undef STB_TEXTEDIT_CHARTYPE #define STB_TEXTEDIT_STRING ImGuiInputTextState #define STB_TEXTEDIT_CHARTYPE ImWchar #define STB_TEXTEDIT_GETWIDTH_NEWLINE (-1.0f) #define STB_TEXTEDIT_UNDOSTATECOUNT 99 #define STB_TEXTEDIT_UNDOCHARCOUNT 999 #include "imstb_textedit.h" } // namespace ImStb //----------------------------------------------------------------------------- // [SECTION] Macros //----------------------------------------------------------------------------- // Internal Drag and Drop payload types. String starting with '_' are reserved for Dear ImGui. #define IMGUI_PAYLOAD_TYPE_WINDOW "_IMWINDOW" // Payload == ImGuiWindow* // Debug Logging #ifndef IMGUI_DEBUG_LOG #define IMGUI_DEBUG_LOG(_FMT,...) printf("[%05d] " _FMT, GImGui->FrameCount, __VA_ARGS__) #endif // Debug Logging for selected systems. Remove the '((void)0) //' to enable. //#define IMGUI_DEBUG_LOG_POPUP IMGUI_DEBUG_LOG // Enable log //#define IMGUI_DEBUG_LOG_NAV IMGUI_DEBUG_LOG // Enable log //#define IMGUI_DEBUG_LOG_IO IMGUI_DEBUG_LOG // Enable log //#define IMGUI_DEBUG_LOG_VIEWPORT IMGUI_DEBUG_LOG // Enable log //#define IMGUI_DEBUG_LOG_DOCKING IMGUI_DEBUG_LOG // Enable log #define IMGUI_DEBUG_LOG_POPUP(...) ((void)0) // Disable log #define IMGUI_DEBUG_LOG_NAV(...) ((void)0) // Disable log #define IMGUI_DEBUG_LOG_IO(...) ((void)0) // Disable log #define IMGUI_DEBUG_LOG_VIEWPORT(...) ((void)0) // Disable log #define IMGUI_DEBUG_LOG_DOCKING(...) ((void)0) // Disable log // Static Asserts #define IM_STATIC_ASSERT(_COND) static_assert(_COND, "") // "Paranoid" Debug Asserts are meant to only be enabled during specific debugging/work, otherwise would slow down the code too much. // We currently don't have many of those so the effect is currently negligible, but onward intent to add more aggressive ones in the code. //#define IMGUI_DEBUG_PARANOID #ifdef IMGUI_DEBUG_PARANOID #define IM_ASSERT_PARANOID(_EXPR) IM_ASSERT(_EXPR) #else #define IM_ASSERT_PARANOID(_EXPR) #endif // Error handling // Down the line in some frameworks/languages we would like to have a way to redirect those to the programmer and recover from more faults. #ifndef IM_ASSERT_USER_ERROR #define IM_ASSERT_USER_ERROR(_EXP,_MSG) IM_ASSERT((_EXP) && _MSG) // Recoverable User Error #endif // Misc Macros #define IM_PI 3.14159265358979323846f #ifdef _WIN32 #define IM_NEWLINE "\r\n" // Play it nice with Windows users (Update: since 2018-05, Notepad finally appears to support Unix-style carriage returns!) #else #define IM_NEWLINE "\n" #endif #define IM_TABSIZE (4) #define IM_MEMALIGN(_OFF,_ALIGN) (((_OFF) + ((_ALIGN) - 1)) & ~((_ALIGN) - 1)) // Memory align e.g. IM_ALIGN(0,4)=0, IM_ALIGN(1,4)=4, IM_ALIGN(4,4)=4, IM_ALIGN(5,4)=8 #define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose #define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255 #define IM_FLOOR(_VAL) ((float)(int)(_VAL)) // ImFloor() is not inlined in MSVC debug builds #define IM_ROUND(_VAL) ((float)(int)((_VAL) + 0.5f)) // // Enforce cdecl calling convention for functions called by the standard library, in case compilation settings changed the default to e.g. __vectorcall #ifdef _MSC_VER #define IMGUI_CDECL __cdecl #else #define IMGUI_CDECL #endif // Warnings #if defined(_MSC_VER) && !defined(__clang__) #define IM_MSVC_WARNING_SUPPRESS(XXXX) __pragma(warning(suppress: XXXX)) #else #define IM_MSVC_WARNING_SUPPRESS(XXXX) #endif // Debug Tools // Use 'Metrics/Debugger->Tools->Item Picker' to break into the call-stack of a specific item. // This will call IM_DEBUG_BREAK() which you may redefine yourself. See https://github.com/scottt/debugbreak for more reference. #ifndef IM_DEBUG_BREAK #if defined (_MSC_VER) #define IM_DEBUG_BREAK() __debugbreak() #elif defined(__clang__) #define IM_DEBUG_BREAK() __builtin_debugtrap() #elif defined(__GNUC__) && (defined(__i386__) || defined(__x86_64__)) #define IM_DEBUG_BREAK() __asm__ volatile("int $0x03") #elif defined(__GNUC__) && defined(__thumb__) #define IM_DEBUG_BREAK() __asm__ volatile(".inst 0xde01") #elif defined(__GNUC__) && defined(__arm__) && !defined(__thumb__) #define IM_DEBUG_BREAK() __asm__ volatile(".inst 0xe7f001f0"); #else #define IM_DEBUG_BREAK() IM_ASSERT(0) // It is expected that you define IM_DEBUG_BREAK() into something that will break nicely in a debugger! #endif #endif // #ifndef IM_DEBUG_BREAK //----------------------------------------------------------------------------- // [SECTION] Generic helpers // Note that the ImXXX helpers functions are lower-level than ImGui functions. // ImGui functions or the ImGui context are never called/used from other ImXXX functions. //----------------------------------------------------------------------------- // - Helpers: Hashing // - Helpers: Sorting // - Helpers: Bit manipulation // - Helpers: String // - Helpers: Formatting // - Helpers: UTF-8 <> wchar conversions // - Helpers: ImVec2/ImVec4 operators // - Helpers: Maths // - Helpers: Geometry // - Helper: ImVec1 // - Helper: ImVec2ih // - Helper: ImRect // - Helper: ImBitArray // - Helper: ImBitVector // - Helper: ImSpan<>, ImSpanAllocator<> // - Helper: ImPool<> // - Helper: ImChunkStream<> //----------------------------------------------------------------------------- // Helpers: Hashing IMGUI_API ImGuiID ImHashData(const void* data, size_t data_size, ImU32 seed = 0); IMGUI_API ImGuiID ImHashStr(const char* data, size_t data_size = 0, ImU32 seed = 0); // Helpers: Sorting #ifndef ImQsort static inline void ImQsort(void* base, size_t count, size_t size_of_element, int(IMGUI_CDECL *compare_func)(void const*, void const*)) { if (count > 1) qsort(base, count, size_of_element, compare_func); } #endif // Helpers: Color Blending IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b); // Helpers: Bit manipulation static inline bool ImIsPowerOfTwo(int v) { return v != 0 && (v & (v - 1)) == 0; } static inline bool ImIsPowerOfTwo(ImU64 v) { return v != 0 && (v & (v - 1)) == 0; } static inline int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; } // Helpers: String IMGUI_API int ImStricmp(const char* str1, const char* str2); IMGUI_API int ImStrnicmp(const char* str1, const char* str2, size_t count); IMGUI_API void ImStrncpy(char* dst, const char* src, size_t count); IMGUI_API char* ImStrdup(const char* str); IMGUI_API char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* str); IMGUI_API const char* ImStrchrRange(const char* str_begin, const char* str_end, char c); IMGUI_API int ImStrlenW(const ImWchar* str); IMGUI_API const char* ImStreolRange(const char* str, const char* str_end); // End end-of-line IMGUI_API const ImWchar*ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin); // Find beginning-of-line IMGUI_API const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end); IMGUI_API void ImStrTrimBlanks(char* str); IMGUI_API const char* ImStrSkipBlank(const char* str); static inline bool ImCharIsBlankA(char c) { return c == ' ' || c == '\t'; } static inline bool ImCharIsBlankW(unsigned int c) { return c == ' ' || c == '\t' || c == 0x3000; } // Helpers: Formatting IMGUI_API int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...) IM_FMTARGS(3); IMGUI_API int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) IM_FMTLIST(3); IMGUI_API const char* ImParseFormatFindStart(const char* format); IMGUI_API const char* ImParseFormatFindEnd(const char* format); IMGUI_API const char* ImParseFormatTrimDecorations(const char* format, char* buf, size_t buf_size); IMGUI_API void ImParseFormatSanitizeForPrinting(const char* fmt_in, char* fmt_out, size_t fmt_out_size); IMGUI_API const char* ImParseFormatSanitizeForScanning(const char* fmt_in, char* fmt_out, size_t fmt_out_size); IMGUI_API int ImParseFormatPrecision(const char* format, int default_value); // Helpers: UTF-8 <> wchar conversions IMGUI_API const char* ImTextCharToUtf8(char out_buf[5], unsigned int c); // return out_buf IMGUI_API int ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end); // return output UTF-8 bytes count IMGUI_API int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end); // read one character. return input UTF-8 bytes count IMGUI_API int ImTextStrFromUtf8(ImWchar* out_buf, int out_buf_size, const char* in_text, const char* in_text_end, const char** in_remaining = NULL); // return input UTF-8 bytes count IMGUI_API int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end); // return number of UTF-8 code-points (NOT bytes count) IMGUI_API int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end); // return number of bytes to express one char in UTF-8 IMGUI_API int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end); // return number of bytes to express string in UTF-8 // Helpers: ImVec2/ImVec4 operators // We are keeping those disabled by default so they don't leak in user space, to allow user enabling implicit cast operators between ImVec2 and their own types (using IM_VEC2_CLASS_EXTRA etc.) // We unfortunately don't have a unary- operator for ImVec2 because this would needs to be defined inside the class itself. #ifdef IMGUI_DEFINE_MATH_OPERATORS IM_MSVC_RUNTIME_CHECKS_OFF static inline ImVec2 operator*(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x * rhs, lhs.y * rhs); } static inline ImVec2 operator/(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x / rhs, lhs.y / rhs); } static inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x + rhs.x, lhs.y + rhs.y); } static inline ImVec2 operator-(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x - rhs.x, lhs.y - rhs.y); } static inline ImVec2 operator*(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); } static inline ImVec2 operator/(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x / rhs.x, lhs.y / rhs.y); } static inline ImVec2& operator*=(ImVec2& lhs, const float rhs) { lhs.x *= rhs; lhs.y *= rhs; return lhs; } static inline ImVec2& operator/=(ImVec2& lhs, const float rhs) { lhs.x /= rhs; lhs.y /= rhs; return lhs; } static inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs) { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; } static inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs) { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; } static inline ImVec2& operator*=(ImVec2& lhs, const ImVec2& rhs) { lhs.x *= rhs.x; lhs.y *= rhs.y; return lhs; } static inline ImVec2& operator/=(ImVec2& lhs, const ImVec2& rhs) { lhs.x /= rhs.x; lhs.y /= rhs.y; return lhs; } static inline ImVec4 operator+(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z, lhs.w + rhs.w); } static inline ImVec4 operator-(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x - rhs.x, lhs.y - rhs.y, lhs.z - rhs.z, lhs.w - rhs.w); } static inline ImVec4 operator*(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x * rhs.x, lhs.y * rhs.y, lhs.z * rhs.z, lhs.w * rhs.w); } IM_MSVC_RUNTIME_CHECKS_RESTORE #endif // Helpers: File System #ifdef IMGUI_DISABLE_FILE_FUNCTIONS #define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS typedef void* ImFileHandle; static inline ImFileHandle ImFileOpen(const char*, const char*) { return NULL; } static inline bool ImFileClose(ImFileHandle) { return false; } static inline ImU64 ImFileGetSize(ImFileHandle) { return (ImU64)-1; } static inline ImU64 ImFileRead(void*, ImU64, ImU64, ImFileHandle) { return 0; } static inline ImU64 ImFileWrite(const void*, ImU64, ImU64, ImFileHandle) { return 0; } #endif #ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS typedef FILE* ImFileHandle; IMGUI_API ImFileHandle ImFileOpen(const char* filename, const char* mode); IMGUI_API bool ImFileClose(ImFileHandle file); IMGUI_API ImU64 ImFileGetSize(ImFileHandle file); IMGUI_API ImU64 ImFileRead(void* data, ImU64 size, ImU64 count, ImFileHandle file); IMGUI_API ImU64 ImFileWrite(const void* data, ImU64 size, ImU64 count, ImFileHandle file); #else #define IMGUI_DISABLE_TTY_FUNCTIONS // Can't use stdout, fflush if we are not using default file functions #endif IMGUI_API void* ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size = NULL, int padding_bytes = 0); // Helpers: Maths IM_MSVC_RUNTIME_CHECKS_OFF // - Wrapper for standard libs functions. (Note that imgui_demo.cpp does _not_ use them to keep the code easy to copy) #ifndef IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS #define ImFabs(X) fabsf(X) #define ImSqrt(X) sqrtf(X) #define ImFmod(X, Y) fmodf((X), (Y)) #define ImCos(X) cosf(X) #define ImSin(X) sinf(X) #define ImAcos(X) acosf(X) #define ImAtan2(Y, X) atan2f((Y), (X)) #define ImAtof(STR) atof(STR) //#define ImFloorStd(X) floorf(X) // We use our own, see ImFloor() and ImFloorSigned() #define ImCeil(X) ceilf(X) static inline float ImPow(float x, float y) { return powf(x, y); } // DragBehaviorT/SliderBehaviorT uses ImPow with either float/double and need the precision static inline double ImPow(double x, double y) { return pow(x, y); } static inline float ImLog(float x) { return logf(x); } // DragBehaviorT/SliderBehaviorT uses ImLog with either float/double and need the precision static inline double ImLog(double x) { return log(x); } static inline int ImAbs(int x) { return x < 0 ? -x : x; } static inline float ImAbs(float x) { return fabsf(x); } static inline double ImAbs(double x) { return fabs(x); } static inline float ImSign(float x) { return (x < 0.0f) ? -1.0f : (x > 0.0f) ? 1.0f : 0.0f; } // Sign operator - returns -1, 0 or 1 based on sign of argument static inline double ImSign(double x) { return (x < 0.0) ? -1.0 : (x > 0.0) ? 1.0 : 0.0; } #ifdef IMGUI_ENABLE_SSE static inline float ImRsqrt(float x) { return _mm_cvtss_f32(_mm_rsqrt_ss(_mm_set_ss(x))); } #else static inline float ImRsqrt(float x) { return 1.0f / sqrtf(x); } #endif static inline double ImRsqrt(double x) { return 1.0 / sqrt(x); } #endif // - ImMin/ImMax/ImClamp/ImLerp/ImSwap are used by widgets which support variety of types: signed/unsigned int/long long float/double // (Exceptionally using templates here but we could also redefine them for those types) template static inline T ImMin(T lhs, T rhs) { return lhs < rhs ? lhs : rhs; } template static inline T ImMax(T lhs, T rhs) { return lhs >= rhs ? lhs : rhs; } template static inline T ImClamp(T v, T mn, T mx) { return (v < mn) ? mn : (v > mx) ? mx : v; } template static inline T ImLerp(T a, T b, float t) { return (T)(a + (b - a) * t); } template static inline void ImSwap(T& a, T& b) { T tmp = a; a = b; b = tmp; } template static inline T ImAddClampOverflow(T a, T b, T mn, T mx) { if (b < 0 && (a < mn - b)) return mn; if (b > 0 && (a > mx - b)) return mx; return a + b; } template static inline T ImSubClampOverflow(T a, T b, T mn, T mx) { if (b > 0 && (a < mn + b)) return mn; if (b < 0 && (a > mx + b)) return mx; return a - b; } // - Misc maths helpers static inline ImVec2 ImMin(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x < rhs.x ? lhs.x : rhs.x, lhs.y < rhs.y ? lhs.y : rhs.y); } static inline ImVec2 ImMax(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x >= rhs.x ? lhs.x : rhs.x, lhs.y >= rhs.y ? lhs.y : rhs.y); } static inline ImVec2 ImClamp(const ImVec2& v, const ImVec2& mn, ImVec2 mx) { return ImVec2((v.x < mn.x) ? mn.x : (v.x > mx.x) ? mx.x : v.x, (v.y < mn.y) ? mn.y : (v.y > mx.y) ? mx.y : v.y); } static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, float t) { return ImVec2(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t); } static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, const ImVec2& t) { return ImVec2(a.x + (b.x - a.x) * t.x, a.y + (b.y - a.y) * t.y); } static inline ImVec4 ImLerp(const ImVec4& a, const ImVec4& b, float t) { return ImVec4(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t, a.z + (b.z - a.z) * t, a.w + (b.w - a.w) * t); } static inline float ImSaturate(float f) { return (f < 0.0f) ? 0.0f : (f > 1.0f) ? 1.0f : f; } static inline float ImLengthSqr(const ImVec2& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y); } static inline float ImLengthSqr(const ImVec4& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y) + (lhs.z * lhs.z) + (lhs.w * lhs.w); } static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = (lhs.x * lhs.x) + (lhs.y * lhs.y); if (d > 0.0f) return ImRsqrt(d); return fail_value; } static inline float ImFloor(float f) { return (float)(int)(f); } static inline float ImFloorSigned(float f) { return (float)((f >= 0 || (float)(int)f == f) ? (int)f : (int)f - 1); } // Decent replacement for floorf() static inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2((float)(int)(v.x), (float)(int)(v.y)); } static inline ImVec2 ImFloorSigned(const ImVec2& v) { return ImVec2(ImFloorSigned(v.x), ImFloorSigned(v.y)); } static inline int ImModPositive(int a, int b) { return (a + b) % b; } static inline float ImDot(const ImVec2& a, const ImVec2& b) { return a.x * b.x + a.y * b.y; } static inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a) { return ImVec2(v.x * cos_a - v.y * sin_a, v.x * sin_a + v.y * cos_a); } static inline float ImLinearSweep(float current, float target, float speed) { if (current < target) return ImMin(current + speed, target); if (current > target) return ImMax(current - speed, target); return current; } static inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); } static inline bool ImIsFloatAboveGuaranteedIntegerPrecision(float f) { return f <= -16777216 || f >= 16777216; } IM_MSVC_RUNTIME_CHECKS_RESTORE // Helpers: Geometry IMGUI_API ImVec2 ImBezierCubicCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t); IMGUI_API ImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments); // For curves with explicit number of segments IMGUI_API ImVec2 ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol);// For auto-tessellated curves you can use tess_tol = style.CurveTessellationTol IMGUI_API ImVec2 ImBezierQuadraticCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, float t); IMGUI_API ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p); IMGUI_API bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p); IMGUI_API ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p); IMGUI_API void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w); inline float ImTriangleArea(const ImVec2& a, const ImVec2& b, const ImVec2& c) { return ImFabs((a.x * (b.y - c.y)) + (b.x * (c.y - a.y)) + (c.x * (a.y - b.y))) * 0.5f; } IMGUI_API ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy); // Helper: ImVec1 (1D vector) // (this odd construct is used to facilitate the transition between 1D and 2D, and the maintenance of some branches/patches) IM_MSVC_RUNTIME_CHECKS_OFF struct ImVec1 { float x; constexpr ImVec1() : x(0.0f) { } constexpr ImVec1(float _x) : x(_x) { } }; // Helper: ImVec2ih (2D vector, half-size integer, for long-term packed storage) struct ImVec2ih { short x, y; constexpr ImVec2ih() : x(0), y(0) {} constexpr ImVec2ih(short _x, short _y) : x(_x), y(_y) {} constexpr explicit ImVec2ih(const ImVec2& rhs) : x((short)rhs.x), y((short)rhs.y) {} }; // Helper: ImRect (2D axis aligned bounding-box) // NB: we can't rely on ImVec2 math operators being available here! struct IMGUI_API ImRect { ImVec2 Min; // Upper-left ImVec2 Max; // Lower-right constexpr ImRect() : Min(0.0f, 0.0f), Max(0.0f, 0.0f) {} constexpr ImRect(const ImVec2& min, const ImVec2& max) : Min(min), Max(max) {} constexpr ImRect(const ImVec4& v) : Min(v.x, v.y), Max(v.z, v.w) {} constexpr ImRect(float x1, float y1, float x2, float y2) : Min(x1, y1), Max(x2, y2) {} ImVec2 GetCenter() const { return ImVec2((Min.x + Max.x) * 0.5f, (Min.y + Max.y) * 0.5f); } ImVec2 GetSize() const { return ImVec2(Max.x - Min.x, Max.y - Min.y); } float GetWidth() const { return Max.x - Min.x; } float GetHeight() const { return Max.y - Min.y; } float GetArea() const { return (Max.x - Min.x) * (Max.y - Min.y); } ImVec2 GetTL() const { return Min; } // Top-left ImVec2 GetTR() const { return ImVec2(Max.x, Min.y); } // Top-right ImVec2 GetBL() const { return ImVec2(Min.x, Max.y); } // Bottom-left ImVec2 GetBR() const { return Max; } // Bottom-right bool Contains(const ImVec2& p) const { return p.x >= Min.x && p.y >= Min.y && p.x < Max.x && p.y < Max.y; } bool Contains(const ImRect& r) const { return r.Min.x >= Min.x && r.Min.y >= Min.y && r.Max.x <= Max.x && r.Max.y <= Max.y; } bool Overlaps(const ImRect& r) const { return r.Min.y < Max.y && r.Max.y > Min.y && r.Min.x < Max.x && r.Max.x > Min.x; } void Add(const ImVec2& p) { if (Min.x > p.x) Min.x = p.x; if (Min.y > p.y) Min.y = p.y; if (Max.x < p.x) Max.x = p.x; if (Max.y < p.y) Max.y = p.y; } void Add(const ImRect& r) { if (Min.x > r.Min.x) Min.x = r.Min.x; if (Min.y > r.Min.y) Min.y = r.Min.y; if (Max.x < r.Max.x) Max.x = r.Max.x; if (Max.y < r.Max.y) Max.y = r.Max.y; } void Expand(const float amount) { Min.x -= amount; Min.y -= amount; Max.x += amount; Max.y += amount; } void Expand(const ImVec2& amount) { Min.x -= amount.x; Min.y -= amount.y; Max.x += amount.x; Max.y += amount.y; } void Translate(const ImVec2& d) { Min.x += d.x; Min.y += d.y; Max.x += d.x; Max.y += d.y; } void TranslateX(float dx) { Min.x += dx; Max.x += dx; } void TranslateY(float dy) { Min.y += dy; Max.y += dy; } void ClipWith(const ImRect& r) { Min = ImMax(Min, r.Min); Max = ImMin(Max, r.Max); } // Simple version, may lead to an inverted rectangle, which is fine for Contains/Overlaps test but not for display. void ClipWithFull(const ImRect& r) { Min = ImClamp(Min, r.Min, r.Max); Max = ImClamp(Max, r.Min, r.Max); } // Full version, ensure both points are fully clipped. void Floor() { Min.x = IM_FLOOR(Min.x); Min.y = IM_FLOOR(Min.y); Max.x = IM_FLOOR(Max.x); Max.y = IM_FLOOR(Max.y); } bool IsInverted() const { return Min.x > Max.x || Min.y > Max.y; } ImVec4 ToVec4() const { return ImVec4(Min.x, Min.y, Max.x, Max.y); } }; IM_MSVC_RUNTIME_CHECKS_RESTORE // Helper: ImBitArray inline bool ImBitArrayTestBit(const ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); return (arr[n >> 5] & mask) != 0; } inline void ImBitArrayClearBit(ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); arr[n >> 5] &= ~mask; } inline void ImBitArraySetBit(ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); arr[n >> 5] |= mask; } inline void ImBitArraySetBitRange(ImU32* arr, int n, int n2) // Works on range [n..n2) { n2--; while (n <= n2) { int a_mod = (n & 31); int b_mod = (n2 > (n | 31) ? 31 : (n2 & 31)) + 1; ImU32 mask = (ImU32)(((ImU64)1 << b_mod) - 1) & ~(ImU32)(((ImU64)1 << a_mod) - 1); arr[n >> 5] |= mask; n = (n + 32) & ~31; } } // Helper: ImBitArray class (wrapper over ImBitArray functions) // Store 1-bit per value. template struct ImBitArray { ImU32 Storage[(BITCOUNT + 31) >> 5]; ImBitArray() { ClearAllBits(); } void ClearAllBits() { memset(Storage, 0, sizeof(Storage)); } void SetAllBits() { memset(Storage, 255, sizeof(Storage)); } bool TestBit(int n) const { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); return ImBitArrayTestBit(Storage, n); } void SetBit(int n) { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); ImBitArraySetBit(Storage, n); } void ClearBit(int n) { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); ImBitArrayClearBit(Storage, n); } void SetBitRange(int n, int n2) { n += OFFSET; n2 += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT && n2 > n && n2 <= BITCOUNT); ImBitArraySetBitRange(Storage, n, n2); } // Works on range [n..n2) bool operator[](int n) const { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); return ImBitArrayTestBit(Storage, n); } }; // Helper: ImBitVector // Store 1-bit per value. struct IMGUI_API ImBitVector { ImVector Storage; void Create(int sz) { Storage.resize((sz + 31) >> 5); memset(Storage.Data, 0, (size_t)Storage.Size * sizeof(Storage.Data[0])); } void Clear() { Storage.clear(); } bool TestBit(int n) const { IM_ASSERT(n < (Storage.Size << 5)); return ImBitArrayTestBit(Storage.Data, n); } void SetBit(int n) { IM_ASSERT(n < (Storage.Size << 5)); ImBitArraySetBit(Storage.Data, n); } void ClearBit(int n) { IM_ASSERT(n < (Storage.Size << 5)); ImBitArrayClearBit(Storage.Data, n); } }; // Helper: ImSpan<> // Pointing to a span of data we don't own. template struct ImSpan { T* Data; T* DataEnd; // Constructors, destructor inline ImSpan() { Data = DataEnd = NULL; } inline ImSpan(T* data, int size) { Data = data; DataEnd = data + size; } inline ImSpan(T* data, T* data_end) { Data = data; DataEnd = data_end; } inline void set(T* data, int size) { Data = data; DataEnd = data + size; } inline void set(T* data, T* data_end) { Data = data; DataEnd = data_end; } inline int size() const { return (int)(ptrdiff_t)(DataEnd - Data); } inline int size_in_bytes() const { return (int)(ptrdiff_t)(DataEnd - Data) * (int)sizeof(T); } inline T& operator[](int i) { T* p = Data + i; IM_ASSERT(p >= Data && p < DataEnd); return *p; } inline const T& operator[](int i) const { const T* p = Data + i; IM_ASSERT(p >= Data && p < DataEnd); return *p; } inline T* begin() { return Data; } inline const T* begin() const { return Data; } inline T* end() { return DataEnd; } inline const T* end() const { return DataEnd; } // Utilities inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it < DataEnd); const ptrdiff_t off = it - Data; return (int)off; } }; // Helper: ImSpanAllocator<> // Facilitate storing multiple chunks into a single large block (the "arena") // - Usage: call Reserve() N times, allocate GetArenaSizeInBytes() worth, pass it to SetArenaBasePtr(), call GetSpan() N times to retrieve the aligned ranges. template struct ImSpanAllocator { char* BasePtr; int CurrOff; int CurrIdx; int Offsets[CHUNKS]; int Sizes[CHUNKS]; ImSpanAllocator() { memset(this, 0, sizeof(*this)); } inline void Reserve(int n, size_t sz, int a=4) { IM_ASSERT(n == CurrIdx && n < CHUNKS); CurrOff = IM_MEMALIGN(CurrOff, a); Offsets[n] = CurrOff; Sizes[n] = (int)sz; CurrIdx++; CurrOff += (int)sz; } inline int GetArenaSizeInBytes() { return CurrOff; } inline void SetArenaBasePtr(void* base_ptr) { BasePtr = (char*)base_ptr; } inline void* GetSpanPtrBegin(int n) { IM_ASSERT(n >= 0 && n < CHUNKS && CurrIdx == CHUNKS); return (void*)(BasePtr + Offsets[n]); } inline void* GetSpanPtrEnd(int n) { IM_ASSERT(n >= 0 && n < CHUNKS && CurrIdx == CHUNKS); return (void*)(BasePtr + Offsets[n] + Sizes[n]); } template inline void GetSpan(int n, ImSpan* span) { span->set((T*)GetSpanPtrBegin(n), (T*)GetSpanPtrEnd(n)); } }; // Helper: ImPool<> // Basic keyed storage for contiguous instances, slow/amortized insertion, O(1) indexable, O(Log N) queries by ID over a dense/hot buffer, // Honor constructor/destructor. Add/remove invalidate all pointers. Indexes have the same lifetime as the associated object. typedef int ImPoolIdx; template struct ImPool { ImVector Buf; // Contiguous data ImGuiStorage Map; // ID->Index ImPoolIdx FreeIdx; // Next free idx to use ImPoolIdx AliveCount; // Number of active/alive items (for display purpose) ImPool() { FreeIdx = AliveCount = 0; } ~ImPool() { Clear(); } T* GetByKey(ImGuiID key) { int idx = Map.GetInt(key, -1); return (idx != -1) ? &Buf[idx] : NULL; } T* GetByIndex(ImPoolIdx n) { return &Buf[n]; } ImPoolIdx GetIndex(const T* p) const { IM_ASSERT(p >= Buf.Data && p < Buf.Data + Buf.Size); return (ImPoolIdx)(p - Buf.Data); } T* GetOrAddByKey(ImGuiID key) { int* p_idx = Map.GetIntRef(key, -1); if (*p_idx != -1) return &Buf[*p_idx]; *p_idx = FreeIdx; return Add(); } bool Contains(const T* p) const { return (p >= Buf.Data && p < Buf.Data + Buf.Size); } void Clear() { for (int n = 0; n < Map.Data.Size; n++) { int idx = Map.Data[n].val_i; if (idx != -1) Buf[idx].~T(); } Map.Clear(); Buf.clear(); FreeIdx = AliveCount = 0; } T* Add() { int idx = FreeIdx; if (idx == Buf.Size) { Buf.resize(Buf.Size + 1); FreeIdx++; } else { FreeIdx = *(int*)&Buf[idx]; } IM_PLACEMENT_NEW(&Buf[idx]) T(); AliveCount++; return &Buf[idx]; } void Remove(ImGuiID key, const T* p) { Remove(key, GetIndex(p)); } void Remove(ImGuiID key, ImPoolIdx idx) { Buf[idx].~T(); *(int*)&Buf[idx] = FreeIdx; FreeIdx = idx; Map.SetInt(key, -1); AliveCount--; } void Reserve(int capacity) { Buf.reserve(capacity); Map.Data.reserve(capacity); } // To iterate a ImPool: for (int n = 0; n < pool.GetMapSize(); n++) if (T* t = pool.TryGetMapData(n)) { ... } // Can be avoided if you know .Remove() has never been called on the pool, or AliveCount == GetMapSize() int GetAliveCount() const { return AliveCount; } // Number of active/alive items in the pool (for display purpose) int GetBufSize() const { return Buf.Size; } int GetMapSize() const { return Map.Data.Size; } // It is the map we need iterate to find valid items, since we don't have "alive" storage anywhere T* TryGetMapData(ImPoolIdx n) { int idx = Map.Data[n].val_i; if (idx == -1) return NULL; return GetByIndex(idx); } #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS int GetSize() { return GetMapSize(); } // For ImPlot: should use GetMapSize() from (IMGUI_VERSION_NUM >= 18304) #endif }; // Helper: ImChunkStream<> // Build and iterate a contiguous stream of variable-sized structures. // This is used by Settings to store persistent data while reducing allocation count. // We store the chunk size first, and align the final size on 4 bytes boundaries. // The tedious/zealous amount of casting is to avoid -Wcast-align warnings. template struct ImChunkStream { ImVector Buf; void clear() { Buf.clear(); } bool empty() const { return Buf.Size == 0; } int size() const { return Buf.Size; } T* alloc_chunk(size_t sz) { size_t HDR_SZ = 4; sz = IM_MEMALIGN(HDR_SZ + sz, 4u); int off = Buf.Size; Buf.resize(off + (int)sz); ((int*)(void*)(Buf.Data + off))[0] = (int)sz; return (T*)(void*)(Buf.Data + off + (int)HDR_SZ); } T* begin() { size_t HDR_SZ = 4; if (!Buf.Data) return NULL; return (T*)(void*)(Buf.Data + HDR_SZ); } T* next_chunk(T* p) { size_t HDR_SZ = 4; IM_ASSERT(p >= begin() && p < end()); p = (T*)(void*)((char*)(void*)p + chunk_size(p)); if (p == (T*)(void*)((char*)end() + HDR_SZ)) return (T*)0; IM_ASSERT(p < end()); return p; } int chunk_size(const T* p) { return ((const int*)p)[-1]; } T* end() { return (T*)(void*)(Buf.Data + Buf.Size); } int offset_from_ptr(const T* p) { IM_ASSERT(p >= begin() && p < end()); const ptrdiff_t off = (const char*)p - Buf.Data; return (int)off; } T* ptr_from_offset(int off) { IM_ASSERT(off >= 4 && off < Buf.Size); return (T*)(void*)(Buf.Data + off); } void swap(ImChunkStream& rhs) { rhs.Buf.swap(Buf); } }; //----------------------------------------------------------------------------- // [SECTION] ImDrawList support //----------------------------------------------------------------------------- // ImDrawList: Helper function to calculate a circle's segment count given its radius and a "maximum error" value. // Estimation of number of circle segment based on error is derived using method described in https://stackoverflow.com/a/2244088/15194693 // Number of segments (N) is calculated using equation: // N = ceil ( pi / acos(1 - error / r) ) where r > 0, error <= r // Our equation is significantly simpler that one in the post thanks for choosing segment that is // perpendicular to X axis. Follow steps in the article from this starting condition and you will // will get this result. // // Rendering circles with an odd number of segments, while mathematically correct will produce // asymmetrical results on the raster grid. Therefore we're rounding N to next even number (7->8, 8->8, 9->10 etc.) // #define IM_ROUNDUP_TO_EVEN(_V) ((((_V) + 1) / 2) * 2) #define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN 4 #define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX 512 #define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(_RAD,_MAXERROR) ImClamp(IM_ROUNDUP_TO_EVEN((int)ImCeil(IM_PI / ImAcos(1 - ImMin((_MAXERROR), (_RAD)) / (_RAD)))), IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX) // Raw equation from IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC rewritten for 'r' and 'error'. #define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(_N,_MAXERROR) ((_MAXERROR) / (1 - ImCos(IM_PI / ImMax((float)(_N), IM_PI)))) #define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_ERROR(_N,_RAD) ((1 - ImCos(IM_PI / ImMax((float)(_N), IM_PI))) / (_RAD)) // ImDrawList: Lookup table size for adaptive arc drawing, cover full circle. #ifndef IM_DRAWLIST_ARCFAST_TABLE_SIZE #define IM_DRAWLIST_ARCFAST_TABLE_SIZE 48 // Number of samples in lookup table. #endif #define IM_DRAWLIST_ARCFAST_SAMPLE_MAX IM_DRAWLIST_ARCFAST_TABLE_SIZE // Sample index _PathArcToFastEx() for 360 angle. // Data shared between all ImDrawList instances // You may want to create your own instance of this if you want to use ImDrawList completely without ImGui. In that case, watch out for future changes to this structure. struct IMGUI_API ImDrawListSharedData { ImVec2 TexUvWhitePixel; // UV of white pixel in the atlas ImFont* Font; // Current/default font (optional, for simplified AddText overload) float FontSize; // Current/default font size (optional, for simplified AddText overload) float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() float CircleSegmentMaxError; // Number of circle segments to use per pixel of radius for AddCircle() etc ImVec4 ClipRectFullscreen; // Value for PushClipRectFullscreen() ImDrawListFlags InitialFlags; // Initial flags at the beginning of the frame (it is possible to alter flags on a per-drawlist basis afterwards) // [Internal] Lookup tables ImVec2 ArcFastVtx[IM_DRAWLIST_ARCFAST_TABLE_SIZE]; // Sample points on the quarter of the circle. float ArcFastRadiusCutoff; // Cutoff radius after which arc drawing will fallback to slower PathArcTo() ImU8 CircleSegmentCounts[64]; // Precomputed segment count for given radius before we calculate it dynamically (to avoid calculation overhead) const ImVec4* TexUvLines; // UV of anti-aliased lines in the atlas ImDrawListSharedData(); void SetCircleTessellationMaxError(float max_error); }; struct ImDrawDataBuilder { ImVector Layers[2]; // Global layers for: regular, tooltip void Clear() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].resize(0); } void ClearFreeMemory() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].clear(); } int GetDrawListCount() const { int count = 0; for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) count += Layers[n].Size; return count; } IMGUI_API void FlattenIntoSingleLayer(); }; //----------------------------------------------------------------------------- // [SECTION] Widgets support: flags, enums, data structures //----------------------------------------------------------------------------- // Transient per-window flags, reset at the beginning of the frame. For child window, inherited from parent on first Begin(). // This is going to be exposed in imgui.h when stabilized enough. enum ImGuiItemFlags_ { ImGuiItemFlags_None = 0, ImGuiItemFlags_NoTabStop = 1 << 0, // false // Disable keyboard tabbing (FIXME: should merge with _NoNav) ImGuiItemFlags_ButtonRepeat = 1 << 1, // false // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings. ImGuiItemFlags_Disabled = 1 << 2, // false // Disable interactions but doesn't affect visuals. See BeginDisabled()/EndDisabled(). See github.com/ocornut/imgui/issues/211 ImGuiItemFlags_NoNav = 1 << 3, // false // Disable keyboard/gamepad directional navigation (FIXME: should merge with _NoTabStop) ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false // Disable item being a candidate for default focus (e.g. used by title bar items) ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // Disable MenuItem/Selectable() automatically closing their popup window ImGuiItemFlags_MixedValue = 1 << 6, // false // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets) ImGuiItemFlags_ReadOnly = 1 << 7, // false // [ALPHA] Allow hovering interactions but underlying value is not changed. ImGuiItemFlags_Inputable = 1 << 8 // false // [WIP] Auto-activate input mode when tab focused. Currently only used and supported by a few items before it becomes a generic feature. }; // Storage for LastItem data enum ImGuiItemStatusFlags_ { ImGuiItemStatusFlags_None = 0, ImGuiItemStatusFlags_HoveredRect = 1 << 0, // Mouse position is within item rectangle (does NOT mean that the window is in correct z-order and can be hovered!, this is only one part of the most-common IsItemHovered test) ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, // g.LastItemData.DisplayRect is valid ImGuiItemStatusFlags_Edited = 1 << 2, // Value exposed by item was edited in the current frame (should match the bool return value of most widgets) ImGuiItemStatusFlags_ToggledSelection = 1 << 3, // Set when Selectable(), TreeNode() reports toggling a selection. We can't report "Selected", only state changes, in order to easily handle clipping with less issues. ImGuiItemStatusFlags_ToggledOpen = 1 << 4, // Set when TreeNode() reports toggling their open state. ImGuiItemStatusFlags_HasDeactivated = 1 << 5, // Set if the widget/group is able to provide data for the ImGuiItemStatusFlags_Deactivated flag. ImGuiItemStatusFlags_Deactivated = 1 << 6, // Only valid if ImGuiItemStatusFlags_HasDeactivated is set. ImGuiItemStatusFlags_HoveredWindow = 1 << 7, // Override the HoveredWindow test to allow cross-window hover testing. ImGuiItemStatusFlags_FocusedByTabbing = 1 << 8 // Set when the Focusable item just got focused by Tabbing (FIXME: to be removed soon) #ifdef IMGUI_ENABLE_TEST_ENGINE , // [imgui_tests only] ImGuiItemStatusFlags_Openable = 1 << 20, // Item is an openable (e.g. TreeNode) ImGuiItemStatusFlags_Opened = 1 << 21, // ImGuiItemStatusFlags_Checkable = 1 << 22, // Item is a checkable (e.g. CheckBox, MenuItem) ImGuiItemStatusFlags_Checked = 1 << 23 // #endif }; // Extend ImGuiInputTextFlags_ enum ImGuiInputTextFlagsPrivate_ { // [Internal] ImGuiInputTextFlags_Multiline = 1 << 26, // For internal use by InputTextMultiline() ImGuiInputTextFlags_NoMarkEdited = 1 << 27, // For internal use by functions using InputText() before reformatting data ImGuiInputTextFlags_MergedItem = 1 << 28 // For internal use by TempInputText(), will skip calling ItemAdd(). Require bounding-box to strictly match. }; // Extend ImGuiButtonFlags_ enum ImGuiButtonFlagsPrivate_ { ImGuiButtonFlags_PressedOnClick = 1 << 4, // return true on click (mouse down event) ImGuiButtonFlags_PressedOnClickRelease = 1 << 5, // [Default] return true on click + release on same item <-- this is what the majority of Button are using ImGuiButtonFlags_PressedOnClickReleaseAnywhere = 1 << 6, // return true on click + release even if the release event is not done while hovering the item ImGuiButtonFlags_PressedOnRelease = 1 << 7, // return true on release (default requires click+release) ImGuiButtonFlags_PressedOnDoubleClick = 1 << 8, // return true on double-click (default requires click+release) ImGuiButtonFlags_PressedOnDragDropHold = 1 << 9, // return true when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers) ImGuiButtonFlags_Repeat = 1 << 10, // hold to repeat ImGuiButtonFlags_FlattenChildren = 1 << 11, // allow interactions even if a child window is overlapping ImGuiButtonFlags_AllowItemOverlap = 1 << 12, // require previous frame HoveredId to either match id or be null before being usable, use along with SetItemAllowOverlap() ImGuiButtonFlags_DontClosePopups = 1 << 13, // disable automatically closing parent popup on press // [UNUSED] //ImGuiButtonFlags_Disabled = 1 << 14, // disable interactions -> use BeginDisabled() or ImGuiItemFlags_Disabled ImGuiButtonFlags_AlignTextBaseLine = 1 << 15, // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine ImGuiButtonFlags_NoKeyModifiers = 1 << 16, // disable mouse interaction if a key modifier is held ImGuiButtonFlags_NoHoldingActiveId = 1 << 17, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only) ImGuiButtonFlags_NoNavFocus = 1 << 18, // don't override navigation focus when activated ImGuiButtonFlags_NoHoveredOnFocus = 1 << 19, // don't report as hovered when nav focus is on this item ImGuiButtonFlags_PressedOnMask_ = ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_PressedOnDragDropHold, ImGuiButtonFlags_PressedOnDefault_ = ImGuiButtonFlags_PressedOnClickRelease }; // Extend ImGuiComboFlags_ enum ImGuiComboFlagsPrivate_ { ImGuiComboFlags_CustomPreview = 1 << 20 // enable BeginComboPreview() }; // Extend ImGuiSliderFlags_ enum ImGuiSliderFlagsPrivate_ { ImGuiSliderFlags_Vertical = 1 << 20, // Should this slider be orientated vertically? ImGuiSliderFlags_ReadOnly = 1 << 21 }; // Extend ImGuiSelectableFlags_ enum ImGuiSelectableFlagsPrivate_ { // NB: need to be in sync with last value of ImGuiSelectableFlags_ ImGuiSelectableFlags_NoHoldingActiveID = 1 << 20, ImGuiSelectableFlags_SelectOnNav = 1 << 21, // (WIP) Auto-select when moved into. This is not exposed in public API as to handle multi-select and modifiers we will need user to explicitly control focus scope. May be replaced with a BeginSelection() API. ImGuiSelectableFlags_SelectOnClick = 1 << 22, // Override button behavior to react on Click (default is Click+Release) ImGuiSelectableFlags_SelectOnRelease = 1 << 23, // Override button behavior to react on Release (default is Click+Release) ImGuiSelectableFlags_SpanAvailWidth = 1 << 24, // Span all avail width even if we declared less for layout purpose. FIXME: We may be able to remove this (added in 6251d379, 2bcafc86 for menus) ImGuiSelectableFlags_DrawHoveredWhenHeld = 1 << 25, // Always show active when held, even is not hovered. This concept could probably be renamed/formalized somehow. ImGuiSelectableFlags_SetNavIdOnHover = 1 << 26, // Set Nav/Focus ID on mouse hover (used by MenuItem) ImGuiSelectableFlags_NoPadWithHalfSpacing = 1 << 27 // Disable padding each side with ItemSpacing * 0.5f }; // Extend ImGuiTreeNodeFlags_ enum ImGuiTreeNodeFlagsPrivate_ { ImGuiTreeNodeFlags_ClipLabelForTrailingButton = 1 << 20 }; enum ImGuiSeparatorFlags_ { ImGuiSeparatorFlags_None = 0, ImGuiSeparatorFlags_Horizontal = 1 << 0, // Axis default to current layout type, so generally Horizontal unless e.g. in a menu bar ImGuiSeparatorFlags_Vertical = 1 << 1, ImGuiSeparatorFlags_SpanAllColumns = 1 << 2 }; enum ImGuiTextFlags_ { ImGuiTextFlags_None = 0, ImGuiTextFlags_NoWidthForLargeClippedText = 1 << 0 }; enum ImGuiTooltipFlags_ { ImGuiTooltipFlags_None = 0, ImGuiTooltipFlags_OverridePreviousTooltip = 1 << 0 // Override will clear/ignore previously submitted tooltip (defaults to append) }; // FIXME: this is in development, not exposed/functional as a generic feature yet. // Horizontal/Vertical enums are fixed to 0/1 so they may be used to index ImVec2 enum ImGuiLayoutType_ { ImGuiLayoutType_Horizontal = 0, ImGuiLayoutType_Vertical = 1 }; enum ImGuiLogType { ImGuiLogType_None = 0, ImGuiLogType_TTY, ImGuiLogType_File, ImGuiLogType_Buffer, ImGuiLogType_Clipboard }; // X/Y enums are fixed to 0/1 so they may be used to index ImVec2 enum ImGuiAxis { ImGuiAxis_None = -1, ImGuiAxis_X = 0, ImGuiAxis_Y = 1 }; enum ImGuiPlotType { ImGuiPlotType_Lines, ImGuiPlotType_Histogram }; enum ImGuiPopupPositionPolicy { ImGuiPopupPositionPolicy_Default, ImGuiPopupPositionPolicy_ComboBox, ImGuiPopupPositionPolicy_Tooltip }; struct ImGuiDataTypeTempStorage { ImU8 Data[8]; // Can fit any data up to ImGuiDataType_COUNT }; // Type information associated to one ImGuiDataType. Retrieve with DataTypeGetInfo(). struct ImGuiDataTypeInfo { size_t Size; // Size in bytes const char* Name; // Short descriptive name for the type, for debugging const char* PrintFmt; // Default printf format for the type const char* ScanFmt; // Default scanf format for the type }; // Extend ImGuiDataType_ enum ImGuiDataTypePrivate_ { ImGuiDataType_String = ImGuiDataType_COUNT + 1, ImGuiDataType_Pointer, ImGuiDataType_ID }; // Stacked color modifier, backup of modified data so we can restore it struct ImGuiColorMod { ImGuiCol Col; ImVec4 BackupValue; }; // Stacked style modifier, backup of modified data so we can restore it. Data type inferred from the variable. struct ImGuiStyleMod { ImGuiStyleVar VarIdx; union { int BackupInt[2]; float BackupFloat[2]; }; ImGuiStyleMod(ImGuiStyleVar idx, int v) { VarIdx = idx; BackupInt[0] = v; } ImGuiStyleMod(ImGuiStyleVar idx, float v) { VarIdx = idx; BackupFloat[0] = v; } ImGuiStyleMod(ImGuiStyleVar idx, ImVec2 v) { VarIdx = idx; BackupFloat[0] = v.x; BackupFloat[1] = v.y; } }; // Storage data for BeginComboPreview()/EndComboPreview() struct IMGUI_API ImGuiComboPreviewData { ImRect PreviewRect; ImVec2 BackupCursorPos; ImVec2 BackupCursorMaxPos; ImVec2 BackupCursorPosPrevLine; float BackupPrevLineTextBaseOffset; ImGuiLayoutType BackupLayout; ImGuiComboPreviewData() { memset(this, 0, sizeof(*this)); } }; // Stacked storage data for BeginGroup()/EndGroup() struct IMGUI_API ImGuiGroupData { ImGuiID WindowID; ImVec2 BackupCursorPos; ImVec2 BackupCursorMaxPos; ImVec1 BackupIndent; ImVec1 BackupGroupOffset; ImVec2 BackupCurrLineSize; float BackupCurrLineTextBaseOffset; ImGuiID BackupActiveIdIsAlive; bool BackupActiveIdPreviousFrameIsAlive; bool BackupHoveredIdIsAlive; bool EmitItem; }; // Simple column measurement, currently used for MenuItem() only.. This is very short-sighted/throw-away code and NOT a generic helper. struct IMGUI_API ImGuiMenuColumns { ImU32 TotalWidth; ImU32 NextTotalWidth; ImU16 Spacing; ImU16 OffsetIcon; // Always zero for now ImU16 OffsetLabel; // Offsets are locked in Update() ImU16 OffsetShortcut; ImU16 OffsetMark; ImU16 Widths[4]; // Width of: Icon, Label, Shortcut, Mark (accumulators for current frame) ImGuiMenuColumns() { memset(this, 0, sizeof(*this)); } void Update(float spacing, bool window_reappearing); float DeclColumns(float w_icon, float w_label, float w_shortcut, float w_mark); void CalcNextTotalWidth(bool update_offsets); }; // Internal state of the currently focused/edited text input box // For a given item ID, access with ImGui::GetInputTextState() struct IMGUI_API ImGuiInputTextState { ImGuiID ID; // widget id owning the text state int CurLenW, CurLenA; // we need to maintain our buffer length in both UTF-8 and wchar format. UTF-8 length is valid even if TextA is not. ImVector TextW; // edit buffer, we need to persist but can't guarantee the persistence of the user-provided buffer. so we copy into own buffer. ImVector TextA; // temporary UTF8 buffer for callbacks and other operations. this is not updated in every code-path! size=capacity. ImVector InitialTextA; // backup of end-user buffer at the time of focus (in UTF-8, unaltered) bool TextAIsValid; // temporary UTF8 buffer is not initially valid before we make the widget active (until then we pull the data from user argument) int BufCapacityA; // end-user buffer capacity float ScrollX; // horizontal scrolling/offset ImStb::STB_TexteditState Stb; // state for stb_textedit.h float CursorAnim; // timer for cursor blink, reset on every user action so the cursor reappears immediately bool CursorFollow; // set when we want scrolling to follow the current cursor position (not always!) bool SelectedAllMouseLock; // after a double-click to select all, we ignore further mouse drags to update selection bool Edited; // edited this frame ImGuiInputTextFlags Flags; // copy of InputText() flags ImGuiInputTextState() { memset(this, 0, sizeof(*this)); } void ClearText() { CurLenW = CurLenA = 0; TextW[0] = 0; TextA[0] = 0; CursorClamp(); } void ClearFreeMemory() { TextW.clear(); TextA.clear(); InitialTextA.clear(); } int GetUndoAvailCount() const { return Stb.undostate.undo_point; } int GetRedoAvailCount() const { return STB_TEXTEDIT_UNDOSTATECOUNT - Stb.undostate.redo_point; } void OnKeyPressed(int key); // Cannot be inline because we call in code in stb_textedit.h implementation // Cursor & Selection void CursorAnimReset() { CursorAnim = -0.30f; } // After a user-input the cursor stays on for a while without blinking void CursorClamp() { Stb.cursor = ImMin(Stb.cursor, CurLenW); Stb.select_start = ImMin(Stb.select_start, CurLenW); Stb.select_end = ImMin(Stb.select_end, CurLenW); } bool HasSelection() const { return Stb.select_start != Stb.select_end; } void ClearSelection() { Stb.select_start = Stb.select_end = Stb.cursor; } int GetCursorPos() const { return Stb.cursor; } int GetSelectionStart() const { return Stb.select_start; } int GetSelectionEnd() const { return Stb.select_end; } void SelectAll() { Stb.select_start = 0; Stb.cursor = Stb.select_end = CurLenW; Stb.has_preferred_x = 0; } }; // Storage for current popup stack struct ImGuiPopupData { ImGuiID PopupId; // Set on OpenPopup() ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup() ImGuiWindow* SourceWindow; // Set on OpenPopup() copy of NavWindow at the time of opening the popup int OpenFrameCount; // Set on OpenPopup() ImGuiID OpenParentId; // Set on OpenPopup(), we need this to differentiate multiple menu sets from each others (e.g. inside menu bar vs loose menu items) ImVec2 OpenPopupPos; // Set on OpenPopup(), preferred popup position (typically == OpenMousePos when using mouse) ImVec2 OpenMousePos; // Set on OpenPopup(), copy of mouse position at the time of opening popup ImGuiPopupData() { memset(this, 0, sizeof(*this)); OpenFrameCount = -1; } }; enum ImGuiNextWindowDataFlags_ { ImGuiNextWindowDataFlags_None = 0, ImGuiNextWindowDataFlags_HasPos = 1 << 0, ImGuiNextWindowDataFlags_HasSize = 1 << 1, ImGuiNextWindowDataFlags_HasContentSize = 1 << 2, ImGuiNextWindowDataFlags_HasCollapsed = 1 << 3, ImGuiNextWindowDataFlags_HasSizeConstraint = 1 << 4, ImGuiNextWindowDataFlags_HasFocus = 1 << 5, ImGuiNextWindowDataFlags_HasBgAlpha = 1 << 6, ImGuiNextWindowDataFlags_HasScroll = 1 << 7, ImGuiNextWindowDataFlags_HasViewport = 1 << 8, ImGuiNextWindowDataFlags_HasDock = 1 << 9, ImGuiNextWindowDataFlags_HasWindowClass = 1 << 10 }; // Storage for SetNexWindow** functions struct ImGuiNextWindowData { ImGuiNextWindowDataFlags Flags; ImGuiCond PosCond; ImGuiCond SizeCond; ImGuiCond CollapsedCond; ImGuiCond DockCond; ImVec2 PosVal; ImVec2 PosPivotVal; ImVec2 SizeVal; ImVec2 ContentSizeVal; ImVec2 ScrollVal; bool PosUndock; bool CollapsedVal; ImRect SizeConstraintRect; ImGuiSizeCallback SizeCallback; void* SizeCallbackUserData; float BgAlphaVal; // Override background alpha ImGuiID ViewportId; ImGuiID DockId; ImGuiWindowClass WindowClass; ImVec2 MenuBarOffsetMinVal; // (Always on) This is not exposed publicly, so we don't clear it and it doesn't have a corresponding flag (could we? for consistency?) ImGuiNextWindowData() { memset(this, 0, sizeof(*this)); } inline void ClearFlags() { Flags = ImGuiNextWindowDataFlags_None; } }; enum ImGuiNextItemDataFlags_ { ImGuiNextItemDataFlags_None = 0, ImGuiNextItemDataFlags_HasWidth = 1 << 0, ImGuiNextItemDataFlags_HasOpen = 1 << 1 }; struct ImGuiNextItemData { ImGuiNextItemDataFlags Flags; float Width; // Set by SetNextItemWidth() ImGuiID FocusScopeId; // Set by SetNextItemMultiSelectData() (!= 0 signify value has been set, so it's an alternate version of HasSelectionData, we don't use Flags for this because they are cleared too early. This is mostly used for debugging) ImGuiCond OpenCond; bool OpenVal; // Set by SetNextItemOpen() ImGuiNextItemData() { memset(this, 0, sizeof(*this)); } inline void ClearFlags() { Flags = ImGuiNextItemDataFlags_None; } // Also cleared manually by ItemAdd()! }; // Status storage for the last submitted item struct ImGuiLastItemData { ImGuiID ID; ImGuiItemFlags InFlags; // See ImGuiItemFlags_ ImGuiItemStatusFlags StatusFlags; // See ImGuiItemStatusFlags_ ImRect Rect; // Full rectangle ImRect NavRect; // Navigation scoring rectangle (not displayed) ImRect DisplayRect; // Display rectangle (only if ImGuiItemStatusFlags_HasDisplayRect is set) ImGuiLastItemData() { memset(this, 0, sizeof(*this)); } }; struct IMGUI_API ImGuiStackSizes { short SizeOfIDStack; short SizeOfColorStack; short SizeOfStyleVarStack; short SizeOfFontStack; short SizeOfFocusScopeStack; short SizeOfGroupStack; short SizeOfItemFlagsStack; short SizeOfBeginPopupStack; short SizeOfDisabledStack; ImGuiStackSizes() { memset(this, 0, sizeof(*this)); } void SetToCurrentState(); void CompareWithCurrentState(); }; // Data saved for each window pushed into the stack struct ImGuiWindowStackData { ImGuiWindow* Window; ImGuiLastItemData ParentLastItemDataBackup; ImGuiStackSizes StackSizesOnBegin; // Store size of various stacks for asserting }; struct ImGuiShrinkWidthItem { int Index; float Width; }; struct ImGuiPtrOrIndex { void* Ptr; // Either field can be set, not both. e.g. Dock node tab bars are loose while BeginTabBar() ones are in a pool. int Index; // Usually index in a main pool. ImGuiPtrOrIndex(void* ptr) { Ptr = ptr; Index = -1; } ImGuiPtrOrIndex(int index) { Ptr = NULL; Index = index; } }; //----------------------------------------------------------------------------- // [SECTION] Inputs support //----------------------------------------------------------------------------- typedef ImBitArray ImBitArrayForNamedKeys; enum ImGuiKeyPrivate_ { ImGuiKey_LegacyNativeKey_BEGIN = 0, ImGuiKey_LegacyNativeKey_END = 512, ImGuiKey_Gamepad_BEGIN = ImGuiKey_GamepadStart, ImGuiKey_Gamepad_END = ImGuiKey_GamepadRStickRight + 1 }; enum ImGuiInputEventType { ImGuiInputEventType_None = 0, ImGuiInputEventType_MousePos, ImGuiInputEventType_MouseWheel, ImGuiInputEventType_MouseButton, ImGuiInputEventType_MouseViewport, ImGuiInputEventType_Key, ImGuiInputEventType_Text, ImGuiInputEventType_Focus, ImGuiInputEventType_COUNT }; enum ImGuiInputSource { ImGuiInputSource_None = 0, ImGuiInputSource_Mouse, ImGuiInputSource_Keyboard, ImGuiInputSource_Gamepad, ImGuiInputSource_Clipboard, // Currently only used by InputText() ImGuiInputSource_Nav, // Stored in g.ActiveIdSource only ImGuiInputSource_COUNT }; // FIXME: Structures in the union below need to be declared as anonymous unions appears to be an extension? // Using ImVec2() would fail on Clang 'union member 'MousePos' has a non-trivial default constructor' struct ImGuiInputEventMousePos { float PosX, PosY; }; struct ImGuiInputEventMouseWheel { float WheelX, WheelY; }; struct ImGuiInputEventMouseButton { int Button; bool Down; }; struct ImGuiInputEventMouseViewport { ImGuiID HoveredViewportID; }; struct ImGuiInputEventKey { ImGuiKey Key; bool Down; float AnalogValue; }; struct ImGuiInputEventText { unsigned int Char; }; struct ImGuiInputEventAppFocused { bool Focused; }; struct ImGuiInputEvent { ImGuiInputEventType Type; ImGuiInputSource Source; union { ImGuiInputEventMousePos MousePos; // if Type == ImGuiInputEventType_MousePos ImGuiInputEventMouseWheel MouseWheel; // if Type == ImGuiInputEventType_MouseWheel ImGuiInputEventMouseButton MouseButton; // if Type == ImGuiInputEventType_MouseButton ImGuiInputEventMouseViewport MouseViewport; // if Type == ImGuiInputEventType_MouseViewport ImGuiInputEventKey Key; // if Type == ImGuiInputEventType_Key ImGuiInputEventText Text; // if Type == ImGuiInputEventType_Text ImGuiInputEventAppFocused AppFocused; // if Type == ImGuiInputEventType_Focus }; bool AddedByTestEngine; ImGuiInputEvent() { memset(this, 0, sizeof(*this)); } }; // FIXME-NAV: Clarify/expose various repeat delay/rate enum ImGuiNavReadMode { ImGuiNavReadMode_Down, ImGuiNavReadMode_Pressed, ImGuiNavReadMode_Released, ImGuiNavReadMode_Repeat, ImGuiNavReadMode_RepeatSlow, ImGuiNavReadMode_RepeatFast }; //----------------------------------------------------------------------------- // [SECTION] Clipper support //----------------------------------------------------------------------------- struct ImGuiListClipperRange { int Min; int Max; bool PosToIndexConvert; // Begin/End are absolute position (will be converted to indices later) ImS8 PosToIndexOffsetMin; // Add to Min after converting to indices ImS8 PosToIndexOffsetMax; // Add to Min after converting to indices static ImGuiListClipperRange FromIndices(int min, int max) { ImGuiListClipperRange r = { min, max, false, 0, 0 }; return r; } static ImGuiListClipperRange FromPositions(float y1, float y2, int off_min, int off_max) { ImGuiListClipperRange r = { (int)y1, (int)y2, true, (ImS8)off_min, (ImS8)off_max }; return r; } }; // Temporary clipper data, buffers shared/reused between instances struct ImGuiListClipperData { ImGuiListClipper* ListClipper; float LossynessOffset; int StepNo; int ItemsFrozen; ImVector Ranges; ImGuiListClipperData() { memset(this, 0, sizeof(*this)); } void Reset(ImGuiListClipper* clipper) { ListClipper = clipper; StepNo = ItemsFrozen = 0; Ranges.resize(0); } }; //----------------------------------------------------------------------------- // [SECTION] Navigation support //----------------------------------------------------------------------------- enum ImGuiActivateFlags_ { ImGuiActivateFlags_None = 0, ImGuiActivateFlags_PreferInput = 1 << 0, // Favor activation that requires keyboard text input (e.g. for Slider/Drag). Default if keyboard is available. ImGuiActivateFlags_PreferTweak = 1 << 1, // Favor activation for tweaking with arrows or gamepad (e.g. for Slider/Drag). Default if keyboard is not available. ImGuiActivateFlags_TryToPreserveState = 1 << 2 // Request widget to preserve state if it can (e.g. InputText will try to preserve cursor/selection) }; // Early work-in-progress API for ScrollToItem() enum ImGuiScrollFlags_ { ImGuiScrollFlags_None = 0, ImGuiScrollFlags_KeepVisibleEdgeX = 1 << 0, // If item is not visible: scroll as little as possible on X axis to bring item back into view [default for X axis] ImGuiScrollFlags_KeepVisibleEdgeY = 1 << 1, // If item is not visible: scroll as little as possible on Y axis to bring item back into view [default for Y axis for windows that are already visible] ImGuiScrollFlags_KeepVisibleCenterX = 1 << 2, // If item is not visible: scroll to make the item centered on X axis [rarely used] ImGuiScrollFlags_KeepVisibleCenterY = 1 << 3, // If item is not visible: scroll to make the item centered on Y axis ImGuiScrollFlags_AlwaysCenterX = 1 << 4, // Always center the result item on X axis [rarely used] ImGuiScrollFlags_AlwaysCenterY = 1 << 5, // Always center the result item on Y axis [default for Y axis for appearing window) ImGuiScrollFlags_NoScrollParent = 1 << 6, // Disable forwarding scrolling to parent window if required to keep item/rect visible (only scroll window the function was applied to). ImGuiScrollFlags_MaskX_ = ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleCenterX | ImGuiScrollFlags_AlwaysCenterX, ImGuiScrollFlags_MaskY_ = ImGuiScrollFlags_KeepVisibleEdgeY | ImGuiScrollFlags_KeepVisibleCenterY | ImGuiScrollFlags_AlwaysCenterY }; enum ImGuiNavHighlightFlags_ { ImGuiNavHighlightFlags_None = 0, ImGuiNavHighlightFlags_TypeDefault = 1 << 0, ImGuiNavHighlightFlags_TypeThin = 1 << 1, ImGuiNavHighlightFlags_AlwaysDraw = 1 << 2, // Draw rectangular highlight if (g.NavId == id) _even_ when using the mouse. ImGuiNavHighlightFlags_NoRounding = 1 << 3 }; enum ImGuiNavDirSourceFlags_ { ImGuiNavDirSourceFlags_None = 0, ImGuiNavDirSourceFlags_RawKeyboard = 1 << 0, // Raw keyboard (not pulled from nav), facilitate use of some functions before we can unify nav and keys ImGuiNavDirSourceFlags_Keyboard = 1 << 1, ImGuiNavDirSourceFlags_PadDPad = 1 << 2, ImGuiNavDirSourceFlags_PadLStick = 1 << 3 }; enum ImGuiNavMoveFlags_ { ImGuiNavMoveFlags_None = 0, ImGuiNavMoveFlags_LoopX = 1 << 0, // On failed request, restart from opposite side ImGuiNavMoveFlags_LoopY = 1 << 1, ImGuiNavMoveFlags_WrapX = 1 << 2, // On failed request, request from opposite side one line down (when NavDir==right) or one line up (when NavDir==left) ImGuiNavMoveFlags_WrapY = 1 << 3, // This is not super useful but provided for completeness ImGuiNavMoveFlags_AllowCurrentNavId = 1 << 4, // Allow scoring and considering the current NavId as a move target candidate. This is used when the move source is offset (e.g. pressing PageDown actually needs to send a Up move request, if we are pressing PageDown from the bottom-most item we need to stay in place) ImGuiNavMoveFlags_AlsoScoreVisibleSet = 1 << 5, // Store alternate result in NavMoveResultLocalVisible that only comprise elements that are already fully visible (used by PageUp/PageDown) ImGuiNavMoveFlags_ScrollToEdgeY = 1 << 6, // Force scrolling to min/max (used by Home/End) // FIXME-NAV: Aim to remove or reword, probably unnecessary ImGuiNavMoveFlags_Forwarded = 1 << 7, ImGuiNavMoveFlags_DebugNoResult = 1 << 8, // Dummy scoring for debug purpose, don't apply result ImGuiNavMoveFlags_FocusApi = 1 << 9, ImGuiNavMoveFlags_Tabbing = 1 << 10, // == Focus + Activate if item is Inputable + DontChangeNavHighlight ImGuiNavMoveFlags_Activate = 1 << 11, ImGuiNavMoveFlags_DontSetNavHighlight = 1 << 12 // Do not alter the visible state of keyboard vs mouse nav highlight }; enum ImGuiNavLayer { ImGuiNavLayer_Main = 0, // Main scrolling layer ImGuiNavLayer_Menu = 1, // Menu layer (access with Alt/ImGuiNavInput_Menu) ImGuiNavLayer_COUNT }; struct ImGuiNavItemData { ImGuiWindow* Window; // Init,Move // Best candidate window (result->ItemWindow->RootWindowForNav == request->Window) ImGuiID ID; // Init,Move // Best candidate item ID ImGuiID FocusScopeId; // Init,Move // Best candidate focus scope ID ImRect RectRel; // Init,Move // Best candidate bounding box in window relative space ImGuiItemFlags InFlags; // ????,Move // Best candidate item flags float DistBox; // Move // Best candidate box distance to current NavId float DistCenter; // Move // Best candidate center distance to current NavId float DistAxial; // Move // Best candidate axial distance to current NavId ImGuiNavItemData() { Clear(); } void Clear() { Window = NULL; ID = FocusScopeId = 0; InFlags = 0; DistBox = DistCenter = DistAxial = FLT_MAX; } }; //----------------------------------------------------------------------------- // [SECTION] Columns support //----------------------------------------------------------------------------- // Flags for internal's BeginColumns(). Prefix using BeginTable() nowadays! enum ImGuiOldColumnFlags_ { ImGuiOldColumnFlags_None = 0, ImGuiOldColumnFlags_NoBorder = 1 << 0, // Disable column dividers ImGuiOldColumnFlags_NoResize = 1 << 1, // Disable resizing columns when clicking on the dividers ImGuiOldColumnFlags_NoPreserveWidths = 1 << 2, // Disable column width preservation when adjusting columns ImGuiOldColumnFlags_NoForceWithinWindow = 1 << 3, // Disable forcing columns to fit within window ImGuiOldColumnFlags_GrowParentContentsSize = 1 << 4 // (WIP) Restore pre-1.51 behavior of extending the parent window contents size but _without affecting the columns width at all_. Will eventually remove. // Obsolete names (will be removed) #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS , ImGuiColumnsFlags_None = ImGuiOldColumnFlags_None, ImGuiColumnsFlags_NoBorder = ImGuiOldColumnFlags_NoBorder, ImGuiColumnsFlags_NoResize = ImGuiOldColumnFlags_NoResize, ImGuiColumnsFlags_NoPreserveWidths = ImGuiOldColumnFlags_NoPreserveWidths, ImGuiColumnsFlags_NoForceWithinWindow = ImGuiOldColumnFlags_NoForceWithinWindow, ImGuiColumnsFlags_GrowParentContentsSize = ImGuiOldColumnFlags_GrowParentContentsSize #endif }; struct ImGuiOldColumnData { float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right) float OffsetNormBeforeResize; ImGuiOldColumnFlags Flags; // Not exposed ImRect ClipRect; ImGuiOldColumnData() { memset(this, 0, sizeof(*this)); } }; struct ImGuiOldColumns { ImGuiID ID; ImGuiOldColumnFlags Flags; bool IsFirstFrame; bool IsBeingResized; int Current; int Count; float OffMinX, OffMaxX; // Offsets from HostWorkRect.Min.x float LineMinY, LineMaxY; float HostCursorPosY; // Backup of CursorPos at the time of BeginColumns() float HostCursorMaxPosX; // Backup of CursorMaxPos at the time of BeginColumns() ImRect HostInitialClipRect; // Backup of ClipRect at the time of BeginColumns() ImRect HostBackupClipRect; // Backup of ClipRect during PushColumnsBackground()/PopColumnsBackground() ImRect HostBackupParentWorkRect;//Backup of WorkRect at the time of BeginColumns() ImVector Columns; ImDrawListSplitter Splitter; ImGuiOldColumns() { memset(this, 0, sizeof(*this)); } }; //----------------------------------------------------------------------------- // [SECTION] Multi-select support //----------------------------------------------------------------------------- #ifdef IMGUI_HAS_MULTI_SELECT // #endif // #ifdef IMGUI_HAS_MULTI_SELECT //----------------------------------------------------------------------------- // [SECTION] Docking support //----------------------------------------------------------------------------- #ifdef IMGUI_HAS_DOCK // Extend ImGuiDockNodeFlags_ enum ImGuiDockNodeFlagsPrivate_ { // [Internal] ImGuiDockNodeFlags_DockSpace = 1 << 10, // Local, Saved // A dockspace is a node that occupy space within an existing user window. Otherwise the node is floating and create its own window. ImGuiDockNodeFlags_CentralNode = 1 << 11, // Local, Saved // The central node has 2 main properties: stay visible when empty, only use "remaining" spaces from its neighbor. ImGuiDockNodeFlags_NoTabBar = 1 << 12, // Local, Saved // Tab bar is completely unavailable. No triangle in the corner to enable it back. ImGuiDockNodeFlags_HiddenTabBar = 1 << 13, // Local, Saved // Tab bar is hidden, with a triangle in the corner to show it again (NB: actual tab-bar instance may be destroyed as this is only used for single-window tab bar) ImGuiDockNodeFlags_NoWindowMenuButton = 1 << 14, // Local, Saved // Disable window/docking menu (that one that appears instead of the collapse button) ImGuiDockNodeFlags_NoCloseButton = 1 << 15, // Local, Saved // ImGuiDockNodeFlags_NoDocking = 1 << 16, // Local, Saved // Disable any form of docking in this dockspace or individual node. (On a whole dockspace, this pretty much defeat the purpose of using a dockspace at all). Note: when turned on, existing docked nodes will be preserved. ImGuiDockNodeFlags_NoDockingSplitMe = 1 << 17, // [EXPERIMENTAL] Prevent another window/node from splitting this node. ImGuiDockNodeFlags_NoDockingSplitOther = 1 << 18, // [EXPERIMENTAL] Prevent this node from splitting another window/node. ImGuiDockNodeFlags_NoDockingOverMe = 1 << 19, // [EXPERIMENTAL] Prevent another window/node to be docked over this node. ImGuiDockNodeFlags_NoDockingOverOther = 1 << 20, // [EXPERIMENTAL] Prevent this node to be docked over another window or non-empty node. ImGuiDockNodeFlags_NoDockingOverEmpty = 1 << 21, // [EXPERIMENTAL] Prevent this node to be docked over an empty node (e.g. DockSpace with no other windows) ImGuiDockNodeFlags_NoResizeX = 1 << 22, // [EXPERIMENTAL] ImGuiDockNodeFlags_NoResizeY = 1 << 23, // [EXPERIMENTAL] ImGuiDockNodeFlags_SharedFlagsInheritMask_ = ~0, ImGuiDockNodeFlags_NoResizeFlagsMask_ = ImGuiDockNodeFlags_NoResize | ImGuiDockNodeFlags_NoResizeX | ImGuiDockNodeFlags_NoResizeY, ImGuiDockNodeFlags_LocalFlagsMask_ = ImGuiDockNodeFlags_NoSplit | ImGuiDockNodeFlags_NoResizeFlagsMask_ | ImGuiDockNodeFlags_AutoHideTabBar | ImGuiDockNodeFlags_DockSpace | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton | ImGuiDockNodeFlags_NoDocking, ImGuiDockNodeFlags_LocalFlagsTransferMask_ = ImGuiDockNodeFlags_LocalFlagsMask_ & ~ImGuiDockNodeFlags_DockSpace, // When splitting those flags are moved to the inheriting child, never duplicated ImGuiDockNodeFlags_SavedFlagsMask_ = ImGuiDockNodeFlags_NoResizeFlagsMask_ | ImGuiDockNodeFlags_DockSpace | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton | ImGuiDockNodeFlags_NoDocking }; // Store the source authority (dock node vs window) of a field enum ImGuiDataAuthority_ { ImGuiDataAuthority_Auto, ImGuiDataAuthority_DockNode, ImGuiDataAuthority_Window }; enum ImGuiDockNodeState { ImGuiDockNodeState_Unknown, ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow, ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing, ImGuiDockNodeState_HostWindowVisible }; // sizeof() 156~192 struct IMGUI_API ImGuiDockNode { ImGuiID ID; ImGuiDockNodeFlags SharedFlags; // (Write) Flags shared by all nodes of a same dockspace hierarchy (inherited from the root node) ImGuiDockNodeFlags LocalFlags; // (Write) Flags specific to this node ImGuiDockNodeFlags LocalFlagsInWindows; // (Write) Flags specific to this node, applied from windows ImGuiDockNodeFlags MergedFlags; // (Read) Effective flags (== SharedFlags | LocalFlagsInNode | LocalFlagsInWindows) ImGuiDockNodeState State; ImGuiDockNode* ParentNode; ImGuiDockNode* ChildNodes[2]; // [Split node only] Child nodes (left/right or top/bottom). Consider switching to an array. ImVector Windows; // Note: unordered list! Iterate TabBar->Tabs for user-order. ImGuiTabBar* TabBar; ImVec2 Pos; // Current position ImVec2 Size; // Current size ImVec2 SizeRef; // [Split node only] Last explicitly written-to size (overridden when using a splitter affecting the node), used to calculate Size. ImGuiAxis SplitAxis; // [Split node only] Split axis (X or Y) ImGuiWindowClass WindowClass; // [Root node only] ImU32 LastBgColor; ImGuiWindow* HostWindow; ImGuiWindow* VisibleWindow; // Generally point to window which is ID is == SelectedTabID, but when CTRL+Tabbing this can be a different window. ImGuiDockNode* CentralNode; // [Root node only] Pointer to central node. ImGuiDockNode* OnlyNodeWithWindows; // [Root node only] Set when there is a single visible node within the hierarchy. int CountNodeWithWindows; // [Root node only] int LastFrameAlive; // Last frame number the node was updated or kept alive explicitly with DockSpace() + ImGuiDockNodeFlags_KeepAliveOnly int LastFrameActive; // Last frame number the node was updated. int LastFrameFocused; // Last frame number the node was focused. ImGuiID LastFocusedNodeId; // [Root node only] Which of our child docking node (any ancestor in the hierarchy) was last focused. ImGuiID SelectedTabId; // [Leaf node only] Which of our tab/window is selected. ImGuiID WantCloseTabId; // [Leaf node only] Set when closing a specific tab/window. ImGuiDataAuthority AuthorityForPos :3; ImGuiDataAuthority AuthorityForSize :3; ImGuiDataAuthority AuthorityForViewport :3; bool IsVisible :1; // Set to false when the node is hidden (usually disabled as it has no active window) bool IsFocused :1; bool IsBgDrawnThisFrame :1; bool HasCloseButton :1; // Provide space for a close button (if any of the docked window has one). Note that button may be hidden on window without one. bool HasWindowMenuButton :1; bool HasCentralNodeChild :1; bool WantCloseAll :1; // Set when closing all tabs at once. bool WantLockSizeOnce :1; bool WantMouseMove :1; // After a node extraction we need to transition toward moving the newly created host window bool WantHiddenTabBarUpdate :1; bool WantHiddenTabBarToggle :1; ImGuiDockNode(ImGuiID id); ~ImGuiDockNode(); bool IsRootNode() const { return ParentNode == NULL; } bool IsDockSpace() const { return (MergedFlags & ImGuiDockNodeFlags_DockSpace) != 0; } bool IsFloatingNode() const { return ParentNode == NULL && (MergedFlags & ImGuiDockNodeFlags_DockSpace) == 0; } bool IsCentralNode() const { return (MergedFlags & ImGuiDockNodeFlags_CentralNode) != 0; } bool IsHiddenTabBar() const { return (MergedFlags & ImGuiDockNodeFlags_HiddenTabBar) != 0; } // Hidden tab bar can be shown back by clicking the small triangle bool IsNoTabBar() const { return (MergedFlags & ImGuiDockNodeFlags_NoTabBar) != 0; } // Never show a tab bar bool IsSplitNode() const { return ChildNodes[0] != NULL; } bool IsLeafNode() const { return ChildNodes[0] == NULL; } bool IsEmpty() const { return ChildNodes[0] == NULL && Windows.Size == 0; } ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } void SetLocalFlags(ImGuiDockNodeFlags flags) { LocalFlags = flags; UpdateMergedFlags(); } void UpdateMergedFlags() { MergedFlags = SharedFlags | LocalFlags | LocalFlagsInWindows; } }; // List of colors that are stored at the time of Begin() into Docked Windows. // We currently store the packed colors in a simple array window->DockStyle.Colors[]. // A better solution may involve appending into a log of colors in ImGuiContext + store offsets into those arrays in ImGuiWindow, // but it would be more complex as we'd need to double-buffer both as e.g. drop target may refer to window from last frame. enum ImGuiWindowDockStyleCol { ImGuiWindowDockStyleCol_Text, ImGuiWindowDockStyleCol_Tab, ImGuiWindowDockStyleCol_TabHovered, ImGuiWindowDockStyleCol_TabActive, ImGuiWindowDockStyleCol_TabUnfocused, ImGuiWindowDockStyleCol_TabUnfocusedActive, ImGuiWindowDockStyleCol_COUNT }; struct ImGuiWindowDockStyle { ImU32 Colors[ImGuiWindowDockStyleCol_COUNT]; }; struct ImGuiDockContext { ImGuiStorage Nodes; // Map ID -> ImGuiDockNode*: Active nodes ImVector Requests; ImVector NodesSettings; bool WantFullRebuild; ImGuiDockContext() { memset(this, 0, sizeof(*this)); } }; #endif // #ifdef IMGUI_HAS_DOCK //----------------------------------------------------------------------------- // [SECTION] Viewport support //----------------------------------------------------------------------------- // ImGuiViewport Private/Internals fields (cardinal sin: we are using inheritance!) // Every instance of ImGuiViewport is in fact a ImGuiViewportP. struct ImGuiViewportP : public ImGuiViewport { int Idx; int LastFrameActive; // Last frame number this viewport was activated by a window int LastFrontMostStampCount;// Last stamp number from when a window hosted by this viewport was made front-most (by comparing this value between two viewport we have an implicit viewport z-order ImGuiID LastNameHash; ImVec2 LastPos; float Alpha; // Window opacity (when dragging dockable windows/viewports we make them transparent) float LastAlpha; short PlatformMonitor; bool PlatformWindowCreated; ImGuiWindow* Window; // Set when the viewport is owned by a window (and ImGuiViewportFlags_CanHostOtherWindows is NOT set) int DrawListsLastFrame[2]; // Last frame number the background (0) and foreground (1) draw lists were used ImDrawList* DrawLists[2]; // Convenience background (0) and foreground (1) draw lists. We use them to draw software mouser cursor when io.MouseDrawCursor is set and to draw most debug overlays. ImDrawData DrawDataP; ImDrawDataBuilder DrawDataBuilder; ImVec2 LastPlatformPos; ImVec2 LastPlatformSize; ImVec2 LastRendererSize; ImVec2 WorkOffsetMin; // Work Area: Offset from Pos to top-left corner of Work Area. Generally (0,0) or (0,+main_menu_bar_height). Work Area is Full Area but without menu-bars/status-bars (so WorkArea always fit inside Pos/Size!) ImVec2 WorkOffsetMax; // Work Area: Offset from Pos+Size to bottom-right corner of Work Area. Generally (0,0) or (0,-status_bar_height). ImVec2 BuildWorkOffsetMin; // Work Area: Offset being built during current frame. Generally >= 0.0f. ImVec2 BuildWorkOffsetMax; // Work Area: Offset being built during current frame. Generally <= 0.0f. ImGuiViewportP() { Idx = -1; LastFrameActive = DrawListsLastFrame[0] = DrawListsLastFrame[1] = LastFrontMostStampCount = -1; LastNameHash = 0; Alpha = LastAlpha = 1.0f; PlatformMonitor = -1; PlatformWindowCreated = false; Window = NULL; DrawLists[0] = DrawLists[1] = NULL; LastPlatformPos = LastPlatformSize = LastRendererSize = ImVec2(FLT_MAX, FLT_MAX); } ~ImGuiViewportP() { if (DrawLists[0]) IM_DELETE(DrawLists[0]); if (DrawLists[1]) IM_DELETE(DrawLists[1]); } void ClearRequestFlags() { PlatformRequestClose = PlatformRequestMove = PlatformRequestResize = false; } // Calculate work rect pos/size given a set of offset (we have 1 pair of offset for rect locked from last frame data, and 1 pair for currently building rect) ImVec2 CalcWorkRectPos(const ImVec2& off_min) const { return ImVec2(Pos.x + off_min.x, Pos.y + off_min.y); } ImVec2 CalcWorkRectSize(const ImVec2& off_min, const ImVec2& off_max) const { return ImVec2(ImMax(0.0f, Size.x - off_min.x + off_max.x), ImMax(0.0f, Size.y - off_min.y + off_max.y)); } void UpdateWorkRect() { WorkPos = CalcWorkRectPos(WorkOffsetMin); WorkSize = CalcWorkRectSize(WorkOffsetMin, WorkOffsetMax); } // Update public fields // Helpers to retrieve ImRect (we don't need to store BuildWorkRect as every access tend to change it, hence the code asymmetry) ImRect GetMainRect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } ImRect GetWorkRect() const { return ImRect(WorkPos.x, WorkPos.y, WorkPos.x + WorkSize.x, WorkPos.y + WorkSize.y); } ImRect GetBuildWorkRect() const { ImVec2 pos = CalcWorkRectPos(BuildWorkOffsetMin); ImVec2 size = CalcWorkRectSize(BuildWorkOffsetMin, BuildWorkOffsetMax); return ImRect(pos.x, pos.y, pos.x + size.x, pos.y + size.y); } }; //----------------------------------------------------------------------------- // [SECTION] Settings support //----------------------------------------------------------------------------- // Windows data saved in imgui.ini file // Because we never destroy or rename ImGuiWindowSettings, we can store the names in a separate buffer easily. // (this is designed to be stored in a ImChunkStream buffer, with the variable-length Name following our structure) struct ImGuiWindowSettings { ImGuiID ID; ImVec2ih Pos; // NB: Settings position are stored RELATIVE to the viewport! Whereas runtime ones are absolute positions. ImVec2ih Size; ImVec2ih ViewportPos; ImGuiID ViewportId; ImGuiID DockId; // ID of last known DockNode (even if the DockNode is invisible because it has only 1 active window), or 0 if none. ImGuiID ClassId; // ID of window class if specified short DockOrder; // Order of the last time the window was visible within its DockNode. This is used to reorder windows that are reappearing on the same frame. Same value between windows that were active and windows that were none are possible. bool Collapsed; bool WantApply; // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context) ImGuiWindowSettings() { memset(this, 0, sizeof(*this)); DockOrder = -1; } char* GetName() { return (char*)(this + 1); } }; struct ImGuiSettingsHandler { const char* TypeName; // Short description stored in .ini file. Disallowed characters: '[' ']' ImGuiID TypeHash; // == ImHashStr(TypeName) void (*ClearAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); // Clear all settings data void (*ReadInitFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); // Read: Called before reading (in registration order) void* (*ReadOpenFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, const char* name); // Read: Called when entering into a new ini entry e.g. "[Window][Name]" void (*ReadLineFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, void* entry, const char* line); // Read: Called for every line of text within an ini entry void (*ApplyAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); // Read: Called after reading (in registration order) void (*WriteAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* out_buf); // Write: Output every entries into 'out_buf' void* UserData; ImGuiSettingsHandler() { memset(this, 0, sizeof(*this)); } }; //----------------------------------------------------------------------------- // [SECTION] Metrics, Debug Tools //----------------------------------------------------------------------------- struct ImGuiMetricsConfig { bool ShowStackTool; bool ShowWindowsRects; bool ShowWindowsBeginOrder; bool ShowTablesRects; bool ShowDrawCmdMesh; bool ShowDrawCmdBoundingBoxes; bool ShowDockingNodes; int ShowWindowsRectsType; int ShowTablesRectsType; ImGuiMetricsConfig() { ShowStackTool = false; ShowWindowsRects = false; ShowWindowsBeginOrder = false; ShowTablesRects = false; ShowDrawCmdMesh = true; ShowDrawCmdBoundingBoxes = true; ShowDockingNodes = false; ShowWindowsRectsType = -1; ShowTablesRectsType = -1; } }; struct ImGuiStackLevelInfo { ImGuiID ID; ImS8 QueryFrameCount; // >= 1: Query in progress bool QuerySuccess; // Obtained result from DebugHookIdInfo() ImGuiDataType DataType : 8; char Desc[57]; // Arbitrarily sized buffer to hold a result (FIXME: could replace Results[] with a chunk stream?) FIXME: Now that we added CTRL+C this should be fixed. ImGuiStackLevelInfo() { memset(this, 0, sizeof(*this)); } }; // State for Stack tool queries struct ImGuiStackTool { int LastActiveFrame; int StackLevel; // -1: query stack and resize Results, >= 0: individual stack level ImGuiID QueryId; // ID to query details for ImVector Results; bool CopyToClipboardOnCtrlC; float CopyToClipboardLastTime; ImGuiStackTool() { memset(this, 0, sizeof(*this)); CopyToClipboardLastTime = -FLT_MAX; } }; //----------------------------------------------------------------------------- // [SECTION] Generic context hooks //----------------------------------------------------------------------------- typedef void (*ImGuiContextHookCallback)(ImGuiContext* ctx, ImGuiContextHook* hook); enum ImGuiContextHookType { ImGuiContextHookType_NewFramePre, ImGuiContextHookType_NewFramePost, ImGuiContextHookType_EndFramePre, ImGuiContextHookType_EndFramePost, ImGuiContextHookType_RenderPre, ImGuiContextHookType_RenderPost, ImGuiContextHookType_Shutdown, ImGuiContextHookType_PendingRemoval_ }; struct ImGuiContextHook { ImGuiID HookId; // A unique ID assigned by AddContextHook() ImGuiContextHookType Type; ImGuiID Owner; ImGuiContextHookCallback Callback; void* UserData; ImGuiContextHook() { memset(this, 0, sizeof(*this)); } }; //----------------------------------------------------------------------------- // [SECTION] ImGuiContext (main Dear ImGui context) //----------------------------------------------------------------------------- struct ImGuiContext { bool Initialized; bool FontAtlasOwnedByContext; // IO.Fonts-> is owned by the ImGuiContext and will be destructed along with it. ImGuiIO IO; ImGuiPlatformIO PlatformIO; ImVector InputEventsQueue; // Input events which will be tricked/written into IO structure. ImVector InputEventsTrail; // Past input events processed in NewFrame(). This is to allow domain-specific application to access e.g mouse/pen trail. ImGuiStyle Style; ImGuiConfigFlags ConfigFlagsCurrFrame; // = g.IO.ConfigFlags at the time of NewFrame() ImGuiConfigFlags ConfigFlagsLastFrame; ImFont* Font; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back() float FontSize; // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize(). Text height for current window. float FontBaseSize; // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Base text height. ImDrawListSharedData DrawListSharedData; double Time; int FrameCount; int FrameCountEnded; int FrameCountPlatformEnded; int FrameCountRendered; bool WithinFrameScope; // Set by NewFrame(), cleared by EndFrame() bool WithinFrameScopeWithImplicitWindow; // Set by NewFrame(), cleared by EndFrame() when the implicit debug window has been pushed bool WithinEndChild; // Set within EndChild() bool GcCompactAll; // Request full GC bool TestEngineHookItems; // Will call test engine hooks: ImGuiTestEngineHook_ItemAdd(), ImGuiTestEngineHook_ItemInfo(), ImGuiTestEngineHook_Log() void* TestEngine; // Test engine user data // Windows state ImVector Windows; // Windows, sorted in display order, back to front ImVector WindowsFocusOrder; // Root windows, sorted in focus order, back to front. ImVector WindowsTempSortBuffer; // Temporary buffer used in EndFrame() to reorder windows so parents are kept before their child ImVector CurrentWindowStack; ImGuiStorage WindowsById; // Map window's ImGuiID to ImGuiWindow* int WindowsActiveCount; // Number of unique windows submitted by frame ImVec2 WindowsHoverPadding; // Padding around resizable windows for which hovering on counts as hovering the window == ImMax(style.TouchExtraPadding, WINDOWS_HOVER_PADDING) ImGuiWindow* CurrentWindow; // Window being drawn into ImGuiWindow* HoveredWindow; // Window the mouse is hovering. Will typically catch mouse inputs. ImGuiWindow* HoveredWindowUnderMovingWindow; // Hovered window ignoring MovingWindow. Only set if MovingWindow is set. ImGuiDockNode* HoveredDockNode; // [Debug] Hovered dock node. ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->RootWindowDockTree. ImGuiWindow* WheelingWindow; // Track the window we started mouse-wheeling on. Until a timer elapse or mouse has moved, generally keep scrolling the same window even if during the course of scrolling the mouse ends up hovering a child window. ImVec2 WheelingWindowRefMousePos; float WheelingWindowTimer; // Item/widgets state and tracking information ImGuiID DebugHookIdInfo; // Will call core hooks: DebugHookIdInfo() from GetID functions, used by Stack Tool [next HoveredId/ActiveId to not pull in an extra cache-line] ImGuiID HoveredId; // Hovered widget, filled during the frame ImGuiID HoveredIdPreviousFrame; bool HoveredIdAllowOverlap; bool HoveredIdUsingMouseWheel; // Hovered widget will use mouse wheel. Blocks scrolling the underlying window. bool HoveredIdPreviousFrameUsingMouseWheel; bool HoveredIdDisabled; // At least one widget passed the rect test, but has been discarded by disabled flag or popup inhibit. May be true even if HoveredId == 0. float HoveredIdTimer; // Measure contiguous hovering time float HoveredIdNotActiveTimer; // Measure contiguous hovering time where the item has not been active ImGuiID ActiveId; // Active widget ImGuiID ActiveIdIsAlive; // Active widget has been seen this frame (we can't use a bool as the ActiveId may change within the frame) float ActiveIdTimer; bool ActiveIdIsJustActivated; // Set at the time of activation for one frame bool ActiveIdAllowOverlap; // Active widget allows another widget to steal active id (generally for overlapping widgets, but not always) bool ActiveIdNoClearOnFocusLoss; // Disable losing active id if the active id window gets unfocused. bool ActiveIdHasBeenPressedBefore; // Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch. bool ActiveIdHasBeenEditedBefore; // Was the value associated to the widget Edited over the course of the Active state. bool ActiveIdHasBeenEditedThisFrame; bool ActiveIdUsingMouseWheel; // Active widget will want to read mouse wheel. Blocks scrolling the underlying window. ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it) ImU32 ActiveIdUsingNavInputMask; // Active widget will want to read those nav inputs. ImBitArrayForNamedKeys ActiveIdUsingKeyInputMask; // Active widget will want to read those key inputs. When we grow the ImGuiKey enum we'll need to either to order the enum to make useful keys come first, either redesign this into e.g. a small array. ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior) ImGuiWindow* ActiveIdWindow; ImGuiInputSource ActiveIdSource; // Activating with mouse or nav (gamepad/keyboard) int ActiveIdMouseButton; ImGuiID ActiveIdPreviousFrame; bool ActiveIdPreviousFrameIsAlive; bool ActiveIdPreviousFrameHasBeenEditedBefore; ImGuiWindow* ActiveIdPreviousFrameWindow; ImGuiID LastActiveId; // Store the last non-zero ActiveId, useful for animation. float LastActiveIdTimer; // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation. // Next window/item data ImGuiItemFlags CurrentItemFlags; // == g.ItemFlagsStack.back() ImGuiNextItemData NextItemData; // Storage for SetNextItem** functions ImGuiLastItemData LastItemData; // Storage for last submitted item (setup by ItemAdd) ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions // Shared stacks ImVector ColorStack; // Stack for PushStyleColor()/PopStyleColor() - inherited by Begin() ImVector StyleVarStack; // Stack for PushStyleVar()/PopStyleVar() - inherited by Begin() ImVector FontStack; // Stack for PushFont()/PopFont() - inherited by Begin() ImVector FocusScopeStack; // Stack for PushFocusScope()/PopFocusScope() - not inherited by Begin(), unless child window ImVectorItemFlagsStack; // Stack for PushItemFlag()/PopItemFlag() - inherited by Begin() ImVectorGroupStack; // Stack for BeginGroup()/EndGroup() - not inherited by Begin() ImVectorOpenPopupStack; // Which popups are open (persistent) ImVectorBeginPopupStack; // Which level of BeginPopup() we are in (reset every frame) int BeginMenuCount; // Viewports ImVector Viewports; // Active viewports (always 1+, and generally 1 unless multi-viewports are enabled). Each viewports hold their copy of ImDrawData. float CurrentDpiScale; // == CurrentViewport->DpiScale ImGuiViewportP* CurrentViewport; // We track changes of viewport (happening in Begin) so we can call Platform_OnChangedViewport() ImGuiViewportP* MouseViewport; ImGuiViewportP* MouseLastHoveredViewport; // Last known viewport that was hovered by mouse (even if we are not hovering any viewport any more) + honoring the _NoInputs flag. ImGuiID PlatformLastFocusedViewportId; ImGuiPlatformMonitor FallbackMonitor; // Virtual monitor used as fallback if backend doesn't provide monitor information. int ViewportFrontMostStampCount; // Every time the front-most window changes, we stamp its viewport with an incrementing counter // Gamepad/keyboard Navigation ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusedWindow' ImGuiID NavId; // Focused item for navigation ImGuiID NavFocusScopeId; // Identify a selection scope (selection code often wants to "clear other items" when landing on an item of the selection set) ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0, also set when calling ActivateItem() ImGuiID NavActivateDownId; // ~~ IsNavInputDown(ImGuiNavInput_Activate) ? NavId : 0 ImGuiID NavActivatePressedId; // ~~ IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0 ImGuiID NavActivateInputId; // ~~ IsNavInputPressed(ImGuiNavInput_Input) ? NavId : 0; ImGuiActivateFlags_PreferInput will be set and NavActivateId will be 0. ImGuiActivateFlags NavActivateFlags; ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest). ImGuiID NavJustMovedToFocusScopeId; // Just navigated to this focus scope id (result of a successfully MoveRequest). ImGuiModFlags NavJustMovedToKeyMods; ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame. ImGuiActivateFlags NavNextActivateFlags; ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard. ImGuiNavLayer NavLayer; // Layer we are navigating on. For now the system is hard-coded for 0=main contents and 1=menu/title bar, may expose layers later. bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRectRel is valid bool NavMousePosDirty; // When set we will update mouse position if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) if set (NB: this not enabled by default) bool NavDisableHighlight; // When user starts using mouse, we hide gamepad/keyboard highlight (NB: but they are still available, which is why NavDisableHighlight isn't always != NavDisableMouseHover) bool NavDisableMouseHover; // When user starts using gamepad/keyboard, we hide mouse hovering highlight until mouse is touched again. // Navigation: Init & Move Requests bool NavAnyRequest; // ~~ NavMoveRequest || NavInitRequest this is to perform early out in ItemAdd() bool NavInitRequest; // Init request for appearing window to select first item bool NavInitRequestFromMove; ImGuiID NavInitResultId; // Init request result (first item of the window, or one for which SetItemDefaultFocus() was called) ImRect NavInitResultRectRel; // Init request result rectangle (relative to parent window) bool NavMoveSubmitted; // Move request submitted, will process result on next NewFrame() bool NavMoveScoringItems; // Move request submitted, still scoring incoming items bool NavMoveForwardToNextFrame; ImGuiNavMoveFlags NavMoveFlags; ImGuiScrollFlags NavMoveScrollFlags; ImGuiModFlags NavMoveKeyMods; ImGuiDir NavMoveDir; // Direction of the move request (left/right/up/down) ImGuiDir NavMoveDirForDebug; ImGuiDir NavMoveClipDir; // FIXME-NAV: Describe the purpose of this better. Might want to rename? ImRect NavScoringRect; // Rectangle used for scoring, in screen space. Based of window->NavRectRel[], modified for directional navigation scoring. ImRect NavScoringNoClipRect; // Some nav operations (such as PageUp/PageDown) enforce a region which clipper will attempt to always keep submitted int NavScoringDebugCount; // Metrics for debugging int NavTabbingDir; // Generally -1 or +1, 0 when tabbing without a nav id int NavTabbingCounter; // >0 when counting items for tabbing ImGuiNavItemData NavMoveResultLocal; // Best move request candidate within NavWindow ImGuiNavItemData NavMoveResultLocalVisible; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag) ImGuiNavItemData NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag) ImGuiNavItemData NavTabbingResultFirst; // First tabbing request candidate within NavWindow and flattened hierarchy // Navigation: Windowing (CTRL+TAB for list, or Menu button + keys or directional pads to move/resize) ImGuiWindow* NavWindowingTarget; // Target window when doing CTRL+Tab (or Pad Menu + FocusPrev/Next), this window is temporarily displayed top-most! ImGuiWindow* NavWindowingTargetAnim; // Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f, so the fade-out can stay on it. ImGuiWindow* NavWindowingListWindow; // Internal window actually listing the CTRL+Tab contents float NavWindowingTimer; float NavWindowingHighlightAlpha; bool NavWindowingToggleLayer; // Render float DimBgRatio; // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list) ImGuiMouseCursor MouseCursor; // Drag and Drop bool DragDropActive; bool DragDropWithinSource; // Set when within a BeginDragDropXXX/EndDragDropXXX block for a drag source. bool DragDropWithinTarget; // Set when within a BeginDragDropXXX/EndDragDropXXX block for a drag target. ImGuiDragDropFlags DragDropSourceFlags; int DragDropSourceFrameCount; int DragDropMouseButton; ImGuiPayload DragDropPayload; ImRect DragDropTargetRect; // Store rectangle of current target candidate (we favor small targets when overlapping) ImGuiID DragDropTargetId; ImGuiDragDropFlags DragDropAcceptFlags; float DragDropAcceptIdCurrRectSurface; // Target item surface (we resolve overlapping targets by prioritizing the smaller surface) ImGuiID DragDropAcceptIdCurr; // Target item id (set at the time of accepting the payload) ImGuiID DragDropAcceptIdPrev; // Target item id from previous frame (we need to store this to allow for overlapping drag and drop targets) int DragDropAcceptFrameCount; // Last time a target expressed a desire to accept the source ImGuiID DragDropHoldJustPressedId; // Set when holding a payload just made ButtonBehavior() return a press. ImVector DragDropPayloadBufHeap; // We don't expose the ImVector<> directly, ImGuiPayload only holds pointer+size unsigned char DragDropPayloadBufLocal[16]; // Local buffer for small payloads // Clipper int ClipperTempDataStacked; ImVector ClipperTempData; // Tables ImGuiTable* CurrentTable; int TablesTempDataStacked; // Temporary table data size (because we leave previous instances undestructed, we generally don't use TablesTempData.Size) ImVector TablesTempData; // Temporary table data (buffers reused/shared across instances, support nesting) ImPool Tables; // Persistent table data ImVector TablesLastTimeActive; // Last used timestamp of each tables (SOA, for efficient GC) ImVector DrawChannelsTempMergeBuffer; // Tab bars ImGuiTabBar* CurrentTabBar; ImPool TabBars; ImVector CurrentTabBarStack; ImVector ShrinkWidthBuffer; // Widget state ImVec2 MouseLastValidPos; ImGuiInputTextState InputTextState; ImFont InputTextPasswordFont; ImGuiID TempInputId; // Temporary text input when CTRL+clicking on a slider, etc. ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets float ColorEditLastHue; // Backup of last Hue associated to LastColor, so we can restore Hue in lossy RGB<>HSV round trips float ColorEditLastSat; // Backup of last Saturation associated to LastColor, so we can restore Saturation in lossy RGB<>HSV round trips ImU32 ColorEditLastColor; // RGB value with alpha set to 0. ImVec4 ColorPickerRef; // Initial/reference color at the time of opening the color picker. ImGuiComboPreviewData ComboPreviewData; float SliderCurrentAccum; // Accumulated slider delta when using navigation controls. bool SliderCurrentAccumDirty; // Has the accumulated slider delta changed since last time we tried to apply it? bool DragCurrentAccumDirty; float DragCurrentAccum; // Accumulator for dragging modification. Always high-precision, not rounded by end-user precision settings float DragSpeedDefaultRatio; // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio float ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage? float DisabledAlphaBackup; // Backup for style.Alpha for BeginDisabled() short DisabledStackSize; short TooltipOverrideCount; float TooltipSlowDelay; // Time before slow tooltips appears (FIXME: This is temporary until we merge in tooltip timer+priority work) ImVector ClipboardHandlerData; // If no custom clipboard handler is defined ImVector MenusIdSubmittedThisFrame; // A list of menu IDs that were rendered at least once // Platform support ImGuiPlatformImeData PlatformImeData; // Data updated by current frame ImGuiPlatformImeData PlatformImeDataPrev; // Previous frame data (when changing we will call io.SetPlatformImeDataFn ImGuiID PlatformImeViewport; char PlatformLocaleDecimalPoint; // '.' or *localeconv()->decimal_point // Extensions // FIXME: We could provide an API to register one slot in an array held in ImGuiContext? ImGuiDockContext DockContext; // Settings bool SettingsLoaded; float SettingsDirtyTimer; // Save .ini Settings to memory when time reaches zero ImGuiTextBuffer SettingsIniData; // In memory .ini settings ImVector SettingsHandlers; // List of .ini settings handlers ImChunkStream SettingsWindows; // ImGuiWindow .ini settings entries ImChunkStream SettingsTables; // ImGuiTable .ini settings entries ImVector Hooks; // Hooks for extensions (e.g. test engine) ImGuiID HookIdNext; // Next available HookId // Capture/Logging bool LogEnabled; // Currently capturing ImGuiLogType LogType; // Capture target ImFileHandle LogFile; // If != NULL log to stdout/ file ImGuiTextBuffer LogBuffer; // Accumulation buffer when log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators. const char* LogNextPrefix; const char* LogNextSuffix; float LogLinePosY; bool LogLineFirstItem; int LogDepthRef; int LogDepthToExpand; int LogDepthToExpandDefault; // Default/stored value for LogDepthMaxExpand if not specified in the LogXXX function call. // Debug Tools bool DebugItemPickerActive; // Item picker is active (started with DebugStartItemPicker()) ImGuiID DebugItemPickerBreakId; // Will call IM_DEBUG_BREAK() when encountering this ID ImGuiMetricsConfig DebugMetricsConfig; ImGuiStackTool DebugStackTool; // Misc float FramerateSecPerFrame[120]; // Calculate estimate of framerate for user over the last 2 seconds. int FramerateSecPerFrameIdx; int FramerateSecPerFrameCount; float FramerateSecPerFrameAccum; int WantCaptureMouseNextFrame; // Explicit capture via CaptureKeyboardFromApp()/CaptureMouseFromApp() sets those flags int WantCaptureKeyboardNextFrame; int WantTextInputNextFrame; char TempBuffer[1024 * 3 + 1]; // Temporary text buffer ImGuiContext(ImFontAtlas* shared_font_atlas) { Initialized = false; ConfigFlagsCurrFrame = ConfigFlagsLastFrame = ImGuiConfigFlags_None; FontAtlasOwnedByContext = shared_font_atlas ? false : true; Font = NULL; FontSize = FontBaseSize = 0.0f; IO.Fonts = shared_font_atlas ? shared_font_atlas : IM_NEW(ImFontAtlas)(); Time = 0.0f; FrameCount = 0; FrameCountEnded = FrameCountPlatformEnded = FrameCountRendered = -1; WithinFrameScope = WithinFrameScopeWithImplicitWindow = WithinEndChild = false; GcCompactAll = false; TestEngineHookItems = false; TestEngine = NULL; WindowsActiveCount = 0; CurrentWindow = NULL; HoveredWindow = NULL; HoveredWindowUnderMovingWindow = NULL; HoveredDockNode = NULL; MovingWindow = NULL; WheelingWindow = NULL; WheelingWindowTimer = 0.0f; DebugHookIdInfo = 0; HoveredId = HoveredIdPreviousFrame = 0; HoveredIdAllowOverlap = false; HoveredIdUsingMouseWheel = HoveredIdPreviousFrameUsingMouseWheel = false; HoveredIdDisabled = false; HoveredIdTimer = HoveredIdNotActiveTimer = 0.0f; ActiveId = 0; ActiveIdIsAlive = 0; ActiveIdTimer = 0.0f; ActiveIdIsJustActivated = false; ActiveIdAllowOverlap = false; ActiveIdNoClearOnFocusLoss = false; ActiveIdHasBeenPressedBefore = false; ActiveIdHasBeenEditedBefore = false; ActiveIdHasBeenEditedThisFrame = false; ActiveIdUsingMouseWheel = false; ActiveIdUsingNavDirMask = 0x00; ActiveIdUsingNavInputMask = 0x00; ActiveIdUsingKeyInputMask.ClearAllBits(); ActiveIdClickOffset = ImVec2(-1, -1); ActiveIdWindow = NULL; ActiveIdSource = ImGuiInputSource_None; ActiveIdMouseButton = -1; ActiveIdPreviousFrame = 0; ActiveIdPreviousFrameIsAlive = false; ActiveIdPreviousFrameHasBeenEditedBefore = false; ActiveIdPreviousFrameWindow = NULL; LastActiveId = 0; LastActiveIdTimer = 0.0f; CurrentItemFlags = ImGuiItemFlags_None; BeginMenuCount = 0; CurrentDpiScale = 0.0f; CurrentViewport = NULL; MouseViewport = MouseLastHoveredViewport = NULL; PlatformLastFocusedViewportId = 0; ViewportFrontMostStampCount = 0; NavWindow = NULL; NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavActivateInputId = 0; NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0; NavActivateFlags = NavNextActivateFlags = ImGuiActivateFlags_None; NavJustMovedToKeyMods = ImGuiModFlags_None; NavInputSource = ImGuiInputSource_None; NavLayer = ImGuiNavLayer_Main; NavIdIsAlive = false; NavMousePosDirty = false; NavDisableHighlight = true; NavDisableMouseHover = false; NavAnyRequest = false; NavInitRequest = false; NavInitRequestFromMove = false; NavInitResultId = 0; NavMoveSubmitted = false; NavMoveScoringItems = false; NavMoveForwardToNextFrame = false; NavMoveFlags = ImGuiNavMoveFlags_None; NavMoveScrollFlags = ImGuiScrollFlags_None; NavMoveKeyMods = ImGuiModFlags_None; NavMoveDir = NavMoveDirForDebug = NavMoveClipDir = ImGuiDir_None; NavScoringDebugCount = 0; NavTabbingDir = 0; NavTabbingCounter = 0; NavWindowingTarget = NavWindowingTargetAnim = NavWindowingListWindow = NULL; NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f; NavWindowingToggleLayer = false; DimBgRatio = 0.0f; MouseCursor = ImGuiMouseCursor_Arrow; DragDropActive = DragDropWithinSource = DragDropWithinTarget = false; DragDropSourceFlags = ImGuiDragDropFlags_None; DragDropSourceFrameCount = -1; DragDropMouseButton = -1; DragDropTargetId = 0; DragDropAcceptFlags = ImGuiDragDropFlags_None; DragDropAcceptIdCurrRectSurface = 0.0f; DragDropAcceptIdPrev = DragDropAcceptIdCurr = 0; DragDropAcceptFrameCount = -1; DragDropHoldJustPressedId = 0; memset(DragDropPayloadBufLocal, 0, sizeof(DragDropPayloadBufLocal)); ClipperTempDataStacked = 0; CurrentTable = NULL; TablesTempDataStacked = 0; CurrentTabBar = NULL; TempInputId = 0; ColorEditOptions = ImGuiColorEditFlags_DefaultOptions_; ColorEditLastHue = ColorEditLastSat = 0.0f; ColorEditLastColor = 0; SliderCurrentAccum = 0.0f; SliderCurrentAccumDirty = false; DragCurrentAccumDirty = false; DragCurrentAccum = 0.0f; DragSpeedDefaultRatio = 1.0f / 100.0f; DisabledAlphaBackup = 0.0f; DisabledStackSize = 0; ScrollbarClickDeltaToGrabCenter = 0.0f; TooltipOverrideCount = 0; TooltipSlowDelay = 0.50f; PlatformImeData.InputPos = ImVec2(0.0f, 0.0f); PlatformImeDataPrev.InputPos = ImVec2(-1.0f, -1.0f); // Different to ensure initial submission PlatformImeViewport = 0; PlatformLocaleDecimalPoint = '.'; SettingsLoaded = false; SettingsDirtyTimer = 0.0f; HookIdNext = 0; LogEnabled = false; LogType = ImGuiLogType_None; LogNextPrefix = LogNextSuffix = NULL; LogFile = NULL; LogLinePosY = FLT_MAX; LogLineFirstItem = false; LogDepthRef = 0; LogDepthToExpand = LogDepthToExpandDefault = 2; DebugItemPickerActive = false; DebugItemPickerBreakId = 0; memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame)); FramerateSecPerFrameIdx = FramerateSecPerFrameCount = 0; FramerateSecPerFrameAccum = 0.0f; WantCaptureMouseNextFrame = WantCaptureKeyboardNextFrame = WantTextInputNextFrame = -1; memset(TempBuffer, 0, sizeof(TempBuffer)); } }; //----------------------------------------------------------------------------- // [SECTION] ImGuiWindowTempData, ImGuiWindow //----------------------------------------------------------------------------- // Transient per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the DC variable name in ImGuiWindow. // (That's theory, in practice the delimitation between ImGuiWindow and ImGuiWindowTempData is quite tenuous and could be reconsidered..) // (This doesn't need a constructor because we zero-clear it as part of ImGuiWindow and all frame-temporary data are setup on Begin) struct IMGUI_API ImGuiWindowTempData { // Layout ImVec2 CursorPos; // Current emitting position, in absolute coordinates. ImVec2 CursorPosPrevLine; ImVec2 CursorStartPos; // Initial position after Begin(), generally ~ window position + WindowPadding. ImVec2 CursorMaxPos; // Used to implicitly calculate ContentSize at the beginning of next frame, for scrolling range and auto-resize. Always growing during the frame. ImVec2 IdealMaxPos; // Used to implicitly calculate ContentSizeIdeal at the beginning of next frame, for auto-resize only. Always growing during the frame. ImVec2 CurrLineSize; ImVec2 PrevLineSize; float CurrLineTextBaseOffset; // Baseline offset (0.0f by default on a new line, generally == style.FramePadding.y when a framed item has been added). float PrevLineTextBaseOffset; bool IsSameLine; ImVec1 Indent; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.) ImVec1 ColumnsOffset; // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API. ImVec1 GroupOffset; ImVec2 CursorStartPosLossyness;// Record the loss of precision of CursorStartPos due to really large scrolling amount. This is used by clipper to compensentate and fix the most common use case of large scroll area. // Keyboard/Gamepad navigation ImGuiNavLayer NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1) short NavLayersActiveMask; // Which layers have been written to (result from previous frame) short NavLayersActiveMaskNext;// Which layers have been written to (accumulator for current frame) ImGuiID NavFocusScopeIdCurrent; // Current focus scope ID while appending bool NavHideHighlightOneFrame; bool NavHasScroll; // Set when scrolling can be used (ScrollMax > 0.0f) // Miscellaneous bool MenuBarAppending; // FIXME: Remove this ImVec2 MenuBarOffset; // MenuBarOffset.x is sort of equivalent of a per-layer CursorPos.x, saved/restored as we switch to the menu bar. The only situation when MenuBarOffset.y is > 0 if when (SafeAreaPadding.y > FramePadding.y), often used on TVs. ImGuiMenuColumns MenuColumns; // Simplified columns storage for menu items measurement int TreeDepth; // Current tree depth. ImU32 TreeJumpToParentOnPopMask; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31.. Could be turned into a ImU64 if necessary. ImVector ChildWindows; ImGuiStorage* StateStorage; // Current persistent per-window storage (store e.g. tree node open/close state) ImGuiOldColumns* CurrentColumns; // Current columns set int CurrentTableIdx; // Current table index (into g.Tables) ImGuiLayoutType LayoutType; ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin() // Local parameters stacks // We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings. float ItemWidth; // Current item width (>0.0: width in pixels, <0.0: align xx pixels to the right of window). float TextWrapPos; // Current text wrap pos. ImVector ItemWidthStack; // Store item widths to restore (attention: .back() is not == ItemWidth) ImVector TextWrapPosStack; // Store text wrap pos to restore (attention: .back() is not == TextWrapPos) }; // Storage for one window struct IMGUI_API ImGuiWindow { char* Name; // Window name, owned by the window. ImGuiID ID; // == ImHashStr(Name) ImGuiWindowFlags Flags, FlagsPreviousFrame; // See enum ImGuiWindowFlags_ ImGuiWindowClass WindowClass; // Advanced users only. Set with SetNextWindowClass() ImGuiViewportP* Viewport; // Always set in Begin(). Inactive windows may have a NULL value here if their viewport was discarded. ImGuiID ViewportId; // We backup the viewport id (since the viewport may disappear or never be created if the window is inactive) ImVec2 ViewportPos; // We backup the viewport position (since the viewport may disappear or never be created if the window is inactive) int ViewportAllowPlatformMonitorExtend; // Reset to -1 every frame (index is guaranteed to be valid between NewFrame..EndFrame), only used in the Appearing frame of a tooltip/popup to enforce clamping to a given monitor ImVec2 Pos; // Position (always rounded-up to nearest pixel) ImVec2 Size; // Current size (==SizeFull or collapsed title bar size) ImVec2 SizeFull; // Size when non collapsed ImVec2 ContentSize; // Size of contents/scrollable client area (calculated from the extents reach of the cursor) from previous frame. Does not include window decoration or window padding. ImVec2 ContentSizeIdeal; ImVec2 ContentSizeExplicit; // Size of contents/scrollable client area explicitly request by the user via SetNextWindowContentSize(). ImVec2 WindowPadding; // Window padding at the time of Begin(). float WindowRounding; // Window rounding at the time of Begin(). May be clamped lower to avoid rendering artifacts with title bar, menu bar etc. float WindowBorderSize; // Window border size at the time of Begin(). int NameBufLen; // Size of buffer storing Name. May be larger than strlen(Name)! ImGuiID MoveId; // == window->GetID("#MOVE") ImGuiID TabId; // == window->GetID("#TAB") ImGuiID ChildId; // ID of corresponding item in parent window (for navigation to return from child window to parent window) ImVec2 Scroll; ImVec2 ScrollMax; ImVec2 ScrollTarget; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change) ImVec2 ScrollTargetCenterRatio; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered ImVec2 ScrollTargetEdgeSnapDist; // 0.0f = no snapping, >0.0f snapping threshold ImVec2 ScrollbarSizes; // Size taken by each scrollbars on their smaller axis. Pay attention! ScrollbarSizes.x == width of the vertical scrollbar, ScrollbarSizes.y = height of the horizontal scrollbar. bool ScrollbarX, ScrollbarY; // Are scrollbars visible? bool ViewportOwned; bool Active; // Set to true on Begin(), unless Collapsed bool WasActive; bool WriteAccessed; // Set to true when any widget access the current window bool Collapsed; // Set when collapsing window to become only title-bar bool WantCollapseToggle; bool SkipItems; // Set when items can safely be all clipped (e.g. window not visible or collapsed) bool Appearing; // Set during the frame where the window is appearing (or re-appearing) bool Hidden; // Do not display (== HiddenFrames*** > 0) bool IsFallbackWindow; // Set on the "Debug##Default" window. bool IsExplicitChild; // Set when passed _ChildWindow, left to false by BeginDocked() bool HasCloseButton; // Set when the window has a close button (p_open != NULL) signed char ResizeBorderHeld; // Current border being held for resize (-1: none, otherwise 0-3) short BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs) short BeginOrderWithinParent; // Begin() order within immediate parent window, if we are a child window. Otherwise 0. short BeginOrderWithinContext; // Begin() order within entire imgui context. This is mostly used for debugging submission order related issues. short FocusOrder; // Order within WindowsFocusOrder[], altered when windows are focused. ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling) ImS8 AutoFitFramesX, AutoFitFramesY; ImS8 AutoFitChildAxises; bool AutoFitOnlyGrows; ImGuiDir AutoPosLastDirection; ImS8 HiddenFramesCanSkipItems; // Hide the window for N frames ImS8 HiddenFramesCannotSkipItems; // Hide the window for N frames while allowing items to be submitted so we can measure their size ImS8 HiddenFramesForRenderOnly; // Hide the window until frame N at Render() time only ImS8 DisableInputsFrames; // Disable window interactions for N frames ImGuiCond SetWindowPosAllowFlags : 8; // store acceptable condition flags for SetNextWindowPos() use. ImGuiCond SetWindowSizeAllowFlags : 8; // store acceptable condition flags for SetNextWindowSize() use. ImGuiCond SetWindowCollapsedAllowFlags : 8; // store acceptable condition flags for SetNextWindowCollapsed() use. ImGuiCond SetWindowDockAllowFlags : 8; // store acceptable condition flags for SetNextWindowDock() use. ImVec2 SetWindowPosVal; // store window position when using a non-zero Pivot (position set needs to be processed when we know the window size) ImVec2 SetWindowPosPivot; // store window pivot for positioning. ImVec2(0, 0) when positioning from top-left corner; ImVec2(0.5f, 0.5f) for centering; ImVec2(1, 1) for bottom right. ImVector IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack. (In theory this should be in the TempData structure) ImGuiWindowTempData DC; // Temporary per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the "DC" variable name. // The best way to understand what those rectangles are is to use the 'Metrics->Tools->Show Windows Rectangles' viewer. // The main 'OuterRect', omitted as a field, is window->Rect(). ImRect OuterRectClipped; // == Window->Rect() just after setup in Begin(). == window->Rect() for root window. ImRect InnerRect; // Inner rectangle (omit title bar, menu bar, scroll bar) ImRect InnerClipRect; // == InnerRect shrunk by WindowPadding*0.5f on each side, clipped within viewport or parent clip rect. ImRect WorkRect; // Initially covers the whole scrolling region. Reduced by containers e.g columns/tables when active. Shrunk by WindowPadding*1.0f on each side. This is meant to replace ContentRegionRect over time (from 1.71+ onward). ImRect ParentWorkRect; // Backup of WorkRect before entering a container such as columns/tables. Used by e.g. SpanAllColumns functions to easily access. Stacked containers are responsible for maintaining this. // FIXME-WORKRECT: Could be a stack? ImRect ClipRect; // Current clipping/scissoring rectangle, evolve as we are using PushClipRect(), etc. == DrawList->clip_rect_stack.back(). ImRect ContentRegionRect; // FIXME: This is currently confusing/misleading. It is essentially WorkRect but not handling of scrolling. We currently rely on it as right/bottom aligned sizing operation need some size to rely on. ImVec2ih HitTestHoleSize; // Define an optional rectangular hole where mouse will pass-through the window. ImVec2ih HitTestHoleOffset; int LastFrameActive; // Last frame number the window was Active. int LastFrameJustFocused; // Last frame number the window was made Focused. float LastTimeActive; // Last timestamp the window was Active (using float as we don't need high precision there) float ItemWidthDefault; ImGuiStorage StateStorage; ImVector ColumnsStorage; float FontWindowScale; // User scale multiplier per-window, via SetWindowFontScale() float FontDpiScale; int SettingsOffset; // Offset into SettingsWindows[] (offsets are always valid as we only grow the array from the back) ImDrawList* DrawList; // == &DrawListInst (for backward compatibility reason with code using imgui_internal.h we keep this a pointer) ImDrawList DrawListInst; ImGuiWindow* ParentWindow; // If we are a child _or_ popup _or_ docked window, this is pointing to our parent. Otherwise NULL. ImGuiWindow* ParentWindowInBeginStack; ImGuiWindow* RootWindow; // Point to ourself or first ancestor that is not a child window. Doesn't cross through popups/dock nodes. ImGuiWindow* RootWindowPopupTree; // Point to ourself or first ancestor that is not a child window. Cross through popups parent<>child. ImGuiWindow* RootWindowDockTree; // Point to ourself or first ancestor that is not a child window. Cross through dock nodes. ImGuiWindow* RootWindowForTitleBarHighlight; // Point to ourself or first ancestor which will display TitleBgActive color when this window is active. ImGuiWindow* RootWindowForNav; // Point to ourself or first ancestor which doesn't have the NavFlattened flag. ImGuiWindow* NavLastChildNavWindow; // When going to the menu bar, we remember the child window we came from. (This could probably be made implicit if we kept g.Windows sorted by last focused including child window.) ImGuiID NavLastIds[ImGuiNavLayer_COUNT]; // Last known NavId for this window, per layer (0/1) ImRect NavRectRel[ImGuiNavLayer_COUNT]; // Reference rectangle, in window relative space int MemoryDrawListIdxCapacity; // Backup of last idx/vtx count, so when waking up the window we can preallocate and avoid iterative alloc/copy int MemoryDrawListVtxCapacity; bool MemoryCompacted; // Set when window extraneous data have been garbage collected // Docking bool DockIsActive :1; // When docking artifacts are actually visible. When this is set, DockNode is guaranteed to be != NULL. ~~ (DockNode != NULL) && (DockNode->Windows.Size > 1). bool DockNodeIsVisible :1; bool DockTabIsVisible :1; // Is our window visible this frame? ~~ is the corresponding tab selected? bool DockTabWantClose :1; short DockOrder; // Order of the last time the window was visible within its DockNode. This is used to reorder windows that are reappearing on the same frame. Same value between windows that were active and windows that were none are possible. ImGuiWindowDockStyle DockStyle; ImGuiDockNode* DockNode; // Which node are we docked into. Important: Prefer testing DockIsActive in many cases as this will still be set when the dock node is hidden. ImGuiDockNode* DockNodeAsHost; // Which node are we owning (for parent windows) ImGuiID DockId; // Backup of last valid DockNode->ID, so single window remember their dock node id even when they are not bound any more ImGuiItemStatusFlags DockTabItemStatusFlags; ImRect DockTabItemRect; public: ImGuiWindow(ImGuiContext* context, const char* name); ~ImGuiWindow(); ImGuiID GetID(const char* str, const char* str_end = NULL); ImGuiID GetID(const void* ptr); ImGuiID GetID(int n); ImGuiID GetIDFromRectangle(const ImRect& r_abs); // We don't use g.FontSize because the window may be != g.CurrentWidow. ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } float CalcFontSize() const { ImGuiContext& g = *GImGui; float scale = g.FontBaseSize * FontWindowScale * FontDpiScale; if (ParentWindow) scale *= ParentWindow->FontWindowScale; return scale; } float TitleBarHeight() const { ImGuiContext& g = *GImGui; return (Flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : CalcFontSize() + g.Style.FramePadding.y * 2.0f; } ImRect TitleBarRect() const { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight())); } float MenuBarHeight() const { ImGuiContext& g = *GImGui; return (Flags & ImGuiWindowFlags_MenuBar) ? DC.MenuBarOffset.y + CalcFontSize() + g.Style.FramePadding.y * 2.0f : 0.0f; } ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight(); return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight()); } }; //----------------------------------------------------------------------------- // [SECTION] Tab bar, Tab item support //----------------------------------------------------------------------------- // Extend ImGuiTabBarFlags_ enum ImGuiTabBarFlagsPrivate_ { ImGuiTabBarFlags_DockNode = 1 << 20, // Part of a dock node [we don't use this in the master branch but it facilitate branch syncing to keep this around] ImGuiTabBarFlags_IsFocused = 1 << 21, ImGuiTabBarFlags_SaveSettings = 1 << 22 // FIXME: Settings are handled by the docking system, this only request the tab bar to mark settings dirty when reordering tabs }; // Extend ImGuiTabItemFlags_ enum ImGuiTabItemFlagsPrivate_ { ImGuiTabItemFlags_SectionMask_ = ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing, ImGuiTabItemFlags_NoCloseButton = 1 << 20, // Track whether p_open was set or not (we'll need this info on the next frame to recompute ContentWidth during layout) ImGuiTabItemFlags_Button = 1 << 21, // Used by TabItemButton, change the tab item behavior to mimic a button ImGuiTabItemFlags_Unsorted = 1 << 22, // [Docking] Trailing tabs with the _Unsorted flag will be sorted based on the DockOrder of their Window. ImGuiTabItemFlags_Preview = 1 << 23 // [Docking] Display tab shape for docking preview (height is adjusted slightly to compensate for the yet missing tab bar) }; // Storage for one active tab item (sizeof() 48 bytes) struct ImGuiTabItem { ImGuiID ID; ImGuiTabItemFlags Flags; ImGuiWindow* Window; // When TabItem is part of a DockNode's TabBar, we hold on to a window. int LastFrameVisible; int LastFrameSelected; // This allows us to infer an ordered list of the last activated tabs with little maintenance float Offset; // Position relative to beginning of tab float Width; // Width currently displayed float ContentWidth; // Width of label, stored during BeginTabItem() call ImS32 NameOffset; // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames ImS16 BeginOrder; // BeginTabItem() order, used to re-order tabs after toggling ImGuiTabBarFlags_Reorderable ImS16 IndexDuringLayout; // Index only used during TabBarLayout() bool WantClose; // Marked as closed by SetTabItemClosed() ImGuiTabItem() { memset(this, 0, sizeof(*this)); LastFrameVisible = LastFrameSelected = -1; NameOffset = -1; BeginOrder = IndexDuringLayout = -1; } }; // Storage for a tab bar (sizeof() 152 bytes) struct IMGUI_API ImGuiTabBar { ImVector Tabs; ImGuiTabBarFlags Flags; ImGuiID ID; // Zero for tab-bars used by docking ImGuiID SelectedTabId; // Selected tab/window ImGuiID NextSelectedTabId; // Next selected tab/window. Will also trigger a scrolling animation ImGuiID VisibleTabId; // Can occasionally be != SelectedTabId (e.g. when previewing contents for CTRL+TAB preview) int CurrFrameVisible; int PrevFrameVisible; ImRect BarRect; float CurrTabsContentsHeight; float PrevTabsContentsHeight; // Record the height of contents submitted below the tab bar float WidthAllTabs; // Actual width of all tabs (locked during layout) float WidthAllTabsIdeal; // Ideal width if all tabs were visible and not clipped float ScrollingAnim; float ScrollingTarget; float ScrollingTargetDistToVisibility; float ScrollingSpeed; float ScrollingRectMinX; float ScrollingRectMaxX; ImGuiID ReorderRequestTabId; ImS16 ReorderRequestOffset; ImS8 BeginCount; bool WantLayout; bool VisibleTabWasSubmitted; bool TabsAddedNew; // Set to true when a new tab item or button has been added to the tab bar during last frame ImS16 TabsActiveCount; // Number of tabs submitted this frame. ImS16 LastTabItemIdx; // Index of last BeginTabItem() tab for use by EndTabItem() float ItemSpacingY; ImVec2 FramePadding; // style.FramePadding locked at the time of BeginTabBar() ImVec2 BackupCursorPos; ImGuiTextBuffer TabsNames; // For non-docking tab bar we re-append names in a contiguous buffer. ImGuiTabBar(); int GetTabOrder(const ImGuiTabItem* tab) const { return Tabs.index_from_ptr(tab); } const char* GetTabName(const ImGuiTabItem* tab) const { if (tab->Window) return tab->Window->Name; IM_ASSERT(tab->NameOffset != -1 && tab->NameOffset < TabsNames.Buf.Size); return TabsNames.Buf.Data + tab->NameOffset; } }; //----------------------------------------------------------------------------- // [SECTION] Table support //----------------------------------------------------------------------------- #define IM_COL32_DISABLE IM_COL32(0,0,0,1) // Special sentinel code which cannot be used as a regular color. #define IMGUI_TABLE_MAX_COLUMNS 64 // sizeof(ImU64) * 8. This is solely because we frequently encode columns set in a ImU64. #define IMGUI_TABLE_MAX_DRAW_CHANNELS (4 + 64 * 2) // See TableSetupDrawChannels() // Our current column maximum is 64 but we may raise that in the future. typedef ImS8 ImGuiTableColumnIdx; typedef ImU8 ImGuiTableDrawChannelIdx; // [Internal] sizeof() ~ 104 // We use the terminology "Enabled" to refer to a column that is not Hidden by user/api. // We use the terminology "Clipped" to refer to a column that is out of sight because of scrolling/clipping. // This is in contrast with some user-facing api such as IsItemVisible() / IsRectVisible() which use "Visible" to mean "not clipped". struct ImGuiTableColumn { ImGuiTableColumnFlags Flags; // Flags after some patching (not directly same as provided by user). See ImGuiTableColumnFlags_ float WidthGiven; // Final/actual width visible == (MaxX - MinX), locked in TableUpdateLayout(). May be > WidthRequest to honor minimum width, may be < WidthRequest to honor shrinking columns down in tight space. float MinX; // Absolute positions float MaxX; float WidthRequest; // Master width absolute value when !(Flags & _WidthStretch). When Stretch this is derived every frame from StretchWeight in TableUpdateLayout() float WidthAuto; // Automatic width float StretchWeight; // Master width weight when (Flags & _WidthStretch). Often around ~1.0f initially. float InitStretchWeightOrWidth; // Value passed to TableSetupColumn(). For Width it is a content width (_without padding_). ImRect ClipRect; // Clipping rectangle for the column ImGuiID UserID; // Optional, value passed to TableSetupColumn() float WorkMinX; // Contents region min ~(MinX + CellPaddingX + CellSpacingX1) == cursor start position when entering column float WorkMaxX; // Contents region max ~(MaxX - CellPaddingX - CellSpacingX2) float ItemWidth; // Current item width for the column, preserved across rows float ContentMaxXFrozen; // Contents maximum position for frozen rows (apart from headers), from which we can infer content width. float ContentMaxXUnfrozen; float ContentMaxXHeadersUsed; // Contents maximum position for headers rows (regardless of freezing). TableHeader() automatically softclip itself + report ideal desired size, to avoid creating extraneous draw calls float ContentMaxXHeadersIdeal; ImS16 NameOffset; // Offset into parent ColumnsNames[] ImGuiTableColumnIdx DisplayOrder; // Index within Table's IndexToDisplayOrder[] (column may be reordered by users) ImGuiTableColumnIdx IndexWithinEnabledSet; // Index within enabled/visible set (<= IndexToDisplayOrder) ImGuiTableColumnIdx PrevEnabledColumn; // Index of prev enabled/visible column within Columns[], -1 if first enabled/visible column ImGuiTableColumnIdx NextEnabledColumn; // Index of next enabled/visible column within Columns[], -1 if last enabled/visible column ImGuiTableColumnIdx SortOrder; // Index of this column within sort specs, -1 if not sorting on this column, 0 for single-sort, may be >0 on multi-sort ImGuiTableDrawChannelIdx DrawChannelCurrent; // Index within DrawSplitter.Channels[] ImGuiTableDrawChannelIdx DrawChannelFrozen; // Draw channels for frozen rows (often headers) ImGuiTableDrawChannelIdx DrawChannelUnfrozen; // Draw channels for unfrozen rows bool IsEnabled; // IsUserEnabled && (Flags & ImGuiTableColumnFlags_Disabled) == 0 bool IsUserEnabled; // Is the column not marked Hidden by the user? (unrelated to being off view, e.g. clipped by scrolling). bool IsUserEnabledNextFrame; bool IsVisibleX; // Is actually in view (e.g. overlapping the host window clipping rectangle, not scrolled). bool IsVisibleY; bool IsRequestOutput; // Return value for TableSetColumnIndex() / TableNextColumn(): whether we request user to output contents or not. bool IsSkipItems; // Do we want item submissions to this column to be completely ignored (no layout will happen). bool IsPreserveWidthAuto; ImS8 NavLayerCurrent; // ImGuiNavLayer in 1 byte ImU8 AutoFitQueue; // Queue of 8 values for the next 8 frames to request auto-fit ImU8 CannotSkipItemsQueue; // Queue of 8 values for the next 8 frames to disable Clipped/SkipItem ImU8 SortDirection : 2; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending ImU8 SortDirectionsAvailCount : 2; // Number of available sort directions (0 to 3) ImU8 SortDirectionsAvailMask : 4; // Mask of available sort directions (1-bit each) ImU8 SortDirectionsAvailList; // Ordered of available sort directions (2-bits each) ImGuiTableColumn() { memset(this, 0, sizeof(*this)); StretchWeight = WidthRequest = -1.0f; NameOffset = -1; DisplayOrder = IndexWithinEnabledSet = -1; PrevEnabledColumn = NextEnabledColumn = -1; SortOrder = -1; SortDirection = ImGuiSortDirection_None; DrawChannelCurrent = DrawChannelFrozen = DrawChannelUnfrozen = (ImU8)-1; } }; // Transient cell data stored per row. // sizeof() ~ 6 struct ImGuiTableCellData { ImU32 BgColor; // Actual color ImGuiTableColumnIdx Column; // Column number }; // Per-instance data that needs preserving across frames (seemingly most others do not need to be preserved aside from debug needs, does that needs they could be moved to ImGuiTableTempData ?) struct ImGuiTableInstanceData { float LastOuterHeight; // Outer height from last frame // FIXME: multi-instance issue (#3955) float LastFirstRowHeight; // Height of first row from last frame // FIXME: possible multi-instance issue? ImGuiTableInstanceData() { LastOuterHeight = LastFirstRowHeight = 0.0f; } }; // FIXME-TABLE: more transient data could be stored in a per-stacked table structure: DrawSplitter, SortSpecs, incoming RowData struct IMGUI_API ImGuiTable { ImGuiID ID; ImGuiTableFlags Flags; void* RawData; // Single allocation to hold Columns[], DisplayOrderToIndex[] and RowCellData[] ImGuiTableTempData* TempData; // Transient data while table is active. Point within g.CurrentTableStack[] ImSpan Columns; // Point within RawData[] ImSpan DisplayOrderToIndex; // Point within RawData[]. Store display order of columns (when not reordered, the values are 0...Count-1) ImSpan RowCellData; // Point within RawData[]. Store cells background requests for current row. ImU64 EnabledMaskByDisplayOrder; // Column DisplayOrder -> IsEnabled map ImU64 EnabledMaskByIndex; // Column Index -> IsEnabled map (== not hidden by user/api) in a format adequate for iterating column without touching cold data ImU64 VisibleMaskByIndex; // Column Index -> IsVisibleX|IsVisibleY map (== not hidden by user/api && not hidden by scrolling/cliprect) ImU64 RequestOutputMaskByIndex; // Column Index -> IsVisible || AutoFit (== expect user to submit items) ImGuiTableFlags SettingsLoadedFlags; // Which data were loaded from the .ini file (e.g. when order is not altered we won't save order) int SettingsOffset; // Offset in g.SettingsTables int LastFrameActive; int ColumnsCount; // Number of columns declared in BeginTable() int CurrentRow; int CurrentColumn; ImS16 InstanceCurrent; // Count of BeginTable() calls with same ID in the same frame (generally 0). This is a little bit similar to BeginCount for a window, but multiple table with same ID look are multiple tables, they are just synched. ImS16 InstanceInteracted; // Mark which instance (generally 0) of the same ID is being interacted with float RowPosY1; float RowPosY2; float RowMinHeight; // Height submitted to TableNextRow() float RowTextBaseline; float RowIndentOffsetX; ImGuiTableRowFlags RowFlags : 16; // Current row flags, see ImGuiTableRowFlags_ ImGuiTableRowFlags LastRowFlags : 16; int RowBgColorCounter; // Counter for alternating background colors (can be fast-forwarded by e.g clipper), not same as CurrentRow because header rows typically don't increase this. ImU32 RowBgColor[2]; // Background color override for current row. ImU32 BorderColorStrong; ImU32 BorderColorLight; float BorderX1; float BorderX2; float HostIndentX; float MinColumnWidth; float OuterPaddingX; float CellPaddingX; // Padding from each borders float CellPaddingY; float CellSpacingX1; // Spacing between non-bordered cells float CellSpacingX2; float InnerWidth; // User value passed to BeginTable(), see comments at the top of BeginTable() for details. float ColumnsGivenWidth; // Sum of current column width float ColumnsAutoFitWidth; // Sum of ideal column width in order nothing to be clipped, used for auto-fitting and content width submission in outer window float ColumnsStretchSumWeights; // Sum of weight of all enabled stretching columns float ResizedColumnNextWidth; float ResizeLockMinContentsX2; // Lock minimum contents width while resizing down in order to not create feedback loops. But we allow growing the table. float RefScale; // Reference scale to be able to rescale columns on font/dpi changes. ImRect OuterRect; // Note: for non-scrolling table, OuterRect.Max.y is often FLT_MAX until EndTable(), unless a height has been specified in BeginTable(). ImRect InnerRect; // InnerRect but without decoration. As with OuterRect, for non-scrolling tables, InnerRect.Max.y is ImRect WorkRect; ImRect InnerClipRect; ImRect BgClipRect; // We use this to cpu-clip cell background color fill, evolve during the frame as we cross frozen rows boundaries ImRect Bg0ClipRectForDrawCmd; // Actual ImDrawCmd clip rect for BG0/1 channel. This tends to be == OuterWindow->ClipRect at BeginTable() because output in BG0/BG1 is cpu-clipped ImRect Bg2ClipRectForDrawCmd; // Actual ImDrawCmd clip rect for BG2 channel. This tends to be a correct, tight-fit, because output to BG2 are done by widgets relying on regular ClipRect. ImRect HostClipRect; // This is used to check if we can eventually merge our columns draw calls into the current draw call of the current window. ImRect HostBackupInnerClipRect; // Backup of InnerWindow->ClipRect during PushTableBackground()/PopTableBackground() ImGuiWindow* OuterWindow; // Parent window for the table ImGuiWindow* InnerWindow; // Window holding the table data (== OuterWindow or a child window) ImGuiTextBuffer ColumnsNames; // Contiguous buffer holding columns names ImDrawListSplitter* DrawSplitter; // Shortcut to TempData->DrawSplitter while in table. Isolate draw commands per columns to avoid switching clip rect constantly ImGuiTableInstanceData InstanceDataFirst; ImVector InstanceDataExtra; // FIXME-OPT: Using a small-vector pattern would be good. ImGuiTableColumnSortSpecs SortSpecsSingle; ImVector SortSpecsMulti; // FIXME-OPT: Using a small-vector pattern would be good. ImGuiTableSortSpecs SortSpecs; // Public facing sorts specs, this is what we return in TableGetSortSpecs() ImGuiTableColumnIdx SortSpecsCount; ImGuiTableColumnIdx ColumnsEnabledCount; // Number of enabled columns (<= ColumnsCount) ImGuiTableColumnIdx ColumnsEnabledFixedCount; // Number of enabled columns (<= ColumnsCount) ImGuiTableColumnIdx DeclColumnsCount; // Count calls to TableSetupColumn() ImGuiTableColumnIdx HoveredColumnBody; // Index of column whose visible region is being hovered. Important: == ColumnsCount when hovering empty region after the right-most column! ImGuiTableColumnIdx HoveredColumnBorder; // Index of column whose right-border is being hovered (for resizing). ImGuiTableColumnIdx AutoFitSingleColumn; // Index of single column requesting auto-fit. ImGuiTableColumnIdx ResizedColumn; // Index of column being resized. Reset when InstanceCurrent==0. ImGuiTableColumnIdx LastResizedColumn; // Index of column being resized from previous frame. ImGuiTableColumnIdx HeldHeaderColumn; // Index of column header being held. ImGuiTableColumnIdx ReorderColumn; // Index of column being reordered. (not cleared) ImGuiTableColumnIdx ReorderColumnDir; // -1 or +1 ImGuiTableColumnIdx LeftMostEnabledColumn; // Index of left-most non-hidden column. ImGuiTableColumnIdx RightMostEnabledColumn; // Index of right-most non-hidden column. ImGuiTableColumnIdx LeftMostStretchedColumn; // Index of left-most stretched column. ImGuiTableColumnIdx RightMostStretchedColumn; // Index of right-most stretched column. ImGuiTableColumnIdx ContextPopupColumn; // Column right-clicked on, of -1 if opening context menu from a neutral/empty spot ImGuiTableColumnIdx FreezeRowsRequest; // Requested frozen rows count ImGuiTableColumnIdx FreezeRowsCount; // Actual frozen row count (== FreezeRowsRequest, or == 0 when no scrolling offset) ImGuiTableColumnIdx FreezeColumnsRequest; // Requested frozen columns count ImGuiTableColumnIdx FreezeColumnsCount; // Actual frozen columns count (== FreezeColumnsRequest, or == 0 when no scrolling offset) ImGuiTableColumnIdx RowCellDataCurrent; // Index of current RowCellData[] entry in current row ImGuiTableDrawChannelIdx DummyDrawChannel; // Redirect non-visible columns here. ImGuiTableDrawChannelIdx Bg2DrawChannelCurrent; // For Selectable() and other widgets drawing across columns after the freezing line. Index within DrawSplitter.Channels[] ImGuiTableDrawChannelIdx Bg2DrawChannelUnfrozen; bool IsLayoutLocked; // Set by TableUpdateLayout() which is called when beginning the first row. bool IsInsideRow; // Set when inside TableBeginRow()/TableEndRow(). bool IsInitializing; bool IsSortSpecsDirty; bool IsUsingHeaders; // Set when the first row had the ImGuiTableRowFlags_Headers flag. bool IsContextPopupOpen; // Set when default context menu is open (also see: ContextPopupColumn, InstanceInteracted). bool IsSettingsRequestLoad; bool IsSettingsDirty; // Set when table settings have changed and needs to be reported into ImGuiTableSetttings data. bool IsDefaultDisplayOrder; // Set when display order is unchanged from default (DisplayOrder contains 0...Count-1) bool IsResetAllRequest; bool IsResetDisplayOrderRequest; bool IsUnfrozenRows; // Set when we got past the frozen row. bool IsDefaultSizingPolicy; // Set if user didn't explicitly set a sizing policy in BeginTable() bool MemoryCompacted; bool HostSkipItems; // Backup of InnerWindow->SkipItem at the end of BeginTable(), because we will overwrite InnerWindow->SkipItem on a per-column basis ImGuiTable() { memset(this, 0, sizeof(*this)); LastFrameActive = -1; } ~ImGuiTable() { IM_FREE(RawData); } }; // Transient data that are only needed between BeginTable() and EndTable(), those buffers are shared (1 per level of stacked table). // - Accessing those requires chasing an extra pointer so for very frequently used data we leave them in the main table structure. // - We also leave out of this structure data that tend to be particularly useful for debugging/metrics. struct IMGUI_API ImGuiTableTempData { int TableIndex; // Index in g.Tables.Buf[] pool float LastTimeActive; // Last timestamp this structure was used ImVec2 UserOuterSize; // outer_size.x passed to BeginTable() ImDrawListSplitter DrawSplitter; ImRect HostBackupWorkRect; // Backup of InnerWindow->WorkRect at the end of BeginTable() ImRect HostBackupParentWorkRect; // Backup of InnerWindow->ParentWorkRect at the end of BeginTable() ImVec2 HostBackupPrevLineSize; // Backup of InnerWindow->DC.PrevLineSize at the end of BeginTable() ImVec2 HostBackupCurrLineSize; // Backup of InnerWindow->DC.CurrLineSize at the end of BeginTable() ImVec2 HostBackupCursorMaxPos; // Backup of InnerWindow->DC.CursorMaxPos at the end of BeginTable() ImVec1 HostBackupColumnsOffset; // Backup of OuterWindow->DC.ColumnsOffset at the end of BeginTable() float HostBackupItemWidth; // Backup of OuterWindow->DC.ItemWidth at the end of BeginTable() int HostBackupItemWidthStackSize;//Backup of OuterWindow->DC.ItemWidthStack.Size at the end of BeginTable() ImGuiTableTempData() { memset(this, 0, sizeof(*this)); LastTimeActive = -1.0f; } }; // sizeof() ~ 12 struct ImGuiTableColumnSettings { float WidthOrWeight; ImGuiID UserID; ImGuiTableColumnIdx Index; ImGuiTableColumnIdx DisplayOrder; ImGuiTableColumnIdx SortOrder; ImU8 SortDirection : 2; ImU8 IsEnabled : 1; // "Visible" in ini file ImU8 IsStretch : 1; ImGuiTableColumnSettings() { WidthOrWeight = 0.0f; UserID = 0; Index = -1; DisplayOrder = SortOrder = -1; SortDirection = ImGuiSortDirection_None; IsEnabled = 1; IsStretch = 0; } }; // This is designed to be stored in a single ImChunkStream (1 header followed by N ImGuiTableColumnSettings, etc.) struct ImGuiTableSettings { ImGuiID ID; // Set to 0 to invalidate/delete the setting ImGuiTableFlags SaveFlags; // Indicate data we want to save using the Resizable/Reorderable/Sortable/Hideable flags (could be using its own flags..) float RefScale; // Reference scale to be able to rescale columns on font/dpi changes. ImGuiTableColumnIdx ColumnsCount; ImGuiTableColumnIdx ColumnsCountMax; // Maximum number of columns this settings instance can store, we can recycle a settings instance with lower number of columns but not higher bool WantApply; // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context) ImGuiTableSettings() { memset(this, 0, sizeof(*this)); } ImGuiTableColumnSettings* GetColumnSettings() { return (ImGuiTableColumnSettings*)(this + 1); } }; //----------------------------------------------------------------------------- // [SECTION] ImGui internal API // No guarantee of forward compatibility here! //----------------------------------------------------------------------------- namespace ImGui { // Windows // We should always have a CurrentWindow in the stack (there is an implicit "Debug" window) // If this ever crash because g.CurrentWindow is NULL it means that either // - ImGui::NewFrame() has never been called, which is illegal. // - You are calling ImGui functions after ImGui::EndFrame()/ImGui::Render() and before the next ImGui::NewFrame(), which is also illegal. inline ImGuiWindow* GetCurrentWindowRead() { ImGuiContext& g = *GImGui; return g.CurrentWindow; } inline ImGuiWindow* GetCurrentWindow() { ImGuiContext& g = *GImGui; g.CurrentWindow->WriteAccessed = true; return g.CurrentWindow; } IMGUI_API ImGuiWindow* FindWindowByID(ImGuiID id); IMGUI_API ImGuiWindow* FindWindowByName(const char* name); IMGUI_API void UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window); IMGUI_API ImVec2 CalcWindowNextAutoFitSize(ImGuiWindow* window); IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy, bool dock_hierarchy); IMGUI_API bool IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent); IMGUI_API bool IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below); IMGUI_API bool IsWindowNavFocusable(ImGuiWindow* window); IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond = 0); IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond = 0); IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond = 0); IMGUI_API void SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size); inline ImRect WindowRectAbsToRel(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x - off.x, r.Min.y - off.y, r.Max.x - off.x, r.Max.y - off.y); } inline ImRect WindowRectRelToAbs(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x + off.x, r.Min.y + off.y, r.Max.x + off.x, r.Max.y + off.y); } // Windows: Display Order and Focus Order IMGUI_API void FocusWindow(ImGuiWindow* window); IMGUI_API void FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window); IMGUI_API void BringWindowToFocusFront(ImGuiWindow* window); IMGUI_API void BringWindowToDisplayFront(ImGuiWindow* window); IMGUI_API void BringWindowToDisplayBack(ImGuiWindow* window); IMGUI_API void BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* above_window); IMGUI_API int FindWindowDisplayIndex(ImGuiWindow* window); IMGUI_API ImGuiWindow* FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* window); // Fonts, drawing IMGUI_API void SetCurrentFont(ImFont* font); inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; } inline ImDrawList* GetForegroundDrawList(ImGuiWindow* window) { return GetForegroundDrawList(window->Viewport); } // Init IMGUI_API void Initialize(); IMGUI_API void Shutdown(); // Since 1.60 this is a _private_ function. You can call DestroyContext() to destroy the context created by CreateContext(). // NewFrame IMGUI_API void UpdateInputEvents(bool trickle_fast_inputs); IMGUI_API void UpdateHoveredWindowAndCaptureFlags(); IMGUI_API void StartMouseMovingWindow(ImGuiWindow* window); IMGUI_API void StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock_floating_node); IMGUI_API void UpdateMouseMovingWindowNewFrame(); IMGUI_API void UpdateMouseMovingWindowEndFrame(); // Generic context hooks IMGUI_API ImGuiID AddContextHook(ImGuiContext* context, const ImGuiContextHook* hook); IMGUI_API void RemoveContextHook(ImGuiContext* context, ImGuiID hook_to_remove); IMGUI_API void CallContextHooks(ImGuiContext* context, ImGuiContextHookType type); // Viewports IMGUI_API void TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos); IMGUI_API void ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale); IMGUI_API void DestroyPlatformWindow(ImGuiViewportP* viewport); IMGUI_API void SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport); IMGUI_API void SetCurrentViewport(ImGuiWindow* window, ImGuiViewportP* viewport); IMGUI_API const ImGuiPlatformMonitor* GetViewportPlatformMonitor(ImGuiViewport* viewport); IMGUI_API ImGuiViewportP* FindHoveredViewportFromPlatformWindowStack(const ImVec2& mouse_platform_pos); // Settings IMGUI_API void MarkIniSettingsDirty(); IMGUI_API void MarkIniSettingsDirty(ImGuiWindow* window); IMGUI_API void ClearIniSettings(); IMGUI_API ImGuiWindowSettings* CreateNewWindowSettings(const char* name); IMGUI_API ImGuiWindowSettings* FindWindowSettings(ImGuiID id); IMGUI_API ImGuiWindowSettings* FindOrCreateWindowSettings(const char* name); IMGUI_API void AddSettingsHandler(const ImGuiSettingsHandler* handler); IMGUI_API void RemoveSettingsHandler(const char* type_name); IMGUI_API ImGuiSettingsHandler* FindSettingsHandler(const char* type_name); // Scrolling IMGUI_API void SetNextWindowScroll(const ImVec2& scroll); // Use -1.0f on one axis to leave as-is IMGUI_API void SetScrollX(ImGuiWindow* window, float scroll_x); IMGUI_API void SetScrollY(ImGuiWindow* window, float scroll_y); IMGUI_API void SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio); IMGUI_API void SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio); // Early work-in-progress API (ScrollToItem() will become public) IMGUI_API void ScrollToItem(ImGuiScrollFlags flags = 0); IMGUI_API void ScrollToRect(ImGuiWindow* window, const ImRect& rect, ImGuiScrollFlags flags = 0); IMGUI_API ImVec2 ScrollToRectEx(ImGuiWindow* window, const ImRect& rect, ImGuiScrollFlags flags = 0); //#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS inline void ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& rect) { ScrollToRect(window, rect, ImGuiScrollFlags_KeepVisibleEdgeY); } //#endif // Basic Accessors inline ImGuiID GetItemID() { ImGuiContext& g = *GImGui; return g.LastItemData.ID; } // Get ID of last item (~~ often same ImGui::GetID(label) beforehand) inline ImGuiItemStatusFlags GetItemStatusFlags(){ ImGuiContext& g = *GImGui; return g.LastItemData.StatusFlags; } inline ImGuiItemFlags GetItemFlags() { ImGuiContext& g = *GImGui; return g.LastItemData.InFlags; } inline ImGuiID GetActiveID() { ImGuiContext& g = *GImGui; return g.ActiveId; } inline ImGuiID GetFocusID() { ImGuiContext& g = *GImGui; return g.NavId; } IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window); IMGUI_API void SetFocusID(ImGuiID id, ImGuiWindow* window); IMGUI_API void ClearActiveID(); IMGUI_API ImGuiID GetHoveredID(); IMGUI_API void SetHoveredID(ImGuiID id); IMGUI_API void KeepAliveID(ImGuiID id); IMGUI_API void MarkItemEdited(ImGuiID id); // Mark data associated to given item as "edited", used by IsItemDeactivatedAfterEdit() function. IMGUI_API void PushOverrideID(ImGuiID id); // Push given value as-is at the top of the ID stack (whereas PushID combines old and new hashes) IMGUI_API ImGuiID GetIDWithSeed(const char* str_id_begin, const char* str_id_end, ImGuiID seed); // Basic Helpers for widget code IMGUI_API void ItemSize(const ImVec2& size, float text_baseline_y = -1.0f); inline void ItemSize(const ImRect& bb, float text_baseline_y = -1.0f) { ItemSize(bb.GetSize(), text_baseline_y); } // FIXME: This is a misleading API since we expect CursorPos to be bb.Min. IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL, ImGuiItemFlags extra_flags = 0); IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id); IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id); IMGUI_API void SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags status_flags, const ImRect& item_rect); IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_w, float default_h); IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x); IMGUI_API void PushMultiItemsWidths(int components, float width_full); IMGUI_API bool IsItemToggledSelection(); // Was the last item selection toggled? (after Selectable(), TreeNode() etc. We only returns toggle _event_ in order to handle clipping correctly) IMGUI_API ImVec2 GetContentRegionMaxAbs(); IMGUI_API void ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess); // Parameter stacks IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled); IMGUI_API void PopItemFlag(); #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS // Currently refactoring focus/nav/tabbing system // If you have old/custom copy-and-pasted widgets that used FocusableItemRegister(): // (Old) IMGUI_VERSION_NUM < 18209: using 'ItemAdd(....)' and 'bool tab_focused = FocusableItemRegister(...)' // (Old) IMGUI_VERSION_NUM >= 18209: using 'ItemAdd(..., ImGuiItemAddFlags_Focusable)' and 'bool tab_focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_Focused) != 0' // (New) IMGUI_VERSION_NUM >= 18413: using 'ItemAdd(..., ImGuiItemFlags_Inputable)' and 'bool tab_focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_FocusedTabbing) != 0 || g.NavActivateInputId == id' (WIP) // Widget code are simplified as there's no need to call FocusableItemUnregister() while managing the transition from regular widget to TempInputText() inline bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id) { IM_ASSERT(0); IM_UNUSED(window); IM_UNUSED(id); return false; } // -> pass ImGuiItemAddFlags_Inputable flag to ItemAdd() inline void FocusableItemUnregister(ImGuiWindow* window) { IM_ASSERT(0); IM_UNUSED(window); } // -> unnecessary: TempInputText() uses ImGuiInputTextFlags_MergedItem #endif // Logging/Capture IMGUI_API void LogBegin(ImGuiLogType type, int auto_open_depth); // -> BeginCapture() when we design v2 api, for now stay under the radar by using the old name. IMGUI_API void LogToBuffer(int auto_open_depth = -1); // Start logging/capturing to internal buffer IMGUI_API void LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end = NULL); IMGUI_API void LogSetNextTextDecoration(const char* prefix, const char* suffix); // Popups, Modals, Tooltips IMGUI_API bool BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags); IMGUI_API void OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags = ImGuiPopupFlags_None); IMGUI_API void ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup); IMGUI_API void ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup); IMGUI_API void ClosePopupsExceptModals(); IMGUI_API bool IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags); IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags); IMGUI_API void BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags); IMGUI_API ImRect GetPopupAllowedExtentRect(ImGuiWindow* window); IMGUI_API ImGuiWindow* GetTopMostPopupModal(); IMGUI_API ImGuiWindow* GetTopMostAndVisiblePopupModal(); IMGUI_API ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window); IMGUI_API ImVec2 FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy); // Menus IMGUI_API bool BeginViewportSideBar(const char* name, ImGuiViewport* viewport, ImGuiDir dir, float size, ImGuiWindowFlags window_flags); IMGUI_API bool BeginMenuEx(const char* label, const char* icon, bool enabled = true); IMGUI_API bool MenuItemEx(const char* label, const char* icon, const char* shortcut = NULL, bool selected = false, bool enabled = true); // Combos IMGUI_API bool BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags flags); IMGUI_API bool BeginComboPreview(); IMGUI_API void EndComboPreview(); // Gamepad/Keyboard Navigation IMGUI_API void NavInitWindow(ImGuiWindow* window, bool force_reinit); IMGUI_API void NavInitRequestApplyResult(); IMGUI_API bool NavMoveRequestButNoResultYet(); IMGUI_API void NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags); IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags); IMGUI_API void NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result); IMGUI_API void NavMoveRequestCancel(); IMGUI_API void NavMoveRequestApplyResult(); IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags); IMGUI_API const char* GetNavInputName(ImGuiNavInput n); IMGUI_API float GetNavInputAmount(ImGuiNavInput n, ImGuiNavReadMode mode); IMGUI_API ImVec2 GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiNavReadMode mode, float slow_factor = 0.0f, float fast_factor = 0.0f); IMGUI_API int CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate); IMGUI_API void ActivateItem(ImGuiID id); // Remotely activate a button, checkbox, tree node etc. given its unique ID. activation is queued and processed on the next frame when the item is encountered again. IMGUI_API void SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel); // Focus Scope (WIP) // This is generally used to identify a selection set (multiple of which may be in the same window), as selection // patterns generally need to react (e.g. clear selection) when landing on an item of the set. IMGUI_API void PushFocusScope(ImGuiID id); IMGUI_API void PopFocusScope(); inline ImGuiID GetFocusedFocusScope() { ImGuiContext& g = *GImGui; return g.NavFocusScopeId; } // Focus scope which is actually active inline ImGuiID GetFocusScope() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.NavFocusScopeIdCurrent; } // Focus scope we are outputting into, set by PushFocusScope() // Inputs // FIXME: Eventually we should aim to move e.g. IsActiveIdUsingKey() into IsKeyXXX functions. inline bool IsNamedKey(ImGuiKey key) { return key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END; } inline bool IsLegacyKey(ImGuiKey key) { return key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_LegacyNativeKey_END; } inline bool IsGamepadKey(ImGuiKey key) { return key >= ImGuiKey_Gamepad_BEGIN && key < ImGuiKey_Gamepad_END; } IMGUI_API ImGuiKeyData* GetKeyData(ImGuiKey key); IMGUI_API void SetItemUsingMouseWheel(); IMGUI_API void SetActiveIdUsingNavAndKeys(); inline bool IsActiveIdUsingNavDir(ImGuiDir dir) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavDirMask & (1 << dir)) != 0; } inline bool IsActiveIdUsingNavInput(ImGuiNavInput input) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavInputMask & (1 << input)) != 0; } inline bool IsActiveIdUsingKey(ImGuiKey key) { ImGuiContext& g = *GImGui; return g.ActiveIdUsingKeyInputMask[key]; } inline void SetActiveIdUsingKey(ImGuiKey key) { ImGuiContext& g = *GImGui; g.ActiveIdUsingKeyInputMask.SetBit(key); } IMGUI_API bool IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold = -1.0f); inline bool IsNavInputDown(ImGuiNavInput n) { ImGuiContext& g = *GImGui; return g.IO.NavInputs[n] > 0.0f; } inline bool IsNavInputTest(ImGuiNavInput n, ImGuiNavReadMode rm) { return (GetNavInputAmount(n, rm) > 0.0f); } IMGUI_API ImGuiModFlags GetMergedModFlags(); #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { IM_ASSERT(IsNamedKey(key)); return IsKeyPressed(key, repeat); } // [removed in 1.87] #endif // Docking // (some functions are only declared in imgui.cpp, see Docking section) IMGUI_API void DockContextInitialize(ImGuiContext* ctx); IMGUI_API void DockContextShutdown(ImGuiContext* ctx); IMGUI_API void DockContextClearNodes(ImGuiContext* ctx, ImGuiID root_id, bool clear_settings_refs); // Use root_id==0 to clear all IMGUI_API void DockContextRebuildNodes(ImGuiContext* ctx); IMGUI_API void DockContextNewFrameUpdateUndocking(ImGuiContext* ctx); IMGUI_API void DockContextNewFrameUpdateDocking(ImGuiContext* ctx); IMGUI_API void DockContextEndFrame(ImGuiContext* ctx); IMGUI_API ImGuiID DockContextGenNodeID(ImGuiContext* ctx); IMGUI_API void DockContextQueueDock(ImGuiContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer); IMGUI_API void DockContextQueueUndockWindow(ImGuiContext* ctx, ImGuiWindow* window); IMGUI_API void DockContextQueueUndockNode(ImGuiContext* ctx, ImGuiDockNode* node); IMGUI_API bool DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, bool split_outer, ImVec2* out_pos); IMGUI_API bool DockNodeBeginAmendTabBar(ImGuiDockNode* node); IMGUI_API void DockNodeEndAmendTabBar(); inline ImGuiDockNode* DockNodeGetRootNode(ImGuiDockNode* node) { while (node->ParentNode) node = node->ParentNode; return node; } inline bool DockNodeIsInHierarchyOf(ImGuiDockNode* node, ImGuiDockNode* parent) { while (node) { if (node == parent) return true; node = node->ParentNode; } return false; } inline int DockNodeGetDepth(const ImGuiDockNode* node) { int depth = 0; while (node->ParentNode) { node = node->ParentNode; depth++; } return depth; } inline ImGuiID DockNodeGetWindowMenuButtonId(const ImGuiDockNode* node) { return ImHashStr("#COLLAPSE", 0, node->ID); } inline ImGuiDockNode* GetWindowDockNode() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DockNode; } IMGUI_API bool GetWindowAlwaysWantOwnTabBar(ImGuiWindow* window); IMGUI_API void BeginDocked(ImGuiWindow* window, bool* p_open); IMGUI_API void BeginDockableDragDropSource(ImGuiWindow* window); IMGUI_API void BeginDockableDragDropTarget(ImGuiWindow* window); IMGUI_API void SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond); // Docking - Builder function needs to be generally called before the node is used/submitted. // - The DockBuilderXXX functions are designed to _eventually_ become a public API, but it is too early to expose it and guarantee stability. // - Do not hold on ImGuiDockNode* pointers! They may be invalidated by any split/merge/remove operation and every frame. // - To create a DockSpace() node, make sure to set the ImGuiDockNodeFlags_DockSpace flag when calling DockBuilderAddNode(). // You can create dockspace nodes (attached to a window) _or_ floating nodes (carry its own window) with this API. // - DockBuilderSplitNode() create 2 child nodes within 1 node. The initial node becomes a parent node. // - If you intend to split the node immediately after creation using DockBuilderSplitNode(), make sure // to call DockBuilderSetNodeSize() beforehand. If you don't, the resulting split sizes may not be reliable. // - Call DockBuilderFinish() after you are done. IMGUI_API void DockBuilderDockWindow(const char* window_name, ImGuiID node_id); IMGUI_API ImGuiDockNode*DockBuilderGetNode(ImGuiID node_id); inline ImGuiDockNode* DockBuilderGetCentralNode(ImGuiID node_id) { ImGuiDockNode* node = DockBuilderGetNode(node_id); if (!node) return NULL; return DockNodeGetRootNode(node)->CentralNode; } IMGUI_API ImGuiID DockBuilderAddNode(ImGuiID node_id = 0, ImGuiDockNodeFlags flags = 0); IMGUI_API void DockBuilderRemoveNode(ImGuiID node_id); // Remove node and all its child, undock all windows IMGUI_API void DockBuilderRemoveNodeDockedWindows(ImGuiID node_id, bool clear_settings_refs = true); IMGUI_API void DockBuilderRemoveNodeChildNodes(ImGuiID node_id); // Remove all split/hierarchy. All remaining docked windows will be re-docked to the remaining root node (node_id). IMGUI_API void DockBuilderSetNodePos(ImGuiID node_id, ImVec2 pos); IMGUI_API void DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size); IMGUI_API ImGuiID DockBuilderSplitNode(ImGuiID node_id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_at_dir, ImGuiID* out_id_at_opposite_dir); // Create 2 child nodes in this parent node. IMGUI_API void DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_dockspace_id, ImVector* in_window_remap_pairs); IMGUI_API void DockBuilderCopyNode(ImGuiID src_node_id, ImGuiID dst_node_id, ImVector* out_node_remap_pairs); IMGUI_API void DockBuilderCopyWindowSettings(const char* src_name, const char* dst_name); IMGUI_API void DockBuilderFinish(ImGuiID node_id); // Drag and Drop IMGUI_API bool BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id); IMGUI_API void ClearDragDrop(); IMGUI_API bool IsDragDropPayloadBeingAccepted(); // Internal Columns API (this is not exposed because we will encourage transitioning to the Tables API) IMGUI_API void SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect); IMGUI_API void BeginColumns(const char* str_id, int count, ImGuiOldColumnFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns(). IMGUI_API void EndColumns(); // close columns IMGUI_API void PushColumnClipRect(int column_index); IMGUI_API void PushColumnsBackground(); IMGUI_API void PopColumnsBackground(); IMGUI_API ImGuiID GetColumnsID(const char* str_id, int count); IMGUI_API ImGuiOldColumns* FindOrCreateColumns(ImGuiWindow* window, ImGuiID id); IMGUI_API float GetColumnOffsetFromNorm(const ImGuiOldColumns* columns, float offset_norm); IMGUI_API float GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offset); // Tables: Candidates for public API IMGUI_API void TableOpenContextMenu(int column_n = -1); IMGUI_API void TableSetColumnWidth(int column_n, float width); IMGUI_API void TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_direction, bool append_to_sort_specs); IMGUI_API int TableGetHoveredColumn(); // May use (TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) instead. Return hovered column. return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered. IMGUI_API float TableGetHeaderRowHeight(); IMGUI_API void TablePushBackgroundChannel(); IMGUI_API void TablePopBackgroundChannel(); // Tables: Internals inline ImGuiTable* GetCurrentTable() { ImGuiContext& g = *GImGui; return g.CurrentTable; } IMGUI_API ImGuiTable* TableFindByID(ImGuiID id); IMGUI_API bool BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0, 0), float inner_width = 0.0f); IMGUI_API void TableBeginInitMemory(ImGuiTable* table, int columns_count); IMGUI_API void TableBeginApplyRequests(ImGuiTable* table); IMGUI_API void TableSetupDrawChannels(ImGuiTable* table); IMGUI_API void TableUpdateLayout(ImGuiTable* table); IMGUI_API void TableUpdateBorders(ImGuiTable* table); IMGUI_API void TableUpdateColumnsWeightFromWidth(ImGuiTable* table); IMGUI_API void TableDrawBorders(ImGuiTable* table); IMGUI_API void TableDrawContextMenu(ImGuiTable* table); IMGUI_API void TableMergeDrawChannels(ImGuiTable* table); inline ImGuiTableInstanceData* TableGetInstanceData(ImGuiTable* table, int instance_no) { if (instance_no == 0) return &table->InstanceDataFirst; return &table->InstanceDataExtra[instance_no - 1]; } IMGUI_API void TableSortSpecsSanitize(ImGuiTable* table); IMGUI_API void TableSortSpecsBuild(ImGuiTable* table); IMGUI_API ImGuiSortDirection TableGetColumnNextSortDirection(ImGuiTableColumn* column); IMGUI_API void TableFixColumnSortDirection(ImGuiTable* table, ImGuiTableColumn* column); IMGUI_API float TableGetColumnWidthAuto(ImGuiTable* table, ImGuiTableColumn* column); IMGUI_API void TableBeginRow(ImGuiTable* table); IMGUI_API void TableEndRow(ImGuiTable* table); IMGUI_API void TableBeginCell(ImGuiTable* table, int column_n); IMGUI_API void TableEndCell(ImGuiTable* table); IMGUI_API ImRect TableGetCellBgRect(const ImGuiTable* table, int column_n); IMGUI_API const char* TableGetColumnName(const ImGuiTable* table, int column_n); IMGUI_API ImGuiID TableGetColumnResizeID(const ImGuiTable* table, int column_n, int instance_no = 0); IMGUI_API float TableGetMaxColumnWidth(const ImGuiTable* table, int column_n); IMGUI_API void TableSetColumnWidthAutoSingle(ImGuiTable* table, int column_n); IMGUI_API void TableSetColumnWidthAutoAll(ImGuiTable* table); IMGUI_API void TableRemove(ImGuiTable* table); IMGUI_API void TableGcCompactTransientBuffers(ImGuiTable* table); IMGUI_API void TableGcCompactTransientBuffers(ImGuiTableTempData* table); IMGUI_API void TableGcCompactSettings(); // Tables: Settings IMGUI_API void TableLoadSettings(ImGuiTable* table); IMGUI_API void TableSaveSettings(ImGuiTable* table); IMGUI_API void TableResetSettings(ImGuiTable* table); IMGUI_API ImGuiTableSettings* TableGetBoundSettings(ImGuiTable* table); IMGUI_API void TableSettingsAddSettingsHandler(); IMGUI_API ImGuiTableSettings* TableSettingsCreate(ImGuiID id, int columns_count); IMGUI_API ImGuiTableSettings* TableSettingsFindByID(ImGuiID id); // Tab Bars IMGUI_API bool BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags, ImGuiDockNode* dock_node); IMGUI_API ImGuiTabItem* TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id); IMGUI_API ImGuiTabItem* TabBarFindMostRecentlySelectedTabForActiveWindow(ImGuiTabBar* tab_bar); IMGUI_API void TabBarAddTab(ImGuiTabBar* tab_bar, ImGuiTabItemFlags tab_flags, ImGuiWindow* window); IMGUI_API void TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id); IMGUI_API void TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab); IMGUI_API void TabBarQueueReorder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int offset); IMGUI_API void TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, ImVec2 mouse_pos); IMGUI_API bool TabBarProcessReorder(ImGuiTabBar* tab_bar); IMGUI_API bool TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window); IMGUI_API ImVec2 TabItemCalcSize(const char* label, bool has_close_button); IMGUI_API void TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col); IMGUI_API void TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible, bool* out_just_closed, bool* out_text_clipped); // Render helpers // AVOID USING OUTSIDE OF IMGUI.CPP! NOT FOR PUBLIC CONSUMPTION. THOSE FUNCTIONS ARE A MESS. THEIR SIGNATURE AND BEHAVIOR WILL CHANGE, THEY NEED TO BE REFACTORED INTO SOMETHING DECENT. // NB: All position are in absolute pixels coordinates (we are never using window coordinates internally) IMGUI_API void RenderText(ImVec2 pos, const char* text, const char* text_end = NULL, bool hide_text_after_hash = true); IMGUI_API void RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width); IMGUI_API void RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0, 0), const ImRect* clip_rect = NULL); IMGUI_API void RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0, 0), const ImRect* clip_rect = NULL); IMGUI_API void RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end, const ImVec2* text_size_if_known); IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f); IMGUI_API void RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding = 0.0f); IMGUI_API void RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, ImDrawFlags flags = 0); IMGUI_API void RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags = ImGuiNavHighlightFlags_TypeDefault); // Navigation highlight IMGUI_API const char* FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text. IMGUI_API void RenderMouseCursor(ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow); // Render helpers (those functions don't access any ImGui state!) IMGUI_API void RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale = 1.0f); IMGUI_API void RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col); IMGUI_API void RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz); IMGUI_API void RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col); IMGUI_API void RenderArrowDockMenu(ImDrawList* draw_list, ImVec2 p_min, float sz, ImU32 col); IMGUI_API void RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding); IMGUI_API void RenderRectFilledWithHole(ImDrawList* draw_list, const ImRect& outer, const ImRect& inner, ImU32 col, float rounding); IMGUI_API ImDrawFlags CalcRoundingFlagsForRectInRect(const ImRect& r_in, const ImRect& r_outer, float threshold); // Widgets IMGUI_API void TextEx(const char* text, const char* text_end = NULL, ImGuiTextFlags flags = 0); IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0, 0), ImGuiButtonFlags flags = 0); IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos); IMGUI_API bool CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_node); IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags = 0); IMGUI_API void Scrollbar(ImGuiAxis axis); IMGUI_API bool ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 avail_v, ImS64 contents_v, ImDrawFlags flags); IMGUI_API bool ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec2& padding, const ImVec4& bg_col, const ImVec4& tint_col); IMGUI_API ImRect GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis); IMGUI_API ImGuiID GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis); IMGUI_API ImGuiID GetWindowResizeCornerID(ImGuiWindow* window, int n); // 0..3: corners IMGUI_API ImGuiID GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir); IMGUI_API void SeparatorEx(ImGuiSeparatorFlags flags); IMGUI_API bool CheckboxFlags(const char* label, ImS64* flags, ImS64 flags_value); IMGUI_API bool CheckboxFlags(const char* label, ImU64* flags, ImU64 flags_value); // Widgets low-level behaviors IMGUI_API bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags = 0); IMGUI_API bool DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags); IMGUI_API bool SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb); IMGUI_API bool SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f, float hover_visibility_delay = 0.0f, ImU32 bg_col = 0); IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL); IMGUI_API bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0); // Consume previous SetNextItemOpen() data, if any. May return true when logging IMGUI_API void TreePushOverrideID(ImGuiID id); // Template functions are instantiated in imgui_widgets.cpp for a finite number of types. // To use them externally (for custom widget) you may need an "extern template" statement in your code in order to link to existing instances and silence Clang warnings (see #2036). // e.g. " extern template IMGUI_API float RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, float v); " template IMGUI_API float ScaleRatioFromValueT(ImGuiDataType data_type, T v, T v_min, T v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_size); template IMGUI_API T ScaleValueFromRatioT(ImGuiDataType data_type, float t, T v_min, T v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_size); template IMGUI_API bool DragBehaviorT(ImGuiDataType data_type, T* v, float v_speed, T v_min, T v_max, const char* format, ImGuiSliderFlags flags); template IMGUI_API bool SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, T* v, T v_min, T v_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb); template IMGUI_API T RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, T v); template IMGUI_API bool CheckboxFlagsT(const char* label, T* flags, T flags_value); // Data type helpers IMGUI_API const ImGuiDataTypeInfo* DataTypeGetInfo(ImGuiDataType data_type); IMGUI_API int DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* p_data, const char* format); IMGUI_API void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, const void* arg_1, const void* arg_2); IMGUI_API bool DataTypeApplyFromText(const char* buf, ImGuiDataType data_type, void* p_data, const char* format); IMGUI_API int DataTypeCompare(ImGuiDataType data_type, const void* arg_1, const void* arg_2); IMGUI_API bool DataTypeClamp(ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max); // InputText IMGUI_API bool InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); IMGUI_API bool TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags); IMGUI_API bool TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min = NULL, const void* p_clamp_max = NULL); inline bool TempInputIsActive(ImGuiID id) { ImGuiContext& g = *GImGui; return (g.ActiveId == id && g.TempInputId == id); } inline ImGuiInputTextState* GetInputTextState(ImGuiID id) { ImGuiContext& g = *GImGui; return (g.InputTextState.ID == id) ? &g.InputTextState : NULL; } // Get input text state if active // Color IMGUI_API void ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags); IMGUI_API void ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags); IMGUI_API void ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags); // Plot IMGUI_API int PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 frame_size); // Shade functions (write over already created vertices) IMGUI_API void ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1); IMGUI_API void ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp); // Garbage collection IMGUI_API void GcCompactTransientMiscBuffers(); IMGUI_API void GcCompactTransientWindowBuffers(ImGuiWindow* window); IMGUI_API void GcAwakeTransientWindowBuffers(ImGuiWindow* window); // Debug Tools IMGUI_API void ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data = NULL); IMGUI_API void ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback, void* user_data = NULL); inline void DebugDrawItemRect(ImU32 col = IM_COL32(255,0,0,255)) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; GetForegroundDrawList(window)->AddRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, col); } inline void DebugStartItemPicker() { ImGuiContext& g = *GImGui; g.DebugItemPickerActive = true; } IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas); IMGUI_API void DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end); IMGUI_API void DebugNodeColumns(ImGuiOldColumns* columns); IMGUI_API void DebugNodeDockNode(ImGuiDockNode* node, const char* label); IMGUI_API void DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label); IMGUI_API void DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb); IMGUI_API void DebugNodeFont(ImFont* font); IMGUI_API void DebugNodeStorage(ImGuiStorage* storage, const char* label); IMGUI_API void DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label); IMGUI_API void DebugNodeTable(ImGuiTable* table); IMGUI_API void DebugNodeTableSettings(ImGuiTableSettings* settings); IMGUI_API void DebugNodeWindow(ImGuiWindow* window, const char* label); IMGUI_API void DebugNodeWindowSettings(ImGuiWindowSettings* settings); IMGUI_API void DebugNodeWindowsList(ImVector* windows, const char* label); IMGUI_API void DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack); IMGUI_API void DebugNodeViewport(ImGuiViewportP* viewport); IMGUI_API void DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb); } // namespace ImGui //----------------------------------------------------------------------------- // [SECTION] ImFontAtlas internal API //----------------------------------------------------------------------------- // This structure is likely to evolve as we add support for incremental atlas updates struct ImFontBuilderIO { bool (*FontBuilder_Build)(ImFontAtlas* atlas); }; // Helper for font builder #ifdef IMGUI_ENABLE_STB_TRUETYPE IMGUI_API const ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype(); #endif IMGUI_API void ImFontAtlasBuildInit(ImFontAtlas* atlas); IMGUI_API void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent); IMGUI_API void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque); IMGUI_API void ImFontAtlasBuildFinish(ImFontAtlas* atlas); IMGUI_API void ImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value); IMGUI_API void ImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned int in_marker_pixel_value); IMGUI_API void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_multiply_factor); IMGUI_API void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride); //----------------------------------------------------------------------------- // [SECTION] Test Engine specific hooks (imgui_test_engine) //----------------------------------------------------------------------------- #ifdef IMGUI_ENABLE_TEST_ENGINE extern void ImGuiTestEngineHook_ItemAdd(ImGuiContext* ctx, const ImRect& bb, ImGuiID id); extern void ImGuiTestEngineHook_ItemInfo(ImGuiContext* ctx, ImGuiID id, const char* label, ImGuiItemStatusFlags flags); extern void ImGuiTestEngineHook_Log(ImGuiContext* ctx, const char* fmt, ...); extern const char* ImGuiTestEngine_FindItemDebugLabel(ImGuiContext* ctx, ImGuiID id); #define IMGUI_TEST_ENGINE_ITEM_ADD(_BB,_ID) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemAdd(&g, _BB, _ID) // Register item bounding box #define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS) // Register item label and status flags (optional) #define IMGUI_TEST_ENGINE_LOG(_FMT,...) if (g.TestEngineHookItems) ImGuiTestEngineHook_Log(&g, _FMT, __VA_ARGS__) // Custom log entry from user land into test log #else #define IMGUI_TEST_ENGINE_ITEM_ADD(_BB,_ID) ((void)0) #define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) ((void)g) #endif //----------------------------------------------------------------------------- #if defined(__clang__) #pragma clang diagnostic pop #elif defined(__GNUC__) #pragma GCC diagnostic pop #endif #ifdef _MSC_VER #pragma warning (pop) #endif #endif // #ifndef IMGUI_DISABLE ================================================ FILE: test/third_party/imgui/imgui_tables.cpp ================================================ // dear imgui, v1.88 WIP // (tables and columns code) /* Index of this file: // [SECTION] Commentary // [SECTION] Header mess // [SECTION] Tables: Main code // [SECTION] Tables: Simple accessors // [SECTION] Tables: Row changes // [SECTION] Tables: Columns changes // [SECTION] Tables: Columns width management // [SECTION] Tables: Drawing // [SECTION] Tables: Sorting // [SECTION] Tables: Headers // [SECTION] Tables: Context Menu // [SECTION] Tables: Settings (.ini data) // [SECTION] Tables: Garbage Collection // [SECTION] Tables: Debugging // [SECTION] Columns, BeginColumns, EndColumns, etc. */ // Navigating this file: // - In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. // - With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. //----------------------------------------------------------------------------- // [SECTION] Commentary //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // Typical tables call flow: (root level is generally public API): //----------------------------------------------------------------------------- // - BeginTable() user begin into a table // | BeginChild() - (if ScrollX/ScrollY is set) // | TableBeginInitMemory() - first time table is used // | TableResetSettings() - on settings reset // | TableLoadSettings() - on settings load // | TableBeginApplyRequests() - apply queued resizing/reordering/hiding requests // | - TableSetColumnWidth() - apply resizing width (for mouse resize, often requested by previous frame) // | - TableUpdateColumnsWeightFromWidth()- recompute columns weights (of stretch columns) from their respective width // - TableSetupColumn() user submit columns details (optional) // - TableSetupScrollFreeze() user submit scroll freeze information (optional) //----------------------------------------------------------------------------- // - TableUpdateLayout() [Internal] followup to BeginTable(): setup everything: widths, columns positions, clipping rectangles. Automatically called by the FIRST call to TableNextRow() or TableHeadersRow(). // | TableSetupDrawChannels() - setup ImDrawList channels // | TableUpdateBorders() - detect hovering columns for resize, ahead of contents submission // | TableDrawContextMenu() - draw right-click context menu //----------------------------------------------------------------------------- // - TableHeadersRow() or TableHeader() user submit a headers row (optional) // | TableSortSpecsClickColumn() - when left-clicked: alter sort order and sort direction // | TableOpenContextMenu() - when right-clicked: trigger opening of the default context menu // - TableGetSortSpecs() user queries updated sort specs (optional, generally after submitting headers) // - TableNextRow() user begin into a new row (also automatically called by TableHeadersRow()) // | TableEndRow() - finish existing row // | TableBeginRow() - add a new row // - TableSetColumnIndex() / TableNextColumn() user begin into a cell // | TableEndCell() - close existing column/cell // | TableBeginCell() - enter into current column/cell // - [...] user emit contents //----------------------------------------------------------------------------- // - EndTable() user ends the table // | TableDrawBorders() - draw outer borders, inner vertical borders // | TableMergeDrawChannels() - merge draw channels if clipping isn't required // | EndChild() - (if ScrollX/ScrollY is set) //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // TABLE SIZING //----------------------------------------------------------------------------- // (Read carefully because this is subtle but it does make sense!) //----------------------------------------------------------------------------- // About 'outer_size': // Its meaning needs to differ slightly depending on if we are using ScrollX/ScrollY flags. // Default value is ImVec2(0.0f, 0.0f). // X // - outer_size.x <= 0.0f -> Right-align from window/work-rect right-most edge. With -FLT_MIN or 0.0f will align exactly on right-most edge. // - outer_size.x > 0.0f -> Set Fixed width. // Y with ScrollX/ScrollY disabled: we output table directly in current window // - outer_size.y < 0.0f -> Bottom-align (but will auto extend, unless _NoHostExtendY is set). Not meaningful is parent window can vertically scroll. // - outer_size.y = 0.0f -> No minimum height (but will auto extend, unless _NoHostExtendY is set) // - outer_size.y > 0.0f -> Set Minimum height (but will auto extend, unless _NoHostExtenY is set) // Y with ScrollX/ScrollY enabled: using a child window for scrolling // - outer_size.y < 0.0f -> Bottom-align. Not meaningful is parent window can vertically scroll. // - outer_size.y = 0.0f -> Bottom-align, consistent with BeginChild(). Not recommended unless table is last item in parent window. // - outer_size.y > 0.0f -> Set Exact height. Recommended when using Scrolling on any axis. //----------------------------------------------------------------------------- // Outer size is also affected by the NoHostExtendX/NoHostExtendY flags. // Important to that note how the two flags have slightly different behaviors! // - ImGuiTableFlags_NoHostExtendX -> Make outer width auto-fit to columns (overriding outer_size.x value). Only available when ScrollX/ScrollY are disabled and Stretch columns are not used. // - ImGuiTableFlags_NoHostExtendY -> Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY is disabled. Data below the limit will be clipped and not visible. // In theory ImGuiTableFlags_NoHostExtendY could be the default and any non-scrolling tables with outer_size.y != 0.0f would use exact height. // This would be consistent but perhaps less useful and more confusing (as vertically clipped items are not easily noticeable) //----------------------------------------------------------------------------- // About 'inner_width': // With ScrollX disabled: // - inner_width -> *ignored* // With ScrollX enabled: // - inner_width < 0.0f -> *illegal* fit in known width (right align from outer_size.x) <-- weird // - inner_width = 0.0f -> fit in outer_width: Fixed size columns will take space they need (if avail, otherwise shrink down), Stretch columns becomes Fixed columns. // - inner_width > 0.0f -> override scrolling width, generally to be larger than outer_size.x. Fixed column take space they need (if avail, otherwise shrink down), Stretch columns share remaining space! //----------------------------------------------------------------------------- // Details: // - If you want to use Stretch columns with ScrollX, you generally need to specify 'inner_width' otherwise the concept // of "available space" doesn't make sense. // - Even if not really useful, we allow 'inner_width < outer_size.x' for consistency and to facilitate understanding // of what the value does. //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // COLUMNS SIZING POLICIES //----------------------------------------------------------------------------- // About overriding column sizing policy and width/weight with TableSetupColumn(): // We use a default parameter of 'init_width_or_weight == -1'. // - with ImGuiTableColumnFlags_WidthFixed, init_width <= 0 (default) --> width is automatic // - with ImGuiTableColumnFlags_WidthFixed, init_width > 0 (explicit) --> width is custom // - with ImGuiTableColumnFlags_WidthStretch, init_weight <= 0 (default) --> weight is 1.0f // - with ImGuiTableColumnFlags_WidthStretch, init_weight > 0 (explicit) --> weight is custom // Widths are specified _without_ CellPadding. If you specify a width of 100.0f, the column will be cover (100.0f + Padding * 2.0f) // and you can fit a 100.0f wide item in it without clipping and with full padding. //----------------------------------------------------------------------------- // About default sizing policy (if you don't specify a ImGuiTableColumnFlags_WidthXXXX flag) // - with Table policy ImGuiTableFlags_SizingFixedFit --> default Column policy is ImGuiTableColumnFlags_WidthFixed, default Width is equal to contents width // - with Table policy ImGuiTableFlags_SizingFixedSame --> default Column policy is ImGuiTableColumnFlags_WidthFixed, default Width is max of all contents width // - with Table policy ImGuiTableFlags_SizingStretchSame --> default Column policy is ImGuiTableColumnFlags_WidthStretch, default Weight is 1.0f // - with Table policy ImGuiTableFlags_SizingStretchWeight --> default Column policy is ImGuiTableColumnFlags_WidthStretch, default Weight is proportional to contents // Default Width and default Weight can be overridden when calling TableSetupColumn(). //----------------------------------------------------------------------------- // About mixing Fixed/Auto and Stretch columns together: // - the typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns. // - using mixed policies with ScrollX does not make much sense, as using Stretch columns with ScrollX does not make much sense in the first place! // that is, unless 'inner_width' is passed to BeginTable() to explicitly provide a total width to layout columns in. // - when using ImGuiTableFlags_SizingFixedSame with mixed columns, only the Fixed/Auto columns will match their widths to the width of the maximum contents. // - when using ImGuiTableFlags_SizingStretchSame with mixed columns, only the Stretch columns will match their weight/widths. //----------------------------------------------------------------------------- // About using column width: // If a column is manual resizable or has a width specified with TableSetupColumn(): // - you may use GetContentRegionAvail().x to query the width available in a given column. // - right-side alignment features such as SetNextItemWidth(-x) or PushItemWidth(-x) will rely on this width. // If the column is not resizable and has no width specified with TableSetupColumn(): // - its width will be automatic and be set to the max of items submitted. // - therefore you generally cannot have ALL items of the columns use e.g. SetNextItemWidth(-FLT_MIN). // - but if the column has one or more items of known/fixed size, this will become the reference width used by SetNextItemWidth(-FLT_MIN). //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // TABLES CLIPPING/CULLING //----------------------------------------------------------------------------- // About clipping/culling of Rows in Tables: // - For large numbers of rows, it is recommended you use ImGuiListClipper to only submit visible rows. // ImGuiListClipper is reliant on the fact that rows are of equal height. // See 'Demo->Tables->Vertical Scrolling' or 'Demo->Tables->Advanced' for a demo of using the clipper. // - Note that auto-resizing columns don't play well with using the clipper. // By default a table with _ScrollX but without _Resizable will have column auto-resize. // So, if you want to use the clipper, make sure to either enable _Resizable, either setup columns width explicitly with _WidthFixed. //----------------------------------------------------------------------------- // About clipping/culling of Columns in Tables: // - Both TableSetColumnIndex() and TableNextColumn() return true when the column is visible or performing // width measurements. Otherwise, you may skip submitting the contents of a cell/column, BUT ONLY if you know // it is not going to contribute to row height. // In many situations, you may skip submitting contents for every column but one (e.g. the first one). // - Case A: column is not hidden by user, and at least partially in sight (most common case). // - Case B: column is clipped / out of sight (because of scrolling or parent ClipRect): TableNextColumn() return false as a hint but we still allow layout output. // - Case C: column is hidden explicitly by the user (e.g. via the context menu, or _DefaultHide column flag, etc.). // // [A] [B] [C] // TableNextColumn(): true false false -> [userland] when TableNextColumn() / TableSetColumnIndex() return false, user can skip submitting items but only if the column doesn't contribute to row height. // SkipItems: false false true -> [internal] when SkipItems is true, most widgets will early out if submitted, resulting is no layout output. // ClipRect: normal zero-width zero-width -> [internal] when ClipRect is zero, ItemAdd() will return false and most widgets will early out mid-way. // ImDrawList output: normal dummy dummy -> [internal] when using the dummy channel, ImDrawList submissions (if any) will be wasted (because cliprect is zero-width anyway). // // - We need to distinguish those cases because non-hidden columns that are clipped outside of scrolling bounds should still contribute their height to the row. // However, in the majority of cases, the contribution to row height is the same for all columns, or the tallest cells are known by the programmer. //----------------------------------------------------------------------------- // About clipping/culling of whole Tables: // - Scrolling tables with a known outer size can be clipped earlier as BeginTable() will return false. //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // [SECTION] Header mess //----------------------------------------------------------------------------- #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) #define _CRT_SECURE_NO_WARNINGS #endif #include "imgui.h" #ifndef IMGUI_DISABLE #ifndef IMGUI_DEFINE_MATH_OPERATORS #define IMGUI_DEFINE_MATH_OPERATORS #endif #include "imgui_internal.h" // System includes #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier #include // intptr_t #else #include // intptr_t #endif // Visual Studio warnings #ifdef _MSC_VER #pragma warning (disable: 4127) // condition expression is constant #pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen #if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later #pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types #endif #pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). #pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). #endif // Clang/GCC warnings with -Weverything #if defined(__clang__) #if __has_warning("-Wunknown-warning-option") #pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! #endif #pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. #pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. #pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 #pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. #pragma clang diagnostic ignored "-Wenum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') #pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision #elif defined(__GNUC__) #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind #pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked #pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead #endif //----------------------------------------------------------------------------- // [SECTION] Tables: Main code //----------------------------------------------------------------------------- // - TableFixFlags() [Internal] // - TableFindByID() [Internal] // - BeginTable() // - BeginTableEx() [Internal] // - TableBeginInitMemory() [Internal] // - TableBeginApplyRequests() [Internal] // - TableSetupColumnFlags() [Internal] // - TableUpdateLayout() [Internal] // - TableUpdateBorders() [Internal] // - EndTable() // - TableSetupColumn() // - TableSetupScrollFreeze() //----------------------------------------------------------------------------- // Configuration static const int TABLE_DRAW_CHANNEL_BG0 = 0; static const int TABLE_DRAW_CHANNEL_BG2_FROZEN = 1; static const int TABLE_DRAW_CHANNEL_NOCLIP = 2; // When using ImGuiTableFlags_NoClip (this becomes the last visible channel) static const float TABLE_BORDER_SIZE = 1.0f; // FIXME-TABLE: Currently hard-coded because of clipping assumptions with outer borders rendering. static const float TABLE_RESIZE_SEPARATOR_HALF_THICKNESS = 4.0f; // Extend outside inner borders. static const float TABLE_RESIZE_SEPARATOR_FEEDBACK_TIMER = 0.06f; // Delay/timer before making the hover feedback (color+cursor) visible because tables/columns tends to be more cramped. // Helper inline ImGuiTableFlags TableFixFlags(ImGuiTableFlags flags, ImGuiWindow* outer_window) { // Adjust flags: set default sizing policy if ((flags & ImGuiTableFlags_SizingMask_) == 0) flags |= ((flags & ImGuiTableFlags_ScrollX) || (outer_window->Flags & ImGuiWindowFlags_AlwaysAutoResize)) ? ImGuiTableFlags_SizingFixedFit : ImGuiTableFlags_SizingStretchSame; // Adjust flags: enable NoKeepColumnsVisible when using ImGuiTableFlags_SizingFixedSame if ((flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedSame) flags |= ImGuiTableFlags_NoKeepColumnsVisible; // Adjust flags: enforce borders when resizable if (flags & ImGuiTableFlags_Resizable) flags |= ImGuiTableFlags_BordersInnerV; // Adjust flags: disable NoHostExtendX/NoHostExtendY if we have any scrolling going on if (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) flags &= ~(ImGuiTableFlags_NoHostExtendX | ImGuiTableFlags_NoHostExtendY); // Adjust flags: NoBordersInBodyUntilResize takes priority over NoBordersInBody if (flags & ImGuiTableFlags_NoBordersInBodyUntilResize) flags &= ~ImGuiTableFlags_NoBordersInBody; // Adjust flags: disable saved settings if there's nothing to save if ((flags & (ImGuiTableFlags_Resizable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Sortable)) == 0) flags |= ImGuiTableFlags_NoSavedSettings; // Inherit _NoSavedSettings from top-level window (child windows always have _NoSavedSettings set) if (outer_window->RootWindow->Flags & ImGuiWindowFlags_NoSavedSettings) flags |= ImGuiTableFlags_NoSavedSettings; return flags; } ImGuiTable* ImGui::TableFindByID(ImGuiID id) { ImGuiContext& g = *GImGui; return g.Tables.GetByKey(id); } // Read about "TABLE SIZING" at the top of this file. bool ImGui::BeginTable(const char* str_id, int columns_count, ImGuiTableFlags flags, const ImVec2& outer_size, float inner_width) { ImGuiID id = GetID(str_id); return BeginTableEx(str_id, id, columns_count, flags, outer_size, inner_width); } bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags, const ImVec2& outer_size, float inner_width) { ImGuiContext& g = *GImGui; ImGuiWindow* outer_window = GetCurrentWindow(); if (outer_window->SkipItems) // Consistent with other tables + beneficial side effect that assert on miscalling EndTable() will be more visible. return false; // Sanity checks IM_ASSERT(columns_count > 0 && columns_count <= IMGUI_TABLE_MAX_COLUMNS && "Only 1..64 columns allowed!"); if (flags & ImGuiTableFlags_ScrollX) IM_ASSERT(inner_width >= 0.0f); // If an outer size is specified ahead we will be able to early out when not visible. Exact clipping rules may evolve. const bool use_child_window = (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) != 0; const ImVec2 avail_size = GetContentRegionAvail(); ImVec2 actual_outer_size = CalcItemSize(outer_size, ImMax(avail_size.x, 1.0f), use_child_window ? ImMax(avail_size.y, 1.0f) : 0.0f); ImRect outer_rect(outer_window->DC.CursorPos, outer_window->DC.CursorPos + actual_outer_size); if (use_child_window && IsClippedEx(outer_rect, 0)) { ItemSize(outer_rect); return false; } // Acquire storage for the table ImGuiTable* table = g.Tables.GetOrAddByKey(id); const int instance_no = (table->LastFrameActive != g.FrameCount) ? 0 : table->InstanceCurrent + 1; const ImGuiID instance_id = id + instance_no; const ImGuiTableFlags table_last_flags = table->Flags; if (instance_no > 0) IM_ASSERT(table->ColumnsCount == columns_count && "BeginTable(): Cannot change columns count mid-frame while preserving same ID"); // Acquire temporary buffers const int table_idx = g.Tables.GetIndex(table); if (++g.TablesTempDataStacked > g.TablesTempData.Size) g.TablesTempData.resize(g.TablesTempDataStacked, ImGuiTableTempData()); ImGuiTableTempData* temp_data = table->TempData = &g.TablesTempData[g.TablesTempDataStacked - 1]; temp_data->TableIndex = table_idx; table->DrawSplitter = &table->TempData->DrawSplitter; table->DrawSplitter->Clear(); // Fix flags table->IsDefaultSizingPolicy = (flags & ImGuiTableFlags_SizingMask_) == 0; flags = TableFixFlags(flags, outer_window); // Initialize table->ID = id; table->Flags = flags; table->InstanceCurrent = (ImS16)instance_no; table->LastFrameActive = g.FrameCount; table->OuterWindow = table->InnerWindow = outer_window; table->ColumnsCount = columns_count; table->IsLayoutLocked = false; table->InnerWidth = inner_width; temp_data->UserOuterSize = outer_size; if (instance_no > 0 && table->InstanceDataExtra.Size < instance_no) table->InstanceDataExtra.push_back(ImGuiTableInstanceData()); // When not using a child window, WorkRect.Max will grow as we append contents. if (use_child_window) { // Ensure no vertical scrollbar appears if we only want horizontal one, to make flag consistent // (we have no other way to disable vertical scrollbar of a window while keeping the horizontal one showing) ImVec2 override_content_size(FLT_MAX, FLT_MAX); if ((flags & ImGuiTableFlags_ScrollX) && !(flags & ImGuiTableFlags_ScrollY)) override_content_size.y = FLT_MIN; // Ensure specified width (when not specified, Stretched columns will act as if the width == OuterWidth and // never lead to any scrolling). We don't handle inner_width < 0.0f, we could potentially use it to right-align // based on the right side of the child window work rect, which would require knowing ahead if we are going to // have decoration taking horizontal spaces (typically a vertical scrollbar). if ((flags & ImGuiTableFlags_ScrollX) && inner_width > 0.0f) override_content_size.x = inner_width; if (override_content_size.x != FLT_MAX || override_content_size.y != FLT_MAX) SetNextWindowContentSize(ImVec2(override_content_size.x != FLT_MAX ? override_content_size.x : 0.0f, override_content_size.y != FLT_MAX ? override_content_size.y : 0.0f)); // Reset scroll if we are reactivating it if ((table_last_flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) == 0) SetNextWindowScroll(ImVec2(0.0f, 0.0f)); // Create scrolling region (without border and zero window padding) ImGuiWindowFlags child_flags = (flags & ImGuiTableFlags_ScrollX) ? ImGuiWindowFlags_HorizontalScrollbar : ImGuiWindowFlags_None; BeginChildEx(name, instance_id, outer_rect.GetSize(), false, child_flags); table->InnerWindow = g.CurrentWindow; table->WorkRect = table->InnerWindow->WorkRect; table->OuterRect = table->InnerWindow->Rect(); table->InnerRect = table->InnerWindow->InnerRect; IM_ASSERT(table->InnerWindow->WindowPadding.x == 0.0f && table->InnerWindow->WindowPadding.y == 0.0f && table->InnerWindow->WindowBorderSize == 0.0f); } else { // For non-scrolling tables, WorkRect == OuterRect == InnerRect. // But at this point we do NOT have a correct value for .Max.y (unless a height has been explicitly passed in). It will only be updated in EndTable(). table->WorkRect = table->OuterRect = table->InnerRect = outer_rect; } // Push a standardized ID for both child-using and not-child-using tables PushOverrideID(instance_id); // Backup a copy of host window members we will modify ImGuiWindow* inner_window = table->InnerWindow; table->HostIndentX = inner_window->DC.Indent.x; table->HostClipRect = inner_window->ClipRect; table->HostSkipItems = inner_window->SkipItems; temp_data->HostBackupWorkRect = inner_window->WorkRect; temp_data->HostBackupParentWorkRect = inner_window->ParentWorkRect; temp_data->HostBackupColumnsOffset = outer_window->DC.ColumnsOffset; temp_data->HostBackupPrevLineSize = inner_window->DC.PrevLineSize; temp_data->HostBackupCurrLineSize = inner_window->DC.CurrLineSize; temp_data->HostBackupCursorMaxPos = inner_window->DC.CursorMaxPos; temp_data->HostBackupItemWidth = outer_window->DC.ItemWidth; temp_data->HostBackupItemWidthStackSize = outer_window->DC.ItemWidthStack.Size; inner_window->DC.PrevLineSize = inner_window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); // Padding and Spacing // - None ........Content..... Pad .....Content........ // - PadOuter | Pad ..Content..... Pad .....Content.. Pad | // - PadInner ........Content.. Pad | Pad ..Content........ // - PadOuter+PadInner | Pad ..Content.. Pad | Pad ..Content.. Pad | const bool pad_outer_x = (flags & ImGuiTableFlags_NoPadOuterX) ? false : (flags & ImGuiTableFlags_PadOuterX) ? true : (flags & ImGuiTableFlags_BordersOuterV) != 0; const bool pad_inner_x = (flags & ImGuiTableFlags_NoPadInnerX) ? false : true; const float inner_spacing_for_border = (flags & ImGuiTableFlags_BordersInnerV) ? TABLE_BORDER_SIZE : 0.0f; const float inner_spacing_explicit = (pad_inner_x && (flags & ImGuiTableFlags_BordersInnerV) == 0) ? g.Style.CellPadding.x : 0.0f; const float inner_padding_explicit = (pad_inner_x && (flags & ImGuiTableFlags_BordersInnerV) != 0) ? g.Style.CellPadding.x : 0.0f; table->CellSpacingX1 = inner_spacing_explicit + inner_spacing_for_border; table->CellSpacingX2 = inner_spacing_explicit; table->CellPaddingX = inner_padding_explicit; table->CellPaddingY = g.Style.CellPadding.y; const float outer_padding_for_border = (flags & ImGuiTableFlags_BordersOuterV) ? TABLE_BORDER_SIZE : 0.0f; const float outer_padding_explicit = pad_outer_x ? g.Style.CellPadding.x : 0.0f; table->OuterPaddingX = (outer_padding_for_border + outer_padding_explicit) - table->CellPaddingX; table->CurrentColumn = -1; table->CurrentRow = -1; table->RowBgColorCounter = 0; table->LastRowFlags = ImGuiTableRowFlags_None; table->InnerClipRect = (inner_window == outer_window) ? table->WorkRect : inner_window->ClipRect; table->InnerClipRect.ClipWith(table->WorkRect); // We need this to honor inner_width table->InnerClipRect.ClipWithFull(table->HostClipRect); table->InnerClipRect.Max.y = (flags & ImGuiTableFlags_NoHostExtendY) ? ImMin(table->InnerClipRect.Max.y, inner_window->WorkRect.Max.y) : inner_window->ClipRect.Max.y; table->RowPosY1 = table->RowPosY2 = table->WorkRect.Min.y; // This is needed somehow table->RowTextBaseline = 0.0f; // This will be cleared again by TableBeginRow() table->FreezeRowsRequest = table->FreezeRowsCount = 0; // This will be setup by TableSetupScrollFreeze(), if any table->FreezeColumnsRequest = table->FreezeColumnsCount = 0; table->IsUnfrozenRows = true; table->DeclColumnsCount = 0; // Using opaque colors facilitate overlapping elements of the grid table->BorderColorStrong = GetColorU32(ImGuiCol_TableBorderStrong); table->BorderColorLight = GetColorU32(ImGuiCol_TableBorderLight); // Make table current g.CurrentTable = table; outer_window->DC.CurrentTableIdx = table_idx; if (inner_window != outer_window) // So EndChild() within the inner window can restore the table properly. inner_window->DC.CurrentTableIdx = table_idx; if ((table_last_flags & ImGuiTableFlags_Reorderable) && (flags & ImGuiTableFlags_Reorderable) == 0) table->IsResetDisplayOrderRequest = true; // Mark as used if (table_idx >= g.TablesLastTimeActive.Size) g.TablesLastTimeActive.resize(table_idx + 1, -1.0f); g.TablesLastTimeActive[table_idx] = (float)g.Time; temp_data->LastTimeActive = (float)g.Time; table->MemoryCompacted = false; // Setup memory buffer (clear data if columns count changed) ImGuiTableColumn* old_columns_to_preserve = NULL; void* old_columns_raw_data = NULL; const int old_columns_count = table->Columns.size(); if (old_columns_count != 0 && old_columns_count != columns_count) { // Attempt to preserve width on column count change (#4046) old_columns_to_preserve = table->Columns.Data; old_columns_raw_data = table->RawData; table->RawData = NULL; } if (table->RawData == NULL) { TableBeginInitMemory(table, columns_count); table->IsInitializing = table->IsSettingsRequestLoad = true; } if (table->IsResetAllRequest) TableResetSettings(table); if (table->IsInitializing) { // Initialize table->SettingsOffset = -1; table->IsSortSpecsDirty = true; table->InstanceInteracted = -1; table->ContextPopupColumn = -1; table->ReorderColumn = table->ResizedColumn = table->LastResizedColumn = -1; table->AutoFitSingleColumn = -1; table->HoveredColumnBody = table->HoveredColumnBorder = -1; for (int n = 0; n < columns_count; n++) { ImGuiTableColumn* column = &table->Columns[n]; if (old_columns_to_preserve && n < old_columns_count) { // FIXME: We don't attempt to preserve column order in this path. *column = old_columns_to_preserve[n]; } else { float width_auto = column->WidthAuto; *column = ImGuiTableColumn(); column->WidthAuto = width_auto; column->IsPreserveWidthAuto = true; // Preserve WidthAuto when reinitializing a live table: not technically necessary but remove a visible flicker column->IsEnabled = column->IsUserEnabled = column->IsUserEnabledNextFrame = true; } column->DisplayOrder = table->DisplayOrderToIndex[n] = (ImGuiTableColumnIdx)n; } } if (old_columns_raw_data) IM_FREE(old_columns_raw_data); // Load settings if (table->IsSettingsRequestLoad) TableLoadSettings(table); // Handle DPI/font resize // This is designed to facilitate DPI changes with the assumption that e.g. style.CellPadding has been scaled as well. // It will also react to changing fonts with mixed results. It doesn't need to be perfect but merely provide a decent transition. // FIXME-DPI: Provide consistent standards for reference size. Perhaps using g.CurrentDpiScale would be more self explanatory. // This is will lead us to non-rounded WidthRequest in columns, which should work but is a poorly tested path. const float new_ref_scale_unit = g.FontSize; // g.Font->GetCharAdvance('A') ? if (table->RefScale != 0.0f && table->RefScale != new_ref_scale_unit) { const float scale_factor = new_ref_scale_unit / table->RefScale; //IMGUI_DEBUG_LOG("[table] %08X RefScaleUnit %.3f -> %.3f, scaling width by %.3f\n", table->ID, table->RefScaleUnit, new_ref_scale_unit, scale_factor); for (int n = 0; n < columns_count; n++) table->Columns[n].WidthRequest = table->Columns[n].WidthRequest * scale_factor; } table->RefScale = new_ref_scale_unit; // Disable output until user calls TableNextRow() or TableNextColumn() leading to the TableUpdateLayout() call.. // This is not strictly necessary but will reduce cases were "out of table" output will be misleading to the user. // Because we cannot safely assert in EndTable() when no rows have been created, this seems like our best option. inner_window->SkipItems = true; // Clear names // At this point the ->NameOffset field of each column will be invalid until TableUpdateLayout() or the first call to TableSetupColumn() if (table->ColumnsNames.Buf.Size > 0) table->ColumnsNames.Buf.resize(0); // Apply queued resizing/reordering/hiding requests TableBeginApplyRequests(table); return true; } // For reference, the average total _allocation count_ for a table is: // + 0 (for ImGuiTable instance, we are pooling allocations in g.Tables) // + 1 (for table->RawData allocated below) // + 1 (for table->ColumnsNames, if names are used) // Shared allocations per number of nested tables // + 1 (for table->Splitter._Channels) // + 2 * active_channels_count (for ImDrawCmd and ImDrawIdx buffers inside channels) // Where active_channels_count is variable but often == columns_count or columns_count + 1, see TableSetupDrawChannels() for details. // Unused channels don't perform their +2 allocations. void ImGui::TableBeginInitMemory(ImGuiTable* table, int columns_count) { // Allocate single buffer for our arrays ImSpanAllocator<3> span_allocator; span_allocator.Reserve(0, columns_count * sizeof(ImGuiTableColumn)); span_allocator.Reserve(1, columns_count * sizeof(ImGuiTableColumnIdx)); span_allocator.Reserve(2, columns_count * sizeof(ImGuiTableCellData), 4); table->RawData = IM_ALLOC(span_allocator.GetArenaSizeInBytes()); memset(table->RawData, 0, span_allocator.GetArenaSizeInBytes()); span_allocator.SetArenaBasePtr(table->RawData); span_allocator.GetSpan(0, &table->Columns); span_allocator.GetSpan(1, &table->DisplayOrderToIndex); span_allocator.GetSpan(2, &table->RowCellData); } // Apply queued resizing/reordering/hiding requests void ImGui::TableBeginApplyRequests(ImGuiTable* table) { // Handle resizing request // (We process this at the first TableBegin of the frame) // FIXME-TABLE: Contains columns if our work area doesn't allow for scrolling? if (table->InstanceCurrent == 0) { if (table->ResizedColumn != -1 && table->ResizedColumnNextWidth != FLT_MAX) TableSetColumnWidth(table->ResizedColumn, table->ResizedColumnNextWidth); table->LastResizedColumn = table->ResizedColumn; table->ResizedColumnNextWidth = FLT_MAX; table->ResizedColumn = -1; // Process auto-fit for single column, which is a special case for stretch columns and fixed columns with FixedSame policy. // FIXME-TABLE: Would be nice to redistribute available stretch space accordingly to other weights, instead of giving it all to siblings. if (table->AutoFitSingleColumn != -1) { TableSetColumnWidth(table->AutoFitSingleColumn, table->Columns[table->AutoFitSingleColumn].WidthAuto); table->AutoFitSingleColumn = -1; } } // Handle reordering request // Note: we don't clear ReorderColumn after handling the request. if (table->InstanceCurrent == 0) { if (table->HeldHeaderColumn == -1 && table->ReorderColumn != -1) table->ReorderColumn = -1; table->HeldHeaderColumn = -1; if (table->ReorderColumn != -1 && table->ReorderColumnDir != 0) { // We need to handle reordering across hidden columns. // In the configuration below, moving C to the right of E will lead to: // ... C [D] E ---> ... [D] E C (Column name/index) // ... 2 3 4 ... 2 3 4 (Display order) const int reorder_dir = table->ReorderColumnDir; IM_ASSERT(reorder_dir == -1 || reorder_dir == +1); IM_ASSERT(table->Flags & ImGuiTableFlags_Reorderable); ImGuiTableColumn* src_column = &table->Columns[table->ReorderColumn]; ImGuiTableColumn* dst_column = &table->Columns[(reorder_dir == -1) ? src_column->PrevEnabledColumn : src_column->NextEnabledColumn]; IM_UNUSED(dst_column); const int src_order = src_column->DisplayOrder; const int dst_order = dst_column->DisplayOrder; src_column->DisplayOrder = (ImGuiTableColumnIdx)dst_order; for (int order_n = src_order + reorder_dir; order_n != dst_order + reorder_dir; order_n += reorder_dir) table->Columns[table->DisplayOrderToIndex[order_n]].DisplayOrder -= (ImGuiTableColumnIdx)reorder_dir; IM_ASSERT(dst_column->DisplayOrder == dst_order - reorder_dir); // Display order is stored in both columns->IndexDisplayOrder and table->DisplayOrder[], // rebuild the later from the former. for (int column_n = 0; column_n < table->ColumnsCount; column_n++) table->DisplayOrderToIndex[table->Columns[column_n].DisplayOrder] = (ImGuiTableColumnIdx)column_n; table->ReorderColumnDir = 0; table->IsSettingsDirty = true; } } // Handle display order reset request if (table->IsResetDisplayOrderRequest) { for (int n = 0; n < table->ColumnsCount; n++) table->DisplayOrderToIndex[n] = table->Columns[n].DisplayOrder = (ImGuiTableColumnIdx)n; table->IsResetDisplayOrderRequest = false; table->IsSettingsDirty = true; } } // Adjust flags: default width mode + stretch columns are not allowed when auto extending static void TableSetupColumnFlags(ImGuiTable* table, ImGuiTableColumn* column, ImGuiTableColumnFlags flags_in) { ImGuiTableColumnFlags flags = flags_in; // Sizing Policy if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0) { const ImGuiTableFlags table_sizing_policy = (table->Flags & ImGuiTableFlags_SizingMask_); if (table_sizing_policy == ImGuiTableFlags_SizingFixedFit || table_sizing_policy == ImGuiTableFlags_SizingFixedSame) flags |= ImGuiTableColumnFlags_WidthFixed; else flags |= ImGuiTableColumnFlags_WidthStretch; } else { IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags_WidthMask_)); // Check that only 1 of each set is used. } // Resize if ((table->Flags & ImGuiTableFlags_Resizable) == 0) flags |= ImGuiTableColumnFlags_NoResize; // Sorting if ((flags & ImGuiTableColumnFlags_NoSortAscending) && (flags & ImGuiTableColumnFlags_NoSortDescending)) flags |= ImGuiTableColumnFlags_NoSort; // Indentation if ((flags & ImGuiTableColumnFlags_IndentMask_) == 0) flags |= (table->Columns.index_from_ptr(column) == 0) ? ImGuiTableColumnFlags_IndentEnable : ImGuiTableColumnFlags_IndentDisable; // Alignment //if ((flags & ImGuiTableColumnFlags_AlignMask_) == 0) // flags |= ImGuiTableColumnFlags_AlignCenter; //IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags_AlignMask_)); // Check that only 1 of each set is used. // Preserve status flags column->Flags = flags | (column->Flags & ImGuiTableColumnFlags_StatusMask_); // Build an ordered list of available sort directions column->SortDirectionsAvailCount = column->SortDirectionsAvailMask = column->SortDirectionsAvailList = 0; if (table->Flags & ImGuiTableFlags_Sortable) { int count = 0, mask = 0, list = 0; if ((flags & ImGuiTableColumnFlags_PreferSortAscending) != 0 && (flags & ImGuiTableColumnFlags_NoSortAscending) == 0) { mask |= 1 << ImGuiSortDirection_Ascending; list |= ImGuiSortDirection_Ascending << (count << 1); count++; } if ((flags & ImGuiTableColumnFlags_PreferSortDescending) != 0 && (flags & ImGuiTableColumnFlags_NoSortDescending) == 0) { mask |= 1 << ImGuiSortDirection_Descending; list |= ImGuiSortDirection_Descending << (count << 1); count++; } if ((flags & ImGuiTableColumnFlags_PreferSortAscending) == 0 && (flags & ImGuiTableColumnFlags_NoSortAscending) == 0) { mask |= 1 << ImGuiSortDirection_Ascending; list |= ImGuiSortDirection_Ascending << (count << 1); count++; } if ((flags & ImGuiTableColumnFlags_PreferSortDescending) == 0 && (flags & ImGuiTableColumnFlags_NoSortDescending) == 0) { mask |= 1 << ImGuiSortDirection_Descending; list |= ImGuiSortDirection_Descending << (count << 1); count++; } if ((table->Flags & ImGuiTableFlags_SortTristate) || count == 0) { mask |= 1 << ImGuiSortDirection_None; count++; } column->SortDirectionsAvailList = (ImU8)list; column->SortDirectionsAvailMask = (ImU8)mask; column->SortDirectionsAvailCount = (ImU8)count; ImGui::TableFixColumnSortDirection(table, column); } } // Layout columns for the frame. This is in essence the followup to BeginTable(). // Runs on the first call to TableNextRow(), to give a chance for TableSetupColumn() to be called first. // FIXME-TABLE: Our width (and therefore our WorkRect) will be minimal in the first frame for _WidthAuto columns. // Increase feedback side-effect with widgets relying on WorkRect.Max.x... Maybe provide a default distribution for _WidthAuto columns? void ImGui::TableUpdateLayout(ImGuiTable* table) { ImGuiContext& g = *GImGui; IM_ASSERT(table->IsLayoutLocked == false); const ImGuiTableFlags table_sizing_policy = (table->Flags & ImGuiTableFlags_SizingMask_); table->IsDefaultDisplayOrder = true; table->ColumnsEnabledCount = 0; table->EnabledMaskByIndex = 0x00; table->EnabledMaskByDisplayOrder = 0x00; table->LeftMostEnabledColumn = -1; table->MinColumnWidth = ImMax(1.0f, g.Style.FramePadding.x * 1.0f); // g.Style.ColumnsMinSpacing; // FIXME-TABLE // [Part 1] Apply/lock Enabled and Order states. Calculate auto/ideal width for columns. Count fixed/stretch columns. // Process columns in their visible orders as we are building the Prev/Next indices. int count_fixed = 0; // Number of columns that have fixed sizing policies int count_stretch = 0; // Number of columns that have stretch sizing policies int prev_visible_column_idx = -1; bool has_auto_fit_request = false; bool has_resizable = false; float stretch_sum_width_auto = 0.0f; float fixed_max_width_auto = 0.0f; for (int order_n = 0; order_n < table->ColumnsCount; order_n++) { const int column_n = table->DisplayOrderToIndex[order_n]; if (column_n != order_n) table->IsDefaultDisplayOrder = false; ImGuiTableColumn* column = &table->Columns[column_n]; // Clear column setup if not submitted by user. Currently we make it mandatory to call TableSetupColumn() every frame. // It would easily work without but we're not ready to guarantee it since e.g. names need resubmission anyway. // We take a slight shortcut but in theory we could be calling TableSetupColumn() here with dummy values, it should yield the same effect. if (table->DeclColumnsCount <= column_n) { TableSetupColumnFlags(table, column, ImGuiTableColumnFlags_None); column->NameOffset = -1; column->UserID = 0; column->InitStretchWeightOrWidth = -1.0f; } // Update Enabled state, mark settings and sort specs dirty if (!(table->Flags & ImGuiTableFlags_Hideable) || (column->Flags & ImGuiTableColumnFlags_NoHide)) column->IsUserEnabledNextFrame = true; if (column->IsUserEnabled != column->IsUserEnabledNextFrame) { column->IsUserEnabled = column->IsUserEnabledNextFrame; table->IsSettingsDirty = true; } column->IsEnabled = column->IsUserEnabled && (column->Flags & ImGuiTableColumnFlags_Disabled) == 0; if (column->SortOrder != -1 && !column->IsEnabled) table->IsSortSpecsDirty = true; if (column->SortOrder > 0 && !(table->Flags & ImGuiTableFlags_SortMulti)) table->IsSortSpecsDirty = true; // Auto-fit unsized columns const bool start_auto_fit = (column->Flags & ImGuiTableColumnFlags_WidthFixed) ? (column->WidthRequest < 0.0f) : (column->StretchWeight < 0.0f); if (start_auto_fit) column->AutoFitQueue = column->CannotSkipItemsQueue = (1 << 3) - 1; // Fit for three frames if (!column->IsEnabled) { column->IndexWithinEnabledSet = -1; continue; } // Mark as enabled and link to previous/next enabled column column->PrevEnabledColumn = (ImGuiTableColumnIdx)prev_visible_column_idx; column->NextEnabledColumn = -1; if (prev_visible_column_idx != -1) table->Columns[prev_visible_column_idx].NextEnabledColumn = (ImGuiTableColumnIdx)column_n; else table->LeftMostEnabledColumn = (ImGuiTableColumnIdx)column_n; column->IndexWithinEnabledSet = table->ColumnsEnabledCount++; table->EnabledMaskByIndex |= (ImU64)1 << column_n; table->EnabledMaskByDisplayOrder |= (ImU64)1 << column->DisplayOrder; prev_visible_column_idx = column_n; IM_ASSERT(column->IndexWithinEnabledSet <= column->DisplayOrder); // Calculate ideal/auto column width (that's the width required for all contents to be visible without clipping) // Combine width from regular rows + width from headers unless requested not to. if (!column->IsPreserveWidthAuto) column->WidthAuto = TableGetColumnWidthAuto(table, column); // Non-resizable columns keep their requested width (apply user value regardless of IsPreserveWidthAuto) const bool column_is_resizable = (column->Flags & ImGuiTableColumnFlags_NoResize) == 0; if (column_is_resizable) has_resizable = true; if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && column->InitStretchWeightOrWidth > 0.0f && !column_is_resizable) column->WidthAuto = column->InitStretchWeightOrWidth; if (column->AutoFitQueue != 0x00) has_auto_fit_request = true; if (column->Flags & ImGuiTableColumnFlags_WidthStretch) { stretch_sum_width_auto += column->WidthAuto; count_stretch++; } else { fixed_max_width_auto = ImMax(fixed_max_width_auto, column->WidthAuto); count_fixed++; } } if ((table->Flags & ImGuiTableFlags_Sortable) && table->SortSpecsCount == 0 && !(table->Flags & ImGuiTableFlags_SortTristate)) table->IsSortSpecsDirty = true; table->RightMostEnabledColumn = (ImGuiTableColumnIdx)prev_visible_column_idx; IM_ASSERT(table->LeftMostEnabledColumn >= 0 && table->RightMostEnabledColumn >= 0); // [Part 2] Disable child window clipping while fitting columns. This is not strictly necessary but makes it possible // to avoid the column fitting having to wait until the first visible frame of the child container (may or not be a good thing). // FIXME-TABLE: for always auto-resizing columns may not want to do that all the time. if (has_auto_fit_request && table->OuterWindow != table->InnerWindow) table->InnerWindow->SkipItems = false; if (has_auto_fit_request) table->IsSettingsDirty = true; // [Part 3] Fix column flags and record a few extra information. float sum_width_requests = 0.0f; // Sum of all width for fixed and auto-resize columns, excluding width contributed by Stretch columns but including spacing/padding. float stretch_sum_weights = 0.0f; // Sum of all weights for stretch columns. table->LeftMostStretchedColumn = table->RightMostStretchedColumn = -1; for (int column_n = 0; column_n < table->ColumnsCount; column_n++) { if (!(table->EnabledMaskByIndex & ((ImU64)1 << column_n))) continue; ImGuiTableColumn* column = &table->Columns[column_n]; const bool column_is_resizable = (column->Flags & ImGuiTableColumnFlags_NoResize) == 0; if (column->Flags & ImGuiTableColumnFlags_WidthFixed) { // Apply same widths policy float width_auto = column->WidthAuto; if (table_sizing_policy == ImGuiTableFlags_SizingFixedSame && (column->AutoFitQueue != 0x00 || !column_is_resizable)) width_auto = fixed_max_width_auto; // Apply automatic width // Latch initial size for fixed columns and update it constantly for auto-resizing column (unless clipped!) if (column->AutoFitQueue != 0x00) column->WidthRequest = width_auto; else if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && !column_is_resizable && (table->RequestOutputMaskByIndex & ((ImU64)1 << column_n))) column->WidthRequest = width_auto; // FIXME-TABLE: Increase minimum size during init frame to avoid biasing auto-fitting widgets // (e.g. TextWrapped) too much. Otherwise what tends to happen is that TextWrapped would output a very // large height (= first frame scrollbar display very off + clipper would skip lots of items). // This is merely making the side-effect less extreme, but doesn't properly fixes it. // FIXME: Move this to ->WidthGiven to avoid temporary lossyless? // FIXME: This break IsPreserveWidthAuto from not flickering if the stored WidthAuto was smaller. if (column->AutoFitQueue > 0x01 && table->IsInitializing && !column->IsPreserveWidthAuto) column->WidthRequest = ImMax(column->WidthRequest, table->MinColumnWidth * 4.0f); // FIXME-TABLE: Another constant/scale? sum_width_requests += column->WidthRequest; } else { // Initialize stretch weight if (column->AutoFitQueue != 0x00 || column->StretchWeight < 0.0f || !column_is_resizable) { if (column->InitStretchWeightOrWidth > 0.0f) column->StretchWeight = column->InitStretchWeightOrWidth; else if (table_sizing_policy == ImGuiTableFlags_SizingStretchProp) column->StretchWeight = (column->WidthAuto / stretch_sum_width_auto) * count_stretch; else column->StretchWeight = 1.0f; } stretch_sum_weights += column->StretchWeight; if (table->LeftMostStretchedColumn == -1 || table->Columns[table->LeftMostStretchedColumn].DisplayOrder > column->DisplayOrder) table->LeftMostStretchedColumn = (ImGuiTableColumnIdx)column_n; if (table->RightMostStretchedColumn == -1 || table->Columns[table->RightMostStretchedColumn].DisplayOrder < column->DisplayOrder) table->RightMostStretchedColumn = (ImGuiTableColumnIdx)column_n; } column->IsPreserveWidthAuto = false; sum_width_requests += table->CellPaddingX * 2.0f; } table->ColumnsEnabledFixedCount = (ImGuiTableColumnIdx)count_fixed; table->ColumnsStretchSumWeights = stretch_sum_weights; // [Part 4] Apply final widths based on requested widths const ImRect work_rect = table->WorkRect; const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1); const float width_avail = ((table->Flags & ImGuiTableFlags_ScrollX) && table->InnerWidth == 0.0f) ? table->InnerClipRect.GetWidth() : work_rect.GetWidth(); const float width_avail_for_stretched_columns = width_avail - width_spacings - sum_width_requests; float width_remaining_for_stretched_columns = width_avail_for_stretched_columns; table->ColumnsGivenWidth = width_spacings + (table->CellPaddingX * 2.0f) * table->ColumnsEnabledCount; for (int column_n = 0; column_n < table->ColumnsCount; column_n++) { if (!(table->EnabledMaskByIndex & ((ImU64)1 << column_n))) continue; ImGuiTableColumn* column = &table->Columns[column_n]; // Allocate width for stretched/weighted columns (StretchWeight gets converted into WidthRequest) if (column->Flags & ImGuiTableColumnFlags_WidthStretch) { float weight_ratio = column->StretchWeight / stretch_sum_weights; column->WidthRequest = IM_FLOOR(ImMax(width_avail_for_stretched_columns * weight_ratio, table->MinColumnWidth) + 0.01f); width_remaining_for_stretched_columns -= column->WidthRequest; } // [Resize Rule 1] The right-most Visible column is not resizable if there is at least one Stretch column // See additional comments in TableSetColumnWidth(). if (column->NextEnabledColumn == -1 && table->LeftMostStretchedColumn != -1) column->Flags |= ImGuiTableColumnFlags_NoDirectResize_; // Assign final width, record width in case we will need to shrink column->WidthGiven = ImFloor(ImMax(column->WidthRequest, table->MinColumnWidth)); table->ColumnsGivenWidth += column->WidthGiven; } // [Part 5] Redistribute stretch remainder width due to rounding (remainder width is < 1.0f * number of Stretch column). // Using right-to-left distribution (more likely to match resizing cursor). if (width_remaining_for_stretched_columns >= 1.0f && !(table->Flags & ImGuiTableFlags_PreciseWidths)) for (int order_n = table->ColumnsCount - 1; stretch_sum_weights > 0.0f && width_remaining_for_stretched_columns >= 1.0f && order_n >= 0; order_n--) { if (!(table->EnabledMaskByDisplayOrder & ((ImU64)1 << order_n))) continue; ImGuiTableColumn* column = &table->Columns[table->DisplayOrderToIndex[order_n]]; if (!(column->Flags & ImGuiTableColumnFlags_WidthStretch)) continue; column->WidthRequest += 1.0f; column->WidthGiven += 1.0f; width_remaining_for_stretched_columns -= 1.0f; } ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); table->HoveredColumnBody = -1; table->HoveredColumnBorder = -1; const ImRect mouse_hit_rect(table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.Max.x, ImMax(table->OuterRect.Max.y, table->OuterRect.Min.y + table_instance->LastOuterHeight)); const bool is_hovering_table = ItemHoverable(mouse_hit_rect, 0); // [Part 6] Setup final position, offset, skip/clip states and clipping rectangles, detect hovered column // Process columns in their visible orders as we are comparing the visible order and adjusting host_clip_rect while looping. int visible_n = 0; bool offset_x_frozen = (table->FreezeColumnsCount > 0); float offset_x = ((table->FreezeColumnsCount > 0) ? table->OuterRect.Min.x : work_rect.Min.x) + table->OuterPaddingX - table->CellSpacingX1; ImRect host_clip_rect = table->InnerClipRect; //host_clip_rect.Max.x += table->CellPaddingX + table->CellSpacingX2; table->VisibleMaskByIndex = 0x00; table->RequestOutputMaskByIndex = 0x00; for (int order_n = 0; order_n < table->ColumnsCount; order_n++) { const int column_n = table->DisplayOrderToIndex[order_n]; ImGuiTableColumn* column = &table->Columns[column_n]; column->NavLayerCurrent = (ImS8)((table->FreezeRowsCount > 0 || column_n < table->FreezeColumnsCount) ? ImGuiNavLayer_Menu : ImGuiNavLayer_Main); if (offset_x_frozen && table->FreezeColumnsCount == visible_n) { offset_x += work_rect.Min.x - table->OuterRect.Min.x; offset_x_frozen = false; } // Clear status flags column->Flags &= ~ImGuiTableColumnFlags_StatusMask_; if ((table->EnabledMaskByDisplayOrder & ((ImU64)1 << order_n)) == 0) { // Hidden column: clear a few fields and we are done with it for the remainder of the function. // We set a zero-width clip rect but set Min.y/Max.y properly to not interfere with the clipper. column->MinX = column->MaxX = column->WorkMinX = column->ClipRect.Min.x = column->ClipRect.Max.x = offset_x; column->WidthGiven = 0.0f; column->ClipRect.Min.y = work_rect.Min.y; column->ClipRect.Max.y = FLT_MAX; column->ClipRect.ClipWithFull(host_clip_rect); column->IsVisibleX = column->IsVisibleY = column->IsRequestOutput = false; column->IsSkipItems = true; column->ItemWidth = 1.0f; continue; } // Detect hovered column if (is_hovering_table && g.IO.MousePos.x >= column->ClipRect.Min.x && g.IO.MousePos.x < column->ClipRect.Max.x) table->HoveredColumnBody = (ImGuiTableColumnIdx)column_n; // Lock start position column->MinX = offset_x; // Lock width based on start position and minimum/maximum width for this position float max_width = TableGetMaxColumnWidth(table, column_n); column->WidthGiven = ImMin(column->WidthGiven, max_width); column->WidthGiven = ImMax(column->WidthGiven, ImMin(column->WidthRequest, table->MinColumnWidth)); column->MaxX = offset_x + column->WidthGiven + table->CellSpacingX1 + table->CellSpacingX2 + table->CellPaddingX * 2.0f; // Lock other positions // - ClipRect.Min.x: Because merging draw commands doesn't compare min boundaries, we make ClipRect.Min.x match left bounds to be consistent regardless of merging. // - ClipRect.Max.x: using WorkMaxX instead of MaxX (aka including padding) makes things more consistent when resizing down, tho slightly detrimental to visibility in very-small column. // - ClipRect.Max.x: using MaxX makes it easier for header to receive hover highlight with no discontinuity and display sorting arrow. // - FIXME-TABLE: We want equal width columns to have equal (ClipRect.Max.x - WorkMinX) width, which means ClipRect.max.x cannot stray off host_clip_rect.Max.x else right-most column may appear shorter. column->WorkMinX = column->MinX + table->CellPaddingX + table->CellSpacingX1; column->WorkMaxX = column->MaxX - table->CellPaddingX - table->CellSpacingX2; // Expected max column->ItemWidth = ImFloor(column->WidthGiven * 0.65f); column->ClipRect.Min.x = column->MinX; column->ClipRect.Min.y = work_rect.Min.y; column->ClipRect.Max.x = column->MaxX; //column->WorkMaxX; column->ClipRect.Max.y = FLT_MAX; column->ClipRect.ClipWithFull(host_clip_rect); // Mark column as Clipped (not in sight) // Note that scrolling tables (where inner_window != outer_window) handle Y clipped earlier in BeginTable() so IsVisibleY really only applies to non-scrolling tables. // FIXME-TABLE: Because InnerClipRect.Max.y is conservatively ==outer_window->ClipRect.Max.y, we never can mark columns _Above_ the scroll line as not IsVisibleY. // Taking advantage of LastOuterHeight would yield good results there... // FIXME-TABLE: Y clipping is disabled because it effectively means not submitting will reduce contents width which is fed to outer_window->DC.CursorMaxPos.x, // and this may be used (e.g. typically by outer_window using AlwaysAutoResize or outer_window's horizontal scrollbar, but could be something else). // Possible solution to preserve last known content width for clipped column. Test 'table_reported_size' fails when enabling Y clipping and window is resized small. column->IsVisibleX = (column->ClipRect.Max.x > column->ClipRect.Min.x); column->IsVisibleY = true; // (column->ClipRect.Max.y > column->ClipRect.Min.y); const bool is_visible = column->IsVisibleX; //&& column->IsVisibleY; if (is_visible) table->VisibleMaskByIndex |= ((ImU64)1 << column_n); // Mark column as requesting output from user. Note that fixed + non-resizable sets are auto-fitting at all times and therefore always request output. column->IsRequestOutput = is_visible || column->AutoFitQueue != 0 || column->CannotSkipItemsQueue != 0; if (column->IsRequestOutput) table->RequestOutputMaskByIndex |= ((ImU64)1 << column_n); // Mark column as SkipItems (ignoring all items/layout) column->IsSkipItems = !column->IsEnabled || table->HostSkipItems; if (column->IsSkipItems) IM_ASSERT(!is_visible); // Update status flags column->Flags |= ImGuiTableColumnFlags_IsEnabled; if (is_visible) column->Flags |= ImGuiTableColumnFlags_IsVisible; if (column->SortOrder != -1) column->Flags |= ImGuiTableColumnFlags_IsSorted; if (table->HoveredColumnBody == column_n) column->Flags |= ImGuiTableColumnFlags_IsHovered; // Alignment // FIXME-TABLE: This align based on the whole column width, not per-cell, and therefore isn't useful in // many cases (to be able to honor this we might be able to store a log of cells width, per row, for // visible rows, but nav/programmatic scroll would have visible artifacts.) //if (column->Flags & ImGuiTableColumnFlags_AlignRight) // column->WorkMinX = ImMax(column->WorkMinX, column->MaxX - column->ContentWidthRowsUnfrozen); //else if (column->Flags & ImGuiTableColumnFlags_AlignCenter) // column->WorkMinX = ImLerp(column->WorkMinX, ImMax(column->StartX, column->MaxX - column->ContentWidthRowsUnfrozen), 0.5f); // Reset content width variables column->ContentMaxXFrozen = column->ContentMaxXUnfrozen = column->WorkMinX; column->ContentMaxXHeadersUsed = column->ContentMaxXHeadersIdeal = column->WorkMinX; // Don't decrement auto-fit counters until container window got a chance to submit its items if (table->HostSkipItems == false) { column->AutoFitQueue >>= 1; column->CannotSkipItemsQueue >>= 1; } if (visible_n < table->FreezeColumnsCount) host_clip_rect.Min.x = ImClamp(column->MaxX + TABLE_BORDER_SIZE, host_clip_rect.Min.x, host_clip_rect.Max.x); offset_x += column->WidthGiven + table->CellSpacingX1 + table->CellSpacingX2 + table->CellPaddingX * 2.0f; visible_n++; } // [Part 7] Detect/store when we are hovering the unused space after the right-most column (so e.g. context menus can react on it) // Clear Resizable flag if none of our column are actually resizable (either via an explicit _NoResize flag, either // because of using _WidthAuto/_WidthStretch). This will hide the resizing option from the context menu. const float unused_x1 = ImMax(table->WorkRect.Min.x, table->Columns[table->RightMostEnabledColumn].ClipRect.Max.x); if (is_hovering_table && table->HoveredColumnBody == -1) { if (g.IO.MousePos.x >= unused_x1) table->HoveredColumnBody = (ImGuiTableColumnIdx)table->ColumnsCount; } if (has_resizable == false && (table->Flags & ImGuiTableFlags_Resizable)) table->Flags &= ~ImGuiTableFlags_Resizable; // [Part 8] Lock actual OuterRect/WorkRect right-most position. // This is done late to handle the case of fixed-columns tables not claiming more widths that they need. // Because of this we are careful with uses of WorkRect and InnerClipRect before this point. if (table->RightMostStretchedColumn != -1) table->Flags &= ~ImGuiTableFlags_NoHostExtendX; if (table->Flags & ImGuiTableFlags_NoHostExtendX) { table->OuterRect.Max.x = table->WorkRect.Max.x = unused_x1; table->InnerClipRect.Max.x = ImMin(table->InnerClipRect.Max.x, unused_x1); } table->InnerWindow->ParentWorkRect = table->WorkRect; table->BorderX1 = table->InnerClipRect.Min.x;// +((table->Flags & ImGuiTableFlags_BordersOuter) ? 0.0f : -1.0f); table->BorderX2 = table->InnerClipRect.Max.x;// +((table->Flags & ImGuiTableFlags_BordersOuter) ? 0.0f : +1.0f); // [Part 9] Allocate draw channels and setup background cliprect TableSetupDrawChannels(table); // [Part 10] Hit testing on borders if (table->Flags & ImGuiTableFlags_Resizable) TableUpdateBorders(table); table_instance->LastFirstRowHeight = 0.0f; table->IsLayoutLocked = true; table->IsUsingHeaders = false; // [Part 11] Context menu if (table->IsContextPopupOpen && table->InstanceCurrent == table->InstanceInteracted) { const ImGuiID context_menu_id = ImHashStr("##ContextMenu", 0, table->ID); if (BeginPopupEx(context_menu_id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings)) { TableDrawContextMenu(table); EndPopup(); } else { table->IsContextPopupOpen = false; } } // [Part 13] Sanitize and build sort specs before we have a change to use them for display. // This path will only be exercised when sort specs are modified before header rows (e.g. init or visibility change) if (table->IsSortSpecsDirty && (table->Flags & ImGuiTableFlags_Sortable)) TableSortSpecsBuild(table); // Initial state ImGuiWindow* inner_window = table->InnerWindow; if (table->Flags & ImGuiTableFlags_NoClip) table->DrawSplitter->SetCurrentChannel(inner_window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP); else inner_window->DrawList->PushClipRect(inner_window->ClipRect.Min, inner_window->ClipRect.Max, false); } // Process hit-testing on resizing borders. Actual size change will be applied in EndTable() // - Set table->HoveredColumnBorder with a short delay/timer to reduce feedback noise // - Submit ahead of table contents and header, use ImGuiButtonFlags_AllowItemOverlap to prioritize widgets // overlapping the same area. void ImGui::TableUpdateBorders(ImGuiTable* table) { ImGuiContext& g = *GImGui; IM_ASSERT(table->Flags & ImGuiTableFlags_Resizable); // At this point OuterRect height may be zero or under actual final height, so we rely on temporal coherency and // use the final height from last frame. Because this is only affecting _interaction_ with columns, it is not // really problematic (whereas the actual visual will be displayed in EndTable() and using the current frame height). // Actual columns highlight/render will be performed in EndTable() and not be affected. ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); const float hit_half_width = TABLE_RESIZE_SEPARATOR_HALF_THICKNESS; const float hit_y1 = table->OuterRect.Min.y; const float hit_y2_body = ImMax(table->OuterRect.Max.y, hit_y1 + table_instance->LastOuterHeight); const float hit_y2_head = hit_y1 + table_instance->LastFirstRowHeight; for (int order_n = 0; order_n < table->ColumnsCount; order_n++) { if (!(table->EnabledMaskByDisplayOrder & ((ImU64)1 << order_n))) continue; const int column_n = table->DisplayOrderToIndex[order_n]; ImGuiTableColumn* column = &table->Columns[column_n]; if (column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_NoDirectResize_)) continue; // ImGuiTableFlags_NoBordersInBodyUntilResize will be honored in TableDrawBorders() const float border_y2_hit = (table->Flags & ImGuiTableFlags_NoBordersInBody) ? hit_y2_head : hit_y2_body; if ((table->Flags & ImGuiTableFlags_NoBordersInBody) && table->IsUsingHeaders == false) continue; if (!column->IsVisibleX && table->LastResizedColumn != column_n) continue; ImGuiID column_id = TableGetColumnResizeID(table, column_n, table->InstanceCurrent); ImRect hit_rect(column->MaxX - hit_half_width, hit_y1, column->MaxX + hit_half_width, border_y2_hit); //GetForegroundDrawList()->AddRect(hit_rect.Min, hit_rect.Max, IM_COL32(255, 0, 0, 100)); KeepAliveID(column_id); bool hovered = false, held = false; bool pressed = ButtonBehavior(hit_rect, column_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_AllowItemOverlap | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_NoNavFocus); if (pressed && IsMouseDoubleClicked(0)) { TableSetColumnWidthAutoSingle(table, column_n); ClearActiveID(); held = hovered = false; } if (held) { if (table->LastResizedColumn == -1) table->ResizeLockMinContentsX2 = table->RightMostEnabledColumn != -1 ? table->Columns[table->RightMostEnabledColumn].MaxX : -FLT_MAX; table->ResizedColumn = (ImGuiTableColumnIdx)column_n; table->InstanceInteracted = table->InstanceCurrent; } if ((hovered && g.HoveredIdTimer > TABLE_RESIZE_SEPARATOR_FEEDBACK_TIMER) || held) { table->HoveredColumnBorder = (ImGuiTableColumnIdx)column_n; SetMouseCursor(ImGuiMouseCursor_ResizeEW); } } } void ImGui::EndTable() { ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; IM_ASSERT(table != NULL && "Only call EndTable() if BeginTable() returns true!"); // This assert would be very useful to catch a common error... unfortunately it would probably trigger in some // cases, and for consistency user may sometimes output empty tables (and still benefit from e.g. outer border) //IM_ASSERT(table->IsLayoutLocked && "Table unused: never called TableNextRow(), is that the intent?"); // If the user never got to call TableNextRow() or TableNextColumn(), we call layout ourselves to ensure all our // code paths are consistent (instead of just hoping that TableBegin/TableEnd will work), get borders drawn, etc. if (!table->IsLayoutLocked) TableUpdateLayout(table); const ImGuiTableFlags flags = table->Flags; ImGuiWindow* inner_window = table->InnerWindow; ImGuiWindow* outer_window = table->OuterWindow; ImGuiTableTempData* temp_data = table->TempData; IM_ASSERT(inner_window == g.CurrentWindow); IM_ASSERT(outer_window == inner_window || outer_window == inner_window->ParentWindow); if (table->IsInsideRow) TableEndRow(table); // Context menu in columns body if (flags & ImGuiTableFlags_ContextMenuInBody) if (table->HoveredColumnBody != -1 && !IsAnyItemHovered() && IsMouseReleased(ImGuiMouseButton_Right)) TableOpenContextMenu((int)table->HoveredColumnBody); // Finalize table height ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); inner_window->DC.PrevLineSize = temp_data->HostBackupPrevLineSize; inner_window->DC.CurrLineSize = temp_data->HostBackupCurrLineSize; inner_window->DC.CursorMaxPos = temp_data->HostBackupCursorMaxPos; const float inner_content_max_y = table->RowPosY2; IM_ASSERT(table->RowPosY2 == inner_window->DC.CursorPos.y); if (inner_window != outer_window) inner_window->DC.CursorMaxPos.y = inner_content_max_y; else if (!(flags & ImGuiTableFlags_NoHostExtendY)) table->OuterRect.Max.y = table->InnerRect.Max.y = ImMax(table->OuterRect.Max.y, inner_content_max_y); // Patch OuterRect/InnerRect height table->WorkRect.Max.y = ImMax(table->WorkRect.Max.y, table->OuterRect.Max.y); table_instance->LastOuterHeight = table->OuterRect.GetHeight(); // Setup inner scrolling range // FIXME: This ideally should be done earlier, in BeginTable() SetNextWindowContentSize call, just like writing to inner_window->DC.CursorMaxPos.y, // but since the later is likely to be impossible to do we'd rather update both axises together. if (table->Flags & ImGuiTableFlags_ScrollX) { const float outer_padding_for_border = (table->Flags & ImGuiTableFlags_BordersOuterV) ? TABLE_BORDER_SIZE : 0.0f; float max_pos_x = table->InnerWindow->DC.CursorMaxPos.x; if (table->RightMostEnabledColumn != -1) max_pos_x = ImMax(max_pos_x, table->Columns[table->RightMostEnabledColumn].WorkMaxX + table->CellPaddingX + table->OuterPaddingX - outer_padding_for_border); if (table->ResizedColumn != -1) max_pos_x = ImMax(max_pos_x, table->ResizeLockMinContentsX2); table->InnerWindow->DC.CursorMaxPos.x = max_pos_x; } // Pop clipping rect if (!(flags & ImGuiTableFlags_NoClip)) inner_window->DrawList->PopClipRect(); inner_window->ClipRect = inner_window->DrawList->_ClipRectStack.back(); // Draw borders if ((flags & ImGuiTableFlags_Borders) != 0) TableDrawBorders(table); #if 0 // Strip out dummy channel draw calls // We have no way to prevent user submitting direct ImDrawList calls into a hidden column (but ImGui:: calls will be clipped out) // Pros: remove draw calls which will have no effect. since they'll have zero-size cliprect they may be early out anyway. // Cons: making it harder for users watching metrics/debugger to spot the wasted vertices. if (table->DummyDrawChannel != (ImGuiTableColumnIdx)-1) { ImDrawChannel* dummy_channel = &table->DrawSplitter._Channels[table->DummyDrawChannel]; dummy_channel->_CmdBuffer.resize(0); dummy_channel->_IdxBuffer.resize(0); } #endif // Flatten channels and merge draw calls ImDrawListSplitter* splitter = table->DrawSplitter; splitter->SetCurrentChannel(inner_window->DrawList, 0); if ((table->Flags & ImGuiTableFlags_NoClip) == 0) TableMergeDrawChannels(table); splitter->Merge(inner_window->DrawList); // Update ColumnsAutoFitWidth to get us ahead for host using our size to auto-resize without waiting for next BeginTable() float auto_fit_width_for_fixed = 0.0f; float auto_fit_width_for_stretched = 0.0f; float auto_fit_width_for_stretched_min = 0.0f; for (int column_n = 0; column_n < table->ColumnsCount; column_n++) if (table->EnabledMaskByIndex & ((ImU64)1 << column_n)) { ImGuiTableColumn* column = &table->Columns[column_n]; float column_width_request = ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && !(column->Flags & ImGuiTableColumnFlags_NoResize)) ? column->WidthRequest : TableGetColumnWidthAuto(table, column); if (column->Flags & ImGuiTableColumnFlags_WidthFixed) auto_fit_width_for_fixed += column_width_request; else auto_fit_width_for_stretched += column_width_request; if ((column->Flags & ImGuiTableColumnFlags_WidthStretch) && (column->Flags & ImGuiTableColumnFlags_NoResize) != 0) auto_fit_width_for_stretched_min = ImMax(auto_fit_width_for_stretched_min, column_width_request / (column->StretchWeight / table->ColumnsStretchSumWeights)); } const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1); table->ColumnsAutoFitWidth = width_spacings + (table->CellPaddingX * 2.0f) * table->ColumnsEnabledCount + auto_fit_width_for_fixed + ImMax(auto_fit_width_for_stretched, auto_fit_width_for_stretched_min); // Update scroll if ((table->Flags & ImGuiTableFlags_ScrollX) == 0 && inner_window != outer_window) { inner_window->Scroll.x = 0.0f; } else if (table->LastResizedColumn != -1 && table->ResizedColumn == -1 && inner_window->ScrollbarX && table->InstanceInteracted == table->InstanceCurrent) { // When releasing a column being resized, scroll to keep the resulting column in sight const float neighbor_width_to_keep_visible = table->MinColumnWidth + table->CellPaddingX * 2.0f; ImGuiTableColumn* column = &table->Columns[table->LastResizedColumn]; if (column->MaxX < table->InnerClipRect.Min.x) SetScrollFromPosX(inner_window, column->MaxX - inner_window->Pos.x - neighbor_width_to_keep_visible, 1.0f); else if (column->MaxX > table->InnerClipRect.Max.x) SetScrollFromPosX(inner_window, column->MaxX - inner_window->Pos.x + neighbor_width_to_keep_visible, 1.0f); } // Apply resizing/dragging at the end of the frame if (table->ResizedColumn != -1 && table->InstanceCurrent == table->InstanceInteracted) { ImGuiTableColumn* column = &table->Columns[table->ResizedColumn]; const float new_x2 = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + TABLE_RESIZE_SEPARATOR_HALF_THICKNESS); const float new_width = ImFloor(new_x2 - column->MinX - table->CellSpacingX1 - table->CellPaddingX * 2.0f); table->ResizedColumnNextWidth = new_width; } // Pop from id stack IM_ASSERT_USER_ERROR(inner_window->IDStack.back() == table->ID + table->InstanceCurrent, "Mismatching PushID/PopID!"); IM_ASSERT_USER_ERROR(outer_window->DC.ItemWidthStack.Size >= temp_data->HostBackupItemWidthStackSize, "Too many PopItemWidth!"); PopID(); // Restore window data that we modified const ImVec2 backup_outer_max_pos = outer_window->DC.CursorMaxPos; inner_window->WorkRect = temp_data->HostBackupWorkRect; inner_window->ParentWorkRect = temp_data->HostBackupParentWorkRect; inner_window->SkipItems = table->HostSkipItems; outer_window->DC.CursorPos = table->OuterRect.Min; outer_window->DC.ItemWidth = temp_data->HostBackupItemWidth; outer_window->DC.ItemWidthStack.Size = temp_data->HostBackupItemWidthStackSize; outer_window->DC.ColumnsOffset = temp_data->HostBackupColumnsOffset; // Layout in outer window // (FIXME: To allow auto-fit and allow desirable effect of SameLine() we dissociate 'used' vs 'ideal' size by overriding // CursorPosPrevLine and CursorMaxPos manually. That should be a more general layout feature, see same problem e.g. #3414) if (inner_window != outer_window) { EndChild(); } else { ItemSize(table->OuterRect.GetSize()); ItemAdd(table->OuterRect, 0); } // Override declared contents width/height to enable auto-resize while not needlessly adding a scrollbar if (table->Flags & ImGuiTableFlags_NoHostExtendX) { // FIXME-TABLE: Could we remove this section? // ColumnsAutoFitWidth may be one frame ahead here since for Fixed+NoResize is calculated from latest contents IM_ASSERT((table->Flags & ImGuiTableFlags_ScrollX) == 0); outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth); } else if (temp_data->UserOuterSize.x <= 0.0f) { const float decoration_size = (table->Flags & ImGuiTableFlags_ScrollX) ? inner_window->ScrollbarSizes.x : 0.0f; outer_window->DC.IdealMaxPos.x = ImMax(outer_window->DC.IdealMaxPos.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth + decoration_size - temp_data->UserOuterSize.x); outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, ImMin(table->OuterRect.Max.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth)); } else { outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, table->OuterRect.Max.x); } if (temp_data->UserOuterSize.y <= 0.0f) { const float decoration_size = (table->Flags & ImGuiTableFlags_ScrollY) ? inner_window->ScrollbarSizes.y : 0.0f; outer_window->DC.IdealMaxPos.y = ImMax(outer_window->DC.IdealMaxPos.y, inner_content_max_y + decoration_size - temp_data->UserOuterSize.y); outer_window->DC.CursorMaxPos.y = ImMax(backup_outer_max_pos.y, ImMin(table->OuterRect.Max.y, inner_content_max_y)); } else { // OuterRect.Max.y may already have been pushed downward from the initial value (unless ImGuiTableFlags_NoHostExtendY is set) outer_window->DC.CursorMaxPos.y = ImMax(backup_outer_max_pos.y, table->OuterRect.Max.y); } // Save settings if (table->IsSettingsDirty) TableSaveSettings(table); table->IsInitializing = false; // Clear or restore current table, if any IM_ASSERT(g.CurrentWindow == outer_window && g.CurrentTable == table); IM_ASSERT(g.TablesTempDataStacked > 0); temp_data = (--g.TablesTempDataStacked > 0) ? &g.TablesTempData[g.TablesTempDataStacked - 1] : NULL; g.CurrentTable = temp_data ? g.Tables.GetByIndex(temp_data->TableIndex) : NULL; if (g.CurrentTable) { g.CurrentTable->TempData = temp_data; g.CurrentTable->DrawSplitter = &temp_data->DrawSplitter; } outer_window->DC.CurrentTableIdx = g.CurrentTable ? g.Tables.GetIndex(g.CurrentTable) : -1; } // See "COLUMN SIZING POLICIES" comments at the top of this file // If (init_width_or_weight <= 0.0f) it is ignored void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, float init_width_or_weight, ImGuiID user_id) { ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; IM_ASSERT(table != NULL && "Need to call TableSetupColumn() after BeginTable()!"); IM_ASSERT(table->IsLayoutLocked == false && "Need to call call TableSetupColumn() before first row!"); IM_ASSERT((flags & ImGuiTableColumnFlags_StatusMask_) == 0 && "Illegal to pass StatusMask values to TableSetupColumn()"); if (table->DeclColumnsCount >= table->ColumnsCount) { IM_ASSERT_USER_ERROR(table->DeclColumnsCount < table->ColumnsCount, "Called TableSetupColumn() too many times!"); return; } ImGuiTableColumn* column = &table->Columns[table->DeclColumnsCount]; table->DeclColumnsCount++; // Assert when passing a width or weight if policy is entirely left to default, to avoid storing width into weight and vice-versa. // Give a grace to users of ImGuiTableFlags_ScrollX. if (table->IsDefaultSizingPolicy && (flags & ImGuiTableColumnFlags_WidthMask_) == 0 && (flags & ImGuiTableFlags_ScrollX) == 0) IM_ASSERT(init_width_or_weight <= 0.0f && "Can only specify width/weight if sizing policy is set explicitly in either Table or Column."); // When passing a width automatically enforce WidthFixed policy // (whereas TableSetupColumnFlags would default to WidthAuto if table is not Resizable) if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0 && init_width_or_weight > 0.0f) if ((table->Flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedFit || (table->Flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedSame) flags |= ImGuiTableColumnFlags_WidthFixed; TableSetupColumnFlags(table, column, flags); column->UserID = user_id; flags = column->Flags; // Initialize defaults column->InitStretchWeightOrWidth = init_width_or_weight; if (table->IsInitializing) { // Init width or weight if (column->WidthRequest < 0.0f && column->StretchWeight < 0.0f) { if ((flags & ImGuiTableColumnFlags_WidthFixed) && init_width_or_weight > 0.0f) column->WidthRequest = init_width_or_weight; if (flags & ImGuiTableColumnFlags_WidthStretch) column->StretchWeight = (init_width_or_weight > 0.0f) ? init_width_or_weight : -1.0f; // Disable auto-fit if an explicit width/weight has been specified if (init_width_or_weight > 0.0f) column->AutoFitQueue = 0x00; } // Init default visibility/sort state if ((flags & ImGuiTableColumnFlags_DefaultHide) && (table->SettingsLoadedFlags & ImGuiTableFlags_Hideable) == 0) column->IsUserEnabled = column->IsUserEnabledNextFrame = false; if (flags & ImGuiTableColumnFlags_DefaultSort && (table->SettingsLoadedFlags & ImGuiTableFlags_Sortable) == 0) { column->SortOrder = 0; // Multiple columns using _DefaultSort will be reassigned unique SortOrder values when building the sort specs. column->SortDirection = (column->Flags & ImGuiTableColumnFlags_PreferSortDescending) ? (ImS8)ImGuiSortDirection_Descending : (ImU8)(ImGuiSortDirection_Ascending); } } // Store name (append with zero-terminator in contiguous buffer) column->NameOffset = -1; if (label != NULL && label[0] != 0) { column->NameOffset = (ImS16)table->ColumnsNames.size(); table->ColumnsNames.append(label, label + strlen(label) + 1); } } // [Public] void ImGui::TableSetupScrollFreeze(int columns, int rows) { ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; IM_ASSERT(table != NULL && "Need to call TableSetupColumn() after BeginTable()!"); IM_ASSERT(table->IsLayoutLocked == false && "Need to call TableSetupColumn() before first row!"); IM_ASSERT(columns >= 0 && columns < IMGUI_TABLE_MAX_COLUMNS); IM_ASSERT(rows >= 0 && rows < 128); // Arbitrary limit table->FreezeColumnsRequest = (table->Flags & ImGuiTableFlags_ScrollX) ? (ImGuiTableColumnIdx)ImMin(columns, table->ColumnsCount) : 0; table->FreezeColumnsCount = (table->InnerWindow->Scroll.x != 0.0f) ? table->FreezeColumnsRequest : 0; table->FreezeRowsRequest = (table->Flags & ImGuiTableFlags_ScrollY) ? (ImGuiTableColumnIdx)rows : 0; table->FreezeRowsCount = (table->InnerWindow->Scroll.y != 0.0f) ? table->FreezeRowsRequest : 0; table->IsUnfrozenRows = (table->FreezeRowsCount == 0); // Make sure this is set before TableUpdateLayout() so ImGuiListClipper can benefit from it.b // Ensure frozen columns are ordered in their section. We still allow multiple frozen columns to be reordered. // FIXME-TABLE: This work for preserving 2143 into 21|43. How about 4321 turning into 21|43? (preserve relative order in each section) for (int column_n = 0; column_n < table->FreezeColumnsRequest; column_n++) { int order_n = table->DisplayOrderToIndex[column_n]; if (order_n != column_n && order_n >= table->FreezeColumnsRequest) { ImSwap(table->Columns[table->DisplayOrderToIndex[order_n]].DisplayOrder, table->Columns[table->DisplayOrderToIndex[column_n]].DisplayOrder); ImSwap(table->DisplayOrderToIndex[order_n], table->DisplayOrderToIndex[column_n]); } } } //----------------------------------------------------------------------------- // [SECTION] Tables: Simple accessors //----------------------------------------------------------------------------- // - TableGetColumnCount() // - TableGetColumnName() // - TableGetColumnName() [Internal] // - TableSetColumnEnabled() // - TableGetColumnFlags() // - TableGetCellBgRect() [Internal] // - TableGetColumnResizeID() [Internal] // - TableGetHoveredColumn() [Internal] // - TableSetBgColor() //----------------------------------------------------------------------------- int ImGui::TableGetColumnCount() { ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; return table ? table->ColumnsCount : 0; } const char* ImGui::TableGetColumnName(int column_n) { ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; if (!table) return NULL; if (column_n < 0) column_n = table->CurrentColumn; return TableGetColumnName(table, column_n); } const char* ImGui::TableGetColumnName(const ImGuiTable* table, int column_n) { if (table->IsLayoutLocked == false && column_n >= table->DeclColumnsCount) return ""; // NameOffset is invalid at this point const ImGuiTableColumn* column = &table->Columns[column_n]; if (column->NameOffset == -1) return ""; return &table->ColumnsNames.Buf[column->NameOffset]; } // Change user accessible enabled/disabled state of a column (often perceived as "showing/hiding" from users point of view) // Note that end-user can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody) // - Require table to have the ImGuiTableFlags_Hideable flag because we are manipulating user accessible state. // - Request will be applied during next layout, which happens on the first call to TableNextRow() after BeginTable(). // - For the getter you can test (TableGetColumnFlags() & ImGuiTableColumnFlags_IsEnabled) != 0. // - Alternative: the ImGuiTableColumnFlags_Disabled is an overriding/master disable flag which will also hide the column from context menu. void ImGui::TableSetColumnEnabled(int column_n, bool enabled) { ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; IM_ASSERT(table != NULL); if (!table) return; IM_ASSERT(table->Flags & ImGuiTableFlags_Hideable); // See comments above if (column_n < 0) column_n = table->CurrentColumn; IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount); ImGuiTableColumn* column = &table->Columns[column_n]; column->IsUserEnabledNextFrame = enabled; } // We allow querying for an extra column in order to poll the IsHovered state of the right-most section ImGuiTableColumnFlags ImGui::TableGetColumnFlags(int column_n) { ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; if (!table) return ImGuiTableColumnFlags_None; if (column_n < 0) column_n = table->CurrentColumn; if (column_n == table->ColumnsCount) return (table->HoveredColumnBody == column_n) ? ImGuiTableColumnFlags_IsHovered : ImGuiTableColumnFlags_None; return table->Columns[column_n].Flags; } // Return the cell rectangle based on currently known height. // - Important: we generally don't know our row height until the end of the row, so Max.y will be incorrect in many situations. // The only case where this is correct is if we provided a min_row_height to TableNextRow() and don't go below it, or in TableEndRow() when we locked that height. // - Important: if ImGuiTableFlags_PadOuterX is set but ImGuiTableFlags_PadInnerX is not set, the outer-most left and right // columns report a small offset so their CellBgRect can extend up to the outer border. // FIXME: But the rendering code in TableEndRow() nullifies that with clamping required for scrolling. ImRect ImGui::TableGetCellBgRect(const ImGuiTable* table, int column_n) { const ImGuiTableColumn* column = &table->Columns[column_n]; float x1 = column->MinX; float x2 = column->MaxX; //if (column->PrevEnabledColumn == -1) // x1 -= table->OuterPaddingX; //if (column->NextEnabledColumn == -1) // x2 += table->OuterPaddingX; x1 = ImMax(x1, table->WorkRect.Min.x); x2 = ImMin(x2, table->WorkRect.Max.x); return ImRect(x1, table->RowPosY1, x2, table->RowPosY2); } // Return the resizing ID for the right-side of the given column. ImGuiID ImGui::TableGetColumnResizeID(const ImGuiTable* table, int column_n, int instance_no) { IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount); ImGuiID id = table->ID + 1 + (instance_no * table->ColumnsCount) + column_n; return id; } // Return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered. int ImGui::TableGetHoveredColumn() { ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; if (!table) return -1; return (int)table->HoveredColumnBody; } void ImGui::TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n) { ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; IM_ASSERT(target != ImGuiTableBgTarget_None); if (color == IM_COL32_DISABLE) color = 0; // We cannot draw neither the cell or row background immediately as we don't know the row height at this point in time. switch (target) { case ImGuiTableBgTarget_CellBg: { if (table->RowPosY1 > table->InnerClipRect.Max.y) // Discard return; if (column_n == -1) column_n = table->CurrentColumn; if ((table->VisibleMaskByIndex & ((ImU64)1 << column_n)) == 0) return; if (table->RowCellDataCurrent < 0 || table->RowCellData[table->RowCellDataCurrent].Column != column_n) table->RowCellDataCurrent++; ImGuiTableCellData* cell_data = &table->RowCellData[table->RowCellDataCurrent]; cell_data->BgColor = color; cell_data->Column = (ImGuiTableColumnIdx)column_n; break; } case ImGuiTableBgTarget_RowBg0: case ImGuiTableBgTarget_RowBg1: { if (table->RowPosY1 > table->InnerClipRect.Max.y) // Discard return; IM_ASSERT(column_n == -1); int bg_idx = (target == ImGuiTableBgTarget_RowBg1) ? 1 : 0; table->RowBgColor[bg_idx] = color; break; } default: IM_ASSERT(0); } } //------------------------------------------------------------------------- // [SECTION] Tables: Row changes //------------------------------------------------------------------------- // - TableGetRowIndex() // - TableNextRow() // - TableBeginRow() [Internal] // - TableEndRow() [Internal] //------------------------------------------------------------------------- // [Public] Note: for row coloring we use ->RowBgColorCounter which is the same value without counting header rows int ImGui::TableGetRowIndex() { ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; if (!table) return 0; return table->CurrentRow; } // [Public] Starts into the first cell of a new row void ImGui::TableNextRow(ImGuiTableRowFlags row_flags, float row_min_height) { ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; if (!table->IsLayoutLocked) TableUpdateLayout(table); if (table->IsInsideRow) TableEndRow(table); table->LastRowFlags = table->RowFlags; table->RowFlags = row_flags; table->RowMinHeight = row_min_height; TableBeginRow(table); // We honor min_row_height requested by user, but cannot guarantee per-row maximum height, // because that would essentially require a unique clipping rectangle per-cell. table->RowPosY2 += table->CellPaddingY * 2.0f; table->RowPosY2 = ImMax(table->RowPosY2, table->RowPosY1 + row_min_height); // Disable output until user calls TableNextColumn() table->InnerWindow->SkipItems = true; } // [Internal] Called by TableNextRow() void ImGui::TableBeginRow(ImGuiTable* table) { ImGuiWindow* window = table->InnerWindow; IM_ASSERT(!table->IsInsideRow); // New row table->CurrentRow++; table->CurrentColumn = -1; table->RowBgColor[0] = table->RowBgColor[1] = IM_COL32_DISABLE; table->RowCellDataCurrent = -1; table->IsInsideRow = true; // Begin frozen rows float next_y1 = table->RowPosY2; if (table->CurrentRow == 0 && table->FreezeRowsCount > 0) next_y1 = window->DC.CursorPos.y = table->OuterRect.Min.y; table->RowPosY1 = table->RowPosY2 = next_y1; table->RowTextBaseline = 0.0f; table->RowIndentOffsetX = window->DC.Indent.x - table->HostIndentX; // Lock indent window->DC.PrevLineTextBaseOffset = 0.0f; window->DC.CursorMaxPos.y = next_y1; // Making the header BG color non-transparent will allow us to overlay it multiple times when handling smooth dragging. if (table->RowFlags & ImGuiTableRowFlags_Headers) { TableSetBgColor(ImGuiTableBgTarget_RowBg0, GetColorU32(ImGuiCol_TableHeaderBg)); if (table->CurrentRow == 0) table->IsUsingHeaders = true; } } // [Internal] Called by TableNextRow() void ImGui::TableEndRow(ImGuiTable* table) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; IM_ASSERT(window == table->InnerWindow); IM_ASSERT(table->IsInsideRow); if (table->CurrentColumn != -1) TableEndCell(table); // Logging if (g.LogEnabled) LogRenderedText(NULL, "|"); // Position cursor at the bottom of our row so it can be used for e.g. clipping calculation. However it is // likely that the next call to TableBeginCell() will reposition the cursor to take account of vertical padding. window->DC.CursorPos.y = table->RowPosY2; // Row background fill const float bg_y1 = table->RowPosY1; const float bg_y2 = table->RowPosY2; const bool unfreeze_rows_actual = (table->CurrentRow + 1 == table->FreezeRowsCount); const bool unfreeze_rows_request = (table->CurrentRow + 1 == table->FreezeRowsRequest); if (table->CurrentRow == 0) TableGetInstanceData(table, table->InstanceCurrent)->LastFirstRowHeight = bg_y2 - bg_y1; const bool is_visible = (bg_y2 >= table->InnerClipRect.Min.y && bg_y1 <= table->InnerClipRect.Max.y); if (is_visible) { // Decide of background color for the row ImU32 bg_col0 = 0; ImU32 bg_col1 = 0; if (table->RowBgColor[0] != IM_COL32_DISABLE) bg_col0 = table->RowBgColor[0]; else if (table->Flags & ImGuiTableFlags_RowBg) bg_col0 = GetColorU32((table->RowBgColorCounter & 1) ? ImGuiCol_TableRowBgAlt : ImGuiCol_TableRowBg); if (table->RowBgColor[1] != IM_COL32_DISABLE) bg_col1 = table->RowBgColor[1]; // Decide of top border color ImU32 border_col = 0; const float border_size = TABLE_BORDER_SIZE; if (table->CurrentRow > 0 || table->InnerWindow == table->OuterWindow) if (table->Flags & ImGuiTableFlags_BordersInnerH) border_col = (table->LastRowFlags & ImGuiTableRowFlags_Headers) ? table->BorderColorStrong : table->BorderColorLight; const bool draw_cell_bg_color = table->RowCellDataCurrent >= 0; const bool draw_strong_bottom_border = unfreeze_rows_actual; if ((bg_col0 | bg_col1 | border_col) != 0 || draw_strong_bottom_border || draw_cell_bg_color) { // In theory we could call SetWindowClipRectBeforeSetChannel() but since we know TableEndRow() is // always followed by a change of clipping rectangle we perform the smallest overwrite possible here. if ((table->Flags & ImGuiTableFlags_NoClip) == 0) window->DrawList->_CmdHeader.ClipRect = table->Bg0ClipRectForDrawCmd.ToVec4(); table->DrawSplitter->SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_BG0); } // Draw row background // We soft/cpu clip this so all backgrounds and borders can share the same clipping rectangle if (bg_col0 || bg_col1) { ImRect row_rect(table->WorkRect.Min.x, bg_y1, table->WorkRect.Max.x, bg_y2); row_rect.ClipWith(table->BgClipRect); if (bg_col0 != 0 && row_rect.Min.y < row_rect.Max.y) window->DrawList->AddRectFilled(row_rect.Min, row_rect.Max, bg_col0); if (bg_col1 != 0 && row_rect.Min.y < row_rect.Max.y) window->DrawList->AddRectFilled(row_rect.Min, row_rect.Max, bg_col1); } // Draw cell background color if (draw_cell_bg_color) { ImGuiTableCellData* cell_data_end = &table->RowCellData[table->RowCellDataCurrent]; for (ImGuiTableCellData* cell_data = &table->RowCellData[0]; cell_data <= cell_data_end; cell_data++) { // As we render the BG here we need to clip things (for layout we would not) // FIXME: This cancels the OuterPadding addition done by TableGetCellBgRect(), need to keep it while rendering correctly while scrolling. const ImGuiTableColumn* column = &table->Columns[cell_data->Column]; ImRect cell_bg_rect = TableGetCellBgRect(table, cell_data->Column); cell_bg_rect.ClipWith(table->BgClipRect); cell_bg_rect.Min.x = ImMax(cell_bg_rect.Min.x, column->ClipRect.Min.x); // So that first column after frozen one gets clipped when scrolling cell_bg_rect.Max.x = ImMin(cell_bg_rect.Max.x, column->MaxX); window->DrawList->AddRectFilled(cell_bg_rect.Min, cell_bg_rect.Max, cell_data->BgColor); } } // Draw top border if (border_col && bg_y1 >= table->BgClipRect.Min.y && bg_y1 < table->BgClipRect.Max.y) window->DrawList->AddLine(ImVec2(table->BorderX1, bg_y1), ImVec2(table->BorderX2, bg_y1), border_col, border_size); // Draw bottom border at the row unfreezing mark (always strong) if (draw_strong_bottom_border && bg_y2 >= table->BgClipRect.Min.y && bg_y2 < table->BgClipRect.Max.y) window->DrawList->AddLine(ImVec2(table->BorderX1, bg_y2), ImVec2(table->BorderX2, bg_y2), table->BorderColorStrong, border_size); } // End frozen rows (when we are past the last frozen row line, teleport cursor and alter clipping rectangle) // We need to do that in TableEndRow() instead of TableBeginRow() so the list clipper can mark end of row and // get the new cursor position. if (unfreeze_rows_request) for (int column_n = 0; column_n < table->ColumnsCount; column_n++) { ImGuiTableColumn* column = &table->Columns[column_n]; column->NavLayerCurrent = (ImS8)((column_n < table->FreezeColumnsCount) ? ImGuiNavLayer_Menu : ImGuiNavLayer_Main); } if (unfreeze_rows_actual) { IM_ASSERT(table->IsUnfrozenRows == false); table->IsUnfrozenRows = true; // BgClipRect starts as table->InnerClipRect, reduce it now and make BgClipRectForDrawCmd == BgClipRect float y0 = ImMax(table->RowPosY2 + 1, window->InnerClipRect.Min.y); table->BgClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y = ImMin(y0, window->InnerClipRect.Max.y); table->BgClipRect.Max.y = table->Bg2ClipRectForDrawCmd.Max.y = window->InnerClipRect.Max.y; table->Bg2DrawChannelCurrent = table->Bg2DrawChannelUnfrozen; IM_ASSERT(table->Bg2ClipRectForDrawCmd.Min.y <= table->Bg2ClipRectForDrawCmd.Max.y); float row_height = table->RowPosY2 - table->RowPosY1; table->RowPosY2 = window->DC.CursorPos.y = table->WorkRect.Min.y + table->RowPosY2 - table->OuterRect.Min.y; table->RowPosY1 = table->RowPosY2 - row_height; for (int column_n = 0; column_n < table->ColumnsCount; column_n++) { ImGuiTableColumn* column = &table->Columns[column_n]; column->DrawChannelCurrent = column->DrawChannelUnfrozen; column->ClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y; } // Update cliprect ahead of TableBeginCell() so clipper can access to new ClipRect->Min.y SetWindowClipRectBeforeSetChannel(window, table->Columns[0].ClipRect); table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Columns[0].DrawChannelCurrent); } if (!(table->RowFlags & ImGuiTableRowFlags_Headers)) table->RowBgColorCounter++; table->IsInsideRow = false; } //------------------------------------------------------------------------- // [SECTION] Tables: Columns changes //------------------------------------------------------------------------- // - TableGetColumnIndex() // - TableSetColumnIndex() // - TableNextColumn() // - TableBeginCell() [Internal] // - TableEndCell() [Internal] //------------------------------------------------------------------------- int ImGui::TableGetColumnIndex() { ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; if (!table) return 0; return table->CurrentColumn; } // [Public] Append into a specific column bool ImGui::TableSetColumnIndex(int column_n) { ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; if (!table) return false; if (table->CurrentColumn != column_n) { if (table->CurrentColumn != -1) TableEndCell(table); IM_ASSERT(column_n >= 0 && table->ColumnsCount); TableBeginCell(table, column_n); } // Return whether the column is visible. User may choose to skip submitting items based on this return value, // however they shouldn't skip submitting for columns that may have the tallest contribution to row height. return (table->RequestOutputMaskByIndex & ((ImU64)1 << column_n)) != 0; } // [Public] Append into the next column, wrap and create a new row when already on last column bool ImGui::TableNextColumn() { ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; if (!table) return false; if (table->IsInsideRow && table->CurrentColumn + 1 < table->ColumnsCount) { if (table->CurrentColumn != -1) TableEndCell(table); TableBeginCell(table, table->CurrentColumn + 1); } else { TableNextRow(); TableBeginCell(table, 0); } // Return whether the column is visible. User may choose to skip submitting items based on this return value, // however they shouldn't skip submitting for columns that may have the tallest contribution to row height. int column_n = table->CurrentColumn; return (table->RequestOutputMaskByIndex & ((ImU64)1 << column_n)) != 0; } // [Internal] Called by TableSetColumnIndex()/TableNextColumn() // This is called very frequently, so we need to be mindful of unnecessary overhead. // FIXME-TABLE FIXME-OPT: Could probably shortcut some things for non-active or clipped columns. void ImGui::TableBeginCell(ImGuiTable* table, int column_n) { ImGuiTableColumn* column = &table->Columns[column_n]; ImGuiWindow* window = table->InnerWindow; table->CurrentColumn = column_n; // Start position is roughly ~~ CellRect.Min + CellPadding + Indent float start_x = column->WorkMinX; if (column->Flags & ImGuiTableColumnFlags_IndentEnable) start_x += table->RowIndentOffsetX; // ~~ += window.DC.Indent.x - table->HostIndentX, except we locked it for the row. window->DC.CursorPos.x = start_x; window->DC.CursorPos.y = table->RowPosY1 + table->CellPaddingY; window->DC.CursorMaxPos.x = window->DC.CursorPos.x; window->DC.ColumnsOffset.x = start_x - window->Pos.x - window->DC.Indent.x; // FIXME-WORKRECT window->DC.CurrLineTextBaseOffset = table->RowTextBaseline; window->DC.NavLayerCurrent = (ImGuiNavLayer)column->NavLayerCurrent; window->WorkRect.Min.y = window->DC.CursorPos.y; window->WorkRect.Min.x = column->WorkMinX; window->WorkRect.Max.x = column->WorkMaxX; window->DC.ItemWidth = column->ItemWidth; // To allow ImGuiListClipper to function we propagate our row height if (!column->IsEnabled) window->DC.CursorPos.y = ImMax(window->DC.CursorPos.y, table->RowPosY2); window->SkipItems = column->IsSkipItems; if (column->IsSkipItems) { ImGuiContext& g = *GImGui; g.LastItemData.ID = 0; g.LastItemData.StatusFlags = 0; } if (table->Flags & ImGuiTableFlags_NoClip) { // FIXME: if we end up drawing all borders/bg in EndTable, could remove this and just assert that channel hasn't changed. table->DrawSplitter->SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP); //IM_ASSERT(table->DrawSplitter._Current == TABLE_DRAW_CHANNEL_NOCLIP); } else { // FIXME-TABLE: Could avoid this if draw channel is dummy channel? SetWindowClipRectBeforeSetChannel(window, column->ClipRect); table->DrawSplitter->SetCurrentChannel(window->DrawList, column->DrawChannelCurrent); } // Logging ImGuiContext& g = *GImGui; if (g.LogEnabled && !column->IsSkipItems) { LogRenderedText(&window->DC.CursorPos, "|"); g.LogLinePosY = FLT_MAX; } } // [Internal] Called by TableNextRow()/TableSetColumnIndex()/TableNextColumn() void ImGui::TableEndCell(ImGuiTable* table) { ImGuiTableColumn* column = &table->Columns[table->CurrentColumn]; ImGuiWindow* window = table->InnerWindow; // Report maximum position so we can infer content size per column. float* p_max_pos_x; if (table->RowFlags & ImGuiTableRowFlags_Headers) p_max_pos_x = &column->ContentMaxXHeadersUsed; // Useful in case user submit contents in header row that is not a TableHeader() call else p_max_pos_x = table->IsUnfrozenRows ? &column->ContentMaxXUnfrozen : &column->ContentMaxXFrozen; *p_max_pos_x = ImMax(*p_max_pos_x, window->DC.CursorMaxPos.x); table->RowPosY2 = ImMax(table->RowPosY2, window->DC.CursorMaxPos.y + table->CellPaddingY); column->ItemWidth = window->DC.ItemWidth; // Propagate text baseline for the entire row // FIXME-TABLE: Here we propagate text baseline from the last line of the cell.. instead of the first one. table->RowTextBaseline = ImMax(table->RowTextBaseline, window->DC.PrevLineTextBaseOffset); } //------------------------------------------------------------------------- // [SECTION] Tables: Columns width management //------------------------------------------------------------------------- // - TableGetMaxColumnWidth() [Internal] // - TableGetColumnWidthAuto() [Internal] // - TableSetColumnWidth() // - TableSetColumnWidthAutoSingle() [Internal] // - TableSetColumnWidthAutoAll() [Internal] // - TableUpdateColumnsWeightFromWidth() [Internal] //------------------------------------------------------------------------- // Maximum column content width given current layout. Use column->MinX so this value on a per-column basis. float ImGui::TableGetMaxColumnWidth(const ImGuiTable* table, int column_n) { const ImGuiTableColumn* column = &table->Columns[column_n]; float max_width = FLT_MAX; const float min_column_distance = table->MinColumnWidth + table->CellPaddingX * 2.0f + table->CellSpacingX1 + table->CellSpacingX2; if (table->Flags & ImGuiTableFlags_ScrollX) { // Frozen columns can't reach beyond visible width else scrolling will naturally break. // (we use DisplayOrder as within a set of multiple frozen column reordering is possible) if (column->DisplayOrder < table->FreezeColumnsRequest) { max_width = (table->InnerClipRect.Max.x - (table->FreezeColumnsRequest - column->DisplayOrder) * min_column_distance) - column->MinX; max_width = max_width - table->OuterPaddingX - table->CellPaddingX - table->CellSpacingX2; } } else if ((table->Flags & ImGuiTableFlags_NoKeepColumnsVisible) == 0) { // If horizontal scrolling if disabled, we apply a final lossless shrinking of columns in order to make // sure they are all visible. Because of this we also know that all of the columns will always fit in // table->WorkRect and therefore in table->InnerRect (because ScrollX is off) // FIXME-TABLE: This is solved incorrectly but also quite a difficult problem to fix as we also want ClipRect width to match. // See "table_width_distrib" and "table_width_keep_visible" tests max_width = table->WorkRect.Max.x - (table->ColumnsEnabledCount - column->IndexWithinEnabledSet - 1) * min_column_distance - column->MinX; //max_width -= table->CellSpacingX1; max_width -= table->CellSpacingX2; max_width -= table->CellPaddingX * 2.0f; max_width -= table->OuterPaddingX; } return max_width; } // Note this is meant to be stored in column->WidthAuto, please generally use the WidthAuto field float ImGui::TableGetColumnWidthAuto(ImGuiTable* table, ImGuiTableColumn* column) { const float content_width_body = ImMax(column->ContentMaxXFrozen, column->ContentMaxXUnfrozen) - column->WorkMinX; const float content_width_headers = column->ContentMaxXHeadersIdeal - column->WorkMinX; float width_auto = content_width_body; if (!(column->Flags & ImGuiTableColumnFlags_NoHeaderWidth)) width_auto = ImMax(width_auto, content_width_headers); // Non-resizable fixed columns preserve their requested width if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && column->InitStretchWeightOrWidth > 0.0f) if (!(table->Flags & ImGuiTableFlags_Resizable) || (column->Flags & ImGuiTableColumnFlags_NoResize)) width_auto = column->InitStretchWeightOrWidth; return ImMax(width_auto, table->MinColumnWidth); } // 'width' = inner column width, without padding void ImGui::TableSetColumnWidth(int column_n, float width) { ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; IM_ASSERT(table != NULL && table->IsLayoutLocked == false); IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount); ImGuiTableColumn* column_0 = &table->Columns[column_n]; float column_0_width = width; // Apply constraints early // Compare both requested and actual given width to avoid overwriting requested width when column is stuck (minimum size, bounded) IM_ASSERT(table->MinColumnWidth > 0.0f); const float min_width = table->MinColumnWidth; const float max_width = ImMax(min_width, TableGetMaxColumnWidth(table, column_n)); column_0_width = ImClamp(column_0_width, min_width, max_width); if (column_0->WidthGiven == column_0_width || column_0->WidthRequest == column_0_width) return; //IMGUI_DEBUG_LOG("TableSetColumnWidth(%d, %.1f->%.1f)\n", column_0_idx, column_0->WidthGiven, column_0_width); ImGuiTableColumn* column_1 = (column_0->NextEnabledColumn != -1) ? &table->Columns[column_0->NextEnabledColumn] : NULL; // In this surprisingly not simple because of how we support mixing Fixed and multiple Stretch columns. // - All fixed: easy. // - All stretch: easy. // - One or more fixed + one stretch: easy. // - One or more fixed + more than one stretch: tricky. // Qt when manual resize is enabled only support a single _trailing_ stretch column. // When forwarding resize from Wn| to Fn+1| we need to be considerate of the _NoResize flag on Fn+1. // FIXME-TABLE: Find a way to rewrite all of this so interactions feel more consistent for the user. // Scenarios: // - F1 F2 F3 resize from F1| or F2| --> ok: alter ->WidthRequested of Fixed column. Subsequent columns will be offset. // - F1 F2 F3 resize from F3| --> ok: alter ->WidthRequested of Fixed column. If active, ScrollX extent can be altered. // - F1 F2 W3 resize from F1| or F2| --> ok: alter ->WidthRequested of Fixed column. If active, ScrollX extent can be altered, but it doesn't make much sense as the Stretch column will always be minimal size. // - F1 F2 W3 resize from W3| --> ok: no-op (disabled by Resize Rule 1) // - W1 W2 W3 resize from W1| or W2| --> ok // - W1 W2 W3 resize from W3| --> ok: no-op (disabled by Resize Rule 1) // - W1 F2 F3 resize from F3| --> ok: no-op (disabled by Resize Rule 1) // - W1 F2 resize from F2| --> ok: no-op (disabled by Resize Rule 1) // - W1 W2 F3 resize from W1| or W2| --> ok // - W1 F2 W3 resize from W1| or F2| --> ok // - F1 W2 F3 resize from W2| --> ok // - F1 W3 F2 resize from W3| --> ok // - W1 F2 F3 resize from W1| --> ok: equivalent to resizing |F2. F3 will not move. // - W1 F2 F3 resize from F2| --> ok // All resizes from a Wx columns are locking other columns. // Possible improvements: // - W1 W2 W3 resize W1| --> to not be stuck, both W2 and W3 would stretch down. Seems possible to fix. Would be most beneficial to simplify resize of all-weighted columns. // - W3 F1 F2 resize W3| --> to not be stuck past F1|, both F1 and F2 would need to stretch down, which would be lossy or ambiguous. Seems hard to fix. // [Resize Rule 1] Can't resize from right of right-most visible column if there is any Stretch column. Implemented in TableUpdateLayout(). // If we have all Fixed columns OR resizing a Fixed column that doesn't come after a Stretch one, we can do an offsetting resize. // This is the preferred resize path if (column_0->Flags & ImGuiTableColumnFlags_WidthFixed) if (!column_1 || table->LeftMostStretchedColumn == -1 || table->Columns[table->LeftMostStretchedColumn].DisplayOrder >= column_0->DisplayOrder) { column_0->WidthRequest = column_0_width; table->IsSettingsDirty = true; return; } // We can also use previous column if there's no next one (this is used when doing an auto-fit on the right-most stretch column) if (column_1 == NULL) column_1 = (column_0->PrevEnabledColumn != -1) ? &table->Columns[column_0->PrevEnabledColumn] : NULL; if (column_1 == NULL) return; // Resizing from right-side of a Stretch column before a Fixed column forward sizing to left-side of fixed column. // (old_a + old_b == new_a + new_b) --> (new_a == old_a + old_b - new_b) float column_1_width = ImMax(column_1->WidthRequest - (column_0_width - column_0->WidthRequest), min_width); column_0_width = column_0->WidthRequest + column_1->WidthRequest - column_1_width; IM_ASSERT(column_0_width > 0.0f && column_1_width > 0.0f); column_0->WidthRequest = column_0_width; column_1->WidthRequest = column_1_width; if ((column_0->Flags | column_1->Flags) & ImGuiTableColumnFlags_WidthStretch) TableUpdateColumnsWeightFromWidth(table); table->IsSettingsDirty = true; } // Disable clipping then auto-fit, will take 2 frames // (we don't take a shortcut for unclipped columns to reduce inconsistencies when e.g. resizing multiple columns) void ImGui::TableSetColumnWidthAutoSingle(ImGuiTable* table, int column_n) { // Single auto width uses auto-fit ImGuiTableColumn* column = &table->Columns[column_n]; if (!column->IsEnabled) return; column->CannotSkipItemsQueue = (1 << 0); table->AutoFitSingleColumn = (ImGuiTableColumnIdx)column_n; } void ImGui::TableSetColumnWidthAutoAll(ImGuiTable* table) { for (int column_n = 0; column_n < table->ColumnsCount; column_n++) { ImGuiTableColumn* column = &table->Columns[column_n]; if (!column->IsEnabled && !(column->Flags & ImGuiTableColumnFlags_WidthStretch)) // Cannot reset weight of hidden stretch column continue; column->CannotSkipItemsQueue = (1 << 0); column->AutoFitQueue = (1 << 1); } } void ImGui::TableUpdateColumnsWeightFromWidth(ImGuiTable* table) { IM_ASSERT(table->LeftMostStretchedColumn != -1 && table->RightMostStretchedColumn != -1); // Measure existing quantity float visible_weight = 0.0f; float visible_width = 0.0f; for (int column_n = 0; column_n < table->ColumnsCount; column_n++) { ImGuiTableColumn* column = &table->Columns[column_n]; if (!column->IsEnabled || !(column->Flags & ImGuiTableColumnFlags_WidthStretch)) continue; IM_ASSERT(column->StretchWeight > 0.0f); visible_weight += column->StretchWeight; visible_width += column->WidthRequest; } IM_ASSERT(visible_weight > 0.0f && visible_width > 0.0f); // Apply new weights for (int column_n = 0; column_n < table->ColumnsCount; column_n++) { ImGuiTableColumn* column = &table->Columns[column_n]; if (!column->IsEnabled || !(column->Flags & ImGuiTableColumnFlags_WidthStretch)) continue; column->StretchWeight = (column->WidthRequest / visible_width) * visible_weight; IM_ASSERT(column->StretchWeight > 0.0f); } } //------------------------------------------------------------------------- // [SECTION] Tables: Drawing //------------------------------------------------------------------------- // - TablePushBackgroundChannel() [Internal] // - TablePopBackgroundChannel() [Internal] // - TableSetupDrawChannels() [Internal] // - TableMergeDrawChannels() [Internal] // - TableDrawBorders() [Internal] //------------------------------------------------------------------------- // Bg2 is used by Selectable (and possibly other widgets) to render to the background. // Unlike our Bg0/1 channel which we uses for RowBg/CellBg/Borders and where we guarantee all shapes to be CPU-clipped, the Bg2 channel being widgets-facing will rely on regular ClipRect. void ImGui::TablePushBackgroundChannel() { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; ImGuiTable* table = g.CurrentTable; // Optimization: avoid SetCurrentChannel() + PushClipRect() table->HostBackupInnerClipRect = window->ClipRect; SetWindowClipRectBeforeSetChannel(window, table->Bg2ClipRectForDrawCmd); table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Bg2DrawChannelCurrent); } void ImGui::TablePopBackgroundChannel() { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; ImGuiTable* table = g.CurrentTable; ImGuiTableColumn* column = &table->Columns[table->CurrentColumn]; // Optimization: avoid PopClipRect() + SetCurrentChannel() SetWindowClipRectBeforeSetChannel(window, table->HostBackupInnerClipRect); table->DrawSplitter->SetCurrentChannel(window->DrawList, column->DrawChannelCurrent); } // Allocate draw channels. Called by TableUpdateLayout() // - We allocate them following storage order instead of display order so reordering columns won't needlessly // increase overall dormant memory cost. // - We isolate headers draw commands in their own channels instead of just altering clip rects. // This is in order to facilitate merging of draw commands. // - After crossing FreezeRowsCount, all columns see their current draw channel changed to a second set of channels. // - We only use the dummy draw channel so we can push a null clipping rectangle into it without affecting other // channels, while simplifying per-row/per-cell overhead. It will be empty and discarded when merged. // - We allocate 1 or 2 background draw channels. This is because we know TablePushBackgroundChannel() is only used for // horizontal spanning. If we allowed vertical spanning we'd need one background draw channel per merge group (1-4). // Draw channel allocation (before merging): // - NoClip --> 2+D+1 channels: bg0/1 + bg2 + foreground (same clip rect == always 1 draw call) // - Clip --> 2+D+N channels // - FreezeRows --> 2+D+N*2 (unless scrolling value is zero) // - FreezeRows || FreezeColunns --> 3+D+N*2 (unless scrolling value is zero) // Where D is 1 if any column is clipped or hidden (dummy channel) otherwise 0. void ImGui::TableSetupDrawChannels(ImGuiTable* table) { const int freeze_row_multiplier = (table->FreezeRowsCount > 0) ? 2 : 1; const int channels_for_row = (table->Flags & ImGuiTableFlags_NoClip) ? 1 : table->ColumnsEnabledCount; const int channels_for_bg = 1 + 1 * freeze_row_multiplier; const int channels_for_dummy = (table->ColumnsEnabledCount < table->ColumnsCount || table->VisibleMaskByIndex != table->EnabledMaskByIndex) ? +1 : 0; const int channels_total = channels_for_bg + (channels_for_row * freeze_row_multiplier) + channels_for_dummy; table->DrawSplitter->Split(table->InnerWindow->DrawList, channels_total); table->DummyDrawChannel = (ImGuiTableDrawChannelIdx)((channels_for_dummy > 0) ? channels_total - 1 : -1); table->Bg2DrawChannelCurrent = TABLE_DRAW_CHANNEL_BG2_FROZEN; table->Bg2DrawChannelUnfrozen = (ImGuiTableDrawChannelIdx)((table->FreezeRowsCount > 0) ? 2 + channels_for_row : TABLE_DRAW_CHANNEL_BG2_FROZEN); int draw_channel_current = 2; for (int column_n = 0; column_n < table->ColumnsCount; column_n++) { ImGuiTableColumn* column = &table->Columns[column_n]; if (column->IsVisibleX && column->IsVisibleY) { column->DrawChannelFrozen = (ImGuiTableDrawChannelIdx)(draw_channel_current); column->DrawChannelUnfrozen = (ImGuiTableDrawChannelIdx)(draw_channel_current + (table->FreezeRowsCount > 0 ? channels_for_row + 1 : 0)); if (!(table->Flags & ImGuiTableFlags_NoClip)) draw_channel_current++; } else { column->DrawChannelFrozen = column->DrawChannelUnfrozen = table->DummyDrawChannel; } column->DrawChannelCurrent = column->DrawChannelFrozen; } // Initial draw cmd starts with a BgClipRect that matches the one of its host, to facilitate merge draw commands by default. // All our cell highlight are manually clipped with BgClipRect. When unfreezing it will be made smaller to fit scrolling rect. // (This technically isn't part of setting up draw channels, but is reasonably related to be done here) table->BgClipRect = table->InnerClipRect; table->Bg0ClipRectForDrawCmd = table->OuterWindow->ClipRect; table->Bg2ClipRectForDrawCmd = table->HostClipRect; IM_ASSERT(table->BgClipRect.Min.y <= table->BgClipRect.Max.y); } // This function reorder draw channels based on matching clip rectangle, to facilitate merging them. Called by EndTable(). // For simplicity we call it TableMergeDrawChannels() but in fact it only reorder channels + overwrite ClipRect, // actual merging is done by table->DrawSplitter.Merge() which is called right after TableMergeDrawChannels(). // // Columns where the contents didn't stray off their local clip rectangle can be merged. To achieve // this we merge their clip rect and make them contiguous in the channel list, so they can be merged // by the call to DrawSplitter.Merge() following to the call to this function. // We reorder draw commands by arranging them into a maximum of 4 distinct groups: // // 1 group: 2 groups: 2 groups: 4 groups: // [ 0. ] no freeze [ 0. ] row freeze [ 01 ] col freeze [ 01 ] row+col freeze // [ .. ] or no scroll [ 2. ] and v-scroll [ .. ] and h-scroll [ 23 ] and v+h-scroll // // Each column itself can use 1 channel (row freeze disabled) or 2 channels (row freeze enabled). // When the contents of a column didn't stray off its limit, we move its channels into the corresponding group // based on its position (within frozen rows/columns groups or not). // At the end of the operation our 1-4 groups will each have a ImDrawCmd using the same ClipRect. // This function assume that each column are pointing to a distinct draw channel, // otherwise merge_group->ChannelsCount will not match set bit count of merge_group->ChannelsMask. // // Column channels will not be merged into one of the 1-4 groups in the following cases: // - The contents stray off its clipping rectangle (we only compare the MaxX value, not the MinX value). // Direct ImDrawList calls won't be taken into account by default, if you use them make sure the ImGui:: bounds // matches, by e.g. calling SetCursorScreenPos(). // - The channel uses more than one draw command itself. We drop all our attempt at merging stuff here.. // we could do better but it's going to be rare and probably not worth the hassle. // Columns for which the draw channel(s) haven't been merged with other will use their own ImDrawCmd. // // This function is particularly tricky to understand.. take a breath. void ImGui::TableMergeDrawChannels(ImGuiTable* table) { ImGuiContext& g = *GImGui; ImDrawListSplitter* splitter = table->DrawSplitter; const bool has_freeze_v = (table->FreezeRowsCount > 0); const bool has_freeze_h = (table->FreezeColumnsCount > 0); IM_ASSERT(splitter->_Current == 0); // Track which groups we are going to attempt to merge, and which channels goes into each group. struct MergeGroup { ImRect ClipRect; int ChannelsCount; ImBitArray ChannelsMask; MergeGroup() { ChannelsCount = 0; } }; int merge_group_mask = 0x00; MergeGroup merge_groups[4]; // 1. Scan channels and take note of those which can be merged for (int column_n = 0; column_n < table->ColumnsCount; column_n++) { if ((table->VisibleMaskByIndex & ((ImU64)1 << column_n)) == 0) continue; ImGuiTableColumn* column = &table->Columns[column_n]; const int merge_group_sub_count = has_freeze_v ? 2 : 1; for (int merge_group_sub_n = 0; merge_group_sub_n < merge_group_sub_count; merge_group_sub_n++) { const int channel_no = (merge_group_sub_n == 0) ? column->DrawChannelFrozen : column->DrawChannelUnfrozen; // Don't attempt to merge if there are multiple draw calls within the column ImDrawChannel* src_channel = &splitter->_Channels[channel_no]; if (src_channel->_CmdBuffer.Size > 0 && src_channel->_CmdBuffer.back().ElemCount == 0 && src_channel->_CmdBuffer.back().UserCallback != NULL) // Equivalent of PopUnusedDrawCmd() src_channel->_CmdBuffer.pop_back(); if (src_channel->_CmdBuffer.Size != 1) continue; // Find out the width of this merge group and check if it will fit in our column // (note that we assume that rendering didn't stray on the left direction. we should need a CursorMinPos to detect it) if (!(column->Flags & ImGuiTableColumnFlags_NoClip)) { float content_max_x; if (!has_freeze_v) content_max_x = ImMax(column->ContentMaxXUnfrozen, column->ContentMaxXHeadersUsed); // No row freeze else if (merge_group_sub_n == 0) content_max_x = ImMax(column->ContentMaxXFrozen, column->ContentMaxXHeadersUsed); // Row freeze: use width before freeze else content_max_x = column->ContentMaxXUnfrozen; // Row freeze: use width after freeze if (content_max_x > column->ClipRect.Max.x) continue; } const int merge_group_n = (has_freeze_h && column_n < table->FreezeColumnsCount ? 0 : 1) + (has_freeze_v && merge_group_sub_n == 0 ? 0 : 2); IM_ASSERT(channel_no < IMGUI_TABLE_MAX_DRAW_CHANNELS); MergeGroup* merge_group = &merge_groups[merge_group_n]; if (merge_group->ChannelsCount == 0) merge_group->ClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); merge_group->ChannelsMask.SetBit(channel_no); merge_group->ChannelsCount++; merge_group->ClipRect.Add(src_channel->_CmdBuffer[0].ClipRect); merge_group_mask |= (1 << merge_group_n); } // Invalidate current draw channel // (we don't clear DrawChannelFrozen/DrawChannelUnfrozen solely to facilitate debugging/later inspection of data) column->DrawChannelCurrent = (ImGuiTableDrawChannelIdx)-1; } // [DEBUG] Display merge groups #if 0 if (g.IO.KeyShift) for (int merge_group_n = 0; merge_group_n < IM_ARRAYSIZE(merge_groups); merge_group_n++) { MergeGroup* merge_group = &merge_groups[merge_group_n]; if (merge_group->ChannelsCount == 0) continue; char buf[32]; ImFormatString(buf, 32, "MG%d:%d", merge_group_n, merge_group->ChannelsCount); ImVec2 text_pos = merge_group->ClipRect.Min + ImVec2(4, 4); ImVec2 text_size = CalcTextSize(buf, NULL); GetForegroundDrawList()->AddRectFilled(text_pos, text_pos + text_size, IM_COL32(0, 0, 0, 255)); GetForegroundDrawList()->AddText(text_pos, IM_COL32(255, 255, 0, 255), buf, NULL); GetForegroundDrawList()->AddRect(merge_group->ClipRect.Min, merge_group->ClipRect.Max, IM_COL32(255, 255, 0, 255)); } #endif // 2. Rewrite channel list in our preferred order if (merge_group_mask != 0) { // We skip channel 0 (Bg0/Bg1) and 1 (Bg2 frozen) from the shuffling since they won't move - see channels allocation in TableSetupDrawChannels(). const int LEADING_DRAW_CHANNELS = 2; g.DrawChannelsTempMergeBuffer.resize(splitter->_Count - LEADING_DRAW_CHANNELS); // Use shared temporary storage so the allocation gets amortized ImDrawChannel* dst_tmp = g.DrawChannelsTempMergeBuffer.Data; ImBitArray remaining_mask; // We need 132-bit of storage remaining_mask.SetBitRange(LEADING_DRAW_CHANNELS, splitter->_Count); remaining_mask.ClearBit(table->Bg2DrawChannelUnfrozen); IM_ASSERT(has_freeze_v == false || table->Bg2DrawChannelUnfrozen != TABLE_DRAW_CHANNEL_BG2_FROZEN); int remaining_count = splitter->_Count - (has_freeze_v ? LEADING_DRAW_CHANNELS + 1 : LEADING_DRAW_CHANNELS); //ImRect host_rect = (table->InnerWindow == table->OuterWindow) ? table->InnerClipRect : table->HostClipRect; ImRect host_rect = table->HostClipRect; for (int merge_group_n = 0; merge_group_n < IM_ARRAYSIZE(merge_groups); merge_group_n++) { if (int merge_channels_count = merge_groups[merge_group_n].ChannelsCount) { MergeGroup* merge_group = &merge_groups[merge_group_n]; ImRect merge_clip_rect = merge_group->ClipRect; // Extend outer-most clip limits to match those of host, so draw calls can be merged even if // outer-most columns have some outer padding offsetting them from their parent ClipRect. // The principal cases this is dealing with are: // - On a same-window table (not scrolling = single group), all fitting columns ClipRect -> will extend and match host ClipRect -> will merge // - Columns can use padding and have left-most ClipRect.Min.x and right-most ClipRect.Max.x != from host ClipRect -> will extend and match host ClipRect -> will merge // FIXME-TABLE FIXME-WORKRECT: We are wasting a merge opportunity on tables without scrolling if column doesn't fit // within host clip rect, solely because of the half-padding difference between window->WorkRect and window->InnerClipRect. if ((merge_group_n & 1) == 0 || !has_freeze_h) merge_clip_rect.Min.x = ImMin(merge_clip_rect.Min.x, host_rect.Min.x); if ((merge_group_n & 2) == 0 || !has_freeze_v) merge_clip_rect.Min.y = ImMin(merge_clip_rect.Min.y, host_rect.Min.y); if ((merge_group_n & 1) != 0) merge_clip_rect.Max.x = ImMax(merge_clip_rect.Max.x, host_rect.Max.x); if ((merge_group_n & 2) != 0 && (table->Flags & ImGuiTableFlags_NoHostExtendY) == 0) merge_clip_rect.Max.y = ImMax(merge_clip_rect.Max.y, host_rect.Max.y); #if 0 GetOverlayDrawList()->AddRect(merge_group->ClipRect.Min, merge_group->ClipRect.Max, IM_COL32(255, 0, 0, 200), 0.0f, 0, 1.0f); GetOverlayDrawList()->AddLine(merge_group->ClipRect.Min, merge_clip_rect.Min, IM_COL32(255, 100, 0, 200)); GetOverlayDrawList()->AddLine(merge_group->ClipRect.Max, merge_clip_rect.Max, IM_COL32(255, 100, 0, 200)); #endif remaining_count -= merge_group->ChannelsCount; for (int n = 0; n < IM_ARRAYSIZE(remaining_mask.Storage); n++) remaining_mask.Storage[n] &= ~merge_group->ChannelsMask.Storage[n]; for (int n = 0; n < splitter->_Count && merge_channels_count != 0; n++) { // Copy + overwrite new clip rect if (!merge_group->ChannelsMask.TestBit(n)) continue; merge_group->ChannelsMask.ClearBit(n); merge_channels_count--; ImDrawChannel* channel = &splitter->_Channels[n]; IM_ASSERT(channel->_CmdBuffer.Size == 1 && merge_clip_rect.Contains(ImRect(channel->_CmdBuffer[0].ClipRect))); channel->_CmdBuffer[0].ClipRect = merge_clip_rect.ToVec4(); memcpy(dst_tmp++, channel, sizeof(ImDrawChannel)); } } // Make sure Bg2DrawChannelUnfrozen appears in the middle of our groups (whereas Bg0/Bg1 and Bg2 frozen are fixed to 0 and 1) if (merge_group_n == 1 && has_freeze_v) memcpy(dst_tmp++, &splitter->_Channels[table->Bg2DrawChannelUnfrozen], sizeof(ImDrawChannel)); } // Append unmergeable channels that we didn't reorder at the end of the list for (int n = 0; n < splitter->_Count && remaining_count != 0; n++) { if (!remaining_mask.TestBit(n)) continue; ImDrawChannel* channel = &splitter->_Channels[n]; memcpy(dst_tmp++, channel, sizeof(ImDrawChannel)); remaining_count--; } IM_ASSERT(dst_tmp == g.DrawChannelsTempMergeBuffer.Data + g.DrawChannelsTempMergeBuffer.Size); memcpy(splitter->_Channels.Data + LEADING_DRAW_CHANNELS, g.DrawChannelsTempMergeBuffer.Data, (splitter->_Count - LEADING_DRAW_CHANNELS) * sizeof(ImDrawChannel)); } } // FIXME-TABLE: This is a mess, need to redesign how we render borders (as some are also done in TableEndRow) void ImGui::TableDrawBorders(ImGuiTable* table) { ImGuiWindow* inner_window = table->InnerWindow; if (!table->OuterWindow->ClipRect.Overlaps(table->OuterRect)) return; ImDrawList* inner_drawlist = inner_window->DrawList; table->DrawSplitter->SetCurrentChannel(inner_drawlist, TABLE_DRAW_CHANNEL_BG0); inner_drawlist->PushClipRect(table->Bg0ClipRectForDrawCmd.Min, table->Bg0ClipRectForDrawCmd.Max, false); // Draw inner border and resizing feedback ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); const float border_size = TABLE_BORDER_SIZE; const float draw_y1 = table->InnerRect.Min.y; const float draw_y2_body = table->InnerRect.Max.y; const float draw_y2_head = table->IsUsingHeaders ? ImMin(table->InnerRect.Max.y, (table->FreezeRowsCount >= 1 ? table->InnerRect.Min.y : table->WorkRect.Min.y) + table_instance->LastFirstRowHeight) : draw_y1; if (table->Flags & ImGuiTableFlags_BordersInnerV) { for (int order_n = 0; order_n < table->ColumnsCount; order_n++) { if (!(table->EnabledMaskByDisplayOrder & ((ImU64)1 << order_n))) continue; const int column_n = table->DisplayOrderToIndex[order_n]; ImGuiTableColumn* column = &table->Columns[column_n]; const bool is_hovered = (table->HoveredColumnBorder == column_n); const bool is_resized = (table->ResizedColumn == column_n) && (table->InstanceInteracted == table->InstanceCurrent); const bool is_resizable = (column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_NoDirectResize_)) == 0; const bool is_frozen_separator = (table->FreezeColumnsCount == order_n + 1); if (column->MaxX > table->InnerClipRect.Max.x && !is_resized) continue; // Decide whether right-most column is visible if (column->NextEnabledColumn == -1 && !is_resizable) if ((table->Flags & ImGuiTableFlags_SizingMask_) != ImGuiTableFlags_SizingFixedSame || (table->Flags & ImGuiTableFlags_NoHostExtendX)) continue; if (column->MaxX <= column->ClipRect.Min.x) // FIXME-TABLE FIXME-STYLE: Assume BorderSize==1, this is problematic if we want to increase the border size.. continue; // Draw in outer window so right-most column won't be clipped // Always draw full height border when being resized/hovered, or on the delimitation of frozen column scrolling. ImU32 col; float draw_y2; if (is_hovered || is_resized || is_frozen_separator) { draw_y2 = draw_y2_body; col = is_resized ? GetColorU32(ImGuiCol_SeparatorActive) : is_hovered ? GetColorU32(ImGuiCol_SeparatorHovered) : table->BorderColorStrong; } else { draw_y2 = (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize)) ? draw_y2_head : draw_y2_body; col = (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize)) ? table->BorderColorStrong : table->BorderColorLight; } if (draw_y2 > draw_y1) inner_drawlist->AddLine(ImVec2(column->MaxX, draw_y1), ImVec2(column->MaxX, draw_y2), col, border_size); } } // Draw outer border // FIXME: could use AddRect or explicit VLine/HLine helper? if (table->Flags & ImGuiTableFlags_BordersOuter) { // Display outer border offset by 1 which is a simple way to display it without adding an extra draw call // (Without the offset, in outer_window it would be rendered behind cells, because child windows are above their // parent. In inner_window, it won't reach out over scrollbars. Another weird solution would be to display part // of it in inner window, and the part that's over scrollbars in the outer window..) // Either solution currently won't allow us to use a larger border size: the border would clipped. const ImRect outer_border = table->OuterRect; const ImU32 outer_col = table->BorderColorStrong; if ((table->Flags & ImGuiTableFlags_BordersOuter) == ImGuiTableFlags_BordersOuter) { inner_drawlist->AddRect(outer_border.Min, outer_border.Max, outer_col, 0.0f, 0, border_size); } else if (table->Flags & ImGuiTableFlags_BordersOuterV) { inner_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Min.x, outer_border.Max.y), outer_col, border_size); inner_drawlist->AddLine(ImVec2(outer_border.Max.x, outer_border.Min.y), outer_border.Max, outer_col, border_size); } else if (table->Flags & ImGuiTableFlags_BordersOuterH) { inner_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Max.x, outer_border.Min.y), outer_col, border_size); inner_drawlist->AddLine(ImVec2(outer_border.Min.x, outer_border.Max.y), outer_border.Max, outer_col, border_size); } } if ((table->Flags & ImGuiTableFlags_BordersInnerH) && table->RowPosY2 < table->OuterRect.Max.y) { // Draw bottom-most row border const float border_y = table->RowPosY2; if (border_y >= table->BgClipRect.Min.y && border_y < table->BgClipRect.Max.y) inner_drawlist->AddLine(ImVec2(table->BorderX1, border_y), ImVec2(table->BorderX2, border_y), table->BorderColorLight, border_size); } inner_drawlist->PopClipRect(); } //------------------------------------------------------------------------- // [SECTION] Tables: Sorting //------------------------------------------------------------------------- // - TableGetSortSpecs() // - TableFixColumnSortDirection() [Internal] // - TableGetColumnNextSortDirection() [Internal] // - TableSetColumnSortDirection() [Internal] // - TableSortSpecsSanitize() [Internal] // - TableSortSpecsBuild() [Internal] //------------------------------------------------------------------------- // Return NULL if no sort specs (most often when ImGuiTableFlags_Sortable is not set) // You can sort your data again when 'SpecsChanged == true'. It will be true with sorting specs have changed since // last call, or the first time. // Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable()! ImGuiTableSortSpecs* ImGui::TableGetSortSpecs() { ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; IM_ASSERT(table != NULL); if (!(table->Flags & ImGuiTableFlags_Sortable)) return NULL; // Require layout (in case TableHeadersRow() hasn't been called) as it may alter IsSortSpecsDirty in some paths. if (!table->IsLayoutLocked) TableUpdateLayout(table); TableSortSpecsBuild(table); return &table->SortSpecs; } static inline ImGuiSortDirection TableGetColumnAvailSortDirection(ImGuiTableColumn* column, int n) { IM_ASSERT(n < column->SortDirectionsAvailCount); return (column->SortDirectionsAvailList >> (n << 1)) & 0x03; } // Fix sort direction if currently set on a value which is unavailable (e.g. activating NoSortAscending/NoSortDescending) void ImGui::TableFixColumnSortDirection(ImGuiTable* table, ImGuiTableColumn* column) { if (column->SortOrder == -1 || (column->SortDirectionsAvailMask & (1 << column->SortDirection)) != 0) return; column->SortDirection = (ImU8)TableGetColumnAvailSortDirection(column, 0); table->IsSortSpecsDirty = true; } // Calculate next sort direction that would be set after clicking the column // - If the PreferSortDescending flag is set, we will default to a Descending direction on the first click. // - Note that the PreferSortAscending flag is never checked, it is essentially the default and therefore a no-op. IM_STATIC_ASSERT(ImGuiSortDirection_None == 0 && ImGuiSortDirection_Ascending == 1 && ImGuiSortDirection_Descending == 2); ImGuiSortDirection ImGui::TableGetColumnNextSortDirection(ImGuiTableColumn* column) { IM_ASSERT(column->SortDirectionsAvailCount > 0); if (column->SortOrder == -1) return TableGetColumnAvailSortDirection(column, 0); for (int n = 0; n < 3; n++) if (column->SortDirection == TableGetColumnAvailSortDirection(column, n)) return TableGetColumnAvailSortDirection(column, (n + 1) % column->SortDirectionsAvailCount); IM_ASSERT(0); return ImGuiSortDirection_None; } // Note that the NoSortAscending/NoSortDescending flags are processed in TableSortSpecsSanitize(), and they may change/revert // the value of SortDirection. We could technically also do it here but it would be unnecessary and duplicate code. void ImGui::TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_direction, bool append_to_sort_specs) { ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; if (!(table->Flags & ImGuiTableFlags_SortMulti)) append_to_sort_specs = false; if (!(table->Flags & ImGuiTableFlags_SortTristate)) IM_ASSERT(sort_direction != ImGuiSortDirection_None); ImGuiTableColumnIdx sort_order_max = 0; if (append_to_sort_specs) for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++) sort_order_max = ImMax(sort_order_max, table->Columns[other_column_n].SortOrder); ImGuiTableColumn* column = &table->Columns[column_n]; column->SortDirection = (ImU8)sort_direction; if (column->SortDirection == ImGuiSortDirection_None) column->SortOrder = -1; else if (column->SortOrder == -1 || !append_to_sort_specs) column->SortOrder = append_to_sort_specs ? sort_order_max + 1 : 0; for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++) { ImGuiTableColumn* other_column = &table->Columns[other_column_n]; if (other_column != column && !append_to_sort_specs) other_column->SortOrder = -1; TableFixColumnSortDirection(table, other_column); } table->IsSettingsDirty = true; table->IsSortSpecsDirty = true; } void ImGui::TableSortSpecsSanitize(ImGuiTable* table) { IM_ASSERT(table->Flags & ImGuiTableFlags_Sortable); // Clear SortOrder from hidden column and verify that there's no gap or duplicate. int sort_order_count = 0; ImU64 sort_order_mask = 0x00; for (int column_n = 0; column_n < table->ColumnsCount; column_n++) { ImGuiTableColumn* column = &table->Columns[column_n]; if (column->SortOrder != -1 && !column->IsEnabled) column->SortOrder = -1; if (column->SortOrder == -1) continue; sort_order_count++; sort_order_mask |= ((ImU64)1 << column->SortOrder); IM_ASSERT(sort_order_count < (int)sizeof(sort_order_mask) * 8); } const bool need_fix_linearize = ((ImU64)1 << sort_order_count) != (sort_order_mask + 1); const bool need_fix_single_sort_order = (sort_order_count > 1) && !(table->Flags & ImGuiTableFlags_SortMulti); if (need_fix_linearize || need_fix_single_sort_order) { ImU64 fixed_mask = 0x00; for (int sort_n = 0; sort_n < sort_order_count; sort_n++) { // Fix: Rewrite sort order fields if needed so they have no gap or duplicate. // (e.g. SortOrder 0 disappeared, SortOrder 1..2 exists --> rewrite then as SortOrder 0..1) int column_with_smallest_sort_order = -1; for (int column_n = 0; column_n < table->ColumnsCount; column_n++) if ((fixed_mask & ((ImU64)1 << (ImU64)column_n)) == 0 && table->Columns[column_n].SortOrder != -1) if (column_with_smallest_sort_order == -1 || table->Columns[column_n].SortOrder < table->Columns[column_with_smallest_sort_order].SortOrder) column_with_smallest_sort_order = column_n; IM_ASSERT(column_with_smallest_sort_order != -1); fixed_mask |= ((ImU64)1 << column_with_smallest_sort_order); table->Columns[column_with_smallest_sort_order].SortOrder = (ImGuiTableColumnIdx)sort_n; // Fix: Make sure only one column has a SortOrder if ImGuiTableFlags_MultiSortable is not set. if (need_fix_single_sort_order) { sort_order_count = 1; for (int column_n = 0; column_n < table->ColumnsCount; column_n++) if (column_n != column_with_smallest_sort_order) table->Columns[column_n].SortOrder = -1; break; } } } // Fallback default sort order (if no column had the ImGuiTableColumnFlags_DefaultSort flag) if (sort_order_count == 0 && !(table->Flags & ImGuiTableFlags_SortTristate)) for (int column_n = 0; column_n < table->ColumnsCount; column_n++) { ImGuiTableColumn* column = &table->Columns[column_n]; if (column->IsEnabled && !(column->Flags & ImGuiTableColumnFlags_NoSort)) { sort_order_count = 1; column->SortOrder = 0; column->SortDirection = (ImU8)TableGetColumnAvailSortDirection(column, 0); break; } } table->SortSpecsCount = (ImGuiTableColumnIdx)sort_order_count; } void ImGui::TableSortSpecsBuild(ImGuiTable* table) { bool dirty = table->IsSortSpecsDirty; if (dirty) { TableSortSpecsSanitize(table); table->SortSpecsMulti.resize(table->SortSpecsCount <= 1 ? 0 : table->SortSpecsCount); table->SortSpecs.SpecsDirty = true; // Mark as dirty for user table->IsSortSpecsDirty = false; // Mark as not dirty for us } // Write output ImGuiTableColumnSortSpecs* sort_specs = (table->SortSpecsCount == 0) ? NULL : (table->SortSpecsCount == 1) ? &table->SortSpecsSingle : table->SortSpecsMulti.Data; if (dirty && sort_specs != NULL) for (int column_n = 0; column_n < table->ColumnsCount; column_n++) { ImGuiTableColumn* column = &table->Columns[column_n]; if (column->SortOrder == -1) continue; IM_ASSERT(column->SortOrder < table->SortSpecsCount); ImGuiTableColumnSortSpecs* sort_spec = &sort_specs[column->SortOrder]; sort_spec->ColumnUserID = column->UserID; sort_spec->ColumnIndex = (ImGuiTableColumnIdx)column_n; sort_spec->SortOrder = (ImGuiTableColumnIdx)column->SortOrder; sort_spec->SortDirection = column->SortDirection; } table->SortSpecs.Specs = sort_specs; table->SortSpecs.SpecsCount = table->SortSpecsCount; } //------------------------------------------------------------------------- // [SECTION] Tables: Headers //------------------------------------------------------------------------- // - TableGetHeaderRowHeight() [Internal] // - TableHeadersRow() // - TableHeader() //------------------------------------------------------------------------- float ImGui::TableGetHeaderRowHeight() { // Caring for a minor edge case: // Calculate row height, for the unlikely case that some labels may be taller than others. // If we didn't do that, uneven header height would highlight but smaller one before the tallest wouldn't catch input for all height. // In your custom header row you may omit this all together and just call TableNextRow() without a height... float row_height = GetTextLineHeight(); int columns_count = TableGetColumnCount(); for (int column_n = 0; column_n < columns_count; column_n++) { ImGuiTableColumnFlags flags = TableGetColumnFlags(column_n); if ((flags & ImGuiTableColumnFlags_IsEnabled) && !(flags & ImGuiTableColumnFlags_NoHeaderLabel)) row_height = ImMax(row_height, CalcTextSize(TableGetColumnName(column_n)).y); } row_height += GetStyle().CellPadding.y * 2.0f; return row_height; } // [Public] This is a helper to output TableHeader() calls based on the column names declared in TableSetupColumn(). // The intent is that advanced users willing to create customized headers would not need to use this helper // and can create their own! For example: TableHeader() may be preceeded by Checkbox() or other custom widgets. // See 'Demo->Tables->Custom headers' for a demonstration of implementing a custom version of this. // This code is constructed to not make much use of internal functions, as it is intended to be a template to copy. // FIXME-TABLE: TableOpenContextMenu() and TableGetHeaderRowHeight() are not public. void ImGui::TableHeadersRow() { ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; IM_ASSERT(table != NULL && "Need to call TableHeadersRow() after BeginTable()!"); // Layout if not already done (this is automatically done by TableNextRow, we do it here solely to facilitate stepping in debugger as it is frequent to step in TableUpdateLayout) if (!table->IsLayoutLocked) TableUpdateLayout(table); // Open row const float row_y1 = GetCursorScreenPos().y; const float row_height = TableGetHeaderRowHeight(); TableNextRow(ImGuiTableRowFlags_Headers, row_height); if (table->HostSkipItems) // Merely an optimization, you may skip in your own code. return; const int columns_count = TableGetColumnCount(); for (int column_n = 0; column_n < columns_count; column_n++) { if (!TableSetColumnIndex(column_n)) continue; // Push an id to allow unnamed labels (generally accidental, but let's behave nicely with them) // - in your own code you may omit the PushID/PopID all-together, provided you know they won't collide // - table->InstanceCurrent is only >0 when we use multiple BeginTable/EndTable calls with same identifier. const char* name = (TableGetColumnFlags(column_n) & ImGuiTableColumnFlags_NoHeaderLabel) ? "" : TableGetColumnName(column_n); PushID(table->InstanceCurrent * table->ColumnsCount + column_n); TableHeader(name); PopID(); } // Allow opening popup from the right-most section after the last column. ImVec2 mouse_pos = ImGui::GetMousePos(); if (IsMouseReleased(1) && TableGetHoveredColumn() == columns_count) if (mouse_pos.y >= row_y1 && mouse_pos.y < row_y1 + row_height) TableOpenContextMenu(-1); // Will open a non-column-specific popup. } // Emit a column header (text + optional sort order) // We cpu-clip text here so that all columns headers can be merged into a same draw call. // Note that because of how we cpu-clip and display sorting indicators, you _cannot_ use SameLine() after a TableHeader() void ImGui::TableHeader(const char* label) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (window->SkipItems) return; ImGuiTable* table = g.CurrentTable; IM_ASSERT(table != NULL && "Need to call TableHeader() after BeginTable()!"); IM_ASSERT(table->CurrentColumn != -1); const int column_n = table->CurrentColumn; ImGuiTableColumn* column = &table->Columns[column_n]; // Label if (label == NULL) label = ""; const char* label_end = FindRenderedTextEnd(label); ImVec2 label_size = CalcTextSize(label, label_end, true); ImVec2 label_pos = window->DC.CursorPos; // If we already got a row height, there's use that. // FIXME-TABLE: Padding problem if the correct outer-padding CellBgRect strays off our ClipRect? ImRect cell_r = TableGetCellBgRect(table, column_n); float label_height = ImMax(label_size.y, table->RowMinHeight - table->CellPaddingY * 2.0f); // Calculate ideal size for sort order arrow float w_arrow = 0.0f; float w_sort_text = 0.0f; char sort_order_suf[4] = ""; const float ARROW_SCALE = 0.65f; if ((table->Flags & ImGuiTableFlags_Sortable) && !(column->Flags & ImGuiTableColumnFlags_NoSort)) { w_arrow = ImFloor(g.FontSize * ARROW_SCALE + g.Style.FramePadding.x); if (column->SortOrder > 0) { ImFormatString(sort_order_suf, IM_ARRAYSIZE(sort_order_suf), "%d", column->SortOrder + 1); w_sort_text = g.Style.ItemInnerSpacing.x + CalcTextSize(sort_order_suf).x; } } // We feed our unclipped width to the column without writing on CursorMaxPos, so that column is still considering for merging. float max_pos_x = label_pos.x + label_size.x + w_sort_text + w_arrow; column->ContentMaxXHeadersUsed = ImMax(column->ContentMaxXHeadersUsed, column->WorkMaxX); column->ContentMaxXHeadersIdeal = ImMax(column->ContentMaxXHeadersIdeal, max_pos_x); // Keep header highlighted when context menu is open. const bool selected = (table->IsContextPopupOpen && table->ContextPopupColumn == column_n && table->InstanceInteracted == table->InstanceCurrent); ImGuiID id = window->GetID(label); ImRect bb(cell_r.Min.x, cell_r.Min.y, cell_r.Max.x, ImMax(cell_r.Max.y, cell_r.Min.y + label_height + g.Style.CellPadding.y * 2.0f)); ItemSize(ImVec2(0.0f, label_height)); // Don't declare unclipped width, it'll be fed ContentMaxPosHeadersIdeal if (!ItemAdd(bb, id)) return; //GetForegroundDrawList()->AddRect(cell_r.Min, cell_r.Max, IM_COL32(255, 0, 0, 255)); // [DEBUG] //GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 0, 0, 255)); // [DEBUG] // Using AllowItemOverlap mode because we cover the whole cell, and we want user to be able to submit subsequent items. bool hovered, held; bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_AllowItemOverlap); if (g.ActiveId != id) SetItemAllowOverlap(); if (held || hovered || selected) { const ImU32 col = GetColorU32(held ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); //RenderFrame(bb.Min, bb.Max, col, false, 0.0f); TableSetBgColor(ImGuiTableBgTarget_CellBg, col, table->CurrentColumn); } else { // Submit single cell bg color in the case we didn't submit a full header row if ((table->RowFlags & ImGuiTableRowFlags_Headers) == 0) TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_TableHeaderBg), table->CurrentColumn); } RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding); if (held) table->HeldHeaderColumn = (ImGuiTableColumnIdx)column_n; window->DC.CursorPos.y -= g.Style.ItemSpacing.y * 0.5f; // Drag and drop to re-order columns. // FIXME-TABLE: Scroll request while reordering a column and it lands out of the scrolling zone. if (held && (table->Flags & ImGuiTableFlags_Reorderable) && IsMouseDragging(0) && !g.DragDropActive) { // While moving a column it will jump on the other side of the mouse, so we also test for MouseDelta.x table->ReorderColumn = (ImGuiTableColumnIdx)column_n; table->InstanceInteracted = table->InstanceCurrent; // We don't reorder: through the frozen<>unfrozen line, or through a column that is marked with ImGuiTableColumnFlags_NoReorder. if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < cell_r.Min.x) if (ImGuiTableColumn* prev_column = (column->PrevEnabledColumn != -1) ? &table->Columns[column->PrevEnabledColumn] : NULL) if (!((column->Flags | prev_column->Flags) & ImGuiTableColumnFlags_NoReorder)) if ((column->IndexWithinEnabledSet < table->FreezeColumnsRequest) == (prev_column->IndexWithinEnabledSet < table->FreezeColumnsRequest)) table->ReorderColumnDir = -1; if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > cell_r.Max.x) if (ImGuiTableColumn* next_column = (column->NextEnabledColumn != -1) ? &table->Columns[column->NextEnabledColumn] : NULL) if (!((column->Flags | next_column->Flags) & ImGuiTableColumnFlags_NoReorder)) if ((column->IndexWithinEnabledSet < table->FreezeColumnsRequest) == (next_column->IndexWithinEnabledSet < table->FreezeColumnsRequest)) table->ReorderColumnDir = +1; } // Sort order arrow const float ellipsis_max = cell_r.Max.x - w_arrow - w_sort_text; if ((table->Flags & ImGuiTableFlags_Sortable) && !(column->Flags & ImGuiTableColumnFlags_NoSort)) { if (column->SortOrder != -1) { float x = ImMax(cell_r.Min.x, cell_r.Max.x - w_arrow - w_sort_text); float y = label_pos.y; if (column->SortOrder > 0) { PushStyleColor(ImGuiCol_Text, GetColorU32(ImGuiCol_Text, 0.70f)); RenderText(ImVec2(x + g.Style.ItemInnerSpacing.x, y), sort_order_suf); PopStyleColor(); x += w_sort_text; } RenderArrow(window->DrawList, ImVec2(x, y), GetColorU32(ImGuiCol_Text), column->SortDirection == ImGuiSortDirection_Ascending ? ImGuiDir_Up : ImGuiDir_Down, ARROW_SCALE); } // Handle clicking on column header to adjust Sort Order if (pressed && table->ReorderColumn != column_n) { ImGuiSortDirection sort_direction = TableGetColumnNextSortDirection(column); TableSetColumnSortDirection(column_n, sort_direction, g.IO.KeyShift); } } // Render clipped label. Clipping here ensure that in the majority of situations, all our header cells will // be merged into a single draw call. //window->DrawList->AddCircleFilled(ImVec2(ellipsis_max, label_pos.y), 40, IM_COL32_WHITE); RenderTextEllipsis(window->DrawList, label_pos, ImVec2(ellipsis_max, label_pos.y + label_height + g.Style.FramePadding.y), ellipsis_max, ellipsis_max, label, label_end, &label_size); const bool text_clipped = label_size.x > (ellipsis_max - label_pos.x); if (text_clipped && hovered && g.HoveredIdNotActiveTimer > g.TooltipSlowDelay) SetTooltip("%.*s", (int)(label_end - label), label); // We don't use BeginPopupContextItem() because we want the popup to stay up even after the column is hidden if (IsMouseReleased(1) && IsItemHovered()) TableOpenContextMenu(column_n); } //------------------------------------------------------------------------- // [SECTION] Tables: Context Menu //------------------------------------------------------------------------- // - TableOpenContextMenu() [Internal] // - TableDrawContextMenu() [Internal] //------------------------------------------------------------------------- // Use -1 to open menu not specific to a given column. void ImGui::TableOpenContextMenu(int column_n) { ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; if (column_n == -1 && table->CurrentColumn != -1) // When called within a column automatically use this one (for consistency) column_n = table->CurrentColumn; if (column_n == table->ColumnsCount) // To facilitate using with TableGetHoveredColumn() column_n = -1; IM_ASSERT(column_n >= -1 && column_n < table->ColumnsCount); if (table->Flags & (ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) { table->IsContextPopupOpen = true; table->ContextPopupColumn = (ImGuiTableColumnIdx)column_n; table->InstanceInteracted = table->InstanceCurrent; const ImGuiID context_menu_id = ImHashStr("##ContextMenu", 0, table->ID); OpenPopupEx(context_menu_id, ImGuiPopupFlags_None); } } // Output context menu into current window (generally a popup) // FIXME-TABLE: Ideally this should be writable by the user. Full programmatic access to that data? void ImGui::TableDrawContextMenu(ImGuiTable* table) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (window->SkipItems) return; bool want_separator = false; const int column_n = (table->ContextPopupColumn >= 0 && table->ContextPopupColumn < table->ColumnsCount) ? table->ContextPopupColumn : -1; ImGuiTableColumn* column = (column_n != -1) ? &table->Columns[column_n] : NULL; // Sizing if (table->Flags & ImGuiTableFlags_Resizable) { if (column != NULL) { const bool can_resize = !(column->Flags & ImGuiTableColumnFlags_NoResize) && column->IsEnabled; if (MenuItem("Size column to fit###SizeOne", NULL, false, can_resize)) TableSetColumnWidthAutoSingle(table, column_n); } const char* size_all_desc; if (table->ColumnsEnabledFixedCount == table->ColumnsEnabledCount && (table->Flags & ImGuiTableFlags_SizingMask_) != ImGuiTableFlags_SizingFixedSame) size_all_desc = "Size all columns to fit###SizeAll"; // All fixed else size_all_desc = "Size all columns to default###SizeAll"; // All stretch or mixed if (MenuItem(size_all_desc, NULL)) TableSetColumnWidthAutoAll(table); want_separator = true; } // Ordering if (table->Flags & ImGuiTableFlags_Reorderable) { if (MenuItem("Reset order", NULL, false, !table->IsDefaultDisplayOrder)) table->IsResetDisplayOrderRequest = true; want_separator = true; } // Reset all (should work but seems unnecessary/noisy to expose?) //if (MenuItem("Reset all")) // table->IsResetAllRequest = true; // Sorting // (modify TableOpenContextMenu() to add _Sortable flag if enabling this) #if 0 if ((table->Flags & ImGuiTableFlags_Sortable) && column != NULL && (column->Flags & ImGuiTableColumnFlags_NoSort) == 0) { if (want_separator) Separator(); want_separator = true; bool append_to_sort_specs = g.IO.KeyShift; if (MenuItem("Sort in Ascending Order", NULL, column->SortOrder != -1 && column->SortDirection == ImGuiSortDirection_Ascending, (column->Flags & ImGuiTableColumnFlags_NoSortAscending) == 0)) TableSetColumnSortDirection(table, column_n, ImGuiSortDirection_Ascending, append_to_sort_specs); if (MenuItem("Sort in Descending Order", NULL, column->SortOrder != -1 && column->SortDirection == ImGuiSortDirection_Descending, (column->Flags & ImGuiTableColumnFlags_NoSortDescending) == 0)) TableSetColumnSortDirection(table, column_n, ImGuiSortDirection_Descending, append_to_sort_specs); } #endif // Hiding / Visibility if (table->Flags & ImGuiTableFlags_Hideable) { if (want_separator) Separator(); want_separator = true; PushItemFlag(ImGuiItemFlags_SelectableDontClosePopup, true); for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++) { ImGuiTableColumn* other_column = &table->Columns[other_column_n]; if (other_column->Flags & ImGuiTableColumnFlags_Disabled) continue; const char* name = TableGetColumnName(table, other_column_n); if (name == NULL || name[0] == 0) name = ""; // Make sure we can't hide the last active column bool menu_item_active = (other_column->Flags & ImGuiTableColumnFlags_NoHide) ? false : true; if (other_column->IsUserEnabled && table->ColumnsEnabledCount <= 1) menu_item_active = false; if (MenuItem(name, NULL, other_column->IsUserEnabled, menu_item_active)) other_column->IsUserEnabledNextFrame = !other_column->IsUserEnabled; } PopItemFlag(); } } //------------------------------------------------------------------------- // [SECTION] Tables: Settings (.ini data) //------------------------------------------------------------------------- // FIXME: The binding/finding/creating flow are too confusing. //------------------------------------------------------------------------- // - TableSettingsInit() [Internal] // - TableSettingsCalcChunkSize() [Internal] // - TableSettingsCreate() [Internal] // - TableSettingsFindByID() [Internal] // - TableGetBoundSettings() [Internal] // - TableResetSettings() // - TableSaveSettings() [Internal] // - TableLoadSettings() [Internal] // - TableSettingsHandler_ClearAll() [Internal] // - TableSettingsHandler_ApplyAll() [Internal] // - TableSettingsHandler_ReadOpen() [Internal] // - TableSettingsHandler_ReadLine() [Internal] // - TableSettingsHandler_WriteAll() [Internal] // - TableSettingsInstallHandler() [Internal] //------------------------------------------------------------------------- // [Init] 1: TableSettingsHandler_ReadXXXX() Load and parse .ini file into TableSettings. // [Main] 2: TableLoadSettings() When table is created, bind Table to TableSettings, serialize TableSettings data into Table. // [Main] 3: TableSaveSettings() When table properties are modified, serialize Table data into bound or new TableSettings, mark .ini as dirty. // [Main] 4: TableSettingsHandler_WriteAll() When .ini file is dirty (which can come from other source), save TableSettings into .ini file. //------------------------------------------------------------------------- // Clear and initialize empty settings instance static void TableSettingsInit(ImGuiTableSettings* settings, ImGuiID id, int columns_count, int columns_count_max) { IM_PLACEMENT_NEW(settings) ImGuiTableSettings(); ImGuiTableColumnSettings* settings_column = settings->GetColumnSettings(); for (int n = 0; n < columns_count_max; n++, settings_column++) IM_PLACEMENT_NEW(settings_column) ImGuiTableColumnSettings(); settings->ID = id; settings->ColumnsCount = (ImGuiTableColumnIdx)columns_count; settings->ColumnsCountMax = (ImGuiTableColumnIdx)columns_count_max; settings->WantApply = true; } static size_t TableSettingsCalcChunkSize(int columns_count) { return sizeof(ImGuiTableSettings) + (size_t)columns_count * sizeof(ImGuiTableColumnSettings); } ImGuiTableSettings* ImGui::TableSettingsCreate(ImGuiID id, int columns_count) { ImGuiContext& g = *GImGui; ImGuiTableSettings* settings = g.SettingsTables.alloc_chunk(TableSettingsCalcChunkSize(columns_count)); TableSettingsInit(settings, id, columns_count, columns_count); return settings; } // Find existing settings ImGuiTableSettings* ImGui::TableSettingsFindByID(ImGuiID id) { // FIXME-OPT: Might want to store a lookup map for this? ImGuiContext& g = *GImGui; for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) if (settings->ID == id) return settings; return NULL; } // Get settings for a given table, NULL if none ImGuiTableSettings* ImGui::TableGetBoundSettings(ImGuiTable* table) { if (table->SettingsOffset != -1) { ImGuiContext& g = *GImGui; ImGuiTableSettings* settings = g.SettingsTables.ptr_from_offset(table->SettingsOffset); IM_ASSERT(settings->ID == table->ID); if (settings->ColumnsCountMax >= table->ColumnsCount) return settings; // OK settings->ID = 0; // Invalidate storage, we won't fit because of a count change } return NULL; } // Restore initial state of table (with or without saved settings) void ImGui::TableResetSettings(ImGuiTable* table) { table->IsInitializing = table->IsSettingsDirty = true; table->IsResetAllRequest = false; table->IsSettingsRequestLoad = false; // Don't reload from ini table->SettingsLoadedFlags = ImGuiTableFlags_None; // Mark as nothing loaded so our initialized data becomes authoritative } void ImGui::TableSaveSettings(ImGuiTable* table) { table->IsSettingsDirty = false; if (table->Flags & ImGuiTableFlags_NoSavedSettings) return; // Bind or create settings data ImGuiContext& g = *GImGui; ImGuiTableSettings* settings = TableGetBoundSettings(table); if (settings == NULL) { settings = TableSettingsCreate(table->ID, table->ColumnsCount); table->SettingsOffset = g.SettingsTables.offset_from_ptr(settings); } settings->ColumnsCount = (ImGuiTableColumnIdx)table->ColumnsCount; // Serialize ImGuiTable/ImGuiTableColumn into ImGuiTableSettings/ImGuiTableColumnSettings IM_ASSERT(settings->ID == table->ID); IM_ASSERT(settings->ColumnsCount == table->ColumnsCount && settings->ColumnsCountMax >= settings->ColumnsCount); ImGuiTableColumn* column = table->Columns.Data; ImGuiTableColumnSettings* column_settings = settings->GetColumnSettings(); bool save_ref_scale = false; settings->SaveFlags = ImGuiTableFlags_None; for (int n = 0; n < table->ColumnsCount; n++, column++, column_settings++) { const float width_or_weight = (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? column->StretchWeight : column->WidthRequest; column_settings->WidthOrWeight = width_or_weight; column_settings->Index = (ImGuiTableColumnIdx)n; column_settings->DisplayOrder = column->DisplayOrder; column_settings->SortOrder = column->SortOrder; column_settings->SortDirection = column->SortDirection; column_settings->IsEnabled = column->IsUserEnabled; column_settings->IsStretch = (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? 1 : 0; if ((column->Flags & ImGuiTableColumnFlags_WidthStretch) == 0) save_ref_scale = true; // We skip saving some data in the .ini file when they are unnecessary to restore our state. // Note that fixed width where initial width was derived from auto-fit will always be saved as InitStretchWeightOrWidth will be 0.0f. // FIXME-TABLE: We don't have logic to easily compare SortOrder to DefaultSortOrder yet so it's always saved when present. if (width_or_weight != column->InitStretchWeightOrWidth) settings->SaveFlags |= ImGuiTableFlags_Resizable; if (column->DisplayOrder != n) settings->SaveFlags |= ImGuiTableFlags_Reorderable; if (column->SortOrder != -1) settings->SaveFlags |= ImGuiTableFlags_Sortable; if (column->IsUserEnabled != ((column->Flags & ImGuiTableColumnFlags_DefaultHide) == 0)) settings->SaveFlags |= ImGuiTableFlags_Hideable; } settings->SaveFlags &= table->Flags; settings->RefScale = save_ref_scale ? table->RefScale : 0.0f; MarkIniSettingsDirty(); } void ImGui::TableLoadSettings(ImGuiTable* table) { ImGuiContext& g = *GImGui; table->IsSettingsRequestLoad = false; if (table->Flags & ImGuiTableFlags_NoSavedSettings) return; // Bind settings ImGuiTableSettings* settings; if (table->SettingsOffset == -1) { settings = TableSettingsFindByID(table->ID); if (settings == NULL) return; if (settings->ColumnsCount != table->ColumnsCount) // Allow settings if columns count changed. We could otherwise decide to return... table->IsSettingsDirty = true; table->SettingsOffset = g.SettingsTables.offset_from_ptr(settings); } else { settings = TableGetBoundSettings(table); } table->SettingsLoadedFlags = settings->SaveFlags; table->RefScale = settings->RefScale; // Serialize ImGuiTableSettings/ImGuiTableColumnSettings into ImGuiTable/ImGuiTableColumn ImGuiTableColumnSettings* column_settings = settings->GetColumnSettings(); ImU64 display_order_mask = 0; for (int data_n = 0; data_n < settings->ColumnsCount; data_n++, column_settings++) { int column_n = column_settings->Index; if (column_n < 0 || column_n >= table->ColumnsCount) continue; ImGuiTableColumn* column = &table->Columns[column_n]; if (settings->SaveFlags & ImGuiTableFlags_Resizable) { if (column_settings->IsStretch) column->StretchWeight = column_settings->WidthOrWeight; else column->WidthRequest = column_settings->WidthOrWeight; column->AutoFitQueue = 0x00; } if (settings->SaveFlags & ImGuiTableFlags_Reorderable) column->DisplayOrder = column_settings->DisplayOrder; else column->DisplayOrder = (ImGuiTableColumnIdx)column_n; display_order_mask |= (ImU64)1 << column->DisplayOrder; column->IsUserEnabled = column->IsUserEnabledNextFrame = column_settings->IsEnabled; column->SortOrder = column_settings->SortOrder; column->SortDirection = column_settings->SortDirection; } // Validate and fix invalid display order data const ImU64 expected_display_order_mask = (settings->ColumnsCount == 64) ? ~0 : ((ImU64)1 << settings->ColumnsCount) - 1; if (display_order_mask != expected_display_order_mask) for (int column_n = 0; column_n < table->ColumnsCount; column_n++) table->Columns[column_n].DisplayOrder = (ImGuiTableColumnIdx)column_n; // Rebuild index for (int column_n = 0; column_n < table->ColumnsCount; column_n++) table->DisplayOrderToIndex[table->Columns[column_n].DisplayOrder] = (ImGuiTableColumnIdx)column_n; } static void TableSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*) { ImGuiContext& g = *ctx; for (int i = 0; i != g.Tables.GetMapSize(); i++) if (ImGuiTable* table = g.Tables.TryGetMapData(i)) table->SettingsOffset = -1; g.SettingsTables.clear(); } // Apply to existing windows (if any) static void TableSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*) { ImGuiContext& g = *ctx; for (int i = 0; i != g.Tables.GetMapSize(); i++) if (ImGuiTable* table = g.Tables.TryGetMapData(i)) { table->IsSettingsRequestLoad = true; table->SettingsOffset = -1; } } static void* TableSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) { ImGuiID id = 0; int columns_count = 0; if (sscanf(name, "0x%08X,%d", &id, &columns_count) < 2) return NULL; if (ImGuiTableSettings* settings = ImGui::TableSettingsFindByID(id)) { if (settings->ColumnsCountMax >= columns_count) { TableSettingsInit(settings, id, columns_count, settings->ColumnsCountMax); // Recycle return settings; } settings->ID = 0; // Invalidate storage, we won't fit because of a count change } return ImGui::TableSettingsCreate(id, columns_count); } static void TableSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line) { // "Column 0 UserID=0x42AD2D21 Width=100 Visible=1 Order=0 Sort=0v" ImGuiTableSettings* settings = (ImGuiTableSettings*)entry; float f = 0.0f; int column_n = 0, r = 0, n = 0; if (sscanf(line, "RefScale=%f", &f) == 1) { settings->RefScale = f; return; } if (sscanf(line, "Column %d%n", &column_n, &r) == 1) { if (column_n < 0 || column_n >= settings->ColumnsCount) return; line = ImStrSkipBlank(line + r); char c = 0; ImGuiTableColumnSettings* column = settings->GetColumnSettings() + column_n; column->Index = (ImGuiTableColumnIdx)column_n; if (sscanf(line, "UserID=0x%08X%n", (ImU32*)&n, &r)==1) { line = ImStrSkipBlank(line + r); column->UserID = (ImGuiID)n; } if (sscanf(line, "Width=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->WidthOrWeight = (float)n; column->IsStretch = 0; settings->SaveFlags |= ImGuiTableFlags_Resizable; } if (sscanf(line, "Weight=%f%n", &f, &r) == 1) { line = ImStrSkipBlank(line + r); column->WidthOrWeight = f; column->IsStretch = 1; settings->SaveFlags |= ImGuiTableFlags_Resizable; } if (sscanf(line, "Visible=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->IsEnabled = (ImU8)n; settings->SaveFlags |= ImGuiTableFlags_Hideable; } if (sscanf(line, "Order=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->DisplayOrder = (ImGuiTableColumnIdx)n; settings->SaveFlags |= ImGuiTableFlags_Reorderable; } if (sscanf(line, "Sort=%d%c%n", &n, &c, &r) == 2) { line = ImStrSkipBlank(line + r); column->SortOrder = (ImGuiTableColumnIdx)n; column->SortDirection = (c == '^') ? ImGuiSortDirection_Descending : ImGuiSortDirection_Ascending; settings->SaveFlags |= ImGuiTableFlags_Sortable; } } } static void TableSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) { ImGuiContext& g = *ctx; for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) { if (settings->ID == 0) // Skip ditched settings continue; // TableSaveSettings() may clear some of those flags when we establish that the data can be stripped // (e.g. Order was unchanged) const bool save_size = (settings->SaveFlags & ImGuiTableFlags_Resizable) != 0; const bool save_visible = (settings->SaveFlags & ImGuiTableFlags_Hideable) != 0; const bool save_order = (settings->SaveFlags & ImGuiTableFlags_Reorderable) != 0; const bool save_sort = (settings->SaveFlags & ImGuiTableFlags_Sortable) != 0; if (!save_size && !save_visible && !save_order && !save_sort) continue; buf->reserve(buf->size() + 30 + settings->ColumnsCount * 50); // ballpark reserve buf->appendf("[%s][0x%08X,%d]\n", handler->TypeName, settings->ID, settings->ColumnsCount); if (settings->RefScale != 0.0f) buf->appendf("RefScale=%g\n", settings->RefScale); ImGuiTableColumnSettings* column = settings->GetColumnSettings(); for (int column_n = 0; column_n < settings->ColumnsCount; column_n++, column++) { // "Column 0 UserID=0x42AD2D21 Width=100 Visible=1 Order=0 Sort=0v" bool save_column = column->UserID != 0 || save_size || save_visible || save_order || (save_sort && column->SortOrder != -1); if (!save_column) continue; buf->appendf("Column %-2d", column_n); if (column->UserID != 0) buf->appendf(" UserID=%08X", column->UserID); if (save_size && column->IsStretch) buf->appendf(" Weight=%.4f", column->WidthOrWeight); if (save_size && !column->IsStretch) buf->appendf(" Width=%d", (int)column->WidthOrWeight); if (save_visible) buf->appendf(" Visible=%d", column->IsEnabled); if (save_order) buf->appendf(" Order=%d", column->DisplayOrder); if (save_sort && column->SortOrder != -1) buf->appendf(" Sort=%d%c", column->SortOrder, (column->SortDirection == ImGuiSortDirection_Ascending) ? 'v' : '^'); buf->append("\n"); } buf->append("\n"); } } void ImGui::TableSettingsAddSettingsHandler() { ImGuiSettingsHandler ini_handler; ini_handler.TypeName = "Table"; ini_handler.TypeHash = ImHashStr("Table"); ini_handler.ClearAllFn = TableSettingsHandler_ClearAll; ini_handler.ReadOpenFn = TableSettingsHandler_ReadOpen; ini_handler.ReadLineFn = TableSettingsHandler_ReadLine; ini_handler.ApplyAllFn = TableSettingsHandler_ApplyAll; ini_handler.WriteAllFn = TableSettingsHandler_WriteAll; AddSettingsHandler(&ini_handler); } //------------------------------------------------------------------------- // [SECTION] Tables: Garbage Collection //------------------------------------------------------------------------- // - TableRemove() [Internal] // - TableGcCompactTransientBuffers() [Internal] // - TableGcCompactSettings() [Internal] //------------------------------------------------------------------------- // Remove Table (currently only used by TestEngine) void ImGui::TableRemove(ImGuiTable* table) { //IMGUI_DEBUG_LOG("TableRemove() id=0x%08X\n", table->ID); ImGuiContext& g = *GImGui; int table_idx = g.Tables.GetIndex(table); //memset(table->RawData.Data, 0, table->RawData.size_in_bytes()); //memset(table, 0, sizeof(ImGuiTable)); g.Tables.Remove(table->ID, table); g.TablesLastTimeActive[table_idx] = -1.0f; } // Free up/compact internal Table buffers for when it gets unused void ImGui::TableGcCompactTransientBuffers(ImGuiTable* table) { //IMGUI_DEBUG_LOG("TableGcCompactTransientBuffers() id=0x%08X\n", table->ID); ImGuiContext& g = *GImGui; IM_ASSERT(table->MemoryCompacted == false); table->SortSpecs.Specs = NULL; table->SortSpecsMulti.clear(); table->IsSortSpecsDirty = true; // FIXME: shouldn't have to leak into user performing a sort table->ColumnsNames.clear(); table->MemoryCompacted = true; for (int n = 0; n < table->ColumnsCount; n++) table->Columns[n].NameOffset = -1; g.TablesLastTimeActive[g.Tables.GetIndex(table)] = -1.0f; } void ImGui::TableGcCompactTransientBuffers(ImGuiTableTempData* temp_data) { temp_data->DrawSplitter.ClearFreeMemory(); temp_data->LastTimeActive = -1.0f; } // Compact and remove unused settings data (currently only used by TestEngine) void ImGui::TableGcCompactSettings() { ImGuiContext& g = *GImGui; int required_memory = 0; for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) if (settings->ID != 0) required_memory += (int)TableSettingsCalcChunkSize(settings->ColumnsCount); if (required_memory == g.SettingsTables.Buf.Size) return; ImChunkStream new_chunk_stream; new_chunk_stream.Buf.reserve(required_memory); for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) if (settings->ID != 0) memcpy(new_chunk_stream.alloc_chunk(TableSettingsCalcChunkSize(settings->ColumnsCount)), settings, TableSettingsCalcChunkSize(settings->ColumnsCount)); g.SettingsTables.swap(new_chunk_stream); } //------------------------------------------------------------------------- // [SECTION] Tables: Debugging //------------------------------------------------------------------------- // - DebugNodeTable() [Internal] //------------------------------------------------------------------------- #ifndef IMGUI_DISABLE_METRICS_WINDOW static const char* DebugNodeTableGetSizingPolicyDesc(ImGuiTableFlags sizing_policy) { sizing_policy &= ImGuiTableFlags_SizingMask_; if (sizing_policy == ImGuiTableFlags_SizingFixedFit) { return "FixedFit"; } if (sizing_policy == ImGuiTableFlags_SizingFixedSame) { return "FixedSame"; } if (sizing_policy == ImGuiTableFlags_SizingStretchProp) { return "StretchProp"; } if (sizing_policy == ImGuiTableFlags_SizingStretchSame) { return "StretchSame"; } return "N/A"; } void ImGui::DebugNodeTable(ImGuiTable* table) { char buf[512]; char* p = buf; const char* buf_end = buf + IM_ARRAYSIZE(buf); const bool is_active = (table->LastFrameActive >= ImGui::GetFrameCount() - 2); // Note that fully clipped early out scrolling tables will appear as inactive here. ImFormatString(p, buf_end - p, "Table 0x%08X (%d columns, in '%s')%s", table->ID, table->ColumnsCount, table->OuterWindow->Name, is_active ? "" : " *Inactive*"); if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } bool open = TreeNode(table, "%s", buf); if (!is_active) { PopStyleColor(); } if (IsItemHovered()) GetForegroundDrawList()->AddRect(table->OuterRect.Min, table->OuterRect.Max, IM_COL32(255, 255, 0, 255)); if (IsItemVisible() && table->HoveredColumnBody != -1) GetForegroundDrawList()->AddRect(GetItemRectMin(), GetItemRectMax(), IM_COL32(255, 255, 0, 255)); if (!open) return; if (table->InstanceCurrent > 0) ImGui::Text("** %d instances of same table! Some data below will refer to last instance.", table->InstanceCurrent + 1); bool clear_settings = SmallButton("Clear settings"); BulletText("OuterRect: Pos: (%.1f,%.1f) Size: (%.1f,%.1f) Sizing: '%s'", table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.GetWidth(), table->OuterRect.GetHeight(), DebugNodeTableGetSizingPolicyDesc(table->Flags)); BulletText("ColumnsGivenWidth: %.1f, ColumnsAutoFitWidth: %.1f, InnerWidth: %.1f%s", table->ColumnsGivenWidth, table->ColumnsAutoFitWidth, table->InnerWidth, table->InnerWidth == 0.0f ? " (auto)" : ""); BulletText("CellPaddingX: %.1f, CellSpacingX: %.1f/%.1f, OuterPaddingX: %.1f", table->CellPaddingX, table->CellSpacingX1, table->CellSpacingX2, table->OuterPaddingX); BulletText("HoveredColumnBody: %d, HoveredColumnBorder: %d", table->HoveredColumnBody, table->HoveredColumnBorder); BulletText("ResizedColumn: %d, ReorderColumn: %d, HeldHeaderColumn: %d", table->ResizedColumn, table->ReorderColumn, table->HeldHeaderColumn); //BulletText("BgDrawChannels: %d/%d", 0, table->BgDrawChannelUnfrozen); float sum_weights = 0.0f; for (int n = 0; n < table->ColumnsCount; n++) if (table->Columns[n].Flags & ImGuiTableColumnFlags_WidthStretch) sum_weights += table->Columns[n].StretchWeight; for (int n = 0; n < table->ColumnsCount; n++) { ImGuiTableColumn* column = &table->Columns[n]; const char* name = TableGetColumnName(table, n); ImFormatString(buf, IM_ARRAYSIZE(buf), "Column %d order %d '%s': offset %+.2f to %+.2f%s\n" "Enabled: %d, VisibleX/Y: %d/%d, RequestOutput: %d, SkipItems: %d, DrawChannels: %d,%d\n" "WidthGiven: %.1f, Request/Auto: %.1f/%.1f, StretchWeight: %.3f (%.1f%%)\n" "MinX: %.1f, MaxX: %.1f (%+.1f), ClipRect: %.1f to %.1f (+%.1f)\n" "ContentWidth: %.1f,%.1f, HeadersUsed/Ideal %.1f/%.1f\n" "Sort: %d%s, UserID: 0x%08X, Flags: 0x%04X: %s%s%s..", n, column->DisplayOrder, name, column->MinX - table->WorkRect.Min.x, column->MaxX - table->WorkRect.Min.x, (n < table->FreezeColumnsRequest) ? " (Frozen)" : "", column->IsEnabled, column->IsVisibleX, column->IsVisibleY, column->IsRequestOutput, column->IsSkipItems, column->DrawChannelFrozen, column->DrawChannelUnfrozen, column->WidthGiven, column->WidthRequest, column->WidthAuto, column->StretchWeight, column->StretchWeight > 0.0f ? (column->StretchWeight / sum_weights) * 100.0f : 0.0f, column->MinX, column->MaxX, column->MaxX - column->MinX, column->ClipRect.Min.x, column->ClipRect.Max.x, column->ClipRect.Max.x - column->ClipRect.Min.x, column->ContentMaxXFrozen - column->WorkMinX, column->ContentMaxXUnfrozen - column->WorkMinX, column->ContentMaxXHeadersUsed - column->WorkMinX, column->ContentMaxXHeadersIdeal - column->WorkMinX, column->SortOrder, (column->SortDirection == ImGuiSortDirection_Ascending) ? " (Asc)" : (column->SortDirection == ImGuiSortDirection_Descending) ? " (Des)" : "", column->UserID, column->Flags, (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? "WidthStretch " : "", (column->Flags & ImGuiTableColumnFlags_WidthFixed) ? "WidthFixed " : "", (column->Flags & ImGuiTableColumnFlags_NoResize) ? "NoResize " : ""); Bullet(); Selectable(buf); if (IsItemHovered()) { ImRect r(column->MinX, table->OuterRect.Min.y, column->MaxX, table->OuterRect.Max.y); GetForegroundDrawList()->AddRect(r.Min, r.Max, IM_COL32(255, 255, 0, 255)); } } if (ImGuiTableSettings* settings = TableGetBoundSettings(table)) DebugNodeTableSettings(settings); if (clear_settings) table->IsResetAllRequest = true; TreePop(); } void ImGui::DebugNodeTableSettings(ImGuiTableSettings* settings) { if (!TreeNode((void*)(intptr_t)settings->ID, "Settings 0x%08X (%d columns)", settings->ID, settings->ColumnsCount)) return; BulletText("SaveFlags: 0x%08X", settings->SaveFlags); BulletText("ColumnsCount: %d (max %d)", settings->ColumnsCount, settings->ColumnsCountMax); for (int n = 0; n < settings->ColumnsCount; n++) { ImGuiTableColumnSettings* column_settings = &settings->GetColumnSettings()[n]; ImGuiSortDirection sort_dir = (column_settings->SortOrder != -1) ? (ImGuiSortDirection)column_settings->SortDirection : ImGuiSortDirection_None; BulletText("Column %d Order %d SortOrder %d %s Vis %d %s %7.3f UserID 0x%08X", n, column_settings->DisplayOrder, column_settings->SortOrder, (sort_dir == ImGuiSortDirection_Ascending) ? "Asc" : (sort_dir == ImGuiSortDirection_Descending) ? "Des" : "---", column_settings->IsEnabled, column_settings->IsStretch ? "Weight" : "Width ", column_settings->WidthOrWeight, column_settings->UserID); } TreePop(); } #else // #ifndef IMGUI_DISABLE_METRICS_WINDOW void ImGui::DebugNodeTable(ImGuiTable*) {} void ImGui::DebugNodeTableSettings(ImGuiTableSettings*) {} #endif //------------------------------------------------------------------------- // [SECTION] Columns, BeginColumns, EndColumns, etc. // (This is a legacy API, prefer using BeginTable/EndTable!) //------------------------------------------------------------------------- // FIXME: sizing is lossy when columns width is very small (default width may turn negative etc.) //------------------------------------------------------------------------- // - SetWindowClipRectBeforeSetChannel() [Internal] // - GetColumnIndex() // - GetColumnsCount() // - GetColumnOffset() // - GetColumnWidth() // - SetColumnOffset() // - SetColumnWidth() // - PushColumnClipRect() [Internal] // - PushColumnsBackground() [Internal] // - PopColumnsBackground() [Internal] // - FindOrCreateColumns() [Internal] // - GetColumnsID() [Internal] // - BeginColumns() // - NextColumn() // - EndColumns() // - Columns() //------------------------------------------------------------------------- // [Internal] Small optimization to avoid calls to PopClipRect/SetCurrentChannel/PushClipRect in sequences, // they would meddle many times with the underlying ImDrawCmd. // Instead, we do a preemptive overwrite of clipping rectangle _without_ altering the command-buffer and let // the subsequent single call to SetCurrentChannel() does it things once. void ImGui::SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect) { ImVec4 clip_rect_vec4 = clip_rect.ToVec4(); window->ClipRect = clip_rect; window->DrawList->_CmdHeader.ClipRect = clip_rect_vec4; window->DrawList->_ClipRectStack.Data[window->DrawList->_ClipRectStack.Size - 1] = clip_rect_vec4; } int ImGui::GetColumnIndex() { ImGuiWindow* window = GetCurrentWindowRead(); return window->DC.CurrentColumns ? window->DC.CurrentColumns->Current : 0; } int ImGui::GetColumnsCount() { ImGuiWindow* window = GetCurrentWindowRead(); return window->DC.CurrentColumns ? window->DC.CurrentColumns->Count : 1; } float ImGui::GetColumnOffsetFromNorm(const ImGuiOldColumns* columns, float offset_norm) { return offset_norm * (columns->OffMaxX - columns->OffMinX); } float ImGui::GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offset) { return offset / (columns->OffMaxX - columns->OffMinX); } static const float COLUMNS_HIT_RECT_HALF_WIDTH = 4.0f; static float GetDraggedColumnOffset(ImGuiOldColumns* columns, int column_index) { // Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing // window creates a feedback loop because we store normalized positions. So while dragging we enforce absolute positioning. ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; IM_ASSERT(column_index > 0); // We are not supposed to drag column 0. IM_ASSERT(g.ActiveId == columns->ID + ImGuiID(column_index)); float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + COLUMNS_HIT_RECT_HALF_WIDTH - window->Pos.x; x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing); if ((columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths)) x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing); return x; } float ImGui::GetColumnOffset(int column_index) { ImGuiWindow* window = GetCurrentWindowRead(); ImGuiOldColumns* columns = window->DC.CurrentColumns; if (columns == NULL) return 0.0f; if (column_index < 0) column_index = columns->Current; IM_ASSERT(column_index < columns->Columns.Size); const float t = columns->Columns[column_index].OffsetNorm; const float x_offset = ImLerp(columns->OffMinX, columns->OffMaxX, t); return x_offset; } static float GetColumnWidthEx(ImGuiOldColumns* columns, int column_index, bool before_resize = false) { if (column_index < 0) column_index = columns->Current; float offset_norm; if (before_resize) offset_norm = columns->Columns[column_index + 1].OffsetNormBeforeResize - columns->Columns[column_index].OffsetNormBeforeResize; else offset_norm = columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm; return ImGui::GetColumnOffsetFromNorm(columns, offset_norm); } float ImGui::GetColumnWidth(int column_index) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; ImGuiOldColumns* columns = window->DC.CurrentColumns; if (columns == NULL) return GetContentRegionAvail().x; if (column_index < 0) column_index = columns->Current; return GetColumnOffsetFromNorm(columns, columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm); } void ImGui::SetColumnOffset(int column_index, float offset) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; ImGuiOldColumns* columns = window->DC.CurrentColumns; IM_ASSERT(columns != NULL); if (column_index < 0) column_index = columns->Current; IM_ASSERT(column_index < columns->Columns.Size); const bool preserve_width = !(columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths) && (column_index < columns->Count - 1); const float width = preserve_width ? GetColumnWidthEx(columns, column_index, columns->IsBeingResized) : 0.0f; if (!(columns->Flags & ImGuiOldColumnFlags_NoForceWithinWindow)) offset = ImMin(offset, columns->OffMaxX - g.Style.ColumnsMinSpacing * (columns->Count - column_index)); columns->Columns[column_index].OffsetNorm = GetColumnNormFromOffset(columns, offset - columns->OffMinX); if (preserve_width) SetColumnOffset(column_index + 1, offset + ImMax(g.Style.ColumnsMinSpacing, width)); } void ImGui::SetColumnWidth(int column_index, float width) { ImGuiWindow* window = GetCurrentWindowRead(); ImGuiOldColumns* columns = window->DC.CurrentColumns; IM_ASSERT(columns != NULL); if (column_index < 0) column_index = columns->Current; SetColumnOffset(column_index + 1, GetColumnOffset(column_index) + width); } void ImGui::PushColumnClipRect(int column_index) { ImGuiWindow* window = GetCurrentWindowRead(); ImGuiOldColumns* columns = window->DC.CurrentColumns; if (column_index < 0) column_index = columns->Current; ImGuiOldColumnData* column = &columns->Columns[column_index]; PushClipRect(column->ClipRect.Min, column->ClipRect.Max, false); } // Get into the columns background draw command (which is generally the same draw command as before we called BeginColumns) void ImGui::PushColumnsBackground() { ImGuiWindow* window = GetCurrentWindowRead(); ImGuiOldColumns* columns = window->DC.CurrentColumns; if (columns->Count == 1) return; // Optimization: avoid SetCurrentChannel() + PushClipRect() columns->HostBackupClipRect = window->ClipRect; SetWindowClipRectBeforeSetChannel(window, columns->HostInitialClipRect); columns->Splitter.SetCurrentChannel(window->DrawList, 0); } void ImGui::PopColumnsBackground() { ImGuiWindow* window = GetCurrentWindowRead(); ImGuiOldColumns* columns = window->DC.CurrentColumns; if (columns->Count == 1) return; // Optimization: avoid PopClipRect() + SetCurrentChannel() SetWindowClipRectBeforeSetChannel(window, columns->HostBackupClipRect); columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1); } ImGuiOldColumns* ImGui::FindOrCreateColumns(ImGuiWindow* window, ImGuiID id) { // We have few columns per window so for now we don't need bother much with turning this into a faster lookup. for (int n = 0; n < window->ColumnsStorage.Size; n++) if (window->ColumnsStorage[n].ID == id) return &window->ColumnsStorage[n]; window->ColumnsStorage.push_back(ImGuiOldColumns()); ImGuiOldColumns* columns = &window->ColumnsStorage.back(); columns->ID = id; return columns; } ImGuiID ImGui::GetColumnsID(const char* str_id, int columns_count) { ImGuiWindow* window = GetCurrentWindow(); // Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget. // In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer. PushID(0x11223347 + (str_id ? 0 : columns_count)); ImGuiID id = window->GetID(str_id ? str_id : "columns"); PopID(); return id; } void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiOldColumnFlags flags) { ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); IM_ASSERT(columns_count >= 1); IM_ASSERT(window->DC.CurrentColumns == NULL); // Nested columns are currently not supported // Acquire storage for the columns set ImGuiID id = GetColumnsID(str_id, columns_count); ImGuiOldColumns* columns = FindOrCreateColumns(window, id); IM_ASSERT(columns->ID == id); columns->Current = 0; columns->Count = columns_count; columns->Flags = flags; window->DC.CurrentColumns = columns; columns->HostCursorPosY = window->DC.CursorPos.y; columns->HostCursorMaxPosX = window->DC.CursorMaxPos.x; columns->HostInitialClipRect = window->ClipRect; columns->HostBackupParentWorkRect = window->ParentWorkRect; window->ParentWorkRect = window->WorkRect; // Set state for first column // We aim so that the right-most column will have the same clipping width as other after being clipped by parent ClipRect const float column_padding = g.Style.ItemSpacing.x; const float half_clip_extend_x = ImFloor(ImMax(window->WindowPadding.x * 0.5f, window->WindowBorderSize)); const float max_1 = window->WorkRect.Max.x + column_padding - ImMax(column_padding - window->WindowPadding.x, 0.0f); const float max_2 = window->WorkRect.Max.x + half_clip_extend_x; columns->OffMinX = window->DC.Indent.x - column_padding + ImMax(column_padding - window->WindowPadding.x, 0.0f); columns->OffMaxX = ImMax(ImMin(max_1, max_2) - window->Pos.x, columns->OffMinX + 1.0f); columns->LineMinY = columns->LineMaxY = window->DC.CursorPos.y; // Clear data if columns count changed if (columns->Columns.Size != 0 && columns->Columns.Size != columns_count + 1) columns->Columns.resize(0); // Initialize default widths columns->IsFirstFrame = (columns->Columns.Size == 0); if (columns->Columns.Size == 0) { columns->Columns.reserve(columns_count + 1); for (int n = 0; n < columns_count + 1; n++) { ImGuiOldColumnData column; column.OffsetNorm = n / (float)columns_count; columns->Columns.push_back(column); } } for (int n = 0; n < columns_count; n++) { // Compute clipping rectangle ImGuiOldColumnData* column = &columns->Columns[n]; float clip_x1 = IM_ROUND(window->Pos.x + GetColumnOffset(n)); float clip_x2 = IM_ROUND(window->Pos.x + GetColumnOffset(n + 1) - 1.0f); column->ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX); column->ClipRect.ClipWithFull(window->ClipRect); } if (columns->Count > 1) { columns->Splitter.Split(window->DrawList, 1 + columns->Count); columns->Splitter.SetCurrentChannel(window->DrawList, 1); PushColumnClipRect(0); } // We don't generally store Indent.x inside ColumnsOffset because it may be manipulated by the user. float offset_0 = GetColumnOffset(columns->Current); float offset_1 = GetColumnOffset(columns->Current + 1); float width = offset_1 - offset_0; PushItemWidth(width * 0.65f); window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding; } void ImGui::NextColumn() { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems || window->DC.CurrentColumns == NULL) return; ImGuiContext& g = *GImGui; ImGuiOldColumns* columns = window->DC.CurrentColumns; if (columns->Count == 1) { window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); IM_ASSERT(columns->Current == 0); return; } // Next column if (++columns->Current == columns->Count) columns->Current = 0; PopItemWidth(); // Optimization: avoid PopClipRect() + SetCurrentChannel() + PushClipRect() // (which would needlessly attempt to update commands in the wrong channel, then pop or overwrite them), ImGuiOldColumnData* column = &columns->Columns[columns->Current]; SetWindowClipRectBeforeSetChannel(window, column->ClipRect); columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1); const float column_padding = g.Style.ItemSpacing.x; columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); if (columns->Current > 0) { // Columns 1+ ignore IndentX (by canceling it out) // FIXME-COLUMNS: Unnecessary, could be locked? window->DC.ColumnsOffset.x = GetColumnOffset(columns->Current) - window->DC.Indent.x + column_padding; } else { // New row/line: column 0 honor IndentX. window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); columns->LineMinY = columns->LineMaxY; } window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); window->DC.CursorPos.y = columns->LineMinY; window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); window->DC.CurrLineTextBaseOffset = 0.0f; // FIXME-COLUMNS: Share code with BeginColumns() - move code on columns setup. float offset_0 = GetColumnOffset(columns->Current); float offset_1 = GetColumnOffset(columns->Current + 1); float width = offset_1 - offset_0; PushItemWidth(width * 0.65f); window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding; } void ImGui::EndColumns() { ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); ImGuiOldColumns* columns = window->DC.CurrentColumns; IM_ASSERT(columns != NULL); PopItemWidth(); if (columns->Count > 1) { PopClipRect(); columns->Splitter.Merge(window->DrawList); } const ImGuiOldColumnFlags flags = columns->Flags; columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); window->DC.CursorPos.y = columns->LineMaxY; if (!(flags & ImGuiOldColumnFlags_GrowParentContentsSize)) window->DC.CursorMaxPos.x = columns->HostCursorMaxPosX; // Restore cursor max pos, as columns don't grow parent // Draw columns borders and handle resize // The IsBeingResized flag ensure we preserve pre-resize columns width so back-and-forth are not lossy bool is_being_resized = false; if (!(flags & ImGuiOldColumnFlags_NoBorder) && !window->SkipItems) { // We clip Y boundaries CPU side because very long triangles are mishandled by some GPU drivers. const float y1 = ImMax(columns->HostCursorPosY, window->ClipRect.Min.y); const float y2 = ImMin(window->DC.CursorPos.y, window->ClipRect.Max.y); int dragging_column = -1; for (int n = 1; n < columns->Count; n++) { ImGuiOldColumnData* column = &columns->Columns[n]; float x = window->Pos.x + GetColumnOffset(n); const ImGuiID column_id = columns->ID + ImGuiID(n); const float column_hit_hw = COLUMNS_HIT_RECT_HALF_WIDTH; const ImRect column_hit_rect(ImVec2(x - column_hit_hw, y1), ImVec2(x + column_hit_hw, y2)); KeepAliveID(column_id); if (IsClippedEx(column_hit_rect, column_id)) // FIXME: Can be removed or replaced with a lower-level test continue; bool hovered = false, held = false; if (!(flags & ImGuiOldColumnFlags_NoResize)) { ButtonBehavior(column_hit_rect, column_id, &hovered, &held); if (hovered || held) g.MouseCursor = ImGuiMouseCursor_ResizeEW; if (held && !(column->Flags & ImGuiOldColumnFlags_NoResize)) dragging_column = n; } // Draw column const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); const float xi = IM_FLOOR(x); window->DrawList->AddLine(ImVec2(xi, y1 + 1.0f), ImVec2(xi, y2), col); } // Apply dragging after drawing the column lines, so our rendered lines are in sync with how items were displayed during the frame. if (dragging_column != -1) { if (!columns->IsBeingResized) for (int n = 0; n < columns->Count + 1; n++) columns->Columns[n].OffsetNormBeforeResize = columns->Columns[n].OffsetNorm; columns->IsBeingResized = is_being_resized = true; float x = GetDraggedColumnOffset(columns, dragging_column); SetColumnOffset(dragging_column, x); } } columns->IsBeingResized = is_being_resized; window->WorkRect = window->ParentWorkRect; window->ParentWorkRect = columns->HostBackupParentWorkRect; window->DC.CurrentColumns = NULL; window->DC.ColumnsOffset.x = 0.0f; window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); } void ImGui::Columns(int columns_count, const char* id, bool border) { ImGuiWindow* window = GetCurrentWindow(); IM_ASSERT(columns_count >= 1); ImGuiOldColumnFlags flags = (border ? 0 : ImGuiOldColumnFlags_NoBorder); //flags |= ImGuiOldColumnFlags_NoPreserveWidths; // NB: Legacy behavior ImGuiOldColumns* columns = window->DC.CurrentColumns; if (columns != NULL && columns->Count == columns_count && columns->Flags == flags) return; if (columns != NULL) EndColumns(); if (columns_count != 1) BeginColumns(id, columns_count, flags); } //------------------------------------------------------------------------- #endif // #ifndef IMGUI_DISABLE ================================================ FILE: test/third_party/imgui/imgui_widgets.cpp ================================================ // dear imgui, v1.88 WIP // (widgets code) /* Index of this file: // [SECTION] Forward Declarations // [SECTION] Widgets: Text, etc. // [SECTION] Widgets: Main (Button, Image, Checkbox, RadioButton, ProgressBar, Bullet, etc.) // [SECTION] Widgets: Low-level Layout helpers (Spacing, Dummy, NewLine, Separator, etc.) // [SECTION] Widgets: ComboBox // [SECTION] Data Type and Data Formatting Helpers // [SECTION] Widgets: DragScalar, DragFloat, DragInt, etc. // [SECTION] Widgets: SliderScalar, SliderFloat, SliderInt, etc. // [SECTION] Widgets: InputScalar, InputFloat, InputInt, etc. // [SECTION] Widgets: InputText, InputTextMultiline // [SECTION] Widgets: ColorEdit, ColorPicker, ColorButton, etc. // [SECTION] Widgets: TreeNode, CollapsingHeader, etc. // [SECTION] Widgets: Selectable // [SECTION] Widgets: ListBox // [SECTION] Widgets: PlotLines, PlotHistogram // [SECTION] Widgets: Value helpers // [SECTION] Widgets: MenuItem, BeginMenu, EndMenu, etc. // [SECTION] Widgets: BeginTabBar, EndTabBar, etc. // [SECTION] Widgets: BeginTabItem, EndTabItem, etc. // [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc. */ #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) #define _CRT_SECURE_NO_WARNINGS #endif #include "imgui.h" #ifndef IMGUI_DISABLE #ifndef IMGUI_DEFINE_MATH_OPERATORS #define IMGUI_DEFINE_MATH_OPERATORS #endif #include "imgui_internal.h" // System includes #include // toupper #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier #include // intptr_t #else #include // intptr_t #endif //------------------------------------------------------------------------- // Warnings //------------------------------------------------------------------------- // Visual Studio warnings #ifdef _MSC_VER #pragma warning (disable: 4127) // condition expression is constant #pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen #if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later #pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types #endif #pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). #pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). #endif // Clang/GCC warnings with -Weverything #if defined(__clang__) #if __has_warning("-Wunknown-warning-option") #pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! #endif #pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. #pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. #pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 #pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. #pragma clang diagnostic ignored "-Wenum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') #pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision #elif defined(__GNUC__) #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind #pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked #pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead #pragma GCC diagnostic ignored "-Wdeprecated-enum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated #endif //------------------------------------------------------------------------- // Data //------------------------------------------------------------------------- // Widgets static const float DRAGDROP_HOLD_TO_OPEN_TIMER = 0.70f; // Time for drag-hold to activate items accepting the ImGuiButtonFlags_PressedOnDragDropHold button behavior. static const float DRAG_MOUSE_THRESHOLD_FACTOR = 0.50f; // Multiplier for the default value of io.MouseDragThreshold to make DragFloat/DragInt react faster to mouse drags. // Those MIN/MAX values are not define because we need to point to them static const signed char IM_S8_MIN = -128; static const signed char IM_S8_MAX = 127; static const unsigned char IM_U8_MIN = 0; static const unsigned char IM_U8_MAX = 0xFF; static const signed short IM_S16_MIN = -32768; static const signed short IM_S16_MAX = 32767; static const unsigned short IM_U16_MIN = 0; static const unsigned short IM_U16_MAX = 0xFFFF; static const ImS32 IM_S32_MIN = INT_MIN; // (-2147483647 - 1), (0x80000000); static const ImS32 IM_S32_MAX = INT_MAX; // (2147483647), (0x7FFFFFFF) static const ImU32 IM_U32_MIN = 0; static const ImU32 IM_U32_MAX = UINT_MAX; // (0xFFFFFFFF) #ifdef LLONG_MIN static const ImS64 IM_S64_MIN = LLONG_MIN; // (-9223372036854775807ll - 1ll); static const ImS64 IM_S64_MAX = LLONG_MAX; // (9223372036854775807ll); #else static const ImS64 IM_S64_MIN = -9223372036854775807LL - 1; static const ImS64 IM_S64_MAX = 9223372036854775807LL; #endif static const ImU64 IM_U64_MIN = 0; #ifdef ULLONG_MAX static const ImU64 IM_U64_MAX = ULLONG_MAX; // (0xFFFFFFFFFFFFFFFFull); #else static const ImU64 IM_U64_MAX = (2ULL * 9223372036854775807LL + 1); #endif //------------------------------------------------------------------------- // [SECTION] Forward Declarations //------------------------------------------------------------------------- // For InputTextEx() static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, ImGuiInputSource input_source); static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end); static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining = NULL, ImVec2* out_offset = NULL, bool stop_on_new_line = false); //------------------------------------------------------------------------- // [SECTION] Widgets: Text, etc. //------------------------------------------------------------------------- // - TextEx() [Internal] // - TextUnformatted() // - Text() // - TextV() // - TextColored() // - TextColoredV() // - TextDisabled() // - TextDisabledV() // - TextWrapped() // - TextWrappedV() // - LabelText() // - LabelTextV() // - BulletText() // - BulletTextV() //------------------------------------------------------------------------- void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return; ImGuiContext& g = *GImGui; // Accept null ranges if (text == text_end) text = text_end = ""; // Calculate length const char* text_begin = text; if (text_end == NULL) text_end = text + strlen(text); // FIXME-OPT const ImVec2 text_pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); const float wrap_pos_x = window->DC.TextWrapPos; const bool wrap_enabled = (wrap_pos_x >= 0.0f); if (text_end - text <= 2000 || wrap_enabled) { // Common case const float wrap_width = wrap_enabled ? CalcWrapWidthForPos(window->DC.CursorPos, wrap_pos_x) : 0.0f; const ImVec2 text_size = CalcTextSize(text_begin, text_end, false, wrap_width); ImRect bb(text_pos, text_pos + text_size); ItemSize(text_size, 0.0f); if (!ItemAdd(bb, 0)) return; // Render (we don't hide text after ## in this end-user function) RenderTextWrapped(bb.Min, text_begin, text_end, wrap_width); } else { // Long text! // Perform manual coarse clipping to optimize for long multi-line text // - From this point we will only compute the width of lines that are visible. Optimization only available when word-wrapping is disabled. // - We also don't vertically center the text within the line full height, which is unlikely to matter because we are likely the biggest and only item on the line. // - We use memchr(), pay attention that well optimized versions of those str/mem functions are much faster than a casually written loop. const char* line = text; const float line_height = GetTextLineHeight(); ImVec2 text_size(0, 0); // Lines to skip (can't skip when logging text) ImVec2 pos = text_pos; if (!g.LogEnabled) { int lines_skippable = (int)((window->ClipRect.Min.y - text_pos.y) / line_height); if (lines_skippable > 0) { int lines_skipped = 0; while (line < text_end && lines_skipped < lines_skippable) { const char* line_end = (const char*)memchr(line, '\n', text_end - line); if (!line_end) line_end = text_end; if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0) text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x); line = line_end + 1; lines_skipped++; } pos.y += lines_skipped * line_height; } } // Lines to render if (line < text_end) { ImRect line_rect(pos, pos + ImVec2(FLT_MAX, line_height)); while (line < text_end) { if (IsClippedEx(line_rect, 0)) break; const char* line_end = (const char*)memchr(line, '\n', text_end - line); if (!line_end) line_end = text_end; text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x); RenderText(pos, line, line_end, false); line = line_end + 1; line_rect.Min.y += line_height; line_rect.Max.y += line_height; pos.y += line_height; } // Count remaining lines int lines_skipped = 0; while (line < text_end) { const char* line_end = (const char*)memchr(line, '\n', text_end - line); if (!line_end) line_end = text_end; if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0) text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x); line = line_end + 1; lines_skipped++; } pos.y += lines_skipped * line_height; } text_size.y = (pos - text_pos).y; ImRect bb(text_pos, text_pos + text_size); ItemSize(text_size, 0.0f); ItemAdd(bb, 0); } } void ImGui::TextUnformatted(const char* text, const char* text_end) { TextEx(text, text_end, ImGuiTextFlags_NoWidthForLargeClippedText); } void ImGui::Text(const char* fmt, ...) { va_list args; va_start(args, fmt); TextV(fmt, args); va_end(args); } void ImGui::TextV(const char* fmt, va_list args) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return; // FIXME-OPT: Handle the %s shortcut? ImGuiContext& g = *GImGui; const char* text_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); TextEx(g.TempBuffer, text_end, ImGuiTextFlags_NoWidthForLargeClippedText); } void ImGui::TextColored(const ImVec4& col, const char* fmt, ...) { va_list args; va_start(args, fmt); TextColoredV(col, fmt, args); va_end(args); } void ImGui::TextColoredV(const ImVec4& col, const char* fmt, va_list args) { PushStyleColor(ImGuiCol_Text, col); if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0) TextEx(va_arg(args, const char*), NULL, ImGuiTextFlags_NoWidthForLargeClippedText); // Skip formatting else TextV(fmt, args); PopStyleColor(); } void ImGui::TextDisabled(const char* fmt, ...) { va_list args; va_start(args, fmt); TextDisabledV(fmt, args); va_end(args); } void ImGui::TextDisabledV(const char* fmt, va_list args) { ImGuiContext& g = *GImGui; PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]); if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0) TextEx(va_arg(args, const char*), NULL, ImGuiTextFlags_NoWidthForLargeClippedText); // Skip formatting else TextV(fmt, args); PopStyleColor(); } void ImGui::TextWrapped(const char* fmt, ...) { va_list args; va_start(args, fmt); TextWrappedV(fmt, args); va_end(args); } void ImGui::TextWrappedV(const char* fmt, va_list args) { ImGuiContext& g = *GImGui; bool need_backup = (g.CurrentWindow->DC.TextWrapPos < 0.0f); // Keep existing wrap position if one is already set if (need_backup) PushTextWrapPos(0.0f); if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0) TextEx(va_arg(args, const char*), NULL, ImGuiTextFlags_NoWidthForLargeClippedText); // Skip formatting else TextV(fmt, args); if (need_backup) PopTextWrapPos(); } void ImGui::LabelText(const char* label, const char* fmt, ...) { va_list args; va_start(args, fmt); LabelTextV(label, fmt, args); va_end(args); } // Add a label+text combo aligned to other label+value widgets void ImGui::LabelTextV(const char* label, const char* fmt, va_list args) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return; ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; const float w = CalcItemWidth(); const char* value_text_begin = &g.TempBuffer[0]; const char* value_text_end = value_text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); const ImVec2 value_size = CalcTextSize(value_text_begin, value_text_end, false); const ImVec2 label_size = CalcTextSize(label, NULL, true); const ImVec2 pos = window->DC.CursorPos; const ImRect value_bb(pos, pos + ImVec2(w, value_size.y + style.FramePadding.y * 2)); const ImRect total_bb(pos, pos + ImVec2(w + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), ImMax(value_size.y, label_size.y) + style.FramePadding.y * 2)); ItemSize(total_bb, style.FramePadding.y); if (!ItemAdd(total_bb, 0)) return; // Render RenderTextClipped(value_bb.Min + style.FramePadding, value_bb.Max, value_text_begin, value_text_end, &value_size, ImVec2(0.0f, 0.0f)); if (label_size.x > 0.0f) RenderText(ImVec2(value_bb.Max.x + style.ItemInnerSpacing.x, value_bb.Min.y + style.FramePadding.y), label); } void ImGui::BulletText(const char* fmt, ...) { va_list args; va_start(args, fmt); BulletTextV(fmt, args); va_end(args); } // Text with a little bullet aligned to the typical tree node. void ImGui::BulletTextV(const char* fmt, va_list args) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return; ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; const char* text_begin = g.TempBuffer; const char* text_end = text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); const ImVec2 label_size = CalcTextSize(text_begin, text_end, false); const ImVec2 total_size = ImVec2(g.FontSize + (label_size.x > 0.0f ? (label_size.x + style.FramePadding.x * 2) : 0.0f), label_size.y); // Empty text doesn't add padding ImVec2 pos = window->DC.CursorPos; pos.y += window->DC.CurrLineTextBaseOffset; ItemSize(total_size, 0.0f); const ImRect bb(pos, pos + total_size); if (!ItemAdd(bb, 0)) return; // Render ImU32 text_col = GetColorU32(ImGuiCol_Text); RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize * 0.5f, g.FontSize * 0.5f), text_col); RenderText(bb.Min + ImVec2(g.FontSize + style.FramePadding.x * 2, 0.0f), text_begin, text_end, false); } //------------------------------------------------------------------------- // [SECTION] Widgets: Main //------------------------------------------------------------------------- // - ButtonBehavior() [Internal] // - Button() // - SmallButton() // - InvisibleButton() // - ArrowButton() // - CloseButton() [Internal] // - CollapseButton() [Internal] // - GetWindowScrollbarID() [Internal] // - GetWindowScrollbarRect() [Internal] // - Scrollbar() [Internal] // - ScrollbarEx() [Internal] // - Image() // - ImageButton() // - Checkbox() // - CheckboxFlagsT() [Internal] // - CheckboxFlags() // - RadioButton() // - ProgressBar() // - Bullet() //------------------------------------------------------------------------- // The ButtonBehavior() function is key to many interactions and used by many/most widgets. // Because we handle so many cases (keyboard/gamepad navigation, drag and drop) and many specific behavior (via ImGuiButtonFlags_), // this code is a little complex. // By far the most common path is interacting with the Mouse using the default ImGuiButtonFlags_PressedOnClickRelease button behavior. // See the series of events below and the corresponding state reported by dear imgui: //------------------------------------------------------------------------------------------------------------------------------------------------ // with PressedOnClickRelease: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() // Frame N+0 (mouse is outside bb) - - - - - - // Frame N+1 (mouse moves inside bb) - true - - - - // Frame N+2 (mouse button is down) - true true true - true // Frame N+3 (mouse button is down) - true true - - - // Frame N+4 (mouse moves outside bb) - - true - - - // Frame N+5 (mouse moves inside bb) - true true - - - // Frame N+6 (mouse button is released) true true - - true - // Frame N+7 (mouse button is released) - true - - - - // Frame N+8 (mouse moves outside bb) - - - - - - //------------------------------------------------------------------------------------------------------------------------------------------------ // with PressedOnClick: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() // Frame N+2 (mouse button is down) true true true true - true // Frame N+3 (mouse button is down) - true true - - - // Frame N+6 (mouse button is released) - true - - true - // Frame N+7 (mouse button is released) - true - - - - //------------------------------------------------------------------------------------------------------------------------------------------------ // with PressedOnRelease: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() // Frame N+2 (mouse button is down) - true - - - true // Frame N+3 (mouse button is down) - true - - - - // Frame N+6 (mouse button is released) true true - - - - // Frame N+7 (mouse button is released) - true - - - - //------------------------------------------------------------------------------------------------------------------------------------------------ // with PressedOnDoubleClick: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() // Frame N+0 (mouse button is down) - true - - - true // Frame N+1 (mouse button is down) - true - - - - // Frame N+2 (mouse button is released) - true - - - - // Frame N+3 (mouse button is released) - true - - - - // Frame N+4 (mouse button is down) true true true true - true // Frame N+5 (mouse button is down) - true true - - - // Frame N+6 (mouse button is released) - true - - true - // Frame N+7 (mouse button is released) - true - - - - //------------------------------------------------------------------------------------------------------------------------------------------------ // Note that some combinations are supported, // - PressedOnDragDropHold can generally be associated with any flag. // - PressedOnDoubleClick can be associated by PressedOnClickRelease/PressedOnRelease, in which case the second release event won't be reported. //------------------------------------------------------------------------------------------------------------------------------------------------ // The behavior of the return-value changes when ImGuiButtonFlags_Repeat is set: // Repeat+ Repeat+ Repeat+ Repeat+ // PressedOnClickRelease PressedOnClick PressedOnRelease PressedOnDoubleClick //------------------------------------------------------------------------------------------------------------------------------------------------- // Frame N+0 (mouse button is down) - true - true // ... - - - - // Frame N + RepeatDelay true true - true // ... - - - - // Frame N + RepeatDelay + RepeatRate*N true true - true //------------------------------------------------------------------------------------------------------------------------------------------------- bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags) { ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); // Default only reacts to left mouse button if ((flags & ImGuiButtonFlags_MouseButtonMask_) == 0) flags |= ImGuiButtonFlags_MouseButtonDefault_; // Default behavior requires click + release inside bounding box if ((flags & ImGuiButtonFlags_PressedOnMask_) == 0) flags |= ImGuiButtonFlags_PressedOnDefault_; ImGuiWindow* backup_hovered_window = g.HoveredWindow; const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredWindow && g.HoveredWindow->RootWindowDockTree == window->RootWindowDockTree; if (flatten_hovered_children) g.HoveredWindow = window; #ifdef IMGUI_ENABLE_TEST_ENGINE if (id != 0 && g.LastItemData.ID != id) IMGUI_TEST_ENGINE_ITEM_ADD(bb, id); #endif bool pressed = false; bool hovered = ItemHoverable(bb, id); // Drag source doesn't report as hovered if (hovered && g.DragDropActive && g.DragDropPayload.SourceId == id && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoDisableHover)) hovered = false; // Special mode for Drag and Drop where holding button pressed for a long time while dragging another item triggers the button if (g.DragDropActive && (flags & ImGuiButtonFlags_PressedOnDragDropHold) && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoHoldToOpenOthers)) if (IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) { hovered = true; SetHoveredID(id); if (g.HoveredIdTimer - g.IO.DeltaTime <= DRAGDROP_HOLD_TO_OPEN_TIMER && g.HoveredIdTimer >= DRAGDROP_HOLD_TO_OPEN_TIMER) { pressed = true; g.DragDropHoldJustPressedId = id; FocusWindow(window); } } if (flatten_hovered_children) g.HoveredWindow = backup_hovered_window; // AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match. This allows using patterns where a later submitted widget overlaps a previous one. if (hovered && (flags & ImGuiButtonFlags_AllowItemOverlap) && (g.HoveredIdPreviousFrame != id && g.HoveredIdPreviousFrame != 0)) hovered = false; // Mouse handling if (hovered) { if (!(flags & ImGuiButtonFlags_NoKeyModifiers) || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt)) { // Poll buttons int mouse_button_clicked = -1; int mouse_button_released = -1; if ((flags & ImGuiButtonFlags_MouseButtonLeft) && g.IO.MouseClicked[0]) { mouse_button_clicked = 0; } else if ((flags & ImGuiButtonFlags_MouseButtonRight) && g.IO.MouseClicked[1]) { mouse_button_clicked = 1; } else if ((flags & ImGuiButtonFlags_MouseButtonMiddle) && g.IO.MouseClicked[2]) { mouse_button_clicked = 2; } if ((flags & ImGuiButtonFlags_MouseButtonLeft) && g.IO.MouseReleased[0]) { mouse_button_released = 0; } else if ((flags & ImGuiButtonFlags_MouseButtonRight) && g.IO.MouseReleased[1]) { mouse_button_released = 1; } else if ((flags & ImGuiButtonFlags_MouseButtonMiddle) && g.IO.MouseReleased[2]) { mouse_button_released = 2; } if (mouse_button_clicked != -1 && g.ActiveId != id) { if (flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere)) { SetActiveID(id, window); g.ActiveIdMouseButton = mouse_button_clicked; if (!(flags & ImGuiButtonFlags_NoNavFocus)) SetFocusID(id, window); FocusWindow(window); } if ((flags & ImGuiButtonFlags_PressedOnClick) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseClickedCount[mouse_button_clicked] == 2)) { pressed = true; if (flags & ImGuiButtonFlags_NoHoldingActiveId) ClearActiveID(); else SetActiveID(id, window); // Hold on ID if (!(flags & ImGuiButtonFlags_NoNavFocus)) SetFocusID(id, window); g.ActiveIdMouseButton = mouse_button_clicked; FocusWindow(window); } } if ((flags & ImGuiButtonFlags_PressedOnRelease) && mouse_button_released != -1) { // Repeat mode trumps on release behavior const bool has_repeated_at_least_once = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[mouse_button_released] >= g.IO.KeyRepeatDelay; if (!has_repeated_at_least_once) pressed = true; if (!(flags & ImGuiButtonFlags_NoNavFocus)) SetFocusID(id, window); ClearActiveID(); } // 'Repeat' mode acts when held regardless of _PressedOn flags (see table above). // Relies on repeat logic of IsMouseClicked() but we may as well do it ourselves if we end up exposing finer RepeatDelay/RepeatRate settings. if (g.ActiveId == id && (flags & ImGuiButtonFlags_Repeat)) if (g.IO.MouseDownDuration[g.ActiveIdMouseButton] > 0.0f && IsMouseClicked(g.ActiveIdMouseButton, true)) pressed = true; } if (pressed) g.NavDisableHighlight = true; } // Gamepad/Keyboard navigation // We report navigated item as hovered but we don't set g.HoveredId to not interfere with mouse. if (g.NavId == id && !g.NavDisableHighlight && g.NavDisableMouseHover && (g.ActiveId == 0 || g.ActiveId == id || g.ActiveId == window->MoveId)) if (!(flags & ImGuiButtonFlags_NoHoveredOnFocus)) hovered = true; if (g.NavActivateDownId == id) { bool nav_activated_by_code = (g.NavActivateId == id); bool nav_activated_by_inputs = IsNavInputTest(ImGuiNavInput_Activate, (flags & ImGuiButtonFlags_Repeat) ? ImGuiNavReadMode_Repeat : ImGuiNavReadMode_Pressed); if (nav_activated_by_code || nav_activated_by_inputs) { // Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button. pressed = true; SetActiveID(id, window); g.ActiveIdSource = ImGuiInputSource_Nav; if (!(flags & ImGuiButtonFlags_NoNavFocus)) SetFocusID(id, window); } } // Process while held bool held = false; if (g.ActiveId == id) { if (g.ActiveIdSource == ImGuiInputSource_Mouse) { if (g.ActiveIdIsJustActivated) g.ActiveIdClickOffset = g.IO.MousePos - bb.Min; const int mouse_button = g.ActiveIdMouseButton; IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT); if (g.IO.MouseDown[mouse_button]) { held = true; } else { bool release_in = hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease) != 0; bool release_anywhere = (flags & ImGuiButtonFlags_PressedOnClickReleaseAnywhere) != 0; if ((release_in || release_anywhere) && !g.DragDropActive) { // Report as pressed when releasing the mouse (this is the most common path) bool is_double_click_release = (flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseReleased[mouse_button] && g.IO.MouseClickedLastCount[mouse_button] == 2; bool is_repeating_already = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[mouse_button] >= g.IO.KeyRepeatDelay; // Repeat mode trumps if (!is_double_click_release && !is_repeating_already) pressed = true; } ClearActiveID(); } if (!(flags & ImGuiButtonFlags_NoNavFocus)) g.NavDisableHighlight = true; } else if (g.ActiveIdSource == ImGuiInputSource_Nav) { // When activated using Nav, we hold on the ActiveID until activation button is released if (g.NavActivateDownId != id) ClearActiveID(); } if (pressed) g.ActiveIdHasBeenPressedBefore = true; } if (out_hovered) *out_hovered = hovered; if (out_held) *out_held = held; return pressed; } bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags flags) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; const ImGuiID id = window->GetID(label); const ImVec2 label_size = CalcTextSize(label, NULL, true); ImVec2 pos = window->DC.CursorPos; if ((flags & ImGuiButtonFlags_AlignTextBaseLine) && style.FramePadding.y < window->DC.CurrLineTextBaseOffset) // Try to vertically align buttons that are smaller/have no padding so that text baseline matches (bit hacky, since it shouldn't be a flag) pos.y += window->DC.CurrLineTextBaseOffset - style.FramePadding.y; ImVec2 size = CalcItemSize(size_arg, label_size.x + style.FramePadding.x * 2.0f, label_size.y + style.FramePadding.y * 2.0f); const ImRect bb(pos, pos + size); ItemSize(size, style.FramePadding.y); if (!ItemAdd(bb, id)) return false; if (g.LastItemData.InFlags & ImGuiItemFlags_ButtonRepeat) flags |= ImGuiButtonFlags_Repeat; bool hovered, held; bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); // Render const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); RenderNavHighlight(bb, id); RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding); if (g.LogEnabled) LogSetNextTextDecoration("[", "]"); RenderTextClipped(bb.Min + style.FramePadding, bb.Max - style.FramePadding, label, NULL, &label_size, style.ButtonTextAlign, &bb); // Automatically close popups //if (pressed && !(flags & ImGuiButtonFlags_DontClosePopups) && (window->Flags & ImGuiWindowFlags_Popup)) // CloseCurrentPopup(); IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); return pressed; } bool ImGui::Button(const char* label, const ImVec2& size_arg) { return ButtonEx(label, size_arg, ImGuiButtonFlags_None); } // Small buttons fits within text without additional vertical spacing. bool ImGui::SmallButton(const char* label) { ImGuiContext& g = *GImGui; float backup_padding_y = g.Style.FramePadding.y; g.Style.FramePadding.y = 0.0f; bool pressed = ButtonEx(label, ImVec2(0, 0), ImGuiButtonFlags_AlignTextBaseLine); g.Style.FramePadding.y = backup_padding_y; return pressed; } // Tip: use ImGui::PushID()/PopID() to push indices or pointers in the ID stack. // Then you can keep 'str_id' empty or the same for all your buttons (instead of creating a string based on a non-string id) bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg, ImGuiButtonFlags flags) { ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; // Cannot use zero-size for InvisibleButton(). Unlike Button() there is not way to fallback using the label size. IM_ASSERT(size_arg.x != 0.0f && size_arg.y != 0.0f); const ImGuiID id = window->GetID(str_id); ImVec2 size = CalcItemSize(size_arg, 0.0f, 0.0f); const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); ItemSize(size); if (!ItemAdd(bb, id)) return false; bool hovered, held; bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); IMGUI_TEST_ENGINE_ITEM_INFO(id, str_id, g.LastItemData.StatusFlags); return pressed; } bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiButtonFlags flags) { ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; const ImGuiID id = window->GetID(str_id); const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); const float default_size = GetFrameHeight(); ItemSize(size, (size.y >= default_size) ? g.Style.FramePadding.y : -1.0f); if (!ItemAdd(bb, id)) return false; if (g.LastItemData.InFlags & ImGuiItemFlags_ButtonRepeat) flags |= ImGuiButtonFlags_Repeat; bool hovered, held; bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); // Render const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); const ImU32 text_col = GetColorU32(ImGuiCol_Text); RenderNavHighlight(bb, id); RenderFrame(bb.Min, bb.Max, bg_col, true, g.Style.FrameRounding); RenderArrow(window->DrawList, bb.Min + ImVec2(ImMax(0.0f, (size.x - g.FontSize) * 0.5f), ImMax(0.0f, (size.y - g.FontSize) * 0.5f)), text_col, dir); IMGUI_TEST_ENGINE_ITEM_INFO(id, str_id, g.LastItemData.StatusFlags); return pressed; } bool ImGui::ArrowButton(const char* str_id, ImGuiDir dir) { float sz = GetFrameHeight(); return ArrowButtonEx(str_id, dir, ImVec2(sz, sz), ImGuiButtonFlags_None); } // Button to close a window bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; // Tweak 1: Shrink hit-testing area if button covers an abnormally large proportion of the visible region. That's in order to facilitate moving the window away. (#3825) // This may better be applied as a general hit-rect reduction mechanism for all widgets to ensure the area to move window is always accessible? const ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize) + g.Style.FramePadding * 2.0f); ImRect bb_interact = bb; const float area_to_visible_ratio = window->OuterRectClipped.GetArea() / bb.GetArea(); if (area_to_visible_ratio < 1.5f) bb_interact.Expand(ImFloor(bb_interact.GetSize() * -0.25f)); // Tweak 2: We intentionally allow interaction when clipped so that a mechanical Alt,Right,Activate sequence can always close a window. // (this isn't the regular behavior of buttons, but it doesn't affect the user much because navigation tends to keep items visible). bool is_clipped = !ItemAdd(bb_interact, id); bool hovered, held; bool pressed = ButtonBehavior(bb_interact, id, &hovered, &held); if (is_clipped) return pressed; // Render // FIXME: Clarify this mess ImU32 col = GetColorU32(held ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered); ImVec2 center = bb.GetCenter(); if (hovered) window->DrawList->AddCircleFilled(center, ImMax(2.0f, g.FontSize * 0.5f + 1.0f), col, 12); float cross_extent = g.FontSize * 0.5f * 0.7071f - 1.0f; ImU32 cross_col = GetColorU32(ImGuiCol_Text); center -= ImVec2(0.5f, 0.5f); window->DrawList->AddLine(center + ImVec2(+cross_extent, +cross_extent), center + ImVec2(-cross_extent, -cross_extent), cross_col, 1.0f); window->DrawList->AddLine(center + ImVec2(+cross_extent, -cross_extent), center + ImVec2(-cross_extent, +cross_extent), cross_col, 1.0f); return pressed; } // The Collapse button also functions as a Dock Menu button. bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_node) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize) + g.Style.FramePadding * 2.0f); ItemAdd(bb, id); bool hovered, held; bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_None); // Render //bool is_dock_menu = (window->DockNodeAsHost && !window->Collapsed); ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); ImU32 text_col = GetColorU32(ImGuiCol_Text); if (hovered || held) window->DrawList->AddCircleFilled(bb.GetCenter() + ImVec2(0,-0.5f), g.FontSize * 0.5f + 1.0f, bg_col, 12); if (dock_node) RenderArrowDockMenu(window->DrawList, bb.Min + g.Style.FramePadding, g.FontSize, text_col); else RenderArrow(window->DrawList, bb.Min + g.Style.FramePadding, text_col, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f); // Switch to moving the window after mouse is moved beyond the initial drag threshold if (IsItemActive() && IsMouseDragging(0)) StartMouseMovingWindowOrNode(window, dock_node, true); return pressed; } ImGuiID ImGui::GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis) { return window->GetID(axis == ImGuiAxis_X ? "#SCROLLX" : "#SCROLLY"); } // Return scrollbar rectangle, must only be called for corresponding axis if window->ScrollbarX/Y is set. ImRect ImGui::GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis) { const ImRect outer_rect = window->Rect(); const ImRect inner_rect = window->InnerRect; const float border_size = window->WindowBorderSize; const float scrollbar_size = window->ScrollbarSizes[axis ^ 1]; // (ScrollbarSizes.x = width of Y scrollbar; ScrollbarSizes.y = height of X scrollbar) IM_ASSERT(scrollbar_size > 0.0f); if (axis == ImGuiAxis_X) return ImRect(inner_rect.Min.x, ImMax(outer_rect.Min.y, outer_rect.Max.y - border_size - scrollbar_size), inner_rect.Max.x, outer_rect.Max.y); else return ImRect(ImMax(outer_rect.Min.x, outer_rect.Max.x - border_size - scrollbar_size), inner_rect.Min.y, outer_rect.Max.x, inner_rect.Max.y); } void ImGui::Scrollbar(ImGuiAxis axis) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; const ImGuiID id = GetWindowScrollbarID(window, axis); KeepAliveID(id); // Calculate scrollbar bounding box ImRect bb = GetWindowScrollbarRect(window, axis); ImDrawFlags rounding_corners = ImDrawFlags_RoundCornersNone; if (axis == ImGuiAxis_X) { rounding_corners |= ImDrawFlags_RoundCornersBottomLeft; if (!window->ScrollbarY) rounding_corners |= ImDrawFlags_RoundCornersBottomRight; } else { if ((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar)) rounding_corners |= ImDrawFlags_RoundCornersTopRight; if (!window->ScrollbarX) rounding_corners |= ImDrawFlags_RoundCornersBottomRight; } float size_avail = window->InnerRect.Max[axis] - window->InnerRect.Min[axis]; float size_contents = window->ContentSize[axis] + window->WindowPadding[axis] * 2.0f; ImS64 scroll = (ImS64)window->Scroll[axis]; ScrollbarEx(bb, id, axis, &scroll, (ImS64)size_avail, (ImS64)size_contents, rounding_corners); window->Scroll[axis] = (float)scroll; } // Vertical/Horizontal scrollbar // The entire piece of code below is rather confusing because: // - We handle absolute seeking (when first clicking outside the grab) and relative manipulation (afterward or when clicking inside the grab) // - We store values as normalized ratio and in a form that allows the window content to change while we are holding on a scrollbar // - We handle both horizontal and vertical scrollbars, which makes the terminology not ideal. // Still, the code should probably be made simpler.. bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 size_avail_v, ImS64 size_contents_v, ImDrawFlags flags) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (window->SkipItems) return false; const float bb_frame_width = bb_frame.GetWidth(); const float bb_frame_height = bb_frame.GetHeight(); if (bb_frame_width <= 0.0f || bb_frame_height <= 0.0f) return false; // When we are too small, start hiding and disabling the grab (this reduce visual noise on very small window and facilitate using the window resize grab) float alpha = 1.0f; if ((axis == ImGuiAxis_Y) && bb_frame_height < g.FontSize + g.Style.FramePadding.y * 2.0f) alpha = ImSaturate((bb_frame_height - g.FontSize) / (g.Style.FramePadding.y * 2.0f)); if (alpha <= 0.0f) return false; const ImGuiStyle& style = g.Style; const bool allow_interaction = (alpha >= 1.0f); ImRect bb = bb_frame; bb.Expand(ImVec2(-ImClamp(IM_FLOOR((bb_frame_width - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp(IM_FLOOR((bb_frame_height - 2.0f) * 0.5f), 0.0f, 3.0f))); // V denote the main, longer axis of the scrollbar (= height for a vertical scrollbar) const float scrollbar_size_v = (axis == ImGuiAxis_X) ? bb.GetWidth() : bb.GetHeight(); // Calculate the height of our grabbable box. It generally represent the amount visible (vs the total scrollable amount) // But we maintain a minimum size in pixel to allow for the user to still aim inside. IM_ASSERT(ImMax(size_contents_v, size_avail_v) > 0.0f); // Adding this assert to check if the ImMax(XXX,1.0f) is still needed. PLEASE CONTACT ME if this triggers. const ImS64 win_size_v = ImMax(ImMax(size_contents_v, size_avail_v), (ImS64)1); const float grab_h_pixels = ImClamp(scrollbar_size_v * ((float)size_avail_v / (float)win_size_v), style.GrabMinSize, scrollbar_size_v); const float grab_h_norm = grab_h_pixels / scrollbar_size_v; // Handle input right away. None of the code of Begin() is relying on scrolling position before calling Scrollbar(). bool held = false; bool hovered = false; ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_NoNavFocus); const ImS64 scroll_max = ImMax((ImS64)1, size_contents_v - size_avail_v); float scroll_ratio = ImSaturate((float)*p_scroll_v / (float)scroll_max); float grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; // Grab position in normalized space if (held && allow_interaction && grab_h_norm < 1.0f) { const float scrollbar_pos_v = bb.Min[axis]; const float mouse_pos_v = g.IO.MousePos[axis]; // Click position in scrollbar normalized space (0.0f->1.0f) const float clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v); SetHoveredID(id); bool seek_absolute = false; if (g.ActiveIdIsJustActivated) { // On initial click calculate the distance between mouse and the center of the grab seek_absolute = (clicked_v_norm < grab_v_norm || clicked_v_norm > grab_v_norm + grab_h_norm); if (seek_absolute) g.ScrollbarClickDeltaToGrabCenter = 0.0f; else g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f; } // Apply scroll (p_scroll_v will generally point on one member of window->Scroll) // It is ok to modify Scroll here because we are being called in Begin() after the calculation of ContentSize and before setting up our starting position const float scroll_v_norm = ImSaturate((clicked_v_norm - g.ScrollbarClickDeltaToGrabCenter - grab_h_norm * 0.5f) / (1.0f - grab_h_norm)); *p_scroll_v = (ImS64)(scroll_v_norm * scroll_max); // Update values for rendering scroll_ratio = ImSaturate((float)*p_scroll_v / (float)scroll_max); grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; // Update distance to grab now that we have seeked and saturated if (seek_absolute) g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f; } // Render const ImU32 bg_col = GetColorU32(ImGuiCol_ScrollbarBg); const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab, alpha); window->DrawList->AddRectFilled(bb_frame.Min, bb_frame.Max, bg_col, window->WindowRounding, flags); ImRect grab_rect; if (axis == ImGuiAxis_X) grab_rect = ImRect(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y, ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, bb.Max.y); else grab_rect = ImRect(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm), bb.Max.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm) + grab_h_pixels); window->DrawList->AddRectFilled(grab_rect.Min, grab_rect.Max, grab_col, style.ScrollbarRounding); return held; } void ImGui::Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return; ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); if (border_col.w > 0.0f) bb.Max += ImVec2(2, 2); ItemSize(bb); if (!ItemAdd(bb, 0)) return; if (border_col.w > 0.0f) { window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(border_col), 0.0f); window->DrawList->AddImage(user_texture_id, bb.Min + ImVec2(1, 1), bb.Max - ImVec2(1, 1), uv0, uv1, GetColorU32(tint_col)); } else { window->DrawList->AddImage(user_texture_id, bb.Min, bb.Max, uv0, uv1, GetColorU32(tint_col)); } } // ImageButton() is flawed as 'id' is always derived from 'texture_id' (see #2464 #1390) // We provide this internal helper to write your own variant while we figure out how to redesign the public ImageButton() API. bool ImGui::ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec2& padding, const ImVec4& bg_col, const ImVec4& tint_col) { ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size + padding * 2); ItemSize(bb); if (!ItemAdd(bb, id)) return false; bool hovered, held; bool pressed = ButtonBehavior(bb, id, &hovered, &held); // Render const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); RenderNavHighlight(bb, id); RenderFrame(bb.Min, bb.Max, col, true, ImClamp((float)ImMin(padding.x, padding.y), 0.0f, g.Style.FrameRounding)); if (bg_col.w > 0.0f) window->DrawList->AddRectFilled(bb.Min + padding, bb.Max - padding, GetColorU32(bg_col)); window->DrawList->AddImage(texture_id, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32(tint_col)); return pressed; } // frame_padding < 0: uses FramePadding from style (default) // frame_padding = 0: no framing // frame_padding > 0: set framing size bool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, int frame_padding, const ImVec4& bg_col, const ImVec4& tint_col) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (window->SkipItems) return false; // Default to using texture ID as ID. User can still push string/integer prefixes. PushID((void*)(intptr_t)user_texture_id); const ImGuiID id = window->GetID("#image"); PopID(); const ImVec2 padding = (frame_padding >= 0) ? ImVec2((float)frame_padding, (float)frame_padding) : g.Style.FramePadding; return ImageButtonEx(id, user_texture_id, size, uv0, uv1, padding, bg_col, tint_col); } bool ImGui::Checkbox(const char* label, bool* v) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; const ImGuiID id = window->GetID(label); const ImVec2 label_size = CalcTextSize(label, NULL, true); const float square_sz = GetFrameHeight(); const ImVec2 pos = window->DC.CursorPos; const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f)); ItemSize(total_bb, style.FramePadding.y); if (!ItemAdd(total_bb, id)) { IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0)); return false; } bool hovered, held; bool pressed = ButtonBehavior(total_bb, id, &hovered, &held); if (pressed) { *v = !(*v); MarkItemEdited(id); } const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz)); RenderNavHighlight(total_bb, id); RenderFrame(check_bb.Min, check_bb.Max, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), true, style.FrameRounding); ImU32 check_col = GetColorU32(ImGuiCol_CheckMark); bool mixed_value = (g.LastItemData.InFlags & ImGuiItemFlags_MixedValue) != 0; if (mixed_value) { // Undocumented tristate/mixed/indeterminate checkbox (#2644) // This may seem awkwardly designed because the aim is to make ImGuiItemFlags_MixedValue supported by all widgets (not just checkbox) ImVec2 pad(ImMax(1.0f, IM_FLOOR(square_sz / 3.6f)), ImMax(1.0f, IM_FLOOR(square_sz / 3.6f))); window->DrawList->AddRectFilled(check_bb.Min + pad, check_bb.Max - pad, check_col, style.FrameRounding); } else if (*v) { const float pad = ImMax(1.0f, IM_FLOOR(square_sz / 6.0f)); RenderCheckMark(window->DrawList, check_bb.Min + ImVec2(pad, pad), check_col, square_sz - pad * 2.0f); } ImVec2 label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y); if (g.LogEnabled) LogRenderedText(&label_pos, mixed_value ? "[~]" : *v ? "[x]" : "[ ]"); if (label_size.x > 0.0f) RenderText(label_pos, label); IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0)); return pressed; } template bool ImGui::CheckboxFlagsT(const char* label, T* flags, T flags_value) { bool all_on = (*flags & flags_value) == flags_value; bool any_on = (*flags & flags_value) != 0; bool pressed; if (!all_on && any_on) { ImGuiContext& g = *GImGui; ImGuiItemFlags backup_item_flags = g.CurrentItemFlags; g.CurrentItemFlags |= ImGuiItemFlags_MixedValue; pressed = Checkbox(label, &all_on); g.CurrentItemFlags = backup_item_flags; } else { pressed = Checkbox(label, &all_on); } if (pressed) { if (all_on) *flags |= flags_value; else *flags &= ~flags_value; } return pressed; } bool ImGui::CheckboxFlags(const char* label, int* flags, int flags_value) { return CheckboxFlagsT(label, flags, flags_value); } bool ImGui::CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value) { return CheckboxFlagsT(label, flags, flags_value); } bool ImGui::CheckboxFlags(const char* label, ImS64* flags, ImS64 flags_value) { return CheckboxFlagsT(label, flags, flags_value); } bool ImGui::CheckboxFlags(const char* label, ImU64* flags, ImU64 flags_value) { return CheckboxFlagsT(label, flags, flags_value); } bool ImGui::RadioButton(const char* label, bool active) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; const ImGuiID id = window->GetID(label); const ImVec2 label_size = CalcTextSize(label, NULL, true); const float square_sz = GetFrameHeight(); const ImVec2 pos = window->DC.CursorPos; const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz)); const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f)); ItemSize(total_bb, style.FramePadding.y); if (!ItemAdd(total_bb, id)) return false; ImVec2 center = check_bb.GetCenter(); center.x = IM_ROUND(center.x); center.y = IM_ROUND(center.y); const float radius = (square_sz - 1.0f) * 0.5f; bool hovered, held; bool pressed = ButtonBehavior(total_bb, id, &hovered, &held); if (pressed) MarkItemEdited(id); RenderNavHighlight(total_bb, id); window->DrawList->AddCircleFilled(center, radius, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), 16); if (active) { const float pad = ImMax(1.0f, IM_FLOOR(square_sz / 6.0f)); window->DrawList->AddCircleFilled(center, radius - pad, GetColorU32(ImGuiCol_CheckMark), 16); } if (style.FrameBorderSize > 0.0f) { window->DrawList->AddCircle(center + ImVec2(1, 1), radius, GetColorU32(ImGuiCol_BorderShadow), 16, style.FrameBorderSize); window->DrawList->AddCircle(center, radius, GetColorU32(ImGuiCol_Border), 16, style.FrameBorderSize); } ImVec2 label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y); if (g.LogEnabled) LogRenderedText(&label_pos, active ? "(x)" : "( )"); if (label_size.x > 0.0f) RenderText(label_pos, label); IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); return pressed; } // FIXME: This would work nicely if it was a public template, e.g. 'template RadioButton(const char* label, T* v, T v_button)', but I'm not sure how we would expose it.. bool ImGui::RadioButton(const char* label, int* v, int v_button) { const bool pressed = RadioButton(label, *v == v_button); if (pressed) *v = v_button; return pressed; } // size_arg (for each axis) < 0.0f: align to end, 0.0f: auto, > 0.0f: specified size void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* overlay) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return; ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; ImVec2 pos = window->DC.CursorPos; ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), g.FontSize + style.FramePadding.y * 2.0f); ImRect bb(pos, pos + size); ItemSize(size, style.FramePadding.y); if (!ItemAdd(bb, 0)) return; // Render fraction = ImSaturate(fraction); RenderFrame(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); bb.Expand(ImVec2(-style.FrameBorderSize, -style.FrameBorderSize)); const ImVec2 fill_br = ImVec2(ImLerp(bb.Min.x, bb.Max.x, fraction), bb.Max.y); RenderRectFilledRangeH(window->DrawList, bb, GetColorU32(ImGuiCol_PlotHistogram), 0.0f, fraction, style.FrameRounding); // Default displaying the fraction as percentage string, but user can override it char overlay_buf[32]; if (!overlay) { ImFormatString(overlay_buf, IM_ARRAYSIZE(overlay_buf), "%.0f%%", fraction * 100 + 0.01f); overlay = overlay_buf; } ImVec2 overlay_size = CalcTextSize(overlay, NULL); if (overlay_size.x > 0.0f) RenderTextClipped(ImVec2(ImClamp(fill_br.x + style.ItemSpacing.x, bb.Min.x, bb.Max.x - overlay_size.x - style.ItemInnerSpacing.x), bb.Min.y), bb.Max, overlay, NULL, &overlay_size, ImVec2(0.0f, 0.5f), &bb); } void ImGui::Bullet() { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return; ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; const float line_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y * 2), g.FontSize); const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize, line_height)); ItemSize(bb); if (!ItemAdd(bb, 0)) { SameLine(0, style.FramePadding.x * 2); return; } // Render and stay on same line ImU32 text_col = GetColorU32(ImGuiCol_Text); RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize * 0.5f, line_height * 0.5f), text_col); SameLine(0, style.FramePadding.x * 2.0f); } //------------------------------------------------------------------------- // [SECTION] Widgets: Low-level Layout helpers //------------------------------------------------------------------------- // - Spacing() // - Dummy() // - NewLine() // - AlignTextToFramePadding() // - SeparatorEx() [Internal] // - Separator() // - SplitterBehavior() [Internal] // - ShrinkWidths() [Internal] //------------------------------------------------------------------------- void ImGui::Spacing() { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return; ItemSize(ImVec2(0, 0)); } void ImGui::Dummy(const ImVec2& size) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return; const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); ItemSize(size); ItemAdd(bb, 0); } void ImGui::NewLine() { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return; ImGuiContext& g = *GImGui; const ImGuiLayoutType backup_layout_type = window->DC.LayoutType; window->DC.LayoutType = ImGuiLayoutType_Vertical; window->DC.IsSameLine = false; if (window->DC.CurrLineSize.y > 0.0f) // In the event that we are on a line with items that is smaller that FontSize high, we will preserve its height. ItemSize(ImVec2(0, 0)); else ItemSize(ImVec2(0.0f, g.FontSize)); window->DC.LayoutType = backup_layout_type; } void ImGui::AlignTextToFramePadding() { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return; ImGuiContext& g = *GImGui; window->DC.CurrLineSize.y = ImMax(window->DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y * 2); window->DC.CurrLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, g.Style.FramePadding.y); } // Horizontal/vertical separating line void ImGui::SeparatorEx(ImGuiSeparatorFlags flags) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return; ImGuiContext& g = *GImGui; IM_ASSERT(ImIsPowerOfTwo(flags & (ImGuiSeparatorFlags_Horizontal | ImGuiSeparatorFlags_Vertical))); // Check that only 1 option is selected float thickness_draw = 1.0f; float thickness_layout = 0.0f; if (flags & ImGuiSeparatorFlags_Vertical) { // Vertical separator, for menu bars (use current line height). Not exposed because it is misleading and it doesn't have an effect on regular layout. float y1 = window->DC.CursorPos.y; float y2 = window->DC.CursorPos.y + window->DC.CurrLineSize.y; const ImRect bb(ImVec2(window->DC.CursorPos.x, y1), ImVec2(window->DC.CursorPos.x + thickness_draw, y2)); ItemSize(ImVec2(thickness_layout, 0.0f)); if (!ItemAdd(bb, 0)) return; // Draw window->DrawList->AddLine(ImVec2(bb.Min.x, bb.Min.y), ImVec2(bb.Min.x, bb.Max.y), GetColorU32(ImGuiCol_Separator)); if (g.LogEnabled) LogText(" |"); } else if (flags & ImGuiSeparatorFlags_Horizontal) { // Horizontal Separator float x1 = window->Pos.x; float x2 = window->Pos.x + window->Size.x; // FIXME-WORKRECT: old hack (#205) until we decide of consistent behavior with WorkRect/Indent and Separator if (g.GroupStack.Size > 0 && g.GroupStack.back().WindowID == window->ID) x1 += window->DC.Indent.x; // FIXME-WORKRECT: In theory we should simply be using WorkRect.Min.x/Max.x everywhere but it isn't aesthetically what we want, // need to introduce a variant of WorkRect for that purpose. (#4787) if (ImGuiTable* table = g.CurrentTable) { x1 = table->Columns[table->CurrentColumn].MinX; x2 = table->Columns[table->CurrentColumn].MaxX; } ImGuiOldColumns* columns = (flags & ImGuiSeparatorFlags_SpanAllColumns) ? window->DC.CurrentColumns : NULL; if (columns) PushColumnsBackground(); // We don't provide our width to the layout so that it doesn't get feed back into AutoFit // FIXME: This prevents ->CursorMaxPos based bounding box evaluation from working (e.g. TableEndCell) const ImRect bb(ImVec2(x1, window->DC.CursorPos.y), ImVec2(x2, window->DC.CursorPos.y + thickness_draw)); ItemSize(ImVec2(0.0f, thickness_layout)); const bool item_visible = ItemAdd(bb, 0); if (item_visible) { // Draw window->DrawList->AddLine(bb.Min, ImVec2(bb.Max.x, bb.Min.y), GetColorU32(ImGuiCol_Separator)); if (g.LogEnabled) LogRenderedText(&bb.Min, "--------------------------------\n"); } if (columns) { PopColumnsBackground(); columns->LineMinY = window->DC.CursorPos.y; } } } void ImGui::Separator() { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (window->SkipItems) return; // Those flags should eventually be overridable by the user ImGuiSeparatorFlags flags = (window->DC.LayoutType == ImGuiLayoutType_Horizontal) ? ImGuiSeparatorFlags_Vertical : ImGuiSeparatorFlags_Horizontal; flags |= ImGuiSeparatorFlags_SpanAllColumns; // NB: this only applies to legacy Columns() api as they relied on Separator() a lot. SeparatorEx(flags); } // Using 'hover_visibility_delay' allows us to hide the highlight and mouse cursor for a short time, which can be convenient to reduce visual noise. bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend, float hover_visibility_delay, ImU32 bg_col) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; const ImGuiItemFlags item_flags_backup = g.CurrentItemFlags; g.CurrentItemFlags |= ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus; bool item_add = ItemAdd(bb, id); g.CurrentItemFlags = item_flags_backup; if (!item_add) return false; bool hovered, held; ImRect bb_interact = bb; bb_interact.Expand(axis == ImGuiAxis_Y ? ImVec2(0.0f, hover_extend) : ImVec2(hover_extend, 0.0f)); ButtonBehavior(bb_interact, id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_AllowItemOverlap); if (hovered) g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect; // for IsItemHovered(), because bb_interact is larger than bb if (g.ActiveId != id) SetItemAllowOverlap(); if (held || (hovered && g.HoveredIdPreviousFrame == id && g.HoveredIdTimer >= hover_visibility_delay)) SetMouseCursor(axis == ImGuiAxis_Y ? ImGuiMouseCursor_ResizeNS : ImGuiMouseCursor_ResizeEW); ImRect bb_render = bb; if (held) { ImVec2 mouse_delta_2d = g.IO.MousePos - g.ActiveIdClickOffset - bb_interact.Min; float mouse_delta = (axis == ImGuiAxis_Y) ? mouse_delta_2d.y : mouse_delta_2d.x; // Minimum pane size float size_1_maximum_delta = ImMax(0.0f, *size1 - min_size1); float size_2_maximum_delta = ImMax(0.0f, *size2 - min_size2); if (mouse_delta < -size_1_maximum_delta) mouse_delta = -size_1_maximum_delta; if (mouse_delta > size_2_maximum_delta) mouse_delta = size_2_maximum_delta; // Apply resize if (mouse_delta != 0.0f) { if (mouse_delta < 0.0f) IM_ASSERT(*size1 + mouse_delta >= min_size1); if (mouse_delta > 0.0f) IM_ASSERT(*size2 - mouse_delta >= min_size2); *size1 += mouse_delta; *size2 -= mouse_delta; bb_render.Translate((axis == ImGuiAxis_X) ? ImVec2(mouse_delta, 0.0f) : ImVec2(0.0f, mouse_delta)); MarkItemEdited(id); } } // Render at new position if (bg_col & IM_COL32_A_MASK) window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, bg_col, 0.0f); const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : (hovered && g.HoveredIdTimer >= hover_visibility_delay) ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, col, 0.0f); return held; } static int IMGUI_CDECL ShrinkWidthItemComparer(const void* lhs, const void* rhs) { const ImGuiShrinkWidthItem* a = (const ImGuiShrinkWidthItem*)lhs; const ImGuiShrinkWidthItem* b = (const ImGuiShrinkWidthItem*)rhs; if (int d = (int)(b->Width - a->Width)) return d; return (b->Index - a->Index); } // Shrink excess width from a set of item, by removing width from the larger items first. // Set items Width to -1.0f to disable shrinking this item. void ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess) { if (count == 1) { if (items[0].Width >= 0.0f) items[0].Width = ImMax(items[0].Width - width_excess, 1.0f); return; } ImQsort(items, (size_t)count, sizeof(ImGuiShrinkWidthItem), ShrinkWidthItemComparer); int count_same_width = 1; while (width_excess > 0.0f && count_same_width < count) { while (count_same_width < count && items[0].Width <= items[count_same_width].Width) count_same_width++; float max_width_to_remove_per_item = (count_same_width < count && items[count_same_width].Width >= 0.0f) ? (items[0].Width - items[count_same_width].Width) : (items[0].Width - 1.0f); if (max_width_to_remove_per_item <= 0.0f) break; float width_to_remove_per_item = ImMin(width_excess / count_same_width, max_width_to_remove_per_item); for (int item_n = 0; item_n < count_same_width; item_n++) items[item_n].Width -= width_to_remove_per_item; width_excess -= width_to_remove_per_item * count_same_width; } // Round width and redistribute remainder left-to-right (could make it an option of the function?) // Ensure that e.g. the right-most tab of a shrunk tab-bar always reaches exactly at the same distance from the right-most edge of the tab bar separator. width_excess = 0.0f; for (int n = 0; n < count; n++) { float width_rounded = ImFloor(items[n].Width); width_excess += items[n].Width - width_rounded; items[n].Width = width_rounded; } if (width_excess > 0.0f) for (int n = 0; n < count; n++) if (items[n].Index < (int)(width_excess + 0.01f)) items[n].Width += 1.0f; } //------------------------------------------------------------------------- // [SECTION] Widgets: ComboBox //------------------------------------------------------------------------- // - CalcMaxPopupHeightFromItemCount() [Internal] // - BeginCombo() // - BeginComboPopup() [Internal] // - EndCombo() // - BeginComboPreview() [Internal] // - EndComboPreview() [Internal] // - Combo() //------------------------------------------------------------------------- static float CalcMaxPopupHeightFromItemCount(int items_count) { ImGuiContext& g = *GImGui; if (items_count <= 0) return FLT_MAX; return (g.FontSize + g.Style.ItemSpacing.y) * items_count - g.Style.ItemSpacing.y + (g.Style.WindowPadding.y * 2); } bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags) { ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); ImGuiNextWindowDataFlags backup_next_window_data_flags = g.NextWindowData.Flags; g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values if (window->SkipItems) return false; const ImGuiStyle& style = g.Style; const ImGuiID id = window->GetID(label); IM_ASSERT((flags & (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)) != (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)); // Can't use both flags together const float arrow_size = (flags & ImGuiComboFlags_NoArrowButton) ? 0.0f : GetFrameHeight(); const ImVec2 label_size = CalcTextSize(label, NULL, true); const float w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : CalcItemWidth(); const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); const ImRect total_bb(bb.Min, bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); ItemSize(total_bb, style.FramePadding.y); if (!ItemAdd(total_bb, id, &bb)) return false; // Open on click bool hovered, held; bool pressed = ButtonBehavior(bb, id, &hovered, &held); const ImGuiID popup_id = ImHashStr("##ComboPopup", 0, id); bool popup_open = IsPopupOpen(popup_id, ImGuiPopupFlags_None); if (pressed && !popup_open) { OpenPopupEx(popup_id, ImGuiPopupFlags_None); popup_open = true; } // Render shape const ImU32 frame_col = GetColorU32(hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); const float value_x2 = ImMax(bb.Min.x, bb.Max.x - arrow_size); RenderNavHighlight(bb, id); if (!(flags & ImGuiComboFlags_NoPreview)) window->DrawList->AddRectFilled(bb.Min, ImVec2(value_x2, bb.Max.y), frame_col, style.FrameRounding, (flags & ImGuiComboFlags_NoArrowButton) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersLeft); if (!(flags & ImGuiComboFlags_NoArrowButton)) { ImU32 bg_col = GetColorU32((popup_open || hovered) ? ImGuiCol_ButtonHovered : ImGuiCol_Button); ImU32 text_col = GetColorU32(ImGuiCol_Text); window->DrawList->AddRectFilled(ImVec2(value_x2, bb.Min.y), bb.Max, bg_col, style.FrameRounding, (w <= arrow_size) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersRight); if (value_x2 + arrow_size - style.FramePadding.x <= bb.Max.x) RenderArrow(window->DrawList, ImVec2(value_x2 + style.FramePadding.y, bb.Min.y + style.FramePadding.y), text_col, ImGuiDir_Down, 1.0f); } RenderFrameBorder(bb.Min, bb.Max, style.FrameRounding); // Custom preview if (flags & ImGuiComboFlags_CustomPreview) { g.ComboPreviewData.PreviewRect = ImRect(bb.Min.x, bb.Min.y, value_x2, bb.Max.y); IM_ASSERT(preview_value == NULL || preview_value[0] == 0); preview_value = NULL; } // Render preview and label if (preview_value != NULL && !(flags & ImGuiComboFlags_NoPreview)) { if (g.LogEnabled) LogSetNextTextDecoration("{", "}"); RenderTextClipped(bb.Min + style.FramePadding, ImVec2(value_x2, bb.Max.y), preview_value, NULL, NULL); } if (label_size.x > 0) RenderText(ImVec2(bb.Max.x + style.ItemInnerSpacing.x, bb.Min.y + style.FramePadding.y), label); if (!popup_open) return false; g.NextWindowData.Flags = backup_next_window_data_flags; return BeginComboPopup(popup_id, bb, flags); } bool ImGui::BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags flags) { ImGuiContext& g = *GImGui; if (!IsPopupOpen(popup_id, ImGuiPopupFlags_None)) { g.NextWindowData.ClearFlags(); return false; } // Set popup size float w = bb.GetWidth(); if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint) { g.NextWindowData.SizeConstraintRect.Min.x = ImMax(g.NextWindowData.SizeConstraintRect.Min.x, w); } else { if ((flags & ImGuiComboFlags_HeightMask_) == 0) flags |= ImGuiComboFlags_HeightRegular; IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiComboFlags_HeightMask_)); // Only one int popup_max_height_in_items = -1; if (flags & ImGuiComboFlags_HeightRegular) popup_max_height_in_items = 8; else if (flags & ImGuiComboFlags_HeightSmall) popup_max_height_in_items = 4; else if (flags & ImGuiComboFlags_HeightLarge) popup_max_height_in_items = 20; SetNextWindowSizeConstraints(ImVec2(w, 0.0f), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items))); } // This is essentially a specialized version of BeginPopupEx() char name[16]; ImFormatString(name, IM_ARRAYSIZE(name), "##Combo_%02d", g.BeginPopupStack.Size); // Recycle windows based on depth // Set position given a custom constraint (peak into expected window size so we can position it) // FIXME: This might be easier to express with an hypothetical SetNextWindowPosConstraints() function? // FIXME: This might be moved to Begin() or at least around the same spot where Tooltips and other Popups are calling FindBestWindowPosForPopupEx()? if (ImGuiWindow* popup_window = FindWindowByName(name)) if (popup_window->WasActive) { // Always override 'AutoPosLastDirection' to not leave a chance for a past value to affect us. ImVec2 size_expected = CalcWindowNextAutoFitSize(popup_window); popup_window->AutoPosLastDirection = (flags & ImGuiComboFlags_PopupAlignLeft) ? ImGuiDir_Left : ImGuiDir_Down; // Left = "Below, Toward Left", Down = "Below, Toward Right (default)" ImRect r_outer = GetPopupAllowedExtentRect(popup_window); ImVec2 pos = FindBestWindowPosForPopupEx(bb.GetBL(), size_expected, &popup_window->AutoPosLastDirection, r_outer, bb, ImGuiPopupPositionPolicy_ComboBox); SetNextWindowPos(pos); } // We don't use BeginPopupEx() solely because we have a custom name string, which we could make an argument to BeginPopupEx() ImGuiWindowFlags window_flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoMove; PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(g.Style.FramePadding.x, g.Style.WindowPadding.y)); // Horizontally align ourselves with the framed text bool ret = Begin(name, NULL, window_flags); PopStyleVar(); if (!ret) { EndPopup(); IM_ASSERT(0); // This should never happen as we tested for IsPopupOpen() above return false; } return true; } void ImGui::EndCombo() { EndPopup(); } // Call directly after the BeginCombo/EndCombo block. The preview is designed to only host non-interactive elements // (Experimental, see GitHub issues: #1658, #4168) bool ImGui::BeginComboPreview() { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; ImGuiComboPreviewData* preview_data = &g.ComboPreviewData; if (window->SkipItems || !window->ClipRect.Overlaps(g.LastItemData.Rect)) // FIXME: Because we don't have a ImGuiItemStatusFlags_Visible flag to test last ItemAdd() result return false; IM_ASSERT(g.LastItemData.Rect.Min.x == preview_data->PreviewRect.Min.x && g.LastItemData.Rect.Min.y == preview_data->PreviewRect.Min.y); // Didn't call after BeginCombo/EndCombo block or forgot to pass ImGuiComboFlags_CustomPreview flag? if (!window->ClipRect.Contains(preview_data->PreviewRect)) // Narrower test (optional) return false; // FIXME: This could be contained in a PushWorkRect() api preview_data->BackupCursorPos = window->DC.CursorPos; preview_data->BackupCursorMaxPos = window->DC.CursorMaxPos; preview_data->BackupCursorPosPrevLine = window->DC.CursorPosPrevLine; preview_data->BackupPrevLineTextBaseOffset = window->DC.PrevLineTextBaseOffset; preview_data->BackupLayout = window->DC.LayoutType; window->DC.CursorPos = preview_data->PreviewRect.Min + g.Style.FramePadding; window->DC.CursorMaxPos = window->DC.CursorPos; window->DC.LayoutType = ImGuiLayoutType_Horizontal; window->DC.IsSameLine = false; PushClipRect(preview_data->PreviewRect.Min, preview_data->PreviewRect.Max, true); return true; } void ImGui::EndComboPreview() { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; ImGuiComboPreviewData* preview_data = &g.ComboPreviewData; // FIXME: Using CursorMaxPos approximation instead of correct AABB which we will store in ImDrawCmd in the future ImDrawList* draw_list = window->DrawList; if (window->DC.CursorMaxPos.x < preview_data->PreviewRect.Max.x && window->DC.CursorMaxPos.y < preview_data->PreviewRect.Max.y) if (draw_list->CmdBuffer.Size > 1) // Unlikely case that the PushClipRect() didn't create a command { draw_list->_CmdHeader.ClipRect = draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 1].ClipRect = draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 2].ClipRect; draw_list->_TryMergeDrawCmds(); } PopClipRect(); window->DC.CursorPos = preview_data->BackupCursorPos; window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, preview_data->BackupCursorMaxPos); window->DC.CursorPosPrevLine = preview_data->BackupCursorPosPrevLine; window->DC.PrevLineTextBaseOffset = preview_data->BackupPrevLineTextBaseOffset; window->DC.LayoutType = preview_data->BackupLayout; window->DC.IsSameLine = false; preview_data->PreviewRect = ImRect(); } // Getter for the old Combo() API: const char*[] static bool Items_ArrayGetter(void* data, int idx, const char** out_text) { const char* const* items = (const char* const*)data; if (out_text) *out_text = items[idx]; return true; } // Getter for the old Combo() API: "item1\0item2\0item3\0" static bool Items_SingleStringGetter(void* data, int idx, const char** out_text) { // FIXME-OPT: we could pre-compute the indices to fasten this. But only 1 active combo means the waste is limited. const char* items_separated_by_zeros = (const char*)data; int items_count = 0; const char* p = items_separated_by_zeros; while (*p) { if (idx == items_count) break; p += strlen(p) + 1; items_count++; } if (!*p) return false; if (out_text) *out_text = p; return true; } // Old API, prefer using BeginCombo() nowadays if you can. bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(void*, int, const char**), void* data, int items_count, int popup_max_height_in_items) { ImGuiContext& g = *GImGui; // Call the getter to obtain the preview string which is a parameter to BeginCombo() const char* preview_value = NULL; if (*current_item >= 0 && *current_item < items_count) items_getter(data, *current_item, &preview_value); // The old Combo() API exposed "popup_max_height_in_items". The new more general BeginCombo() API doesn't have/need it, but we emulate it here. if (popup_max_height_in_items != -1 && !(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)) SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items))); if (!BeginCombo(label, preview_value, ImGuiComboFlags_None)) return false; // Display items // FIXME-OPT: Use clipper (but we need to disable it on the appearing frame to make sure our call to SetItemDefaultFocus() is processed) bool value_changed = false; for (int i = 0; i < items_count; i++) { PushID(i); const bool item_selected = (i == *current_item); const char* item_text; if (!items_getter(data, i, &item_text)) item_text = "*Unknown item*"; if (Selectable(item_text, item_selected)) { value_changed = true; *current_item = i; } if (item_selected) SetItemDefaultFocus(); PopID(); } EndCombo(); if (value_changed) MarkItemEdited(g.LastItemData.ID); return value_changed; } // Combo box helper allowing to pass an array of strings. bool ImGui::Combo(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items) { const bool value_changed = Combo(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_in_items); return value_changed; } // Combo box helper allowing to pass all items in a single string literal holding multiple zero-terminated items "item1\0item2\0" bool ImGui::Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int height_in_items) { int items_count = 0; const char* p = items_separated_by_zeros; // FIXME-OPT: Avoid computing this, or at least only when combo is open while (*p) { p += strlen(p) + 1; items_count++; } bool value_changed = Combo(label, current_item, Items_SingleStringGetter, (void*)items_separated_by_zeros, items_count, height_in_items); return value_changed; } //------------------------------------------------------------------------- // [SECTION] Data Type and Data Formatting Helpers [Internal] //------------------------------------------------------------------------- // - PatchFormatStringFloatToInt() // - DataTypeGetInfo() // - DataTypeFormatString() // - DataTypeApplyOp() // - DataTypeApplyOpFromText() // - DataTypeClamp() // - GetMinimumStepAtDecimalPrecision // - RoundScalarWithFormat<>() //------------------------------------------------------------------------- static const ImGuiDataTypeInfo GDataTypeInfo[] = { { sizeof(char), "S8", "%d", "%d" }, // ImGuiDataType_S8 { sizeof(unsigned char), "U8", "%u", "%u" }, { sizeof(short), "S16", "%d", "%d" }, // ImGuiDataType_S16 { sizeof(unsigned short), "U16", "%u", "%u" }, { sizeof(int), "S32", "%d", "%d" }, // ImGuiDataType_S32 { sizeof(unsigned int), "U32", "%u", "%u" }, #ifdef _MSC_VER { sizeof(ImS64), "S64", "%I64d","%I64d" }, // ImGuiDataType_S64 { sizeof(ImU64), "U64", "%I64u","%I64u" }, #else { sizeof(ImS64), "S64", "%lld", "%lld" }, // ImGuiDataType_S64 { sizeof(ImU64), "U64", "%llu", "%llu" }, #endif { sizeof(float), "float", "%.3f","%f" }, // ImGuiDataType_Float (float are promoted to double in va_arg) { sizeof(double), "double","%f", "%lf" }, // ImGuiDataType_Double }; IM_STATIC_ASSERT(IM_ARRAYSIZE(GDataTypeInfo) == ImGuiDataType_COUNT); // FIXME-LEGACY: Prior to 1.61 our DragInt() function internally used floats and because of this the compile-time default value for format was "%.0f". // Even though we changed the compile-time default, we expect users to have carried %f around, which would break the display of DragInt() calls. // To honor backward compatibility we are rewriting the format string, unless IMGUI_DISABLE_OBSOLETE_FUNCTIONS is enabled. What could possibly go wrong?! static const char* PatchFormatStringFloatToInt(const char* fmt) { if (fmt[0] == '%' && fmt[1] == '.' && fmt[2] == '0' && fmt[3] == 'f' && fmt[4] == 0) // Fast legacy path for "%.0f" which is expected to be the most common case. return "%d"; const char* fmt_start = ImParseFormatFindStart(fmt); // Find % (if any, and ignore %%) const char* fmt_end = ImParseFormatFindEnd(fmt_start); // Find end of format specifier, which itself is an exercise of confidence/recklessness (because snprintf is dependent on libc or user). if (fmt_end > fmt_start && fmt_end[-1] == 'f') { #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS if (fmt_start == fmt && fmt_end[0] == 0) return "%d"; ImGuiContext& g = *GImGui; ImFormatString(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), "%.*s%%d%s", (int)(fmt_start - fmt), fmt, fmt_end); // Honor leading and trailing decorations, but lose alignment/precision. return g.TempBuffer; #else IM_ASSERT(0 && "DragInt(): Invalid format string!"); // Old versions used a default parameter of "%.0f", please replace with e.g. "%d" #endif } return fmt; } const ImGuiDataTypeInfo* ImGui::DataTypeGetInfo(ImGuiDataType data_type) { IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT); return &GDataTypeInfo[data_type]; } int ImGui::DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* p_data, const char* format) { // Signedness doesn't matter when pushing integer arguments if (data_type == ImGuiDataType_S32 || data_type == ImGuiDataType_U32) return ImFormatString(buf, buf_size, format, *(const ImU32*)p_data); if (data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64) return ImFormatString(buf, buf_size, format, *(const ImU64*)p_data); if (data_type == ImGuiDataType_Float) return ImFormatString(buf, buf_size, format, *(const float*)p_data); if (data_type == ImGuiDataType_Double) return ImFormatString(buf, buf_size, format, *(const double*)p_data); if (data_type == ImGuiDataType_S8) return ImFormatString(buf, buf_size, format, *(const ImS8*)p_data); if (data_type == ImGuiDataType_U8) return ImFormatString(buf, buf_size, format, *(const ImU8*)p_data); if (data_type == ImGuiDataType_S16) return ImFormatString(buf, buf_size, format, *(const ImS16*)p_data); if (data_type == ImGuiDataType_U16) return ImFormatString(buf, buf_size, format, *(const ImU16*)p_data); IM_ASSERT(0); return 0; } void ImGui::DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, const void* arg1, const void* arg2) { IM_ASSERT(op == '+' || op == '-'); switch (data_type) { case ImGuiDataType_S8: if (op == '+') { *(ImS8*)output = ImAddClampOverflow(*(const ImS8*)arg1, *(const ImS8*)arg2, IM_S8_MIN, IM_S8_MAX); } if (op == '-') { *(ImS8*)output = ImSubClampOverflow(*(const ImS8*)arg1, *(const ImS8*)arg2, IM_S8_MIN, IM_S8_MAX); } return; case ImGuiDataType_U8: if (op == '+') { *(ImU8*)output = ImAddClampOverflow(*(const ImU8*)arg1, *(const ImU8*)arg2, IM_U8_MIN, IM_U8_MAX); } if (op == '-') { *(ImU8*)output = ImSubClampOverflow(*(const ImU8*)arg1, *(const ImU8*)arg2, IM_U8_MIN, IM_U8_MAX); } return; case ImGuiDataType_S16: if (op == '+') { *(ImS16*)output = ImAddClampOverflow(*(const ImS16*)arg1, *(const ImS16*)arg2, IM_S16_MIN, IM_S16_MAX); } if (op == '-') { *(ImS16*)output = ImSubClampOverflow(*(const ImS16*)arg1, *(const ImS16*)arg2, IM_S16_MIN, IM_S16_MAX); } return; case ImGuiDataType_U16: if (op == '+') { *(ImU16*)output = ImAddClampOverflow(*(const ImU16*)arg1, *(const ImU16*)arg2, IM_U16_MIN, IM_U16_MAX); } if (op == '-') { *(ImU16*)output = ImSubClampOverflow(*(const ImU16*)arg1, *(const ImU16*)arg2, IM_U16_MIN, IM_U16_MAX); } return; case ImGuiDataType_S32: if (op == '+') { *(ImS32*)output = ImAddClampOverflow(*(const ImS32*)arg1, *(const ImS32*)arg2, IM_S32_MIN, IM_S32_MAX); } if (op == '-') { *(ImS32*)output = ImSubClampOverflow(*(const ImS32*)arg1, *(const ImS32*)arg2, IM_S32_MIN, IM_S32_MAX); } return; case ImGuiDataType_U32: if (op == '+') { *(ImU32*)output = ImAddClampOverflow(*(const ImU32*)arg1, *(const ImU32*)arg2, IM_U32_MIN, IM_U32_MAX); } if (op == '-') { *(ImU32*)output = ImSubClampOverflow(*(const ImU32*)arg1, *(const ImU32*)arg2, IM_U32_MIN, IM_U32_MAX); } return; case ImGuiDataType_S64: if (op == '+') { *(ImS64*)output = ImAddClampOverflow(*(const ImS64*)arg1, *(const ImS64*)arg2, IM_S64_MIN, IM_S64_MAX); } if (op == '-') { *(ImS64*)output = ImSubClampOverflow(*(const ImS64*)arg1, *(const ImS64*)arg2, IM_S64_MIN, IM_S64_MAX); } return; case ImGuiDataType_U64: if (op == '+') { *(ImU64*)output = ImAddClampOverflow(*(const ImU64*)arg1, *(const ImU64*)arg2, IM_U64_MIN, IM_U64_MAX); } if (op == '-') { *(ImU64*)output = ImSubClampOverflow(*(const ImU64*)arg1, *(const ImU64*)arg2, IM_U64_MIN, IM_U64_MAX); } return; case ImGuiDataType_Float: if (op == '+') { *(float*)output = *(const float*)arg1 + *(const float*)arg2; } if (op == '-') { *(float*)output = *(const float*)arg1 - *(const float*)arg2; } return; case ImGuiDataType_Double: if (op == '+') { *(double*)output = *(const double*)arg1 + *(const double*)arg2; } if (op == '-') { *(double*)output = *(const double*)arg1 - *(const double*)arg2; } return; case ImGuiDataType_COUNT: break; } IM_ASSERT(0); } // User can input math operators (e.g. +100) to edit a numerical values. // NB: This is _not_ a full expression evaluator. We should probably add one and replace this dumb mess.. bool ImGui::DataTypeApplyFromText(const char* buf, ImGuiDataType data_type, void* p_data, const char* format) { while (ImCharIsBlankA(*buf)) buf++; if (!buf[0]) return false; // Copy the value in an opaque buffer so we can compare at the end of the function if it changed at all. const ImGuiDataTypeInfo* type_info = DataTypeGetInfo(data_type); ImGuiDataTypeTempStorage data_backup; memcpy(&data_backup, p_data, type_info->Size); // Sanitize format // For float/double we have to ignore format with precision (e.g. "%.2f") because sscanf doesn't take them in, so force them into %f and %lf char format_sanitized[32]; if (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) format = type_info->ScanFmt; else format = ImParseFormatSanitizeForScanning(format, format_sanitized, IM_ARRAYSIZE(format_sanitized)); // Small types need a 32-bit buffer to receive the result from scanf() int v32 = 0; if (sscanf(buf, format, type_info->Size >= 4 ? p_data : &v32) < 1) return false; if (type_info->Size < 4) { if (data_type == ImGuiDataType_S8) *(ImS8*)p_data = (ImS8)ImClamp(v32, (int)IM_S8_MIN, (int)IM_S8_MAX); else if (data_type == ImGuiDataType_U8) *(ImU8*)p_data = (ImU8)ImClamp(v32, (int)IM_U8_MIN, (int)IM_U8_MAX); else if (data_type == ImGuiDataType_S16) *(ImS16*)p_data = (ImS16)ImClamp(v32, (int)IM_S16_MIN, (int)IM_S16_MAX); else if (data_type == ImGuiDataType_U16) *(ImU16*)p_data = (ImU16)ImClamp(v32, (int)IM_U16_MIN, (int)IM_U16_MAX); else IM_ASSERT(0); } return memcmp(&data_backup, p_data, type_info->Size) != 0; } template static int DataTypeCompareT(const T* lhs, const T* rhs) { if (*lhs < *rhs) return -1; if (*lhs > *rhs) return +1; return 0; } int ImGui::DataTypeCompare(ImGuiDataType data_type, const void* arg_1, const void* arg_2) { switch (data_type) { case ImGuiDataType_S8: return DataTypeCompareT((const ImS8* )arg_1, (const ImS8* )arg_2); case ImGuiDataType_U8: return DataTypeCompareT((const ImU8* )arg_1, (const ImU8* )arg_2); case ImGuiDataType_S16: return DataTypeCompareT((const ImS16* )arg_1, (const ImS16* )arg_2); case ImGuiDataType_U16: return DataTypeCompareT((const ImU16* )arg_1, (const ImU16* )arg_2); case ImGuiDataType_S32: return DataTypeCompareT((const ImS32* )arg_1, (const ImS32* )arg_2); case ImGuiDataType_U32: return DataTypeCompareT((const ImU32* )arg_1, (const ImU32* )arg_2); case ImGuiDataType_S64: return DataTypeCompareT((const ImS64* )arg_1, (const ImS64* )arg_2); case ImGuiDataType_U64: return DataTypeCompareT((const ImU64* )arg_1, (const ImU64* )arg_2); case ImGuiDataType_Float: return DataTypeCompareT((const float* )arg_1, (const float* )arg_2); case ImGuiDataType_Double: return DataTypeCompareT((const double*)arg_1, (const double*)arg_2); case ImGuiDataType_COUNT: break; } IM_ASSERT(0); return 0; } template static bool DataTypeClampT(T* v, const T* v_min, const T* v_max) { // Clamp, both sides are optional, return true if modified if (v_min && *v < *v_min) { *v = *v_min; return true; } if (v_max && *v > *v_max) { *v = *v_max; return true; } return false; } bool ImGui::DataTypeClamp(ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max) { switch (data_type) { case ImGuiDataType_S8: return DataTypeClampT((ImS8* )p_data, (const ImS8* )p_min, (const ImS8* )p_max); case ImGuiDataType_U8: return DataTypeClampT((ImU8* )p_data, (const ImU8* )p_min, (const ImU8* )p_max); case ImGuiDataType_S16: return DataTypeClampT((ImS16* )p_data, (const ImS16* )p_min, (const ImS16* )p_max); case ImGuiDataType_U16: return DataTypeClampT((ImU16* )p_data, (const ImU16* )p_min, (const ImU16* )p_max); case ImGuiDataType_S32: return DataTypeClampT((ImS32* )p_data, (const ImS32* )p_min, (const ImS32* )p_max); case ImGuiDataType_U32: return DataTypeClampT((ImU32* )p_data, (const ImU32* )p_min, (const ImU32* )p_max); case ImGuiDataType_S64: return DataTypeClampT((ImS64* )p_data, (const ImS64* )p_min, (const ImS64* )p_max); case ImGuiDataType_U64: return DataTypeClampT((ImU64* )p_data, (const ImU64* )p_min, (const ImU64* )p_max); case ImGuiDataType_Float: return DataTypeClampT((float* )p_data, (const float* )p_min, (const float* )p_max); case ImGuiDataType_Double: return DataTypeClampT((double*)p_data, (const double*)p_min, (const double*)p_max); case ImGuiDataType_COUNT: break; } IM_ASSERT(0); return false; } static float GetMinimumStepAtDecimalPrecision(int decimal_precision) { static const float min_steps[10] = { 1.0f, 0.1f, 0.01f, 0.001f, 0.0001f, 0.00001f, 0.000001f, 0.0000001f, 0.00000001f, 0.000000001f }; if (decimal_precision < 0) return FLT_MIN; return (decimal_precision < IM_ARRAYSIZE(min_steps)) ? min_steps[decimal_precision] : ImPow(10.0f, (float)-decimal_precision); } template TYPE ImGui::RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, TYPE v) { IM_UNUSED(data_type); IM_ASSERT(data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double); const char* fmt_start = ImParseFormatFindStart(format); if (fmt_start[0] != '%' || fmt_start[1] == '%') // Don't apply if the value is not visible in the format string return v; // Sanitize format char fmt_sanitized[32]; ImParseFormatSanitizeForPrinting(fmt_start, fmt_sanitized, IM_ARRAYSIZE(fmt_sanitized)); fmt_start = fmt_sanitized; // Format value with our rounding, and read back char v_str[64]; ImFormatString(v_str, IM_ARRAYSIZE(v_str), fmt_start, v); const char* p = v_str; while (*p == ' ') p++; v = (TYPE)ImAtof(p); return v; } //------------------------------------------------------------------------- // [SECTION] Widgets: DragScalar, DragFloat, DragInt, etc. //------------------------------------------------------------------------- // - DragBehaviorT<>() [Internal] // - DragBehavior() [Internal] // - DragScalar() // - DragScalarN() // - DragFloat() // - DragFloat2() // - DragFloat3() // - DragFloat4() // - DragFloatRange2() // - DragInt() // - DragInt2() // - DragInt3() // - DragInt4() // - DragIntRange2() //------------------------------------------------------------------------- // This is called by DragBehavior() when the widget is active (held by mouse or being manipulated with Nav controls) template bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const TYPE v_min, const TYPE v_max, const char* format, ImGuiSliderFlags flags) { ImGuiContext& g = *GImGui; const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X; const bool is_clamped = (v_min < v_max); const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) != 0; const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); // Default tweak speed if (v_speed == 0.0f && is_clamped && (v_max - v_min < FLT_MAX)) v_speed = (float)((v_max - v_min) * g.DragSpeedDefaultRatio); // Inputs accumulates into g.DragCurrentAccum, which is flushed into the current value as soon as it makes a difference with our precision settings float adjust_delta = 0.0f; if (g.ActiveIdSource == ImGuiInputSource_Mouse && IsMousePosValid() && IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR)) { adjust_delta = g.IO.MouseDelta[axis]; if (g.IO.KeyAlt) adjust_delta *= 1.0f / 100.0f; if (g.IO.KeyShift) adjust_delta *= 10.0f; } else if (g.ActiveIdSource == ImGuiInputSource_Nav) { const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0; adjust_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard | ImGuiNavDirSourceFlags_PadDPad, ImGuiNavReadMode_RepeatFast, 1.0f / 10.0f, 10.0f)[axis]; v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision)); } adjust_delta *= v_speed; // For vertical drag we currently assume that Up=higher value (like we do with vertical sliders). This may become a parameter. if (axis == ImGuiAxis_Y) adjust_delta = -adjust_delta; // For logarithmic use our range is effectively 0..1 so scale the delta into that range if (is_logarithmic && (v_max - v_min < FLT_MAX) && ((v_max - v_min) > 0.000001f)) // Epsilon to avoid /0 adjust_delta /= (float)(v_max - v_min); // Clear current value on activation // Avoid altering values and clamping when we are _already_ past the limits and heading in the same direction, so e.g. if range is 0..255, current value is 300 and we are pushing to the right side, keep the 300. bool is_just_activated = g.ActiveIdIsJustActivated; bool is_already_past_limits_and_pushing_outward = is_clamped && ((*v >= v_max && adjust_delta > 0.0f) || (*v <= v_min && adjust_delta < 0.0f)); if (is_just_activated || is_already_past_limits_and_pushing_outward) { g.DragCurrentAccum = 0.0f; g.DragCurrentAccumDirty = false; } else if (adjust_delta != 0.0f) { g.DragCurrentAccum += adjust_delta; g.DragCurrentAccumDirty = true; } if (!g.DragCurrentAccumDirty) return false; TYPE v_cur = *v; FLOATTYPE v_old_ref_for_accum_remainder = (FLOATTYPE)0.0f; float logarithmic_zero_epsilon = 0.0f; // Only valid when is_logarithmic is true const float zero_deadzone_halfsize = 0.0f; // Drag widgets have no deadzone (as it doesn't make sense) if (is_logarithmic) { // When using logarithmic sliders, we need to clamp to avoid hitting zero, but our choice of clamp value greatly affects slider precision. We attempt to use the specified precision to estimate a good lower bound. const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 1; logarithmic_zero_epsilon = ImPow(0.1f, (float)decimal_precision); // Convert to parametric space, apply delta, convert back float v_old_parametric = ScaleRatioFromValueT(data_type, v_cur, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); float v_new_parametric = v_old_parametric + g.DragCurrentAccum; v_cur = ScaleValueFromRatioT(data_type, v_new_parametric, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); v_old_ref_for_accum_remainder = v_old_parametric; } else { v_cur += (SIGNEDTYPE)g.DragCurrentAccum; } // Round to user desired precision based on format string if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat)) v_cur = RoundScalarWithFormatT(format, data_type, v_cur); // Preserve remainder after rounding has been applied. This also allow slow tweaking of values. g.DragCurrentAccumDirty = false; if (is_logarithmic) { // Convert to parametric space, apply delta, convert back float v_new_parametric = ScaleRatioFromValueT(data_type, v_cur, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); g.DragCurrentAccum -= (float)(v_new_parametric - v_old_ref_for_accum_remainder); } else { g.DragCurrentAccum -= (float)((SIGNEDTYPE)v_cur - (SIGNEDTYPE)*v); } // Lose zero sign for float/double if (v_cur == (TYPE)-0) v_cur = (TYPE)0; // Clamp values (+ handle overflow/wrap-around for integer types) if (*v != v_cur && is_clamped) { if (v_cur < v_min || (v_cur > *v && adjust_delta < 0.0f && !is_floating_point)) v_cur = v_min; if (v_cur > v_max || (v_cur < *v && adjust_delta > 0.0f && !is_floating_point)) v_cur = v_max; } // Apply result if (*v == v_cur) return false; *v = v_cur; return true; } bool ImGui::DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) { // Read imgui.cpp "API BREAKING CHANGES" section for 1.78 if you hit this assert. IM_ASSERT((flags == 1 || (flags & ImGuiSliderFlags_InvalidMask_) == 0) && "Invalid ImGuiSliderFlags flags! Has the 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead."); ImGuiContext& g = *GImGui; if (g.ActiveId == id) { if (g.ActiveIdSource == ImGuiInputSource_Mouse && !g.IO.MouseDown[0]) ClearActiveID(); else if (g.ActiveIdSource == ImGuiInputSource_Nav && g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated) ClearActiveID(); } if (g.ActiveId != id) return false; if ((g.LastItemData.InFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly)) return false; switch (data_type) { case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)p_v; bool r = DragBehaviorT(ImGuiDataType_S32, &v32, v_speed, p_min ? *(const ImS8*) p_min : IM_S8_MIN, p_max ? *(const ImS8*)p_max : IM_S8_MAX, format, flags); if (r) *(ImS8*)p_v = (ImS8)v32; return r; } case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)p_v; bool r = DragBehaviorT(ImGuiDataType_U32, &v32, v_speed, p_min ? *(const ImU8*) p_min : IM_U8_MIN, p_max ? *(const ImU8*)p_max : IM_U8_MAX, format, flags); if (r) *(ImU8*)p_v = (ImU8)v32; return r; } case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)p_v; bool r = DragBehaviorT(ImGuiDataType_S32, &v32, v_speed, p_min ? *(const ImS16*)p_min : IM_S16_MIN, p_max ? *(const ImS16*)p_max : IM_S16_MAX, format, flags); if (r) *(ImS16*)p_v = (ImS16)v32; return r; } case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)p_v; bool r = DragBehaviorT(ImGuiDataType_U32, &v32, v_speed, p_min ? *(const ImU16*)p_min : IM_U16_MIN, p_max ? *(const ImU16*)p_max : IM_U16_MAX, format, flags); if (r) *(ImU16*)p_v = (ImU16)v32; return r; } case ImGuiDataType_S32: return DragBehaviorT(data_type, (ImS32*)p_v, v_speed, p_min ? *(const ImS32* )p_min : IM_S32_MIN, p_max ? *(const ImS32* )p_max : IM_S32_MAX, format, flags); case ImGuiDataType_U32: return DragBehaviorT(data_type, (ImU32*)p_v, v_speed, p_min ? *(const ImU32* )p_min : IM_U32_MIN, p_max ? *(const ImU32* )p_max : IM_U32_MAX, format, flags); case ImGuiDataType_S64: return DragBehaviorT(data_type, (ImS64*)p_v, v_speed, p_min ? *(const ImS64* )p_min : IM_S64_MIN, p_max ? *(const ImS64* )p_max : IM_S64_MAX, format, flags); case ImGuiDataType_U64: return DragBehaviorT(data_type, (ImU64*)p_v, v_speed, p_min ? *(const ImU64* )p_min : IM_U64_MIN, p_max ? *(const ImU64* )p_max : IM_U64_MAX, format, flags); case ImGuiDataType_Float: return DragBehaviorT(data_type, (float*)p_v, v_speed, p_min ? *(const float* )p_min : -FLT_MAX, p_max ? *(const float* )p_max : FLT_MAX, format, flags); case ImGuiDataType_Double: return DragBehaviorT(data_type, (double*)p_v, v_speed, p_min ? *(const double*)p_min : -DBL_MAX, p_max ? *(const double*)p_max : DBL_MAX, format, flags); case ImGuiDataType_COUNT: break; } IM_ASSERT(0); return false; } // Note: p_data, p_min and p_max are _pointers_ to a memory address holding the data. For a Drag widget, p_min and p_max are optional. // Read code of e.g. DragFloat(), DragInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly. bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; const ImGuiID id = window->GetID(label); const float w = CalcItemWidth(); const ImVec2 label_size = CalcTextSize(label, NULL, true); const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0; ItemSize(total_bb, style.FramePadding.y); if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemFlags_Inputable : 0)) return false; // Default format string when passing NULL if (format == NULL) format = DataTypeGetInfo(data_type)->PrintFmt; else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) // (FIXME-LEGACY: Patch old "%.0f" format string to use "%d", read function more details.) format = PatchFormatStringFloatToInt(format); // Tabbing or CTRL-clicking on Drag turns it into an InputText const bool hovered = ItemHoverable(frame_bb, id); bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id); if (!temp_input_is_active) { const bool input_requested_by_tabbing = temp_input_allowed && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_FocusedByTabbing) != 0; const bool clicked = (hovered && g.IO.MouseClicked[0]); const bool double_clicked = (hovered && g.IO.MouseClickedCount[0] == 2); if (input_requested_by_tabbing || clicked || double_clicked || g.NavActivateId == id || g.NavActivateInputId == id) { SetActiveID(id, window); SetFocusID(id, window); FocusWindow(window); g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); if (temp_input_allowed) if (input_requested_by_tabbing || (clicked && g.IO.KeyCtrl) || double_clicked || g.NavActivateInputId == id) temp_input_is_active = true; } // Experimental: simple click (without moving) turns Drag into an InputText if (g.IO.ConfigDragClickToInputText && temp_input_allowed && !temp_input_is_active) if (g.ActiveId == id && hovered && g.IO.MouseReleased[0] && !IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR)) { g.NavActivateId = g.NavActivateInputId = id; g.NavActivateFlags = ImGuiActivateFlags_PreferInput; temp_input_is_active = true; } } if (temp_input_is_active) { // Only clamp CTRL+Click input when ImGuiSliderFlags_AlwaysClamp is set const bool is_clamp_input = (flags & ImGuiSliderFlags_AlwaysClamp) != 0 && (p_min == NULL || p_max == NULL || DataTypeCompare(data_type, p_min, p_max) < 0); return TempInputScalar(frame_bb, id, label, data_type, p_data, format, is_clamp_input ? p_min : NULL, is_clamp_input ? p_max : NULL); } // Draw frame const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); RenderNavHighlight(frame_bb, id); RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, style.FrameRounding); // Drag behavior const bool value_changed = DragBehavior(id, data_type, p_data, v_speed, p_min, p_max, format, flags); if (value_changed) MarkItemEdited(id); // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. char value_buf[64]; const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); if (g.LogEnabled) LogSetNextTextDecoration("{", "}"); RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f)); if (label_size.x > 0.0f) RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); return value_changed; } bool ImGui::DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; ImGuiContext& g = *GImGui; bool value_changed = false; BeginGroup(); PushID(label); PushMultiItemsWidths(components, CalcItemWidth()); size_t type_size = GDataTypeInfo[data_type].Size; for (int i = 0; i < components; i++) { PushID(i); if (i > 0) SameLine(0, g.Style.ItemInnerSpacing.x); value_changed |= DragScalar("", data_type, p_data, v_speed, p_min, p_max, format, flags); PopID(); PopItemWidth(); p_data = (void*)((char*)p_data + type_size); } PopID(); const char* label_end = FindRenderedTextEnd(label); if (label != label_end) { SameLine(0, g.Style.ItemInnerSpacing.x); TextEx(label, label_end); } EndGroup(); return value_changed; } bool ImGui::DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) { return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, flags); } bool ImGui::DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) { return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, flags); } bool ImGui::DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) { return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, flags); } bool ImGui::DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) { return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, flags); } // NB: You likely want to specify the ImGuiSliderFlags_AlwaysClamp when using this. bool ImGui::DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed, float v_min, float v_max, const char* format, const char* format_max, ImGuiSliderFlags flags) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; ImGuiContext& g = *GImGui; PushID(label); BeginGroup(); PushMultiItemsWidths(2, CalcItemWidth()); float min_min = (v_min >= v_max) ? -FLT_MAX : v_min; float min_max = (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max); ImGuiSliderFlags min_flags = flags | ((min_min == min_max) ? ImGuiSliderFlags_ReadOnly : 0); bool value_changed = DragScalar("##min", ImGuiDataType_Float, v_current_min, v_speed, &min_min, &min_max, format, min_flags); PopItemWidth(); SameLine(0, g.Style.ItemInnerSpacing.x); float max_min = (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min); float max_max = (v_min >= v_max) ? FLT_MAX : v_max; ImGuiSliderFlags max_flags = flags | ((max_min == max_max) ? ImGuiSliderFlags_ReadOnly : 0); value_changed |= DragScalar("##max", ImGuiDataType_Float, v_current_max, v_speed, &max_min, &max_max, format_max ? format_max : format, max_flags); PopItemWidth(); SameLine(0, g.Style.ItemInnerSpacing.x); TextEx(label, FindRenderedTextEnd(label)); EndGroup(); PopID(); return value_changed; } // NB: v_speed is float to allow adjusting the drag speed with more precision bool ImGui::DragInt(const char* label, int* v, float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) { return DragScalar(label, ImGuiDataType_S32, v, v_speed, &v_min, &v_max, format, flags); } bool ImGui::DragInt2(const char* label, int v[2], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) { return DragScalarN(label, ImGuiDataType_S32, v, 2, v_speed, &v_min, &v_max, format, flags); } bool ImGui::DragInt3(const char* label, int v[3], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) { return DragScalarN(label, ImGuiDataType_S32, v, 3, v_speed, &v_min, &v_max, format, flags); } bool ImGui::DragInt4(const char* label, int v[4], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) { return DragScalarN(label, ImGuiDataType_S32, v, 4, v_speed, &v_min, &v_max, format, flags); } // NB: You likely want to specify the ImGuiSliderFlags_AlwaysClamp when using this. bool ImGui::DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed, int v_min, int v_max, const char* format, const char* format_max, ImGuiSliderFlags flags) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; ImGuiContext& g = *GImGui; PushID(label); BeginGroup(); PushMultiItemsWidths(2, CalcItemWidth()); int min_min = (v_min >= v_max) ? INT_MIN : v_min; int min_max = (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max); ImGuiSliderFlags min_flags = flags | ((min_min == min_max) ? ImGuiSliderFlags_ReadOnly : 0); bool value_changed = DragInt("##min", v_current_min, v_speed, min_min, min_max, format, min_flags); PopItemWidth(); SameLine(0, g.Style.ItemInnerSpacing.x); int max_min = (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min); int max_max = (v_min >= v_max) ? INT_MAX : v_max; ImGuiSliderFlags max_flags = flags | ((max_min == max_max) ? ImGuiSliderFlags_ReadOnly : 0); value_changed |= DragInt("##max", v_current_max, v_speed, max_min, max_max, format_max ? format_max : format, max_flags); PopItemWidth(); SameLine(0, g.Style.ItemInnerSpacing.x); TextEx(label, FindRenderedTextEnd(label)); EndGroup(); PopID(); return value_changed; } #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS // Obsolete versions with power parameter. See https://github.com/ocornut/imgui/issues/3361 for details. bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power) { ImGuiSliderFlags drag_flags = ImGuiSliderFlags_None; if (power != 1.0f) { IM_ASSERT(power == 1.0f && "Call function with ImGuiSliderFlags_Logarithmic flags instead of using the old 'float power' function!"); IM_ASSERT(p_min != NULL && p_max != NULL); // When using a power curve the drag needs to have known bounds drag_flags |= ImGuiSliderFlags_Logarithmic; // Fallback for non-asserting paths } return DragScalar(label, data_type, p_data, v_speed, p_min, p_max, format, drag_flags); } bool ImGui::DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power) { ImGuiSliderFlags drag_flags = ImGuiSliderFlags_None; if (power != 1.0f) { IM_ASSERT(power == 1.0f && "Call function with ImGuiSliderFlags_Logarithmic flags instead of using the old 'float power' function!"); IM_ASSERT(p_min != NULL && p_max != NULL); // When using a power curve the drag needs to have known bounds drag_flags |= ImGuiSliderFlags_Logarithmic; // Fallback for non-asserting paths } return DragScalarN(label, data_type, p_data, components, v_speed, p_min, p_max, format, drag_flags); } #endif // IMGUI_DISABLE_OBSOLETE_FUNCTIONS //------------------------------------------------------------------------- // [SECTION] Widgets: SliderScalar, SliderFloat, SliderInt, etc. //------------------------------------------------------------------------- // - ScaleRatioFromValueT<> [Internal] // - ScaleValueFromRatioT<> [Internal] // - SliderBehaviorT<>() [Internal] // - SliderBehavior() [Internal] // - SliderScalar() // - SliderScalarN() // - SliderFloat() // - SliderFloat2() // - SliderFloat3() // - SliderFloat4() // - SliderAngle() // - SliderInt() // - SliderInt2() // - SliderInt3() // - SliderInt4() // - VSliderScalar() // - VSliderFloat() // - VSliderInt() //------------------------------------------------------------------------- // Convert a value v in the output space of a slider into a parametric position on the slider itself (the logical opposite of ScaleValueFromRatioT) template float ImGui::ScaleRatioFromValueT(ImGuiDataType data_type, TYPE v, TYPE v_min, TYPE v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_halfsize) { if (v_min == v_max) return 0.0f; IM_UNUSED(data_type); const TYPE v_clamped = (v_min < v_max) ? ImClamp(v, v_min, v_max) : ImClamp(v, v_max, v_min); if (is_logarithmic) { bool flipped = v_max < v_min; if (flipped) // Handle the case where the range is backwards ImSwap(v_min, v_max); // Fudge min/max to avoid getting close to log(0) FLOATTYPE v_min_fudged = (ImAbs((FLOATTYPE)v_min) < logarithmic_zero_epsilon) ? ((v_min < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_min; FLOATTYPE v_max_fudged = (ImAbs((FLOATTYPE)v_max) < logarithmic_zero_epsilon) ? ((v_max < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_max; // Awkward special cases - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon) if ((v_min == 0.0f) && (v_max < 0.0f)) v_min_fudged = -logarithmic_zero_epsilon; else if ((v_max == 0.0f) && (v_min < 0.0f)) v_max_fudged = -logarithmic_zero_epsilon; float result; if (v_clamped <= v_min_fudged) result = 0.0f; // Workaround for values that are in-range but below our fudge else if (v_clamped >= v_max_fudged) result = 1.0f; // Workaround for values that are in-range but above our fudge else if ((v_min * v_max) < 0.0f) // Range crosses zero, so split into two portions { float zero_point_center = (-(float)v_min) / ((float)v_max - (float)v_min); // The zero point in parametric space. There's an argument we should take the logarithmic nature into account when calculating this, but for now this should do (and the most common case of a symmetrical range works fine) float zero_point_snap_L = zero_point_center - zero_deadzone_halfsize; float zero_point_snap_R = zero_point_center + zero_deadzone_halfsize; if (v == 0.0f) result = zero_point_center; // Special case for exactly zero else if (v < 0.0f) result = (1.0f - (float)(ImLog(-(FLOATTYPE)v_clamped / logarithmic_zero_epsilon) / ImLog(-v_min_fudged / logarithmic_zero_epsilon))) * zero_point_snap_L; else result = zero_point_snap_R + ((float)(ImLog((FLOATTYPE)v_clamped / logarithmic_zero_epsilon) / ImLog(v_max_fudged / logarithmic_zero_epsilon)) * (1.0f - zero_point_snap_R)); } else if ((v_min < 0.0f) || (v_max < 0.0f)) // Entirely negative slider result = 1.0f - (float)(ImLog(-(FLOATTYPE)v_clamped / -v_max_fudged) / ImLog(-v_min_fudged / -v_max_fudged)); else result = (float)(ImLog((FLOATTYPE)v_clamped / v_min_fudged) / ImLog(v_max_fudged / v_min_fudged)); return flipped ? (1.0f - result) : result; } // Linear slider return (float)((FLOATTYPE)(SIGNEDTYPE)(v_clamped - v_min) / (FLOATTYPE)(SIGNEDTYPE)(v_max - v_min)); } // Convert a parametric position on a slider into a value v in the output space (the logical opposite of ScaleRatioFromValueT) template TYPE ImGui::ScaleValueFromRatioT(ImGuiDataType data_type, float t, TYPE v_min, TYPE v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_halfsize) { if (v_min == v_max) return v_min; const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); TYPE result; if (is_logarithmic) { // We special-case the extents because otherwise our fudging can lead to "mathematically correct" but non-intuitive behaviors like a fully-left slider not actually reaching the minimum value if (t <= 0.0f) result = v_min; else if (t >= 1.0f) result = v_max; else { bool flipped = v_max < v_min; // Check if range is "backwards" // Fudge min/max to avoid getting silly results close to zero FLOATTYPE v_min_fudged = (ImAbs((FLOATTYPE)v_min) < logarithmic_zero_epsilon) ? ((v_min < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_min; FLOATTYPE v_max_fudged = (ImAbs((FLOATTYPE)v_max) < logarithmic_zero_epsilon) ? ((v_max < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_max; if (flipped) ImSwap(v_min_fudged, v_max_fudged); // Awkward special case - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon) if ((v_max == 0.0f) && (v_min < 0.0f)) v_max_fudged = -logarithmic_zero_epsilon; float t_with_flip = flipped ? (1.0f - t) : t; // t, but flipped if necessary to account for us flipping the range if ((v_min * v_max) < 0.0f) // Range crosses zero, so we have to do this in two parts { float zero_point_center = (-(float)ImMin(v_min, v_max)) / ImAbs((float)v_max - (float)v_min); // The zero point in parametric space float zero_point_snap_L = zero_point_center - zero_deadzone_halfsize; float zero_point_snap_R = zero_point_center + zero_deadzone_halfsize; if (t_with_flip >= zero_point_snap_L && t_with_flip <= zero_point_snap_R) result = (TYPE)0.0f; // Special case to make getting exactly zero possible (the epsilon prevents it otherwise) else if (t_with_flip < zero_point_center) result = (TYPE)-(logarithmic_zero_epsilon * ImPow(-v_min_fudged / logarithmic_zero_epsilon, (FLOATTYPE)(1.0f - (t_with_flip / zero_point_snap_L)))); else result = (TYPE)(logarithmic_zero_epsilon * ImPow(v_max_fudged / logarithmic_zero_epsilon, (FLOATTYPE)((t_with_flip - zero_point_snap_R) / (1.0f - zero_point_snap_R)))); } else if ((v_min < 0.0f) || (v_max < 0.0f)) // Entirely negative slider result = (TYPE)-(-v_max_fudged * ImPow(-v_min_fudged / -v_max_fudged, (FLOATTYPE)(1.0f - t_with_flip))); else result = (TYPE)(v_min_fudged * ImPow(v_max_fudged / v_min_fudged, (FLOATTYPE)t_with_flip)); } } else { // Linear slider if (is_floating_point) { result = ImLerp(v_min, v_max, t); } else { // - For integer values we want the clicking position to match the grab box so we round above // This code is carefully tuned to work with large values (e.g. high ranges of U64) while preserving this property.. // - Not doing a *1.0 multiply at the end of a range as it tends to be lossy. While absolute aiming at a large s64/u64 // range is going to be imprecise anyway, with this check we at least make the edge values matches expected limits. if (t < 1.0) { FLOATTYPE v_new_off_f = (SIGNEDTYPE)(v_max - v_min) * t; result = (TYPE)((SIGNEDTYPE)v_min + (SIGNEDTYPE)(v_new_off_f + (FLOATTYPE)(v_min > v_max ? -0.5 : 0.5))); } else { result = v_max; } } } return result; } // FIXME: Move more of the code into SliderBehavior() template bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, TYPE* v, const TYPE v_min, const TYPE v_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb) { ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X; const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) != 0; const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); const float grab_padding = 2.0f; const float slider_sz = (bb.Max[axis] - bb.Min[axis]) - grab_padding * 2.0f; float grab_sz = style.GrabMinSize; SIGNEDTYPE v_range = (v_min < v_max ? v_max - v_min : v_min - v_max); if (!is_floating_point && v_range >= 0) // v_range < 0 may happen on integer overflows grab_sz = ImMax((float)(slider_sz / (v_range + 1)), style.GrabMinSize); // For integer sliders: if possible have the grab size represent 1 unit grab_sz = ImMin(grab_sz, slider_sz); const float slider_usable_sz = slider_sz - grab_sz; const float slider_usable_pos_min = bb.Min[axis] + grab_padding + grab_sz * 0.5f; const float slider_usable_pos_max = bb.Max[axis] - grab_padding - grab_sz * 0.5f; float logarithmic_zero_epsilon = 0.0f; // Only valid when is_logarithmic is true float zero_deadzone_halfsize = 0.0f; // Only valid when is_logarithmic is true if (is_logarithmic) { // When using logarithmic sliders, we need to clamp to avoid hitting zero, but our choice of clamp value greatly affects slider precision. We attempt to use the specified precision to estimate a good lower bound. const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 1; logarithmic_zero_epsilon = ImPow(0.1f, (float)decimal_precision); zero_deadzone_halfsize = (style.LogSliderDeadzone * 0.5f) / ImMax(slider_usable_sz, 1.0f); } // Process interacting with the slider bool value_changed = false; if (g.ActiveId == id) { bool set_new_value = false; float clicked_t = 0.0f; if (g.ActiveIdSource == ImGuiInputSource_Mouse) { if (!g.IO.MouseDown[0]) { ClearActiveID(); } else { const float mouse_abs_pos = g.IO.MousePos[axis]; clicked_t = (slider_usable_sz > 0.0f) ? ImClamp((mouse_abs_pos - slider_usable_pos_min) / slider_usable_sz, 0.0f, 1.0f) : 0.0f; if (axis == ImGuiAxis_Y) clicked_t = 1.0f - clicked_t; set_new_value = true; } } else if (g.ActiveIdSource == ImGuiInputSource_Nav) { if (g.ActiveIdIsJustActivated) { g.SliderCurrentAccum = 0.0f; // Reset any stored nav delta upon activation g.SliderCurrentAccumDirty = false; } const ImVec2 input_delta2 = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard | ImGuiNavDirSourceFlags_PadDPad, ImGuiNavReadMode_RepeatFast, 0.0f, 0.0f); float input_delta = (axis == ImGuiAxis_X) ? input_delta2.x : -input_delta2.y; if (input_delta != 0.0f) { const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0; if (decimal_precision > 0) { input_delta /= 100.0f; // Gamepad/keyboard tweak speeds in % of slider bounds if (IsNavInputDown(ImGuiNavInput_TweakSlow)) input_delta /= 10.0f; } else { if ((v_range >= -100.0f && v_range <= 100.0f) || IsNavInputDown(ImGuiNavInput_TweakSlow)) input_delta = ((input_delta < 0.0f) ? -1.0f : +1.0f) / (float)v_range; // Gamepad/keyboard tweak speeds in integer steps else input_delta /= 100.0f; } if (IsNavInputDown(ImGuiNavInput_TweakFast)) input_delta *= 10.0f; g.SliderCurrentAccum += input_delta; g.SliderCurrentAccumDirty = true; } float delta = g.SliderCurrentAccum; if (g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated) { ClearActiveID(); } else if (g.SliderCurrentAccumDirty) { clicked_t = ScaleRatioFromValueT(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); if ((clicked_t >= 1.0f && delta > 0.0f) || (clicked_t <= 0.0f && delta < 0.0f)) // This is to avoid applying the saturation when already past the limits { set_new_value = false; g.SliderCurrentAccum = 0.0f; // If pushing up against the limits, don't continue to accumulate } else { set_new_value = true; float old_clicked_t = clicked_t; clicked_t = ImSaturate(clicked_t + delta); // Calculate what our "new" clicked_t will be, and thus how far we actually moved the slider, and subtract this from the accumulator TYPE v_new = ScaleValueFromRatioT(data_type, clicked_t, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat)) v_new = RoundScalarWithFormatT(format, data_type, v_new); float new_clicked_t = ScaleRatioFromValueT(data_type, v_new, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); if (delta > 0) g.SliderCurrentAccum -= ImMin(new_clicked_t - old_clicked_t, delta); else g.SliderCurrentAccum -= ImMax(new_clicked_t - old_clicked_t, delta); } g.SliderCurrentAccumDirty = false; } } if (set_new_value) { TYPE v_new = ScaleValueFromRatioT(data_type, clicked_t, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); // Round to user desired precision based on format string if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat)) v_new = RoundScalarWithFormatT(format, data_type, v_new); // Apply result if (*v != v_new) { *v = v_new; value_changed = true; } } } if (slider_sz < 1.0f) { *out_grab_bb = ImRect(bb.Min, bb.Min); } else { // Output grab position so it can be displayed by the caller float grab_t = ScaleRatioFromValueT(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); if (axis == ImGuiAxis_Y) grab_t = 1.0f - grab_t; const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t); if (axis == ImGuiAxis_X) *out_grab_bb = ImRect(grab_pos - grab_sz * 0.5f, bb.Min.y + grab_padding, grab_pos + grab_sz * 0.5f, bb.Max.y - grab_padding); else *out_grab_bb = ImRect(bb.Min.x + grab_padding, grab_pos - grab_sz * 0.5f, bb.Max.x - grab_padding, grab_pos + grab_sz * 0.5f); } return value_changed; } // For 32-bit and larger types, slider bounds are limited to half the natural type range. // So e.g. an integer Slider between INT_MAX-10 and INT_MAX will fail, but an integer Slider between INT_MAX/2-10 and INT_MAX/2 will be ok. // It would be possible to lift that limitation with some work but it doesn't seem to be worth it for sliders. bool ImGui::SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb) { // Read imgui.cpp "API BREAKING CHANGES" section for 1.78 if you hit this assert. IM_ASSERT((flags == 1 || (flags & ImGuiSliderFlags_InvalidMask_) == 0) && "Invalid ImGuiSliderFlags flag! Has the 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead."); ImGuiContext& g = *GImGui; if ((g.LastItemData.InFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly)) return false; switch (data_type) { case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_S32, &v32, *(const ImS8*)p_min, *(const ImS8*)p_max, format, flags, out_grab_bb); if (r) *(ImS8*)p_v = (ImS8)v32; return r; } case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_U32, &v32, *(const ImU8*)p_min, *(const ImU8*)p_max, format, flags, out_grab_bb); if (r) *(ImU8*)p_v = (ImU8)v32; return r; } case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_S32, &v32, *(const ImS16*)p_min, *(const ImS16*)p_max, format, flags, out_grab_bb); if (r) *(ImS16*)p_v = (ImS16)v32; return r; } case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_U32, &v32, *(const ImU16*)p_min, *(const ImU16*)p_max, format, flags, out_grab_bb); if (r) *(ImU16*)p_v = (ImU16)v32; return r; } case ImGuiDataType_S32: IM_ASSERT(*(const ImS32*)p_min >= IM_S32_MIN / 2 && *(const ImS32*)p_max <= IM_S32_MAX / 2); return SliderBehaviorT(bb, id, data_type, (ImS32*)p_v, *(const ImS32*)p_min, *(const ImS32*)p_max, format, flags, out_grab_bb); case ImGuiDataType_U32: IM_ASSERT(*(const ImU32*)p_max <= IM_U32_MAX / 2); return SliderBehaviorT(bb, id, data_type, (ImU32*)p_v, *(const ImU32*)p_min, *(const ImU32*)p_max, format, flags, out_grab_bb); case ImGuiDataType_S64: IM_ASSERT(*(const ImS64*)p_min >= IM_S64_MIN / 2 && *(const ImS64*)p_max <= IM_S64_MAX / 2); return SliderBehaviorT(bb, id, data_type, (ImS64*)p_v, *(const ImS64*)p_min, *(const ImS64*)p_max, format, flags, out_grab_bb); case ImGuiDataType_U64: IM_ASSERT(*(const ImU64*)p_max <= IM_U64_MAX / 2); return SliderBehaviorT(bb, id, data_type, (ImU64*)p_v, *(const ImU64*)p_min, *(const ImU64*)p_max, format, flags, out_grab_bb); case ImGuiDataType_Float: IM_ASSERT(*(const float*)p_min >= -FLT_MAX / 2.0f && *(const float*)p_max <= FLT_MAX / 2.0f); return SliderBehaviorT(bb, id, data_type, (float*)p_v, *(const float*)p_min, *(const float*)p_max, format, flags, out_grab_bb); case ImGuiDataType_Double: IM_ASSERT(*(const double*)p_min >= -DBL_MAX / 2.0f && *(const double*)p_max <= DBL_MAX / 2.0f); return SliderBehaviorT(bb, id, data_type, (double*)p_v, *(const double*)p_min, *(const double*)p_max, format, flags, out_grab_bb); case ImGuiDataType_COUNT: break; } IM_ASSERT(0); return false; } // Note: p_data, p_min and p_max are _pointers_ to a memory address holding the data. For a slider, they are all required. // Read code of e.g. SliderFloat(), SliderInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly. bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; const ImGuiID id = window->GetID(label); const float w = CalcItemWidth(); const ImVec2 label_size = CalcTextSize(label, NULL, true); const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0; ItemSize(total_bb, style.FramePadding.y); if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemFlags_Inputable : 0)) return false; // Default format string when passing NULL if (format == NULL) format = DataTypeGetInfo(data_type)->PrintFmt; else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) // (FIXME-LEGACY: Patch old "%.0f" format string to use "%d", read function more details.) format = PatchFormatStringFloatToInt(format); // Tabbing or CTRL-clicking on Slider turns it into an input box const bool hovered = ItemHoverable(frame_bb, id); bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id); if (!temp_input_is_active) { const bool input_requested_by_tabbing = temp_input_allowed && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_FocusedByTabbing) != 0; const bool clicked = (hovered && g.IO.MouseClicked[0]); if (input_requested_by_tabbing || clicked || g.NavActivateId == id || g.NavActivateInputId == id) { SetActiveID(id, window); SetFocusID(id, window); FocusWindow(window); g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); if (temp_input_allowed && (input_requested_by_tabbing || (clicked && g.IO.KeyCtrl) || g.NavActivateInputId == id)) temp_input_is_active = true; } } if (temp_input_is_active) { // Only clamp CTRL+Click input when ImGuiSliderFlags_AlwaysClamp is set const bool is_clamp_input = (flags & ImGuiSliderFlags_AlwaysClamp) != 0; return TempInputScalar(frame_bb, id, label, data_type, p_data, format, is_clamp_input ? p_min : NULL, is_clamp_input ? p_max : NULL); } // Draw frame const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); RenderNavHighlight(frame_bb, id); RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding); // Slider behavior ImRect grab_bb; const bool value_changed = SliderBehavior(frame_bb, id, data_type, p_data, p_min, p_max, format, flags, &grab_bb); if (value_changed) MarkItemEdited(id); // Render grab if (grab_bb.Max.x > grab_bb.Min.x) window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding); // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. char value_buf[64]; const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); if (g.LogEnabled) LogSetNextTextDecoration("{", "}"); RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f)); if (label_size.x > 0.0f) RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); return value_changed; } // Add multiple sliders on 1 line for compact edition of multiple components bool ImGui::SliderScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format, ImGuiSliderFlags flags) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; ImGuiContext& g = *GImGui; bool value_changed = false; BeginGroup(); PushID(label); PushMultiItemsWidths(components, CalcItemWidth()); size_t type_size = GDataTypeInfo[data_type].Size; for (int i = 0; i < components; i++) { PushID(i); if (i > 0) SameLine(0, g.Style.ItemInnerSpacing.x); value_changed |= SliderScalar("", data_type, v, v_min, v_max, format, flags); PopID(); PopItemWidth(); v = (void*)((char*)v + type_size); } PopID(); const char* label_end = FindRenderedTextEnd(label); if (label != label_end) { SameLine(0, g.Style.ItemInnerSpacing.x); TextEx(label, label_end); } EndGroup(); return value_changed; } bool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) { return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, flags); } bool ImGui::SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, ImGuiSliderFlags flags) { return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, flags); } bool ImGui::SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, ImGuiSliderFlags flags) { return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, flags); } bool ImGui::SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, ImGuiSliderFlags flags) { return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, flags); } bool ImGui::SliderAngle(const char* label, float* v_rad, float v_degrees_min, float v_degrees_max, const char* format, ImGuiSliderFlags flags) { if (format == NULL) format = "%.0f deg"; float v_deg = (*v_rad) * 360.0f / (2 * IM_PI); bool value_changed = SliderFloat(label, &v_deg, v_degrees_min, v_degrees_max, format, flags); *v_rad = v_deg * (2 * IM_PI) / 360.0f; return value_changed; } bool ImGui::SliderInt(const char* label, int* v, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) { return SliderScalar(label, ImGuiDataType_S32, v, &v_min, &v_max, format, flags); } bool ImGui::SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format, ImGuiSliderFlags flags) { return SliderScalarN(label, ImGuiDataType_S32, v, 2, &v_min, &v_max, format, flags); } bool ImGui::SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format, ImGuiSliderFlags flags) { return SliderScalarN(label, ImGuiDataType_S32, v, 3, &v_min, &v_max, format, flags); } bool ImGui::SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format, ImGuiSliderFlags flags) { return SliderScalarN(label, ImGuiDataType_S32, v, 4, &v_min, &v_max, format, flags); } bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; const ImGuiID id = window->GetID(label); const ImVec2 label_size = CalcTextSize(label, NULL, true); const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size); const ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); ItemSize(bb, style.FramePadding.y); if (!ItemAdd(frame_bb, id)) return false; // Default format string when passing NULL if (format == NULL) format = DataTypeGetInfo(data_type)->PrintFmt; else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) // (FIXME-LEGACY: Patch old "%.0f" format string to use "%d", read function more details.) format = PatchFormatStringFloatToInt(format); const bool hovered = ItemHoverable(frame_bb, id); if ((hovered && g.IO.MouseClicked[0]) || g.NavActivateId == id || g.NavActivateInputId == id) { SetActiveID(id, window); SetFocusID(id, window); FocusWindow(window); g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); } // Draw frame const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); RenderNavHighlight(frame_bb, id); RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding); // Slider behavior ImRect grab_bb; const bool value_changed = SliderBehavior(frame_bb, id, data_type, p_data, p_min, p_max, format, flags | ImGuiSliderFlags_Vertical, &grab_bb); if (value_changed) MarkItemEdited(id); // Render grab if (grab_bb.Max.y > grab_bb.Min.y) window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding); // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. // For the vertical slider we allow centered text to overlap the frame padding char value_buf[64]; const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.0f)); if (label_size.x > 0.0f) RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); return value_changed; } bool ImGui::VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) { return VSliderScalar(label, size, ImGuiDataType_Float, v, &v_min, &v_max, format, flags); } bool ImGui::VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) { return VSliderScalar(label, size, ImGuiDataType_S32, v, &v_min, &v_max, format, flags); } #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS // Obsolete versions with power parameter. See https://github.com/ocornut/imgui/issues/3361 for details. bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power) { ImGuiSliderFlags slider_flags = ImGuiSliderFlags_None; if (power != 1.0f) { IM_ASSERT(power == 1.0f && "Call function with ImGuiSliderFlags_Logarithmic flags instead of using the old 'float power' function!"); slider_flags |= ImGuiSliderFlags_Logarithmic; // Fallback for non-asserting paths } return SliderScalar(label, data_type, p_data, p_min, p_max, format, slider_flags); } bool ImGui::SliderScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format, float power) { ImGuiSliderFlags slider_flags = ImGuiSliderFlags_None; if (power != 1.0f) { IM_ASSERT(power == 1.0f && "Call function with ImGuiSliderFlags_Logarithmic flags instead of using the old 'float power' function!"); slider_flags |= ImGuiSliderFlags_Logarithmic; // Fallback for non-asserting paths } return SliderScalarN(label, data_type, v, components, v_min, v_max, format, slider_flags); } #endif // IMGUI_DISABLE_OBSOLETE_FUNCTIONS //------------------------------------------------------------------------- // [SECTION] Widgets: InputScalar, InputFloat, InputInt, etc. //------------------------------------------------------------------------- // - ImParseFormatFindStart() [Internal] // - ImParseFormatFindEnd() [Internal] // - ImParseFormatTrimDecorations() [Internal] // - ImParseFormatSanitizeForPrinting() [Internal] // - ImParseFormatSanitizeForScanning() [Internal] // - ImParseFormatPrecision() [Internal] // - TempInputTextScalar() [Internal] // - InputScalar() // - InputScalarN() // - InputFloat() // - InputFloat2() // - InputFloat3() // - InputFloat4() // - InputInt() // - InputInt2() // - InputInt3() // - InputInt4() // - InputDouble() //------------------------------------------------------------------------- // We don't use strchr() because our strings are usually very short and often start with '%' const char* ImParseFormatFindStart(const char* fmt) { while (char c = fmt[0]) { if (c == '%' && fmt[1] != '%') return fmt; else if (c == '%') fmt++; fmt++; } return fmt; } const char* ImParseFormatFindEnd(const char* fmt) { // Printf/scanf types modifiers: I/L/h/j/l/t/w/z. Other uppercase letters qualify as types aka end of the format. if (fmt[0] != '%') return fmt; const unsigned int ignored_uppercase_mask = (1 << ('I'-'A')) | (1 << ('L'-'A')); const unsigned int ignored_lowercase_mask = (1 << ('h'-'a')) | (1 << ('j'-'a')) | (1 << ('l'-'a')) | (1 << ('t'-'a')) | (1 << ('w'-'a')) | (1 << ('z'-'a')); for (char c; (c = *fmt) != 0; fmt++) { if (c >= 'A' && c <= 'Z' && ((1 << (c - 'A')) & ignored_uppercase_mask) == 0) return fmt + 1; if (c >= 'a' && c <= 'z' && ((1 << (c - 'a')) & ignored_lowercase_mask) == 0) return fmt + 1; } return fmt; } // Extract the format out of a format string with leading or trailing decorations // fmt = "blah blah" -> return fmt // fmt = "%.3f" -> return fmt // fmt = "hello %.3f" -> return fmt + 6 // fmt = "%.3f hello" -> return buf written with "%.3f" const char* ImParseFormatTrimDecorations(const char* fmt, char* buf, size_t buf_size) { const char* fmt_start = ImParseFormatFindStart(fmt); if (fmt_start[0] != '%') return fmt; const char* fmt_end = ImParseFormatFindEnd(fmt_start); if (fmt_end[0] == 0) // If we only have leading decoration, we don't need to copy the data. return fmt_start; ImStrncpy(buf, fmt_start, ImMin((size_t)(fmt_end - fmt_start) + 1, buf_size)); return buf; } // Sanitize format // - Zero terminate so extra characters after format (e.g. "%f123") don't confuse atof/atoi // - stb_sprintf.h supports several new modifiers which format numbers in a way that also makes them incompatible atof/atoi. void ImParseFormatSanitizeForPrinting(const char* fmt_in, char* fmt_out, size_t fmt_out_size) { const char* fmt_end = ImParseFormatFindEnd(fmt_in); IM_UNUSED(fmt_out_size); IM_ASSERT((size_t)(fmt_end - fmt_in + 1) < fmt_out_size); // Format is too long, let us know if this happens to you! while (fmt_in < fmt_end) { char c = *fmt_in++; if (c != '\'' && c != '$' && c != '_') // Custom flags provided by stb_sprintf.h. POSIX 2008 also supports '. *(fmt_out++) = c; } *fmt_out = 0; // Zero-terminate } // - For scanning we need to remove all width and precision fields "%3.7f" -> "%f". BUT don't strip types like "%I64d" which includes digits. ! "%07I64d" -> "%I64d" const char* ImParseFormatSanitizeForScanning(const char* fmt_in, char* fmt_out, size_t fmt_out_size) { const char* fmt_end = ImParseFormatFindEnd(fmt_in); const char* fmt_out_begin = fmt_out; IM_UNUSED(fmt_out_size); IM_ASSERT((size_t)(fmt_end - fmt_in + 1) < fmt_out_size); // Format is too long, let us know if this happens to you! bool has_type = false; while (fmt_in < fmt_end) { char c = *fmt_in++; if (!has_type && ((c >= '0' && c <= '9') || c == '.')) continue; has_type |= ((c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z')); // Stop skipping digits if (c != '\'' && c != '$' && c != '_') // Custom flags provided by stb_sprintf.h. POSIX 2008 also supports '. *(fmt_out++) = c; } *fmt_out = 0; // Zero-terminate return fmt_out_begin; } template static const char* ImAtoi(const char* src, TYPE* output) { int negative = 0; if (*src == '-') { negative = 1; src++; } if (*src == '+') { src++; } TYPE v = 0; while (*src >= '0' && *src <= '9') v = (v * 10) + (*src++ - '0'); *output = negative ? -v : v; return src; } // Parse display precision back from the display format string // FIXME: This is still used by some navigation code path to infer a minimum tweak step, but we should aim to rework widgets so it isn't needed. int ImParseFormatPrecision(const char* fmt, int default_precision) { fmt = ImParseFormatFindStart(fmt); if (fmt[0] != '%') return default_precision; fmt++; while (*fmt >= '0' && *fmt <= '9') fmt++; int precision = INT_MAX; if (*fmt == '.') { fmt = ImAtoi(fmt + 1, &precision); if (precision < 0 || precision > 99) precision = default_precision; } if (*fmt == 'e' || *fmt == 'E') // Maximum precision with scientific notation precision = -1; if ((*fmt == 'g' || *fmt == 'G') && precision == INT_MAX) precision = -1; return (precision == INT_MAX) ? default_precision : precision; } // Create text input in place of another active widget (e.g. used when doing a CTRL+Click on drag/slider widgets) // FIXME: Facilitate using this in variety of other situations. bool ImGui::TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags) { // On the first frame, g.TempInputTextId == 0, then on subsequent frames it becomes == id. // We clear ActiveID on the first frame to allow the InputText() taking it back. ImGuiContext& g = *GImGui; const bool init = (g.TempInputId != id); if (init) ClearActiveID(); g.CurrentWindow->DC.CursorPos = bb.Min; bool value_changed = InputTextEx(label, NULL, buf, buf_size, bb.GetSize(), flags | ImGuiInputTextFlags_MergedItem); if (init) { // First frame we started displaying the InputText widget, we expect it to take the active id. IM_ASSERT(g.ActiveId == id); g.TempInputId = g.ActiveId; } return value_changed; } static inline ImGuiInputTextFlags InputScalar_DefaultCharsFilter(ImGuiDataType data_type, const char* format) { if (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) return ImGuiInputTextFlags_CharsScientific; const char format_last_char = format[0] ? format[strlen(format) - 1] : 0; return (format_last_char == 'x' || format_last_char == 'X') ? ImGuiInputTextFlags_CharsHexadecimal : ImGuiInputTextFlags_CharsDecimal; } // Note that Drag/Slider functions are only forwarding the min/max values clamping values if the ImGuiSliderFlags_AlwaysClamp flag is set! // This is intended: this way we allow CTRL+Click manual input to set a value out of bounds, for maximum flexibility. // However this may not be ideal for all uses, as some user code may break on out of bound values. bool ImGui::TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min, const void* p_clamp_max) { char fmt_buf[32]; char data_buf[32]; format = ImParseFormatTrimDecorations(format, fmt_buf, IM_ARRAYSIZE(fmt_buf)); DataTypeFormatString(data_buf, IM_ARRAYSIZE(data_buf), data_type, p_data, format); ImStrTrimBlanks(data_buf); ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | ImGuiInputTextFlags_NoMarkEdited; flags |= InputScalar_DefaultCharsFilter(data_type, format); bool value_changed = false; if (TempInputText(bb, id, label, data_buf, IM_ARRAYSIZE(data_buf), flags)) { // Backup old value size_t data_type_size = DataTypeGetInfo(data_type)->Size; ImGuiDataTypeTempStorage data_backup; memcpy(&data_backup, p_data, data_type_size); // Apply new value (or operations) then clamp DataTypeApplyFromText(data_buf, data_type, p_data, format); if (p_clamp_min || p_clamp_max) { if (p_clamp_min && p_clamp_max && DataTypeCompare(data_type, p_clamp_min, p_clamp_max) > 0) ImSwap(p_clamp_min, p_clamp_max); DataTypeClamp(data_type, p_data, p_clamp_min, p_clamp_max); } // Only mark as edited if new value is different value_changed = memcmp(&data_backup, p_data, data_type_size) != 0; if (value_changed) MarkItemEdited(id); } return value_changed; } // Note: p_data, p_step, p_step_fast are _pointers_ to a memory address holding the data. For an Input widget, p_step and p_step_fast are optional. // Read code of e.g. InputFloat(), InputInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly. bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step, const void* p_step_fast, const char* format, ImGuiInputTextFlags flags) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; ImGuiContext& g = *GImGui; ImGuiStyle& style = g.Style; if (format == NULL) format = DataTypeGetInfo(data_type)->PrintFmt; char buf[64]; DataTypeFormatString(buf, IM_ARRAYSIZE(buf), data_type, p_data, format); // Testing ActiveId as a minor optimization as filtering is not needed until active if (g.ActiveId == 0 && (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsScientific)) == 0) flags |= InputScalar_DefaultCharsFilter(data_type, format); flags |= ImGuiInputTextFlags_AutoSelectAll | ImGuiInputTextFlags_NoMarkEdited; // We call MarkItemEdited() ourselves by comparing the actual data rather than the string. bool value_changed = false; if (p_step != NULL) { const float button_size = GetFrameHeight(); BeginGroup(); // The only purpose of the group here is to allow the caller to query item data e.g. IsItemActive() PushID(label); SetNextItemWidth(ImMax(1.0f, CalcItemWidth() - (button_size + style.ItemInnerSpacing.x) * 2)); if (InputText("", buf, IM_ARRAYSIZE(buf), flags)) // PushId(label) + "" gives us the expected ID from outside point of view value_changed = DataTypeApplyFromText(buf, data_type, p_data, format); // Step buttons const ImVec2 backup_frame_padding = style.FramePadding; style.FramePadding.x = style.FramePadding.y; ImGuiButtonFlags button_flags = ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups; if (flags & ImGuiInputTextFlags_ReadOnly) BeginDisabled(); SameLine(0, style.ItemInnerSpacing.x); if (ButtonEx("-", ImVec2(button_size, button_size), button_flags)) { DataTypeApplyOp(data_type, '-', p_data, p_data, g.IO.KeyCtrl && p_step_fast ? p_step_fast : p_step); value_changed = true; } SameLine(0, style.ItemInnerSpacing.x); if (ButtonEx("+", ImVec2(button_size, button_size), button_flags)) { DataTypeApplyOp(data_type, '+', p_data, p_data, g.IO.KeyCtrl && p_step_fast ? p_step_fast : p_step); value_changed = true; } if (flags & ImGuiInputTextFlags_ReadOnly) EndDisabled(); const char* label_end = FindRenderedTextEnd(label); if (label != label_end) { SameLine(0, style.ItemInnerSpacing.x); TextEx(label, label_end); } style.FramePadding = backup_frame_padding; PopID(); EndGroup(); } else { if (InputText(label, buf, IM_ARRAYSIZE(buf), flags)) value_changed = DataTypeApplyFromText(buf, data_type, p_data, format); } if (value_changed) MarkItemEdited(g.LastItemData.ID); return value_changed; } bool ImGui::InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step, const void* p_step_fast, const char* format, ImGuiInputTextFlags flags) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; ImGuiContext& g = *GImGui; bool value_changed = false; BeginGroup(); PushID(label); PushMultiItemsWidths(components, CalcItemWidth()); size_t type_size = GDataTypeInfo[data_type].Size; for (int i = 0; i < components; i++) { PushID(i); if (i > 0) SameLine(0, g.Style.ItemInnerSpacing.x); value_changed |= InputScalar("", data_type, p_data, p_step, p_step_fast, format, flags); PopID(); PopItemWidth(); p_data = (void*)((char*)p_data + type_size); } PopID(); const char* label_end = FindRenderedTextEnd(label); if (label != label_end) { SameLine(0.0f, g.Style.ItemInnerSpacing.x); TextEx(label, label_end); } EndGroup(); return value_changed; } bool ImGui::InputFloat(const char* label, float* v, float step, float step_fast, const char* format, ImGuiInputTextFlags flags) { flags |= ImGuiInputTextFlags_CharsScientific; return InputScalar(label, ImGuiDataType_Float, (void*)v, (void*)(step > 0.0f ? &step : NULL), (void*)(step_fast > 0.0f ? &step_fast : NULL), format, flags); } bool ImGui::InputFloat2(const char* label, float v[2], const char* format, ImGuiInputTextFlags flags) { return InputScalarN(label, ImGuiDataType_Float, v, 2, NULL, NULL, format, flags); } bool ImGui::InputFloat3(const char* label, float v[3], const char* format, ImGuiInputTextFlags flags) { return InputScalarN(label, ImGuiDataType_Float, v, 3, NULL, NULL, format, flags); } bool ImGui::InputFloat4(const char* label, float v[4], const char* format, ImGuiInputTextFlags flags) { return InputScalarN(label, ImGuiDataType_Float, v, 4, NULL, NULL, format, flags); } bool ImGui::InputInt(const char* label, int* v, int step, int step_fast, ImGuiInputTextFlags flags) { // Hexadecimal input provided as a convenience but the flag name is awkward. Typically you'd use InputText() to parse your own data, if you want to handle prefixes. const char* format = (flags & ImGuiInputTextFlags_CharsHexadecimal) ? "%08X" : "%d"; return InputScalar(label, ImGuiDataType_S32, (void*)v, (void*)(step > 0 ? &step : NULL), (void*)(step_fast > 0 ? &step_fast : NULL), format, flags); } bool ImGui::InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags) { return InputScalarN(label, ImGuiDataType_S32, v, 2, NULL, NULL, "%d", flags); } bool ImGui::InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags) { return InputScalarN(label, ImGuiDataType_S32, v, 3, NULL, NULL, "%d", flags); } bool ImGui::InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags) { return InputScalarN(label, ImGuiDataType_S32, v, 4, NULL, NULL, "%d", flags); } bool ImGui::InputDouble(const char* label, double* v, double step, double step_fast, const char* format, ImGuiInputTextFlags flags) { flags |= ImGuiInputTextFlags_CharsScientific; return InputScalar(label, ImGuiDataType_Double, (void*)v, (void*)(step > 0.0 ? &step : NULL), (void*)(step_fast > 0.0 ? &step_fast : NULL), format, flags); } //------------------------------------------------------------------------- // [SECTION] Widgets: InputText, InputTextMultiline, InputTextWithHint //------------------------------------------------------------------------- // - InputText() // - InputTextWithHint() // - InputTextMultiline() // - InputTextGetCharInfo() [Internal] // - InputTextReindexLines() [Internal] // - InputTextReindexLinesRange() [Internal] // - InputTextEx() [Internal] //------------------------------------------------------------------------- bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) { IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() return InputTextEx(label, NULL, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data); } bool ImGui::InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) { return InputTextEx(label, NULL, buf, (int)buf_size, size, flags | ImGuiInputTextFlags_Multiline, callback, user_data); } bool ImGui::InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) { IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() return InputTextEx(label, hint, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data); } static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end) { int line_count = 0; const char* s = text_begin; while (char c = *s++) // We are only matching for \n so we can ignore UTF-8 decoding if (c == '\n') line_count++; s--; if (s[0] != '\n' && s[0] != '\r') line_count++; *out_text_end = s; return line_count; } static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining, ImVec2* out_offset, bool stop_on_new_line) { ImGuiContext& g = *GImGui; ImFont* font = g.Font; const float line_height = g.FontSize; const float scale = line_height / font->FontSize; ImVec2 text_size = ImVec2(0, 0); float line_width = 0.0f; const ImWchar* s = text_begin; while (s < text_end) { unsigned int c = (unsigned int)(*s++); if (c == '\n') { text_size.x = ImMax(text_size.x, line_width); text_size.y += line_height; line_width = 0.0f; if (stop_on_new_line) break; continue; } if (c == '\r') continue; const float char_width = font->GetCharAdvance((ImWchar)c) * scale; line_width += char_width; } if (text_size.x < line_width) text_size.x = line_width; if (out_offset) *out_offset = ImVec2(line_width, text_size.y + line_height); // offset allow for the possibility of sitting after a trailing \n if (line_width > 0 || text_size.y == 0.0f) // whereas size.y will ignore the trailing \n text_size.y += line_height; if (remaining) *remaining = s; return text_size; } // Wrapper for stb_textedit.h to edit text (our wrapper is for: statically sized buffer, single-line, wchar characters. InputText converts between UTF-8 and wchar) namespace ImStb { static int STB_TEXTEDIT_STRINGLEN(const ImGuiInputTextState* obj) { return obj->CurLenW; } static ImWchar STB_TEXTEDIT_GETCHAR(const ImGuiInputTextState* obj, int idx) { return obj->TextW[idx]; } static float STB_TEXTEDIT_GETWIDTH(ImGuiInputTextState* obj, int line_start_idx, int char_idx) { ImWchar c = obj->TextW[line_start_idx + char_idx]; if (c == '\n') return STB_TEXTEDIT_GETWIDTH_NEWLINE; ImGuiContext& g = *GImGui; return g.Font->GetCharAdvance(c) * (g.FontSize / g.Font->FontSize); } static int STB_TEXTEDIT_KEYTOTEXT(int key) { return key >= 0x200000 ? 0 : key; } static ImWchar STB_TEXTEDIT_NEWLINE = '\n'; static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, ImGuiInputTextState* obj, int line_start_idx) { const ImWchar* text = obj->TextW.Data; const ImWchar* text_remaining = NULL; const ImVec2 size = InputTextCalcTextSizeW(text + line_start_idx, text + obj->CurLenW, &text_remaining, NULL, true); r->x0 = 0.0f; r->x1 = size.x; r->baseline_y_delta = size.y; r->ymin = 0.0f; r->ymax = size.y; r->num_chars = (int)(text_remaining - (text + line_start_idx)); } // When ImGuiInputTextFlags_Password is set, we don't want actions such as CTRL+Arrow to leak the fact that underlying data are blanks or separators. static bool is_separator(unsigned int c) { return ImCharIsBlankW(c) || c==',' || c==';' || c=='(' || c==')' || c=='{' || c=='}' || c=='[' || c==']' || c=='|' || c=='\n' || c=='\r'; } static int is_word_boundary_from_right(ImGuiInputTextState* obj, int idx) { if (obj->Flags & ImGuiInputTextFlags_Password) return 0; return idx > 0 ? (is_separator(obj->TextW[idx - 1]) && !is_separator(obj->TextW[idx]) ) : 1; } static int is_word_boundary_from_left(ImGuiInputTextState* obj, int idx) { if (obj->Flags & ImGuiInputTextFlags_Password) return 0; return idx > 0 ? (!is_separator(obj->TextW[idx - 1]) && is_separator(obj->TextW[idx])) : 1; } static int STB_TEXTEDIT_MOVEWORDLEFT_IMPL(ImGuiInputTextState* obj, int idx) { idx--; while (idx >= 0 && !is_word_boundary_from_right(obj, idx)) idx--; return idx < 0 ? 0 : idx; } static int STB_TEXTEDIT_MOVEWORDRIGHT_MAC(ImGuiInputTextState* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_left(obj, idx)) idx++; return idx > len ? len : idx; } #define STB_TEXTEDIT_MOVEWORDLEFT STB_TEXTEDIT_MOVEWORDLEFT_IMPL // They need to be #define for stb_textedit.h #ifdef __APPLE__ // FIXME: Move setting to IO structure #define STB_TEXTEDIT_MOVEWORDRIGHT STB_TEXTEDIT_MOVEWORDRIGHT_MAC #else static int STB_TEXTEDIT_MOVEWORDRIGHT_WIN(ImGuiInputTextState* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_right(obj, idx)) idx++; return idx > len ? len : idx; } #define STB_TEXTEDIT_MOVEWORDRIGHT STB_TEXTEDIT_MOVEWORDRIGHT_WIN #endif static void STB_TEXTEDIT_DELETECHARS(ImGuiInputTextState* obj, int pos, int n) { ImWchar* dst = obj->TextW.Data + pos; // We maintain our buffer length in both UTF-8 and wchar formats obj->Edited = true; obj->CurLenA -= ImTextCountUtf8BytesFromStr(dst, dst + n); obj->CurLenW -= n; // Offset remaining text (FIXME-OPT: Use memmove) const ImWchar* src = obj->TextW.Data + pos + n; while (ImWchar c = *src++) *dst++ = c; *dst = '\0'; } static bool STB_TEXTEDIT_INSERTCHARS(ImGuiInputTextState* obj, int pos, const ImWchar* new_text, int new_text_len) { const bool is_resizable = (obj->Flags & ImGuiInputTextFlags_CallbackResize) != 0; const int text_len = obj->CurLenW; IM_ASSERT(pos <= text_len); const int new_text_len_utf8 = ImTextCountUtf8BytesFromStr(new_text, new_text + new_text_len); if (!is_resizable && (new_text_len_utf8 + obj->CurLenA + 1 > obj->BufCapacityA)) return false; // Grow internal buffer if needed if (new_text_len + text_len + 1 > obj->TextW.Size) { if (!is_resizable) return false; IM_ASSERT(text_len < obj->TextW.Size); obj->TextW.resize(text_len + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1); } ImWchar* text = obj->TextW.Data; if (pos != text_len) memmove(text + pos + new_text_len, text + pos, (size_t)(text_len - pos) * sizeof(ImWchar)); memcpy(text + pos, new_text, (size_t)new_text_len * sizeof(ImWchar)); obj->Edited = true; obj->CurLenW += new_text_len; obj->CurLenA += new_text_len_utf8; obj->TextW[obj->CurLenW] = '\0'; return true; } // We don't use an enum so we can build even with conflicting symbols (if another user of stb_textedit.h leak their STB_TEXTEDIT_K_* symbols) #define STB_TEXTEDIT_K_LEFT 0x200000 // keyboard input to move cursor left #define STB_TEXTEDIT_K_RIGHT 0x200001 // keyboard input to move cursor right #define STB_TEXTEDIT_K_UP 0x200002 // keyboard input to move cursor up #define STB_TEXTEDIT_K_DOWN 0x200003 // keyboard input to move cursor down #define STB_TEXTEDIT_K_LINESTART 0x200004 // keyboard input to move cursor to start of line #define STB_TEXTEDIT_K_LINEEND 0x200005 // keyboard input to move cursor to end of line #define STB_TEXTEDIT_K_TEXTSTART 0x200006 // keyboard input to move cursor to start of text #define STB_TEXTEDIT_K_TEXTEND 0x200007 // keyboard input to move cursor to end of text #define STB_TEXTEDIT_K_DELETE 0x200008 // keyboard input to delete selection or character under cursor #define STB_TEXTEDIT_K_BACKSPACE 0x200009 // keyboard input to delete selection or character left of cursor #define STB_TEXTEDIT_K_UNDO 0x20000A // keyboard input to perform undo #define STB_TEXTEDIT_K_REDO 0x20000B // keyboard input to perform redo #define STB_TEXTEDIT_K_WORDLEFT 0x20000C // keyboard input to move cursor left one word #define STB_TEXTEDIT_K_WORDRIGHT 0x20000D // keyboard input to move cursor right one word #define STB_TEXTEDIT_K_PGUP 0x20000E // keyboard input to move cursor up a page #define STB_TEXTEDIT_K_PGDOWN 0x20000F // keyboard input to move cursor down a page #define STB_TEXTEDIT_K_SHIFT 0x400000 #define STB_TEXTEDIT_IMPLEMENTATION #include "imstb_textedit.h" // stb_textedit internally allows for a single undo record to do addition and deletion, but somehow, calling // the stb_textedit_paste() function creates two separate records, so we perform it manually. (FIXME: Report to nothings/stb?) static void stb_textedit_replace(ImGuiInputTextState* str, STB_TexteditState* state, const STB_TEXTEDIT_CHARTYPE* text, int text_len) { stb_text_makeundo_replace(str, state, 0, str->CurLenW, text_len); ImStb::STB_TEXTEDIT_DELETECHARS(str, 0, str->CurLenW); if (text_len <= 0) return; if (ImStb::STB_TEXTEDIT_INSERTCHARS(str, 0, text, text_len)) { state->cursor = text_len; state->has_preferred_x = 0; return; } IM_ASSERT(0); // Failed to insert character, normally shouldn't happen because of how we currently use stb_textedit_replace() } } // namespace ImStb void ImGuiInputTextState::OnKeyPressed(int key) { stb_textedit_key(this, &Stb, key); CursorFollow = true; CursorAnimReset(); } ImGuiInputTextCallbackData::ImGuiInputTextCallbackData() { memset(this, 0, sizeof(*this)); } // Public API to manipulate UTF-8 text // We expose UTF-8 to the user (unlike the STB_TEXTEDIT_* functions which are manipulating wchar) // FIXME: The existence of this rarely exercised code path is a bit of a nuisance. void ImGuiInputTextCallbackData::DeleteChars(int pos, int bytes_count) { IM_ASSERT(pos + bytes_count <= BufTextLen); char* dst = Buf + pos; const char* src = Buf + pos + bytes_count; while (char c = *src++) *dst++ = c; *dst = '\0'; if (CursorPos >= pos + bytes_count) CursorPos -= bytes_count; else if (CursorPos >= pos) CursorPos = pos; SelectionStart = SelectionEnd = CursorPos; BufDirty = true; BufTextLen -= bytes_count; } void ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, const char* new_text_end) { const bool is_resizable = (Flags & ImGuiInputTextFlags_CallbackResize) != 0; const int new_text_len = new_text_end ? (int)(new_text_end - new_text) : (int)strlen(new_text); if (new_text_len + BufTextLen >= BufSize) { if (!is_resizable) return; // Contrary to STB_TEXTEDIT_INSERTCHARS() this is working in the UTF8 buffer, hence the mildly similar code (until we remove the U16 buffer altogether!) ImGuiContext& g = *GImGui; ImGuiInputTextState* edit_state = &g.InputTextState; IM_ASSERT(edit_state->ID != 0 && g.ActiveId == edit_state->ID); IM_ASSERT(Buf == edit_state->TextA.Data); int new_buf_size = BufTextLen + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1; edit_state->TextA.reserve(new_buf_size + 1); Buf = edit_state->TextA.Data; BufSize = edit_state->BufCapacityA = new_buf_size; } if (BufTextLen != pos) memmove(Buf + pos + new_text_len, Buf + pos, (size_t)(BufTextLen - pos)); memcpy(Buf + pos, new_text, (size_t)new_text_len * sizeof(char)); Buf[BufTextLen + new_text_len] = '\0'; if (CursorPos >= pos) CursorPos += new_text_len; SelectionStart = SelectionEnd = CursorPos; BufDirty = true; BufTextLen += new_text_len; } // Return false to discard a character. static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, ImGuiInputSource input_source) { IM_ASSERT(input_source == ImGuiInputSource_Keyboard || input_source == ImGuiInputSource_Clipboard); unsigned int c = *p_char; // Filter non-printable (NB: isprint is unreliable! see #2467) bool apply_named_filters = true; if (c < 0x20) { bool pass = false; pass |= (c == '\n' && (flags & ImGuiInputTextFlags_Multiline)); // Note that an Enter KEY will emit \r and be ignored (we poll for KEY in InputText() code) pass |= (c == '\t' && (flags & ImGuiInputTextFlags_AllowTabInput)); if (!pass) return false; apply_named_filters = false; // Override named filters below so newline and tabs can still be inserted. } if (input_source != ImGuiInputSource_Clipboard) { // We ignore Ascii representation of delete (emitted from Backspace on OSX, see #2578, #2817) if (c == 127) return false; // Filter private Unicode range. GLFW on OSX seems to send private characters for special keys like arrow keys (FIXME) if (c >= 0xE000 && c <= 0xF8FF) return false; } // Filter Unicode ranges we are not handling in this build if (c > IM_UNICODE_CODEPOINT_MAX) return false; // Generic named filters if (apply_named_filters && (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank | ImGuiInputTextFlags_CharsScientific))) { // The libc allows overriding locale, with e.g. 'setlocale(LC_NUMERIC, "de_DE.UTF-8");' which affect the output/input of printf/scanf to use e.g. ',' instead of '.'. // The standard mandate that programs starts in the "C" locale where the decimal point is '.'. // We don't really intend to provide widespread support for it, but out of empathy for people stuck with using odd API, we support the bare minimum aka overriding the decimal point. // Change the default decimal_point with: // ImGui::GetCurrentContext()->PlatformLocaleDecimalPoint = *localeconv()->decimal_point; // Users of non-default decimal point (in particular ',') may be affected by word-selection logic (is_word_boundary_from_right/is_word_boundary_from_left) functions. ImGuiContext& g = *GImGui; const unsigned c_decimal_point = (unsigned int)g.PlatformLocaleDecimalPoint; // Allow 0-9 . - + * / if (flags & ImGuiInputTextFlags_CharsDecimal) if (!(c >= '0' && c <= '9') && (c != c_decimal_point) && (c != '-') && (c != '+') && (c != '*') && (c != '/')) return false; // Allow 0-9 . - + * / e E if (flags & ImGuiInputTextFlags_CharsScientific) if (!(c >= '0' && c <= '9') && (c != c_decimal_point) && (c != '-') && (c != '+') && (c != '*') && (c != '/') && (c != 'e') && (c != 'E')) return false; // Allow 0-9 a-F A-F if (flags & ImGuiInputTextFlags_CharsHexadecimal) if (!(c >= '0' && c <= '9') && !(c >= 'a' && c <= 'f') && !(c >= 'A' && c <= 'F')) return false; // Turn a-z into A-Z if (flags & ImGuiInputTextFlags_CharsUppercase) if (c >= 'a' && c <= 'z') *p_char = (c += (unsigned int)('A' - 'a')); if (flags & ImGuiInputTextFlags_CharsNoBlank) if (ImCharIsBlankW(c)) return false; } // Custom callback filter if (flags & ImGuiInputTextFlags_CallbackCharFilter) { ImGuiInputTextCallbackData callback_data; memset(&callback_data, 0, sizeof(ImGuiInputTextCallbackData)); callback_data.EventFlag = ImGuiInputTextFlags_CallbackCharFilter; callback_data.EventChar = (ImWchar)c; callback_data.Flags = flags; callback_data.UserData = user_data; if (callback(&callback_data) != 0) return false; *p_char = callback_data.EventChar; if (!callback_data.EventChar) return false; } return true; } // Edit a string of text // - buf_size account for the zero-terminator, so a buf_size of 6 can hold "Hello" but not "Hello!". // This is so we can easily call InputText() on static arrays using ARRAYSIZE() and to match // Note that in std::string world, capacity() would omit 1 byte used by the zero-terminator. // - When active, hold on a privately held copy of the text (and apply back to 'buf'). So changing 'buf' while the InputText is active has no effect. // - If you want to use ImGui::InputText() with std::string, see misc/cpp/imgui_stdlib.h // (FIXME: Rather confusing and messy function, among the worse part of our codebase, expecting to rewrite a V2 at some point.. Partly because we are // doing UTF8 > U16 > UTF8 conversions on the go to easily interface with stb_textedit. Ideally should stay in UTF-8 all the time. See https://github.com/nothings/stb/issues/188) bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* callback_user_data) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; IM_ASSERT(buf != NULL && buf_size >= 0); IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackHistory) && (flags & ImGuiInputTextFlags_Multiline))); // Can't use both together (they both use up/down keys) IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackCompletion) && (flags & ImGuiInputTextFlags_AllowTabInput))); // Can't use both together (they both use tab key) ImGuiContext& g = *GImGui; ImGuiIO& io = g.IO; const ImGuiStyle& style = g.Style; const bool RENDER_SELECTION_WHEN_INACTIVE = false; const bool is_multiline = (flags & ImGuiInputTextFlags_Multiline) != 0; const bool is_readonly = (flags & ImGuiInputTextFlags_ReadOnly) != 0; const bool is_password = (flags & ImGuiInputTextFlags_Password) != 0; const bool is_undoable = (flags & ImGuiInputTextFlags_NoUndoRedo) == 0; const bool is_resizable = (flags & ImGuiInputTextFlags_CallbackResize) != 0; if (is_resizable) IM_ASSERT(callback != NULL); // Must provide a callback if you set the ImGuiInputTextFlags_CallbackResize flag! if (is_multiline) // Open group before calling GetID() because groups tracks id created within their scope (including the scrollbar) BeginGroup(); const ImGuiID id = window->GetID(label); const ImVec2 label_size = CalcTextSize(label, NULL, true); const ImVec2 frame_size = CalcItemSize(size_arg, CalcItemWidth(), (is_multiline ? g.FontSize * 8.0f : label_size.y) + style.FramePadding.y * 2.0f); // Arbitrary default of 8 lines high for multi-line const ImVec2 total_size = ImVec2(frame_size.x + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), frame_size.y); const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); const ImRect total_bb(frame_bb.Min, frame_bb.Min + total_size); ImGuiWindow* draw_window = window; ImVec2 inner_size = frame_size; ImGuiItemStatusFlags item_status_flags = 0; ImGuiLastItemData item_data_backup; if (is_multiline) { ImVec2 backup_pos = window->DC.CursorPos; ItemSize(total_bb, style.FramePadding.y); if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_Inputable)) { EndGroup(); return false; } item_status_flags = g.LastItemData.StatusFlags; item_data_backup = g.LastItemData; window->DC.CursorPos = backup_pos; // We reproduce the contents of BeginChildFrame() in order to provide 'label' so our window internal data are easier to read/debug. // FIXME-NAV: Pressing NavActivate will trigger general child activation right before triggering our own below. Harmless but bizarre. PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]); PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding); PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize); PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); // Ensure no clip rect so mouse hover can reach FramePadding edges bool child_visible = BeginChildEx(label, id, frame_bb.GetSize(), true, ImGuiWindowFlags_NoMove); PopStyleVar(3); PopStyleColor(); if (!child_visible) { EndChild(); EndGroup(); return false; } draw_window = g.CurrentWindow; // Child window draw_window->DC.NavLayersActiveMaskNext |= (1 << draw_window->DC.NavLayerCurrent); // This is to ensure that EndChild() will display a navigation highlight so we can "enter" into it. draw_window->DC.CursorPos += style.FramePadding; inner_size.x -= draw_window->ScrollbarSizes.x; } else { // Support for internal ImGuiInputTextFlags_MergedItem flag, which could be redesigned as an ItemFlags if needed (with test performed in ItemAdd) ItemSize(total_bb, style.FramePadding.y); if (!(flags & ImGuiInputTextFlags_MergedItem)) if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_Inputable)) return false; item_status_flags = g.LastItemData.StatusFlags; } const bool hovered = ItemHoverable(frame_bb, id); if (hovered) g.MouseCursor = ImGuiMouseCursor_TextInput; // We are only allowed to access the state if we are already the active widget. ImGuiInputTextState* state = GetInputTextState(id); const bool input_requested_by_tabbing = (item_status_flags & ImGuiItemStatusFlags_FocusedByTabbing) != 0; const bool input_requested_by_nav = (g.ActiveId != id) && ((g.NavActivateInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_Keyboard)); const bool user_clicked = hovered && io.MouseClicked[0]; const bool user_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && g.ActiveIdPreviousFrame == GetWindowScrollbarID(draw_window, ImGuiAxis_Y); const bool user_scroll_active = is_multiline && state != NULL && g.ActiveId == GetWindowScrollbarID(draw_window, ImGuiAxis_Y); bool clear_active_id = false; bool select_all = false; float scroll_y = is_multiline ? draw_window->Scroll.y : FLT_MAX; const bool init_changed_specs = (state != NULL && state->Stb.single_line != !is_multiline); const bool init_make_active = (user_clicked || user_scroll_finish || input_requested_by_nav || input_requested_by_tabbing); const bool init_state = (init_make_active || user_scroll_active); if ((init_state && g.ActiveId != id) || init_changed_specs) { // Access state even if we don't own it yet. state = &g.InputTextState; state->CursorAnimReset(); // Take a copy of the initial buffer value (both in original UTF-8 format and converted to wchar) // From the moment we focused we are ignoring the content of 'buf' (unless we are in read-only mode) const int buf_len = (int)strlen(buf); state->InitialTextA.resize(buf_len + 1); // UTF-8. we use +1 to make sure that .Data is always pointing to at least an empty string. memcpy(state->InitialTextA.Data, buf, buf_len + 1); // Start edition const char* buf_end = NULL; state->TextW.resize(buf_size + 1); // wchar count <= UTF-8 count. we use +1 to make sure that .Data is always pointing to at least an empty string. state->TextA.resize(0); state->TextAIsValid = false; // TextA is not valid yet (we will display buf until then) state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, buf_size, buf, NULL, &buf_end); state->CurLenA = (int)(buf_end - buf); // We can't get the result from ImStrncpy() above because it is not UTF-8 aware. Here we'll cut off malformed UTF-8. // Preserve cursor position and undo/redo stack if we come back to same widget // FIXME: For non-readonly widgets we might be able to require that TextAIsValid && TextA == buf ? (untested) and discard undo stack if user buffer has changed. const bool recycle_state = (state->ID == id && !init_changed_specs); if (recycle_state) { // Recycle existing cursor/selection/undo stack but clamp position // Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click handler. state->CursorClamp(); } else { state->ID = id; state->ScrollX = 0.0f; stb_textedit_initialize_state(&state->Stb, !is_multiline); } if (!is_multiline) { if (flags & ImGuiInputTextFlags_AutoSelectAll) select_all = true; if (input_requested_by_nav && (!recycle_state || !(g.NavActivateFlags & ImGuiActivateFlags_TryToPreserveState))) select_all = true; if (input_requested_by_tabbing || (user_clicked && io.KeyCtrl)) select_all = true; } if (flags & ImGuiInputTextFlags_AlwaysOverwrite) state->Stb.insert_mode = 1; // stb field name is indeed incorrect (see #2863) } if (g.ActiveId != id && init_make_active) { IM_ASSERT(state && state->ID == id); SetActiveID(id, window); SetFocusID(id, window); FocusWindow(window); // Declare our inputs IM_ASSERT(ImGuiNavInput_COUNT < 32); g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); if (is_multiline || (flags & ImGuiInputTextFlags_CallbackHistory)) g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel); SetActiveIdUsingKey(ImGuiKey_Home); SetActiveIdUsingKey(ImGuiKey_End); if (is_multiline) { SetActiveIdUsingKey(ImGuiKey_PageUp); SetActiveIdUsingKey(ImGuiKey_PageDown); } if (flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_AllowTabInput)) // Disable keyboard tabbing out as we will use the \t character. { SetActiveIdUsingKey(ImGuiKey_Tab); } } // We have an edge case if ActiveId was set through another widget (e.g. widget being swapped), clear id immediately (don't wait until the end of the function) if (g.ActiveId == id && state == NULL) ClearActiveID(); // Release focus when we click outside if (g.ActiveId == id && io.MouseClicked[0] && !init_state && !init_make_active) //-V560 clear_active_id = true; // Lock the decision of whether we are going to take the path displaying the cursor or selection const bool render_cursor = (g.ActiveId == id) || (state && user_scroll_active); bool render_selection = state && (state->HasSelection() || select_all) && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); bool value_changed = false; bool enter_pressed = false; // When read-only we always use the live data passed to the function // FIXME-OPT: Because our selection/cursor code currently needs the wide text we need to convert it when active, which is not ideal :( if (is_readonly && state != NULL && (render_cursor || render_selection)) { const char* buf_end = NULL; state->TextW.resize(buf_size + 1); state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, buf, NULL, &buf_end); state->CurLenA = (int)(buf_end - buf); state->CursorClamp(); render_selection &= state->HasSelection(); } // Select the buffer to render. const bool buf_display_from_state = (render_cursor || render_selection || g.ActiveId == id) && !is_readonly && state && state->TextAIsValid; const bool is_displaying_hint = (hint != NULL && (buf_display_from_state ? state->TextA.Data : buf)[0] == 0); // Password pushes a temporary font with only a fallback glyph if (is_password && !is_displaying_hint) { const ImFontGlyph* glyph = g.Font->FindGlyph('*'); ImFont* password_font = &g.InputTextPasswordFont; password_font->FontSize = g.Font->FontSize; password_font->Scale = g.Font->Scale; password_font->Ascent = g.Font->Ascent; password_font->Descent = g.Font->Descent; password_font->ContainerAtlas = g.Font->ContainerAtlas; password_font->FallbackGlyph = glyph; password_font->FallbackAdvanceX = glyph->AdvanceX; IM_ASSERT(password_font->Glyphs.empty() && password_font->IndexAdvanceX.empty() && password_font->IndexLookup.empty()); PushFont(password_font); } // Process mouse inputs and character inputs int backup_current_text_length = 0; if (g.ActiveId == id) { IM_ASSERT(state != NULL); backup_current_text_length = state->CurLenA; state->Edited = false; state->BufCapacityA = buf_size; state->Flags = flags; // Although we are active we don't prevent mouse from hovering other elements unless we are interacting right now with the widget. // Down the line we should have a cleaner library-wide concept of Selected vs Active. g.ActiveIdAllowOverlap = !io.MouseDown[0]; g.WantTextInputNextFrame = 1; // Edit in progress const float mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + state->ScrollX; const float mouse_y = (is_multiline ? (io.MousePos.y - draw_window->DC.CursorPos.y) : (g.FontSize * 0.5f)); const bool is_osx = io.ConfigMacOSXBehaviors; if (select_all) { state->SelectAll(); state->SelectedAllMouseLock = true; } else if (hovered && io.MouseClickedCount[0] >= 2 && !io.KeyShift) { stb_textedit_click(state, &state->Stb, mouse_x, mouse_y); const int multiclick_count = (io.MouseClickedCount[0] - 2); if ((multiclick_count % 2) == 0) { // Double-click: Select word // We always use the "Mac" word advance for double-click select vs CTRL+Right which use the platform dependent variant: // FIXME: There are likely many ways to improve this behavior, but there's no "right" behavior (depends on use-case, software, OS) const bool is_bol = (state->Stb.cursor == 0) || ImStb::STB_TEXTEDIT_GETCHAR(state, state->Stb.cursor - 1) == '\n'; if (STB_TEXT_HAS_SELECTION(&state->Stb) || !is_bol) state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT); //state->OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT); if (!STB_TEXT_HAS_SELECTION(&state->Stb)) ImStb::stb_textedit_prep_selection_at_cursor(&state->Stb); state->Stb.cursor = ImStb::STB_TEXTEDIT_MOVEWORDRIGHT_MAC(state, state->Stb.cursor); state->Stb.select_end = state->Stb.cursor; ImStb::stb_textedit_clamp(state, &state->Stb); } else { // Triple-click: Select line const bool is_eol = ImStb::STB_TEXTEDIT_GETCHAR(state, state->Stb.cursor) == '\n'; state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART); state->OnKeyPressed(STB_TEXTEDIT_K_LINEEND | STB_TEXTEDIT_K_SHIFT); state->OnKeyPressed(STB_TEXTEDIT_K_RIGHT | STB_TEXTEDIT_K_SHIFT); if (!is_eol && is_multiline) { ImSwap(state->Stb.select_start, state->Stb.select_end); state->Stb.cursor = state->Stb.select_end; } state->CursorFollow = false; } state->CursorAnimReset(); } else if (io.MouseClicked[0] && !state->SelectedAllMouseLock) { // FIXME: unselect on late click could be done release? if (hovered) { stb_textedit_click(state, &state->Stb, mouse_x, mouse_y); state->CursorAnimReset(); } } else if (io.MouseDown[0] && !state->SelectedAllMouseLock && (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f)) { stb_textedit_drag(state, &state->Stb, mouse_x, mouse_y); state->CursorAnimReset(); state->CursorFollow = true; } if (state->SelectedAllMouseLock && !io.MouseDown[0]) state->SelectedAllMouseLock = false; // We except backends to emit a Tab key but some also emit a Tab character which we ignore (#2467, #1336) // (For Tab and Enter: Win32/SFML/Allegro are sending both keys and chars, GLFW and SDL are only sending keys. For Space they all send all threes) const bool ignore_char_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeySuper); if ((flags & ImGuiInputTextFlags_AllowTabInput) && IsKeyPressed(ImGuiKey_Tab) && !ignore_char_inputs && !io.KeyShift && !is_readonly) { unsigned int c = '\t'; // Insert TAB if (InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard)) state->OnKeyPressed((int)c); } // Process regular text input (before we check for Return because using some IME will effectively send a Return?) // We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters. if (io.InputQueueCharacters.Size > 0) { if (!ignore_char_inputs && !is_readonly && !input_requested_by_nav) for (int n = 0; n < io.InputQueueCharacters.Size; n++) { // Insert character if they pass filtering unsigned int c = (unsigned int)io.InputQueueCharacters[n]; if (c == '\t') // Skip Tab, see above. continue; if (InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard)) state->OnKeyPressed((int)c); } // Consume characters io.InputQueueCharacters.resize(0); } } // Process other shortcuts/key-presses bool cancel_edit = false; if (g.ActiveId == id && !g.ActiveIdIsJustActivated && !clear_active_id) { IM_ASSERT(state != NULL); const int row_count_per_page = ImMax((int)((inner_size.y - style.FramePadding.y) / g.FontSize), 1); state->Stb.row_count_per_page = row_count_per_page; const int k_mask = (io.KeyShift ? STB_TEXTEDIT_K_SHIFT : 0); const bool is_osx = io.ConfigMacOSXBehaviors; const bool is_osx_shift_shortcut = is_osx && (io.KeyMods == (ImGuiModFlags_Super | ImGuiModFlags_Shift)); const bool is_wordmove_key_down = is_osx ? io.KeyAlt : io.KeyCtrl; // OS X style: Text editing cursor movement using Alt instead of Ctrl const bool is_startend_key_down = is_osx && io.KeySuper && !io.KeyCtrl && !io.KeyAlt; // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End const bool is_ctrl_key_only = (io.KeyMods == ImGuiModFlags_Ctrl); const bool is_shift_key_only = (io.KeyMods == ImGuiModFlags_Shift); const bool is_shortcut_key = g.IO.ConfigMacOSXBehaviors ? (io.KeyMods == ImGuiModFlags_Super) : (io.KeyMods == ImGuiModFlags_Ctrl); const bool is_cut = ((is_shortcut_key && IsKeyPressed(ImGuiKey_X)) || (is_shift_key_only && IsKeyPressed(ImGuiKey_Delete))) && !is_readonly && !is_password && (!is_multiline || state->HasSelection()); const bool is_copy = ((is_shortcut_key && IsKeyPressed(ImGuiKey_C)) || (is_ctrl_key_only && IsKeyPressed(ImGuiKey_Insert))) && !is_password && (!is_multiline || state->HasSelection()); const bool is_paste = ((is_shortcut_key && IsKeyPressed(ImGuiKey_V)) || (is_shift_key_only && IsKeyPressed(ImGuiKey_Insert))) && !is_readonly; const bool is_undo = ((is_shortcut_key && IsKeyPressed(ImGuiKey_Z)) && !is_readonly && is_undoable); const bool is_redo = ((is_shortcut_key && IsKeyPressed(ImGuiKey_Y)) || (is_osx_shift_shortcut && IsKeyPressed(ImGuiKey_Z))) && !is_readonly && is_undoable; // We allow validate/cancel with Nav source (gamepad) to makes it easier to undo an accidental NavInput press with no keyboard wired, but otherwise it isn't very useful. const bool is_validate_enter = IsKeyPressed(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_KeypadEnter); const bool is_validate_nav = (IsNavInputTest(ImGuiNavInput_Activate, ImGuiNavReadMode_Pressed) && !IsKeyPressed(ImGuiKey_Space)) || IsNavInputTest(ImGuiNavInput_Input, ImGuiNavReadMode_Pressed); const bool is_cancel = IsKeyPressed(ImGuiKey_Escape) || IsNavInputTest(ImGuiNavInput_Cancel, ImGuiNavReadMode_Pressed); if (IsKeyPressed(ImGuiKey_LeftArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); } else if (IsKeyPressed(ImGuiKey_RightArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); } else if (IsKeyPressed(ImGuiKey_UpArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f)); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTSTART : STB_TEXTEDIT_K_UP) | k_mask); } else if (IsKeyPressed(ImGuiKey_DownArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMin(draw_window->Scroll.y + g.FontSize, GetScrollMaxY())); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTEND : STB_TEXTEDIT_K_DOWN) | k_mask); } else if (IsKeyPressed(ImGuiKey_PageUp) && is_multiline) { state->OnKeyPressed(STB_TEXTEDIT_K_PGUP | k_mask); scroll_y -= row_count_per_page * g.FontSize; } else if (IsKeyPressed(ImGuiKey_PageDown) && is_multiline) { state->OnKeyPressed(STB_TEXTEDIT_K_PGDOWN | k_mask); scroll_y += row_count_per_page * g.FontSize; } else if (IsKeyPressed(ImGuiKey_Home)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); } else if (IsKeyPressed(ImGuiKey_End)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); } else if (IsKeyPressed(ImGuiKey_Delete) && !is_readonly && !is_cut) { state->OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); } else if (IsKeyPressed(ImGuiKey_Backspace) && !is_readonly) { if (!state->HasSelection()) { if (is_wordmove_key_down) state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT | STB_TEXTEDIT_K_SHIFT); else if (is_osx && io.KeySuper && !io.KeyAlt && !io.KeyCtrl) state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT); } state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask); } else if (is_validate_enter) { bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0; if (!is_multiline || (ctrl_enter_for_new_line && !io.KeyCtrl) || (!ctrl_enter_for_new_line && io.KeyCtrl)) { enter_pressed = clear_active_id = true; } else if (!is_readonly) { unsigned int c = '\n'; // Insert new line if (InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard)) state->OnKeyPressed((int)c); } } else if (is_validate_nav) { IM_ASSERT(!is_validate_enter); enter_pressed = clear_active_id = true; } else if (is_cancel) { clear_active_id = cancel_edit = true; } else if (is_undo || is_redo) { state->OnKeyPressed(is_undo ? STB_TEXTEDIT_K_UNDO : STB_TEXTEDIT_K_REDO); state->ClearSelection(); } else if (is_shortcut_key && IsKeyPressed(ImGuiKey_A)) { state->SelectAll(); state->CursorFollow = true; } else if (is_cut || is_copy) { // Cut, Copy if (io.SetClipboardTextFn) { const int ib = state->HasSelection() ? ImMin(state->Stb.select_start, state->Stb.select_end) : 0; const int ie = state->HasSelection() ? ImMax(state->Stb.select_start, state->Stb.select_end) : state->CurLenW; const int clipboard_data_len = ImTextCountUtf8BytesFromStr(state->TextW.Data + ib, state->TextW.Data + ie) + 1; char* clipboard_data = (char*)IM_ALLOC(clipboard_data_len * sizeof(char)); ImTextStrToUtf8(clipboard_data, clipboard_data_len, state->TextW.Data + ib, state->TextW.Data + ie); SetClipboardText(clipboard_data); MemFree(clipboard_data); } if (is_cut) { if (!state->HasSelection()) state->SelectAll(); state->CursorFollow = true; stb_textedit_cut(state, &state->Stb); } } else if (is_paste) { if (const char* clipboard = GetClipboardText()) { // Filter pasted buffer const int clipboard_len = (int)strlen(clipboard); ImWchar* clipboard_filtered = (ImWchar*)IM_ALLOC((clipboard_len + 1) * sizeof(ImWchar)); int clipboard_filtered_len = 0; for (const char* s = clipboard; *s; ) { unsigned int c; s += ImTextCharFromUtf8(&c, s, NULL); if (c == 0) break; if (!InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Clipboard)) continue; clipboard_filtered[clipboard_filtered_len++] = (ImWchar)c; } clipboard_filtered[clipboard_filtered_len] = 0; if (clipboard_filtered_len > 0) // If everything was filtered, ignore the pasting operation { stb_textedit_paste(state, &state->Stb, clipboard_filtered, clipboard_filtered_len); state->CursorFollow = true; } MemFree(clipboard_filtered); } } // Update render selection flag after events have been handled, so selection highlight can be displayed during the same frame. render_selection |= state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); } // Process callbacks and apply result back to user's buffer. const char* apply_new_text = NULL; int apply_new_text_length = 0; if (g.ActiveId == id) { IM_ASSERT(state != NULL); if (cancel_edit) { // Restore initial value. Only return true if restoring to the initial value changes the current buffer contents. if (!is_readonly && strcmp(buf, state->InitialTextA.Data) != 0) { // Push records into the undo stack so we can CTRL+Z the revert operation itself apply_new_text = state->InitialTextA.Data; apply_new_text_length = state->InitialTextA.Size - 1; ImVector w_text; if (apply_new_text_length > 0) { w_text.resize(ImTextCountCharsFromUtf8(apply_new_text, apply_new_text + apply_new_text_length) + 1); ImTextStrFromUtf8(w_text.Data, w_text.Size, apply_new_text, apply_new_text + apply_new_text_length); } stb_textedit_replace(state, &state->Stb, w_text.Data, (apply_new_text_length > 0) ? (w_text.Size - 1) : 0); } } // When using 'ImGuiInputTextFlags_EnterReturnsTrue' as a special case we reapply the live buffer back to the input buffer before clearing ActiveId, even though strictly speaking it wasn't modified on this frame. // If we didn't do that, code like InputInt() with ImGuiInputTextFlags_EnterReturnsTrue would fail. // This also allows the user to use InputText() with ImGuiInputTextFlags_EnterReturnsTrue without maintaining any user-side storage (please note that if you use this property along ImGuiInputTextFlags_CallbackResize you can end up with your temporary string object unnecessarily allocating once a frame, either store your string data, either if you don't then don't use ImGuiInputTextFlags_CallbackResize). bool apply_edit_back_to_user_buffer = !cancel_edit || (enter_pressed && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0); if (apply_edit_back_to_user_buffer) { // Apply new value immediately - copy modified buffer back // Note that as soon as the input box is active, the in-widget value gets priority over any underlying modification of the input buffer // FIXME: We actually always render 'buf' when calling DrawList->AddText, making the comment above incorrect. // FIXME-OPT: CPU waste to do this every time the widget is active, should mark dirty state from the stb_textedit callbacks. if (!is_readonly) { state->TextAIsValid = true; state->TextA.resize(state->TextW.Size * 4 + 1); ImTextStrToUtf8(state->TextA.Data, state->TextA.Size, state->TextW.Data, NULL); } // User callback if ((flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory | ImGuiInputTextFlags_CallbackEdit | ImGuiInputTextFlags_CallbackAlways)) != 0) { IM_ASSERT(callback != NULL); // The reason we specify the usage semantic (Completion/History) is that Completion needs to disable keyboard TABBING at the moment. ImGuiInputTextFlags event_flag = 0; ImGuiKey event_key = ImGuiKey_None; if ((flags & ImGuiInputTextFlags_CallbackCompletion) != 0 && IsKeyPressed(ImGuiKey_Tab)) { event_flag = ImGuiInputTextFlags_CallbackCompletion; event_key = ImGuiKey_Tab; } else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressed(ImGuiKey_UpArrow)) { event_flag = ImGuiInputTextFlags_CallbackHistory; event_key = ImGuiKey_UpArrow; } else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressed(ImGuiKey_DownArrow)) { event_flag = ImGuiInputTextFlags_CallbackHistory; event_key = ImGuiKey_DownArrow; } else if ((flags & ImGuiInputTextFlags_CallbackEdit) && state->Edited) { event_flag = ImGuiInputTextFlags_CallbackEdit; } else if (flags & ImGuiInputTextFlags_CallbackAlways) { event_flag = ImGuiInputTextFlags_CallbackAlways; } if (event_flag) { ImGuiInputTextCallbackData callback_data; memset(&callback_data, 0, sizeof(ImGuiInputTextCallbackData)); callback_data.EventFlag = event_flag; callback_data.Flags = flags; callback_data.UserData = callback_user_data; char* callback_buf = is_readonly ? buf : state->TextA.Data; callback_data.EventKey = event_key; callback_data.Buf = callback_buf; callback_data.BufTextLen = state->CurLenA; callback_data.BufSize = state->BufCapacityA; callback_data.BufDirty = false; // We have to convert from wchar-positions to UTF-8-positions, which can be pretty slow (an incentive to ditch the ImWchar buffer, see https://github.com/nothings/stb/issues/188) ImWchar* text = state->TextW.Data; const int utf8_cursor_pos = callback_data.CursorPos = ImTextCountUtf8BytesFromStr(text, text + state->Stb.cursor); const int utf8_selection_start = callback_data.SelectionStart = ImTextCountUtf8BytesFromStr(text, text + state->Stb.select_start); const int utf8_selection_end = callback_data.SelectionEnd = ImTextCountUtf8BytesFromStr(text, text + state->Stb.select_end); // Call user code callback(&callback_data); // Read back what user may have modified callback_buf = is_readonly ? buf : state->TextA.Data; // Pointer may have been invalidated by a resize callback IM_ASSERT(callback_data.Buf == callback_buf); // Invalid to modify those fields IM_ASSERT(callback_data.BufSize == state->BufCapacityA); IM_ASSERT(callback_data.Flags == flags); const bool buf_dirty = callback_data.BufDirty; if (callback_data.CursorPos != utf8_cursor_pos || buf_dirty) { state->Stb.cursor = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.CursorPos); state->CursorFollow = true; } if (callback_data.SelectionStart != utf8_selection_start || buf_dirty) { state->Stb.select_start = (callback_data.SelectionStart == callback_data.CursorPos) ? state->Stb.cursor : ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionStart); } if (callback_data.SelectionEnd != utf8_selection_end || buf_dirty) { state->Stb.select_end = (callback_data.SelectionEnd == callback_data.SelectionStart) ? state->Stb.select_start : ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionEnd); } if (buf_dirty) { IM_ASSERT(callback_data.BufTextLen == (int)strlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text! if (callback_data.BufTextLen > backup_current_text_length && is_resizable) state->TextW.resize(state->TextW.Size + (callback_data.BufTextLen - backup_current_text_length)); state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, callback_data.Buf, NULL); state->CurLenA = callback_data.BufTextLen; // Assume correct length and valid UTF-8 from user, saves us an extra strlen() state->CursorAnimReset(); } } } // Will copy result string if modified if (!is_readonly && strcmp(state->TextA.Data, buf) != 0) { apply_new_text = state->TextA.Data; apply_new_text_length = state->CurLenA; } } // Clear temporary user storage state->Flags = ImGuiInputTextFlags_None; } // Copy result to user buffer. This can currently only happen when (g.ActiveId == id) if (apply_new_text != NULL) { // We cannot test for 'backup_current_text_length != apply_new_text_length' here because we have no guarantee that the size // of our owned buffer matches the size of the string object held by the user, and by design we allow InputText() to be used // without any storage on user's side. IM_ASSERT(apply_new_text_length >= 0); if (is_resizable) { ImGuiInputTextCallbackData callback_data; callback_data.EventFlag = ImGuiInputTextFlags_CallbackResize; callback_data.Flags = flags; callback_data.Buf = buf; callback_data.BufTextLen = apply_new_text_length; callback_data.BufSize = ImMax(buf_size, apply_new_text_length + 1); callback_data.UserData = callback_user_data; callback(&callback_data); buf = callback_data.Buf; buf_size = callback_data.BufSize; apply_new_text_length = ImMin(callback_data.BufTextLen, buf_size - 1); IM_ASSERT(apply_new_text_length <= buf_size); } //IMGUI_DEBUG_LOG("InputText(\"%s\"): apply_new_text length %d\n", label, apply_new_text_length); // If the underlying buffer resize was denied or not carried to the next frame, apply_new_text_length+1 may be >= buf_size. ImStrncpy(buf, apply_new_text, ImMin(apply_new_text_length + 1, buf_size)); value_changed = true; } // Release active ID at the end of the function (so e.g. pressing Return still does a final application of the value) if (clear_active_id && g.ActiveId == id) ClearActiveID(); // Render frame if (!is_multiline) { RenderNavHighlight(frame_bb, id); RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); } const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + inner_size.x, frame_bb.Min.y + inner_size.y); // Not using frame_bb.Max because we have adjusted size ImVec2 draw_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding; ImVec2 text_size(0.0f, 0.0f); // Set upper limit of single-line InputTextEx() at 2 million characters strings. The current pathological worst case is a long line // without any carriage return, which would makes ImFont::RenderText() reserve too many vertices and probably crash. Avoid it altogether. // Note that we only use this limit on single-line InputText(), so a pathologically large line on a InputTextMultiline() would still crash. const int buf_display_max_length = 2 * 1024 * 1024; const char* buf_display = buf_display_from_state ? state->TextA.Data : buf; //-V595 const char* buf_display_end = NULL; // We have specialized paths below for setting the length if (is_displaying_hint) { buf_display = hint; buf_display_end = hint + strlen(hint); } // Render text. We currently only render selection when the widget is active or while scrolling. // FIXME: We could remove the '&& render_cursor' to keep rendering selection when inactive. if (render_cursor || render_selection) { IM_ASSERT(state != NULL); if (!is_displaying_hint) buf_display_end = buf_display + state->CurLenA; // Render text (with cursor and selection) // This is going to be messy. We need to: // - Display the text (this alone can be more easily clipped) // - Handle scrolling, highlight selection, display cursor (those all requires some form of 1d->2d cursor position calculation) // - Measure text height (for scrollbar) // We are attempting to do most of that in **one main pass** to minimize the computation cost (non-negligible for large amount of text) + 2nd pass for selection rendering (we could merge them by an extra refactoring effort) // FIXME: This should occur on buf_display but we'd need to maintain cursor/select_start/select_end for UTF-8. const ImWchar* text_begin = state->TextW.Data; ImVec2 cursor_offset, select_start_offset; { // Find lines numbers straddling 'cursor' (slot 0) and 'select_start' (slot 1) positions. const ImWchar* searches_input_ptr[2] = { NULL, NULL }; int searches_result_line_no[2] = { -1000, -1000 }; int searches_remaining = 0; if (render_cursor) { searches_input_ptr[0] = text_begin + state->Stb.cursor; searches_result_line_no[0] = -1; searches_remaining++; } if (render_selection) { searches_input_ptr[1] = text_begin + ImMin(state->Stb.select_start, state->Stb.select_end); searches_result_line_no[1] = -1; searches_remaining++; } // Iterate all lines to find our line numbers // In multi-line mode, we never exit the loop until all lines are counted, so add one extra to the searches_remaining counter. searches_remaining += is_multiline ? 1 : 0; int line_count = 0; //for (const ImWchar* s = text_begin; (s = (const ImWchar*)wcschr((const wchar_t*)s, (wchar_t)'\n')) != NULL; s++) // FIXME-OPT: Could use this when wchar_t are 16-bit for (const ImWchar* s = text_begin; *s != 0; s++) if (*s == '\n') { line_count++; if (searches_result_line_no[0] == -1 && s >= searches_input_ptr[0]) { searches_result_line_no[0] = line_count; if (--searches_remaining <= 0) break; } if (searches_result_line_no[1] == -1 && s >= searches_input_ptr[1]) { searches_result_line_no[1] = line_count; if (--searches_remaining <= 0) break; } } line_count++; if (searches_result_line_no[0] == -1) searches_result_line_no[0] = line_count; if (searches_result_line_no[1] == -1) searches_result_line_no[1] = line_count; // Calculate 2d position by finding the beginning of the line and measuring distance cursor_offset.x = InputTextCalcTextSizeW(ImStrbolW(searches_input_ptr[0], text_begin), searches_input_ptr[0]).x; cursor_offset.y = searches_result_line_no[0] * g.FontSize; if (searches_result_line_no[1] >= 0) { select_start_offset.x = InputTextCalcTextSizeW(ImStrbolW(searches_input_ptr[1], text_begin), searches_input_ptr[1]).x; select_start_offset.y = searches_result_line_no[1] * g.FontSize; } // Store text height (note that we haven't calculated text width at all, see GitHub issues #383, #1224) if (is_multiline) text_size = ImVec2(inner_size.x, line_count * g.FontSize); } // Scroll if (render_cursor && state->CursorFollow) { // Horizontal scroll in chunks of quarter width if (!(flags & ImGuiInputTextFlags_NoHorizontalScroll)) { const float scroll_increment_x = inner_size.x * 0.25f; const float visible_width = inner_size.x - style.FramePadding.x; if (cursor_offset.x < state->ScrollX) state->ScrollX = IM_FLOOR(ImMax(0.0f, cursor_offset.x - scroll_increment_x)); else if (cursor_offset.x - visible_width >= state->ScrollX) state->ScrollX = IM_FLOOR(cursor_offset.x - visible_width + scroll_increment_x); } else { state->ScrollX = 0.0f; } // Vertical scroll if (is_multiline) { // Test if cursor is vertically visible if (cursor_offset.y - g.FontSize < scroll_y) scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize); else if (cursor_offset.y - (inner_size.y - style.FramePadding.y * 2.0f) >= scroll_y) scroll_y = cursor_offset.y - inner_size.y + style.FramePadding.y * 2.0f; const float scroll_max_y = ImMax((text_size.y + style.FramePadding.y * 2.0f) - inner_size.y, 0.0f); scroll_y = ImClamp(scroll_y, 0.0f, scroll_max_y); draw_pos.y += (draw_window->Scroll.y - scroll_y); // Manipulate cursor pos immediately avoid a frame of lag draw_window->Scroll.y = scroll_y; } state->CursorFollow = false; } // Draw selection const ImVec2 draw_scroll = ImVec2(state->ScrollX, 0.0f); if (render_selection) { const ImWchar* text_selected_begin = text_begin + ImMin(state->Stb.select_start, state->Stb.select_end); const ImWchar* text_selected_end = text_begin + ImMax(state->Stb.select_start, state->Stb.select_end); ImU32 bg_color = GetColorU32(ImGuiCol_TextSelectedBg, render_cursor ? 1.0f : 0.6f); // FIXME: current code flow mandate that render_cursor is always true here, we are leaving the transparent one for tests. float bg_offy_up = is_multiline ? 0.0f : -1.0f; // FIXME: those offsets should be part of the style? they don't play so well with multi-line selection. float bg_offy_dn = is_multiline ? 0.0f : 2.0f; ImVec2 rect_pos = draw_pos + select_start_offset - draw_scroll; for (const ImWchar* p = text_selected_begin; p < text_selected_end; ) { if (rect_pos.y > clip_rect.w + g.FontSize) break; if (rect_pos.y < clip_rect.y) { //p = (const ImWchar*)wmemchr((const wchar_t*)p, '\n', text_selected_end - p); // FIXME-OPT: Could use this when wchar_t are 16-bit //p = p ? p + 1 : text_selected_end; while (p < text_selected_end) if (*p++ == '\n') break; } else { ImVec2 rect_size = InputTextCalcTextSizeW(p, text_selected_end, &p, NULL, true); if (rect_size.x <= 0.0f) rect_size.x = IM_FLOOR(g.Font->GetCharAdvance((ImWchar)' ') * 0.50f); // So we can see selected empty lines ImRect rect(rect_pos + ImVec2(0.0f, bg_offy_up - g.FontSize), rect_pos + ImVec2(rect_size.x, bg_offy_dn)); rect.ClipWith(clip_rect); if (rect.Overlaps(clip_rect)) draw_window->DrawList->AddRectFilled(rect.Min, rect.Max, bg_color); } rect_pos.x = draw_pos.x - draw_scroll.x; rect_pos.y += g.FontSize; } } // We test for 'buf_display_max_length' as a way to avoid some pathological cases (e.g. single-line 1 MB string) which would make ImDrawList crash. if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length) { ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text); draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos - draw_scroll, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect); } // Draw blinking cursor if (render_cursor) { state->CursorAnim += io.DeltaTime; bool cursor_is_visible = (!g.IO.ConfigInputTextCursorBlink) || (state->CursorAnim <= 0.0f) || ImFmod(state->CursorAnim, 1.20f) <= 0.80f; ImVec2 cursor_screen_pos = ImFloor(draw_pos + cursor_offset - draw_scroll); ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y - g.FontSize + 0.5f, cursor_screen_pos.x + 1.0f, cursor_screen_pos.y - 1.5f); if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect)) draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_Text)); // Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.) if (!is_readonly) { g.PlatformImeData.WantVisible = true; g.PlatformImeData.InputPos = ImVec2(cursor_screen_pos.x - 1.0f, cursor_screen_pos.y - g.FontSize); g.PlatformImeData.InputLineHeight = g.FontSize; g.PlatformImeViewport = window->Viewport->ID; } } } else { // Render text only (no selection, no cursor) if (is_multiline) text_size = ImVec2(inner_size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_display_end) * g.FontSize); // We don't need width else if (!is_displaying_hint && g.ActiveId == id) buf_display_end = buf_display + state->CurLenA; else if (!is_displaying_hint) buf_display_end = buf_display + strlen(buf_display); if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length) { ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text); draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect); } } if (is_password && !is_displaying_hint) PopFont(); if (is_multiline) { // For focus requests to work on our multiline we need to ensure our child ItemAdd() call specifies the ImGuiItemFlags_Inputable (ref issue #4761)... Dummy(ImVec2(text_size.x, text_size.y + style.FramePadding.y)); ImGuiItemFlags backup_item_flags = g.CurrentItemFlags; g.CurrentItemFlags |= ImGuiItemFlags_Inputable | ImGuiItemFlags_NoTabStop; EndChild(); item_data_backup.StatusFlags |= (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredWindow); g.CurrentItemFlags = backup_item_flags; // ...and then we need to undo the group overriding last item data, which gets a bit messy as EndGroup() tries to forward scrollbar being active... // FIXME: This quite messy/tricky, should attempt to get rid of the child window. EndGroup(); if (g.LastItemData.ID == 0) { g.LastItemData.ID = id; g.LastItemData.InFlags = item_data_backup.InFlags; g.LastItemData.StatusFlags = item_data_backup.StatusFlags; } } // Log as text if (g.LogEnabled && (!is_password || is_displaying_hint)) { LogSetNextTextDecoration("{", "}"); LogRenderedText(&draw_pos, buf_display, buf_display_end); } if (label_size.x > 0) RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); if (value_changed && !(flags & ImGuiInputTextFlags_NoMarkEdited)) MarkItemEdited(id); IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); if ((flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0) return enter_pressed; else return value_changed; } //------------------------------------------------------------------------- // [SECTION] Widgets: ColorEdit, ColorPicker, ColorButton, etc. //------------------------------------------------------------------------- // - ColorEdit3() // - ColorEdit4() // - ColorPicker3() // - RenderColorRectWithAlphaCheckerboard() [Internal] // - ColorPicker4() // - ColorButton() // - SetColorEditOptions() // - ColorTooltip() [Internal] // - ColorEditOptionsPopup() [Internal] // - ColorPickerOptionsPopup() [Internal] //------------------------------------------------------------------------- bool ImGui::ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags) { return ColorEdit4(label, col, flags | ImGuiColorEditFlags_NoAlpha); } // ColorEdit supports RGB and HSV inputs. In case of RGB input resulting color may have undefined hue and/or saturation. // Since widget displays both RGB and HSV values we must preserve hue and saturation to prevent these values resetting. static void ColorEditRestoreHS(const float* col, float* H, float* S, float* V) { // This check is optional. Suppose we have two color widgets side by side, both widgets display different colors, but both colors have hue and/or saturation undefined. // With color check: hue/saturation is preserved in one widget. Editing color in one widget would reset hue/saturation in another one. // Without color check: common hue/saturation would be displayed in all widgets that have hue/saturation undefined. // g.ColorEditLastColor is stored as ImU32 RGB value: this essentially gives us color equality check with reduced precision. // Tiny external color changes would not be detected and this check would still pass. This is OK, since we only restore hue/saturation _only_ if they are undefined, // therefore this change flipping hue/saturation from undefined to a very tiny value would still be represented in color picker. ImGuiContext& g = *GImGui; if (g.ColorEditLastColor != ImGui::ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0))) return; // When S == 0, H is undefined. // When H == 1 it wraps around to 0. if (*S == 0.0f || (*H == 0.0f && g.ColorEditLastHue == 1)) *H = g.ColorEditLastHue; // When V == 0, S is undefined. if (*V == 0.0f) *S = g.ColorEditLastSat; } // Edit colors components (each component in 0.0f..1.0f range). // See enum ImGuiColorEditFlags_ for available options. e.g. Only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. // With typical options: Left-click on color square to open color picker. Right-click to open option menu. CTRL-Click over input fields to edit them and TAB to go to next item. bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; const float square_sz = GetFrameHeight(); const float w_full = CalcItemWidth(); const float w_button = (flags & ImGuiColorEditFlags_NoSmallPreview) ? 0.0f : (square_sz + style.ItemInnerSpacing.x); const float w_inputs = w_full - w_button; const char* label_display_end = FindRenderedTextEnd(label); g.NextItemData.ClearFlags(); BeginGroup(); PushID(label); // If we're not showing any slider there's no point in doing any HSV conversions const ImGuiColorEditFlags flags_untouched = flags; if (flags & ImGuiColorEditFlags_NoInputs) flags = (flags & (~ImGuiColorEditFlags_DisplayMask_)) | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_NoOptions; // Context menu: display and modify options (before defaults are applied) if (!(flags & ImGuiColorEditFlags_NoOptions)) ColorEditOptionsPopup(col, flags); // Read stored options if (!(flags & ImGuiColorEditFlags_DisplayMask_)) flags |= (g.ColorEditOptions & ImGuiColorEditFlags_DisplayMask_); if (!(flags & ImGuiColorEditFlags_DataTypeMask_)) flags |= (g.ColorEditOptions & ImGuiColorEditFlags_DataTypeMask_); if (!(flags & ImGuiColorEditFlags_PickerMask_)) flags |= (g.ColorEditOptions & ImGuiColorEditFlags_PickerMask_); if (!(flags & ImGuiColorEditFlags_InputMask_)) flags |= (g.ColorEditOptions & ImGuiColorEditFlags_InputMask_); flags |= (g.ColorEditOptions & ~(ImGuiColorEditFlags_DisplayMask_ | ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_PickerMask_ | ImGuiColorEditFlags_InputMask_)); IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DisplayMask_)); // Check that only 1 is selected IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_)); // Check that only 1 is selected const bool alpha = (flags & ImGuiColorEditFlags_NoAlpha) == 0; const bool hdr = (flags & ImGuiColorEditFlags_HDR) != 0; const int components = alpha ? 4 : 3; // Convert to the formats we need float f[4] = { col[0], col[1], col[2], alpha ? col[3] : 1.0f }; if ((flags & ImGuiColorEditFlags_InputHSV) && (flags & ImGuiColorEditFlags_DisplayRGB)) ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]); else if ((flags & ImGuiColorEditFlags_InputRGB) && (flags & ImGuiColorEditFlags_DisplayHSV)) { // Hue is lost when converting from greyscale rgb (saturation=0). Restore it. ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]); ColorEditRestoreHS(col, &f[0], &f[1], &f[2]); } int i[4] = { IM_F32_TO_INT8_UNBOUND(f[0]), IM_F32_TO_INT8_UNBOUND(f[1]), IM_F32_TO_INT8_UNBOUND(f[2]), IM_F32_TO_INT8_UNBOUND(f[3]) }; bool value_changed = false; bool value_changed_as_float = false; const ImVec2 pos = window->DC.CursorPos; const float inputs_offset_x = (style.ColorButtonPosition == ImGuiDir_Left) ? w_button : 0.0f; window->DC.CursorPos.x = pos.x + inputs_offset_x; if ((flags & (ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV)) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) { // RGB/HSV 0..255 Sliders const float w_item_one = ImMax(1.0f, IM_FLOOR((w_inputs - (style.ItemInnerSpacing.x) * (components - 1)) / (float)components)); const float w_item_last = ImMax(1.0f, IM_FLOOR(w_inputs - (w_item_one + style.ItemInnerSpacing.x) * (components - 1))); const bool hide_prefix = (w_item_one <= CalcTextSize((flags & ImGuiColorEditFlags_Float) ? "M:0.000" : "M:000").x); static const char* ids[4] = { "##X", "##Y", "##Z", "##W" }; static const char* fmt_table_int[3][4] = { { "%3d", "%3d", "%3d", "%3d" }, // Short display { "R:%3d", "G:%3d", "B:%3d", "A:%3d" }, // Long display for RGBA { "H:%3d", "S:%3d", "V:%3d", "A:%3d" } // Long display for HSVA }; static const char* fmt_table_float[3][4] = { { "%0.3f", "%0.3f", "%0.3f", "%0.3f" }, // Short display { "R:%0.3f", "G:%0.3f", "B:%0.3f", "A:%0.3f" }, // Long display for RGBA { "H:%0.3f", "S:%0.3f", "V:%0.3f", "A:%0.3f" } // Long display for HSVA }; const int fmt_idx = hide_prefix ? 0 : (flags & ImGuiColorEditFlags_DisplayHSV) ? 2 : 1; for (int n = 0; n < components; n++) { if (n > 0) SameLine(0, style.ItemInnerSpacing.x); SetNextItemWidth((n + 1 < components) ? w_item_one : w_item_last); // FIXME: When ImGuiColorEditFlags_HDR flag is passed HS values snap in weird ways when SV values go below 0. if (flags & ImGuiColorEditFlags_Float) { value_changed |= DragFloat(ids[n], &f[n], 1.0f / 255.0f, 0.0f, hdr ? 0.0f : 1.0f, fmt_table_float[fmt_idx][n]); value_changed_as_float |= value_changed; } else { value_changed |= DragInt(ids[n], &i[n], 1.0f, 0, hdr ? 0 : 255, fmt_table_int[fmt_idx][n]); } if (!(flags & ImGuiColorEditFlags_NoOptions)) OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); } } else if ((flags & ImGuiColorEditFlags_DisplayHex) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) { // RGB Hexadecimal Input char buf[64]; if (alpha) ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", ImClamp(i[0], 0, 255), ImClamp(i[1], 0, 255), ImClamp(i[2], 0, 255), ImClamp(i[3], 0, 255)); else ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", ImClamp(i[0], 0, 255), ImClamp(i[1], 0, 255), ImClamp(i[2], 0, 255)); SetNextItemWidth(w_inputs); if (InputText("##Text", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase)) { value_changed = true; char* p = buf; while (*p == '#' || ImCharIsBlankA(*p)) p++; i[0] = i[1] = i[2] = 0; i[3] = 0xFF; // alpha default to 255 is not parsed by scanf (e.g. inputting #FFFFFF omitting alpha) int r; if (alpha) r = sscanf(p, "%02X%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2], (unsigned int*)&i[3]); // Treat at unsigned (%X is unsigned) else r = sscanf(p, "%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2]); IM_UNUSED(r); // Fixes C6031: Return value ignored: 'sscanf'. } if (!(flags & ImGuiColorEditFlags_NoOptions)) OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); } ImGuiWindow* picker_active_window = NULL; if (!(flags & ImGuiColorEditFlags_NoSmallPreview)) { const float button_offset_x = ((flags & ImGuiColorEditFlags_NoInputs) || (style.ColorButtonPosition == ImGuiDir_Left)) ? 0.0f : w_inputs + style.ItemInnerSpacing.x; window->DC.CursorPos = ImVec2(pos.x + button_offset_x, pos.y); const ImVec4 col_v4(col[0], col[1], col[2], alpha ? col[3] : 1.0f); if (ColorButton("##ColorButton", col_v4, flags)) { if (!(flags & ImGuiColorEditFlags_NoPicker)) { // Store current color and open a picker g.ColorPickerRef = col_v4; OpenPopup("picker"); SetNextWindowPos(g.LastItemData.Rect.GetBL() + ImVec2(0.0f, style.ItemSpacing.y)); } } if (!(flags & ImGuiColorEditFlags_NoOptions)) OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); if (BeginPopup("picker")) { picker_active_window = g.CurrentWindow; if (label != label_display_end) { TextEx(label, label_display_end); Spacing(); } ImGuiColorEditFlags picker_flags_to_forward = ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_PickerMask_ | ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaBar; ImGuiColorEditFlags picker_flags = (flags_untouched & picker_flags_to_forward) | ImGuiColorEditFlags_DisplayMask_ | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_AlphaPreviewHalf; SetNextItemWidth(square_sz * 12.0f); // Use 256 + bar sizes? value_changed |= ColorPicker4("##picker", col, picker_flags, &g.ColorPickerRef.x); EndPopup(); } } if (label != label_display_end && !(flags & ImGuiColorEditFlags_NoLabel)) { SameLine(0.0f, style.ItemInnerSpacing.x); TextEx(label, label_display_end); } // Convert back if (value_changed && picker_active_window == NULL) { if (!value_changed_as_float) for (int n = 0; n < 4; n++) f[n] = i[n] / 255.0f; if ((flags & ImGuiColorEditFlags_DisplayHSV) && (flags & ImGuiColorEditFlags_InputRGB)) { g.ColorEditLastHue = f[0]; g.ColorEditLastSat = f[1]; ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]); g.ColorEditLastColor = ColorConvertFloat4ToU32(ImVec4(f[0], f[1], f[2], 0)); } if ((flags & ImGuiColorEditFlags_DisplayRGB) && (flags & ImGuiColorEditFlags_InputHSV)) ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]); col[0] = f[0]; col[1] = f[1]; col[2] = f[2]; if (alpha) col[3] = f[3]; } PopID(); EndGroup(); // Drag and Drop Target // NB: The flag test is merely an optional micro-optimization, BeginDragDropTarget() does the same test. if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropTarget()) { bool accepted_drag_drop = false; if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F)) { memcpy((float*)col, payload->Data, sizeof(float) * 3); // Preserve alpha if any //-V512 value_changed = accepted_drag_drop = true; } if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F)) { memcpy((float*)col, payload->Data, sizeof(float) * components); value_changed = accepted_drag_drop = true; } // Drag-drop payloads are always RGB if (accepted_drag_drop && (flags & ImGuiColorEditFlags_InputHSV)) ColorConvertRGBtoHSV(col[0], col[1], col[2], col[0], col[1], col[2]); EndDragDropTarget(); } // When picker is being actively used, use its active id so IsItemActive() will function on ColorEdit4(). if (picker_active_window && g.ActiveId != 0 && g.ActiveIdWindow == picker_active_window) g.LastItemData.ID = g.ActiveId; if (value_changed) MarkItemEdited(g.LastItemData.ID); return value_changed; } bool ImGui::ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags) { float col4[4] = { col[0], col[1], col[2], 1.0f }; if (!ColorPicker4(label, col4, flags | ImGuiColorEditFlags_NoAlpha)) return false; col[0] = col4[0]; col[1] = col4[1]; col[2] = col4[2]; return true; } // Helper for ColorPicker4() static void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, float bar_w, float alpha) { ImU32 alpha8 = IM_F32_TO_INT8_SAT(alpha); ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x + 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Right, IM_COL32(0,0,0,alpha8)); ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x, pos.y), half_sz, ImGuiDir_Right, IM_COL32(255,255,255,alpha8)); ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x - 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Left, IM_COL32(0,0,0,alpha8)); ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x, pos.y), half_sz, ImGuiDir_Left, IM_COL32(255,255,255,alpha8)); } // Note: ColorPicker4() only accesses 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. // (In C++ the 'float col[4]' notation for a function argument is equivalent to 'float* col', we only specify a size to facilitate understanding of the code.) // FIXME: we adjust the big color square height based on item width, which may cause a flickering feedback loop (if automatic height makes a vertical scrollbar appears, affecting automatic width..) // FIXME: this is trying to be aware of style.Alpha but not fully correct. Also, the color wheel will have overlapping glitches with (style.Alpha < 1.0) bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags, const float* ref_col) { ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; ImDrawList* draw_list = window->DrawList; ImGuiStyle& style = g.Style; ImGuiIO& io = g.IO; const float width = CalcItemWidth(); g.NextItemData.ClearFlags(); PushID(label); BeginGroup(); if (!(flags & ImGuiColorEditFlags_NoSidePreview)) flags |= ImGuiColorEditFlags_NoSmallPreview; // Context menu: display and store options. if (!(flags & ImGuiColorEditFlags_NoOptions)) ColorPickerOptionsPopup(col, flags); // Read stored options if (!(flags & ImGuiColorEditFlags_PickerMask_)) flags |= ((g.ColorEditOptions & ImGuiColorEditFlags_PickerMask_) ? g.ColorEditOptions : ImGuiColorEditFlags_DefaultOptions_) & ImGuiColorEditFlags_PickerMask_; if (!(flags & ImGuiColorEditFlags_InputMask_)) flags |= ((g.ColorEditOptions & ImGuiColorEditFlags_InputMask_) ? g.ColorEditOptions : ImGuiColorEditFlags_DefaultOptions_) & ImGuiColorEditFlags_InputMask_; IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_PickerMask_)); // Check that only 1 is selected IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_)); // Check that only 1 is selected if (!(flags & ImGuiColorEditFlags_NoOptions)) flags |= (g.ColorEditOptions & ImGuiColorEditFlags_AlphaBar); // Setup int components = (flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4; bool alpha_bar = (flags & ImGuiColorEditFlags_AlphaBar) && !(flags & ImGuiColorEditFlags_NoAlpha); ImVec2 picker_pos = window->DC.CursorPos; float square_sz = GetFrameHeight(); float bars_width = square_sz; // Arbitrary smallish width of Hue/Alpha picking bars float sv_picker_size = ImMax(bars_width * 1, width - (alpha_bar ? 2 : 1) * (bars_width + style.ItemInnerSpacing.x)); // Saturation/Value picking box float bar0_pos_x = picker_pos.x + sv_picker_size + style.ItemInnerSpacing.x; float bar1_pos_x = bar0_pos_x + bars_width + style.ItemInnerSpacing.x; float bars_triangles_half_sz = IM_FLOOR(bars_width * 0.20f); float backup_initial_col[4]; memcpy(backup_initial_col, col, components * sizeof(float)); float wheel_thickness = sv_picker_size * 0.08f; float wheel_r_outer = sv_picker_size * 0.50f; float wheel_r_inner = wheel_r_outer - wheel_thickness; ImVec2 wheel_center(picker_pos.x + (sv_picker_size + bars_width)*0.5f, picker_pos.y + sv_picker_size * 0.5f); // Note: the triangle is displayed rotated with triangle_pa pointing to Hue, but most coordinates stays unrotated for logic. float triangle_r = wheel_r_inner - (int)(sv_picker_size * 0.027f); ImVec2 triangle_pa = ImVec2(triangle_r, 0.0f); // Hue point. ImVec2 triangle_pb = ImVec2(triangle_r * -0.5f, triangle_r * -0.866025f); // Black point. ImVec2 triangle_pc = ImVec2(triangle_r * -0.5f, triangle_r * +0.866025f); // White point. float H = col[0], S = col[1], V = col[2]; float R = col[0], G = col[1], B = col[2]; if (flags & ImGuiColorEditFlags_InputRGB) { // Hue is lost when converting from greyscale rgb (saturation=0). Restore it. ColorConvertRGBtoHSV(R, G, B, H, S, V); ColorEditRestoreHS(col, &H, &S, &V); } else if (flags & ImGuiColorEditFlags_InputHSV) { ColorConvertHSVtoRGB(H, S, V, R, G, B); } bool value_changed = false, value_changed_h = false, value_changed_sv = false; PushItemFlag(ImGuiItemFlags_NoNav, true); if (flags & ImGuiColorEditFlags_PickerHueWheel) { // Hue wheel + SV triangle logic InvisibleButton("hsv", ImVec2(sv_picker_size + style.ItemInnerSpacing.x + bars_width, sv_picker_size)); if (IsItemActive()) { ImVec2 initial_off = g.IO.MouseClickedPos[0] - wheel_center; ImVec2 current_off = g.IO.MousePos - wheel_center; float initial_dist2 = ImLengthSqr(initial_off); if (initial_dist2 >= (wheel_r_inner - 1) * (wheel_r_inner - 1) && initial_dist2 <= (wheel_r_outer + 1) * (wheel_r_outer + 1)) { // Interactive with Hue wheel H = ImAtan2(current_off.y, current_off.x) / IM_PI * 0.5f; if (H < 0.0f) H += 1.0f; value_changed = value_changed_h = true; } float cos_hue_angle = ImCos(-H * 2.0f * IM_PI); float sin_hue_angle = ImSin(-H * 2.0f * IM_PI); if (ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, ImRotate(initial_off, cos_hue_angle, sin_hue_angle))) { // Interacting with SV triangle ImVec2 current_off_unrotated = ImRotate(current_off, cos_hue_angle, sin_hue_angle); if (!ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated)) current_off_unrotated = ImTriangleClosestPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated); float uu, vv, ww; ImTriangleBarycentricCoords(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated, uu, vv, ww); V = ImClamp(1.0f - vv, 0.0001f, 1.0f); S = ImClamp(uu / V, 0.0001f, 1.0f); value_changed = value_changed_sv = true; } } if (!(flags & ImGuiColorEditFlags_NoOptions)) OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); } else if (flags & ImGuiColorEditFlags_PickerHueBar) { // SV rectangle logic InvisibleButton("sv", ImVec2(sv_picker_size, sv_picker_size)); if (IsItemActive()) { S = ImSaturate((io.MousePos.x - picker_pos.x) / (sv_picker_size - 1)); V = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1)); // Greatly reduces hue jitter and reset to 0 when hue == 255 and color is rapidly modified using SV square. if (g.ColorEditLastColor == ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0))) H = g.ColorEditLastHue; value_changed = value_changed_sv = true; } if (!(flags & ImGuiColorEditFlags_NoOptions)) OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); // Hue bar logic SetCursorScreenPos(ImVec2(bar0_pos_x, picker_pos.y)); InvisibleButton("hue", ImVec2(bars_width, sv_picker_size)); if (IsItemActive()) { H = ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1)); value_changed = value_changed_h = true; } } // Alpha bar logic if (alpha_bar) { SetCursorScreenPos(ImVec2(bar1_pos_x, picker_pos.y)); InvisibleButton("alpha", ImVec2(bars_width, sv_picker_size)); if (IsItemActive()) { col[3] = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1)); value_changed = true; } } PopItemFlag(); // ImGuiItemFlags_NoNav if (!(flags & ImGuiColorEditFlags_NoSidePreview)) { SameLine(0, style.ItemInnerSpacing.x); BeginGroup(); } if (!(flags & ImGuiColorEditFlags_NoLabel)) { const char* label_display_end = FindRenderedTextEnd(label); if (label != label_display_end) { if ((flags & ImGuiColorEditFlags_NoSidePreview)) SameLine(0, style.ItemInnerSpacing.x); TextEx(label, label_display_end); } } if (!(flags & ImGuiColorEditFlags_NoSidePreview)) { PushItemFlag(ImGuiItemFlags_NoNavDefaultFocus, true); ImVec4 col_v4(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); if ((flags & ImGuiColorEditFlags_NoLabel)) Text("Current"); ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf | ImGuiColorEditFlags_NoTooltip; ColorButton("##current", col_v4, (flags & sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2)); if (ref_col != NULL) { Text("Original"); ImVec4 ref_col_v4(ref_col[0], ref_col[1], ref_col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : ref_col[3]); if (ColorButton("##original", ref_col_v4, (flags & sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2))) { memcpy(col, ref_col, components * sizeof(float)); value_changed = true; } } PopItemFlag(); EndGroup(); } // Convert back color to RGB if (value_changed_h || value_changed_sv) { if (flags & ImGuiColorEditFlags_InputRGB) { ColorConvertHSVtoRGB(H, S, V, col[0], col[1], col[2]); g.ColorEditLastHue = H; g.ColorEditLastSat = S; g.ColorEditLastColor = ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0)); } else if (flags & ImGuiColorEditFlags_InputHSV) { col[0] = H; col[1] = S; col[2] = V; } } // R,G,B and H,S,V slider color editor bool value_changed_fix_hue_wrap = false; if ((flags & ImGuiColorEditFlags_NoInputs) == 0) { PushItemWidth((alpha_bar ? bar1_pos_x : bar0_pos_x) + bars_width - picker_pos.x); ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoSmallPreview | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf; ImGuiColorEditFlags sub_flags = (flags & sub_flags_to_forward) | ImGuiColorEditFlags_NoPicker; if (flags & ImGuiColorEditFlags_DisplayRGB || (flags & ImGuiColorEditFlags_DisplayMask_) == 0) if (ColorEdit4("##rgb", col, sub_flags | ImGuiColorEditFlags_DisplayRGB)) { // FIXME: Hackily differentiating using the DragInt (ActiveId != 0 && !ActiveIdAllowOverlap) vs. using the InputText or DropTarget. // For the later we don't want to run the hue-wrap canceling code. If you are well versed in HSV picker please provide your input! (See #2050) value_changed_fix_hue_wrap = (g.ActiveId != 0 && !g.ActiveIdAllowOverlap); value_changed = true; } if (flags & ImGuiColorEditFlags_DisplayHSV || (flags & ImGuiColorEditFlags_DisplayMask_) == 0) value_changed |= ColorEdit4("##hsv", col, sub_flags | ImGuiColorEditFlags_DisplayHSV); if (flags & ImGuiColorEditFlags_DisplayHex || (flags & ImGuiColorEditFlags_DisplayMask_) == 0) value_changed |= ColorEdit4("##hex", col, sub_flags | ImGuiColorEditFlags_DisplayHex); PopItemWidth(); } // Try to cancel hue wrap (after ColorEdit4 call), if any if (value_changed_fix_hue_wrap && (flags & ImGuiColorEditFlags_InputRGB)) { float new_H, new_S, new_V; ColorConvertRGBtoHSV(col[0], col[1], col[2], new_H, new_S, new_V); if (new_H <= 0 && H > 0) { if (new_V <= 0 && V != new_V) ColorConvertHSVtoRGB(H, S, new_V <= 0 ? V * 0.5f : new_V, col[0], col[1], col[2]); else if (new_S <= 0) ColorConvertHSVtoRGB(H, new_S <= 0 ? S * 0.5f : new_S, new_V, col[0], col[1], col[2]); } } if (value_changed) { if (flags & ImGuiColorEditFlags_InputRGB) { R = col[0]; G = col[1]; B = col[2]; ColorConvertRGBtoHSV(R, G, B, H, S, V); ColorEditRestoreHS(col, &H, &S, &V); // Fix local Hue as display below will use it immediately. } else if (flags & ImGuiColorEditFlags_InputHSV) { H = col[0]; S = col[1]; V = col[2]; ColorConvertHSVtoRGB(H, S, V, R, G, B); } } const int style_alpha8 = IM_F32_TO_INT8_SAT(style.Alpha); const ImU32 col_black = IM_COL32(0,0,0,style_alpha8); const ImU32 col_white = IM_COL32(255,255,255,style_alpha8); const ImU32 col_midgrey = IM_COL32(128,128,128,style_alpha8); const ImU32 col_hues[6 + 1] = { IM_COL32(255,0,0,style_alpha8), IM_COL32(255,255,0,style_alpha8), IM_COL32(0,255,0,style_alpha8), IM_COL32(0,255,255,style_alpha8), IM_COL32(0,0,255,style_alpha8), IM_COL32(255,0,255,style_alpha8), IM_COL32(255,0,0,style_alpha8) }; ImVec4 hue_color_f(1, 1, 1, style.Alpha); ColorConvertHSVtoRGB(H, 1, 1, hue_color_f.x, hue_color_f.y, hue_color_f.z); ImU32 hue_color32 = ColorConvertFloat4ToU32(hue_color_f); ImU32 user_col32_striped_of_alpha = ColorConvertFloat4ToU32(ImVec4(R, G, B, style.Alpha)); // Important: this is still including the main rendering/style alpha!! ImVec2 sv_cursor_pos; if (flags & ImGuiColorEditFlags_PickerHueWheel) { // Render Hue Wheel const float aeps = 0.5f / wheel_r_outer; // Half a pixel arc length in radians (2pi cancels out). const int segment_per_arc = ImMax(4, (int)wheel_r_outer / 12); for (int n = 0; n < 6; n++) { const float a0 = (n) /6.0f * 2.0f * IM_PI - aeps; const float a1 = (n+1.0f)/6.0f * 2.0f * IM_PI + aeps; const int vert_start_idx = draw_list->VtxBuffer.Size; draw_list->PathArcTo(wheel_center, (wheel_r_inner + wheel_r_outer)*0.5f, a0, a1, segment_per_arc); draw_list->PathStroke(col_white, 0, wheel_thickness); const int vert_end_idx = draw_list->VtxBuffer.Size; // Paint colors over existing vertices ImVec2 gradient_p0(wheel_center.x + ImCos(a0) * wheel_r_inner, wheel_center.y + ImSin(a0) * wheel_r_inner); ImVec2 gradient_p1(wheel_center.x + ImCos(a1) * wheel_r_inner, wheel_center.y + ImSin(a1) * wheel_r_inner); ShadeVertsLinearColorGradientKeepAlpha(draw_list, vert_start_idx, vert_end_idx, gradient_p0, gradient_p1, col_hues[n], col_hues[n + 1]); } // Render Cursor + preview on Hue Wheel float cos_hue_angle = ImCos(H * 2.0f * IM_PI); float sin_hue_angle = ImSin(H * 2.0f * IM_PI); ImVec2 hue_cursor_pos(wheel_center.x + cos_hue_angle * (wheel_r_inner + wheel_r_outer) * 0.5f, wheel_center.y + sin_hue_angle * (wheel_r_inner + wheel_r_outer) * 0.5f); float hue_cursor_rad = value_changed_h ? wheel_thickness * 0.65f : wheel_thickness * 0.55f; int hue_cursor_segments = ImClamp((int)(hue_cursor_rad / 1.4f), 9, 32); draw_list->AddCircleFilled(hue_cursor_pos, hue_cursor_rad, hue_color32, hue_cursor_segments); draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad + 1, col_midgrey, hue_cursor_segments); draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad, col_white, hue_cursor_segments); // Render SV triangle (rotated according to hue) ImVec2 tra = wheel_center + ImRotate(triangle_pa, cos_hue_angle, sin_hue_angle); ImVec2 trb = wheel_center + ImRotate(triangle_pb, cos_hue_angle, sin_hue_angle); ImVec2 trc = wheel_center + ImRotate(triangle_pc, cos_hue_angle, sin_hue_angle); ImVec2 uv_white = GetFontTexUvWhitePixel(); draw_list->PrimReserve(6, 6); draw_list->PrimVtx(tra, uv_white, hue_color32); draw_list->PrimVtx(trb, uv_white, hue_color32); draw_list->PrimVtx(trc, uv_white, col_white); draw_list->PrimVtx(tra, uv_white, 0); draw_list->PrimVtx(trb, uv_white, col_black); draw_list->PrimVtx(trc, uv_white, 0); draw_list->AddTriangle(tra, trb, trc, col_midgrey, 1.5f); sv_cursor_pos = ImLerp(ImLerp(trc, tra, ImSaturate(S)), trb, ImSaturate(1 - V)); } else if (flags & ImGuiColorEditFlags_PickerHueBar) { // Render SV Square draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), col_white, hue_color32, hue_color32, col_white); draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0, 0, col_black, col_black); RenderFrameBorder(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0.0f); sv_cursor_pos.x = ImClamp(IM_ROUND(picker_pos.x + ImSaturate(S) * sv_picker_size), picker_pos.x + 2, picker_pos.x + sv_picker_size - 2); // Sneakily prevent the circle to stick out too much sv_cursor_pos.y = ImClamp(IM_ROUND(picker_pos.y + ImSaturate(1 - V) * sv_picker_size), picker_pos.y + 2, picker_pos.y + sv_picker_size - 2); // Render Hue Bar for (int i = 0; i < 6; ++i) draw_list->AddRectFilledMultiColor(ImVec2(bar0_pos_x, picker_pos.y + i * (sv_picker_size / 6)), ImVec2(bar0_pos_x + bars_width, picker_pos.y + (i + 1) * (sv_picker_size / 6)), col_hues[i], col_hues[i], col_hues[i + 1], col_hues[i + 1]); float bar0_line_y = IM_ROUND(picker_pos.y + H * sv_picker_size); RenderFrameBorder(ImVec2(bar0_pos_x, picker_pos.y), ImVec2(bar0_pos_x + bars_width, picker_pos.y + sv_picker_size), 0.0f); RenderArrowsForVerticalBar(draw_list, ImVec2(bar0_pos_x - 1, bar0_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha); } // Render cursor/preview circle (clamp S/V within 0..1 range because floating points colors may lead HSV values to be out of range) float sv_cursor_rad = value_changed_sv ? 10.0f : 6.0f; draw_list->AddCircleFilled(sv_cursor_pos, sv_cursor_rad, user_col32_striped_of_alpha, 12); draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad + 1, col_midgrey, 12); draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad, col_white, 12); // Render alpha bar if (alpha_bar) { float alpha = ImSaturate(col[3]); ImRect bar1_bb(bar1_pos_x, picker_pos.y, bar1_pos_x + bars_width, picker_pos.y + sv_picker_size); RenderColorRectWithAlphaCheckerboard(draw_list, bar1_bb.Min, bar1_bb.Max, 0, bar1_bb.GetWidth() / 2.0f, ImVec2(0.0f, 0.0f)); draw_list->AddRectFilledMultiColor(bar1_bb.Min, bar1_bb.Max, user_col32_striped_of_alpha, user_col32_striped_of_alpha, user_col32_striped_of_alpha & ~IM_COL32_A_MASK, user_col32_striped_of_alpha & ~IM_COL32_A_MASK); float bar1_line_y = IM_ROUND(picker_pos.y + (1.0f - alpha) * sv_picker_size); RenderFrameBorder(bar1_bb.Min, bar1_bb.Max, 0.0f); RenderArrowsForVerticalBar(draw_list, ImVec2(bar1_pos_x - 1, bar1_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha); } EndGroup(); if (value_changed && memcmp(backup_initial_col, col, components * sizeof(float)) == 0) value_changed = false; if (value_changed) MarkItemEdited(g.LastItemData.ID); PopID(); return value_changed; } // A little color square. Return true when clicked. // FIXME: May want to display/ignore the alpha component in the color display? Yet show it in the tooltip. // 'desc_id' is not called 'label' because we don't display it next to the button, but only in the tooltip. // Note that 'col' may be encoded in HSV if ImGuiColorEditFlags_InputHSV is set. bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags, const ImVec2& size_arg) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; ImGuiContext& g = *GImGui; const ImGuiID id = window->GetID(desc_id); const float default_size = GetFrameHeight(); const ImVec2 size(size_arg.x == 0.0f ? default_size : size_arg.x, size_arg.y == 0.0f ? default_size : size_arg.y); const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); ItemSize(bb, (size.y >= default_size) ? g.Style.FramePadding.y : 0.0f); if (!ItemAdd(bb, id)) return false; bool hovered, held; bool pressed = ButtonBehavior(bb, id, &hovered, &held); if (flags & ImGuiColorEditFlags_NoAlpha) flags &= ~(ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf); ImVec4 col_rgb = col; if (flags & ImGuiColorEditFlags_InputHSV) ColorConvertHSVtoRGB(col_rgb.x, col_rgb.y, col_rgb.z, col_rgb.x, col_rgb.y, col_rgb.z); ImVec4 col_rgb_without_alpha(col_rgb.x, col_rgb.y, col_rgb.z, 1.0f); float grid_step = ImMin(size.x, size.y) / 2.99f; float rounding = ImMin(g.Style.FrameRounding, grid_step * 0.5f); ImRect bb_inner = bb; float off = 0.0f; if ((flags & ImGuiColorEditFlags_NoBorder) == 0) { off = -0.75f; // The border (using Col_FrameBg) tends to look off when color is near-opaque and rounding is enabled. This offset seemed like a good middle ground to reduce those artifacts. bb_inner.Expand(off); } if ((flags & ImGuiColorEditFlags_AlphaPreviewHalf) && col_rgb.w < 1.0f) { float mid_x = IM_ROUND((bb_inner.Min.x + bb_inner.Max.x) * 0.5f); RenderColorRectWithAlphaCheckerboard(window->DrawList, ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col_rgb), grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawFlags_RoundCornersRight); window->DrawList->AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), GetColorU32(col_rgb_without_alpha), rounding, ImDrawFlags_RoundCornersLeft); } else { // Because GetColorU32() multiplies by the global style Alpha and we don't want to display a checkerboard if the source code had no alpha ImVec4 col_source = (flags & ImGuiColorEditFlags_AlphaPreview) ? col_rgb : col_rgb_without_alpha; if (col_source.w < 1.0f) RenderColorRectWithAlphaCheckerboard(window->DrawList, bb_inner.Min, bb_inner.Max, GetColorU32(col_source), grid_step, ImVec2(off, off), rounding); else window->DrawList->AddRectFilled(bb_inner.Min, bb_inner.Max, GetColorU32(col_source), rounding); } RenderNavHighlight(bb, id); if ((flags & ImGuiColorEditFlags_NoBorder) == 0) { if (g.Style.FrameBorderSize > 0.0f) RenderFrameBorder(bb.Min, bb.Max, rounding); else window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), rounding); // Color button are often in need of some sort of border } // Drag and Drop Source // NB: The ActiveId test is merely an optional micro-optimization, BeginDragDropSource() does the same test. if (g.ActiveId == id && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropSource()) { if (flags & ImGuiColorEditFlags_NoAlpha) SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F, &col_rgb, sizeof(float) * 3, ImGuiCond_Once); else SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, &col_rgb, sizeof(float) * 4, ImGuiCond_Once); ColorButton(desc_id, col, flags); SameLine(); TextEx("Color"); EndDragDropSource(); } // Tooltip if (!(flags & ImGuiColorEditFlags_NoTooltip) && hovered) ColorTooltip(desc_id, &col.x, flags & (ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)); return pressed; } // Initialize/override default color options void ImGui::SetColorEditOptions(ImGuiColorEditFlags flags) { ImGuiContext& g = *GImGui; if ((flags & ImGuiColorEditFlags_DisplayMask_) == 0) flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_DisplayMask_; if ((flags & ImGuiColorEditFlags_DataTypeMask_) == 0) flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_DataTypeMask_; if ((flags & ImGuiColorEditFlags_PickerMask_) == 0) flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_PickerMask_; if ((flags & ImGuiColorEditFlags_InputMask_) == 0) flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_InputMask_; IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DisplayMask_)); // Check only 1 option is selected IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DataTypeMask_)); // Check only 1 option is selected IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_PickerMask_)); // Check only 1 option is selected IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_)); // Check only 1 option is selected g.ColorEditOptions = flags; } // Note: only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. void ImGui::ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags) { ImGuiContext& g = *GImGui; BeginTooltipEx(ImGuiTooltipFlags_OverridePreviousTooltip, ImGuiWindowFlags_None); const char* text_end = text ? FindRenderedTextEnd(text, NULL) : text; if (text_end > text) { TextEx(text, text_end); Separator(); } ImVec2 sz(g.FontSize * 3 + g.Style.FramePadding.y * 2, g.FontSize * 3 + g.Style.FramePadding.y * 2); ImVec4 cf(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]); ColorButton("##preview", cf, (flags & (ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)) | ImGuiColorEditFlags_NoTooltip, sz); SameLine(); if ((flags & ImGuiColorEditFlags_InputRGB) || !(flags & ImGuiColorEditFlags_InputMask_)) { if (flags & ImGuiColorEditFlags_NoAlpha) Text("#%02X%02X%02X\nR: %d, G: %d, B: %d\n(%.3f, %.3f, %.3f)", cr, cg, cb, cr, cg, cb, col[0], col[1], col[2]); else Text("#%02X%02X%02X%02X\nR:%d, G:%d, B:%d, A:%d\n(%.3f, %.3f, %.3f, %.3f)", cr, cg, cb, ca, cr, cg, cb, ca, col[0], col[1], col[2], col[3]); } else if (flags & ImGuiColorEditFlags_InputHSV) { if (flags & ImGuiColorEditFlags_NoAlpha) Text("H: %.3f, S: %.3f, V: %.3f", col[0], col[1], col[2]); else Text("H: %.3f, S: %.3f, V: %.3f, A: %.3f", col[0], col[1], col[2], col[3]); } EndTooltip(); } void ImGui::ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags) { bool allow_opt_inputs = !(flags & ImGuiColorEditFlags_DisplayMask_); bool allow_opt_datatype = !(flags & ImGuiColorEditFlags_DataTypeMask_); if ((!allow_opt_inputs && !allow_opt_datatype) || !BeginPopup("context")) return; ImGuiContext& g = *GImGui; ImGuiColorEditFlags opts = g.ColorEditOptions; if (allow_opt_inputs) { if (RadioButton("RGB", (opts & ImGuiColorEditFlags_DisplayRGB) != 0)) opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayRGB; if (RadioButton("HSV", (opts & ImGuiColorEditFlags_DisplayHSV) != 0)) opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayHSV; if (RadioButton("Hex", (opts & ImGuiColorEditFlags_DisplayHex) != 0)) opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayHex; } if (allow_opt_datatype) { if (allow_opt_inputs) Separator(); if (RadioButton("0..255", (opts & ImGuiColorEditFlags_Uint8) != 0)) opts = (opts & ~ImGuiColorEditFlags_DataTypeMask_) | ImGuiColorEditFlags_Uint8; if (RadioButton("0.00..1.00", (opts & ImGuiColorEditFlags_Float) != 0)) opts = (opts & ~ImGuiColorEditFlags_DataTypeMask_) | ImGuiColorEditFlags_Float; } if (allow_opt_inputs || allow_opt_datatype) Separator(); if (Button("Copy as..", ImVec2(-1, 0))) OpenPopup("Copy"); if (BeginPopup("Copy")) { int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]); char buf[64]; ImFormatString(buf, IM_ARRAYSIZE(buf), "(%.3ff, %.3ff, %.3ff, %.3ff)", col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); if (Selectable(buf)) SetClipboardText(buf); ImFormatString(buf, IM_ARRAYSIZE(buf), "(%d,%d,%d,%d)", cr, cg, cb, ca); if (Selectable(buf)) SetClipboardText(buf); ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", cr, cg, cb); if (Selectable(buf)) SetClipboardText(buf); if (!(flags & ImGuiColorEditFlags_NoAlpha)) { ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", cr, cg, cb, ca); if (Selectable(buf)) SetClipboardText(buf); } EndPopup(); } g.ColorEditOptions = opts; EndPopup(); } void ImGui::ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags) { bool allow_opt_picker = !(flags & ImGuiColorEditFlags_PickerMask_); bool allow_opt_alpha_bar = !(flags & ImGuiColorEditFlags_NoAlpha) && !(flags & ImGuiColorEditFlags_AlphaBar); if ((!allow_opt_picker && !allow_opt_alpha_bar) || !BeginPopup("context")) return; ImGuiContext& g = *GImGui; if (allow_opt_picker) { ImVec2 picker_size(g.FontSize * 8, ImMax(g.FontSize * 8 - (GetFrameHeight() + g.Style.ItemInnerSpacing.x), 1.0f)); // FIXME: Picker size copied from main picker function PushItemWidth(picker_size.x); for (int picker_type = 0; picker_type < 2; picker_type++) { // Draw small/thumbnail version of each picker type (over an invisible button for selection) if (picker_type > 0) Separator(); PushID(picker_type); ImGuiColorEditFlags picker_flags = ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_NoSidePreview | (flags & ImGuiColorEditFlags_NoAlpha); if (picker_type == 0) picker_flags |= ImGuiColorEditFlags_PickerHueBar; if (picker_type == 1) picker_flags |= ImGuiColorEditFlags_PickerHueWheel; ImVec2 backup_pos = GetCursorScreenPos(); if (Selectable("##selectable", false, 0, picker_size)) // By default, Selectable() is closing popup g.ColorEditOptions = (g.ColorEditOptions & ~ImGuiColorEditFlags_PickerMask_) | (picker_flags & ImGuiColorEditFlags_PickerMask_); SetCursorScreenPos(backup_pos); ImVec4 previewing_ref_col; memcpy(&previewing_ref_col, ref_col, sizeof(float) * ((picker_flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4)); ColorPicker4("##previewing_picker", &previewing_ref_col.x, picker_flags); PopID(); } PopItemWidth(); } if (allow_opt_alpha_bar) { if (allow_opt_picker) Separator(); CheckboxFlags("Alpha Bar", &g.ColorEditOptions, ImGuiColorEditFlags_AlphaBar); } EndPopup(); } //------------------------------------------------------------------------- // [SECTION] Widgets: TreeNode, CollapsingHeader, etc. //------------------------------------------------------------------------- // - TreeNode() // - TreeNodeV() // - TreeNodeEx() // - TreeNodeExV() // - TreeNodeBehavior() [Internal] // - TreePush() // - TreePop() // - GetTreeNodeToLabelSpacing() // - SetNextItemOpen() // - CollapsingHeader() //------------------------------------------------------------------------- bool ImGui::TreeNode(const char* str_id, const char* fmt, ...) { va_list args; va_start(args, fmt); bool is_open = TreeNodeExV(str_id, 0, fmt, args); va_end(args); return is_open; } bool ImGui::TreeNode(const void* ptr_id, const char* fmt, ...) { va_list args; va_start(args, fmt); bool is_open = TreeNodeExV(ptr_id, 0, fmt, args); va_end(args); return is_open; } bool ImGui::TreeNode(const char* label) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; return TreeNodeBehavior(window->GetID(label), 0, label, NULL); } bool ImGui::TreeNodeV(const char* str_id, const char* fmt, va_list args) { return TreeNodeExV(str_id, 0, fmt, args); } bool ImGui::TreeNodeV(const void* ptr_id, const char* fmt, va_list args) { return TreeNodeExV(ptr_id, 0, fmt, args); } bool ImGui::TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; return TreeNodeBehavior(window->GetID(label), flags, label, NULL); } bool ImGui::TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) { va_list args; va_start(args, fmt); bool is_open = TreeNodeExV(str_id, flags, fmt, args); va_end(args); return is_open; } bool ImGui::TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) { va_list args; va_start(args, fmt); bool is_open = TreeNodeExV(ptr_id, flags, fmt, args); va_end(args); return is_open; } bool ImGui::TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; ImGuiContext& g = *GImGui; const char* label_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); return TreeNodeBehavior(window->GetID(str_id), flags, g.TempBuffer, label_end); } bool ImGui::TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; ImGuiContext& g = *GImGui; const char* label_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); return TreeNodeBehavior(window->GetID(ptr_id), flags, g.TempBuffer, label_end); } bool ImGui::TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags) { if (flags & ImGuiTreeNodeFlags_Leaf) return true; // We only write to the tree storage if the user clicks (or explicitly use the SetNextItemOpen function) ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; ImGuiStorage* storage = window->DC.StateStorage; bool is_open; if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasOpen) { if (g.NextItemData.OpenCond & ImGuiCond_Always) { is_open = g.NextItemData.OpenVal; storage->SetInt(id, is_open); } else { // We treat ImGuiCond_Once and ImGuiCond_FirstUseEver the same because tree node state are not saved persistently. const int stored_value = storage->GetInt(id, -1); if (stored_value == -1) { is_open = g.NextItemData.OpenVal; storage->SetInt(id, is_open); } else { is_open = stored_value != 0; } } } else { is_open = storage->GetInt(id, (flags & ImGuiTreeNodeFlags_DefaultOpen) ? 1 : 0) != 0; } // When logging is enabled, we automatically expand tree nodes (but *NOT* collapsing headers.. seems like sensible behavior). // NB- If we are above max depth we still allow manually opened nodes to be logged. if (g.LogEnabled && !(flags & ImGuiTreeNodeFlags_NoAutoOpenOnLog) && (window->DC.TreeDepth - g.LogDepthRef) < g.LogDepthToExpand) is_open = true; return is_open; } bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; const bool display_frame = (flags & ImGuiTreeNodeFlags_Framed) != 0; const ImVec2 padding = (display_frame || (flags & ImGuiTreeNodeFlags_FramePadding)) ? style.FramePadding : ImVec2(style.FramePadding.x, ImMin(window->DC.CurrLineTextBaseOffset, style.FramePadding.y)); if (!label_end) label_end = FindRenderedTextEnd(label); const ImVec2 label_size = CalcTextSize(label, label_end, false); // We vertically grow up to current line height up the typical widget height. const float frame_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y * 2), label_size.y + padding.y * 2); ImRect frame_bb; frame_bb.Min.x = (flags & ImGuiTreeNodeFlags_SpanFullWidth) ? window->WorkRect.Min.x : window->DC.CursorPos.x; frame_bb.Min.y = window->DC.CursorPos.y; frame_bb.Max.x = window->WorkRect.Max.x; frame_bb.Max.y = window->DC.CursorPos.y + frame_height; if (display_frame) { // Framed header expand a little outside the default padding, to the edge of InnerClipRect // (FIXME: May remove this at some point and make InnerClipRect align with WindowPadding.x instead of WindowPadding.x*0.5f) frame_bb.Min.x -= IM_FLOOR(window->WindowPadding.x * 0.5f - 1.0f); frame_bb.Max.x += IM_FLOOR(window->WindowPadding.x * 0.5f); } const float text_offset_x = g.FontSize + (display_frame ? padding.x * 3 : padding.x * 2); // Collapser arrow width + Spacing const float text_offset_y = ImMax(padding.y, window->DC.CurrLineTextBaseOffset); // Latch before ItemSize changes it const float text_width = g.FontSize + (label_size.x > 0.0f ? label_size.x + padding.x * 2 : 0.0f); // Include collapser ImVec2 text_pos(window->DC.CursorPos.x + text_offset_x, window->DC.CursorPos.y + text_offset_y); ItemSize(ImVec2(text_width, frame_height), padding.y); // For regular tree nodes, we arbitrary allow to click past 2 worth of ItemSpacing ImRect interact_bb = frame_bb; if (!display_frame && (flags & (ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_SpanFullWidth)) == 0) interact_bb.Max.x = frame_bb.Min.x + text_width + style.ItemSpacing.x * 2.0f; // Store a flag for the current depth to tell if we will allow closing this node when navigating one of its child. // For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop(). // This is currently only support 32 level deep and we are fine with (1 << Depth) overflowing into a zero. const bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0; bool is_open = TreeNodeBehaviorIsOpen(id, flags); if (is_open && !g.NavIdIsAlive && (flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) window->DC.TreeJumpToParentOnPopMask |= (1 << window->DC.TreeDepth); bool item_add = ItemAdd(interact_bb, id); g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDisplayRect; g.LastItemData.DisplayRect = frame_bb; if (!item_add) { if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) TreePushOverrideID(id); IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); return is_open; } ImGuiButtonFlags button_flags = ImGuiTreeNodeFlags_None; if (flags & ImGuiTreeNodeFlags_AllowItemOverlap) button_flags |= ImGuiButtonFlags_AllowItemOverlap; if (!is_leaf) button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; // We allow clicking on the arrow section with keyboard modifiers held, in order to easily // allow browsing a tree while preserving selection with code implementing multi-selection patterns. // When clicking on the rest of the tree node we always disallow keyboard modifiers. const float arrow_hit_x1 = (text_pos.x - text_offset_x) - style.TouchExtraPadding.x; const float arrow_hit_x2 = (text_pos.x - text_offset_x) + (g.FontSize + padding.x * 2.0f) + style.TouchExtraPadding.x; const bool is_mouse_x_over_arrow = (g.IO.MousePos.x >= arrow_hit_x1 && g.IO.MousePos.x < arrow_hit_x2); if (window != g.HoveredWindow || !is_mouse_x_over_arrow) button_flags |= ImGuiButtonFlags_NoKeyModifiers; // Open behaviors can be altered with the _OpenOnArrow and _OnOnDoubleClick flags. // Some alteration have subtle effects (e.g. toggle on MouseUp vs MouseDown events) due to requirements for multi-selection and drag and drop support. // - Single-click on label = Toggle on MouseUp (default, when _OpenOnArrow=0) // - Single-click on arrow = Toggle on MouseDown (when _OpenOnArrow=0) // - Single-click on arrow = Toggle on MouseDown (when _OpenOnArrow=1) // - Double-click on label = Toggle on MouseDoubleClick (when _OpenOnDoubleClick=1) // - Double-click on arrow = Toggle on MouseDoubleClick (when _OpenOnDoubleClick=1 and _OpenOnArrow=0) // It is rather standard that arrow click react on Down rather than Up. // We set ImGuiButtonFlags_PressedOnClickRelease on OpenOnDoubleClick because we want the item to be active on the initial MouseDown in order for drag and drop to work. if (is_mouse_x_over_arrow) button_flags |= ImGuiButtonFlags_PressedOnClick; else if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; else button_flags |= ImGuiButtonFlags_PressedOnClickRelease; bool selected = (flags & ImGuiTreeNodeFlags_Selected) != 0; const bool was_selected = selected; bool hovered, held; bool pressed = ButtonBehavior(interact_bb, id, &hovered, &held, button_flags); bool toggled = false; if (!is_leaf) { if (pressed && g.DragDropHoldJustPressedId != id) { if ((flags & (ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick)) == 0 || (g.NavActivateId == id)) toggled = true; if (flags & ImGuiTreeNodeFlags_OpenOnArrow) toggled |= is_mouse_x_over_arrow && !g.NavDisableMouseHover; // Lightweight equivalent of IsMouseHoveringRect() since ButtonBehavior() already did the job if ((flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) && g.IO.MouseClickedCount[0] == 2) toggled = true; } else if (pressed && g.DragDropHoldJustPressedId == id) { IM_ASSERT(button_flags & ImGuiButtonFlags_PressedOnDragDropHold); if (!is_open) // When using Drag and Drop "hold to open" we keep the node highlighted after opening, but never close it again. toggled = true; } if (g.NavId == id && g.NavMoveDir == ImGuiDir_Left && is_open) { toggled = true; NavMoveRequestCancel(); } if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right && !is_open) // If there's something upcoming on the line we may want to give it the priority? { toggled = true; NavMoveRequestCancel(); } if (toggled) { is_open = !is_open; window->DC.StateStorage->SetInt(id, is_open); g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledOpen; } } if (flags & ImGuiTreeNodeFlags_AllowItemOverlap) SetItemAllowOverlap(); // In this branch, TreeNodeBehavior() cannot toggle the selection so this will never trigger. if (selected != was_selected) //-V547 g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledSelection; // Render const ImU32 text_col = GetColorU32(ImGuiCol_Text); ImGuiNavHighlightFlags nav_highlight_flags = ImGuiNavHighlightFlags_TypeThin; if (display_frame) { // Framed type const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, true, style.FrameRounding); RenderNavHighlight(frame_bb, id, nav_highlight_flags); if (flags & ImGuiTreeNodeFlags_Bullet) RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.60f, text_pos.y + g.FontSize * 0.5f), text_col); else if (!is_leaf) RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y), text_col, is_open ? ImGuiDir_Down : ImGuiDir_Right, 1.0f); else // Leaf without bullet, left-adjusted text text_pos.x -= text_offset_x; if (flags & ImGuiTreeNodeFlags_ClipLabelForTrailingButton) frame_bb.Max.x -= g.FontSize + style.FramePadding.x; if (g.LogEnabled) LogSetNextTextDecoration("###", "###"); RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size); } else { // Unframed typed for tree nodes if (hovered || selected) { const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, false); } RenderNavHighlight(frame_bb, id, nav_highlight_flags); if (flags & ImGuiTreeNodeFlags_Bullet) RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.5f, text_pos.y + g.FontSize * 0.5f), text_col); else if (!is_leaf) RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y + g.FontSize * 0.15f), text_col, is_open ? ImGuiDir_Down : ImGuiDir_Right, 0.70f); if (g.LogEnabled) LogSetNextTextDecoration(">", NULL); RenderText(text_pos, label, label_end, false); } if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) TreePushOverrideID(id); IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); return is_open; } void ImGui::TreePush(const char* str_id) { ImGuiWindow* window = GetCurrentWindow(); Indent(); window->DC.TreeDepth++; PushID(str_id); } void ImGui::TreePush(const void* ptr_id) { ImGuiWindow* window = GetCurrentWindow(); Indent(); window->DC.TreeDepth++; PushID(ptr_id); } void ImGui::TreePushOverrideID(ImGuiID id) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; Indent(); window->DC.TreeDepth++; PushOverrideID(id); } void ImGui::TreePop() { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; Unindent(); window->DC.TreeDepth--; ImU32 tree_depth_mask = (1 << window->DC.TreeDepth); // Handle Left arrow to move to parent tree node (when ImGuiTreeNodeFlags_NavLeftJumpsBackHere is enabled) if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet()) if (g.NavIdIsAlive && (window->DC.TreeJumpToParentOnPopMask & tree_depth_mask)) { SetNavID(window->IDStack.back(), g.NavLayer, 0, ImRect()); NavMoveRequestCancel(); } window->DC.TreeJumpToParentOnPopMask &= tree_depth_mask - 1; IM_ASSERT(window->IDStack.Size > 1); // There should always be 1 element in the IDStack (pushed during window creation). If this triggers you called TreePop/PopID too much. PopID(); } // Horizontal distance preceding label when using TreeNode() or Bullet() float ImGui::GetTreeNodeToLabelSpacing() { ImGuiContext& g = *GImGui; return g.FontSize + (g.Style.FramePadding.x * 2.0f); } // Set next TreeNode/CollapsingHeader open state. void ImGui::SetNextItemOpen(bool is_open, ImGuiCond cond) { ImGuiContext& g = *GImGui; if (g.CurrentWindow->SkipItems) return; g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasOpen; g.NextItemData.OpenVal = is_open; g.NextItemData.OpenCond = cond ? cond : ImGuiCond_Always; } // CollapsingHeader returns true when opened but do not indent nor push into the ID stack (because of the ImGuiTreeNodeFlags_NoTreePushOnOpen flag). // This is basically the same as calling TreeNodeEx(label, ImGuiTreeNodeFlags_CollapsingHeader). You can remove the _NoTreePushOnOpen flag if you want behavior closer to normal TreeNode(). bool ImGui::CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; return TreeNodeBehavior(window->GetID(label), flags | ImGuiTreeNodeFlags_CollapsingHeader, label); } // p_visible == NULL : regular collapsing header // p_visible != NULL && *p_visible == true : show a small close button on the corner of the header, clicking the button will set *p_visible = false // p_visible != NULL && *p_visible == false : do not show the header at all // Do not mistake this with the Open state of the header itself, which you can adjust with SetNextItemOpen() or ImGuiTreeNodeFlags_DefaultOpen. bool ImGui::CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; if (p_visible && !*p_visible) return false; ImGuiID id = window->GetID(label); flags |= ImGuiTreeNodeFlags_CollapsingHeader; if (p_visible) flags |= ImGuiTreeNodeFlags_AllowItemOverlap | ImGuiTreeNodeFlags_ClipLabelForTrailingButton; bool is_open = TreeNodeBehavior(id, flags, label); if (p_visible != NULL) { // Create a small overlapping close button // FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc. // FIXME: CloseButton can overlap into text, need find a way to clip the text somehow. ImGuiContext& g = *GImGui; ImGuiLastItemData last_item_backup = g.LastItemData; float button_size = g.FontSize; float button_x = ImMax(g.LastItemData.Rect.Min.x, g.LastItemData.Rect.Max.x - g.Style.FramePadding.x * 2.0f - button_size); float button_y = g.LastItemData.Rect.Min.y; ImGuiID close_button_id = GetIDWithSeed("#CLOSE", NULL, id); if (CloseButton(close_button_id, ImVec2(button_x, button_y))) *p_visible = false; g.LastItemData = last_item_backup; } return is_open; } //------------------------------------------------------------------------- // [SECTION] Widgets: Selectable //------------------------------------------------------------------------- // - Selectable() //------------------------------------------------------------------------- // Tip: pass a non-visible label (e.g. "##hello") then you can use the space to draw other text or image. // But you need to make sure the ID is unique, e.g. enclose calls in PushID/PopID or use ##unique_id. // With this scheme, ImGuiSelectableFlags_SpanAllColumns and ImGuiSelectableFlags_AllowItemOverlap are also frequently used flags. // FIXME: Selectable() with (size.x == 0.0f) and (SelectableTextAlign.x > 0.0f) followed by SameLine() is currently not supported. bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags flags, const ImVec2& size_arg) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; // Submit label or explicit size to ItemSize(), whereas ItemAdd() will submit a larger/spanning rectangle. ImGuiID id = window->GetID(label); ImVec2 label_size = CalcTextSize(label, NULL, true); ImVec2 size(size_arg.x != 0.0f ? size_arg.x : label_size.x, size_arg.y != 0.0f ? size_arg.y : label_size.y); ImVec2 pos = window->DC.CursorPos; pos.y += window->DC.CurrLineTextBaseOffset; ItemSize(size, 0.0f); // Fill horizontal space // We don't support (size < 0.0f) in Selectable() because the ItemSpacing extension would make explicitly right-aligned sizes not visibly match other widgets. const bool span_all_columns = (flags & ImGuiSelectableFlags_SpanAllColumns) != 0; const float min_x = span_all_columns ? window->ParentWorkRect.Min.x : pos.x; const float max_x = span_all_columns ? window->ParentWorkRect.Max.x : window->WorkRect.Max.x; if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_SpanAvailWidth)) size.x = ImMax(label_size.x, max_x - min_x); // Text stays at the submission position, but bounding box may be extended on both sides const ImVec2 text_min = pos; const ImVec2 text_max(min_x + size.x, pos.y + size.y); // Selectables are meant to be tightly packed together with no click-gap, so we extend their box to cover spacing between selectable. ImRect bb(min_x, pos.y, text_max.x, text_max.y); if ((flags & ImGuiSelectableFlags_NoPadWithHalfSpacing) == 0) { const float spacing_x = span_all_columns ? 0.0f : style.ItemSpacing.x; const float spacing_y = style.ItemSpacing.y; const float spacing_L = IM_FLOOR(spacing_x * 0.50f); const float spacing_U = IM_FLOOR(spacing_y * 0.50f); bb.Min.x -= spacing_L; bb.Min.y -= spacing_U; bb.Max.x += (spacing_x - spacing_L); bb.Max.y += (spacing_y - spacing_U); } //if (g.IO.KeyCtrl) { GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(0, 255, 0, 255)); } // Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackground for every Selectable.. const float backup_clip_rect_min_x = window->ClipRect.Min.x; const float backup_clip_rect_max_x = window->ClipRect.Max.x; if (span_all_columns) { window->ClipRect.Min.x = window->ParentWorkRect.Min.x; window->ClipRect.Max.x = window->ParentWorkRect.Max.x; } const bool disabled_item = (flags & ImGuiSelectableFlags_Disabled) != 0; const bool item_add = ItemAdd(bb, id, NULL, disabled_item ? ImGuiItemFlags_Disabled : ImGuiItemFlags_None); if (span_all_columns) { window->ClipRect.Min.x = backup_clip_rect_min_x; window->ClipRect.Max.x = backup_clip_rect_max_x; } if (!item_add) return false; const bool disabled_global = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0; if (disabled_item && !disabled_global) // Only testing this as an optimization BeginDisabled(); // FIXME: We can standardize the behavior of those two, we could also keep the fast path of override ClipRect + full push on render only, // which would be advantageous since most selectable are not selected. if (span_all_columns && window->DC.CurrentColumns) PushColumnsBackground(); else if (span_all_columns && g.CurrentTable) TablePushBackgroundChannel(); // We use NoHoldingActiveID on menus so user can click and _hold_ on a menu then drag to browse child entries ImGuiButtonFlags button_flags = 0; if (flags & ImGuiSelectableFlags_NoHoldingActiveID) { button_flags |= ImGuiButtonFlags_NoHoldingActiveId; } if (flags & ImGuiSelectableFlags_SelectOnClick) { button_flags |= ImGuiButtonFlags_PressedOnClick; } if (flags & ImGuiSelectableFlags_SelectOnRelease) { button_flags |= ImGuiButtonFlags_PressedOnRelease; } if (flags & ImGuiSelectableFlags_AllowDoubleClick) { button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; } if (flags & ImGuiSelectableFlags_AllowItemOverlap) { button_flags |= ImGuiButtonFlags_AllowItemOverlap; } const bool was_selected = selected; bool hovered, held; bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); // Auto-select when moved into // - This will be more fully fleshed in the range-select branch // - This is not exposed as it won't nicely work with some user side handling of shift/control // - We cannot do 'if (g.NavJustMovedToId != id) { selected = false; pressed = was_selected; }' for two reasons // - (1) it would require focus scope to be set, need exposing PushFocusScope() or equivalent (e.g. BeginSelection() calling PushFocusScope()) // - (2) usage will fail with clipped items // The multi-select API aim to fix those issues, e.g. may be replaced with a BeginSelection() API. if ((flags & ImGuiSelectableFlags_SelectOnNav) && g.NavJustMovedToId != 0 && g.NavJustMovedToFocusScopeId == window->DC.NavFocusScopeIdCurrent) if (g.NavJustMovedToId == id) selected = pressed = true; // Update NavId when clicking or when Hovering (this doesn't happen on most widgets), so navigation can be resumed with gamepad/keyboard if (pressed || (hovered && (flags & ImGuiSelectableFlags_SetNavIdOnHover))) { if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent) { SetNavID(id, window->DC.NavLayerCurrent, window->DC.NavFocusScopeIdCurrent, WindowRectAbsToRel(window, bb)); // (bb == NavRect) g.NavDisableHighlight = true; } } if (pressed) MarkItemEdited(id); if (flags & ImGuiSelectableFlags_AllowItemOverlap) SetItemAllowOverlap(); // In this branch, Selectable() cannot toggle the selection so this will never trigger. if (selected != was_selected) //-V547 g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledSelection; // Render if (held && (flags & ImGuiSelectableFlags_DrawHoveredWhenHeld)) hovered = true; if (hovered || selected) { const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); RenderFrame(bb.Min, bb.Max, col, false, 0.0f); } RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding); if (span_all_columns && window->DC.CurrentColumns) PopColumnsBackground(); else if (span_all_columns && g.CurrentTable) TablePopBackgroundChannel(); RenderTextClipped(text_min, text_max, label, NULL, &label_size, style.SelectableTextAlign, &bb); // Automatically close popups if (pressed && (window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiSelectableFlags_DontClosePopups) && !(g.LastItemData.InFlags & ImGuiItemFlags_SelectableDontClosePopup)) CloseCurrentPopup(); if (disabled_item && !disabled_global) EndDisabled(); IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); return pressed; //-V1020 } bool ImGui::Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags, const ImVec2& size_arg) { if (Selectable(label, *p_selected, flags, size_arg)) { *p_selected = !*p_selected; return true; } return false; } //------------------------------------------------------------------------- // [SECTION] Widgets: ListBox //------------------------------------------------------------------------- // - BeginListBox() // - EndListBox() // - ListBox() //------------------------------------------------------------------------- // Tip: To have a list filling the entire window width, use size.x = -FLT_MIN and pass an non-visible label e.g. "##empty" // Tip: If your vertical size is calculated from an item count (e.g. 10 * item_height) consider adding a fractional part to facilitate seeing scrolling boundaries (e.g. 10.25 * item_height). bool ImGui::BeginListBox(const char* label, const ImVec2& size_arg) { ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; const ImGuiStyle& style = g.Style; const ImGuiID id = GetID(label); const ImVec2 label_size = CalcTextSize(label, NULL, true); // Size default to hold ~7.25 items. // Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar. ImVec2 size = ImFloor(CalcItemSize(size_arg, CalcItemWidth(), GetTextLineHeightWithSpacing() * 7.25f + style.FramePadding.y * 2.0f)); ImVec2 frame_size = ImVec2(size.x, ImMax(size.y, label_size.y)); ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); g.NextItemData.ClearFlags(); if (!IsRectVisible(bb.Min, bb.Max)) { ItemSize(bb.GetSize(), style.FramePadding.y); ItemAdd(bb, 0, &frame_bb); return false; } // FIXME-OPT: We could omit the BeginGroup() if label_size.x but would need to omit the EndGroup() as well. BeginGroup(); if (label_size.x > 0.0f) { ImVec2 label_pos = ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y); RenderText(label_pos, label); window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, label_pos + label_size); } BeginChildFrame(id, frame_bb.GetSize()); return true; } #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS // OBSOLETED in 1.81 (from February 2021) bool ImGui::ListBoxHeader(const char* label, int items_count, int height_in_items) { // If height_in_items == -1, default height is maximum 7. ImGuiContext& g = *GImGui; float height_in_items_f = (height_in_items < 0 ? ImMin(items_count, 7) : height_in_items) + 0.25f; ImVec2 size; size.x = 0.0f; size.y = GetTextLineHeightWithSpacing() * height_in_items_f + g.Style.FramePadding.y * 2.0f; return BeginListBox(label, size); } #endif void ImGui::EndListBox() { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) && "Mismatched BeginListBox/EndListBox calls. Did you test the return value of BeginListBox?"); IM_UNUSED(window); EndChildFrame(); EndGroup(); // This is only required to be able to do IsItemXXX query on the whole ListBox including label } bool ImGui::ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_items) { const bool value_changed = ListBox(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_items); return value_changed; } // This is merely a helper around BeginListBox(), EndListBox(). // Considering using those directly to submit custom data or store selection differently. bool ImGui::ListBox(const char* label, int* current_item, bool (*items_getter)(void*, int, const char**), void* data, int items_count, int height_in_items) { ImGuiContext& g = *GImGui; // Calculate size from "height_in_items" if (height_in_items < 0) height_in_items = ImMin(items_count, 7); float height_in_items_f = height_in_items + 0.25f; ImVec2 size(0.0f, ImFloor(GetTextLineHeightWithSpacing() * height_in_items_f + g.Style.FramePadding.y * 2.0f)); if (!BeginListBox(label, size)) return false; // Assume all items have even height (= 1 line of text). If you need items of different height, // you can create a custom version of ListBox() in your code without using the clipper. bool value_changed = false; ImGuiListClipper clipper; clipper.Begin(items_count, GetTextLineHeightWithSpacing()); // We know exactly our line height here so we pass it as a minor optimization, but generally you don't need to. while (clipper.Step()) for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) { const char* item_text; if (!items_getter(data, i, &item_text)) item_text = "*Unknown item*"; PushID(i); const bool item_selected = (i == *current_item); if (Selectable(item_text, item_selected)) { *current_item = i; value_changed = true; } if (item_selected) SetItemDefaultFocus(); PopID(); } EndListBox(); if (value_changed) MarkItemEdited(g.LastItemData.ID); return value_changed; } //------------------------------------------------------------------------- // [SECTION] Widgets: PlotLines, PlotHistogram //------------------------------------------------------------------------- // - PlotEx() [Internal] // - PlotLines() // - PlotHistogram() //------------------------------------------------------------------------- // Plot/Graph widgets are not very good. // Consider writing your own, or using a third-party one, see: // - ImPlot https://github.com/epezent/implot // - others https://github.com/ocornut/imgui/wiki/Useful-Extensions //------------------------------------------------------------------------- int ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 frame_size) { ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return -1; const ImGuiStyle& style = g.Style; const ImGuiID id = window->GetID(label); const ImVec2 label_size = CalcTextSize(label, NULL, true); if (frame_size.x == 0.0f) frame_size.x = CalcItemWidth(); if (frame_size.y == 0.0f) frame_size.y = label_size.y + (style.FramePadding.y * 2); const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); const ImRect inner_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding); const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0)); ItemSize(total_bb, style.FramePadding.y); if (!ItemAdd(total_bb, 0, &frame_bb)) return -1; const bool hovered = ItemHoverable(frame_bb, id); // Determine scale from values if not specified if (scale_min == FLT_MAX || scale_max == FLT_MAX) { float v_min = FLT_MAX; float v_max = -FLT_MAX; for (int i = 0; i < values_count; i++) { const float v = values_getter(data, i); if (v != v) // Ignore NaN values continue; v_min = ImMin(v_min, v); v_max = ImMax(v_max, v); } if (scale_min == FLT_MAX) scale_min = v_min; if (scale_max == FLT_MAX) scale_max = v_max; } RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); const int values_count_min = (plot_type == ImGuiPlotType_Lines) ? 2 : 1; int idx_hovered = -1; if (values_count >= values_count_min) { int res_w = ImMin((int)frame_size.x, values_count) + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0); int item_count = values_count + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0); // Tooltip on hover if (hovered && inner_bb.Contains(g.IO.MousePos)) { const float t = ImClamp((g.IO.MousePos.x - inner_bb.Min.x) / (inner_bb.Max.x - inner_bb.Min.x), 0.0f, 0.9999f); const int v_idx = (int)(t * item_count); IM_ASSERT(v_idx >= 0 && v_idx < values_count); const float v0 = values_getter(data, (v_idx + values_offset) % values_count); const float v1 = values_getter(data, (v_idx + 1 + values_offset) % values_count); if (plot_type == ImGuiPlotType_Lines) SetTooltip("%d: %8.4g\n%d: %8.4g", v_idx, v0, v_idx + 1, v1); else if (plot_type == ImGuiPlotType_Histogram) SetTooltip("%d: %8.4g", v_idx, v0); idx_hovered = v_idx; } const float t_step = 1.0f / (float)res_w; const float inv_scale = (scale_min == scale_max) ? 0.0f : (1.0f / (scale_max - scale_min)); float v0 = values_getter(data, (0 + values_offset) % values_count); float t0 = 0.0f; ImVec2 tp0 = ImVec2( t0, 1.0f - ImSaturate((v0 - scale_min) * inv_scale) ); // Point in the normalized space of our target rectangle float histogram_zero_line_t = (scale_min * scale_max < 0.0f) ? (1 + scale_min * inv_scale) : (scale_min < 0.0f ? 0.0f : 1.0f); // Where does the zero line stands const ImU32 col_base = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLines : ImGuiCol_PlotHistogram); const ImU32 col_hovered = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLinesHovered : ImGuiCol_PlotHistogramHovered); for (int n = 0; n < res_w; n++) { const float t1 = t0 + t_step; const int v1_idx = (int)(t0 * item_count + 0.5f); IM_ASSERT(v1_idx >= 0 && v1_idx < values_count); const float v1 = values_getter(data, (v1_idx + values_offset + 1) % values_count); const ImVec2 tp1 = ImVec2( t1, 1.0f - ImSaturate((v1 - scale_min) * inv_scale) ); // NB: Draw calls are merged together by the DrawList system. Still, we should render our batch are lower level to save a bit of CPU. ImVec2 pos0 = ImLerp(inner_bb.Min, inner_bb.Max, tp0); ImVec2 pos1 = ImLerp(inner_bb.Min, inner_bb.Max, (plot_type == ImGuiPlotType_Lines) ? tp1 : ImVec2(tp1.x, histogram_zero_line_t)); if (plot_type == ImGuiPlotType_Lines) { window->DrawList->AddLine(pos0, pos1, idx_hovered == v1_idx ? col_hovered : col_base); } else if (plot_type == ImGuiPlotType_Histogram) { if (pos1.x >= pos0.x + 2.0f) pos1.x -= 1.0f; window->DrawList->AddRectFilled(pos0, pos1, idx_hovered == v1_idx ? col_hovered : col_base); } t0 = t1; tp0 = tp1; } } // Text overlay if (overlay_text) RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, overlay_text, NULL, NULL, ImVec2(0.5f, 0.0f)); if (label_size.x > 0.0f) RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, inner_bb.Min.y), label); // Return hovered index or -1 if none are hovered. // This is currently not exposed in the public API because we need a larger redesign of the whole thing, but in the short-term we are making it available in PlotEx(). return idx_hovered; } struct ImGuiPlotArrayGetterData { const float* Values; int Stride; ImGuiPlotArrayGetterData(const float* values, int stride) { Values = values; Stride = stride; } }; static float Plot_ArrayGetter(void* data, int idx) { ImGuiPlotArrayGetterData* plot_data = (ImGuiPlotArrayGetterData*)data; const float v = *(const float*)(const void*)((const unsigned char*)plot_data->Values + (size_t)idx * plot_data->Stride); return v; } void ImGui::PlotLines(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride) { ImGuiPlotArrayGetterData data(values, stride); PlotEx(ImGuiPlotType_Lines, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); } void ImGui::PlotLines(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size) { PlotEx(ImGuiPlotType_Lines, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); } void ImGui::PlotHistogram(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride) { ImGuiPlotArrayGetterData data(values, stride); PlotEx(ImGuiPlotType_Histogram, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); } void ImGui::PlotHistogram(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size) { PlotEx(ImGuiPlotType_Histogram, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); } //------------------------------------------------------------------------- // [SECTION] Widgets: Value helpers // Those is not very useful, legacy API. //------------------------------------------------------------------------- // - Value() //------------------------------------------------------------------------- void ImGui::Value(const char* prefix, bool b) { Text("%s: %s", prefix, (b ? "true" : "false")); } void ImGui::Value(const char* prefix, int v) { Text("%s: %d", prefix, v); } void ImGui::Value(const char* prefix, unsigned int v) { Text("%s: %d", prefix, v); } void ImGui::Value(const char* prefix, float v, const char* float_format) { if (float_format) { char fmt[64]; ImFormatString(fmt, IM_ARRAYSIZE(fmt), "%%s: %s", float_format); Text(fmt, prefix, v); } else { Text("%s: %.3f", prefix, v); } } //------------------------------------------------------------------------- // [SECTION] MenuItem, BeginMenu, EndMenu, etc. //------------------------------------------------------------------------- // - ImGuiMenuColumns [Internal] // - BeginMenuBar() // - EndMenuBar() // - BeginMainMenuBar() // - EndMainMenuBar() // - BeginMenu() // - EndMenu() // - MenuItemEx() [Internal] // - MenuItem() //------------------------------------------------------------------------- // Helpers for internal use void ImGuiMenuColumns::Update(float spacing, bool window_reappearing) { if (window_reappearing) memset(Widths, 0, sizeof(Widths)); Spacing = (ImU16)spacing; CalcNextTotalWidth(true); memset(Widths, 0, sizeof(Widths)); TotalWidth = NextTotalWidth; NextTotalWidth = 0; } void ImGuiMenuColumns::CalcNextTotalWidth(bool update_offsets) { ImU16 offset = 0; bool want_spacing = false; for (int i = 0; i < IM_ARRAYSIZE(Widths); i++) { ImU16 width = Widths[i]; if (want_spacing && width > 0) offset += Spacing; want_spacing |= (width > 0); if (update_offsets) { if (i == 1) { OffsetLabel = offset; } if (i == 2) { OffsetShortcut = offset; } if (i == 3) { OffsetMark = offset; } } offset += width; } NextTotalWidth = offset; } float ImGuiMenuColumns::DeclColumns(float w_icon, float w_label, float w_shortcut, float w_mark) { Widths[0] = ImMax(Widths[0], (ImU16)w_icon); Widths[1] = ImMax(Widths[1], (ImU16)w_label); Widths[2] = ImMax(Widths[2], (ImU16)w_shortcut); Widths[3] = ImMax(Widths[3], (ImU16)w_mark); CalcNextTotalWidth(false); return (float)ImMax(TotalWidth, NextTotalWidth); } // FIXME: Provided a rectangle perhaps e.g. a BeginMenuBarEx() could be used anywhere.. // Currently the main responsibility of this function being to setup clip-rect + horizontal layout + menu navigation layer. // Ideally we also want this to be responsible for claiming space out of the main window scrolling rectangle, in which case ImGuiWindowFlags_MenuBar will become unnecessary. // Then later the same system could be used for multiple menu-bars, scrollbars, side-bars. bool ImGui::BeginMenuBar() { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; if (!(window->Flags & ImGuiWindowFlags_MenuBar)) return false; IM_ASSERT(!window->DC.MenuBarAppending); BeginGroup(); // Backup position on layer 0 // FIXME: Misleading to use a group for that backup/restore PushID("##menubar"); // We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect. // We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend to display over the lower-right rounded area, which looks particularly glitchy. ImRect bar_rect = window->MenuBarRect(); ImRect clip_rect(IM_ROUND(bar_rect.Min.x + window->WindowBorderSize), IM_ROUND(bar_rect.Min.y + window->WindowBorderSize), IM_ROUND(ImMax(bar_rect.Min.x, bar_rect.Max.x - ImMax(window->WindowRounding, window->WindowBorderSize))), IM_ROUND(bar_rect.Max.y)); clip_rect.ClipWith(window->OuterRectClipped); PushClipRect(clip_rect.Min, clip_rect.Max, false); // We overwrite CursorMaxPos because BeginGroup sets it to CursorPos (essentially the .EmitItem hack in EndMenuBar() would need something analogous here, maybe a BeginGroupEx() with flags). window->DC.CursorPos = window->DC.CursorMaxPos = ImVec2(bar_rect.Min.x + window->DC.MenuBarOffset.x, bar_rect.Min.y + window->DC.MenuBarOffset.y); window->DC.LayoutType = ImGuiLayoutType_Horizontal; window->DC.IsSameLine = false; window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; window->DC.MenuBarAppending = true; AlignTextToFramePadding(); return true; } void ImGui::EndMenuBar() { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return; ImGuiContext& g = *GImGui; // Nav: When a move request within one of our child menu failed, capture the request to navigate among our siblings. if (NavMoveRequestButNoResultYet() && (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) && (g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu)) { // Try to find out if the request is for one of our child menu ImGuiWindow* nav_earliest_child = g.NavWindow; while (nav_earliest_child->ParentWindow && (nav_earliest_child->ParentWindow->Flags & ImGuiWindowFlags_ChildMenu)) nav_earliest_child = nav_earliest_child->ParentWindow; if (nav_earliest_child->ParentWindow == window && nav_earliest_child->DC.ParentLayoutType == ImGuiLayoutType_Horizontal && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0) { // To do so we claim focus back, restore NavId and then process the movement request for yet another frame. // This involve a one-frame delay which isn't very problematic in this situation. We could remove it by scoring in advance for multiple window (probably not worth bothering) const ImGuiNavLayer layer = ImGuiNavLayer_Menu; IM_ASSERT(window->DC.NavLayersActiveMaskNext & (1 << layer)); // Sanity check FocusWindow(window); SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]); g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection. g.NavDisableMouseHover = g.NavMousePosDirty = true; NavMoveRequestForward(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags); // Repeat } } IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'" IM_ASSERT(window->Flags & ImGuiWindowFlags_MenuBar); IM_ASSERT(window->DC.MenuBarAppending); PopClipRect(); PopID(); window->DC.MenuBarOffset.x = window->DC.CursorPos.x - window->Pos.x; // Save horizontal position so next append can reuse it. This is kinda equivalent to a per-layer CursorPos. g.GroupStack.back().EmitItem = false; EndGroup(); // Restore position on layer 0 window->DC.LayoutType = ImGuiLayoutType_Vertical; window->DC.IsSameLine = false; window->DC.NavLayerCurrent = ImGuiNavLayer_Main; window->DC.MenuBarAppending = false; } // Important: calling order matters! // FIXME: Somehow overlapping with docking tech. // FIXME: The "rect-cut" aspect of this could be formalized into a lower-level helper (rect-cut: https://halt.software/dead-simple-layouts) bool ImGui::BeginViewportSideBar(const char* name, ImGuiViewport* viewport_p, ImGuiDir dir, float axis_size, ImGuiWindowFlags window_flags) { IM_ASSERT(dir != ImGuiDir_None); ImGuiWindow* bar_window = FindWindowByName(name); ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)(viewport_p ? viewport_p : GetMainViewport()); if (bar_window == NULL || bar_window->BeginCount == 0) { // Calculate and set window size/position ImRect avail_rect = viewport->GetBuildWorkRect(); ImGuiAxis axis = (dir == ImGuiDir_Up || dir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X; ImVec2 pos = avail_rect.Min; if (dir == ImGuiDir_Right || dir == ImGuiDir_Down) pos[axis] = avail_rect.Max[axis] - axis_size; ImVec2 size = avail_rect.GetSize(); size[axis] = axis_size; SetNextWindowPos(pos); SetNextWindowSize(size); // Report our size into work area (for next frame) using actual window size if (dir == ImGuiDir_Up || dir == ImGuiDir_Left) viewport->BuildWorkOffsetMin[axis] += axis_size; else if (dir == ImGuiDir_Down || dir == ImGuiDir_Right) viewport->BuildWorkOffsetMax[axis] -= axis_size; } window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDocking; SetNextWindowViewport(viewport->ID); // Enforce viewport so we don't create our own viewport when ImGuiConfigFlags_ViewportsNoMerge is set. PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0, 0)); // Lift normal size constraint bool is_open = Begin(name, NULL, window_flags); PopStyleVar(2); return is_open; } bool ImGui::BeginMainMenuBar() { ImGuiContext& g = *GImGui; ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)GetMainViewport(); // Notify of viewport change so GetFrameHeight() can be accurate in case of DPI change SetCurrentViewport(NULL, viewport); // For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set. // FIXME: This could be generalized as an opt-in way to clamp window->DC.CursorStartPos to avoid SafeArea? // FIXME: Consider removing support for safe area down the line... it's messy. Nowadays consoles have support for TV calibration in OS settings. g.NextWindowData.MenuBarOffsetMinVal = ImVec2(g.Style.DisplaySafeAreaPadding.x, ImMax(g.Style.DisplaySafeAreaPadding.y - g.Style.FramePadding.y, 0.0f)); ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar; float height = GetFrameHeight(); bool is_open = BeginViewportSideBar("##MainMenuBar", viewport, ImGuiDir_Up, height, window_flags); g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f); if (is_open) BeginMenuBar(); else End(); return is_open; } void ImGui::EndMainMenuBar() { EndMenuBar(); // When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window // FIXME: With this strategy we won't be able to restore a NULL focus. ImGuiContext& g = *GImGui; if (g.CurrentWindow == g.NavWindow && g.NavLayer == ImGuiNavLayer_Main && !g.NavAnyRequest) FocusTopMostWindowUnderOne(g.NavWindow, NULL); End(); } static bool IsRootOfOpenMenuSet() { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if ((g.OpenPopupStack.Size <= g.BeginPopupStack.Size) || (window->Flags & ImGuiWindowFlags_ChildMenu)) return false; // Initially we used 'OpenParentId' to differentiate multiple menu sets from each others (e.g. inside menu bar vs loose menu items) based on parent ID. // This would however prevent the use of e.g. PuhsID() user code submitting menus. // Previously this worked between popup and a first child menu because the first child menu always had the _ChildWindow flag, // making hovering on parent popup possible while first child menu was focused - but this was generally a bug with other side effects. // Instead we don't treat Popup specifically (in order to consistently support menu features in them), maybe the first child menu of a Popup // doesn't have the _ChildWindow flag, and we rely on this IsRootOfOpenMenuSet() check to allow hovering between root window/popup and first chilld menu. const ImGuiPopupData* upper_popup = &g.OpenPopupStack[g.BeginPopupStack.Size]; return (/*upper_popup->OpenParentId == window->IDStack.back() &&*/ upper_popup->Window && (upper_popup->Window->Flags & ImGuiWindowFlags_ChildMenu)); } bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; const ImGuiID id = window->GetID(label); bool menu_is_open = IsPopupOpen(id, ImGuiPopupFlags_None); // Sub-menus are ChildWindow so that mouse can be hovering across them (otherwise top-most popup menu would steal focus and not allow hovering on parent menu) // The first menu in a hierarchy isn't so hovering doesn't get accross (otherwise e.g. resizing borders with ImGuiButtonFlags_FlattenChildren would react), but top-most BeginMenu() will bypass that limitation. ImGuiWindowFlags flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus; if (window->Flags & ImGuiWindowFlags_ChildMenu) flags |= ImGuiWindowFlags_ChildWindow; // If a menu with same the ID was already submitted, we will append to it, matching the behavior of Begin(). // We are relying on a O(N) search - so O(N log N) over the frame - which seems like the most efficient for the expected small amount of BeginMenu() calls per frame. // If somehow this is ever becoming a problem we can switch to use e.g. ImGuiStorage mapping key to last frame used. if (g.MenusIdSubmittedThisFrame.contains(id)) { if (menu_is_open) menu_is_open = BeginPopupEx(id, flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) else g.NextWindowData.ClearFlags(); // we behave like Begin() and need to consume those values return menu_is_open; } // Tag menu as used. Next time BeginMenu() with same ID is called it will append to existing menu g.MenusIdSubmittedThisFrame.push_back(id); ImVec2 label_size = CalcTextSize(label, NULL, true); // Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent without always being a Child window) const bool menuset_is_open = IsRootOfOpenMenuSet(); ImGuiWindow* backed_nav_window = g.NavWindow; if (menuset_is_open) g.NavWindow = window; // The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu, // However the final position is going to be different! It is chosen by FindBestWindowPosForPopup(). // e.g. Menus tend to overlap each other horizontally to amplify relative Z-ordering. ImVec2 popup_pos, pos = window->DC.CursorPos; PushID(label); if (!enabled) BeginDisabled(); const ImGuiMenuColumns* offsets = &window->DC.MenuColumns; bool pressed; const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_DontClosePopups; if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) { // Menu inside an horizontal menu bar // Selectable extend their highlight by half ItemSpacing in each direction. // For ChildMenu, the popup position will be overwritten by the call to FindBestWindowPosForPopup() in Begin() popup_pos = ImVec2(pos.x - 1.0f - IM_FLOOR(style.ItemSpacing.x * 0.5f), pos.y - style.FramePadding.y + window->MenuBarHeight()); window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * 0.5f); PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y)); float w = label_size.x; ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); pressed = Selectable("", menu_is_open, selectable_flags, ImVec2(w, 0.0f)); RenderText(text_pos, label); PopStyleVar(); window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). } else { // Menu inside a regular/vertical menu // (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f. // Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system. popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y); float icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f; float checkmark_w = IM_FLOOR(g.FontSize * 1.20f); float min_w = window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, 0.0f, checkmark_w); // Feedback to next frame float extra_w = ImMax(0.0f, GetContentRegionAvail().x - min_w); ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); pressed = Selectable("", menu_is_open, selectable_flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, 0.0f)); RenderText(text_pos, label); if (icon_w > 0.0f) RenderText(pos + ImVec2(offsets->OffsetIcon, 0.0f), icon); RenderArrow(window->DrawList, pos + ImVec2(offsets->OffsetMark + extra_w + g.FontSize * 0.30f, 0.0f), GetColorU32(ImGuiCol_Text), ImGuiDir_Right); } if (!enabled) EndDisabled(); const bool hovered = (g.HoveredId == id) && enabled && !g.NavDisableMouseHover; if (menuset_is_open) g.NavWindow = backed_nav_window; bool want_open = false; bool want_close = false; if (window->DC.LayoutType == ImGuiLayoutType_Vertical) // (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu)) { // Close menu when not hovering it anymore unless we are moving roughly in the direction of the menu // Implement http://bjk5.com/post/44698559168/breaking-down-amazons-mega-dropdown to avoid using timers, so menus feels more reactive. bool moving_toward_child_menu = false; ImGuiWindow* child_menu_window = (g.BeginPopupStack.Size < g.OpenPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].SourceWindow == window) ? g.OpenPopupStack[g.BeginPopupStack.Size].Window : NULL; if (g.HoveredWindow == window && child_menu_window != NULL && !(window->Flags & ImGuiWindowFlags_MenuBar)) { float ref_unit = g.FontSize; // FIXME-DPI ImRect next_window_rect = child_menu_window->Rect(); ImVec2 ta = (g.IO.MousePos - g.IO.MouseDelta); ImVec2 tb = (window->Pos.x < child_menu_window->Pos.x) ? next_window_rect.GetTL() : next_window_rect.GetTR(); ImVec2 tc = (window->Pos.x < child_menu_window->Pos.x) ? next_window_rect.GetBL() : next_window_rect.GetBR(); float extra = ImClamp(ImFabs(ta.x - tb.x) * 0.30f, ref_unit * 0.5f, ref_unit * 2.5f); // add a bit of extra slack. ta.x += (window->Pos.x < child_menu_window->Pos.x) ? -0.5f : +0.5f; // to avoid numerical issues (FIXME: ??) tb.y = ta.y + ImMax((tb.y - extra) - ta.y, -ref_unit * 8.0f); // triangle has maximum height to limit the slope and the bias toward large sub-menus tc.y = ta.y + ImMin((tc.y + extra) - ta.y, +ref_unit * 8.0f); moving_toward_child_menu = ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos); //GetForegroundDrawList()->AddTriangleFilled(ta, tb, tc, moving_toward_other_child_menu ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); // [DEBUG] } // The 'HovereWindow == window' check creates an inconsistency (e.g. moving away from menu slowly tends to hit same window, whereas moving away fast does not) // But we also need to not close the top-menu menu when moving over void. Perhaps we should extend the triangle check to a larger polygon. // (Remember to test this on BeginPopup("A")->BeginMenu("B") sequence which behaves slightly differently as B isn't a Child of A and hovering isn't shared.) if (menu_is_open && !hovered && g.HoveredWindow == window && !moving_toward_child_menu) want_close = true; // Open if (!menu_is_open && pressed) // Click/activate to open want_open = true; else if (!menu_is_open && hovered && !moving_toward_child_menu) // Hover to open want_open = true; if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right) // Nav-Right to open { want_open = true; NavMoveRequestCancel(); } } else { // Menu bar if (menu_is_open && pressed && menuset_is_open) // Click an open menu again to close it { want_close = true; want_open = menu_is_open = false; } else if (pressed || (hovered && menuset_is_open && !menu_is_open)) // First click to open, then hover to open others { want_open = true; } else if (g.NavId == id && g.NavMoveDir == ImGuiDir_Down) // Nav-Down to open { want_open = true; NavMoveRequestCancel(); } } if (!enabled) // explicitly close if an open menu becomes disabled, facilitate users code a lot in pattern such as 'if (BeginMenu("options", has_object)) { ..use object.. }' want_close = true; if (want_close && IsPopupOpen(id, ImGuiPopupFlags_None)) ClosePopupToLevel(g.BeginPopupStack.Size, true); IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Openable | (menu_is_open ? ImGuiItemStatusFlags_Opened : 0)); PopID(); if (!menu_is_open && want_open && g.OpenPopupStack.Size > g.BeginPopupStack.Size) { // Don't recycle same menu level in the same frame, first close the other menu and yield for a frame. OpenPopup(label); return false; } menu_is_open |= want_open; if (want_open) OpenPopup(label); if (menu_is_open) { SetNextWindowPos(popup_pos, ImGuiCond_Always); // Note: this is super misleading! The value will serve as reference for FindBestWindowPosForPopup(), not actual pos. PushStyleVar(ImGuiStyleVar_ChildRounding, style.PopupRounding); // First level will use _PopupRounding, subsequent will use _ChildRounding menu_is_open = BeginPopupEx(id, flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) PopStyleVar(); } else { g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values } return menu_is_open; } bool ImGui::BeginMenu(const char* label, bool enabled) { return BeginMenuEx(label, NULL, enabled); } void ImGui::EndMenu() { // Nav: When a left move request _within our child menu_ failed, close ourselves (the _parent_ menu). // A menu doesn't close itself because EndMenuBar() wants the catch the last Left<>Right inputs. // However, it means that with the current code, a BeginMenu() from outside another menu or a menu-bar won't be closable with the Left direction. ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (g.NavMoveDir == ImGuiDir_Left && NavMoveRequestButNoResultYet() && window->DC.LayoutType == ImGuiLayoutType_Vertical) if (g.NavWindow && (g.NavWindow->RootWindowForNav->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->RootWindowForNav->ParentWindow == window) { ClosePopupToLevel(g.BeginPopupStack.Size, true); NavMoveRequestCancel(); } EndPopup(); } bool ImGui::MenuItemEx(const char* label, const char* icon, const char* shortcut, bool selected, bool enabled) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; ImGuiContext& g = *GImGui; ImGuiStyle& style = g.Style; ImVec2 pos = window->DC.CursorPos; ImVec2 label_size = CalcTextSize(label, NULL, true); const bool menuset_is_open = IsRootOfOpenMenuSet(); ImGuiWindow* backed_nav_window = g.NavWindow; if (menuset_is_open) g.NavWindow = window; // We've been using the equivalent of ImGuiSelectableFlags_SetNavIdOnHover on all Selectable() since early Nav system days (commit 43ee5d73), // but I am unsure whether this should be kept at all. For now moved it to be an opt-in feature used by menus only. bool pressed; PushID(label); if (!enabled) BeginDisabled(); const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_SelectOnRelease | ImGuiSelectableFlags_SetNavIdOnHover; const ImGuiMenuColumns* offsets = &window->DC.MenuColumns; if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) { // Mimic the exact layout spacing of BeginMenu() to allow MenuItem() inside a menu bar, which is a little misleading but may be useful // Note that in this situation: we don't render the shortcut, we render a highlight instead of the selected tick mark. float w = label_size.x; window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * 0.5f); ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y)); pressed = Selectable("", selected, selectable_flags, ImVec2(w, 0.0f)); PopStyleVar(); RenderText(text_pos, label); window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). } else { // Menu item inside a vertical menu // (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f. // Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system. float icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f; float shortcut_w = (shortcut && shortcut[0]) ? CalcTextSize(shortcut, NULL).x : 0.0f; float checkmark_w = IM_FLOOR(g.FontSize * 1.20f); float min_w = window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, shortcut_w, checkmark_w); // Feedback for next frame float stretch_w = ImMax(0.0f, GetContentRegionAvail().x - min_w); pressed = Selectable("", false, selectable_flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, 0.0f)); RenderText(pos + ImVec2(offsets->OffsetLabel, 0.0f), label); if (icon_w > 0.0f) RenderText(pos + ImVec2(offsets->OffsetIcon, 0.0f), icon); if (shortcut_w > 0.0f) { PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); RenderText(pos + ImVec2(offsets->OffsetShortcut + stretch_w, 0.0f), shortcut, NULL, false); PopStyleColor(); } if (selected) RenderCheckMark(window->DrawList, pos + ImVec2(offsets->OffsetMark + stretch_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(ImGuiCol_Text), g.FontSize * 0.866f); } IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (selected ? ImGuiItemStatusFlags_Checked : 0)); if (!enabled) EndDisabled(); PopID(); if (menuset_is_open) g.NavWindow = backed_nav_window; return pressed; } bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, bool enabled) { return MenuItemEx(label, NULL, shortcut, selected, enabled); } bool ImGui::MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled) { if (MenuItemEx(label, NULL, shortcut, p_selected ? *p_selected : false, enabled)) { if (p_selected) *p_selected = !*p_selected; return true; } return false; } //------------------------------------------------------------------------- // [SECTION] Widgets: BeginTabBar, EndTabBar, etc. //------------------------------------------------------------------------- // - BeginTabBar() // - BeginTabBarEx() [Internal] // - EndTabBar() // - TabBarLayout() [Internal] // - TabBarCalcTabID() [Internal] // - TabBarCalcMaxTabWidth() [Internal] // - TabBarFindTabById() [Internal] // - TabBarAddTab() [Internal] // - TabBarRemoveTab() [Internal] // - TabBarCloseTab() [Internal] // - TabBarScrollClamp() [Internal] // - TabBarScrollToTab() [Internal] // - TabBarQueueChangeTabOrder() [Internal] // - TabBarScrollingButtons() [Internal] // - TabBarTabListPopupButton() [Internal] //------------------------------------------------------------------------- struct ImGuiTabBarSection { int TabCount; // Number of tabs in this section. float Width; // Sum of width of tabs in this section (after shrinking down) float Spacing; // Horizontal spacing at the end of the section. ImGuiTabBarSection() { memset(this, 0, sizeof(*this)); } }; namespace ImGui { static void TabBarLayout(ImGuiTabBar* tab_bar); static ImU32 TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label, ImGuiWindow* docked_window); static float TabBarCalcMaxTabWidth(); static float TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling); static void TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiID tab_id, ImGuiTabBarSection* sections); static ImGuiTabItem* TabBarScrollingButtons(ImGuiTabBar* tab_bar); static ImGuiTabItem* TabBarTabListPopupButton(ImGuiTabBar* tab_bar); } ImGuiTabBar::ImGuiTabBar() { memset(this, 0, sizeof(*this)); CurrFrameVisible = PrevFrameVisible = -1; LastTabItemIdx = -1; } static inline int TabItemGetSectionIdx(const ImGuiTabItem* tab) { return (tab->Flags & ImGuiTabItemFlags_Leading) ? 0 : (tab->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1; } static int IMGUI_CDECL TabItemComparerBySection(const void* lhs, const void* rhs) { const ImGuiTabItem* a = (const ImGuiTabItem*)lhs; const ImGuiTabItem* b = (const ImGuiTabItem*)rhs; const int a_section = TabItemGetSectionIdx(a); const int b_section = TabItemGetSectionIdx(b); if (a_section != b_section) return a_section - b_section; return (int)(a->IndexDuringLayout - b->IndexDuringLayout); } static int IMGUI_CDECL TabItemComparerByBeginOrder(const void* lhs, const void* rhs) { const ImGuiTabItem* a = (const ImGuiTabItem*)lhs; const ImGuiTabItem* b = (const ImGuiTabItem*)rhs; return (int)(a->BeginOrder - b->BeginOrder); } static ImGuiTabBar* GetTabBarFromTabBarRef(const ImGuiPtrOrIndex& ref) { ImGuiContext& g = *GImGui; return ref.Ptr ? (ImGuiTabBar*)ref.Ptr : g.TabBars.GetByIndex(ref.Index); } static ImGuiPtrOrIndex GetTabBarRefFromTabBar(ImGuiTabBar* tab_bar) { ImGuiContext& g = *GImGui; if (g.TabBars.Contains(tab_bar)) return ImGuiPtrOrIndex(g.TabBars.GetIndex(tab_bar)); return ImGuiPtrOrIndex(tab_bar); } bool ImGui::BeginTabBar(const char* str_id, ImGuiTabBarFlags flags) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (window->SkipItems) return false; ImGuiID id = window->GetID(str_id); ImGuiTabBar* tab_bar = g.TabBars.GetOrAddByKey(id); ImRect tab_bar_bb = ImRect(window->DC.CursorPos.x, window->DC.CursorPos.y, window->WorkRect.Max.x, window->DC.CursorPos.y + g.FontSize + g.Style.FramePadding.y * 2); tab_bar->ID = id; return BeginTabBarEx(tab_bar, tab_bar_bb, flags | ImGuiTabBarFlags_IsFocused, NULL); } bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImGuiTabBarFlags flags, ImGuiDockNode* dock_node) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (window->SkipItems) return false; if ((flags & ImGuiTabBarFlags_DockNode) == 0) PushOverrideID(tab_bar->ID); // Add to stack g.CurrentTabBarStack.push_back(GetTabBarRefFromTabBar(tab_bar)); g.CurrentTabBar = tab_bar; // Append with multiple BeginTabBar()/EndTabBar() pairs. tab_bar->BackupCursorPos = window->DC.CursorPos; if (tab_bar->CurrFrameVisible == g.FrameCount) { window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.y + tab_bar->ItemSpacingY); tab_bar->BeginCount++; return true; } // Ensure correct ordering when toggling ImGuiTabBarFlags_Reorderable flag, or when a new tab was added while being not reorderable if ((flags & ImGuiTabBarFlags_Reorderable) != (tab_bar->Flags & ImGuiTabBarFlags_Reorderable) || (tab_bar->TabsAddedNew && !(flags & ImGuiTabBarFlags_Reorderable))) if ((flags & ImGuiTabBarFlags_DockNode) == 0) // FIXME: TabBar with DockNode can now be hybrid ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerByBeginOrder); tab_bar->TabsAddedNew = false; // Flags if ((flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0) flags |= ImGuiTabBarFlags_FittingPolicyDefault_; tab_bar->Flags = flags; tab_bar->BarRect = tab_bar_bb; tab_bar->WantLayout = true; // Layout will be done on the first call to ItemTab() tab_bar->PrevFrameVisible = tab_bar->CurrFrameVisible; tab_bar->CurrFrameVisible = g.FrameCount; tab_bar->PrevTabsContentsHeight = tab_bar->CurrTabsContentsHeight; tab_bar->CurrTabsContentsHeight = 0.0f; tab_bar->ItemSpacingY = g.Style.ItemSpacing.y; tab_bar->FramePadding = g.Style.FramePadding; tab_bar->TabsActiveCount = 0; tab_bar->BeginCount = 1; // Set cursor pos in a way which only be used in the off-chance the user erroneously submits item before BeginTabItem(): items will overlap window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.y + tab_bar->ItemSpacingY); // Draw separator const ImU32 col = GetColorU32((flags & ImGuiTabBarFlags_IsFocused) ? ImGuiCol_TabActive : ImGuiCol_TabUnfocusedActive); const float y = tab_bar->BarRect.Max.y - 1.0f; if (dock_node != NULL) { const float separator_min_x = dock_node->Pos.x + window->WindowBorderSize; const float separator_max_x = dock_node->Pos.x + dock_node->Size.x - window->WindowBorderSize; window->DrawList->AddLine(ImVec2(separator_min_x, y), ImVec2(separator_max_x, y), col, 1.0f); } else { const float separator_min_x = tab_bar->BarRect.Min.x - IM_FLOOR(window->WindowPadding.x * 0.5f); const float separator_max_x = tab_bar->BarRect.Max.x + IM_FLOOR(window->WindowPadding.x * 0.5f); window->DrawList->AddLine(ImVec2(separator_min_x, y), ImVec2(separator_max_x, y), col, 1.0f); } return true; } void ImGui::EndTabBar() { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (window->SkipItems) return; ImGuiTabBar* tab_bar = g.CurrentTabBar; if (tab_bar == NULL) { IM_ASSERT_USER_ERROR(tab_bar != NULL, "Mismatched BeginTabBar()/EndTabBar()!"); return; } // Fallback in case no TabItem have been submitted if (tab_bar->WantLayout) TabBarLayout(tab_bar); // Restore the last visible height if no tab is visible, this reduce vertical flicker/movement when a tabs gets removed without calling SetTabItemClosed(). const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount); if (tab_bar->VisibleTabWasSubmitted || tab_bar->VisibleTabId == 0 || tab_bar_appearing) { tab_bar->CurrTabsContentsHeight = ImMax(window->DC.CursorPos.y - tab_bar->BarRect.Max.y, tab_bar->CurrTabsContentsHeight); window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->CurrTabsContentsHeight; } else { window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->PrevTabsContentsHeight; } if (tab_bar->BeginCount > 1) window->DC.CursorPos = tab_bar->BackupCursorPos; if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0) PopID(); g.CurrentTabBarStack.pop_back(); g.CurrentTabBar = g.CurrentTabBarStack.empty() ? NULL : GetTabBarFromTabBarRef(g.CurrentTabBarStack.back()); } // This is called only once a frame before by the first call to ItemTab() // The reason we're not calling it in BeginTabBar() is to leave a chance to the user to call the SetTabItemClosed() functions. static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) { ImGuiContext& g = *GImGui; tab_bar->WantLayout = false; // Garbage collect by compacting list // Detect if we need to sort out tab list (e.g. in rare case where a tab changed section) int tab_dst_n = 0; bool need_sort_by_section = false; ImGuiTabBarSection sections[3]; // Layout sections: Leading, Central, Trailing for (int tab_src_n = 0; tab_src_n < tab_bar->Tabs.Size; tab_src_n++) { ImGuiTabItem* tab = &tab_bar->Tabs[tab_src_n]; if (tab->LastFrameVisible < tab_bar->PrevFrameVisible || tab->WantClose) { // Remove tab if (tab_bar->VisibleTabId == tab->ID) { tab_bar->VisibleTabId = 0; } if (tab_bar->SelectedTabId == tab->ID) { tab_bar->SelectedTabId = 0; } if (tab_bar->NextSelectedTabId == tab->ID) { tab_bar->NextSelectedTabId = 0; } continue; } if (tab_dst_n != tab_src_n) tab_bar->Tabs[tab_dst_n] = tab_bar->Tabs[tab_src_n]; tab = &tab_bar->Tabs[tab_dst_n]; tab->IndexDuringLayout = (ImS16)tab_dst_n; // We will need sorting if tabs have changed section (e.g. moved from one of Leading/Central/Trailing to another) int curr_tab_section_n = TabItemGetSectionIdx(tab); if (tab_dst_n > 0) { ImGuiTabItem* prev_tab = &tab_bar->Tabs[tab_dst_n - 1]; int prev_tab_section_n = TabItemGetSectionIdx(prev_tab); if (curr_tab_section_n == 0 && prev_tab_section_n != 0) need_sort_by_section = true; if (prev_tab_section_n == 2 && curr_tab_section_n != 2) need_sort_by_section = true; } sections[curr_tab_section_n].TabCount++; tab_dst_n++; } if (tab_bar->Tabs.Size != tab_dst_n) tab_bar->Tabs.resize(tab_dst_n); if (need_sort_by_section) ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerBySection); // Calculate spacing between sections sections[0].Spacing = sections[0].TabCount > 0 && (sections[1].TabCount + sections[2].TabCount) > 0 ? g.Style.ItemInnerSpacing.x : 0.0f; sections[1].Spacing = sections[1].TabCount > 0 && sections[2].TabCount > 0 ? g.Style.ItemInnerSpacing.x : 0.0f; // Setup next selected tab ImGuiID scroll_to_tab_id = 0; if (tab_bar->NextSelectedTabId) { tab_bar->SelectedTabId = tab_bar->NextSelectedTabId; tab_bar->NextSelectedTabId = 0; scroll_to_tab_id = tab_bar->SelectedTabId; } // Process order change request (we could probably process it when requested but it's just saner to do it in a single spot). if (tab_bar->ReorderRequestTabId != 0) { if (TabBarProcessReorder(tab_bar)) if (tab_bar->ReorderRequestTabId == tab_bar->SelectedTabId) scroll_to_tab_id = tab_bar->ReorderRequestTabId; tab_bar->ReorderRequestTabId = 0; } // Tab List Popup (will alter tab_bar->BarRect and therefore the available width!) const bool tab_list_popup_button = (tab_bar->Flags & ImGuiTabBarFlags_TabListPopupButton) != 0; if (tab_list_popup_button) if (ImGuiTabItem* tab_to_select = TabBarTabListPopupButton(tab_bar)) // NB: Will alter BarRect.Min.x! scroll_to_tab_id = tab_bar->SelectedTabId = tab_to_select->ID; // Leading/Trailing tabs will be shrink only if central one aren't visible anymore, so layout the shrink data as: leading, trailing, central // (whereas our tabs are stored as: leading, central, trailing) int shrink_buffer_indexes[3] = { 0, sections[0].TabCount + sections[2].TabCount, sections[0].TabCount }; g.ShrinkWidthBuffer.resize(tab_bar->Tabs.Size); // Compute ideal tabs widths + store them into shrink buffer ImGuiTabItem* most_recently_selected_tab = NULL; int curr_section_n = -1; bool found_selected_tab_id = false; for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) { ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; IM_ASSERT(tab->LastFrameVisible >= tab_bar->PrevFrameVisible); if ((most_recently_selected_tab == NULL || most_recently_selected_tab->LastFrameSelected < tab->LastFrameSelected) && !(tab->Flags & ImGuiTabItemFlags_Button)) most_recently_selected_tab = tab; if (tab->ID == tab_bar->SelectedTabId) found_selected_tab_id = true; if (scroll_to_tab_id == 0 && g.NavJustMovedToId == tab->ID) scroll_to_tab_id = tab->ID; // Refresh tab width immediately, otherwise changes of style e.g. style.FramePadding.x would noticeably lag in the tab bar. // Additionally, when using TabBarAddTab() to manipulate tab bar order we occasionally insert new tabs that don't have a width yet, // and we cannot wait for the next BeginTabItem() call. We cannot compute this width within TabBarAddTab() because font size depends on the active window. const char* tab_name = tab_bar->GetTabName(tab); const bool has_close_button = (tab->Flags & ImGuiTabItemFlags_NoCloseButton) == 0; tab->ContentWidth = TabItemCalcSize(tab_name, has_close_button).x; int section_n = TabItemGetSectionIdx(tab); ImGuiTabBarSection* section = §ions[section_n]; section->Width += tab->ContentWidth + (section_n == curr_section_n ? g.Style.ItemInnerSpacing.x : 0.0f); curr_section_n = section_n; // Store data so we can build an array sorted by width if we need to shrink tabs down IM_MSVC_WARNING_SUPPRESS(6385); int shrink_buffer_index = shrink_buffer_indexes[section_n]++; g.ShrinkWidthBuffer[shrink_buffer_index].Index = tab_n; g.ShrinkWidthBuffer[shrink_buffer_index].Width = tab->ContentWidth; IM_ASSERT(tab->ContentWidth > 0.0f); tab->Width = tab->ContentWidth; } // Compute total ideal width (used for e.g. auto-resizing a window) tab_bar->WidthAllTabsIdeal = 0.0f; for (int section_n = 0; section_n < 3; section_n++) tab_bar->WidthAllTabsIdeal += sections[section_n].Width + sections[section_n].Spacing; // Horizontal scrolling buttons // (note that TabBarScrollButtons() will alter BarRect.Max.x) if ((tab_bar->WidthAllTabsIdeal > tab_bar->BarRect.GetWidth() && tab_bar->Tabs.Size > 1) && !(tab_bar->Flags & ImGuiTabBarFlags_NoTabListScrollingButtons) && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll)) if (ImGuiTabItem* scroll_and_select_tab = TabBarScrollingButtons(tab_bar)) { scroll_to_tab_id = scroll_and_select_tab->ID; if ((scroll_and_select_tab->Flags & ImGuiTabItemFlags_Button) == 0) tab_bar->SelectedTabId = scroll_to_tab_id; } // Shrink widths if full tabs don't fit in their allocated space float section_0_w = sections[0].Width + sections[0].Spacing; float section_1_w = sections[1].Width + sections[1].Spacing; float section_2_w = sections[2].Width + sections[2].Spacing; bool central_section_is_visible = (section_0_w + section_2_w) < tab_bar->BarRect.GetWidth(); float width_excess; if (central_section_is_visible) width_excess = ImMax(section_1_w - (tab_bar->BarRect.GetWidth() - section_0_w - section_2_w), 0.0f); // Excess used to shrink central section else width_excess = (section_0_w + section_2_w) - tab_bar->BarRect.GetWidth(); // Excess used to shrink leading/trailing section // With ImGuiTabBarFlags_FittingPolicyScroll policy, we will only shrink leading/trailing if the central section is not visible anymore if (width_excess > 0.0f && ((tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyResizeDown) || !central_section_is_visible)) { int shrink_data_count = (central_section_is_visible ? sections[1].TabCount : sections[0].TabCount + sections[2].TabCount); int shrink_data_offset = (central_section_is_visible ? sections[0].TabCount + sections[2].TabCount : 0); ShrinkWidths(g.ShrinkWidthBuffer.Data + shrink_data_offset, shrink_data_count, width_excess); // Apply shrunk values into tabs and sections for (int tab_n = shrink_data_offset; tab_n < shrink_data_offset + shrink_data_count; tab_n++) { ImGuiTabItem* tab = &tab_bar->Tabs[g.ShrinkWidthBuffer[tab_n].Index]; float shrinked_width = IM_FLOOR(g.ShrinkWidthBuffer[tab_n].Width); if (shrinked_width < 0.0f) continue; int section_n = TabItemGetSectionIdx(tab); sections[section_n].Width -= (tab->Width - shrinked_width); tab->Width = shrinked_width; } } // Layout all active tabs int section_tab_index = 0; float tab_offset = 0.0f; tab_bar->WidthAllTabs = 0.0f; for (int section_n = 0; section_n < 3; section_n++) { ImGuiTabBarSection* section = §ions[section_n]; if (section_n == 2) tab_offset = ImMin(ImMax(0.0f, tab_bar->BarRect.GetWidth() - section->Width), tab_offset); for (int tab_n = 0; tab_n < section->TabCount; tab_n++) { ImGuiTabItem* tab = &tab_bar->Tabs[section_tab_index + tab_n]; tab->Offset = tab_offset; tab->NameOffset = -1; tab_offset += tab->Width + (tab_n < section->TabCount - 1 ? g.Style.ItemInnerSpacing.x : 0.0f); } tab_bar->WidthAllTabs += ImMax(section->Width + section->Spacing, 0.0f); tab_offset += section->Spacing; section_tab_index += section->TabCount; } // Clear name buffers tab_bar->TabsNames.Buf.resize(0); // If we have lost the selected tab, select the next most recently active one if (found_selected_tab_id == false) tab_bar->SelectedTabId = 0; if (tab_bar->SelectedTabId == 0 && tab_bar->NextSelectedTabId == 0 && most_recently_selected_tab != NULL) scroll_to_tab_id = tab_bar->SelectedTabId = most_recently_selected_tab->ID; // Lock in visible tab tab_bar->VisibleTabId = tab_bar->SelectedTabId; tab_bar->VisibleTabWasSubmitted = false; // CTRL+TAB can override visible tab temporarily if (g.NavWindowingTarget != NULL && g.NavWindowingTarget->DockNode && g.NavWindowingTarget->DockNode->TabBar == tab_bar) tab_bar->VisibleTabId = scroll_to_tab_id = g.NavWindowingTarget->ID; // Update scrolling if (scroll_to_tab_id != 0) TabBarScrollToTab(tab_bar, scroll_to_tab_id, sections); tab_bar->ScrollingAnim = TabBarScrollClamp(tab_bar, tab_bar->ScrollingAnim); tab_bar->ScrollingTarget = TabBarScrollClamp(tab_bar, tab_bar->ScrollingTarget); if (tab_bar->ScrollingAnim != tab_bar->ScrollingTarget) { // Scrolling speed adjust itself so we can always reach our target in 1/3 seconds. // Teleport if we are aiming far off the visible line tab_bar->ScrollingSpeed = ImMax(tab_bar->ScrollingSpeed, 70.0f * g.FontSize); tab_bar->ScrollingSpeed = ImMax(tab_bar->ScrollingSpeed, ImFabs(tab_bar->ScrollingTarget - tab_bar->ScrollingAnim) / 0.3f); const bool teleport = (tab_bar->PrevFrameVisible + 1 < g.FrameCount) || (tab_bar->ScrollingTargetDistToVisibility > 10.0f * g.FontSize); tab_bar->ScrollingAnim = teleport ? tab_bar->ScrollingTarget : ImLinearSweep(tab_bar->ScrollingAnim, tab_bar->ScrollingTarget, g.IO.DeltaTime * tab_bar->ScrollingSpeed); } else { tab_bar->ScrollingSpeed = 0.0f; } tab_bar->ScrollingRectMinX = tab_bar->BarRect.Min.x + sections[0].Width + sections[0].Spacing; tab_bar->ScrollingRectMaxX = tab_bar->BarRect.Max.x - sections[2].Width - sections[1].Spacing; // Actual layout in host window (we don't do it in BeginTabBar() so as not to waste an extra frame) ImGuiWindow* window = g.CurrentWindow; window->DC.CursorPos = tab_bar->BarRect.Min; ItemSize(ImVec2(tab_bar->WidthAllTabs, tab_bar->BarRect.GetHeight()), tab_bar->FramePadding.y); window->DC.IdealMaxPos.x = ImMax(window->DC.IdealMaxPos.x, tab_bar->BarRect.Min.x + tab_bar->WidthAllTabsIdeal); } // Dockable uses Name/ID in the global namespace. Non-dockable items use the ID stack. static ImU32 ImGui::TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label, ImGuiWindow* docked_window) { if (docked_window != NULL) { IM_UNUSED(tab_bar); IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_DockNode); ImGuiID id = docked_window->TabId; KeepAliveID(id); return id; } else { ImGuiWindow* window = GImGui->CurrentWindow; return window->GetID(label); } } static float ImGui::TabBarCalcMaxTabWidth() { ImGuiContext& g = *GImGui; return g.FontSize * 20.0f; } ImGuiTabItem* ImGui::TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id) { if (tab_id != 0) for (int n = 0; n < tab_bar->Tabs.Size; n++) if (tab_bar->Tabs[n].ID == tab_id) return &tab_bar->Tabs[n]; return NULL; } // FIXME: See references to #2304 in TODO.txt ImGuiTabItem* ImGui::TabBarFindMostRecentlySelectedTabForActiveWindow(ImGuiTabBar* tab_bar) { ImGuiTabItem* most_recently_selected_tab = NULL; for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) { ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; if (most_recently_selected_tab == NULL || most_recently_selected_tab->LastFrameSelected < tab->LastFrameSelected) if (tab->Window && tab->Window->WasActive) most_recently_selected_tab = tab; } return most_recently_selected_tab; } // The purpose of this call is to register tab in advance so we can control their order at the time they appear. // Otherwise calling this is unnecessary as tabs are appending as needed by the BeginTabItem() function. void ImGui::TabBarAddTab(ImGuiTabBar* tab_bar, ImGuiTabItemFlags tab_flags, ImGuiWindow* window) { ImGuiContext& g = *GImGui; IM_ASSERT(TabBarFindTabByID(tab_bar, window->TabId) == NULL); IM_ASSERT(g.CurrentTabBar != tab_bar); // Can't work while the tab bar is active as our tab doesn't have an X offset yet, in theory we could/should test something like (tab_bar->CurrFrameVisible < g.FrameCount) but we'd need to solve why triggers the commented early-out assert in BeginTabBarEx() (probably dock node going from implicit to explicit in same frame) if (!window->HasCloseButton) tab_flags |= ImGuiTabItemFlags_NoCloseButton; // Set _NoCloseButton immediately because it will be used for first-frame width calculation. ImGuiTabItem new_tab; new_tab.ID = window->TabId; new_tab.Flags = tab_flags; new_tab.LastFrameVisible = tab_bar->CurrFrameVisible; // Required so BeginTabBar() doesn't ditch the tab if (new_tab.LastFrameVisible == -1) new_tab.LastFrameVisible = g.FrameCount - 1; new_tab.Window = window; // Required so tab bar layout can compute the tab width before tab submission tab_bar->Tabs.push_back(new_tab); } // The *TabId fields be already set by the docking system _before_ the actual TabItem was created, so we clear them regardless. void ImGui::TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id) { if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id)) tab_bar->Tabs.erase(tab); if (tab_bar->VisibleTabId == tab_id) { tab_bar->VisibleTabId = 0; } if (tab_bar->SelectedTabId == tab_id) { tab_bar->SelectedTabId = 0; } if (tab_bar->NextSelectedTabId == tab_id) { tab_bar->NextSelectedTabId = 0; } } // Called on manual closure attempt void ImGui::TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) { IM_ASSERT(!(tab->Flags & ImGuiTabItemFlags_Button)); if (!(tab->Flags & ImGuiTabItemFlags_UnsavedDocument)) { // This will remove a frame of lag for selecting another tab on closure. // However we don't run it in the case where the 'Unsaved' flag is set, so user gets a chance to fully undo the closure tab->WantClose = true; if (tab_bar->VisibleTabId == tab->ID) { tab->LastFrameVisible = -1; tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = 0; } } else { // Actually select before expecting closure attempt (on an UnsavedDocument tab user is expect to e.g. show a popup) if (tab_bar->VisibleTabId != tab->ID) tab_bar->NextSelectedTabId = tab->ID; } } static float ImGui::TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling) { scrolling = ImMin(scrolling, tab_bar->WidthAllTabs - tab_bar->BarRect.GetWidth()); return ImMax(scrolling, 0.0f); } // Note: we may scroll to tab that are not selected! e.g. using keyboard arrow keys static void ImGui::TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiID tab_id, ImGuiTabBarSection* sections) { ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id); if (tab == NULL) return; if (tab->Flags & ImGuiTabItemFlags_SectionMask_) return; ImGuiContext& g = *GImGui; float margin = g.FontSize * 1.0f; // When to scroll to make Tab N+1 visible always make a bit of N visible to suggest more scrolling area (since we don't have a scrollbar) int order = tab_bar->GetTabOrder(tab); // Scrolling happens only in the central section (leading/trailing sections are not scrolling) // FIXME: This is all confusing. float scrollable_width = tab_bar->BarRect.GetWidth() - sections[0].Width - sections[2].Width - sections[1].Spacing; // We make all tabs positions all relative Sections[0].Width to make code simpler float tab_x1 = tab->Offset - sections[0].Width + (order > sections[0].TabCount - 1 ? -margin : 0.0f); float tab_x2 = tab->Offset - sections[0].Width + tab->Width + (order + 1 < tab_bar->Tabs.Size - sections[2].TabCount ? margin : 1.0f); tab_bar->ScrollingTargetDistToVisibility = 0.0f; if (tab_bar->ScrollingTarget > tab_x1 || (tab_x2 - tab_x1 >= scrollable_width)) { // Scroll to the left tab_bar->ScrollingTargetDistToVisibility = ImMax(tab_bar->ScrollingAnim - tab_x2, 0.0f); tab_bar->ScrollingTarget = tab_x1; } else if (tab_bar->ScrollingTarget < tab_x2 - scrollable_width) { // Scroll to the right tab_bar->ScrollingTargetDistToVisibility = ImMax((tab_x1 - scrollable_width) - tab_bar->ScrollingAnim, 0.0f); tab_bar->ScrollingTarget = tab_x2 - scrollable_width; } } void ImGui::TabBarQueueReorder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int offset) { IM_ASSERT(offset != 0); IM_ASSERT(tab_bar->ReorderRequestTabId == 0); tab_bar->ReorderRequestTabId = tab->ID; tab_bar->ReorderRequestOffset = (ImS16)offset; } void ImGui::TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, const ImGuiTabItem* src_tab, ImVec2 mouse_pos) { ImGuiContext& g = *GImGui; IM_ASSERT(tab_bar->ReorderRequestTabId == 0); if ((tab_bar->Flags & ImGuiTabBarFlags_Reorderable) == 0) return; const bool is_central_section = (src_tab->Flags & ImGuiTabItemFlags_SectionMask_) == 0; const float bar_offset = tab_bar->BarRect.Min.x - (is_central_section ? tab_bar->ScrollingTarget : 0); // Count number of contiguous tabs we are crossing over const int dir = (bar_offset + src_tab->Offset) > mouse_pos.x ? -1 : +1; const int src_idx = tab_bar->Tabs.index_from_ptr(src_tab); int dst_idx = src_idx; for (int i = src_idx; i >= 0 && i < tab_bar->Tabs.Size; i += dir) { // Reordered tabs must share the same section const ImGuiTabItem* dst_tab = &tab_bar->Tabs[i]; if (dst_tab->Flags & ImGuiTabItemFlags_NoReorder) break; if ((dst_tab->Flags & ImGuiTabItemFlags_SectionMask_) != (src_tab->Flags & ImGuiTabItemFlags_SectionMask_)) break; dst_idx = i; // Include spacing after tab, so when mouse cursor is between tabs we would not continue checking further tabs that are not hovered. const float x1 = bar_offset + dst_tab->Offset - g.Style.ItemInnerSpacing.x; const float x2 = bar_offset + dst_tab->Offset + dst_tab->Width + g.Style.ItemInnerSpacing.x; //GetForegroundDrawList()->AddRect(ImVec2(x1, tab_bar->BarRect.Min.y), ImVec2(x2, tab_bar->BarRect.Max.y), IM_COL32(255, 0, 0, 255)); if ((dir < 0 && mouse_pos.x > x1) || (dir > 0 && mouse_pos.x < x2)) break; } if (dst_idx != src_idx) TabBarQueueReorder(tab_bar, src_tab, dst_idx - src_idx); } bool ImGui::TabBarProcessReorder(ImGuiTabBar* tab_bar) { ImGuiTabItem* tab1 = TabBarFindTabByID(tab_bar, tab_bar->ReorderRequestTabId); if (tab1 == NULL || (tab1->Flags & ImGuiTabItemFlags_NoReorder)) return false; //IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_Reorderable); // <- this may happen when using debug tools int tab2_order = tab_bar->GetTabOrder(tab1) + tab_bar->ReorderRequestOffset; if (tab2_order < 0 || tab2_order >= tab_bar->Tabs.Size) return false; // Reordered tabs must share the same section // (Note: TabBarQueueReorderFromMousePos() also has a similar test but since we allow direct calls to TabBarQueueReorder() we do it here too) ImGuiTabItem* tab2 = &tab_bar->Tabs[tab2_order]; if (tab2->Flags & ImGuiTabItemFlags_NoReorder) return false; if ((tab1->Flags & ImGuiTabItemFlags_SectionMask_) != (tab2->Flags & ImGuiTabItemFlags_SectionMask_)) return false; ImGuiTabItem item_tmp = *tab1; ImGuiTabItem* src_tab = (tab_bar->ReorderRequestOffset > 0) ? tab1 + 1 : tab2; ImGuiTabItem* dst_tab = (tab_bar->ReorderRequestOffset > 0) ? tab1 : tab2 + 1; const int move_count = (tab_bar->ReorderRequestOffset > 0) ? tab_bar->ReorderRequestOffset : -tab_bar->ReorderRequestOffset; memmove(dst_tab, src_tab, move_count * sizeof(ImGuiTabItem)); *tab2 = item_tmp; if (tab_bar->Flags & ImGuiTabBarFlags_SaveSettings) MarkIniSettingsDirty(); return true; } static ImGuiTabItem* ImGui::TabBarScrollingButtons(ImGuiTabBar* tab_bar) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; const ImVec2 arrow_button_size(g.FontSize - 2.0f, g.FontSize + g.Style.FramePadding.y * 2.0f); const float scrolling_buttons_width = arrow_button_size.x * 2.0f; const ImVec2 backup_cursor_pos = window->DC.CursorPos; //window->DrawList->AddRect(ImVec2(tab_bar->BarRect.Max.x - scrolling_buttons_width, tab_bar->BarRect.Min.y), ImVec2(tab_bar->BarRect.Max.x, tab_bar->BarRect.Max.y), IM_COL32(255,0,0,255)); int select_dir = 0; ImVec4 arrow_col = g.Style.Colors[ImGuiCol_Text]; arrow_col.w *= 0.5f; PushStyleColor(ImGuiCol_Text, arrow_col); PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0)); const float backup_repeat_delay = g.IO.KeyRepeatDelay; const float backup_repeat_rate = g.IO.KeyRepeatRate; g.IO.KeyRepeatDelay = 0.250f; g.IO.KeyRepeatRate = 0.200f; float x = ImMax(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.x - scrolling_buttons_width); window->DC.CursorPos = ImVec2(x, tab_bar->BarRect.Min.y); if (ArrowButtonEx("##<", ImGuiDir_Left, arrow_button_size, ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_Repeat)) select_dir = -1; window->DC.CursorPos = ImVec2(x + arrow_button_size.x, tab_bar->BarRect.Min.y); if (ArrowButtonEx("##>", ImGuiDir_Right, arrow_button_size, ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_Repeat)) select_dir = +1; PopStyleColor(2); g.IO.KeyRepeatRate = backup_repeat_rate; g.IO.KeyRepeatDelay = backup_repeat_delay; ImGuiTabItem* tab_to_scroll_to = NULL; if (select_dir != 0) if (ImGuiTabItem* tab_item = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId)) { int selected_order = tab_bar->GetTabOrder(tab_item); int target_order = selected_order + select_dir; // Skip tab item buttons until another tab item is found or end is reached while (tab_to_scroll_to == NULL) { // If we are at the end of the list, still scroll to make our tab visible tab_to_scroll_to = &tab_bar->Tabs[(target_order >= 0 && target_order < tab_bar->Tabs.Size) ? target_order : selected_order]; // Cross through buttons // (even if first/last item is a button, return it so we can update the scroll) if (tab_to_scroll_to->Flags & ImGuiTabItemFlags_Button) { target_order += select_dir; selected_order += select_dir; tab_to_scroll_to = (target_order < 0 || target_order >= tab_bar->Tabs.Size) ? tab_to_scroll_to : NULL; } } } window->DC.CursorPos = backup_cursor_pos; tab_bar->BarRect.Max.x -= scrolling_buttons_width + 1.0f; return tab_to_scroll_to; } static ImGuiTabItem* ImGui::TabBarTabListPopupButton(ImGuiTabBar* tab_bar) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; // We use g.Style.FramePadding.y to match the square ArrowButton size const float tab_list_popup_button_width = g.FontSize + g.Style.FramePadding.y; const ImVec2 backup_cursor_pos = window->DC.CursorPos; window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x - g.Style.FramePadding.y, tab_bar->BarRect.Min.y); tab_bar->BarRect.Min.x += tab_list_popup_button_width; ImVec4 arrow_col = g.Style.Colors[ImGuiCol_Text]; arrow_col.w *= 0.5f; PushStyleColor(ImGuiCol_Text, arrow_col); PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0)); bool open = BeginCombo("##v", NULL, ImGuiComboFlags_NoPreview | ImGuiComboFlags_HeightLargest); PopStyleColor(2); ImGuiTabItem* tab_to_select = NULL; if (open) { for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) { ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; if (tab->Flags & ImGuiTabItemFlags_Button) continue; const char* tab_name = tab_bar->GetTabName(tab); if (Selectable(tab_name, tab_bar->SelectedTabId == tab->ID)) tab_to_select = tab; } EndCombo(); } window->DC.CursorPos = backup_cursor_pos; return tab_to_select; } //------------------------------------------------------------------------- // [SECTION] Widgets: BeginTabItem, EndTabItem, etc. //------------------------------------------------------------------------- // - BeginTabItem() // - EndTabItem() // - TabItemButton() // - TabItemEx() [Internal] // - SetTabItemClosed() // - TabItemCalcSize() [Internal] // - TabItemBackground() [Internal] // - TabItemLabelAndCloseButton() [Internal] //------------------------------------------------------------------------- bool ImGui::BeginTabItem(const char* label, bool* p_open, ImGuiTabItemFlags flags) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (window->SkipItems) return false; ImGuiTabBar* tab_bar = g.CurrentTabBar; if (tab_bar == NULL) { IM_ASSERT_USER_ERROR(tab_bar, "Needs to be called between BeginTabBar() and EndTabBar()!"); return false; } IM_ASSERT((flags & ImGuiTabItemFlags_Button) == 0); // BeginTabItem() Can't be used with button flags, use TabItemButton() instead! bool ret = TabItemEx(tab_bar, label, p_open, flags, NULL); if (ret && !(flags & ImGuiTabItemFlags_NoPushId)) { ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx]; PushOverrideID(tab->ID); // We already hashed 'label' so push into the ID stack directly instead of doing another hash through PushID(label) } return ret; } void ImGui::EndTabItem() { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (window->SkipItems) return; ImGuiTabBar* tab_bar = g.CurrentTabBar; if (tab_bar == NULL) { IM_ASSERT_USER_ERROR(tab_bar != NULL, "Needs to be called between BeginTabBar() and EndTabBar()!"); return; } IM_ASSERT(tab_bar->LastTabItemIdx >= 0); ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx]; if (!(tab->Flags & ImGuiTabItemFlags_NoPushId)) PopID(); } bool ImGui::TabItemButton(const char* label, ImGuiTabItemFlags flags) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (window->SkipItems) return false; ImGuiTabBar* tab_bar = g.CurrentTabBar; if (tab_bar == NULL) { IM_ASSERT_USER_ERROR(tab_bar != NULL, "Needs to be called between BeginTabBar() and EndTabBar()!"); return false; } return TabItemEx(tab_bar, label, NULL, flags | ImGuiTabItemFlags_Button | ImGuiTabItemFlags_NoReorder, NULL); } bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window) { // Layout whole tab bar if not already done if (tab_bar->WantLayout) TabBarLayout(tab_bar); ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (window->SkipItems) return false; const ImGuiStyle& style = g.Style; const ImGuiID id = TabBarCalcTabID(tab_bar, label, docked_window); // If the user called us with *p_open == false, we early out and don't render. // We make a call to ItemAdd() so that attempts to use a contextual popup menu with an implicit ID won't use an older ID. IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); if (p_open && !*p_open) { ItemAdd(ImRect(), id, NULL, ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus); return false; } IM_ASSERT(!p_open || !(flags & ImGuiTabItemFlags_Button)); IM_ASSERT((flags & (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)) != (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)); // Can't use both Leading and Trailing // Store into ImGuiTabItemFlags_NoCloseButton, also honor ImGuiTabItemFlags_NoCloseButton passed by user (although not documented) if (flags & ImGuiTabItemFlags_NoCloseButton) p_open = NULL; else if (p_open == NULL) flags |= ImGuiTabItemFlags_NoCloseButton; // Calculate tab contents size ImVec2 size = TabItemCalcSize(label, p_open != NULL); // Acquire tab data ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, id); bool tab_is_new = false; if (tab == NULL) { tab_bar->Tabs.push_back(ImGuiTabItem()); tab = &tab_bar->Tabs.back(); tab->ID = id; tab->Width = size.x; tab_bar->TabsAddedNew = true; tab_is_new = true; } tab_bar->LastTabItemIdx = (ImS16)tab_bar->Tabs.index_from_ptr(tab); tab->ContentWidth = size.x; tab->BeginOrder = tab_bar->TabsActiveCount++; const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount); const bool tab_bar_focused = (tab_bar->Flags & ImGuiTabBarFlags_IsFocused) != 0; const bool tab_appearing = (tab->LastFrameVisible + 1 < g.FrameCount); const bool is_tab_button = (flags & ImGuiTabItemFlags_Button) != 0; tab->LastFrameVisible = g.FrameCount; tab->Flags = flags; tab->Window = docked_window; // Append name with zero-terminator // (regular tabs are permitted in a DockNode tab bar, but window tabs not permitted in a non-DockNode tab bar) if (tab->Window != NULL) { IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_DockNode); tab->NameOffset = -1; } else { IM_ASSERT(tab->Window == NULL); tab->NameOffset = (ImS32)tab_bar->TabsNames.size(); tab_bar->TabsNames.append(label, label + strlen(label) + 1); // Append name _with_ the zero-terminator. } // Update selected tab if (tab_appearing && (tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs) && tab_bar->NextSelectedTabId == 0) if (!tab_bar_appearing || tab_bar->SelectedTabId == 0) if (!is_tab_button) tab_bar->NextSelectedTabId = id; // New tabs gets activated if ((flags & ImGuiTabItemFlags_SetSelected) && (tab_bar->SelectedTabId != id)) // SetSelected can only be passed on explicit tab bar if (!is_tab_button) tab_bar->NextSelectedTabId = id; // Lock visibility // (Note: tab_contents_visible != tab_selected... because CTRL+TAB operations may preview some tabs without selecting them!) bool tab_contents_visible = (tab_bar->VisibleTabId == id); if (tab_contents_visible) tab_bar->VisibleTabWasSubmitted = true; // On the very first frame of a tab bar we let first tab contents be visible to minimize appearing glitches if (!tab_contents_visible && tab_bar->SelectedTabId == 0 && tab_bar_appearing && docked_window == NULL) if (tab_bar->Tabs.Size == 1 && !(tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs)) tab_contents_visible = true; // Note that tab_is_new is not necessarily the same as tab_appearing! When a tab bar stops being submitted // and then gets submitted again, the tabs will have 'tab_appearing=true' but 'tab_is_new=false'. if (tab_appearing && (!tab_bar_appearing || tab_is_new)) { ItemAdd(ImRect(), id, NULL, ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus); if (is_tab_button) return false; return tab_contents_visible; } if (tab_bar->SelectedTabId == id) tab->LastFrameSelected = g.FrameCount; // Backup current layout position const ImVec2 backup_main_cursor_pos = window->DC.CursorPos; // Layout const bool is_central_section = (tab->Flags & ImGuiTabItemFlags_SectionMask_) == 0; size.x = tab->Width; if (is_central_section) window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(IM_FLOOR(tab->Offset - tab_bar->ScrollingAnim), 0.0f); else window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(tab->Offset, 0.0f); ImVec2 pos = window->DC.CursorPos; ImRect bb(pos, pos + size); // We don't have CPU clipping primitives to clip the CloseButton (until it becomes a texture), so need to add an extra draw call (temporary in the case of vertical animation) const bool want_clip_rect = is_central_section && (bb.Min.x < tab_bar->ScrollingRectMinX || bb.Max.x > tab_bar->ScrollingRectMaxX); if (want_clip_rect) PushClipRect(ImVec2(ImMax(bb.Min.x, tab_bar->ScrollingRectMinX), bb.Min.y - 1), ImVec2(tab_bar->ScrollingRectMaxX, bb.Max.y), true); ImVec2 backup_cursor_max_pos = window->DC.CursorMaxPos; ItemSize(bb.GetSize(), style.FramePadding.y); window->DC.CursorMaxPos = backup_cursor_max_pos; if (!ItemAdd(bb, id)) { if (want_clip_rect) PopClipRect(); window->DC.CursorPos = backup_main_cursor_pos; return tab_contents_visible; } // Click to Select a tab ImGuiButtonFlags button_flags = ((is_tab_button ? ImGuiButtonFlags_PressedOnClickRelease : ImGuiButtonFlags_PressedOnClick) | ImGuiButtonFlags_AllowItemOverlap); if (g.DragDropActive && !g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW)) // FIXME: May be an opt-in property of the payload to disable this button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; bool hovered, held; bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); if (pressed && !is_tab_button) tab_bar->NextSelectedTabId = id; // Transfer active id window so the active id is not owned by the dock host (as StartMouseMovingWindow() // will only do it on the drag). This allows FocusWindow() to be more conservative in how it clears active id. if (held && docked_window && g.ActiveId == id && g.ActiveIdIsJustActivated) g.ActiveIdWindow = docked_window; // Allow the close button to overlap unless we are dragging (in which case we don't want any overlapping tabs to be hovered) if (g.ActiveId != id) SetItemAllowOverlap(); // Drag and drop a single floating window node moves it ImGuiDockNode* node = docked_window ? docked_window->DockNode : NULL; const bool single_floating_window_node = node && node->IsFloatingNode() && (node->Windows.Size == 1); if (held && single_floating_window_node && IsMouseDragging(0, 0.0f)) { // Move StartMouseMovingWindow(docked_window); } else if (held && !tab_appearing && IsMouseDragging(0)) { // Drag and drop: re-order tabs int drag_dir = 0; float drag_distance_from_edge_x = 0.0f; if (!g.DragDropActive && ((tab_bar->Flags & ImGuiTabBarFlags_Reorderable) || (docked_window != NULL))) { // While moving a tab it will jump on the other side of the mouse, so we also test for MouseDelta.x if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < bb.Min.x) { drag_dir = -1; drag_distance_from_edge_x = bb.Min.x - g.IO.MousePos.x; TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos); } else if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > bb.Max.x) { drag_dir = +1; drag_distance_from_edge_x = g.IO.MousePos.x - bb.Max.x; TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos); } } // Extract a Dockable window out of it's tab bar if (docked_window != NULL && !(docked_window->Flags & ImGuiWindowFlags_NoMove)) { // We use a variable threshold to distinguish dragging tabs within a tab bar and extracting them out of the tab bar bool undocking_tab = (g.DragDropActive && g.DragDropPayload.SourceId == id); if (!undocking_tab) //&& (!g.IO.ConfigDockingWithShift || g.IO.KeyShift) { float threshold_base = g.FontSize; float threshold_x = (threshold_base * 2.2f); float threshold_y = (threshold_base * 1.5f) + ImClamp((ImFabs(g.IO.MouseDragMaxDistanceAbs[0].x) - threshold_base * 2.0f) * 0.20f, 0.0f, threshold_base * 4.0f); //GetForegroundDrawList()->AddRect(ImVec2(bb.Min.x - threshold_x, bb.Min.y - threshold_y), ImVec2(bb.Max.x + threshold_x, bb.Max.y + threshold_y), IM_COL32_WHITE); // [DEBUG] float distance_from_edge_y = ImMax(bb.Min.y - g.IO.MousePos.y, g.IO.MousePos.y - bb.Max.y); if (distance_from_edge_y >= threshold_y) undocking_tab = true; if (drag_distance_from_edge_x > threshold_x) if ((drag_dir < 0 && tab_bar->GetTabOrder(tab) == 0) || (drag_dir > 0 && tab_bar->GetTabOrder(tab) == tab_bar->Tabs.Size - 1)) undocking_tab = true; } if (undocking_tab) { // Undock // FIXME: refactor to share more code with e.g. StartMouseMovingWindow DockContextQueueUndockWindow(&g, docked_window); g.MovingWindow = docked_window; SetActiveID(g.MovingWindow->MoveId, g.MovingWindow); g.ActiveIdClickOffset -= g.MovingWindow->Pos - bb.Min; g.ActiveIdNoClearOnFocusLoss = true; SetActiveIdUsingNavAndKeys(); } } } #if 0 if (hovered && g.HoveredIdNotActiveTimer > TOOLTIP_DELAY && bb.GetWidth() < tab->ContentWidth) { // Enlarge tab display when hovering bb.Max.x = bb.Min.x + IM_FLOOR(ImLerp(bb.GetWidth(), tab->ContentWidth, ImSaturate((g.HoveredIdNotActiveTimer - 0.40f) * 6.0f))); display_draw_list = GetForegroundDrawList(window); TabItemBackground(display_draw_list, bb, flags, GetColorU32(ImGuiCol_TitleBgActive)); } #endif // Render tab shape ImDrawList* display_draw_list = window->DrawList; const ImU32 tab_col = GetColorU32((held || hovered) ? ImGuiCol_TabHovered : tab_contents_visible ? (tab_bar_focused ? ImGuiCol_TabActive : ImGuiCol_TabUnfocusedActive) : (tab_bar_focused ? ImGuiCol_Tab : ImGuiCol_TabUnfocused)); TabItemBackground(display_draw_list, bb, flags, tab_col); RenderNavHighlight(bb, id); // Select with right mouse button. This is so the common idiom for context menu automatically highlight the current widget. const bool hovered_unblocked = IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup); if (hovered_unblocked && (IsMouseClicked(1) || IsMouseReleased(1))) if (!is_tab_button) tab_bar->NextSelectedTabId = id; if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton) flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton; // Render tab label, process close button const ImGuiID close_button_id = p_open ? GetIDWithSeed("#CLOSE", NULL, docked_window ? docked_window->ID : id) : 0; bool just_closed; bool text_clipped; TabItemLabelAndCloseButton(display_draw_list, bb, flags, tab_bar->FramePadding, label, id, close_button_id, tab_contents_visible, &just_closed, &text_clipped); if (just_closed && p_open != NULL) { *p_open = false; TabBarCloseTab(tab_bar, tab); } // Forward Hovered state so IsItemHovered() after Begin() can work (even though we are technically hovering our parent) // That state is copied to window->DockTabItemStatusFlags by our caller. if (docked_window && (hovered || g.HoveredId == close_button_id)) g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; // Restore main window position so user can draw there if (want_clip_rect) PopClipRect(); window->DC.CursorPos = backup_main_cursor_pos; // Tooltip // (Won't work over the close button because ItemOverlap systems messes up with HoveredIdTimer-> seems ok) // (We test IsItemHovered() to discard e.g. when another item is active or drag and drop over the tab bar, which g.HoveredId ignores) // FIXME: This is a mess. // FIXME: We may want disabled tab to still display the tooltip? if (text_clipped && g.HoveredId == id && !held && g.HoveredIdNotActiveTimer > g.TooltipSlowDelay && IsItemHovered()) if (!(tab_bar->Flags & ImGuiTabBarFlags_NoTooltip) && !(tab->Flags & ImGuiTabItemFlags_NoTooltip)) SetTooltip("%.*s", (int)(FindRenderedTextEnd(label) - label), label); IM_ASSERT(!is_tab_button || !(tab_bar->SelectedTabId == tab->ID && is_tab_button)); // TabItemButton should not be selected if (is_tab_button) return pressed; return tab_contents_visible; } // [Public] This is call is 100% optional but it allows to remove some one-frame glitches when a tab has been unexpectedly removed. // To use it to need to call the function SetTabItemClosed() between BeginTabBar() and EndTabBar(). // Tabs closed by the close button will automatically be flagged to avoid this issue. void ImGui::SetTabItemClosed(const char* label) { ImGuiContext& g = *GImGui; bool is_within_manual_tab_bar = g.CurrentTabBar && !(g.CurrentTabBar->Flags & ImGuiTabBarFlags_DockNode); if (is_within_manual_tab_bar) { ImGuiTabBar* tab_bar = g.CurrentTabBar; ImGuiID tab_id = TabBarCalcTabID(tab_bar, label, NULL); if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id)) tab->WantClose = true; // Will be processed by next call to TabBarLayout() } else if (ImGuiWindow* window = FindWindowByName(label)) { if (window->DockIsActive) if (ImGuiDockNode* node = window->DockNode) { ImGuiID tab_id = TabBarCalcTabID(node->TabBar, label, window); TabBarRemoveTab(node->TabBar, tab_id); window->DockTabWantClose = true; } } } ImVec2 ImGui::TabItemCalcSize(const char* label, bool has_close_button) { ImGuiContext& g = *GImGui; ImVec2 label_size = CalcTextSize(label, NULL, true); ImVec2 size = ImVec2(label_size.x + g.Style.FramePadding.x, label_size.y + g.Style.FramePadding.y * 2.0f); if (has_close_button) size.x += g.Style.FramePadding.x + (g.Style.ItemInnerSpacing.x + g.FontSize); // We use Y intentionally to fit the close button circle. else size.x += g.Style.FramePadding.x + 1.0f; return ImVec2(ImMin(size.x, TabBarCalcMaxTabWidth()), size.y); } void ImGui::TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col) { // While rendering tabs, we trim 1 pixel off the top of our bounding box so they can fit within a regular frame height while looking "detached" from it. ImGuiContext& g = *GImGui; const float width = bb.GetWidth(); IM_UNUSED(flags); IM_ASSERT(width > 0.0f); const float rounding = ImMax(0.0f, ImMin((flags & ImGuiTabItemFlags_Button) ? g.Style.FrameRounding : g.Style.TabRounding, width * 0.5f - 1.0f)); const float y1 = bb.Min.y + 1.0f; const float y2 = bb.Max.y + ((flags & ImGuiTabItemFlags_Preview) ? 0.0f : -1.0f); draw_list->PathLineTo(ImVec2(bb.Min.x, y2)); draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding, y1 + rounding), rounding, 6, 9); draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding, y1 + rounding), rounding, 9, 12); draw_list->PathLineTo(ImVec2(bb.Max.x, y2)); draw_list->PathFillConvex(col); if (g.Style.TabBorderSize > 0.0f) { draw_list->PathLineTo(ImVec2(bb.Min.x + 0.5f, y2)); draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding + 0.5f, y1 + rounding + 0.5f), rounding, 6, 9); draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding - 0.5f, y1 + rounding + 0.5f), rounding, 9, 12); draw_list->PathLineTo(ImVec2(bb.Max.x - 0.5f, y2)); draw_list->PathStroke(GetColorU32(ImGuiCol_Border), 0, g.Style.TabBorderSize); } } // Render text label (with custom clipping) + Unsaved Document marker + Close Button logic // We tend to lock style.FramePadding for a given tab-bar, hence the 'frame_padding' parameter. void ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible, bool* out_just_closed, bool* out_text_clipped) { ImGuiContext& g = *GImGui; ImVec2 label_size = CalcTextSize(label, NULL, true); if (out_just_closed) *out_just_closed = false; if (out_text_clipped) *out_text_clipped = false; if (bb.GetWidth() <= 1.0f) return; // In Style V2 we'll have full override of all colors per state (e.g. focused, selected) // But right now if you want to alter text color of tabs this is what you need to do. #if 0 const float backup_alpha = g.Style.Alpha; if (!is_contents_visible) g.Style.Alpha *= 0.7f; #endif // Render text label (with clipping + alpha gradient) + unsaved marker ImRect text_pixel_clip_bb(bb.Min.x + frame_padding.x, bb.Min.y + frame_padding.y, bb.Max.x - frame_padding.x, bb.Max.y); ImRect text_ellipsis_clip_bb = text_pixel_clip_bb; // Return clipped state ignoring the close button if (out_text_clipped) { *out_text_clipped = (text_ellipsis_clip_bb.Min.x + label_size.x) > text_pixel_clip_bb.Max.x; //draw_list->AddCircle(text_ellipsis_clip_bb.Min, 3.0f, *out_text_clipped ? IM_COL32(255, 0, 0, 255) : IM_COL32(0, 255, 0, 255)); } const float button_sz = g.FontSize; const ImVec2 button_pos(ImMax(bb.Min.x, bb.Max.x - frame_padding.x * 2.0f - button_sz), bb.Min.y); // Close Button & Unsaved Marker // We are relying on a subtle and confusing distinction between 'hovered' and 'g.HoveredId' which happens because we are using ImGuiButtonFlags_AllowOverlapMode + SetItemAllowOverlap() // 'hovered' will be true when hovering the Tab but NOT when hovering the close button // 'g.HoveredId==id' will be true when hovering the Tab including when hovering the close button // 'g.ActiveId==close_button_id' will be true when we are holding on the close button, in which case both hovered booleans are false bool close_button_pressed = false; bool close_button_visible = false; if (close_button_id != 0) if (is_contents_visible || bb.GetWidth() >= ImMax(button_sz, g.Style.TabMinWidthForCloseButton)) if (g.HoveredId == tab_id || g.HoveredId == close_button_id || g.ActiveId == tab_id || g.ActiveId == close_button_id) close_button_visible = true; bool unsaved_marker_visible = (flags & ImGuiTabItemFlags_UnsavedDocument) != 0 && (button_pos.x + button_sz <= bb.Max.x); if (close_button_visible) { ImGuiLastItemData last_item_backup = g.LastItemData; PushStyleVar(ImGuiStyleVar_FramePadding, frame_padding); if (CloseButton(close_button_id, button_pos)) close_button_pressed = true; PopStyleVar(); g.LastItemData = last_item_backup; // Close with middle mouse button if (!(flags & ImGuiTabItemFlags_NoCloseWithMiddleMouseButton) && IsMouseClicked(2)) close_button_pressed = true; } else if (unsaved_marker_visible) { const ImRect bullet_bb(button_pos, button_pos + ImVec2(button_sz, button_sz) + g.Style.FramePadding * 2.0f); RenderBullet(draw_list, bullet_bb.GetCenter(), GetColorU32(ImGuiCol_Text)); } // This is all rather complicated // (the main idea is that because the close button only appears on hover, we don't want it to alter the ellipsis position) // FIXME: if FramePadding is noticeably large, ellipsis_max_x will be wrong here (e.g. #3497), maybe for consistency that parameter of RenderTextEllipsis() shouldn't exist.. float ellipsis_max_x = close_button_visible ? text_pixel_clip_bb.Max.x : bb.Max.x - 1.0f; if (close_button_visible || unsaved_marker_visible) { text_pixel_clip_bb.Max.x -= close_button_visible ? (button_sz) : (button_sz * 0.80f); text_ellipsis_clip_bb.Max.x -= unsaved_marker_visible ? (button_sz * 0.80f) : 0.0f; ellipsis_max_x = text_pixel_clip_bb.Max.x; } RenderTextEllipsis(draw_list, text_ellipsis_clip_bb.Min, text_ellipsis_clip_bb.Max, text_pixel_clip_bb.Max.x, ellipsis_max_x, label, NULL, &label_size); #if 0 if (!is_contents_visible) g.Style.Alpha = backup_alpha; #endif if (out_just_closed) *out_just_closed = close_button_pressed; } #endif // #ifndef IMGUI_DISABLE ================================================ FILE: test/third_party/imgui/imstb_rectpack.h ================================================ // [DEAR IMGUI] // This is a slightly modified version of stb_rect_pack.h 1.01. // Grep for [DEAR IMGUI] to find the changes. // // stb_rect_pack.h - v1.01 - public domain - rectangle packing // Sean Barrett 2014 // // Useful for e.g. packing rectangular textures into an atlas. // Does not do rotation. // // Before #including, // // #define STB_RECT_PACK_IMPLEMENTATION // // in the file that you want to have the implementation. // // Not necessarily the awesomest packing method, but better than // the totally naive one in stb_truetype (which is primarily what // this is meant to replace). // // Has only had a few tests run, may have issues. // // More docs to come. // // No memory allocations; uses qsort() and assert() from stdlib. // Can override those by defining STBRP_SORT and STBRP_ASSERT. // // This library currently uses the Skyline Bottom-Left algorithm. // // Please note: better rectangle packers are welcome! Please // implement them to the same API, but with a different init // function. // // Credits // // Library // Sean Barrett // Minor features // Martins Mozeiko // github:IntellectualKitty // // Bugfixes / warning fixes // Jeremy Jaussaud // Fabian Giesen // // Version history: // // 1.01 (2021-07-11) always use large rect mode, expose STBRP__MAXVAL in public section // 1.00 (2019-02-25) avoid small space waste; gracefully fail too-wide rectangles // 0.99 (2019-02-07) warning fixes // 0.11 (2017-03-03) return packing success/fail result // 0.10 (2016-10-25) remove cast-away-const to avoid warnings // 0.09 (2016-08-27) fix compiler warnings // 0.08 (2015-09-13) really fix bug with empty rects (w=0 or h=0) // 0.07 (2015-09-13) fix bug with empty rects (w=0 or h=0) // 0.06 (2015-04-15) added STBRP_SORT to allow replacing qsort // 0.05: added STBRP_ASSERT to allow replacing assert // 0.04: fixed minor bug in STBRP_LARGE_RECTS support // 0.01: initial release // // LICENSE // // See end of file for license information. ////////////////////////////////////////////////////////////////////////////// // // INCLUDE SECTION // #ifndef STB_INCLUDE_STB_RECT_PACK_H #define STB_INCLUDE_STB_RECT_PACK_H #define STB_RECT_PACK_VERSION 1 #ifdef STBRP_STATIC #define STBRP_DEF static #else #define STBRP_DEF extern #endif #ifdef __cplusplus extern "C" { #endif typedef struct stbrp_context stbrp_context; typedef struct stbrp_node stbrp_node; typedef struct stbrp_rect stbrp_rect; typedef int stbrp_coord; #define STBRP__MAXVAL 0x7fffffff // Mostly for internal use, but this is the maximum supported coordinate value. STBRP_DEF int stbrp_pack_rects (stbrp_context *context, stbrp_rect *rects, int num_rects); // Assign packed locations to rectangles. The rectangles are of type // 'stbrp_rect' defined below, stored in the array 'rects', and there // are 'num_rects' many of them. // // Rectangles which are successfully packed have the 'was_packed' flag // set to a non-zero value and 'x' and 'y' store the minimum location // on each axis (i.e. bottom-left in cartesian coordinates, top-left // if you imagine y increasing downwards). Rectangles which do not fit // have the 'was_packed' flag set to 0. // // You should not try to access the 'rects' array from another thread // while this function is running, as the function temporarily reorders // the array while it executes. // // To pack into another rectangle, you need to call stbrp_init_target // again. To continue packing into the same rectangle, you can call // this function again. Calling this multiple times with multiple rect // arrays will probably produce worse packing results than calling it // a single time with the full rectangle array, but the option is // available. // // The function returns 1 if all of the rectangles were successfully // packed and 0 otherwise. struct stbrp_rect { // reserved for your use: int id; // input: stbrp_coord w, h; // output: stbrp_coord x, y; int was_packed; // non-zero if valid packing }; // 16 bytes, nominally STBRP_DEF void stbrp_init_target (stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes); // Initialize a rectangle packer to: // pack a rectangle that is 'width' by 'height' in dimensions // using temporary storage provided by the array 'nodes', which is 'num_nodes' long // // You must call this function every time you start packing into a new target. // // There is no "shutdown" function. The 'nodes' memory must stay valid for // the following stbrp_pack_rects() call (or calls), but can be freed after // the call (or calls) finish. // // Note: to guarantee best results, either: // 1. make sure 'num_nodes' >= 'width' // or 2. call stbrp_allow_out_of_mem() defined below with 'allow_out_of_mem = 1' // // If you don't do either of the above things, widths will be quantized to multiples // of small integers to guarantee the algorithm doesn't run out of temporary storage. // // If you do #2, then the non-quantized algorithm will be used, but the algorithm // may run out of temporary storage and be unable to pack some rectangles. STBRP_DEF void stbrp_setup_allow_out_of_mem (stbrp_context *context, int allow_out_of_mem); // Optionally call this function after init but before doing any packing to // change the handling of the out-of-temp-memory scenario, described above. // If you call init again, this will be reset to the default (false). STBRP_DEF void stbrp_setup_heuristic (stbrp_context *context, int heuristic); // Optionally select which packing heuristic the library should use. Different // heuristics will produce better/worse results for different data sets. // If you call init again, this will be reset to the default. enum { STBRP_HEURISTIC_Skyline_default=0, STBRP_HEURISTIC_Skyline_BL_sortHeight = STBRP_HEURISTIC_Skyline_default, STBRP_HEURISTIC_Skyline_BF_sortHeight }; ////////////////////////////////////////////////////////////////////////////// // // the details of the following structures don't matter to you, but they must // be visible so you can handle the memory allocations for them struct stbrp_node { stbrp_coord x,y; stbrp_node *next; }; struct stbrp_context { int width; int height; int align; int init_mode; int heuristic; int num_nodes; stbrp_node *active_head; stbrp_node *free_head; stbrp_node extra[2]; // we allocate two extra nodes so optimal user-node-count is 'width' not 'width+2' }; #ifdef __cplusplus } #endif #endif ////////////////////////////////////////////////////////////////////////////// // // IMPLEMENTATION SECTION // #ifdef STB_RECT_PACK_IMPLEMENTATION #ifndef STBRP_SORT #include #define STBRP_SORT qsort #endif #ifndef STBRP_ASSERT #include #define STBRP_ASSERT assert #endif #ifdef _MSC_VER #define STBRP__NOTUSED(v) (void)(v) #define STBRP__CDECL __cdecl #else #define STBRP__NOTUSED(v) (void)sizeof(v) #define STBRP__CDECL #endif enum { STBRP__INIT_skyline = 1 }; STBRP_DEF void stbrp_setup_heuristic(stbrp_context *context, int heuristic) { switch (context->init_mode) { case STBRP__INIT_skyline: STBRP_ASSERT(heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight || heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight); context->heuristic = heuristic; break; default: STBRP_ASSERT(0); } } STBRP_DEF void stbrp_setup_allow_out_of_mem(stbrp_context *context, int allow_out_of_mem) { if (allow_out_of_mem) // if it's ok to run out of memory, then don't bother aligning them; // this gives better packing, but may fail due to OOM (even though // the rectangles easily fit). @TODO a smarter approach would be to only // quantize once we've hit OOM, then we could get rid of this parameter. context->align = 1; else { // if it's not ok to run out of memory, then quantize the widths // so that num_nodes is always enough nodes. // // I.e. num_nodes * align >= width // align >= width / num_nodes // align = ceil(width/num_nodes) context->align = (context->width + context->num_nodes-1) / context->num_nodes; } } STBRP_DEF void stbrp_init_target(stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes) { int i; for (i=0; i < num_nodes-1; ++i) nodes[i].next = &nodes[i+1]; nodes[i].next = NULL; context->init_mode = STBRP__INIT_skyline; context->heuristic = STBRP_HEURISTIC_Skyline_default; context->free_head = &nodes[0]; context->active_head = &context->extra[0]; context->width = width; context->height = height; context->num_nodes = num_nodes; stbrp_setup_allow_out_of_mem(context, 0); // node 0 is the full width, node 1 is the sentinel (lets us not store width explicitly) context->extra[0].x = 0; context->extra[0].y = 0; context->extra[0].next = &context->extra[1]; context->extra[1].x = (stbrp_coord) width; context->extra[1].y = (1<<30); context->extra[1].next = NULL; } // find minimum y position if it starts at x1 static int stbrp__skyline_find_min_y(stbrp_context *c, stbrp_node *first, int x0, int width, int *pwaste) { stbrp_node *node = first; int x1 = x0 + width; int min_y, visited_width, waste_area; STBRP__NOTUSED(c); STBRP_ASSERT(first->x <= x0); #if 0 // skip in case we're past the node while (node->next->x <= x0) ++node; #else STBRP_ASSERT(node->next->x > x0); // we ended up handling this in the caller for efficiency #endif STBRP_ASSERT(node->x <= x0); min_y = 0; waste_area = 0; visited_width = 0; while (node->x < x1) { if (node->y > min_y) { // raise min_y higher. // we've accounted for all waste up to min_y, // but we'll now add more waste for everything we've visted waste_area += visited_width * (node->y - min_y); min_y = node->y; // the first time through, visited_width might be reduced if (node->x < x0) visited_width += node->next->x - x0; else visited_width += node->next->x - node->x; } else { // add waste area int under_width = node->next->x - node->x; if (under_width + visited_width > width) under_width = width - visited_width; waste_area += under_width * (min_y - node->y); visited_width += under_width; } node = node->next; } *pwaste = waste_area; return min_y; } typedef struct { int x,y; stbrp_node **prev_link; } stbrp__findresult; static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int width, int height) { int best_waste = (1<<30), best_x, best_y = (1 << 30); stbrp__findresult fr; stbrp_node **prev, *node, *tail, **best = NULL; // align to multiple of c->align width = (width + c->align - 1); width -= width % c->align; STBRP_ASSERT(width % c->align == 0); // if it can't possibly fit, bail immediately if (width > c->width || height > c->height) { fr.prev_link = NULL; fr.x = fr.y = 0; return fr; } node = c->active_head; prev = &c->active_head; while (node->x + width <= c->width) { int y,waste; y = stbrp__skyline_find_min_y(c, node, node->x, width, &waste); if (c->heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight) { // actually just want to test BL // bottom left if (y < best_y) { best_y = y; best = prev; } } else { // best-fit if (y + height <= c->height) { // can only use it if it first vertically if (y < best_y || (y == best_y && waste < best_waste)) { best_y = y; best_waste = waste; best = prev; } } } prev = &node->next; node = node->next; } best_x = (best == NULL) ? 0 : (*best)->x; // if doing best-fit (BF), we also have to try aligning right edge to each node position // // e.g, if fitting // // ____________________ // |____________________| // // into // // | | // | ____________| // |____________| // // then right-aligned reduces waste, but bottom-left BL is always chooses left-aligned // // This makes BF take about 2x the time if (c->heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight) { tail = c->active_head; node = c->active_head; prev = &c->active_head; // find first node that's admissible while (tail->x < width) tail = tail->next; while (tail) { int xpos = tail->x - width; int y,waste; STBRP_ASSERT(xpos >= 0); // find the left position that matches this while (node->next->x <= xpos) { prev = &node->next; node = node->next; } STBRP_ASSERT(node->next->x > xpos && node->x <= xpos); y = stbrp__skyline_find_min_y(c, node, xpos, width, &waste); if (y + height <= c->height) { if (y <= best_y) { if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) { best_x = xpos; //STBRP_ASSERT(y <= best_y); [DEAR IMGUI] best_y = y; best_waste = waste; best = prev; } } } tail = tail->next; } } fr.prev_link = best; fr.x = best_x; fr.y = best_y; return fr; } static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, int width, int height) { // find best position according to heuristic stbrp__findresult res = stbrp__skyline_find_best_pos(context, width, height); stbrp_node *node, *cur; // bail if: // 1. it failed // 2. the best node doesn't fit (we don't always check this) // 3. we're out of memory if (res.prev_link == NULL || res.y + height > context->height || context->free_head == NULL) { res.prev_link = NULL; return res; } // on success, create new node node = context->free_head; node->x = (stbrp_coord) res.x; node->y = (stbrp_coord) (res.y + height); context->free_head = node->next; // insert the new node into the right starting point, and // let 'cur' point to the remaining nodes needing to be // stiched back in cur = *res.prev_link; if (cur->x < res.x) { // preserve the existing one, so start testing with the next one stbrp_node *next = cur->next; cur->next = node; cur = next; } else { *res.prev_link = node; } // from here, traverse cur and free the nodes, until we get to one // that shouldn't be freed while (cur->next && cur->next->x <= res.x + width) { stbrp_node *next = cur->next; // move the current node to the free list cur->next = context->free_head; context->free_head = cur; cur = next; } // stitch the list back in node->next = cur; if (cur->x < res.x + width) cur->x = (stbrp_coord) (res.x + width); #ifdef _DEBUG cur = context->active_head; while (cur->x < context->width) { STBRP_ASSERT(cur->x < cur->next->x); cur = cur->next; } STBRP_ASSERT(cur->next == NULL); { int count=0; cur = context->active_head; while (cur) { cur = cur->next; ++count; } cur = context->free_head; while (cur) { cur = cur->next; ++count; } STBRP_ASSERT(count == context->num_nodes+2); } #endif return res; } static int STBRP__CDECL rect_height_compare(const void *a, const void *b) { const stbrp_rect *p = (const stbrp_rect *) a; const stbrp_rect *q = (const stbrp_rect *) b; if (p->h > q->h) return -1; if (p->h < q->h) return 1; return (p->w > q->w) ? -1 : (p->w < q->w); } static int STBRP__CDECL rect_original_order(const void *a, const void *b) { const stbrp_rect *p = (const stbrp_rect *) a; const stbrp_rect *q = (const stbrp_rect *) b; return (p->was_packed < q->was_packed) ? -1 : (p->was_packed > q->was_packed); } STBRP_DEF int stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int num_rects) { int i, all_rects_packed = 1; // we use the 'was_packed' field internally to allow sorting/unsorting for (i=0; i < num_rects; ++i) { rects[i].was_packed = i; } // sort according to heuristic STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_height_compare); for (i=0; i < num_rects; ++i) { if (rects[i].w == 0 || rects[i].h == 0) { rects[i].x = rects[i].y = 0; // empty rect needs no space } else { stbrp__findresult fr = stbrp__skyline_pack_rectangle(context, rects[i].w, rects[i].h); if (fr.prev_link) { rects[i].x = (stbrp_coord) fr.x; rects[i].y = (stbrp_coord) fr.y; } else { rects[i].x = rects[i].y = STBRP__MAXVAL; } } } // unsort STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_original_order); // set was_packed flags and all_rects_packed status for (i=0; i < num_rects; ++i) { rects[i].was_packed = !(rects[i].x == STBRP__MAXVAL && rects[i].y == STBRP__MAXVAL); if (!rects[i].was_packed) all_rects_packed = 0; } // return the all_rects_packed status return all_rects_packed; } #endif /* ------------------------------------------------------------------------------ This software is available under 2 licenses -- choose whichever you prefer. ------------------------------------------------------------------------------ ALTERNATIVE A - MIT License Copyright (c) 2017 Sean Barrett Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ------------------------------------------------------------------------------ ALTERNATIVE B - Public Domain (www.unlicense.org) This is free and unencumbered software released into the public domain. Anyone is free to copy, modify, publish, use, compile, sell, or distribute this software, either in source code form or as a compiled binary, for any purpose, commercial or non-commercial, and by any means. In jurisdictions that recognize copyright laws, the author or authors of this software dedicate any and all copyright interest in the software to the public domain. We make this dedication for the benefit of the public at large and to the detriment of our heirs and successors. We intend this dedication to be an overt act of relinquishment in perpetuity of all present and future rights to this software under copyright law. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ------------------------------------------------------------------------------ */ ================================================ FILE: test/third_party/imgui/imstb_textedit.h ================================================ // [DEAR IMGUI] // This is a slightly modified version of stb_textedit.h 1.14. // Those changes would need to be pushed into nothings/stb: // - Fix in stb_textedit_discard_redo (see https://github.com/nothings/stb/issues/321) // Grep for [DEAR IMGUI] to find the changes. // stb_textedit.h - v1.14 - public domain - Sean Barrett // Development of this library was sponsored by RAD Game Tools // // This C header file implements the guts of a multi-line text-editing // widget; you implement display, word-wrapping, and low-level string // insertion/deletion, and stb_textedit will map user inputs into // insertions & deletions, plus updates to the cursor position, // selection state, and undo state. // // It is intended for use in games and other systems that need to build // their own custom widgets and which do not have heavy text-editing // requirements (this library is not recommended for use for editing large // texts, as its performance does not scale and it has limited undo). // // Non-trivial behaviors are modelled after Windows text controls. // // // LICENSE // // See end of file for license information. // // // DEPENDENCIES // // Uses the C runtime function 'memmove', which you can override // by defining STB_TEXTEDIT_memmove before the implementation. // Uses no other functions. Performs no runtime allocations. // // // VERSION HISTORY // // 1.14 (2021-07-11) page up/down, various fixes // 1.13 (2019-02-07) fix bug in undo size management // 1.12 (2018-01-29) user can change STB_TEXTEDIT_KEYTYPE, fix redo to avoid crash // 1.11 (2017-03-03) fix HOME on last line, dragging off single-line textfield // 1.10 (2016-10-25) supress warnings about casting away const with -Wcast-qual // 1.9 (2016-08-27) customizable move-by-word // 1.8 (2016-04-02) better keyboard handling when mouse button is down // 1.7 (2015-09-13) change y range handling in case baseline is non-0 // 1.6 (2015-04-15) allow STB_TEXTEDIT_memmove // 1.5 (2014-09-10) add support for secondary keys for OS X // 1.4 (2014-08-17) fix signed/unsigned warnings // 1.3 (2014-06-19) fix mouse clicking to round to nearest char boundary // 1.2 (2014-05-27) fix some RAD types that had crept into the new code // 1.1 (2013-12-15) move-by-word (requires STB_TEXTEDIT_IS_SPACE ) // 1.0 (2012-07-26) improve documentation, initial public release // 0.3 (2012-02-24) bugfixes, single-line mode; insert mode // 0.2 (2011-11-28) fixes to undo/redo // 0.1 (2010-07-08) initial version // // ADDITIONAL CONTRIBUTORS // // Ulf Winklemann: move-by-word in 1.1 // Fabian Giesen: secondary key inputs in 1.5 // Martins Mozeiko: STB_TEXTEDIT_memmove in 1.6 // Louis Schnellbach: page up/down in 1.14 // // Bugfixes: // Scott Graham // Daniel Keller // Omar Cornut // Dan Thompson // // USAGE // // This file behaves differently depending on what symbols you define // before including it. // // // Header-file mode: // // If you do not define STB_TEXTEDIT_IMPLEMENTATION before including this, // it will operate in "header file" mode. In this mode, it declares a // single public symbol, STB_TexteditState, which encapsulates the current // state of a text widget (except for the string, which you will store // separately). // // To compile in this mode, you must define STB_TEXTEDIT_CHARTYPE to a // primitive type that defines a single character (e.g. char, wchar_t, etc). // // To save space or increase undo-ability, you can optionally define the // following things that are used by the undo system: // // STB_TEXTEDIT_POSITIONTYPE small int type encoding a valid cursor position // STB_TEXTEDIT_UNDOSTATECOUNT the number of undo states to allow // STB_TEXTEDIT_UNDOCHARCOUNT the number of characters to store in the undo buffer // // If you don't define these, they are set to permissive types and // moderate sizes. The undo system does no memory allocations, so // it grows STB_TexteditState by the worst-case storage which is (in bytes): // // [4 + 3 * sizeof(STB_TEXTEDIT_POSITIONTYPE)] * STB_TEXTEDIT_UNDOSTATECOUNT // + sizeof(STB_TEXTEDIT_CHARTYPE) * STB_TEXTEDIT_UNDOCHARCOUNT // // // Implementation mode: // // If you define STB_TEXTEDIT_IMPLEMENTATION before including this, it // will compile the implementation of the text edit widget, depending // on a large number of symbols which must be defined before the include. // // The implementation is defined only as static functions. You will then // need to provide your own APIs in the same file which will access the // static functions. // // The basic concept is that you provide a "string" object which // behaves like an array of characters. stb_textedit uses indices to // refer to positions in the string, implicitly representing positions // in the displayed textedit. This is true for both plain text and // rich text; even with rich text stb_truetype interacts with your // code as if there was an array of all the displayed characters. // // Symbols that must be the same in header-file and implementation mode: // // STB_TEXTEDIT_CHARTYPE the character type // STB_TEXTEDIT_POSITIONTYPE small type that is a valid cursor position // STB_TEXTEDIT_UNDOSTATECOUNT the number of undo states to allow // STB_TEXTEDIT_UNDOCHARCOUNT the number of characters to store in the undo buffer // // Symbols you must define for implementation mode: // // STB_TEXTEDIT_STRING the type of object representing a string being edited, // typically this is a wrapper object with other data you need // // STB_TEXTEDIT_STRINGLEN(obj) the length of the string (ideally O(1)) // STB_TEXTEDIT_LAYOUTROW(&r,obj,n) returns the results of laying out a line of characters // starting from character #n (see discussion below) // STB_TEXTEDIT_GETWIDTH(obj,n,i) returns the pixel delta from the xpos of the i'th character // to the xpos of the i+1'th char for a line of characters // starting at character #n (i.e. accounts for kerning // with previous char) // STB_TEXTEDIT_KEYTOTEXT(k) maps a keyboard input to an insertable character // (return type is int, -1 means not valid to insert) // STB_TEXTEDIT_GETCHAR(obj,i) returns the i'th character of obj, 0-based // STB_TEXTEDIT_NEWLINE the character returned by _GETCHAR() we recognize // as manually wordwrapping for end-of-line positioning // // STB_TEXTEDIT_DELETECHARS(obj,i,n) delete n characters starting at i // STB_TEXTEDIT_INSERTCHARS(obj,i,c*,n) insert n characters at i (pointed to by STB_TEXTEDIT_CHARTYPE*) // // STB_TEXTEDIT_K_SHIFT a power of two that is or'd in to a keyboard input to represent the shift key // // STB_TEXTEDIT_K_LEFT keyboard input to move cursor left // STB_TEXTEDIT_K_RIGHT keyboard input to move cursor right // STB_TEXTEDIT_K_UP keyboard input to move cursor up // STB_TEXTEDIT_K_DOWN keyboard input to move cursor down // STB_TEXTEDIT_K_PGUP keyboard input to move cursor up a page // STB_TEXTEDIT_K_PGDOWN keyboard input to move cursor down a page // STB_TEXTEDIT_K_LINESTART keyboard input to move cursor to start of line // e.g. HOME // STB_TEXTEDIT_K_LINEEND keyboard input to move cursor to end of line // e.g. END // STB_TEXTEDIT_K_TEXTSTART keyboard input to move cursor to start of text // e.g. ctrl-HOME // STB_TEXTEDIT_K_TEXTEND keyboard input to move cursor to end of text // e.g. ctrl-END // STB_TEXTEDIT_K_DELETE keyboard input to delete selection or character under cursor // STB_TEXTEDIT_K_BACKSPACE keyboard input to delete selection or character left of cursor // STB_TEXTEDIT_K_UNDO keyboard input to perform undo // STB_TEXTEDIT_K_REDO keyboard input to perform redo // // Optional: // STB_TEXTEDIT_K_INSERT keyboard input to toggle insert mode // STB_TEXTEDIT_IS_SPACE(ch) true if character is whitespace (e.g. 'isspace'), // required for default WORDLEFT/WORDRIGHT handlers // STB_TEXTEDIT_MOVEWORDLEFT(obj,i) custom handler for WORDLEFT, returns index to move cursor to // STB_TEXTEDIT_MOVEWORDRIGHT(obj,i) custom handler for WORDRIGHT, returns index to move cursor to // STB_TEXTEDIT_K_WORDLEFT keyboard input to move cursor left one word // e.g. ctrl-LEFT // STB_TEXTEDIT_K_WORDRIGHT keyboard input to move cursor right one word // e.g. ctrl-RIGHT // STB_TEXTEDIT_K_LINESTART2 secondary keyboard input to move cursor to start of line // STB_TEXTEDIT_K_LINEEND2 secondary keyboard input to move cursor to end of line // STB_TEXTEDIT_K_TEXTSTART2 secondary keyboard input to move cursor to start of text // STB_TEXTEDIT_K_TEXTEND2 secondary keyboard input to move cursor to end of text // // Keyboard input must be encoded as a single integer value; e.g. a character code // and some bitflags that represent shift states. to simplify the interface, SHIFT must // be a bitflag, so we can test the shifted state of cursor movements to allow selection, // i.e. (STB_TEXTEDIT_K_RIGHT|STB_TEXTEDIT_K_SHIFT) should be shifted right-arrow. // // You can encode other things, such as CONTROL or ALT, in additional bits, and // then test for their presence in e.g. STB_TEXTEDIT_K_WORDLEFT. For example, // my Windows implementations add an additional CONTROL bit, and an additional KEYDOWN // bit. Then all of the STB_TEXTEDIT_K_ values bitwise-or in the KEYDOWN bit, // and I pass both WM_KEYDOWN and WM_CHAR events to the "key" function in the // API below. The control keys will only match WM_KEYDOWN events because of the // keydown bit I add, and STB_TEXTEDIT_KEYTOTEXT only tests for the KEYDOWN // bit so it only decodes WM_CHAR events. // // STB_TEXTEDIT_LAYOUTROW returns information about the shape of one displayed // row of characters assuming they start on the i'th character--the width and // the height and the number of characters consumed. This allows this library // to traverse the entire layout incrementally. You need to compute word-wrapping // here. // // Each textfield keeps its own insert mode state, which is not how normal // applications work. To keep an app-wide insert mode, update/copy the // "insert_mode" field of STB_TexteditState before/after calling API functions. // // API // // void stb_textedit_initialize_state(STB_TexteditState *state, int is_single_line) // // void stb_textedit_click(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) // void stb_textedit_drag(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) // int stb_textedit_cut(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) // int stb_textedit_paste(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE *text, int len) // void stb_textedit_key(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXEDIT_KEYTYPE key) // // Each of these functions potentially updates the string and updates the // state. // // initialize_state: // set the textedit state to a known good default state when initially // constructing the textedit. // // click: // call this with the mouse x,y on a mouse down; it will update the cursor // and reset the selection start/end to the cursor point. the x,y must // be relative to the text widget, with (0,0) being the top left. // // drag: // call this with the mouse x,y on a mouse drag/up; it will update the // cursor and the selection end point // // cut: // call this to delete the current selection; returns true if there was // one. you should FIRST copy the current selection to the system paste buffer. // (To copy, just copy the current selection out of the string yourself.) // // paste: // call this to paste text at the current cursor point or over the current // selection if there is one. // // key: // call this for keyboard inputs sent to the textfield. you can use it // for "key down" events or for "translated" key events. if you need to // do both (as in Win32), or distinguish Unicode characters from control // inputs, set a high bit to distinguish the two; then you can define the // various definitions like STB_TEXTEDIT_K_LEFT have the is-key-event bit // set, and make STB_TEXTEDIT_KEYTOCHAR check that the is-key-event bit is // clear. STB_TEXTEDIT_KEYTYPE defaults to int, but you can #define it to // anything other type you wante before including. // // // When rendering, you can read the cursor position and selection state from // the STB_TexteditState. // // // Notes: // // This is designed to be usable in IMGUI, so it allows for the possibility of // running in an IMGUI that has NOT cached the multi-line layout. For this // reason, it provides an interface that is compatible with computing the // layout incrementally--we try to make sure we make as few passes through // as possible. (For example, to locate the mouse pointer in the text, we // could define functions that return the X and Y positions of characters // and binary search Y and then X, but if we're doing dynamic layout this // will run the layout algorithm many times, so instead we manually search // forward in one pass. Similar logic applies to e.g. up-arrow and // down-arrow movement.) // // If it's run in a widget that *has* cached the layout, then this is less // efficient, but it's not horrible on modern computers. But you wouldn't // want to edit million-line files with it. //////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////// //// //// Header-file mode //// //// #ifndef INCLUDE_STB_TEXTEDIT_H #define INCLUDE_STB_TEXTEDIT_H //////////////////////////////////////////////////////////////////////// // // STB_TexteditState // // Definition of STB_TexteditState which you should store // per-textfield; it includes cursor position, selection state, // and undo state. // #ifndef STB_TEXTEDIT_UNDOSTATECOUNT #define STB_TEXTEDIT_UNDOSTATECOUNT 99 #endif #ifndef STB_TEXTEDIT_UNDOCHARCOUNT #define STB_TEXTEDIT_UNDOCHARCOUNT 999 #endif #ifndef STB_TEXTEDIT_CHARTYPE #define STB_TEXTEDIT_CHARTYPE int #endif #ifndef STB_TEXTEDIT_POSITIONTYPE #define STB_TEXTEDIT_POSITIONTYPE int #endif typedef struct { // private data STB_TEXTEDIT_POSITIONTYPE where; STB_TEXTEDIT_POSITIONTYPE insert_length; STB_TEXTEDIT_POSITIONTYPE delete_length; int char_storage; } StbUndoRecord; typedef struct { // private data StbUndoRecord undo_rec [STB_TEXTEDIT_UNDOSTATECOUNT]; STB_TEXTEDIT_CHARTYPE undo_char[STB_TEXTEDIT_UNDOCHARCOUNT]; short undo_point, redo_point; int undo_char_point, redo_char_point; } StbUndoState; typedef struct { ///////////////////// // // public data // int cursor; // position of the text cursor within the string int select_start; // selection start point int select_end; // selection start and end point in characters; if equal, no selection. // note that start may be less than or greater than end (e.g. when // dragging the mouse, start is where the initial click was, and you // can drag in either direction) unsigned char insert_mode; // each textfield keeps its own insert mode state. to keep an app-wide // insert mode, copy this value in/out of the app state int row_count_per_page; // page size in number of row. // this value MUST be set to >0 for pageup or pagedown in multilines documents. ///////////////////// // // private data // unsigned char cursor_at_end_of_line; // not implemented yet unsigned char initialized; unsigned char has_preferred_x; unsigned char single_line; unsigned char padding1, padding2, padding3; float preferred_x; // this determines where the cursor up/down tries to seek to along x StbUndoState undostate; } STB_TexteditState; //////////////////////////////////////////////////////////////////////// // // StbTexteditRow // // Result of layout query, used by stb_textedit to determine where // the text in each row is. // result of layout query typedef struct { float x0,x1; // starting x location, end x location (allows for align=right, etc) float baseline_y_delta; // position of baseline relative to previous row's baseline float ymin,ymax; // height of row above and below baseline int num_chars; } StbTexteditRow; #endif //INCLUDE_STB_TEXTEDIT_H //////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////// //// //// Implementation mode //// //// // implementation isn't include-guarded, since it might have indirectly // included just the "header" portion #ifdef STB_TEXTEDIT_IMPLEMENTATION #ifndef STB_TEXTEDIT_memmove #include #define STB_TEXTEDIT_memmove memmove #endif ///////////////////////////////////////////////////////////////////////////// // // Mouse input handling // // traverse the layout to locate the nearest character to a display position static int stb_text_locate_coord(STB_TEXTEDIT_STRING *str, float x, float y) { StbTexteditRow r; int n = STB_TEXTEDIT_STRINGLEN(str); float base_y = 0, prev_x; int i=0, k; r.x0 = r.x1 = 0; r.ymin = r.ymax = 0; r.num_chars = 0; // search rows to find one that straddles 'y' while (i < n) { STB_TEXTEDIT_LAYOUTROW(&r, str, i); if (r.num_chars <= 0) return n; if (i==0 && y < base_y + r.ymin) return 0; if (y < base_y + r.ymax) break; i += r.num_chars; base_y += r.baseline_y_delta; } // below all text, return 'after' last character if (i >= n) return n; // check if it's before the beginning of the line if (x < r.x0) return i; // check if it's before the end of the line if (x < r.x1) { // search characters in row for one that straddles 'x' prev_x = r.x0; for (k=0; k < r.num_chars; ++k) { float w = STB_TEXTEDIT_GETWIDTH(str, i, k); if (x < prev_x+w) { if (x < prev_x+w/2) return k+i; else return k+i+1; } prev_x += w; } // shouldn't happen, but if it does, fall through to end-of-line case } // if the last character is a newline, return that. otherwise return 'after' the last character if (STB_TEXTEDIT_GETCHAR(str, i+r.num_chars-1) == STB_TEXTEDIT_NEWLINE) return i+r.num_chars-1; else return i+r.num_chars; } // API click: on mouse down, move the cursor to the clicked location, and reset the selection static void stb_textedit_click(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) { // In single-line mode, just always make y = 0. This lets the drag keep working if the mouse // goes off the top or bottom of the text if( state->single_line ) { StbTexteditRow r; STB_TEXTEDIT_LAYOUTROW(&r, str, 0); y = r.ymin; } state->cursor = stb_text_locate_coord(str, x, y); state->select_start = state->cursor; state->select_end = state->cursor; state->has_preferred_x = 0; } // API drag: on mouse drag, move the cursor and selection endpoint to the clicked location static void stb_textedit_drag(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) { int p = 0; // In single-line mode, just always make y = 0. This lets the drag keep working if the mouse // goes off the top or bottom of the text if( state->single_line ) { StbTexteditRow r; STB_TEXTEDIT_LAYOUTROW(&r, str, 0); y = r.ymin; } if (state->select_start == state->select_end) state->select_start = state->cursor; p = stb_text_locate_coord(str, x, y); state->cursor = state->select_end = p; } ///////////////////////////////////////////////////////////////////////////// // // Keyboard input handling // // forward declarations static void stb_text_undo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state); static void stb_text_redo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state); static void stb_text_makeundo_delete(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length); static void stb_text_makeundo_insert(STB_TexteditState *state, int where, int length); static void stb_text_makeundo_replace(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length); typedef struct { float x,y; // position of n'th character float height; // height of line int first_char, length; // first char of row, and length int prev_first; // first char of previous row } StbFindState; // find the x/y location of a character, and remember info about the previous row in // case we get a move-up event (for page up, we'll have to rescan) static void stb_textedit_find_charpos(StbFindState *find, STB_TEXTEDIT_STRING *str, int n, int single_line) { StbTexteditRow r; int prev_start = 0; int z = STB_TEXTEDIT_STRINGLEN(str); int i=0, first; if (n == z) { // if it's at the end, then find the last line -- simpler than trying to // explicitly handle this case in the regular code if (single_line) { STB_TEXTEDIT_LAYOUTROW(&r, str, 0); find->y = 0; find->first_char = 0; find->length = z; find->height = r.ymax - r.ymin; find->x = r.x1; } else { find->y = 0; find->x = 0; find->height = 1; while (i < z) { STB_TEXTEDIT_LAYOUTROW(&r, str, i); prev_start = i; i += r.num_chars; } find->first_char = i; find->length = 0; find->prev_first = prev_start; } return; } // search rows to find the one that straddles character n find->y = 0; for(;;) { STB_TEXTEDIT_LAYOUTROW(&r, str, i); if (n < i + r.num_chars) break; prev_start = i; i += r.num_chars; find->y += r.baseline_y_delta; } find->first_char = first = i; find->length = r.num_chars; find->height = r.ymax - r.ymin; find->prev_first = prev_start; // now scan to find xpos find->x = r.x0; for (i=0; first+i < n; ++i) find->x += STB_TEXTEDIT_GETWIDTH(str, first, i); } #define STB_TEXT_HAS_SELECTION(s) ((s)->select_start != (s)->select_end) // make the selection/cursor state valid if client altered the string static void stb_textedit_clamp(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) { int n = STB_TEXTEDIT_STRINGLEN(str); if (STB_TEXT_HAS_SELECTION(state)) { if (state->select_start > n) state->select_start = n; if (state->select_end > n) state->select_end = n; // if clamping forced them to be equal, move the cursor to match if (state->select_start == state->select_end) state->cursor = state->select_start; } if (state->cursor > n) state->cursor = n; } // delete characters while updating undo static void stb_textedit_delete(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int len) { stb_text_makeundo_delete(str, state, where, len); STB_TEXTEDIT_DELETECHARS(str, where, len); state->has_preferred_x = 0; } // delete the section static void stb_textedit_delete_selection(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) { stb_textedit_clamp(str, state); if (STB_TEXT_HAS_SELECTION(state)) { if (state->select_start < state->select_end) { stb_textedit_delete(str, state, state->select_start, state->select_end - state->select_start); state->select_end = state->cursor = state->select_start; } else { stb_textedit_delete(str, state, state->select_end, state->select_start - state->select_end); state->select_start = state->cursor = state->select_end; } state->has_preferred_x = 0; } } // canoncialize the selection so start <= end static void stb_textedit_sortselection(STB_TexteditState *state) { if (state->select_end < state->select_start) { int temp = state->select_end; state->select_end = state->select_start; state->select_start = temp; } } // move cursor to first character of selection static void stb_textedit_move_to_first(STB_TexteditState *state) { if (STB_TEXT_HAS_SELECTION(state)) { stb_textedit_sortselection(state); state->cursor = state->select_start; state->select_end = state->select_start; state->has_preferred_x = 0; } } // move cursor to last character of selection static void stb_textedit_move_to_last(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) { if (STB_TEXT_HAS_SELECTION(state)) { stb_textedit_sortselection(state); stb_textedit_clamp(str, state); state->cursor = state->select_end; state->select_start = state->select_end; state->has_preferred_x = 0; } } #ifdef STB_TEXTEDIT_IS_SPACE static int is_word_boundary( STB_TEXTEDIT_STRING *str, int idx ) { return idx > 0 ? (STB_TEXTEDIT_IS_SPACE( STB_TEXTEDIT_GETCHAR(str,idx-1) ) && !STB_TEXTEDIT_IS_SPACE( STB_TEXTEDIT_GETCHAR(str, idx) ) ) : 1; } #ifndef STB_TEXTEDIT_MOVEWORDLEFT static int stb_textedit_move_to_word_previous( STB_TEXTEDIT_STRING *str, int c ) { --c; // always move at least one character while( c >= 0 && !is_word_boundary( str, c ) ) --c; if( c < 0 ) c = 0; return c; } #define STB_TEXTEDIT_MOVEWORDLEFT stb_textedit_move_to_word_previous #endif #ifndef STB_TEXTEDIT_MOVEWORDRIGHT static int stb_textedit_move_to_word_next( STB_TEXTEDIT_STRING *str, int c ) { const int len = STB_TEXTEDIT_STRINGLEN(str); ++c; // always move at least one character while( c < len && !is_word_boundary( str, c ) ) ++c; if( c > len ) c = len; return c; } #define STB_TEXTEDIT_MOVEWORDRIGHT stb_textedit_move_to_word_next #endif #endif // update selection and cursor to match each other static void stb_textedit_prep_selection_at_cursor(STB_TexteditState *state) { if (!STB_TEXT_HAS_SELECTION(state)) state->select_start = state->select_end = state->cursor; else state->cursor = state->select_end; } // API cut: delete selection static int stb_textedit_cut(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) { if (STB_TEXT_HAS_SELECTION(state)) { stb_textedit_delete_selection(str,state); // implicitly clamps state->has_preferred_x = 0; return 1; } return 0; } // API paste: replace existing selection with passed-in text static int stb_textedit_paste_internal(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE *text, int len) { // if there's a selection, the paste should delete it stb_textedit_clamp(str, state); stb_textedit_delete_selection(str,state); // try to insert the characters if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, len)) { stb_text_makeundo_insert(state, state->cursor, len); state->cursor += len; state->has_preferred_x = 0; return 1; } // note: paste failure will leave deleted selection, may be restored with an undo (see https://github.com/nothings/stb/issues/734 for details) return 0; } #ifndef STB_TEXTEDIT_KEYTYPE #define STB_TEXTEDIT_KEYTYPE int #endif // API key: process a keyboard input static void stb_textedit_key(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_KEYTYPE key) { retry: switch (key) { default: { int c = STB_TEXTEDIT_KEYTOTEXT(key); if (c > 0) { STB_TEXTEDIT_CHARTYPE ch = (STB_TEXTEDIT_CHARTYPE) c; // can't add newline in single-line mode if (c == '\n' && state->single_line) break; if (state->insert_mode && !STB_TEXT_HAS_SELECTION(state) && state->cursor < STB_TEXTEDIT_STRINGLEN(str)) { stb_text_makeundo_replace(str, state, state->cursor, 1, 1); STB_TEXTEDIT_DELETECHARS(str, state->cursor, 1); if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, &ch, 1)) { ++state->cursor; state->has_preferred_x = 0; } } else { stb_textedit_delete_selection(str,state); // implicitly clamps if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, &ch, 1)) { stb_text_makeundo_insert(state, state->cursor, 1); ++state->cursor; state->has_preferred_x = 0; } } } break; } #ifdef STB_TEXTEDIT_K_INSERT case STB_TEXTEDIT_K_INSERT: state->insert_mode = !state->insert_mode; break; #endif case STB_TEXTEDIT_K_UNDO: stb_text_undo(str, state); state->has_preferred_x = 0; break; case STB_TEXTEDIT_K_REDO: stb_text_redo(str, state); state->has_preferred_x = 0; break; case STB_TEXTEDIT_K_LEFT: // if currently there's a selection, move cursor to start of selection if (STB_TEXT_HAS_SELECTION(state)) stb_textedit_move_to_first(state); else if (state->cursor > 0) --state->cursor; state->has_preferred_x = 0; break; case STB_TEXTEDIT_K_RIGHT: // if currently there's a selection, move cursor to end of selection if (STB_TEXT_HAS_SELECTION(state)) stb_textedit_move_to_last(str, state); else ++state->cursor; stb_textedit_clamp(str, state); state->has_preferred_x = 0; break; case STB_TEXTEDIT_K_LEFT | STB_TEXTEDIT_K_SHIFT: stb_textedit_clamp(str, state); stb_textedit_prep_selection_at_cursor(state); // move selection left if (state->select_end > 0) --state->select_end; state->cursor = state->select_end; state->has_preferred_x = 0; break; #ifdef STB_TEXTEDIT_MOVEWORDLEFT case STB_TEXTEDIT_K_WORDLEFT: if (STB_TEXT_HAS_SELECTION(state)) stb_textedit_move_to_first(state); else { state->cursor = STB_TEXTEDIT_MOVEWORDLEFT(str, state->cursor); stb_textedit_clamp( str, state ); } break; case STB_TEXTEDIT_K_WORDLEFT | STB_TEXTEDIT_K_SHIFT: if( !STB_TEXT_HAS_SELECTION( state ) ) stb_textedit_prep_selection_at_cursor(state); state->cursor = STB_TEXTEDIT_MOVEWORDLEFT(str, state->cursor); state->select_end = state->cursor; stb_textedit_clamp( str, state ); break; #endif #ifdef STB_TEXTEDIT_MOVEWORDRIGHT case STB_TEXTEDIT_K_WORDRIGHT: if (STB_TEXT_HAS_SELECTION(state)) stb_textedit_move_to_last(str, state); else { state->cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state->cursor); stb_textedit_clamp( str, state ); } break; case STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT: if( !STB_TEXT_HAS_SELECTION( state ) ) stb_textedit_prep_selection_at_cursor(state); state->cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state->cursor); state->select_end = state->cursor; stb_textedit_clamp( str, state ); break; #endif case STB_TEXTEDIT_K_RIGHT | STB_TEXTEDIT_K_SHIFT: stb_textedit_prep_selection_at_cursor(state); // move selection right ++state->select_end; stb_textedit_clamp(str, state); state->cursor = state->select_end; state->has_preferred_x = 0; break; case STB_TEXTEDIT_K_DOWN: case STB_TEXTEDIT_K_DOWN | STB_TEXTEDIT_K_SHIFT: case STB_TEXTEDIT_K_PGDOWN: case STB_TEXTEDIT_K_PGDOWN | STB_TEXTEDIT_K_SHIFT: { StbFindState find; StbTexteditRow row; int i, j, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0; int is_page = (key & ~STB_TEXTEDIT_K_SHIFT) == STB_TEXTEDIT_K_PGDOWN; int row_count = is_page ? state->row_count_per_page : 1; if (!is_page && state->single_line) { // on windows, up&down in single-line behave like left&right key = STB_TEXTEDIT_K_RIGHT | (key & STB_TEXTEDIT_K_SHIFT); goto retry; } if (sel) stb_textedit_prep_selection_at_cursor(state); else if (STB_TEXT_HAS_SELECTION(state)) stb_textedit_move_to_last(str, state); // compute current position of cursor point stb_textedit_clamp(str, state); stb_textedit_find_charpos(&find, str, state->cursor, state->single_line); for (j = 0; j < row_count; ++j) { float x, goal_x = state->has_preferred_x ? state->preferred_x : find.x; int start = find.first_char + find.length; if (find.length == 0) break; // [DEAR IMGUI] // going down while being on the last line shouldn't bring us to that line end if (STB_TEXTEDIT_GETCHAR(str, find.first_char + find.length - 1) != STB_TEXTEDIT_NEWLINE) break; // now find character position down a row state->cursor = start; STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor); x = row.x0; for (i=0; i < row.num_chars; ++i) { float dx = STB_TEXTEDIT_GETWIDTH(str, start, i); #ifdef STB_TEXTEDIT_GETWIDTH_NEWLINE if (dx == STB_TEXTEDIT_GETWIDTH_NEWLINE) break; #endif x += dx; if (x > goal_x) break; ++state->cursor; } stb_textedit_clamp(str, state); state->has_preferred_x = 1; state->preferred_x = goal_x; if (sel) state->select_end = state->cursor; // go to next line find.first_char = find.first_char + find.length; find.length = row.num_chars; } break; } case STB_TEXTEDIT_K_UP: case STB_TEXTEDIT_K_UP | STB_TEXTEDIT_K_SHIFT: case STB_TEXTEDIT_K_PGUP: case STB_TEXTEDIT_K_PGUP | STB_TEXTEDIT_K_SHIFT: { StbFindState find; StbTexteditRow row; int i, j, prev_scan, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0; int is_page = (key & ~STB_TEXTEDIT_K_SHIFT) == STB_TEXTEDIT_K_PGUP; int row_count = is_page ? state->row_count_per_page : 1; if (!is_page && state->single_line) { // on windows, up&down become left&right key = STB_TEXTEDIT_K_LEFT | (key & STB_TEXTEDIT_K_SHIFT); goto retry; } if (sel) stb_textedit_prep_selection_at_cursor(state); else if (STB_TEXT_HAS_SELECTION(state)) stb_textedit_move_to_first(state); // compute current position of cursor point stb_textedit_clamp(str, state); stb_textedit_find_charpos(&find, str, state->cursor, state->single_line); for (j = 0; j < row_count; ++j) { float x, goal_x = state->has_preferred_x ? state->preferred_x : find.x; // can only go up if there's a previous row if (find.prev_first == find.first_char) break; // now find character position up a row state->cursor = find.prev_first; STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor); x = row.x0; for (i=0; i < row.num_chars; ++i) { float dx = STB_TEXTEDIT_GETWIDTH(str, find.prev_first, i); #ifdef STB_TEXTEDIT_GETWIDTH_NEWLINE if (dx == STB_TEXTEDIT_GETWIDTH_NEWLINE) break; #endif x += dx; if (x > goal_x) break; ++state->cursor; } stb_textedit_clamp(str, state); state->has_preferred_x = 1; state->preferred_x = goal_x; if (sel) state->select_end = state->cursor; // go to previous line // (we need to scan previous line the hard way. maybe we could expose this as a new API function?) prev_scan = find.prev_first > 0 ? find.prev_first - 1 : 0; while (prev_scan > 0 && STB_TEXTEDIT_GETCHAR(str, prev_scan - 1) != STB_TEXTEDIT_NEWLINE) --prev_scan; find.first_char = find.prev_first; find.prev_first = prev_scan; } break; } case STB_TEXTEDIT_K_DELETE: case STB_TEXTEDIT_K_DELETE | STB_TEXTEDIT_K_SHIFT: if (STB_TEXT_HAS_SELECTION(state)) stb_textedit_delete_selection(str, state); else { int n = STB_TEXTEDIT_STRINGLEN(str); if (state->cursor < n) stb_textedit_delete(str, state, state->cursor, 1); } state->has_preferred_x = 0; break; case STB_TEXTEDIT_K_BACKSPACE: case STB_TEXTEDIT_K_BACKSPACE | STB_TEXTEDIT_K_SHIFT: if (STB_TEXT_HAS_SELECTION(state)) stb_textedit_delete_selection(str, state); else { stb_textedit_clamp(str, state); if (state->cursor > 0) { stb_textedit_delete(str, state, state->cursor-1, 1); --state->cursor; } } state->has_preferred_x = 0; break; #ifdef STB_TEXTEDIT_K_TEXTSTART2 case STB_TEXTEDIT_K_TEXTSTART2: #endif case STB_TEXTEDIT_K_TEXTSTART: state->cursor = state->select_start = state->select_end = 0; state->has_preferred_x = 0; break; #ifdef STB_TEXTEDIT_K_TEXTEND2 case STB_TEXTEDIT_K_TEXTEND2: #endif case STB_TEXTEDIT_K_TEXTEND: state->cursor = STB_TEXTEDIT_STRINGLEN(str); state->select_start = state->select_end = 0; state->has_preferred_x = 0; break; #ifdef STB_TEXTEDIT_K_TEXTSTART2 case STB_TEXTEDIT_K_TEXTSTART2 | STB_TEXTEDIT_K_SHIFT: #endif case STB_TEXTEDIT_K_TEXTSTART | STB_TEXTEDIT_K_SHIFT: stb_textedit_prep_selection_at_cursor(state); state->cursor = state->select_end = 0; state->has_preferred_x = 0; break; #ifdef STB_TEXTEDIT_K_TEXTEND2 case STB_TEXTEDIT_K_TEXTEND2 | STB_TEXTEDIT_K_SHIFT: #endif case STB_TEXTEDIT_K_TEXTEND | STB_TEXTEDIT_K_SHIFT: stb_textedit_prep_selection_at_cursor(state); state->cursor = state->select_end = STB_TEXTEDIT_STRINGLEN(str); state->has_preferred_x = 0; break; #ifdef STB_TEXTEDIT_K_LINESTART2 case STB_TEXTEDIT_K_LINESTART2: #endif case STB_TEXTEDIT_K_LINESTART: stb_textedit_clamp(str, state); stb_textedit_move_to_first(state); if (state->single_line) state->cursor = 0; else while (state->cursor > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) != STB_TEXTEDIT_NEWLINE) --state->cursor; state->has_preferred_x = 0; break; #ifdef STB_TEXTEDIT_K_LINEEND2 case STB_TEXTEDIT_K_LINEEND2: #endif case STB_TEXTEDIT_K_LINEEND: { int n = STB_TEXTEDIT_STRINGLEN(str); stb_textedit_clamp(str, state); stb_textedit_move_to_first(state); if (state->single_line) state->cursor = n; else while (state->cursor < n && STB_TEXTEDIT_GETCHAR(str, state->cursor) != STB_TEXTEDIT_NEWLINE) ++state->cursor; state->has_preferred_x = 0; break; } #ifdef STB_TEXTEDIT_K_LINESTART2 case STB_TEXTEDIT_K_LINESTART2 | STB_TEXTEDIT_K_SHIFT: #endif case STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT: stb_textedit_clamp(str, state); stb_textedit_prep_selection_at_cursor(state); if (state->single_line) state->cursor = 0; else while (state->cursor > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) != STB_TEXTEDIT_NEWLINE) --state->cursor; state->select_end = state->cursor; state->has_preferred_x = 0; break; #ifdef STB_TEXTEDIT_K_LINEEND2 case STB_TEXTEDIT_K_LINEEND2 | STB_TEXTEDIT_K_SHIFT: #endif case STB_TEXTEDIT_K_LINEEND | STB_TEXTEDIT_K_SHIFT: { int n = STB_TEXTEDIT_STRINGLEN(str); stb_textedit_clamp(str, state); stb_textedit_prep_selection_at_cursor(state); if (state->single_line) state->cursor = n; else while (state->cursor < n && STB_TEXTEDIT_GETCHAR(str, state->cursor) != STB_TEXTEDIT_NEWLINE) ++state->cursor; state->select_end = state->cursor; state->has_preferred_x = 0; break; } } } ///////////////////////////////////////////////////////////////////////////// // // Undo processing // // @OPTIMIZE: the undo/redo buffer should be circular static void stb_textedit_flush_redo(StbUndoState *state) { state->redo_point = STB_TEXTEDIT_UNDOSTATECOUNT; state->redo_char_point = STB_TEXTEDIT_UNDOCHARCOUNT; } // discard the oldest entry in the undo list static void stb_textedit_discard_undo(StbUndoState *state) { if (state->undo_point > 0) { // if the 0th undo state has characters, clean those up if (state->undo_rec[0].char_storage >= 0) { int n = state->undo_rec[0].insert_length, i; // delete n characters from all other records state->undo_char_point -= n; STB_TEXTEDIT_memmove(state->undo_char, state->undo_char + n, (size_t) (state->undo_char_point*sizeof(STB_TEXTEDIT_CHARTYPE))); for (i=0; i < state->undo_point; ++i) if (state->undo_rec[i].char_storage >= 0) state->undo_rec[i].char_storage -= n; // @OPTIMIZE: get rid of char_storage and infer it } --state->undo_point; STB_TEXTEDIT_memmove(state->undo_rec, state->undo_rec+1, (size_t) (state->undo_point*sizeof(state->undo_rec[0]))); } } // discard the oldest entry in the redo list--it's bad if this // ever happens, but because undo & redo have to store the actual // characters in different cases, the redo character buffer can // fill up even though the undo buffer didn't static void stb_textedit_discard_redo(StbUndoState *state) { int k = STB_TEXTEDIT_UNDOSTATECOUNT-1; if (state->redo_point <= k) { // if the k'th undo state has characters, clean those up if (state->undo_rec[k].char_storage >= 0) { int n = state->undo_rec[k].insert_length, i; // move the remaining redo character data to the end of the buffer state->redo_char_point += n; STB_TEXTEDIT_memmove(state->undo_char + state->redo_char_point, state->undo_char + state->redo_char_point-n, (size_t) ((STB_TEXTEDIT_UNDOCHARCOUNT - state->redo_char_point)*sizeof(STB_TEXTEDIT_CHARTYPE))); // adjust the position of all the other records to account for above memmove for (i=state->redo_point; i < k; ++i) if (state->undo_rec[i].char_storage >= 0) state->undo_rec[i].char_storage += n; } // now move all the redo records towards the end of the buffer; the first one is at 'redo_point' // [DEAR IMGUI] size_t move_size = (size_t)((STB_TEXTEDIT_UNDOSTATECOUNT - state->redo_point - 1) * sizeof(state->undo_rec[0])); const char* buf_begin = (char*)state->undo_rec; (void)buf_begin; const char* buf_end = (char*)state->undo_rec + sizeof(state->undo_rec); (void)buf_end; IM_ASSERT(((char*)(state->undo_rec + state->redo_point)) >= buf_begin); IM_ASSERT(((char*)(state->undo_rec + state->redo_point + 1) + move_size) <= buf_end); STB_TEXTEDIT_memmove(state->undo_rec + state->redo_point+1, state->undo_rec + state->redo_point, move_size); // now move redo_point to point to the new one ++state->redo_point; } } static StbUndoRecord *stb_text_create_undo_record(StbUndoState *state, int numchars) { // any time we create a new undo record, we discard redo stb_textedit_flush_redo(state); // if we have no free records, we have to make room, by sliding the // existing records down if (state->undo_point == STB_TEXTEDIT_UNDOSTATECOUNT) stb_textedit_discard_undo(state); // if the characters to store won't possibly fit in the buffer, we can't undo if (numchars > STB_TEXTEDIT_UNDOCHARCOUNT) { state->undo_point = 0; state->undo_char_point = 0; return NULL; } // if we don't have enough free characters in the buffer, we have to make room while (state->undo_char_point + numchars > STB_TEXTEDIT_UNDOCHARCOUNT) stb_textedit_discard_undo(state); return &state->undo_rec[state->undo_point++]; } static STB_TEXTEDIT_CHARTYPE *stb_text_createundo(StbUndoState *state, int pos, int insert_len, int delete_len) { StbUndoRecord *r = stb_text_create_undo_record(state, insert_len); if (r == NULL) return NULL; r->where = pos; r->insert_length = (STB_TEXTEDIT_POSITIONTYPE) insert_len; r->delete_length = (STB_TEXTEDIT_POSITIONTYPE) delete_len; if (insert_len == 0) { r->char_storage = -1; return NULL; } else { r->char_storage = state->undo_char_point; state->undo_char_point += insert_len; return &state->undo_char[r->char_storage]; } } static void stb_text_undo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) { StbUndoState *s = &state->undostate; StbUndoRecord u, *r; if (s->undo_point == 0) return; // we need to do two things: apply the undo record, and create a redo record u = s->undo_rec[s->undo_point-1]; r = &s->undo_rec[s->redo_point-1]; r->char_storage = -1; r->insert_length = u.delete_length; r->delete_length = u.insert_length; r->where = u.where; if (u.delete_length) { // if the undo record says to delete characters, then the redo record will // need to re-insert the characters that get deleted, so we need to store // them. // there are three cases: // there's enough room to store the characters // characters stored for *redoing* don't leave room for redo // characters stored for *undoing* don't leave room for redo // if the last is true, we have to bail if (s->undo_char_point + u.delete_length >= STB_TEXTEDIT_UNDOCHARCOUNT) { // the undo records take up too much character space; there's no space to store the redo characters r->insert_length = 0; } else { int i; // there's definitely room to store the characters eventually while (s->undo_char_point + u.delete_length > s->redo_char_point) { // should never happen: if (s->redo_point == STB_TEXTEDIT_UNDOSTATECOUNT) return; // there's currently not enough room, so discard a redo record stb_textedit_discard_redo(s); } r = &s->undo_rec[s->redo_point-1]; r->char_storage = s->redo_char_point - u.delete_length; s->redo_char_point = s->redo_char_point - u.delete_length; // now save the characters for (i=0; i < u.delete_length; ++i) s->undo_char[r->char_storage + i] = STB_TEXTEDIT_GETCHAR(str, u.where + i); } // now we can carry out the deletion STB_TEXTEDIT_DELETECHARS(str, u.where, u.delete_length); } // check type of recorded action: if (u.insert_length) { // easy case: was a deletion, so we need to insert n characters STB_TEXTEDIT_INSERTCHARS(str, u.where, &s->undo_char[u.char_storage], u.insert_length); s->undo_char_point -= u.insert_length; } state->cursor = u.where + u.insert_length; s->undo_point--; s->redo_point--; } static void stb_text_redo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) { StbUndoState *s = &state->undostate; StbUndoRecord *u, r; if (s->redo_point == STB_TEXTEDIT_UNDOSTATECOUNT) return; // we need to do two things: apply the redo record, and create an undo record u = &s->undo_rec[s->undo_point]; r = s->undo_rec[s->redo_point]; // we KNOW there must be room for the undo record, because the redo record // was derived from an undo record u->delete_length = r.insert_length; u->insert_length = r.delete_length; u->where = r.where; u->char_storage = -1; if (r.delete_length) { // the redo record requires us to delete characters, so the undo record // needs to store the characters if (s->undo_char_point + u->insert_length > s->redo_char_point) { u->insert_length = 0; u->delete_length = 0; } else { int i; u->char_storage = s->undo_char_point; s->undo_char_point = s->undo_char_point + u->insert_length; // now save the characters for (i=0; i < u->insert_length; ++i) s->undo_char[u->char_storage + i] = STB_TEXTEDIT_GETCHAR(str, u->where + i); } STB_TEXTEDIT_DELETECHARS(str, r.where, r.delete_length); } if (r.insert_length) { // easy case: need to insert n characters STB_TEXTEDIT_INSERTCHARS(str, r.where, &s->undo_char[r.char_storage], r.insert_length); s->redo_char_point += r.insert_length; } state->cursor = r.where + r.insert_length; s->undo_point++; s->redo_point++; } static void stb_text_makeundo_insert(STB_TexteditState *state, int where, int length) { stb_text_createundo(&state->undostate, where, 0, length); } static void stb_text_makeundo_delete(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length) { int i; STB_TEXTEDIT_CHARTYPE *p = stb_text_createundo(&state->undostate, where, length, 0); if (p) { for (i=0; i < length; ++i) p[i] = STB_TEXTEDIT_GETCHAR(str, where+i); } } static void stb_text_makeundo_replace(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length) { int i; STB_TEXTEDIT_CHARTYPE *p = stb_text_createundo(&state->undostate, where, old_length, new_length); if (p) { for (i=0; i < old_length; ++i) p[i] = STB_TEXTEDIT_GETCHAR(str, where+i); } } // reset the state to default static void stb_textedit_clear_state(STB_TexteditState *state, int is_single_line) { state->undostate.undo_point = 0; state->undostate.undo_char_point = 0; state->undostate.redo_point = STB_TEXTEDIT_UNDOSTATECOUNT; state->undostate.redo_char_point = STB_TEXTEDIT_UNDOCHARCOUNT; state->select_end = state->select_start = 0; state->cursor = 0; state->has_preferred_x = 0; state->preferred_x = 0; state->cursor_at_end_of_line = 0; state->initialized = 1; state->single_line = (unsigned char) is_single_line; state->insert_mode = 0; state->row_count_per_page = 0; } // API initialize static void stb_textedit_initialize_state(STB_TexteditState *state, int is_single_line) { stb_textedit_clear_state(state, is_single_line); } #if defined(__GNUC__) || defined(__clang__) #pragma GCC diagnostic push #pragma GCC diagnostic ignored "-Wcast-qual" #endif static int stb_textedit_paste(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE const *ctext, int len) { return stb_textedit_paste_internal(str, state, (STB_TEXTEDIT_CHARTYPE *) ctext, len); } #if defined(__GNUC__) || defined(__clang__) #pragma GCC diagnostic pop #endif #endif//STB_TEXTEDIT_IMPLEMENTATION /* ------------------------------------------------------------------------------ This software is available under 2 licenses -- choose whichever you prefer. ------------------------------------------------------------------------------ ALTERNATIVE A - MIT License Copyright (c) 2017 Sean Barrett Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ------------------------------------------------------------------------------ ALTERNATIVE B - Public Domain (www.unlicense.org) This is free and unencumbered software released into the public domain. Anyone is free to copy, modify, publish, use, compile, sell, or distribute this software, either in source code form or as a compiled binary, for any purpose, commercial or non-commercial, and by any means. In jurisdictions that recognize copyright laws, the author or authors of this software dedicate any and all copyright interest in the software to the public domain. We make this dedication for the benefit of the public at large and to the detriment of our heirs and successors. We intend this dedication to be an overt act of relinquishment in perpetuity of all present and future rights to this software under copyright law. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ------------------------------------------------------------------------------ */ ================================================ FILE: test/third_party/imgui/imstb_truetype.h ================================================ // [DEAR IMGUI] // This is a slightly modified version of stb_truetype.h 1.26. // Mostly fixing for compiler and static analyzer warnings. // Grep for [DEAR IMGUI] to find the changes. // stb_truetype.h - v1.26 - public domain // authored from 2009-2021 by Sean Barrett / RAD Game Tools // // ======================================================================= // // NO SECURITY GUARANTEE -- DO NOT USE THIS ON UNTRUSTED FONT FILES // // This library does no range checking of the offsets found in the file, // meaning an attacker can use it to read arbitrary memory. // // ======================================================================= // // This library processes TrueType files: // parse files // extract glyph metrics // extract glyph shapes // render glyphs to one-channel bitmaps with antialiasing (box filter) // render glyphs to one-channel SDF bitmaps (signed-distance field/function) // // Todo: // non-MS cmaps // crashproof on bad data // hinting? (no longer patented) // cleartype-style AA? // optimize: use simple memory allocator for intermediates // optimize: build edge-list directly from curves // optimize: rasterize directly from curves? // // ADDITIONAL CONTRIBUTORS // // Mikko Mononen: compound shape support, more cmap formats // Tor Andersson: kerning, subpixel rendering // Dougall Johnson: OpenType / Type 2 font handling // Daniel Ribeiro Maciel: basic GPOS-based kerning // // Misc other: // Ryan Gordon // Simon Glass // github:IntellectualKitty // Imanol Celaya // Daniel Ribeiro Maciel // // Bug/warning reports/fixes: // "Zer" on mollyrocket Fabian "ryg" Giesen github:NiLuJe // Cass Everitt Martins Mozeiko github:aloucks // stoiko (Haemimont Games) Cap Petschulat github:oyvindjam // Brian Hook Omar Cornut github:vassvik // Walter van Niftrik Ryan Griege // David Gow Peter LaValle // David Given Sergey Popov // Ivan-Assen Ivanov Giumo X. Clanjor // Anthony Pesch Higor Euripedes // Johan Duparc Thomas Fields // Hou Qiming Derek Vinyard // Rob Loach Cort Stratton // Kenney Phillis Jr. Brian Costabile // Ken Voskuil (kaesve) // // VERSION HISTORY // // 1.26 (2021-08-28) fix broken rasterizer // 1.25 (2021-07-11) many fixes // 1.24 (2020-02-05) fix warning // 1.23 (2020-02-02) query SVG data for glyphs; query whole kerning table (but only kern not GPOS) // 1.22 (2019-08-11) minimize missing-glyph duplication; fix kerning if both 'GPOS' and 'kern' are defined // 1.21 (2019-02-25) fix warning // 1.20 (2019-02-07) PackFontRange skips missing codepoints; GetScaleFontVMetrics() // 1.19 (2018-02-11) GPOS kerning, STBTT_fmod // 1.18 (2018-01-29) add missing function // 1.17 (2017-07-23) make more arguments const; doc fix // 1.16 (2017-07-12) SDF support // 1.15 (2017-03-03) make more arguments const // 1.14 (2017-01-16) num-fonts-in-TTC function // 1.13 (2017-01-02) support OpenType fonts, certain Apple fonts // 1.12 (2016-10-25) suppress warnings about casting away const with -Wcast-qual // 1.11 (2016-04-02) fix unused-variable warning // 1.10 (2016-04-02) user-defined fabs(); rare memory leak; remove duplicate typedef // 1.09 (2016-01-16) warning fix; avoid crash on outofmem; use allocation userdata properly // 1.08 (2015-09-13) document stbtt_Rasterize(); fixes for vertical & horizontal edges // 1.07 (2015-08-01) allow PackFontRanges to accept arrays of sparse codepoints; // variant PackFontRanges to pack and render in separate phases; // fix stbtt_GetFontOFfsetForIndex (never worked for non-0 input?); // fixed an assert() bug in the new rasterizer // replace assert() with STBTT_assert() in new rasterizer // // Full history can be found at the end of this file. // // LICENSE // // See end of file for license information. // // USAGE // // Include this file in whatever places need to refer to it. In ONE C/C++ // file, write: // #define STB_TRUETYPE_IMPLEMENTATION // before the #include of this file. This expands out the actual // implementation into that C/C++ file. // // To make the implementation private to the file that generates the implementation, // #define STBTT_STATIC // // Simple 3D API (don't ship this, but it's fine for tools and quick start) // stbtt_BakeFontBitmap() -- bake a font to a bitmap for use as texture // stbtt_GetBakedQuad() -- compute quad to draw for a given char // // Improved 3D API (more shippable): // #include "stb_rect_pack.h" -- optional, but you really want it // stbtt_PackBegin() // stbtt_PackSetOversampling() -- for improved quality on small fonts // stbtt_PackFontRanges() -- pack and renders // stbtt_PackEnd() // stbtt_GetPackedQuad() // // "Load" a font file from a memory buffer (you have to keep the buffer loaded) // stbtt_InitFont() // stbtt_GetFontOffsetForIndex() -- indexing for TTC font collections // stbtt_GetNumberOfFonts() -- number of fonts for TTC font collections // // Render a unicode codepoint to a bitmap // stbtt_GetCodepointBitmap() -- allocates and returns a bitmap // stbtt_MakeCodepointBitmap() -- renders into bitmap you provide // stbtt_GetCodepointBitmapBox() -- how big the bitmap must be // // Character advance/positioning // stbtt_GetCodepointHMetrics() // stbtt_GetFontVMetrics() // stbtt_GetFontVMetricsOS2() // stbtt_GetCodepointKernAdvance() // // Starting with version 1.06, the rasterizer was replaced with a new, // faster and generally-more-precise rasterizer. The new rasterizer more // accurately measures pixel coverage for anti-aliasing, except in the case // where multiple shapes overlap, in which case it overestimates the AA pixel // coverage. Thus, anti-aliasing of intersecting shapes may look wrong. If // this turns out to be a problem, you can re-enable the old rasterizer with // #define STBTT_RASTERIZER_VERSION 1 // which will incur about a 15% speed hit. // // ADDITIONAL DOCUMENTATION // // Immediately after this block comment are a series of sample programs. // // After the sample programs is the "header file" section. This section // includes documentation for each API function. // // Some important concepts to understand to use this library: // // Codepoint // Characters are defined by unicode codepoints, e.g. 65 is // uppercase A, 231 is lowercase c with a cedilla, 0x7e30 is // the hiragana for "ma". // // Glyph // A visual character shape (every codepoint is rendered as // some glyph) // // Glyph index // A font-specific integer ID representing a glyph // // Baseline // Glyph shapes are defined relative to a baseline, which is the // bottom of uppercase characters. Characters extend both above // and below the baseline. // // Current Point // As you draw text to the screen, you keep track of a "current point" // which is the origin of each character. The current point's vertical // position is the baseline. Even "baked fonts" use this model. // // Vertical Font Metrics // The vertical qualities of the font, used to vertically position // and space the characters. See docs for stbtt_GetFontVMetrics. // // Font Size in Pixels or Points // The preferred interface for specifying font sizes in stb_truetype // is to specify how tall the font's vertical extent should be in pixels. // If that sounds good enough, skip the next paragraph. // // Most font APIs instead use "points", which are a common typographic // measurement for describing font size, defined as 72 points per inch. // stb_truetype provides a point API for compatibility. However, true // "per inch" conventions don't make much sense on computer displays // since different monitors have different number of pixels per // inch. For example, Windows traditionally uses a convention that // there are 96 pixels per inch, thus making 'inch' measurements have // nothing to do with inches, and thus effectively defining a point to // be 1.333 pixels. Additionally, the TrueType font data provides // an explicit scale factor to scale a given font's glyphs to points, // but the author has observed that this scale factor is often wrong // for non-commercial fonts, thus making fonts scaled in points // according to the TrueType spec incoherently sized in practice. // // DETAILED USAGE: // // Scale: // Select how high you want the font to be, in points or pixels. // Call ScaleForPixelHeight or ScaleForMappingEmToPixels to compute // a scale factor SF that will be used by all other functions. // // Baseline: // You need to select a y-coordinate that is the baseline of where // your text will appear. Call GetFontBoundingBox to get the baseline-relative // bounding box for all characters. SF*-y0 will be the distance in pixels // that the worst-case character could extend above the baseline, so if // you want the top edge of characters to appear at the top of the // screen where y=0, then you would set the baseline to SF*-y0. // // Current point: // Set the current point where the first character will appear. The // first character could extend left of the current point; this is font // dependent. You can either choose a current point that is the leftmost // point and hope, or add some padding, or check the bounding box or // left-side-bearing of the first character to be displayed and set // the current point based on that. // // Displaying a character: // Compute the bounding box of the character. It will contain signed values // relative to . I.e. if it returns x0,y0,x1,y1, // then the character should be displayed in the rectangle from // to = 32 && *text < 128) { stbtt_aligned_quad q; stbtt_GetBakedQuad(cdata, 512,512, *text-32, &x,&y,&q,1);//1=opengl & d3d10+,0=d3d9 glTexCoord2f(q.s0,q.t0); glVertex2f(q.x0,q.y0); glTexCoord2f(q.s1,q.t0); glVertex2f(q.x1,q.y0); glTexCoord2f(q.s1,q.t1); glVertex2f(q.x1,q.y1); glTexCoord2f(q.s0,q.t1); glVertex2f(q.x0,q.y1); } ++text; } glEnd(); } #endif // // ////////////////////////////////////////////////////////////////////////////// // // Complete program (this compiles): get a single bitmap, print as ASCII art // #if 0 #include #define STB_TRUETYPE_IMPLEMENTATION // force following include to generate implementation #include "stb_truetype.h" char ttf_buffer[1<<25]; int main(int argc, char **argv) { stbtt_fontinfo font; unsigned char *bitmap; int w,h,i,j,c = (argc > 1 ? atoi(argv[1]) : 'a'), s = (argc > 2 ? atoi(argv[2]) : 20); fread(ttf_buffer, 1, 1<<25, fopen(argc > 3 ? argv[3] : "c:/windows/fonts/arialbd.ttf", "rb")); stbtt_InitFont(&font, ttf_buffer, stbtt_GetFontOffsetForIndex(ttf_buffer,0)); bitmap = stbtt_GetCodepointBitmap(&font, 0,stbtt_ScaleForPixelHeight(&font, s), c, &w, &h, 0,0); for (j=0; j < h; ++j) { for (i=0; i < w; ++i) putchar(" .:ioVM@"[bitmap[j*w+i]>>5]); putchar('\n'); } return 0; } #endif // // Output: // // .ii. // @@@@@@. // V@Mio@@o // :i. V@V // :oM@@M // :@@@MM@M // @@o o@M // :@@. M@M // @@@o@@@@ // :M@@V:@@. // ////////////////////////////////////////////////////////////////////////////// // // Complete program: print "Hello World!" banner, with bugs // #if 0 char buffer[24<<20]; unsigned char screen[20][79]; int main(int arg, char **argv) { stbtt_fontinfo font; int i,j,ascent,baseline,ch=0; float scale, xpos=2; // leave a little padding in case the character extends left char *text = "Heljo World!"; // intentionally misspelled to show 'lj' brokenness fread(buffer, 1, 1000000, fopen("c:/windows/fonts/arialbd.ttf", "rb")); stbtt_InitFont(&font, buffer, 0); scale = stbtt_ScaleForPixelHeight(&font, 15); stbtt_GetFontVMetrics(&font, &ascent,0,0); baseline = (int) (ascent*scale); while (text[ch]) { int advance,lsb,x0,y0,x1,y1; float x_shift = xpos - (float) floor(xpos); stbtt_GetCodepointHMetrics(&font, text[ch], &advance, &lsb); stbtt_GetCodepointBitmapBoxSubpixel(&font, text[ch], scale,scale,x_shift,0, &x0,&y0,&x1,&y1); stbtt_MakeCodepointBitmapSubpixel(&font, &screen[baseline + y0][(int) xpos + x0], x1-x0,y1-y0, 79, scale,scale,x_shift,0, text[ch]); // note that this stomps the old data, so where character boxes overlap (e.g. 'lj') it's wrong // because this API is really for baking character bitmaps into textures. if you want to render // a sequence of characters, you really need to render each bitmap to a temp buffer, then // "alpha blend" that into the working buffer xpos += (advance * scale); if (text[ch+1]) xpos += scale*stbtt_GetCodepointKernAdvance(&font, text[ch],text[ch+1]); ++ch; } for (j=0; j < 20; ++j) { for (i=0; i < 78; ++i) putchar(" .:ioVM@"[screen[j][i]>>5]); putchar('\n'); } return 0; } #endif ////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////// //// //// INTEGRATION WITH YOUR CODEBASE //// //// The following sections allow you to supply alternate definitions //// of C library functions used by stb_truetype, e.g. if you don't //// link with the C runtime library. #ifdef STB_TRUETYPE_IMPLEMENTATION // #define your own (u)stbtt_int8/16/32 before including to override this #ifndef stbtt_uint8 typedef unsigned char stbtt_uint8; typedef signed char stbtt_int8; typedef unsigned short stbtt_uint16; typedef signed short stbtt_int16; typedef unsigned int stbtt_uint32; typedef signed int stbtt_int32; #endif typedef char stbtt__check_size32[sizeof(stbtt_int32)==4 ? 1 : -1]; typedef char stbtt__check_size16[sizeof(stbtt_int16)==2 ? 1 : -1]; // e.g. #define your own STBTT_ifloor/STBTT_iceil() to avoid math.h #ifndef STBTT_ifloor #include #define STBTT_ifloor(x) ((int) floor(x)) #define STBTT_iceil(x) ((int) ceil(x)) #endif #ifndef STBTT_sqrt #include #define STBTT_sqrt(x) sqrt(x) #define STBTT_pow(x,y) pow(x,y) #endif #ifndef STBTT_fmod #include #define STBTT_fmod(x,y) fmod(x,y) #endif #ifndef STBTT_cos #include #define STBTT_cos(x) cos(x) #define STBTT_acos(x) acos(x) #endif #ifndef STBTT_fabs #include #define STBTT_fabs(x) fabs(x) #endif // #define your own functions "STBTT_malloc" / "STBTT_free" to avoid malloc.h #ifndef STBTT_malloc #include #define STBTT_malloc(x,u) ((void)(u),malloc(x)) #define STBTT_free(x,u) ((void)(u),free(x)) #endif #ifndef STBTT_assert #include #define STBTT_assert(x) assert(x) #endif #ifndef STBTT_strlen #include #define STBTT_strlen(x) strlen(x) #endif #ifndef STBTT_memcpy #include #define STBTT_memcpy memcpy #define STBTT_memset memset #endif #endif /////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////// //// //// INTERFACE //// //// #ifndef __STB_INCLUDE_STB_TRUETYPE_H__ #define __STB_INCLUDE_STB_TRUETYPE_H__ #ifdef STBTT_STATIC #define STBTT_DEF static #else #define STBTT_DEF extern #endif #ifdef __cplusplus extern "C" { #endif // private structure typedef struct { unsigned char *data; int cursor; int size; } stbtt__buf; ////////////////////////////////////////////////////////////////////////////// // // TEXTURE BAKING API // // If you use this API, you only have to call two functions ever. // typedef struct { unsigned short x0,y0,x1,y1; // coordinates of bbox in bitmap float xoff,yoff,xadvance; } stbtt_bakedchar; STBTT_DEF int stbtt_BakeFontBitmap(const unsigned char *data, int offset, // font location (use offset=0 for plain .ttf) float pixel_height, // height of font in pixels unsigned char *pixels, int pw, int ph, // bitmap to be filled in int first_char, int num_chars, // characters to bake stbtt_bakedchar *chardata); // you allocate this, it's num_chars long // if return is positive, the first unused row of the bitmap // if return is negative, returns the negative of the number of characters that fit // if return is 0, no characters fit and no rows were used // This uses a very crappy packing. typedef struct { float x0,y0,s0,t0; // top-left float x1,y1,s1,t1; // bottom-right } stbtt_aligned_quad; STBTT_DEF void stbtt_GetBakedQuad(const stbtt_bakedchar *chardata, int pw, int ph, // same data as above int char_index, // character to display float *xpos, float *ypos, // pointers to current position in screen pixel space stbtt_aligned_quad *q, // output: quad to draw int opengl_fillrule); // true if opengl fill rule; false if DX9 or earlier // Call GetBakedQuad with char_index = 'character - first_char', and it // creates the quad you need to draw and advances the current position. // // The coordinate system used assumes y increases downwards. // // Characters will extend both above and below the current position; // see discussion of "BASELINE" above. // // It's inefficient; you might want to c&p it and optimize it. STBTT_DEF void stbtt_GetScaledFontVMetrics(const unsigned char *fontdata, int index, float size, float *ascent, float *descent, float *lineGap); // Query the font vertical metrics without having to create a font first. ////////////////////////////////////////////////////////////////////////////// // // NEW TEXTURE BAKING API // // This provides options for packing multiple fonts into one atlas, not // perfectly but better than nothing. typedef struct { unsigned short x0,y0,x1,y1; // coordinates of bbox in bitmap float xoff,yoff,xadvance; float xoff2,yoff2; } stbtt_packedchar; typedef struct stbtt_pack_context stbtt_pack_context; typedef struct stbtt_fontinfo stbtt_fontinfo; #ifndef STB_RECT_PACK_VERSION typedef struct stbrp_rect stbrp_rect; #endif STBTT_DEF int stbtt_PackBegin(stbtt_pack_context *spc, unsigned char *pixels, int width, int height, int stride_in_bytes, int padding, void *alloc_context); // Initializes a packing context stored in the passed-in stbtt_pack_context. // Future calls using this context will pack characters into the bitmap passed // in here: a 1-channel bitmap that is width * height. stride_in_bytes is // the distance from one row to the next (or 0 to mean they are packed tightly // together). "padding" is the amount of padding to leave between each // character (normally you want '1' for bitmaps you'll use as textures with // bilinear filtering). // // Returns 0 on failure, 1 on success. STBTT_DEF void stbtt_PackEnd (stbtt_pack_context *spc); // Cleans up the packing context and frees all memory. #define STBTT_POINT_SIZE(x) (-(x)) STBTT_DEF int stbtt_PackFontRange(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, float font_size, int first_unicode_char_in_range, int num_chars_in_range, stbtt_packedchar *chardata_for_range); // Creates character bitmaps from the font_index'th font found in fontdata (use // font_index=0 if you don't know what that is). It creates num_chars_in_range // bitmaps for characters with unicode values starting at first_unicode_char_in_range // and increasing. Data for how to render them is stored in chardata_for_range; // pass these to stbtt_GetPackedQuad to get back renderable quads. // // font_size is the full height of the character from ascender to descender, // as computed by stbtt_ScaleForPixelHeight. To use a point size as computed // by stbtt_ScaleForMappingEmToPixels, wrap the point size in STBTT_POINT_SIZE() // and pass that result as 'font_size': // ..., 20 , ... // font max minus min y is 20 pixels tall // ..., STBTT_POINT_SIZE(20), ... // 'M' is 20 pixels tall typedef struct { float font_size; int first_unicode_codepoint_in_range; // if non-zero, then the chars are continuous, and this is the first codepoint int *array_of_unicode_codepoints; // if non-zero, then this is an array of unicode codepoints int num_chars; stbtt_packedchar *chardata_for_range; // output unsigned char h_oversample, v_oversample; // don't set these, they're used internally } stbtt_pack_range; STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, stbtt_pack_range *ranges, int num_ranges); // Creates character bitmaps from multiple ranges of characters stored in // ranges. This will usually create a better-packed bitmap than multiple // calls to stbtt_PackFontRange. Note that you can call this multiple // times within a single PackBegin/PackEnd. STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h_oversample, unsigned int v_oversample); // Oversampling a font increases the quality by allowing higher-quality subpixel // positioning, and is especially valuable at smaller text sizes. // // This function sets the amount of oversampling for all following calls to // stbtt_PackFontRange(s) or stbtt_PackFontRangesGatherRects for a given // pack context. The default (no oversampling) is achieved by h_oversample=1 // and v_oversample=1. The total number of pixels required is // h_oversample*v_oversample larger than the default; for example, 2x2 // oversampling requires 4x the storage of 1x1. For best results, render // oversampled textures with bilinear filtering. Look at the readme in // stb/tests/oversample for information about oversampled fonts // // To use with PackFontRangesGather etc., you must set it before calls // call to PackFontRangesGatherRects. STBTT_DEF void stbtt_PackSetSkipMissingCodepoints(stbtt_pack_context *spc, int skip); // If skip != 0, this tells stb_truetype to skip any codepoints for which // there is no corresponding glyph. If skip=0, which is the default, then // codepoints without a glyph recived the font's "missing character" glyph, // typically an empty box by convention. STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar *chardata, int pw, int ph, // same data as above int char_index, // character to display float *xpos, float *ypos, // pointers to current position in screen pixel space stbtt_aligned_quad *q, // output: quad to draw int align_to_integer); STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects); STBTT_DEF void stbtt_PackFontRangesPackRects(stbtt_pack_context *spc, stbrp_rect *rects, int num_rects); STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects); // Calling these functions in sequence is roughly equivalent to calling // stbtt_PackFontRanges(). If you more control over the packing of multiple // fonts, or if you want to pack custom data into a font texture, take a look // at the source to of stbtt_PackFontRanges() and create a custom version // using these functions, e.g. call GatherRects multiple times, // building up a single array of rects, then call PackRects once, // then call RenderIntoRects repeatedly. This may result in a // better packing than calling PackFontRanges multiple times // (or it may not). // this is an opaque structure that you shouldn't mess with which holds // all the context needed from PackBegin to PackEnd. struct stbtt_pack_context { void *user_allocator_context; void *pack_info; int width; int height; int stride_in_bytes; int padding; int skip_missing; unsigned int h_oversample, v_oversample; unsigned char *pixels; void *nodes; }; ////////////////////////////////////////////////////////////////////////////// // // FONT LOADING // // STBTT_DEF int stbtt_GetNumberOfFonts(const unsigned char *data); // This function will determine the number of fonts in a font file. TrueType // collection (.ttc) files may contain multiple fonts, while TrueType font // (.ttf) files only contain one font. The number of fonts can be used for // indexing with the previous function where the index is between zero and one // less than the total fonts. If an error occurs, -1 is returned. STBTT_DEF int stbtt_GetFontOffsetForIndex(const unsigned char *data, int index); // Each .ttf/.ttc file may have more than one font. Each font has a sequential // index number starting from 0. Call this function to get the font offset for // a given index; it returns -1 if the index is out of range. A regular .ttf // file will only define one font and it always be at offset 0, so it will // return '0' for index 0, and -1 for all other indices. // The following structure is defined publicly so you can declare one on // the stack or as a global or etc, but you should treat it as opaque. struct stbtt_fontinfo { void * userdata; unsigned char * data; // pointer to .ttf file int fontstart; // offset of start of font int numGlyphs; // number of glyphs, needed for range checking int loca,head,glyf,hhea,hmtx,kern,gpos,svg; // table locations as offset from start of .ttf int index_map; // a cmap mapping for our chosen character encoding int indexToLocFormat; // format needed to map from glyph index to glyph stbtt__buf cff; // cff font data stbtt__buf charstrings; // the charstring index stbtt__buf gsubrs; // global charstring subroutines index stbtt__buf subrs; // private charstring subroutines index stbtt__buf fontdicts; // array of font dicts stbtt__buf fdselect; // map from glyph to fontdict }; STBTT_DEF int stbtt_InitFont(stbtt_fontinfo *info, const unsigned char *data, int offset); // Given an offset into the file that defines a font, this function builds // the necessary cached info for the rest of the system. You must allocate // the stbtt_fontinfo yourself, and stbtt_InitFont will fill it out. You don't // need to do anything special to free it, because the contents are pure // value data with no additional data structures. Returns 0 on failure. ////////////////////////////////////////////////////////////////////////////// // // CHARACTER TO GLYPH-INDEX CONVERSIOn STBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo *info, int unicode_codepoint); // If you're going to perform multiple operations on the same character // and you want a speed-up, call this function with the character you're // going to process, then use glyph-based functions instead of the // codepoint-based functions. // Returns 0 if the character codepoint is not defined in the font. ////////////////////////////////////////////////////////////////////////////// // // CHARACTER PROPERTIES // STBTT_DEF float stbtt_ScaleForPixelHeight(const stbtt_fontinfo *info, float pixels); // computes a scale factor to produce a font whose "height" is 'pixels' tall. // Height is measured as the distance from the highest ascender to the lowest // descender; in other words, it's equivalent to calling stbtt_GetFontVMetrics // and computing: // scale = pixels / (ascent - descent) // so if you prefer to measure height by the ascent only, use a similar calculation. STBTT_DEF float stbtt_ScaleForMappingEmToPixels(const stbtt_fontinfo *info, float pixels); // computes a scale factor to produce a font whose EM size is mapped to // 'pixels' tall. This is probably what traditional APIs compute, but // I'm not positive. STBTT_DEF void stbtt_GetFontVMetrics(const stbtt_fontinfo *info, int *ascent, int *descent, int *lineGap); // ascent is the coordinate above the baseline the font extends; descent // is the coordinate below the baseline the font extends (i.e. it is typically negative) // lineGap is the spacing between one row's descent and the next row's ascent... // so you should advance the vertical position by "*ascent - *descent + *lineGap" // these are expressed in unscaled coordinates, so you must multiply by // the scale factor for a given size STBTT_DEF int stbtt_GetFontVMetricsOS2(const stbtt_fontinfo *info, int *typoAscent, int *typoDescent, int *typoLineGap); // analogous to GetFontVMetrics, but returns the "typographic" values from the OS/2 // table (specific to MS/Windows TTF files). // // Returns 1 on success (table present), 0 on failure. STBTT_DEF void stbtt_GetFontBoundingBox(const stbtt_fontinfo *info, int *x0, int *y0, int *x1, int *y1); // the bounding box around all possible characters STBTT_DEF void stbtt_GetCodepointHMetrics(const stbtt_fontinfo *info, int codepoint, int *advanceWidth, int *leftSideBearing); // leftSideBearing is the offset from the current horizontal position to the left edge of the character // advanceWidth is the offset from the current horizontal position to the next horizontal position // these are expressed in unscaled coordinates STBTT_DEF int stbtt_GetCodepointKernAdvance(const stbtt_fontinfo *info, int ch1, int ch2); // an additional amount to add to the 'advance' value between ch1 and ch2 STBTT_DEF int stbtt_GetCodepointBox(const stbtt_fontinfo *info, int codepoint, int *x0, int *y0, int *x1, int *y1); // Gets the bounding box of the visible part of the glyph, in unscaled coordinates STBTT_DEF void stbtt_GetGlyphHMetrics(const stbtt_fontinfo *info, int glyph_index, int *advanceWidth, int *leftSideBearing); STBTT_DEF int stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2); STBTT_DEF int stbtt_GetGlyphBox(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1); // as above, but takes one or more glyph indices for greater efficiency typedef struct stbtt_kerningentry { int glyph1; // use stbtt_FindGlyphIndex int glyph2; int advance; } stbtt_kerningentry; STBTT_DEF int stbtt_GetKerningTableLength(const stbtt_fontinfo *info); STBTT_DEF int stbtt_GetKerningTable(const stbtt_fontinfo *info, stbtt_kerningentry* table, int table_length); // Retrieves a complete list of all of the kerning pairs provided by the font // stbtt_GetKerningTable never writes more than table_length entries and returns how many entries it did write. // The table will be sorted by (a.glyph1 == b.glyph1)?(a.glyph2 < b.glyph2):(a.glyph1 < b.glyph1) ////////////////////////////////////////////////////////////////////////////// // // GLYPH SHAPES (you probably don't need these, but they have to go before // the bitmaps for C declaration-order reasons) // #ifndef STBTT_vmove // you can predefine these to use different values (but why?) enum { STBTT_vmove=1, STBTT_vline, STBTT_vcurve, STBTT_vcubic }; #endif #ifndef stbtt_vertex // you can predefine this to use different values // (we share this with other code at RAD) #define stbtt_vertex_type short // can't use stbtt_int16 because that's not visible in the header file typedef struct { stbtt_vertex_type x,y,cx,cy,cx1,cy1; unsigned char type,padding; } stbtt_vertex; #endif STBTT_DEF int stbtt_IsGlyphEmpty(const stbtt_fontinfo *info, int glyph_index); // returns non-zero if nothing is drawn for this glyph STBTT_DEF int stbtt_GetCodepointShape(const stbtt_fontinfo *info, int unicode_codepoint, stbtt_vertex **vertices); STBTT_DEF int stbtt_GetGlyphShape(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **vertices); // returns # of vertices and fills *vertices with the pointer to them // these are expressed in "unscaled" coordinates // // The shape is a series of contours. Each one starts with // a STBTT_moveto, then consists of a series of mixed // STBTT_lineto and STBTT_curveto segments. A lineto // draws a line from previous endpoint to its x,y; a curveto // draws a quadratic bezier from previous endpoint to // its x,y, using cx,cy as the bezier control point. STBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo *info, stbtt_vertex *vertices); // frees the data allocated above STBTT_DEF unsigned char *stbtt_FindSVGDoc(const stbtt_fontinfo *info, int gl); STBTT_DEF int stbtt_GetCodepointSVG(const stbtt_fontinfo *info, int unicode_codepoint, const char **svg); STBTT_DEF int stbtt_GetGlyphSVG(const stbtt_fontinfo *info, int gl, const char **svg); // fills svg with the character's SVG data. // returns data size or 0 if SVG not found. ////////////////////////////////////////////////////////////////////////////// // // BITMAP RENDERING // STBTT_DEF void stbtt_FreeBitmap(unsigned char *bitmap, void *userdata); // frees the bitmap allocated below STBTT_DEF unsigned char *stbtt_GetCodepointBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int codepoint, int *width, int *height, int *xoff, int *yoff); // allocates a large-enough single-channel 8bpp bitmap and renders the // specified character/glyph at the specified scale into it, with // antialiasing. 0 is no coverage (transparent), 255 is fully covered (opaque). // *width & *height are filled out with the width & height of the bitmap, // which is stored left-to-right, top-to-bottom. // // xoff/yoff are the offset it pixel space from the glyph origin to the top-left of the bitmap STBTT_DEF unsigned char *stbtt_GetCodepointBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint, int *width, int *height, int *xoff, int *yoff); // the same as stbtt_GetCodepoitnBitmap, but you can specify a subpixel // shift for the character STBTT_DEF void stbtt_MakeCodepointBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int codepoint); // the same as stbtt_GetCodepointBitmap, but you pass in storage for the bitmap // in the form of 'output', with row spacing of 'out_stride' bytes. the bitmap // is clipped to out_w/out_h bytes. Call stbtt_GetCodepointBitmapBox to get the // width and height and positioning info for it first. STBTT_DEF void stbtt_MakeCodepointBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint); // same as stbtt_MakeCodepointBitmap, but you can specify a subpixel // shift for the character STBTT_DEF void stbtt_MakeCodepointBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int codepoint); // same as stbtt_MakeCodepointBitmapSubpixel, but prefiltering // is performed (see stbtt_PackSetOversampling) STBTT_DEF void stbtt_GetCodepointBitmapBox(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1); // get the bbox of the bitmap centered around the glyph origin; so the // bitmap width is ix1-ix0, height is iy1-iy0, and location to place // the bitmap top left is (leftSideBearing*scale,iy0). // (Note that the bitmap uses y-increases-down, but the shape uses // y-increases-up, so CodepointBitmapBox and CodepointBox are inverted.) STBTT_DEF void stbtt_GetCodepointBitmapBoxSubpixel(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1); // same as stbtt_GetCodepointBitmapBox, but you can specify a subpixel // shift for the character // the following functions are equivalent to the above functions, but operate // on glyph indices instead of Unicode codepoints (for efficiency) STBTT_DEF unsigned char *stbtt_GetGlyphBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int glyph, int *width, int *height, int *xoff, int *yoff); STBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int glyph, int *width, int *height, int *xoff, int *yoff); STBTT_DEF void stbtt_MakeGlyphBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int glyph); STBTT_DEF void stbtt_MakeGlyphBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int glyph); STBTT_DEF void stbtt_MakeGlyphBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int glyph); STBTT_DEF void stbtt_GetGlyphBitmapBox(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1); STBTT_DEF void stbtt_GetGlyphBitmapBoxSubpixel(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y,float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1); // @TODO: don't expose this structure typedef struct { int w,h,stride; unsigned char *pixels; } stbtt__bitmap; // rasterize a shape with quadratic beziers into a bitmap STBTT_DEF void stbtt_Rasterize(stbtt__bitmap *result, // 1-channel bitmap to draw into float flatness_in_pixels, // allowable error of curve in pixels stbtt_vertex *vertices, // array of vertices defining shape int num_verts, // number of vertices in above array float scale_x, float scale_y, // scale applied to input vertices float shift_x, float shift_y, // translation applied to input vertices int x_off, int y_off, // another translation applied to input int invert, // if non-zero, vertically flip shape void *userdata); // context for to STBTT_MALLOC ////////////////////////////////////////////////////////////////////////////// // // Signed Distance Function (or Field) rendering STBTT_DEF void stbtt_FreeSDF(unsigned char *bitmap, void *userdata); // frees the SDF bitmap allocated below STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float scale, int glyph, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff); STBTT_DEF unsigned char * stbtt_GetCodepointSDF(const stbtt_fontinfo *info, float scale, int codepoint, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff); // These functions compute a discretized SDF field for a single character, suitable for storing // in a single-channel texture, sampling with bilinear filtering, and testing against // larger than some threshold to produce scalable fonts. // info -- the font // scale -- controls the size of the resulting SDF bitmap, same as it would be creating a regular bitmap // glyph/codepoint -- the character to generate the SDF for // padding -- extra "pixels" around the character which are filled with the distance to the character (not 0), // which allows effects like bit outlines // onedge_value -- value 0-255 to test the SDF against to reconstruct the character (i.e. the isocontour of the character) // pixel_dist_scale -- what value the SDF should increase by when moving one SDF "pixel" away from the edge (on the 0..255 scale) // if positive, > onedge_value is inside; if negative, < onedge_value is inside // width,height -- output height & width of the SDF bitmap (including padding) // xoff,yoff -- output origin of the character // return value -- a 2D array of bytes 0..255, width*height in size // // pixel_dist_scale & onedge_value are a scale & bias that allows you to make // optimal use of the limited 0..255 for your application, trading off precision // and special effects. SDF values outside the range 0..255 are clamped to 0..255. // // Example: // scale = stbtt_ScaleForPixelHeight(22) // padding = 5 // onedge_value = 180 // pixel_dist_scale = 180/5.0 = 36.0 // // This will create an SDF bitmap in which the character is about 22 pixels // high but the whole bitmap is about 22+5+5=32 pixels high. To produce a filled // shape, sample the SDF at each pixel and fill the pixel if the SDF value // is greater than or equal to 180/255. (You'll actually want to antialias, // which is beyond the scope of this example.) Additionally, you can compute // offset outlines (e.g. to stroke the character border inside & outside, // or only outside). For example, to fill outside the character up to 3 SDF // pixels, you would compare against (180-36.0*3)/255 = 72/255. The above // choice of variables maps a range from 5 pixels outside the shape to // 2 pixels inside the shape to 0..255; this is intended primarily for apply // outside effects only (the interior range is needed to allow proper // antialiasing of the font at *smaller* sizes) // // The function computes the SDF analytically at each SDF pixel, not by e.g. // building a higher-res bitmap and approximating it. In theory the quality // should be as high as possible for an SDF of this size & representation, but // unclear if this is true in practice (perhaps building a higher-res bitmap // and computing from that can allow drop-out prevention). // // The algorithm has not been optimized at all, so expect it to be slow // if computing lots of characters or very large sizes. ////////////////////////////////////////////////////////////////////////////// // // Finding the right font... // // You should really just solve this offline, keep your own tables // of what font is what, and don't try to get it out of the .ttf file. // That's because getting it out of the .ttf file is really hard, because // the names in the file can appear in many possible encodings, in many // possible languages, and e.g. if you need a case-insensitive comparison, // the details of that depend on the encoding & language in a complex way // (actually underspecified in truetype, but also gigantic). // // But you can use the provided functions in two possible ways: // stbtt_FindMatchingFont() will use *case-sensitive* comparisons on // unicode-encoded names to try to find the font you want; // you can run this before calling stbtt_InitFont() // // stbtt_GetFontNameString() lets you get any of the various strings // from the file yourself and do your own comparisons on them. // You have to have called stbtt_InitFont() first. STBTT_DEF int stbtt_FindMatchingFont(const unsigned char *fontdata, const char *name, int flags); // returns the offset (not index) of the font that matches, or -1 if none // if you use STBTT_MACSTYLE_DONTCARE, use a font name like "Arial Bold". // if you use any other flag, use a font name like "Arial"; this checks // the 'macStyle' header field; i don't know if fonts set this consistently #define STBTT_MACSTYLE_DONTCARE 0 #define STBTT_MACSTYLE_BOLD 1 #define STBTT_MACSTYLE_ITALIC 2 #define STBTT_MACSTYLE_UNDERSCORE 4 #define STBTT_MACSTYLE_NONE 8 // <= not same as 0, this makes us check the bitfield is 0 STBTT_DEF int stbtt_CompareUTF8toUTF16_bigendian(const char *s1, int len1, const char *s2, int len2); // returns 1/0 whether the first string interpreted as utf8 is identical to // the second string interpreted as big-endian utf16... useful for strings from next func STBTT_DEF const char *stbtt_GetFontNameString(const stbtt_fontinfo *font, int *length, int platformID, int encodingID, int languageID, int nameID); // returns the string (which may be big-endian double byte, e.g. for unicode) // and puts the length in bytes in *length. // // some of the values for the IDs are below; for more see the truetype spec: // http://developer.apple.com/textfonts/TTRefMan/RM06/Chap6name.html // http://www.microsoft.com/typography/otspec/name.htm enum { // platformID STBTT_PLATFORM_ID_UNICODE =0, STBTT_PLATFORM_ID_MAC =1, STBTT_PLATFORM_ID_ISO =2, STBTT_PLATFORM_ID_MICROSOFT =3 }; enum { // encodingID for STBTT_PLATFORM_ID_UNICODE STBTT_UNICODE_EID_UNICODE_1_0 =0, STBTT_UNICODE_EID_UNICODE_1_1 =1, STBTT_UNICODE_EID_ISO_10646 =2, STBTT_UNICODE_EID_UNICODE_2_0_BMP=3, STBTT_UNICODE_EID_UNICODE_2_0_FULL=4 }; enum { // encodingID for STBTT_PLATFORM_ID_MICROSOFT STBTT_MS_EID_SYMBOL =0, STBTT_MS_EID_UNICODE_BMP =1, STBTT_MS_EID_SHIFTJIS =2, STBTT_MS_EID_UNICODE_FULL =10 }; enum { // encodingID for STBTT_PLATFORM_ID_MAC; same as Script Manager codes STBTT_MAC_EID_ROMAN =0, STBTT_MAC_EID_ARABIC =4, STBTT_MAC_EID_JAPANESE =1, STBTT_MAC_EID_HEBREW =5, STBTT_MAC_EID_CHINESE_TRAD =2, STBTT_MAC_EID_GREEK =6, STBTT_MAC_EID_KOREAN =3, STBTT_MAC_EID_RUSSIAN =7 }; enum { // languageID for STBTT_PLATFORM_ID_MICROSOFT; same as LCID... // problematic because there are e.g. 16 english LCIDs and 16 arabic LCIDs STBTT_MS_LANG_ENGLISH =0x0409, STBTT_MS_LANG_ITALIAN =0x0410, STBTT_MS_LANG_CHINESE =0x0804, STBTT_MS_LANG_JAPANESE =0x0411, STBTT_MS_LANG_DUTCH =0x0413, STBTT_MS_LANG_KOREAN =0x0412, STBTT_MS_LANG_FRENCH =0x040c, STBTT_MS_LANG_RUSSIAN =0x0419, STBTT_MS_LANG_GERMAN =0x0407, STBTT_MS_LANG_SPANISH =0x0409, STBTT_MS_LANG_HEBREW =0x040d, STBTT_MS_LANG_SWEDISH =0x041D }; enum { // languageID for STBTT_PLATFORM_ID_MAC STBTT_MAC_LANG_ENGLISH =0 , STBTT_MAC_LANG_JAPANESE =11, STBTT_MAC_LANG_ARABIC =12, STBTT_MAC_LANG_KOREAN =23, STBTT_MAC_LANG_DUTCH =4 , STBTT_MAC_LANG_RUSSIAN =32, STBTT_MAC_LANG_FRENCH =1 , STBTT_MAC_LANG_SPANISH =6 , STBTT_MAC_LANG_GERMAN =2 , STBTT_MAC_LANG_SWEDISH =5 , STBTT_MAC_LANG_HEBREW =10, STBTT_MAC_LANG_CHINESE_SIMPLIFIED =33, STBTT_MAC_LANG_ITALIAN =3 , STBTT_MAC_LANG_CHINESE_TRAD =19 }; #ifdef __cplusplus } #endif #endif // __STB_INCLUDE_STB_TRUETYPE_H__ /////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////// //// //// IMPLEMENTATION //// //// #ifdef STB_TRUETYPE_IMPLEMENTATION #ifndef STBTT_MAX_OVERSAMPLE #define STBTT_MAX_OVERSAMPLE 8 #endif #if STBTT_MAX_OVERSAMPLE > 255 #error "STBTT_MAX_OVERSAMPLE cannot be > 255" #endif typedef int stbtt__test_oversample_pow2[(STBTT_MAX_OVERSAMPLE & (STBTT_MAX_OVERSAMPLE-1)) == 0 ? 1 : -1]; #ifndef STBTT_RASTERIZER_VERSION #define STBTT_RASTERIZER_VERSION 2 #endif #ifdef _MSC_VER #define STBTT__NOTUSED(v) (void)(v) #else #define STBTT__NOTUSED(v) (void)sizeof(v) #endif ////////////////////////////////////////////////////////////////////////// // // stbtt__buf helpers to parse data from file // static stbtt_uint8 stbtt__buf_get8(stbtt__buf *b) { if (b->cursor >= b->size) return 0; return b->data[b->cursor++]; } static stbtt_uint8 stbtt__buf_peek8(stbtt__buf *b) { if (b->cursor >= b->size) return 0; return b->data[b->cursor]; } static void stbtt__buf_seek(stbtt__buf *b, int o) { STBTT_assert(!(o > b->size || o < 0)); b->cursor = (o > b->size || o < 0) ? b->size : o; } static void stbtt__buf_skip(stbtt__buf *b, int o) { stbtt__buf_seek(b, b->cursor + o); } static stbtt_uint32 stbtt__buf_get(stbtt__buf *b, int n) { stbtt_uint32 v = 0; int i; STBTT_assert(n >= 1 && n <= 4); for (i = 0; i < n; i++) v = (v << 8) | stbtt__buf_get8(b); return v; } static stbtt__buf stbtt__new_buf(const void *p, size_t size) { stbtt__buf r; STBTT_assert(size < 0x40000000); r.data = (stbtt_uint8*) p; r.size = (int) size; r.cursor = 0; return r; } #define stbtt__buf_get16(b) stbtt__buf_get((b), 2) #define stbtt__buf_get32(b) stbtt__buf_get((b), 4) static stbtt__buf stbtt__buf_range(const stbtt__buf *b, int o, int s) { stbtt__buf r = stbtt__new_buf(NULL, 0); if (o < 0 || s < 0 || o > b->size || s > b->size - o) return r; r.data = b->data + o; r.size = s; return r; } static stbtt__buf stbtt__cff_get_index(stbtt__buf *b) { int count, start, offsize; start = b->cursor; count = stbtt__buf_get16(b); if (count) { offsize = stbtt__buf_get8(b); STBTT_assert(offsize >= 1 && offsize <= 4); stbtt__buf_skip(b, offsize * count); stbtt__buf_skip(b, stbtt__buf_get(b, offsize) - 1); } return stbtt__buf_range(b, start, b->cursor - start); } static stbtt_uint32 stbtt__cff_int(stbtt__buf *b) { int b0 = stbtt__buf_get8(b); if (b0 >= 32 && b0 <= 246) return b0 - 139; else if (b0 >= 247 && b0 <= 250) return (b0 - 247)*256 + stbtt__buf_get8(b) + 108; else if (b0 >= 251 && b0 <= 254) return -(b0 - 251)*256 - stbtt__buf_get8(b) - 108; else if (b0 == 28) return stbtt__buf_get16(b); else if (b0 == 29) return stbtt__buf_get32(b); STBTT_assert(0); return 0; } static void stbtt__cff_skip_operand(stbtt__buf *b) { int v, b0 = stbtt__buf_peek8(b); STBTT_assert(b0 >= 28); if (b0 == 30) { stbtt__buf_skip(b, 1); while (b->cursor < b->size) { v = stbtt__buf_get8(b); if ((v & 0xF) == 0xF || (v >> 4) == 0xF) break; } } else { stbtt__cff_int(b); } } static stbtt__buf stbtt__dict_get(stbtt__buf *b, int key) { stbtt__buf_seek(b, 0); while (b->cursor < b->size) { int start = b->cursor, end, op; while (stbtt__buf_peek8(b) >= 28) stbtt__cff_skip_operand(b); end = b->cursor; op = stbtt__buf_get8(b); if (op == 12) op = stbtt__buf_get8(b) | 0x100; if (op == key) return stbtt__buf_range(b, start, end-start); } return stbtt__buf_range(b, 0, 0); } static void stbtt__dict_get_ints(stbtt__buf *b, int key, int outcount, stbtt_uint32 *out) { int i; stbtt__buf operands = stbtt__dict_get(b, key); for (i = 0; i < outcount && operands.cursor < operands.size; i++) out[i] = stbtt__cff_int(&operands); } static int stbtt__cff_index_count(stbtt__buf *b) { stbtt__buf_seek(b, 0); return stbtt__buf_get16(b); } static stbtt__buf stbtt__cff_index_get(stbtt__buf b, int i) { int count, offsize, start, end; stbtt__buf_seek(&b, 0); count = stbtt__buf_get16(&b); offsize = stbtt__buf_get8(&b); STBTT_assert(i >= 0 && i < count); STBTT_assert(offsize >= 1 && offsize <= 4); stbtt__buf_skip(&b, i*offsize); start = stbtt__buf_get(&b, offsize); end = stbtt__buf_get(&b, offsize); return stbtt__buf_range(&b, 2+(count+1)*offsize+start, end - start); } ////////////////////////////////////////////////////////////////////////// // // accessors to parse data from file // // on platforms that don't allow misaligned reads, if we want to allow // truetype fonts that aren't padded to alignment, define ALLOW_UNALIGNED_TRUETYPE #define ttBYTE(p) (* (stbtt_uint8 *) (p)) #define ttCHAR(p) (* (stbtt_int8 *) (p)) #define ttFixed(p) ttLONG(p) static stbtt_uint16 ttUSHORT(stbtt_uint8 *p) { return p[0]*256 + p[1]; } static stbtt_int16 ttSHORT(stbtt_uint8 *p) { return p[0]*256 + p[1]; } static stbtt_uint32 ttULONG(stbtt_uint8 *p) { return (p[0]<<24) + (p[1]<<16) + (p[2]<<8) + p[3]; } static stbtt_int32 ttLONG(stbtt_uint8 *p) { return (p[0]<<24) + (p[1]<<16) + (p[2]<<8) + p[3]; } #define stbtt_tag4(p,c0,c1,c2,c3) ((p)[0] == (c0) && (p)[1] == (c1) && (p)[2] == (c2) && (p)[3] == (c3)) #define stbtt_tag(p,str) stbtt_tag4(p,str[0],str[1],str[2],str[3]) static int stbtt__isfont(stbtt_uint8 *font) { // check the version number if (stbtt_tag4(font, '1',0,0,0)) return 1; // TrueType 1 if (stbtt_tag(font, "typ1")) return 1; // TrueType with type 1 font -- we don't support this! if (stbtt_tag(font, "OTTO")) return 1; // OpenType with CFF if (stbtt_tag4(font, 0,1,0,0)) return 1; // OpenType 1.0 if (stbtt_tag(font, "true")) return 1; // Apple specification for TrueType fonts return 0; } // @OPTIMIZE: binary search static stbtt_uint32 stbtt__find_table(stbtt_uint8 *data, stbtt_uint32 fontstart, const char *tag) { stbtt_int32 num_tables = ttUSHORT(data+fontstart+4); stbtt_uint32 tabledir = fontstart + 12; stbtt_int32 i; for (i=0; i < num_tables; ++i) { stbtt_uint32 loc = tabledir + 16*i; if (stbtt_tag(data+loc+0, tag)) return ttULONG(data+loc+8); } return 0; } static int stbtt_GetFontOffsetForIndex_internal(unsigned char *font_collection, int index) { // if it's just a font, there's only one valid index if (stbtt__isfont(font_collection)) return index == 0 ? 0 : -1; // check if it's a TTC if (stbtt_tag(font_collection, "ttcf")) { // version 1? if (ttULONG(font_collection+4) == 0x00010000 || ttULONG(font_collection+4) == 0x00020000) { stbtt_int32 n = ttLONG(font_collection+8); if (index >= n) return -1; return ttULONG(font_collection+12+index*4); } } return -1; } static int stbtt_GetNumberOfFonts_internal(unsigned char *font_collection) { // if it's just a font, there's only one valid font if (stbtt__isfont(font_collection)) return 1; // check if it's a TTC if (stbtt_tag(font_collection, "ttcf")) { // version 1? if (ttULONG(font_collection+4) == 0x00010000 || ttULONG(font_collection+4) == 0x00020000) { return ttLONG(font_collection+8); } } return 0; } static stbtt__buf stbtt__get_subrs(stbtt__buf cff, stbtt__buf fontdict) { stbtt_uint32 subrsoff = 0, private_loc[2] = { 0, 0 }; stbtt__buf pdict; stbtt__dict_get_ints(&fontdict, 18, 2, private_loc); if (!private_loc[1] || !private_loc[0]) return stbtt__new_buf(NULL, 0); pdict = stbtt__buf_range(&cff, private_loc[1], private_loc[0]); stbtt__dict_get_ints(&pdict, 19, 1, &subrsoff); if (!subrsoff) return stbtt__new_buf(NULL, 0); stbtt__buf_seek(&cff, private_loc[1]+subrsoff); return stbtt__cff_get_index(&cff); } // since most people won't use this, find this table the first time it's needed static int stbtt__get_svg(stbtt_fontinfo *info) { stbtt_uint32 t; if (info->svg < 0) { t = stbtt__find_table(info->data, info->fontstart, "SVG "); if (t) { stbtt_uint32 offset = ttULONG(info->data + t + 2); info->svg = t + offset; } else { info->svg = 0; } } return info->svg; } static int stbtt_InitFont_internal(stbtt_fontinfo *info, unsigned char *data, int fontstart) { stbtt_uint32 cmap, t; stbtt_int32 i,numTables; info->data = data; info->fontstart = fontstart; info->cff = stbtt__new_buf(NULL, 0); cmap = stbtt__find_table(data, fontstart, "cmap"); // required info->loca = stbtt__find_table(data, fontstart, "loca"); // required info->head = stbtt__find_table(data, fontstart, "head"); // required info->glyf = stbtt__find_table(data, fontstart, "glyf"); // required info->hhea = stbtt__find_table(data, fontstart, "hhea"); // required info->hmtx = stbtt__find_table(data, fontstart, "hmtx"); // required info->kern = stbtt__find_table(data, fontstart, "kern"); // not required info->gpos = stbtt__find_table(data, fontstart, "GPOS"); // not required if (!cmap || !info->head || !info->hhea || !info->hmtx) return 0; if (info->glyf) { // required for truetype if (!info->loca) return 0; } else { // initialization for CFF / Type2 fonts (OTF) stbtt__buf b, topdict, topdictidx; stbtt_uint32 cstype = 2, charstrings = 0, fdarrayoff = 0, fdselectoff = 0; stbtt_uint32 cff; cff = stbtt__find_table(data, fontstart, "CFF "); if (!cff) return 0; info->fontdicts = stbtt__new_buf(NULL, 0); info->fdselect = stbtt__new_buf(NULL, 0); // @TODO this should use size from table (not 512MB) info->cff = stbtt__new_buf(data+cff, 512*1024*1024); b = info->cff; // read the header stbtt__buf_skip(&b, 2); stbtt__buf_seek(&b, stbtt__buf_get8(&b)); // hdrsize // @TODO the name INDEX could list multiple fonts, // but we just use the first one. stbtt__cff_get_index(&b); // name INDEX topdictidx = stbtt__cff_get_index(&b); topdict = stbtt__cff_index_get(topdictidx, 0); stbtt__cff_get_index(&b); // string INDEX info->gsubrs = stbtt__cff_get_index(&b); stbtt__dict_get_ints(&topdict, 17, 1, &charstrings); stbtt__dict_get_ints(&topdict, 0x100 | 6, 1, &cstype); stbtt__dict_get_ints(&topdict, 0x100 | 36, 1, &fdarrayoff); stbtt__dict_get_ints(&topdict, 0x100 | 37, 1, &fdselectoff); info->subrs = stbtt__get_subrs(b, topdict); // we only support Type 2 charstrings if (cstype != 2) return 0; if (charstrings == 0) return 0; if (fdarrayoff) { // looks like a CID font if (!fdselectoff) return 0; stbtt__buf_seek(&b, fdarrayoff); info->fontdicts = stbtt__cff_get_index(&b); info->fdselect = stbtt__buf_range(&b, fdselectoff, b.size-fdselectoff); } stbtt__buf_seek(&b, charstrings); info->charstrings = stbtt__cff_get_index(&b); } t = stbtt__find_table(data, fontstart, "maxp"); if (t) info->numGlyphs = ttUSHORT(data+t+4); else info->numGlyphs = 0xffff; info->svg = -1; // find a cmap encoding table we understand *now* to avoid searching // later. (todo: could make this installable) // the same regardless of glyph. numTables = ttUSHORT(data + cmap + 2); info->index_map = 0; for (i=0; i < numTables; ++i) { stbtt_uint32 encoding_record = cmap + 4 + 8 * i; // find an encoding we understand: switch(ttUSHORT(data+encoding_record)) { case STBTT_PLATFORM_ID_MICROSOFT: switch (ttUSHORT(data+encoding_record+2)) { case STBTT_MS_EID_UNICODE_BMP: case STBTT_MS_EID_UNICODE_FULL: // MS/Unicode info->index_map = cmap + ttULONG(data+encoding_record+4); break; } break; case STBTT_PLATFORM_ID_UNICODE: // Mac/iOS has these // all the encodingIDs are unicode, so we don't bother to check it info->index_map = cmap + ttULONG(data+encoding_record+4); break; } } if (info->index_map == 0) return 0; info->indexToLocFormat = ttUSHORT(data+info->head + 50); return 1; } STBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo *info, int unicode_codepoint) { stbtt_uint8 *data = info->data; stbtt_uint32 index_map = info->index_map; stbtt_uint16 format = ttUSHORT(data + index_map + 0); if (format == 0) { // apple byte encoding stbtt_int32 bytes = ttUSHORT(data + index_map + 2); if (unicode_codepoint < bytes-6) return ttBYTE(data + index_map + 6 + unicode_codepoint); return 0; } else if (format == 6) { stbtt_uint32 first = ttUSHORT(data + index_map + 6); stbtt_uint32 count = ttUSHORT(data + index_map + 8); if ((stbtt_uint32) unicode_codepoint >= first && (stbtt_uint32) unicode_codepoint < first+count) return ttUSHORT(data + index_map + 10 + (unicode_codepoint - first)*2); return 0; } else if (format == 2) { STBTT_assert(0); // @TODO: high-byte mapping for japanese/chinese/korean return 0; } else if (format == 4) { // standard mapping for windows fonts: binary search collection of ranges stbtt_uint16 segcount = ttUSHORT(data+index_map+6) >> 1; stbtt_uint16 searchRange = ttUSHORT(data+index_map+8) >> 1; stbtt_uint16 entrySelector = ttUSHORT(data+index_map+10); stbtt_uint16 rangeShift = ttUSHORT(data+index_map+12) >> 1; // do a binary search of the segments stbtt_uint32 endCount = index_map + 14; stbtt_uint32 search = endCount; if (unicode_codepoint > 0xffff) return 0; // they lie from endCount .. endCount + segCount // but searchRange is the nearest power of two, so... if (unicode_codepoint >= ttUSHORT(data + search + rangeShift*2)) search += rangeShift*2; // now decrement to bias correctly to find smallest search -= 2; while (entrySelector) { stbtt_uint16 end; searchRange >>= 1; end = ttUSHORT(data + search + searchRange*2); if (unicode_codepoint > end) search += searchRange*2; --entrySelector; } search += 2; { stbtt_uint16 offset, start, last; stbtt_uint16 item = (stbtt_uint16) ((search - endCount) >> 1); start = ttUSHORT(data + index_map + 14 + segcount*2 + 2 + 2*item); last = ttUSHORT(data + endCount + 2*item); if (unicode_codepoint < start || unicode_codepoint > last) return 0; offset = ttUSHORT(data + index_map + 14 + segcount*6 + 2 + 2*item); if (offset == 0) return (stbtt_uint16) (unicode_codepoint + ttSHORT(data + index_map + 14 + segcount*4 + 2 + 2*item)); return ttUSHORT(data + offset + (unicode_codepoint-start)*2 + index_map + 14 + segcount*6 + 2 + 2*item); } } else if (format == 12 || format == 13) { stbtt_uint32 ngroups = ttULONG(data+index_map+12); stbtt_int32 low,high; low = 0; high = (stbtt_int32)ngroups; // Binary search the right group. while (low < high) { stbtt_int32 mid = low + ((high-low) >> 1); // rounds down, so low <= mid < high stbtt_uint32 start_char = ttULONG(data+index_map+16+mid*12); stbtt_uint32 end_char = ttULONG(data+index_map+16+mid*12+4); if ((stbtt_uint32) unicode_codepoint < start_char) high = mid; else if ((stbtt_uint32) unicode_codepoint > end_char) low = mid+1; else { stbtt_uint32 start_glyph = ttULONG(data+index_map+16+mid*12+8); if (format == 12) return start_glyph + unicode_codepoint-start_char; else // format == 13 return start_glyph; } } return 0; // not found } // @TODO STBTT_assert(0); return 0; } STBTT_DEF int stbtt_GetCodepointShape(const stbtt_fontinfo *info, int unicode_codepoint, stbtt_vertex **vertices) { return stbtt_GetGlyphShape(info, stbtt_FindGlyphIndex(info, unicode_codepoint), vertices); } static void stbtt_setvertex(stbtt_vertex *v, stbtt_uint8 type, stbtt_int32 x, stbtt_int32 y, stbtt_int32 cx, stbtt_int32 cy) { v->type = type; v->x = (stbtt_int16) x; v->y = (stbtt_int16) y; v->cx = (stbtt_int16) cx; v->cy = (stbtt_int16) cy; } static int stbtt__GetGlyfOffset(const stbtt_fontinfo *info, int glyph_index) { int g1,g2; STBTT_assert(!info->cff.size); if (glyph_index >= info->numGlyphs) return -1; // glyph index out of range if (info->indexToLocFormat >= 2) return -1; // unknown index->glyph map format if (info->indexToLocFormat == 0) { g1 = info->glyf + ttUSHORT(info->data + info->loca + glyph_index * 2) * 2; g2 = info->glyf + ttUSHORT(info->data + info->loca + glyph_index * 2 + 2) * 2; } else { g1 = info->glyf + ttULONG (info->data + info->loca + glyph_index * 4); g2 = info->glyf + ttULONG (info->data + info->loca + glyph_index * 4 + 4); } return g1==g2 ? -1 : g1; // if length is 0, return -1 } static int stbtt__GetGlyphInfoT2(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1); STBTT_DEF int stbtt_GetGlyphBox(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1) { if (info->cff.size) { stbtt__GetGlyphInfoT2(info, glyph_index, x0, y0, x1, y1); } else { int g = stbtt__GetGlyfOffset(info, glyph_index); if (g < 0) return 0; if (x0) *x0 = ttSHORT(info->data + g + 2); if (y0) *y0 = ttSHORT(info->data + g + 4); if (x1) *x1 = ttSHORT(info->data + g + 6); if (y1) *y1 = ttSHORT(info->data + g + 8); } return 1; } STBTT_DEF int stbtt_GetCodepointBox(const stbtt_fontinfo *info, int codepoint, int *x0, int *y0, int *x1, int *y1) { return stbtt_GetGlyphBox(info, stbtt_FindGlyphIndex(info,codepoint), x0,y0,x1,y1); } STBTT_DEF int stbtt_IsGlyphEmpty(const stbtt_fontinfo *info, int glyph_index) { stbtt_int16 numberOfContours; int g; if (info->cff.size) return stbtt__GetGlyphInfoT2(info, glyph_index, NULL, NULL, NULL, NULL) == 0; g = stbtt__GetGlyfOffset(info, glyph_index); if (g < 0) return 1; numberOfContours = ttSHORT(info->data + g); return numberOfContours == 0; } static int stbtt__close_shape(stbtt_vertex *vertices, int num_vertices, int was_off, int start_off, stbtt_int32 sx, stbtt_int32 sy, stbtt_int32 scx, stbtt_int32 scy, stbtt_int32 cx, stbtt_int32 cy) { if (start_off) { if (was_off) stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, (cx+scx)>>1, (cy+scy)>>1, cx,cy); stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, sx,sy,scx,scy); } else { if (was_off) stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve,sx,sy,cx,cy); else stbtt_setvertex(&vertices[num_vertices++], STBTT_vline,sx,sy,0,0); } return num_vertices; } static int stbtt__GetGlyphShapeTT(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices) { stbtt_int16 numberOfContours; stbtt_uint8 *endPtsOfContours; stbtt_uint8 *data = info->data; stbtt_vertex *vertices=0; int num_vertices=0; int g = stbtt__GetGlyfOffset(info, glyph_index); *pvertices = NULL; if (g < 0) return 0; numberOfContours = ttSHORT(data + g); if (numberOfContours > 0) { stbtt_uint8 flags=0,flagcount; stbtt_int32 ins, i,j=0,m,n, next_move, was_off=0, off, start_off=0; stbtt_int32 x,y,cx,cy,sx,sy, scx,scy; stbtt_uint8 *points; endPtsOfContours = (data + g + 10); ins = ttUSHORT(data + g + 10 + numberOfContours * 2); points = data + g + 10 + numberOfContours * 2 + 2 + ins; n = 1+ttUSHORT(endPtsOfContours + numberOfContours*2-2); m = n + 2*numberOfContours; // a loose bound on how many vertices we might need vertices = (stbtt_vertex *) STBTT_malloc(m * sizeof(vertices[0]), info->userdata); if (vertices == 0) return 0; next_move = 0; flagcount=0; // in first pass, we load uninterpreted data into the allocated array // above, shifted to the end of the array so we won't overwrite it when // we create our final data starting from the front off = m - n; // starting offset for uninterpreted data, regardless of how m ends up being calculated // first load flags for (i=0; i < n; ++i) { if (flagcount == 0) { flags = *points++; if (flags & 8) flagcount = *points++; } else --flagcount; vertices[off+i].type = flags; } // now load x coordinates x=0; for (i=0; i < n; ++i) { flags = vertices[off+i].type; if (flags & 2) { stbtt_int16 dx = *points++; x += (flags & 16) ? dx : -dx; // ??? } else { if (!(flags & 16)) { x = x + (stbtt_int16) (points[0]*256 + points[1]); points += 2; } } vertices[off+i].x = (stbtt_int16) x; } // now load y coordinates y=0; for (i=0; i < n; ++i) { flags = vertices[off+i].type; if (flags & 4) { stbtt_int16 dy = *points++; y += (flags & 32) ? dy : -dy; // ??? } else { if (!(flags & 32)) { y = y + (stbtt_int16) (points[0]*256 + points[1]); points += 2; } } vertices[off+i].y = (stbtt_int16) y; } // now convert them to our format num_vertices=0; sx = sy = cx = cy = scx = scy = 0; for (i=0; i < n; ++i) { flags = vertices[off+i].type; x = (stbtt_int16) vertices[off+i].x; y = (stbtt_int16) vertices[off+i].y; if (next_move == i) { if (i != 0) num_vertices = stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx,sy,scx,scy,cx,cy); // now start the new one start_off = !(flags & 1); if (start_off) { // if we start off with an off-curve point, then when we need to find a point on the curve // where we can start, and we need to save some state for when we wraparound. scx = x; scy = y; if (!(vertices[off+i+1].type & 1)) { // next point is also a curve point, so interpolate an on-point curve sx = (x + (stbtt_int32) vertices[off+i+1].x) >> 1; sy = (y + (stbtt_int32) vertices[off+i+1].y) >> 1; } else { // otherwise just use the next point as our start point sx = (stbtt_int32) vertices[off+i+1].x; sy = (stbtt_int32) vertices[off+i+1].y; ++i; // we're using point i+1 as the starting point, so skip it } } else { sx = x; sy = y; } stbtt_setvertex(&vertices[num_vertices++], STBTT_vmove,sx,sy,0,0); was_off = 0; next_move = 1 + ttUSHORT(endPtsOfContours+j*2); ++j; } else { if (!(flags & 1)) { // if it's a curve if (was_off) // two off-curve control points in a row means interpolate an on-curve midpoint stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, (cx+x)>>1, (cy+y)>>1, cx, cy); cx = x; cy = y; was_off = 1; } else { if (was_off) stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, x,y, cx, cy); else stbtt_setvertex(&vertices[num_vertices++], STBTT_vline, x,y,0,0); was_off = 0; } } } num_vertices = stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx,sy,scx,scy,cx,cy); } else if (numberOfContours < 0) { // Compound shapes. int more = 1; stbtt_uint8 *comp = data + g + 10; num_vertices = 0; vertices = 0; while (more) { stbtt_uint16 flags, gidx; int comp_num_verts = 0, i; stbtt_vertex *comp_verts = 0, *tmp = 0; float mtx[6] = {1,0,0,1,0,0}, m, n; flags = ttSHORT(comp); comp+=2; gidx = ttSHORT(comp); comp+=2; if (flags & 2) { // XY values if (flags & 1) { // shorts mtx[4] = ttSHORT(comp); comp+=2; mtx[5] = ttSHORT(comp); comp+=2; } else { mtx[4] = ttCHAR(comp); comp+=1; mtx[5] = ttCHAR(comp); comp+=1; } } else { // @TODO handle matching point STBTT_assert(0); } if (flags & (1<<3)) { // WE_HAVE_A_SCALE mtx[0] = mtx[3] = ttSHORT(comp)/16384.0f; comp+=2; mtx[1] = mtx[2] = 0; } else if (flags & (1<<6)) { // WE_HAVE_AN_X_AND_YSCALE mtx[0] = ttSHORT(comp)/16384.0f; comp+=2; mtx[1] = mtx[2] = 0; mtx[3] = ttSHORT(comp)/16384.0f; comp+=2; } else if (flags & (1<<7)) { // WE_HAVE_A_TWO_BY_TWO mtx[0] = ttSHORT(comp)/16384.0f; comp+=2; mtx[1] = ttSHORT(comp)/16384.0f; comp+=2; mtx[2] = ttSHORT(comp)/16384.0f; comp+=2; mtx[3] = ttSHORT(comp)/16384.0f; comp+=2; } // Find transformation scales. m = (float) STBTT_sqrt(mtx[0]*mtx[0] + mtx[1]*mtx[1]); n = (float) STBTT_sqrt(mtx[2]*mtx[2] + mtx[3]*mtx[3]); // Get indexed glyph. comp_num_verts = stbtt_GetGlyphShape(info, gidx, &comp_verts); if (comp_num_verts > 0) { // Transform vertices. for (i = 0; i < comp_num_verts; ++i) { stbtt_vertex* v = &comp_verts[i]; stbtt_vertex_type x,y; x=v->x; y=v->y; v->x = (stbtt_vertex_type)(m * (mtx[0]*x + mtx[2]*y + mtx[4])); v->y = (stbtt_vertex_type)(n * (mtx[1]*x + mtx[3]*y + mtx[5])); x=v->cx; y=v->cy; v->cx = (stbtt_vertex_type)(m * (mtx[0]*x + mtx[2]*y + mtx[4])); v->cy = (stbtt_vertex_type)(n * (mtx[1]*x + mtx[3]*y + mtx[5])); } // Append vertices. tmp = (stbtt_vertex*)STBTT_malloc((num_vertices+comp_num_verts)*sizeof(stbtt_vertex), info->userdata); if (!tmp) { if (vertices) STBTT_free(vertices, info->userdata); if (comp_verts) STBTT_free(comp_verts, info->userdata); return 0; } if (num_vertices > 0 && vertices) STBTT_memcpy(tmp, vertices, num_vertices*sizeof(stbtt_vertex)); STBTT_memcpy(tmp+num_vertices, comp_verts, comp_num_verts*sizeof(stbtt_vertex)); if (vertices) STBTT_free(vertices, info->userdata); vertices = tmp; STBTT_free(comp_verts, info->userdata); num_vertices += comp_num_verts; } // More components ? more = flags & (1<<5); } } else { // numberOfCounters == 0, do nothing } *pvertices = vertices; return num_vertices; } typedef struct { int bounds; int started; float first_x, first_y; float x, y; stbtt_int32 min_x, max_x, min_y, max_y; stbtt_vertex *pvertices; int num_vertices; } stbtt__csctx; #define STBTT__CSCTX_INIT(bounds) {bounds,0, 0,0, 0,0, 0,0,0,0, NULL, 0} static void stbtt__track_vertex(stbtt__csctx *c, stbtt_int32 x, stbtt_int32 y) { if (x > c->max_x || !c->started) c->max_x = x; if (y > c->max_y || !c->started) c->max_y = y; if (x < c->min_x || !c->started) c->min_x = x; if (y < c->min_y || !c->started) c->min_y = y; c->started = 1; } static void stbtt__csctx_v(stbtt__csctx *c, stbtt_uint8 type, stbtt_int32 x, stbtt_int32 y, stbtt_int32 cx, stbtt_int32 cy, stbtt_int32 cx1, stbtt_int32 cy1) { if (c->bounds) { stbtt__track_vertex(c, x, y); if (type == STBTT_vcubic) { stbtt__track_vertex(c, cx, cy); stbtt__track_vertex(c, cx1, cy1); } } else { stbtt_setvertex(&c->pvertices[c->num_vertices], type, x, y, cx, cy); c->pvertices[c->num_vertices].cx1 = (stbtt_int16) cx1; c->pvertices[c->num_vertices].cy1 = (stbtt_int16) cy1; } c->num_vertices++; } static void stbtt__csctx_close_shape(stbtt__csctx *ctx) { if (ctx->first_x != ctx->x || ctx->first_y != ctx->y) stbtt__csctx_v(ctx, STBTT_vline, (int)ctx->first_x, (int)ctx->first_y, 0, 0, 0, 0); } static void stbtt__csctx_rmove_to(stbtt__csctx *ctx, float dx, float dy) { stbtt__csctx_close_shape(ctx); ctx->first_x = ctx->x = ctx->x + dx; ctx->first_y = ctx->y = ctx->y + dy; stbtt__csctx_v(ctx, STBTT_vmove, (int)ctx->x, (int)ctx->y, 0, 0, 0, 0); } static void stbtt__csctx_rline_to(stbtt__csctx *ctx, float dx, float dy) { ctx->x += dx; ctx->y += dy; stbtt__csctx_v(ctx, STBTT_vline, (int)ctx->x, (int)ctx->y, 0, 0, 0, 0); } static void stbtt__csctx_rccurve_to(stbtt__csctx *ctx, float dx1, float dy1, float dx2, float dy2, float dx3, float dy3) { float cx1 = ctx->x + dx1; float cy1 = ctx->y + dy1; float cx2 = cx1 + dx2; float cy2 = cy1 + dy2; ctx->x = cx2 + dx3; ctx->y = cy2 + dy3; stbtt__csctx_v(ctx, STBTT_vcubic, (int)ctx->x, (int)ctx->y, (int)cx1, (int)cy1, (int)cx2, (int)cy2); } static stbtt__buf stbtt__get_subr(stbtt__buf idx, int n) { int count = stbtt__cff_index_count(&idx); int bias = 107; if (count >= 33900) bias = 32768; else if (count >= 1240) bias = 1131; n += bias; if (n < 0 || n >= count) return stbtt__new_buf(NULL, 0); return stbtt__cff_index_get(idx, n); } static stbtt__buf stbtt__cid_get_glyph_subrs(const stbtt_fontinfo *info, int glyph_index) { stbtt__buf fdselect = info->fdselect; int nranges, start, end, v, fmt, fdselector = -1, i; stbtt__buf_seek(&fdselect, 0); fmt = stbtt__buf_get8(&fdselect); if (fmt == 0) { // untested stbtt__buf_skip(&fdselect, glyph_index); fdselector = stbtt__buf_get8(&fdselect); } else if (fmt == 3) { nranges = stbtt__buf_get16(&fdselect); start = stbtt__buf_get16(&fdselect); for (i = 0; i < nranges; i++) { v = stbtt__buf_get8(&fdselect); end = stbtt__buf_get16(&fdselect); if (glyph_index >= start && glyph_index < end) { fdselector = v; break; } start = end; } } if (fdselector == -1) stbtt__new_buf(NULL, 0); return stbtt__get_subrs(info->cff, stbtt__cff_index_get(info->fontdicts, fdselector)); } static int stbtt__run_charstring(const stbtt_fontinfo *info, int glyph_index, stbtt__csctx *c) { int in_header = 1, maskbits = 0, subr_stack_height = 0, sp = 0, v, i, b0; int has_subrs = 0, clear_stack; float s[48]; stbtt__buf subr_stack[10], subrs = info->subrs, b; float f; #define STBTT__CSERR(s) (0) // this currently ignores the initial width value, which isn't needed if we have hmtx b = stbtt__cff_index_get(info->charstrings, glyph_index); while (b.cursor < b.size) { i = 0; clear_stack = 1; b0 = stbtt__buf_get8(&b); switch (b0) { // @TODO implement hinting case 0x13: // hintmask case 0x14: // cntrmask if (in_header) maskbits += (sp / 2); // implicit "vstem" in_header = 0; stbtt__buf_skip(&b, (maskbits + 7) / 8); break; case 0x01: // hstem case 0x03: // vstem case 0x12: // hstemhm case 0x17: // vstemhm maskbits += (sp / 2); break; case 0x15: // rmoveto in_header = 0; if (sp < 2) return STBTT__CSERR("rmoveto stack"); stbtt__csctx_rmove_to(c, s[sp-2], s[sp-1]); break; case 0x04: // vmoveto in_header = 0; if (sp < 1) return STBTT__CSERR("vmoveto stack"); stbtt__csctx_rmove_to(c, 0, s[sp-1]); break; case 0x16: // hmoveto in_header = 0; if (sp < 1) return STBTT__CSERR("hmoveto stack"); stbtt__csctx_rmove_to(c, s[sp-1], 0); break; case 0x05: // rlineto if (sp < 2) return STBTT__CSERR("rlineto stack"); for (; i + 1 < sp; i += 2) stbtt__csctx_rline_to(c, s[i], s[i+1]); break; // hlineto/vlineto and vhcurveto/hvcurveto alternate horizontal and vertical // starting from a different place. case 0x07: // vlineto if (sp < 1) return STBTT__CSERR("vlineto stack"); goto vlineto; case 0x06: // hlineto if (sp < 1) return STBTT__CSERR("hlineto stack"); for (;;) { if (i >= sp) break; stbtt__csctx_rline_to(c, s[i], 0); i++; vlineto: if (i >= sp) break; stbtt__csctx_rline_to(c, 0, s[i]); i++; } break; case 0x1F: // hvcurveto if (sp < 4) return STBTT__CSERR("hvcurveto stack"); goto hvcurveto; case 0x1E: // vhcurveto if (sp < 4) return STBTT__CSERR("vhcurveto stack"); for (;;) { if (i + 3 >= sp) break; stbtt__csctx_rccurve_to(c, 0, s[i], s[i+1], s[i+2], s[i+3], (sp - i == 5) ? s[i + 4] : 0.0f); i += 4; hvcurveto: if (i + 3 >= sp) break; stbtt__csctx_rccurve_to(c, s[i], 0, s[i+1], s[i+2], (sp - i == 5) ? s[i+4] : 0.0f, s[i+3]); i += 4; } break; case 0x08: // rrcurveto if (sp < 6) return STBTT__CSERR("rcurveline stack"); for (; i + 5 < sp; i += 6) stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]); break; case 0x18: // rcurveline if (sp < 8) return STBTT__CSERR("rcurveline stack"); for (; i + 5 < sp - 2; i += 6) stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]); if (i + 1 >= sp) return STBTT__CSERR("rcurveline stack"); stbtt__csctx_rline_to(c, s[i], s[i+1]); break; case 0x19: // rlinecurve if (sp < 8) return STBTT__CSERR("rlinecurve stack"); for (; i + 1 < sp - 6; i += 2) stbtt__csctx_rline_to(c, s[i], s[i+1]); if (i + 5 >= sp) return STBTT__CSERR("rlinecurve stack"); stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]); break; case 0x1A: // vvcurveto case 0x1B: // hhcurveto if (sp < 4) return STBTT__CSERR("(vv|hh)curveto stack"); f = 0.0; if (sp & 1) { f = s[i]; i++; } for (; i + 3 < sp; i += 4) { if (b0 == 0x1B) stbtt__csctx_rccurve_to(c, s[i], f, s[i+1], s[i+2], s[i+3], 0.0); else stbtt__csctx_rccurve_to(c, f, s[i], s[i+1], s[i+2], 0.0, s[i+3]); f = 0.0; } break; case 0x0A: // callsubr if (!has_subrs) { if (info->fdselect.size) subrs = stbtt__cid_get_glyph_subrs(info, glyph_index); has_subrs = 1; } // FALLTHROUGH case 0x1D: // callgsubr if (sp < 1) return STBTT__CSERR("call(g|)subr stack"); v = (int) s[--sp]; if (subr_stack_height >= 10) return STBTT__CSERR("recursion limit"); subr_stack[subr_stack_height++] = b; b = stbtt__get_subr(b0 == 0x0A ? subrs : info->gsubrs, v); if (b.size == 0) return STBTT__CSERR("subr not found"); b.cursor = 0; clear_stack = 0; break; case 0x0B: // return if (subr_stack_height <= 0) return STBTT__CSERR("return outside subr"); b = subr_stack[--subr_stack_height]; clear_stack = 0; break; case 0x0E: // endchar stbtt__csctx_close_shape(c); return 1; case 0x0C: { // two-byte escape float dx1, dx2, dx3, dx4, dx5, dx6, dy1, dy2, dy3, dy4, dy5, dy6; float dx, dy; int b1 = stbtt__buf_get8(&b); switch (b1) { // @TODO These "flex" implementations ignore the flex-depth and resolution, // and always draw beziers. case 0x22: // hflex if (sp < 7) return STBTT__CSERR("hflex stack"); dx1 = s[0]; dx2 = s[1]; dy2 = s[2]; dx3 = s[3]; dx4 = s[4]; dx5 = s[5]; dx6 = s[6]; stbtt__csctx_rccurve_to(c, dx1, 0, dx2, dy2, dx3, 0); stbtt__csctx_rccurve_to(c, dx4, 0, dx5, -dy2, dx6, 0); break; case 0x23: // flex if (sp < 13) return STBTT__CSERR("flex stack"); dx1 = s[0]; dy1 = s[1]; dx2 = s[2]; dy2 = s[3]; dx3 = s[4]; dy3 = s[5]; dx4 = s[6]; dy4 = s[7]; dx5 = s[8]; dy5 = s[9]; dx6 = s[10]; dy6 = s[11]; //fd is s[12] stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, dy3); stbtt__csctx_rccurve_to(c, dx4, dy4, dx5, dy5, dx6, dy6); break; case 0x24: // hflex1 if (sp < 9) return STBTT__CSERR("hflex1 stack"); dx1 = s[0]; dy1 = s[1]; dx2 = s[2]; dy2 = s[3]; dx3 = s[4]; dx4 = s[5]; dx5 = s[6]; dy5 = s[7]; dx6 = s[8]; stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, 0); stbtt__csctx_rccurve_to(c, dx4, 0, dx5, dy5, dx6, -(dy1+dy2+dy5)); break; case 0x25: // flex1 if (sp < 11) return STBTT__CSERR("flex1 stack"); dx1 = s[0]; dy1 = s[1]; dx2 = s[2]; dy2 = s[3]; dx3 = s[4]; dy3 = s[5]; dx4 = s[6]; dy4 = s[7]; dx5 = s[8]; dy5 = s[9]; dx6 = dy6 = s[10]; dx = dx1+dx2+dx3+dx4+dx5; dy = dy1+dy2+dy3+dy4+dy5; if (STBTT_fabs(dx) > STBTT_fabs(dy)) dy6 = -dy; else dx6 = -dx; stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, dy3); stbtt__csctx_rccurve_to(c, dx4, dy4, dx5, dy5, dx6, dy6); break; default: return STBTT__CSERR("unimplemented"); } } break; default: if (b0 != 255 && b0 != 28 && b0 < 32) return STBTT__CSERR("reserved operator"); // push immediate if (b0 == 255) { f = (float)(stbtt_int32)stbtt__buf_get32(&b) / 0x10000; } else { stbtt__buf_skip(&b, -1); f = (float)(stbtt_int16)stbtt__cff_int(&b); } if (sp >= 48) return STBTT__CSERR("push stack overflow"); s[sp++] = f; clear_stack = 0; break; } if (clear_stack) sp = 0; } return STBTT__CSERR("no endchar"); #undef STBTT__CSERR } static int stbtt__GetGlyphShapeT2(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices) { // runs the charstring twice, once to count and once to output (to avoid realloc) stbtt__csctx count_ctx = STBTT__CSCTX_INIT(1); stbtt__csctx output_ctx = STBTT__CSCTX_INIT(0); if (stbtt__run_charstring(info, glyph_index, &count_ctx)) { *pvertices = (stbtt_vertex*)STBTT_malloc(count_ctx.num_vertices*sizeof(stbtt_vertex), info->userdata); output_ctx.pvertices = *pvertices; if (stbtt__run_charstring(info, glyph_index, &output_ctx)) { STBTT_assert(output_ctx.num_vertices == count_ctx.num_vertices); return output_ctx.num_vertices; } } *pvertices = NULL; return 0; } static int stbtt__GetGlyphInfoT2(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1) { stbtt__csctx c = STBTT__CSCTX_INIT(1); int r = stbtt__run_charstring(info, glyph_index, &c); if (x0) *x0 = r ? c.min_x : 0; if (y0) *y0 = r ? c.min_y : 0; if (x1) *x1 = r ? c.max_x : 0; if (y1) *y1 = r ? c.max_y : 0; return r ? c.num_vertices : 0; } STBTT_DEF int stbtt_GetGlyphShape(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices) { if (!info->cff.size) return stbtt__GetGlyphShapeTT(info, glyph_index, pvertices); else return stbtt__GetGlyphShapeT2(info, glyph_index, pvertices); } STBTT_DEF void stbtt_GetGlyphHMetrics(const stbtt_fontinfo *info, int glyph_index, int *advanceWidth, int *leftSideBearing) { stbtt_uint16 numOfLongHorMetrics = ttUSHORT(info->data+info->hhea + 34); if (glyph_index < numOfLongHorMetrics) { if (advanceWidth) *advanceWidth = ttSHORT(info->data + info->hmtx + 4*glyph_index); if (leftSideBearing) *leftSideBearing = ttSHORT(info->data + info->hmtx + 4*glyph_index + 2); } else { if (advanceWidth) *advanceWidth = ttSHORT(info->data + info->hmtx + 4*(numOfLongHorMetrics-1)); if (leftSideBearing) *leftSideBearing = ttSHORT(info->data + info->hmtx + 4*numOfLongHorMetrics + 2*(glyph_index - numOfLongHorMetrics)); } } STBTT_DEF int stbtt_GetKerningTableLength(const stbtt_fontinfo *info) { stbtt_uint8 *data = info->data + info->kern; // we only look at the first table. it must be 'horizontal' and format 0. if (!info->kern) return 0; if (ttUSHORT(data+2) < 1) // number of tables, need at least 1 return 0; if (ttUSHORT(data+8) != 1) // horizontal flag must be set in format return 0; return ttUSHORT(data+10); } STBTT_DEF int stbtt_GetKerningTable(const stbtt_fontinfo *info, stbtt_kerningentry* table, int table_length) { stbtt_uint8 *data = info->data + info->kern; int k, length; // we only look at the first table. it must be 'horizontal' and format 0. if (!info->kern) return 0; if (ttUSHORT(data+2) < 1) // number of tables, need at least 1 return 0; if (ttUSHORT(data+8) != 1) // horizontal flag must be set in format return 0; length = ttUSHORT(data+10); if (table_length < length) length = table_length; for (k = 0; k < length; k++) { table[k].glyph1 = ttUSHORT(data+18+(k*6)); table[k].glyph2 = ttUSHORT(data+20+(k*6)); table[k].advance = ttSHORT(data+22+(k*6)); } return length; } static int stbtt__GetGlyphKernInfoAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2) { stbtt_uint8 *data = info->data + info->kern; stbtt_uint32 needle, straw; int l, r, m; // we only look at the first table. it must be 'horizontal' and format 0. if (!info->kern) return 0; if (ttUSHORT(data+2) < 1) // number of tables, need at least 1 return 0; if (ttUSHORT(data+8) != 1) // horizontal flag must be set in format return 0; l = 0; r = ttUSHORT(data+10) - 1; needle = glyph1 << 16 | glyph2; while (l <= r) { m = (l + r) >> 1; straw = ttULONG(data+18+(m*6)); // note: unaligned read if (needle < straw) r = m - 1; else if (needle > straw) l = m + 1; else return ttSHORT(data+22+(m*6)); } return 0; } static stbtt_int32 stbtt__GetCoverageIndex(stbtt_uint8 *coverageTable, int glyph) { stbtt_uint16 coverageFormat = ttUSHORT(coverageTable); switch (coverageFormat) { case 1: { stbtt_uint16 glyphCount = ttUSHORT(coverageTable + 2); // Binary search. stbtt_int32 l=0, r=glyphCount-1, m; int straw, needle=glyph; while (l <= r) { stbtt_uint8 *glyphArray = coverageTable + 4; stbtt_uint16 glyphID; m = (l + r) >> 1; glyphID = ttUSHORT(glyphArray + 2 * m); straw = glyphID; if (needle < straw) r = m - 1; else if (needle > straw) l = m + 1; else { return m; } } break; } case 2: { stbtt_uint16 rangeCount = ttUSHORT(coverageTable + 2); stbtt_uint8 *rangeArray = coverageTable + 4; // Binary search. stbtt_int32 l=0, r=rangeCount-1, m; int strawStart, strawEnd, needle=glyph; while (l <= r) { stbtt_uint8 *rangeRecord; m = (l + r) >> 1; rangeRecord = rangeArray + 6 * m; strawStart = ttUSHORT(rangeRecord); strawEnd = ttUSHORT(rangeRecord + 2); if (needle < strawStart) r = m - 1; else if (needle > strawEnd) l = m + 1; else { stbtt_uint16 startCoverageIndex = ttUSHORT(rangeRecord + 4); return startCoverageIndex + glyph - strawStart; } } break; } default: return -1; // unsupported } return -1; } static stbtt_int32 stbtt__GetGlyphClass(stbtt_uint8 *classDefTable, int glyph) { stbtt_uint16 classDefFormat = ttUSHORT(classDefTable); switch (classDefFormat) { case 1: { stbtt_uint16 startGlyphID = ttUSHORT(classDefTable + 2); stbtt_uint16 glyphCount = ttUSHORT(classDefTable + 4); stbtt_uint8 *classDef1ValueArray = classDefTable + 6; if (glyph >= startGlyphID && glyph < startGlyphID + glyphCount) return (stbtt_int32)ttUSHORT(classDef1ValueArray + 2 * (glyph - startGlyphID)); break; } case 2: { stbtt_uint16 classRangeCount = ttUSHORT(classDefTable + 2); stbtt_uint8 *classRangeRecords = classDefTable + 4; // Binary search. stbtt_int32 l=0, r=classRangeCount-1, m; int strawStart, strawEnd, needle=glyph; while (l <= r) { stbtt_uint8 *classRangeRecord; m = (l + r) >> 1; classRangeRecord = classRangeRecords + 6 * m; strawStart = ttUSHORT(classRangeRecord); strawEnd = ttUSHORT(classRangeRecord + 2); if (needle < strawStart) r = m - 1; else if (needle > strawEnd) l = m + 1; else return (stbtt_int32)ttUSHORT(classRangeRecord + 4); } break; } default: return -1; // Unsupported definition type, return an error. } // "All glyphs not assigned to a class fall into class 0". (OpenType spec) return 0; } // Define to STBTT_assert(x) if you want to break on unimplemented formats. #define STBTT_GPOS_TODO_assert(x) static stbtt_int32 stbtt__GetGlyphGPOSInfoAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2) { stbtt_uint16 lookupListOffset; stbtt_uint8 *lookupList; stbtt_uint16 lookupCount; stbtt_uint8 *data; stbtt_int32 i, sti; if (!info->gpos) return 0; data = info->data + info->gpos; if (ttUSHORT(data+0) != 1) return 0; // Major version 1 if (ttUSHORT(data+2) != 0) return 0; // Minor version 0 lookupListOffset = ttUSHORT(data+8); lookupList = data + lookupListOffset; lookupCount = ttUSHORT(lookupList); for (i=0; i= pairSetCount) return 0; needle=glyph2; r=pairValueCount-1; l=0; // Binary search. while (l <= r) { stbtt_uint16 secondGlyph; stbtt_uint8 *pairValue; m = (l + r) >> 1; pairValue = pairValueArray + (2 + valueRecordPairSizeInBytes) * m; secondGlyph = ttUSHORT(pairValue); straw = secondGlyph; if (needle < straw) r = m - 1; else if (needle > straw) l = m + 1; else { stbtt_int16 xAdvance = ttSHORT(pairValue + 2); return xAdvance; } } } else return 0; break; } case 2: { stbtt_uint16 valueFormat1 = ttUSHORT(table + 4); stbtt_uint16 valueFormat2 = ttUSHORT(table + 6); if (valueFormat1 == 4 && valueFormat2 == 0) { // Support more formats? stbtt_uint16 classDef1Offset = ttUSHORT(table + 8); stbtt_uint16 classDef2Offset = ttUSHORT(table + 10); int glyph1class = stbtt__GetGlyphClass(table + classDef1Offset, glyph1); int glyph2class = stbtt__GetGlyphClass(table + classDef2Offset, glyph2); stbtt_uint16 class1Count = ttUSHORT(table + 12); stbtt_uint16 class2Count = ttUSHORT(table + 14); stbtt_uint8 *class1Records, *class2Records; stbtt_int16 xAdvance; if (glyph1class < 0 || glyph1class >= class1Count) return 0; // malformed if (glyph2class < 0 || glyph2class >= class2Count) return 0; // malformed class1Records = table + 16; class2Records = class1Records + 2 * (glyph1class * class2Count); xAdvance = ttSHORT(class2Records + 2 * glyph2class); return xAdvance; } else return 0; break; } default: return 0; // Unsupported position format } } } return 0; } STBTT_DEF int stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int g1, int g2) { int xAdvance = 0; if (info->gpos) xAdvance += stbtt__GetGlyphGPOSInfoAdvance(info, g1, g2); else if (info->kern) xAdvance += stbtt__GetGlyphKernInfoAdvance(info, g1, g2); return xAdvance; } STBTT_DEF int stbtt_GetCodepointKernAdvance(const stbtt_fontinfo *info, int ch1, int ch2) { if (!info->kern && !info->gpos) // if no kerning table, don't waste time looking up both codepoint->glyphs return 0; return stbtt_GetGlyphKernAdvance(info, stbtt_FindGlyphIndex(info,ch1), stbtt_FindGlyphIndex(info,ch2)); } STBTT_DEF void stbtt_GetCodepointHMetrics(const stbtt_fontinfo *info, int codepoint, int *advanceWidth, int *leftSideBearing) { stbtt_GetGlyphHMetrics(info, stbtt_FindGlyphIndex(info,codepoint), advanceWidth, leftSideBearing); } STBTT_DEF void stbtt_GetFontVMetrics(const stbtt_fontinfo *info, int *ascent, int *descent, int *lineGap) { if (ascent ) *ascent = ttSHORT(info->data+info->hhea + 4); if (descent) *descent = ttSHORT(info->data+info->hhea + 6); if (lineGap) *lineGap = ttSHORT(info->data+info->hhea + 8); } STBTT_DEF int stbtt_GetFontVMetricsOS2(const stbtt_fontinfo *info, int *typoAscent, int *typoDescent, int *typoLineGap) { int tab = stbtt__find_table(info->data, info->fontstart, "OS/2"); if (!tab) return 0; if (typoAscent ) *typoAscent = ttSHORT(info->data+tab + 68); if (typoDescent) *typoDescent = ttSHORT(info->data+tab + 70); if (typoLineGap) *typoLineGap = ttSHORT(info->data+tab + 72); return 1; } STBTT_DEF void stbtt_GetFontBoundingBox(const stbtt_fontinfo *info, int *x0, int *y0, int *x1, int *y1) { *x0 = ttSHORT(info->data + info->head + 36); *y0 = ttSHORT(info->data + info->head + 38); *x1 = ttSHORT(info->data + info->head + 40); *y1 = ttSHORT(info->data + info->head + 42); } STBTT_DEF float stbtt_ScaleForPixelHeight(const stbtt_fontinfo *info, float height) { int fheight = ttSHORT(info->data + info->hhea + 4) - ttSHORT(info->data + info->hhea + 6); return (float) height / fheight; } STBTT_DEF float stbtt_ScaleForMappingEmToPixels(const stbtt_fontinfo *info, float pixels) { int unitsPerEm = ttUSHORT(info->data + info->head + 18); return pixels / unitsPerEm; } STBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo *info, stbtt_vertex *v) { STBTT_free(v, info->userdata); } STBTT_DEF stbtt_uint8 *stbtt_FindSVGDoc(const stbtt_fontinfo *info, int gl) { int i; stbtt_uint8 *data = info->data; stbtt_uint8 *svg_doc_list = data + stbtt__get_svg((stbtt_fontinfo *) info); int numEntries = ttUSHORT(svg_doc_list); stbtt_uint8 *svg_docs = svg_doc_list + 2; for(i=0; i= ttUSHORT(svg_doc)) && (gl <= ttUSHORT(svg_doc + 2))) return svg_doc; } return 0; } STBTT_DEF int stbtt_GetGlyphSVG(const stbtt_fontinfo *info, int gl, const char **svg) { stbtt_uint8 *data = info->data; stbtt_uint8 *svg_doc; if (info->svg == 0) return 0; svg_doc = stbtt_FindSVGDoc(info, gl); if (svg_doc != NULL) { *svg = (char *) data + info->svg + ttULONG(svg_doc + 4); return ttULONG(svg_doc + 8); } else { return 0; } } STBTT_DEF int stbtt_GetCodepointSVG(const stbtt_fontinfo *info, int unicode_codepoint, const char **svg) { return stbtt_GetGlyphSVG(info, stbtt_FindGlyphIndex(info, unicode_codepoint), svg); } ////////////////////////////////////////////////////////////////////////////// // // antialiasing software rasterizer // STBTT_DEF void stbtt_GetGlyphBitmapBoxSubpixel(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y,float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1) { int x0=0,y0=0,x1,y1; // =0 suppresses compiler warning if (!stbtt_GetGlyphBox(font, glyph, &x0,&y0,&x1,&y1)) { // e.g. space character if (ix0) *ix0 = 0; if (iy0) *iy0 = 0; if (ix1) *ix1 = 0; if (iy1) *iy1 = 0; } else { // move to integral bboxes (treating pixels as little squares, what pixels get touched)? if (ix0) *ix0 = STBTT_ifloor( x0 * scale_x + shift_x); if (iy0) *iy0 = STBTT_ifloor(-y1 * scale_y + shift_y); if (ix1) *ix1 = STBTT_iceil ( x1 * scale_x + shift_x); if (iy1) *iy1 = STBTT_iceil (-y0 * scale_y + shift_y); } } STBTT_DEF void stbtt_GetGlyphBitmapBox(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1) { stbtt_GetGlyphBitmapBoxSubpixel(font, glyph, scale_x, scale_y,0.0f,0.0f, ix0, iy0, ix1, iy1); } STBTT_DEF void stbtt_GetCodepointBitmapBoxSubpixel(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1) { stbtt_GetGlyphBitmapBoxSubpixel(font, stbtt_FindGlyphIndex(font,codepoint), scale_x, scale_y,shift_x,shift_y, ix0,iy0,ix1,iy1); } STBTT_DEF void stbtt_GetCodepointBitmapBox(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1) { stbtt_GetCodepointBitmapBoxSubpixel(font, codepoint, scale_x, scale_y,0.0f,0.0f, ix0,iy0,ix1,iy1); } ////////////////////////////////////////////////////////////////////////////// // // Rasterizer typedef struct stbtt__hheap_chunk { struct stbtt__hheap_chunk *next; } stbtt__hheap_chunk; typedef struct stbtt__hheap { struct stbtt__hheap_chunk *head; void *first_free; int num_remaining_in_head_chunk; } stbtt__hheap; static void *stbtt__hheap_alloc(stbtt__hheap *hh, size_t size, void *userdata) { if (hh->first_free) { void *p = hh->first_free; hh->first_free = * (void **) p; return p; } else { if (hh->num_remaining_in_head_chunk == 0) { int count = (size < 32 ? 2000 : size < 128 ? 800 : 100); stbtt__hheap_chunk *c = (stbtt__hheap_chunk *) STBTT_malloc(sizeof(stbtt__hheap_chunk) + size * count, userdata); if (c == NULL) return NULL; c->next = hh->head; hh->head = c; hh->num_remaining_in_head_chunk = count; } --hh->num_remaining_in_head_chunk; return (char *) (hh->head) + sizeof(stbtt__hheap_chunk) + size * hh->num_remaining_in_head_chunk; } } static void stbtt__hheap_free(stbtt__hheap *hh, void *p) { *(void **) p = hh->first_free; hh->first_free = p; } static void stbtt__hheap_cleanup(stbtt__hheap *hh, void *userdata) { stbtt__hheap_chunk *c = hh->head; while (c) { stbtt__hheap_chunk *n = c->next; STBTT_free(c, userdata); c = n; } } typedef struct stbtt__edge { float x0,y0, x1,y1; int invert; } stbtt__edge; typedef struct stbtt__active_edge { struct stbtt__active_edge *next; #if STBTT_RASTERIZER_VERSION==1 int x,dx; float ey; int direction; #elif STBTT_RASTERIZER_VERSION==2 float fx,fdx,fdy; float direction; float sy; float ey; #else #error "Unrecognized value of STBTT_RASTERIZER_VERSION" #endif } stbtt__active_edge; #if STBTT_RASTERIZER_VERSION == 1 #define STBTT_FIXSHIFT 10 #define STBTT_FIX (1 << STBTT_FIXSHIFT) #define STBTT_FIXMASK (STBTT_FIX-1) static stbtt__active_edge *stbtt__new_active(stbtt__hheap *hh, stbtt__edge *e, int off_x, float start_point, void *userdata) { stbtt__active_edge *z = (stbtt__active_edge *) stbtt__hheap_alloc(hh, sizeof(*z), userdata); float dxdy = (e->x1 - e->x0) / (e->y1 - e->y0); STBTT_assert(z != NULL); if (!z) return z; // round dx down to avoid overshooting if (dxdy < 0) z->dx = -STBTT_ifloor(STBTT_FIX * -dxdy); else z->dx = STBTT_ifloor(STBTT_FIX * dxdy); z->x = STBTT_ifloor(STBTT_FIX * e->x0 + z->dx * (start_point - e->y0)); // use z->dx so when we offset later it's by the same amount z->x -= off_x * STBTT_FIX; z->ey = e->y1; z->next = 0; z->direction = e->invert ? 1 : -1; return z; } #elif STBTT_RASTERIZER_VERSION == 2 static stbtt__active_edge *stbtt__new_active(stbtt__hheap *hh, stbtt__edge *e, int off_x, float start_point, void *userdata) { stbtt__active_edge *z = (stbtt__active_edge *) stbtt__hheap_alloc(hh, sizeof(*z), userdata); float dxdy = (e->x1 - e->x0) / (e->y1 - e->y0); STBTT_assert(z != NULL); //STBTT_assert(e->y0 <= start_point); if (!z) return z; z->fdx = dxdy; z->fdy = dxdy != 0.0f ? (1.0f/dxdy) : 0.0f; z->fx = e->x0 + dxdy * (start_point - e->y0); z->fx -= off_x; z->direction = e->invert ? 1.0f : -1.0f; z->sy = e->y0; z->ey = e->y1; z->next = 0; return z; } #else #error "Unrecognized value of STBTT_RASTERIZER_VERSION" #endif #if STBTT_RASTERIZER_VERSION == 1 // note: this routine clips fills that extend off the edges... ideally this // wouldn't happen, but it could happen if the truetype glyph bounding boxes // are wrong, or if the user supplies a too-small bitmap static void stbtt__fill_active_edges(unsigned char *scanline, int len, stbtt__active_edge *e, int max_weight) { // non-zero winding fill int x0=0, w=0; while (e) { if (w == 0) { // if we're currently at zero, we need to record the edge start point x0 = e->x; w += e->direction; } else { int x1 = e->x; w += e->direction; // if we went to zero, we need to draw if (w == 0) { int i = x0 >> STBTT_FIXSHIFT; int j = x1 >> STBTT_FIXSHIFT; if (i < len && j >= 0) { if (i == j) { // x0,x1 are the same pixel, so compute combined coverage scanline[i] = scanline[i] + (stbtt_uint8) ((x1 - x0) * max_weight >> STBTT_FIXSHIFT); } else { if (i >= 0) // add antialiasing for x0 scanline[i] = scanline[i] + (stbtt_uint8) (((STBTT_FIX - (x0 & STBTT_FIXMASK)) * max_weight) >> STBTT_FIXSHIFT); else i = -1; // clip if (j < len) // add antialiasing for x1 scanline[j] = scanline[j] + (stbtt_uint8) (((x1 & STBTT_FIXMASK) * max_weight) >> STBTT_FIXSHIFT); else j = len; // clip for (++i; i < j; ++i) // fill pixels between x0 and x1 scanline[i] = scanline[i] + (stbtt_uint8) max_weight; } } } } e = e->next; } } static void stbtt__rasterize_sorted_edges(stbtt__bitmap *result, stbtt__edge *e, int n, int vsubsample, int off_x, int off_y, void *userdata) { stbtt__hheap hh = { 0, 0, 0 }; stbtt__active_edge *active = NULL; int y,j=0; int max_weight = (255 / vsubsample); // weight per vertical scanline int s; // vertical subsample index unsigned char scanline_data[512], *scanline; if (result->w > 512) scanline = (unsigned char *) STBTT_malloc(result->w, userdata); else scanline = scanline_data; y = off_y * vsubsample; e[n].y0 = (off_y + result->h) * (float) vsubsample + 1; while (j < result->h) { STBTT_memset(scanline, 0, result->w); for (s=0; s < vsubsample; ++s) { // find center of pixel for this scanline float scan_y = y + 0.5f; stbtt__active_edge **step = &active; // update all active edges; // remove all active edges that terminate before the center of this scanline while (*step) { stbtt__active_edge * z = *step; if (z->ey <= scan_y) { *step = z->next; // delete from list STBTT_assert(z->direction); z->direction = 0; stbtt__hheap_free(&hh, z); } else { z->x += z->dx; // advance to position for current scanline step = &((*step)->next); // advance through list } } // resort the list if needed for(;;) { int changed=0; step = &active; while (*step && (*step)->next) { if ((*step)->x > (*step)->next->x) { stbtt__active_edge *t = *step; stbtt__active_edge *q = t->next; t->next = q->next; q->next = t; *step = q; changed = 1; } step = &(*step)->next; } if (!changed) break; } // insert all edges that start before the center of this scanline -- omit ones that also end on this scanline while (e->y0 <= scan_y) { if (e->y1 > scan_y) { stbtt__active_edge *z = stbtt__new_active(&hh, e, off_x, scan_y, userdata); if (z != NULL) { // find insertion point if (active == NULL) active = z; else if (z->x < active->x) { // insert at front z->next = active; active = z; } else { // find thing to insert AFTER stbtt__active_edge *p = active; while (p->next && p->next->x < z->x) p = p->next; // at this point, p->next->x is NOT < z->x z->next = p->next; p->next = z; } } } ++e; } // now process all active edges in XOR fashion if (active) stbtt__fill_active_edges(scanline, result->w, active, max_weight); ++y; } STBTT_memcpy(result->pixels + j * result->stride, scanline, result->w); ++j; } stbtt__hheap_cleanup(&hh, userdata); if (scanline != scanline_data) STBTT_free(scanline, userdata); } #elif STBTT_RASTERIZER_VERSION == 2 // the edge passed in here does not cross the vertical line at x or the vertical line at x+1 // (i.e. it has already been clipped to those) static void stbtt__handle_clipped_edge(float *scanline, int x, stbtt__active_edge *e, float x0, float y0, float x1, float y1) { if (y0 == y1) return; STBTT_assert(y0 < y1); STBTT_assert(e->sy <= e->ey); if (y0 > e->ey) return; if (y1 < e->sy) return; if (y0 < e->sy) { x0 += (x1-x0) * (e->sy - y0) / (y1-y0); y0 = e->sy; } if (y1 > e->ey) { x1 += (x1-x0) * (e->ey - y1) / (y1-y0); y1 = e->ey; } if (x0 == x) STBTT_assert(x1 <= x+1); else if (x0 == x+1) STBTT_assert(x1 >= x); else if (x0 <= x) STBTT_assert(x1 <= x); else if (x0 >= x+1) STBTT_assert(x1 >= x+1); else STBTT_assert(x1 >= x && x1 <= x+1); if (x0 <= x && x1 <= x) scanline[x] += e->direction * (y1-y0); else if (x0 >= x+1 && x1 >= x+1) ; else { STBTT_assert(x0 >= x && x0 <= x+1 && x1 >= x && x1 <= x+1); scanline[x] += e->direction * (y1-y0) * (1-((x0-x)+(x1-x))/2); // coverage = 1 - average x position } } static float stbtt__sized_trapezoid_area(float height, float top_width, float bottom_width) { STBTT_assert(top_width >= 0); STBTT_assert(bottom_width >= 0); return (top_width + bottom_width) / 2.0f * height; } static float stbtt__position_trapezoid_area(float height, float tx0, float tx1, float bx0, float bx1) { return stbtt__sized_trapezoid_area(height, tx1 - tx0, bx1 - bx0); } static float stbtt__sized_triangle_area(float height, float width) { return height * width / 2; } static void stbtt__fill_active_edges_new(float *scanline, float *scanline_fill, int len, stbtt__active_edge *e, float y_top) { float y_bottom = y_top+1; while (e) { // brute force every pixel // compute intersection points with top & bottom STBTT_assert(e->ey >= y_top); if (e->fdx == 0) { float x0 = e->fx; if (x0 < len) { if (x0 >= 0) { stbtt__handle_clipped_edge(scanline,(int) x0,e, x0,y_top, x0,y_bottom); stbtt__handle_clipped_edge(scanline_fill-1,(int) x0+1,e, x0,y_top, x0,y_bottom); } else { stbtt__handle_clipped_edge(scanline_fill-1,0,e, x0,y_top, x0,y_bottom); } } } else { float x0 = e->fx; float dx = e->fdx; float xb = x0 + dx; float x_top, x_bottom; float sy0,sy1; float dy = e->fdy; STBTT_assert(e->sy <= y_bottom && e->ey >= y_top); // compute endpoints of line segment clipped to this scanline (if the // line segment starts on this scanline. x0 is the intersection of the // line with y_top, but that may be off the line segment. if (e->sy > y_top) { x_top = x0 + dx * (e->sy - y_top); sy0 = e->sy; } else { x_top = x0; sy0 = y_top; } if (e->ey < y_bottom) { x_bottom = x0 + dx * (e->ey - y_top); sy1 = e->ey; } else { x_bottom = xb; sy1 = y_bottom; } if (x_top >= 0 && x_bottom >= 0 && x_top < len && x_bottom < len) { // from here on, we don't have to range check x values if ((int) x_top == (int) x_bottom) { float height; // simple case, only spans one pixel int x = (int) x_top; height = (sy1 - sy0) * e->direction; STBTT_assert(x >= 0 && x < len); scanline[x] += stbtt__position_trapezoid_area(height, x_top, x+1.0f, x_bottom, x+1.0f); scanline_fill[x] += height; // everything right of this pixel is filled } else { int x,x1,x2; float y_crossing, y_final, step, sign, area; // covers 2+ pixels if (x_top > x_bottom) { // flip scanline vertically; signed area is the same float t; sy0 = y_bottom - (sy0 - y_top); sy1 = y_bottom - (sy1 - y_top); t = sy0, sy0 = sy1, sy1 = t; t = x_bottom, x_bottom = x_top, x_top = t; dx = -dx; dy = -dy; t = x0, x0 = xb, xb = t; } STBTT_assert(dy >= 0); STBTT_assert(dx >= 0); x1 = (int) x_top; x2 = (int) x_bottom; // compute intersection with y axis at x1+1 y_crossing = y_top + dy * (x1+1 - x0); // compute intersection with y axis at x2 y_final = y_top + dy * (x2 - x0); // x1 x_top x2 x_bottom // y_top +------|-----+------------+------------+--------|---+------------+ // | | | | | | // | | | | | | // sy0 | Txxxxx|............|............|............|............| // y_crossing | *xxxxx.......|............|............|............| // | | xxxxx..|............|............|............| // | | /- xx*xxxx........|............|............| // | | dy < | xxxxxx..|............|............| // y_final | | \- | xx*xxx.........|............| // sy1 | | | | xxxxxB...|............| // | | | | | | // | | | | | | // y_bottom +------------+------------+------------+------------+------------+ // // goal is to measure the area covered by '.' in each pixel // if x2 is right at the right edge of x1, y_crossing can blow up, github #1057 // @TODO: maybe test against sy1 rather than y_bottom? if (y_crossing > y_bottom) y_crossing = y_bottom; sign = e->direction; // area of the rectangle covered from sy0..y_crossing area = sign * (y_crossing-sy0); // area of the triangle (x_top,sy0), (x1+1,sy0), (x1+1,y_crossing) scanline[x1] += stbtt__sized_triangle_area(area, x1+1 - x_top); // check if final y_crossing is blown up; no test case for this if (y_final > y_bottom) { int denom = (x2 - (x1+1)); y_final = y_bottom; if (denom != 0) { // [DEAR IMGUI] Avoid div by zero (https://github.com/nothings/stb/issues/1316) dy = (y_final - y_crossing ) / denom; // if denom=0, y_final = y_crossing, so y_final <= y_bottom } } // in second pixel, area covered by line segment found in first pixel // is always a rectangle 1 wide * the height of that line segment; this // is exactly what the variable 'area' stores. it also gets a contribution // from the line segment within it. the THIRD pixel will get the first // pixel's rectangle contribution, the second pixel's rectangle contribution, // and its own contribution. the 'own contribution' is the same in every pixel except // the leftmost and rightmost, a trapezoid that slides down in each pixel. // the second pixel's contribution to the third pixel will be the // rectangle 1 wide times the height change in the second pixel, which is dy. step = sign * dy * 1; // dy is dy/dx, change in y for every 1 change in x, // which multiplied by 1-pixel-width is how much pixel area changes for each step in x // so the area advances by 'step' every time for (x = x1+1; x < x2; ++x) { scanline[x] += area + step/2; // area of trapezoid is 1*step/2 area += step; } STBTT_assert(STBTT_fabs(area) <= 1.01f); // accumulated error from area += step unless we round step down STBTT_assert(sy1 > y_final-0.01f); // area covered in the last pixel is the rectangle from all the pixels to the left, // plus the trapezoid filled by the line segment in this pixel all the way to the right edge scanline[x2] += area + sign * stbtt__position_trapezoid_area(sy1-y_final, (float) x2, x2+1.0f, x_bottom, x2+1.0f); // the rest of the line is filled based on the total height of the line segment in this pixel scanline_fill[x2] += sign * (sy1-sy0); } } else { // if edge goes outside of box we're drawing, we require // clipping logic. since this does not match the intended use // of this library, we use a different, very slow brute // force implementation // note though that this does happen some of the time because // x_top and x_bottom can be extrapolated at the top & bottom of // the shape and actually lie outside the bounding box int x; for (x=0; x < len; ++x) { // cases: // // there can be up to two intersections with the pixel. any intersection // with left or right edges can be handled by splitting into two (or three) // regions. intersections with top & bottom do not necessitate case-wise logic. // // the old way of doing this found the intersections with the left & right edges, // then used some simple logic to produce up to three segments in sorted order // from top-to-bottom. however, this had a problem: if an x edge was epsilon // across the x border, then the corresponding y position might not be distinct // from the other y segment, and it might ignored as an empty segment. to avoid // that, we need to explicitly produce segments based on x positions. // rename variables to clearly-defined pairs float y0 = y_top; float x1 = (float) (x); float x2 = (float) (x+1); float x3 = xb; float y3 = y_bottom; // x = e->x + e->dx * (y-y_top) // (y-y_top) = (x - e->x) / e->dx // y = (x - e->x) / e->dx + y_top float y1 = (x - x0) / dx + y_top; float y2 = (x+1 - x0) / dx + y_top; if (x0 < x1 && x3 > x2) { // three segments descending down-right stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1); stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x2,y2); stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3); } else if (x3 < x1 && x0 > x2) { // three segments descending down-left stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2); stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x1,y1); stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3); } else if (x0 < x1 && x3 > x1) { // two segments across x, down-right stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1); stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3); } else if (x3 < x1 && x0 > x1) { // two segments across x, down-left stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1); stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3); } else if (x0 < x2 && x3 > x2) { // two segments across x+1, down-right stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2); stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3); } else if (x3 < x2 && x0 > x2) { // two segments across x+1, down-left stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2); stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3); } else { // one segment stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x3,y3); } } } } e = e->next; } } // directly AA rasterize edges w/o supersampling static void stbtt__rasterize_sorted_edges(stbtt__bitmap *result, stbtt__edge *e, int n, int vsubsample, int off_x, int off_y, void *userdata) { stbtt__hheap hh = { 0, 0, 0 }; stbtt__active_edge *active = NULL; int y,j=0, i; float scanline_data[129], *scanline, *scanline2; STBTT__NOTUSED(vsubsample); if (result->w > 64) scanline = (float *) STBTT_malloc((result->w*2+1) * sizeof(float), userdata); else scanline = scanline_data; scanline2 = scanline + result->w; y = off_y; e[n].y0 = (float) (off_y + result->h) + 1; while (j < result->h) { // find center of pixel for this scanline float scan_y_top = y + 0.0f; float scan_y_bottom = y + 1.0f; stbtt__active_edge **step = &active; STBTT_memset(scanline , 0, result->w*sizeof(scanline[0])); STBTT_memset(scanline2, 0, (result->w+1)*sizeof(scanline[0])); // update all active edges; // remove all active edges that terminate before the top of this scanline while (*step) { stbtt__active_edge * z = *step; if (z->ey <= scan_y_top) { *step = z->next; // delete from list STBTT_assert(z->direction); z->direction = 0; stbtt__hheap_free(&hh, z); } else { step = &((*step)->next); // advance through list } } // insert all edges that start before the bottom of this scanline while (e->y0 <= scan_y_bottom) { if (e->y0 != e->y1) { stbtt__active_edge *z = stbtt__new_active(&hh, e, off_x, scan_y_top, userdata); if (z != NULL) { if (j == 0 && off_y != 0) { if (z->ey < scan_y_top) { // this can happen due to subpixel positioning and some kind of fp rounding error i think z->ey = scan_y_top; } } STBTT_assert(z->ey >= scan_y_top); // if we get really unlucky a tiny bit of an edge can be out of bounds // insert at front z->next = active; active = z; } } ++e; } // now process all active edges if (active) stbtt__fill_active_edges_new(scanline, scanline2+1, result->w, active, scan_y_top); { float sum = 0; for (i=0; i < result->w; ++i) { float k; int m; sum += scanline2[i]; k = scanline[i] + sum; k = (float) STBTT_fabs(k)*255 + 0.5f; m = (int) k; if (m > 255) m = 255; result->pixels[j*result->stride + i] = (unsigned char) m; } } // advance all the edges step = &active; while (*step) { stbtt__active_edge *z = *step; z->fx += z->fdx; // advance to position for current scanline step = &((*step)->next); // advance through list } ++y; ++j; } stbtt__hheap_cleanup(&hh, userdata); if (scanline != scanline_data) STBTT_free(scanline, userdata); } #else #error "Unrecognized value of STBTT_RASTERIZER_VERSION" #endif #define STBTT__COMPARE(a,b) ((a)->y0 < (b)->y0) static void stbtt__sort_edges_ins_sort(stbtt__edge *p, int n) { int i,j; for (i=1; i < n; ++i) { stbtt__edge t = p[i], *a = &t; j = i; while (j > 0) { stbtt__edge *b = &p[j-1]; int c = STBTT__COMPARE(a,b); if (!c) break; p[j] = p[j-1]; --j; } if (i != j) p[j] = t; } } static void stbtt__sort_edges_quicksort(stbtt__edge *p, int n) { /* threshold for transitioning to insertion sort */ while (n > 12) { stbtt__edge t; int c01,c12,c,m,i,j; /* compute median of three */ m = n >> 1; c01 = STBTT__COMPARE(&p[0],&p[m]); c12 = STBTT__COMPARE(&p[m],&p[n-1]); /* if 0 >= mid >= end, or 0 < mid < end, then use mid */ if (c01 != c12) { /* otherwise, we'll need to swap something else to middle */ int z; c = STBTT__COMPARE(&p[0],&p[n-1]); /* 0>mid && midn => n; 0 0 */ /* 0n: 0>n => 0; 0 n */ z = (c == c12) ? 0 : n-1; t = p[z]; p[z] = p[m]; p[m] = t; } /* now p[m] is the median-of-three */ /* swap it to the beginning so it won't move around */ t = p[0]; p[0] = p[m]; p[m] = t; /* partition loop */ i=1; j=n-1; for(;;) { /* handling of equality is crucial here */ /* for sentinels & efficiency with duplicates */ for (;;++i) { if (!STBTT__COMPARE(&p[i], &p[0])) break; } for (;;--j) { if (!STBTT__COMPARE(&p[0], &p[j])) break; } /* make sure we haven't crossed */ if (i >= j) break; t = p[i]; p[i] = p[j]; p[j] = t; ++i; --j; } /* recurse on smaller side, iterate on larger */ if (j < (n-i)) { stbtt__sort_edges_quicksort(p,j); p = p+i; n = n-i; } else { stbtt__sort_edges_quicksort(p+i, n-i); n = j; } } } static void stbtt__sort_edges(stbtt__edge *p, int n) { stbtt__sort_edges_quicksort(p, n); stbtt__sort_edges_ins_sort(p, n); } typedef struct { float x,y; } stbtt__point; static void stbtt__rasterize(stbtt__bitmap *result, stbtt__point *pts, int *wcount, int windings, float scale_x, float scale_y, float shift_x, float shift_y, int off_x, int off_y, int invert, void *userdata) { float y_scale_inv = invert ? -scale_y : scale_y; stbtt__edge *e; int n,i,j,k,m; #if STBTT_RASTERIZER_VERSION == 1 int vsubsample = result->h < 8 ? 15 : 5; #elif STBTT_RASTERIZER_VERSION == 2 int vsubsample = 1; #else #error "Unrecognized value of STBTT_RASTERIZER_VERSION" #endif // vsubsample should divide 255 evenly; otherwise we won't reach full opacity // now we have to blow out the windings into explicit edge lists n = 0; for (i=0; i < windings; ++i) n += wcount[i]; e = (stbtt__edge *) STBTT_malloc(sizeof(*e) * (n+1), userdata); // add an extra one as a sentinel if (e == 0) return; n = 0; m=0; for (i=0; i < windings; ++i) { stbtt__point *p = pts + m; m += wcount[i]; j = wcount[i]-1; for (k=0; k < wcount[i]; j=k++) { int a=k,b=j; // skip the edge if horizontal if (p[j].y == p[k].y) continue; // add edge from j to k to the list e[n].invert = 0; if (invert ? p[j].y > p[k].y : p[j].y < p[k].y) { e[n].invert = 1; a=j,b=k; } e[n].x0 = p[a].x * scale_x + shift_x; e[n].y0 = (p[a].y * y_scale_inv + shift_y) * vsubsample; e[n].x1 = p[b].x * scale_x + shift_x; e[n].y1 = (p[b].y * y_scale_inv + shift_y) * vsubsample; ++n; } } // now sort the edges by their highest point (should snap to integer, and then by x) //STBTT_sort(e, n, sizeof(e[0]), stbtt__edge_compare); stbtt__sort_edges(e, n); // now, traverse the scanlines and find the intersections on each scanline, use xor winding rule stbtt__rasterize_sorted_edges(result, e, n, vsubsample, off_x, off_y, userdata); STBTT_free(e, userdata); } static void stbtt__add_point(stbtt__point *points, int n, float x, float y) { if (!points) return; // during first pass, it's unallocated points[n].x = x; points[n].y = y; } // tessellate until threshold p is happy... @TODO warped to compensate for non-linear stretching static int stbtt__tesselate_curve(stbtt__point *points, int *num_points, float x0, float y0, float x1, float y1, float x2, float y2, float objspace_flatness_squared, int n) { // midpoint float mx = (x0 + 2*x1 + x2)/4; float my = (y0 + 2*y1 + y2)/4; // versus directly drawn line float dx = (x0+x2)/2 - mx; float dy = (y0+y2)/2 - my; if (n > 16) // 65536 segments on one curve better be enough! return 1; if (dx*dx+dy*dy > objspace_flatness_squared) { // half-pixel error allowed... need to be smaller if AA stbtt__tesselate_curve(points, num_points, x0,y0, (x0+x1)/2.0f,(y0+y1)/2.0f, mx,my, objspace_flatness_squared,n+1); stbtt__tesselate_curve(points, num_points, mx,my, (x1+x2)/2.0f,(y1+y2)/2.0f, x2,y2, objspace_flatness_squared,n+1); } else { stbtt__add_point(points, *num_points,x2,y2); *num_points = *num_points+1; } return 1; } static void stbtt__tesselate_cubic(stbtt__point *points, int *num_points, float x0, float y0, float x1, float y1, float x2, float y2, float x3, float y3, float objspace_flatness_squared, int n) { // @TODO this "flatness" calculation is just made-up nonsense that seems to work well enough float dx0 = x1-x0; float dy0 = y1-y0; float dx1 = x2-x1; float dy1 = y2-y1; float dx2 = x3-x2; float dy2 = y3-y2; float dx = x3-x0; float dy = y3-y0; float longlen = (float) (STBTT_sqrt(dx0*dx0+dy0*dy0)+STBTT_sqrt(dx1*dx1+dy1*dy1)+STBTT_sqrt(dx2*dx2+dy2*dy2)); float shortlen = (float) STBTT_sqrt(dx*dx+dy*dy); float flatness_squared = longlen*longlen-shortlen*shortlen; if (n > 16) // 65536 segments on one curve better be enough! return; if (flatness_squared > objspace_flatness_squared) { float x01 = (x0+x1)/2; float y01 = (y0+y1)/2; float x12 = (x1+x2)/2; float y12 = (y1+y2)/2; float x23 = (x2+x3)/2; float y23 = (y2+y3)/2; float xa = (x01+x12)/2; float ya = (y01+y12)/2; float xb = (x12+x23)/2; float yb = (y12+y23)/2; float mx = (xa+xb)/2; float my = (ya+yb)/2; stbtt__tesselate_cubic(points, num_points, x0,y0, x01,y01, xa,ya, mx,my, objspace_flatness_squared,n+1); stbtt__tesselate_cubic(points, num_points, mx,my, xb,yb, x23,y23, x3,y3, objspace_flatness_squared,n+1); } else { stbtt__add_point(points, *num_points,x3,y3); *num_points = *num_points+1; } } // returns number of contours static stbtt__point *stbtt_FlattenCurves(stbtt_vertex *vertices, int num_verts, float objspace_flatness, int **contour_lengths, int *num_contours, void *userdata) { stbtt__point *points=0; int num_points=0; float objspace_flatness_squared = objspace_flatness * objspace_flatness; int i,n=0,start=0, pass; // count how many "moves" there are to get the contour count for (i=0; i < num_verts; ++i) if (vertices[i].type == STBTT_vmove) ++n; *num_contours = n; if (n == 0) return 0; *contour_lengths = (int *) STBTT_malloc(sizeof(**contour_lengths) * n, userdata); if (*contour_lengths == 0) { *num_contours = 0; return 0; } // make two passes through the points so we don't need to realloc for (pass=0; pass < 2; ++pass) { float x=0,y=0; if (pass == 1) { points = (stbtt__point *) STBTT_malloc(num_points * sizeof(points[0]), userdata); if (points == NULL) goto error; } num_points = 0; n= -1; for (i=0; i < num_verts; ++i) { switch (vertices[i].type) { case STBTT_vmove: // start the next contour if (n >= 0) (*contour_lengths)[n] = num_points - start; ++n; start = num_points; x = vertices[i].x, y = vertices[i].y; stbtt__add_point(points, num_points++, x,y); break; case STBTT_vline: x = vertices[i].x, y = vertices[i].y; stbtt__add_point(points, num_points++, x, y); break; case STBTT_vcurve: stbtt__tesselate_curve(points, &num_points, x,y, vertices[i].cx, vertices[i].cy, vertices[i].x, vertices[i].y, objspace_flatness_squared, 0); x = vertices[i].x, y = vertices[i].y; break; case STBTT_vcubic: stbtt__tesselate_cubic(points, &num_points, x,y, vertices[i].cx, vertices[i].cy, vertices[i].cx1, vertices[i].cy1, vertices[i].x, vertices[i].y, objspace_flatness_squared, 0); x = vertices[i].x, y = vertices[i].y; break; } } (*contour_lengths)[n] = num_points - start; } return points; error: STBTT_free(points, userdata); STBTT_free(*contour_lengths, userdata); *contour_lengths = 0; *num_contours = 0; return NULL; } STBTT_DEF void stbtt_Rasterize(stbtt__bitmap *result, float flatness_in_pixels, stbtt_vertex *vertices, int num_verts, float scale_x, float scale_y, float shift_x, float shift_y, int x_off, int y_off, int invert, void *userdata) { float scale = scale_x > scale_y ? scale_y : scale_x; int winding_count = 0; int *winding_lengths = NULL; stbtt__point *windings = stbtt_FlattenCurves(vertices, num_verts, flatness_in_pixels / scale, &winding_lengths, &winding_count, userdata); if (windings) { stbtt__rasterize(result, windings, winding_lengths, winding_count, scale_x, scale_y, shift_x, shift_y, x_off, y_off, invert, userdata); STBTT_free(winding_lengths, userdata); STBTT_free(windings, userdata); } } STBTT_DEF void stbtt_FreeBitmap(unsigned char *bitmap, void *userdata) { STBTT_free(bitmap, userdata); } STBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int glyph, int *width, int *height, int *xoff, int *yoff) { int ix0,iy0,ix1,iy1; stbtt__bitmap gbm; stbtt_vertex *vertices; int num_verts = stbtt_GetGlyphShape(info, glyph, &vertices); if (scale_x == 0) scale_x = scale_y; if (scale_y == 0) { if (scale_x == 0) { STBTT_free(vertices, info->userdata); return NULL; } scale_y = scale_x; } stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale_x, scale_y, shift_x, shift_y, &ix0,&iy0,&ix1,&iy1); // now we get the size gbm.w = (ix1 - ix0); gbm.h = (iy1 - iy0); gbm.pixels = NULL; // in case we error if (width ) *width = gbm.w; if (height) *height = gbm.h; if (xoff ) *xoff = ix0; if (yoff ) *yoff = iy0; if (gbm.w && gbm.h) { gbm.pixels = (unsigned char *) STBTT_malloc(gbm.w * gbm.h, info->userdata); if (gbm.pixels) { gbm.stride = gbm.w; stbtt_Rasterize(&gbm, 0.35f, vertices, num_verts, scale_x, scale_y, shift_x, shift_y, ix0, iy0, 1, info->userdata); } } STBTT_free(vertices, info->userdata); return gbm.pixels; } STBTT_DEF unsigned char *stbtt_GetGlyphBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int glyph, int *width, int *height, int *xoff, int *yoff) { return stbtt_GetGlyphBitmapSubpixel(info, scale_x, scale_y, 0.0f, 0.0f, glyph, width, height, xoff, yoff); } STBTT_DEF void stbtt_MakeGlyphBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int glyph) { int ix0,iy0; stbtt_vertex *vertices; int num_verts = stbtt_GetGlyphShape(info, glyph, &vertices); stbtt__bitmap gbm; stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale_x, scale_y, shift_x, shift_y, &ix0,&iy0,0,0); gbm.pixels = output; gbm.w = out_w; gbm.h = out_h; gbm.stride = out_stride; if (gbm.w && gbm.h) stbtt_Rasterize(&gbm, 0.35f, vertices, num_verts, scale_x, scale_y, shift_x, shift_y, ix0,iy0, 1, info->userdata); STBTT_free(vertices, info->userdata); } STBTT_DEF void stbtt_MakeGlyphBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int glyph) { stbtt_MakeGlyphBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, 0.0f,0.0f, glyph); } STBTT_DEF unsigned char *stbtt_GetCodepointBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint, int *width, int *height, int *xoff, int *yoff) { return stbtt_GetGlyphBitmapSubpixel(info, scale_x, scale_y,shift_x,shift_y, stbtt_FindGlyphIndex(info,codepoint), width,height,xoff,yoff); } STBTT_DEF void stbtt_MakeCodepointBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int codepoint) { stbtt_MakeGlyphBitmapSubpixelPrefilter(info, output, out_w, out_h, out_stride, scale_x, scale_y, shift_x, shift_y, oversample_x, oversample_y, sub_x, sub_y, stbtt_FindGlyphIndex(info,codepoint)); } STBTT_DEF void stbtt_MakeCodepointBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint) { stbtt_MakeGlyphBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, shift_x, shift_y, stbtt_FindGlyphIndex(info,codepoint)); } STBTT_DEF unsigned char *stbtt_GetCodepointBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int codepoint, int *width, int *height, int *xoff, int *yoff) { return stbtt_GetCodepointBitmapSubpixel(info, scale_x, scale_y, 0.0f,0.0f, codepoint, width,height,xoff,yoff); } STBTT_DEF void stbtt_MakeCodepointBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int codepoint) { stbtt_MakeCodepointBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, 0.0f,0.0f, codepoint); } ////////////////////////////////////////////////////////////////////////////// // // bitmap baking // // This is SUPER-CRAPPY packing to keep source code small static int stbtt_BakeFontBitmap_internal(unsigned char *data, int offset, // font location (use offset=0 for plain .ttf) float pixel_height, // height of font in pixels unsigned char *pixels, int pw, int ph, // bitmap to be filled in int first_char, int num_chars, // characters to bake stbtt_bakedchar *chardata) { float scale; int x,y,bottom_y, i; stbtt_fontinfo f; f.userdata = NULL; if (!stbtt_InitFont(&f, data, offset)) return -1; STBTT_memset(pixels, 0, pw*ph); // background of 0 around pixels x=y=1; bottom_y = 1; scale = stbtt_ScaleForPixelHeight(&f, pixel_height); for (i=0; i < num_chars; ++i) { int advance, lsb, x0,y0,x1,y1,gw,gh; int g = stbtt_FindGlyphIndex(&f, first_char + i); stbtt_GetGlyphHMetrics(&f, g, &advance, &lsb); stbtt_GetGlyphBitmapBox(&f, g, scale,scale, &x0,&y0,&x1,&y1); gw = x1-x0; gh = y1-y0; if (x + gw + 1 >= pw) y = bottom_y, x = 1; // advance to next row if (y + gh + 1 >= ph) // check if it fits vertically AFTER potentially moving to next row return -i; STBTT_assert(x+gw < pw); STBTT_assert(y+gh < ph); stbtt_MakeGlyphBitmap(&f, pixels+x+y*pw, gw,gh,pw, scale,scale, g); chardata[i].x0 = (stbtt_int16) x; chardata[i].y0 = (stbtt_int16) y; chardata[i].x1 = (stbtt_int16) (x + gw); chardata[i].y1 = (stbtt_int16) (y + gh); chardata[i].xadvance = scale * advance; chardata[i].xoff = (float) x0; chardata[i].yoff = (float) y0; x = x + gw + 1; if (y+gh+1 > bottom_y) bottom_y = y+gh+1; } return bottom_y; } STBTT_DEF void stbtt_GetBakedQuad(const stbtt_bakedchar *chardata, int pw, int ph, int char_index, float *xpos, float *ypos, stbtt_aligned_quad *q, int opengl_fillrule) { float d3d_bias = opengl_fillrule ? 0 : -0.5f; float ipw = 1.0f / pw, iph = 1.0f / ph; const stbtt_bakedchar *b = chardata + char_index; int round_x = STBTT_ifloor((*xpos + b->xoff) + 0.5f); int round_y = STBTT_ifloor((*ypos + b->yoff) + 0.5f); q->x0 = round_x + d3d_bias; q->y0 = round_y + d3d_bias; q->x1 = round_x + b->x1 - b->x0 + d3d_bias; q->y1 = round_y + b->y1 - b->y0 + d3d_bias; q->s0 = b->x0 * ipw; q->t0 = b->y0 * iph; q->s1 = b->x1 * ipw; q->t1 = b->y1 * iph; *xpos += b->xadvance; } ////////////////////////////////////////////////////////////////////////////// // // rectangle packing replacement routines if you don't have stb_rect_pack.h // #ifndef STB_RECT_PACK_VERSION typedef int stbrp_coord; //////////////////////////////////////////////////////////////////////////////////// // // // // // COMPILER WARNING ?!?!? // // // // // // if you get a compile warning due to these symbols being defined more than // // once, move #include "stb_rect_pack.h" before #include "stb_truetype.h" // // // //////////////////////////////////////////////////////////////////////////////////// typedef struct { int width,height; int x,y,bottom_y; } stbrp_context; typedef struct { unsigned char x; } stbrp_node; struct stbrp_rect { stbrp_coord x,y; int id,w,h,was_packed; }; static void stbrp_init_target(stbrp_context *con, int pw, int ph, stbrp_node *nodes, int num_nodes) { con->width = pw; con->height = ph; con->x = 0; con->y = 0; con->bottom_y = 0; STBTT__NOTUSED(nodes); STBTT__NOTUSED(num_nodes); } static void stbrp_pack_rects(stbrp_context *con, stbrp_rect *rects, int num_rects) { int i; for (i=0; i < num_rects; ++i) { if (con->x + rects[i].w > con->width) { con->x = 0; con->y = con->bottom_y; } if (con->y + rects[i].h > con->height) break; rects[i].x = con->x; rects[i].y = con->y; rects[i].was_packed = 1; con->x += rects[i].w; if (con->y + rects[i].h > con->bottom_y) con->bottom_y = con->y + rects[i].h; } for ( ; i < num_rects; ++i) rects[i].was_packed = 0; } #endif ////////////////////////////////////////////////////////////////////////////// // // bitmap baking // // This is SUPER-AWESOME (tm Ryan Gordon) packing using stb_rect_pack.h. If // stb_rect_pack.h isn't available, it uses the BakeFontBitmap strategy. STBTT_DEF int stbtt_PackBegin(stbtt_pack_context *spc, unsigned char *pixels, int pw, int ph, int stride_in_bytes, int padding, void *alloc_context) { stbrp_context *context = (stbrp_context *) STBTT_malloc(sizeof(*context) ,alloc_context); int num_nodes = pw - padding; stbrp_node *nodes = (stbrp_node *) STBTT_malloc(sizeof(*nodes ) * num_nodes,alloc_context); if (context == NULL || nodes == NULL) { if (context != NULL) STBTT_free(context, alloc_context); if (nodes != NULL) STBTT_free(nodes , alloc_context); return 0; } spc->user_allocator_context = alloc_context; spc->width = pw; spc->height = ph; spc->pixels = pixels; spc->pack_info = context; spc->nodes = nodes; spc->padding = padding; spc->stride_in_bytes = stride_in_bytes != 0 ? stride_in_bytes : pw; spc->h_oversample = 1; spc->v_oversample = 1; spc->skip_missing = 0; stbrp_init_target(context, pw-padding, ph-padding, nodes, num_nodes); if (pixels) STBTT_memset(pixels, 0, pw*ph); // background of 0 around pixels return 1; } STBTT_DEF void stbtt_PackEnd (stbtt_pack_context *spc) { STBTT_free(spc->nodes , spc->user_allocator_context); STBTT_free(spc->pack_info, spc->user_allocator_context); } STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h_oversample, unsigned int v_oversample) { STBTT_assert(h_oversample <= STBTT_MAX_OVERSAMPLE); STBTT_assert(v_oversample <= STBTT_MAX_OVERSAMPLE); if (h_oversample <= STBTT_MAX_OVERSAMPLE) spc->h_oversample = h_oversample; if (v_oversample <= STBTT_MAX_OVERSAMPLE) spc->v_oversample = v_oversample; } STBTT_DEF void stbtt_PackSetSkipMissingCodepoints(stbtt_pack_context *spc, int skip) { spc->skip_missing = skip; } #define STBTT__OVER_MASK (STBTT_MAX_OVERSAMPLE-1) static void stbtt__h_prefilter(unsigned char *pixels, int w, int h, int stride_in_bytes, unsigned int kernel_width) { unsigned char buffer[STBTT_MAX_OVERSAMPLE]; int safe_w = w - kernel_width; int j; STBTT_memset(buffer, 0, STBTT_MAX_OVERSAMPLE); // suppress bogus warning from VS2013 -analyze for (j=0; j < h; ++j) { int i; unsigned int total; STBTT_memset(buffer, 0, kernel_width); total = 0; // make kernel_width a constant in common cases so compiler can optimize out the divide switch (kernel_width) { case 2: for (i=0; i <= safe_w; ++i) { total += pixels[i] - buffer[i & STBTT__OVER_MASK]; buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; pixels[i] = (unsigned char) (total / 2); } break; case 3: for (i=0; i <= safe_w; ++i) { total += pixels[i] - buffer[i & STBTT__OVER_MASK]; buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; pixels[i] = (unsigned char) (total / 3); } break; case 4: for (i=0; i <= safe_w; ++i) { total += pixels[i] - buffer[i & STBTT__OVER_MASK]; buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; pixels[i] = (unsigned char) (total / 4); } break; case 5: for (i=0; i <= safe_w; ++i) { total += pixels[i] - buffer[i & STBTT__OVER_MASK]; buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; pixels[i] = (unsigned char) (total / 5); } break; default: for (i=0; i <= safe_w; ++i) { total += pixels[i] - buffer[i & STBTT__OVER_MASK]; buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; pixels[i] = (unsigned char) (total / kernel_width); } break; } for (; i < w; ++i) { STBTT_assert(pixels[i] == 0); total -= buffer[i & STBTT__OVER_MASK]; pixels[i] = (unsigned char) (total / kernel_width); } pixels += stride_in_bytes; } } static void stbtt__v_prefilter(unsigned char *pixels, int w, int h, int stride_in_bytes, unsigned int kernel_width) { unsigned char buffer[STBTT_MAX_OVERSAMPLE]; int safe_h = h - kernel_width; int j; STBTT_memset(buffer, 0, STBTT_MAX_OVERSAMPLE); // suppress bogus warning from VS2013 -analyze for (j=0; j < w; ++j) { int i; unsigned int total; STBTT_memset(buffer, 0, kernel_width); total = 0; // make kernel_width a constant in common cases so compiler can optimize out the divide switch (kernel_width) { case 2: for (i=0; i <= safe_h; ++i) { total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; pixels[i*stride_in_bytes] = (unsigned char) (total / 2); } break; case 3: for (i=0; i <= safe_h; ++i) { total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; pixels[i*stride_in_bytes] = (unsigned char) (total / 3); } break; case 4: for (i=0; i <= safe_h; ++i) { total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; pixels[i*stride_in_bytes] = (unsigned char) (total / 4); } break; case 5: for (i=0; i <= safe_h; ++i) { total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; pixels[i*stride_in_bytes] = (unsigned char) (total / 5); } break; default: for (i=0; i <= safe_h; ++i) { total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; pixels[i*stride_in_bytes] = (unsigned char) (total / kernel_width); } break; } for (; i < h; ++i) { STBTT_assert(pixels[i*stride_in_bytes] == 0); total -= buffer[i & STBTT__OVER_MASK]; pixels[i*stride_in_bytes] = (unsigned char) (total / kernel_width); } pixels += 1; } } static float stbtt__oversample_shift(int oversample) { if (!oversample) return 0.0f; // The prefilter is a box filter of width "oversample", // which shifts phase by (oversample - 1)/2 pixels in // oversampled space. We want to shift in the opposite // direction to counter this. return (float)-(oversample - 1) / (2.0f * (float)oversample); } // rects array must be big enough to accommodate all characters in the given ranges STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects) { int i,j,k; int missing_glyph_added = 0; k=0; for (i=0; i < num_ranges; ++i) { float fh = ranges[i].font_size; float scale = fh > 0 ? stbtt_ScaleForPixelHeight(info, fh) : stbtt_ScaleForMappingEmToPixels(info, -fh); ranges[i].h_oversample = (unsigned char) spc->h_oversample; ranges[i].v_oversample = (unsigned char) spc->v_oversample; for (j=0; j < ranges[i].num_chars; ++j) { int x0,y0,x1,y1; int codepoint = ranges[i].array_of_unicode_codepoints == NULL ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j]; int glyph = stbtt_FindGlyphIndex(info, codepoint); if (glyph == 0 && (spc->skip_missing || missing_glyph_added)) { rects[k].w = rects[k].h = 0; } else { stbtt_GetGlyphBitmapBoxSubpixel(info,glyph, scale * spc->h_oversample, scale * spc->v_oversample, 0,0, &x0,&y0,&x1,&y1); rects[k].w = (stbrp_coord) (x1-x0 + spc->padding + spc->h_oversample-1); rects[k].h = (stbrp_coord) (y1-y0 + spc->padding + spc->v_oversample-1); if (glyph == 0) missing_glyph_added = 1; } ++k; } } return k; } STBTT_DEF void stbtt_MakeGlyphBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int prefilter_x, int prefilter_y, float *sub_x, float *sub_y, int glyph) { stbtt_MakeGlyphBitmapSubpixel(info, output, out_w - (prefilter_x - 1), out_h - (prefilter_y - 1), out_stride, scale_x, scale_y, shift_x, shift_y, glyph); if (prefilter_x > 1) stbtt__h_prefilter(output, out_w, out_h, out_stride, prefilter_x); if (prefilter_y > 1) stbtt__v_prefilter(output, out_w, out_h, out_stride, prefilter_y); *sub_x = stbtt__oversample_shift(prefilter_x); *sub_y = stbtt__oversample_shift(prefilter_y); } // rects array must be big enough to accommodate all characters in the given ranges STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects) { int i,j,k, missing_glyph = -1, return_value = 1; // save current values int old_h_over = spc->h_oversample; int old_v_over = spc->v_oversample; k = 0; for (i=0; i < num_ranges; ++i) { float fh = ranges[i].font_size; float scale = fh > 0 ? stbtt_ScaleForPixelHeight(info, fh) : stbtt_ScaleForMappingEmToPixels(info, -fh); float recip_h,recip_v,sub_x,sub_y; spc->h_oversample = ranges[i].h_oversample; spc->v_oversample = ranges[i].v_oversample; recip_h = 1.0f / spc->h_oversample; recip_v = 1.0f / spc->v_oversample; sub_x = stbtt__oversample_shift(spc->h_oversample); sub_y = stbtt__oversample_shift(spc->v_oversample); for (j=0; j < ranges[i].num_chars; ++j) { stbrp_rect *r = &rects[k]; if (r->was_packed && r->w != 0 && r->h != 0) { stbtt_packedchar *bc = &ranges[i].chardata_for_range[j]; int advance, lsb, x0,y0,x1,y1; int codepoint = ranges[i].array_of_unicode_codepoints == NULL ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j]; int glyph = stbtt_FindGlyphIndex(info, codepoint); stbrp_coord pad = (stbrp_coord) spc->padding; // pad on left and top r->x += pad; r->y += pad; r->w -= pad; r->h -= pad; stbtt_GetGlyphHMetrics(info, glyph, &advance, &lsb); stbtt_GetGlyphBitmapBox(info, glyph, scale * spc->h_oversample, scale * spc->v_oversample, &x0,&y0,&x1,&y1); stbtt_MakeGlyphBitmapSubpixel(info, spc->pixels + r->x + r->y*spc->stride_in_bytes, r->w - spc->h_oversample+1, r->h - spc->v_oversample+1, spc->stride_in_bytes, scale * spc->h_oversample, scale * spc->v_oversample, 0,0, glyph); if (spc->h_oversample > 1) stbtt__h_prefilter(spc->pixels + r->x + r->y*spc->stride_in_bytes, r->w, r->h, spc->stride_in_bytes, spc->h_oversample); if (spc->v_oversample > 1) stbtt__v_prefilter(spc->pixels + r->x + r->y*spc->stride_in_bytes, r->w, r->h, spc->stride_in_bytes, spc->v_oversample); bc->x0 = (stbtt_int16) r->x; bc->y0 = (stbtt_int16) r->y; bc->x1 = (stbtt_int16) (r->x + r->w); bc->y1 = (stbtt_int16) (r->y + r->h); bc->xadvance = scale * advance; bc->xoff = (float) x0 * recip_h + sub_x; bc->yoff = (float) y0 * recip_v + sub_y; bc->xoff2 = (x0 + r->w) * recip_h + sub_x; bc->yoff2 = (y0 + r->h) * recip_v + sub_y; if (glyph == 0) missing_glyph = j; } else if (spc->skip_missing) { return_value = 0; } else if (r->was_packed && r->w == 0 && r->h == 0 && missing_glyph >= 0) { ranges[i].chardata_for_range[j] = ranges[i].chardata_for_range[missing_glyph]; } else { return_value = 0; // if any fail, report failure } ++k; } } // restore original values spc->h_oversample = old_h_over; spc->v_oversample = old_v_over; return return_value; } STBTT_DEF void stbtt_PackFontRangesPackRects(stbtt_pack_context *spc, stbrp_rect *rects, int num_rects) { stbrp_pack_rects((stbrp_context *) spc->pack_info, rects, num_rects); } STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, stbtt_pack_range *ranges, int num_ranges) { stbtt_fontinfo info; int i, j, n, return_value; // [DEAR IMGUI] removed = 1; //stbrp_context *context = (stbrp_context *) spc->pack_info; stbrp_rect *rects; // flag all characters as NOT packed for (i=0; i < num_ranges; ++i) for (j=0; j < ranges[i].num_chars; ++j) ranges[i].chardata_for_range[j].x0 = ranges[i].chardata_for_range[j].y0 = ranges[i].chardata_for_range[j].x1 = ranges[i].chardata_for_range[j].y1 = 0; n = 0; for (i=0; i < num_ranges; ++i) n += ranges[i].num_chars; rects = (stbrp_rect *) STBTT_malloc(sizeof(*rects) * n, spc->user_allocator_context); if (rects == NULL) return 0; info.userdata = spc->user_allocator_context; stbtt_InitFont(&info, fontdata, stbtt_GetFontOffsetForIndex(fontdata,font_index)); n = stbtt_PackFontRangesGatherRects(spc, &info, ranges, num_ranges, rects); stbtt_PackFontRangesPackRects(spc, rects, n); return_value = stbtt_PackFontRangesRenderIntoRects(spc, &info, ranges, num_ranges, rects); STBTT_free(rects, spc->user_allocator_context); return return_value; } STBTT_DEF int stbtt_PackFontRange(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, float font_size, int first_unicode_codepoint_in_range, int num_chars_in_range, stbtt_packedchar *chardata_for_range) { stbtt_pack_range range; range.first_unicode_codepoint_in_range = first_unicode_codepoint_in_range; range.array_of_unicode_codepoints = NULL; range.num_chars = num_chars_in_range; range.chardata_for_range = chardata_for_range; range.font_size = font_size; return stbtt_PackFontRanges(spc, fontdata, font_index, &range, 1); } STBTT_DEF void stbtt_GetScaledFontVMetrics(const unsigned char *fontdata, int index, float size, float *ascent, float *descent, float *lineGap) { int i_ascent, i_descent, i_lineGap; float scale; stbtt_fontinfo info; stbtt_InitFont(&info, fontdata, stbtt_GetFontOffsetForIndex(fontdata, index)); scale = size > 0 ? stbtt_ScaleForPixelHeight(&info, size) : stbtt_ScaleForMappingEmToPixels(&info, -size); stbtt_GetFontVMetrics(&info, &i_ascent, &i_descent, &i_lineGap); *ascent = (float) i_ascent * scale; *descent = (float) i_descent * scale; *lineGap = (float) i_lineGap * scale; } STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar *chardata, int pw, int ph, int char_index, float *xpos, float *ypos, stbtt_aligned_quad *q, int align_to_integer) { float ipw = 1.0f / pw, iph = 1.0f / ph; const stbtt_packedchar *b = chardata + char_index; if (align_to_integer) { float x = (float) STBTT_ifloor((*xpos + b->xoff) + 0.5f); float y = (float) STBTT_ifloor((*ypos + b->yoff) + 0.5f); q->x0 = x; q->y0 = y; q->x1 = x + b->xoff2 - b->xoff; q->y1 = y + b->yoff2 - b->yoff; } else { q->x0 = *xpos + b->xoff; q->y0 = *ypos + b->yoff; q->x1 = *xpos + b->xoff2; q->y1 = *ypos + b->yoff2; } q->s0 = b->x0 * ipw; q->t0 = b->y0 * iph; q->s1 = b->x1 * ipw; q->t1 = b->y1 * iph; *xpos += b->xadvance; } ////////////////////////////////////////////////////////////////////////////// // // sdf computation // #define STBTT_min(a,b) ((a) < (b) ? (a) : (b)) #define STBTT_max(a,b) ((a) < (b) ? (b) : (a)) static int stbtt__ray_intersect_bezier(float orig[2], float ray[2], float q0[2], float q1[2], float q2[2], float hits[2][2]) { float q0perp = q0[1]*ray[0] - q0[0]*ray[1]; float q1perp = q1[1]*ray[0] - q1[0]*ray[1]; float q2perp = q2[1]*ray[0] - q2[0]*ray[1]; float roperp = orig[1]*ray[0] - orig[0]*ray[1]; float a = q0perp - 2*q1perp + q2perp; float b = q1perp - q0perp; float c = q0perp - roperp; float s0 = 0., s1 = 0.; int num_s = 0; if (a != 0.0) { float discr = b*b - a*c; if (discr > 0.0) { float rcpna = -1 / a; float d = (float) STBTT_sqrt(discr); s0 = (b+d) * rcpna; s1 = (b-d) * rcpna; if (s0 >= 0.0 && s0 <= 1.0) num_s = 1; if (d > 0.0 && s1 >= 0.0 && s1 <= 1.0) { if (num_s == 0) s0 = s1; ++num_s; } } } else { // 2*b*s + c = 0 // s = -c / (2*b) s0 = c / (-2 * b); if (s0 >= 0.0 && s0 <= 1.0) num_s = 1; } if (num_s == 0) return 0; else { float rcp_len2 = 1 / (ray[0]*ray[0] + ray[1]*ray[1]); float rayn_x = ray[0] * rcp_len2, rayn_y = ray[1] * rcp_len2; float q0d = q0[0]*rayn_x + q0[1]*rayn_y; float q1d = q1[0]*rayn_x + q1[1]*rayn_y; float q2d = q2[0]*rayn_x + q2[1]*rayn_y; float rod = orig[0]*rayn_x + orig[1]*rayn_y; float q10d = q1d - q0d; float q20d = q2d - q0d; float q0rd = q0d - rod; hits[0][0] = q0rd + s0*(2.0f - 2.0f*s0)*q10d + s0*s0*q20d; hits[0][1] = a*s0+b; if (num_s > 1) { hits[1][0] = q0rd + s1*(2.0f - 2.0f*s1)*q10d + s1*s1*q20d; hits[1][1] = a*s1+b; return 2; } else { return 1; } } } static int equal(float *a, float *b) { return (a[0] == b[0] && a[1] == b[1]); } static int stbtt__compute_crossings_x(float x, float y, int nverts, stbtt_vertex *verts) { int i; float orig[2], ray[2] = { 1, 0 }; float y_frac; int winding = 0; // make sure y never passes through a vertex of the shape y_frac = (float) STBTT_fmod(y, 1.0f); if (y_frac < 0.01f) y += 0.01f; else if (y_frac > 0.99f) y -= 0.01f; orig[0] = x; orig[1] = y; // test a ray from (-infinity,y) to (x,y) for (i=0; i < nverts; ++i) { if (verts[i].type == STBTT_vline) { int x0 = (int) verts[i-1].x, y0 = (int) verts[i-1].y; int x1 = (int) verts[i ].x, y1 = (int) verts[i ].y; if (y > STBTT_min(y0,y1) && y < STBTT_max(y0,y1) && x > STBTT_min(x0,x1)) { float x_inter = (y - y0) / (y1 - y0) * (x1-x0) + x0; if (x_inter < x) winding += (y0 < y1) ? 1 : -1; } } if (verts[i].type == STBTT_vcurve) { int x0 = (int) verts[i-1].x , y0 = (int) verts[i-1].y ; int x1 = (int) verts[i ].cx, y1 = (int) verts[i ].cy; int x2 = (int) verts[i ].x , y2 = (int) verts[i ].y ; int ax = STBTT_min(x0,STBTT_min(x1,x2)), ay = STBTT_min(y0,STBTT_min(y1,y2)); int by = STBTT_max(y0,STBTT_max(y1,y2)); if (y > ay && y < by && x > ax) { float q0[2],q1[2],q2[2]; float hits[2][2]; q0[0] = (float)x0; q0[1] = (float)y0; q1[0] = (float)x1; q1[1] = (float)y1; q2[0] = (float)x2; q2[1] = (float)y2; if (equal(q0,q1) || equal(q1,q2)) { x0 = (int)verts[i-1].x; y0 = (int)verts[i-1].y; x1 = (int)verts[i ].x; y1 = (int)verts[i ].y; if (y > STBTT_min(y0,y1) && y < STBTT_max(y0,y1) && x > STBTT_min(x0,x1)) { float x_inter = (y - y0) / (y1 - y0) * (x1-x0) + x0; if (x_inter < x) winding += (y0 < y1) ? 1 : -1; } } else { int num_hits = stbtt__ray_intersect_bezier(orig, ray, q0, q1, q2, hits); if (num_hits >= 1) if (hits[0][0] < 0) winding += (hits[0][1] < 0 ? -1 : 1); if (num_hits >= 2) if (hits[1][0] < 0) winding += (hits[1][1] < 0 ? -1 : 1); } } } } return winding; } static float stbtt__cuberoot( float x ) { if (x<0) return -(float) STBTT_pow(-x,1.0f/3.0f); else return (float) STBTT_pow( x,1.0f/3.0f); } // x^3 + a*x^2 + b*x + c = 0 static int stbtt__solve_cubic(float a, float b, float c, float* r) { float s = -a / 3; float p = b - a*a / 3; float q = a * (2*a*a - 9*b) / 27 + c; float p3 = p*p*p; float d = q*q + 4*p3 / 27; if (d >= 0) { float z = (float) STBTT_sqrt(d); float u = (-q + z) / 2; float v = (-q - z) / 2; u = stbtt__cuberoot(u); v = stbtt__cuberoot(v); r[0] = s + u + v; return 1; } else { float u = (float) STBTT_sqrt(-p/3); float v = (float) STBTT_acos(-STBTT_sqrt(-27/p3) * q / 2) / 3; // p3 must be negative, since d is negative float m = (float) STBTT_cos(v); float n = (float) STBTT_cos(v-3.141592/2)*1.732050808f; r[0] = s + u * 2 * m; r[1] = s - u * (m + n); r[2] = s - u * (m - n); //STBTT_assert( STBTT_fabs(((r[0]+a)*r[0]+b)*r[0]+c) < 0.05f); // these asserts may not be safe at all scales, though they're in bezier t parameter units so maybe? //STBTT_assert( STBTT_fabs(((r[1]+a)*r[1]+b)*r[1]+c) < 0.05f); //STBTT_assert( STBTT_fabs(((r[2]+a)*r[2]+b)*r[2]+c) < 0.05f); return 3; } } STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float scale, int glyph, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff) { float scale_x = scale, scale_y = scale; int ix0,iy0,ix1,iy1; int w,h; unsigned char *data; if (scale == 0) return NULL; stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale, scale, 0.0f,0.0f, &ix0,&iy0,&ix1,&iy1); // if empty, return NULL if (ix0 == ix1 || iy0 == iy1) return NULL; ix0 -= padding; iy0 -= padding; ix1 += padding; iy1 += padding; w = (ix1 - ix0); h = (iy1 - iy0); if (width ) *width = w; if (height) *height = h; if (xoff ) *xoff = ix0; if (yoff ) *yoff = iy0; // invert for y-downwards bitmaps scale_y = -scale_y; { int x,y,i,j; float *precompute; stbtt_vertex *verts; int num_verts = stbtt_GetGlyphShape(info, glyph, &verts); data = (unsigned char *) STBTT_malloc(w * h, info->userdata); precompute = (float *) STBTT_malloc(num_verts * sizeof(float), info->userdata); for (i=0,j=num_verts-1; i < num_verts; j=i++) { if (verts[i].type == STBTT_vline) { float x0 = verts[i].x*scale_x, y0 = verts[i].y*scale_y; float x1 = verts[j].x*scale_x, y1 = verts[j].y*scale_y; float dist = (float) STBTT_sqrt((x1-x0)*(x1-x0) + (y1-y0)*(y1-y0)); precompute[i] = (dist == 0) ? 0.0f : 1.0f / dist; } else if (verts[i].type == STBTT_vcurve) { float x2 = verts[j].x *scale_x, y2 = verts[j].y *scale_y; float x1 = verts[i].cx*scale_x, y1 = verts[i].cy*scale_y; float x0 = verts[i].x *scale_x, y0 = verts[i].y *scale_y; float bx = x0 - 2*x1 + x2, by = y0 - 2*y1 + y2; float len2 = bx*bx + by*by; if (len2 != 0.0f) precompute[i] = 1.0f / (bx*bx + by*by); else precompute[i] = 0.0f; } else precompute[i] = 0.0f; } for (y=iy0; y < iy1; ++y) { for (x=ix0; x < ix1; ++x) { float val; float min_dist = 999999.0f; float sx = (float) x + 0.5f; float sy = (float) y + 0.5f; float x_gspace = (sx / scale_x); float y_gspace = (sy / scale_y); int winding = stbtt__compute_crossings_x(x_gspace, y_gspace, num_verts, verts); // @OPTIMIZE: this could just be a rasterization, but needs to be line vs. non-tesselated curves so a new path for (i=0; i < num_verts; ++i) { float x0 = verts[i].x*scale_x, y0 = verts[i].y*scale_y; if (verts[i].type == STBTT_vline && precompute[i] != 0.0f) { float x1 = verts[i-1].x*scale_x, y1 = verts[i-1].y*scale_y; float dist,dist2 = (x0-sx)*(x0-sx) + (y0-sy)*(y0-sy); if (dist2 < min_dist*min_dist) min_dist = (float) STBTT_sqrt(dist2); // coarse culling against bbox //if (sx > STBTT_min(x0,x1)-min_dist && sx < STBTT_max(x0,x1)+min_dist && // sy > STBTT_min(y0,y1)-min_dist && sy < STBTT_max(y0,y1)+min_dist) dist = (float) STBTT_fabs((x1-x0)*(y0-sy) - (y1-y0)*(x0-sx)) * precompute[i]; STBTT_assert(i != 0); if (dist < min_dist) { // check position along line // x' = x0 + t*(x1-x0), y' = y0 + t*(y1-y0) // minimize (x'-sx)*(x'-sx)+(y'-sy)*(y'-sy) float dx = x1-x0, dy = y1-y0; float px = x0-sx, py = y0-sy; // minimize (px+t*dx)^2 + (py+t*dy)^2 = px*px + 2*px*dx*t + t^2*dx*dx + py*py + 2*py*dy*t + t^2*dy*dy // derivative: 2*px*dx + 2*py*dy + (2*dx*dx+2*dy*dy)*t, set to 0 and solve float t = -(px*dx + py*dy) / (dx*dx + dy*dy); if (t >= 0.0f && t <= 1.0f) min_dist = dist; } } else if (verts[i].type == STBTT_vcurve) { float x2 = verts[i-1].x *scale_x, y2 = verts[i-1].y *scale_y; float x1 = verts[i ].cx*scale_x, y1 = verts[i ].cy*scale_y; float box_x0 = STBTT_min(STBTT_min(x0,x1),x2); float box_y0 = STBTT_min(STBTT_min(y0,y1),y2); float box_x1 = STBTT_max(STBTT_max(x0,x1),x2); float box_y1 = STBTT_max(STBTT_max(y0,y1),y2); // coarse culling against bbox to avoid computing cubic unnecessarily if (sx > box_x0-min_dist && sx < box_x1+min_dist && sy > box_y0-min_dist && sy < box_y1+min_dist) { int num=0; float ax = x1-x0, ay = y1-y0; float bx = x0 - 2*x1 + x2, by = y0 - 2*y1 + y2; float mx = x0 - sx, my = y0 - sy; float res[3] = {0.f,0.f,0.f}; float px,py,t,it,dist2; float a_inv = precompute[i]; if (a_inv == 0.0) { // if a_inv is 0, it's 2nd degree so use quadratic formula float a = 3*(ax*bx + ay*by); float b = 2*(ax*ax + ay*ay) + (mx*bx+my*by); float c = mx*ax+my*ay; if (a == 0.0) { // if a is 0, it's linear if (b != 0.0) { res[num++] = -c/b; } } else { float discriminant = b*b - 4*a*c; if (discriminant < 0) num = 0; else { float root = (float) STBTT_sqrt(discriminant); res[0] = (-b - root)/(2*a); res[1] = (-b + root)/(2*a); num = 2; // don't bother distinguishing 1-solution case, as code below will still work } } } else { float b = 3*(ax*bx + ay*by) * a_inv; // could precompute this as it doesn't depend on sample point float c = (2*(ax*ax + ay*ay) + (mx*bx+my*by)) * a_inv; float d = (mx*ax+my*ay) * a_inv; num = stbtt__solve_cubic(b, c, d, res); } dist2 = (x0-sx)*(x0-sx) + (y0-sy)*(y0-sy); if (dist2 < min_dist*min_dist) min_dist = (float) STBTT_sqrt(dist2); if (num >= 1 && res[0] >= 0.0f && res[0] <= 1.0f) { t = res[0], it = 1.0f - t; px = it*it*x0 + 2*t*it*x1 + t*t*x2; py = it*it*y0 + 2*t*it*y1 + t*t*y2; dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy); if (dist2 < min_dist * min_dist) min_dist = (float) STBTT_sqrt(dist2); } if (num >= 2 && res[1] >= 0.0f && res[1] <= 1.0f) { t = res[1], it = 1.0f - t; px = it*it*x0 + 2*t*it*x1 + t*t*x2; py = it*it*y0 + 2*t*it*y1 + t*t*y2; dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy); if (dist2 < min_dist * min_dist) min_dist = (float) STBTT_sqrt(dist2); } if (num >= 3 && res[2] >= 0.0f && res[2] <= 1.0f) { t = res[2], it = 1.0f - t; px = it*it*x0 + 2*t*it*x1 + t*t*x2; py = it*it*y0 + 2*t*it*y1 + t*t*y2; dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy); if (dist2 < min_dist * min_dist) min_dist = (float) STBTT_sqrt(dist2); } } } } if (winding == 0) min_dist = -min_dist; // if outside the shape, value is negative val = onedge_value + pixel_dist_scale * min_dist; if (val < 0) val = 0; else if (val > 255) val = 255; data[(y-iy0)*w+(x-ix0)] = (unsigned char) val; } } STBTT_free(precompute, info->userdata); STBTT_free(verts, info->userdata); } return data; } STBTT_DEF unsigned char * stbtt_GetCodepointSDF(const stbtt_fontinfo *info, float scale, int codepoint, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff) { return stbtt_GetGlyphSDF(info, scale, stbtt_FindGlyphIndex(info, codepoint), padding, onedge_value, pixel_dist_scale, width, height, xoff, yoff); } STBTT_DEF void stbtt_FreeSDF(unsigned char *bitmap, void *userdata) { STBTT_free(bitmap, userdata); } ////////////////////////////////////////////////////////////////////////////// // // font name matching -- recommended not to use this // // check if a utf8 string contains a prefix which is the utf16 string; if so return length of matching utf8 string static stbtt_int32 stbtt__CompareUTF8toUTF16_bigendian_prefix(stbtt_uint8 *s1, stbtt_int32 len1, stbtt_uint8 *s2, stbtt_int32 len2) { stbtt_int32 i=0; // convert utf16 to utf8 and compare the results while converting while (len2) { stbtt_uint16 ch = s2[0]*256 + s2[1]; if (ch < 0x80) { if (i >= len1) return -1; if (s1[i++] != ch) return -1; } else if (ch < 0x800) { if (i+1 >= len1) return -1; if (s1[i++] != 0xc0 + (ch >> 6)) return -1; if (s1[i++] != 0x80 + (ch & 0x3f)) return -1; } else if (ch >= 0xd800 && ch < 0xdc00) { stbtt_uint32 c; stbtt_uint16 ch2 = s2[2]*256 + s2[3]; if (i+3 >= len1) return -1; c = ((ch - 0xd800) << 10) + (ch2 - 0xdc00) + 0x10000; if (s1[i++] != 0xf0 + (c >> 18)) return -1; if (s1[i++] != 0x80 + ((c >> 12) & 0x3f)) return -1; if (s1[i++] != 0x80 + ((c >> 6) & 0x3f)) return -1; if (s1[i++] != 0x80 + ((c ) & 0x3f)) return -1; s2 += 2; // plus another 2 below len2 -= 2; } else if (ch >= 0xdc00 && ch < 0xe000) { return -1; } else { if (i+2 >= len1) return -1; if (s1[i++] != 0xe0 + (ch >> 12)) return -1; if (s1[i++] != 0x80 + ((ch >> 6) & 0x3f)) return -1; if (s1[i++] != 0x80 + ((ch ) & 0x3f)) return -1; } s2 += 2; len2 -= 2; } return i; } static int stbtt_CompareUTF8toUTF16_bigendian_internal(char *s1, int len1, char *s2, int len2) { return len1 == stbtt__CompareUTF8toUTF16_bigendian_prefix((stbtt_uint8*) s1, len1, (stbtt_uint8*) s2, len2); } // returns results in whatever encoding you request... but note that 2-byte encodings // will be BIG-ENDIAN... use stbtt_CompareUTF8toUTF16_bigendian() to compare STBTT_DEF const char *stbtt_GetFontNameString(const stbtt_fontinfo *font, int *length, int platformID, int encodingID, int languageID, int nameID) { stbtt_int32 i,count,stringOffset; stbtt_uint8 *fc = font->data; stbtt_uint32 offset = font->fontstart; stbtt_uint32 nm = stbtt__find_table(fc, offset, "name"); if (!nm) return NULL; count = ttUSHORT(fc+nm+2); stringOffset = nm + ttUSHORT(fc+nm+4); for (i=0; i < count; ++i) { stbtt_uint32 loc = nm + 6 + 12 * i; if (platformID == ttUSHORT(fc+loc+0) && encodingID == ttUSHORT(fc+loc+2) && languageID == ttUSHORT(fc+loc+4) && nameID == ttUSHORT(fc+loc+6)) { *length = ttUSHORT(fc+loc+8); return (const char *) (fc+stringOffset+ttUSHORT(fc+loc+10)); } } return NULL; } static int stbtt__matchpair(stbtt_uint8 *fc, stbtt_uint32 nm, stbtt_uint8 *name, stbtt_int32 nlen, stbtt_int32 target_id, stbtt_int32 next_id) { stbtt_int32 i; stbtt_int32 count = ttUSHORT(fc+nm+2); stbtt_int32 stringOffset = nm + ttUSHORT(fc+nm+4); for (i=0; i < count; ++i) { stbtt_uint32 loc = nm + 6 + 12 * i; stbtt_int32 id = ttUSHORT(fc+loc+6); if (id == target_id) { // find the encoding stbtt_int32 platform = ttUSHORT(fc+loc+0), encoding = ttUSHORT(fc+loc+2), language = ttUSHORT(fc+loc+4); // is this a Unicode encoding? if (platform == 0 || (platform == 3 && encoding == 1) || (platform == 3 && encoding == 10)) { stbtt_int32 slen = ttUSHORT(fc+loc+8); stbtt_int32 off = ttUSHORT(fc+loc+10); // check if there's a prefix match stbtt_int32 matchlen = stbtt__CompareUTF8toUTF16_bigendian_prefix(name, nlen, fc+stringOffset+off,slen); if (matchlen >= 0) { // check for target_id+1 immediately following, with same encoding & language if (i+1 < count && ttUSHORT(fc+loc+12+6) == next_id && ttUSHORT(fc+loc+12) == platform && ttUSHORT(fc+loc+12+2) == encoding && ttUSHORT(fc+loc+12+4) == language) { slen = ttUSHORT(fc+loc+12+8); off = ttUSHORT(fc+loc+12+10); if (slen == 0) { if (matchlen == nlen) return 1; } else if (matchlen < nlen && name[matchlen] == ' ') { ++matchlen; if (stbtt_CompareUTF8toUTF16_bigendian_internal((char*) (name+matchlen), nlen-matchlen, (char*)(fc+stringOffset+off),slen)) return 1; } } else { // if nothing immediately following if (matchlen == nlen) return 1; } } } // @TODO handle other encodings } } return 0; } static int stbtt__matches(stbtt_uint8 *fc, stbtt_uint32 offset, stbtt_uint8 *name, stbtt_int32 flags) { stbtt_int32 nlen = (stbtt_int32) STBTT_strlen((char *) name); stbtt_uint32 nm,hd; if (!stbtt__isfont(fc+offset)) return 0; // check italics/bold/underline flags in macStyle... if (flags) { hd = stbtt__find_table(fc, offset, "head"); if ((ttUSHORT(fc+hd+44) & 7) != (flags & 7)) return 0; } nm = stbtt__find_table(fc, offset, "name"); if (!nm) return 0; if (flags) { // if we checked the macStyle flags, then just check the family and ignore the subfamily if (stbtt__matchpair(fc, nm, name, nlen, 16, -1)) return 1; if (stbtt__matchpair(fc, nm, name, nlen, 1, -1)) return 1; if (stbtt__matchpair(fc, nm, name, nlen, 3, -1)) return 1; } else { if (stbtt__matchpair(fc, nm, name, nlen, 16, 17)) return 1; if (stbtt__matchpair(fc, nm, name, nlen, 1, 2)) return 1; if (stbtt__matchpair(fc, nm, name, nlen, 3, -1)) return 1; } return 0; } static int stbtt_FindMatchingFont_internal(unsigned char *font_collection, char *name_utf8, stbtt_int32 flags) { stbtt_int32 i; for (i=0;;++i) { stbtt_int32 off = stbtt_GetFontOffsetForIndex(font_collection, i); if (off < 0) return off; if (stbtt__matches((stbtt_uint8 *) font_collection, off, (stbtt_uint8*) name_utf8, flags)) return off; } } #if defined(__GNUC__) || defined(__clang__) #pragma GCC diagnostic push #pragma GCC diagnostic ignored "-Wcast-qual" #endif STBTT_DEF int stbtt_BakeFontBitmap(const unsigned char *data, int offset, float pixel_height, unsigned char *pixels, int pw, int ph, int first_char, int num_chars, stbtt_bakedchar *chardata) { return stbtt_BakeFontBitmap_internal((unsigned char *) data, offset, pixel_height, pixels, pw, ph, first_char, num_chars, chardata); } STBTT_DEF int stbtt_GetFontOffsetForIndex(const unsigned char *data, int index) { return stbtt_GetFontOffsetForIndex_internal((unsigned char *) data, index); } STBTT_DEF int stbtt_GetNumberOfFonts(const unsigned char *data) { return stbtt_GetNumberOfFonts_internal((unsigned char *) data); } STBTT_DEF int stbtt_InitFont(stbtt_fontinfo *info, const unsigned char *data, int offset) { return stbtt_InitFont_internal(info, (unsigned char *) data, offset); } STBTT_DEF int stbtt_FindMatchingFont(const unsigned char *fontdata, const char *name, int flags) { return stbtt_FindMatchingFont_internal((unsigned char *) fontdata, (char *) name, flags); } STBTT_DEF int stbtt_CompareUTF8toUTF16_bigendian(const char *s1, int len1, const char *s2, int len2) { return stbtt_CompareUTF8toUTF16_bigendian_internal((char *) s1, len1, (char *) s2, len2); } #if defined(__GNUC__) || defined(__clang__) #pragma GCC diagnostic pop #endif #endif // STB_TRUETYPE_IMPLEMENTATION // FULL VERSION HISTORY // // 1.25 (2021-07-11) many fixes // 1.24 (2020-02-05) fix warning // 1.23 (2020-02-02) query SVG data for glyphs; query whole kerning table (but only kern not GPOS) // 1.22 (2019-08-11) minimize missing-glyph duplication; fix kerning if both 'GPOS' and 'kern' are defined // 1.21 (2019-02-25) fix warning // 1.20 (2019-02-07) PackFontRange skips missing codepoints; GetScaleFontVMetrics() // 1.19 (2018-02-11) OpenType GPOS kerning (horizontal only), STBTT_fmod // 1.18 (2018-01-29) add missing function // 1.17 (2017-07-23) make more arguments const; doc fix // 1.16 (2017-07-12) SDF support // 1.15 (2017-03-03) make more arguments const // 1.14 (2017-01-16) num-fonts-in-TTC function // 1.13 (2017-01-02) support OpenType fonts, certain Apple fonts // 1.12 (2016-10-25) suppress warnings about casting away const with -Wcast-qual // 1.11 (2016-04-02) fix unused-variable warning // 1.10 (2016-04-02) allow user-defined fabs() replacement // fix memory leak if fontsize=0.0 // fix warning from duplicate typedef // 1.09 (2016-01-16) warning fix; avoid crash on outofmem; use alloc userdata for PackFontRanges // 1.08 (2015-09-13) document stbtt_Rasterize(); fixes for vertical & horizontal edges // 1.07 (2015-08-01) allow PackFontRanges to accept arrays of sparse codepoints; // allow PackFontRanges to pack and render in separate phases; // fix stbtt_GetFontOFfsetForIndex (never worked for non-0 input?); // fixed an assert() bug in the new rasterizer // replace assert() with STBTT_assert() in new rasterizer // 1.06 (2015-07-14) performance improvements (~35% faster on x86 and x64 on test machine) // also more precise AA rasterizer, except if shapes overlap // remove need for STBTT_sort // 1.05 (2015-04-15) fix misplaced definitions for STBTT_STATIC // 1.04 (2015-04-15) typo in example // 1.03 (2015-04-12) STBTT_STATIC, fix memory leak in new packing, various fixes // 1.02 (2014-12-10) fix various warnings & compile issues w/ stb_rect_pack, C++ // 1.01 (2014-12-08) fix subpixel position when oversampling to exactly match // non-oversampled; STBTT_POINT_SIZE for packed case only // 1.00 (2014-12-06) add new PackBegin etc. API, w/ support for oversampling // 0.99 (2014-09-18) fix multiple bugs with subpixel rendering (ryg) // 0.9 (2014-08-07) support certain mac/iOS fonts without an MS platformID // 0.8b (2014-07-07) fix a warning // 0.8 (2014-05-25) fix a few more warnings // 0.7 (2013-09-25) bugfix: subpixel glyph bug fixed in 0.5 had come back // 0.6c (2012-07-24) improve documentation // 0.6b (2012-07-20) fix a few more warnings // 0.6 (2012-07-17) fix warnings; added stbtt_ScaleForMappingEmToPixels, // stbtt_GetFontBoundingBox, stbtt_IsGlyphEmpty // 0.5 (2011-12-09) bugfixes: // subpixel glyph renderer computed wrong bounding box // first vertex of shape can be off-curve (FreeSans) // 0.4b (2011-12-03) fixed an error in the font baking example // 0.4 (2011-12-01) kerning, subpixel rendering (tor) // bugfixes for: // codepoint-to-glyph conversion using table fmt=12 // codepoint-to-glyph conversion using table fmt=4 // stbtt_GetBakedQuad with non-square texture (Zer) // updated Hello World! sample to use kerning and subpixel // fixed some warnings // 0.3 (2009-06-24) cmap fmt=12, compound shapes (MM) // userdata, malloc-from-userdata, non-zero fill (stb) // 0.2 (2009-03-11) Fix unsigned/signed char warnings // 0.1 (2009-03-09) First public release // /* ------------------------------------------------------------------------------ This software is available under 2 licenses -- choose whichever you prefer. ------------------------------------------------------------------------------ ALTERNATIVE A - MIT License Copyright (c) 2017 Sean Barrett Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ------------------------------------------------------------------------------ ALTERNATIVE B - Public Domain (www.unlicense.org) This is free and unencumbered software released into the public domain. Anyone is free to copy, modify, publish, use, compile, sell, or distribute this software, either in source code form or as a compiled binary, for any purpose, commercial or non-commercial, and by any means. In jurisdictions that recognize copyright laws, the author or authors of this software dedicate any and all copyright interest in the software to the public domain. We make this dedication for the benefit of the public at large and to the detriment of our heirs and successors. We intend this dedication to be an overt act of relinquishment in perpetuity of all present and future rights to this software under copyright law. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ------------------------------------------------------------------------------ */ ================================================ FILE: test/third_party/imgui/misc/README.txt ================================================ misc/cpp/ InputText() wrappers for C++ standard library (STL) type: std::string. This is also an example of how you may wrap your own similar types. misc/debuggers/ Helper files for popular debuggers. With the .natvis file, types like ImVector<> will be displayed nicely in Visual Studio debugger. misc/fonts/ Fonts loading/merging instructions (e.g. How to handle glyph ranges, how to merge icons fonts). Command line tool "binary_to_compressed_c" to create compressed arrays to embed data in source code. Suggested fonts and links. misc/freetype/ Font atlas builder/rasterizer using FreeType instead of stb_truetype. Benefit from better FreeType rasterization, in particular for small fonts. misc/single_file/ Single-file header stub. We use this to validate compiling all *.cpp files in a same compilation unit. Users of that technique (also called "Unity builds") can generally provide this themselves, so we don't really recommend you use this in your projects. ================================================ FILE: test/third_party/imgui/misc/cpp/README.txt ================================================ imgui_stdlib.h + imgui_stdlib.cpp InputText() wrappers for C++ standard library (STL) type: std::string. This is also an example of how you may wrap your own similar types. imgui_scoped.h [Experimental, not currently in main repository] Additional header file with some RAII-style wrappers for common Dear ImGui functions. Try by merging: https://github.com/ocornut/imgui/pull/2197 Discuss at: https://github.com/ocornut/imgui/issues/2096 See more C++ related extension on Wiki https://github.com/ocornut/imgui/wiki/Useful-Extensions#cness ================================================ FILE: test/third_party/imgui/misc/cpp/imgui_stdlib.cpp ================================================ // dear imgui: wrappers for C++ standard library (STL) types (std::string, etc.) // This is also an example of how you may wrap your own similar types. // Changelog: // - v0.10: Initial version. Added InputText() / InputTextMultiline() calls with std::string #include "imgui.h" #include "imgui_stdlib.h" struct InputTextCallback_UserData { std::string* Str; ImGuiInputTextCallback ChainCallback; void* ChainCallbackUserData; }; static int InputTextCallback(ImGuiInputTextCallbackData* data) { InputTextCallback_UserData* user_data = (InputTextCallback_UserData*)data->UserData; if (data->EventFlag == ImGuiInputTextFlags_CallbackResize) { // Resize string callback // If for some reason we refuse the new length (BufTextLen) and/or capacity (BufSize) we need to set them back to what we want. std::string* str = user_data->Str; IM_ASSERT(data->Buf == str->c_str()); str->resize(data->BufTextLen); data->Buf = (char*)str->c_str(); } else if (user_data->ChainCallback) { // Forward to user callback, if any data->UserData = user_data->ChainCallbackUserData; return user_data->ChainCallback(data); } return 0; } bool ImGui::InputText(const char* label, std::string* str, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) { IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0); flags |= ImGuiInputTextFlags_CallbackResize; InputTextCallback_UserData cb_user_data; cb_user_data.Str = str; cb_user_data.ChainCallback = callback; cb_user_data.ChainCallbackUserData = user_data; return InputText(label, (char*)str->c_str(), str->capacity() + 1, flags, InputTextCallback, &cb_user_data); } bool ImGui::InputTextMultiline(const char* label, std::string* str, const ImVec2& size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) { IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0); flags |= ImGuiInputTextFlags_CallbackResize; InputTextCallback_UserData cb_user_data; cb_user_data.Str = str; cb_user_data.ChainCallback = callback; cb_user_data.ChainCallbackUserData = user_data; return InputTextMultiline(label, (char*)str->c_str(), str->capacity() + 1, size, flags, InputTextCallback, &cb_user_data); } bool ImGui::InputTextWithHint(const char* label, const char* hint, std::string* str, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) { IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0); flags |= ImGuiInputTextFlags_CallbackResize; InputTextCallback_UserData cb_user_data; cb_user_data.Str = str; cb_user_data.ChainCallback = callback; cb_user_data.ChainCallbackUserData = user_data; return InputTextWithHint(label, hint, (char*)str->c_str(), str->capacity() + 1, flags, InputTextCallback, &cb_user_data); } ================================================ FILE: test/third_party/imgui/misc/cpp/imgui_stdlib.h ================================================ // dear imgui: wrappers for C++ standard library (STL) types (std::string, etc.) // This is also an example of how you may wrap your own similar types. // Changelog: // - v0.10: Initial version. Added InputText() / InputTextMultiline() calls with std::string #pragma once #include namespace ImGui { // ImGui::InputText() with std::string // Because text input needs dynamic resizing, we need to setup a callback to grow the capacity IMGUI_API bool InputText(const char* label, std::string* str, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); IMGUI_API bool InputTextMultiline(const char* label, std::string* str, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); IMGUI_API bool InputTextWithHint(const char* label, const char* hint, std::string* str, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); } ================================================ FILE: test/third_party/imgui/misc/debuggers/README.txt ================================================ HELPER FILES FOR POPULAR DEBUGGERS imgui.gdb GDB: disable stepping into trivial functions. (read comments inside file for details) imgui.natstepfilter Visual Studio Debugger: disable stepping into trivial functions. (read comments inside file for details) imgui.natvis Visual Studio Debugger: describe Dear ImGui types for better display. With this, types like ImVector<> will be displayed nicely in the debugger. (read comments inside file for details) ================================================ FILE: test/third_party/imgui/misc/debuggers/imgui.gdb ================================================ # GDB configuration to aid debugging experience # To enable these customizations edit $HOME/.gdbinit (or ./.gdbinit if local gdbinit is enabled) and add: # add-auto-load-safe-path /path/to/imgui.gdb # source /path/to/imgui.gdb # # More Information at: # * https://sourceware.org/gdb/current/onlinedocs/gdb/gdbinit-man.html # * https://sourceware.org/gdb/current/onlinedocs/gdb/Init-File-in-the-Current-Directory.html#Init-File-in-the-Current-Directory # Disable stepping into trivial functions skip -rfunction Im(Vec2|Vec4|Strv|Vector|Span)::.+ ================================================ FILE: test/third_party/imgui/misc/debuggers/imgui.natstepfilter ================================================ (ImVec2|ImVec4|ImStrv)::.+ NoStepInto (ImVector|ImSpan).*::operator.+ NoStepInto ================================================ FILE: test/third_party/imgui/misc/debuggers/imgui.natvis ================================================ {{Size={Size} Capacity={Capacity}}} Size Data {{Size={DataEnd-Data} }} DataEnd-Data Data {{x={x,g} y={y,g}}} {{x={x,g} y={y,g} z={z,g} w={w,g}}} {{Min=({Min.x,g} {Min.y,g}) Max=({Max.x,g} {Max.y,g}) Size=({Max.x-Min.x,g} {Max.y-Min.y,g})}} Min Max Max.x - Min.x Max.y - Min.y {{Name {Name,s} Active {(Active||WasActive)?1:0,d} Child {(Flags & 0x01000000)?1:0,d} Popup {(Flags & 0x04000000)?1:0,d} Hidden {(Hidden)?1:0,d}} {{ID {ID,x} Pos=({Pos.x,g} {Pos.y,g}) Size=({Size.x,g} {Size.y,g}) Parent {(ParentNode==0)?0:ParentNode->ID,x} Childs {(ChildNodes[0] != 0)+(ChildNodes[1] != 0)} Windows {Windows.Size} } ================================================ FILE: test/third_party/imgui/misc/fonts/binary_to_compressed_c.cpp ================================================ // dear imgui // (binary_to_compressed_c.cpp) // Helper tool to turn a file into a C array, if you want to embed font data in your source code. // The data is first compressed with stb_compress() to reduce source code size, // then encoded in Base85 to fit in a string so we can fit roughly 4 bytes of compressed data into 5 bytes of source code (suggested by @mmalex) // (If we used 32-bit constants it would require take 11 bytes of source code to encode 4 bytes, and be endianness dependent) // Note that even with compression, the output array is likely to be bigger than the binary file.. // Load compressed TTF fonts with ImGui::GetIO().Fonts->AddFontFromMemoryCompressedTTF() // Build with, e.g: // # cl.exe binary_to_compressed_c.cpp // # g++ binary_to_compressed_c.cpp // # clang++ binary_to_compressed_c.cpp // You can also find a precompiled Windows binary in the binary/demo package available from https://github.com/ocornut/imgui // Usage: // binary_to_compressed_c.exe [-base85] [-nocompress] [-nostatic] // Usage example: // # binary_to_compressed_c.exe myfont.ttf MyFont > myfont.cpp // # binary_to_compressed_c.exe -base85 myfont.ttf MyFont > myfont.cpp #define _CRT_SECURE_NO_WARNINGS #include #include #include #include // stb_compress* from stb.h - declaration typedef unsigned int stb_uint; typedef unsigned char stb_uchar; stb_uint stb_compress(stb_uchar* out, stb_uchar* in, stb_uint len); static bool binary_to_compressed_c(const char* filename, const char* symbol, bool use_base85_encoding, bool use_compression, bool use_static); int main(int argc, char** argv) { if (argc < 3) { printf("Syntax: %s [-base85] [-nocompress] [-nostatic] \n", argv[0]); return 0; } int argn = 1; bool use_base85_encoding = false; bool use_compression = true; bool use_static = true; while (argn < (argc - 2) && argv[argn][0] == '-') { if (strcmp(argv[argn], "-base85") == 0) { use_base85_encoding = true; argn++; } else if (strcmp(argv[argn], "-nocompress") == 0) { use_compression = false; argn++; } else if (strcmp(argv[argn], "-nostatic") == 0) { use_static = false; argn++; } else { fprintf(stderr, "Unknown argument: '%s'\n", argv[argn]); return 1; } } bool ret = binary_to_compressed_c(argv[argn], argv[argn + 1], use_base85_encoding, use_compression, use_static); if (!ret) fprintf(stderr, "Error opening or reading file: '%s'\n", argv[argn]); return ret ? 0 : 1; } char Encode85Byte(unsigned int x) { x = (x % 85) + 35; return (x >= '\\') ? x + 1 : x; } bool binary_to_compressed_c(const char* filename, const char* symbol, bool use_base85_encoding, bool use_compression, bool use_static) { // Read file FILE* f = fopen(filename, "rb"); if (!f) return false; int data_sz; if (fseek(f, 0, SEEK_END) || (data_sz = (int)ftell(f)) == -1 || fseek(f, 0, SEEK_SET)) { fclose(f); return false; } char* data = new char[data_sz + 4]; if (fread(data, 1, data_sz, f) != (size_t)data_sz) { fclose(f); delete[] data; return false; } memset((void*)(((char*)data) + data_sz), 0, 4); fclose(f); // Compress int maxlen = data_sz + 512 + (data_sz >> 2) + sizeof(int); // total guess char* compressed = use_compression ? new char[maxlen] : data; int compressed_sz = use_compression ? stb_compress((stb_uchar*)compressed, (stb_uchar*)data, data_sz) : data_sz; if (use_compression) memset(compressed + compressed_sz, 0, maxlen - compressed_sz); // Output as Base85 encoded FILE* out = stdout; fprintf(out, "// File: '%s' (%d bytes)\n", filename, (int)data_sz); fprintf(out, "// Exported using binary_to_compressed_c.cpp\n"); const char* static_str = use_static ? "static " : ""; const char* compressed_str = use_compression ? "compressed_" : ""; if (use_base85_encoding) { fprintf(out, "%sconst char %s_%sdata_base85[%d+1] =\n \"", static_str, symbol, compressed_str, (int)((compressed_sz + 3) / 4)*5); char prev_c = 0; for (int src_i = 0; src_i < compressed_sz; src_i += 4) { // This is made a little more complicated by the fact that ??X sequences are interpreted as trigraphs by old C/C++ compilers. So we need to escape pairs of ??. unsigned int d = *(unsigned int*)(compressed + src_i); for (unsigned int n5 = 0; n5 < 5; n5++, d /= 85) { char c = Encode85Byte(d); fprintf(out, (c == '?' && prev_c == '?') ? "\\%c" : "%c", c); prev_c = c; } if ((src_i % 112) == 112 - 4) fprintf(out, "\"\n \""); } fprintf(out, "\";\n\n"); } else { fprintf(out, "%sconst unsigned int %s_%ssize = %d;\n", static_str, symbol, compressed_str, (int)compressed_sz); fprintf(out, "%sconst unsigned int %s_%sdata[%d/4] =\n{", static_str, symbol, compressed_str, (int)((compressed_sz + 3) / 4)*4); int column = 0; for (int i = 0; i < compressed_sz; i += 4) { unsigned int d = *(unsigned int*)(compressed + i); if ((column++ % 12) == 0) fprintf(out, "\n 0x%08x, ", d); else fprintf(out, "0x%08x, ", d); } fprintf(out, "\n};\n\n"); } // Cleanup delete[] data; if (use_compression) delete[] compressed; return true; } // stb_compress* from stb.h - definition //////////////////// compressor /////////////////////// static stb_uint stb_adler32(stb_uint adler32, stb_uchar *buffer, stb_uint buflen) { const unsigned long ADLER_MOD = 65521; unsigned long s1 = adler32 & 0xffff, s2 = adler32 >> 16; unsigned long blocklen, i; blocklen = buflen % 5552; while (buflen) { for (i=0; i + 7 < blocklen; i += 8) { s1 += buffer[0], s2 += s1; s1 += buffer[1], s2 += s1; s1 += buffer[2], s2 += s1; s1 += buffer[3], s2 += s1; s1 += buffer[4], s2 += s1; s1 += buffer[5], s2 += s1; s1 += buffer[6], s2 += s1; s1 += buffer[7], s2 += s1; buffer += 8; } for (; i < blocklen; ++i) s1 += *buffer++, s2 += s1; s1 %= ADLER_MOD, s2 %= ADLER_MOD; buflen -= blocklen; blocklen = 5552; } return (s2 << 16) + s1; } static unsigned int stb_matchlen(stb_uchar *m1, stb_uchar *m2, stb_uint maxlen) { stb_uint i; for (i=0; i < maxlen; ++i) if (m1[i] != m2[i]) return i; return i; } // simple implementation that just takes the source data in a big block static stb_uchar *stb__out; static FILE *stb__outfile; static stb_uint stb__outbytes; static void stb__write(unsigned char v) { fputc(v, stb__outfile); ++stb__outbytes; } //#define stb_out(v) (stb__out ? *stb__out++ = (stb_uchar) (v) : stb__write((stb_uchar) (v))) #define stb_out(v) do { if (stb__out) *stb__out++ = (stb_uchar) (v); else stb__write((stb_uchar) (v)); } while (0) static void stb_out2(stb_uint v) { stb_out(v >> 8); stb_out(v); } static void stb_out3(stb_uint v) { stb_out(v >> 16); stb_out(v >> 8); stb_out(v); } static void stb_out4(stb_uint v) { stb_out(v >> 24); stb_out(v >> 16); stb_out(v >> 8 ); stb_out(v); } static void outliterals(stb_uchar *in, int numlit) { while (numlit > 65536) { outliterals(in,65536); in += 65536; numlit -= 65536; } if (numlit == 0) ; else if (numlit <= 32) stb_out (0x000020 + numlit-1); else if (numlit <= 2048) stb_out2(0x000800 + numlit-1); else /* numlit <= 65536) */ stb_out3(0x070000 + numlit-1); if (stb__out) { memcpy(stb__out,in,numlit); stb__out += numlit; } else fwrite(in, 1, numlit, stb__outfile); } static int stb__window = 0x40000; // 256K static int stb_not_crap(int best, int dist) { return ((best > 2 && dist <= 0x00100) || (best > 5 && dist <= 0x04000) || (best > 7 && dist <= 0x80000)); } static stb_uint stb__hashsize = 32768; // note that you can play with the hashing functions all you // want without needing to change the decompressor #define stb__hc(q,h,c) (((h) << 7) + ((h) >> 25) + q[c]) #define stb__hc2(q,h,c,d) (((h) << 14) + ((h) >> 18) + (q[c] << 7) + q[d]) #define stb__hc3(q,c,d,e) ((q[c] << 14) + (q[d] << 7) + q[e]) static unsigned int stb__running_adler; static int stb_compress_chunk(stb_uchar *history, stb_uchar *start, stb_uchar *end, int length, int *pending_literals, stb_uchar **chash, stb_uint mask) { (void)history; int window = stb__window; stb_uint match_max; stb_uchar *lit_start = start - *pending_literals; stb_uchar *q = start; #define STB__SCRAMBLE(h) (((h) + ((h) >> 16)) & mask) // stop short of the end so we don't scan off the end doing // the hashing; this means we won't compress the last few bytes // unless they were part of something longer while (q < start+length && q+12 < end) { int m; stb_uint h1,h2,h3,h4, h; stb_uchar *t; int best = 2, dist=0; if (q+65536 > end) match_max = end-q; else match_max = 65536; #define stb__nc(b,d) ((d) <= window && ((b) > 9 || stb_not_crap(b,d))) #define STB__TRY(t,p) /* avoid retrying a match we already tried */ \ if (p ? dist != q-t : 1) \ if ((m = stb_matchlen(t, q, match_max)) > best) \ if (stb__nc(m,q-(t))) \ best = m, dist = q - (t) // rather than search for all matches, only try 4 candidate locations, // chosen based on 4 different hash functions of different lengths. // this strategy is inspired by LZO; hashing is unrolled here using the // 'hc' macro h = stb__hc3(q,0, 1, 2); h1 = STB__SCRAMBLE(h); t = chash[h1]; if (t) STB__TRY(t,0); h = stb__hc2(q,h, 3, 4); h2 = STB__SCRAMBLE(h); h = stb__hc2(q,h, 5, 6); t = chash[h2]; if (t) STB__TRY(t,1); h = stb__hc2(q,h, 7, 8); h3 = STB__SCRAMBLE(h); h = stb__hc2(q,h, 9,10); t = chash[h3]; if (t) STB__TRY(t,1); h = stb__hc2(q,h,11,12); h4 = STB__SCRAMBLE(h); t = chash[h4]; if (t) STB__TRY(t,1); // because we use a shared hash table, can only update it // _after_ we've probed all of them chash[h1] = chash[h2] = chash[h3] = chash[h4] = q; if (best > 2) assert(dist > 0); // see if our best match qualifies if (best < 3) { // fast path literals ++q; } else if (best > 2 && best <= 0x80 && dist <= 0x100) { outliterals(lit_start, q-lit_start); lit_start = (q += best); stb_out(0x80 + best-1); stb_out(dist-1); } else if (best > 5 && best <= 0x100 && dist <= 0x4000) { outliterals(lit_start, q-lit_start); lit_start = (q += best); stb_out2(0x4000 + dist-1); stb_out(best-1); } else if (best > 7 && best <= 0x100 && dist <= 0x80000) { outliterals(lit_start, q-lit_start); lit_start = (q += best); stb_out3(0x180000 + dist-1); stb_out(best-1); } else if (best > 8 && best <= 0x10000 && dist <= 0x80000) { outliterals(lit_start, q-lit_start); lit_start = (q += best); stb_out3(0x100000 + dist-1); stb_out2(best-1); } else if (best > 9 && dist <= 0x1000000) { if (best > 65536) best = 65536; outliterals(lit_start, q-lit_start); lit_start = (q += best); if (best <= 0x100) { stb_out(0x06); stb_out3(dist-1); stb_out(best-1); } else { stb_out(0x04); stb_out3(dist-1); stb_out2(best-1); } } else { // fallback literals if no match was a balanced tradeoff ++q; } } // if we didn't get all the way, add the rest to literals if (q-start < length) q = start+length; // the literals are everything from lit_start to q *pending_literals = (q - lit_start); stb__running_adler = stb_adler32(stb__running_adler, start, q - start); return q - start; } static int stb_compress_inner(stb_uchar *input, stb_uint length) { int literals = 0; stb_uint len,i; stb_uchar **chash; chash = (stb_uchar**) malloc(stb__hashsize * sizeof(stb_uchar*)); if (chash == NULL) return 0; // failure for (i=0; i < stb__hashsize; ++i) chash[i] = NULL; // stream signature stb_out(0x57); stb_out(0xbc); stb_out2(0); stb_out4(0); // 64-bit length requires 32-bit leading 0 stb_out4(length); stb_out4(stb__window); stb__running_adler = 1; len = stb_compress_chunk(input, input, input+length, length, &literals, chash, stb__hashsize-1); assert(len == length); outliterals(input+length - literals, literals); free(chash); stb_out2(0x05fa); // end opcode stb_out4(stb__running_adler); return 1; // success } stb_uint stb_compress(stb_uchar *out, stb_uchar *input, stb_uint length) { stb__out = out; stb__outfile = NULL; stb_compress_inner(input, length); return stb__out - out; } ================================================ FILE: test/third_party/imgui/misc/freetype/README.md ================================================ # imgui_freetype Build font atlases using FreeType instead of stb_truetype (which is the default font rasterizer).
by @vuhdo, @mikesart, @ocornut. ### Usage 1. Get latest FreeType binaries or build yourself (under Windows you may use vcpkg with `vcpkg install freetype --triplet=x64-windows`, `vcpkg integrate install`). 2. Add imgui_freetype.h/cpp alongside your project files. 3. Add `#define IMGUI_ENABLE_FREETYPE` in your [imconfig.h](https://github.com/ocornut/imgui/blob/master/imconfig.h) file ### About Gamma Correct Blending FreeType assumes blending in linear space rather than gamma space. See FreeType note for [FT_Render_Glyph](https://www.freetype.org/freetype2/docs/reference/ft2-base_interface.html#FT_Render_Glyph). For correct results you need to be using sRGB and convert to linear space in the pixel shader output. The default Dear ImGui styles will be impacted by this change (alpha values will need tweaking). ### Testbed for toying with settings (for developers) See https://gist.github.com/ocornut/b3a9ecf13502fd818799a452969649ad ### Known issues - Oversampling settins are ignored but also not so much necessary with the higher quality rendering. ### Comparaison Small, thin anti-aliased fonts typically benefit a lot from FreeType's hinting: ![comparing_font_rasterizers](https://user-images.githubusercontent.com/8225057/107550178-fef87f00-6bd0-11eb-8d09-e2edb2f0ccfc.gif) ### Colorful glyphs/emojis You can use the `ImGuiFreeTypeBuilderFlags_LoadColor` flag to load certain colorful glyphs. See the ["Using Colorful Glyphs/Emojis"](https://github.com/ocornut/imgui/edit/master/docs/FONTS.md#using-colorful-glyphsemojis) section of FONTS.md. ![colored glyphs](https://user-images.githubusercontent.com/8225057/106171241-9dc4ba80-6191-11eb-8a69-ca1467b206d1.png) ================================================ FILE: test/third_party/imgui/misc/freetype/imgui_freetype.cpp ================================================ // dear imgui: FreeType font builder (used as a replacement for the stb_truetype builder) // (code) // Get the latest version at https://github.com/ocornut/imgui/tree/master/misc/freetype // Original code by @vuhdo (Aleksei Skriabin). Improvements by @mikesart. Maintained since 2019 by @ocornut. // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 2021/08/23: fixed crash when FT_Render_Glyph() fails to render a glyph and returns NULL. // 2021/03/05: added ImGuiFreeTypeBuilderFlags_Bitmap to load bitmap glyphs. // 2021/03/02: set 'atlas->TexPixelsUseColors = true' to help some backends with deciding of a prefered texture format. // 2021/01/28: added support for color-layered glyphs via ImGuiFreeTypeBuilderFlags_LoadColor (require Freetype 2.10+). // 2021/01/26: simplified integration by using '#define IMGUI_ENABLE_FREETYPE'. // renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API. removed ImGuiFreeType::BuildFontAtlas(). // 2020/06/04: fix for rare case where FT_Get_Char_Index() succeed but FT_Load_Glyph() fails. // 2019/02/09: added RasterizerFlags::Monochrome flag to disable font anti-aliasing (combine with ::MonoHinting for best results!) // 2019/01/15: added support for imgui allocators + added FreeType only override function SetAllocatorFunctions(). // 2019/01/10: re-factored to match big update in STB builder. fixed texture height waste. fixed redundant glyphs when merging. support for glyph padding. // 2018/06/08: added support for ImFontConfig::GlyphMinAdvanceX, GlyphMaxAdvanceX. // 2018/02/04: moved to main imgui repository (away from http://www.github.com/ocornut/imgui_club) // 2018/01/22: fix for addition of ImFontAtlas::TexUvscale member. // 2017/10/22: minor inconsequential change to match change in master (removed an unnecessary statement). // 2017/09/26: fixes for imgui internal changes. // 2017/08/26: cleanup, optimizations, support for ImFontConfig::RasterizerFlags, ImFontConfig::RasterizerMultiply. // 2017/08/16: imported from https://github.com/Vuhdo/imgui_freetype into http://www.github.com/ocornut/imgui_club, updated for latest changes in ImFontAtlas, minor tweaks. // About Gamma Correct Blending: // - FreeType assumes blending in linear space rather than gamma space. // - See https://www.freetype.org/freetype2/docs/reference/ft2-base_interface.html#FT_Render_Glyph // - For correct results you need to be using sRGB and convert to linear space in the pixel shader output. // - The default dear imgui styles will be impacted by this change (alpha values will need tweaking). // FIXME: cfg.OversampleH, OversampleV are not supported (but perhaps not so necessary with this rasterizer). #include "imgui_freetype.h" #include "imgui_internal.h" // ImMin,ImMax,ImFontAtlasBuild*, #include #include #include FT_FREETYPE_H // #include FT_MODULE_H // #include FT_GLYPH_H // #include FT_SYNTHESIS_H // #ifdef _MSC_VER #pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff) #pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). #endif #if defined(__GNUC__) #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind #pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used #endif //------------------------------------------------------------------------- // Data //------------------------------------------------------------------------- // Default memory allocators static void* ImGuiFreeTypeDefaultAllocFunc(size_t size, void* user_data) { IM_UNUSED(user_data); return IM_ALLOC(size); } static void ImGuiFreeTypeDefaultFreeFunc(void* ptr, void* user_data) { IM_UNUSED(user_data); IM_FREE(ptr); } // Current memory allocators static void* (*GImGuiFreeTypeAllocFunc)(size_t size, void* user_data) = ImGuiFreeTypeDefaultAllocFunc; static void (*GImGuiFreeTypeFreeFunc)(void* ptr, void* user_data) = ImGuiFreeTypeDefaultFreeFunc; static void* GImGuiFreeTypeAllocatorUserData = NULL; //------------------------------------------------------------------------- // Code //------------------------------------------------------------------------- namespace { // Glyph metrics: // -------------- // // xmin xmax // | | // |<-------- width -------->| // | | // | +-------------------------+----------------- ymax // | | ggggggggg ggggg | ^ ^ // | | g:::::::::ggg::::g | | | // | | g:::::::::::::::::g | | | // | | g::::::ggggg::::::gg | | | // | | g:::::g g:::::g | | | // offsetX -|-------->| g:::::g g:::::g | offsetY | // | | g:::::g g:::::g | | | // | | g::::::g g:::::g | | | // | | g:::::::ggggg:::::g | | | // | | g::::::::::::::::g | | height // | | gg::::::::::::::g | | | // baseline ---*---------|---- gggggggg::::::g-----*-------- | // / | | g:::::g | | // origin | | gggggg g:::::g | | // | | g:::::gg gg:::::g | | // | | g::::::ggg:::::::g | | // | | gg:::::::::::::g | | // | | ggg::::::ggg | | // | | gggggg | v // | +-------------------------+----------------- ymin // | | // |------------- advanceX ----------->| // A structure that describe a glyph. struct GlyphInfo { int Width; // Glyph's width in pixels. int Height; // Glyph's height in pixels. FT_Int OffsetX; // The distance from the origin ("pen position") to the left of the glyph. FT_Int OffsetY; // The distance from the origin to the top of the glyph. This is usually a value < 0. float AdvanceX; // The distance from the origin to the origin of the next glyph. This is usually a value > 0. bool IsColored; // The glyph is colored }; // Font parameters and metrics. struct FontInfo { uint32_t PixelHeight; // Size this font was generated with. float Ascender; // The pixel extents above the baseline in pixels (typically positive). float Descender; // The extents below the baseline in pixels (typically negative). float LineSpacing; // The baseline-to-baseline distance. Note that it usually is larger than the sum of the ascender and descender taken as absolute values. There is also no guarantee that no glyphs extend above or below subsequent baselines when using this distance. Think of it as a value the designer of the font finds appropriate. float LineGap; // The spacing in pixels between one row's descent and the next row's ascent. float MaxAdvanceWidth; // This field gives the maximum horizontal cursor advance for all glyphs in the font. }; // FreeType glyph rasterizer. // NB: No ctor/dtor, explicitly call Init()/Shutdown() struct FreeTypeFont { bool InitFont(FT_Library ft_library, const ImFontConfig& cfg, unsigned int extra_user_flags); // Initialize from an external data buffer. Doesn't copy data, and you must ensure it stays valid up to this object lifetime. void CloseFont(); void SetPixelHeight(int pixel_height); // Change font pixel size. All following calls to RasterizeGlyph() will use this size const FT_Glyph_Metrics* LoadGlyph(uint32_t in_codepoint); const FT_Bitmap* RenderGlyphAndGetInfo(GlyphInfo* out_glyph_info); void BlitGlyph(const FT_Bitmap* ft_bitmap, uint32_t* dst, uint32_t dst_pitch, unsigned char* multiply_table = NULL); ~FreeTypeFont() { CloseFont(); } // [Internals] FontInfo Info; // Font descriptor of the current font. FT_Face Face; unsigned int UserFlags; // = ImFontConfig::RasterizerFlags FT_Int32 LoadFlags; FT_Render_Mode RenderMode; }; // From SDL_ttf: Handy routines for converting from fixed point #define FT_CEIL(X) (((X + 63) & -64) / 64) bool FreeTypeFont::InitFont(FT_Library ft_library, const ImFontConfig& cfg, unsigned int extra_font_builder_flags) { FT_Error error = FT_New_Memory_Face(ft_library, (uint8_t*)cfg.FontData, (uint32_t)cfg.FontDataSize, (uint32_t)cfg.FontNo, &Face); if (error != 0) return false; error = FT_Select_Charmap(Face, FT_ENCODING_UNICODE); if (error != 0) return false; // Convert to FreeType flags (NB: Bold and Oblique are processed separately) UserFlags = cfg.FontBuilderFlags | extra_font_builder_flags; LoadFlags = 0; if ((UserFlags & ImGuiFreeTypeBuilderFlags_Bitmap) == 0) LoadFlags |= FT_LOAD_NO_BITMAP; if (UserFlags & ImGuiFreeTypeBuilderFlags_NoHinting) LoadFlags |= FT_LOAD_NO_HINTING; if (UserFlags & ImGuiFreeTypeBuilderFlags_NoAutoHint) LoadFlags |= FT_LOAD_NO_AUTOHINT; if (UserFlags & ImGuiFreeTypeBuilderFlags_ForceAutoHint) LoadFlags |= FT_LOAD_FORCE_AUTOHINT; if (UserFlags & ImGuiFreeTypeBuilderFlags_LightHinting) LoadFlags |= FT_LOAD_TARGET_LIGHT; else if (UserFlags & ImGuiFreeTypeBuilderFlags_MonoHinting) LoadFlags |= FT_LOAD_TARGET_MONO; else LoadFlags |= FT_LOAD_TARGET_NORMAL; if (UserFlags & ImGuiFreeTypeBuilderFlags_Monochrome) RenderMode = FT_RENDER_MODE_MONO; else RenderMode = FT_RENDER_MODE_NORMAL; if (UserFlags & ImGuiFreeTypeBuilderFlags_LoadColor) LoadFlags |= FT_LOAD_COLOR; memset(&Info, 0, sizeof(Info)); SetPixelHeight((uint32_t)cfg.SizePixels); return true; } void FreeTypeFont::CloseFont() { if (Face) { FT_Done_Face(Face); Face = NULL; } } void FreeTypeFont::SetPixelHeight(int pixel_height) { // Vuhdo: I'm not sure how to deal with font sizes properly. As far as I understand, currently ImGui assumes that the 'pixel_height' // is a maximum height of an any given glyph, i.e. it's the sum of font's ascender and descender. Seems strange to me. // NB: FT_Set_Pixel_Sizes() doesn't seem to get us the same result. FT_Size_RequestRec req; req.type = (UserFlags & ImGuiFreeTypeBuilderFlags_Bitmap) ? FT_SIZE_REQUEST_TYPE_NOMINAL : FT_SIZE_REQUEST_TYPE_REAL_DIM; req.width = 0; req.height = (uint32_t)pixel_height * 64; req.horiResolution = 0; req.vertResolution = 0; FT_Request_Size(Face, &req); // Update font info FT_Size_Metrics metrics = Face->size->metrics; Info.PixelHeight = (uint32_t)pixel_height; Info.Ascender = (float)FT_CEIL(metrics.ascender); Info.Descender = (float)FT_CEIL(metrics.descender); Info.LineSpacing = (float)FT_CEIL(metrics.height); Info.LineGap = (float)FT_CEIL(metrics.height - metrics.ascender + metrics.descender); Info.MaxAdvanceWidth = (float)FT_CEIL(metrics.max_advance); } const FT_Glyph_Metrics* FreeTypeFont::LoadGlyph(uint32_t codepoint) { uint32_t glyph_index = FT_Get_Char_Index(Face, codepoint); if (glyph_index == 0) return NULL; // If this crash for you: FreeType 2.11.0 has a crash bug on some bitmap/colored fonts. // - https://gitlab.freedesktop.org/freetype/freetype/-/issues/1076 // - https://github.com/ocornut/imgui/issues/4567 // - https://github.com/ocornut/imgui/issues/4566 // You can use FreeType 2.10, or the patched version of 2.11.0 in VcPkg, or probably any upcoming FreeType version. FT_Error error = FT_Load_Glyph(Face, glyph_index, LoadFlags); if (error) return NULL; // Need an outline for this to work FT_GlyphSlot slot = Face->glyph; IM_ASSERT(slot->format == FT_GLYPH_FORMAT_OUTLINE || slot->format == FT_GLYPH_FORMAT_BITMAP); // Apply convenience transform (this is not picking from real "Bold"/"Italic" fonts! Merely applying FreeType helper transform. Oblique == Slanting) if (UserFlags & ImGuiFreeTypeBuilderFlags_Bold) FT_GlyphSlot_Embolden(slot); if (UserFlags & ImGuiFreeTypeBuilderFlags_Oblique) { FT_GlyphSlot_Oblique(slot); //FT_BBox bbox; //FT_Outline_Get_BBox(&slot->outline, &bbox); //slot->metrics.width = bbox.xMax - bbox.xMin; //slot->metrics.height = bbox.yMax - bbox.yMin; } return &slot->metrics; } const FT_Bitmap* FreeTypeFont::RenderGlyphAndGetInfo(GlyphInfo* out_glyph_info) { FT_GlyphSlot slot = Face->glyph; FT_Error error = FT_Render_Glyph(slot, RenderMode); if (error != 0) return NULL; FT_Bitmap* ft_bitmap = &Face->glyph->bitmap; out_glyph_info->Width = (int)ft_bitmap->width; out_glyph_info->Height = (int)ft_bitmap->rows; out_glyph_info->OffsetX = Face->glyph->bitmap_left; out_glyph_info->OffsetY = -Face->glyph->bitmap_top; out_glyph_info->AdvanceX = (float)FT_CEIL(slot->advance.x); out_glyph_info->IsColored = (ft_bitmap->pixel_mode == FT_PIXEL_MODE_BGRA); return ft_bitmap; } void FreeTypeFont::BlitGlyph(const FT_Bitmap* ft_bitmap, uint32_t* dst, uint32_t dst_pitch, unsigned char* multiply_table) { IM_ASSERT(ft_bitmap != NULL); const uint32_t w = ft_bitmap->width; const uint32_t h = ft_bitmap->rows; const uint8_t* src = ft_bitmap->buffer; const uint32_t src_pitch = ft_bitmap->pitch; switch (ft_bitmap->pixel_mode) { case FT_PIXEL_MODE_GRAY: // Grayscale image, 1 byte per pixel. { if (multiply_table == NULL) { for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch) for (uint32_t x = 0; x < w; x++) dst[x] = IM_COL32(255, 255, 255, src[x]); } else { for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch) for (uint32_t x = 0; x < w; x++) dst[x] = IM_COL32(255, 255, 255, multiply_table[src[x]]); } break; } case FT_PIXEL_MODE_MONO: // Monochrome image, 1 bit per pixel. The bits in each byte are ordered from MSB to LSB. { uint8_t color0 = multiply_table ? multiply_table[0] : 0; uint8_t color1 = multiply_table ? multiply_table[255] : 255; for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch) { uint8_t bits = 0; const uint8_t* bits_ptr = src; for (uint32_t x = 0; x < w; x++, bits <<= 1) { if ((x & 7) == 0) bits = *bits_ptr++; dst[x] = IM_COL32(255, 255, 255, (bits & 0x80) ? color1 : color0); } } break; } case FT_PIXEL_MODE_BGRA: { // FIXME: Converting pre-multiplied alpha to straight. Doesn't smell good. #define DE_MULTIPLY(color, alpha) (ImU32)(255.0f * (float)color / (float)alpha + 0.5f) if (multiply_table == NULL) { for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch) for (uint32_t x = 0; x < w; x++) { uint8_t r = src[x * 4 + 2], g = src[x * 4 + 1], b = src[x * 4], a = src[x * 4 + 3]; dst[x] = IM_COL32(DE_MULTIPLY(r, a), DE_MULTIPLY(g, a), DE_MULTIPLY(b, a), a); } } else { for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch) { for (uint32_t x = 0; x < w; x++) { uint8_t r = src[x * 4 + 2], g = src[x * 4 + 1], b = src[x * 4], a = src[x * 4 + 3]; dst[x] = IM_COL32(multiply_table[DE_MULTIPLY(r, a)], multiply_table[DE_MULTIPLY(g, a)], multiply_table[DE_MULTIPLY(b, a)], multiply_table[a]); } } } #undef DE_MULTIPLY break; } default: IM_ASSERT(0 && "FreeTypeFont::BlitGlyph(): Unknown bitmap pixel mode!"); } } } #ifndef STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds) #ifndef IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION #define STBRP_ASSERT(x) do { IM_ASSERT(x); } while (0) #define STBRP_STATIC #define STB_RECT_PACK_IMPLEMENTATION #endif #ifdef IMGUI_STB_RECT_PACK_FILENAME #include IMGUI_STB_RECT_PACK_FILENAME #else #include "imstb_rectpack.h" #endif #endif struct ImFontBuildSrcGlyphFT { GlyphInfo Info; uint32_t Codepoint; unsigned int* BitmapData; // Point within one of the dst_tmp_bitmap_buffers[] array ImFontBuildSrcGlyphFT() { memset((void*)this, 0, sizeof(*this)); } }; struct ImFontBuildSrcDataFT { FreeTypeFont Font; stbrp_rect* Rects; // Rectangle to pack. We first fill in their size and the packer will give us their position. const ImWchar* SrcRanges; // Ranges as requested by user (user is allowed to request too much, e.g. 0x0020..0xFFFF) int DstIndex; // Index into atlas->Fonts[] and dst_tmp_array[] int GlyphsHighest; // Highest requested codepoint int GlyphsCount; // Glyph count (excluding missing glyphs and glyphs already set by an earlier source font) ImBitVector GlyphsSet; // Glyph bit map (random access, 1-bit per codepoint. This will be a maximum of 8KB) ImVector GlyphsList; }; // Temporary data for one destination ImFont* (multiple source fonts can be merged into one destination ImFont) struct ImFontBuildDstDataFT { int SrcCount; // Number of source fonts targeting this destination font. int GlyphsHighest; int GlyphsCount; ImBitVector GlyphsSet; // This is used to resolve collision when multiple sources are merged into a same destination font. }; bool ImFontAtlasBuildWithFreeTypeEx(FT_Library ft_library, ImFontAtlas* atlas, unsigned int extra_flags) { IM_ASSERT(atlas->ConfigData.Size > 0); ImFontAtlasBuildInit(atlas); // Clear atlas atlas->TexID = (ImTextureID)NULL; atlas->TexWidth = atlas->TexHeight = 0; atlas->TexUvScale = ImVec2(0.0f, 0.0f); atlas->TexUvWhitePixel = ImVec2(0.0f, 0.0f); atlas->ClearTexData(); // Temporary storage for building bool src_load_color = false; ImVector src_tmp_array; ImVector dst_tmp_array; src_tmp_array.resize(atlas->ConfigData.Size); dst_tmp_array.resize(atlas->Fonts.Size); memset((void*)src_tmp_array.Data, 0, (size_t)src_tmp_array.size_in_bytes()); memset((void*)dst_tmp_array.Data, 0, (size_t)dst_tmp_array.size_in_bytes()); // 1. Initialize font loading structure, check font data validity for (int src_i = 0; src_i < atlas->ConfigData.Size; src_i++) { ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i]; ImFontConfig& cfg = atlas->ConfigData[src_i]; FreeTypeFont& font_face = src_tmp.Font; IM_ASSERT(cfg.DstFont && (!cfg.DstFont->IsLoaded() || cfg.DstFont->ContainerAtlas == atlas)); // Find index from cfg.DstFont (we allow the user to set cfg.DstFont. Also it makes casual debugging nicer than when storing indices) src_tmp.DstIndex = -1; for (int output_i = 0; output_i < atlas->Fonts.Size && src_tmp.DstIndex == -1; output_i++) if (cfg.DstFont == atlas->Fonts[output_i]) src_tmp.DstIndex = output_i; IM_ASSERT(src_tmp.DstIndex != -1); // cfg.DstFont not pointing within atlas->Fonts[] array? if (src_tmp.DstIndex == -1) return false; // Load font if (!font_face.InitFont(ft_library, cfg, extra_flags)) return false; // Measure highest codepoints src_load_color |= (cfg.FontBuilderFlags & ImGuiFreeTypeBuilderFlags_LoadColor) != 0; ImFontBuildDstDataFT& dst_tmp = dst_tmp_array[src_tmp.DstIndex]; src_tmp.SrcRanges = cfg.GlyphRanges ? cfg.GlyphRanges : atlas->GetGlyphRangesDefault(); for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) src_tmp.GlyphsHighest = ImMax(src_tmp.GlyphsHighest, (int)src_range[1]); dst_tmp.SrcCount++; dst_tmp.GlyphsHighest = ImMax(dst_tmp.GlyphsHighest, src_tmp.GlyphsHighest); } // 2. For every requested codepoint, check for their presence in the font data, and handle redundancy or overlaps between source fonts to avoid unused glyphs. int total_glyphs_count = 0; for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) { ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i]; ImFontBuildDstDataFT& dst_tmp = dst_tmp_array[src_tmp.DstIndex]; src_tmp.GlyphsSet.Create(src_tmp.GlyphsHighest + 1); if (dst_tmp.GlyphsSet.Storage.empty()) dst_tmp.GlyphsSet.Create(dst_tmp.GlyphsHighest + 1); for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) for (int codepoint = src_range[0]; codepoint <= (int)src_range[1]; codepoint++) { if (dst_tmp.GlyphsSet.TestBit(codepoint)) // Don't overwrite existing glyphs. We could make this an option (e.g. MergeOverwrite) continue; uint32_t glyph_index = FT_Get_Char_Index(src_tmp.Font.Face, codepoint); // It is actually in the font? (FIXME-OPT: We are not storing the glyph_index..) if (glyph_index == 0) continue; // Add to avail set/counters src_tmp.GlyphsCount++; dst_tmp.GlyphsCount++; src_tmp.GlyphsSet.SetBit(codepoint); dst_tmp.GlyphsSet.SetBit(codepoint); total_glyphs_count++; } } // 3. Unpack our bit map into a flat list (we now have all the Unicode points that we know are requested _and_ available _and_ not overlapping another) for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) { ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i]; src_tmp.GlyphsList.reserve(src_tmp.GlyphsCount); IM_ASSERT(sizeof(src_tmp.GlyphsSet.Storage.Data[0]) == sizeof(ImU32)); const ImU32* it_begin = src_tmp.GlyphsSet.Storage.begin(); const ImU32* it_end = src_tmp.GlyphsSet.Storage.end(); for (const ImU32* it = it_begin; it < it_end; it++) if (ImU32 entries_32 = *it) for (ImU32 bit_n = 0; bit_n < 32; bit_n++) if (entries_32 & ((ImU32)1 << bit_n)) { ImFontBuildSrcGlyphFT src_glyph; src_glyph.Codepoint = (ImWchar)(((it - it_begin) << 5) + bit_n); //src_glyph.GlyphIndex = 0; // FIXME-OPT: We had this info in the previous step and lost it.. src_tmp.GlyphsList.push_back(src_glyph); } src_tmp.GlyphsSet.Clear(); IM_ASSERT(src_tmp.GlyphsList.Size == src_tmp.GlyphsCount); } for (int dst_i = 0; dst_i < dst_tmp_array.Size; dst_i++) dst_tmp_array[dst_i].GlyphsSet.Clear(); dst_tmp_array.clear(); // Allocate packing character data and flag packed characters buffer as non-packed (x0=y0=x1=y1=0) // (We technically don't need to zero-clear buf_rects, but let's do it for the sake of sanity) ImVector buf_rects; buf_rects.resize(total_glyphs_count); memset(buf_rects.Data, 0, (size_t)buf_rects.size_in_bytes()); // Allocate temporary rasterization data buffers. // We could not find a way to retrieve accurate glyph size without rendering them. // (e.g. slot->metrics->width not always matching bitmap->width, especially considering the Oblique transform) // We allocate in chunks of 256 KB to not waste too much extra memory ahead. Hopefully users of FreeType won't find the temporary allocations. const int BITMAP_BUFFERS_CHUNK_SIZE = 256 * 1024; int buf_bitmap_current_used_bytes = 0; ImVector buf_bitmap_buffers; buf_bitmap_buffers.push_back((unsigned char*)IM_ALLOC(BITMAP_BUFFERS_CHUNK_SIZE)); // 4. Gather glyphs sizes so we can pack them in our virtual canvas. // 8. Render/rasterize font characters into the texture int total_surface = 0; int buf_rects_out_n = 0; for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) { ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i]; ImFontConfig& cfg = atlas->ConfigData[src_i]; if (src_tmp.GlyphsCount == 0) continue; src_tmp.Rects = &buf_rects[buf_rects_out_n]; buf_rects_out_n += src_tmp.GlyphsCount; // Compute multiply table if requested const bool multiply_enabled = (cfg.RasterizerMultiply != 1.0f); unsigned char multiply_table[256]; if (multiply_enabled) ImFontAtlasBuildMultiplyCalcLookupTable(multiply_table, cfg.RasterizerMultiply); // Gather the sizes of all rectangles we will need to pack const int padding = atlas->TexGlyphPadding; for (int glyph_i = 0; glyph_i < src_tmp.GlyphsList.Size; glyph_i++) { ImFontBuildSrcGlyphFT& src_glyph = src_tmp.GlyphsList[glyph_i]; const FT_Glyph_Metrics* metrics = src_tmp.Font.LoadGlyph(src_glyph.Codepoint); if (metrics == NULL) continue; // Render glyph into a bitmap (currently held by FreeType) const FT_Bitmap* ft_bitmap = src_tmp.Font.RenderGlyphAndGetInfo(&src_glyph.Info); if (ft_bitmap == NULL) continue; // Allocate new temporary chunk if needed const int bitmap_size_in_bytes = src_glyph.Info.Width * src_glyph.Info.Height * 4; if (buf_bitmap_current_used_bytes + bitmap_size_in_bytes > BITMAP_BUFFERS_CHUNK_SIZE) { buf_bitmap_current_used_bytes = 0; buf_bitmap_buffers.push_back((unsigned char*)IM_ALLOC(BITMAP_BUFFERS_CHUNK_SIZE)); } // Blit rasterized pixels to our temporary buffer and keep a pointer to it. src_glyph.BitmapData = (unsigned int*)(buf_bitmap_buffers.back() + buf_bitmap_current_used_bytes); buf_bitmap_current_used_bytes += bitmap_size_in_bytes; src_tmp.Font.BlitGlyph(ft_bitmap, src_glyph.BitmapData, src_glyph.Info.Width, multiply_enabled ? multiply_table : NULL); src_tmp.Rects[glyph_i].w = (stbrp_coord)(src_glyph.Info.Width + padding); src_tmp.Rects[glyph_i].h = (stbrp_coord)(src_glyph.Info.Height + padding); total_surface += src_tmp.Rects[glyph_i].w * src_tmp.Rects[glyph_i].h; } } // We need a width for the skyline algorithm, any width! // The exact width doesn't really matter much, but some API/GPU have texture size limitations and increasing width can decrease height. // User can override TexDesiredWidth and TexGlyphPadding if they wish, otherwise we use a simple heuristic to select the width based on expected surface. const int surface_sqrt = (int)ImSqrt((float)total_surface) + 1; atlas->TexHeight = 0; if (atlas->TexDesiredWidth > 0) atlas->TexWidth = atlas->TexDesiredWidth; else atlas->TexWidth = (surface_sqrt >= 4096 * 0.7f) ? 4096 : (surface_sqrt >= 2048 * 0.7f) ? 2048 : (surface_sqrt >= 1024 * 0.7f) ? 1024 : 512; // 5. Start packing // Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values). const int TEX_HEIGHT_MAX = 1024 * 32; const int num_nodes_for_packing_algorithm = atlas->TexWidth - atlas->TexGlyphPadding; ImVector pack_nodes; pack_nodes.resize(num_nodes_for_packing_algorithm); stbrp_context pack_context; stbrp_init_target(&pack_context, atlas->TexWidth, TEX_HEIGHT_MAX, pack_nodes.Data, pack_nodes.Size); ImFontAtlasBuildPackCustomRects(atlas, &pack_context); // 6. Pack each source font. No rendering yet, we are working with rectangles in an infinitely tall texture at this point. for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) { ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i]; if (src_tmp.GlyphsCount == 0) continue; stbrp_pack_rects(&pack_context, src_tmp.Rects, src_tmp.GlyphsCount); // Extend texture height and mark missing glyphs as non-packed so we won't render them. // FIXME: We are not handling packing failure here (would happen if we got off TEX_HEIGHT_MAX or if a single if larger than TexWidth?) for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) if (src_tmp.Rects[glyph_i].was_packed) atlas->TexHeight = ImMax(atlas->TexHeight, src_tmp.Rects[glyph_i].y + src_tmp.Rects[glyph_i].h); } // 7. Allocate texture atlas->TexHeight = (atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) ? (atlas->TexHeight + 1) : ImUpperPowerOfTwo(atlas->TexHeight); atlas->TexUvScale = ImVec2(1.0f / atlas->TexWidth, 1.0f / atlas->TexHeight); if (src_load_color) { size_t tex_size = (size_t)atlas->TexWidth * atlas->TexHeight * 4; atlas->TexPixelsRGBA32 = (unsigned int*)IM_ALLOC(tex_size); memset(atlas->TexPixelsRGBA32, 0, tex_size); } else { size_t tex_size = (size_t)atlas->TexWidth * atlas->TexHeight * 1; atlas->TexPixelsAlpha8 = (unsigned char*)IM_ALLOC(tex_size); memset(atlas->TexPixelsAlpha8, 0, tex_size); } // 8. Copy rasterized font characters back into the main texture // 9. Setup ImFont and glyphs for runtime bool tex_use_colors = false; for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) { ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i]; if (src_tmp.GlyphsCount == 0) continue; // When merging fonts with MergeMode=true: // - We can have multiple input fonts writing into a same destination font. // - dst_font->ConfigData is != from cfg which is our source configuration. ImFontConfig& cfg = atlas->ConfigData[src_i]; ImFont* dst_font = cfg.DstFont; const float ascent = src_tmp.Font.Info.Ascender; const float descent = src_tmp.Font.Info.Descender; ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent); const float font_off_x = cfg.GlyphOffset.x; const float font_off_y = cfg.GlyphOffset.y + IM_ROUND(dst_font->Ascent); const int padding = atlas->TexGlyphPadding; for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) { ImFontBuildSrcGlyphFT& src_glyph = src_tmp.GlyphsList[glyph_i]; stbrp_rect& pack_rect = src_tmp.Rects[glyph_i]; IM_ASSERT(pack_rect.was_packed); if (pack_rect.w == 0 && pack_rect.h == 0) continue; GlyphInfo& info = src_glyph.Info; IM_ASSERT(info.Width + padding <= pack_rect.w); IM_ASSERT(info.Height + padding <= pack_rect.h); const int tx = pack_rect.x + padding; const int ty = pack_rect.y + padding; // Register glyph float x0 = info.OffsetX + font_off_x; float y0 = info.OffsetY + font_off_y; float x1 = x0 + info.Width; float y1 = y0 + info.Height; float u0 = (tx) / (float)atlas->TexWidth; float v0 = (ty) / (float)atlas->TexHeight; float u1 = (tx + info.Width) / (float)atlas->TexWidth; float v1 = (ty + info.Height) / (float)atlas->TexHeight; dst_font->AddGlyph(&cfg, (ImWchar)src_glyph.Codepoint, x0, y0, x1, y1, u0, v0, u1, v1, info.AdvanceX); ImFontGlyph* dst_glyph = &dst_font->Glyphs.back(); IM_ASSERT(dst_glyph->Codepoint == src_glyph.Codepoint); if (src_glyph.Info.IsColored) dst_glyph->Colored = tex_use_colors = true; // Blit from temporary buffer to final texture size_t blit_src_stride = (size_t)src_glyph.Info.Width; size_t blit_dst_stride = (size_t)atlas->TexWidth; unsigned int* blit_src = src_glyph.BitmapData; if (atlas->TexPixelsAlpha8 != NULL) { unsigned char* blit_dst = atlas->TexPixelsAlpha8 + (ty * blit_dst_stride) + tx; for (int y = 0; y < info.Height; y++, blit_dst += blit_dst_stride, blit_src += blit_src_stride) for (int x = 0; x < info.Width; x++) blit_dst[x] = (unsigned char)((blit_src[x] >> IM_COL32_A_SHIFT) & 0xFF); } else { unsigned int* blit_dst = atlas->TexPixelsRGBA32 + (ty * blit_dst_stride) + tx; for (int y = 0; y < info.Height; y++, blit_dst += blit_dst_stride, blit_src += blit_src_stride) for (int x = 0; x < info.Width; x++) blit_dst[x] = blit_src[x]; } } src_tmp.Rects = NULL; } atlas->TexPixelsUseColors = tex_use_colors; // Cleanup for (int buf_i = 0; buf_i < buf_bitmap_buffers.Size; buf_i++) IM_FREE(buf_bitmap_buffers[buf_i]); src_tmp_array.clear_destruct(); ImFontAtlasBuildFinish(atlas); return true; } // FreeType memory allocation callbacks static void* FreeType_Alloc(FT_Memory /*memory*/, long size) { return GImGuiFreeTypeAllocFunc((size_t)size, GImGuiFreeTypeAllocatorUserData); } static void FreeType_Free(FT_Memory /*memory*/, void* block) { GImGuiFreeTypeFreeFunc(block, GImGuiFreeTypeAllocatorUserData); } static void* FreeType_Realloc(FT_Memory /*memory*/, long cur_size, long new_size, void* block) { // Implement realloc() as we don't ask user to provide it. if (block == NULL) return GImGuiFreeTypeAllocFunc((size_t)new_size, GImGuiFreeTypeAllocatorUserData); if (new_size == 0) { GImGuiFreeTypeFreeFunc(block, GImGuiFreeTypeAllocatorUserData); return NULL; } if (new_size > cur_size) { void* new_block = GImGuiFreeTypeAllocFunc((size_t)new_size, GImGuiFreeTypeAllocatorUserData); memcpy(new_block, block, (size_t)cur_size); GImGuiFreeTypeFreeFunc(block, GImGuiFreeTypeAllocatorUserData); return new_block; } return block; } static bool ImFontAtlasBuildWithFreeType(ImFontAtlas* atlas) { // FreeType memory management: https://www.freetype.org/freetype2/docs/design/design-4.html FT_MemoryRec_ memory_rec = {}; memory_rec.user = NULL; memory_rec.alloc = &FreeType_Alloc; memory_rec.free = &FreeType_Free; memory_rec.realloc = &FreeType_Realloc; // https://www.freetype.org/freetype2/docs/reference/ft2-module_management.html#FT_New_Library FT_Library ft_library; FT_Error error = FT_New_Library(&memory_rec, &ft_library); if (error != 0) return false; // If you don't call FT_Add_Default_Modules() the rest of code may work, but FreeType won't use our custom allocator. FT_Add_Default_Modules(ft_library); bool ret = ImFontAtlasBuildWithFreeTypeEx(ft_library, atlas, atlas->FontBuilderFlags); FT_Done_Library(ft_library); return ret; } const ImFontBuilderIO* ImGuiFreeType::GetBuilderForFreeType() { static ImFontBuilderIO io; io.FontBuilder_Build = ImFontAtlasBuildWithFreeType; return &io; } void ImGuiFreeType::SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data) { GImGuiFreeTypeAllocFunc = alloc_func; GImGuiFreeTypeFreeFunc = free_func; GImGuiFreeTypeAllocatorUserData = user_data; } ================================================ FILE: test/third_party/imgui/misc/freetype/imgui_freetype.h ================================================ // dear imgui: FreeType font builder (used as a replacement for the stb_truetype builder) // (headers) #pragma once #include "imgui.h" // IMGUI_API // Forward declarations struct ImFontAtlas; struct ImFontBuilderIO; // Hinting greatly impacts visuals (and glyph sizes). // - By default, hinting is enabled and the font's native hinter is preferred over the auto-hinter. // - When disabled, FreeType generates blurrier glyphs, more or less matches the stb_truetype.h // - The Default hinting mode usually looks good, but may distort glyphs in an unusual way. // - The Light hinting mode generates fuzzier glyphs but better matches Microsoft's rasterizer. // You can set those flags globaly in ImFontAtlas::FontBuilderFlags // You can set those flags on a per font basis in ImFontConfig::FontBuilderFlags enum ImGuiFreeTypeBuilderFlags { ImGuiFreeTypeBuilderFlags_NoHinting = 1 << 0, // Disable hinting. This generally generates 'blurrier' bitmap glyphs when the glyph are rendered in any of the anti-aliased modes. ImGuiFreeTypeBuilderFlags_NoAutoHint = 1 << 1, // Disable auto-hinter. ImGuiFreeTypeBuilderFlags_ForceAutoHint = 1 << 2, // Indicates that the auto-hinter is preferred over the font's native hinter. ImGuiFreeTypeBuilderFlags_LightHinting = 1 << 3, // A lighter hinting algorithm for gray-level modes. Many generated glyphs are fuzzier but better resemble their original shape. This is achieved by snapping glyphs to the pixel grid only vertically (Y-axis), as is done by Microsoft's ClearType and Adobe's proprietary font renderer. This preserves inter-glyph spacing in horizontal text. ImGuiFreeTypeBuilderFlags_MonoHinting = 1 << 4, // Strong hinting algorithm that should only be used for monochrome output. ImGuiFreeTypeBuilderFlags_Bold = 1 << 5, // Styling: Should we artificially embolden the font? ImGuiFreeTypeBuilderFlags_Oblique = 1 << 6, // Styling: Should we slant the font, emulating italic style? ImGuiFreeTypeBuilderFlags_Monochrome = 1 << 7, // Disable anti-aliasing. Combine this with MonoHinting for best results! ImGuiFreeTypeBuilderFlags_LoadColor = 1 << 8, // Enable FreeType color-layered glyphs ImGuiFreeTypeBuilderFlags_Bitmap = 1 << 9 // Enable FreeType bitmap glyphs }; namespace ImGuiFreeType { // This is automatically assigned when using '#define IMGUI_ENABLE_FREETYPE'. // If you need to dynamically select between multiple builders: // - you can manually assign this builder with 'atlas->FontBuilderIO = ImGuiFreeType::GetBuilderForFreeType()' // - prefer deep-copying this into your own ImFontBuilderIO instance if you use hot-reloading that messes up static data. IMGUI_API const ImFontBuilderIO* GetBuilderForFreeType(); // Override allocators. By default ImGuiFreeType will use IM_ALLOC()/IM_FREE() // However, as FreeType does lots of allocations we provide a way for the user to redirect it to a separate memory heap if desired. IMGUI_API void SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data = NULL); // Obsolete names (will be removed soon) // Prefer using '#define IMGUI_ENABLE_FREETYPE' #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS static inline bool BuildFontAtlas(ImFontAtlas* atlas, unsigned int flags = 0) { atlas->FontBuilderIO = GetBuilderForFreeType(); atlas->FontBuilderFlags = flags; return atlas->Build(); } #endif } ================================================ FILE: test/third_party/imgui/misc/single_file/imgui_single_file.h ================================================ // dear imgui: single-file wrapper include // We use this to validate compiling all *.cpp files in a same compilation unit. // Users of that technique (also called "Unity builds") can generally provide this themselves, // so we don't really recommend you use this in your projects. // Do this: // #define IMGUI_IMPLEMENTATION // Before you include this file in *one* C++ file to create the implementation. // Using this in your project will leak the contents of imgui_internal.h and ImVec2 operators in this compilation unit. #include "../../imgui.h" #ifdef IMGUI_IMPLEMENTATION #include "../../imgui.cpp" #include "../../imgui_demo.cpp" #include "../../imgui_draw.cpp" #include "../../imgui_tables.cpp" #include "../../imgui_widgets.cpp" #endif ================================================ FILE: third_party/CMakeLists.txt ================================================ #[[ MIT License Copyright (c) 2022 Alberto Morcillo Sanz Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ]] add_subdirectory(glm) ================================================ FILE: third_party/glm/CMakeLists.txt ================================================ file(GLOB ROOT_SOURCE *.cpp) file(GLOB ROOT_INLINE *.inl) file(GLOB ROOT_HEADER *.hpp) file(GLOB ROOT_TEXT ../*.txt) file(GLOB ROOT_MD ../*.md) file(GLOB ROOT_NAT ../util/glm.natvis) file(GLOB_RECURSE CORE_SOURCE ./detail/*.cpp) file(GLOB_RECURSE CORE_INLINE ./detail/*.inl) file(GLOB_RECURSE CORE_HEADER ./detail/*.hpp) file(GLOB_RECURSE EXT_SOURCE ./ext/*.cpp) file(GLOB_RECURSE EXT_INLINE ./ext/*.inl) file(GLOB_RECURSE EXT_HEADER ./ext/*.hpp) file(GLOB_RECURSE GTC_SOURCE ./gtc/*.cpp) file(GLOB_RECURSE GTC_INLINE ./gtc/*.inl) file(GLOB_RECURSE GTC_HEADER ./gtc/*.hpp) file(GLOB_RECURSE GTX_SOURCE ./gtx/*.cpp) file(GLOB_RECURSE GTX_INLINE ./gtx/*.inl) file(GLOB_RECURSE GTX_HEADER ./gtx/*.hpp) file(GLOB_RECURSE SIMD_SOURCE ./simd/*.cpp) file(GLOB_RECURSE SIMD_INLINE ./simd/*.inl) file(GLOB_RECURSE SIMD_HEADER ./simd/*.h) source_group("Text Files" FILES ${ROOT_TEXT} ${ROOT_MD}) source_group("Core Files" FILES ${CORE_SOURCE}) source_group("Core Files" FILES ${CORE_INLINE}) source_group("Core Files" FILES ${CORE_HEADER}) source_group("EXT Files" FILES ${EXT_SOURCE}) source_group("EXT Files" FILES ${EXT_INLINE}) source_group("EXT Files" FILES ${EXT_HEADER}) source_group("GTC Files" FILES ${GTC_SOURCE}) source_group("GTC Files" FILES ${GTC_INLINE}) source_group("GTC Files" FILES ${GTC_HEADER}) source_group("GTX Files" FILES ${GTX_SOURCE}) source_group("GTX Files" FILES ${GTX_INLINE}) source_group("GTX Files" FILES ${GTX_HEADER}) source_group("SIMD Files" FILES ${SIMD_SOURCE}) source_group("SIMD Files" FILES ${SIMD_INLINE}) source_group("SIMD Files" FILES ${SIMD_HEADER}) add_library(glm INTERFACE) target_include_directories(glm INTERFACE ../) if(BUILD_STATIC_LIBS) add_library(glm_static STATIC ${ROOT_TEXT} ${ROOT_MD} ${ROOT_NAT} ${ROOT_SOURCE} ${ROOT_INLINE} ${ROOT_HEADER} ${CORE_SOURCE} ${CORE_INLINE} ${CORE_HEADER} ${EXT_SOURCE} ${EXT_INLINE} ${EXT_HEADER} ${GTC_SOURCE} ${GTC_INLINE} ${GTC_HEADER} ${GTX_SOURCE} ${GTX_INLINE} ${GTX_HEADER} ${SIMD_SOURCE} ${SIMD_INLINE} ${SIMD_HEADER}) target_link_libraries(glm_static PUBLIC glm) add_library(glm::glm_static ALIAS glm_static) endif() if(BUILD_SHARED_LIBS) add_library(glm_shared SHARED ${ROOT_TEXT} ${ROOT_MD} ${ROOT_NAT} ${ROOT_SOURCE} ${ROOT_INLINE} ${ROOT_HEADER} ${CORE_SOURCE} ${CORE_INLINE} ${CORE_HEADER} ${EXT_SOURCE} ${EXT_INLINE} ${EXT_HEADER} ${GTC_SOURCE} ${GTC_INLINE} ${GTC_HEADER} ${GTX_SOURCE} ${GTX_INLINE} ${GTX_HEADER} ${SIMD_SOURCE} ${SIMD_INLINE} ${SIMD_HEADER}) target_link_libraries(glm_shared PUBLIC glm) add_library(glm::glm_shared ALIAS glm_shared) endif() ================================================ FILE: third_party/glm/common.hpp ================================================ /// @ref core /// @file glm/common.hpp /// /// @see
GLSL 4.20.8 specification, section 8.3 Common Functions /// /// @defgroup core_func_common Common functions /// @ingroup core /// /// Provides GLSL common functions /// /// These all operate component-wise. The description is per component. /// /// Include to use these core features. #pragma once #include "detail/qualifier.hpp" #include "detail/_fixes.hpp" namespace glm { /// @addtogroup core_func_common /// @{ /// Returns x if x >= 0; otherwise, it returns -x. /// /// @tparam genType floating-point or signed integer; scalar or vector types. /// /// @see GLSL abs man page /// @see GLSL 4.20.8 specification, section 8.3 Common Functions template GLM_FUNC_DECL GLM_CONSTEXPR genType abs(genType x); /// Returns x if x >= 0; otherwise, it returns -x. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point or signed integer scalar types /// @tparam Q Value from qualifier enum /// /// @see GLSL abs man page /// @see GLSL 4.20.8 specification, section 8.3 Common Functions template GLM_FUNC_DECL GLM_CONSTEXPR vec abs(vec const& x); /// Returns 1.0 if x > 0, 0.0 if x == 0, or -1.0 if x < 0. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum /// /// @see GLSL sign man page /// @see GLSL 4.20.8 specification, section 8.3 Common Functions template GLM_FUNC_DECL vec sign(vec const& x); /// Returns a value equal to the nearest integer that is less then or equal to x. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum /// /// @see GLSL floor man page /// @see GLSL 4.20.8 specification, section 8.3 Common Functions template GLM_FUNC_DECL vec floor(vec const& x); /// Returns a value equal to the nearest integer to x /// whose absolute value is not larger than the absolute value of x. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum /// /// @see GLSL trunc man page /// @see GLSL 4.20.8 specification, section 8.3 Common Functions template GLM_FUNC_DECL vec trunc(vec const& x); /// Returns a value equal to the nearest integer to x. /// The fraction 0.5 will round in a direction chosen by the /// implementation, presumably the direction that is fastest. /// This includes the possibility that round(x) returns the /// same value as roundEven(x) for all values of x. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum /// /// @see GLSL round man page /// @see GLSL 4.20.8 specification, section 8.3 Common Functions template GLM_FUNC_DECL vec round(vec const& x); /// Returns a value equal to the nearest integer to x. /// A fractional part of 0.5 will round toward the nearest even /// integer. (Both 3.5 and 4.5 for x will return 4.0.) /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum /// /// @see GLSL roundEven man page /// @see GLSL 4.20.8 specification, section 8.3 Common Functions /// @see New round to even technique template GLM_FUNC_DECL vec roundEven(vec const& x); /// Returns a value equal to the nearest integer /// that is greater than or equal to x. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum /// /// @see GLSL ceil man page /// @see GLSL 4.20.8 specification, section 8.3 Common Functions template GLM_FUNC_DECL vec ceil(vec const& x); /// Return x - floor(x). /// /// @tparam genType Floating-point scalar or vector types. /// /// @see GLSL fract man page /// @see GLSL 4.20.8 specification, section 8.3 Common Functions template GLM_FUNC_DECL genType fract(genType x); /// Return x - floor(x). /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum /// /// @see GLSL fract man page /// @see GLSL 4.20.8 specification, section 8.3 Common Functions template GLM_FUNC_DECL vec fract(vec const& x); template GLM_FUNC_DECL genType mod(genType x, genType y); template GLM_FUNC_DECL vec mod(vec const& x, T y); /// Modulus. Returns x - y * floor(x / y) /// for each component in x using the floating point value y. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point scalar types, include glm/gtc/integer for integer scalar types support /// @tparam Q Value from qualifier enum /// /// @see GLSL mod man page /// @see GLSL 4.20.8 specification, section 8.3 Common Functions template GLM_FUNC_DECL vec mod(vec const& x, vec const& y); /// Returns the fractional part of x and sets i to the integer /// part (as a whole number floating point value). Both the /// return value and the output parameter will have the same /// sign as x. /// /// @tparam genType Floating-point scalar or vector types. /// /// @see GLSL modf man page /// @see GLSL 4.20.8 specification, section 8.3 Common Functions template GLM_FUNC_DECL genType modf(genType x, genType& i); /// Returns y if y < x; otherwise, it returns x. /// /// @tparam genType Floating-point or integer; scalar or vector types. /// /// @see GLSL min man page /// @see GLSL 4.20.8 specification, section 8.3 Common Functions template GLM_FUNC_DECL GLM_CONSTEXPR genType min(genType x, genType y); /// Returns y if y < x; otherwise, it returns x. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point or integer scalar types /// @tparam Q Value from qualifier enum /// /// @see GLSL min man page /// @see GLSL 4.20.8 specification, section 8.3 Common Functions template GLM_FUNC_DECL GLM_CONSTEXPR vec min(vec const& x, T y); /// Returns y if y < x; otherwise, it returns x. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point or integer scalar types /// @tparam Q Value from qualifier enum /// /// @see GLSL min man page /// @see GLSL 4.20.8 specification, section 8.3 Common Functions template GLM_FUNC_DECL GLM_CONSTEXPR vec min(vec const& x, vec const& y); /// Returns y if x < y; otherwise, it returns x. /// /// @tparam genType Floating-point or integer; scalar or vector types. /// /// @see GLSL max man page /// @see GLSL 4.20.8 specification, section 8.3 Common Functions template GLM_FUNC_DECL GLM_CONSTEXPR genType max(genType x, genType y); /// Returns y if x < y; otherwise, it returns x. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point or integer scalar types /// @tparam Q Value from qualifier enum /// /// @see GLSL max man page /// @see GLSL 4.20.8 specification, section 8.3 Common Functions template GLM_FUNC_DECL GLM_CONSTEXPR vec max(vec const& x, T y); /// Returns y if x < y; otherwise, it returns x. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point or integer scalar types /// @tparam Q Value from qualifier enum /// /// @see GLSL max man page /// @see GLSL 4.20.8 specification, section 8.3 Common Functions template GLM_FUNC_DECL GLM_CONSTEXPR vec max(vec const& x, vec const& y); /// Returns min(max(x, minVal), maxVal) for each component in x /// using the floating-point values minVal and maxVal. /// /// @tparam genType Floating-point or integer; scalar or vector types. /// /// @see GLSL clamp man page /// @see GLSL 4.20.8 specification, section 8.3 Common Functions template GLM_FUNC_DECL GLM_CONSTEXPR genType clamp(genType x, genType minVal, genType maxVal); /// Returns min(max(x, minVal), maxVal) for each component in x /// using the floating-point values minVal and maxVal. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point or integer scalar types /// @tparam Q Value from qualifier enum /// /// @see GLSL clamp man page /// @see GLSL 4.20.8 specification, section 8.3 Common Functions template GLM_FUNC_DECL GLM_CONSTEXPR vec clamp(vec const& x, T minVal, T maxVal); /// Returns min(max(x, minVal), maxVal) for each component in x /// using the floating-point values minVal and maxVal. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point or integer scalar types /// @tparam Q Value from qualifier enum /// /// @see GLSL clamp man page /// @see GLSL 4.20.8 specification, section 8.3 Common Functions template GLM_FUNC_DECL GLM_CONSTEXPR vec clamp(vec const& x, vec const& minVal, vec const& maxVal); /// If genTypeU is a floating scalar or vector: /// Returns x * (1.0 - a) + y * a, i.e., the linear blend of /// x and y using the floating-point value a. /// The value for a is not restricted to the range [0, 1]. /// /// If genTypeU is a boolean scalar or vector: /// Selects which vector each returned component comes /// from. For a component of 'a' that is false, the /// corresponding component of 'x' is returned. For a /// component of 'a' that is true, the corresponding /// component of 'y' is returned. Components of 'x' and 'y' that /// are not selected are allowed to be invalid floating point /// values and will have no effect on the results. Thus, this /// provides different functionality than /// genType mix(genType x, genType y, genType(a)) /// where a is a Boolean vector. /// /// @see GLSL mix man page /// @see GLSL 4.20.8 specification, section 8.3 Common Functions /// /// @param[in] x Value to interpolate. /// @param[in] y Value to interpolate. /// @param[in] a Interpolant. /// /// @tparam genTypeT Floating point scalar or vector. /// @tparam genTypeU Floating point or boolean scalar or vector. It can't be a vector if it is the length of genTypeT. /// /// @code /// #include /// ... /// float a; /// bool b; /// glm::dvec3 e; /// glm::dvec3 f; /// glm::vec4 g; /// glm::vec4 h; /// ... /// glm::vec4 r = glm::mix(g, h, a); // Interpolate with a floating-point scalar two vectors. /// glm::vec4 s = glm::mix(g, h, b); // Returns g or h; /// glm::dvec3 t = glm::mix(e, f, a); // Types of the third parameter is not required to match with the first and the second. /// glm::vec4 u = glm::mix(g, h, r); // Interpolations can be perform per component with a vector for the last parameter. /// @endcode template GLM_FUNC_DECL genTypeT mix(genTypeT x, genTypeT y, genTypeU a); template GLM_FUNC_DECL vec mix(vec const& x, vec const& y, vec const& a); template GLM_FUNC_DECL vec mix(vec const& x, vec const& y, U a); /// Returns 0.0 if x < edge, otherwise it returns 1.0 for each component of a genType. /// /// @see GLSL step man page /// @see GLSL 4.20.8 specification, section 8.3 Common Functions template GLM_FUNC_DECL genType step(genType edge, genType x); /// Returns 0.0 if x < edge, otherwise it returns 1.0. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum /// /// @see GLSL step man page /// @see GLSL 4.20.8 specification, section 8.3 Common Functions template GLM_FUNC_DECL vec step(T edge, vec const& x); /// Returns 0.0 if x < edge, otherwise it returns 1.0. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum /// /// @see GLSL step man page /// @see GLSL 4.20.8 specification, section 8.3 Common Functions template GLM_FUNC_DECL vec step(vec const& edge, vec const& x); /// Returns 0.0 if x <= edge0 and 1.0 if x >= edge1 and /// performs smooth Hermite interpolation between 0 and 1 /// when edge0 < x < edge1. This is useful in cases where /// you would want a threshold function with a smooth /// transition. This is equivalent to: /// genType t; /// t = clamp ((x - edge0) / (edge1 - edge0), 0, 1); /// return t * t * (3 - 2 * t); /// Results are undefined if edge0 >= edge1. /// /// @tparam genType Floating-point scalar or vector types. /// /// @see GLSL smoothstep man page /// @see GLSL 4.20.8 specification, section 8.3 Common Functions template GLM_FUNC_DECL genType smoothstep(genType edge0, genType edge1, genType x); template GLM_FUNC_DECL vec smoothstep(T edge0, T edge1, vec const& x); template GLM_FUNC_DECL vec smoothstep(vec const& edge0, vec const& edge1, vec const& x); /// Returns true if x holds a NaN (not a number) /// representation in the underlying implementation's set of /// floating point representations. Returns false otherwise, /// including for implementations with no NaN /// representations. /// /// /!\ When using compiler fast math, this function may fail. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum /// /// @see GLSL isnan man page /// @see GLSL 4.20.8 specification, section 8.3 Common Functions template GLM_FUNC_DECL vec isnan(vec const& x); /// Returns true if x holds a positive infinity or negative /// infinity representation in the underlying implementation's /// set of floating point representations. Returns false /// otherwise, including for implementations with no infinity /// representations. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum /// /// @see GLSL isinf man page /// @see GLSL 4.20.8 specification, section 8.3 Common Functions template GLM_FUNC_DECL vec isinf(vec const& x); /// Returns a signed integer value representing /// the encoding of a floating-point value. The floating-point /// value's bit-level representation is preserved. /// /// @see GLSL floatBitsToInt man page /// @see GLSL 4.20.8 specification, section 8.3 Common Functions GLM_FUNC_DECL int floatBitsToInt(float const& v); /// Returns a signed integer value representing /// the encoding of a floating-point value. The floatingpoint /// value's bit-level representation is preserved. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam Q Value from qualifier enum /// /// @see GLSL floatBitsToInt man page /// @see GLSL 4.20.8 specification, section 8.3 Common Functions template GLM_FUNC_DECL vec floatBitsToInt(vec const& v); /// Returns a unsigned integer value representing /// the encoding of a floating-point value. The floatingpoint /// value's bit-level representation is preserved. /// /// @see GLSL floatBitsToUint man page /// @see GLSL 4.20.8 specification, section 8.3 Common Functions GLM_FUNC_DECL uint floatBitsToUint(float const& v); /// Returns a unsigned integer value representing /// the encoding of a floating-point value. The floatingpoint /// value's bit-level representation is preserved. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam Q Value from qualifier enum /// /// @see GLSL floatBitsToUint man page /// @see GLSL 4.20.8 specification, section 8.3 Common Functions template GLM_FUNC_DECL vec floatBitsToUint(vec const& v); /// Returns a floating-point value corresponding to a signed /// integer encoding of a floating-point value. /// If an inf or NaN is passed in, it will not signal, and the /// resulting floating point value is unspecified. Otherwise, /// the bit-level representation is preserved. /// /// @see GLSL intBitsToFloat man page /// @see GLSL 4.20.8 specification, section 8.3 Common Functions GLM_FUNC_DECL float intBitsToFloat(int const& v); /// Returns a floating-point value corresponding to a signed /// integer encoding of a floating-point value. /// If an inf or NaN is passed in, it will not signal, and the /// resulting floating point value is unspecified. Otherwise, /// the bit-level representation is preserved. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam Q Value from qualifier enum /// /// @see GLSL intBitsToFloat man page /// @see GLSL 4.20.8 specification, section 8.3 Common Functions template GLM_FUNC_DECL vec intBitsToFloat(vec const& v); /// Returns a floating-point value corresponding to a /// unsigned integer encoding of a floating-point value. /// If an inf or NaN is passed in, it will not signal, and the /// resulting floating point value is unspecified. Otherwise, /// the bit-level representation is preserved. /// /// @see GLSL uintBitsToFloat man page /// @see GLSL 4.20.8 specification, section 8.3 Common Functions GLM_FUNC_DECL float uintBitsToFloat(uint const& v); /// Returns a floating-point value corresponding to a /// unsigned integer encoding of a floating-point value. /// If an inf or NaN is passed in, it will not signal, and the /// resulting floating point value is unspecified. Otherwise, /// the bit-level representation is preserved. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam Q Value from qualifier enum /// /// @see GLSL uintBitsToFloat man page /// @see GLSL 4.20.8 specification, section 8.3 Common Functions template GLM_FUNC_DECL vec uintBitsToFloat(vec const& v); /// Computes and returns a * b + c. /// /// @tparam genType Floating-point scalar or vector types. /// /// @see GLSL fma man page /// @see GLSL 4.20.8 specification, section 8.3 Common Functions template GLM_FUNC_DECL genType fma(genType const& a, genType const& b, genType const& c); /// Splits x into a floating-point significand in the range /// [0.5, 1.0) and an integral exponent of two, such that: /// x = significand * exp(2, exponent) /// /// The significand is returned by the function and the /// exponent is returned in the parameter exp. For a /// floating-point value of zero, the significant and exponent /// are both zero. For a floating-point value that is an /// infinity or is not a number, the results are undefined. /// /// @tparam genType Floating-point scalar or vector types. /// /// @see GLSL frexp man page /// @see GLSL 4.20.8 specification, section 8.3 Common Functions template GLM_FUNC_DECL genType frexp(genType x, int& exp); template GLM_FUNC_DECL vec frexp(vec const& v, vec& exp); /// Builds a floating-point number from x and the /// corresponding integral exponent of two in exp, returning: /// significand * exp(2, exponent) /// /// If this product is too large to be represented in the /// floating-point type, the result is undefined. /// /// @tparam genType Floating-point scalar or vector types. /// /// @see GLSL ldexp man page; /// @see GLSL 4.20.8 specification, section 8.3 Common Functions template GLM_FUNC_DECL genType ldexp(genType const& x, int const& exp); template GLM_FUNC_DECL vec ldexp(vec const& v, vec const& exp); /// @} }//namespace glm #include "detail/func_common.inl" ================================================ FILE: third_party/glm/detail/_features.hpp ================================================ #pragma once // #define GLM_CXX98_EXCEPTIONS // #define GLM_CXX98_RTTI // #define GLM_CXX11_RVALUE_REFERENCES // Rvalue references - GCC 4.3 // http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2006/n2118.html // GLM_CXX11_TRAILING_RETURN // Rvalue references for *this - GCC not supported // http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2439.htm // GLM_CXX11_NONSTATIC_MEMBER_INIT // Initialization of class objects by rvalues - GCC any // http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2004/n1610.html // GLM_CXX11_NONSTATIC_MEMBER_INIT // Non-static data member initializers - GCC 4.7 // http://www.open-std.org/JTC1/SC22/WG21/docs/papers/2008/n2756.htm // #define GLM_CXX11_VARIADIC_TEMPLATE // Variadic templates - GCC 4.3 // http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2242.pdf // // Extending variadic template template parameters - GCC 4.4 // http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2555.pdf // #define GLM_CXX11_GENERALIZED_INITIALIZERS // Initializer lists - GCC 4.4 // http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2672.htm // #define GLM_CXX11_STATIC_ASSERT // Static assertions - GCC 4.3 // http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2004/n1720.html // #define GLM_CXX11_AUTO_TYPE // auto-typed variables - GCC 4.4 // http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2006/n1984.pdf // #define GLM_CXX11_AUTO_TYPE // Multi-declarator auto - GCC 4.4 // http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2004/n1737.pdf // #define GLM_CXX11_AUTO_TYPE // Removal of auto as a storage-class specifier - GCC 4.4 // http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2546.htm // #define GLM_CXX11_AUTO_TYPE // New function declarator syntax - GCC 4.4 // http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2541.htm // #define GLM_CXX11_LAMBDAS // New wording for C++0x lambdas - GCC 4.5 // http://www.open-std.org/JTC1/SC22/WG21/docs/papers/2009/n2927.pdf // #define GLM_CXX11_DECLTYPE // Declared type of an expression - GCC 4.3 // http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2343.pdf // // Right angle brackets - GCC 4.3 // http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2005/n1757.html // // Default template arguments for function templates DR226 GCC 4.3 // http://www.open-std.org/jtc1/sc22/wg21/docs/cwg_defects.html#226 // // Solving the SFINAE problem for expressions DR339 GCC 4.4 // http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2634.html // #define GLM_CXX11_ALIAS_TEMPLATE // Template aliases N2258 GCC 4.7 // http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2258.pdf // // Extern templates N1987 Yes // http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2006/n1987.htm // #define GLM_CXX11_NULLPTR // Null pointer constant N2431 GCC 4.6 // http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2431.pdf // #define GLM_CXX11_STRONG_ENUMS // Strongly-typed enums N2347 GCC 4.4 // http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2347.pdf // // Forward declarations for enums N2764 GCC 4.6 // http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2764.pdf // // Generalized attributes N2761 GCC 4.8 // http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2761.pdf // // Generalized constant expressions N2235 GCC 4.6 // http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2235.pdf // // Alignment support N2341 GCC 4.8 // http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2341.pdf // #define GLM_CXX11_DELEGATING_CONSTRUCTORS // Delegating constructors N1986 GCC 4.7 // http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2006/n1986.pdf // // Inheriting constructors N2540 GCC 4.8 // http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2540.htm // #define GLM_CXX11_EXPLICIT_CONVERSIONS // Explicit conversion operators N2437 GCC 4.5 // http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2437.pdf // // New character types N2249 GCC 4.4 // http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2249.html // // Unicode string literals N2442 GCC 4.5 // http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2442.htm // // Raw string literals N2442 GCC 4.5 // http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2442.htm // // Universal character name literals N2170 GCC 4.5 // http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2170.html // #define GLM_CXX11_USER_LITERALS // User-defined literals N2765 GCC 4.7 // http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2765.pdf // // Standard Layout Types N2342 GCC 4.5 // http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2342.htm // #define GLM_CXX11_DEFAULTED_FUNCTIONS // #define GLM_CXX11_DELETED_FUNCTIONS // Defaulted and deleted functions N2346 GCC 4.4 // http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2346.htm // // Extended friend declarations N1791 GCC 4.7 // http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2005/n1791.pdf // // Extending sizeof N2253 GCC 4.4 // http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2253.html // #define GLM_CXX11_INLINE_NAMESPACES // Inline namespaces N2535 GCC 4.4 // http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2535.htm // #define GLM_CXX11_UNRESTRICTED_UNIONS // Unrestricted unions N2544 GCC 4.6 // http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2544.pdf // #define GLM_CXX11_LOCAL_TYPE_TEMPLATE_ARGS // Local and unnamed types as template arguments N2657 GCC 4.5 // http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2657.htm // #define GLM_CXX11_RANGE_FOR // Range-based for N2930 GCC 4.6 // http://www.open-std.org/JTC1/SC22/WG21/docs/papers/2009/n2930.html // #define GLM_CXX11_OVERRIDE_CONTROL // Explicit virtual overrides N2928 N3206 N3272 GCC 4.7 // http://www.open-std.org/JTC1/SC22/WG21/docs/papers/2009/n2928.htm // http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2010/n3206.htm // http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2011/n3272.htm // // Minimal support for garbage collection and reachability-based leak detection N2670 No // http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2670.htm // #define GLM_CXX11_NOEXCEPT // Allowing move constructors to throw [noexcept] N3050 GCC 4.6 (core language only) // http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2010/n3050.html // // Defining move special member functions N3053 GCC 4.6 // http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2010/n3053.html // // Sequence points N2239 Yes // http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2239.html // // Atomic operations N2427 GCC 4.4 // http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2239.html // // Strong Compare and Exchange N2748 GCC 4.5 // http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2427.html // // Bidirectional Fences N2752 GCC 4.8 // http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2752.htm // // Memory model N2429 GCC 4.8 // http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2429.htm // // Data-dependency ordering: atomics and memory model N2664 GCC 4.4 // http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2664.htm // // Propagating exceptions N2179 GCC 4.4 // http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2179.html // // Abandoning a process and at_quick_exit N2440 GCC 4.8 // http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2440.htm // // Allow atomics use in signal handlers N2547 Yes // http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2547.htm // // Thread-local storage N2659 GCC 4.8 // http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2659.htm // // Dynamic initialization and destruction with concurrency N2660 GCC 4.3 // http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2660.htm // // __func__ predefined identifier N2340 GCC 4.3 // http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2340.htm // // C99 preprocessor N1653 GCC 4.3 // http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2004/n1653.htm // // long long N1811 GCC 4.3 // http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2005/n1811.pdf // // Extended integral types N1988 Yes // http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2006/n1988.pdf #if(GLM_COMPILER & GLM_COMPILER_GCC) # define GLM_CXX11_STATIC_ASSERT #elif(GLM_COMPILER & GLM_COMPILER_CLANG) # if(__has_feature(cxx_exceptions)) # define GLM_CXX98_EXCEPTIONS # endif # if(__has_feature(cxx_rtti)) # define GLM_CXX98_RTTI # endif # if(__has_feature(cxx_access_control_sfinae)) # define GLM_CXX11_ACCESS_CONTROL_SFINAE # endif # if(__has_feature(cxx_alias_templates)) # define GLM_CXX11_ALIAS_TEMPLATE # endif # if(__has_feature(cxx_alignas)) # define GLM_CXX11_ALIGNAS # endif # if(__has_feature(cxx_attributes)) # define GLM_CXX11_ATTRIBUTES # endif # if(__has_feature(cxx_constexpr)) # define GLM_CXX11_CONSTEXPR # endif # if(__has_feature(cxx_decltype)) # define GLM_CXX11_DECLTYPE # endif # if(__has_feature(cxx_default_function_template_args)) # define GLM_CXX11_DEFAULT_FUNCTION_TEMPLATE_ARGS # endif # if(__has_feature(cxx_defaulted_functions)) # define GLM_CXX11_DEFAULTED_FUNCTIONS # endif # if(__has_feature(cxx_delegating_constructors)) # define GLM_CXX11_DELEGATING_CONSTRUCTORS # endif # if(__has_feature(cxx_deleted_functions)) # define GLM_CXX11_DELETED_FUNCTIONS # endif # if(__has_feature(cxx_explicit_conversions)) # define GLM_CXX11_EXPLICIT_CONVERSIONS # endif # if(__has_feature(cxx_generalized_initializers)) # define GLM_CXX11_GENERALIZED_INITIALIZERS # endif # if(__has_feature(cxx_implicit_moves)) # define GLM_CXX11_IMPLICIT_MOVES # endif # if(__has_feature(cxx_inheriting_constructors)) # define GLM_CXX11_INHERITING_CONSTRUCTORS # endif # if(__has_feature(cxx_inline_namespaces)) # define GLM_CXX11_INLINE_NAMESPACES # endif # if(__has_feature(cxx_lambdas)) # define GLM_CXX11_LAMBDAS # endif # if(__has_feature(cxx_local_type_template_args)) # define GLM_CXX11_LOCAL_TYPE_TEMPLATE_ARGS # endif # if(__has_feature(cxx_noexcept)) # define GLM_CXX11_NOEXCEPT # endif # if(__has_feature(cxx_nonstatic_member_init)) # define GLM_CXX11_NONSTATIC_MEMBER_INIT # endif # if(__has_feature(cxx_nullptr)) # define GLM_CXX11_NULLPTR # endif # if(__has_feature(cxx_override_control)) # define GLM_CXX11_OVERRIDE_CONTROL # endif # if(__has_feature(cxx_reference_qualified_functions)) # define GLM_CXX11_REFERENCE_QUALIFIED_FUNCTIONS # endif # if(__has_feature(cxx_range_for)) # define GLM_CXX11_RANGE_FOR # endif # if(__has_feature(cxx_raw_string_literals)) # define GLM_CXX11_RAW_STRING_LITERALS # endif # if(__has_feature(cxx_rvalue_references)) # define GLM_CXX11_RVALUE_REFERENCES # endif # if(__has_feature(cxx_static_assert)) # define GLM_CXX11_STATIC_ASSERT # endif # if(__has_feature(cxx_auto_type)) # define GLM_CXX11_AUTO_TYPE # endif # if(__has_feature(cxx_strong_enums)) # define GLM_CXX11_STRONG_ENUMS # endif # if(__has_feature(cxx_trailing_return)) # define GLM_CXX11_TRAILING_RETURN # endif # if(__has_feature(cxx_unicode_literals)) # define GLM_CXX11_UNICODE_LITERALS # endif # if(__has_feature(cxx_unrestricted_unions)) # define GLM_CXX11_UNRESTRICTED_UNIONS # endif # if(__has_feature(cxx_user_literals)) # define GLM_CXX11_USER_LITERALS # endif # if(__has_feature(cxx_variadic_templates)) # define GLM_CXX11_VARIADIC_TEMPLATES # endif #endif//(GLM_COMPILER & GLM_COMPILER_CLANG) ================================================ FILE: third_party/glm/detail/_fixes.hpp ================================================ #include //! Workaround for compatibility with other libraries #ifdef max #undef max #endif //! Workaround for compatibility with other libraries #ifdef min #undef min #endif //! Workaround for Android #ifdef isnan #undef isnan #endif //! Workaround for Android #ifdef isinf #undef isinf #endif //! Workaround for Chrone Native Client #ifdef log2 #undef log2 #endif ================================================ FILE: third_party/glm/detail/_noise.hpp ================================================ #pragma once #include "../common.hpp" namespace glm{ namespace detail { template GLM_FUNC_QUALIFIER T mod289(T const& x) { return x - floor(x * (static_cast(1.0) / static_cast(289.0))) * static_cast(289.0); } template GLM_FUNC_QUALIFIER T permute(T const& x) { return mod289(((x * static_cast(34)) + static_cast(1)) * x); } template GLM_FUNC_QUALIFIER vec<2, T, Q> permute(vec<2, T, Q> const& x) { return mod289(((x * static_cast(34)) + static_cast(1)) * x); } template GLM_FUNC_QUALIFIER vec<3, T, Q> permute(vec<3, T, Q> const& x) { return mod289(((x * static_cast(34)) + static_cast(1)) * x); } template GLM_FUNC_QUALIFIER vec<4, T, Q> permute(vec<4, T, Q> const& x) { return mod289(((x * static_cast(34)) + static_cast(1)) * x); } template GLM_FUNC_QUALIFIER T taylorInvSqrt(T const& r) { return static_cast(1.79284291400159) - static_cast(0.85373472095314) * r; } template GLM_FUNC_QUALIFIER vec<2, T, Q> taylorInvSqrt(vec<2, T, Q> const& r) { return static_cast(1.79284291400159) - static_cast(0.85373472095314) * r; } template GLM_FUNC_QUALIFIER vec<3, T, Q> taylorInvSqrt(vec<3, T, Q> const& r) { return static_cast(1.79284291400159) - static_cast(0.85373472095314) * r; } template GLM_FUNC_QUALIFIER vec<4, T, Q> taylorInvSqrt(vec<4, T, Q> const& r) { return static_cast(1.79284291400159) - static_cast(0.85373472095314) * r; } template GLM_FUNC_QUALIFIER vec<2, T, Q> fade(vec<2, T, Q> const& t) { return (t * t * t) * (t * (t * static_cast(6) - static_cast(15)) + static_cast(10)); } template GLM_FUNC_QUALIFIER vec<3, T, Q> fade(vec<3, T, Q> const& t) { return (t * t * t) * (t * (t * static_cast(6) - static_cast(15)) + static_cast(10)); } template GLM_FUNC_QUALIFIER vec<4, T, Q> fade(vec<4, T, Q> const& t) { return (t * t * t) * (t * (t * static_cast(6) - static_cast(15)) + static_cast(10)); } }//namespace detail }//namespace glm ================================================ FILE: third_party/glm/detail/_swizzle.hpp ================================================ #pragma once namespace glm{ namespace detail { // Internal class for implementing swizzle operators template struct _swizzle_base0 { protected: GLM_FUNC_QUALIFIER T& elem(size_t i){ return (reinterpret_cast(_buffer))[i]; } GLM_FUNC_QUALIFIER T const& elem(size_t i) const{ return (reinterpret_cast(_buffer))[i]; } // Use an opaque buffer to *ensure* the compiler doesn't call a constructor. // The size 1 buffer is assumed to aligned to the actual members so that the // elem() char _buffer[1]; }; template struct _swizzle_base1 : public _swizzle_base0 { }; template struct _swizzle_base1<2, T, Q, E0,E1,-1,-2, Aligned> : public _swizzle_base0 { GLM_FUNC_QUALIFIER vec<2, T, Q> operator ()() const { return vec<2, T, Q>(this->elem(E0), this->elem(E1)); } }; template struct _swizzle_base1<3, T, Q, E0,E1,E2,-1, Aligned> : public _swizzle_base0 { GLM_FUNC_QUALIFIER vec<3, T, Q> operator ()() const { return vec<3, T, Q>(this->elem(E0), this->elem(E1), this->elem(E2)); } }; template struct _swizzle_base1<4, T, Q, E0,E1,E2,E3, Aligned> : public _swizzle_base0 { GLM_FUNC_QUALIFIER vec<4, T, Q> operator ()() const { return vec<4, T, Q>(this->elem(E0), this->elem(E1), this->elem(E2), this->elem(E3)); } }; // Internal class for implementing swizzle operators /* Template parameters: T = type of scalar values (e.g. float, double) N = number of components in the vector (e.g. 3) E0...3 = what index the n-th element of this swizzle refers to in the unswizzled vec DUPLICATE_ELEMENTS = 1 if there is a repeated element, 0 otherwise (used to specialize swizzles containing duplicate elements so that they cannot be used as r-values). */ template struct _swizzle_base2 : public _swizzle_base1::value> { struct op_equal { GLM_FUNC_QUALIFIER void operator() (T& e, T& t) const{ e = t; } }; struct op_minus { GLM_FUNC_QUALIFIER void operator() (T& e, T& t) const{ e -= t; } }; struct op_plus { GLM_FUNC_QUALIFIER void operator() (T& e, T& t) const{ e += t; } }; struct op_mul { GLM_FUNC_QUALIFIER void operator() (T& e, T& t) const{ e *= t; } }; struct op_div { GLM_FUNC_QUALIFIER void operator() (T& e, T& t) const{ e /= t; } }; public: GLM_FUNC_QUALIFIER _swizzle_base2& operator= (const T& t) { for (int i = 0; i < N; ++i) (*this)[i] = t; return *this; } GLM_FUNC_QUALIFIER _swizzle_base2& operator= (vec const& that) { _apply_op(that, op_equal()); return *this; } GLM_FUNC_QUALIFIER void operator -= (vec const& that) { _apply_op(that, op_minus()); } GLM_FUNC_QUALIFIER void operator += (vec const& that) { _apply_op(that, op_plus()); } GLM_FUNC_QUALIFIER void operator *= (vec const& that) { _apply_op(that, op_mul()); } GLM_FUNC_QUALIFIER void operator /= (vec const& that) { _apply_op(that, op_div()); } GLM_FUNC_QUALIFIER T& operator[](size_t i) { const int offset_dst[4] = { E0, E1, E2, E3 }; return this->elem(offset_dst[i]); } GLM_FUNC_QUALIFIER T operator[](size_t i) const { const int offset_dst[4] = { E0, E1, E2, E3 }; return this->elem(offset_dst[i]); } protected: template GLM_FUNC_QUALIFIER void _apply_op(vec const& that, const U& op) { // Make a copy of the data in this == &that. // The copier should optimize out the copy in cases where the function is // properly inlined and the copy is not necessary. T t[N]; for (int i = 0; i < N; ++i) t[i] = that[i]; for (int i = 0; i < N; ++i) op( (*this)[i], t[i] ); } }; // Specialization for swizzles containing duplicate elements. These cannot be modified. template struct _swizzle_base2 : public _swizzle_base1::value> { struct Stub {}; GLM_FUNC_QUALIFIER _swizzle_base2& operator= (Stub const&) { return *this; } GLM_FUNC_QUALIFIER T operator[] (size_t i) const { const int offset_dst[4] = { E0, E1, E2, E3 }; return this->elem(offset_dst[i]); } }; template struct _swizzle : public _swizzle_base2 { typedef _swizzle_base2 base_type; using base_type::operator=; GLM_FUNC_QUALIFIER operator vec () const { return (*this)(); } }; // // To prevent the C++ syntax from getting entirely overwhelming, define some alias macros // #define GLM_SWIZZLE_TEMPLATE1 template #define GLM_SWIZZLE_TEMPLATE2 template #define GLM_SWIZZLE_TYPE1 _swizzle #define GLM_SWIZZLE_TYPE2 _swizzle // // Wrapper for a binary operator (e.g. u.yy + v.zy) // #define GLM_SWIZZLE_VECTOR_BINARY_OPERATOR_IMPLEMENTATION(OPERAND) \ GLM_SWIZZLE_TEMPLATE2 \ GLM_FUNC_QUALIFIER vec operator OPERAND ( const GLM_SWIZZLE_TYPE1& a, const GLM_SWIZZLE_TYPE2& b) \ { \ return a() OPERAND b(); \ } \ GLM_SWIZZLE_TEMPLATE1 \ GLM_FUNC_QUALIFIER vec operator OPERAND ( const GLM_SWIZZLE_TYPE1& a, const vec& b) \ { \ return a() OPERAND b; \ } \ GLM_SWIZZLE_TEMPLATE1 \ GLM_FUNC_QUALIFIER vec operator OPERAND ( const vec& a, const GLM_SWIZZLE_TYPE1& b) \ { \ return a OPERAND b(); \ } // // Wrapper for a operand between a swizzle and a binary (e.g. 1.0f - u.xyz) // #define GLM_SWIZZLE_SCALAR_BINARY_OPERATOR_IMPLEMENTATION(OPERAND) \ GLM_SWIZZLE_TEMPLATE1 \ GLM_FUNC_QUALIFIER vec operator OPERAND ( const GLM_SWIZZLE_TYPE1& a, const T& b) \ { \ return a() OPERAND b; \ } \ GLM_SWIZZLE_TEMPLATE1 \ GLM_FUNC_QUALIFIER vec operator OPERAND ( const T& a, const GLM_SWIZZLE_TYPE1& b) \ { \ return a OPERAND b(); \ } // // Macro for wrapping a function taking one argument (e.g. abs()) // #define GLM_SWIZZLE_FUNCTION_1_ARGS(RETURN_TYPE,FUNCTION) \ GLM_SWIZZLE_TEMPLATE1 \ GLM_FUNC_QUALIFIER typename GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const GLM_SWIZZLE_TYPE1& a) \ { \ return FUNCTION(a()); \ } // // Macro for wrapping a function taking two vector arguments (e.g. dot()). // #define GLM_SWIZZLE_FUNCTION_2_ARGS(RETURN_TYPE,FUNCTION) \ GLM_SWIZZLE_TEMPLATE2 \ GLM_FUNC_QUALIFIER typename GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const GLM_SWIZZLE_TYPE1& a, const GLM_SWIZZLE_TYPE2& b) \ { \ return FUNCTION(a(), b()); \ } \ GLM_SWIZZLE_TEMPLATE1 \ GLM_FUNC_QUALIFIER typename GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const GLM_SWIZZLE_TYPE1& a, const GLM_SWIZZLE_TYPE1& b) \ { \ return FUNCTION(a(), b()); \ } \ GLM_SWIZZLE_TEMPLATE1 \ GLM_FUNC_QUALIFIER typename GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const GLM_SWIZZLE_TYPE1& a, const typename V& b) \ { \ return FUNCTION(a(), b); \ } \ GLM_SWIZZLE_TEMPLATE1 \ GLM_FUNC_QUALIFIER typename GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const V& a, const GLM_SWIZZLE_TYPE1& b) \ { \ return FUNCTION(a, b()); \ } // // Macro for wrapping a function take 2 vec arguments followed by a scalar (e.g. mix()). // #define GLM_SWIZZLE_FUNCTION_2_ARGS_SCALAR(RETURN_TYPE,FUNCTION) \ GLM_SWIZZLE_TEMPLATE2 \ GLM_FUNC_QUALIFIER typename GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const GLM_SWIZZLE_TYPE1& a, const GLM_SWIZZLE_TYPE2& b, const T& c) \ { \ return FUNCTION(a(), b(), c); \ } \ GLM_SWIZZLE_TEMPLATE1 \ GLM_FUNC_QUALIFIER typename GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const GLM_SWIZZLE_TYPE1& a, const GLM_SWIZZLE_TYPE1& b, const T& c) \ { \ return FUNCTION(a(), b(), c); \ } \ GLM_SWIZZLE_TEMPLATE1 \ GLM_FUNC_QUALIFIER typename GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const GLM_SWIZZLE_TYPE1& a, const typename S0::vec_type& b, const T& c)\ { \ return FUNCTION(a(), b, c); \ } \ GLM_SWIZZLE_TEMPLATE1 \ GLM_FUNC_QUALIFIER typename GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const typename V& a, const GLM_SWIZZLE_TYPE1& b, const T& c) \ { \ return FUNCTION(a, b(), c); \ } }//namespace detail }//namespace glm namespace glm { namespace detail { GLM_SWIZZLE_SCALAR_BINARY_OPERATOR_IMPLEMENTATION(-) GLM_SWIZZLE_SCALAR_BINARY_OPERATOR_IMPLEMENTATION(*) GLM_SWIZZLE_VECTOR_BINARY_OPERATOR_IMPLEMENTATION(+) GLM_SWIZZLE_VECTOR_BINARY_OPERATOR_IMPLEMENTATION(-) GLM_SWIZZLE_VECTOR_BINARY_OPERATOR_IMPLEMENTATION(*) GLM_SWIZZLE_VECTOR_BINARY_OPERATOR_IMPLEMENTATION(/) } // // Swizzles are distinct types from the unswizzled type. The below macros will // provide template specializations for the swizzle types for the given functions // so that the compiler does not have any ambiguity to choosing how to handle // the function. // // The alternative is to use the operator()() when calling the function in order // to explicitly convert the swizzled type to the unswizzled type. // //GLM_SWIZZLE_FUNCTION_1_ARGS(vec_type, abs); //GLM_SWIZZLE_FUNCTION_1_ARGS(vec_type, acos); //GLM_SWIZZLE_FUNCTION_1_ARGS(vec_type, acosh); //GLM_SWIZZLE_FUNCTION_1_ARGS(vec_type, all); //GLM_SWIZZLE_FUNCTION_1_ARGS(vec_type, any); //GLM_SWIZZLE_FUNCTION_2_ARGS(value_type, dot); //GLM_SWIZZLE_FUNCTION_2_ARGS(vec_type, cross); //GLM_SWIZZLE_FUNCTION_2_ARGS(vec_type, step); //GLM_SWIZZLE_FUNCTION_2_ARGS_SCALAR(vec_type, mix); } #define GLM_SWIZZLE2_2_MEMBERS(T, Q, E0,E1) \ struct { detail::_swizzle<2, T, Q, 0,0,-1,-2> E0 ## E0; }; \ struct { detail::_swizzle<2, T, Q, 0,1,-1,-2> E0 ## E1; }; \ struct { detail::_swizzle<2, T, Q, 1,0,-1,-2> E1 ## E0; }; \ struct { detail::_swizzle<2, T, Q, 1,1,-1,-2> E1 ## E1; }; #define GLM_SWIZZLE2_3_MEMBERS(T, Q, E0,E1) \ struct { detail::_swizzle<3,T, Q, 0,0,0,-1> E0 ## E0 ## E0; }; \ struct { detail::_swizzle<3,T, Q, 0,0,1,-1> E0 ## E0 ## E1; }; \ struct { detail::_swizzle<3,T, Q, 0,1,0,-1> E0 ## E1 ## E0; }; \ struct { detail::_swizzle<3,T, Q, 0,1,1,-1> E0 ## E1 ## E1; }; \ struct { detail::_swizzle<3,T, Q, 1,0,0,-1> E1 ## E0 ## E0; }; \ struct { detail::_swizzle<3,T, Q, 1,0,1,-1> E1 ## E0 ## E1; }; \ struct { detail::_swizzle<3,T, Q, 1,1,0,-1> E1 ## E1 ## E0; }; \ struct { detail::_swizzle<3,T, Q, 1,1,1,-1> E1 ## E1 ## E1; }; #define GLM_SWIZZLE2_4_MEMBERS(T, Q, E0,E1) \ struct { detail::_swizzle<4,T, Q, 0,0,0,0> E0 ## E0 ## E0 ## E0; }; \ struct { detail::_swizzle<4,T, Q, 0,0,0,1> E0 ## E0 ## E0 ## E1; }; \ struct { detail::_swizzle<4,T, Q, 0,0,1,0> E0 ## E0 ## E1 ## E0; }; \ struct { detail::_swizzle<4,T, Q, 0,0,1,1> E0 ## E0 ## E1 ## E1; }; \ struct { detail::_swizzle<4,T, Q, 0,1,0,0> E0 ## E1 ## E0 ## E0; }; \ struct { detail::_swizzle<4,T, Q, 0,1,0,1> E0 ## E1 ## E0 ## E1; }; \ struct { detail::_swizzle<4,T, Q, 0,1,1,0> E0 ## E1 ## E1 ## E0; }; \ struct { detail::_swizzle<4,T, Q, 0,1,1,1> E0 ## E1 ## E1 ## E1; }; \ struct { detail::_swizzle<4,T, Q, 1,0,0,0> E1 ## E0 ## E0 ## E0; }; \ struct { detail::_swizzle<4,T, Q, 1,0,0,1> E1 ## E0 ## E0 ## E1; }; \ struct { detail::_swizzle<4,T, Q, 1,0,1,0> E1 ## E0 ## E1 ## E0; }; \ struct { detail::_swizzle<4,T, Q, 1,0,1,1> E1 ## E0 ## E1 ## E1; }; \ struct { detail::_swizzle<4,T, Q, 1,1,0,0> E1 ## E1 ## E0 ## E0; }; \ struct { detail::_swizzle<4,T, Q, 1,1,0,1> E1 ## E1 ## E0 ## E1; }; \ struct { detail::_swizzle<4,T, Q, 1,1,1,0> E1 ## E1 ## E1 ## E0; }; \ struct { detail::_swizzle<4,T, Q, 1,1,1,1> E1 ## E1 ## E1 ## E1; }; #define GLM_SWIZZLE3_2_MEMBERS(T, Q, E0,E1,E2) \ struct { detail::_swizzle<2,T, Q, 0,0,-1,-2> E0 ## E0; }; \ struct { detail::_swizzle<2,T, Q, 0,1,-1,-2> E0 ## E1; }; \ struct { detail::_swizzle<2,T, Q, 0,2,-1,-2> E0 ## E2; }; \ struct { detail::_swizzle<2,T, Q, 1,0,-1,-2> E1 ## E0; }; \ struct { detail::_swizzle<2,T, Q, 1,1,-1,-2> E1 ## E1; }; \ struct { detail::_swizzle<2,T, Q, 1,2,-1,-2> E1 ## E2; }; \ struct { detail::_swizzle<2,T, Q, 2,0,-1,-2> E2 ## E0; }; \ struct { detail::_swizzle<2,T, Q, 2,1,-1,-2> E2 ## E1; }; \ struct { detail::_swizzle<2,T, Q, 2,2,-1,-2> E2 ## E2; }; #define GLM_SWIZZLE3_3_MEMBERS(T, Q ,E0,E1,E2) \ struct { detail::_swizzle<3, T, Q, 0,0,0,-1> E0 ## E0 ## E0; }; \ struct { detail::_swizzle<3, T, Q, 0,0,1,-1> E0 ## E0 ## E1; }; \ struct { detail::_swizzle<3, T, Q, 0,0,2,-1> E0 ## E0 ## E2; }; \ struct { detail::_swizzle<3, T, Q, 0,1,0,-1> E0 ## E1 ## E0; }; \ struct { detail::_swizzle<3, T, Q, 0,1,1,-1> E0 ## E1 ## E1; }; \ struct { detail::_swizzle<3, T, Q, 0,1,2,-1> E0 ## E1 ## E2; }; \ struct { detail::_swizzle<3, T, Q, 0,2,0,-1> E0 ## E2 ## E0; }; \ struct { detail::_swizzle<3, T, Q, 0,2,1,-1> E0 ## E2 ## E1; }; \ struct { detail::_swizzle<3, T, Q, 0,2,2,-1> E0 ## E2 ## E2; }; \ struct { detail::_swizzle<3, T, Q, 1,0,0,-1> E1 ## E0 ## E0; }; \ struct { detail::_swizzle<3, T, Q, 1,0,1,-1> E1 ## E0 ## E1; }; \ struct { detail::_swizzle<3, T, Q, 1,0,2,-1> E1 ## E0 ## E2; }; \ struct { detail::_swizzle<3, T, Q, 1,1,0,-1> E1 ## E1 ## E0; }; \ struct { detail::_swizzle<3, T, Q, 1,1,1,-1> E1 ## E1 ## E1; }; \ struct { detail::_swizzle<3, T, Q, 1,1,2,-1> E1 ## E1 ## E2; }; \ struct { detail::_swizzle<3, T, Q, 1,2,0,-1> E1 ## E2 ## E0; }; \ struct { detail::_swizzle<3, T, Q, 1,2,1,-1> E1 ## E2 ## E1; }; \ struct { detail::_swizzle<3, T, Q, 1,2,2,-1> E1 ## E2 ## E2; }; \ struct { detail::_swizzle<3, T, Q, 2,0,0,-1> E2 ## E0 ## E0; }; \ struct { detail::_swizzle<3, T, Q, 2,0,1,-1> E2 ## E0 ## E1; }; \ struct { detail::_swizzle<3, T, Q, 2,0,2,-1> E2 ## E0 ## E2; }; \ struct { detail::_swizzle<3, T, Q, 2,1,0,-1> E2 ## E1 ## E0; }; \ struct { detail::_swizzle<3, T, Q, 2,1,1,-1> E2 ## E1 ## E1; }; \ struct { detail::_swizzle<3, T, Q, 2,1,2,-1> E2 ## E1 ## E2; }; \ struct { detail::_swizzle<3, T, Q, 2,2,0,-1> E2 ## E2 ## E0; }; \ struct { detail::_swizzle<3, T, Q, 2,2,1,-1> E2 ## E2 ## E1; }; \ struct { detail::_swizzle<3, T, Q, 2,2,2,-1> E2 ## E2 ## E2; }; #define GLM_SWIZZLE3_4_MEMBERS(T, Q, E0,E1,E2) \ struct { detail::_swizzle<4,T, Q, 0,0,0,0> E0 ## E0 ## E0 ## E0; }; \ struct { detail::_swizzle<4,T, Q, 0,0,0,1> E0 ## E0 ## E0 ## E1; }; \ struct { detail::_swizzle<4,T, Q, 0,0,0,2> E0 ## E0 ## E0 ## E2; }; \ struct { detail::_swizzle<4,T, Q, 0,0,1,0> E0 ## E0 ## E1 ## E0; }; \ struct { detail::_swizzle<4,T, Q, 0,0,1,1> E0 ## E0 ## E1 ## E1; }; \ struct { detail::_swizzle<4,T, Q, 0,0,1,2> E0 ## E0 ## E1 ## E2; }; \ struct { detail::_swizzle<4,T, Q, 0,0,2,0> E0 ## E0 ## E2 ## E0; }; \ struct { detail::_swizzle<4,T, Q, 0,0,2,1> E0 ## E0 ## E2 ## E1; }; \ struct { detail::_swizzle<4,T, Q, 0,0,2,2> E0 ## E0 ## E2 ## E2; }; \ struct { detail::_swizzle<4,T, Q, 0,1,0,0> E0 ## E1 ## E0 ## E0; }; \ struct { detail::_swizzle<4,T, Q, 0,1,0,1> E0 ## E1 ## E0 ## E1; }; \ struct { detail::_swizzle<4,T, Q, 0,1,0,2> E0 ## E1 ## E0 ## E2; }; \ struct { detail::_swizzle<4,T, Q, 0,1,1,0> E0 ## E1 ## E1 ## E0; }; \ struct { detail::_swizzle<4,T, Q, 0,1,1,1> E0 ## E1 ## E1 ## E1; }; \ struct { detail::_swizzle<4,T, Q, 0,1,1,2> E0 ## E1 ## E1 ## E2; }; \ struct { detail::_swizzle<4,T, Q, 0,1,2,0> E0 ## E1 ## E2 ## E0; }; \ struct { detail::_swizzle<4,T, Q, 0,1,2,1> E0 ## E1 ## E2 ## E1; }; \ struct { detail::_swizzle<4,T, Q, 0,1,2,2> E0 ## E1 ## E2 ## E2; }; \ struct { detail::_swizzle<4,T, Q, 0,2,0,0> E0 ## E2 ## E0 ## E0; }; \ struct { detail::_swizzle<4,T, Q, 0,2,0,1> E0 ## E2 ## E0 ## E1; }; \ struct { detail::_swizzle<4,T, Q, 0,2,0,2> E0 ## E2 ## E0 ## E2; }; \ struct { detail::_swizzle<4,T, Q, 0,2,1,0> E0 ## E2 ## E1 ## E0; }; \ struct { detail::_swizzle<4,T, Q, 0,2,1,1> E0 ## E2 ## E1 ## E1; }; \ struct { detail::_swizzle<4,T, Q, 0,2,1,2> E0 ## E2 ## E1 ## E2; }; \ struct { detail::_swizzle<4,T, Q, 0,2,2,0> E0 ## E2 ## E2 ## E0; }; \ struct { detail::_swizzle<4,T, Q, 0,2,2,1> E0 ## E2 ## E2 ## E1; }; \ struct { detail::_swizzle<4,T, Q, 0,2,2,2> E0 ## E2 ## E2 ## E2; }; \ struct { detail::_swizzle<4,T, Q, 1,0,0,0> E1 ## E0 ## E0 ## E0; }; \ struct { detail::_swizzle<4,T, Q, 1,0,0,1> E1 ## E0 ## E0 ## E1; }; \ struct { detail::_swizzle<4,T, Q, 1,0,0,2> E1 ## E0 ## E0 ## E2; }; \ struct { detail::_swizzle<4,T, Q, 1,0,1,0> E1 ## E0 ## E1 ## E0; }; \ struct { detail::_swizzle<4,T, Q, 1,0,1,1> E1 ## E0 ## E1 ## E1; }; \ struct { detail::_swizzle<4,T, Q, 1,0,1,2> E1 ## E0 ## E1 ## E2; }; \ struct { detail::_swizzle<4,T, Q, 1,0,2,0> E1 ## E0 ## E2 ## E0; }; \ struct { detail::_swizzle<4,T, Q, 1,0,2,1> E1 ## E0 ## E2 ## E1; }; \ struct { detail::_swizzle<4,T, Q, 1,0,2,2> E1 ## E0 ## E2 ## E2; }; \ struct { detail::_swizzle<4,T, Q, 1,1,0,0> E1 ## E1 ## E0 ## E0; }; \ struct { detail::_swizzle<4,T, Q, 1,1,0,1> E1 ## E1 ## E0 ## E1; }; \ struct { detail::_swizzle<4,T, Q, 1,1,0,2> E1 ## E1 ## E0 ## E2; }; \ struct { detail::_swizzle<4,T, Q, 1,1,1,0> E1 ## E1 ## E1 ## E0; }; \ struct { detail::_swizzle<4,T, Q, 1,1,1,1> E1 ## E1 ## E1 ## E1; }; \ struct { detail::_swizzle<4,T, Q, 1,1,1,2> E1 ## E1 ## E1 ## E2; }; \ struct { detail::_swizzle<4,T, Q, 1,1,2,0> E1 ## E1 ## E2 ## E0; }; \ struct { detail::_swizzle<4,T, Q, 1,1,2,1> E1 ## E1 ## E2 ## E1; }; \ struct { detail::_swizzle<4,T, Q, 1,1,2,2> E1 ## E1 ## E2 ## E2; }; \ struct { detail::_swizzle<4,T, Q, 1,2,0,0> E1 ## E2 ## E0 ## E0; }; \ struct { detail::_swizzle<4,T, Q, 1,2,0,1> E1 ## E2 ## E0 ## E1; }; \ struct { detail::_swizzle<4,T, Q, 1,2,0,2> E1 ## E2 ## E0 ## E2; }; \ struct { detail::_swizzle<4,T, Q, 1,2,1,0> E1 ## E2 ## E1 ## E0; }; \ struct { detail::_swizzle<4,T, Q, 1,2,1,1> E1 ## E2 ## E1 ## E1; }; \ struct { detail::_swizzle<4,T, Q, 1,2,1,2> E1 ## E2 ## E1 ## E2; }; \ struct { detail::_swizzle<4,T, Q, 1,2,2,0> E1 ## E2 ## E2 ## E0; }; \ struct { detail::_swizzle<4,T, Q, 1,2,2,1> E1 ## E2 ## E2 ## E1; }; \ struct { detail::_swizzle<4,T, Q, 1,2,2,2> E1 ## E2 ## E2 ## E2; }; \ struct { detail::_swizzle<4,T, Q, 2,0,0,0> E2 ## E0 ## E0 ## E0; }; \ struct { detail::_swizzle<4,T, Q, 2,0,0,1> E2 ## E0 ## E0 ## E1; }; \ struct { detail::_swizzle<4,T, Q, 2,0,0,2> E2 ## E0 ## E0 ## E2; }; \ struct { detail::_swizzle<4,T, Q, 2,0,1,0> E2 ## E0 ## E1 ## E0; }; \ struct { detail::_swizzle<4,T, Q, 2,0,1,1> E2 ## E0 ## E1 ## E1; }; \ struct { detail::_swizzle<4,T, Q, 2,0,1,2> E2 ## E0 ## E1 ## E2; }; \ struct { detail::_swizzle<4,T, Q, 2,0,2,0> E2 ## E0 ## E2 ## E0; }; \ struct { detail::_swizzle<4,T, Q, 2,0,2,1> E2 ## E0 ## E2 ## E1; }; \ struct { detail::_swizzle<4,T, Q, 2,0,2,2> E2 ## E0 ## E2 ## E2; }; \ struct { detail::_swizzle<4,T, Q, 2,1,0,0> E2 ## E1 ## E0 ## E0; }; \ struct { detail::_swizzle<4,T, Q, 2,1,0,1> E2 ## E1 ## E0 ## E1; }; \ struct { detail::_swizzle<4,T, Q, 2,1,0,2> E2 ## E1 ## E0 ## E2; }; \ struct { detail::_swizzle<4,T, Q, 2,1,1,0> E2 ## E1 ## E1 ## E0; }; \ struct { detail::_swizzle<4,T, Q, 2,1,1,1> E2 ## E1 ## E1 ## E1; }; \ struct { detail::_swizzle<4,T, Q, 2,1,1,2> E2 ## E1 ## E1 ## E2; }; \ struct { detail::_swizzle<4,T, Q, 2,1,2,0> E2 ## E1 ## E2 ## E0; }; \ struct { detail::_swizzle<4,T, Q, 2,1,2,1> E2 ## E1 ## E2 ## E1; }; \ struct { detail::_swizzle<4,T, Q, 2,1,2,2> E2 ## E1 ## E2 ## E2; }; \ struct { detail::_swizzle<4,T, Q, 2,2,0,0> E2 ## E2 ## E0 ## E0; }; \ struct { detail::_swizzle<4,T, Q, 2,2,0,1> E2 ## E2 ## E0 ## E1; }; \ struct { detail::_swizzle<4,T, Q, 2,2,0,2> E2 ## E2 ## E0 ## E2; }; \ struct { detail::_swizzle<4,T, Q, 2,2,1,0> E2 ## E2 ## E1 ## E0; }; \ struct { detail::_swizzle<4,T, Q, 2,2,1,1> E2 ## E2 ## E1 ## E1; }; \ struct { detail::_swizzle<4,T, Q, 2,2,1,2> E2 ## E2 ## E1 ## E2; }; \ struct { detail::_swizzle<4,T, Q, 2,2,2,0> E2 ## E2 ## E2 ## E0; }; \ struct { detail::_swizzle<4,T, Q, 2,2,2,1> E2 ## E2 ## E2 ## E1; }; \ struct { detail::_swizzle<4,T, Q, 2,2,2,2> E2 ## E2 ## E2 ## E2; }; #define GLM_SWIZZLE4_2_MEMBERS(T, Q, E0,E1,E2,E3) \ struct { detail::_swizzle<2,T, Q, 0,0,-1,-2> E0 ## E0; }; \ struct { detail::_swizzle<2,T, Q, 0,1,-1,-2> E0 ## E1; }; \ struct { detail::_swizzle<2,T, Q, 0,2,-1,-2> E0 ## E2; }; \ struct { detail::_swizzle<2,T, Q, 0,3,-1,-2> E0 ## E3; }; \ struct { detail::_swizzle<2,T, Q, 1,0,-1,-2> E1 ## E0; }; \ struct { detail::_swizzle<2,T, Q, 1,1,-1,-2> E1 ## E1; }; \ struct { detail::_swizzle<2,T, Q, 1,2,-1,-2> E1 ## E2; }; \ struct { detail::_swizzle<2,T, Q, 1,3,-1,-2> E1 ## E3; }; \ struct { detail::_swizzle<2,T, Q, 2,0,-1,-2> E2 ## E0; }; \ struct { detail::_swizzle<2,T, Q, 2,1,-1,-2> E2 ## E1; }; \ struct { detail::_swizzle<2,T, Q, 2,2,-1,-2> E2 ## E2; }; \ struct { detail::_swizzle<2,T, Q, 2,3,-1,-2> E2 ## E3; }; \ struct { detail::_swizzle<2,T, Q, 3,0,-1,-2> E3 ## E0; }; \ struct { detail::_swizzle<2,T, Q, 3,1,-1,-2> E3 ## E1; }; \ struct { detail::_swizzle<2,T, Q, 3,2,-1,-2> E3 ## E2; }; \ struct { detail::_swizzle<2,T, Q, 3,3,-1,-2> E3 ## E3; }; #define GLM_SWIZZLE4_3_MEMBERS(T, Q, E0,E1,E2,E3) \ struct { detail::_swizzle<3, T, Q, 0,0,0,-1> E0 ## E0 ## E0; }; \ struct { detail::_swizzle<3, T, Q, 0,0,1,-1> E0 ## E0 ## E1; }; \ struct { detail::_swizzle<3, T, Q, 0,0,2,-1> E0 ## E0 ## E2; }; \ struct { detail::_swizzle<3, T, Q, 0,0,3,-1> E0 ## E0 ## E3; }; \ struct { detail::_swizzle<3, T, Q, 0,1,0,-1> E0 ## E1 ## E0; }; \ struct { detail::_swizzle<3, T, Q, 0,1,1,-1> E0 ## E1 ## E1; }; \ struct { detail::_swizzle<3, T, Q, 0,1,2,-1> E0 ## E1 ## E2; }; \ struct { detail::_swizzle<3, T, Q, 0,1,3,-1> E0 ## E1 ## E3; }; \ struct { detail::_swizzle<3, T, Q, 0,2,0,-1> E0 ## E2 ## E0; }; \ struct { detail::_swizzle<3, T, Q, 0,2,1,-1> E0 ## E2 ## E1; }; \ struct { detail::_swizzle<3, T, Q, 0,2,2,-1> E0 ## E2 ## E2; }; \ struct { detail::_swizzle<3, T, Q, 0,2,3,-1> E0 ## E2 ## E3; }; \ struct { detail::_swizzle<3, T, Q, 0,3,0,-1> E0 ## E3 ## E0; }; \ struct { detail::_swizzle<3, T, Q, 0,3,1,-1> E0 ## E3 ## E1; }; \ struct { detail::_swizzle<3, T, Q, 0,3,2,-1> E0 ## E3 ## E2; }; \ struct { detail::_swizzle<3, T, Q, 0,3,3,-1> E0 ## E3 ## E3; }; \ struct { detail::_swizzle<3, T, Q, 1,0,0,-1> E1 ## E0 ## E0; }; \ struct { detail::_swizzle<3, T, Q, 1,0,1,-1> E1 ## E0 ## E1; }; \ struct { detail::_swizzle<3, T, Q, 1,0,2,-1> E1 ## E0 ## E2; }; \ struct { detail::_swizzle<3, T, Q, 1,0,3,-1> E1 ## E0 ## E3; }; \ struct { detail::_swizzle<3, T, Q, 1,1,0,-1> E1 ## E1 ## E0; }; \ struct { detail::_swizzle<3, T, Q, 1,1,1,-1> E1 ## E1 ## E1; }; \ struct { detail::_swizzle<3, T, Q, 1,1,2,-1> E1 ## E1 ## E2; }; \ struct { detail::_swizzle<3, T, Q, 1,1,3,-1> E1 ## E1 ## E3; }; \ struct { detail::_swizzle<3, T, Q, 1,2,0,-1> E1 ## E2 ## E0; }; \ struct { detail::_swizzle<3, T, Q, 1,2,1,-1> E1 ## E2 ## E1; }; \ struct { detail::_swizzle<3, T, Q, 1,2,2,-1> E1 ## E2 ## E2; }; \ struct { detail::_swizzle<3, T, Q, 1,2,3,-1> E1 ## E2 ## E3; }; \ struct { detail::_swizzle<3, T, Q, 1,3,0,-1> E1 ## E3 ## E0; }; \ struct { detail::_swizzle<3, T, Q, 1,3,1,-1> E1 ## E3 ## E1; }; \ struct { detail::_swizzle<3, T, Q, 1,3,2,-1> E1 ## E3 ## E2; }; \ struct { detail::_swizzle<3, T, Q, 1,3,3,-1> E1 ## E3 ## E3; }; \ struct { detail::_swizzle<3, T, Q, 2,0,0,-1> E2 ## E0 ## E0; }; \ struct { detail::_swizzle<3, T, Q, 2,0,1,-1> E2 ## E0 ## E1; }; \ struct { detail::_swizzle<3, T, Q, 2,0,2,-1> E2 ## E0 ## E2; }; \ struct { detail::_swizzle<3, T, Q, 2,0,3,-1> E2 ## E0 ## E3; }; \ struct { detail::_swizzle<3, T, Q, 2,1,0,-1> E2 ## E1 ## E0; }; \ struct { detail::_swizzle<3, T, Q, 2,1,1,-1> E2 ## E1 ## E1; }; \ struct { detail::_swizzle<3, T, Q, 2,1,2,-1> E2 ## E1 ## E2; }; \ struct { detail::_swizzle<3, T, Q, 2,1,3,-1> E2 ## E1 ## E3; }; \ struct { detail::_swizzle<3, T, Q, 2,2,0,-1> E2 ## E2 ## E0; }; \ struct { detail::_swizzle<3, T, Q, 2,2,1,-1> E2 ## E2 ## E1; }; \ struct { detail::_swizzle<3, T, Q, 2,2,2,-1> E2 ## E2 ## E2; }; \ struct { detail::_swizzle<3, T, Q, 2,2,3,-1> E2 ## E2 ## E3; }; \ struct { detail::_swizzle<3, T, Q, 2,3,0,-1> E2 ## E3 ## E0; }; \ struct { detail::_swizzle<3, T, Q, 2,3,1,-1> E2 ## E3 ## E1; }; \ struct { detail::_swizzle<3, T, Q, 2,3,2,-1> E2 ## E3 ## E2; }; \ struct { detail::_swizzle<3, T, Q, 2,3,3,-1> E2 ## E3 ## E3; }; \ struct { detail::_swizzle<3, T, Q, 3,0,0,-1> E3 ## E0 ## E0; }; \ struct { detail::_swizzle<3, T, Q, 3,0,1,-1> E3 ## E0 ## E1; }; \ struct { detail::_swizzle<3, T, Q, 3,0,2,-1> E3 ## E0 ## E2; }; \ struct { detail::_swizzle<3, T, Q, 3,0,3,-1> E3 ## E0 ## E3; }; \ struct { detail::_swizzle<3, T, Q, 3,1,0,-1> E3 ## E1 ## E0; }; \ struct { detail::_swizzle<3, T, Q, 3,1,1,-1> E3 ## E1 ## E1; }; \ struct { detail::_swizzle<3, T, Q, 3,1,2,-1> E3 ## E1 ## E2; }; \ struct { detail::_swizzle<3, T, Q, 3,1,3,-1> E3 ## E1 ## E3; }; \ struct { detail::_swizzle<3, T, Q, 3,2,0,-1> E3 ## E2 ## E0; }; \ struct { detail::_swizzle<3, T, Q, 3,2,1,-1> E3 ## E2 ## E1; }; \ struct { detail::_swizzle<3, T, Q, 3,2,2,-1> E3 ## E2 ## E2; }; \ struct { detail::_swizzle<3, T, Q, 3,2,3,-1> E3 ## E2 ## E3; }; \ struct { detail::_swizzle<3, T, Q, 3,3,0,-1> E3 ## E3 ## E0; }; \ struct { detail::_swizzle<3, T, Q, 3,3,1,-1> E3 ## E3 ## E1; }; \ struct { detail::_swizzle<3, T, Q, 3,3,2,-1> E3 ## E3 ## E2; }; \ struct { detail::_swizzle<3, T, Q, 3,3,3,-1> E3 ## E3 ## E3; }; #define GLM_SWIZZLE4_4_MEMBERS(T, Q, E0,E1,E2,E3) \ struct { detail::_swizzle<4, T, Q, 0,0,0,0> E0 ## E0 ## E0 ## E0; }; \ struct { detail::_swizzle<4, T, Q, 0,0,0,1> E0 ## E0 ## E0 ## E1; }; \ struct { detail::_swizzle<4, T, Q, 0,0,0,2> E0 ## E0 ## E0 ## E2; }; \ struct { detail::_swizzle<4, T, Q, 0,0,0,3> E0 ## E0 ## E0 ## E3; }; \ struct { detail::_swizzle<4, T, Q, 0,0,1,0> E0 ## E0 ## E1 ## E0; }; \ struct { detail::_swizzle<4, T, Q, 0,0,1,1> E0 ## E0 ## E1 ## E1; }; \ struct { detail::_swizzle<4, T, Q, 0,0,1,2> E0 ## E0 ## E1 ## E2; }; \ struct { detail::_swizzle<4, T, Q, 0,0,1,3> E0 ## E0 ## E1 ## E3; }; \ struct { detail::_swizzle<4, T, Q, 0,0,2,0> E0 ## E0 ## E2 ## E0; }; \ struct { detail::_swizzle<4, T, Q, 0,0,2,1> E0 ## E0 ## E2 ## E1; }; \ struct { detail::_swizzle<4, T, Q, 0,0,2,2> E0 ## E0 ## E2 ## E2; }; \ struct { detail::_swizzle<4, T, Q, 0,0,2,3> E0 ## E0 ## E2 ## E3; }; \ struct { detail::_swizzle<4, T, Q, 0,0,3,0> E0 ## E0 ## E3 ## E0; }; \ struct { detail::_swizzle<4, T, Q, 0,0,3,1> E0 ## E0 ## E3 ## E1; }; \ struct { detail::_swizzle<4, T, Q, 0,0,3,2> E0 ## E0 ## E3 ## E2; }; \ struct { detail::_swizzle<4, T, Q, 0,0,3,3> E0 ## E0 ## E3 ## E3; }; \ struct { detail::_swizzle<4, T, Q, 0,1,0,0> E0 ## E1 ## E0 ## E0; }; \ struct { detail::_swizzle<4, T, Q, 0,1,0,1> E0 ## E1 ## E0 ## E1; }; \ struct { detail::_swizzle<4, T, Q, 0,1,0,2> E0 ## E1 ## E0 ## E2; }; \ struct { detail::_swizzle<4, T, Q, 0,1,0,3> E0 ## E1 ## E0 ## E3; }; \ struct { detail::_swizzle<4, T, Q, 0,1,1,0> E0 ## E1 ## E1 ## E0; }; \ struct { detail::_swizzle<4, T, Q, 0,1,1,1> E0 ## E1 ## E1 ## E1; }; \ struct { detail::_swizzle<4, T, Q, 0,1,1,2> E0 ## E1 ## E1 ## E2; }; \ struct { detail::_swizzle<4, T, Q, 0,1,1,3> E0 ## E1 ## E1 ## E3; }; \ struct { detail::_swizzle<4, T, Q, 0,1,2,0> E0 ## E1 ## E2 ## E0; }; \ struct { detail::_swizzle<4, T, Q, 0,1,2,1> E0 ## E1 ## E2 ## E1; }; \ struct { detail::_swizzle<4, T, Q, 0,1,2,2> E0 ## E1 ## E2 ## E2; }; \ struct { detail::_swizzle<4, T, Q, 0,1,2,3> E0 ## E1 ## E2 ## E3; }; \ struct { detail::_swizzle<4, T, Q, 0,1,3,0> E0 ## E1 ## E3 ## E0; }; \ struct { detail::_swizzle<4, T, Q, 0,1,3,1> E0 ## E1 ## E3 ## E1; }; \ struct { detail::_swizzle<4, T, Q, 0,1,3,2> E0 ## E1 ## E3 ## E2; }; \ struct { detail::_swizzle<4, T, Q, 0,1,3,3> E0 ## E1 ## E3 ## E3; }; \ struct { detail::_swizzle<4, T, Q, 0,2,0,0> E0 ## E2 ## E0 ## E0; }; \ struct { detail::_swizzle<4, T, Q, 0,2,0,1> E0 ## E2 ## E0 ## E1; }; \ struct { detail::_swizzle<4, T, Q, 0,2,0,2> E0 ## E2 ## E0 ## E2; }; \ struct { detail::_swizzle<4, T, Q, 0,2,0,3> E0 ## E2 ## E0 ## E3; }; \ struct { detail::_swizzle<4, T, Q, 0,2,1,0> E0 ## E2 ## E1 ## E0; }; \ struct { detail::_swizzle<4, T, Q, 0,2,1,1> E0 ## E2 ## E1 ## E1; }; \ struct { detail::_swizzle<4, T, Q, 0,2,1,2> E0 ## E2 ## E1 ## E2; }; \ struct { detail::_swizzle<4, T, Q, 0,2,1,3> E0 ## E2 ## E1 ## E3; }; \ struct { detail::_swizzle<4, T, Q, 0,2,2,0> E0 ## E2 ## E2 ## E0; }; \ struct { detail::_swizzle<4, T, Q, 0,2,2,1> E0 ## E2 ## E2 ## E1; }; \ struct { detail::_swizzle<4, T, Q, 0,2,2,2> E0 ## E2 ## E2 ## E2; }; \ struct { detail::_swizzle<4, T, Q, 0,2,2,3> E0 ## E2 ## E2 ## E3; }; \ struct { detail::_swizzle<4, T, Q, 0,2,3,0> E0 ## E2 ## E3 ## E0; }; \ struct { detail::_swizzle<4, T, Q, 0,2,3,1> E0 ## E2 ## E3 ## E1; }; \ struct { detail::_swizzle<4, T, Q, 0,2,3,2> E0 ## E2 ## E3 ## E2; }; \ struct { detail::_swizzle<4, T, Q, 0,2,3,3> E0 ## E2 ## E3 ## E3; }; \ struct { detail::_swizzle<4, T, Q, 0,3,0,0> E0 ## E3 ## E0 ## E0; }; \ struct { detail::_swizzle<4, T, Q, 0,3,0,1> E0 ## E3 ## E0 ## E1; }; \ struct { detail::_swizzle<4, T, Q, 0,3,0,2> E0 ## E3 ## E0 ## E2; }; \ struct { detail::_swizzle<4, T, Q, 0,3,0,3> E0 ## E3 ## E0 ## E3; }; \ struct { detail::_swizzle<4, T, Q, 0,3,1,0> E0 ## E3 ## E1 ## E0; }; \ struct { detail::_swizzle<4, T, Q, 0,3,1,1> E0 ## E3 ## E1 ## E1; }; \ struct { detail::_swizzle<4, T, Q, 0,3,1,2> E0 ## E3 ## E1 ## E2; }; \ struct { detail::_swizzle<4, T, Q, 0,3,1,3> E0 ## E3 ## E1 ## E3; }; \ struct { detail::_swizzle<4, T, Q, 0,3,2,0> E0 ## E3 ## E2 ## E0; }; \ struct { detail::_swizzle<4, T, Q, 0,3,2,1> E0 ## E3 ## E2 ## E1; }; \ struct { detail::_swizzle<4, T, Q, 0,3,2,2> E0 ## E3 ## E2 ## E2; }; \ struct { detail::_swizzle<4, T, Q, 0,3,2,3> E0 ## E3 ## E2 ## E3; }; \ struct { detail::_swizzle<4, T, Q, 0,3,3,0> E0 ## E3 ## E3 ## E0; }; \ struct { detail::_swizzle<4, T, Q, 0,3,3,1> E0 ## E3 ## E3 ## E1; }; \ struct { detail::_swizzle<4, T, Q, 0,3,3,2> E0 ## E3 ## E3 ## E2; }; \ struct { detail::_swizzle<4, T, Q, 0,3,3,3> E0 ## E3 ## E3 ## E3; }; \ struct { detail::_swizzle<4, T, Q, 1,0,0,0> E1 ## E0 ## E0 ## E0; }; \ struct { detail::_swizzle<4, T, Q, 1,0,0,1> E1 ## E0 ## E0 ## E1; }; \ struct { detail::_swizzle<4, T, Q, 1,0,0,2> E1 ## E0 ## E0 ## E2; }; \ struct { detail::_swizzle<4, T, Q, 1,0,0,3> E1 ## E0 ## E0 ## E3; }; \ struct { detail::_swizzle<4, T, Q, 1,0,1,0> E1 ## E0 ## E1 ## E0; }; \ struct { detail::_swizzle<4, T, Q, 1,0,1,1> E1 ## E0 ## E1 ## E1; }; \ struct { detail::_swizzle<4, T, Q, 1,0,1,2> E1 ## E0 ## E1 ## E2; }; \ struct { detail::_swizzle<4, T, Q, 1,0,1,3> E1 ## E0 ## E1 ## E3; }; \ struct { detail::_swizzle<4, T, Q, 1,0,2,0> E1 ## E0 ## E2 ## E0; }; \ struct { detail::_swizzle<4, T, Q, 1,0,2,1> E1 ## E0 ## E2 ## E1; }; \ struct { detail::_swizzle<4, T, Q, 1,0,2,2> E1 ## E0 ## E2 ## E2; }; \ struct { detail::_swizzle<4, T, Q, 1,0,2,3> E1 ## E0 ## E2 ## E3; }; \ struct { detail::_swizzle<4, T, Q, 1,0,3,0> E1 ## E0 ## E3 ## E0; }; \ struct { detail::_swizzle<4, T, Q, 1,0,3,1> E1 ## E0 ## E3 ## E1; }; \ struct { detail::_swizzle<4, T, Q, 1,0,3,2> E1 ## E0 ## E3 ## E2; }; \ struct { detail::_swizzle<4, T, Q, 1,0,3,3> E1 ## E0 ## E3 ## E3; }; \ struct { detail::_swizzle<4, T, Q, 1,1,0,0> E1 ## E1 ## E0 ## E0; }; \ struct { detail::_swizzle<4, T, Q, 1,1,0,1> E1 ## E1 ## E0 ## E1; }; \ struct { detail::_swizzle<4, T, Q, 1,1,0,2> E1 ## E1 ## E0 ## E2; }; \ struct { detail::_swizzle<4, T, Q, 1,1,0,3> E1 ## E1 ## E0 ## E3; }; \ struct { detail::_swizzle<4, T, Q, 1,1,1,0> E1 ## E1 ## E1 ## E0; }; \ struct { detail::_swizzle<4, T, Q, 1,1,1,1> E1 ## E1 ## E1 ## E1; }; \ struct { detail::_swizzle<4, T, Q, 1,1,1,2> E1 ## E1 ## E1 ## E2; }; \ struct { detail::_swizzle<4, T, Q, 1,1,1,3> E1 ## E1 ## E1 ## E3; }; \ struct { detail::_swizzle<4, T, Q, 1,1,2,0> E1 ## E1 ## E2 ## E0; }; \ struct { detail::_swizzle<4, T, Q, 1,1,2,1> E1 ## E1 ## E2 ## E1; }; \ struct { detail::_swizzle<4, T, Q, 1,1,2,2> E1 ## E1 ## E2 ## E2; }; \ struct { detail::_swizzle<4, T, Q, 1,1,2,3> E1 ## E1 ## E2 ## E3; }; \ struct { detail::_swizzle<4, T, Q, 1,1,3,0> E1 ## E1 ## E3 ## E0; }; \ struct { detail::_swizzle<4, T, Q, 1,1,3,1> E1 ## E1 ## E3 ## E1; }; \ struct { detail::_swizzle<4, T, Q, 1,1,3,2> E1 ## E1 ## E3 ## E2; }; \ struct { detail::_swizzle<4, T, Q, 1,1,3,3> E1 ## E1 ## E3 ## E3; }; \ struct { detail::_swizzle<4, T, Q, 1,2,0,0> E1 ## E2 ## E0 ## E0; }; \ struct { detail::_swizzle<4, T, Q, 1,2,0,1> E1 ## E2 ## E0 ## E1; }; \ struct { detail::_swizzle<4, T, Q, 1,2,0,2> E1 ## E2 ## E0 ## E2; }; \ struct { detail::_swizzle<4, T, Q, 1,2,0,3> E1 ## E2 ## E0 ## E3; }; \ struct { detail::_swizzle<4, T, Q, 1,2,1,0> E1 ## E2 ## E1 ## E0; }; \ struct { detail::_swizzle<4, T, Q, 1,2,1,1> E1 ## E2 ## E1 ## E1; }; \ struct { detail::_swizzle<4, T, Q, 1,2,1,2> E1 ## E2 ## E1 ## E2; }; \ struct { detail::_swizzle<4, T, Q, 1,2,1,3> E1 ## E2 ## E1 ## E3; }; \ struct { detail::_swizzle<4, T, Q, 1,2,2,0> E1 ## E2 ## E2 ## E0; }; \ struct { detail::_swizzle<4, T, Q, 1,2,2,1> E1 ## E2 ## E2 ## E1; }; \ struct { detail::_swizzle<4, T, Q, 1,2,2,2> E1 ## E2 ## E2 ## E2; }; \ struct { detail::_swizzle<4, T, Q, 1,2,2,3> E1 ## E2 ## E2 ## E3; }; \ struct { detail::_swizzle<4, T, Q, 1,2,3,0> E1 ## E2 ## E3 ## E0; }; \ struct { detail::_swizzle<4, T, Q, 1,2,3,1> E1 ## E2 ## E3 ## E1; }; \ struct { detail::_swizzle<4, T, Q, 1,2,3,2> E1 ## E2 ## E3 ## E2; }; \ struct { detail::_swizzle<4, T, Q, 1,2,3,3> E1 ## E2 ## E3 ## E3; }; \ struct { detail::_swizzle<4, T, Q, 1,3,0,0> E1 ## E3 ## E0 ## E0; }; \ struct { detail::_swizzle<4, T, Q, 1,3,0,1> E1 ## E3 ## E0 ## E1; }; \ struct { detail::_swizzle<4, T, Q, 1,3,0,2> E1 ## E3 ## E0 ## E2; }; \ struct { detail::_swizzle<4, T, Q, 1,3,0,3> E1 ## E3 ## E0 ## E3; }; \ struct { detail::_swizzle<4, T, Q, 1,3,1,0> E1 ## E3 ## E1 ## E0; }; \ struct { detail::_swizzle<4, T, Q, 1,3,1,1> E1 ## E3 ## E1 ## E1; }; \ struct { detail::_swizzle<4, T, Q, 1,3,1,2> E1 ## E3 ## E1 ## E2; }; \ struct { detail::_swizzle<4, T, Q, 1,3,1,3> E1 ## E3 ## E1 ## E3; }; \ struct { detail::_swizzle<4, T, Q, 1,3,2,0> E1 ## E3 ## E2 ## E0; }; \ struct { detail::_swizzle<4, T, Q, 1,3,2,1> E1 ## E3 ## E2 ## E1; }; \ struct { detail::_swizzle<4, T, Q, 1,3,2,2> E1 ## E3 ## E2 ## E2; }; \ struct { detail::_swizzle<4, T, Q, 1,3,2,3> E1 ## E3 ## E2 ## E3; }; \ struct { detail::_swizzle<4, T, Q, 1,3,3,0> E1 ## E3 ## E3 ## E0; }; \ struct { detail::_swizzle<4, T, Q, 1,3,3,1> E1 ## E3 ## E3 ## E1; }; \ struct { detail::_swizzle<4, T, Q, 1,3,3,2> E1 ## E3 ## E3 ## E2; }; \ struct { detail::_swizzle<4, T, Q, 1,3,3,3> E1 ## E3 ## E3 ## E3; }; \ struct { detail::_swizzle<4, T, Q, 2,0,0,0> E2 ## E0 ## E0 ## E0; }; \ struct { detail::_swizzle<4, T, Q, 2,0,0,1> E2 ## E0 ## E0 ## E1; }; \ struct { detail::_swizzle<4, T, Q, 2,0,0,2> E2 ## E0 ## E0 ## E2; }; \ struct { detail::_swizzle<4, T, Q, 2,0,0,3> E2 ## E0 ## E0 ## E3; }; \ struct { detail::_swizzle<4, T, Q, 2,0,1,0> E2 ## E0 ## E1 ## E0; }; \ struct { detail::_swizzle<4, T, Q, 2,0,1,1> E2 ## E0 ## E1 ## E1; }; \ struct { detail::_swizzle<4, T, Q, 2,0,1,2> E2 ## E0 ## E1 ## E2; }; \ struct { detail::_swizzle<4, T, Q, 2,0,1,3> E2 ## E0 ## E1 ## E3; }; \ struct { detail::_swizzle<4, T, Q, 2,0,2,0> E2 ## E0 ## E2 ## E0; }; \ struct { detail::_swizzle<4, T, Q, 2,0,2,1> E2 ## E0 ## E2 ## E1; }; \ struct { detail::_swizzle<4, T, Q, 2,0,2,2> E2 ## E0 ## E2 ## E2; }; \ struct { detail::_swizzle<4, T, Q, 2,0,2,3> E2 ## E0 ## E2 ## E3; }; \ struct { detail::_swizzle<4, T, Q, 2,0,3,0> E2 ## E0 ## E3 ## E0; }; \ struct { detail::_swizzle<4, T, Q, 2,0,3,1> E2 ## E0 ## E3 ## E1; }; \ struct { detail::_swizzle<4, T, Q, 2,0,3,2> E2 ## E0 ## E3 ## E2; }; \ struct { detail::_swizzle<4, T, Q, 2,0,3,3> E2 ## E0 ## E3 ## E3; }; \ struct { detail::_swizzle<4, T, Q, 2,1,0,0> E2 ## E1 ## E0 ## E0; }; \ struct { detail::_swizzle<4, T, Q, 2,1,0,1> E2 ## E1 ## E0 ## E1; }; \ struct { detail::_swizzle<4, T, Q, 2,1,0,2> E2 ## E1 ## E0 ## E2; }; \ struct { detail::_swizzle<4, T, Q, 2,1,0,3> E2 ## E1 ## E0 ## E3; }; \ struct { detail::_swizzle<4, T, Q, 2,1,1,0> E2 ## E1 ## E1 ## E0; }; \ struct { detail::_swizzle<4, T, Q, 2,1,1,1> E2 ## E1 ## E1 ## E1; }; \ struct { detail::_swizzle<4, T, Q, 2,1,1,2> E2 ## E1 ## E1 ## E2; }; \ struct { detail::_swizzle<4, T, Q, 2,1,1,3> E2 ## E1 ## E1 ## E3; }; \ struct { detail::_swizzle<4, T, Q, 2,1,2,0> E2 ## E1 ## E2 ## E0; }; \ struct { detail::_swizzle<4, T, Q, 2,1,2,1> E2 ## E1 ## E2 ## E1; }; \ struct { detail::_swizzle<4, T, Q, 2,1,2,2> E2 ## E1 ## E2 ## E2; }; \ struct { detail::_swizzle<4, T, Q, 2,1,2,3> E2 ## E1 ## E2 ## E3; }; \ struct { detail::_swizzle<4, T, Q, 2,1,3,0> E2 ## E1 ## E3 ## E0; }; \ struct { detail::_swizzle<4, T, Q, 2,1,3,1> E2 ## E1 ## E3 ## E1; }; \ struct { detail::_swizzle<4, T, Q, 2,1,3,2> E2 ## E1 ## E3 ## E2; }; \ struct { detail::_swizzle<4, T, Q, 2,1,3,3> E2 ## E1 ## E3 ## E3; }; \ struct { detail::_swizzle<4, T, Q, 2,2,0,0> E2 ## E2 ## E0 ## E0; }; \ struct { detail::_swizzle<4, T, Q, 2,2,0,1> E2 ## E2 ## E0 ## E1; }; \ struct { detail::_swizzle<4, T, Q, 2,2,0,2> E2 ## E2 ## E0 ## E2; }; \ struct { detail::_swizzle<4, T, Q, 2,2,0,3> E2 ## E2 ## E0 ## E3; }; \ struct { detail::_swizzle<4, T, Q, 2,2,1,0> E2 ## E2 ## E1 ## E0; }; \ struct { detail::_swizzle<4, T, Q, 2,2,1,1> E2 ## E2 ## E1 ## E1; }; \ struct { detail::_swizzle<4, T, Q, 2,2,1,2> E2 ## E2 ## E1 ## E2; }; \ struct { detail::_swizzle<4, T, Q, 2,2,1,3> E2 ## E2 ## E1 ## E3; }; \ struct { detail::_swizzle<4, T, Q, 2,2,2,0> E2 ## E2 ## E2 ## E0; }; \ struct { detail::_swizzle<4, T, Q, 2,2,2,1> E2 ## E2 ## E2 ## E1; }; \ struct { detail::_swizzle<4, T, Q, 2,2,2,2> E2 ## E2 ## E2 ## E2; }; \ struct { detail::_swizzle<4, T, Q, 2,2,2,3> E2 ## E2 ## E2 ## E3; }; \ struct { detail::_swizzle<4, T, Q, 2,2,3,0> E2 ## E2 ## E3 ## E0; }; \ struct { detail::_swizzle<4, T, Q, 2,2,3,1> E2 ## E2 ## E3 ## E1; }; \ struct { detail::_swizzle<4, T, Q, 2,2,3,2> E2 ## E2 ## E3 ## E2; }; \ struct { detail::_swizzle<4, T, Q, 2,2,3,3> E2 ## E2 ## E3 ## E3; }; \ struct { detail::_swizzle<4, T, Q, 2,3,0,0> E2 ## E3 ## E0 ## E0; }; \ struct { detail::_swizzle<4, T, Q, 2,3,0,1> E2 ## E3 ## E0 ## E1; }; \ struct { detail::_swizzle<4, T, Q, 2,3,0,2> E2 ## E3 ## E0 ## E2; }; \ struct { detail::_swizzle<4, T, Q, 2,3,0,3> E2 ## E3 ## E0 ## E3; }; \ struct { detail::_swizzle<4, T, Q, 2,3,1,0> E2 ## E3 ## E1 ## E0; }; \ struct { detail::_swizzle<4, T, Q, 2,3,1,1> E2 ## E3 ## E1 ## E1; }; \ struct { detail::_swizzle<4, T, Q, 2,3,1,2> E2 ## E3 ## E1 ## E2; }; \ struct { detail::_swizzle<4, T, Q, 2,3,1,3> E2 ## E3 ## E1 ## E3; }; \ struct { detail::_swizzle<4, T, Q, 2,3,2,0> E2 ## E3 ## E2 ## E0; }; \ struct { detail::_swizzle<4, T, Q, 2,3,2,1> E2 ## E3 ## E2 ## E1; }; \ struct { detail::_swizzle<4, T, Q, 2,3,2,2> E2 ## E3 ## E2 ## E2; }; \ struct { detail::_swizzle<4, T, Q, 2,3,2,3> E2 ## E3 ## E2 ## E3; }; \ struct { detail::_swizzle<4, T, Q, 2,3,3,0> E2 ## E3 ## E3 ## E0; }; \ struct { detail::_swizzle<4, T, Q, 2,3,3,1> E2 ## E3 ## E3 ## E1; }; \ struct { detail::_swizzle<4, T, Q, 2,3,3,2> E2 ## E3 ## E3 ## E2; }; \ struct { detail::_swizzle<4, T, Q, 2,3,3,3> E2 ## E3 ## E3 ## E3; }; \ struct { detail::_swizzle<4, T, Q, 3,0,0,0> E3 ## E0 ## E0 ## E0; }; \ struct { detail::_swizzle<4, T, Q, 3,0,0,1> E3 ## E0 ## E0 ## E1; }; \ struct { detail::_swizzle<4, T, Q, 3,0,0,2> E3 ## E0 ## E0 ## E2; }; \ struct { detail::_swizzle<4, T, Q, 3,0,0,3> E3 ## E0 ## E0 ## E3; }; \ struct { detail::_swizzle<4, T, Q, 3,0,1,0> E3 ## E0 ## E1 ## E0; }; \ struct { detail::_swizzle<4, T, Q, 3,0,1,1> E3 ## E0 ## E1 ## E1; }; \ struct { detail::_swizzle<4, T, Q, 3,0,1,2> E3 ## E0 ## E1 ## E2; }; \ struct { detail::_swizzle<4, T, Q, 3,0,1,3> E3 ## E0 ## E1 ## E3; }; \ struct { detail::_swizzle<4, T, Q, 3,0,2,0> E3 ## E0 ## E2 ## E0; }; \ struct { detail::_swizzle<4, T, Q, 3,0,2,1> E3 ## E0 ## E2 ## E1; }; \ struct { detail::_swizzle<4, T, Q, 3,0,2,2> E3 ## E0 ## E2 ## E2; }; \ struct { detail::_swizzle<4, T, Q, 3,0,2,3> E3 ## E0 ## E2 ## E3; }; \ struct { detail::_swizzle<4, T, Q, 3,0,3,0> E3 ## E0 ## E3 ## E0; }; \ struct { detail::_swizzle<4, T, Q, 3,0,3,1> E3 ## E0 ## E3 ## E1; }; \ struct { detail::_swizzle<4, T, Q, 3,0,3,2> E3 ## E0 ## E3 ## E2; }; \ struct { detail::_swizzle<4, T, Q, 3,0,3,3> E3 ## E0 ## E3 ## E3; }; \ struct { detail::_swizzle<4, T, Q, 3,1,0,0> E3 ## E1 ## E0 ## E0; }; \ struct { detail::_swizzle<4, T, Q, 3,1,0,1> E3 ## E1 ## E0 ## E1; }; \ struct { detail::_swizzle<4, T, Q, 3,1,0,2> E3 ## E1 ## E0 ## E2; }; \ struct { detail::_swizzle<4, T, Q, 3,1,0,3> E3 ## E1 ## E0 ## E3; }; \ struct { detail::_swizzle<4, T, Q, 3,1,1,0> E3 ## E1 ## E1 ## E0; }; \ struct { detail::_swizzle<4, T, Q, 3,1,1,1> E3 ## E1 ## E1 ## E1; }; \ struct { detail::_swizzle<4, T, Q, 3,1,1,2> E3 ## E1 ## E1 ## E2; }; \ struct { detail::_swizzle<4, T, Q, 3,1,1,3> E3 ## E1 ## E1 ## E3; }; \ struct { detail::_swizzle<4, T, Q, 3,1,2,0> E3 ## E1 ## E2 ## E0; }; \ struct { detail::_swizzle<4, T, Q, 3,1,2,1> E3 ## E1 ## E2 ## E1; }; \ struct { detail::_swizzle<4, T, Q, 3,1,2,2> E3 ## E1 ## E2 ## E2; }; \ struct { detail::_swizzle<4, T, Q, 3,1,2,3> E3 ## E1 ## E2 ## E3; }; \ struct { detail::_swizzle<4, T, Q, 3,1,3,0> E3 ## E1 ## E3 ## E0; }; \ struct { detail::_swizzle<4, T, Q, 3,1,3,1> E3 ## E1 ## E3 ## E1; }; \ struct { detail::_swizzle<4, T, Q, 3,1,3,2> E3 ## E1 ## E3 ## E2; }; \ struct { detail::_swizzle<4, T, Q, 3,1,3,3> E3 ## E1 ## E3 ## E3; }; \ struct { detail::_swizzle<4, T, Q, 3,2,0,0> E3 ## E2 ## E0 ## E0; }; \ struct { detail::_swizzle<4, T, Q, 3,2,0,1> E3 ## E2 ## E0 ## E1; }; \ struct { detail::_swizzle<4, T, Q, 3,2,0,2> E3 ## E2 ## E0 ## E2; }; \ struct { detail::_swizzle<4, T, Q, 3,2,0,3> E3 ## E2 ## E0 ## E3; }; \ struct { detail::_swizzle<4, T, Q, 3,2,1,0> E3 ## E2 ## E1 ## E0; }; \ struct { detail::_swizzle<4, T, Q, 3,2,1,1> E3 ## E2 ## E1 ## E1; }; \ struct { detail::_swizzle<4, T, Q, 3,2,1,2> E3 ## E2 ## E1 ## E2; }; \ struct { detail::_swizzle<4, T, Q, 3,2,1,3> E3 ## E2 ## E1 ## E3; }; \ struct { detail::_swizzle<4, T, Q, 3,2,2,0> E3 ## E2 ## E2 ## E0; }; \ struct { detail::_swizzle<4, T, Q, 3,2,2,1> E3 ## E2 ## E2 ## E1; }; \ struct { detail::_swizzle<4, T, Q, 3,2,2,2> E3 ## E2 ## E2 ## E2; }; \ struct { detail::_swizzle<4, T, Q, 3,2,2,3> E3 ## E2 ## E2 ## E3; }; \ struct { detail::_swizzle<4, T, Q, 3,2,3,0> E3 ## E2 ## E3 ## E0; }; \ struct { detail::_swizzle<4, T, Q, 3,2,3,1> E3 ## E2 ## E3 ## E1; }; \ struct { detail::_swizzle<4, T, Q, 3,2,3,2> E3 ## E2 ## E3 ## E2; }; \ struct { detail::_swizzle<4, T, Q, 3,2,3,3> E3 ## E2 ## E3 ## E3; }; \ struct { detail::_swizzle<4, T, Q, 3,3,0,0> E3 ## E3 ## E0 ## E0; }; \ struct { detail::_swizzle<4, T, Q, 3,3,0,1> E3 ## E3 ## E0 ## E1; }; \ struct { detail::_swizzle<4, T, Q, 3,3,0,2> E3 ## E3 ## E0 ## E2; }; \ struct { detail::_swizzle<4, T, Q, 3,3,0,3> E3 ## E3 ## E0 ## E3; }; \ struct { detail::_swizzle<4, T, Q, 3,3,1,0> E3 ## E3 ## E1 ## E0; }; \ struct { detail::_swizzle<4, T, Q, 3,3,1,1> E3 ## E3 ## E1 ## E1; }; \ struct { detail::_swizzle<4, T, Q, 3,3,1,2> E3 ## E3 ## E1 ## E2; }; \ struct { detail::_swizzle<4, T, Q, 3,3,1,3> E3 ## E3 ## E1 ## E3; }; \ struct { detail::_swizzle<4, T, Q, 3,3,2,0> E3 ## E3 ## E2 ## E0; }; \ struct { detail::_swizzle<4, T, Q, 3,3,2,1> E3 ## E3 ## E2 ## E1; }; \ struct { detail::_swizzle<4, T, Q, 3,3,2,2> E3 ## E3 ## E2 ## E2; }; \ struct { detail::_swizzle<4, T, Q, 3,3,2,3> E3 ## E3 ## E2 ## E3; }; \ struct { detail::_swizzle<4, T, Q, 3,3,3,0> E3 ## E3 ## E3 ## E0; }; \ struct { detail::_swizzle<4, T, Q, 3,3,3,1> E3 ## E3 ## E3 ## E1; }; \ struct { detail::_swizzle<4, T, Q, 3,3,3,2> E3 ## E3 ## E3 ## E2; }; \ struct { detail::_swizzle<4, T, Q, 3,3,3,3> E3 ## E3 ## E3 ## E3; }; ================================================ FILE: third_party/glm/detail/_swizzle_func.hpp ================================================ #pragma once #define GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, CONST, A, B) \ vec<2, T, Q> A ## B() CONST \ { \ return vec<2, T, Q>(this->A, this->B); \ } #define GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, CONST, A, B, C) \ vec<3, T, Q> A ## B ## C() CONST \ { \ return vec<3, T, Q>(this->A, this->B, this->C); \ } #define GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, CONST, A, B, C, D) \ vec<4, T, Q> A ## B ## C ## D() CONST \ { \ return vec<4, T, Q>(this->A, this->B, this->C, this->D); \ } #define GLM_SWIZZLE_GEN_VEC2_ENTRY_DEF(T, P, L, CONST, A, B) \ template \ vec vec::A ## B() CONST \ { \ return vec<2, T, Q>(this->A, this->B); \ } #define GLM_SWIZZLE_GEN_VEC3_ENTRY_DEF(T, P, L, CONST, A, B, C) \ template \ vec<3, T, Q> vec::A ## B ## C() CONST \ { \ return vec<3, T, Q>(this->A, this->B, this->C); \ } #define GLM_SWIZZLE_GEN_VEC4_ENTRY_DEF(T, P, L, CONST, A, B, C, D) \ template \ vec<4, T, Q> vec::A ## B ## C ## D() CONST \ { \ return vec<4, T, Q>(this->A, this->B, this->C, this->D); \ } #define GLM_MUTABLE #define GLM_SWIZZLE_GEN_REF2_FROM_VEC2_SWIZZLE(T, P, A, B) \ GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, 2, GLM_MUTABLE, A, B) \ GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, 2, GLM_MUTABLE, B, A) #define GLM_SWIZZLE_GEN_REF_FROM_VEC2(T, P) \ GLM_SWIZZLE_GEN_REF2_FROM_VEC2_SWIZZLE(T, P, x, y) \ GLM_SWIZZLE_GEN_REF2_FROM_VEC2_SWIZZLE(T, P, r, g) \ GLM_SWIZZLE_GEN_REF2_FROM_VEC2_SWIZZLE(T, P, s, t) #define GLM_SWIZZLE_GEN_REF2_FROM_VEC3_SWIZZLE(T, P, A, B, C) \ GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, A, B) \ GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, A, C) \ GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, B, A) \ GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, B, C) \ GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, C, A) \ GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, C, B) #define GLM_SWIZZLE_GEN_REF3_FROM_VEC3_SWIZZLE(T, P, A, B, C) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, GLM_MUTABLE, A, B, C) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, GLM_MUTABLE, A, C, B) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, GLM_MUTABLE, B, A, C) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, GLM_MUTABLE, B, C, A) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, GLM_MUTABLE, C, A, B) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, GLM_MUTABLE, C, B, A) #define GLM_SWIZZLE_GEN_REF_FROM_VEC3_COMP(T, P, A, B, C) \ GLM_SWIZZLE_GEN_REF3_FROM_VEC3_SWIZZLE(T, P, A, B, C) \ GLM_SWIZZLE_GEN_REF2_FROM_VEC3_SWIZZLE(T, P, A, B, C) #define GLM_SWIZZLE_GEN_REF_FROM_VEC3(T, P) \ GLM_SWIZZLE_GEN_REF_FROM_VEC3_COMP(T, P, x, y, z) \ GLM_SWIZZLE_GEN_REF_FROM_VEC3_COMP(T, P, r, g, b) \ GLM_SWIZZLE_GEN_REF_FROM_VEC3_COMP(T, P, s, t, p) #define GLM_SWIZZLE_GEN_REF2_FROM_VEC4_SWIZZLE(T, P, A, B, C, D) \ GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, A, B) \ GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, A, C) \ GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, A, D) \ GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, B, A) \ GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, B, C) \ GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, B, D) \ GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, C, A) \ GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, C, B) \ GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, C, D) \ GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, D, A) \ GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, D, B) \ GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, D, C) #define GLM_SWIZZLE_GEN_REF3_FROM_VEC4_SWIZZLE(T, P, A, B, C, D) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , A, B, C) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , A, B, D) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , A, C, B) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , A, C, D) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , A, D, B) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , A, D, C) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , B, A, C) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , B, A, D) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , B, C, A) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , B, C, D) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , B, D, A) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , B, D, C) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , C, A, B) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , C, A, D) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , C, B, A) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , C, B, D) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , C, D, A) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , C, D, B) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , D, A, B) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , D, A, C) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , D, B, A) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , D, B, C) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , D, C, A) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , D, C, B) #define GLM_SWIZZLE_GEN_REF4_FROM_VEC4_SWIZZLE(T, P, A, B, C, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , A, C, B, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , A, C, D, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , A, D, B, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , A, D, C, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , A, B, D, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , A, B, C, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , B, C, A, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , B, C, D, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , B, D, A, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , B, D, C, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , B, A, D, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , B, A, C, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , C, B, A, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , C, B, D, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , C, D, A, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , C, D, B, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , C, A, D, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , C, A, B, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , D, C, B, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , D, C, A, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , D, A, B, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , D, A, C, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , D, B, A, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , D, B, C, A) #define GLM_SWIZZLE_GEN_REF_FROM_VEC4_COMP(T, P, A, B, C, D) \ GLM_SWIZZLE_GEN_REF2_FROM_VEC4_SWIZZLE(T, P, A, B, C, D) \ GLM_SWIZZLE_GEN_REF3_FROM_VEC4_SWIZZLE(T, P, A, B, C, D) \ GLM_SWIZZLE_GEN_REF4_FROM_VEC4_SWIZZLE(T, P, A, B, C, D) #define GLM_SWIZZLE_GEN_REF_FROM_VEC4(T, P) \ GLM_SWIZZLE_GEN_REF_FROM_VEC4_COMP(T, P, x, y, z, w) \ GLM_SWIZZLE_GEN_REF_FROM_VEC4_COMP(T, P, r, g, b, a) \ GLM_SWIZZLE_GEN_REF_FROM_VEC4_COMP(T, P, s, t, p, q) #define GLM_SWIZZLE_GEN_VEC2_FROM_VEC2_SWIZZLE(T, P, A, B) \ GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, A, A) \ GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, A, B) \ GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, B, A) \ GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, B, B) #define GLM_SWIZZLE_GEN_VEC3_FROM_VEC2_SWIZZLE(T, P, A, B) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, A, A) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, A, B) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, B, A) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, B, B) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, A, A) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, A, B) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, B, A) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, B, B) #define GLM_SWIZZLE_GEN_VEC4_FROM_VEC2_SWIZZLE(T, P, A, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, A, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, A, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, B, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, B, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, A, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, A, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, B, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, B, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, A, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, A, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, B, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, B, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, A, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, A, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, B, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, B, B) #define GLM_SWIZZLE_GEN_VEC_FROM_VEC2_COMP(T, P, A, B) \ GLM_SWIZZLE_GEN_VEC2_FROM_VEC2_SWIZZLE(T, P, A, B) \ GLM_SWIZZLE_GEN_VEC3_FROM_VEC2_SWIZZLE(T, P, A, B) \ GLM_SWIZZLE_GEN_VEC4_FROM_VEC2_SWIZZLE(T, P, A, B) #define GLM_SWIZZLE_GEN_VEC_FROM_VEC2(T, P) \ GLM_SWIZZLE_GEN_VEC_FROM_VEC2_COMP(T, P, x, y) \ GLM_SWIZZLE_GEN_VEC_FROM_VEC2_COMP(T, P, r, g) \ GLM_SWIZZLE_GEN_VEC_FROM_VEC2_COMP(T, P, s, t) #define GLM_SWIZZLE_GEN_VEC2_FROM_VEC3_SWIZZLE(T, P, A, B, C) \ GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, A, A) \ GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, A, B) \ GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, A, C) \ GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, B, A) \ GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, B, B) \ GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, B, C) \ GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, C, A) \ GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, C, B) \ GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, C, C) #define GLM_SWIZZLE_GEN_VEC3_FROM_VEC3_SWIZZLE(T, P, A, B, C) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, A, A) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, A, B) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, A, C) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, B, A) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, B, B) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, B, C) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, C, A) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, C, B) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, C, C) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, A, A) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, A, B) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, A, C) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, B, A) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, B, B) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, B, C) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, C, A) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, C, B) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, C, C) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, A, A) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, A, B) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, A, C) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, B, A) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, B, B) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, B, C) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, C, A) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, C, B) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, C, C) #define GLM_SWIZZLE_GEN_VEC4_FROM_VEC3_SWIZZLE(T, P, A, B, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, A, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, A, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, A, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, B, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, B, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, B, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, C, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, C, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, C, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, A, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, A, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, A, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, B, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, B, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, B, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, C, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, C, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, C, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, A, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, A, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, A, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, B, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, B, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, B, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, C, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, C, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, C, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, A, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, A, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, A, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, B, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, B, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, B, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, C, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, C, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, C, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, A, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, A, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, A, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, B, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, B, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, B, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, C, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, C, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, C, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, A, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, A, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, A, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, B, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, B, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, B, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, C, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, C, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, C, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, A, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, A, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, A, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, B, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, B, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, B, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, C, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, C, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, C, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, A, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, A, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, A, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, B, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, B, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, B, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, C, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, C, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, C, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, A, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, A, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, A, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, B, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, B, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, B, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, C, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, C, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, C, C) #define GLM_SWIZZLE_GEN_VEC_FROM_VEC3_COMP(T, P, A, B, C) \ GLM_SWIZZLE_GEN_VEC2_FROM_VEC3_SWIZZLE(T, P, A, B, C) \ GLM_SWIZZLE_GEN_VEC3_FROM_VEC3_SWIZZLE(T, P, A, B, C) \ GLM_SWIZZLE_GEN_VEC4_FROM_VEC3_SWIZZLE(T, P, A, B, C) #define GLM_SWIZZLE_GEN_VEC_FROM_VEC3(T, P) \ GLM_SWIZZLE_GEN_VEC_FROM_VEC3_COMP(T, P, x, y, z) \ GLM_SWIZZLE_GEN_VEC_FROM_VEC3_COMP(T, P, r, g, b) \ GLM_SWIZZLE_GEN_VEC_FROM_VEC3_COMP(T, P, s, t, p) #define GLM_SWIZZLE_GEN_VEC2_FROM_VEC4_SWIZZLE(T, P, A, B, C, D) \ GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, A, A) \ GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, A, B) \ GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, A, C) \ GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, A, D) \ GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, B, A) \ GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, B, B) \ GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, B, C) \ GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, B, D) \ GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, C, A) \ GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, C, B) \ GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, C, C) \ GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, C, D) \ GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, D, A) \ GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, D, B) \ GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, D, C) \ GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, D, D) #define GLM_SWIZZLE_GEN_VEC3_FROM_VEC4_SWIZZLE(T, P, A, B, C, D) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, A, A) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, A, B) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, A, C) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, A, D) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, B, A) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, B, B) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, B, C) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, B, D) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, C, A) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, C, B) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, C, C) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, C, D) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, D, A) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, D, B) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, D, C) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, D, D) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, A, A) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, A, B) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, A, C) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, A, D) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, B, A) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, B, B) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, B, C) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, B, D) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, C, A) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, C, B) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, C, C) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, C, D) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, D, A) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, D, B) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, D, C) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, D, D) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, A, A) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, A, B) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, A, C) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, A, D) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, B, A) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, B, B) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, B, C) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, B, D) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, C, A) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, C, B) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, C, C) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, C, D) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, D, A) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, D, B) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, D, C) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, D, D) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, A, A) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, A, B) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, A, C) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, A, D) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, B, A) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, B, B) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, B, C) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, B, D) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, C, A) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, C, B) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, C, C) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, C, D) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, D, A) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, D, B) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, D, C) \ GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, D, D) #define GLM_SWIZZLE_GEN_VEC4_FROM_VEC4_SWIZZLE(T, P, A, B, C, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, A, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, A, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, A, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, A, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, B, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, B, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, B, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, B, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, C, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, C, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, C, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, C, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, D, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, D, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, D, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, D, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, A, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, A, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, A, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, A, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, B, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, B, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, B, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, B, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, C, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, C, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, C, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, C, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, D, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, D, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, D, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, D, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, A, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, A, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, A, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, A, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, B, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, B, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, B, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, B, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, C, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, C, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, C, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, C, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, D, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, D, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, D, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, D, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, A, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, A, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, A, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, A, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, B, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, B, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, B, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, B, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, C, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, C, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, C, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, C, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, D, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, D, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, D, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, D, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, A, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, A, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, A, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, A, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, B, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, B, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, B, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, B, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, C, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, C, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, C, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, C, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, D, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, D, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, D, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, D, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, A, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, A, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, A, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, A, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, B, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, B, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, B, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, B, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, C, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, C, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, C, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, C, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, D, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, D, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, D, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, D, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, A, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, A, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, A, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, A, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, B, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, B, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, B, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, B, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, C, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, C, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, C, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, C, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, D, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, D, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, D, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, D, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, A, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, A, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, A, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, A, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, B, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, B, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, B, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, B, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, C, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, C, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, C, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, C, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, D, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, D, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, D, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, D, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, A, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, A, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, A, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, A, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, B, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, B, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, B, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, B, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, C, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, C, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, C, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, C, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, D, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, D, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, D, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, D, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, A, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, A, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, A, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, A, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, B, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, B, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, B, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, B, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, C, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, C, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, C, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, C, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, D, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, D, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, D, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, D, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, A, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, A, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, A, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, A, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, B, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, B, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, B, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, B, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, C, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, C, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, C, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, C, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, D, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, D, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, D, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, D, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, A, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, A, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, A, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, A, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, B, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, B, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, B, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, B, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, C, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, C, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, C, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, C, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, D, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, D, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, D, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, D, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, A, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, A, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, A, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, A, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, B, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, B, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, B, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, B, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, C, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, C, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, C, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, C, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, D, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, D, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, D, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, D, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, A, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, A, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, A, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, A, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, B, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, B, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, B, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, B, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, C, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, C, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, C, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, C, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, D, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, D, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, D, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, D, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, A, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, A, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, A, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, A, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, B, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, B, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, B, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, B, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, C, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, C, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, C, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, C, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, D, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, D, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, D, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, D, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, A, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, A, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, A, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, A, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, B, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, B, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, B, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, B, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, C, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, C, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, C, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, C, D) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, D, A) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, D, B) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, D, C) \ GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, D, D) #define GLM_SWIZZLE_GEN_VEC_FROM_VEC4_COMP(T, P, A, B, C, D) \ GLM_SWIZZLE_GEN_VEC2_FROM_VEC4_SWIZZLE(T, P, A, B, C, D) \ GLM_SWIZZLE_GEN_VEC3_FROM_VEC4_SWIZZLE(T, P, A, B, C, D) \ GLM_SWIZZLE_GEN_VEC4_FROM_VEC4_SWIZZLE(T, P, A, B, C, D) #define GLM_SWIZZLE_GEN_VEC_FROM_VEC4(T, P) \ GLM_SWIZZLE_GEN_VEC_FROM_VEC4_COMP(T, P, x, y, z, w) \ GLM_SWIZZLE_GEN_VEC_FROM_VEC4_COMP(T, P, r, g, b, a) \ GLM_SWIZZLE_GEN_VEC_FROM_VEC4_COMP(T, P, s, t, p, q) ================================================ FILE: third_party/glm/detail/_vectorize.hpp ================================================ #pragma once namespace glm{ namespace detail { template class vec, length_t L, typename R, typename T, qualifier Q> struct functor1{}; template class vec, typename R, typename T, qualifier Q> struct functor1 { GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<1, R, Q> call(R (*Func) (T x), vec<1, T, Q> const& v) { return vec<1, R, Q>(Func(v.x)); } }; template class vec, typename R, typename T, qualifier Q> struct functor1 { GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<2, R, Q> call(R (*Func) (T x), vec<2, T, Q> const& v) { return vec<2, R, Q>(Func(v.x), Func(v.y)); } }; template class vec, typename R, typename T, qualifier Q> struct functor1 { GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<3, R, Q> call(R (*Func) (T x), vec<3, T, Q> const& v) { return vec<3, R, Q>(Func(v.x), Func(v.y), Func(v.z)); } }; template class vec, typename R, typename T, qualifier Q> struct functor1 { GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<4, R, Q> call(R (*Func) (T x), vec<4, T, Q> const& v) { return vec<4, R, Q>(Func(v.x), Func(v.y), Func(v.z), Func(v.w)); } }; template class vec, length_t L, typename T, qualifier Q> struct functor2{}; template class vec, typename T, qualifier Q> struct functor2 { GLM_FUNC_QUALIFIER static vec<1, T, Q> call(T (*Func) (T x, T y), vec<1, T, Q> const& a, vec<1, T, Q> const& b) { return vec<1, T, Q>(Func(a.x, b.x)); } }; template class vec, typename T, qualifier Q> struct functor2 { GLM_FUNC_QUALIFIER static vec<2, T, Q> call(T (*Func) (T x, T y), vec<2, T, Q> const& a, vec<2, T, Q> const& b) { return vec<2, T, Q>(Func(a.x, b.x), Func(a.y, b.y)); } }; template class vec, typename T, qualifier Q> struct functor2 { GLM_FUNC_QUALIFIER static vec<3, T, Q> call(T (*Func) (T x, T y), vec<3, T, Q> const& a, vec<3, T, Q> const& b) { return vec<3, T, Q>(Func(a.x, b.x), Func(a.y, b.y), Func(a.z, b.z)); } }; template class vec, typename T, qualifier Q> struct functor2 { GLM_FUNC_QUALIFIER static vec<4, T, Q> call(T (*Func) (T x, T y), vec<4, T, Q> const& a, vec<4, T, Q> const& b) { return vec<4, T, Q>(Func(a.x, b.x), Func(a.y, b.y), Func(a.z, b.z), Func(a.w, b.w)); } }; template class vec, length_t L, typename T, qualifier Q> struct functor2_vec_sca{}; template class vec, typename T, qualifier Q> struct functor2_vec_sca { GLM_FUNC_QUALIFIER static vec<1, T, Q> call(T (*Func) (T x, T y), vec<1, T, Q> const& a, T b) { return vec<1, T, Q>(Func(a.x, b)); } }; template class vec, typename T, qualifier Q> struct functor2_vec_sca { GLM_FUNC_QUALIFIER static vec<2, T, Q> call(T (*Func) (T x, T y), vec<2, T, Q> const& a, T b) { return vec<2, T, Q>(Func(a.x, b), Func(a.y, b)); } }; template class vec, typename T, qualifier Q> struct functor2_vec_sca { GLM_FUNC_QUALIFIER static vec<3, T, Q> call(T (*Func) (T x, T y), vec<3, T, Q> const& a, T b) { return vec<3, T, Q>(Func(a.x, b), Func(a.y, b), Func(a.z, b)); } }; template class vec, typename T, qualifier Q> struct functor2_vec_sca { GLM_FUNC_QUALIFIER static vec<4, T, Q> call(T (*Func) (T x, T y), vec<4, T, Q> const& a, T b) { return vec<4, T, Q>(Func(a.x, b), Func(a.y, b), Func(a.z, b), Func(a.w, b)); } }; template struct functor2_vec_int {}; template struct functor2_vec_int<1, T, Q> { GLM_FUNC_QUALIFIER static vec<1, int, Q> call(int (*Func) (T x, int y), vec<1, T, Q> const& a, vec<1, int, Q> const& b) { return vec<1, int, Q>(Func(a.x, b.x)); } }; template struct functor2_vec_int<2, T, Q> { GLM_FUNC_QUALIFIER static vec<2, int, Q> call(int (*Func) (T x, int y), vec<2, T, Q> const& a, vec<2, int, Q> const& b) { return vec<2, int, Q>(Func(a.x, b.x), Func(a.y, b.y)); } }; template struct functor2_vec_int<3, T, Q> { GLM_FUNC_QUALIFIER static vec<3, int, Q> call(int (*Func) (T x, int y), vec<3, T, Q> const& a, vec<3, int, Q> const& b) { return vec<3, int, Q>(Func(a.x, b.x), Func(a.y, b.y), Func(a.z, b.z)); } }; template struct functor2_vec_int<4, T, Q> { GLM_FUNC_QUALIFIER static vec<4, int, Q> call(int (*Func) (T x, int y), vec<4, T, Q> const& a, vec<4, int, Q> const& b) { return vec<4, int, Q>(Func(a.x, b.x), Func(a.y, b.y), Func(a.z, b.z), Func(a.w, b.w)); } }; }//namespace detail }//namespace glm ================================================ FILE: third_party/glm/detail/compute_common.hpp ================================================ #pragma once #include "setup.hpp" #include namespace glm{ namespace detail { template struct compute_abs {}; template struct compute_abs { GLM_FUNC_QUALIFIER GLM_CONSTEXPR static genFIType call(genFIType x) { GLM_STATIC_ASSERT( std::numeric_limits::is_iec559 || std::numeric_limits::is_signed, "'abs' only accept floating-point and integer scalar or vector inputs"); return x >= genFIType(0) ? x : -x; // TODO, perf comp with: *(((int *) &x) + 1) &= 0x7fffffff; } }; #if GLM_COMPILER & GLM_COMPILER_CUDA template<> struct compute_abs { GLM_FUNC_QUALIFIER GLM_CONSTEXPR static float call(float x) { return fabsf(x); } }; #endif template struct compute_abs { GLM_FUNC_QUALIFIER GLM_CONSTEXPR static genFIType call(genFIType x) { GLM_STATIC_ASSERT( (!std::numeric_limits::is_signed && std::numeric_limits::is_integer), "'abs' only accept floating-point and integer scalar or vector inputs"); return x; } }; }//namespace detail }//namespace glm ================================================ FILE: third_party/glm/detail/compute_vector_relational.hpp ================================================ #pragma once //#include "compute_common.hpp" #include "setup.hpp" #include namespace glm{ namespace detail { template struct compute_equal { GLM_FUNC_QUALIFIER GLM_CONSTEXPR static bool call(T a, T b) { return a == b; } }; /* template struct compute_equal { GLM_FUNC_QUALIFIER GLM_CONSTEXPR static bool call(T a, T b) { return detail::compute_abs::is_signed>::call(b - a) <= static_cast(0); //return std::memcmp(&a, &b, sizeof(T)) == 0; } }; */ }//namespace detail }//namespace glm ================================================ FILE: third_party/glm/detail/func_common.inl ================================================ /// @ref core /// @file glm/detail/func_common.inl #include "../vector_relational.hpp" #include "compute_common.hpp" #include "type_vec1.hpp" #include "type_vec2.hpp" #include "type_vec3.hpp" #include "type_vec4.hpp" #include "_vectorize.hpp" #include namespace glm { // min template GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType min(genType x, genType y) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || std::numeric_limits::is_integer, "'min' only accept floating-point or integer inputs"); return (y < x) ? y : x; } // max template GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType max(genType x, genType y) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || std::numeric_limits::is_integer, "'max' only accept floating-point or integer inputs"); return (x < y) ? y : x; } // abs template<> GLM_FUNC_QUALIFIER GLM_CONSTEXPR int abs(int x) { int const y = x >> (sizeof(int) * 8 - 1); return (x ^ y) - y; } // round # if GLM_HAS_CXX11_STL using ::std::round; # else template GLM_FUNC_QUALIFIER genType round(genType x) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'round' only accept floating-point inputs"); return x < static_cast(0) ? static_cast(int(x - static_cast(0.5))) : static_cast(int(x + static_cast(0.5))); } # endif // trunc # if GLM_HAS_CXX11_STL using ::std::trunc; # else template GLM_FUNC_QUALIFIER genType trunc(genType x) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'trunc' only accept floating-point inputs"); return x < static_cast(0) ? -std::floor(-x) : std::floor(x); } # endif }//namespace glm namespace glm{ namespace detail { template struct compute_abs_vector { GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec call(vec const& x) { return detail::functor1::call(abs, x); } }; template struct compute_mix_vector { GLM_FUNC_QUALIFIER static vec call(vec const& x, vec const& y, vec const& a) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || GLM_CONFIG_UNRESTRICTED_GENTYPE, "'mix' only accept floating-point inputs for the interpolator a"); return vec(vec(x) * (static_cast(1) - a) + vec(y) * a); } }; template struct compute_mix_vector { GLM_FUNC_QUALIFIER static vec call(vec const& x, vec const& y, vec const& a) { vec Result; for(length_t i = 0; i < x.length(); ++i) Result[i] = a[i] ? y[i] : x[i]; return Result; } }; template struct compute_mix_scalar { GLM_FUNC_QUALIFIER static vec call(vec const& x, vec const& y, U const& a) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || GLM_CONFIG_UNRESTRICTED_GENTYPE, "'mix' only accept floating-point inputs for the interpolator a"); return vec(vec(x) * (static_cast(1) - a) + vec(y) * a); } }; template struct compute_mix_scalar { GLM_FUNC_QUALIFIER static vec call(vec const& x, vec const& y, bool const& a) { return a ? y : x; } }; template struct compute_mix { GLM_FUNC_QUALIFIER static T call(T const& x, T const& y, U const& a) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || GLM_CONFIG_UNRESTRICTED_GENTYPE, "'mix' only accept floating-point inputs for the interpolator a"); return static_cast(static_cast(x) * (static_cast(1) - a) + static_cast(y) * a); } }; template struct compute_mix { GLM_FUNC_QUALIFIER static T call(T const& x, T const& y, bool const& a) { return a ? y : x; } }; template struct compute_sign { GLM_FUNC_QUALIFIER static vec call(vec const& x) { return vec(glm::lessThan(vec(0), x)) - vec(glm::lessThan(x, vec(0))); } }; # if GLM_ARCH == GLM_ARCH_X86 template struct compute_sign { GLM_FUNC_QUALIFIER static vec call(vec const& x) { T const Shift(static_cast(sizeof(T) * 8 - 1)); vec const y(vec::type, Q>(-x) >> typename detail::make_unsigned::type(Shift)); return (x >> Shift) | y; } }; # endif template struct compute_floor { GLM_FUNC_QUALIFIER static vec call(vec const& x) { return detail::functor1::call(std::floor, x); } }; template struct compute_ceil { GLM_FUNC_QUALIFIER static vec call(vec const& x) { return detail::functor1::call(std::ceil, x); } }; template struct compute_fract { GLM_FUNC_QUALIFIER static vec call(vec const& x) { return x - floor(x); } }; template struct compute_trunc { GLM_FUNC_QUALIFIER static vec call(vec const& x) { return detail::functor1::call(trunc, x); } }; template struct compute_round { GLM_FUNC_QUALIFIER static vec call(vec const& x) { return detail::functor1::call(round, x); } }; template struct compute_mod { GLM_FUNC_QUALIFIER static vec call(vec const& a, vec const& b) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'mod' only accept floating-point inputs. Include for integer inputs."); return a - b * floor(a / b); } }; template struct compute_min_vector { GLM_FUNC_QUALIFIER static vec call(vec const& x, vec const& y) { return detail::functor2::call(min, x, y); } }; template struct compute_max_vector { GLM_FUNC_QUALIFIER static vec call(vec const& x, vec const& y) { return detail::functor2::call(max, x, y); } }; template struct compute_clamp_vector { GLM_FUNC_QUALIFIER static vec call(vec const& x, vec const& minVal, vec const& maxVal) { return min(max(x, minVal), maxVal); } }; template struct compute_step_vector { GLM_FUNC_QUALIFIER static vec call(vec const& edge, vec const& x) { return mix(vec(1), vec(0), glm::lessThan(x, edge)); } }; template struct compute_smoothstep_vector { GLM_FUNC_QUALIFIER static vec call(vec const& edge0, vec const& edge1, vec const& x) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || GLM_CONFIG_UNRESTRICTED_GENTYPE, "'smoothstep' only accept floating-point inputs"); vec const tmp(clamp((x - edge0) / (edge1 - edge0), static_cast(0), static_cast(1))); return tmp * tmp * (static_cast(3) - static_cast(2) * tmp); } }; }//namespace detail template GLM_FUNC_QUALIFIER GLM_CONSTEXPR genFIType abs(genFIType x) { return detail::compute_abs::is_signed>::call(x); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec abs(vec const& x) { return detail::compute_abs_vector::value>::call(x); } // sign // fast and works for any type template GLM_FUNC_QUALIFIER genFIType sign(genFIType x) { GLM_STATIC_ASSERT( std::numeric_limits::is_iec559 || (std::numeric_limits::is_signed && std::numeric_limits::is_integer), "'sign' only accept signed inputs"); return detail::compute_sign<1, genFIType, defaultp, std::numeric_limits::is_iec559, detail::is_aligned::value>::call(vec<1, genFIType>(x)).x; } template GLM_FUNC_QUALIFIER vec sign(vec const& x) { GLM_STATIC_ASSERT( std::numeric_limits::is_iec559 || (std::numeric_limits::is_signed && std::numeric_limits::is_integer), "'sign' only accept signed inputs"); return detail::compute_sign::is_iec559, detail::is_aligned::value>::call(x); } // floor using ::std::floor; template GLM_FUNC_QUALIFIER vec floor(vec const& x) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'floor' only accept floating-point inputs."); return detail::compute_floor::value>::call(x); } template GLM_FUNC_QUALIFIER vec trunc(vec const& x) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'trunc' only accept floating-point inputs"); return detail::compute_trunc::value>::call(x); } template GLM_FUNC_QUALIFIER vec round(vec const& x) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'round' only accept floating-point inputs"); return detail::compute_round::value>::call(x); } /* // roundEven template GLM_FUNC_QUALIFIER genType roundEven(genType const& x) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'roundEven' only accept floating-point inputs"); return genType(int(x + genType(int(x) % 2))); } */ // roundEven template GLM_FUNC_QUALIFIER genType roundEven(genType x) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'roundEven' only accept floating-point inputs"); int Integer = static_cast(x); genType IntegerPart = static_cast(Integer); genType FractionalPart = fract(x); if(FractionalPart > static_cast(0.5) || FractionalPart < static_cast(0.5)) { return round(x); } else if((Integer % 2) == 0) { return IntegerPart; } else if(x <= static_cast(0)) // Work around... { return IntegerPart - static_cast(1); } else { return IntegerPart + static_cast(1); } //else // Bug on MinGW 4.5.2 //{ // return mix(IntegerPart + genType(-1), IntegerPart + genType(1), x <= genType(0)); //} } template GLM_FUNC_QUALIFIER vec roundEven(vec const& x) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'roundEven' only accept floating-point inputs"); return detail::functor1::call(roundEven, x); } // ceil using ::std::ceil; template GLM_FUNC_QUALIFIER vec ceil(vec const& x) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'ceil' only accept floating-point inputs"); return detail::compute_ceil::value>::call(x); } // fract template GLM_FUNC_QUALIFIER genType fract(genType x) { return fract(vec<1, genType>(x)).x; } template GLM_FUNC_QUALIFIER vec fract(vec const& x) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'fract' only accept floating-point inputs"); return detail::compute_fract::value>::call(x); } // mod template GLM_FUNC_QUALIFIER genType mod(genType x, genType y) { # if GLM_COMPILER & GLM_COMPILER_CUDA // Another Cuda compiler bug https://github.com/g-truc/glm/issues/530 vec<1, genType, defaultp> Result(mod(vec<1, genType, defaultp>(x), y)); return Result.x; # else return mod(vec<1, genType, defaultp>(x), y).x; # endif } template GLM_FUNC_QUALIFIER vec mod(vec const& x, T y) { return detail::compute_mod::value>::call(x, vec(y)); } template GLM_FUNC_QUALIFIER vec mod(vec const& x, vec const& y) { return detail::compute_mod::value>::call(x, y); } // modf template GLM_FUNC_QUALIFIER genType modf(genType x, genType & i) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'modf' only accept floating-point inputs"); return std::modf(x, &i); } template GLM_FUNC_QUALIFIER vec<1, T, Q> modf(vec<1, T, Q> const& x, vec<1, T, Q> & i) { return vec<1, T, Q>( modf(x.x, i.x)); } template GLM_FUNC_QUALIFIER vec<2, T, Q> modf(vec<2, T, Q> const& x, vec<2, T, Q> & i) { return vec<2, T, Q>( modf(x.x, i.x), modf(x.y, i.y)); } template GLM_FUNC_QUALIFIER vec<3, T, Q> modf(vec<3, T, Q> const& x, vec<3, T, Q> & i) { return vec<3, T, Q>( modf(x.x, i.x), modf(x.y, i.y), modf(x.z, i.z)); } template GLM_FUNC_QUALIFIER vec<4, T, Q> modf(vec<4, T, Q> const& x, vec<4, T, Q> & i) { return vec<4, T, Q>( modf(x.x, i.x), modf(x.y, i.y), modf(x.z, i.z), modf(x.w, i.w)); } //// Only valid if (INT_MIN <= x-y <= INT_MAX) //// min(x,y) //r = y + ((x - y) & ((x - y) >> (sizeof(int) * //CHAR_BIT - 1))); //// max(x,y) //r = x - ((x - y) & ((x - y) >> (sizeof(int) * //CHAR_BIT - 1))); // min template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec min(vec const& a, T b) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || std::numeric_limits::is_integer, "'min' only accept floating-point or integer inputs"); return detail::compute_min_vector::value>::call(a, vec(b)); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec min(vec const& a, vec const& b) { return detail::compute_min_vector::value>::call(a, b); } // max template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec max(vec const& a, T b) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || std::numeric_limits::is_integer, "'max' only accept floating-point or integer inputs"); return detail::compute_max_vector::value>::call(a, vec(b)); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec max(vec const& a, vec const& b) { return detail::compute_max_vector::value>::call(a, b); } // clamp template GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType clamp(genType x, genType minVal, genType maxVal) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || std::numeric_limits::is_integer, "'clamp' only accept floating-point or integer inputs"); return min(max(x, minVal), maxVal); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec clamp(vec const& x, T minVal, T maxVal) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || std::numeric_limits::is_integer, "'clamp' only accept floating-point or integer inputs"); return detail::compute_clamp_vector::value>::call(x, vec(minVal), vec(maxVal)); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec clamp(vec const& x, vec const& minVal, vec const& maxVal) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || std::numeric_limits::is_integer, "'clamp' only accept floating-point or integer inputs"); return detail::compute_clamp_vector::value>::call(x, minVal, maxVal); } template GLM_FUNC_QUALIFIER genTypeT mix(genTypeT x, genTypeT y, genTypeU a) { return detail::compute_mix::call(x, y, a); } template GLM_FUNC_QUALIFIER vec mix(vec const& x, vec const& y, U a) { return detail::compute_mix_scalar::value>::call(x, y, a); } template GLM_FUNC_QUALIFIER vec mix(vec const& x, vec const& y, vec const& a) { return detail::compute_mix_vector::value>::call(x, y, a); } // step template GLM_FUNC_QUALIFIER genType step(genType edge, genType x) { return mix(static_cast(1), static_cast(0), x < edge); } template GLM_FUNC_QUALIFIER vec step(T edge, vec const& x) { return detail::compute_step_vector::value>::call(vec(edge), x); } template GLM_FUNC_QUALIFIER vec step(vec const& edge, vec const& x) { return detail::compute_step_vector::value>::call(edge, x); } // smoothstep template GLM_FUNC_QUALIFIER genType smoothstep(genType edge0, genType edge1, genType x) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || GLM_CONFIG_UNRESTRICTED_GENTYPE, "'smoothstep' only accept floating-point inputs"); genType const tmp(clamp((x - edge0) / (edge1 - edge0), genType(0), genType(1))); return tmp * tmp * (genType(3) - genType(2) * tmp); } template GLM_FUNC_QUALIFIER vec smoothstep(T edge0, T edge1, vec const& x) { return detail::compute_smoothstep_vector::value>::call(vec(edge0), vec(edge1), x); } template GLM_FUNC_QUALIFIER vec smoothstep(vec const& edge0, vec const& edge1, vec const& x) { return detail::compute_smoothstep_vector::value>::call(edge0, edge1, x); } # if GLM_HAS_CXX11_STL using std::isnan; # else template GLM_FUNC_QUALIFIER bool isnan(genType x) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'isnan' only accept floating-point inputs"); # if GLM_HAS_CXX11_STL return std::isnan(x); # elif GLM_COMPILER & GLM_COMPILER_VC return _isnan(x) != 0; # elif GLM_COMPILER & GLM_COMPILER_INTEL # if GLM_PLATFORM & GLM_PLATFORM_WINDOWS return _isnan(x) != 0; # else return ::isnan(x) != 0; # endif # elif (GLM_COMPILER & (GLM_COMPILER_GCC | GLM_COMPILER_CLANG)) && (GLM_PLATFORM & GLM_PLATFORM_ANDROID) && __cplusplus < 201103L return _isnan(x) != 0; # elif GLM_COMPILER & GLM_COMPILER_CUDA return ::isnan(x) != 0; # else return std::isnan(x); # endif } # endif template GLM_FUNC_QUALIFIER vec isnan(vec const& v) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'isnan' only accept floating-point inputs"); vec Result; for (length_t l = 0; l < v.length(); ++l) Result[l] = glm::isnan(v[l]); return Result; } # if GLM_HAS_CXX11_STL using std::isinf; # else template GLM_FUNC_QUALIFIER bool isinf(genType x) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'isinf' only accept floating-point inputs"); # if GLM_HAS_CXX11_STL return std::isinf(x); # elif GLM_COMPILER & (GLM_COMPILER_INTEL | GLM_COMPILER_VC) # if(GLM_PLATFORM & GLM_PLATFORM_WINDOWS) return _fpclass(x) == _FPCLASS_NINF || _fpclass(x) == _FPCLASS_PINF; # else return ::isinf(x); # endif # elif GLM_COMPILER & (GLM_COMPILER_GCC | GLM_COMPILER_CLANG) # if(GLM_PLATFORM & GLM_PLATFORM_ANDROID && __cplusplus < 201103L) return _isinf(x) != 0; # else return std::isinf(x); # endif # elif GLM_COMPILER & GLM_COMPILER_CUDA // http://developer.download.nvidia.com/compute/cuda/4_2/rel/toolkit/docs/online/group__CUDA__MATH__DOUBLE_g13431dd2b40b51f9139cbb7f50c18fab.html#g13431dd2b40b51f9139cbb7f50c18fab return ::isinf(double(x)) != 0; # else return std::isinf(x); # endif } # endif template GLM_FUNC_QUALIFIER vec isinf(vec const& v) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'isinf' only accept floating-point inputs"); vec Result; for (length_t l = 0; l < v.length(); ++l) Result[l] = glm::isinf(v[l]); return Result; } GLM_FUNC_QUALIFIER int floatBitsToInt(float const& v) { union { float in; int out; } u; u.in = v; return u.out; } template GLM_FUNC_QUALIFIER vec floatBitsToInt(vec const& v) { return reinterpret_cast&>(const_cast&>(v)); } GLM_FUNC_QUALIFIER uint floatBitsToUint(float const& v) { union { float in; uint out; } u; u.in = v; return u.out; } template GLM_FUNC_QUALIFIER vec floatBitsToUint(vec const& v) { return reinterpret_cast&>(const_cast&>(v)); } GLM_FUNC_QUALIFIER float intBitsToFloat(int const& v) { union { int in; float out; } u; u.in = v; return u.out; } template GLM_FUNC_QUALIFIER vec intBitsToFloat(vec const& v) { return reinterpret_cast&>(const_cast&>(v)); } GLM_FUNC_QUALIFIER float uintBitsToFloat(uint const& v) { union { uint in; float out; } u; u.in = v; return u.out; } template GLM_FUNC_QUALIFIER vec uintBitsToFloat(vec const& v) { return reinterpret_cast&>(const_cast&>(v)); } # if GLM_HAS_CXX11_STL using std::fma; # else template GLM_FUNC_QUALIFIER genType fma(genType const& a, genType const& b, genType const& c) { return a * b + c; } # endif template GLM_FUNC_QUALIFIER genType frexp(genType x, int& exp) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'frexp' only accept floating-point inputs"); return std::frexp(x, &exp); } template GLM_FUNC_QUALIFIER vec frexp(vec const& v, vec& exp) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'frexp' only accept floating-point inputs"); vec Result; for (length_t l = 0; l < v.length(); ++l) Result[l] = std::frexp(v[l], &exp[l]); return Result; } template GLM_FUNC_QUALIFIER genType ldexp(genType const& x, int const& exp) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'ldexp' only accept floating-point inputs"); return std::ldexp(x, exp); } template GLM_FUNC_QUALIFIER vec ldexp(vec const& v, vec const& exp) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'ldexp' only accept floating-point inputs"); vec Result; for (length_t l = 0; l < v.length(); ++l) Result[l] = std::ldexp(v[l], exp[l]); return Result; } }//namespace glm #if GLM_CONFIG_SIMD == GLM_ENABLE # include "func_common_simd.inl" #endif ================================================ FILE: third_party/glm/detail/func_common_simd.inl ================================================ /// @ref core /// @file glm/detail/func_common_simd.inl #if GLM_ARCH & GLM_ARCH_SSE2_BIT #include "../simd/common.h" #include namespace glm{ namespace detail { template struct compute_abs_vector<4, float, Q, true> { GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& v) { vec<4, float, Q> result; result.data = glm_vec4_abs(v.data); return result; } }; template struct compute_abs_vector<4, int, Q, true> { GLM_FUNC_QUALIFIER static vec<4, int, Q> call(vec<4, int, Q> const& v) { vec<4, int, Q> result; result.data = glm_ivec4_abs(v.data); return result; } }; template struct compute_floor<4, float, Q, true> { GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& v) { vec<4, float, Q> result; result.data = glm_vec4_floor(v.data); return result; } }; template struct compute_ceil<4, float, Q, true> { GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& v) { vec<4, float, Q> result; result.data = glm_vec4_ceil(v.data); return result; } }; template struct compute_fract<4, float, Q, true> { GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& v) { vec<4, float, Q> result; result.data = glm_vec4_fract(v.data); return result; } }; template struct compute_round<4, float, Q, true> { GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& v) { vec<4, float, Q> result; result.data = glm_vec4_round(v.data); return result; } }; template struct compute_mod<4, float, Q, true> { GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& x, vec<4, float, Q> const& y) { vec<4, float, Q> result; result.data = glm_vec4_mod(x.data, y.data); return result; } }; template struct compute_min_vector<4, float, Q, true> { GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& v1, vec<4, float, Q> const& v2) { vec<4, float, Q> result; result.data = _mm_min_ps(v1.data, v2.data); return result; } }; template struct compute_min_vector<4, int, Q, true> { GLM_FUNC_QUALIFIER static vec<4, int, Q> call(vec<4, int, Q> const& v1, vec<4, int, Q> const& v2) { vec<4, int, Q> result; result.data = _mm_min_epi32(v1.data, v2.data); return result; } }; template struct compute_min_vector<4, uint, Q, true> { GLM_FUNC_QUALIFIER static vec<4, uint, Q> call(vec<4, uint, Q> const& v1, vec<4, uint, Q> const& v2) { vec<4, uint, Q> result; result.data = _mm_min_epu32(v1.data, v2.data); return result; } }; template struct compute_max_vector<4, float, Q, true> { GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& v1, vec<4, float, Q> const& v2) { vec<4, float, Q> result; result.data = _mm_max_ps(v1.data, v2.data); return result; } }; template struct compute_max_vector<4, int, Q, true> { GLM_FUNC_QUALIFIER static vec<4, int, Q> call(vec<4, int, Q> const& v1, vec<4, int, Q> const& v2) { vec<4, int, Q> result; result.data = _mm_max_epi32(v1.data, v2.data); return result; } }; template struct compute_max_vector<4, uint, Q, true> { GLM_FUNC_QUALIFIER static vec<4, uint, Q> call(vec<4, uint, Q> const& v1, vec<4, uint, Q> const& v2) { vec<4, uint, Q> result; result.data = _mm_max_epu32(v1.data, v2.data); return result; } }; template struct compute_clamp_vector<4, float, Q, true> { GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& x, vec<4, float, Q> const& minVal, vec<4, float, Q> const& maxVal) { vec<4, float, Q> result; result.data = _mm_min_ps(_mm_max_ps(x.data, minVal.data), maxVal.data); return result; } }; template struct compute_clamp_vector<4, int, Q, true> { GLM_FUNC_QUALIFIER static vec<4, int, Q> call(vec<4, int, Q> const& x, vec<4, int, Q> const& minVal, vec<4, int, Q> const& maxVal) { vec<4, int, Q> result; result.data = _mm_min_epi32(_mm_max_epi32(x.data, minVal.data), maxVal.data); return result; } }; template struct compute_clamp_vector<4, uint, Q, true> { GLM_FUNC_QUALIFIER static vec<4, uint, Q> call(vec<4, uint, Q> const& x, vec<4, uint, Q> const& minVal, vec<4, uint, Q> const& maxVal) { vec<4, uint, Q> result; result.data = _mm_min_epu32(_mm_max_epu32(x.data, minVal.data), maxVal.data); return result; } }; template struct compute_mix_vector<4, float, bool, Q, true> { GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& x, vec<4, float, Q> const& y, vec<4, bool, Q> const& a) { __m128i const Load = _mm_set_epi32(-static_cast(a.w), -static_cast(a.z), -static_cast(a.y), -static_cast(a.x)); __m128 const Mask = _mm_castsi128_ps(Load); vec<4, float, Q> Result; # if 0 && GLM_ARCH & GLM_ARCH_AVX Result.data = _mm_blendv_ps(x.data, y.data, Mask); # else Result.data = _mm_or_ps(_mm_and_ps(Mask, y.data), _mm_andnot_ps(Mask, x.data)); # endif return Result; } }; /* FIXME template struct compute_step_vector { GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& edge, vec<4, float, Q> const& x) { vec<4, float, Q> Result; result.data = glm_vec4_step(edge.data, x.data); return result; } }; */ template struct compute_smoothstep_vector<4, float, Q, true> { GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& edge0, vec<4, float, Q> const& edge1, vec<4, float, Q> const& x) { vec<4, float, Q> Result; Result.data = glm_vec4_smoothstep(edge0.data, edge1.data, x.data); return Result; } }; }//namespace detail }//namespace glm #endif//GLM_ARCH & GLM_ARCH_SSE2_BIT ================================================ FILE: third_party/glm/detail/func_exponential.inl ================================================ /// @ref core /// @file glm/detail/func_exponential.inl #include "../vector_relational.hpp" #include "_vectorize.hpp" #include #include #include namespace glm{ namespace detail { # if GLM_HAS_CXX11_STL using std::log2; # else template genType log2(genType Value) { return std::log(Value) * static_cast(1.4426950408889634073599246810019); } # endif template struct compute_log2 { GLM_FUNC_QUALIFIER static vec call(vec const& v) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'log2' only accept floating-point inputs. Include for integer inputs."); return detail::functor1::call(log2, v); } }; template struct compute_sqrt { GLM_FUNC_QUALIFIER static vec call(vec const& x) { return detail::functor1::call(std::sqrt, x); } }; template struct compute_inversesqrt { GLM_FUNC_QUALIFIER static vec call(vec const& x) { return static_cast(1) / sqrt(x); } }; template struct compute_inversesqrt { GLM_FUNC_QUALIFIER static vec call(vec const& x) { vec tmp(x); vec xhalf(tmp * 0.5f); vec* p = reinterpret_cast*>(const_cast*>(&x)); vec i = vec(0x5f375a86) - (*p >> vec(1)); vec* ptmp = reinterpret_cast*>(&i); tmp = *ptmp; tmp = tmp * (1.5f - xhalf * tmp * tmp); return tmp; } }; }//namespace detail // pow using std::pow; template GLM_FUNC_QUALIFIER vec pow(vec const& base, vec const& exponent) { return detail::functor2::call(pow, base, exponent); } // exp using std::exp; template GLM_FUNC_QUALIFIER vec exp(vec const& x) { return detail::functor1::call(exp, x); } // log using std::log; template GLM_FUNC_QUALIFIER vec log(vec const& x) { return detail::functor1::call(log, x); } # if GLM_HAS_CXX11_STL using std::exp2; # else //exp2, ln2 = 0.69314718055994530941723212145818f template GLM_FUNC_QUALIFIER genType exp2(genType x) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'exp2' only accept floating-point inputs"); return std::exp(static_cast(0.69314718055994530941723212145818) * x); } # endif template GLM_FUNC_QUALIFIER vec exp2(vec const& x) { return detail::functor1::call(exp2, x); } // log2, ln2 = 0.69314718055994530941723212145818f template GLM_FUNC_QUALIFIER genType log2(genType x) { return log2(vec<1, genType>(x)).x; } template GLM_FUNC_QUALIFIER vec log2(vec const& x) { return detail::compute_log2::is_iec559, detail::is_aligned::value>::call(x); } // sqrt using std::sqrt; template GLM_FUNC_QUALIFIER vec sqrt(vec const& x) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'sqrt' only accept floating-point inputs"); return detail::compute_sqrt::value>::call(x); } // inversesqrt template GLM_FUNC_QUALIFIER genType inversesqrt(genType x) { return static_cast(1) / sqrt(x); } template GLM_FUNC_QUALIFIER vec inversesqrt(vec const& x) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'inversesqrt' only accept floating-point inputs"); return detail::compute_inversesqrt::value>::call(x); } }//namespace glm #if GLM_CONFIG_SIMD == GLM_ENABLE # include "func_exponential_simd.inl" #endif ================================================ FILE: third_party/glm/detail/func_exponential_simd.inl ================================================ /// @ref core /// @file glm/detail/func_exponential_simd.inl #include "../simd/exponential.h" #if GLM_ARCH & GLM_ARCH_SSE2_BIT namespace glm{ namespace detail { template struct compute_sqrt<4, float, Q, true> { GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& v) { vec<4, float, Q> Result; Result.data = _mm_sqrt_ps(v.data); return Result; } }; # if GLM_CONFIG_ALIGNED_GENTYPES == GLM_ENABLE template<> struct compute_sqrt<4, float, aligned_lowp, true> { GLM_FUNC_QUALIFIER static vec<4, float, aligned_lowp> call(vec<4, float, aligned_lowp> const& v) { vec<4, float, aligned_lowp> Result; Result.data = glm_vec4_sqrt_lowp(v.data); return Result; } }; # endif }//namespace detail }//namespace glm #endif//GLM_ARCH & GLM_ARCH_SSE2_BIT ================================================ FILE: third_party/glm/detail/func_geometric.inl ================================================ #include "../exponential.hpp" #include "../common.hpp" namespace glm{ namespace detail { template struct compute_length { GLM_FUNC_QUALIFIER static T call(vec const& v) { return sqrt(dot(v, v)); } }; template struct compute_distance { GLM_FUNC_QUALIFIER static T call(vec const& p0, vec const& p1) { return length(p1 - p0); } }; template struct compute_dot{}; template struct compute_dot, T, Aligned> { GLM_FUNC_QUALIFIER static T call(vec<1, T, Q> const& a, vec<1, T, Q> const& b) { return a.x * b.x; } }; template struct compute_dot, T, Aligned> { GLM_FUNC_QUALIFIER static T call(vec<2, T, Q> const& a, vec<2, T, Q> const& b) { vec<2, T, Q> tmp(a * b); return tmp.x + tmp.y; } }; template struct compute_dot, T, Aligned> { GLM_FUNC_QUALIFIER static T call(vec<3, T, Q> const& a, vec<3, T, Q> const& b) { vec<3, T, Q> tmp(a * b); return tmp.x + tmp.y + tmp.z; } }; template struct compute_dot, T, Aligned> { GLM_FUNC_QUALIFIER static T call(vec<4, T, Q> const& a, vec<4, T, Q> const& b) { vec<4, T, Q> tmp(a * b); return (tmp.x + tmp.y) + (tmp.z + tmp.w); } }; template struct compute_cross { GLM_FUNC_QUALIFIER static vec<3, T, Q> call(vec<3, T, Q> const& x, vec<3, T, Q> const& y) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'cross' accepts only floating-point inputs"); return vec<3, T, Q>( x.y * y.z - y.y * x.z, x.z * y.x - y.z * x.x, x.x * y.y - y.x * x.y); } }; template struct compute_normalize { GLM_FUNC_QUALIFIER static vec call(vec const& v) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'normalize' accepts only floating-point inputs"); return v * inversesqrt(dot(v, v)); } }; template struct compute_faceforward { GLM_FUNC_QUALIFIER static vec call(vec const& N, vec const& I, vec const& Nref) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'normalize' accepts only floating-point inputs"); return dot(Nref, I) < static_cast(0) ? N : -N; } }; template struct compute_reflect { GLM_FUNC_QUALIFIER static vec call(vec const& I, vec const& N) { return I - N * dot(N, I) * static_cast(2); } }; template struct compute_refract { GLM_FUNC_QUALIFIER static vec call(vec const& I, vec const& N, T eta) { T const dotValue(dot(N, I)); T const k(static_cast(1) - eta * eta * (static_cast(1) - dotValue * dotValue)); vec const Result = (k >= static_cast(0)) ? (eta * I - (eta * dotValue + std::sqrt(k)) * N) : vec(0); return Result; } }; }//namespace detail // length template GLM_FUNC_QUALIFIER genType length(genType x) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'length' accepts only floating-point inputs"); return abs(x); } template GLM_FUNC_QUALIFIER T length(vec const& v) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'length' accepts only floating-point inputs"); return detail::compute_length::value>::call(v); } // distance template GLM_FUNC_QUALIFIER genType distance(genType const& p0, genType const& p1) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'distance' accepts only floating-point inputs"); return length(p1 - p0); } template GLM_FUNC_QUALIFIER T distance(vec const& p0, vec const& p1) { return detail::compute_distance::value>::call(p0, p1); } // dot template GLM_FUNC_QUALIFIER T dot(T x, T y) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'dot' accepts only floating-point inputs"); return x * y; } template GLM_FUNC_QUALIFIER T dot(vec const& x, vec const& y) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'dot' accepts only floating-point inputs"); return detail::compute_dot, T, detail::is_aligned::value>::call(x, y); } // cross template GLM_FUNC_QUALIFIER vec<3, T, Q> cross(vec<3, T, Q> const& x, vec<3, T, Q> const& y) { return detail::compute_cross::value>::call(x, y); } /* // normalize template GLM_FUNC_QUALIFIER genType normalize(genType const& x) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'normalize' accepts only floating-point inputs"); return x < genType(0) ? genType(-1) : genType(1); } */ template GLM_FUNC_QUALIFIER vec normalize(vec const& x) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'normalize' accepts only floating-point inputs"); return detail::compute_normalize::value>::call(x); } // faceforward template GLM_FUNC_QUALIFIER genType faceforward(genType const& N, genType const& I, genType const& Nref) { return dot(Nref, I) < static_cast(0) ? N : -N; } template GLM_FUNC_QUALIFIER vec faceforward(vec const& N, vec const& I, vec const& Nref) { return detail::compute_faceforward::value>::call(N, I, Nref); } // reflect template GLM_FUNC_QUALIFIER genType reflect(genType const& I, genType const& N) { return I - N * dot(N, I) * genType(2); } template GLM_FUNC_QUALIFIER vec reflect(vec const& I, vec const& N) { return detail::compute_reflect::value>::call(I, N); } // refract template GLM_FUNC_QUALIFIER genType refract(genType const& I, genType const& N, genType eta) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'refract' accepts only floating-point inputs"); genType const dotValue(dot(N, I)); genType const k(static_cast(1) - eta * eta * (static_cast(1) - dotValue * dotValue)); return (eta * I - (eta * dotValue + sqrt(k)) * N) * static_cast(k >= static_cast(0)); } template GLM_FUNC_QUALIFIER vec refract(vec const& I, vec const& N, T eta) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'refract' accepts only floating-point inputs"); return detail::compute_refract::value>::call(I, N, eta); } }//namespace glm #if GLM_CONFIG_SIMD == GLM_ENABLE # include "func_geometric_simd.inl" #endif ================================================ FILE: third_party/glm/detail/func_geometric_simd.inl ================================================ /// @ref core /// @file glm/detail/func_geometric_simd.inl #include "../simd/geometric.h" #if GLM_ARCH & GLM_ARCH_SSE2_BIT namespace glm{ namespace detail { template struct compute_length<4, float, Q, true> { GLM_FUNC_QUALIFIER static float call(vec<4, float, Q> const& v) { return _mm_cvtss_f32(glm_vec4_length(v.data)); } }; template struct compute_distance<4, float, Q, true> { GLM_FUNC_QUALIFIER static float call(vec<4, float, Q> const& p0, vec<4, float, Q> const& p1) { return _mm_cvtss_f32(glm_vec4_distance(p0.data, p1.data)); } }; template struct compute_dot, float, true> { GLM_FUNC_QUALIFIER static float call(vec<4, float, Q> const& x, vec<4, float, Q> const& y) { return _mm_cvtss_f32(glm_vec1_dot(x.data, y.data)); } }; template struct compute_cross { GLM_FUNC_QUALIFIER static vec<3, float, Q> call(vec<3, float, Q> const& a, vec<3, float, Q> const& b) { __m128 const set0 = _mm_set_ps(0.0f, a.z, a.y, a.x); __m128 const set1 = _mm_set_ps(0.0f, b.z, b.y, b.x); __m128 const xpd0 = glm_vec4_cross(set0, set1); vec<4, float, Q> Result; Result.data = xpd0; return vec<3, float, Q>(Result); } }; template struct compute_normalize<4, float, Q, true> { GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& v) { vec<4, float, Q> Result; Result.data = glm_vec4_normalize(v.data); return Result; } }; template struct compute_faceforward<4, float, Q, true> { GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& N, vec<4, float, Q> const& I, vec<4, float, Q> const& Nref) { vec<4, float, Q> Result; Result.data = glm_vec4_faceforward(N.data, I.data, Nref.data); return Result; } }; template struct compute_reflect<4, float, Q, true> { GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& I, vec<4, float, Q> const& N) { vec<4, float, Q> Result; Result.data = glm_vec4_reflect(I.data, N.data); return Result; } }; template struct compute_refract<4, float, Q, true> { GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& I, vec<4, float, Q> const& N, float eta) { vec<4, float, Q> Result; Result.data = glm_vec4_refract(I.data, N.data, _mm_set1_ps(eta)); return Result; } }; }//namespace detail }//namespace glm #elif GLM_ARCH & GLM_ARCH_NEON_BIT namespace glm{ namespace detail { template struct compute_length<4, float, Q, true> { GLM_FUNC_QUALIFIER static float call(vec<4, float, Q> const& v) { return sqrt(compute_dot, float, true>::call(v, v)); } }; template struct compute_distance<4, float, Q, true> { GLM_FUNC_QUALIFIER static float call(vec<4, float, Q> const& p0, vec<4, float, Q> const& p1) { return compute_length<4, float, Q, true>::call(p1 - p0); } }; template struct compute_dot, float, true> { GLM_FUNC_QUALIFIER static float call(vec<4, float, Q> const& x, vec<4, float, Q> const& y) { #if GLM_ARCH & GLM_ARCH_ARMV8_BIT float32x4_t v = vmulq_f32(x.data, y.data); return vaddvq_f32(v); #else // Armv7a with Neon float32x4_t p = vmulq_f32(x.data, y.data); float32x2_t v = vpadd_f32(vget_low_f32(p), vget_high_f32(p)); v = vpadd_f32(v, v); return vget_lane_f32(v, 0); #endif } }; template struct compute_normalize<4, float, Q, true> { GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& v) { float32x4_t p = vmulq_f32(v.data, v.data); #if GLM_ARCH & GLM_ARCH_ARMV8_BIT p = vpaddq_f32(p, p); p = vpaddq_f32(p, p); #else float32x2_t t = vpadd_f32(vget_low_f32(p), vget_high_f32(p)); t = vpadd_f32(t, t); p = vcombine_f32(t, t); #endif float32x4_t vd = vrsqrteq_f32(p); vec<4, float, Q> Result; Result.data = vmulq_f32(v.data, vd); return Result; } }; }//namespace detail }//namespace glm #endif//GLM_ARCH & GLM_ARCH_SSE2_BIT ================================================ FILE: third_party/glm/detail/func_integer.inl ================================================ /// @ref core #include "_vectorize.hpp" #if(GLM_ARCH & GLM_ARCH_X86 && GLM_COMPILER & GLM_COMPILER_VC) # include # pragma intrinsic(_BitScanReverse) #endif//(GLM_ARCH & GLM_ARCH_X86 && GLM_COMPILER & GLM_COMPILER_VC) #include #if !GLM_HAS_EXTENDED_INTEGER_TYPE # if GLM_COMPILER & GLM_COMPILER_GCC # pragma GCC diagnostic ignored "-Wlong-long" # endif # if (GLM_COMPILER & GLM_COMPILER_CLANG) # pragma clang diagnostic ignored "-Wc++11-long-long" # endif #endif namespace glm{ namespace detail { template GLM_FUNC_QUALIFIER T mask(T Bits) { return Bits >= static_cast(sizeof(T) * 8) ? ~static_cast(0) : (static_cast(1) << Bits) - static_cast(1); } template struct compute_bitfieldReverseStep { GLM_FUNC_QUALIFIER static vec call(vec const& v, T, T) { return v; } }; template struct compute_bitfieldReverseStep { GLM_FUNC_QUALIFIER static vec call(vec const& v, T Mask, T Shift) { return (v & Mask) << Shift | (v & (~Mask)) >> Shift; } }; template struct compute_bitfieldBitCountStep { GLM_FUNC_QUALIFIER static vec call(vec const& v, T, T) { return v; } }; template struct compute_bitfieldBitCountStep { GLM_FUNC_QUALIFIER static vec call(vec const& v, T Mask, T Shift) { return (v & Mask) + ((v >> Shift) & Mask); } }; template struct compute_findLSB { GLM_FUNC_QUALIFIER static int call(genIUType Value) { if(Value == 0) return -1; return glm::bitCount(~Value & (Value - static_cast(1))); } }; # if GLM_HAS_BITSCAN_WINDOWS template struct compute_findLSB { GLM_FUNC_QUALIFIER static int call(genIUType Value) { unsigned long Result(0); unsigned char IsNotNull = _BitScanForward(&Result, *reinterpret_cast(&Value)); return IsNotNull ? int(Result) : -1; } }; # if !((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_MODEL == GLM_MODEL_32)) template struct compute_findLSB { GLM_FUNC_QUALIFIER static int call(genIUType Value) { unsigned long Result(0); unsigned char IsNotNull = _BitScanForward64(&Result, *reinterpret_cast(&Value)); return IsNotNull ? int(Result) : -1; } }; # endif # endif//GLM_HAS_BITSCAN_WINDOWS template struct compute_findMSB_step_vec { GLM_FUNC_QUALIFIER static vec call(vec const& x, T Shift) { return x | (x >> Shift); } }; template struct compute_findMSB_step_vec { GLM_FUNC_QUALIFIER static vec call(vec const& x, T) { return x; } }; template struct compute_findMSB_vec { GLM_FUNC_QUALIFIER static vec call(vec const& v) { vec x(v); x = compute_findMSB_step_vec= 8>::call(x, static_cast( 1)); x = compute_findMSB_step_vec= 8>::call(x, static_cast( 2)); x = compute_findMSB_step_vec= 8>::call(x, static_cast( 4)); x = compute_findMSB_step_vec= 16>::call(x, static_cast( 8)); x = compute_findMSB_step_vec= 32>::call(x, static_cast(16)); x = compute_findMSB_step_vec= 64>::call(x, static_cast(32)); return vec(sizeof(T) * 8 - 1) - glm::bitCount(~x); } }; # if GLM_HAS_BITSCAN_WINDOWS template GLM_FUNC_QUALIFIER int compute_findMSB_32(genIUType Value) { unsigned long Result(0); unsigned char IsNotNull = _BitScanReverse(&Result, *reinterpret_cast(&Value)); return IsNotNull ? int(Result) : -1; } template struct compute_findMSB_vec { GLM_FUNC_QUALIFIER static vec call(vec const& x) { return detail::functor1::call(compute_findMSB_32, x); } }; # if !((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_MODEL == GLM_MODEL_32)) template GLM_FUNC_QUALIFIER int compute_findMSB_64(genIUType Value) { unsigned long Result(0); unsigned char IsNotNull = _BitScanReverse64(&Result, *reinterpret_cast(&Value)); return IsNotNull ? int(Result) : -1; } template struct compute_findMSB_vec { GLM_FUNC_QUALIFIER static vec call(vec const& x) { return detail::functor1::call(compute_findMSB_64, x); } }; # endif # endif//GLM_HAS_BITSCAN_WINDOWS }//namespace detail // uaddCarry GLM_FUNC_QUALIFIER uint uaddCarry(uint const& x, uint const& y, uint & Carry) { detail::uint64 const Value64(static_cast(x) + static_cast(y)); detail::uint64 const Max32((static_cast(1) << static_cast(32)) - static_cast(1)); Carry = Value64 > Max32 ? 1u : 0u; return static_cast(Value64 % (Max32 + static_cast(1))); } template GLM_FUNC_QUALIFIER vec uaddCarry(vec const& x, vec const& y, vec& Carry) { vec Value64(vec(x) + vec(y)); vec Max32((static_cast(1) << static_cast(32)) - static_cast(1)); Carry = mix(vec(0), vec(1), greaterThan(Value64, Max32)); return vec(Value64 % (Max32 + static_cast(1))); } // usubBorrow GLM_FUNC_QUALIFIER uint usubBorrow(uint const& x, uint const& y, uint & Borrow) { Borrow = x >= y ? static_cast(0) : static_cast(1); if(y >= x) return y - x; else return static_cast((static_cast(1) << static_cast(32)) + (static_cast(y) - static_cast(x))); } template GLM_FUNC_QUALIFIER vec usubBorrow(vec const& x, vec const& y, vec& Borrow) { Borrow = mix(vec(1), vec(0), greaterThanEqual(x, y)); vec const YgeX(y - x); vec const XgeY(vec((static_cast(1) << static_cast(32)) + (vec(y) - vec(x)))); return mix(XgeY, YgeX, greaterThanEqual(y, x)); } // umulExtended GLM_FUNC_QUALIFIER void umulExtended(uint const& x, uint const& y, uint & msb, uint & lsb) { detail::uint64 Value64 = static_cast(x) * static_cast(y); msb = static_cast(Value64 >> static_cast(32)); lsb = static_cast(Value64); } template GLM_FUNC_QUALIFIER void umulExtended(vec const& x, vec const& y, vec& msb, vec& lsb) { vec Value64(vec(x) * vec(y)); msb = vec(Value64 >> static_cast(32)); lsb = vec(Value64); } // imulExtended GLM_FUNC_QUALIFIER void imulExtended(int x, int y, int& msb, int& lsb) { detail::int64 Value64 = static_cast(x) * static_cast(y); msb = static_cast(Value64 >> static_cast(32)); lsb = static_cast(Value64); } template GLM_FUNC_QUALIFIER void imulExtended(vec const& x, vec const& y, vec& msb, vec& lsb) { vec Value64(vec(x) * vec(y)); lsb = vec(Value64 & static_cast(0xFFFFFFFF)); msb = vec((Value64 >> static_cast(32)) & static_cast(0xFFFFFFFF)); } // bitfieldExtract template GLM_FUNC_QUALIFIER genIUType bitfieldExtract(genIUType Value, int Offset, int Bits) { return bitfieldExtract(vec<1, genIUType>(Value), Offset, Bits).x; } template GLM_FUNC_QUALIFIER vec bitfieldExtract(vec const& Value, int Offset, int Bits) { GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'bitfieldExtract' only accept integer inputs"); return (Value >> static_cast(Offset)) & static_cast(detail::mask(Bits)); } // bitfieldInsert template GLM_FUNC_QUALIFIER genIUType bitfieldInsert(genIUType const& Base, genIUType const& Insert, int Offset, int Bits) { GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'bitfieldInsert' only accept integer values"); return bitfieldInsert(vec<1, genIUType>(Base), vec<1, genIUType>(Insert), Offset, Bits).x; } template GLM_FUNC_QUALIFIER vec bitfieldInsert(vec const& Base, vec const& Insert, int Offset, int Bits) { GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'bitfieldInsert' only accept integer values"); T const Mask = static_cast(detail::mask(Bits) << Offset); return (Base & ~Mask) | ((Insert << static_cast(Offset)) & Mask); } // bitfieldReverse template GLM_FUNC_QUALIFIER genIUType bitfieldReverse(genIUType x) { GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'bitfieldReverse' only accept integer values"); return bitfieldReverse(glm::vec<1, genIUType, glm::defaultp>(x)).x; } template GLM_FUNC_QUALIFIER vec bitfieldReverse(vec const& v) { GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'bitfieldReverse' only accept integer values"); vec x(v); x = detail::compute_bitfieldReverseStep::value, sizeof(T) * 8>= 2>::call(x, static_cast(0x5555555555555555ull), static_cast( 1)); x = detail::compute_bitfieldReverseStep::value, sizeof(T) * 8>= 4>::call(x, static_cast(0x3333333333333333ull), static_cast( 2)); x = detail::compute_bitfieldReverseStep::value, sizeof(T) * 8>= 8>::call(x, static_cast(0x0F0F0F0F0F0F0F0Full), static_cast( 4)); x = detail::compute_bitfieldReverseStep::value, sizeof(T) * 8>= 16>::call(x, static_cast(0x00FF00FF00FF00FFull), static_cast( 8)); x = detail::compute_bitfieldReverseStep::value, sizeof(T) * 8>= 32>::call(x, static_cast(0x0000FFFF0000FFFFull), static_cast(16)); x = detail::compute_bitfieldReverseStep::value, sizeof(T) * 8>= 64>::call(x, static_cast(0x00000000FFFFFFFFull), static_cast(32)); return x; } // bitCount template GLM_FUNC_QUALIFIER int bitCount(genIUType x) { GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'bitCount' only accept integer values"); return bitCount(glm::vec<1, genIUType, glm::defaultp>(x)).x; } template GLM_FUNC_QUALIFIER vec bitCount(vec const& v) { GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'bitCount' only accept integer values"); # if GLM_COMPILER & GLM_COMPILER_VC # pragma warning(push) # pragma warning(disable : 4310) //cast truncates constant value # endif vec::type, Q> x(*reinterpret_cast::type, Q> const *>(&v)); x = detail::compute_bitfieldBitCountStep::type, Q, detail::is_aligned::value, sizeof(T) * 8>= 2>::call(x, typename detail::make_unsigned::type(0x5555555555555555ull), typename detail::make_unsigned::type( 1)); x = detail::compute_bitfieldBitCountStep::type, Q, detail::is_aligned::value, sizeof(T) * 8>= 4>::call(x, typename detail::make_unsigned::type(0x3333333333333333ull), typename detail::make_unsigned::type( 2)); x = detail::compute_bitfieldBitCountStep::type, Q, detail::is_aligned::value, sizeof(T) * 8>= 8>::call(x, typename detail::make_unsigned::type(0x0F0F0F0F0F0F0F0Full), typename detail::make_unsigned::type( 4)); x = detail::compute_bitfieldBitCountStep::type, Q, detail::is_aligned::value, sizeof(T) * 8>= 16>::call(x, typename detail::make_unsigned::type(0x00FF00FF00FF00FFull), typename detail::make_unsigned::type( 8)); x = detail::compute_bitfieldBitCountStep::type, Q, detail::is_aligned::value, sizeof(T) * 8>= 32>::call(x, typename detail::make_unsigned::type(0x0000FFFF0000FFFFull), typename detail::make_unsigned::type(16)); x = detail::compute_bitfieldBitCountStep::type, Q, detail::is_aligned::value, sizeof(T) * 8>= 64>::call(x, typename detail::make_unsigned::type(0x00000000FFFFFFFFull), typename detail::make_unsigned::type(32)); return vec(x); # if GLM_COMPILER & GLM_COMPILER_VC # pragma warning(pop) # endif } // findLSB template GLM_FUNC_QUALIFIER int findLSB(genIUType Value) { GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'findLSB' only accept integer values"); return detail::compute_findLSB::call(Value); } template GLM_FUNC_QUALIFIER vec findLSB(vec const& x) { GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'findLSB' only accept integer values"); return detail::functor1::call(findLSB, x); } // findMSB template GLM_FUNC_QUALIFIER int findMSB(genIUType v) { GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'findMSB' only accept integer values"); return findMSB(vec<1, genIUType>(v)).x; } template GLM_FUNC_QUALIFIER vec findMSB(vec const& v) { GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'findMSB' only accept integer values"); return detail::compute_findMSB_vec::call(v); } }//namespace glm #if GLM_CONFIG_SIMD == GLM_ENABLE # include "func_integer_simd.inl" #endif ================================================ FILE: third_party/glm/detail/func_integer_simd.inl ================================================ #include "../simd/integer.h" #if GLM_ARCH & GLM_ARCH_SSE2_BIT namespace glm{ namespace detail { template struct compute_bitfieldReverseStep<4, uint, Q, true, true> { GLM_FUNC_QUALIFIER static vec<4, uint, Q> call(vec<4, uint, Q> const& v, uint Mask, uint Shift) { __m128i const set0 = v.data; __m128i const set1 = _mm_set1_epi32(static_cast(Mask)); __m128i const and1 = _mm_and_si128(set0, set1); __m128i const sft1 = _mm_slli_epi32(and1, Shift); __m128i const set2 = _mm_andnot_si128(set0, _mm_set1_epi32(-1)); __m128i const and2 = _mm_and_si128(set0, set2); __m128i const sft2 = _mm_srai_epi32(and2, Shift); __m128i const or0 = _mm_or_si128(sft1, sft2); return or0; } }; template struct compute_bitfieldBitCountStep<4, uint, Q, true, true> { GLM_FUNC_QUALIFIER static vec<4, uint, Q> call(vec<4, uint, Q> const& v, uint Mask, uint Shift) { __m128i const set0 = v.data; __m128i const set1 = _mm_set1_epi32(static_cast(Mask)); __m128i const and0 = _mm_and_si128(set0, set1); __m128i const sft0 = _mm_slli_epi32(set0, Shift); __m128i const and1 = _mm_and_si128(sft0, set1); __m128i const add0 = _mm_add_epi32(and0, and1); return add0; } }; }//namespace detail # if GLM_ARCH & GLM_ARCH_AVX_BIT template<> GLM_FUNC_QUALIFIER int bitCount(uint x) { return _mm_popcnt_u32(x); } # if(GLM_MODEL == GLM_MODEL_64) template<> GLM_FUNC_QUALIFIER int bitCount(detail::uint64 x) { return static_cast(_mm_popcnt_u64(x)); } # endif//GLM_MODEL # endif//GLM_ARCH }//namespace glm #endif//GLM_ARCH & GLM_ARCH_SSE2_BIT ================================================ FILE: third_party/glm/detail/func_matrix.inl ================================================ #include "../geometric.hpp" #include namespace glm{ namespace detail { template struct compute_matrixCompMult { GLM_FUNC_QUALIFIER static mat call(mat const& x, mat const& y) { mat Result; for(length_t i = 0; i < Result.length(); ++i) Result[i] = x[i] * y[i]; return Result; } }; template struct compute_transpose{}; template struct compute_transpose<2, 2, T, Q, Aligned> { GLM_FUNC_QUALIFIER static mat<2, 2, T, Q> call(mat<2, 2, T, Q> const& m) { mat<2, 2, T, Q> Result; Result[0][0] = m[0][0]; Result[0][1] = m[1][0]; Result[1][0] = m[0][1]; Result[1][1] = m[1][1]; return Result; } }; template struct compute_transpose<2, 3, T, Q, Aligned> { GLM_FUNC_QUALIFIER static mat<3, 2, T, Q> call(mat<2, 3, T, Q> const& m) { mat<3,2, T, Q> Result; Result[0][0] = m[0][0]; Result[0][1] = m[1][0]; Result[1][0] = m[0][1]; Result[1][1] = m[1][1]; Result[2][0] = m[0][2]; Result[2][1] = m[1][2]; return Result; } }; template struct compute_transpose<2, 4, T, Q, Aligned> { GLM_FUNC_QUALIFIER static mat<4, 2, T, Q> call(mat<2, 4, T, Q> const& m) { mat<4, 2, T, Q> Result; Result[0][0] = m[0][0]; Result[0][1] = m[1][0]; Result[1][0] = m[0][1]; Result[1][1] = m[1][1]; Result[2][0] = m[0][2]; Result[2][1] = m[1][2]; Result[3][0] = m[0][3]; Result[3][1] = m[1][3]; return Result; } }; template struct compute_transpose<3, 2, T, Q, Aligned> { GLM_FUNC_QUALIFIER static mat<2, 3, T, Q> call(mat<3, 2, T, Q> const& m) { mat<2, 3, T, Q> Result; Result[0][0] = m[0][0]; Result[0][1] = m[1][0]; Result[0][2] = m[2][0]; Result[1][0] = m[0][1]; Result[1][1] = m[1][1]; Result[1][2] = m[2][1]; return Result; } }; template struct compute_transpose<3, 3, T, Q, Aligned> { GLM_FUNC_QUALIFIER static mat<3, 3, T, Q> call(mat<3, 3, T, Q> const& m) { mat<3, 3, T, Q> Result; Result[0][0] = m[0][0]; Result[0][1] = m[1][0]; Result[0][2] = m[2][0]; Result[1][0] = m[0][1]; Result[1][1] = m[1][1]; Result[1][2] = m[2][1]; Result[2][0] = m[0][2]; Result[2][1] = m[1][2]; Result[2][2] = m[2][2]; return Result; } }; template struct compute_transpose<3, 4, T, Q, Aligned> { GLM_FUNC_QUALIFIER static mat<4, 3, T, Q> call(mat<3, 4, T, Q> const& m) { mat<4, 3, T, Q> Result; Result[0][0] = m[0][0]; Result[0][1] = m[1][0]; Result[0][2] = m[2][0]; Result[1][0] = m[0][1]; Result[1][1] = m[1][1]; Result[1][2] = m[2][1]; Result[2][0] = m[0][2]; Result[2][1] = m[1][2]; Result[2][2] = m[2][2]; Result[3][0] = m[0][3]; Result[3][1] = m[1][3]; Result[3][2] = m[2][3]; return Result; } }; template struct compute_transpose<4, 2, T, Q, Aligned> { GLM_FUNC_QUALIFIER static mat<2, 4, T, Q> call(mat<4, 2, T, Q> const& m) { mat<2, 4, T, Q> Result; Result[0][0] = m[0][0]; Result[0][1] = m[1][0]; Result[0][2] = m[2][0]; Result[0][3] = m[3][0]; Result[1][0] = m[0][1]; Result[1][1] = m[1][1]; Result[1][2] = m[2][1]; Result[1][3] = m[3][1]; return Result; } }; template struct compute_transpose<4, 3, T, Q, Aligned> { GLM_FUNC_QUALIFIER static mat<3, 4, T, Q> call(mat<4, 3, T, Q> const& m) { mat<3, 4, T, Q> Result; Result[0][0] = m[0][0]; Result[0][1] = m[1][0]; Result[0][2] = m[2][0]; Result[0][3] = m[3][0]; Result[1][0] = m[0][1]; Result[1][1] = m[1][1]; Result[1][2] = m[2][1]; Result[1][3] = m[3][1]; Result[2][0] = m[0][2]; Result[2][1] = m[1][2]; Result[2][2] = m[2][2]; Result[2][3] = m[3][2]; return Result; } }; template struct compute_transpose<4, 4, T, Q, Aligned> { GLM_FUNC_QUALIFIER static mat<4, 4, T, Q> call(mat<4, 4, T, Q> const& m) { mat<4, 4, T, Q> Result; Result[0][0] = m[0][0]; Result[0][1] = m[1][0]; Result[0][2] = m[2][0]; Result[0][3] = m[3][0]; Result[1][0] = m[0][1]; Result[1][1] = m[1][1]; Result[1][2] = m[2][1]; Result[1][3] = m[3][1]; Result[2][0] = m[0][2]; Result[2][1] = m[1][2]; Result[2][2] = m[2][2]; Result[2][3] = m[3][2]; Result[3][0] = m[0][3]; Result[3][1] = m[1][3]; Result[3][2] = m[2][3]; Result[3][3] = m[3][3]; return Result; } }; template struct compute_determinant{}; template struct compute_determinant<2, 2, T, Q, Aligned> { GLM_FUNC_QUALIFIER static T call(mat<2, 2, T, Q> const& m) { return m[0][0] * m[1][1] - m[1][0] * m[0][1]; } }; template struct compute_determinant<3, 3, T, Q, Aligned> { GLM_FUNC_QUALIFIER static T call(mat<3, 3, T, Q> const& m) { return + m[0][0] * (m[1][1] * m[2][2] - m[2][1] * m[1][2]) - m[1][0] * (m[0][1] * m[2][2] - m[2][1] * m[0][2]) + m[2][0] * (m[0][1] * m[1][2] - m[1][1] * m[0][2]); } }; template struct compute_determinant<4, 4, T, Q, Aligned> { GLM_FUNC_QUALIFIER static T call(mat<4, 4, T, Q> const& m) { T SubFactor00 = m[2][2] * m[3][3] - m[3][2] * m[2][3]; T SubFactor01 = m[2][1] * m[3][3] - m[3][1] * m[2][3]; T SubFactor02 = m[2][1] * m[3][2] - m[3][1] * m[2][2]; T SubFactor03 = m[2][0] * m[3][3] - m[3][0] * m[2][3]; T SubFactor04 = m[2][0] * m[3][2] - m[3][0] * m[2][2]; T SubFactor05 = m[2][0] * m[3][1] - m[3][0] * m[2][1]; vec<4, T, Q> DetCof( + (m[1][1] * SubFactor00 - m[1][2] * SubFactor01 + m[1][3] * SubFactor02), - (m[1][0] * SubFactor00 - m[1][2] * SubFactor03 + m[1][3] * SubFactor04), + (m[1][0] * SubFactor01 - m[1][1] * SubFactor03 + m[1][3] * SubFactor05), - (m[1][0] * SubFactor02 - m[1][1] * SubFactor04 + m[1][2] * SubFactor05)); return m[0][0] * DetCof[0] + m[0][1] * DetCof[1] + m[0][2] * DetCof[2] + m[0][3] * DetCof[3]; } }; template struct compute_inverse{}; template struct compute_inverse<2, 2, T, Q, Aligned> { GLM_FUNC_QUALIFIER static mat<2, 2, T, Q> call(mat<2, 2, T, Q> const& m) { T OneOverDeterminant = static_cast(1) / ( + m[0][0] * m[1][1] - m[1][0] * m[0][1]); mat<2, 2, T, Q> Inverse( + m[1][1] * OneOverDeterminant, - m[0][1] * OneOverDeterminant, - m[1][0] * OneOverDeterminant, + m[0][0] * OneOverDeterminant); return Inverse; } }; template struct compute_inverse<3, 3, T, Q, Aligned> { GLM_FUNC_QUALIFIER static mat<3, 3, T, Q> call(mat<3, 3, T, Q> const& m) { T OneOverDeterminant = static_cast(1) / ( + m[0][0] * (m[1][1] * m[2][2] - m[2][1] * m[1][2]) - m[1][0] * (m[0][1] * m[2][2] - m[2][1] * m[0][2]) + m[2][0] * (m[0][1] * m[1][2] - m[1][1] * m[0][2])); mat<3, 3, T, Q> Inverse; Inverse[0][0] = + (m[1][1] * m[2][2] - m[2][1] * m[1][2]) * OneOverDeterminant; Inverse[1][0] = - (m[1][0] * m[2][2] - m[2][0] * m[1][2]) * OneOverDeterminant; Inverse[2][0] = + (m[1][0] * m[2][1] - m[2][0] * m[1][1]) * OneOverDeterminant; Inverse[0][1] = - (m[0][1] * m[2][2] - m[2][1] * m[0][2]) * OneOverDeterminant; Inverse[1][1] = + (m[0][0] * m[2][2] - m[2][0] * m[0][2]) * OneOverDeterminant; Inverse[2][1] = - (m[0][0] * m[2][1] - m[2][0] * m[0][1]) * OneOverDeterminant; Inverse[0][2] = + (m[0][1] * m[1][2] - m[1][1] * m[0][2]) * OneOverDeterminant; Inverse[1][2] = - (m[0][0] * m[1][2] - m[1][0] * m[0][2]) * OneOverDeterminant; Inverse[2][2] = + (m[0][0] * m[1][1] - m[1][0] * m[0][1]) * OneOverDeterminant; return Inverse; } }; template struct compute_inverse<4, 4, T, Q, Aligned> { GLM_FUNC_QUALIFIER static mat<4, 4, T, Q> call(mat<4, 4, T, Q> const& m) { T Coef00 = m[2][2] * m[3][3] - m[3][2] * m[2][3]; T Coef02 = m[1][2] * m[3][3] - m[3][2] * m[1][3]; T Coef03 = m[1][2] * m[2][3] - m[2][2] * m[1][3]; T Coef04 = m[2][1] * m[3][3] - m[3][1] * m[2][3]; T Coef06 = m[1][1] * m[3][3] - m[3][1] * m[1][3]; T Coef07 = m[1][1] * m[2][3] - m[2][1] * m[1][3]; T Coef08 = m[2][1] * m[3][2] - m[3][1] * m[2][2]; T Coef10 = m[1][1] * m[3][2] - m[3][1] * m[1][2]; T Coef11 = m[1][1] * m[2][2] - m[2][1] * m[1][2]; T Coef12 = m[2][0] * m[3][3] - m[3][0] * m[2][3]; T Coef14 = m[1][0] * m[3][3] - m[3][0] * m[1][3]; T Coef15 = m[1][0] * m[2][3] - m[2][0] * m[1][3]; T Coef16 = m[2][0] * m[3][2] - m[3][0] * m[2][2]; T Coef18 = m[1][0] * m[3][2] - m[3][0] * m[1][2]; T Coef19 = m[1][0] * m[2][2] - m[2][0] * m[1][2]; T Coef20 = m[2][0] * m[3][1] - m[3][0] * m[2][1]; T Coef22 = m[1][0] * m[3][1] - m[3][0] * m[1][1]; T Coef23 = m[1][0] * m[2][1] - m[2][0] * m[1][1]; vec<4, T, Q> Fac0(Coef00, Coef00, Coef02, Coef03); vec<4, T, Q> Fac1(Coef04, Coef04, Coef06, Coef07); vec<4, T, Q> Fac2(Coef08, Coef08, Coef10, Coef11); vec<4, T, Q> Fac3(Coef12, Coef12, Coef14, Coef15); vec<4, T, Q> Fac4(Coef16, Coef16, Coef18, Coef19); vec<4, T, Q> Fac5(Coef20, Coef20, Coef22, Coef23); vec<4, T, Q> Vec0(m[1][0], m[0][0], m[0][0], m[0][0]); vec<4, T, Q> Vec1(m[1][1], m[0][1], m[0][1], m[0][1]); vec<4, T, Q> Vec2(m[1][2], m[0][2], m[0][2], m[0][2]); vec<4, T, Q> Vec3(m[1][3], m[0][3], m[0][3], m[0][3]); vec<4, T, Q> Inv0(Vec1 * Fac0 - Vec2 * Fac1 + Vec3 * Fac2); vec<4, T, Q> Inv1(Vec0 * Fac0 - Vec2 * Fac3 + Vec3 * Fac4); vec<4, T, Q> Inv2(Vec0 * Fac1 - Vec1 * Fac3 + Vec3 * Fac5); vec<4, T, Q> Inv3(Vec0 * Fac2 - Vec1 * Fac4 + Vec2 * Fac5); vec<4, T, Q> SignA(+1, -1, +1, -1); vec<4, T, Q> SignB(-1, +1, -1, +1); mat<4, 4, T, Q> Inverse(Inv0 * SignA, Inv1 * SignB, Inv2 * SignA, Inv3 * SignB); vec<4, T, Q> Row0(Inverse[0][0], Inverse[1][0], Inverse[2][0], Inverse[3][0]); vec<4, T, Q> Dot0(m[0] * Row0); T Dot1 = (Dot0.x + Dot0.y) + (Dot0.z + Dot0.w); T OneOverDeterminant = static_cast(1) / Dot1; return Inverse * OneOverDeterminant; } }; }//namespace detail template GLM_FUNC_QUALIFIER mat matrixCompMult(mat const& x, mat const& y) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || GLM_CONFIG_UNRESTRICTED_GENTYPE, "'matrixCompMult' only accept floating-point inputs"); return detail::compute_matrixCompMult::value>::call(x, y); } template GLM_FUNC_QUALIFIER typename detail::outerProduct_trait::type outerProduct(vec const& c, vec const& r) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || GLM_CONFIG_UNRESTRICTED_GENTYPE, "'outerProduct' only accept floating-point inputs"); typename detail::outerProduct_trait::type m; for(length_t i = 0; i < m.length(); ++i) m[i] = c * r[i]; return m; } template GLM_FUNC_QUALIFIER typename mat::transpose_type transpose(mat const& m) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || GLM_CONFIG_UNRESTRICTED_GENTYPE, "'transpose' only accept floating-point inputs"); return detail::compute_transpose::value>::call(m); } template GLM_FUNC_QUALIFIER T determinant(mat const& m) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || GLM_CONFIG_UNRESTRICTED_GENTYPE, "'determinant' only accept floating-point inputs"); return detail::compute_determinant::value>::call(m); } template GLM_FUNC_QUALIFIER mat inverse(mat const& m) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || GLM_CONFIG_UNRESTRICTED_GENTYPE, "'inverse' only accept floating-point inputs"); return detail::compute_inverse::value>::call(m); } }//namespace glm #if GLM_CONFIG_SIMD == GLM_ENABLE # include "func_matrix_simd.inl" #endif ================================================ FILE: third_party/glm/detail/func_matrix_simd.inl ================================================ #if GLM_ARCH & GLM_ARCH_SSE2_BIT #include "type_mat4x4.hpp" #include "../geometric.hpp" #include "../simd/matrix.h" #include namespace glm{ namespace detail { # if GLM_CONFIG_ALIGNED_GENTYPES == GLM_ENABLE template struct compute_matrixCompMult<4, 4, float, Q, true> { GLM_STATIC_ASSERT(detail::is_aligned::value, "Specialization requires aligned"); GLM_FUNC_QUALIFIER static mat<4, 4, float, Q> call(mat<4, 4, float, Q> const& x, mat<4, 4, float, Q> const& y) { mat<4, 4, float, Q> Result; glm_mat4_matrixCompMult( *static_cast(&x[0].data), *static_cast(&y[0].data), *static_cast(&Result[0].data)); return Result; } }; # endif template struct compute_transpose<4, 4, float, Q, true> { GLM_FUNC_QUALIFIER static mat<4, 4, float, Q> call(mat<4, 4, float, Q> const& m) { mat<4, 4, float, Q> Result; glm_mat4_transpose(&m[0].data, &Result[0].data); return Result; } }; template struct compute_determinant<4, 4, float, Q, true> { GLM_FUNC_QUALIFIER static float call(mat<4, 4, float, Q> const& m) { return _mm_cvtss_f32(glm_mat4_determinant(&m[0].data)); } }; template struct compute_inverse<4, 4, float, Q, true> { GLM_FUNC_QUALIFIER static mat<4, 4, float, Q> call(mat<4, 4, float, Q> const& m) { mat<4, 4, float, Q> Result; glm_mat4_inverse(&m[0].data, &Result[0].data); return Result; } }; }//namespace detail # if GLM_CONFIG_ALIGNED_GENTYPES == GLM_ENABLE template<> GLM_FUNC_QUALIFIER mat<4, 4, float, aligned_lowp> outerProduct<4, 4, float, aligned_lowp>(vec<4, float, aligned_lowp> const& c, vec<4, float, aligned_lowp> const& r) { __m128 NativeResult[4]; glm_mat4_outerProduct(c.data, r.data, NativeResult); mat<4, 4, float, aligned_lowp> Result; std::memcpy(&Result[0], &NativeResult[0], sizeof(Result)); return Result; } template<> GLM_FUNC_QUALIFIER mat<4, 4, float, aligned_mediump> outerProduct<4, 4, float, aligned_mediump>(vec<4, float, aligned_mediump> const& c, vec<4, float, aligned_mediump> const& r) { __m128 NativeResult[4]; glm_mat4_outerProduct(c.data, r.data, NativeResult); mat<4, 4, float, aligned_mediump> Result; std::memcpy(&Result[0], &NativeResult[0], sizeof(Result)); return Result; } template<> GLM_FUNC_QUALIFIER mat<4, 4, float, aligned_highp> outerProduct<4, 4, float, aligned_highp>(vec<4, float, aligned_highp> const& c, vec<4, float, aligned_highp> const& r) { __m128 NativeResult[4]; glm_mat4_outerProduct(c.data, r.data, NativeResult); mat<4, 4, float, aligned_highp> Result; std::memcpy(&Result[0], &NativeResult[0], sizeof(Result)); return Result; } # endif }//namespace glm #elif GLM_ARCH & GLM_ARCH_NEON_BIT namespace glm { #if GLM_LANG & GLM_LANG_CXX11_FLAG template GLM_FUNC_QUALIFIER typename std::enable_if::value, mat<4, 4, float, Q>>::type operator*(mat<4, 4, float, Q> const & m1, mat<4, 4, float, Q> const & m2) { auto MulRow = [&](int l) { float32x4_t const SrcA = m2[l].data; float32x4_t r = neon::mul_lane(m1[0].data, SrcA, 0); r = neon::madd_lane(r, m1[1].data, SrcA, 1); r = neon::madd_lane(r, m1[2].data, SrcA, 2); r = neon::madd_lane(r, m1[3].data, SrcA, 3); return r; }; mat<4, 4, float, aligned_highp> Result; Result[0].data = MulRow(0); Result[1].data = MulRow(1); Result[2].data = MulRow(2); Result[3].data = MulRow(3); return Result; } #endif // CXX11 template struct detail::compute_inverse<4, 4, float, Q, true> { GLM_FUNC_QUALIFIER static mat<4, 4, float, Q> call(mat<4, 4, float, Q> const& m) { float32x4_t const& m0 = m[0].data; float32x4_t const& m1 = m[1].data; float32x4_t const& m2 = m[2].data; float32x4_t const& m3 = m[3].data; // m[2][2] * m[3][3] - m[3][2] * m[2][3]; // m[2][2] * m[3][3] - m[3][2] * m[2][3]; // m[1][2] * m[3][3] - m[3][2] * m[1][3]; // m[1][2] * m[2][3] - m[2][2] * m[1][3]; float32x4_t Fac0; { float32x4_t w0 = vcombine_f32(neon::dup_lane(m2, 2), neon::dup_lane(m1, 2)); float32x4_t w1 = neon::copy_lane(neon::dupq_lane(m3, 3), 3, m2, 3); float32x4_t w2 = neon::copy_lane(neon::dupq_lane(m3, 2), 3, m2, 2); float32x4_t w3 = vcombine_f32(neon::dup_lane(m2, 3), neon::dup_lane(m1, 3)); Fac0 = w0 * w1 - w2 * w3; } // m[2][1] * m[3][3] - m[3][1] * m[2][3]; // m[2][1] * m[3][3] - m[3][1] * m[2][3]; // m[1][1] * m[3][3] - m[3][1] * m[1][3]; // m[1][1] * m[2][3] - m[2][1] * m[1][3]; float32x4_t Fac1; { float32x4_t w0 = vcombine_f32(neon::dup_lane(m2, 1), neon::dup_lane(m1, 1)); float32x4_t w1 = neon::copy_lane(neon::dupq_lane(m3, 3), 3, m2, 3); float32x4_t w2 = neon::copy_lane(neon::dupq_lane(m3, 1), 3, m2, 1); float32x4_t w3 = vcombine_f32(neon::dup_lane(m2, 3), neon::dup_lane(m1, 3)); Fac1 = w0 * w1 - w2 * w3; } // m[2][1] * m[3][2] - m[3][1] * m[2][2]; // m[2][1] * m[3][2] - m[3][1] * m[2][2]; // m[1][1] * m[3][2] - m[3][1] * m[1][2]; // m[1][1] * m[2][2] - m[2][1] * m[1][2]; float32x4_t Fac2; { float32x4_t w0 = vcombine_f32(neon::dup_lane(m2, 1), neon::dup_lane(m1, 1)); float32x4_t w1 = neon::copy_lane(neon::dupq_lane(m3, 2), 3, m2, 2); float32x4_t w2 = neon::copy_lane(neon::dupq_lane(m3, 1), 3, m2, 1); float32x4_t w3 = vcombine_f32(neon::dup_lane(m2, 2), neon::dup_lane(m1, 2)); Fac2 = w0 * w1 - w2 * w3; } // m[2][0] * m[3][3] - m[3][0] * m[2][3]; // m[2][0] * m[3][3] - m[3][0] * m[2][3]; // m[1][0] * m[3][3] - m[3][0] * m[1][3]; // m[1][0] * m[2][3] - m[2][0] * m[1][3]; float32x4_t Fac3; { float32x4_t w0 = vcombine_f32(neon::dup_lane(m2, 0), neon::dup_lane(m1, 0)); float32x4_t w1 = neon::copy_lane(neon::dupq_lane(m3, 3), 3, m2, 3); float32x4_t w2 = neon::copy_lane(neon::dupq_lane(m3, 0), 3, m2, 0); float32x4_t w3 = vcombine_f32(neon::dup_lane(m2, 3), neon::dup_lane(m1, 3)); Fac3 = w0 * w1 - w2 * w3; } // m[2][0] * m[3][2] - m[3][0] * m[2][2]; // m[2][0] * m[3][2] - m[3][0] * m[2][2]; // m[1][0] * m[3][2] - m[3][0] * m[1][2]; // m[1][0] * m[2][2] - m[2][0] * m[1][2]; float32x4_t Fac4; { float32x4_t w0 = vcombine_f32(neon::dup_lane(m2, 0), neon::dup_lane(m1, 0)); float32x4_t w1 = neon::copy_lane(neon::dupq_lane(m3, 2), 3, m2, 2); float32x4_t w2 = neon::copy_lane(neon::dupq_lane(m3, 0), 3, m2, 0); float32x4_t w3 = vcombine_f32(neon::dup_lane(m2, 2), neon::dup_lane(m1, 2)); Fac4 = w0 * w1 - w2 * w3; } // m[2][0] * m[3][1] - m[3][0] * m[2][1]; // m[2][0] * m[3][1] - m[3][0] * m[2][1]; // m[1][0] * m[3][1] - m[3][0] * m[1][1]; // m[1][0] * m[2][1] - m[2][0] * m[1][1]; float32x4_t Fac5; { float32x4_t w0 = vcombine_f32(neon::dup_lane(m2, 0), neon::dup_lane(m1, 0)); float32x4_t w1 = neon::copy_lane(neon::dupq_lane(m3, 1), 3, m2, 1); float32x4_t w2 = neon::copy_lane(neon::dupq_lane(m3, 0), 3, m2, 0); float32x4_t w3 = vcombine_f32(neon::dup_lane(m2, 1), neon::dup_lane(m1, 1)); Fac5 = w0 * w1 - w2 * w3; } float32x4_t Vec0 = neon::copy_lane(neon::dupq_lane(m0, 0), 0, m1, 0); // (m[1][0], m[0][0], m[0][0], m[0][0]); float32x4_t Vec1 = neon::copy_lane(neon::dupq_lane(m0, 1), 0, m1, 1); // (m[1][1], m[0][1], m[0][1], m[0][1]); float32x4_t Vec2 = neon::copy_lane(neon::dupq_lane(m0, 2), 0, m1, 2); // (m[1][2], m[0][2], m[0][2], m[0][2]); float32x4_t Vec3 = neon::copy_lane(neon::dupq_lane(m0, 3), 0, m1, 3); // (m[1][3], m[0][3], m[0][3], m[0][3]); float32x4_t Inv0 = Vec1 * Fac0 - Vec2 * Fac1 + Vec3 * Fac2; float32x4_t Inv1 = Vec0 * Fac0 - Vec2 * Fac3 + Vec3 * Fac4; float32x4_t Inv2 = Vec0 * Fac1 - Vec1 * Fac3 + Vec3 * Fac5; float32x4_t Inv3 = Vec0 * Fac2 - Vec1 * Fac4 + Vec2 * Fac5; float32x4_t r0 = float32x4_t{-1, +1, -1, +1} * Inv0; float32x4_t r1 = float32x4_t{+1, -1, +1, -1} * Inv1; float32x4_t r2 = float32x4_t{-1, +1, -1, +1} * Inv2; float32x4_t r3 = float32x4_t{+1, -1, +1, -1} * Inv3; float32x4_t det = neon::mul_lane(r0, m0, 0); det = neon::madd_lane(det, r1, m0, 1); det = neon::madd_lane(det, r2, m0, 2); det = neon::madd_lane(det, r3, m0, 3); float32x4_t rdet = vdupq_n_f32(1 / vgetq_lane_f32(det, 0)); mat<4, 4, float, Q> r; r[0].data = vmulq_f32(r0, rdet); r[1].data = vmulq_f32(r1, rdet); r[2].data = vmulq_f32(r2, rdet); r[3].data = vmulq_f32(r3, rdet); return r; } }; }//namespace glm #endif ================================================ FILE: third_party/glm/detail/func_packing.inl ================================================ /// @ref core /// @file glm/detail/func_packing.inl #include "../common.hpp" #include "type_half.hpp" namespace glm { GLM_FUNC_QUALIFIER uint packUnorm2x16(vec2 const& v) { union { unsigned short in[2]; uint out; } u; vec<2, unsigned short, defaultp> result(round(clamp(v, 0.0f, 1.0f) * 65535.0f)); u.in[0] = result[0]; u.in[1] = result[1]; return u.out; } GLM_FUNC_QUALIFIER vec2 unpackUnorm2x16(uint p) { union { uint in; unsigned short out[2]; } u; u.in = p; return vec2(u.out[0], u.out[1]) * 1.5259021896696421759365224689097e-5f; } GLM_FUNC_QUALIFIER uint packSnorm2x16(vec2 const& v) { union { signed short in[2]; uint out; } u; vec<2, short, defaultp> result(round(clamp(v, -1.0f, 1.0f) * 32767.0f)); u.in[0] = result[0]; u.in[1] = result[1]; return u.out; } GLM_FUNC_QUALIFIER vec2 unpackSnorm2x16(uint p) { union { uint in; signed short out[2]; } u; u.in = p; return clamp(vec2(u.out[0], u.out[1]) * 3.0518509475997192297128208258309e-5f, -1.0f, 1.0f); } GLM_FUNC_QUALIFIER uint packUnorm4x8(vec4 const& v) { union { unsigned char in[4]; uint out; } u; vec<4, unsigned char, defaultp> result(round(clamp(v, 0.0f, 1.0f) * 255.0f)); u.in[0] = result[0]; u.in[1] = result[1]; u.in[2] = result[2]; u.in[3] = result[3]; return u.out; } GLM_FUNC_QUALIFIER vec4 unpackUnorm4x8(uint p) { union { uint in; unsigned char out[4]; } u; u.in = p; return vec4(u.out[0], u.out[1], u.out[2], u.out[3]) * 0.0039215686274509803921568627451f; } GLM_FUNC_QUALIFIER uint packSnorm4x8(vec4 const& v) { union { signed char in[4]; uint out; } u; vec<4, signed char, defaultp> result(round(clamp(v, -1.0f, 1.0f) * 127.0f)); u.in[0] = result[0]; u.in[1] = result[1]; u.in[2] = result[2]; u.in[3] = result[3]; return u.out; } GLM_FUNC_QUALIFIER glm::vec4 unpackSnorm4x8(uint p) { union { uint in; signed char out[4]; } u; u.in = p; return clamp(vec4(u.out[0], u.out[1], u.out[2], u.out[3]) * 0.0078740157480315f, -1.0f, 1.0f); } GLM_FUNC_QUALIFIER double packDouble2x32(uvec2 const& v) { union { uint in[2]; double out; } u; u.in[0] = v[0]; u.in[1] = v[1]; return u.out; } GLM_FUNC_QUALIFIER uvec2 unpackDouble2x32(double v) { union { double in; uint out[2]; } u; u.in = v; return uvec2(u.out[0], u.out[1]); } GLM_FUNC_QUALIFIER uint packHalf2x16(vec2 const& v) { union { signed short in[2]; uint out; } u; u.in[0] = detail::toFloat16(v.x); u.in[1] = detail::toFloat16(v.y); return u.out; } GLM_FUNC_QUALIFIER vec2 unpackHalf2x16(uint v) { union { uint in; signed short out[2]; } u; u.in = v; return vec2( detail::toFloat32(u.out[0]), detail::toFloat32(u.out[1])); } }//namespace glm #if GLM_CONFIG_SIMD == GLM_ENABLE # include "func_packing_simd.inl" #endif ================================================ FILE: third_party/glm/detail/func_packing_simd.inl ================================================ namespace glm{ namespace detail { }//namespace detail }//namespace glm ================================================ FILE: third_party/glm/detail/func_trigonometric.inl ================================================ #include "_vectorize.hpp" #include #include namespace glm { // radians template GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType radians(genType degrees) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'radians' only accept floating-point input"); return degrees * static_cast(0.01745329251994329576923690768489); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec radians(vec const& v) { return detail::functor1::call(radians, v); } // degrees template GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType degrees(genType radians) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'degrees' only accept floating-point input"); return radians * static_cast(57.295779513082320876798154814105); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec degrees(vec const& v) { return detail::functor1::call(degrees, v); } // sin using ::std::sin; template GLM_FUNC_QUALIFIER vec sin(vec const& v) { return detail::functor1::call(sin, v); } // cos using std::cos; template GLM_FUNC_QUALIFIER vec cos(vec const& v) { return detail::functor1::call(cos, v); } // tan using std::tan; template GLM_FUNC_QUALIFIER vec tan(vec const& v) { return detail::functor1::call(tan, v); } // asin using std::asin; template GLM_FUNC_QUALIFIER vec asin(vec const& v) { return detail::functor1::call(asin, v); } // acos using std::acos; template GLM_FUNC_QUALIFIER vec acos(vec const& v) { return detail::functor1::call(acos, v); } // atan template GLM_FUNC_QUALIFIER genType atan(genType y, genType x) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'atan' only accept floating-point input"); return ::std::atan2(y, x); } template GLM_FUNC_QUALIFIER vec atan(vec const& a, vec const& b) { return detail::functor2::call(::std::atan2, a, b); } using std::atan; template GLM_FUNC_QUALIFIER vec atan(vec const& v) { return detail::functor1::call(atan, v); } // sinh using std::sinh; template GLM_FUNC_QUALIFIER vec sinh(vec const& v) { return detail::functor1::call(sinh, v); } // cosh using std::cosh; template GLM_FUNC_QUALIFIER vec cosh(vec const& v) { return detail::functor1::call(cosh, v); } // tanh using std::tanh; template GLM_FUNC_QUALIFIER vec tanh(vec const& v) { return detail::functor1::call(tanh, v); } // asinh # if GLM_HAS_CXX11_STL using std::asinh; # else template GLM_FUNC_QUALIFIER genType asinh(genType x) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'asinh' only accept floating-point input"); return (x < static_cast(0) ? static_cast(-1) : (x > static_cast(0) ? static_cast(1) : static_cast(0))) * log(std::abs(x) + sqrt(static_cast(1) + x * x)); } # endif template GLM_FUNC_QUALIFIER vec asinh(vec const& v) { return detail::functor1::call(asinh, v); } // acosh # if GLM_HAS_CXX11_STL using std::acosh; # else template GLM_FUNC_QUALIFIER genType acosh(genType x) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'acosh' only accept floating-point input"); if(x < static_cast(1)) return static_cast(0); return log(x + sqrt(x * x - static_cast(1))); } # endif template GLM_FUNC_QUALIFIER vec acosh(vec const& v) { return detail::functor1::call(acosh, v); } // atanh # if GLM_HAS_CXX11_STL using std::atanh; # else template GLM_FUNC_QUALIFIER genType atanh(genType x) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'atanh' only accept floating-point input"); if(std::abs(x) >= static_cast(1)) return 0; return static_cast(0.5) * log((static_cast(1) + x) / (static_cast(1) - x)); } # endif template GLM_FUNC_QUALIFIER vec atanh(vec const& v) { return detail::functor1::call(atanh, v); } }//namespace glm #if GLM_CONFIG_SIMD == GLM_ENABLE # include "func_trigonometric_simd.inl" #endif ================================================ FILE: third_party/glm/detail/func_trigonometric_simd.inl ================================================ ================================================ FILE: third_party/glm/detail/func_vector_relational.inl ================================================ namespace glm { template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec lessThan(vec const& x, vec const& y) { vec Result(true); for(length_t i = 0; i < L; ++i) Result[i] = x[i] < y[i]; return Result; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec lessThanEqual(vec const& x, vec const& y) { vec Result(true); for(length_t i = 0; i < L; ++i) Result[i] = x[i] <= y[i]; return Result; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec greaterThan(vec const& x, vec const& y) { vec Result(true); for(length_t i = 0; i < L; ++i) Result[i] = x[i] > y[i]; return Result; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec greaterThanEqual(vec const& x, vec const& y) { vec Result(true); for(length_t i = 0; i < L; ++i) Result[i] = x[i] >= y[i]; return Result; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec equal(vec const& x, vec const& y) { vec Result(true); for(length_t i = 0; i < L; ++i) Result[i] = x[i] == y[i]; return Result; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec notEqual(vec const& x, vec const& y) { vec Result(true); for(length_t i = 0; i < L; ++i) Result[i] = x[i] != y[i]; return Result; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR bool any(vec const& v) { bool Result = false; for(length_t i = 0; i < L; ++i) Result = Result || v[i]; return Result; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR bool all(vec const& v) { bool Result = true; for(length_t i = 0; i < L; ++i) Result = Result && v[i]; return Result; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec not_(vec const& v) { vec Result(true); for(length_t i = 0; i < L; ++i) Result[i] = !v[i]; return Result; } }//namespace glm #if GLM_CONFIG_SIMD == GLM_ENABLE # include "func_vector_relational_simd.inl" #endif ================================================ FILE: third_party/glm/detail/func_vector_relational_simd.inl ================================================ namespace glm{ namespace detail { }//namespace detail }//namespace glm ================================================ FILE: third_party/glm/detail/glm.cpp ================================================ /// @ref core /// @file glm/glm.cpp #ifndef GLM_ENABLE_EXPERIMENTAL #define GLM_ENABLE_EXPERIMENTAL #endif #include #include #include #include #include #include namespace glm { // tvec1 type explicit instantiation template struct vec<1, uint8, lowp>; template struct vec<1, uint16, lowp>; template struct vec<1, uint32, lowp>; template struct vec<1, uint64, lowp>; template struct vec<1, int8, lowp>; template struct vec<1, int16, lowp>; template struct vec<1, int32, lowp>; template struct vec<1, int64, lowp>; template struct vec<1, float32, lowp>; template struct vec<1, float64, lowp>; template struct vec<1, uint8, mediump>; template struct vec<1, uint16, mediump>; template struct vec<1, uint32, mediump>; template struct vec<1, uint64, mediump>; template struct vec<1, int8, mediump>; template struct vec<1, int16, mediump>; template struct vec<1, int32, mediump>; template struct vec<1, int64, mediump>; template struct vec<1, float32, mediump>; template struct vec<1, float64, mediump>; template struct vec<1, uint8, highp>; template struct vec<1, uint16, highp>; template struct vec<1, uint32, highp>; template struct vec<1, uint64, highp>; template struct vec<1, int8, highp>; template struct vec<1, int16, highp>; template struct vec<1, int32, highp>; template struct vec<1, int64, highp>; template struct vec<1, float32, highp>; template struct vec<1, float64, highp>; // tvec2 type explicit instantiation template struct vec<2, uint8, lowp>; template struct vec<2, uint16, lowp>; template struct vec<2, uint32, lowp>; template struct vec<2, uint64, lowp>; template struct vec<2, int8, lowp>; template struct vec<2, int16, lowp>; template struct vec<2, int32, lowp>; template struct vec<2, int64, lowp>; template struct vec<2, float32, lowp>; template struct vec<2, float64, lowp>; template struct vec<2, uint8, mediump>; template struct vec<2, uint16, mediump>; template struct vec<2, uint32, mediump>; template struct vec<2, uint64, mediump>; template struct vec<2, int8, mediump>; template struct vec<2, int16, mediump>; template struct vec<2, int32, mediump>; template struct vec<2, int64, mediump>; template struct vec<2, float32, mediump>; template struct vec<2, float64, mediump>; template struct vec<2, uint8, highp>; template struct vec<2, uint16, highp>; template struct vec<2, uint32, highp>; template struct vec<2, uint64, highp>; template struct vec<2, int8, highp>; template struct vec<2, int16, highp>; template struct vec<2, int32, highp>; template struct vec<2, int64, highp>; template struct vec<2, float32, highp>; template struct vec<2, float64, highp>; // tvec3 type explicit instantiation template struct vec<3, uint8, lowp>; template struct vec<3, uint16, lowp>; template struct vec<3, uint32, lowp>; template struct vec<3, uint64, lowp>; template struct vec<3, int8, lowp>; template struct vec<3, int16, lowp>; template struct vec<3, int32, lowp>; template struct vec<3, int64, lowp>; template struct vec<3, float32, lowp>; template struct vec<3, float64, lowp>; template struct vec<3, uint8, mediump>; template struct vec<3, uint16, mediump>; template struct vec<3, uint32, mediump>; template struct vec<3, uint64, mediump>; template struct vec<3, int8, mediump>; template struct vec<3, int16, mediump>; template struct vec<3, int32, mediump>; template struct vec<3, int64, mediump>; template struct vec<3, float32, mediump>; template struct vec<3, float64, mediump>; template struct vec<3, uint8, highp>; template struct vec<3, uint16, highp>; template struct vec<3, uint32, highp>; template struct vec<3, uint64, highp>; template struct vec<3, int8, highp>; template struct vec<3, int16, highp>; template struct vec<3, int32, highp>; template struct vec<3, int64, highp>; template struct vec<3, float32, highp>; template struct vec<3, float64, highp>; // tvec4 type explicit instantiation template struct vec<4, uint8, lowp>; template struct vec<4, uint16, lowp>; template struct vec<4, uint32, lowp>; template struct vec<4, uint64, lowp>; template struct vec<4, int8, lowp>; template struct vec<4, int16, lowp>; template struct vec<4, int32, lowp>; template struct vec<4, int64, lowp>; template struct vec<4, float32, lowp>; template struct vec<4, float64, lowp>; template struct vec<4, uint8, mediump>; template struct vec<4, uint16, mediump>; template struct vec<4, uint32, mediump>; template struct vec<4, uint64, mediump>; template struct vec<4, int8, mediump>; template struct vec<4, int16, mediump>; template struct vec<4, int32, mediump>; template struct vec<4, int64, mediump>; template struct vec<4, float32, mediump>; template struct vec<4, float64, mediump>; template struct vec<4, uint8, highp>; template struct vec<4, uint16, highp>; template struct vec<4, uint32, highp>; template struct vec<4, uint64, highp>; template struct vec<4, int8, highp>; template struct vec<4, int16, highp>; template struct vec<4, int32, highp>; template struct vec<4, int64, highp>; template struct vec<4, float32, highp>; template struct vec<4, float64, highp>; // tmat2x2 type explicit instantiation template struct mat<2, 2, float32, lowp>; template struct mat<2, 2, float64, lowp>; template struct mat<2, 2, float32, mediump>; template struct mat<2, 2, float64, mediump>; template struct mat<2, 2, float32, highp>; template struct mat<2, 2, float64, highp>; // tmat2x3 type explicit instantiation template struct mat<2, 3, float32, lowp>; template struct mat<2, 3, float64, lowp>; template struct mat<2, 3, float32, mediump>; template struct mat<2, 3, float64, mediump>; template struct mat<2, 3, float32, highp>; template struct mat<2, 3, float64, highp>; // tmat2x4 type explicit instantiation template struct mat<2, 4, float32, lowp>; template struct mat<2, 4, float64, lowp>; template struct mat<2, 4, float32, mediump>; template struct mat<2, 4, float64, mediump>; template struct mat<2, 4, float32, highp>; template struct mat<2, 4, float64, highp>; // tmat3x2 type explicit instantiation template struct mat<3, 2, float32, lowp>; template struct mat<3, 2, float64, lowp>; template struct mat<3, 2, float32, mediump>; template struct mat<3, 2, float64, mediump>; template struct mat<3, 2, float32, highp>; template struct mat<3, 2, float64, highp>; // tmat3x3 type explicit instantiation template struct mat<3, 3, float32, lowp>; template struct mat<3, 3, float64, lowp>; template struct mat<3, 3, float32, mediump>; template struct mat<3, 3, float64, mediump>; template struct mat<3, 3, float32, highp>; template struct mat<3, 3, float64, highp>; // tmat3x4 type explicit instantiation template struct mat<3, 4, float32, lowp>; template struct mat<3, 4, float64, lowp>; template struct mat<3, 4, float32, mediump>; template struct mat<3, 4, float64, mediump>; template struct mat<3, 4, float32, highp>; template struct mat<3, 4, float64, highp>; // tmat4x2 type explicit instantiation template struct mat<4, 2, float32, lowp>; template struct mat<4, 2, float64, lowp>; template struct mat<4, 2, float32, mediump>; template struct mat<4, 2, float64, mediump>; template struct mat<4, 2, float32, highp>; template struct mat<4, 2, float64, highp>; // tmat4x3 type explicit instantiation template struct mat<4, 3, float32, lowp>; template struct mat<4, 3, float64, lowp>; template struct mat<4, 3, float32, mediump>; template struct mat<4, 3, float64, mediump>; template struct mat<4, 3, float32, highp>; template struct mat<4, 3, float64, highp>; // tmat4x4 type explicit instantiation template struct mat<4, 4, float32, lowp>; template struct mat<4, 4, float64, lowp>; template struct mat<4, 4, float32, mediump>; template struct mat<4, 4, float64, mediump>; template struct mat<4, 4, float32, highp>; template struct mat<4, 4, float64, highp>; // tquat type explicit instantiation template struct qua; template struct qua; template struct qua; template struct qua; template struct qua; template struct qua; //tdualquat type explicit instantiation template struct tdualquat; template struct tdualquat; template struct tdualquat; template struct tdualquat; template struct tdualquat; template struct tdualquat; }//namespace glm ================================================ FILE: third_party/glm/detail/qualifier.hpp ================================================ #pragma once #include "setup.hpp" namespace glm { /// Qualify GLM types in term of alignment (packed, aligned) and precision in term of ULPs (lowp, mediump, highp) enum qualifier { packed_highp, ///< Typed data is tightly packed in memory and operations are executed with high precision in term of ULPs packed_mediump, ///< Typed data is tightly packed in memory and operations are executed with medium precision in term of ULPs for higher performance packed_lowp, ///< Typed data is tightly packed in memory and operations are executed with low precision in term of ULPs to maximize performance # if GLM_CONFIG_ALIGNED_GENTYPES == GLM_ENABLE aligned_highp, ///< Typed data is aligned in memory allowing SIMD optimizations and operations are executed with high precision in term of ULPs aligned_mediump, ///< Typed data is aligned in memory allowing SIMD optimizations and operations are executed with high precision in term of ULPs for higher performance aligned_lowp, // ///< Typed data is aligned in memory allowing SIMD optimizations and operations are executed with high precision in term of ULPs to maximize performance aligned = aligned_highp, ///< By default aligned qualifier is also high precision # endif highp = packed_highp, ///< By default highp qualifier is also packed mediump = packed_mediump, ///< By default mediump qualifier is also packed lowp = packed_lowp, ///< By default lowp qualifier is also packed packed = packed_highp, ///< By default packed qualifier is also high precision # if GLM_CONFIG_ALIGNED_GENTYPES == GLM_ENABLE && defined(GLM_FORCE_DEFAULT_ALIGNED_GENTYPES) defaultp = aligned_highp # else defaultp = highp # endif }; typedef qualifier precision; template struct vec; template struct mat; template struct qua; # if GLM_HAS_TEMPLATE_ALIASES template using tvec1 = vec<1, T, Q>; template using tvec2 = vec<2, T, Q>; template using tvec3 = vec<3, T, Q>; template using tvec4 = vec<4, T, Q>; template using tmat2x2 = mat<2, 2, T, Q>; template using tmat2x3 = mat<2, 3, T, Q>; template using tmat2x4 = mat<2, 4, T, Q>; template using tmat3x2 = mat<3, 2, T, Q>; template using tmat3x3 = mat<3, 3, T, Q>; template using tmat3x4 = mat<3, 4, T, Q>; template using tmat4x2 = mat<4, 2, T, Q>; template using tmat4x3 = mat<4, 3, T, Q>; template using tmat4x4 = mat<4, 4, T, Q>; template using tquat = qua; # endif namespace detail { template struct is_aligned { static const bool value = false; }; # if GLM_CONFIG_ALIGNED_GENTYPES == GLM_ENABLE template<> struct is_aligned { static const bool value = true; }; template<> struct is_aligned { static const bool value = true; }; template<> struct is_aligned { static const bool value = true; }; # endif template struct storage { typedef struct type { T data[L]; } type; }; # if GLM_HAS_ALIGNOF template struct storage { typedef struct alignas(L * sizeof(T)) type { T data[L]; } type; }; template struct storage<3, T, true> { typedef struct alignas(4 * sizeof(T)) type { T data[4]; } type; }; # endif # if GLM_ARCH & GLM_ARCH_SSE2_BIT template<> struct storage<4, float, true> { typedef glm_f32vec4 type; }; template<> struct storage<4, int, true> { typedef glm_i32vec4 type; }; template<> struct storage<4, unsigned int, true> { typedef glm_u32vec4 type; }; template<> struct storage<2, double, true> { typedef glm_f64vec2 type; }; template<> struct storage<2, detail::int64, true> { typedef glm_i64vec2 type; }; template<> struct storage<2, detail::uint64, true> { typedef glm_u64vec2 type; }; # endif # if (GLM_ARCH & GLM_ARCH_AVX_BIT) template<> struct storage<4, double, true> { typedef glm_f64vec4 type; }; # endif # if (GLM_ARCH & GLM_ARCH_AVX2_BIT) template<> struct storage<4, detail::int64, true> { typedef glm_i64vec4 type; }; template<> struct storage<4, detail::uint64, true> { typedef glm_u64vec4 type; }; # endif # if GLM_ARCH & GLM_ARCH_NEON_BIT template<> struct storage<4, float, true> { typedef glm_f32vec4 type; }; template<> struct storage<4, int, true> { typedef glm_i32vec4 type; }; template<> struct storage<4, unsigned int, true> { typedef glm_u32vec4 type; }; # endif enum genTypeEnum { GENTYPE_VEC, GENTYPE_MAT, GENTYPE_QUAT }; template struct genTypeTrait {}; template struct genTypeTrait > { static const genTypeEnum GENTYPE = GENTYPE_MAT; }; template struct init_gentype { }; template struct init_gentype { GLM_FUNC_QUALIFIER GLM_CONSTEXPR static genType identity() { return genType(1, 0, 0, 0); } }; template struct init_gentype { GLM_FUNC_QUALIFIER GLM_CONSTEXPR static genType identity() { return genType(1); } }; }//namespace detail }//namespace glm ================================================ FILE: third_party/glm/detail/setup.hpp ================================================ #ifndef GLM_SETUP_INCLUDED #include #include #define GLM_VERSION_MAJOR 0 #define GLM_VERSION_MINOR 9 #define GLM_VERSION_PATCH 9 #define GLM_VERSION_REVISION 8 #define GLM_VERSION 998 #define GLM_VERSION_MESSAGE "GLM: version 0.9.9.8" #define GLM_SETUP_INCLUDED GLM_VERSION /////////////////////////////////////////////////////////////////////////////////// // Active states #define GLM_DISABLE 0 #define GLM_ENABLE 1 /////////////////////////////////////////////////////////////////////////////////// // Messages #if defined(GLM_FORCE_MESSAGES) # define GLM_MESSAGES GLM_ENABLE #else # define GLM_MESSAGES GLM_DISABLE #endif /////////////////////////////////////////////////////////////////////////////////// // Detect the platform #include "../simd/platform.h" /////////////////////////////////////////////////////////////////////////////////// // Build model #if defined(_M_ARM64) || defined(__LP64__) || defined(_M_X64) || defined(__ppc64__) || defined(__x86_64__) # define GLM_MODEL GLM_MODEL_64 #elif defined(__i386__) || defined(__ppc__) || defined(__ILP32__) || defined(_M_ARM) # define GLM_MODEL GLM_MODEL_32 #else # define GLM_MODEL GLM_MODEL_32 #endif// #if !defined(GLM_MODEL) && GLM_COMPILER != 0 # error "GLM_MODEL undefined, your compiler may not be supported by GLM. Add #define GLM_MODEL 0 to ignore this message." #endif//GLM_MODEL /////////////////////////////////////////////////////////////////////////////////// // C++ Version // User defines: GLM_FORCE_CXX98, GLM_FORCE_CXX03, GLM_FORCE_CXX11, GLM_FORCE_CXX14, GLM_FORCE_CXX17, GLM_FORCE_CXX2A #define GLM_LANG_CXX98_FLAG (1 << 1) #define GLM_LANG_CXX03_FLAG (1 << 2) #define GLM_LANG_CXX0X_FLAG (1 << 3) #define GLM_LANG_CXX11_FLAG (1 << 4) #define GLM_LANG_CXX14_FLAG (1 << 5) #define GLM_LANG_CXX17_FLAG (1 << 6) #define GLM_LANG_CXX2A_FLAG (1 << 7) #define GLM_LANG_CXXMS_FLAG (1 << 8) #define GLM_LANG_CXXGNU_FLAG (1 << 9) #define GLM_LANG_CXX98 GLM_LANG_CXX98_FLAG #define GLM_LANG_CXX03 (GLM_LANG_CXX98 | GLM_LANG_CXX03_FLAG) #define GLM_LANG_CXX0X (GLM_LANG_CXX03 | GLM_LANG_CXX0X_FLAG) #define GLM_LANG_CXX11 (GLM_LANG_CXX0X | GLM_LANG_CXX11_FLAG) #define GLM_LANG_CXX14 (GLM_LANG_CXX11 | GLM_LANG_CXX14_FLAG) #define GLM_LANG_CXX17 (GLM_LANG_CXX14 | GLM_LANG_CXX17_FLAG) #define GLM_LANG_CXX2A (GLM_LANG_CXX17 | GLM_LANG_CXX2A_FLAG) #define GLM_LANG_CXXMS GLM_LANG_CXXMS_FLAG #define GLM_LANG_CXXGNU GLM_LANG_CXXGNU_FLAG #if (defined(_MSC_EXTENSIONS)) # define GLM_LANG_EXT GLM_LANG_CXXMS_FLAG #elif ((GLM_COMPILER & (GLM_COMPILER_CLANG | GLM_COMPILER_GCC)) && (GLM_ARCH & GLM_ARCH_SIMD_BIT)) # define GLM_LANG_EXT GLM_LANG_CXXMS_FLAG #else # define GLM_LANG_EXT 0 #endif #if (defined(GLM_FORCE_CXX_UNKNOWN)) # define GLM_LANG 0 #elif defined(GLM_FORCE_CXX2A) # define GLM_LANG (GLM_LANG_CXX2A | GLM_LANG_EXT) # define GLM_LANG_STL11_FORCED #elif defined(GLM_FORCE_CXX17) # define GLM_LANG (GLM_LANG_CXX17 | GLM_LANG_EXT) # define GLM_LANG_STL11_FORCED #elif defined(GLM_FORCE_CXX14) # define GLM_LANG (GLM_LANG_CXX14 | GLM_LANG_EXT) # define GLM_LANG_STL11_FORCED #elif defined(GLM_FORCE_CXX11) # define GLM_LANG (GLM_LANG_CXX11 | GLM_LANG_EXT) # define GLM_LANG_STL11_FORCED #elif defined(GLM_FORCE_CXX03) # define GLM_LANG (GLM_LANG_CXX03 | GLM_LANG_EXT) #elif defined(GLM_FORCE_CXX98) # define GLM_LANG (GLM_LANG_CXX98 | GLM_LANG_EXT) #else # if GLM_COMPILER & GLM_COMPILER_VC && defined(_MSVC_LANG) # if GLM_COMPILER >= GLM_COMPILER_VC15_7 # define GLM_LANG_PLATFORM _MSVC_LANG # elif GLM_COMPILER >= GLM_COMPILER_VC15 # if _MSVC_LANG > 201402L # define GLM_LANG_PLATFORM 201402L # else # define GLM_LANG_PLATFORM _MSVC_LANG # endif # else # define GLM_LANG_PLATFORM 0 # endif # else # define GLM_LANG_PLATFORM 0 # endif # if __cplusplus > 201703L || GLM_LANG_PLATFORM > 201703L # define GLM_LANG (GLM_LANG_CXX2A | GLM_LANG_EXT) # elif __cplusplus == 201703L || GLM_LANG_PLATFORM == 201703L # define GLM_LANG (GLM_LANG_CXX17 | GLM_LANG_EXT) # elif __cplusplus == 201402L || __cplusplus == 201500L || GLM_LANG_PLATFORM == 201402L # define GLM_LANG (GLM_LANG_CXX14 | GLM_LANG_EXT) # elif __cplusplus == 201103L || GLM_LANG_PLATFORM == 201103L # define GLM_LANG (GLM_LANG_CXX11 | GLM_LANG_EXT) # elif defined(__INTEL_CXX11_MODE__) || defined(_MSC_VER) || defined(__GXX_EXPERIMENTAL_CXX0X__) # define GLM_LANG (GLM_LANG_CXX0X | GLM_LANG_EXT) # elif __cplusplus == 199711L # define GLM_LANG (GLM_LANG_CXX98 | GLM_LANG_EXT) # else # define GLM_LANG (0 | GLM_LANG_EXT) # endif #endif /////////////////////////////////////////////////////////////////////////////////// // Has of C++ features // http://clang.llvm.org/cxx_status.html // http://gcc.gnu.org/projects/cxx0x.html // http://msdn.microsoft.com/en-us/library/vstudio/hh567368(v=vs.120).aspx // Android has multiple STLs but C++11 STL detection doesn't always work #284 #564 #if GLM_PLATFORM == GLM_PLATFORM_ANDROID && !defined(GLM_LANG_STL11_FORCED) # define GLM_HAS_CXX11_STL 0 #elif GLM_COMPILER & GLM_COMPILER_CLANG # if (defined(_LIBCPP_VERSION) || (GLM_LANG & GLM_LANG_CXX11_FLAG) || defined(GLM_LANG_STL11_FORCED)) # define GLM_HAS_CXX11_STL 1 # else # define GLM_HAS_CXX11_STL 0 # endif #elif GLM_LANG & GLM_LANG_CXX11_FLAG # define GLM_HAS_CXX11_STL 1 #else # define GLM_HAS_CXX11_STL ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\ ((GLM_COMPILER & GLM_COMPILER_GCC) && (GLM_COMPILER >= GLM_COMPILER_GCC48)) || \ ((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_COMPILER >= GLM_COMPILER_VC12)) || \ ((GLM_PLATFORM != GLM_PLATFORM_WINDOWS) && (GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_COMPILER >= GLM_COMPILER_INTEL15)))) #endif // N1720 #if GLM_COMPILER & GLM_COMPILER_CLANG # define GLM_HAS_STATIC_ASSERT __has_feature(cxx_static_assert) #elif GLM_LANG & GLM_LANG_CXX11_FLAG # define GLM_HAS_STATIC_ASSERT 1 #else # define GLM_HAS_STATIC_ASSERT ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\ ((GLM_COMPILER & GLM_COMPILER_CUDA)) || \ ((GLM_COMPILER & GLM_COMPILER_VC)))) #endif // N1988 #if GLM_LANG & GLM_LANG_CXX11_FLAG # define GLM_HAS_EXTENDED_INTEGER_TYPE 1 #else # define GLM_HAS_EXTENDED_INTEGER_TYPE (\ ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (GLM_COMPILER & GLM_COMPILER_VC)) || \ ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (GLM_COMPILER & GLM_COMPILER_CUDA)) || \ ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (GLM_COMPILER & GLM_COMPILER_CLANG))) #endif // N2672 Initializer lists http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2672.htm #if GLM_COMPILER & GLM_COMPILER_CLANG # define GLM_HAS_INITIALIZER_LISTS __has_feature(cxx_generalized_initializers) #elif GLM_LANG & GLM_LANG_CXX11_FLAG # define GLM_HAS_INITIALIZER_LISTS 1 #else # define GLM_HAS_INITIALIZER_LISTS ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\ ((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_COMPILER >= GLM_COMPILER_VC15)) || \ ((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_COMPILER >= GLM_COMPILER_INTEL14)) || \ ((GLM_COMPILER & GLM_COMPILER_CUDA)))) #endif // N2544 Unrestricted unions http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2544.pdf #if GLM_COMPILER & GLM_COMPILER_CLANG # define GLM_HAS_UNRESTRICTED_UNIONS __has_feature(cxx_unrestricted_unions) #elif GLM_LANG & GLM_LANG_CXX11_FLAG # define GLM_HAS_UNRESTRICTED_UNIONS 1 #else # define GLM_HAS_UNRESTRICTED_UNIONS (GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\ (GLM_COMPILER & GLM_COMPILER_VC) || \ ((GLM_COMPILER & GLM_COMPILER_CUDA))) #endif // N2346 #if GLM_COMPILER & GLM_COMPILER_CLANG # define GLM_HAS_DEFAULTED_FUNCTIONS __has_feature(cxx_defaulted_functions) #elif GLM_LANG & GLM_LANG_CXX11_FLAG # define GLM_HAS_DEFAULTED_FUNCTIONS 1 #else # define GLM_HAS_DEFAULTED_FUNCTIONS ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\ ((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_COMPILER >= GLM_COMPILER_VC12)) || \ ((GLM_COMPILER & GLM_COMPILER_INTEL)) || \ (GLM_COMPILER & GLM_COMPILER_CUDA))) #endif // N2118 #if GLM_COMPILER & GLM_COMPILER_CLANG # define GLM_HAS_RVALUE_REFERENCES __has_feature(cxx_rvalue_references) #elif GLM_LANG & GLM_LANG_CXX11_FLAG # define GLM_HAS_RVALUE_REFERENCES 1 #else # define GLM_HAS_RVALUE_REFERENCES ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\ ((GLM_COMPILER & GLM_COMPILER_VC)) || \ ((GLM_COMPILER & GLM_COMPILER_CUDA)))) #endif // N2437 http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2437.pdf #if GLM_COMPILER & GLM_COMPILER_CLANG # define GLM_HAS_EXPLICIT_CONVERSION_OPERATORS __has_feature(cxx_explicit_conversions) #elif GLM_LANG & GLM_LANG_CXX11_FLAG # define GLM_HAS_EXPLICIT_CONVERSION_OPERATORS 1 #else # define GLM_HAS_EXPLICIT_CONVERSION_OPERATORS ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\ ((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_COMPILER >= GLM_COMPILER_INTEL14)) || \ ((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_COMPILER >= GLM_COMPILER_VC12)) || \ ((GLM_COMPILER & GLM_COMPILER_CUDA)))) #endif // N2258 http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2258.pdf #if GLM_COMPILER & GLM_COMPILER_CLANG # define GLM_HAS_TEMPLATE_ALIASES __has_feature(cxx_alias_templates) #elif GLM_LANG & GLM_LANG_CXX11_FLAG # define GLM_HAS_TEMPLATE_ALIASES 1 #else # define GLM_HAS_TEMPLATE_ALIASES ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\ ((GLM_COMPILER & GLM_COMPILER_INTEL)) || \ ((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_COMPILER >= GLM_COMPILER_VC12)) || \ ((GLM_COMPILER & GLM_COMPILER_CUDA)))) #endif // N2930 http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2009/n2930.html #if GLM_COMPILER & GLM_COMPILER_CLANG # define GLM_HAS_RANGE_FOR __has_feature(cxx_range_for) #elif GLM_LANG & GLM_LANG_CXX11_FLAG # define GLM_HAS_RANGE_FOR 1 #else # define GLM_HAS_RANGE_FOR ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\ ((GLM_COMPILER & GLM_COMPILER_INTEL)) || \ ((GLM_COMPILER & GLM_COMPILER_VC)) || \ ((GLM_COMPILER & GLM_COMPILER_CUDA)))) #endif // N2341 http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2341.pdf #if GLM_COMPILER & GLM_COMPILER_CLANG # define GLM_HAS_ALIGNOF __has_feature(cxx_alignas) #elif GLM_LANG & GLM_LANG_CXX11_FLAG # define GLM_HAS_ALIGNOF 1 #else # define GLM_HAS_ALIGNOF ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\ ((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_COMPILER >= GLM_COMPILER_INTEL15)) || \ ((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_COMPILER >= GLM_COMPILER_VC14)) || \ ((GLM_COMPILER & GLM_COMPILER_CUDA)))) #endif // N2235 Generalized Constant Expressions http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2235.pdf // N3652 Extended Constant Expressions http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2013/n3652.html #if (GLM_ARCH & GLM_ARCH_SIMD_BIT) // Compiler SIMD intrinsics don't support constexpr... # define GLM_HAS_CONSTEXPR 0 #elif (GLM_COMPILER & GLM_COMPILER_CLANG) # define GLM_HAS_CONSTEXPR __has_feature(cxx_relaxed_constexpr) #elif (GLM_LANG & GLM_LANG_CXX14_FLAG) # define GLM_HAS_CONSTEXPR 1 #else # define GLM_HAS_CONSTEXPR ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && GLM_HAS_INITIALIZER_LISTS && (\ ((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_COMPILER >= GLM_COMPILER_INTEL17)) || \ ((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_COMPILER >= GLM_COMPILER_VC15)))) #endif #if GLM_HAS_CONSTEXPR # define GLM_CONSTEXPR constexpr #else # define GLM_CONSTEXPR #endif // #if GLM_HAS_CONSTEXPR # if (GLM_COMPILER & GLM_COMPILER_CLANG) # if __has_feature(cxx_if_constexpr) # define GLM_HAS_IF_CONSTEXPR 1 # else # define GLM_HAS_IF_CONSTEXPR 0 # endif # elif (GLM_LANG & GLM_LANG_CXX17_FLAG) # define GLM_HAS_IF_CONSTEXPR 1 # else # define GLM_HAS_IF_CONSTEXPR 0 # endif #else # define GLM_HAS_IF_CONSTEXPR 0 #endif #if GLM_HAS_IF_CONSTEXPR # define GLM_IF_CONSTEXPR if constexpr #else # define GLM_IF_CONSTEXPR if #endif // #if GLM_LANG & GLM_LANG_CXX11_FLAG # define GLM_HAS_ASSIGNABLE 1 #else # define GLM_HAS_ASSIGNABLE ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\ ((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_COMPILER >= GLM_COMPILER_VC15)) || \ ((GLM_COMPILER & GLM_COMPILER_GCC) && (GLM_COMPILER >= GLM_COMPILER_GCC49)))) #endif // #define GLM_HAS_TRIVIAL_QUERIES 0 // #if GLM_LANG & GLM_LANG_CXX11_FLAG # define GLM_HAS_MAKE_SIGNED 1 #else # define GLM_HAS_MAKE_SIGNED ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\ ((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_COMPILER >= GLM_COMPILER_VC12)) || \ ((GLM_COMPILER & GLM_COMPILER_CUDA)))) #endif // #if defined(GLM_FORCE_INTRINSICS) # define GLM_HAS_BITSCAN_WINDOWS ((GLM_PLATFORM & GLM_PLATFORM_WINDOWS) && (\ ((GLM_COMPILER & GLM_COMPILER_INTEL)) || \ ((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_COMPILER >= GLM_COMPILER_VC14) && (GLM_ARCH & GLM_ARCH_X86_BIT)))) #else # define GLM_HAS_BITSCAN_WINDOWS 0 #endif /////////////////////////////////////////////////////////////////////////////////// // OpenMP #ifdef _OPENMP # if GLM_COMPILER & GLM_COMPILER_GCC # if GLM_COMPILER >= GLM_COMPILER_GCC61 # define GLM_HAS_OPENMP 45 # elif GLM_COMPILER >= GLM_COMPILER_GCC49 # define GLM_HAS_OPENMP 40 # elif GLM_COMPILER >= GLM_COMPILER_GCC47 # define GLM_HAS_OPENMP 31 # else # define GLM_HAS_OPENMP 0 # endif # elif GLM_COMPILER & GLM_COMPILER_CLANG # if GLM_COMPILER >= GLM_COMPILER_CLANG38 # define GLM_HAS_OPENMP 31 # else # define GLM_HAS_OPENMP 0 # endif # elif GLM_COMPILER & GLM_COMPILER_VC # define GLM_HAS_OPENMP 20 # elif GLM_COMPILER & GLM_COMPILER_INTEL # if GLM_COMPILER >= GLM_COMPILER_INTEL16 # define GLM_HAS_OPENMP 40 # else # define GLM_HAS_OPENMP 0 # endif # else # define GLM_HAS_OPENMP 0 # endif #else # define GLM_HAS_OPENMP 0 #endif /////////////////////////////////////////////////////////////////////////////////// // nullptr #if GLM_LANG & GLM_LANG_CXX0X_FLAG # define GLM_CONFIG_NULLPTR GLM_ENABLE #else # define GLM_CONFIG_NULLPTR GLM_DISABLE #endif #if GLM_CONFIG_NULLPTR == GLM_ENABLE # define GLM_NULLPTR nullptr #else # define GLM_NULLPTR 0 #endif /////////////////////////////////////////////////////////////////////////////////// // Static assert #if GLM_HAS_STATIC_ASSERT # define GLM_STATIC_ASSERT(x, message) static_assert(x, message) #elif GLM_COMPILER & GLM_COMPILER_VC # define GLM_STATIC_ASSERT(x, message) typedef char __CASSERT__##__LINE__[(x) ? 1 : -1] #else # define GLM_STATIC_ASSERT(x, message) assert(x) #endif//GLM_LANG /////////////////////////////////////////////////////////////////////////////////// // Qualifiers #if GLM_COMPILER & GLM_COMPILER_CUDA # define GLM_CUDA_FUNC_DEF __device__ __host__ # define GLM_CUDA_FUNC_DECL __device__ __host__ #else # define GLM_CUDA_FUNC_DEF # define GLM_CUDA_FUNC_DECL #endif #if defined(GLM_FORCE_INLINE) # if GLM_COMPILER & GLM_COMPILER_VC # define GLM_INLINE __forceinline # define GLM_NEVER_INLINE __declspec((noinline)) # elif GLM_COMPILER & (GLM_COMPILER_GCC | GLM_COMPILER_CLANG) # define GLM_INLINE inline __attribute__((__always_inline__)) # define GLM_NEVER_INLINE __attribute__((__noinline__)) # elif GLM_COMPILER & GLM_COMPILER_CUDA # define GLM_INLINE __forceinline__ # define GLM_NEVER_INLINE __noinline__ # else # define GLM_INLINE inline # define GLM_NEVER_INLINE # endif//GLM_COMPILER #else # define GLM_INLINE inline # define GLM_NEVER_INLINE #endif//defined(GLM_FORCE_INLINE) #define GLM_FUNC_DECL GLM_CUDA_FUNC_DECL #define GLM_FUNC_QUALIFIER GLM_CUDA_FUNC_DEF GLM_INLINE /////////////////////////////////////////////////////////////////////////////////// // Swizzle operators // User defines: GLM_FORCE_SWIZZLE #define GLM_SWIZZLE_DISABLED 0 #define GLM_SWIZZLE_OPERATOR 1 #define GLM_SWIZZLE_FUNCTION 2 #if defined(GLM_FORCE_XYZW_ONLY) # undef GLM_FORCE_SWIZZLE #endif #if defined(GLM_SWIZZLE) # pragma message("GLM: GLM_SWIZZLE is deprecated, use GLM_FORCE_SWIZZLE instead.") # define GLM_FORCE_SWIZZLE #endif #if defined(GLM_FORCE_SWIZZLE) && (GLM_LANG & GLM_LANG_CXXMS_FLAG) # define GLM_CONFIG_SWIZZLE GLM_SWIZZLE_OPERATOR #elif defined(GLM_FORCE_SWIZZLE) # define GLM_CONFIG_SWIZZLE GLM_SWIZZLE_FUNCTION #else # define GLM_CONFIG_SWIZZLE GLM_SWIZZLE_DISABLED #endif /////////////////////////////////////////////////////////////////////////////////// // Allows using not basic types as genType // #define GLM_FORCE_UNRESTRICTED_GENTYPE #ifdef GLM_FORCE_UNRESTRICTED_GENTYPE # define GLM_CONFIG_UNRESTRICTED_GENTYPE GLM_ENABLE #else # define GLM_CONFIG_UNRESTRICTED_GENTYPE GLM_DISABLE #endif /////////////////////////////////////////////////////////////////////////////////// // Clip control, define GLM_FORCE_DEPTH_ZERO_TO_ONE before including GLM // to use a clip space between 0 to 1. // Coordinate system, define GLM_FORCE_LEFT_HANDED before including GLM // to use left handed coordinate system by default. #define GLM_CLIP_CONTROL_ZO_BIT (1 << 0) // ZERO_TO_ONE #define GLM_CLIP_CONTROL_NO_BIT (1 << 1) // NEGATIVE_ONE_TO_ONE #define GLM_CLIP_CONTROL_LH_BIT (1 << 2) // LEFT_HANDED, For DirectX, Metal, Vulkan #define GLM_CLIP_CONTROL_RH_BIT (1 << 3) // RIGHT_HANDED, For OpenGL, default in GLM #define GLM_CLIP_CONTROL_LH_ZO (GLM_CLIP_CONTROL_LH_BIT | GLM_CLIP_CONTROL_ZO_BIT) #define GLM_CLIP_CONTROL_LH_NO (GLM_CLIP_CONTROL_LH_BIT | GLM_CLIP_CONTROL_NO_BIT) #define GLM_CLIP_CONTROL_RH_ZO (GLM_CLIP_CONTROL_RH_BIT | GLM_CLIP_CONTROL_ZO_BIT) #define GLM_CLIP_CONTROL_RH_NO (GLM_CLIP_CONTROL_RH_BIT | GLM_CLIP_CONTROL_NO_BIT) #ifdef GLM_FORCE_DEPTH_ZERO_TO_ONE # ifdef GLM_FORCE_LEFT_HANDED # define GLM_CONFIG_CLIP_CONTROL GLM_CLIP_CONTROL_LH_ZO # else # define GLM_CONFIG_CLIP_CONTROL GLM_CLIP_CONTROL_RH_ZO # endif #else # ifdef GLM_FORCE_LEFT_HANDED # define GLM_CONFIG_CLIP_CONTROL GLM_CLIP_CONTROL_LH_NO # else # define GLM_CONFIG_CLIP_CONTROL GLM_CLIP_CONTROL_RH_NO # endif #endif /////////////////////////////////////////////////////////////////////////////////// // Qualifiers #if (GLM_COMPILER & GLM_COMPILER_VC) || ((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_PLATFORM & GLM_PLATFORM_WINDOWS)) # define GLM_DEPRECATED __declspec(deprecated) # define GLM_ALIGNED_TYPEDEF(type, name, alignment) typedef __declspec(align(alignment)) type name #elif GLM_COMPILER & (GLM_COMPILER_GCC | GLM_COMPILER_CLANG | GLM_COMPILER_INTEL) # define GLM_DEPRECATED __attribute__((__deprecated__)) # define GLM_ALIGNED_TYPEDEF(type, name, alignment) typedef type name __attribute__((aligned(alignment))) #elif GLM_COMPILER & GLM_COMPILER_CUDA # define GLM_DEPRECATED # define GLM_ALIGNED_TYPEDEF(type, name, alignment) typedef type name __align__(x) #else # define GLM_DEPRECATED # define GLM_ALIGNED_TYPEDEF(type, name, alignment) typedef type name #endif /////////////////////////////////////////////////////////////////////////////////// #ifdef GLM_FORCE_EXPLICIT_CTOR # define GLM_EXPLICIT explicit #else # define GLM_EXPLICIT #endif /////////////////////////////////////////////////////////////////////////////////// // SYCL #if GLM_COMPILER==GLM_COMPILER_SYCL #include #include namespace glm { namespace std { // Import SYCL's functions into the namespace glm::std to force their usages. // It's important to use the math built-in function (sin, exp, ...) // of SYCL instead the std ones. using namespace cl::sycl; /////////////////////////////////////////////////////////////////////////////// // Import some "harmless" std's stuffs used by glm into // the new glm::std namespace. template using numeric_limits = ::std::numeric_limits; using ::std::size_t; using ::std::uint8_t; using ::std::uint16_t; using ::std::uint32_t; using ::std::uint64_t; using ::std::int8_t; using ::std::int16_t; using ::std::int32_t; using ::std::int64_t; using ::std::make_unsigned; /////////////////////////////////////////////////////////////////////////////// } //namespace std } //namespace glm #endif /////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////// // Length type: all length functions returns a length_t type. // When GLM_FORCE_SIZE_T_LENGTH is defined, length_t is a typedef of size_t otherwise // length_t is a typedef of int like GLSL defines it. #define GLM_LENGTH_INT 1 #define GLM_LENGTH_SIZE_T 2 #ifdef GLM_FORCE_SIZE_T_LENGTH # define GLM_CONFIG_LENGTH_TYPE GLM_LENGTH_SIZE_T #else # define GLM_CONFIG_LENGTH_TYPE GLM_LENGTH_INT #endif namespace glm { using std::size_t; # if GLM_CONFIG_LENGTH_TYPE == GLM_LENGTH_SIZE_T typedef size_t length_t; # else typedef int length_t; # endif }//namespace glm /////////////////////////////////////////////////////////////////////////////////// // constexpr #if GLM_HAS_CONSTEXPR # define GLM_CONFIG_CONSTEXP GLM_ENABLE namespace glm { template constexpr std::size_t countof(T const (&)[N]) { return N; } }//namespace glm # define GLM_COUNTOF(arr) glm::countof(arr) #elif defined(_MSC_VER) # define GLM_CONFIG_CONSTEXP GLM_DISABLE # define GLM_COUNTOF(arr) _countof(arr) #else # define GLM_CONFIG_CONSTEXP GLM_DISABLE # define GLM_COUNTOF(arr) sizeof(arr) / sizeof(arr[0]) #endif /////////////////////////////////////////////////////////////////////////////////// // uint namespace glm{ namespace detail { template struct is_int { enum test {value = 0}; }; template<> struct is_int { enum test {value = ~0}; }; template<> struct is_int { enum test {value = ~0}; }; }//namespace detail typedef unsigned int uint; }//namespace glm /////////////////////////////////////////////////////////////////////////////////// // 64-bit int #if GLM_HAS_EXTENDED_INTEGER_TYPE # include #endif namespace glm{ namespace detail { # if GLM_HAS_EXTENDED_INTEGER_TYPE typedef std::uint64_t uint64; typedef std::int64_t int64; # elif (defined(__STDC_VERSION__) && (__STDC_VERSION__ >= 199901L)) // C99 detected, 64 bit types available typedef uint64_t uint64; typedef int64_t int64; # elif GLM_COMPILER & GLM_COMPILER_VC typedef unsigned __int64 uint64; typedef signed __int64 int64; # elif GLM_COMPILER & GLM_COMPILER_GCC # pragma GCC diagnostic ignored "-Wlong-long" __extension__ typedef unsigned long long uint64; __extension__ typedef signed long long int64; # elif (GLM_COMPILER & GLM_COMPILER_CLANG) # pragma clang diagnostic ignored "-Wc++11-long-long" typedef unsigned long long uint64; typedef signed long long int64; # else//unknown compiler typedef unsigned long long uint64; typedef signed long long int64; # endif }//namespace detail }//namespace glm /////////////////////////////////////////////////////////////////////////////////// // make_unsigned #if GLM_HAS_MAKE_SIGNED # include namespace glm{ namespace detail { using std::make_unsigned; }//namespace detail }//namespace glm #else namespace glm{ namespace detail { template struct make_unsigned {}; template<> struct make_unsigned { typedef unsigned char type; }; template<> struct make_unsigned { typedef unsigned char type; }; template<> struct make_unsigned { typedef unsigned short type; }; template<> struct make_unsigned { typedef unsigned int type; }; template<> struct make_unsigned { typedef unsigned long type; }; template<> struct make_unsigned { typedef uint64 type; }; template<> struct make_unsigned { typedef unsigned char type; }; template<> struct make_unsigned { typedef unsigned short type; }; template<> struct make_unsigned { typedef unsigned int type; }; template<> struct make_unsigned { typedef unsigned long type; }; template<> struct make_unsigned { typedef uint64 type; }; }//namespace detail }//namespace glm #endif /////////////////////////////////////////////////////////////////////////////////// // Only use x, y, z, w as vector type components #ifdef GLM_FORCE_XYZW_ONLY # define GLM_CONFIG_XYZW_ONLY GLM_ENABLE #else # define GLM_CONFIG_XYZW_ONLY GLM_DISABLE #endif /////////////////////////////////////////////////////////////////////////////////// // Configure the use of defaulted initialized types #define GLM_CTOR_INIT_DISABLE 0 #define GLM_CTOR_INITIALIZER_LIST 1 #define GLM_CTOR_INITIALISATION 2 #if defined(GLM_FORCE_CTOR_INIT) && GLM_HAS_INITIALIZER_LISTS # define GLM_CONFIG_CTOR_INIT GLM_CTOR_INITIALIZER_LIST #elif defined(GLM_FORCE_CTOR_INIT) && !GLM_HAS_INITIALIZER_LISTS # define GLM_CONFIG_CTOR_INIT GLM_CTOR_INITIALISATION #else # define GLM_CONFIG_CTOR_INIT GLM_CTOR_INIT_DISABLE #endif /////////////////////////////////////////////////////////////////////////////////// // Use SIMD instruction sets #if GLM_HAS_ALIGNOF && (GLM_LANG & GLM_LANG_CXXMS_FLAG) && (GLM_ARCH & GLM_ARCH_SIMD_BIT) # define GLM_CONFIG_SIMD GLM_ENABLE #else # define GLM_CONFIG_SIMD GLM_DISABLE #endif /////////////////////////////////////////////////////////////////////////////////// // Configure the use of defaulted function #if GLM_HAS_DEFAULTED_FUNCTIONS && GLM_CONFIG_CTOR_INIT == GLM_CTOR_INIT_DISABLE # define GLM_CONFIG_DEFAULTED_FUNCTIONS GLM_ENABLE # define GLM_DEFAULT = default #else # define GLM_CONFIG_DEFAULTED_FUNCTIONS GLM_DISABLE # define GLM_DEFAULT #endif /////////////////////////////////////////////////////////////////////////////////// // Configure the use of aligned gentypes #ifdef GLM_FORCE_ALIGNED // Legacy define # define GLM_FORCE_DEFAULT_ALIGNED_GENTYPES #endif #ifdef GLM_FORCE_DEFAULT_ALIGNED_GENTYPES # define GLM_FORCE_ALIGNED_GENTYPES #endif #if GLM_HAS_ALIGNOF && (GLM_LANG & GLM_LANG_CXXMS_FLAG) && (defined(GLM_FORCE_ALIGNED_GENTYPES) || (GLM_CONFIG_SIMD == GLM_ENABLE)) # define GLM_CONFIG_ALIGNED_GENTYPES GLM_ENABLE #else # define GLM_CONFIG_ALIGNED_GENTYPES GLM_DISABLE #endif /////////////////////////////////////////////////////////////////////////////////// // Configure the use of anonymous structure as implementation detail #if ((GLM_CONFIG_SIMD == GLM_ENABLE) || (GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR) || (GLM_CONFIG_ALIGNED_GENTYPES == GLM_ENABLE)) # define GLM_CONFIG_ANONYMOUS_STRUCT GLM_ENABLE #else # define GLM_CONFIG_ANONYMOUS_STRUCT GLM_DISABLE #endif /////////////////////////////////////////////////////////////////////////////////// // Silent warnings #ifdef GLM_FORCE_SILENT_WARNINGS # define GLM_SILENT_WARNINGS GLM_ENABLE #else # define GLM_SILENT_WARNINGS GLM_DISABLE #endif /////////////////////////////////////////////////////////////////////////////////// // Precision #define GLM_HIGHP 1 #define GLM_MEDIUMP 2 #define GLM_LOWP 3 #if defined(GLM_FORCE_PRECISION_HIGHP_BOOL) || defined(GLM_PRECISION_HIGHP_BOOL) # define GLM_CONFIG_PRECISION_BOOL GLM_HIGHP #elif defined(GLM_FORCE_PRECISION_MEDIUMP_BOOL) || defined(GLM_PRECISION_MEDIUMP_BOOL) # define GLM_CONFIG_PRECISION_BOOL GLM_MEDIUMP #elif defined(GLM_FORCE_PRECISION_LOWP_BOOL) || defined(GLM_PRECISION_LOWP_BOOL) # define GLM_CONFIG_PRECISION_BOOL GLM_LOWP #else # define GLM_CONFIG_PRECISION_BOOL GLM_HIGHP #endif #if defined(GLM_FORCE_PRECISION_HIGHP_INT) || defined(GLM_PRECISION_HIGHP_INT) # define GLM_CONFIG_PRECISION_INT GLM_HIGHP #elif defined(GLM_FORCE_PRECISION_MEDIUMP_INT) || defined(GLM_PRECISION_MEDIUMP_INT) # define GLM_CONFIG_PRECISION_INT GLM_MEDIUMP #elif defined(GLM_FORCE_PRECISION_LOWP_INT) || defined(GLM_PRECISION_LOWP_INT) # define GLM_CONFIG_PRECISION_INT GLM_LOWP #else # define GLM_CONFIG_PRECISION_INT GLM_HIGHP #endif #if defined(GLM_FORCE_PRECISION_HIGHP_UINT) || defined(GLM_PRECISION_HIGHP_UINT) # define GLM_CONFIG_PRECISION_UINT GLM_HIGHP #elif defined(GLM_FORCE_PRECISION_MEDIUMP_UINT) || defined(GLM_PRECISION_MEDIUMP_UINT) # define GLM_CONFIG_PRECISION_UINT GLM_MEDIUMP #elif defined(GLM_FORCE_PRECISION_LOWP_UINT) || defined(GLM_PRECISION_LOWP_UINT) # define GLM_CONFIG_PRECISION_UINT GLM_LOWP #else # define GLM_CONFIG_PRECISION_UINT GLM_HIGHP #endif #if defined(GLM_FORCE_PRECISION_HIGHP_FLOAT) || defined(GLM_PRECISION_HIGHP_FLOAT) # define GLM_CONFIG_PRECISION_FLOAT GLM_HIGHP #elif defined(GLM_FORCE_PRECISION_MEDIUMP_FLOAT) || defined(GLM_PRECISION_MEDIUMP_FLOAT) # define GLM_CONFIG_PRECISION_FLOAT GLM_MEDIUMP #elif defined(GLM_FORCE_PRECISION_LOWP_FLOAT) || defined(GLM_PRECISION_LOWP_FLOAT) # define GLM_CONFIG_PRECISION_FLOAT GLM_LOWP #else # define GLM_CONFIG_PRECISION_FLOAT GLM_HIGHP #endif #if defined(GLM_FORCE_PRECISION_HIGHP_DOUBLE) || defined(GLM_PRECISION_HIGHP_DOUBLE) # define GLM_CONFIG_PRECISION_DOUBLE GLM_HIGHP #elif defined(GLM_FORCE_PRECISION_MEDIUMP_DOUBLE) || defined(GLM_PRECISION_MEDIUMP_DOUBLE) # define GLM_CONFIG_PRECISION_DOUBLE GLM_MEDIUMP #elif defined(GLM_FORCE_PRECISION_LOWP_DOUBLE) || defined(GLM_PRECISION_LOWP_DOUBLE) # define GLM_CONFIG_PRECISION_DOUBLE GLM_LOWP #else # define GLM_CONFIG_PRECISION_DOUBLE GLM_HIGHP #endif /////////////////////////////////////////////////////////////////////////////////// // Check inclusions of different versions of GLM #elif ((GLM_SETUP_INCLUDED != GLM_VERSION) && !defined(GLM_FORCE_IGNORE_VERSION)) # error "GLM error: A different version of GLM is already included. Define GLM_FORCE_IGNORE_VERSION before including GLM headers to ignore this error." #elif GLM_SETUP_INCLUDED == GLM_VERSION /////////////////////////////////////////////////////////////////////////////////// // Messages #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_MESSAGE_DISPLAYED) # define GLM_MESSAGE_DISPLAYED # define GLM_STR_HELPER(x) #x # define GLM_STR(x) GLM_STR_HELPER(x) // Report GLM version # pragma message (GLM_STR(GLM_VERSION_MESSAGE)) // Report C++ language # if (GLM_LANG & GLM_LANG_CXX2A_FLAG) && (GLM_LANG & GLM_LANG_EXT) # pragma message("GLM: C++ 2A with extensions") # elif (GLM_LANG & GLM_LANG_CXX2A_FLAG) # pragma message("GLM: C++ 2A") # elif (GLM_LANG & GLM_LANG_CXX17_FLAG) && (GLM_LANG & GLM_LANG_EXT) # pragma message("GLM: C++ 17 with extensions") # elif (GLM_LANG & GLM_LANG_CXX17_FLAG) # pragma message("GLM: C++ 17") # elif (GLM_LANG & GLM_LANG_CXX14_FLAG) && (GLM_LANG & GLM_LANG_EXT) # pragma message("GLM: C++ 14 with extensions") # elif (GLM_LANG & GLM_LANG_CXX14_FLAG) # pragma message("GLM: C++ 14") # elif (GLM_LANG & GLM_LANG_CXX11_FLAG) && (GLM_LANG & GLM_LANG_EXT) # pragma message("GLM: C++ 11 with extensions") # elif (GLM_LANG & GLM_LANG_CXX11_FLAG) # pragma message("GLM: C++ 11") # elif (GLM_LANG & GLM_LANG_CXX0X_FLAG) && (GLM_LANG & GLM_LANG_EXT) # pragma message("GLM: C++ 0x with extensions") # elif (GLM_LANG & GLM_LANG_CXX0X_FLAG) # pragma message("GLM: C++ 0x") # elif (GLM_LANG & GLM_LANG_CXX03_FLAG) && (GLM_LANG & GLM_LANG_EXT) # pragma message("GLM: C++ 03 with extensions") # elif (GLM_LANG & GLM_LANG_CXX03_FLAG) # pragma message("GLM: C++ 03") # elif (GLM_LANG & GLM_LANG_CXX98_FLAG) && (GLM_LANG & GLM_LANG_EXT) # pragma message("GLM: C++ 98 with extensions") # elif (GLM_LANG & GLM_LANG_CXX98_FLAG) # pragma message("GLM: C++ 98") # else # pragma message("GLM: C++ language undetected") # endif//GLM_LANG // Report compiler detection # if GLM_COMPILER & GLM_COMPILER_CUDA # pragma message("GLM: CUDA compiler detected") # elif GLM_COMPILER & GLM_COMPILER_VC # pragma message("GLM: Visual C++ compiler detected") # elif GLM_COMPILER & GLM_COMPILER_CLANG # pragma message("GLM: Clang compiler detected") # elif GLM_COMPILER & GLM_COMPILER_INTEL # pragma message("GLM: Intel Compiler detected") # elif GLM_COMPILER & GLM_COMPILER_GCC # pragma message("GLM: GCC compiler detected") # else # pragma message("GLM: Compiler not detected") # endif // Report build target # if (GLM_ARCH & GLM_ARCH_AVX2_BIT) && (GLM_MODEL == GLM_MODEL_64) # pragma message("GLM: x86 64 bits with AVX2 instruction set build target") # elif (GLM_ARCH & GLM_ARCH_AVX2_BIT) && (GLM_MODEL == GLM_MODEL_32) # pragma message("GLM: x86 32 bits with AVX2 instruction set build target") # elif (GLM_ARCH & GLM_ARCH_AVX_BIT) && (GLM_MODEL == GLM_MODEL_64) # pragma message("GLM: x86 64 bits with AVX instruction set build target") # elif (GLM_ARCH & GLM_ARCH_AVX_BIT) && (GLM_MODEL == GLM_MODEL_32) # pragma message("GLM: x86 32 bits with AVX instruction set build target") # elif (GLM_ARCH & GLM_ARCH_SSE42_BIT) && (GLM_MODEL == GLM_MODEL_64) # pragma message("GLM: x86 64 bits with SSE4.2 instruction set build target") # elif (GLM_ARCH & GLM_ARCH_SSE42_BIT) && (GLM_MODEL == GLM_MODEL_32) # pragma message("GLM: x86 32 bits with SSE4.2 instruction set build target") # elif (GLM_ARCH & GLM_ARCH_SSE41_BIT) && (GLM_MODEL == GLM_MODEL_64) # pragma message("GLM: x86 64 bits with SSE4.1 instruction set build target") # elif (GLM_ARCH & GLM_ARCH_SSE41_BIT) && (GLM_MODEL == GLM_MODEL_32) # pragma message("GLM: x86 32 bits with SSE4.1 instruction set build target") # elif (GLM_ARCH & GLM_ARCH_SSSE3_BIT) && (GLM_MODEL == GLM_MODEL_64) # pragma message("GLM: x86 64 bits with SSSE3 instruction set build target") # elif (GLM_ARCH & GLM_ARCH_SSSE3_BIT) && (GLM_MODEL == GLM_MODEL_32) # pragma message("GLM: x86 32 bits with SSSE3 instruction set build target") # elif (GLM_ARCH & GLM_ARCH_SSE3_BIT) && (GLM_MODEL == GLM_MODEL_64) # pragma message("GLM: x86 64 bits with SSE3 instruction set build target") # elif (GLM_ARCH & GLM_ARCH_SSE3_BIT) && (GLM_MODEL == GLM_MODEL_32) # pragma message("GLM: x86 32 bits with SSE3 instruction set build target") # elif (GLM_ARCH & GLM_ARCH_SSE2_BIT) && (GLM_MODEL == GLM_MODEL_64) # pragma message("GLM: x86 64 bits with SSE2 instruction set build target") # elif (GLM_ARCH & GLM_ARCH_SSE2_BIT) && (GLM_MODEL == GLM_MODEL_32) # pragma message("GLM: x86 32 bits with SSE2 instruction set build target") # elif (GLM_ARCH & GLM_ARCH_X86_BIT) && (GLM_MODEL == GLM_MODEL_64) # pragma message("GLM: x86 64 bits build target") # elif (GLM_ARCH & GLM_ARCH_X86_BIT) && (GLM_MODEL == GLM_MODEL_32) # pragma message("GLM: x86 32 bits build target") # elif (GLM_ARCH & GLM_ARCH_NEON_BIT) && (GLM_MODEL == GLM_MODEL_64) # pragma message("GLM: ARM 64 bits with Neon instruction set build target") # elif (GLM_ARCH & GLM_ARCH_NEON_BIT) && (GLM_MODEL == GLM_MODEL_32) # pragma message("GLM: ARM 32 bits with Neon instruction set build target") # elif (GLM_ARCH & GLM_ARCH_ARM_BIT) && (GLM_MODEL == GLM_MODEL_64) # pragma message("GLM: ARM 64 bits build target") # elif (GLM_ARCH & GLM_ARCH_ARM_BIT) && (GLM_MODEL == GLM_MODEL_32) # pragma message("GLM: ARM 32 bits build target") # elif (GLM_ARCH & GLM_ARCH_MIPS_BIT) && (GLM_MODEL == GLM_MODEL_64) # pragma message("GLM: MIPS 64 bits build target") # elif (GLM_ARCH & GLM_ARCH_MIPS_BIT) && (GLM_MODEL == GLM_MODEL_32) # pragma message("GLM: MIPS 32 bits build target") # elif (GLM_ARCH & GLM_ARCH_PPC_BIT) && (GLM_MODEL == GLM_MODEL_64) # pragma message("GLM: PowerPC 64 bits build target") # elif (GLM_ARCH & GLM_ARCH_PPC_BIT) && (GLM_MODEL == GLM_MODEL_32) # pragma message("GLM: PowerPC 32 bits build target") # else # pragma message("GLM: Unknown build target") # endif//GLM_ARCH // Report platform name # if(GLM_PLATFORM & GLM_PLATFORM_QNXNTO) # pragma message("GLM: QNX platform detected") //# elif(GLM_PLATFORM & GLM_PLATFORM_IOS) //# pragma message("GLM: iOS platform detected") # elif(GLM_PLATFORM & GLM_PLATFORM_APPLE) # pragma message("GLM: Apple platform detected") # elif(GLM_PLATFORM & GLM_PLATFORM_WINCE) # pragma message("GLM: WinCE platform detected") # elif(GLM_PLATFORM & GLM_PLATFORM_WINDOWS) # pragma message("GLM: Windows platform detected") # elif(GLM_PLATFORM & GLM_PLATFORM_CHROME_NACL) # pragma message("GLM: Native Client detected") # elif(GLM_PLATFORM & GLM_PLATFORM_ANDROID) # pragma message("GLM: Android platform detected") # elif(GLM_PLATFORM & GLM_PLATFORM_LINUX) # pragma message("GLM: Linux platform detected") # elif(GLM_PLATFORM & GLM_PLATFORM_UNIX) # pragma message("GLM: UNIX platform detected") # elif(GLM_PLATFORM & GLM_PLATFORM_UNKNOWN) # pragma message("GLM: platform unknown") # else # pragma message("GLM: platform not detected") # endif // Report whether only xyzw component are used # if defined GLM_FORCE_XYZW_ONLY # pragma message("GLM: GLM_FORCE_XYZW_ONLY is defined. Only x, y, z and w component are available in vector type. This define disables swizzle operators and SIMD instruction sets.") # endif // Report swizzle operator support # if GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR # pragma message("GLM: GLM_FORCE_SWIZZLE is defined, swizzling operators enabled.") # elif GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_FUNCTION # pragma message("GLM: GLM_FORCE_SWIZZLE is defined, swizzling functions enabled. Enable compiler C++ language extensions to enable swizzle operators.") # else # pragma message("GLM: GLM_FORCE_SWIZZLE is undefined. swizzling functions or operators are disabled.") # endif // Report .length() type # if GLM_CONFIG_LENGTH_TYPE == GLM_LENGTH_SIZE_T # pragma message("GLM: GLM_FORCE_SIZE_T_LENGTH is defined. .length() returns a glm::length_t, a typedef of std::size_t.") # else # pragma message("GLM: GLM_FORCE_SIZE_T_LENGTH is undefined. .length() returns a glm::length_t, a typedef of int following GLSL.") # endif # if GLM_CONFIG_UNRESTRICTED_GENTYPE == GLM_ENABLE # pragma message("GLM: GLM_FORCE_UNRESTRICTED_GENTYPE is defined. Removes GLSL restrictions on valid function genTypes.") # else # pragma message("GLM: GLM_FORCE_UNRESTRICTED_GENTYPE is undefined. Follows strictly GLSL on valid function genTypes.") # endif # if GLM_SILENT_WARNINGS == GLM_ENABLE # pragma message("GLM: GLM_FORCE_SILENT_WARNINGS is defined. Ignores C++ warnings from using C++ language extensions.") # else # pragma message("GLM: GLM_FORCE_SILENT_WARNINGS is undefined. Shows C++ warnings from using C++ language extensions.") # endif # ifdef GLM_FORCE_SINGLE_ONLY # pragma message("GLM: GLM_FORCE_SINGLE_ONLY is defined. Using only single precision floating-point types.") # endif # if defined(GLM_FORCE_ALIGNED_GENTYPES) && (GLM_CONFIG_ALIGNED_GENTYPES == GLM_ENABLE) # undef GLM_FORCE_ALIGNED_GENTYPES # pragma message("GLM: GLM_FORCE_ALIGNED_GENTYPES is defined, allowing aligned types. This prevents the use of C++ constexpr.") # elif defined(GLM_FORCE_ALIGNED_GENTYPES) && (GLM_CONFIG_ALIGNED_GENTYPES == GLM_DISABLE) # undef GLM_FORCE_ALIGNED_GENTYPES # pragma message("GLM: GLM_FORCE_ALIGNED_GENTYPES is defined but is disabled. It requires C++11 and language extensions.") # endif # if defined(GLM_FORCE_DEFAULT_ALIGNED_GENTYPES) # if GLM_CONFIG_ALIGNED_GENTYPES == GLM_DISABLE # undef GLM_FORCE_DEFAULT_ALIGNED_GENTYPES # pragma message("GLM: GLM_FORCE_DEFAULT_ALIGNED_GENTYPES is defined but is disabled. It requires C++11 and language extensions.") # elif GLM_CONFIG_ALIGNED_GENTYPES == GLM_ENABLE # pragma message("GLM: GLM_FORCE_DEFAULT_ALIGNED_GENTYPES is defined. All gentypes (e.g. vec3) will be aligned and padded by default.") # endif # endif # if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_ZO_BIT # pragma message("GLM: GLM_FORCE_DEPTH_ZERO_TO_ONE is defined. Using zero to one depth clip space.") # else # pragma message("GLM: GLM_FORCE_DEPTH_ZERO_TO_ONE is undefined. Using negative one to one depth clip space.") # endif # if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_LH_BIT # pragma message("GLM: GLM_FORCE_LEFT_HANDED is defined. Using left handed coordinate system.") # else # pragma message("GLM: GLM_FORCE_LEFT_HANDED is undefined. Using right handed coordinate system.") # endif #endif//GLM_MESSAGES #endif//GLM_SETUP_INCLUDED ================================================ FILE: third_party/glm/detail/type_float.hpp ================================================ #pragma once #include "setup.hpp" #if GLM_COMPILER == GLM_COMPILER_VC12 # pragma warning(push) # pragma warning(disable: 4512) // assignment operator could not be generated #endif namespace glm{ namespace detail { template union float_t {}; // https://randomascii.wordpress.com/2012/02/25/comparing-floating-point-numbers-2012-edition/ template <> union float_t { typedef int int_type; typedef float float_type; GLM_CONSTEXPR float_t(float_type Num = 0.0f) : f(Num) {} GLM_CONSTEXPR float_t& operator=(float_t const& x) { f = x.f; return *this; } // Portable extraction of components. GLM_CONSTEXPR bool negative() const { return i < 0; } GLM_CONSTEXPR int_type mantissa() const { return i & ((1 << 23) - 1); } GLM_CONSTEXPR int_type exponent() const { return (i >> 23) & ((1 << 8) - 1); } int_type i; float_type f; }; template <> union float_t { typedef detail::int64 int_type; typedef double float_type; GLM_CONSTEXPR float_t(float_type Num = static_cast(0)) : f(Num) {} GLM_CONSTEXPR float_t& operator=(float_t const& x) { f = x.f; return *this; } // Portable extraction of components. GLM_CONSTEXPR bool negative() const { return i < 0; } GLM_CONSTEXPR int_type mantissa() const { return i & ((int_type(1) << 52) - 1); } GLM_CONSTEXPR int_type exponent() const { return (i >> 52) & ((int_type(1) << 11) - 1); } int_type i; float_type f; }; }//namespace detail }//namespace glm #if GLM_COMPILER == GLM_COMPILER_VC12 # pragma warning(pop) #endif ================================================ FILE: third_party/glm/detail/type_half.hpp ================================================ #pragma once #include "setup.hpp" namespace glm{ namespace detail { typedef short hdata; GLM_FUNC_DECL float toFloat32(hdata value); GLM_FUNC_DECL hdata toFloat16(float const& value); }//namespace detail }//namespace glm #include "type_half.inl" ================================================ FILE: third_party/glm/detail/type_half.inl ================================================ namespace glm{ namespace detail { GLM_FUNC_QUALIFIER float overflow() { volatile float f = 1e10; for(int i = 0; i < 10; ++i) f *= f; // this will overflow before the for loop terminates return f; } union uif32 { GLM_FUNC_QUALIFIER uif32() : i(0) {} GLM_FUNC_QUALIFIER uif32(float f_) : f(f_) {} GLM_FUNC_QUALIFIER uif32(unsigned int i_) : i(i_) {} float f; unsigned int i; }; GLM_FUNC_QUALIFIER float toFloat32(hdata value) { int s = (value >> 15) & 0x00000001; int e = (value >> 10) & 0x0000001f; int m = value & 0x000003ff; if(e == 0) { if(m == 0) { // // Plus or minus zero // detail::uif32 result; result.i = static_cast(s << 31); return result.f; } else { // // Denormalized number -- renormalize it // while(!(m & 0x00000400)) { m <<= 1; e -= 1; } e += 1; m &= ~0x00000400; } } else if(e == 31) { if(m == 0) { // // Positive or negative infinity // uif32 result; result.i = static_cast((s << 31) | 0x7f800000); return result.f; } else { // // Nan -- preserve sign and significand bits // uif32 result; result.i = static_cast((s << 31) | 0x7f800000 | (m << 13)); return result.f; } } // // Normalized number // e = e + (127 - 15); m = m << 13; // // Assemble s, e and m. // uif32 Result; Result.i = static_cast((s << 31) | (e << 23) | m); return Result.f; } GLM_FUNC_QUALIFIER hdata toFloat16(float const& f) { uif32 Entry; Entry.f = f; int i = static_cast(Entry.i); // // Our floating point number, f, is represented by the bit // pattern in integer i. Disassemble that bit pattern into // the sign, s, the exponent, e, and the significand, m. // Shift s into the position where it will go in the // resulting half number. // Adjust e, accounting for the different exponent bias // of float and half (127 versus 15). // int s = (i >> 16) & 0x00008000; int e = ((i >> 23) & 0x000000ff) - (127 - 15); int m = i & 0x007fffff; // // Now reassemble s, e and m into a half: // if(e <= 0) { if(e < -10) { // // E is less than -10. The absolute value of f is // less than half_MIN (f may be a small normalized // float, a denormalized float or a zero). // // We convert f to a half zero. // return hdata(s); } // // E is between -10 and 0. F is a normalized float, // whose magnitude is less than __half_NRM_MIN. // // We convert f to a denormalized half. // m = (m | 0x00800000) >> (1 - e); // // Round to nearest, round "0.5" up. // // Rounding may cause the significand to overflow and make // our number normalized. Because of the way a half's bits // are laid out, we don't have to treat this case separately; // the code below will handle it correctly. // if(m & 0x00001000) m += 0x00002000; // // Assemble the half from s, e (zero) and m. // return hdata(s | (m >> 13)); } else if(e == 0xff - (127 - 15)) { if(m == 0) { // // F is an infinity; convert f to a half // infinity with the same sign as f. // return hdata(s | 0x7c00); } else { // // F is a NAN; we produce a half NAN that preserves // the sign bit and the 10 leftmost bits of the // significand of f, with one exception: If the 10 // leftmost bits are all zero, the NAN would turn // into an infinity, so we have to set at least one // bit in the significand. // m >>= 13; return hdata(s | 0x7c00 | m | (m == 0)); } } else { // // E is greater than zero. F is a normalized float. // We try to convert f to a normalized half. // // // Round to nearest, round "0.5" up // if(m & 0x00001000) { m += 0x00002000; if(m & 0x00800000) { m = 0; // overflow in significand, e += 1; // adjust exponent } } // // Handle exponent overflow // if (e > 30) { overflow(); // Cause a hardware floating point overflow; return hdata(s | 0x7c00); // if this returns, the half becomes an } // infinity with the same sign as f. // // Assemble the half from s, e and m. // return hdata(s | (e << 10) | (m >> 13)); } } }//namespace detail }//namespace glm ================================================ FILE: third_party/glm/detail/type_mat2x2.hpp ================================================ /// @ref core /// @file glm/detail/type_mat2x2.hpp #pragma once #include "type_vec2.hpp" #include #include namespace glm { template struct mat<2, 2, T, Q> { typedef vec<2, T, Q> col_type; typedef vec<2, T, Q> row_type; typedef mat<2, 2, T, Q> type; typedef mat<2, 2, T, Q> transpose_type; typedef T value_type; private: col_type value[2]; public: // -- Accesses -- typedef length_t length_type; GLM_FUNC_DECL static GLM_CONSTEXPR length_type length() { return 2; } GLM_FUNC_DECL col_type & operator[](length_type i); GLM_FUNC_DECL GLM_CONSTEXPR col_type const& operator[](length_type i) const; // -- Constructors -- GLM_FUNC_DECL GLM_CONSTEXPR mat() GLM_DEFAULT; template GLM_FUNC_DECL GLM_CONSTEXPR mat(mat<2, 2, T, P> const& m); GLM_FUNC_DECL explicit GLM_CONSTEXPR mat(T scalar); GLM_FUNC_DECL GLM_CONSTEXPR mat( T const& x1, T const& y1, T const& x2, T const& y2); GLM_FUNC_DECL GLM_CONSTEXPR mat( col_type const& v1, col_type const& v2); // -- Conversions -- template GLM_FUNC_DECL GLM_CONSTEXPR mat( U const& x1, V const& y1, M const& x2, N const& y2); template GLM_FUNC_DECL GLM_CONSTEXPR mat( vec<2, U, Q> const& v1, vec<2, V, Q> const& v2); // -- Matrix conversions -- template GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 2, U, P> const& m); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 3, T, Q> const& x); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 4, T, Q> const& x); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 3, T, Q> const& x); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 2, T, Q> const& x); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 4, T, Q> const& x); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 2, T, Q> const& x); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 4, T, Q> const& x); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 3, T, Q> const& x); // -- Unary arithmetic operators -- template GLM_FUNC_DECL mat<2, 2, T, Q> & operator=(mat<2, 2, U, Q> const& m); template GLM_FUNC_DECL mat<2, 2, T, Q> & operator+=(U s); template GLM_FUNC_DECL mat<2, 2, T, Q> & operator+=(mat<2, 2, U, Q> const& m); template GLM_FUNC_DECL mat<2, 2, T, Q> & operator-=(U s); template GLM_FUNC_DECL mat<2, 2, T, Q> & operator-=(mat<2, 2, U, Q> const& m); template GLM_FUNC_DECL mat<2, 2, T, Q> & operator*=(U s); template GLM_FUNC_DECL mat<2, 2, T, Q> & operator*=(mat<2, 2, U, Q> const& m); template GLM_FUNC_DECL mat<2, 2, T, Q> & operator/=(U s); template GLM_FUNC_DECL mat<2, 2, T, Q> & operator/=(mat<2, 2, U, Q> const& m); // -- Increment and decrement operators -- GLM_FUNC_DECL mat<2, 2, T, Q> & operator++ (); GLM_FUNC_DECL mat<2, 2, T, Q> & operator-- (); GLM_FUNC_DECL mat<2, 2, T, Q> operator++(int); GLM_FUNC_DECL mat<2, 2, T, Q> operator--(int); }; // -- Unary operators -- template GLM_FUNC_DECL mat<2, 2, T, Q> operator+(mat<2, 2, T, Q> const& m); template GLM_FUNC_DECL mat<2, 2, T, Q> operator-(mat<2, 2, T, Q> const& m); // -- Binary operators -- template GLM_FUNC_DECL mat<2, 2, T, Q> operator+(mat<2, 2, T, Q> const& m, T scalar); template GLM_FUNC_DECL mat<2, 2, T, Q> operator+(T scalar, mat<2, 2, T, Q> const& m); template GLM_FUNC_DECL mat<2, 2, T, Q> operator+(mat<2, 2, T, Q> const& m1, mat<2, 2, T, Q> const& m2); template GLM_FUNC_DECL mat<2, 2, T, Q> operator-(mat<2, 2, T, Q> const& m, T scalar); template GLM_FUNC_DECL mat<2, 2, T, Q> operator-(T scalar, mat<2, 2, T, Q> const& m); template GLM_FUNC_DECL mat<2, 2, T, Q> operator-(mat<2, 2, T, Q> const& m1, mat<2, 2, T, Q> const& m2); template GLM_FUNC_DECL mat<2, 2, T, Q> operator*(mat<2, 2, T, Q> const& m, T scalar); template GLM_FUNC_DECL mat<2, 2, T, Q> operator*(T scalar, mat<2, 2, T, Q> const& m); template GLM_FUNC_DECL typename mat<2, 2, T, Q>::col_type operator*(mat<2, 2, T, Q> const& m, typename mat<2, 2, T, Q>::row_type const& v); template GLM_FUNC_DECL typename mat<2, 2, T, Q>::row_type operator*(typename mat<2, 2, T, Q>::col_type const& v, mat<2, 2, T, Q> const& m); template GLM_FUNC_DECL mat<2, 2, T, Q> operator*(mat<2, 2, T, Q> const& m1, mat<2, 2, T, Q> const& m2); template GLM_FUNC_DECL mat<3, 2, T, Q> operator*(mat<2, 2, T, Q> const& m1, mat<3, 2, T, Q> const& m2); template GLM_FUNC_DECL mat<4, 2, T, Q> operator*(mat<2, 2, T, Q> const& m1, mat<4, 2, T, Q> const& m2); template GLM_FUNC_DECL mat<2, 2, T, Q> operator/(mat<2, 2, T, Q> const& m, T scalar); template GLM_FUNC_DECL mat<2, 2, T, Q> operator/(T scalar, mat<2, 2, T, Q> const& m); template GLM_FUNC_DECL typename mat<2, 2, T, Q>::col_type operator/(mat<2, 2, T, Q> const& m, typename mat<2, 2, T, Q>::row_type const& v); template GLM_FUNC_DECL typename mat<2, 2, T, Q>::row_type operator/(typename mat<2, 2, T, Q>::col_type const& v, mat<2, 2, T, Q> const& m); template GLM_FUNC_DECL mat<2, 2, T, Q> operator/(mat<2, 2, T, Q> const& m1, mat<2, 2, T, Q> const& m2); // -- Boolean operators -- template GLM_FUNC_DECL bool operator==(mat<2, 2, T, Q> const& m1, mat<2, 2, T, Q> const& m2); template GLM_FUNC_DECL bool operator!=(mat<2, 2, T, Q> const& m1, mat<2, 2, T, Q> const& m2); } //namespace glm #ifndef GLM_EXTERNAL_TEMPLATE #include "type_mat2x2.inl" #endif ================================================ FILE: third_party/glm/detail/type_mat2x2.inl ================================================ #include "../matrix.hpp" namespace glm { // -- Constructors -- # if GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat() # if GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALIZER_LIST : value{col_type(1, 0), col_type(0, 1)} # endif { # if GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALISATION this->value[0] = col_type(1, 0); this->value[1] = col_type(0, 1); # endif } # endif template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat(mat<2, 2, T, P> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{m[0], m[1]} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = m[0]; this->value[1] = m[1]; # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat(T scalar) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(scalar, 0), col_type(0, scalar)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(scalar, 0); this->value[1] = col_type(0, scalar); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat ( T const& x0, T const& y0, T const& x1, T const& y1 ) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(x0, y0), col_type(x1, y1)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(x0, y0); this->value[1] = col_type(x1, y1); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat(col_type const& v0, col_type const& v1) # if GLM_HAS_INITIALIZER_LISTS : value{v0, v1} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = v0; this->value[1] = v1; # endif } // -- Conversion constructors -- template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat ( X1 const& x1, Y1 const& y1, X2 const& x2, Y2 const& y2 ) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(static_cast(x1), value_type(y1)), col_type(static_cast(x2), value_type(y2)) } # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(static_cast(x1), value_type(y1)); this->value[1] = col_type(static_cast(x2), value_type(y2)); # endif } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat(vec<2, V1, Q> const& v1, vec<2, V2, Q> const& v2) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(v1), col_type(v2)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(v1); this->value[1] = col_type(v2); # endif } // -- mat2x2 matrix conversions -- template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat(mat<2, 2, U, P> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0]), col_type(m[1])} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0]); this->value[1] = col_type(m[1]); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat(mat<3, 3, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0]), col_type(m[1])} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0]); this->value[1] = col_type(m[1]); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat(mat<4, 4, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0]), col_type(m[1])} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0]); this->value[1] = col_type(m[1]); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat(mat<2, 3, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0]), col_type(m[1])} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0]); this->value[1] = col_type(m[1]); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat(mat<3, 2, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0]), col_type(m[1])} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0]); this->value[1] = col_type(m[1]); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat(mat<2, 4, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0]), col_type(m[1])} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0]); this->value[1] = col_type(m[1]); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat(mat<4, 2, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0]), col_type(m[1])} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0]); this->value[1] = col_type(m[1]); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat(mat<3, 4, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0]), col_type(m[1])} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0]); this->value[1] = col_type(m[1]); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat(mat<4, 3, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0]), col_type(m[1])} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0]); this->value[1] = col_type(m[1]); # endif } // -- Accesses -- template GLM_FUNC_QUALIFIER typename mat<2, 2, T, Q>::col_type& mat<2, 2, T, Q>::operator[](typename mat<2, 2, T, Q>::length_type i) { assert(i < this->length()); return this->value[i]; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<2, 2, T, Q>::col_type const& mat<2, 2, T, Q>::operator[](typename mat<2, 2, T, Q>::length_type i) const { assert(i < this->length()); return this->value[i]; } // -- Unary updatable operators -- template template GLM_FUNC_QUALIFIER mat<2, 2, T, Q>& mat<2, 2, T, Q>::operator=(mat<2, 2, U, Q> const& m) { this->value[0] = m[0]; this->value[1] = m[1]; return *this; } template template GLM_FUNC_QUALIFIER mat<2, 2, T, Q>& mat<2, 2, T, Q>::operator+=(U scalar) { this->value[0] += scalar; this->value[1] += scalar; return *this; } template template GLM_FUNC_QUALIFIER mat<2, 2, T, Q>& mat<2, 2, T, Q>::operator+=(mat<2, 2, U, Q> const& m) { this->value[0] += m[0]; this->value[1] += m[1]; return *this; } template template GLM_FUNC_QUALIFIER mat<2, 2, T, Q>& mat<2, 2, T, Q>::operator-=(U scalar) { this->value[0] -= scalar; this->value[1] -= scalar; return *this; } template template GLM_FUNC_QUALIFIER mat<2, 2, T, Q>& mat<2, 2, T, Q>::operator-=(mat<2, 2, U, Q> const& m) { this->value[0] -= m[0]; this->value[1] -= m[1]; return *this; } template template GLM_FUNC_QUALIFIER mat<2, 2, T, Q>& mat<2, 2, T, Q>::operator*=(U scalar) { this->value[0] *= scalar; this->value[1] *= scalar; return *this; } template template GLM_FUNC_QUALIFIER mat<2, 2, T, Q>& mat<2, 2, T, Q>::operator*=(mat<2, 2, U, Q> const& m) { return (*this = *this * m); } template template GLM_FUNC_QUALIFIER mat<2, 2, T, Q>& mat<2, 2, T, Q>::operator/=(U scalar) { this->value[0] /= scalar; this->value[1] /= scalar; return *this; } template template GLM_FUNC_QUALIFIER mat<2, 2, T, Q>& mat<2, 2, T, Q>::operator/=(mat<2, 2, U, Q> const& m) { return *this *= inverse(m); } // -- Increment and decrement operators -- template GLM_FUNC_QUALIFIER mat<2, 2, T, Q>& mat<2, 2, T, Q>::operator++() { ++this->value[0]; ++this->value[1]; return *this; } template GLM_FUNC_QUALIFIER mat<2, 2, T, Q>& mat<2, 2, T, Q>::operator--() { --this->value[0]; --this->value[1]; return *this; } template GLM_FUNC_QUALIFIER mat<2, 2, T, Q> mat<2, 2, T, Q>::operator++(int) { mat<2, 2, T, Q> Result(*this); ++*this; return Result; } template GLM_FUNC_QUALIFIER mat<2, 2, T, Q> mat<2, 2, T, Q>::operator--(int) { mat<2, 2, T, Q> Result(*this); --*this; return Result; } // -- Unary arithmetic operators -- template GLM_FUNC_QUALIFIER mat<2, 2, T, Q> operator+(mat<2, 2, T, Q> const& m) { return m; } template GLM_FUNC_QUALIFIER mat<2, 2, T, Q> operator-(mat<2, 2, T, Q> const& m) { return mat<2, 2, T, Q>( -m[0], -m[1]); } // -- Binary arithmetic operators -- template GLM_FUNC_QUALIFIER mat<2, 2, T, Q> operator+(mat<2, 2, T, Q> const& m, T scalar) { return mat<2, 2, T, Q>( m[0] + scalar, m[1] + scalar); } template GLM_FUNC_QUALIFIER mat<2, 2, T, Q> operator+(T scalar, mat<2, 2, T, Q> const& m) { return mat<2, 2, T, Q>( m[0] + scalar, m[1] + scalar); } template GLM_FUNC_QUALIFIER mat<2, 2, T, Q> operator+(mat<2, 2, T, Q> const& m1, mat<2, 2, T, Q> const& m2) { return mat<2, 2, T, Q>( m1[0] + m2[0], m1[1] + m2[1]); } template GLM_FUNC_QUALIFIER mat<2, 2, T, Q> operator-(mat<2, 2, T, Q> const& m, T scalar) { return mat<2, 2, T, Q>( m[0] - scalar, m[1] - scalar); } template GLM_FUNC_QUALIFIER mat<2, 2, T, Q> operator-(T scalar, mat<2, 2, T, Q> const& m) { return mat<2, 2, T, Q>( scalar - m[0], scalar - m[1]); } template GLM_FUNC_QUALIFIER mat<2, 2, T, Q> operator-(mat<2, 2, T, Q> const& m1, mat<2, 2, T, Q> const& m2) { return mat<2, 2, T, Q>( m1[0] - m2[0], m1[1] - m2[1]); } template GLM_FUNC_QUALIFIER mat<2, 2, T, Q> operator*(mat<2, 2, T, Q> const& m, T scalar) { return mat<2, 2, T, Q>( m[0] * scalar, m[1] * scalar); } template GLM_FUNC_QUALIFIER mat<2, 2, T, Q> operator*(T scalar, mat<2, 2, T, Q> const& m) { return mat<2, 2, T, Q>( m[0] * scalar, m[1] * scalar); } template GLM_FUNC_QUALIFIER typename mat<2, 2, T, Q>::col_type operator* ( mat<2, 2, T, Q> const& m, typename mat<2, 2, T, Q>::row_type const& v ) { return vec<2, T, Q>( m[0][0] * v.x + m[1][0] * v.y, m[0][1] * v.x + m[1][1] * v.y); } template GLM_FUNC_QUALIFIER typename mat<2, 2, T, Q>::row_type operator* ( typename mat<2, 2, T, Q>::col_type const& v, mat<2, 2, T, Q> const& m ) { return vec<2, T, Q>( v.x * m[0][0] + v.y * m[0][1], v.x * m[1][0] + v.y * m[1][1]); } template GLM_FUNC_QUALIFIER mat<2, 2, T, Q> operator*(mat<2, 2, T, Q> const& m1, mat<2, 2, T, Q> const& m2) { return mat<2, 2, T, Q>( m1[0][0] * m2[0][0] + m1[1][0] * m2[0][1], m1[0][1] * m2[0][0] + m1[1][1] * m2[0][1], m1[0][0] * m2[1][0] + m1[1][0] * m2[1][1], m1[0][1] * m2[1][0] + m1[1][1] * m2[1][1]); } template GLM_FUNC_QUALIFIER mat<3, 2, T, Q> operator*(mat<2, 2, T, Q> const& m1, mat<3, 2, T, Q> const& m2) { return mat<3, 2, T, Q>( m1[0][0] * m2[0][0] + m1[1][0] * m2[0][1], m1[0][1] * m2[0][0] + m1[1][1] * m2[0][1], m1[0][0] * m2[1][0] + m1[1][0] * m2[1][1], m1[0][1] * m2[1][0] + m1[1][1] * m2[1][1], m1[0][0] * m2[2][0] + m1[1][0] * m2[2][1], m1[0][1] * m2[2][0] + m1[1][1] * m2[2][1]); } template GLM_FUNC_QUALIFIER mat<4, 2, T, Q> operator*(mat<2, 2, T, Q> const& m1, mat<4, 2, T, Q> const& m2) { return mat<4, 2, T, Q>( m1[0][0] * m2[0][0] + m1[1][0] * m2[0][1], m1[0][1] * m2[0][0] + m1[1][1] * m2[0][1], m1[0][0] * m2[1][0] + m1[1][0] * m2[1][1], m1[0][1] * m2[1][0] + m1[1][1] * m2[1][1], m1[0][0] * m2[2][0] + m1[1][0] * m2[2][1], m1[0][1] * m2[2][0] + m1[1][1] * m2[2][1], m1[0][0] * m2[3][0] + m1[1][0] * m2[3][1], m1[0][1] * m2[3][0] + m1[1][1] * m2[3][1]); } template GLM_FUNC_QUALIFIER mat<2, 2, T, Q> operator/(mat<2, 2, T, Q> const& m, T scalar) { return mat<2, 2, T, Q>( m[0] / scalar, m[1] / scalar); } template GLM_FUNC_QUALIFIER mat<2, 2, T, Q> operator/(T scalar, mat<2, 2, T, Q> const& m) { return mat<2, 2, T, Q>( scalar / m[0], scalar / m[1]); } template GLM_FUNC_QUALIFIER typename mat<2, 2, T, Q>::col_type operator/(mat<2, 2, T, Q> const& m, typename mat<2, 2, T, Q>::row_type const& v) { return inverse(m) * v; } template GLM_FUNC_QUALIFIER typename mat<2, 2, T, Q>::row_type operator/(typename mat<2, 2, T, Q>::col_type const& v, mat<2, 2, T, Q> const& m) { return v * inverse(m); } template GLM_FUNC_QUALIFIER mat<2, 2, T, Q> operator/(mat<2, 2, T, Q> const& m1, mat<2, 2, T, Q> const& m2) { mat<2, 2, T, Q> m1_copy(m1); return m1_copy /= m2; } // -- Boolean operators -- template GLM_FUNC_QUALIFIER bool operator==(mat<2, 2, T, Q> const& m1, mat<2, 2, T, Q> const& m2) { return (m1[0] == m2[0]) && (m1[1] == m2[1]); } template GLM_FUNC_QUALIFIER bool operator!=(mat<2, 2, T, Q> const& m1, mat<2, 2, T, Q> const& m2) { return (m1[0] != m2[0]) || (m1[1] != m2[1]); } } //namespace glm ================================================ FILE: third_party/glm/detail/type_mat2x3.hpp ================================================ /// @ref core /// @file glm/detail/type_mat2x3.hpp #pragma once #include "type_vec2.hpp" #include "type_vec3.hpp" #include #include namespace glm { template struct mat<2, 3, T, Q> { typedef vec<3, T, Q> col_type; typedef vec<2, T, Q> row_type; typedef mat<2, 3, T, Q> type; typedef mat<3, 2, T, Q> transpose_type; typedef T value_type; private: col_type value[2]; public: // -- Accesses -- typedef length_t length_type; GLM_FUNC_DECL static GLM_CONSTEXPR length_type length() { return 2; } GLM_FUNC_DECL col_type & operator[](length_type i); GLM_FUNC_DECL GLM_CONSTEXPR col_type const& operator[](length_type i) const; // -- Constructors -- GLM_FUNC_DECL GLM_CONSTEXPR mat() GLM_DEFAULT; template GLM_FUNC_DECL GLM_CONSTEXPR mat(mat<2, 3, T, P> const& m); GLM_FUNC_DECL explicit GLM_CONSTEXPR mat(T scalar); GLM_FUNC_DECL GLM_CONSTEXPR mat( T x0, T y0, T z0, T x1, T y1, T z1); GLM_FUNC_DECL GLM_CONSTEXPR mat( col_type const& v0, col_type const& v1); // -- Conversions -- template GLM_FUNC_DECL GLM_CONSTEXPR mat( X1 x1, Y1 y1, Z1 z1, X2 x2, Y2 y2, Z2 z2); template GLM_FUNC_DECL GLM_CONSTEXPR mat( vec<3, U, Q> const& v1, vec<3, V, Q> const& v2); // -- Matrix conversions -- template GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 3, U, P> const& m); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 2, T, Q> const& x); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 3, T, Q> const& x); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 4, T, Q> const& x); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 4, T, Q> const& x); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 2, T, Q> const& x); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 4, T, Q> const& x); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 2, T, Q> const& x); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 3, T, Q> const& x); // -- Unary arithmetic operators -- template GLM_FUNC_DECL mat<2, 3, T, Q> & operator=(mat<2, 3, U, Q> const& m); template GLM_FUNC_DECL mat<2, 3, T, Q> & operator+=(U s); template GLM_FUNC_DECL mat<2, 3, T, Q> & operator+=(mat<2, 3, U, Q> const& m); template GLM_FUNC_DECL mat<2, 3, T, Q> & operator-=(U s); template GLM_FUNC_DECL mat<2, 3, T, Q> & operator-=(mat<2, 3, U, Q> const& m); template GLM_FUNC_DECL mat<2, 3, T, Q> & operator*=(U s); template GLM_FUNC_DECL mat<2, 3, T, Q> & operator/=(U s); // -- Increment and decrement operators -- GLM_FUNC_DECL mat<2, 3, T, Q> & operator++ (); GLM_FUNC_DECL mat<2, 3, T, Q> & operator-- (); GLM_FUNC_DECL mat<2, 3, T, Q> operator++(int); GLM_FUNC_DECL mat<2, 3, T, Q> operator--(int); }; // -- Unary operators -- template GLM_FUNC_DECL mat<2, 3, T, Q> operator+(mat<2, 3, T, Q> const& m); template GLM_FUNC_DECL mat<2, 3, T, Q> operator-(mat<2, 3, T, Q> const& m); // -- Binary operators -- template GLM_FUNC_DECL mat<2, 3, T, Q> operator+(mat<2, 3, T, Q> const& m, T scalar); template GLM_FUNC_DECL mat<2, 3, T, Q> operator+(mat<2, 3, T, Q> const& m1, mat<2, 3, T, Q> const& m2); template GLM_FUNC_DECL mat<2, 3, T, Q> operator-(mat<2, 3, T, Q> const& m, T scalar); template GLM_FUNC_DECL mat<2, 3, T, Q> operator-(mat<2, 3, T, Q> const& m1, mat<2, 3, T, Q> const& m2); template GLM_FUNC_DECL mat<2, 3, T, Q> operator*(mat<2, 3, T, Q> const& m, T scalar); template GLM_FUNC_DECL mat<2, 3, T, Q> operator*(T scalar, mat<2, 3, T, Q> const& m); template GLM_FUNC_DECL typename mat<2, 3, T, Q>::col_type operator*(mat<2, 3, T, Q> const& m, typename mat<2, 3, T, Q>::row_type const& v); template GLM_FUNC_DECL typename mat<2, 3, T, Q>::row_type operator*(typename mat<2, 3, T, Q>::col_type const& v, mat<2, 3, T, Q> const& m); template GLM_FUNC_DECL mat<2, 3, T, Q> operator*(mat<2, 3, T, Q> const& m1, mat<2, 2, T, Q> const& m2); template GLM_FUNC_DECL mat<3, 3, T, Q> operator*(mat<2, 3, T, Q> const& m1, mat<3, 2, T, Q> const& m2); template GLM_FUNC_DECL mat<4, 3, T, Q> operator*(mat<2, 3, T, Q> const& m1, mat<4, 2, T, Q> const& m2); template GLM_FUNC_DECL mat<2, 3, T, Q> operator/(mat<2, 3, T, Q> const& m, T scalar); template GLM_FUNC_DECL mat<2, 3, T, Q> operator/(T scalar, mat<2, 3, T, Q> const& m); // -- Boolean operators -- template GLM_FUNC_DECL bool operator==(mat<2, 3, T, Q> const& m1, mat<2, 3, T, Q> const& m2); template GLM_FUNC_DECL bool operator!=(mat<2, 3, T, Q> const& m1, mat<2, 3, T, Q> const& m2); }//namespace glm #ifndef GLM_EXTERNAL_TEMPLATE #include "type_mat2x3.inl" #endif ================================================ FILE: third_party/glm/detail/type_mat2x3.inl ================================================ namespace glm { // -- Constructors -- # if GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat() # if GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALIZER_LIST : value{col_type(1, 0, 0), col_type(0, 1, 0)} # endif { # if GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALISATION this->value[0] = col_type(1, 0, 0); this->value[1] = col_type(0, 1, 0); # endif } # endif template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat(mat<2, 3, T, P> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{m.value[0], m.value[1]} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = m.value[0]; this->value[1] = m.value[1]; # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat(T scalar) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(scalar, 0, 0), col_type(0, scalar, 0)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(scalar, 0, 0); this->value[1] = col_type(0, scalar, 0); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat ( T x0, T y0, T z0, T x1, T y1, T z1 ) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(x0, y0, z0), col_type(x1, y1, z1)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(x0, y0, z0); this->value[1] = col_type(x1, y1, z1); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat(col_type const& v0, col_type const& v1) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(v0), col_type(v1)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(v0); this->value[1] = col_type(v1); # endif } // -- Conversion constructors -- template template< typename X1, typename Y1, typename Z1, typename X2, typename Y2, typename Z2> GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat ( X1 x1, Y1 y1, Z1 z1, X2 x2, Y2 y2, Z2 z2 ) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(x1, y1, z1), col_type(x2, y2, z2)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(x1, y1, z1); this->value[1] = col_type(x2, y2, z2); # endif } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat(vec<3, V1, Q> const& v1, vec<3, V2, Q> const& v2) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(v1), col_type(v2)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(v1); this->value[1] = col_type(v2); # endif } // -- Matrix conversions -- template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat(mat<2, 3, U, P> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0]), col_type(m[1])} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0]); this->value[1] = col_type(m[1]); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat(mat<2, 2, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0], 0), col_type(m[1], 0)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0], 0); this->value[1] = col_type(m[1], 0); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat(mat<3, 3, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0]), col_type(m[1])} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0]); this->value[1] = col_type(m[1]); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat(mat<4, 4, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0]), col_type(m[1])} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0]); this->value[1] = col_type(m[1]); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat(mat<2, 4, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0]), col_type(m[1])} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0]); this->value[1] = col_type(m[1]); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat(mat<3, 2, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0], 0), col_type(m[1], 0)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0], 0); this->value[1] = col_type(m[1], 0); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat(mat<3, 4, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0]), col_type(m[1])} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0]); this->value[1] = col_type(m[1]); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat(mat<4, 2, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0], 0), col_type(m[1], 0)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0], 0); this->value[1] = col_type(m[1], 0); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat(mat<4, 3, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0]), col_type(m[1])} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0]); this->value[1] = col_type(m[1]); # endif } // -- Accesses -- template GLM_FUNC_QUALIFIER typename mat<2, 3, T, Q>::col_type & mat<2, 3, T, Q>::operator[](typename mat<2, 3, T, Q>::length_type i) { assert(i < this->length()); return this->value[i]; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<2, 3, T, Q>::col_type const& mat<2, 3, T, Q>::operator[](typename mat<2, 3, T, Q>::length_type i) const { assert(i < this->length()); return this->value[i]; } // -- Unary updatable operators -- template template GLM_FUNC_QUALIFIER mat<2, 3, T, Q>& mat<2, 3, T, Q>::operator=(mat<2, 3, U, Q> const& m) { this->value[0] = m[0]; this->value[1] = m[1]; return *this; } template template GLM_FUNC_QUALIFIER mat<2, 3, T, Q> & mat<2, 3, T, Q>::operator+=(U s) { this->value[0] += s; this->value[1] += s; return *this; } template template GLM_FUNC_QUALIFIER mat<2, 3, T, Q>& mat<2, 3, T, Q>::operator+=(mat<2, 3, U, Q> const& m) { this->value[0] += m[0]; this->value[1] += m[1]; return *this; } template template GLM_FUNC_QUALIFIER mat<2, 3, T, Q>& mat<2, 3, T, Q>::operator-=(U s) { this->value[0] -= s; this->value[1] -= s; return *this; } template template GLM_FUNC_QUALIFIER mat<2, 3, T, Q>& mat<2, 3, T, Q>::operator-=(mat<2, 3, U, Q> const& m) { this->value[0] -= m[0]; this->value[1] -= m[1]; return *this; } template template GLM_FUNC_QUALIFIER mat<2, 3, T, Q>& mat<2, 3, T, Q>::operator*=(U s) { this->value[0] *= s; this->value[1] *= s; return *this; } template template GLM_FUNC_QUALIFIER mat<2, 3, T, Q> & mat<2, 3, T, Q>::operator/=(U s) { this->value[0] /= s; this->value[1] /= s; return *this; } // -- Increment and decrement operators -- template GLM_FUNC_QUALIFIER mat<2, 3, T, Q> & mat<2, 3, T, Q>::operator++() { ++this->value[0]; ++this->value[1]; return *this; } template GLM_FUNC_QUALIFIER mat<2, 3, T, Q> & mat<2, 3, T, Q>::operator--() { --this->value[0]; --this->value[1]; return *this; } template GLM_FUNC_QUALIFIER mat<2, 3, T, Q> mat<2, 3, T, Q>::operator++(int) { mat<2, 3, T, Q> Result(*this); ++*this; return Result; } template GLM_FUNC_QUALIFIER mat<2, 3, T, Q> mat<2, 3, T, Q>::operator--(int) { mat<2, 3, T, Q> Result(*this); --*this; return Result; } // -- Unary arithmetic operators -- template GLM_FUNC_QUALIFIER mat<2, 3, T, Q> operator+(mat<2, 3, T, Q> const& m) { return m; } template GLM_FUNC_QUALIFIER mat<2, 3, T, Q> operator-(mat<2, 3, T, Q> const& m) { return mat<2, 3, T, Q>( -m[0], -m[1]); } // -- Binary arithmetic operators -- template GLM_FUNC_QUALIFIER mat<2, 3, T, Q> operator+(mat<2, 3, T, Q> const& m, T scalar) { return mat<2, 3, T, Q>( m[0] + scalar, m[1] + scalar); } template GLM_FUNC_QUALIFIER mat<2, 3, T, Q> operator+(mat<2, 3, T, Q> const& m1, mat<2, 3, T, Q> const& m2) { return mat<2, 3, T, Q>( m1[0] + m2[0], m1[1] + m2[1]); } template GLM_FUNC_QUALIFIER mat<2, 3, T, Q> operator-(mat<2, 3, T, Q> const& m, T scalar) { return mat<2, 3, T, Q>( m[0] - scalar, m[1] - scalar); } template GLM_FUNC_QUALIFIER mat<2, 3, T, Q> operator-(mat<2, 3, T, Q> const& m1, mat<2, 3, T, Q> const& m2) { return mat<2, 3, T, Q>( m1[0] - m2[0], m1[1] - m2[1]); } template GLM_FUNC_QUALIFIER mat<2, 3, T, Q> operator*(mat<2, 3, T, Q> const& m, T scalar) { return mat<2, 3, T, Q>( m[0] * scalar, m[1] * scalar); } template GLM_FUNC_QUALIFIER mat<2, 3, T, Q> operator*(T scalar, mat<2, 3, T, Q> const& m) { return mat<2, 3, T, Q>( m[0] * scalar, m[1] * scalar); } template GLM_FUNC_QUALIFIER typename mat<2, 3, T, Q>::col_type operator* ( mat<2, 3, T, Q> const& m, typename mat<2, 3, T, Q>::row_type const& v) { return typename mat<2, 3, T, Q>::col_type( m[0][0] * v.x + m[1][0] * v.y, m[0][1] * v.x + m[1][1] * v.y, m[0][2] * v.x + m[1][2] * v.y); } template GLM_FUNC_QUALIFIER typename mat<2, 3, T, Q>::row_type operator* ( typename mat<2, 3, T, Q>::col_type const& v, mat<2, 3, T, Q> const& m) { return typename mat<2, 3, T, Q>::row_type( v.x * m[0][0] + v.y * m[0][1] + v.z * m[0][2], v.x * m[1][0] + v.y * m[1][1] + v.z * m[1][2]); } template GLM_FUNC_QUALIFIER mat<2, 3, T, Q> operator*(mat<2, 3, T, Q> const& m1, mat<2, 2, T, Q> const& m2) { return mat<2, 3, T, Q>( m1[0][0] * m2[0][0] + m1[1][0] * m2[0][1], m1[0][1] * m2[0][0] + m1[1][1] * m2[0][1], m1[0][2] * m2[0][0] + m1[1][2] * m2[0][1], m1[0][0] * m2[1][0] + m1[1][0] * m2[1][1], m1[0][1] * m2[1][0] + m1[1][1] * m2[1][1], m1[0][2] * m2[1][0] + m1[1][2] * m2[1][1]); } template GLM_FUNC_QUALIFIER mat<3, 3, T, Q> operator*(mat<2, 3, T, Q> const& m1, mat<3, 2, T, Q> const& m2) { T SrcA00 = m1[0][0]; T SrcA01 = m1[0][1]; T SrcA02 = m1[0][2]; T SrcA10 = m1[1][0]; T SrcA11 = m1[1][1]; T SrcA12 = m1[1][2]; T SrcB00 = m2[0][0]; T SrcB01 = m2[0][1]; T SrcB10 = m2[1][0]; T SrcB11 = m2[1][1]; T SrcB20 = m2[2][0]; T SrcB21 = m2[2][1]; mat<3, 3, T, Q> Result; Result[0][0] = SrcA00 * SrcB00 + SrcA10 * SrcB01; Result[0][1] = SrcA01 * SrcB00 + SrcA11 * SrcB01; Result[0][2] = SrcA02 * SrcB00 + SrcA12 * SrcB01; Result[1][0] = SrcA00 * SrcB10 + SrcA10 * SrcB11; Result[1][1] = SrcA01 * SrcB10 + SrcA11 * SrcB11; Result[1][2] = SrcA02 * SrcB10 + SrcA12 * SrcB11; Result[2][0] = SrcA00 * SrcB20 + SrcA10 * SrcB21; Result[2][1] = SrcA01 * SrcB20 + SrcA11 * SrcB21; Result[2][2] = SrcA02 * SrcB20 + SrcA12 * SrcB21; return Result; } template GLM_FUNC_QUALIFIER mat<4, 3, T, Q> operator*(mat<2, 3, T, Q> const& m1, mat<4, 2, T, Q> const& m2) { return mat<4, 3, T, Q>( m1[0][0] * m2[0][0] + m1[1][0] * m2[0][1], m1[0][1] * m2[0][0] + m1[1][1] * m2[0][1], m1[0][2] * m2[0][0] + m1[1][2] * m2[0][1], m1[0][0] * m2[1][0] + m1[1][0] * m2[1][1], m1[0][1] * m2[1][0] + m1[1][1] * m2[1][1], m1[0][2] * m2[1][0] + m1[1][2] * m2[1][1], m1[0][0] * m2[2][0] + m1[1][0] * m2[2][1], m1[0][1] * m2[2][0] + m1[1][1] * m2[2][1], m1[0][2] * m2[2][0] + m1[1][2] * m2[2][1], m1[0][0] * m2[3][0] + m1[1][0] * m2[3][1], m1[0][1] * m2[3][0] + m1[1][1] * m2[3][1], m1[0][2] * m2[3][0] + m1[1][2] * m2[3][1]); } template GLM_FUNC_QUALIFIER mat<2, 3, T, Q> operator/(mat<2, 3, T, Q> const& m, T scalar) { return mat<2, 3, T, Q>( m[0] / scalar, m[1] / scalar); } template GLM_FUNC_QUALIFIER mat<2, 3, T, Q> operator/(T scalar, mat<2, 3, T, Q> const& m) { return mat<2, 3, T, Q>( scalar / m[0], scalar / m[1]); } // -- Boolean operators -- template GLM_FUNC_QUALIFIER bool operator==(mat<2, 3, T, Q> const& m1, mat<2, 3, T, Q> const& m2) { return (m1[0] == m2[0]) && (m1[1] == m2[1]); } template GLM_FUNC_QUALIFIER bool operator!=(mat<2, 3, T, Q> const& m1, mat<2, 3, T, Q> const& m2) { return (m1[0] != m2[0]) || (m1[1] != m2[1]); } } //namespace glm ================================================ FILE: third_party/glm/detail/type_mat2x4.hpp ================================================ /// @ref core /// @file glm/detail/type_mat2x4.hpp #pragma once #include "type_vec2.hpp" #include "type_vec4.hpp" #include #include namespace glm { template struct mat<2, 4, T, Q> { typedef vec<4, T, Q> col_type; typedef vec<2, T, Q> row_type; typedef mat<2, 4, T, Q> type; typedef mat<4, 2, T, Q> transpose_type; typedef T value_type; private: col_type value[2]; public: // -- Accesses -- typedef length_t length_type; GLM_FUNC_DECL static GLM_CONSTEXPR length_type length() { return 2; } GLM_FUNC_DECL col_type & operator[](length_type i); GLM_FUNC_DECL GLM_CONSTEXPR col_type const& operator[](length_type i) const; // -- Constructors -- GLM_FUNC_DECL GLM_CONSTEXPR mat() GLM_DEFAULT; template GLM_FUNC_DECL GLM_CONSTEXPR mat(mat<2, 4, T, P> const& m); GLM_FUNC_DECL explicit GLM_CONSTEXPR mat(T scalar); GLM_FUNC_DECL GLM_CONSTEXPR mat( T x0, T y0, T z0, T w0, T x1, T y1, T z1, T w1); GLM_FUNC_DECL GLM_CONSTEXPR mat( col_type const& v0, col_type const& v1); // -- Conversions -- template< typename X1, typename Y1, typename Z1, typename W1, typename X2, typename Y2, typename Z2, typename W2> GLM_FUNC_DECL GLM_CONSTEXPR mat( X1 x1, Y1 y1, Z1 z1, W1 w1, X2 x2, Y2 y2, Z2 z2, W2 w2); template GLM_FUNC_DECL GLM_CONSTEXPR mat( vec<4, U, Q> const& v1, vec<4, V, Q> const& v2); // -- Matrix conversions -- template GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 4, U, P> const& m); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 2, T, Q> const& x); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 3, T, Q> const& x); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 4, T, Q> const& x); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 3, T, Q> const& x); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 2, T, Q> const& x); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 4, T, Q> const& x); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 2, T, Q> const& x); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 3, T, Q> const& x); // -- Unary arithmetic operators -- template GLM_FUNC_DECL mat<2, 4, T, Q> & operator=(mat<2, 4, U, Q> const& m); template GLM_FUNC_DECL mat<2, 4, T, Q> & operator+=(U s); template GLM_FUNC_DECL mat<2, 4, T, Q> & operator+=(mat<2, 4, U, Q> const& m); template GLM_FUNC_DECL mat<2, 4, T, Q> & operator-=(U s); template GLM_FUNC_DECL mat<2, 4, T, Q> & operator-=(mat<2, 4, U, Q> const& m); template GLM_FUNC_DECL mat<2, 4, T, Q> & operator*=(U s); template GLM_FUNC_DECL mat<2, 4, T, Q> & operator/=(U s); // -- Increment and decrement operators -- GLM_FUNC_DECL mat<2, 4, T, Q> & operator++ (); GLM_FUNC_DECL mat<2, 4, T, Q> & operator-- (); GLM_FUNC_DECL mat<2, 4, T, Q> operator++(int); GLM_FUNC_DECL mat<2, 4, T, Q> operator--(int); }; // -- Unary operators -- template GLM_FUNC_DECL mat<2, 4, T, Q> operator+(mat<2, 4, T, Q> const& m); template GLM_FUNC_DECL mat<2, 4, T, Q> operator-(mat<2, 4, T, Q> const& m); // -- Binary operators -- template GLM_FUNC_DECL mat<2, 4, T, Q> operator+(mat<2, 4, T, Q> const& m, T scalar); template GLM_FUNC_DECL mat<2, 4, T, Q> operator+(mat<2, 4, T, Q> const& m1, mat<2, 4, T, Q> const& m2); template GLM_FUNC_DECL mat<2, 4, T, Q> operator-(mat<2, 4, T, Q> const& m, T scalar); template GLM_FUNC_DECL mat<2, 4, T, Q> operator-(mat<2, 4, T, Q> const& m1, mat<2, 4, T, Q> const& m2); template GLM_FUNC_DECL mat<2, 4, T, Q> operator*(mat<2, 4, T, Q> const& m, T scalar); template GLM_FUNC_DECL mat<2, 4, T, Q> operator*(T scalar, mat<2, 4, T, Q> const& m); template GLM_FUNC_DECL typename mat<2, 4, T, Q>::col_type operator*(mat<2, 4, T, Q> const& m, typename mat<2, 4, T, Q>::row_type const& v); template GLM_FUNC_DECL typename mat<2, 4, T, Q>::row_type operator*(typename mat<2, 4, T, Q>::col_type const& v, mat<2, 4, T, Q> const& m); template GLM_FUNC_DECL mat<4, 4, T, Q> operator*(mat<2, 4, T, Q> const& m1, mat<4, 2, T, Q> const& m2); template GLM_FUNC_DECL mat<2, 4, T, Q> operator*(mat<2, 4, T, Q> const& m1, mat<2, 2, T, Q> const& m2); template GLM_FUNC_DECL mat<3, 4, T, Q> operator*(mat<2, 4, T, Q> const& m1, mat<3, 2, T, Q> const& m2); template GLM_FUNC_DECL mat<2, 4, T, Q> operator/(mat<2, 4, T, Q> const& m, T scalar); template GLM_FUNC_DECL mat<2, 4, T, Q> operator/(T scalar, mat<2, 4, T, Q> const& m); // -- Boolean operators -- template GLM_FUNC_DECL bool operator==(mat<2, 4, T, Q> const& m1, mat<2, 4, T, Q> const& m2); template GLM_FUNC_DECL bool operator!=(mat<2, 4, T, Q> const& m1, mat<2, 4, T, Q> const& m2); }//namespace glm #ifndef GLM_EXTERNAL_TEMPLATE #include "type_mat2x4.inl" #endif ================================================ FILE: third_party/glm/detail/type_mat2x4.inl ================================================ namespace glm { // -- Constructors -- # if GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat() # if GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALIZER_LIST : value{col_type(1, 0, 0, 0), col_type(0, 1, 0, 0)} # endif { # if GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALISATION this->value[0] = col_type(1, 0, 0, 0); this->value[1] = col_type(0, 1, 0, 0); # endif } # endif template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat(mat<2, 4, T, P> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{m[0], m[1]} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = m[0]; this->value[1] = m[1]; # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat(T s) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(s, 0, 0, 0), col_type(0, s, 0, 0)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(s, 0, 0, 0); this->value[1] = col_type(0, s, 0, 0); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat ( T x0, T y0, T z0, T w0, T x1, T y1, T z1, T w1 ) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(x0, y0, z0, w0), col_type(x1, y1, z1, w1)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(x0, y0, z0, w0); this->value[1] = col_type(x1, y1, z1, w1); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat(col_type const& v0, col_type const& v1) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(v0), col_type(v1)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = v0; this->value[1] = v1; # endif } // -- Conversion constructors -- template template< typename X1, typename Y1, typename Z1, typename W1, typename X2, typename Y2, typename Z2, typename W2> GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat ( X1 x1, Y1 y1, Z1 z1, W1 w1, X2 x2, Y2 y2, Z2 z2, W2 w2 ) # if GLM_HAS_INITIALIZER_LISTS : value{ col_type(x1, y1, z1, w1), col_type(x2, y2, z2, w2)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(x1, y1, z1, w1); this->value[1] = col_type(x2, y2, z2, w2); # endif } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat(vec<4, V1, Q> const& v1, vec<4, V2, Q> const& v2) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(v1), col_type(v2)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(v1); this->value[1] = col_type(v2); # endif } // -- Matrix conversions -- template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat(mat<2, 4, U, P> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0]), col_type(m[1])} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0]); this->value[1] = col_type(m[1]); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat(mat<2, 2, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0], 0, 0), col_type(m[1], 0, 0)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0], 0, 0); this->value[1] = col_type(m[1], 0, 0); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat(mat<3, 3, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0], 0), col_type(m[1], 0)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0], 0); this->value[1] = col_type(m[1], 0); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat(mat<4, 4, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0]), col_type(m[1])} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0]); this->value[1] = col_type(m[1]); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat(mat<2, 3, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0], 0), col_type(m[1], 0)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0], 0); this->value[1] = col_type(m[1], 0); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat(mat<3, 2, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0], 0, 0), col_type(m[1], 0, 0)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0], 0, 0); this->value[1] = col_type(m[1], 0, 0); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat(mat<3, 4, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0]), col_type(m[1])} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0]); this->value[1] = col_type(m[1]); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat(mat<4, 2, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0], 0, 0), col_type(m[1], 0, 0)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0], 0, 0); this->value[1] = col_type(m[1], 0, 0); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat(mat<4, 3, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0], 0), col_type(m[1], 0)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0], 0); this->value[1] = col_type(m[1], 0); # endif } // -- Accesses -- template GLM_FUNC_QUALIFIER typename mat<2, 4, T, Q>::col_type & mat<2, 4, T, Q>::operator[](typename mat<2, 4, T, Q>::length_type i) { assert(i < this->length()); return this->value[i]; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<2, 4, T, Q>::col_type const& mat<2, 4, T, Q>::operator[](typename mat<2, 4, T, Q>::length_type i) const { assert(i < this->length()); return this->value[i]; } // -- Unary updatable operators -- template template GLM_FUNC_QUALIFIER mat<2, 4, T, Q>& mat<2, 4, T, Q>::operator=(mat<2, 4, U, Q> const& m) { this->value[0] = m[0]; this->value[1] = m[1]; return *this; } template template GLM_FUNC_QUALIFIER mat<2, 4, T, Q>& mat<2, 4, T, Q>::operator+=(U s) { this->value[0] += s; this->value[1] += s; return *this; } template template GLM_FUNC_QUALIFIER mat<2, 4, T, Q>& mat<2, 4, T, Q>::operator+=(mat<2, 4, U, Q> const& m) { this->value[0] += m[0]; this->value[1] += m[1]; return *this; } template template GLM_FUNC_QUALIFIER mat<2, 4, T, Q>& mat<2, 4, T, Q>::operator-=(U s) { this->value[0] -= s; this->value[1] -= s; return *this; } template template GLM_FUNC_QUALIFIER mat<2, 4, T, Q>& mat<2, 4, T, Q>::operator-=(mat<2, 4, U, Q> const& m) { this->value[0] -= m[0]; this->value[1] -= m[1]; return *this; } template template GLM_FUNC_QUALIFIER mat<2, 4, T, Q>& mat<2, 4, T, Q>::operator*=(U s) { this->value[0] *= s; this->value[1] *= s; return *this; } template template GLM_FUNC_QUALIFIER mat<2, 4, T, Q> & mat<2, 4, T, Q>::operator/=(U s) { this->value[0] /= s; this->value[1] /= s; return *this; } // -- Increment and decrement operators -- template GLM_FUNC_QUALIFIER mat<2, 4, T, Q>& mat<2, 4, T, Q>::operator++() { ++this->value[0]; ++this->value[1]; return *this; } template GLM_FUNC_QUALIFIER mat<2, 4, T, Q>& mat<2, 4, T, Q>::operator--() { --this->value[0]; --this->value[1]; return *this; } template GLM_FUNC_QUALIFIER mat<2, 4, T, Q> mat<2, 4, T, Q>::operator++(int) { mat<2, 4, T, Q> Result(*this); ++*this; return Result; } template GLM_FUNC_QUALIFIER mat<2, 4, T, Q> mat<2, 4, T, Q>::operator--(int) { mat<2, 4, T, Q> Result(*this); --*this; return Result; } // -- Unary arithmetic operators -- template GLM_FUNC_QUALIFIER mat<2, 4, T, Q> operator+(mat<2, 4, T, Q> const& m) { return m; } template GLM_FUNC_QUALIFIER mat<2, 4, T, Q> operator-(mat<2, 4, T, Q> const& m) { return mat<2, 4, T, Q>( -m[0], -m[1]); } // -- Binary arithmetic operators -- template GLM_FUNC_QUALIFIER mat<2, 4, T, Q> operator+(mat<2, 4, T, Q> const& m, T scalar) { return mat<2, 4, T, Q>( m[0] + scalar, m[1] + scalar); } template GLM_FUNC_QUALIFIER mat<2, 4, T, Q> operator+(mat<2, 4, T, Q> const& m1, mat<2, 4, T, Q> const& m2) { return mat<2, 4, T, Q>( m1[0] + m2[0], m1[1] + m2[1]); } template GLM_FUNC_QUALIFIER mat<2, 4, T, Q> operator-(mat<2, 4, T, Q> const& m, T scalar) { return mat<2, 4, T, Q>( m[0] - scalar, m[1] - scalar); } template GLM_FUNC_QUALIFIER mat<2, 4, T, Q> operator-(mat<2, 4, T, Q> const& m1, mat<2, 4, T, Q> const& m2) { return mat<2, 4, T, Q>( m1[0] - m2[0], m1[1] - m2[1]); } template GLM_FUNC_QUALIFIER mat<2, 4, T, Q> operator*(mat<2, 4, T, Q> const& m, T scalar) { return mat<2, 4, T, Q>( m[0] * scalar, m[1] * scalar); } template GLM_FUNC_QUALIFIER mat<2, 4, T, Q> operator*(T scalar, mat<2, 4, T, Q> const& m) { return mat<2, 4, T, Q>( m[0] * scalar, m[1] * scalar); } template GLM_FUNC_QUALIFIER typename mat<2, 4, T, Q>::col_type operator*(mat<2, 4, T, Q> const& m, typename mat<2, 4, T, Q>::row_type const& v) { return typename mat<2, 4, T, Q>::col_type( m[0][0] * v.x + m[1][0] * v.y, m[0][1] * v.x + m[1][1] * v.y, m[0][2] * v.x + m[1][2] * v.y, m[0][3] * v.x + m[1][3] * v.y); } template GLM_FUNC_QUALIFIER typename mat<2, 4, T, Q>::row_type operator*(typename mat<2, 4, T, Q>::col_type const& v, mat<2, 4, T, Q> const& m) { return typename mat<2, 4, T, Q>::row_type( v.x * m[0][0] + v.y * m[0][1] + v.z * m[0][2] + v.w * m[0][3], v.x * m[1][0] + v.y * m[1][1] + v.z * m[1][2] + v.w * m[1][3]); } template GLM_FUNC_QUALIFIER mat<4, 4, T, Q> operator*(mat<2, 4, T, Q> const& m1, mat<4, 2, T, Q> const& m2) { T SrcA00 = m1[0][0]; T SrcA01 = m1[0][1]; T SrcA02 = m1[0][2]; T SrcA03 = m1[0][3]; T SrcA10 = m1[1][0]; T SrcA11 = m1[1][1]; T SrcA12 = m1[1][2]; T SrcA13 = m1[1][3]; T SrcB00 = m2[0][0]; T SrcB01 = m2[0][1]; T SrcB10 = m2[1][0]; T SrcB11 = m2[1][1]; T SrcB20 = m2[2][0]; T SrcB21 = m2[2][1]; T SrcB30 = m2[3][0]; T SrcB31 = m2[3][1]; mat<4, 4, T, Q> Result; Result[0][0] = SrcA00 * SrcB00 + SrcA10 * SrcB01; Result[0][1] = SrcA01 * SrcB00 + SrcA11 * SrcB01; Result[0][2] = SrcA02 * SrcB00 + SrcA12 * SrcB01; Result[0][3] = SrcA03 * SrcB00 + SrcA13 * SrcB01; Result[1][0] = SrcA00 * SrcB10 + SrcA10 * SrcB11; Result[1][1] = SrcA01 * SrcB10 + SrcA11 * SrcB11; Result[1][2] = SrcA02 * SrcB10 + SrcA12 * SrcB11; Result[1][3] = SrcA03 * SrcB10 + SrcA13 * SrcB11; Result[2][0] = SrcA00 * SrcB20 + SrcA10 * SrcB21; Result[2][1] = SrcA01 * SrcB20 + SrcA11 * SrcB21; Result[2][2] = SrcA02 * SrcB20 + SrcA12 * SrcB21; Result[2][3] = SrcA03 * SrcB20 + SrcA13 * SrcB21; Result[3][0] = SrcA00 * SrcB30 + SrcA10 * SrcB31; Result[3][1] = SrcA01 * SrcB30 + SrcA11 * SrcB31; Result[3][2] = SrcA02 * SrcB30 + SrcA12 * SrcB31; Result[3][3] = SrcA03 * SrcB30 + SrcA13 * SrcB31; return Result; } template GLM_FUNC_QUALIFIER mat<2, 4, T, Q> operator*(mat<2, 4, T, Q> const& m1, mat<2, 2, T, Q> const& m2) { return mat<2, 4, T, Q>( m1[0][0] * m2[0][0] + m1[1][0] * m2[0][1], m1[0][1] * m2[0][0] + m1[1][1] * m2[0][1], m1[0][2] * m2[0][0] + m1[1][2] * m2[0][1], m1[0][3] * m2[0][0] + m1[1][3] * m2[0][1], m1[0][0] * m2[1][0] + m1[1][0] * m2[1][1], m1[0][1] * m2[1][0] + m1[1][1] * m2[1][1], m1[0][2] * m2[1][0] + m1[1][2] * m2[1][1], m1[0][3] * m2[1][0] + m1[1][3] * m2[1][1]); } template GLM_FUNC_QUALIFIER mat<3, 4, T, Q> operator*(mat<2, 4, T, Q> const& m1, mat<3, 2, T, Q> const& m2) { return mat<3, 4, T, Q>( m1[0][0] * m2[0][0] + m1[1][0] * m2[0][1], m1[0][1] * m2[0][0] + m1[1][1] * m2[0][1], m1[0][2] * m2[0][0] + m1[1][2] * m2[0][1], m1[0][3] * m2[0][0] + m1[1][3] * m2[0][1], m1[0][0] * m2[1][0] + m1[1][0] * m2[1][1], m1[0][1] * m2[1][0] + m1[1][1] * m2[1][1], m1[0][2] * m2[1][0] + m1[1][2] * m2[1][1], m1[0][3] * m2[1][0] + m1[1][3] * m2[1][1], m1[0][0] * m2[2][0] + m1[1][0] * m2[2][1], m1[0][1] * m2[2][0] + m1[1][1] * m2[2][1], m1[0][2] * m2[2][0] + m1[1][2] * m2[2][1], m1[0][3] * m2[2][0] + m1[1][3] * m2[2][1]); } template GLM_FUNC_QUALIFIER mat<2, 4, T, Q> operator/(mat<2, 4, T, Q> const& m, T scalar) { return mat<2, 4, T, Q>( m[0] / scalar, m[1] / scalar); } template GLM_FUNC_QUALIFIER mat<2, 4, T, Q> operator/(T scalar, mat<2, 4, T, Q> const& m) { return mat<2, 4, T, Q>( scalar / m[0], scalar / m[1]); } // -- Boolean operators -- template GLM_FUNC_QUALIFIER bool operator==(mat<2, 4, T, Q> const& m1, mat<2, 4, T, Q> const& m2) { return (m1[0] == m2[0]) && (m1[1] == m2[1]); } template GLM_FUNC_QUALIFIER bool operator!=(mat<2, 4, T, Q> const& m1, mat<2, 4, T, Q> const& m2) { return (m1[0] != m2[0]) || (m1[1] != m2[1]); } } //namespace glm ================================================ FILE: third_party/glm/detail/type_mat3x2.hpp ================================================ /// @ref core /// @file glm/detail/type_mat3x2.hpp #pragma once #include "type_vec2.hpp" #include "type_vec3.hpp" #include #include namespace glm { template struct mat<3, 2, T, Q> { typedef vec<2, T, Q> col_type; typedef vec<3, T, Q> row_type; typedef mat<3, 2, T, Q> type; typedef mat<2, 3, T, Q> transpose_type; typedef T value_type; private: col_type value[3]; public: // -- Accesses -- typedef length_t length_type; GLM_FUNC_DECL static GLM_CONSTEXPR length_type length() { return 3; } GLM_FUNC_DECL col_type & operator[](length_type i); GLM_FUNC_DECL GLM_CONSTEXPR col_type const& operator[](length_type i) const; // -- Constructors -- GLM_FUNC_DECL GLM_CONSTEXPR mat() GLM_DEFAULT; template GLM_FUNC_DECL GLM_CONSTEXPR mat(mat<3, 2, T, P> const& m); GLM_FUNC_DECL explicit GLM_CONSTEXPR mat(T scalar); GLM_FUNC_DECL GLM_CONSTEXPR mat( T x0, T y0, T x1, T y1, T x2, T y2); GLM_FUNC_DECL GLM_CONSTEXPR mat( col_type const& v0, col_type const& v1, col_type const& v2); // -- Conversions -- template< typename X1, typename Y1, typename X2, typename Y2, typename X3, typename Y3> GLM_FUNC_DECL GLM_CONSTEXPR mat( X1 x1, Y1 y1, X2 x2, Y2 y2, X3 x3, Y3 y3); template GLM_FUNC_DECL GLM_CONSTEXPR mat( vec<2, V1, Q> const& v1, vec<2, V2, Q> const& v2, vec<2, V3, Q> const& v3); // -- Matrix conversions -- template GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 2, U, P> const& m); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 2, T, Q> const& x); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 3, T, Q> const& x); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 4, T, Q> const& x); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 3, T, Q> const& x); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 4, T, Q> const& x); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 4, T, Q> const& x); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 2, T, Q> const& x); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 3, T, Q> const& x); // -- Unary arithmetic operators -- template GLM_FUNC_DECL mat<3, 2, T, Q> & operator=(mat<3, 2, U, Q> const& m); template GLM_FUNC_DECL mat<3, 2, T, Q> & operator+=(U s); template GLM_FUNC_DECL mat<3, 2, T, Q> & operator+=(mat<3, 2, U, Q> const& m); template GLM_FUNC_DECL mat<3, 2, T, Q> & operator-=(U s); template GLM_FUNC_DECL mat<3, 2, T, Q> & operator-=(mat<3, 2, U, Q> const& m); template GLM_FUNC_DECL mat<3, 2, T, Q> & operator*=(U s); template GLM_FUNC_DECL mat<3, 2, T, Q> & operator/=(U s); // -- Increment and decrement operators -- GLM_FUNC_DECL mat<3, 2, T, Q> & operator++ (); GLM_FUNC_DECL mat<3, 2, T, Q> & operator-- (); GLM_FUNC_DECL mat<3, 2, T, Q> operator++(int); GLM_FUNC_DECL mat<3, 2, T, Q> operator--(int); }; // -- Unary operators -- template GLM_FUNC_DECL mat<3, 2, T, Q> operator+(mat<3, 2, T, Q> const& m); template GLM_FUNC_DECL mat<3, 2, T, Q> operator-(mat<3, 2, T, Q> const& m); // -- Binary operators -- template GLM_FUNC_DECL mat<3, 2, T, Q> operator+(mat<3, 2, T, Q> const& m, T scalar); template GLM_FUNC_DECL mat<3, 2, T, Q> operator+(mat<3, 2, T, Q> const& m1, mat<3, 2, T, Q> const& m2); template GLM_FUNC_DECL mat<3, 2, T, Q> operator-(mat<3, 2, T, Q> const& m, T scalar); template GLM_FUNC_DECL mat<3, 2, T, Q> operator-(mat<3, 2, T, Q> const& m1, mat<3, 2, T, Q> const& m2); template GLM_FUNC_DECL mat<3, 2, T, Q> operator*(mat<3, 2, T, Q> const& m, T scalar); template GLM_FUNC_DECL mat<3, 2, T, Q> operator*(T scalar, mat<3, 2, T, Q> const& m); template GLM_FUNC_DECL typename mat<3, 2, T, Q>::col_type operator*(mat<3, 2, T, Q> const& m, typename mat<3, 2, T, Q>::row_type const& v); template GLM_FUNC_DECL typename mat<3, 2, T, Q>::row_type operator*(typename mat<3, 2, T, Q>::col_type const& v, mat<3, 2, T, Q> const& m); template GLM_FUNC_DECL mat<2, 2, T, Q> operator*(mat<3, 2, T, Q> const& m1, mat<2, 3, T, Q> const& m2); template GLM_FUNC_DECL mat<3, 2, T, Q> operator*(mat<3, 2, T, Q> const& m1, mat<3, 3, T, Q> const& m2); template GLM_FUNC_DECL mat<4, 2, T, Q> operator*(mat<3, 2, T, Q> const& m1, mat<4, 3, T, Q> const& m2); template GLM_FUNC_DECL mat<3, 2, T, Q> operator/(mat<3, 2, T, Q> const& m, T scalar); template GLM_FUNC_DECL mat<3, 2, T, Q> operator/(T scalar, mat<3, 2, T, Q> const& m); // -- Boolean operators -- template GLM_FUNC_DECL bool operator==(mat<3, 2, T, Q> const& m1, mat<3, 2, T, Q> const& m2); template GLM_FUNC_DECL bool operator!=(mat<3, 2, T, Q> const& m1, mat<3, 2, T, Q> const& m2); }//namespace glm #ifndef GLM_EXTERNAL_TEMPLATE #include "type_mat3x2.inl" #endif ================================================ FILE: third_party/glm/detail/type_mat3x2.inl ================================================ namespace glm { // -- Constructors -- # if GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat() # if GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALIZER_LIST : value{col_type(1, 0), col_type(0, 1), col_type(0, 0)} # endif { # if GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALISATION this->value[0] = col_type(1, 0); this->value[1] = col_type(0, 1); this->value[2] = col_type(0, 0); # endif } # endif template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat(mat<3, 2, T, P> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0]), col_type(m[1]), col_type(m[2])} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = m[0]; this->value[1] = m[1]; this->value[2] = m[2]; # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat(T s) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(s, 0), col_type(0, s), col_type(0, 0)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(s, 0); this->value[1] = col_type(0, s); this->value[2] = col_type(0, 0); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat ( T x0, T y0, T x1, T y1, T x2, T y2 ) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(x0, y0), col_type(x1, y1), col_type(x2, y2)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(x0, y0); this->value[1] = col_type(x1, y1); this->value[2] = col_type(x2, y2); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat(col_type const& v0, col_type const& v1, col_type const& v2) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(v0), col_type(v1), col_type(v2)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = v0; this->value[1] = v1; this->value[2] = v2; # endif } // -- Conversion constructors -- template template< typename X0, typename Y0, typename X1, typename Y1, typename X2, typename Y2> GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat ( X0 x0, Y0 y0, X1 x1, Y1 y1, X2 x2, Y2 y2 ) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(x0, y0), col_type(x1, y1), col_type(x2, y2)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(x0, y0); this->value[1] = col_type(x1, y1); this->value[2] = col_type(x2, y2); # endif } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat(vec<2, V0, Q> const& v0, vec<2, V1, Q> const& v1, vec<2, V2, Q> const& v2) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(v0), col_type(v1), col_type(v2)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(v0); this->value[1] = col_type(v1); this->value[2] = col_type(v2); # endif } // -- Matrix conversions -- template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat(mat<3, 2, U, P> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0]), col_type(m[1]), col_type(m[2])} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0]); this->value[1] = col_type(m[1]); this->value[2] = col_type(m[2]); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat(mat<2, 2, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0]), col_type(m[1]), col_type(0)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = m[0]; this->value[1] = m[1]; this->value[2] = col_type(0); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat(mat<3, 3, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0]), col_type(m[1]), col_type(m[2])} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0]); this->value[1] = col_type(m[1]); this->value[2] = col_type(m[2]); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat(mat<4, 4, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0]), col_type(m[1]), col_type(m[2])} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0]); this->value[1] = col_type(m[1]); this->value[2] = col_type(m[2]); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat(mat<2, 3, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0]), col_type(m[1]), col_type(0)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0]); this->value[1] = col_type(m[1]); this->value[2] = col_type(0); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat(mat<2, 4, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0]), col_type(m[1]), col_type(0)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0]); this->value[1] = col_type(m[1]); this->value[2] = col_type(0); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat(mat<3, 4, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0]), col_type(m[1]), col_type(m[2])} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0]); this->value[1] = col_type(m[1]); this->value[2] = col_type(m[2]); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat(mat<4, 2, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0]), col_type(m[1]), col_type(m[2])} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = m[0]; this->value[1] = m[1]; this->value[2] = m[2]; # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat(mat<4, 3, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0]), col_type(m[1]), col_type(m[2])} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0]); this->value[1] = col_type(m[1]); this->value[2] = col_type(m[2]); # endif } // -- Accesses -- template GLM_FUNC_QUALIFIER typename mat<3, 2, T, Q>::col_type & mat<3, 2, T, Q>::operator[](typename mat<3, 2, T, Q>::length_type i) { assert(i < this->length()); return this->value[i]; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<3, 2, T, Q>::col_type const& mat<3, 2, T, Q>::operator[](typename mat<3, 2, T, Q>::length_type i) const { assert(i < this->length()); return this->value[i]; } // -- Unary updatable operators -- template template GLM_FUNC_QUALIFIER mat<3, 2, T, Q>& mat<3, 2, T, Q>::operator=(mat<3, 2, U, Q> const& m) { this->value[0] = m[0]; this->value[1] = m[1]; this->value[2] = m[2]; return *this; } template template GLM_FUNC_QUALIFIER mat<3, 2, T, Q>& mat<3, 2, T, Q>::operator+=(U s) { this->value[0] += s; this->value[1] += s; this->value[2] += s; return *this; } template template GLM_FUNC_QUALIFIER mat<3, 2, T, Q>& mat<3, 2, T, Q>::operator+=(mat<3, 2, U, Q> const& m) { this->value[0] += m[0]; this->value[1] += m[1]; this->value[2] += m[2]; return *this; } template template GLM_FUNC_QUALIFIER mat<3, 2, T, Q>& mat<3, 2, T, Q>::operator-=(U s) { this->value[0] -= s; this->value[1] -= s; this->value[2] -= s; return *this; } template template GLM_FUNC_QUALIFIER mat<3, 2, T, Q>& mat<3, 2, T, Q>::operator-=(mat<3, 2, U, Q> const& m) { this->value[0] -= m[0]; this->value[1] -= m[1]; this->value[2] -= m[2]; return *this; } template template GLM_FUNC_QUALIFIER mat<3, 2, T, Q>& mat<3, 2, T, Q>::operator*=(U s) { this->value[0] *= s; this->value[1] *= s; this->value[2] *= s; return *this; } template template GLM_FUNC_QUALIFIER mat<3, 2, T, Q> & mat<3, 2, T, Q>::operator/=(U s) { this->value[0] /= s; this->value[1] /= s; this->value[2] /= s; return *this; } // -- Increment and decrement operators -- template GLM_FUNC_QUALIFIER mat<3, 2, T, Q>& mat<3, 2, T, Q>::operator++() { ++this->value[0]; ++this->value[1]; ++this->value[2]; return *this; } template GLM_FUNC_QUALIFIER mat<3, 2, T, Q>& mat<3, 2, T, Q>::operator--() { --this->value[0]; --this->value[1]; --this->value[2]; return *this; } template GLM_FUNC_QUALIFIER mat<3, 2, T, Q> mat<3, 2, T, Q>::operator++(int) { mat<3, 2, T, Q> Result(*this); ++*this; return Result; } template GLM_FUNC_QUALIFIER mat<3, 2, T, Q> mat<3, 2, T, Q>::operator--(int) { mat<3, 2, T, Q> Result(*this); --*this; return Result; } // -- Unary arithmetic operators -- template GLM_FUNC_QUALIFIER mat<3, 2, T, Q> operator+(mat<3, 2, T, Q> const& m) { return m; } template GLM_FUNC_QUALIFIER mat<3, 2, T, Q> operator-(mat<3, 2, T, Q> const& m) { return mat<3, 2, T, Q>( -m[0], -m[1], -m[2]); } // -- Binary arithmetic operators -- template GLM_FUNC_QUALIFIER mat<3, 2, T, Q> operator+(mat<3, 2, T, Q> const& m, T scalar) { return mat<3, 2, T, Q>( m[0] + scalar, m[1] + scalar, m[2] + scalar); } template GLM_FUNC_QUALIFIER mat<3, 2, T, Q> operator+(mat<3, 2, T, Q> const& m1, mat<3, 2, T, Q> const& m2) { return mat<3, 2, T, Q>( m1[0] + m2[0], m1[1] + m2[1], m1[2] + m2[2]); } template GLM_FUNC_QUALIFIER mat<3, 2, T, Q> operator-(mat<3, 2, T, Q> const& m, T scalar) { return mat<3, 2, T, Q>( m[0] - scalar, m[1] - scalar, m[2] - scalar); } template GLM_FUNC_QUALIFIER mat<3, 2, T, Q> operator-(mat<3, 2, T, Q> const& m1, mat<3, 2, T, Q> const& m2) { return mat<3, 2, T, Q>( m1[0] - m2[0], m1[1] - m2[1], m1[2] - m2[2]); } template GLM_FUNC_QUALIFIER mat<3, 2, T, Q> operator*(mat<3, 2, T, Q> const& m, T scalar) { return mat<3, 2, T, Q>( m[0] * scalar, m[1] * scalar, m[2] * scalar); } template GLM_FUNC_QUALIFIER mat<3, 2, T, Q> operator*(T scalar, mat<3, 2, T, Q> const& m) { return mat<3, 2, T, Q>( m[0] * scalar, m[1] * scalar, m[2] * scalar); } template GLM_FUNC_QUALIFIER typename mat<3, 2, T, Q>::col_type operator*(mat<3, 2, T, Q> const& m, typename mat<3, 2, T, Q>::row_type const& v) { return typename mat<3, 2, T, Q>::col_type( m[0][0] * v.x + m[1][0] * v.y + m[2][0] * v.z, m[0][1] * v.x + m[1][1] * v.y + m[2][1] * v.z); } template GLM_FUNC_QUALIFIER typename mat<3, 2, T, Q>::row_type operator*(typename mat<3, 2, T, Q>::col_type const& v, mat<3, 2, T, Q> const& m) { return typename mat<3, 2, T, Q>::row_type( v.x * m[0][0] + v.y * m[0][1], v.x * m[1][0] + v.y * m[1][1], v.x * m[2][0] + v.y * m[2][1]); } template GLM_FUNC_QUALIFIER mat<2, 2, T, Q> operator*(mat<3, 2, T, Q> const& m1, mat<2, 3, T, Q> const& m2) { const T SrcA00 = m1[0][0]; const T SrcA01 = m1[0][1]; const T SrcA10 = m1[1][0]; const T SrcA11 = m1[1][1]; const T SrcA20 = m1[2][0]; const T SrcA21 = m1[2][1]; const T SrcB00 = m2[0][0]; const T SrcB01 = m2[0][1]; const T SrcB02 = m2[0][2]; const T SrcB10 = m2[1][0]; const T SrcB11 = m2[1][1]; const T SrcB12 = m2[1][2]; mat<2, 2, T, Q> Result; Result[0][0] = SrcA00 * SrcB00 + SrcA10 * SrcB01 + SrcA20 * SrcB02; Result[0][1] = SrcA01 * SrcB00 + SrcA11 * SrcB01 + SrcA21 * SrcB02; Result[1][0] = SrcA00 * SrcB10 + SrcA10 * SrcB11 + SrcA20 * SrcB12; Result[1][1] = SrcA01 * SrcB10 + SrcA11 * SrcB11 + SrcA21 * SrcB12; return Result; } template GLM_FUNC_QUALIFIER mat<3, 2, T, Q> operator*(mat<3, 2, T, Q> const& m1, mat<3, 3, T, Q> const& m2) { return mat<3, 2, T, Q>( m1[0][0] * m2[0][0] + m1[1][0] * m2[0][1] + m1[2][0] * m2[0][2], m1[0][1] * m2[0][0] + m1[1][1] * m2[0][1] + m1[2][1] * m2[0][2], m1[0][0] * m2[1][0] + m1[1][0] * m2[1][1] + m1[2][0] * m2[1][2], m1[0][1] * m2[1][0] + m1[1][1] * m2[1][1] + m1[2][1] * m2[1][2], m1[0][0] * m2[2][0] + m1[1][0] * m2[2][1] + m1[2][0] * m2[2][2], m1[0][1] * m2[2][0] + m1[1][1] * m2[2][1] + m1[2][1] * m2[2][2]); } template GLM_FUNC_QUALIFIER mat<4, 2, T, Q> operator*(mat<3, 2, T, Q> const& m1, mat<4, 3, T, Q> const& m2) { return mat<4, 2, T, Q>( m1[0][0] * m2[0][0] + m1[1][0] * m2[0][1] + m1[2][0] * m2[0][2], m1[0][1] * m2[0][0] + m1[1][1] * m2[0][1] + m1[2][1] * m2[0][2], m1[0][0] * m2[1][0] + m1[1][0] * m2[1][1] + m1[2][0] * m2[1][2], m1[0][1] * m2[1][0] + m1[1][1] * m2[1][1] + m1[2][1] * m2[1][2], m1[0][0] * m2[2][0] + m1[1][0] * m2[2][1] + m1[2][0] * m2[2][2], m1[0][1] * m2[2][0] + m1[1][1] * m2[2][1] + m1[2][1] * m2[2][2], m1[0][0] * m2[3][0] + m1[1][0] * m2[3][1] + m1[2][0] * m2[3][2], m1[0][1] * m2[3][0] + m1[1][1] * m2[3][1] + m1[2][1] * m2[3][2]); } template GLM_FUNC_QUALIFIER mat<3, 2, T, Q> operator/(mat<3, 2, T, Q> const& m, T scalar) { return mat<3, 2, T, Q>( m[0] / scalar, m[1] / scalar, m[2] / scalar); } template GLM_FUNC_QUALIFIER mat<3, 2, T, Q> operator/(T scalar, mat<3, 2, T, Q> const& m) { return mat<3, 2, T, Q>( scalar / m[0], scalar / m[1], scalar / m[2]); } // -- Boolean operators -- template GLM_FUNC_QUALIFIER bool operator==(mat<3, 2, T, Q> const& m1, mat<3, 2, T, Q> const& m2) { return (m1[0] == m2[0]) && (m1[1] == m2[1]) && (m1[2] == m2[2]); } template GLM_FUNC_QUALIFIER bool operator!=(mat<3, 2, T, Q> const& m1, mat<3, 2, T, Q> const& m2) { return (m1[0] != m2[0]) || (m1[1] != m2[1]) || (m1[2] != m2[2]); } } //namespace glm ================================================ FILE: third_party/glm/detail/type_mat3x3.hpp ================================================ /// @ref core /// @file glm/detail/type_mat3x3.hpp #pragma once #include "type_vec3.hpp" #include #include namespace glm { template struct mat<3, 3, T, Q> { typedef vec<3, T, Q> col_type; typedef vec<3, T, Q> row_type; typedef mat<3, 3, T, Q> type; typedef mat<3, 3, T, Q> transpose_type; typedef T value_type; private: col_type value[3]; public: // -- Accesses -- typedef length_t length_type; GLM_FUNC_DECL static GLM_CONSTEXPR length_type length() { return 3; } GLM_FUNC_DECL col_type & operator[](length_type i); GLM_FUNC_DECL GLM_CONSTEXPR col_type const& operator[](length_type i) const; // -- Constructors -- GLM_FUNC_DECL GLM_CONSTEXPR mat() GLM_DEFAULT; template GLM_FUNC_DECL GLM_CONSTEXPR mat(mat<3, 3, T, P> const& m); GLM_FUNC_DECL explicit GLM_CONSTEXPR mat(T scalar); GLM_FUNC_DECL GLM_CONSTEXPR mat( T x0, T y0, T z0, T x1, T y1, T z1, T x2, T y2, T z2); GLM_FUNC_DECL GLM_CONSTEXPR mat( col_type const& v0, col_type const& v1, col_type const& v2); // -- Conversions -- template< typename X1, typename Y1, typename Z1, typename X2, typename Y2, typename Z2, typename X3, typename Y3, typename Z3> GLM_FUNC_DECL GLM_CONSTEXPR mat( X1 x1, Y1 y1, Z1 z1, X2 x2, Y2 y2, Z2 z2, X3 x3, Y3 y3, Z3 z3); template GLM_FUNC_DECL GLM_CONSTEXPR mat( vec<3, V1, Q> const& v1, vec<3, V2, Q> const& v2, vec<3, V3, Q> const& v3); // -- Matrix conversions -- template GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 3, U, P> const& m); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 2, T, Q> const& x); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 4, T, Q> const& x); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 3, T, Q> const& x); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 2, T, Q> const& x); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 4, T, Q> const& x); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 2, T, Q> const& x); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 4, T, Q> const& x); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 3, T, Q> const& x); // -- Unary arithmetic operators -- template GLM_FUNC_DECL mat<3, 3, T, Q> & operator=(mat<3, 3, U, Q> const& m); template GLM_FUNC_DECL mat<3, 3, T, Q> & operator+=(U s); template GLM_FUNC_DECL mat<3, 3, T, Q> & operator+=(mat<3, 3, U, Q> const& m); template GLM_FUNC_DECL mat<3, 3, T, Q> & operator-=(U s); template GLM_FUNC_DECL mat<3, 3, T, Q> & operator-=(mat<3, 3, U, Q> const& m); template GLM_FUNC_DECL mat<3, 3, T, Q> & operator*=(U s); template GLM_FUNC_DECL mat<3, 3, T, Q> & operator*=(mat<3, 3, U, Q> const& m); template GLM_FUNC_DECL mat<3, 3, T, Q> & operator/=(U s); template GLM_FUNC_DECL mat<3, 3, T, Q> & operator/=(mat<3, 3, U, Q> const& m); // -- Increment and decrement operators -- GLM_FUNC_DECL mat<3, 3, T, Q> & operator++(); GLM_FUNC_DECL mat<3, 3, T, Q> & operator--(); GLM_FUNC_DECL mat<3, 3, T, Q> operator++(int); GLM_FUNC_DECL mat<3, 3, T, Q> operator--(int); }; // -- Unary operators -- template GLM_FUNC_DECL mat<3, 3, T, Q> operator+(mat<3, 3, T, Q> const& m); template GLM_FUNC_DECL mat<3, 3, T, Q> operator-(mat<3, 3, T, Q> const& m); // -- Binary operators -- template GLM_FUNC_DECL mat<3, 3, T, Q> operator+(mat<3, 3, T, Q> const& m, T scalar); template GLM_FUNC_DECL mat<3, 3, T, Q> operator+(T scalar, mat<3, 3, T, Q> const& m); template GLM_FUNC_DECL mat<3, 3, T, Q> operator+(mat<3, 3, T, Q> const& m1, mat<3, 3, T, Q> const& m2); template GLM_FUNC_DECL mat<3, 3, T, Q> operator-(mat<3, 3, T, Q> const& m, T scalar); template GLM_FUNC_DECL mat<3, 3, T, Q> operator-(T scalar, mat<3, 3, T, Q> const& m); template GLM_FUNC_DECL mat<3, 3, T, Q> operator-(mat<3, 3, T, Q> const& m1, mat<3, 3, T, Q> const& m2); template GLM_FUNC_DECL mat<3, 3, T, Q> operator*(mat<3, 3, T, Q> const& m, T scalar); template GLM_FUNC_DECL mat<3, 3, T, Q> operator*(T scalar, mat<3, 3, T, Q> const& m); template GLM_FUNC_DECL typename mat<3, 3, T, Q>::col_type operator*(mat<3, 3, T, Q> const& m, typename mat<3, 3, T, Q>::row_type const& v); template GLM_FUNC_DECL typename mat<3, 3, T, Q>::row_type operator*(typename mat<3, 3, T, Q>::col_type const& v, mat<3, 3, T, Q> const& m); template GLM_FUNC_DECL mat<3, 3, T, Q> operator*(mat<3, 3, T, Q> const& m1, mat<3, 3, T, Q> const& m2); template GLM_FUNC_DECL mat<2, 3, T, Q> operator*(mat<3, 3, T, Q> const& m1, mat<2, 3, T, Q> const& m2); template GLM_FUNC_DECL mat<4, 3, T, Q> operator*(mat<3, 3, T, Q> const& m1, mat<4, 3, T, Q> const& m2); template GLM_FUNC_DECL mat<3, 3, T, Q> operator/(mat<3, 3, T, Q> const& m, T scalar); template GLM_FUNC_DECL mat<3, 3, T, Q> operator/(T scalar, mat<3, 3, T, Q> const& m); template GLM_FUNC_DECL typename mat<3, 3, T, Q>::col_type operator/(mat<3, 3, T, Q> const& m, typename mat<3, 3, T, Q>::row_type const& v); template GLM_FUNC_DECL typename mat<3, 3, T, Q>::row_type operator/(typename mat<3, 3, T, Q>::col_type const& v, mat<3, 3, T, Q> const& m); template GLM_FUNC_DECL mat<3, 3, T, Q> operator/(mat<3, 3, T, Q> const& m1, mat<3, 3, T, Q> const& m2); // -- Boolean operators -- template GLM_FUNC_DECL GLM_CONSTEXPR bool operator==(mat<3, 3, T, Q> const& m1, mat<3, 3, T, Q> const& m2); template GLM_FUNC_DECL bool operator!=(mat<3, 3, T, Q> const& m1, mat<3, 3, T, Q> const& m2); }//namespace glm #ifndef GLM_EXTERNAL_TEMPLATE #include "type_mat3x3.inl" #endif ================================================ FILE: third_party/glm/detail/type_mat3x3.inl ================================================ #include "../matrix.hpp" namespace glm { // -- Constructors -- # if GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat() # if GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALIZER_LIST : value{col_type(1, 0, 0), col_type(0, 1, 0), col_type(0, 0, 1)} # endif { # if GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALISATION this->value[0] = col_type(1, 0, 0); this->value[1] = col_type(0, 1, 0); this->value[2] = col_type(0, 0, 1); # endif } # endif template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat(mat<3, 3, T, P> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0]), col_type(m[1]), col_type(m[2])} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0]); this->value[1] = col_type(m[1]); this->value[2] = col_type(m[2]); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat(T s) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(s, 0, 0), col_type(0, s, 0), col_type(0, 0, s)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(s, 0, 0); this->value[1] = col_type(0, s, 0); this->value[2] = col_type(0, 0, s); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat ( T x0, T y0, T z0, T x1, T y1, T z1, T x2, T y2, T z2 ) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(x0, y0, z0), col_type(x1, y1, z1), col_type(x2, y2, z2)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(x0, y0, z0); this->value[1] = col_type(x1, y1, z1); this->value[2] = col_type(x2, y2, z2); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat(col_type const& v0, col_type const& v1, col_type const& v2) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(v0), col_type(v1), col_type(v2)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(v0); this->value[1] = col_type(v1); this->value[2] = col_type(v2); # endif } // -- Conversion constructors -- template template< typename X1, typename Y1, typename Z1, typename X2, typename Y2, typename Z2, typename X3, typename Y3, typename Z3> GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat ( X1 x1, Y1 y1, Z1 z1, X2 x2, Y2 y2, Z2 z2, X3 x3, Y3 y3, Z3 z3 ) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(x1, y1, z1), col_type(x2, y2, z2), col_type(x3, y3, z3)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(x1, y1, z1); this->value[1] = col_type(x2, y2, z2); this->value[2] = col_type(x3, y3, z3); # endif } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat(vec<3, V1, Q> const& v1, vec<3, V2, Q> const& v2, vec<3, V3, Q> const& v3) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(v1), col_type(v2), col_type(v3)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(v1); this->value[1] = col_type(v2); this->value[2] = col_type(v3); # endif } // -- Matrix conversions -- template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat(mat<3, 3, U, P> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0]), col_type(m[1]), col_type(m[2])} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0]); this->value[1] = col_type(m[1]); this->value[2] = col_type(m[2]); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat(mat<2, 2, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0], 0), col_type(m[1], 0), col_type(0, 0, 1)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0], 0); this->value[1] = col_type(m[1], 0); this->value[2] = col_type(0, 0, 1); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat(mat<4, 4, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0]), col_type(m[1]), col_type(m[2])} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0]); this->value[1] = col_type(m[1]); this->value[2] = col_type(m[2]); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat(mat<2, 3, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0]), col_type(m[1]), col_type(0, 0, 1)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0]); this->value[1] = col_type(m[1]); this->value[2] = col_type(0, 0, 1); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat(mat<3, 2, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0], 0), col_type(m[1], 0), col_type(m[2], 1)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0], 0); this->value[1] = col_type(m[1], 0); this->value[2] = col_type(m[2], 1); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat(mat<2, 4, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0]), col_type(m[1]), col_type(0, 0, 1)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0]); this->value[1] = col_type(m[1]); this->value[2] = col_type(0, 0, 1); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat(mat<4, 2, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0], 0), col_type(m[1], 0), col_type(m[2], 1)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0], 0); this->value[1] = col_type(m[1], 0); this->value[2] = col_type(m[2], 1); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat(mat<3, 4, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0]), col_type(m[1]), col_type(m[2])} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0]); this->value[1] = col_type(m[1]); this->value[2] = col_type(m[2]); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat(mat<4, 3, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0]), col_type(m[1]), col_type(m[2])} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0]); this->value[1] = col_type(m[1]); this->value[2] = col_type(m[2]); # endif } // -- Accesses -- template GLM_FUNC_QUALIFIER typename mat<3, 3, T, Q>::col_type & mat<3, 3, T, Q>::operator[](typename mat<3, 3, T, Q>::length_type i) { assert(i < this->length()); return this->value[i]; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<3, 3, T, Q>::col_type const& mat<3, 3, T, Q>::operator[](typename mat<3, 3, T, Q>::length_type i) const { assert(i < this->length()); return this->value[i]; } // -- Unary updatable operators -- template template GLM_FUNC_QUALIFIER mat<3, 3, T, Q> & mat<3, 3, T, Q>::operator=(mat<3, 3, U, Q> const& m) { this->value[0] = m[0]; this->value[1] = m[1]; this->value[2] = m[2]; return *this; } template template GLM_FUNC_QUALIFIER mat<3, 3, T, Q> & mat<3, 3, T, Q>::operator+=(U s) { this->value[0] += s; this->value[1] += s; this->value[2] += s; return *this; } template template GLM_FUNC_QUALIFIER mat<3, 3, T, Q> & mat<3, 3, T, Q>::operator+=(mat<3, 3, U, Q> const& m) { this->value[0] += m[0]; this->value[1] += m[1]; this->value[2] += m[2]; return *this; } template template GLM_FUNC_QUALIFIER mat<3, 3, T, Q> & mat<3, 3, T, Q>::operator-=(U s) { this->value[0] -= s; this->value[1] -= s; this->value[2] -= s; return *this; } template template GLM_FUNC_QUALIFIER mat<3, 3, T, Q> & mat<3, 3, T, Q>::operator-=(mat<3, 3, U, Q> const& m) { this->value[0] -= m[0]; this->value[1] -= m[1]; this->value[2] -= m[2]; return *this; } template template GLM_FUNC_QUALIFIER mat<3, 3, T, Q> & mat<3, 3, T, Q>::operator*=(U s) { this->value[0] *= s; this->value[1] *= s; this->value[2] *= s; return *this; } template template GLM_FUNC_QUALIFIER mat<3, 3, T, Q> & mat<3, 3, T, Q>::operator*=(mat<3, 3, U, Q> const& m) { return (*this = *this * m); } template template GLM_FUNC_QUALIFIER mat<3, 3, T, Q> & mat<3, 3, T, Q>::operator/=(U s) { this->value[0] /= s; this->value[1] /= s; this->value[2] /= s; return *this; } template template GLM_FUNC_QUALIFIER mat<3, 3, T, Q> & mat<3, 3, T, Q>::operator/=(mat<3, 3, U, Q> const& m) { return *this *= inverse(m); } // -- Increment and decrement operators -- template GLM_FUNC_QUALIFIER mat<3, 3, T, Q> & mat<3, 3, T, Q>::operator++() { ++this->value[0]; ++this->value[1]; ++this->value[2]; return *this; } template GLM_FUNC_QUALIFIER mat<3, 3, T, Q> & mat<3, 3, T, Q>::operator--() { --this->value[0]; --this->value[1]; --this->value[2]; return *this; } template GLM_FUNC_QUALIFIER mat<3, 3, T, Q> mat<3, 3, T, Q>::operator++(int) { mat<3, 3, T, Q> Result(*this); ++*this; return Result; } template GLM_FUNC_QUALIFIER mat<3, 3, T, Q> mat<3, 3, T, Q>::operator--(int) { mat<3, 3, T, Q> Result(*this); --*this; return Result; } // -- Unary arithmetic operators -- template GLM_FUNC_QUALIFIER mat<3, 3, T, Q> operator+(mat<3, 3, T, Q> const& m) { return m; } template GLM_FUNC_QUALIFIER mat<3, 3, T, Q> operator-(mat<3, 3, T, Q> const& m) { return mat<3, 3, T, Q>( -m[0], -m[1], -m[2]); } // -- Binary arithmetic operators -- template GLM_FUNC_QUALIFIER mat<3, 3, T, Q> operator+(mat<3, 3, T, Q> const& m, T scalar) { return mat<3, 3, T, Q>( m[0] + scalar, m[1] + scalar, m[2] + scalar); } template GLM_FUNC_QUALIFIER mat<3, 3, T, Q> operator+(T scalar, mat<3, 3, T, Q> const& m) { return mat<3, 3, T, Q>( m[0] + scalar, m[1] + scalar, m[2] + scalar); } template GLM_FUNC_QUALIFIER mat<3, 3, T, Q> operator+(mat<3, 3, T, Q> const& m1, mat<3, 3, T, Q> const& m2) { return mat<3, 3, T, Q>( m1[0] + m2[0], m1[1] + m2[1], m1[2] + m2[2]); } template GLM_FUNC_QUALIFIER mat<3, 3, T, Q> operator-(mat<3, 3, T, Q> const& m, T scalar) { return mat<3, 3, T, Q>( m[0] - scalar, m[1] - scalar, m[2] - scalar); } template GLM_FUNC_QUALIFIER mat<3, 3, T, Q> operator-(T scalar, mat<3, 3, T, Q> const& m) { return mat<3, 3, T, Q>( scalar - m[0], scalar - m[1], scalar - m[2]); } template GLM_FUNC_QUALIFIER mat<3, 3, T, Q> operator-(mat<3, 3, T, Q> const& m1, mat<3, 3, T, Q> const& m2) { return mat<3, 3, T, Q>( m1[0] - m2[0], m1[1] - m2[1], m1[2] - m2[2]); } template GLM_FUNC_QUALIFIER mat<3, 3, T, Q> operator*(mat<3, 3, T, Q> const& m, T scalar) { return mat<3, 3, T, Q>( m[0] * scalar, m[1] * scalar, m[2] * scalar); } template GLM_FUNC_QUALIFIER mat<3, 3, T, Q> operator*(T scalar, mat<3, 3, T, Q> const& m) { return mat<3, 3, T, Q>( m[0] * scalar, m[1] * scalar, m[2] * scalar); } template GLM_FUNC_QUALIFIER typename mat<3, 3, T, Q>::col_type operator*(mat<3, 3, T, Q> const& m, typename mat<3, 3, T, Q>::row_type const& v) { return typename mat<3, 3, T, Q>::col_type( m[0][0] * v.x + m[1][0] * v.y + m[2][0] * v.z, m[0][1] * v.x + m[1][1] * v.y + m[2][1] * v.z, m[0][2] * v.x + m[1][2] * v.y + m[2][2] * v.z); } template GLM_FUNC_QUALIFIER typename mat<3, 3, T, Q>::row_type operator*(typename mat<3, 3, T, Q>::col_type const& v, mat<3, 3, T, Q> const& m) { return typename mat<3, 3, T, Q>::row_type( m[0][0] * v.x + m[0][1] * v.y + m[0][2] * v.z, m[1][0] * v.x + m[1][1] * v.y + m[1][2] * v.z, m[2][0] * v.x + m[2][1] * v.y + m[2][2] * v.z); } template GLM_FUNC_QUALIFIER mat<3, 3, T, Q> operator*(mat<3, 3, T, Q> const& m1, mat<3, 3, T, Q> const& m2) { T const SrcA00 = m1[0][0]; T const SrcA01 = m1[0][1]; T const SrcA02 = m1[0][2]; T const SrcA10 = m1[1][0]; T const SrcA11 = m1[1][1]; T const SrcA12 = m1[1][2]; T const SrcA20 = m1[2][0]; T const SrcA21 = m1[2][1]; T const SrcA22 = m1[2][2]; T const SrcB00 = m2[0][0]; T const SrcB01 = m2[0][1]; T const SrcB02 = m2[0][2]; T const SrcB10 = m2[1][0]; T const SrcB11 = m2[1][1]; T const SrcB12 = m2[1][2]; T const SrcB20 = m2[2][0]; T const SrcB21 = m2[2][1]; T const SrcB22 = m2[2][2]; mat<3, 3, T, Q> Result; Result[0][0] = SrcA00 * SrcB00 + SrcA10 * SrcB01 + SrcA20 * SrcB02; Result[0][1] = SrcA01 * SrcB00 + SrcA11 * SrcB01 + SrcA21 * SrcB02; Result[0][2] = SrcA02 * SrcB00 + SrcA12 * SrcB01 + SrcA22 * SrcB02; Result[1][0] = SrcA00 * SrcB10 + SrcA10 * SrcB11 + SrcA20 * SrcB12; Result[1][1] = SrcA01 * SrcB10 + SrcA11 * SrcB11 + SrcA21 * SrcB12; Result[1][2] = SrcA02 * SrcB10 + SrcA12 * SrcB11 + SrcA22 * SrcB12; Result[2][0] = SrcA00 * SrcB20 + SrcA10 * SrcB21 + SrcA20 * SrcB22; Result[2][1] = SrcA01 * SrcB20 + SrcA11 * SrcB21 + SrcA21 * SrcB22; Result[2][2] = SrcA02 * SrcB20 + SrcA12 * SrcB21 + SrcA22 * SrcB22; return Result; } template GLM_FUNC_QUALIFIER mat<2, 3, T, Q> operator*(mat<3, 3, T, Q> const& m1, mat<2, 3, T, Q> const& m2) { return mat<2, 3, T, Q>( m1[0][0] * m2[0][0] + m1[1][0] * m2[0][1] + m1[2][0] * m2[0][2], m1[0][1] * m2[0][0] + m1[1][1] * m2[0][1] + m1[2][1] * m2[0][2], m1[0][2] * m2[0][0] + m1[1][2] * m2[0][1] + m1[2][2] * m2[0][2], m1[0][0] * m2[1][0] + m1[1][0] * m2[1][1] + m1[2][0] * m2[1][2], m1[0][1] * m2[1][0] + m1[1][1] * m2[1][1] + m1[2][1] * m2[1][2], m1[0][2] * m2[1][0] + m1[1][2] * m2[1][1] + m1[2][2] * m2[1][2]); } template GLM_FUNC_QUALIFIER mat<4, 3, T, Q> operator*(mat<3, 3, T, Q> const& m1, mat<4, 3, T, Q> const& m2) { return mat<4, 3, T, Q>( m1[0][0] * m2[0][0] + m1[1][0] * m2[0][1] + m1[2][0] * m2[0][2], m1[0][1] * m2[0][0] + m1[1][1] * m2[0][1] + m1[2][1] * m2[0][2], m1[0][2] * m2[0][0] + m1[1][2] * m2[0][1] + m1[2][2] * m2[0][2], m1[0][0] * m2[1][0] + m1[1][0] * m2[1][1] + m1[2][0] * m2[1][2], m1[0][1] * m2[1][0] + m1[1][1] * m2[1][1] + m1[2][1] * m2[1][2], m1[0][2] * m2[1][0] + m1[1][2] * m2[1][1] + m1[2][2] * m2[1][2], m1[0][0] * m2[2][0] + m1[1][0] * m2[2][1] + m1[2][0] * m2[2][2], m1[0][1] * m2[2][0] + m1[1][1] * m2[2][1] + m1[2][1] * m2[2][2], m1[0][2] * m2[2][0] + m1[1][2] * m2[2][1] + m1[2][2] * m2[2][2], m1[0][0] * m2[3][0] + m1[1][0] * m2[3][1] + m1[2][0] * m2[3][2], m1[0][1] * m2[3][0] + m1[1][1] * m2[3][1] + m1[2][1] * m2[3][2], m1[0][2] * m2[3][0] + m1[1][2] * m2[3][1] + m1[2][2] * m2[3][2]); } template GLM_FUNC_QUALIFIER mat<3, 3, T, Q> operator/(mat<3, 3, T, Q> const& m, T scalar) { return mat<3, 3, T, Q>( m[0] / scalar, m[1] / scalar, m[2] / scalar); } template GLM_FUNC_QUALIFIER mat<3, 3, T, Q> operator/(T scalar, mat<3, 3, T, Q> const& m) { return mat<3, 3, T, Q>( scalar / m[0], scalar / m[1], scalar / m[2]); } template GLM_FUNC_QUALIFIER typename mat<3, 3, T, Q>::col_type operator/(mat<3, 3, T, Q> const& m, typename mat<3, 3, T, Q>::row_type const& v) { return inverse(m) * v; } template GLM_FUNC_QUALIFIER typename mat<3, 3, T, Q>::row_type operator/(typename mat<3, 3, T, Q>::col_type const& v, mat<3, 3, T, Q> const& m) { return v * inverse(m); } template GLM_FUNC_QUALIFIER mat<3, 3, T, Q> operator/(mat<3, 3, T, Q> const& m1, mat<3, 3, T, Q> const& m2) { mat<3, 3, T, Q> m1_copy(m1); return m1_copy /= m2; } // -- Boolean operators -- template GLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator==(mat<3, 3, T, Q> const& m1, mat<3, 3, T, Q> const& m2) { return (m1[0] == m2[0]) && (m1[1] == m2[1]) && (m1[2] == m2[2]); } template GLM_FUNC_QUALIFIER bool operator!=(mat<3, 3, T, Q> const& m1, mat<3, 3, T, Q> const& m2) { return (m1[0] != m2[0]) || (m1[1] != m2[1]) || (m1[2] != m2[2]); } } //namespace glm ================================================ FILE: third_party/glm/detail/type_mat3x4.hpp ================================================ /// @ref core /// @file glm/detail/type_mat3x4.hpp #pragma once #include "type_vec3.hpp" #include "type_vec4.hpp" #include #include namespace glm { template struct mat<3, 4, T, Q> { typedef vec<4, T, Q> col_type; typedef vec<3, T, Q> row_type; typedef mat<3, 4, T, Q> type; typedef mat<4, 3, T, Q> transpose_type; typedef T value_type; private: col_type value[3]; public: // -- Accesses -- typedef length_t length_type; GLM_FUNC_DECL static GLM_CONSTEXPR length_type length() { return 3; } GLM_FUNC_DECL col_type & operator[](length_type i); GLM_FUNC_DECL GLM_CONSTEXPR col_type const& operator[](length_type i) const; // -- Constructors -- GLM_FUNC_DECL GLM_CONSTEXPR mat() GLM_DEFAULT; template GLM_FUNC_DECL GLM_CONSTEXPR mat(mat<3, 4, T, P> const& m); GLM_FUNC_DECL explicit GLM_CONSTEXPR mat(T scalar); GLM_FUNC_DECL GLM_CONSTEXPR mat( T x0, T y0, T z0, T w0, T x1, T y1, T z1, T w1, T x2, T y2, T z2, T w2); GLM_FUNC_DECL GLM_CONSTEXPR mat( col_type const& v0, col_type const& v1, col_type const& v2); // -- Conversions -- template< typename X1, typename Y1, typename Z1, typename W1, typename X2, typename Y2, typename Z2, typename W2, typename X3, typename Y3, typename Z3, typename W3> GLM_FUNC_DECL GLM_CONSTEXPR mat( X1 x1, Y1 y1, Z1 z1, W1 w1, X2 x2, Y2 y2, Z2 z2, W2 w2, X3 x3, Y3 y3, Z3 z3, W3 w3); template GLM_FUNC_DECL GLM_CONSTEXPR mat( vec<4, V1, Q> const& v1, vec<4, V2, Q> const& v2, vec<4, V3, Q> const& v3); // -- Matrix conversions -- template GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 4, U, P> const& m); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 2, T, Q> const& x); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 3, T, Q> const& x); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 4, T, Q> const& x); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 3, T, Q> const& x); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 2, T, Q> const& x); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 4, T, Q> const& x); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 2, T, Q> const& x); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 3, T, Q> const& x); // -- Unary arithmetic operators -- template GLM_FUNC_DECL mat<3, 4, T, Q> & operator=(mat<3, 4, U, Q> const& m); template GLM_FUNC_DECL mat<3, 4, T, Q> & operator+=(U s); template GLM_FUNC_DECL mat<3, 4, T, Q> & operator+=(mat<3, 4, U, Q> const& m); template GLM_FUNC_DECL mat<3, 4, T, Q> & operator-=(U s); template GLM_FUNC_DECL mat<3, 4, T, Q> & operator-=(mat<3, 4, U, Q> const& m); template GLM_FUNC_DECL mat<3, 4, T, Q> & operator*=(U s); template GLM_FUNC_DECL mat<3, 4, T, Q> & operator/=(U s); // -- Increment and decrement operators -- GLM_FUNC_DECL mat<3, 4, T, Q> & operator++(); GLM_FUNC_DECL mat<3, 4, T, Q> & operator--(); GLM_FUNC_DECL mat<3, 4, T, Q> operator++(int); GLM_FUNC_DECL mat<3, 4, T, Q> operator--(int); }; // -- Unary operators -- template GLM_FUNC_DECL mat<3, 4, T, Q> operator+(mat<3, 4, T, Q> const& m); template GLM_FUNC_DECL mat<3, 4, T, Q> operator-(mat<3, 4, T, Q> const& m); // -- Binary operators -- template GLM_FUNC_DECL mat<3, 4, T, Q> operator+(mat<3, 4, T, Q> const& m, T scalar); template GLM_FUNC_DECL mat<3, 4, T, Q> operator+(mat<3, 4, T, Q> const& m1, mat<3, 4, T, Q> const& m2); template GLM_FUNC_DECL mat<3, 4, T, Q> operator-(mat<3, 4, T, Q> const& m, T scalar); template GLM_FUNC_DECL mat<3, 4, T, Q> operator-(mat<3, 4, T, Q> const& m1, mat<3, 4, T, Q> const& m2); template GLM_FUNC_DECL mat<3, 4, T, Q> operator*(mat<3, 4, T, Q> const& m, T scalar); template GLM_FUNC_DECL mat<3, 4, T, Q> operator*(T scalar, mat<3, 4, T, Q> const& m); template GLM_FUNC_DECL typename mat<3, 4, T, Q>::col_type operator*(mat<3, 4, T, Q> const& m, typename mat<3, 4, T, Q>::row_type const& v); template GLM_FUNC_DECL typename mat<3, 4, T, Q>::row_type operator*(typename mat<3, 4, T, Q>::col_type const& v, mat<3, 4, T, Q> const& m); template GLM_FUNC_DECL mat<4, 4, T, Q> operator*(mat<3, 4, T, Q> const& m1, mat<4, 3, T, Q> const& m2); template GLM_FUNC_DECL mat<2, 4, T, Q> operator*(mat<3, 4, T, Q> const& m1, mat<2, 3, T, Q> const& m2); template GLM_FUNC_DECL mat<3, 4, T, Q> operator*(mat<3, 4, T, Q> const& m1, mat<3, 3, T, Q> const& m2); template GLM_FUNC_DECL mat<3, 4, T, Q> operator/(mat<3, 4, T, Q> const& m, T scalar); template GLM_FUNC_DECL mat<3, 4, T, Q> operator/(T scalar, mat<3, 4, T, Q> const& m); // -- Boolean operators -- template GLM_FUNC_DECL bool operator==(mat<3, 4, T, Q> const& m1, mat<3, 4, T, Q> const& m2); template GLM_FUNC_DECL bool operator!=(mat<3, 4, T, Q> const& m1, mat<3, 4, T, Q> const& m2); }//namespace glm #ifndef GLM_EXTERNAL_TEMPLATE #include "type_mat3x4.inl" #endif ================================================ FILE: third_party/glm/detail/type_mat3x4.inl ================================================ namespace glm { // -- Constructors -- # if GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat() # if GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALIZER_LIST : value{col_type(1, 0, 0, 0), col_type(0, 1, 0, 0), col_type(0, 0, 1, 0)} # endif { # if GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALISATION this->value[0] = col_type(1, 0, 0, 0); this->value[1] = col_type(0, 1, 0, 0); this->value[2] = col_type(0, 0, 1, 0); # endif } # endif template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat(mat<3, 4, T, P> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0]), col_type(m[1]), col_type(m[2])} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = m[0]; this->value[1] = m[1]; this->value[2] = m[2]; # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat(T s) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(s, 0, 0, 0), col_type(0, s, 0, 0), col_type(0, 0, s, 0)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(s, 0, 0, 0); this->value[1] = col_type(0, s, 0, 0); this->value[2] = col_type(0, 0, s, 0); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat ( T x0, T y0, T z0, T w0, T x1, T y1, T z1, T w1, T x2, T y2, T z2, T w2 ) # if GLM_HAS_INITIALIZER_LISTS : value{ col_type(x0, y0, z0, w0), col_type(x1, y1, z1, w1), col_type(x2, y2, z2, w2)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(x0, y0, z0, w0); this->value[1] = col_type(x1, y1, z1, w1); this->value[2] = col_type(x2, y2, z2, w2); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat(col_type const& v0, col_type const& v1, col_type const& v2) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(v0), col_type(v1), col_type(v2)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = v0; this->value[1] = v1; this->value[2] = v2; # endif } // -- Conversion constructors -- template template< typename X0, typename Y0, typename Z0, typename W0, typename X1, typename Y1, typename Z1, typename W1, typename X2, typename Y2, typename Z2, typename W2> GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat ( X0 x0, Y0 y0, Z0 z0, W0 w0, X1 x1, Y1 y1, Z1 z1, W1 w1, X2 x2, Y2 y2, Z2 z2, W2 w2 ) # if GLM_HAS_INITIALIZER_LISTS : value{ col_type(x0, y0, z0, w0), col_type(x1, y1, z1, w1), col_type(x2, y2, z2, w2)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(x0, y0, z0, w0); this->value[1] = col_type(x1, y1, z1, w1); this->value[2] = col_type(x2, y2, z2, w2); # endif } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat(vec<4, V1, Q> const& v0, vec<4, V2, Q> const& v1, vec<4, V3, Q> const& v2) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(v0), col_type(v1), col_type(v2)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(v0); this->value[1] = col_type(v1); this->value[2] = col_type(v2); # endif } // -- Matrix conversions -- template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat(mat<3, 4, U, P> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0]), col_type(m[1]), col_type(m[2])} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0]); this->value[1] = col_type(m[1]); this->value[2] = col_type(m[2]); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat(mat<2, 2, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0], 0, 0), col_type(m[1], 0, 0), col_type(0, 0, 1, 0)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0], 0, 0); this->value[1] = col_type(m[1], 0, 0); this->value[2] = col_type(0, 0, 1, 0); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat(mat<3, 3, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0], 0), col_type(m[1], 0), col_type(m[2], 0)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0], 0); this->value[1] = col_type(m[1], 0); this->value[2] = col_type(m[2], 0); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat(mat<4, 4, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0]), col_type(m[1]), col_type(m[2])} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0]); this->value[1] = col_type(m[1]); this->value[2] = col_type(m[2]); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat(mat<2, 3, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0], 0), col_type(m[1], 0), col_type(0, 0, 1, 0)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0], 0); this->value[1] = col_type(m[1], 0); this->value[2] = col_type(0, 0, 1, 0); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat(mat<3, 2, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0], 0, 0), col_type(m[1], 0, 0), col_type(m[2], 1, 0)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0], 0, 0); this->value[1] = col_type(m[1], 0, 0); this->value[2] = col_type(m[2], 1, 0); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat(mat<2, 4, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0]), col_type(m[1]), col_type(0, 0, 1, 0)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0]); this->value[1] = col_type(m[1]); this->value[2] = col_type(0, 0, 1, 0); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat(mat<4, 2, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0], 0, 0), col_type(m[1], 0, 0), col_type(m[2], 1, 0)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0], 0, 0); this->value[1] = col_type(m[1], 0, 0); this->value[2] = col_type(m[2], 1, 0); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat(mat<4, 3, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0], 0), col_type(m[1], 0), col_type(m[2], 0)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0], 0); this->value[1] = col_type(m[1], 0); this->value[2] = col_type(m[2], 0); # endif } // -- Accesses -- template GLM_FUNC_QUALIFIER typename mat<3, 4, T, Q>::col_type & mat<3, 4, T, Q>::operator[](typename mat<3, 4, T, Q>::length_type i) { assert(i < this->length()); return this->value[i]; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<3, 4, T, Q>::col_type const& mat<3, 4, T, Q>::operator[](typename mat<3, 4, T, Q>::length_type i) const { assert(i < this->length()); return this->value[i]; } // -- Unary updatable operators -- template template GLM_FUNC_QUALIFIER mat<3, 4, T, Q>& mat<3, 4, T, Q>::operator=(mat<3, 4, U, Q> const& m) { this->value[0] = m[0]; this->value[1] = m[1]; this->value[2] = m[2]; return *this; } template template GLM_FUNC_QUALIFIER mat<3, 4, T, Q>& mat<3, 4, T, Q>::operator+=(U s) { this->value[0] += s; this->value[1] += s; this->value[2] += s; return *this; } template template GLM_FUNC_QUALIFIER mat<3, 4, T, Q>& mat<3, 4, T, Q>::operator+=(mat<3, 4, U, Q> const& m) { this->value[0] += m[0]; this->value[1] += m[1]; this->value[2] += m[2]; return *this; } template template GLM_FUNC_QUALIFIER mat<3, 4, T, Q>& mat<3, 4, T, Q>::operator-=(U s) { this->value[0] -= s; this->value[1] -= s; this->value[2] -= s; return *this; } template template GLM_FUNC_QUALIFIER mat<3, 4, T, Q>& mat<3, 4, T, Q>::operator-=(mat<3, 4, U, Q> const& m) { this->value[0] -= m[0]; this->value[1] -= m[1]; this->value[2] -= m[2]; return *this; } template template GLM_FUNC_QUALIFIER mat<3, 4, T, Q>& mat<3, 4, T, Q>::operator*=(U s) { this->value[0] *= s; this->value[1] *= s; this->value[2] *= s; return *this; } template template GLM_FUNC_QUALIFIER mat<3, 4, T, Q> & mat<3, 4, T, Q>::operator/=(U s) { this->value[0] /= s; this->value[1] /= s; this->value[2] /= s; return *this; } // -- Increment and decrement operators -- template GLM_FUNC_QUALIFIER mat<3, 4, T, Q>& mat<3, 4, T, Q>::operator++() { ++this->value[0]; ++this->value[1]; ++this->value[2]; return *this; } template GLM_FUNC_QUALIFIER mat<3, 4, T, Q>& mat<3, 4, T, Q>::operator--() { --this->value[0]; --this->value[1]; --this->value[2]; return *this; } template GLM_FUNC_QUALIFIER mat<3, 4, T, Q> mat<3, 4, T, Q>::operator++(int) { mat<3, 4, T, Q> Result(*this); ++*this; return Result; } template GLM_FUNC_QUALIFIER mat<3, 4, T, Q> mat<3, 4, T, Q>::operator--(int) { mat<3, 4, T, Q> Result(*this); --*this; return Result; } // -- Unary arithmetic operators -- template GLM_FUNC_QUALIFIER mat<3, 4, T, Q> operator+(mat<3, 4, T, Q> const& m) { return m; } template GLM_FUNC_QUALIFIER mat<3, 4, T, Q> operator-(mat<3, 4, T, Q> const& m) { return mat<3, 4, T, Q>( -m[0], -m[1], -m[2]); } // -- Binary arithmetic operators -- template GLM_FUNC_QUALIFIER mat<3, 4, T, Q> operator+(mat<3, 4, T, Q> const& m, T scalar) { return mat<3, 4, T, Q>( m[0] + scalar, m[1] + scalar, m[2] + scalar); } template GLM_FUNC_QUALIFIER mat<3, 4, T, Q> operator+(mat<3, 4, T, Q> const& m1, mat<3, 4, T, Q> const& m2) { return mat<3, 4, T, Q>( m1[0] + m2[0], m1[1] + m2[1], m1[2] + m2[2]); } template GLM_FUNC_QUALIFIER mat<3, 4, T, Q> operator-(mat<3, 4, T, Q> const& m, T scalar) { return mat<3, 4, T, Q>( m[0] - scalar, m[1] - scalar, m[2] - scalar); } template GLM_FUNC_QUALIFIER mat<3, 4, T, Q> operator-(mat<3, 4, T, Q> const& m1, mat<3, 4, T, Q> const& m2) { return mat<3, 4, T, Q>( m1[0] - m2[0], m1[1] - m2[1], m1[2] - m2[2]); } template GLM_FUNC_QUALIFIER mat<3, 4, T, Q> operator*(mat<3, 4, T, Q> const& m, T scalar) { return mat<3, 4, T, Q>( m[0] * scalar, m[1] * scalar, m[2] * scalar); } template GLM_FUNC_QUALIFIER mat<3, 4, T, Q> operator*(T scalar, mat<3, 4, T, Q> const& m) { return mat<3, 4, T, Q>( m[0] * scalar, m[1] * scalar, m[2] * scalar); } template GLM_FUNC_QUALIFIER typename mat<3, 4, T, Q>::col_type operator* ( mat<3, 4, T, Q> const& m, typename mat<3, 4, T, Q>::row_type const& v ) { return typename mat<3, 4, T, Q>::col_type( m[0][0] * v.x + m[1][0] * v.y + m[2][0] * v.z, m[0][1] * v.x + m[1][1] * v.y + m[2][1] * v.z, m[0][2] * v.x + m[1][2] * v.y + m[2][2] * v.z, m[0][3] * v.x + m[1][3] * v.y + m[2][3] * v.z); } template GLM_FUNC_QUALIFIER typename mat<3, 4, T, Q>::row_type operator* ( typename mat<3, 4, T, Q>::col_type const& v, mat<3, 4, T, Q> const& m ) { return typename mat<3, 4, T, Q>::row_type( v.x * m[0][0] + v.y * m[0][1] + v.z * m[0][2] + v.w * m[0][3], v.x * m[1][0] + v.y * m[1][1] + v.z * m[1][2] + v.w * m[1][3], v.x * m[2][0] + v.y * m[2][1] + v.z * m[2][2] + v.w * m[2][3]); } template GLM_FUNC_QUALIFIER mat<4, 4, T, Q> operator*(mat<3, 4, T, Q> const& m1, mat<4, 3, T, Q> const& m2) { const T SrcA00 = m1[0][0]; const T SrcA01 = m1[0][1]; const T SrcA02 = m1[0][2]; const T SrcA03 = m1[0][3]; const T SrcA10 = m1[1][0]; const T SrcA11 = m1[1][1]; const T SrcA12 = m1[1][2]; const T SrcA13 = m1[1][3]; const T SrcA20 = m1[2][0]; const T SrcA21 = m1[2][1]; const T SrcA22 = m1[2][2]; const T SrcA23 = m1[2][3]; const T SrcB00 = m2[0][0]; const T SrcB01 = m2[0][1]; const T SrcB02 = m2[0][2]; const T SrcB10 = m2[1][0]; const T SrcB11 = m2[1][1]; const T SrcB12 = m2[1][2]; const T SrcB20 = m2[2][0]; const T SrcB21 = m2[2][1]; const T SrcB22 = m2[2][2]; const T SrcB30 = m2[3][0]; const T SrcB31 = m2[3][1]; const T SrcB32 = m2[3][2]; mat<4, 4, T, Q> Result; Result[0][0] = SrcA00 * SrcB00 + SrcA10 * SrcB01 + SrcA20 * SrcB02; Result[0][1] = SrcA01 * SrcB00 + SrcA11 * SrcB01 + SrcA21 * SrcB02; Result[0][2] = SrcA02 * SrcB00 + SrcA12 * SrcB01 + SrcA22 * SrcB02; Result[0][3] = SrcA03 * SrcB00 + SrcA13 * SrcB01 + SrcA23 * SrcB02; Result[1][0] = SrcA00 * SrcB10 + SrcA10 * SrcB11 + SrcA20 * SrcB12; Result[1][1] = SrcA01 * SrcB10 + SrcA11 * SrcB11 + SrcA21 * SrcB12; Result[1][2] = SrcA02 * SrcB10 + SrcA12 * SrcB11 + SrcA22 * SrcB12; Result[1][3] = SrcA03 * SrcB10 + SrcA13 * SrcB11 + SrcA23 * SrcB12; Result[2][0] = SrcA00 * SrcB20 + SrcA10 * SrcB21 + SrcA20 * SrcB22; Result[2][1] = SrcA01 * SrcB20 + SrcA11 * SrcB21 + SrcA21 * SrcB22; Result[2][2] = SrcA02 * SrcB20 + SrcA12 * SrcB21 + SrcA22 * SrcB22; Result[2][3] = SrcA03 * SrcB20 + SrcA13 * SrcB21 + SrcA23 * SrcB22; Result[3][0] = SrcA00 * SrcB30 + SrcA10 * SrcB31 + SrcA20 * SrcB32; Result[3][1] = SrcA01 * SrcB30 + SrcA11 * SrcB31 + SrcA21 * SrcB32; Result[3][2] = SrcA02 * SrcB30 + SrcA12 * SrcB31 + SrcA22 * SrcB32; Result[3][3] = SrcA03 * SrcB30 + SrcA13 * SrcB31 + SrcA23 * SrcB32; return Result; } template GLM_FUNC_QUALIFIER mat<2, 4, T, Q> operator*(mat<3, 4, T, Q> const& m1, mat<2, 3, T, Q> const& m2) { return mat<2, 4, T, Q>( m1[0][0] * m2[0][0] + m1[1][0] * m2[0][1] + m1[2][0] * m2[0][2], m1[0][1] * m2[0][0] + m1[1][1] * m2[0][1] + m1[2][1] * m2[0][2], m1[0][2] * m2[0][0] + m1[1][2] * m2[0][1] + m1[2][2] * m2[0][2], m1[0][3] * m2[0][0] + m1[1][3] * m2[0][1] + m1[2][3] * m2[0][2], m1[0][0] * m2[1][0] + m1[1][0] * m2[1][1] + m1[2][0] * m2[1][2], m1[0][1] * m2[1][0] + m1[1][1] * m2[1][1] + m1[2][1] * m2[1][2], m1[0][2] * m2[1][0] + m1[1][2] * m2[1][1] + m1[2][2] * m2[1][2], m1[0][3] * m2[1][0] + m1[1][3] * m2[1][1] + m1[2][3] * m2[1][2]); } template GLM_FUNC_QUALIFIER mat<3, 4, T, Q> operator*(mat<3, 4, T, Q> const& m1, mat<3, 3, T, Q> const& m2) { return mat<3, 4, T, Q>( m1[0][0] * m2[0][0] + m1[1][0] * m2[0][1] + m1[2][0] * m2[0][2], m1[0][1] * m2[0][0] + m1[1][1] * m2[0][1] + m1[2][1] * m2[0][2], m1[0][2] * m2[0][0] + m1[1][2] * m2[0][1] + m1[2][2] * m2[0][2], m1[0][3] * m2[0][0] + m1[1][3] * m2[0][1] + m1[2][3] * m2[0][2], m1[0][0] * m2[1][0] + m1[1][0] * m2[1][1] + m1[2][0] * m2[1][2], m1[0][1] * m2[1][0] + m1[1][1] * m2[1][1] + m1[2][1] * m2[1][2], m1[0][2] * m2[1][0] + m1[1][2] * m2[1][1] + m1[2][2] * m2[1][2], m1[0][3] * m2[1][0] + m1[1][3] * m2[1][1] + m1[2][3] * m2[1][2], m1[0][0] * m2[2][0] + m1[1][0] * m2[2][1] + m1[2][0] * m2[2][2], m1[0][1] * m2[2][0] + m1[1][1] * m2[2][1] + m1[2][1] * m2[2][2], m1[0][2] * m2[2][0] + m1[1][2] * m2[2][1] + m1[2][2] * m2[2][2], m1[0][3] * m2[2][0] + m1[1][3] * m2[2][1] + m1[2][3] * m2[2][2]); } template GLM_FUNC_QUALIFIER mat<3, 4, T, Q> operator/(mat<3, 4, T, Q> const& m, T scalar) { return mat<3, 4, T, Q>( m[0] / scalar, m[1] / scalar, m[2] / scalar); } template GLM_FUNC_QUALIFIER mat<3, 4, T, Q> operator/(T scalar, mat<3, 4, T, Q> const& m) { return mat<3, 4, T, Q>( scalar / m[0], scalar / m[1], scalar / m[2]); } // -- Boolean operators -- template GLM_FUNC_QUALIFIER bool operator==(mat<3, 4, T, Q> const& m1, mat<3, 4, T, Q> const& m2) { return (m1[0] == m2[0]) && (m1[1] == m2[1]) && (m1[2] == m2[2]); } template GLM_FUNC_QUALIFIER bool operator!=(mat<3, 4, T, Q> const& m1, mat<3, 4, T, Q> const& m2) { return (m1[0] != m2[0]) || (m1[1] != m2[1]) || (m1[2] != m2[2]); } } //namespace glm ================================================ FILE: third_party/glm/detail/type_mat4x2.hpp ================================================ /// @ref core /// @file glm/detail/type_mat4x2.hpp #pragma once #include "type_vec2.hpp" #include "type_vec4.hpp" #include #include namespace glm { template struct mat<4, 2, T, Q> { typedef vec<2, T, Q> col_type; typedef vec<4, T, Q> row_type; typedef mat<4, 2, T, Q> type; typedef mat<2, 4, T, Q> transpose_type; typedef T value_type; private: col_type value[4]; public: // -- Accesses -- typedef length_t length_type; GLM_FUNC_DECL static GLM_CONSTEXPR length_type length() { return 4; } GLM_FUNC_DECL col_type & operator[](length_type i); GLM_FUNC_DECL GLM_CONSTEXPR col_type const& operator[](length_type i) const; // -- Constructors -- GLM_FUNC_DECL GLM_CONSTEXPR mat() GLM_DEFAULT; template GLM_FUNC_DECL GLM_CONSTEXPR mat(mat<4, 2, T, P> const& m); GLM_FUNC_DECL explicit GLM_CONSTEXPR mat(T scalar); GLM_FUNC_DECL GLM_CONSTEXPR mat( T x0, T y0, T x1, T y1, T x2, T y2, T x3, T y3); GLM_FUNC_DECL GLM_CONSTEXPR mat( col_type const& v0, col_type const& v1, col_type const& v2, col_type const& v3); // -- Conversions -- template< typename X0, typename Y0, typename X1, typename Y1, typename X2, typename Y2, typename X3, typename Y3> GLM_FUNC_DECL GLM_CONSTEXPR mat( X0 x0, Y0 y0, X1 x1, Y1 y1, X2 x2, Y2 y2, X3 x3, Y3 y3); template GLM_FUNC_DECL GLM_CONSTEXPR mat( vec<2, V1, Q> const& v1, vec<2, V2, Q> const& v2, vec<2, V3, Q> const& v3, vec<2, V4, Q> const& v4); // -- Matrix conversions -- template GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 2, U, P> const& m); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 2, T, Q> const& x); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 3, T, Q> const& x); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 4, T, Q> const& x); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 3, T, Q> const& x); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 2, T, Q> const& x); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 4, T, Q> const& x); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 3, T, Q> const& x); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 4, T, Q> const& x); // -- Unary arithmetic operators -- template GLM_FUNC_DECL mat<4, 2, T, Q> & operator=(mat<4, 2, U, Q> const& m); template GLM_FUNC_DECL mat<4, 2, T, Q> & operator+=(U s); template GLM_FUNC_DECL mat<4, 2, T, Q> & operator+=(mat<4, 2, U, Q> const& m); template GLM_FUNC_DECL mat<4, 2, T, Q> & operator-=(U s); template GLM_FUNC_DECL mat<4, 2, T, Q> & operator-=(mat<4, 2, U, Q> const& m); template GLM_FUNC_DECL mat<4, 2, T, Q> & operator*=(U s); template GLM_FUNC_DECL mat<4, 2, T, Q> & operator/=(U s); // -- Increment and decrement operators -- GLM_FUNC_DECL mat<4, 2, T, Q> & operator++ (); GLM_FUNC_DECL mat<4, 2, T, Q> & operator-- (); GLM_FUNC_DECL mat<4, 2, T, Q> operator++(int); GLM_FUNC_DECL mat<4, 2, T, Q> operator--(int); }; // -- Unary operators -- template GLM_FUNC_DECL mat<4, 2, T, Q> operator+(mat<4, 2, T, Q> const& m); template GLM_FUNC_DECL mat<4, 2, T, Q> operator-(mat<4, 2, T, Q> const& m); // -- Binary operators -- template GLM_FUNC_DECL mat<4, 2, T, Q> operator+(mat<4, 2, T, Q> const& m, T scalar); template GLM_FUNC_DECL mat<4, 2, T, Q> operator+(mat<4, 2, T, Q> const& m1, mat<4, 2, T, Q> const& m2); template GLM_FUNC_DECL mat<4, 2, T, Q> operator-(mat<4, 2, T, Q> const& m, T scalar); template GLM_FUNC_DECL mat<4, 2, T, Q> operator-(mat<4, 2, T, Q> const& m1, mat<4, 2, T, Q> const& m2); template GLM_FUNC_DECL mat<4, 2, T, Q> operator*(mat<4, 2, T, Q> const& m, T scalar); template GLM_FUNC_DECL mat<4, 2, T, Q> operator*(T scalar, mat<4, 2, T, Q> const& m); template GLM_FUNC_DECL typename mat<4, 2, T, Q>::col_type operator*(mat<4, 2, T, Q> const& m, typename mat<4, 2, T, Q>::row_type const& v); template GLM_FUNC_DECL typename mat<4, 2, T, Q>::row_type operator*(typename mat<4, 2, T, Q>::col_type const& v, mat<4, 2, T, Q> const& m); template GLM_FUNC_DECL mat<2, 2, T, Q> operator*(mat<4, 2, T, Q> const& m1, mat<2, 4, T, Q> const& m2); template GLM_FUNC_DECL mat<3, 2, T, Q> operator*(mat<4, 2, T, Q> const& m1, mat<3, 4, T, Q> const& m2); template GLM_FUNC_DECL mat<4, 2, T, Q> operator*(mat<4, 2, T, Q> const& m1, mat<4, 4, T, Q> const& m2); template GLM_FUNC_DECL mat<4, 2, T, Q> operator/(mat<4, 2, T, Q> const& m, T scalar); template GLM_FUNC_DECL mat<4, 2, T, Q> operator/(T scalar, mat<4, 2, T, Q> const& m); // -- Boolean operators -- template GLM_FUNC_DECL bool operator==(mat<4, 2, T, Q> const& m1, mat<4, 2, T, Q> const& m2); template GLM_FUNC_DECL bool operator!=(mat<4, 2, T, Q> const& m1, mat<4, 2, T, Q> const& m2); }//namespace glm #ifndef GLM_EXTERNAL_TEMPLATE #include "type_mat4x2.inl" #endif ================================================ FILE: third_party/glm/detail/type_mat4x2.inl ================================================ namespace glm { // -- Constructors -- # if GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat() # if GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALIZER_LIST : value{col_type(1, 0), col_type(0, 1), col_type(0, 0), col_type(0, 0)} # endif { # if GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALISATION this->value[0] = col_type(1, 0); this->value[1] = col_type(0, 1); this->value[2] = col_type(0, 0); this->value[3] = col_type(0, 0); # endif } # endif template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat(mat<4, 2, T, P> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(m[3])} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = m[0]; this->value[1] = m[1]; this->value[2] = m[2]; this->value[3] = m[3]; # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat(T s) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(s, 0), col_type(0, s), col_type(0, 0), col_type(0, 0)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(s, 0); this->value[1] = col_type(0, s); this->value[2] = col_type(0, 0); this->value[3] = col_type(0, 0); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat ( T x0, T y0, T x1, T y1, T x2, T y2, T x3, T y3 ) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(x0, y0), col_type(x1, y1), col_type(x2, y2), col_type(x3, y3)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(x0, y0); this->value[1] = col_type(x1, y1); this->value[2] = col_type(x2, y2); this->value[3] = col_type(x3, y3); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat(col_type const& v0, col_type const& v1, col_type const& v2, col_type const& v3) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(v0), col_type(v1), col_type(v2), col_type(v3)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = v0; this->value[1] = v1; this->value[2] = v2; this->value[3] = v3; # endif } // -- Conversion constructors -- template template< typename X0, typename Y0, typename X1, typename Y1, typename X2, typename Y2, typename X3, typename Y3> GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat ( X0 x0, Y0 y0, X1 x1, Y1 y1, X2 x2, Y2 y2, X3 x3, Y3 y3 ) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(x0, y0), col_type(x1, y1), col_type(x2, y2), col_type(x3, y3)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(x0, y0); this->value[1] = col_type(x1, y1); this->value[2] = col_type(x2, y2); this->value[3] = col_type(x3, y3); # endif } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat(vec<2, V0, Q> const& v0, vec<2, V1, Q> const& v1, vec<2, V2, Q> const& v2, vec<2, V3, Q> const& v3) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(v0), col_type(v1), col_type(v2), col_type(v3)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(v0); this->value[1] = col_type(v1); this->value[2] = col_type(v2); this->value[3] = col_type(v3); # endif } // -- Conversion -- template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat(mat<4, 2, U, P> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(m[3])} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0]); this->value[1] = col_type(m[1]); this->value[2] = col_type(m[2]); this->value[3] = col_type(m[3]); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat(mat<2, 2, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0]), col_type(m[1]), col_type(0), col_type(0)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0]); this->value[1] = col_type(m[1]); this->value[2] = col_type(0); this->value[3] = col_type(0); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat(mat<3, 3, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(0)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0]); this->value[1] = col_type(m[1]); this->value[2] = col_type(m[2]); this->value[3] = col_type(0); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat(mat<4, 4, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(m[3])} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0]); this->value[1] = col_type(m[1]); this->value[2] = col_type(m[2]); this->value[3] = col_type(m[3]); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat(mat<2, 3, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0]), col_type(m[1]), col_type(0), col_type(0)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0]); this->value[1] = col_type(m[1]); this->value[2] = col_type(0); this->value[3] = col_type(0); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat(mat<3, 2, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(0)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0]); this->value[1] = col_type(m[1]); this->value[2] = col_type(m[2]); this->value[3] = col_type(0); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat(mat<2, 4, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0]), col_type(m[1]), col_type(0), col_type(0)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0]); this->value[1] = col_type(m[1]); this->value[2] = col_type(0); this->value[3] = col_type(0); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat(mat<4, 3, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(m[3])} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0]); this->value[1] = col_type(m[1]); this->value[2] = col_type(m[2]); this->value[3] = col_type(m[3]); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat(mat<3, 4, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(0)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0]); this->value[1] = col_type(m[1]); this->value[2] = col_type(m[2]); this->value[3] = col_type(0); # endif } // -- Accesses -- template GLM_FUNC_QUALIFIER typename mat<4, 2, T, Q>::col_type & mat<4, 2, T, Q>::operator[](typename mat<4, 2, T, Q>::length_type i) { assert(i < this->length()); return this->value[i]; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<4, 2, T, Q>::col_type const& mat<4, 2, T, Q>::operator[](typename mat<4, 2, T, Q>::length_type i) const { assert(i < this->length()); return this->value[i]; } // -- Unary updatable operators -- template template GLM_FUNC_QUALIFIER mat<4, 2, T, Q>& mat<4, 2, T, Q>::operator=(mat<4, 2, U, Q> const& m) { this->value[0] = m[0]; this->value[1] = m[1]; this->value[2] = m[2]; this->value[3] = m[3]; return *this; } template template GLM_FUNC_QUALIFIER mat<4, 2, T, Q> & mat<4, 2, T, Q>::operator+=(U s) { this->value[0] += s; this->value[1] += s; this->value[2] += s; this->value[3] += s; return *this; } template template GLM_FUNC_QUALIFIER mat<4, 2, T, Q> & mat<4, 2, T, Q>::operator+=(mat<4, 2, U, Q> const& m) { this->value[0] += m[0]; this->value[1] += m[1]; this->value[2] += m[2]; this->value[3] += m[3]; return *this; } template template GLM_FUNC_QUALIFIER mat<4, 2, T, Q> & mat<4, 2, T, Q>::operator-=(U s) { this->value[0] -= s; this->value[1] -= s; this->value[2] -= s; this->value[3] -= s; return *this; } template template GLM_FUNC_QUALIFIER mat<4, 2, T, Q> & mat<4, 2, T, Q>::operator-=(mat<4, 2, U, Q> const& m) { this->value[0] -= m[0]; this->value[1] -= m[1]; this->value[2] -= m[2]; this->value[3] -= m[3]; return *this; } template template GLM_FUNC_QUALIFIER mat<4, 2, T, Q> & mat<4, 2, T, Q>::operator*=(U s) { this->value[0] *= s; this->value[1] *= s; this->value[2] *= s; this->value[3] *= s; return *this; } template template GLM_FUNC_QUALIFIER mat<4, 2, T, Q> & mat<4, 2, T, Q>::operator/=(U s) { this->value[0] /= s; this->value[1] /= s; this->value[2] /= s; this->value[3] /= s; return *this; } // -- Increment and decrement operators -- template GLM_FUNC_QUALIFIER mat<4, 2, T, Q> & mat<4, 2, T, Q>::operator++() { ++this->value[0]; ++this->value[1]; ++this->value[2]; ++this->value[3]; return *this; } template GLM_FUNC_QUALIFIER mat<4, 2, T, Q> & mat<4, 2, T, Q>::operator--() { --this->value[0]; --this->value[1]; --this->value[2]; --this->value[3]; return *this; } template GLM_FUNC_QUALIFIER mat<4, 2, T, Q> mat<4, 2, T, Q>::operator++(int) { mat<4, 2, T, Q> Result(*this); ++*this; return Result; } template GLM_FUNC_QUALIFIER mat<4, 2, T, Q> mat<4, 2, T, Q>::operator--(int) { mat<4, 2, T, Q> Result(*this); --*this; return Result; } // -- Unary arithmetic operators -- template GLM_FUNC_QUALIFIER mat<4, 2, T, Q> operator+(mat<4, 2, T, Q> const& m) { return m; } template GLM_FUNC_QUALIFIER mat<4, 2, T, Q> operator-(mat<4, 2, T, Q> const& m) { return mat<4, 2, T, Q>( -m[0], -m[1], -m[2], -m[3]); } // -- Binary arithmetic operators -- template GLM_FUNC_QUALIFIER mat<4, 2, T, Q> operator+(mat<4, 2, T, Q> const& m, T scalar) { return mat<4, 2, T, Q>( m[0] + scalar, m[1] + scalar, m[2] + scalar, m[3] + scalar); } template GLM_FUNC_QUALIFIER mat<4, 2, T, Q> operator+(mat<4, 2, T, Q> const& m1, mat<4, 2, T, Q> const& m2) { return mat<4, 2, T, Q>( m1[0] + m2[0], m1[1] + m2[1], m1[2] + m2[2], m1[3] + m2[3]); } template GLM_FUNC_QUALIFIER mat<4, 2, T, Q> operator-(mat<4, 2, T, Q> const& m, T scalar) { return mat<4, 2, T, Q>( m[0] - scalar, m[1] - scalar, m[2] - scalar, m[3] - scalar); } template GLM_FUNC_QUALIFIER mat<4, 2, T, Q> operator-(mat<4, 2, T, Q> const& m1, mat<4, 2, T, Q> const& m2) { return mat<4, 2, T, Q>( m1[0] - m2[0], m1[1] - m2[1], m1[2] - m2[2], m1[3] - m2[3]); } template GLM_FUNC_QUALIFIER mat<4, 2, T, Q> operator*(mat<4, 2, T, Q> const& m, T scalar) { return mat<4, 2, T, Q>( m[0] * scalar, m[1] * scalar, m[2] * scalar, m[3] * scalar); } template GLM_FUNC_QUALIFIER mat<4, 2, T, Q> operator*(T scalar, mat<4, 2, T, Q> const& m) { return mat<4, 2, T, Q>( m[0] * scalar, m[1] * scalar, m[2] * scalar, m[3] * scalar); } template GLM_FUNC_QUALIFIER typename mat<4, 2, T, Q>::col_type operator*(mat<4, 2, T, Q> const& m, typename mat<4, 2, T, Q>::row_type const& v) { return typename mat<4, 2, T, Q>::col_type( m[0][0] * v.x + m[1][0] * v.y + m[2][0] * v.z + m[3][0] * v.w, m[0][1] * v.x + m[1][1] * v.y + m[2][1] * v.z + m[3][1] * v.w); } template GLM_FUNC_QUALIFIER typename mat<4, 2, T, Q>::row_type operator*(typename mat<4, 2, T, Q>::col_type const& v, mat<4, 2, T, Q> const& m) { return typename mat<4, 2, T, Q>::row_type( v.x * m[0][0] + v.y * m[0][1], v.x * m[1][0] + v.y * m[1][1], v.x * m[2][0] + v.y * m[2][1], v.x * m[3][0] + v.y * m[3][1]); } template GLM_FUNC_QUALIFIER mat<2, 2, T, Q> operator*(mat<4, 2, T, Q> const& m1, mat<2, 4, T, Q> const& m2) { T const SrcA00 = m1[0][0]; T const SrcA01 = m1[0][1]; T const SrcA10 = m1[1][0]; T const SrcA11 = m1[1][1]; T const SrcA20 = m1[2][0]; T const SrcA21 = m1[2][1]; T const SrcA30 = m1[3][0]; T const SrcA31 = m1[3][1]; T const SrcB00 = m2[0][0]; T const SrcB01 = m2[0][1]; T const SrcB02 = m2[0][2]; T const SrcB03 = m2[0][3]; T const SrcB10 = m2[1][0]; T const SrcB11 = m2[1][1]; T const SrcB12 = m2[1][2]; T const SrcB13 = m2[1][3]; mat<2, 2, T, Q> Result; Result[0][0] = SrcA00 * SrcB00 + SrcA10 * SrcB01 + SrcA20 * SrcB02 + SrcA30 * SrcB03; Result[0][1] = SrcA01 * SrcB00 + SrcA11 * SrcB01 + SrcA21 * SrcB02 + SrcA31 * SrcB03; Result[1][0] = SrcA00 * SrcB10 + SrcA10 * SrcB11 + SrcA20 * SrcB12 + SrcA30 * SrcB13; Result[1][1] = SrcA01 * SrcB10 + SrcA11 * SrcB11 + SrcA21 * SrcB12 + SrcA31 * SrcB13; return Result; } template GLM_FUNC_QUALIFIER mat<3, 2, T, Q> operator*(mat<4, 2, T, Q> const& m1, mat<3, 4, T, Q> const& m2) { return mat<3, 2, T, Q>( m1[0][0] * m2[0][0] + m1[1][0] * m2[0][1] + m1[2][0] * m2[0][2] + m1[3][0] * m2[0][3], m1[0][1] * m2[0][0] + m1[1][1] * m2[0][1] + m1[2][1] * m2[0][2] + m1[3][1] * m2[0][3], m1[0][0] * m2[1][0] + m1[1][0] * m2[1][1] + m1[2][0] * m2[1][2] + m1[3][0] * m2[1][3], m1[0][1] * m2[1][0] + m1[1][1] * m2[1][1] + m1[2][1] * m2[1][2] + m1[3][1] * m2[1][3], m1[0][0] * m2[2][0] + m1[1][0] * m2[2][1] + m1[2][0] * m2[2][2] + m1[3][0] * m2[2][3], m1[0][1] * m2[2][0] + m1[1][1] * m2[2][1] + m1[2][1] * m2[2][2] + m1[3][1] * m2[2][3]); } template GLM_FUNC_QUALIFIER mat<4, 2, T, Q> operator*(mat<4, 2, T, Q> const& m1, mat<4, 4, T, Q> const& m2) { return mat<4, 2, T, Q>( m1[0][0] * m2[0][0] + m1[1][0] * m2[0][1] + m1[2][0] * m2[0][2] + m1[3][0] * m2[0][3], m1[0][1] * m2[0][0] + m1[1][1] * m2[0][1] + m1[2][1] * m2[0][2] + m1[3][1] * m2[0][3], m1[0][0] * m2[1][0] + m1[1][0] * m2[1][1] + m1[2][0] * m2[1][2] + m1[3][0] * m2[1][3], m1[0][1] * m2[1][0] + m1[1][1] * m2[1][1] + m1[2][1] * m2[1][2] + m1[3][1] * m2[1][3], m1[0][0] * m2[2][0] + m1[1][0] * m2[2][1] + m1[2][0] * m2[2][2] + m1[3][0] * m2[2][3], m1[0][1] * m2[2][0] + m1[1][1] * m2[2][1] + m1[2][1] * m2[2][2] + m1[3][1] * m2[2][3], m1[0][0] * m2[3][0] + m1[1][0] * m2[3][1] + m1[2][0] * m2[3][2] + m1[3][0] * m2[3][3], m1[0][1] * m2[3][0] + m1[1][1] * m2[3][1] + m1[2][1] * m2[3][2] + m1[3][1] * m2[3][3]); } template GLM_FUNC_QUALIFIER mat<4, 2, T, Q> operator/(mat<4, 2, T, Q> const& m, T scalar) { return mat<4, 2, T, Q>( m[0] / scalar, m[1] / scalar, m[2] / scalar, m[3] / scalar); } template GLM_FUNC_QUALIFIER mat<4, 2, T, Q> operator/(T scalar, mat<4, 2, T, Q> const& m) { return mat<4, 2, T, Q>( scalar / m[0], scalar / m[1], scalar / m[2], scalar / m[3]); } // -- Boolean operators -- template GLM_FUNC_QUALIFIER bool operator==(mat<4, 2, T, Q> const& m1, mat<4, 2, T, Q> const& m2) { return (m1[0] == m2[0]) && (m1[1] == m2[1]) && (m1[2] == m2[2]) && (m1[3] == m2[3]); } template GLM_FUNC_QUALIFIER bool operator!=(mat<4, 2, T, Q> const& m1, mat<4, 2, T, Q> const& m2) { return (m1[0] != m2[0]) || (m1[1] != m2[1]) || (m1[2] != m2[2]) || (m1[3] != m2[3]); } } //namespace glm ================================================ FILE: third_party/glm/detail/type_mat4x3.hpp ================================================ /// @ref core /// @file glm/detail/type_mat4x3.hpp #pragma once #include "type_vec3.hpp" #include "type_vec4.hpp" #include #include namespace glm { template struct mat<4, 3, T, Q> { typedef vec<3, T, Q> col_type; typedef vec<4, T, Q> row_type; typedef mat<4, 3, T, Q> type; typedef mat<3, 4, T, Q> transpose_type; typedef T value_type; private: col_type value[4]; public: // -- Accesses -- typedef length_t length_type; GLM_FUNC_DECL static GLM_CONSTEXPR length_type length() { return 4; } GLM_FUNC_DECL col_type & operator[](length_type i); GLM_FUNC_DECL GLM_CONSTEXPR col_type const& operator[](length_type i) const; // -- Constructors -- GLM_FUNC_DECL GLM_CONSTEXPR mat() GLM_DEFAULT; template GLM_FUNC_DECL GLM_CONSTEXPR mat(mat<4, 3, T, P> const& m); GLM_FUNC_DECL explicit GLM_CONSTEXPR mat(T const& x); GLM_FUNC_DECL GLM_CONSTEXPR mat( T const& x0, T const& y0, T const& z0, T const& x1, T const& y1, T const& z1, T const& x2, T const& y2, T const& z2, T const& x3, T const& y3, T const& z3); GLM_FUNC_DECL GLM_CONSTEXPR mat( col_type const& v0, col_type const& v1, col_type const& v2, col_type const& v3); // -- Conversions -- template< typename X1, typename Y1, typename Z1, typename X2, typename Y2, typename Z2, typename X3, typename Y3, typename Z3, typename X4, typename Y4, typename Z4> GLM_FUNC_DECL GLM_CONSTEXPR mat( X1 const& x1, Y1 const& y1, Z1 const& z1, X2 const& x2, Y2 const& y2, Z2 const& z2, X3 const& x3, Y3 const& y3, Z3 const& z3, X4 const& x4, Y4 const& y4, Z4 const& z4); template GLM_FUNC_DECL GLM_CONSTEXPR mat( vec<3, V1, Q> const& v1, vec<3, V2, Q> const& v2, vec<3, V3, Q> const& v3, vec<3, V4, Q> const& v4); // -- Matrix conversions -- template GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 3, U, P> const& m); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 2, T, Q> const& x); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 3, T, Q> const& x); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 4, T, Q> const& x); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 3, T, Q> const& x); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 2, T, Q> const& x); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 4, T, Q> const& x); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 2, T, Q> const& x); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 4, T, Q> const& x); // -- Unary arithmetic operators -- template GLM_FUNC_DECL mat<4, 3, T, Q> & operator=(mat<4, 3, U, Q> const& m); template GLM_FUNC_DECL mat<4, 3, T, Q> & operator+=(U s); template GLM_FUNC_DECL mat<4, 3, T, Q> & operator+=(mat<4, 3, U, Q> const& m); template GLM_FUNC_DECL mat<4, 3, T, Q> & operator-=(U s); template GLM_FUNC_DECL mat<4, 3, T, Q> & operator-=(mat<4, 3, U, Q> const& m); template GLM_FUNC_DECL mat<4, 3, T, Q> & operator*=(U s); template GLM_FUNC_DECL mat<4, 3, T, Q> & operator/=(U s); // -- Increment and decrement operators -- GLM_FUNC_DECL mat<4, 3, T, Q>& operator++(); GLM_FUNC_DECL mat<4, 3, T, Q>& operator--(); GLM_FUNC_DECL mat<4, 3, T, Q> operator++(int); GLM_FUNC_DECL mat<4, 3, T, Q> operator--(int); }; // -- Unary operators -- template GLM_FUNC_DECL mat<4, 3, T, Q> operator+(mat<4, 3, T, Q> const& m); template GLM_FUNC_DECL mat<4, 3, T, Q> operator-(mat<4, 3, T, Q> const& m); // -- Binary operators -- template GLM_FUNC_DECL mat<4, 3, T, Q> operator+(mat<4, 3, T, Q> const& m, T const& s); template GLM_FUNC_DECL mat<4, 3, T, Q> operator+(mat<4, 3, T, Q> const& m1, mat<4, 3, T, Q> const& m2); template GLM_FUNC_DECL mat<4, 3, T, Q> operator-(mat<4, 3, T, Q> const& m, T const& s); template GLM_FUNC_DECL mat<4, 3, T, Q> operator-(mat<4, 3, T, Q> const& m1, mat<4, 3, T, Q> const& m2); template GLM_FUNC_DECL mat<4, 3, T, Q> operator*(mat<4, 3, T, Q> const& m, T const& s); template GLM_FUNC_DECL mat<4, 3, T, Q> operator*(T const& s, mat<4, 3, T, Q> const& m); template GLM_FUNC_DECL typename mat<4, 3, T, Q>::col_type operator*(mat<4, 3, T, Q> const& m, typename mat<4, 3, T, Q>::row_type const& v); template GLM_FUNC_DECL typename mat<4, 3, T, Q>::row_type operator*(typename mat<4, 3, T, Q>::col_type const& v, mat<4, 3, T, Q> const& m); template GLM_FUNC_DECL mat<2, 3, T, Q> operator*(mat<4, 3, T, Q> const& m1, mat<2, 4, T, Q> const& m2); template GLM_FUNC_DECL mat<3, 3, T, Q> operator*(mat<4, 3, T, Q> const& m1, mat<3, 4, T, Q> const& m2); template GLM_FUNC_DECL mat<4, 3, T, Q> operator*(mat<4, 3, T, Q> const& m1, mat<4, 4, T, Q> const& m2); template GLM_FUNC_DECL mat<4, 3, T, Q> operator/(mat<4, 3, T, Q> const& m, T const& s); template GLM_FUNC_DECL mat<4, 3, T, Q> operator/(T const& s, mat<4, 3, T, Q> const& m); // -- Boolean operators -- template GLM_FUNC_DECL bool operator==(mat<4, 3, T, Q> const& m1, mat<4, 3, T, Q> const& m2); template GLM_FUNC_DECL bool operator!=(mat<4, 3, T, Q> const& m1, mat<4, 3, T, Q> const& m2); }//namespace glm #ifndef GLM_EXTERNAL_TEMPLATE #include "type_mat4x3.inl" #endif //GLM_EXTERNAL_TEMPLATE ================================================ FILE: third_party/glm/detail/type_mat4x3.inl ================================================ namespace glm { // -- Constructors -- # if GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat() # if GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALIZER_LIST : value{col_type(1, 0, 0), col_type(0, 1, 0), col_type(0, 0, 1), col_type(0, 0, 0)} # endif { # if GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALISATION this->value[0] = col_type(1, 0, 0); this->value[1] = col_type(0, 1, 0); this->value[2] = col_type(0, 0, 1); this->value[3] = col_type(0, 0, 0); # endif } # endif template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat(mat<4, 3, T, P> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(m[3])} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = m[0]; this->value[1] = m[1]; this->value[2] = m[2]; this->value[3] = m[3]; # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat(T const& s) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(s, 0, 0), col_type(0, s, 0), col_type(0, 0, s), col_type(0, 0, 0)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(s, 0, 0); this->value[1] = col_type(0, s, 0); this->value[2] = col_type(0, 0, s); this->value[3] = col_type(0, 0, 0); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat ( T const& x0, T const& y0, T const& z0, T const& x1, T const& y1, T const& z1, T const& x2, T const& y2, T const& z2, T const& x3, T const& y3, T const& z3 ) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(x0, y0, z0), col_type(x1, y1, z1), col_type(x2, y2, z2), col_type(x3, y3, z3)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(x0, y0, z0); this->value[1] = col_type(x1, y1, z1); this->value[2] = col_type(x2, y2, z2); this->value[3] = col_type(x3, y3, z3); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat(col_type const& v0, col_type const& v1, col_type const& v2, col_type const& v3) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(v0), col_type(v1), col_type(v2), col_type(v3)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = v0; this->value[1] = v1; this->value[2] = v2; this->value[3] = v3; # endif } // -- Conversion constructors -- template template< typename X0, typename Y0, typename Z0, typename X1, typename Y1, typename Z1, typename X2, typename Y2, typename Z2, typename X3, typename Y3, typename Z3> GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat ( X0 const& x0, Y0 const& y0, Z0 const& z0, X1 const& x1, Y1 const& y1, Z1 const& z1, X2 const& x2, Y2 const& y2, Z2 const& z2, X3 const& x3, Y3 const& y3, Z3 const& z3 ) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(x0, y0, z0), col_type(x1, y1, z1), col_type(x2, y2, z2), col_type(x3, y3, z3)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(x0, y0, z0); this->value[1] = col_type(x1, y1, z1); this->value[2] = col_type(x2, y2, z2); this->value[3] = col_type(x3, y3, z3); # endif } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat(vec<3, V1, Q> const& v1, vec<3, V2, Q> const& v2, vec<3, V3, Q> const& v3, vec<3, V4, Q> const& v4) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(v1), col_type(v2), col_type(v3), col_type(v4)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(v1); this->value[1] = col_type(v2); this->value[2] = col_type(v3); this->value[3] = col_type(v4); # endif } // -- Matrix conversions -- template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat(mat<4, 3, U, P> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(m[3])} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0]); this->value[1] = col_type(m[1]); this->value[2] = col_type(m[2]); this->value[3] = col_type(m[3]); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat(mat<2, 2, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0], 0), col_type(m[1], 0), col_type(0, 0, 1), col_type(0)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0], 0); this->value[1] = col_type(m[1], 0); this->value[2] = col_type(0, 0, 1); this->value[3] = col_type(0); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat(mat<3, 3, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(0)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0]); this->value[1] = col_type(m[1]); this->value[2] = col_type(m[2]); this->value[3] = col_type(0); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat(mat<4, 4, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(m[3])} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0]); this->value[1] = col_type(m[1]); this->value[2] = col_type(m[2]); this->value[3] = col_type(m[3]); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat(mat<2, 3, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0]), col_type(m[1]), col_type(0, 0, 1), col_type(0)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0]); this->value[1] = col_type(m[1]); this->value[2] = col_type(0, 0, 1); this->value[3] = col_type(0); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat(mat<3, 2, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0], 0), col_type(m[1], 0), col_type(m[2], 1), col_type(0)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0], 0); this->value[1] = col_type(m[1], 0); this->value[2] = col_type(m[2], 1); this->value[3] = col_type(0); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat(mat<2, 4, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0]), col_type(m[1]), col_type(0, 0, 1), col_type(0)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0]); this->value[1] = col_type(m[1]); this->value[2] = col_type(0, 0, 1); this->value[3] = col_type(0); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat(mat<4, 2, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0], 0), col_type(m[1], 0), col_type(m[2], 1), col_type(m[3], 0)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0], 0); this->value[1] = col_type(m[1], 0); this->value[2] = col_type(m[2], 1); this->value[3] = col_type(m[3], 0); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat(mat<3, 4, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(0)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0]); this->value[1] = col_type(m[1]); this->value[2] = col_type(m[2]); this->value[3] = col_type(0); # endif } // -- Accesses -- template GLM_FUNC_QUALIFIER typename mat<4, 3, T, Q>::col_type & mat<4, 3, T, Q>::operator[](typename mat<4, 3, T, Q>::length_type i) { assert(i < this->length()); return this->value[i]; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<4, 3, T, Q>::col_type const& mat<4, 3, T, Q>::operator[](typename mat<4, 3, T, Q>::length_type i) const { assert(i < this->length()); return this->value[i]; } // -- Unary updatable operators -- template template GLM_FUNC_QUALIFIER mat<4, 3, T, Q>& mat<4, 3, T, Q>::operator=(mat<4, 3, U, Q> const& m) { this->value[0] = m[0]; this->value[1] = m[1]; this->value[2] = m[2]; this->value[3] = m[3]; return *this; } template template GLM_FUNC_QUALIFIER mat<4, 3, T, Q> & mat<4, 3, T, Q>::operator+=(U s) { this->value[0] += s; this->value[1] += s; this->value[2] += s; this->value[3] += s; return *this; } template template GLM_FUNC_QUALIFIER mat<4, 3, T, Q> & mat<4, 3, T, Q>::operator+=(mat<4, 3, U, Q> const& m) { this->value[0] += m[0]; this->value[1] += m[1]; this->value[2] += m[2]; this->value[3] += m[3]; return *this; } template template GLM_FUNC_QUALIFIER mat<4, 3, T, Q> & mat<4, 3, T, Q>::operator-=(U s) { this->value[0] -= s; this->value[1] -= s; this->value[2] -= s; this->value[3] -= s; return *this; } template template GLM_FUNC_QUALIFIER mat<4, 3, T, Q> & mat<4, 3, T, Q>::operator-=(mat<4, 3, U, Q> const& m) { this->value[0] -= m[0]; this->value[1] -= m[1]; this->value[2] -= m[2]; this->value[3] -= m[3]; return *this; } template template GLM_FUNC_QUALIFIER mat<4, 3, T, Q> & mat<4, 3, T, Q>::operator*=(U s) { this->value[0] *= s; this->value[1] *= s; this->value[2] *= s; this->value[3] *= s; return *this; } template template GLM_FUNC_QUALIFIER mat<4, 3, T, Q> & mat<4, 3, T, Q>::operator/=(U s) { this->value[0] /= s; this->value[1] /= s; this->value[2] /= s; this->value[3] /= s; return *this; } // -- Increment and decrement operators -- template GLM_FUNC_QUALIFIER mat<4, 3, T, Q> & mat<4, 3, T, Q>::operator++() { ++this->value[0]; ++this->value[1]; ++this->value[2]; ++this->value[3]; return *this; } template GLM_FUNC_QUALIFIER mat<4, 3, T, Q> & mat<4, 3, T, Q>::operator--() { --this->value[0]; --this->value[1]; --this->value[2]; --this->value[3]; return *this; } template GLM_FUNC_QUALIFIER mat<4, 3, T, Q> mat<4, 3, T, Q>::operator++(int) { mat<4, 3, T, Q> Result(*this); ++*this; return Result; } template GLM_FUNC_QUALIFIER mat<4, 3, T, Q> mat<4, 3, T, Q>::operator--(int) { mat<4, 3, T, Q> Result(*this); --*this; return Result; } // -- Unary arithmetic operators -- template GLM_FUNC_QUALIFIER mat<4, 3, T, Q> operator+(mat<4, 3, T, Q> const& m) { return m; } template GLM_FUNC_QUALIFIER mat<4, 3, T, Q> operator-(mat<4, 3, T, Q> const& m) { return mat<4, 3, T, Q>( -m[0], -m[1], -m[2], -m[3]); } // -- Binary arithmetic operators -- template GLM_FUNC_QUALIFIER mat<4, 3, T, Q> operator+(mat<4, 3, T, Q> const& m, T const& s) { return mat<4, 3, T, Q>( m[0] + s, m[1] + s, m[2] + s, m[3] + s); } template GLM_FUNC_QUALIFIER mat<4, 3, T, Q> operator+(mat<4, 3, T, Q> const& m1, mat<4, 3, T, Q> const& m2) { return mat<4, 3, T, Q>( m1[0] + m2[0], m1[1] + m2[1], m1[2] + m2[2], m1[3] + m2[3]); } template GLM_FUNC_QUALIFIER mat<4, 3, T, Q> operator-(mat<4, 3, T, Q> const& m, T const& s) { return mat<4, 3, T, Q>( m[0] - s, m[1] - s, m[2] - s, m[3] - s); } template GLM_FUNC_QUALIFIER mat<4, 3, T, Q> operator-(mat<4, 3, T, Q> const& m1, mat<4, 3, T, Q> const& m2) { return mat<4, 3, T, Q>( m1[0] - m2[0], m1[1] - m2[1], m1[2] - m2[2], m1[3] - m2[3]); } template GLM_FUNC_QUALIFIER mat<4, 3, T, Q> operator*(mat<4, 3, T, Q> const& m, T const& s) { return mat<4, 3, T, Q>( m[0] * s, m[1] * s, m[2] * s, m[3] * s); } template GLM_FUNC_QUALIFIER mat<4, 3, T, Q> operator*(T const& s, mat<4, 3, T, Q> const& m) { return mat<4, 3, T, Q>( m[0] * s, m[1] * s, m[2] * s, m[3] * s); } template GLM_FUNC_QUALIFIER typename mat<4, 3, T, Q>::col_type operator* ( mat<4, 3, T, Q> const& m, typename mat<4, 3, T, Q>::row_type const& v) { return typename mat<4, 3, T, Q>::col_type( m[0][0] * v.x + m[1][0] * v.y + m[2][0] * v.z + m[3][0] * v.w, m[0][1] * v.x + m[1][1] * v.y + m[2][1] * v.z + m[3][1] * v.w, m[0][2] * v.x + m[1][2] * v.y + m[2][2] * v.z + m[3][2] * v.w); } template GLM_FUNC_QUALIFIER typename mat<4, 3, T, Q>::row_type operator* ( typename mat<4, 3, T, Q>::col_type const& v, mat<4, 3, T, Q> const& m) { return typename mat<4, 3, T, Q>::row_type( v.x * m[0][0] + v.y * m[0][1] + v.z * m[0][2], v.x * m[1][0] + v.y * m[1][1] + v.z * m[1][2], v.x * m[2][0] + v.y * m[2][1] + v.z * m[2][2], v.x * m[3][0] + v.y * m[3][1] + v.z * m[3][2]); } template GLM_FUNC_QUALIFIER mat<2, 3, T, Q> operator*(mat<4, 3, T, Q> const& m1, mat<2, 4, T, Q> const& m2) { return mat<2, 3, T, Q>( m1[0][0] * m2[0][0] + m1[1][0] * m2[0][1] + m1[2][0] * m2[0][2] + m1[3][0] * m2[0][3], m1[0][1] * m2[0][0] + m1[1][1] * m2[0][1] + m1[2][1] * m2[0][2] + m1[3][1] * m2[0][3], m1[0][2] * m2[0][0] + m1[1][2] * m2[0][1] + m1[2][2] * m2[0][2] + m1[3][2] * m2[0][3], m1[0][0] * m2[1][0] + m1[1][0] * m2[1][1] + m1[2][0] * m2[1][2] + m1[3][0] * m2[1][3], m1[0][1] * m2[1][0] + m1[1][1] * m2[1][1] + m1[2][1] * m2[1][2] + m1[3][1] * m2[1][3], m1[0][2] * m2[1][0] + m1[1][2] * m2[1][1] + m1[2][2] * m2[1][2] + m1[3][2] * m2[1][3]); } template GLM_FUNC_QUALIFIER mat<3, 3, T, Q> operator*(mat<4, 3, T, Q> const& m1, mat<3, 4, T, Q> const& m2) { T const SrcA00 = m1[0][0]; T const SrcA01 = m1[0][1]; T const SrcA02 = m1[0][2]; T const SrcA10 = m1[1][0]; T const SrcA11 = m1[1][1]; T const SrcA12 = m1[1][2]; T const SrcA20 = m1[2][0]; T const SrcA21 = m1[2][1]; T const SrcA22 = m1[2][2]; T const SrcA30 = m1[3][0]; T const SrcA31 = m1[3][1]; T const SrcA32 = m1[3][2]; T const SrcB00 = m2[0][0]; T const SrcB01 = m2[0][1]; T const SrcB02 = m2[0][2]; T const SrcB03 = m2[0][3]; T const SrcB10 = m2[1][0]; T const SrcB11 = m2[1][1]; T const SrcB12 = m2[1][2]; T const SrcB13 = m2[1][3]; T const SrcB20 = m2[2][0]; T const SrcB21 = m2[2][1]; T const SrcB22 = m2[2][2]; T const SrcB23 = m2[2][3]; mat<3, 3, T, Q> Result; Result[0][0] = SrcA00 * SrcB00 + SrcA10 * SrcB01 + SrcA20 * SrcB02 + SrcA30 * SrcB03; Result[0][1] = SrcA01 * SrcB00 + SrcA11 * SrcB01 + SrcA21 * SrcB02 + SrcA31 * SrcB03; Result[0][2] = SrcA02 * SrcB00 + SrcA12 * SrcB01 + SrcA22 * SrcB02 + SrcA32 * SrcB03; Result[1][0] = SrcA00 * SrcB10 + SrcA10 * SrcB11 + SrcA20 * SrcB12 + SrcA30 * SrcB13; Result[1][1] = SrcA01 * SrcB10 + SrcA11 * SrcB11 + SrcA21 * SrcB12 + SrcA31 * SrcB13; Result[1][2] = SrcA02 * SrcB10 + SrcA12 * SrcB11 + SrcA22 * SrcB12 + SrcA32 * SrcB13; Result[2][0] = SrcA00 * SrcB20 + SrcA10 * SrcB21 + SrcA20 * SrcB22 + SrcA30 * SrcB23; Result[2][1] = SrcA01 * SrcB20 + SrcA11 * SrcB21 + SrcA21 * SrcB22 + SrcA31 * SrcB23; Result[2][2] = SrcA02 * SrcB20 + SrcA12 * SrcB21 + SrcA22 * SrcB22 + SrcA32 * SrcB23; return Result; } template GLM_FUNC_QUALIFIER mat<4, 3, T, Q> operator*(mat<4, 3, T, Q> const& m1, mat<4, 4, T, Q> const& m2) { return mat<4, 3, T, Q>( m1[0][0] * m2[0][0] + m1[1][0] * m2[0][1] + m1[2][0] * m2[0][2] + m1[3][0] * m2[0][3], m1[0][1] * m2[0][0] + m1[1][1] * m2[0][1] + m1[2][1] * m2[0][2] + m1[3][1] * m2[0][3], m1[0][2] * m2[0][0] + m1[1][2] * m2[0][1] + m1[2][2] * m2[0][2] + m1[3][2] * m2[0][3], m1[0][0] * m2[1][0] + m1[1][0] * m2[1][1] + m1[2][0] * m2[1][2] + m1[3][0] * m2[1][3], m1[0][1] * m2[1][0] + m1[1][1] * m2[1][1] + m1[2][1] * m2[1][2] + m1[3][1] * m2[1][3], m1[0][2] * m2[1][0] + m1[1][2] * m2[1][1] + m1[2][2] * m2[1][2] + m1[3][2] * m2[1][3], m1[0][0] * m2[2][0] + m1[1][0] * m2[2][1] + m1[2][0] * m2[2][2] + m1[3][0] * m2[2][3], m1[0][1] * m2[2][0] + m1[1][1] * m2[2][1] + m1[2][1] * m2[2][2] + m1[3][1] * m2[2][3], m1[0][2] * m2[2][0] + m1[1][2] * m2[2][1] + m1[2][2] * m2[2][2] + m1[3][2] * m2[2][3], m1[0][0] * m2[3][0] + m1[1][0] * m2[3][1] + m1[2][0] * m2[3][2] + m1[3][0] * m2[3][3], m1[0][1] * m2[3][0] + m1[1][1] * m2[3][1] + m1[2][1] * m2[3][2] + m1[3][1] * m2[3][3], m1[0][2] * m2[3][0] + m1[1][2] * m2[3][1] + m1[2][2] * m2[3][2] + m1[3][2] * m2[3][3]); } template GLM_FUNC_QUALIFIER mat<4, 3, T, Q> operator/(mat<4, 3, T, Q> const& m, T const& s) { return mat<4, 3, T, Q>( m[0] / s, m[1] / s, m[2] / s, m[3] / s); } template GLM_FUNC_QUALIFIER mat<4, 3, T, Q> operator/(T const& s, mat<4, 3, T, Q> const& m) { return mat<4, 3, T, Q>( s / m[0], s / m[1], s / m[2], s / m[3]); } // -- Boolean operators -- template GLM_FUNC_QUALIFIER bool operator==(mat<4, 3, T, Q> const& m1, mat<4, 3, T, Q> const& m2) { return (m1[0] == m2[0]) && (m1[1] == m2[1]) && (m1[2] == m2[2]) && (m1[3] == m2[3]); } template GLM_FUNC_QUALIFIER bool operator!=(mat<4, 3, T, Q> const& m1, mat<4, 3, T, Q> const& m2) { return (m1[0] != m2[0]) || (m1[1] != m2[1]) || (m1[2] != m2[2]) || (m1[3] != m2[3]); } } //namespace glm ================================================ FILE: third_party/glm/detail/type_mat4x4.hpp ================================================ /// @ref core /// @file glm/detail/type_mat4x4.hpp #pragma once #include "type_vec4.hpp" #include #include namespace glm { template struct mat<4, 4, T, Q> { typedef vec<4, T, Q> col_type; typedef vec<4, T, Q> row_type; typedef mat<4, 4, T, Q> type; typedef mat<4, 4, T, Q> transpose_type; typedef T value_type; private: col_type value[4]; public: // -- Accesses -- typedef length_t length_type; GLM_FUNC_DECL static GLM_CONSTEXPR length_type length(){return 4;} GLM_FUNC_DECL col_type & operator[](length_type i); GLM_FUNC_DECL GLM_CONSTEXPR col_type const& operator[](length_type i) const; // -- Constructors -- GLM_FUNC_DECL GLM_CONSTEXPR mat() GLM_DEFAULT; template GLM_FUNC_DECL GLM_CONSTEXPR mat(mat<4, 4, T, P> const& m); GLM_FUNC_DECL explicit GLM_CONSTEXPR mat(T const& x); GLM_FUNC_DECL GLM_CONSTEXPR mat( T const& x0, T const& y0, T const& z0, T const& w0, T const& x1, T const& y1, T const& z1, T const& w1, T const& x2, T const& y2, T const& z2, T const& w2, T const& x3, T const& y3, T const& z3, T const& w3); GLM_FUNC_DECL GLM_CONSTEXPR mat( col_type const& v0, col_type const& v1, col_type const& v2, col_type const& v3); // -- Conversions -- template< typename X1, typename Y1, typename Z1, typename W1, typename X2, typename Y2, typename Z2, typename W2, typename X3, typename Y3, typename Z3, typename W3, typename X4, typename Y4, typename Z4, typename W4> GLM_FUNC_DECL GLM_CONSTEXPR mat( X1 const& x1, Y1 const& y1, Z1 const& z1, W1 const& w1, X2 const& x2, Y2 const& y2, Z2 const& z2, W2 const& w2, X3 const& x3, Y3 const& y3, Z3 const& z3, W3 const& w3, X4 const& x4, Y4 const& y4, Z4 const& z4, W4 const& w4); template GLM_FUNC_DECL GLM_CONSTEXPR mat( vec<4, V1, Q> const& v1, vec<4, V2, Q> const& v2, vec<4, V3, Q> const& v3, vec<4, V4, Q> const& v4); // -- Matrix conversions -- template GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 4, U, P> const& m); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 2, T, Q> const& x); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 3, T, Q> const& x); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 3, T, Q> const& x); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 2, T, Q> const& x); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 4, T, Q> const& x); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 2, T, Q> const& x); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 4, T, Q> const& x); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 3, T, Q> const& x); // -- Unary arithmetic operators -- template GLM_FUNC_DECL mat<4, 4, T, Q> & operator=(mat<4, 4, U, Q> const& m); template GLM_FUNC_DECL mat<4, 4, T, Q> & operator+=(U s); template GLM_FUNC_DECL mat<4, 4, T, Q> & operator+=(mat<4, 4, U, Q> const& m); template GLM_FUNC_DECL mat<4, 4, T, Q> & operator-=(U s); template GLM_FUNC_DECL mat<4, 4, T, Q> & operator-=(mat<4, 4, U, Q> const& m); template GLM_FUNC_DECL mat<4, 4, T, Q> & operator*=(U s); template GLM_FUNC_DECL mat<4, 4, T, Q> & operator*=(mat<4, 4, U, Q> const& m); template GLM_FUNC_DECL mat<4, 4, T, Q> & operator/=(U s); template GLM_FUNC_DECL mat<4, 4, T, Q> & operator/=(mat<4, 4, U, Q> const& m); // -- Increment and decrement operators -- GLM_FUNC_DECL mat<4, 4, T, Q> & operator++(); GLM_FUNC_DECL mat<4, 4, T, Q> & operator--(); GLM_FUNC_DECL mat<4, 4, T, Q> operator++(int); GLM_FUNC_DECL mat<4, 4, T, Q> operator--(int); }; // -- Unary operators -- template GLM_FUNC_DECL mat<4, 4, T, Q> operator+(mat<4, 4, T, Q> const& m); template GLM_FUNC_DECL mat<4, 4, T, Q> operator-(mat<4, 4, T, Q> const& m); // -- Binary operators -- template GLM_FUNC_DECL mat<4, 4, T, Q> operator+(mat<4, 4, T, Q> const& m, T const& s); template GLM_FUNC_DECL mat<4, 4, T, Q> operator+(T const& s, mat<4, 4, T, Q> const& m); template GLM_FUNC_DECL mat<4, 4, T, Q> operator+(mat<4, 4, T, Q> const& m1, mat<4, 4, T, Q> const& m2); template GLM_FUNC_DECL mat<4, 4, T, Q> operator-(mat<4, 4, T, Q> const& m, T const& s); template GLM_FUNC_DECL mat<4, 4, T, Q> operator-(T const& s, mat<4, 4, T, Q> const& m); template GLM_FUNC_DECL mat<4, 4, T, Q> operator-(mat<4, 4, T, Q> const& m1, mat<4, 4, T, Q> const& m2); template GLM_FUNC_DECL mat<4, 4, T, Q> operator*(mat<4, 4, T, Q> const& m, T const& s); template GLM_FUNC_DECL mat<4, 4, T, Q> operator*(T const& s, mat<4, 4, T, Q> const& m); template GLM_FUNC_DECL typename mat<4, 4, T, Q>::col_type operator*(mat<4, 4, T, Q> const& m, typename mat<4, 4, T, Q>::row_type const& v); template GLM_FUNC_DECL typename mat<4, 4, T, Q>::row_type operator*(typename mat<4, 4, T, Q>::col_type const& v, mat<4, 4, T, Q> const& m); template GLM_FUNC_DECL mat<2, 4, T, Q> operator*(mat<4, 4, T, Q> const& m1, mat<2, 4, T, Q> const& m2); template GLM_FUNC_DECL mat<3, 4, T, Q> operator*(mat<4, 4, T, Q> const& m1, mat<3, 4, T, Q> const& m2); template GLM_FUNC_DECL mat<4, 4, T, Q> operator*(mat<4, 4, T, Q> const& m1, mat<4, 4, T, Q> const& m2); template GLM_FUNC_DECL mat<4, 4, T, Q> operator/(mat<4, 4, T, Q> const& m, T const& s); template GLM_FUNC_DECL mat<4, 4, T, Q> operator/(T const& s, mat<4, 4, T, Q> const& m); template GLM_FUNC_DECL typename mat<4, 4, T, Q>::col_type operator/(mat<4, 4, T, Q> const& m, typename mat<4, 4, T, Q>::row_type const& v); template GLM_FUNC_DECL typename mat<4, 4, T, Q>::row_type operator/(typename mat<4, 4, T, Q>::col_type const& v, mat<4, 4, T, Q> const& m); template GLM_FUNC_DECL mat<4, 4, T, Q> operator/(mat<4, 4, T, Q> const& m1, mat<4, 4, T, Q> const& m2); // -- Boolean operators -- template GLM_FUNC_DECL bool operator==(mat<4, 4, T, Q> const& m1, mat<4, 4, T, Q> const& m2); template GLM_FUNC_DECL bool operator!=(mat<4, 4, T, Q> const& m1, mat<4, 4, T, Q> const& m2); }//namespace glm #ifndef GLM_EXTERNAL_TEMPLATE #include "type_mat4x4.inl" #endif//GLM_EXTERNAL_TEMPLATE ================================================ FILE: third_party/glm/detail/type_mat4x4.inl ================================================ #include "../matrix.hpp" namespace glm { // -- Constructors -- # if GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat() # if GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALIZER_LIST : value{col_type(1, 0, 0, 0), col_type(0, 1, 0, 0), col_type(0, 0, 1, 0), col_type(0, 0, 0, 1)} # endif { # if GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALISATION this->value[0] = col_type(1, 0, 0, 0); this->value[1] = col_type(0, 1, 0, 0); this->value[2] = col_type(0, 0, 1, 0); this->value[3] = col_type(0, 0, 0, 1); # endif } # endif template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat(mat<4, 4, T, P> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(m[3])} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = m[0]; this->value[1] = m[1]; this->value[2] = m[2]; this->value[3] = m[3]; # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat(T const& s) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(s, 0, 0, 0), col_type(0, s, 0, 0), col_type(0, 0, s, 0), col_type(0, 0, 0, s)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(s, 0, 0, 0); this->value[1] = col_type(0, s, 0, 0); this->value[2] = col_type(0, 0, s, 0); this->value[3] = col_type(0, 0, 0, s); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat ( T const& x0, T const& y0, T const& z0, T const& w0, T const& x1, T const& y1, T const& z1, T const& w1, T const& x2, T const& y2, T const& z2, T const& w2, T const& x3, T const& y3, T const& z3, T const& w3 ) # if GLM_HAS_INITIALIZER_LISTS : value{ col_type(x0, y0, z0, w0), col_type(x1, y1, z1, w1), col_type(x2, y2, z2, w2), col_type(x3, y3, z3, w3)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(x0, y0, z0, w0); this->value[1] = col_type(x1, y1, z1, w1); this->value[2] = col_type(x2, y2, z2, w2); this->value[3] = col_type(x3, y3, z3, w3); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat(col_type const& v0, col_type const& v1, col_type const& v2, col_type const& v3) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(v0), col_type(v1), col_type(v2), col_type(v3)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = v0; this->value[1] = v1; this->value[2] = v2; this->value[3] = v3; # endif } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat(mat<4, 4, U, P> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(m[3])} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0]); this->value[1] = col_type(m[1]); this->value[2] = col_type(m[2]); this->value[3] = col_type(m[3]); # endif } // -- Conversions -- template template< typename X1, typename Y1, typename Z1, typename W1, typename X2, typename Y2, typename Z2, typename W2, typename X3, typename Y3, typename Z3, typename W3, typename X4, typename Y4, typename Z4, typename W4> GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat ( X1 const& x1, Y1 const& y1, Z1 const& z1, W1 const& w1, X2 const& x2, Y2 const& y2, Z2 const& z2, W2 const& w2, X3 const& x3, Y3 const& y3, Z3 const& z3, W3 const& w3, X4 const& x4, Y4 const& y4, Z4 const& z4, W4 const& w4 ) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(x1, y1, z1, w1), col_type(x2, y2, z2, w2), col_type(x3, y3, z3, w3), col_type(x4, y4, z4, w4)} # endif { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || std::numeric_limits::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, "*mat4x4 constructor only takes float and integer types, 1st parameter type invalid."); GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || std::numeric_limits::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, "*mat4x4 constructor only takes float and integer types, 2nd parameter type invalid."); GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || std::numeric_limits::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, "*mat4x4 constructor only takes float and integer types, 3rd parameter type invalid."); GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || std::numeric_limits::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, "*mat4x4 constructor only takes float and integer types, 4th parameter type invalid."); GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || std::numeric_limits::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, "*mat4x4 constructor only takes float and integer types, 5th parameter type invalid."); GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || std::numeric_limits::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, "*mat4x4 constructor only takes float and integer types, 6th parameter type invalid."); GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || std::numeric_limits::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, "*mat4x4 constructor only takes float and integer types, 7th parameter type invalid."); GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || std::numeric_limits::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, "*mat4x4 constructor only takes float and integer types, 8th parameter type invalid."); GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || std::numeric_limits::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, "*mat4x4 constructor only takes float and integer types, 9th parameter type invalid."); GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || std::numeric_limits::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, "*mat4x4 constructor only takes float and integer types, 10th parameter type invalid."); GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || std::numeric_limits::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, "*mat4x4 constructor only takes float and integer types, 11th parameter type invalid."); GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || std::numeric_limits::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, "*mat4x4 constructor only takes float and integer types, 12th parameter type invalid."); GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || std::numeric_limits::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, "*mat4x4 constructor only takes float and integer types, 13th parameter type invalid."); GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || std::numeric_limits::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, "*mat4x4 constructor only takes float and integer types, 14th parameter type invalid."); GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || std::numeric_limits::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, "*mat4x4 constructor only takes float and integer types, 15th parameter type invalid."); GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || std::numeric_limits::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, "*mat4x4 constructor only takes float and integer types, 16th parameter type invalid."); # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(x1, y1, z1, w1); this->value[1] = col_type(x2, y2, z2, w2); this->value[2] = col_type(x3, y3, z3, w3); this->value[3] = col_type(x4, y4, z4, w4); # endif } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat(vec<4, V1, Q> const& v1, vec<4, V2, Q> const& v2, vec<4, V3, Q> const& v3, vec<4, V4, Q> const& v4) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(v1), col_type(v2), col_type(v3), col_type(v4)} # endif { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || std::numeric_limits::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, "*mat4x4 constructor only takes float and integer types, 1st parameter type invalid."); GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || std::numeric_limits::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, "*mat4x4 constructor only takes float and integer types, 2nd parameter type invalid."); GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || std::numeric_limits::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, "*mat4x4 constructor only takes float and integer types, 3rd parameter type invalid."); GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || std::numeric_limits::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, "*mat4x4 constructor only takes float and integer types, 4th parameter type invalid."); # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(v1); this->value[1] = col_type(v2); this->value[2] = col_type(v3); this->value[3] = col_type(v4); # endif } // -- Matrix conversions -- template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat(mat<2, 2, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0], 0, 0), col_type(m[1], 0, 0), col_type(0, 0, 1, 0), col_type(0, 0, 0, 1)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0], 0, 0); this->value[1] = col_type(m[1], 0, 0); this->value[2] = col_type(0, 0, 1, 0); this->value[3] = col_type(0, 0, 0, 1); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat(mat<3, 3, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0], 0), col_type(m[1], 0), col_type(m[2], 0), col_type(0, 0, 0, 1)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0], 0); this->value[1] = col_type(m[1], 0); this->value[2] = col_type(m[2], 0); this->value[3] = col_type(0, 0, 0, 1); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat(mat<2, 3, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0], 0), col_type(m[1], 0), col_type(0, 0, 1, 0), col_type(0, 0, 0, 1)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0], 0); this->value[1] = col_type(m[1], 0); this->value[2] = col_type(0, 0, 1, 0); this->value[3] = col_type(0, 0, 0, 1); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat(mat<3, 2, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0], 0, 0), col_type(m[1], 0, 0), col_type(m[2], 1, 0), col_type(0, 0, 0, 1)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0], 0, 0); this->value[1] = col_type(m[1], 0, 0); this->value[2] = col_type(m[2], 1, 0); this->value[3] = col_type(0, 0, 0, 1); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat(mat<2, 4, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0]), col_type(m[1]), col_type(0, 0, 1, 0), col_type(0, 0, 0, 1)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = m[0]; this->value[1] = m[1]; this->value[2] = col_type(0, 0, 1, 0); this->value[3] = col_type(0, 0, 0, 1); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat(mat<4, 2, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0], 0, 0), col_type(m[1], 0, 0), col_type(0, 0, 1, 0), col_type(0, 0, 0, 1)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0], 0, 0); this->value[1] = col_type(m[1], 0, 0); this->value[2] = col_type(0, 0, 1, 0); this->value[3] = col_type(0, 0, 0, 1); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat(mat<3, 4, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(0, 0, 0, 1)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = m[0]; this->value[1] = m[1]; this->value[2] = m[2]; this->value[3] = col_type(0, 0, 0, 1); # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat(mat<4, 3, T, Q> const& m) # if GLM_HAS_INITIALIZER_LISTS : value{col_type(m[0], 0), col_type(m[1], 0), col_type(m[2], 0), col_type(m[3], 1)} # endif { # if !GLM_HAS_INITIALIZER_LISTS this->value[0] = col_type(m[0], 0); this->value[1] = col_type(m[1], 0); this->value[2] = col_type(m[2], 0); this->value[3] = col_type(m[3], 1); # endif } // -- Accesses -- template GLM_FUNC_QUALIFIER typename mat<4, 4, T, Q>::col_type & mat<4, 4, T, Q>::operator[](typename mat<4, 4, T, Q>::length_type i) { assert(i < this->length()); return this->value[i]; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<4, 4, T, Q>::col_type const& mat<4, 4, T, Q>::operator[](typename mat<4, 4, T, Q>::length_type i) const { assert(i < this->length()); return this->value[i]; } // -- Unary arithmetic operators -- template template GLM_FUNC_QUALIFIER mat<4, 4, T, Q>& mat<4, 4, T, Q>::operator=(mat<4, 4, U, Q> const& m) { //memcpy could be faster //memcpy(&this->value, &m.value, 16 * sizeof(valType)); this->value[0] = m[0]; this->value[1] = m[1]; this->value[2] = m[2]; this->value[3] = m[3]; return *this; } template template GLM_FUNC_QUALIFIER mat<4, 4, T, Q>& mat<4, 4, T, Q>::operator+=(U s) { this->value[0] += s; this->value[1] += s; this->value[2] += s; this->value[3] += s; return *this; } template template GLM_FUNC_QUALIFIER mat<4, 4, T, Q>& mat<4, 4, T, Q>::operator+=(mat<4, 4, U, Q> const& m) { this->value[0] += m[0]; this->value[1] += m[1]; this->value[2] += m[2]; this->value[3] += m[3]; return *this; } template template GLM_FUNC_QUALIFIER mat<4, 4, T, Q> & mat<4, 4, T, Q>::operator-=(U s) { this->value[0] -= s; this->value[1] -= s; this->value[2] -= s; this->value[3] -= s; return *this; } template template GLM_FUNC_QUALIFIER mat<4, 4, T, Q> & mat<4, 4, T, Q>::operator-=(mat<4, 4, U, Q> const& m) { this->value[0] -= m[0]; this->value[1] -= m[1]; this->value[2] -= m[2]; this->value[3] -= m[3]; return *this; } template template GLM_FUNC_QUALIFIER mat<4, 4, T, Q> & mat<4, 4, T, Q>::operator*=(U s) { this->value[0] *= s; this->value[1] *= s; this->value[2] *= s; this->value[3] *= s; return *this; } template template GLM_FUNC_QUALIFIER mat<4, 4, T, Q> & mat<4, 4, T, Q>::operator*=(mat<4, 4, U, Q> const& m) { return (*this = *this * m); } template template GLM_FUNC_QUALIFIER mat<4, 4, T, Q> & mat<4, 4, T, Q>::operator/=(U s) { this->value[0] /= s; this->value[1] /= s; this->value[2] /= s; this->value[3] /= s; return *this; } template template GLM_FUNC_QUALIFIER mat<4, 4, T, Q> & mat<4, 4, T, Q>::operator/=(mat<4, 4, U, Q> const& m) { return *this *= inverse(m); } // -- Increment and decrement operators -- template GLM_FUNC_QUALIFIER mat<4, 4, T, Q> & mat<4, 4, T, Q>::operator++() { ++this->value[0]; ++this->value[1]; ++this->value[2]; ++this->value[3]; return *this; } template GLM_FUNC_QUALIFIER mat<4, 4, T, Q> & mat<4, 4, T, Q>::operator--() { --this->value[0]; --this->value[1]; --this->value[2]; --this->value[3]; return *this; } template GLM_FUNC_QUALIFIER mat<4, 4, T, Q> mat<4, 4, T, Q>::operator++(int) { mat<4, 4, T, Q> Result(*this); ++*this; return Result; } template GLM_FUNC_QUALIFIER mat<4, 4, T, Q> mat<4, 4, T, Q>::operator--(int) { mat<4, 4, T, Q> Result(*this); --*this; return Result; } // -- Unary constant operators -- template GLM_FUNC_QUALIFIER mat<4, 4, T, Q> operator+(mat<4, 4, T, Q> const& m) { return m; } template GLM_FUNC_QUALIFIER mat<4, 4, T, Q> operator-(mat<4, 4, T, Q> const& m) { return mat<4, 4, T, Q>( -m[0], -m[1], -m[2], -m[3]); } // -- Binary arithmetic operators -- template GLM_FUNC_QUALIFIER mat<4, 4, T, Q> operator+(mat<4, 4, T, Q> const& m, T const& s) { return mat<4, 4, T, Q>( m[0] + s, m[1] + s, m[2] + s, m[3] + s); } template GLM_FUNC_QUALIFIER mat<4, 4, T, Q> operator+(T const& s, mat<4, 4, T, Q> const& m) { return mat<4, 4, T, Q>( m[0] + s, m[1] + s, m[2] + s, m[3] + s); } template GLM_FUNC_QUALIFIER mat<4, 4, T, Q> operator+(mat<4, 4, T, Q> const& m1, mat<4, 4, T, Q> const& m2) { return mat<4, 4, T, Q>( m1[0] + m2[0], m1[1] + m2[1], m1[2] + m2[2], m1[3] + m2[3]); } template GLM_FUNC_QUALIFIER mat<4, 4, T, Q> operator-(mat<4, 4, T, Q> const& m, T const& s) { return mat<4, 4, T, Q>( m[0] - s, m[1] - s, m[2] - s, m[3] - s); } template GLM_FUNC_QUALIFIER mat<4, 4, T, Q> operator-(T const& s, mat<4, 4, T, Q> const& m) { return mat<4, 4, T, Q>( s - m[0], s - m[1], s - m[2], s - m[3]); } template GLM_FUNC_QUALIFIER mat<4, 4, T, Q> operator-(mat<4, 4, T, Q> const& m1, mat<4, 4, T, Q> const& m2) { return mat<4, 4, T, Q>( m1[0] - m2[0], m1[1] - m2[1], m1[2] - m2[2], m1[3] - m2[3]); } template GLM_FUNC_QUALIFIER mat<4, 4, T, Q> operator*(mat<4, 4, T, Q> const& m, T const & s) { return mat<4, 4, T, Q>( m[0] * s, m[1] * s, m[2] * s, m[3] * s); } template GLM_FUNC_QUALIFIER mat<4, 4, T, Q> operator*(T const& s, mat<4, 4, T, Q> const& m) { return mat<4, 4, T, Q>( m[0] * s, m[1] * s, m[2] * s, m[3] * s); } template GLM_FUNC_QUALIFIER typename mat<4, 4, T, Q>::col_type operator* ( mat<4, 4, T, Q> const& m, typename mat<4, 4, T, Q>::row_type const& v ) { /* __m128 v0 = _mm_shuffle_ps(v.data, v.data, _MM_SHUFFLE(0, 0, 0, 0)); __m128 v1 = _mm_shuffle_ps(v.data, v.data, _MM_SHUFFLE(1, 1, 1, 1)); __m128 v2 = _mm_shuffle_ps(v.data, v.data, _MM_SHUFFLE(2, 2, 2, 2)); __m128 v3 = _mm_shuffle_ps(v.data, v.data, _MM_SHUFFLE(3, 3, 3, 3)); __m128 m0 = _mm_mul_ps(m[0].data, v0); __m128 m1 = _mm_mul_ps(m[1].data, v1); __m128 a0 = _mm_add_ps(m0, m1); __m128 m2 = _mm_mul_ps(m[2].data, v2); __m128 m3 = _mm_mul_ps(m[3].data, v3); __m128 a1 = _mm_add_ps(m2, m3); __m128 a2 = _mm_add_ps(a0, a1); return typename mat<4, 4, T, Q>::col_type(a2); */ typename mat<4, 4, T, Q>::col_type const Mov0(v[0]); typename mat<4, 4, T, Q>::col_type const Mov1(v[1]); typename mat<4, 4, T, Q>::col_type const Mul0 = m[0] * Mov0; typename mat<4, 4, T, Q>::col_type const Mul1 = m[1] * Mov1; typename mat<4, 4, T, Q>::col_type const Add0 = Mul0 + Mul1; typename mat<4, 4, T, Q>::col_type const Mov2(v[2]); typename mat<4, 4, T, Q>::col_type const Mov3(v[3]); typename mat<4, 4, T, Q>::col_type const Mul2 = m[2] * Mov2; typename mat<4, 4, T, Q>::col_type const Mul3 = m[3] * Mov3; typename mat<4, 4, T, Q>::col_type const Add1 = Mul2 + Mul3; typename mat<4, 4, T, Q>::col_type const Add2 = Add0 + Add1; return Add2; /* return typename mat<4, 4, T, Q>::col_type( m[0][0] * v[0] + m[1][0] * v[1] + m[2][0] * v[2] + m[3][0] * v[3], m[0][1] * v[0] + m[1][1] * v[1] + m[2][1] * v[2] + m[3][1] * v[3], m[0][2] * v[0] + m[1][2] * v[1] + m[2][2] * v[2] + m[3][2] * v[3], m[0][3] * v[0] + m[1][3] * v[1] + m[2][3] * v[2] + m[3][3] * v[3]); */ } template GLM_FUNC_QUALIFIER typename mat<4, 4, T, Q>::row_type operator* ( typename mat<4, 4, T, Q>::col_type const& v, mat<4, 4, T, Q> const& m ) { return typename mat<4, 4, T, Q>::row_type( m[0][0] * v[0] + m[0][1] * v[1] + m[0][2] * v[2] + m[0][3] * v[3], m[1][0] * v[0] + m[1][1] * v[1] + m[1][2] * v[2] + m[1][3] * v[3], m[2][0] * v[0] + m[2][1] * v[1] + m[2][2] * v[2] + m[2][3] * v[3], m[3][0] * v[0] + m[3][1] * v[1] + m[3][2] * v[2] + m[3][3] * v[3]); } template GLM_FUNC_QUALIFIER mat<2, 4, T, Q> operator*(mat<4, 4, T, Q> const& m1, mat<2, 4, T, Q> const& m2) { return mat<2, 4, T, Q>( m1[0][0] * m2[0][0] + m1[1][0] * m2[0][1] + m1[2][0] * m2[0][2] + m1[3][0] * m2[0][3], m1[0][1] * m2[0][0] + m1[1][1] * m2[0][1] + m1[2][1] * m2[0][2] + m1[3][1] * m2[0][3], m1[0][2] * m2[0][0] + m1[1][2] * m2[0][1] + m1[2][2] * m2[0][2] + m1[3][2] * m2[0][3], m1[0][3] * m2[0][0] + m1[1][3] * m2[0][1] + m1[2][3] * m2[0][2] + m1[3][3] * m2[0][3], m1[0][0] * m2[1][0] + m1[1][0] * m2[1][1] + m1[2][0] * m2[1][2] + m1[3][0] * m2[1][3], m1[0][1] * m2[1][0] + m1[1][1] * m2[1][1] + m1[2][1] * m2[1][2] + m1[3][1] * m2[1][3], m1[0][2] * m2[1][0] + m1[1][2] * m2[1][1] + m1[2][2] * m2[1][2] + m1[3][2] * m2[1][3], m1[0][3] * m2[1][0] + m1[1][3] * m2[1][1] + m1[2][3] * m2[1][2] + m1[3][3] * m2[1][3]); } template GLM_FUNC_QUALIFIER mat<3, 4, T, Q> operator*(mat<4, 4, T, Q> const& m1, mat<3, 4, T, Q> const& m2) { return mat<3, 4, T, Q>( m1[0][0] * m2[0][0] + m1[1][0] * m2[0][1] + m1[2][0] * m2[0][2] + m1[3][0] * m2[0][3], m1[0][1] * m2[0][0] + m1[1][1] * m2[0][1] + m1[2][1] * m2[0][2] + m1[3][1] * m2[0][3], m1[0][2] * m2[0][0] + m1[1][2] * m2[0][1] + m1[2][2] * m2[0][2] + m1[3][2] * m2[0][3], m1[0][3] * m2[0][0] + m1[1][3] * m2[0][1] + m1[2][3] * m2[0][2] + m1[3][3] * m2[0][3], m1[0][0] * m2[1][0] + m1[1][0] * m2[1][1] + m1[2][0] * m2[1][2] + m1[3][0] * m2[1][3], m1[0][1] * m2[1][0] + m1[1][1] * m2[1][1] + m1[2][1] * m2[1][2] + m1[3][1] * m2[1][3], m1[0][2] * m2[1][0] + m1[1][2] * m2[1][1] + m1[2][2] * m2[1][2] + m1[3][2] * m2[1][3], m1[0][3] * m2[1][0] + m1[1][3] * m2[1][1] + m1[2][3] * m2[1][2] + m1[3][3] * m2[1][3], m1[0][0] * m2[2][0] + m1[1][0] * m2[2][1] + m1[2][0] * m2[2][2] + m1[3][0] * m2[2][3], m1[0][1] * m2[2][0] + m1[1][1] * m2[2][1] + m1[2][1] * m2[2][2] + m1[3][1] * m2[2][3], m1[0][2] * m2[2][0] + m1[1][2] * m2[2][1] + m1[2][2] * m2[2][2] + m1[3][2] * m2[2][3], m1[0][3] * m2[2][0] + m1[1][3] * m2[2][1] + m1[2][3] * m2[2][2] + m1[3][3] * m2[2][3]); } template GLM_FUNC_QUALIFIER mat<4, 4, T, Q> operator*(mat<4, 4, T, Q> const& m1, mat<4, 4, T, Q> const& m2) { typename mat<4, 4, T, Q>::col_type const SrcA0 = m1[0]; typename mat<4, 4, T, Q>::col_type const SrcA1 = m1[1]; typename mat<4, 4, T, Q>::col_type const SrcA2 = m1[2]; typename mat<4, 4, T, Q>::col_type const SrcA3 = m1[3]; typename mat<4, 4, T, Q>::col_type const SrcB0 = m2[0]; typename mat<4, 4, T, Q>::col_type const SrcB1 = m2[1]; typename mat<4, 4, T, Q>::col_type const SrcB2 = m2[2]; typename mat<4, 4, T, Q>::col_type const SrcB3 = m2[3]; mat<4, 4, T, Q> Result; Result[0] = SrcA0 * SrcB0[0] + SrcA1 * SrcB0[1] + SrcA2 * SrcB0[2] + SrcA3 * SrcB0[3]; Result[1] = SrcA0 * SrcB1[0] + SrcA1 * SrcB1[1] + SrcA2 * SrcB1[2] + SrcA3 * SrcB1[3]; Result[2] = SrcA0 * SrcB2[0] + SrcA1 * SrcB2[1] + SrcA2 * SrcB2[2] + SrcA3 * SrcB2[3]; Result[3] = SrcA0 * SrcB3[0] + SrcA1 * SrcB3[1] + SrcA2 * SrcB3[2] + SrcA3 * SrcB3[3]; return Result; } template GLM_FUNC_QUALIFIER mat<4, 4, T, Q> operator/(mat<4, 4, T, Q> const& m, T const& s) { return mat<4, 4, T, Q>( m[0] / s, m[1] / s, m[2] / s, m[3] / s); } template GLM_FUNC_QUALIFIER mat<4, 4, T, Q> operator/(T const& s, mat<4, 4, T, Q> const& m) { return mat<4, 4, T, Q>( s / m[0], s / m[1], s / m[2], s / m[3]); } template GLM_FUNC_QUALIFIER typename mat<4, 4, T, Q>::col_type operator/(mat<4, 4, T, Q> const& m, typename mat<4, 4, T, Q>::row_type const& v) { return inverse(m) * v; } template GLM_FUNC_QUALIFIER typename mat<4, 4, T, Q>::row_type operator/(typename mat<4, 4, T, Q>::col_type const& v, mat<4, 4, T, Q> const& m) { return v * inverse(m); } template GLM_FUNC_QUALIFIER mat<4, 4, T, Q> operator/(mat<4, 4, T, Q> const& m1, mat<4, 4, T, Q> const& m2) { mat<4, 4, T, Q> m1_copy(m1); return m1_copy /= m2; } // -- Boolean operators -- template GLM_FUNC_QUALIFIER bool operator==(mat<4, 4, T, Q> const& m1, mat<4, 4, T, Q> const& m2) { return (m1[0] == m2[0]) && (m1[1] == m2[1]) && (m1[2] == m2[2]) && (m1[3] == m2[3]); } template GLM_FUNC_QUALIFIER bool operator!=(mat<4, 4, T, Q> const& m1, mat<4, 4, T, Q> const& m2) { return (m1[0] != m2[0]) || (m1[1] != m2[1]) || (m1[2] != m2[2]) || (m1[3] != m2[3]); } }//namespace glm #if GLM_CONFIG_SIMD == GLM_ENABLE # include "type_mat4x4_simd.inl" #endif ================================================ FILE: third_party/glm/detail/type_mat4x4_simd.inl ================================================ /// @ref core namespace glm { }//namespace glm ================================================ FILE: third_party/glm/detail/type_quat.hpp ================================================ /// @ref core /// @file glm/detail/type_quat.hpp #pragma once // Dependency: #include "../detail/type_mat3x3.hpp" #include "../detail/type_mat4x4.hpp" #include "../detail/type_vec3.hpp" #include "../detail/type_vec4.hpp" #include "../ext/vector_relational.hpp" #include "../ext/quaternion_relational.hpp" #include "../gtc/constants.hpp" #include "../gtc/matrix_transform.hpp" namespace glm { template struct qua { // -- Implementation detail -- typedef qua type; typedef T value_type; // -- Data -- # if GLM_SILENT_WARNINGS == GLM_ENABLE # if GLM_COMPILER & GLM_COMPILER_GCC # pragma GCC diagnostic push # pragma GCC diagnostic ignored "-Wpedantic" # elif GLM_COMPILER & GLM_COMPILER_CLANG # pragma clang diagnostic push # pragma clang diagnostic ignored "-Wgnu-anonymous-struct" # pragma clang diagnostic ignored "-Wnested-anon-types" # elif GLM_COMPILER & GLM_COMPILER_VC # pragma warning(push) # pragma warning(disable: 4201) // nonstandard extension used : nameless struct/union # endif # endif # if GLM_LANG & GLM_LANG_CXXMS_FLAG union { # ifdef GLM_FORCE_QUAT_DATA_WXYZ struct { T w, x, y, z; }; # else struct { T x, y, z, w; }; # endif typename detail::storage<4, T, detail::is_aligned::value>::type data; }; # else # ifdef GLM_FORCE_QUAT_DATA_WXYZ T w, x, y, z; # else T x, y, z, w; # endif # endif # if GLM_SILENT_WARNINGS == GLM_ENABLE # if GLM_COMPILER & GLM_COMPILER_CLANG # pragma clang diagnostic pop # elif GLM_COMPILER & GLM_COMPILER_GCC # pragma GCC diagnostic pop # elif GLM_COMPILER & GLM_COMPILER_VC # pragma warning(pop) # endif # endif // -- Component accesses -- typedef length_t length_type; /// Return the count of components of a quaternion GLM_FUNC_DECL static GLM_CONSTEXPR length_type length(){return 4;} GLM_FUNC_DECL GLM_CONSTEXPR T & operator[](length_type i); GLM_FUNC_DECL GLM_CONSTEXPR T const& operator[](length_type i) const; // -- Implicit basic constructors -- GLM_FUNC_DECL GLM_CONSTEXPR qua() GLM_DEFAULT; GLM_FUNC_DECL GLM_CONSTEXPR qua(qua const& q) GLM_DEFAULT; template GLM_FUNC_DECL GLM_CONSTEXPR qua(qua const& q); // -- Explicit basic constructors -- GLM_FUNC_DECL GLM_CONSTEXPR qua(T s, vec<3, T, Q> const& v); GLM_FUNC_DECL GLM_CONSTEXPR qua(T w, T x, T y, T z); // -- Conversion constructors -- template GLM_FUNC_DECL GLM_CONSTEXPR GLM_EXPLICIT qua(qua const& q); /// Explicit conversion operators # if GLM_HAS_EXPLICIT_CONVERSION_OPERATORS GLM_FUNC_DECL explicit operator mat<3, 3, T, Q>() const; GLM_FUNC_DECL explicit operator mat<4, 4, T, Q>() const; # endif /// Create a quaternion from two normalized axis /// /// @param u A first normalized axis /// @param v A second normalized axis /// @see gtc_quaternion /// @see http://lolengine.net/blog/2013/09/18/beautiful-maths-quaternion-from-vectors GLM_FUNC_DECL qua(vec<3, T, Q> const& u, vec<3, T, Q> const& v); /// Build a quaternion from euler angles (pitch, yaw, roll), in radians. GLM_FUNC_DECL GLM_CONSTEXPR GLM_EXPLICIT qua(vec<3, T, Q> const& eulerAngles); GLM_FUNC_DECL GLM_EXPLICIT qua(mat<3, 3, T, Q> const& q); GLM_FUNC_DECL GLM_EXPLICIT qua(mat<4, 4, T, Q> const& q); // -- Unary arithmetic operators -- GLM_FUNC_DECL GLM_CONSTEXPR qua& operator=(qua const& q) GLM_DEFAULT; template GLM_FUNC_DECL GLM_CONSTEXPR qua& operator=(qua const& q); template GLM_FUNC_DECL GLM_CONSTEXPR qua& operator+=(qua const& q); template GLM_FUNC_DECL GLM_CONSTEXPR qua& operator-=(qua const& q); template GLM_FUNC_DECL GLM_CONSTEXPR qua& operator*=(qua const& q); template GLM_FUNC_DECL GLM_CONSTEXPR qua& operator*=(U s); template GLM_FUNC_DECL GLM_CONSTEXPR qua& operator/=(U s); }; // -- Unary bit operators -- template GLM_FUNC_DECL GLM_CONSTEXPR qua operator+(qua const& q); template GLM_FUNC_DECL GLM_CONSTEXPR qua operator-(qua const& q); // -- Binary operators -- template GLM_FUNC_DECL GLM_CONSTEXPR qua operator+(qua const& q, qua const& p); template GLM_FUNC_DECL GLM_CONSTEXPR qua operator-(qua const& q, qua const& p); template GLM_FUNC_DECL GLM_CONSTEXPR qua operator*(qua const& q, qua const& p); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator*(qua const& q, vec<3, T, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator*(vec<3, T, Q> const& v, qua const& q); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator*(qua const& q, vec<4, T, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator*(vec<4, T, Q> const& v, qua const& q); template GLM_FUNC_DECL GLM_CONSTEXPR qua operator*(qua const& q, T const& s); template GLM_FUNC_DECL GLM_CONSTEXPR qua operator*(T const& s, qua const& q); template GLM_FUNC_DECL GLM_CONSTEXPR qua operator/(qua const& q, T const& s); // -- Boolean operators -- template GLM_FUNC_DECL GLM_CONSTEXPR bool operator==(qua const& q1, qua const& q2); template GLM_FUNC_DECL GLM_CONSTEXPR bool operator!=(qua const& q1, qua const& q2); } //namespace glm #ifndef GLM_EXTERNAL_TEMPLATE #include "type_quat.inl" #endif//GLM_EXTERNAL_TEMPLATE ================================================ FILE: third_party/glm/detail/type_quat.inl ================================================ #include "../trigonometric.hpp" #include "../exponential.hpp" #include "../ext/quaternion_geometric.hpp" #include namespace glm{ namespace detail { template struct genTypeTrait > { static const genTypeEnum GENTYPE = GENTYPE_QUAT; }; template struct compute_dot, T, Aligned> { GLM_FUNC_QUALIFIER GLM_CONSTEXPR static T call(qua const& a, qua const& b) { vec<4, T, Q> tmp(a.w * b.w, a.x * b.x, a.y * b.y, a.z * b.z); return (tmp.x + tmp.y) + (tmp.z + tmp.w); } }; template struct compute_quat_add { GLM_FUNC_QUALIFIER GLM_CONSTEXPR static qua call(qua const& q, qua const& p) { return qua(q.w + p.w, q.x + p.x, q.y + p.y, q.z + p.z); } }; template struct compute_quat_sub { GLM_FUNC_QUALIFIER GLM_CONSTEXPR static qua call(qua const& q, qua const& p) { return qua(q.w - p.w, q.x - p.x, q.y - p.y, q.z - p.z); } }; template struct compute_quat_mul_scalar { GLM_FUNC_QUALIFIER GLM_CONSTEXPR static qua call(qua const& q, T s) { return qua(q.w * s, q.x * s, q.y * s, q.z * s); } }; template struct compute_quat_div_scalar { GLM_FUNC_QUALIFIER GLM_CONSTEXPR static qua call(qua const& q, T s) { return qua(q.w / s, q.x / s, q.y / s, q.z / s); } }; template struct compute_quat_mul_vec4 { GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<4, T, Q> call(qua const& q, vec<4, T, Q> const& v) { return vec<4, T, Q>(q * vec<3, T, Q>(v), v.w); } }; }//namespace detail // -- Component accesses -- template GLM_FUNC_QUALIFIER GLM_CONSTEXPR T & qua::operator[](typename qua::length_type i) { assert(i >= 0 && i < this->length()); # ifdef GLM_FORCE_QUAT_DATA_WXYZ return (&w)[i]; # else return (&x)[i]; # endif } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR T const& qua::operator[](typename qua::length_type i) const { assert(i >= 0 && i < this->length()); # ifdef GLM_FORCE_QUAT_DATA_WXYZ return (&w)[i]; # else return (&x)[i]; # endif } // -- Implicit basic constructors -- # if GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE template GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua::qua() # if GLM_CONFIG_CTOR_INIT != GLM_CTOR_INIT_DISABLE # ifdef GLM_FORCE_QUAT_DATA_WXYZ : w(1), x(0), y(0), z(0) # else : x(0), y(0), z(0), w(1) # endif # endif {} template GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua::qua(qua const& q) # ifdef GLM_FORCE_QUAT_DATA_WXYZ : w(q.w), x(q.x), y(q.y), z(q.z) # else : x(q.x), y(q.y), z(q.z), w(q.w) # endif {} # endif template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua::qua(qua const& q) # ifdef GLM_FORCE_QUAT_DATA_WXYZ : w(q.w), x(q.x), y(q.y), z(q.z) # else : x(q.x), y(q.y), z(q.z), w(q.w) # endif {} // -- Explicit basic constructors -- template GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua::qua(T s, vec<3, T, Q> const& v) # ifdef GLM_FORCE_QUAT_DATA_WXYZ : w(s), x(v.x), y(v.y), z(v.z) # else : x(v.x), y(v.y), z(v.z), w(s) # endif {} template GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua::qua(T _w, T _x, T _y, T _z) # ifdef GLM_FORCE_QUAT_DATA_WXYZ : w(_w), x(_x), y(_y), z(_z) # else : x(_x), y(_y), z(_z), w(_w) # endif {} // -- Conversion constructors -- template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua::qua(qua const& q) # ifdef GLM_FORCE_QUAT_DATA_WXYZ : w(static_cast(q.w)), x(static_cast(q.x)), y(static_cast(q.y)), z(static_cast(q.z)) # else : x(static_cast(q.x)), y(static_cast(q.y)), z(static_cast(q.z)), w(static_cast(q.w)) # endif {} //template //GLM_FUNC_QUALIFIER qua::qua //( // valType const& pitch, // valType const& yaw, // valType const& roll //) //{ // vec<3, valType> eulerAngle(pitch * valType(0.5), yaw * valType(0.5), roll * valType(0.5)); // vec<3, valType> c = glm::cos(eulerAngle * valType(0.5)); // vec<3, valType> s = glm::sin(eulerAngle * valType(0.5)); // // this->w = c.x * c.y * c.z + s.x * s.y * s.z; // this->x = s.x * c.y * c.z - c.x * s.y * s.z; // this->y = c.x * s.y * c.z + s.x * c.y * s.z; // this->z = c.x * c.y * s.z - s.x * s.y * c.z; //} template GLM_FUNC_QUALIFIER qua::qua(vec<3, T, Q> const& u, vec<3, T, Q> const& v) { T norm_u_norm_v = sqrt(dot(u, u) * dot(v, v)); T real_part = norm_u_norm_v + dot(u, v); vec<3, T, Q> t; if(real_part < static_cast(1.e-6f) * norm_u_norm_v) { // If u and v are exactly opposite, rotate 180 degrees // around an arbitrary orthogonal axis. Axis normalisation // can happen later, when we normalise the quaternion. real_part = static_cast(0); t = abs(u.x) > abs(u.z) ? vec<3, T, Q>(-u.y, u.x, static_cast(0)) : vec<3, T, Q>(static_cast(0), -u.z, u.y); } else { // Otherwise, build quaternion the standard way. t = cross(u, v); } *this = normalize(qua(real_part, t.x, t.y, t.z)); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua::qua(vec<3, T, Q> const& eulerAngle) { vec<3, T, Q> c = glm::cos(eulerAngle * T(0.5)); vec<3, T, Q> s = glm::sin(eulerAngle * T(0.5)); this->w = c.x * c.y * c.z + s.x * s.y * s.z; this->x = s.x * c.y * c.z - c.x * s.y * s.z; this->y = c.x * s.y * c.z + s.x * c.y * s.z; this->z = c.x * c.y * s.z - s.x * s.y * c.z; } template GLM_FUNC_QUALIFIER qua::qua(mat<3, 3, T, Q> const& m) { *this = quat_cast(m); } template GLM_FUNC_QUALIFIER qua::qua(mat<4, 4, T, Q> const& m) { *this = quat_cast(m); } # if GLM_HAS_EXPLICIT_CONVERSION_OPERATORS template GLM_FUNC_QUALIFIER qua::operator mat<3, 3, T, Q>() const { return mat3_cast(*this); } template GLM_FUNC_QUALIFIER qua::operator mat<4, 4, T, Q>() const { return mat4_cast(*this); } # endif//GLM_HAS_EXPLICIT_CONVERSION_OPERATORS // -- Unary arithmetic operators -- # if GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE template GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua & qua::operator=(qua const& q) { this->w = q.w; this->x = q.x; this->y = q.y; this->z = q.z; return *this; } # endif template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua & qua::operator=(qua const& q) { this->w = static_cast(q.w); this->x = static_cast(q.x); this->y = static_cast(q.y); this->z = static_cast(q.z); return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua & qua::operator+=(qua const& q) { return (*this = detail::compute_quat_add::value>::call(*this, qua(q))); } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua & qua::operator-=(qua const& q) { return (*this = detail::compute_quat_sub::value>::call(*this, qua(q))); } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua & qua::operator*=(qua const& r) { qua const p(*this); qua const q(r); this->w = p.w * q.w - p.x * q.x - p.y * q.y - p.z * q.z; this->x = p.w * q.x + p.x * q.w + p.y * q.z - p.z * q.y; this->y = p.w * q.y + p.y * q.w + p.z * q.x - p.x * q.z; this->z = p.w * q.z + p.z * q.w + p.x * q.y - p.y * q.x; return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua & qua::operator*=(U s) { return (*this = detail::compute_quat_mul_scalar::value>::call(*this, static_cast(s))); } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua & qua::operator/=(U s) { return (*this = detail::compute_quat_div_scalar::value>::call(*this, static_cast(s))); } // -- Unary bit operators -- template GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua operator+(qua const& q) { return q; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua operator-(qua const& q) { return qua(-q.w, -q.x, -q.y, -q.z); } // -- Binary operators -- template GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua operator+(qua const& q, qua const& p) { return qua(q) += p; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua operator-(qua const& q, qua const& p) { return qua(q) -= p; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua operator*(qua const& q, qua const& p) { return qua(q) *= p; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator*(qua const& q, vec<3, T, Q> const& v) { vec<3, T, Q> const QuatVector(q.x, q.y, q.z); vec<3, T, Q> const uv(glm::cross(QuatVector, v)); vec<3, T, Q> const uuv(glm::cross(QuatVector, uv)); return v + ((uv * q.w) + uuv) * static_cast(2); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator*(vec<3, T, Q> const& v, qua const& q) { return glm::inverse(q) * v; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator*(qua const& q, vec<4, T, Q> const& v) { return detail::compute_quat_mul_vec4::value>::call(q, v); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator*(vec<4, T, Q> const& v, qua const& q) { return glm::inverse(q) * v; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua operator*(qua const& q, T const& s) { return qua( q.w * s, q.x * s, q.y * s, q.z * s); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua operator*(T const& s, qua const& q) { return q * s; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua operator/(qua const& q, T const& s) { return qua( q.w / s, q.x / s, q.y / s, q.z / s); } // -- Boolean operators -- template GLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator==(qua const& q1, qua const& q2) { return q1.x == q2.x && q1.y == q2.y && q1.z == q2.z && q1.w == q2.w; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator!=(qua const& q1, qua const& q2) { return q1.x != q2.x || q1.y != q2.y || q1.z != q2.z || q1.w != q2.w; } }//namespace glm #if GLM_CONFIG_SIMD == GLM_ENABLE # include "type_quat_simd.inl" #endif ================================================ FILE: third_party/glm/detail/type_quat_simd.inl ================================================ /// @ref core #if GLM_ARCH & GLM_ARCH_SSE2_BIT namespace glm{ namespace detail { /* template struct compute_quat_mul { static qua call(qua const& q1, qua const& q2) { // SSE2 STATS: 11 shuffle, 8 mul, 8 add // SSE4 STATS: 3 shuffle, 4 mul, 4 dpps __m128 const mul0 = _mm_mul_ps(q1.Data, _mm_shuffle_ps(q2.Data, q2.Data, _MM_SHUFFLE(0, 1, 2, 3))); __m128 const mul1 = _mm_mul_ps(q1.Data, _mm_shuffle_ps(q2.Data, q2.Data, _MM_SHUFFLE(1, 0, 3, 2))); __m128 const mul2 = _mm_mul_ps(q1.Data, _mm_shuffle_ps(q2.Data, q2.Data, _MM_SHUFFLE(2, 3, 0, 1))); __m128 const mul3 = _mm_mul_ps(q1.Data, q2.Data); # if GLM_ARCH & GLM_ARCH_SSE41_BIT __m128 const add0 = _mm_dp_ps(mul0, _mm_set_ps(1.0f, -1.0f, 1.0f, 1.0f), 0xff); __m128 const add1 = _mm_dp_ps(mul1, _mm_set_ps(1.0f, 1.0f, 1.0f, -1.0f), 0xff); __m128 const add2 = _mm_dp_ps(mul2, _mm_set_ps(1.0f, 1.0f, -1.0f, 1.0f), 0xff); __m128 const add3 = _mm_dp_ps(mul3, _mm_set_ps(1.0f, -1.0f, -1.0f, -1.0f), 0xff); # else __m128 const mul4 = _mm_mul_ps(mul0, _mm_set_ps(1.0f, -1.0f, 1.0f, 1.0f)); __m128 const add0 = _mm_add_ps(mul0, _mm_movehl_ps(mul4, mul4)); __m128 const add4 = _mm_add_ss(add0, _mm_shuffle_ps(add0, add0, 1)); __m128 const mul5 = _mm_mul_ps(mul1, _mm_set_ps(1.0f, 1.0f, 1.0f, -1.0f)); __m128 const add1 = _mm_add_ps(mul1, _mm_movehl_ps(mul5, mul5)); __m128 const add5 = _mm_add_ss(add1, _mm_shuffle_ps(add1, add1, 1)); __m128 const mul6 = _mm_mul_ps(mul2, _mm_set_ps(1.0f, 1.0f, -1.0f, 1.0f)); __m128 const add2 = _mm_add_ps(mul6, _mm_movehl_ps(mul6, mul6)); __m128 const add6 = _mm_add_ss(add2, _mm_shuffle_ps(add2, add2, 1)); __m128 const mul7 = _mm_mul_ps(mul3, _mm_set_ps(1.0f, -1.0f, -1.0f, -1.0f)); __m128 const add3 = _mm_add_ps(mul3, _mm_movehl_ps(mul7, mul7)); __m128 const add7 = _mm_add_ss(add3, _mm_shuffle_ps(add3, add3, 1)); #endif // This SIMD code is a politically correct way of doing this, but in every test I've tried it has been slower than // the final code below. I'll keep this here for reference - maybe somebody else can do something better... // //__m128 xxyy = _mm_shuffle_ps(add4, add5, _MM_SHUFFLE(0, 0, 0, 0)); //__m128 zzww = _mm_shuffle_ps(add6, add7, _MM_SHUFFLE(0, 0, 0, 0)); // //return _mm_shuffle_ps(xxyy, zzww, _MM_SHUFFLE(2, 0, 2, 0)); qua Result; _mm_store_ss(&Result.x, add4); _mm_store_ss(&Result.y, add5); _mm_store_ss(&Result.z, add6); _mm_store_ss(&Result.w, add7); return Result; } }; */ template struct compute_quat_add { static qua call(qua const& q, qua const& p) { qua Result; Result.data = _mm_add_ps(q.data, p.data); return Result; } }; # if GLM_ARCH & GLM_ARCH_AVX_BIT template struct compute_quat_add { static qua call(qua const& a, qua const& b) { qua Result; Result.data = _mm256_add_pd(a.data, b.data); return Result; } }; # endif template struct compute_quat_sub { static qua call(qua const& q, qua const& p) { vec<4, float, Q> Result; Result.data = _mm_sub_ps(q.data, p.data); return Result; } }; # if GLM_ARCH & GLM_ARCH_AVX_BIT template struct compute_quat_sub { static qua call(qua const& a, qua const& b) { qua Result; Result.data = _mm256_sub_pd(a.data, b.data); return Result; } }; # endif template struct compute_quat_mul_scalar { static qua call(qua const& q, float s) { vec<4, float, Q> Result; Result.data = _mm_mul_ps(q.data, _mm_set_ps1(s)); return Result; } }; # if GLM_ARCH & GLM_ARCH_AVX_BIT template struct compute_quat_mul_scalar { static qua call(qua const& q, double s) { qua Result; Result.data = _mm256_mul_pd(q.data, _mm_set_ps1(s)); return Result; } }; # endif template struct compute_quat_div_scalar { static qua call(qua const& q, float s) { vec<4, float, Q> Result; Result.data = _mm_div_ps(q.data, _mm_set_ps1(s)); return Result; } }; # if GLM_ARCH & GLM_ARCH_AVX_BIT template struct compute_quat_div_scalar { static qua call(qua const& q, double s) { qua Result; Result.data = _mm256_div_pd(q.data, _mm_set_ps1(s)); return Result; } }; # endif template struct compute_quat_mul_vec4 { static vec<4, float, Q> call(qua const& q, vec<4, float, Q> const& v) { __m128 const q_wwww = _mm_shuffle_ps(q.data, q.data, _MM_SHUFFLE(3, 3, 3, 3)); __m128 const q_swp0 = _mm_shuffle_ps(q.data, q.data, _MM_SHUFFLE(3, 0, 2, 1)); __m128 const q_swp1 = _mm_shuffle_ps(q.data, q.data, _MM_SHUFFLE(3, 1, 0, 2)); __m128 const v_swp0 = _mm_shuffle_ps(v.data, v.data, _MM_SHUFFLE(3, 0, 2, 1)); __m128 const v_swp1 = _mm_shuffle_ps(v.data, v.data, _MM_SHUFFLE(3, 1, 0, 2)); __m128 uv = _mm_sub_ps(_mm_mul_ps(q_swp0, v_swp1), _mm_mul_ps(q_swp1, v_swp0)); __m128 uv_swp0 = _mm_shuffle_ps(uv, uv, _MM_SHUFFLE(3, 0, 2, 1)); __m128 uv_swp1 = _mm_shuffle_ps(uv, uv, _MM_SHUFFLE(3, 1, 0, 2)); __m128 uuv = _mm_sub_ps(_mm_mul_ps(q_swp0, uv_swp1), _mm_mul_ps(q_swp1, uv_swp0)); __m128 const two = _mm_set1_ps(2.0f); uv = _mm_mul_ps(uv, _mm_mul_ps(q_wwww, two)); uuv = _mm_mul_ps(uuv, two); vec<4, float, Q> Result; Result.data = _mm_add_ps(v.Data, _mm_add_ps(uv, uuv)); return Result; } }; }//namespace detail }//namespace glm #endif//GLM_ARCH & GLM_ARCH_SSE2_BIT ================================================ FILE: third_party/glm/detail/type_vec1.hpp ================================================ /// @ref core /// @file glm/detail/type_vec1.hpp #pragma once #include "qualifier.hpp" #if GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR # include "_swizzle.hpp" #elif GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_FUNCTION # include "_swizzle_func.hpp" #endif #include namespace glm { template struct vec<1, T, Q> { // -- Implementation detail -- typedef T value_type; typedef vec<1, T, Q> type; typedef vec<1, bool, Q> bool_type; // -- Data -- # if GLM_SILENT_WARNINGS == GLM_ENABLE # if GLM_COMPILER & GLM_COMPILER_GCC # pragma GCC diagnostic push # pragma GCC diagnostic ignored "-Wpedantic" # elif GLM_COMPILER & GLM_COMPILER_CLANG # pragma clang diagnostic push # pragma clang diagnostic ignored "-Wgnu-anonymous-struct" # pragma clang diagnostic ignored "-Wnested-anon-types" # elif GLM_COMPILER & GLM_COMPILER_VC # pragma warning(push) # pragma warning(disable: 4201) // nonstandard extension used : nameless struct/union # endif # endif # if GLM_CONFIG_XYZW_ONLY T x; # elif GLM_CONFIG_ANONYMOUS_STRUCT == GLM_ENABLE union { T x; T r; T s; typename detail::storage<1, T, detail::is_aligned::value>::type data; /* # if GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR _GLM_SWIZZLE1_2_MEMBERS(T, Q, x) _GLM_SWIZZLE1_2_MEMBERS(T, Q, r) _GLM_SWIZZLE1_2_MEMBERS(T, Q, s) _GLM_SWIZZLE1_3_MEMBERS(T, Q, x) _GLM_SWIZZLE1_3_MEMBERS(T, Q, r) _GLM_SWIZZLE1_3_MEMBERS(T, Q, s) _GLM_SWIZZLE1_4_MEMBERS(T, Q, x) _GLM_SWIZZLE1_4_MEMBERS(T, Q, r) _GLM_SWIZZLE1_4_MEMBERS(T, Q, s) # endif */ }; # else union {T x, r, s;}; /* # if GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_FUNCTION GLM_SWIZZLE_GEN_VEC_FROM_VEC1(T, Q) # endif */ # endif # if GLM_SILENT_WARNINGS == GLM_ENABLE # if GLM_COMPILER & GLM_COMPILER_CLANG # pragma clang diagnostic pop # elif GLM_COMPILER & GLM_COMPILER_GCC # pragma GCC diagnostic pop # elif GLM_COMPILER & GLM_COMPILER_VC # pragma warning(pop) # endif # endif // -- Component accesses -- /// Return the count of components of the vector typedef length_t length_type; GLM_FUNC_DECL static GLM_CONSTEXPR length_type length(){return 1;} GLM_FUNC_DECL GLM_CONSTEXPR T & operator[](length_type i); GLM_FUNC_DECL GLM_CONSTEXPR T const& operator[](length_type i) const; // -- Implicit basic constructors -- GLM_FUNC_DECL GLM_CONSTEXPR vec() GLM_DEFAULT; GLM_FUNC_DECL GLM_CONSTEXPR vec(vec const& v) GLM_DEFAULT; template GLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, T, P> const& v); // -- Explicit basic constructors -- GLM_FUNC_DECL GLM_CONSTEXPR explicit vec(T scalar); // -- Conversion vector constructors -- /// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification) template GLM_FUNC_DECL GLM_CONSTEXPR GLM_EXPLICIT vec(vec<2, U, P> const& v); /// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification) template GLM_FUNC_DECL GLM_CONSTEXPR GLM_EXPLICIT vec(vec<3, U, P> const& v); /// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification) template GLM_FUNC_DECL GLM_CONSTEXPR GLM_EXPLICIT vec(vec<4, U, P> const& v); /// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification) template GLM_FUNC_DECL GLM_CONSTEXPR GLM_EXPLICIT vec(vec<1, U, P> const& v); // -- Swizzle constructors -- /* # if GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR template GLM_FUNC_DECL GLM_CONSTEXPR vec(detail::_swizzle<1, T, Q, E0, -1,-2,-3> const& that) { *this = that(); } # endif//GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR */ // -- Unary arithmetic operators -- GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator=(vec const& v) GLM_DEFAULT; template GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator=(vec<1, U, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator+=(U scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator+=(vec<1, U, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator-=(U scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator-=(vec<1, U, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator*=(U scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator*=(vec<1, U, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator/=(U scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator/=(vec<1, U, Q> const& v); // -- Increment and decrement operators -- GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator++(); GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator--(); GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator++(int); GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator--(int); // -- Unary bit operators -- template GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator%=(U scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator%=(vec<1, U, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator&=(U scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator&=(vec<1, U, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator|=(U scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator|=(vec<1, U, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator^=(U scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator^=(vec<1, U, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator<<=(U scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator<<=(vec<1, U, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator>>=(U scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator>>=(vec<1, U, Q> const& v); }; // -- Unary operators -- template GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator+(vec<1, T, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator-(vec<1, T, Q> const& v); // -- Binary operators -- template GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator+(vec<1, T, Q> const& v, T scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator+(T scalar, vec<1, T, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator+(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator-(vec<1, T, Q> const& v, T scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator-(T scalar, vec<1, T, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator-(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator*(vec<1, T, Q> const& v, T scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator*(T scalar, vec<1, T, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator*(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator/(vec<1, T, Q> const& v, T scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator/(T scalar, vec<1, T, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator/(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator%(vec<1, T, Q> const& v, T scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator%(T scalar, vec<1, T, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator%(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator&(vec<1, T, Q> const& v, T scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator&(T scalar, vec<1, T, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator&(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator|(vec<1, T, Q> const& v, T scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator|(T scalar, vec<1, T, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator|(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator^(vec<1, T, Q> const& v, T scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator^(T scalar, vec<1, T, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator^(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator<<(vec<1, T, Q> const& v, T scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator<<(T scalar, vec<1, T, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator<<(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator>>(vec<1, T, Q> const& v, T scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator>>(T scalar, vec<1, T, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator>>(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator~(vec<1, T, Q> const& v); // -- Boolean operators -- template GLM_FUNC_DECL GLM_CONSTEXPR bool operator==(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR bool operator!=(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<1, bool, Q> operator&&(vec<1, bool, Q> const& v1, vec<1, bool, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<1, bool, Q> operator||(vec<1, bool, Q> const& v1, vec<1, bool, Q> const& v2); }//namespace glm #ifndef GLM_EXTERNAL_TEMPLATE #include "type_vec1.inl" #endif//GLM_EXTERNAL_TEMPLATE ================================================ FILE: third_party/glm/detail/type_vec1.inl ================================================ /// @ref core #include "./compute_vector_relational.hpp" namespace glm { // -- Implicit basic constructors -- # if GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q>::vec() # if GLM_CONFIG_CTOR_INIT != GLM_CTOR_INIT_DISABLE : x(0) # endif {} template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q>::vec(vec<1, T, Q> const& v) : x(v.x) {} # endif template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q>::vec(vec<1, T, P> const& v) : x(v.x) {} // -- Explicit basic constructors -- template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q>::vec(T scalar) : x(scalar) {} // -- Conversion vector constructors -- template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q>::vec(vec<1, U, P> const& v) : x(static_cast(v.x)) {} template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q>::vec(vec<2, U, P> const& v) : x(static_cast(v.x)) {} template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q>::vec(vec<3, U, P> const& v) : x(static_cast(v.x)) {} template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q>::vec(vec<4, U, P> const& v) : x(static_cast(v.x)) {} // -- Component accesses -- template GLM_FUNC_QUALIFIER GLM_CONSTEXPR T & vec<1, T, Q>::operator[](typename vec<1, T, Q>::length_type) { return x; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR T const& vec<1, T, Q>::operator[](typename vec<1, T, Q>::length_type) const { return x; } // -- Unary arithmetic operators -- # if GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator=(vec<1, T, Q> const& v) { this->x = v.x; return *this; } # endif template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator=(vec<1, U, Q> const& v) { this->x = static_cast(v.x); return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator+=(U scalar) { this->x += static_cast(scalar); return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator+=(vec<1, U, Q> const& v) { this->x += static_cast(v.x); return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator-=(U scalar) { this->x -= static_cast(scalar); return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator-=(vec<1, U, Q> const& v) { this->x -= static_cast(v.x); return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator*=(U scalar) { this->x *= static_cast(scalar); return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator*=(vec<1, U, Q> const& v) { this->x *= static_cast(v.x); return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator/=(U scalar) { this->x /= static_cast(scalar); return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator/=(vec<1, U, Q> const& v) { this->x /= static_cast(v.x); return *this; } // -- Increment and decrement operators -- template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator++() { ++this->x; return *this; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator--() { --this->x; return *this; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> vec<1, T, Q>::operator++(int) { vec<1, T, Q> Result(*this); ++*this; return Result; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> vec<1, T, Q>::operator--(int) { vec<1, T, Q> Result(*this); --*this; return Result; } // -- Unary bit operators -- template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator%=(U scalar) { this->x %= static_cast(scalar); return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator%=(vec<1, U, Q> const& v) { this->x %= static_cast(v.x); return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator&=(U scalar) { this->x &= static_cast(scalar); return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator&=(vec<1, U, Q> const& v) { this->x &= static_cast(v.x); return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator|=(U scalar) { this->x |= static_cast(scalar); return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator|=(vec<1, U, Q> const& v) { this->x |= U(v.x); return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator^=(U scalar) { this->x ^= static_cast(scalar); return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator^=(vec<1, U, Q> const& v) { this->x ^= static_cast(v.x); return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator<<=(U scalar) { this->x <<= static_cast(scalar); return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator<<=(vec<1, U, Q> const& v) { this->x <<= static_cast(v.x); return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator>>=(U scalar) { this->x >>= static_cast(scalar); return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator>>=(vec<1, U, Q> const& v) { this->x >>= static_cast(v.x); return *this; } // -- Unary constant operators -- template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator+(vec<1, T, Q> const& v) { return v; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator-(vec<1, T, Q> const& v) { return vec<1, T, Q>( -v.x); } // -- Binary arithmetic operators -- template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator+(vec<1, T, Q> const& v, T scalar) { return vec<1, T, Q>( v.x + scalar); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator+(T scalar, vec<1, T, Q> const& v) { return vec<1, T, Q>( scalar + v.x); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator+(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2) { return vec<1, T, Q>( v1.x + v2.x); } //operator- template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator-(vec<1, T, Q> const& v, T scalar) { return vec<1, T, Q>( v.x - scalar); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator-(T scalar, vec<1, T, Q> const& v) { return vec<1, T, Q>( scalar - v.x); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator-(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2) { return vec<1, T, Q>( v1.x - v2.x); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator*(vec<1, T, Q> const& v, T scalar) { return vec<1, T, Q>( v.x * scalar); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator*(T scalar, vec<1, T, Q> const& v) { return vec<1, T, Q>( scalar * v.x); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator*(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2) { return vec<1, T, Q>( v1.x * v2.x); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator/(vec<1, T, Q> const& v, T scalar) { return vec<1, T, Q>( v.x / scalar); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator/(T scalar, vec<1, T, Q> const& v) { return vec<1, T, Q>( scalar / v.x); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator/(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2) { return vec<1, T, Q>( v1.x / v2.x); } // -- Binary bit operators -- template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator%(vec<1, T, Q> const& v, T scalar) { return vec<1, T, Q>( v.x % scalar); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator%(T scalar, vec<1, T, Q> const& v) { return vec<1, T, Q>( scalar % v.x); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator%(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2) { return vec<1, T, Q>( v1.x % v2.x); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator&(vec<1, T, Q> const& v, T scalar) { return vec<1, T, Q>( v.x & scalar); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator&(T scalar, vec<1, T, Q> const& v) { return vec<1, T, Q>( scalar & v.x); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator&(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2) { return vec<1, T, Q>( v1.x & v2.x); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator|(vec<1, T, Q> const& v, T scalar) { return vec<1, T, Q>( v.x | scalar); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator|(T scalar, vec<1, T, Q> const& v) { return vec<1, T, Q>( scalar | v.x); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator|(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2) { return vec<1, T, Q>( v1.x | v2.x); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator^(vec<1, T, Q> const& v, T scalar) { return vec<1, T, Q>( v.x ^ scalar); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator^(T scalar, vec<1, T, Q> const& v) { return vec<1, T, Q>( scalar ^ v.x); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator^(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2) { return vec<1, T, Q>( v1.x ^ v2.x); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator<<(vec<1, T, Q> const& v, T scalar) { return vec<1, T, Q>( static_cast(v.x << scalar)); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator<<(T scalar, vec<1, T, Q> const& v) { return vec<1, T, Q>( static_cast(scalar << v.x)); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator<<(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2) { return vec<1, T, Q>( static_cast(v1.x << v2.x)); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator>>(vec<1, T, Q> const& v, T scalar) { return vec<1, T, Q>( static_cast(v.x >> scalar)); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator>>(T scalar, vec<1, T, Q> const& v) { return vec<1, T, Q>( static_cast(scalar >> v.x)); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator>>(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2) { return vec<1, T, Q>( static_cast(v1.x >> v2.x)); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator~(vec<1, T, Q> const& v) { return vec<1, T, Q>( ~v.x); } // -- Boolean operators -- template GLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator==(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2) { return detail::compute_equal::is_iec559>::call(v1.x, v2.x); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator!=(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2) { return !(v1 == v2); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, bool, Q> operator&&(vec<1, bool, Q> const& v1, vec<1, bool, Q> const& v2) { return vec<1, bool, Q>(v1.x && v2.x); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, bool, Q> operator||(vec<1, bool, Q> const& v1, vec<1, bool, Q> const& v2) { return vec<1, bool, Q>(v1.x || v2.x); } }//namespace glm ================================================ FILE: third_party/glm/detail/type_vec2.hpp ================================================ /// @ref core /// @file glm/detail/type_vec2.hpp #pragma once #include "qualifier.hpp" #if GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR # include "_swizzle.hpp" #elif GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_FUNCTION # include "_swizzle_func.hpp" #endif #include namespace glm { template struct vec<2, T, Q> { // -- Implementation detail -- typedef T value_type; typedef vec<2, T, Q> type; typedef vec<2, bool, Q> bool_type; // -- Data -- # if GLM_SILENT_WARNINGS == GLM_ENABLE # if GLM_COMPILER & GLM_COMPILER_GCC # pragma GCC diagnostic push # pragma GCC diagnostic ignored "-Wpedantic" # elif GLM_COMPILER & GLM_COMPILER_CLANG # pragma clang diagnostic push # pragma clang diagnostic ignored "-Wgnu-anonymous-struct" # pragma clang diagnostic ignored "-Wnested-anon-types" # elif GLM_COMPILER & GLM_COMPILER_VC # pragma warning(push) # pragma warning(disable: 4201) // nonstandard extension used : nameless struct/union # endif # endif # if GLM_CONFIG_XYZW_ONLY T x, y; # elif GLM_CONFIG_ANONYMOUS_STRUCT == GLM_ENABLE union { struct{ T x, y; }; struct{ T r, g; }; struct{ T s, t; }; typename detail::storage<2, T, detail::is_aligned::value>::type data; # if GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR GLM_SWIZZLE2_2_MEMBERS(T, Q, x, y) GLM_SWIZZLE2_2_MEMBERS(T, Q, r, g) GLM_SWIZZLE2_2_MEMBERS(T, Q, s, t) GLM_SWIZZLE2_3_MEMBERS(T, Q, x, y) GLM_SWIZZLE2_3_MEMBERS(T, Q, r, g) GLM_SWIZZLE2_3_MEMBERS(T, Q, s, t) GLM_SWIZZLE2_4_MEMBERS(T, Q, x, y) GLM_SWIZZLE2_4_MEMBERS(T, Q, r, g) GLM_SWIZZLE2_4_MEMBERS(T, Q, s, t) # endif }; # else union {T x, r, s;}; union {T y, g, t;}; # if GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_FUNCTION GLM_SWIZZLE_GEN_VEC_FROM_VEC2(T, Q) # endif//GLM_CONFIG_SWIZZLE # endif # if GLM_SILENT_WARNINGS == GLM_ENABLE # if GLM_COMPILER & GLM_COMPILER_CLANG # pragma clang diagnostic pop # elif GLM_COMPILER & GLM_COMPILER_GCC # pragma GCC diagnostic pop # elif GLM_COMPILER & GLM_COMPILER_VC # pragma warning(pop) # endif # endif // -- Component accesses -- /// Return the count of components of the vector typedef length_t length_type; GLM_FUNC_DECL static GLM_CONSTEXPR length_type length(){return 2;} GLM_FUNC_DECL GLM_CONSTEXPR T& operator[](length_type i); GLM_FUNC_DECL GLM_CONSTEXPR T const& operator[](length_type i) const; // -- Implicit basic constructors -- GLM_FUNC_DECL GLM_CONSTEXPR vec() GLM_DEFAULT; GLM_FUNC_DECL GLM_CONSTEXPR vec(vec const& v) GLM_DEFAULT; template GLM_FUNC_DECL GLM_CONSTEXPR vec(vec<2, T, P> const& v); // -- Explicit basic constructors -- GLM_FUNC_DECL GLM_CONSTEXPR explicit vec(T scalar); GLM_FUNC_DECL GLM_CONSTEXPR vec(T x, T y); // -- Conversion constructors -- template GLM_FUNC_DECL GLM_CONSTEXPR explicit vec(vec<1, U, P> const& v); /// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification) template GLM_FUNC_DECL GLM_CONSTEXPR vec(A x, B y); template GLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, A, Q> const& x, B y); template GLM_FUNC_DECL GLM_CONSTEXPR vec(A x, vec<1, B, Q> const& y); template GLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, A, Q> const& x, vec<1, B, Q> const& y); // -- Conversion vector constructors -- /// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification) template GLM_FUNC_DECL GLM_CONSTEXPR GLM_EXPLICIT vec(vec<3, U, P> const& v); /// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification) template GLM_FUNC_DECL GLM_CONSTEXPR GLM_EXPLICIT vec(vec<4, U, P> const& v); /// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification) template GLM_FUNC_DECL GLM_CONSTEXPR GLM_EXPLICIT vec(vec<2, U, P> const& v); // -- Swizzle constructors -- # if GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR template GLM_FUNC_DECL GLM_CONSTEXPR vec(detail::_swizzle<2, T, Q, E0, E1,-1,-2> const& that) { *this = that(); } # endif//GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR // -- Unary arithmetic operators -- GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator=(vec const& v) GLM_DEFAULT; template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator=(vec<2, U, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator+=(U scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator+=(vec<1, U, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator+=(vec<2, U, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator-=(U scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator-=(vec<1, U, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator-=(vec<2, U, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator*=(U scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator*=(vec<1, U, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator*=(vec<2, U, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator/=(U scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator/=(vec<1, U, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator/=(vec<2, U, Q> const& v); // -- Increment and decrement operators -- GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator++(); GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator--(); GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator++(int); GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator--(int); // -- Unary bit operators -- template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator%=(U scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator%=(vec<1, U, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator%=(vec<2, U, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator&=(U scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator&=(vec<1, U, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator&=(vec<2, U, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator|=(U scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator|=(vec<1, U, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator|=(vec<2, U, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator^=(U scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator^=(vec<1, U, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator^=(vec<2, U, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator<<=(U scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator<<=(vec<1, U, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator<<=(vec<2, U, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator>>=(U scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator>>=(vec<1, U, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator>>=(vec<2, U, Q> const& v); }; // -- Unary operators -- template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator+(vec<2, T, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator-(vec<2, T, Q> const& v); // -- Binary operators -- template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator+(vec<2, T, Q> const& v, T scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator+(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator+(T scalar, vec<2, T, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator+(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator+(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator-(vec<2, T, Q> const& v, T scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator-(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator-(T scalar, vec<2, T, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator-(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator-(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator*(vec<2, T, Q> const& v, T scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator*(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator*(T scalar, vec<2, T, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator*(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator*(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator/(vec<2, T, Q> const& v, T scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator/(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator/(T scalar, vec<2, T, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator/(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator/(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator%(vec<2, T, Q> const& v, T scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator%(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator%(T scalar, vec<2, T, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator%(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator%(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator&(vec<2, T, Q> const& v, T scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator&(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator&(T scalar, vec<2, T, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator&(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator&(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator|(vec<2, T, Q> const& v, T scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator|(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator|(T scalar, vec<2, T, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator|(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator|(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator^(vec<2, T, Q> const& v, T scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator^(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator^(T scalar, vec<2, T, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator^(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator^(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator<<(vec<2, T, Q> const& v, T scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator<<(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator<<(T scalar, vec<2, T, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator<<(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator<<(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator>>(vec<2, T, Q> const& v, T scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator>>(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator>>(T scalar, vec<2, T, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator>>(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator>>(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator~(vec<2, T, Q> const& v); // -- Boolean operators -- template GLM_FUNC_DECL GLM_CONSTEXPR bool operator==(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR bool operator!=(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, bool, Q> operator&&(vec<2, bool, Q> const& v1, vec<2, bool, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<2, bool, Q> operator||(vec<2, bool, Q> const& v1, vec<2, bool, Q> const& v2); }//namespace glm #ifndef GLM_EXTERNAL_TEMPLATE #include "type_vec2.inl" #endif//GLM_EXTERNAL_TEMPLATE ================================================ FILE: third_party/glm/detail/type_vec2.inl ================================================ /// @ref core #include "./compute_vector_relational.hpp" namespace glm { // -- Implicit basic constructors -- # if GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q>::vec() # if GLM_CONFIG_CTOR_INIT != GLM_CTOR_INIT_DISABLE : x(0), y(0) # endif {} template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q>::vec(vec<2, T, Q> const& v) : x(v.x), y(v.y) {} # endif template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q>::vec(vec<2, T, P> const& v) : x(v.x), y(v.y) {} // -- Explicit basic constructors -- template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q>::vec(T scalar) : x(scalar), y(scalar) {} template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q>::vec(T _x, T _y) : x(_x), y(_y) {} // -- Conversion scalar constructors -- template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q>::vec(vec<1, U, P> const& v) : x(static_cast(v.x)) , y(static_cast(v.x)) {} template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q>::vec(A _x, B _y) : x(static_cast(_x)) , y(static_cast(_y)) {} template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q>::vec(vec<1, A, Q> const& _x, B _y) : x(static_cast(_x.x)) , y(static_cast(_y)) {} template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q>::vec(A _x, vec<1, B, Q> const& _y) : x(static_cast(_x)) , y(static_cast(_y.x)) {} template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q>::vec(vec<1, A, Q> const& _x, vec<1, B, Q> const& _y) : x(static_cast(_x.x)) , y(static_cast(_y.x)) {} // -- Conversion vector constructors -- template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q>::vec(vec<2, U, P> const& v) : x(static_cast(v.x)) , y(static_cast(v.y)) {} template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q>::vec(vec<3, U, P> const& v) : x(static_cast(v.x)) , y(static_cast(v.y)) {} template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q>::vec(vec<4, U, P> const& v) : x(static_cast(v.x)) , y(static_cast(v.y)) {} // -- Component accesses -- template GLM_FUNC_QUALIFIER GLM_CONSTEXPR T & vec<2, T, Q>::operator[](typename vec<2, T, Q>::length_type i) { assert(i >= 0 && i < this->length()); switch(i) { default: case 0: return x; case 1: return y; } } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR T const& vec<2, T, Q>::operator[](typename vec<2, T, Q>::length_type i) const { assert(i >= 0 && i < this->length()); switch(i) { default: case 0: return x; case 1: return y; } } // -- Unary arithmetic operators -- # if GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator=(vec<2, T, Q> const& v) { this->x = v.x; this->y = v.y; return *this; } # endif template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator=(vec<2, U, Q> const& v) { this->x = static_cast(v.x); this->y = static_cast(v.y); return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator+=(U scalar) { this->x += static_cast(scalar); this->y += static_cast(scalar); return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator+=(vec<1, U, Q> const& v) { this->x += static_cast(v.x); this->y += static_cast(v.x); return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator+=(vec<2, U, Q> const& v) { this->x += static_cast(v.x); this->y += static_cast(v.y); return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator-=(U scalar) { this->x -= static_cast(scalar); this->y -= static_cast(scalar); return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator-=(vec<1, U, Q> const& v) { this->x -= static_cast(v.x); this->y -= static_cast(v.x); return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator-=(vec<2, U, Q> const& v) { this->x -= static_cast(v.x); this->y -= static_cast(v.y); return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator*=(U scalar) { this->x *= static_cast(scalar); this->y *= static_cast(scalar); return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator*=(vec<1, U, Q> const& v) { this->x *= static_cast(v.x); this->y *= static_cast(v.x); return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator*=(vec<2, U, Q> const& v) { this->x *= static_cast(v.x); this->y *= static_cast(v.y); return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator/=(U scalar) { this->x /= static_cast(scalar); this->y /= static_cast(scalar); return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator/=(vec<1, U, Q> const& v) { this->x /= static_cast(v.x); this->y /= static_cast(v.x); return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator/=(vec<2, U, Q> const& v) { this->x /= static_cast(v.x); this->y /= static_cast(v.y); return *this; } // -- Increment and decrement operators -- template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator++() { ++this->x; ++this->y; return *this; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator--() { --this->x; --this->y; return *this; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> vec<2, T, Q>::operator++(int) { vec<2, T, Q> Result(*this); ++*this; return Result; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> vec<2, T, Q>::operator--(int) { vec<2, T, Q> Result(*this); --*this; return Result; } // -- Unary bit operators -- template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator%=(U scalar) { this->x %= static_cast(scalar); this->y %= static_cast(scalar); return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator%=(vec<1, U, Q> const& v) { this->x %= static_cast(v.x); this->y %= static_cast(v.x); return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator%=(vec<2, U, Q> const& v) { this->x %= static_cast(v.x); this->y %= static_cast(v.y); return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator&=(U scalar) { this->x &= static_cast(scalar); this->y &= static_cast(scalar); return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator&=(vec<1, U, Q> const& v) { this->x &= static_cast(v.x); this->y &= static_cast(v.x); return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator&=(vec<2, U, Q> const& v) { this->x &= static_cast(v.x); this->y &= static_cast(v.y); return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator|=(U scalar) { this->x |= static_cast(scalar); this->y |= static_cast(scalar); return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator|=(vec<1, U, Q> const& v) { this->x |= static_cast(v.x); this->y |= static_cast(v.x); return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator|=(vec<2, U, Q> const& v) { this->x |= static_cast(v.x); this->y |= static_cast(v.y); return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator^=(U scalar) { this->x ^= static_cast(scalar); this->y ^= static_cast(scalar); return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator^=(vec<1, U, Q> const& v) { this->x ^= static_cast(v.x); this->y ^= static_cast(v.x); return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator^=(vec<2, U, Q> const& v) { this->x ^= static_cast(v.x); this->y ^= static_cast(v.y); return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator<<=(U scalar) { this->x <<= static_cast(scalar); this->y <<= static_cast(scalar); return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator<<=(vec<1, U, Q> const& v) { this->x <<= static_cast(v.x); this->y <<= static_cast(v.x); return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator<<=(vec<2, U, Q> const& v) { this->x <<= static_cast(v.x); this->y <<= static_cast(v.y); return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator>>=(U scalar) { this->x >>= static_cast(scalar); this->y >>= static_cast(scalar); return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator>>=(vec<1, U, Q> const& v) { this->x >>= static_cast(v.x); this->y >>= static_cast(v.x); return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator>>=(vec<2, U, Q> const& v) { this->x >>= static_cast(v.x); this->y >>= static_cast(v.y); return *this; } // -- Unary arithmetic operators -- template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator+(vec<2, T, Q> const& v) { return v; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator-(vec<2, T, Q> const& v) { return vec<2, T, Q>( -v.x, -v.y); } // -- Binary arithmetic operators -- template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator+(vec<2, T, Q> const& v, T scalar) { return vec<2, T, Q>( v.x + scalar, v.y + scalar); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator+(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2) { return vec<2, T, Q>( v1.x + v2.x, v1.y + v2.x); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator+(T scalar, vec<2, T, Q> const& v) { return vec<2, T, Q>( scalar + v.x, scalar + v.y); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator+(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2) { return vec<2, T, Q>( v1.x + v2.x, v1.x + v2.y); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator+(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2) { return vec<2, T, Q>( v1.x + v2.x, v1.y + v2.y); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator-(vec<2, T, Q> const& v, T scalar) { return vec<2, T, Q>( v.x - scalar, v.y - scalar); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator-(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2) { return vec<2, T, Q>( v1.x - v2.x, v1.y - v2.x); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator-(T scalar, vec<2, T, Q> const& v) { return vec<2, T, Q>( scalar - v.x, scalar - v.y); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator-(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2) { return vec<2, T, Q>( v1.x - v2.x, v1.x - v2.y); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator-(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2) { return vec<2, T, Q>( v1.x - v2.x, v1.y - v2.y); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator*(vec<2, T, Q> const& v, T scalar) { return vec<2, T, Q>( v.x * scalar, v.y * scalar); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator*(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2) { return vec<2, T, Q>( v1.x * v2.x, v1.y * v2.x); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator*(T scalar, vec<2, T, Q> const& v) { return vec<2, T, Q>( scalar * v.x, scalar * v.y); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator*(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2) { return vec<2, T, Q>( v1.x * v2.x, v1.x * v2.y); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator*(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2) { return vec<2, T, Q>( v1.x * v2.x, v1.y * v2.y); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator/(vec<2, T, Q> const& v, T scalar) { return vec<2, T, Q>( v.x / scalar, v.y / scalar); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator/(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2) { return vec<2, T, Q>( v1.x / v2.x, v1.y / v2.x); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator/(T scalar, vec<2, T, Q> const& v) { return vec<2, T, Q>( scalar / v.x, scalar / v.y); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator/(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2) { return vec<2, T, Q>( v1.x / v2.x, v1.x / v2.y); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator/(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2) { return vec<2, T, Q>( v1.x / v2.x, v1.y / v2.y); } // -- Binary bit operators -- template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator%(vec<2, T, Q> const& v, T scalar) { return vec<2, T, Q>( v.x % scalar, v.y % scalar); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator%(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2) { return vec<2, T, Q>( v1.x % v2.x, v1.y % v2.x); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator%(T scalar, vec<2, T, Q> const& v) { return vec<2, T, Q>( scalar % v.x, scalar % v.y); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator%(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2) { return vec<2, T, Q>( v1.x % v2.x, v1.x % v2.y); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator%(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2) { return vec<2, T, Q>( v1.x % v2.x, v1.y % v2.y); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator&(vec<2, T, Q> const& v, T scalar) { return vec<2, T, Q>( v.x & scalar, v.y & scalar); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator&(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2) { return vec<2, T, Q>( v1.x & v2.x, v1.y & v2.x); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator&(T scalar, vec<2, T, Q> const& v) { return vec<2, T, Q>( scalar & v.x, scalar & v.y); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator&(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2) { return vec<2, T, Q>( v1.x & v2.x, v1.x & v2.y); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator&(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2) { return vec<2, T, Q>( v1.x & v2.x, v1.y & v2.y); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator|(vec<2, T, Q> const& v, T scalar) { return vec<2, T, Q>( v.x | scalar, v.y | scalar); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator|(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2) { return vec<2, T, Q>( v1.x | v2.x, v1.y | v2.x); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator|(T scalar, vec<2, T, Q> const& v) { return vec<2, T, Q>( scalar | v.x, scalar | v.y); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator|(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2) { return vec<2, T, Q>( v1.x | v2.x, v1.x | v2.y); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator|(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2) { return vec<2, T, Q>( v1.x | v2.x, v1.y | v2.y); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator^(vec<2, T, Q> const& v, T scalar) { return vec<2, T, Q>( v.x ^ scalar, v.y ^ scalar); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator^(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2) { return vec<2, T, Q>( v1.x ^ v2.x, v1.y ^ v2.x); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator^(T scalar, vec<2, T, Q> const& v) { return vec<2, T, Q>( scalar ^ v.x, scalar ^ v.y); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator^(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2) { return vec<2, T, Q>( v1.x ^ v2.x, v1.x ^ v2.y); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator^(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2) { return vec<2, T, Q>( v1.x ^ v2.x, v1.y ^ v2.y); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator<<(vec<2, T, Q> const& v, T scalar) { return vec<2, T, Q>( v.x << scalar, v.y << scalar); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator<<(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2) { return vec<2, T, Q>( v1.x << v2.x, v1.y << v2.x); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator<<(T scalar, vec<2, T, Q> const& v) { return vec<2, T, Q>( scalar << v.x, scalar << v.y); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator<<(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2) { return vec<2, T, Q>( v1.x << v2.x, v1.x << v2.y); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator<<(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2) { return vec<2, T, Q>( v1.x << v2.x, v1.y << v2.y); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator>>(vec<2, T, Q> const& v, T scalar) { return vec<2, T, Q>( v.x >> scalar, v.y >> scalar); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator>>(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2) { return vec<2, T, Q>( v1.x >> v2.x, v1.y >> v2.x); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator>>(T scalar, vec<2, T, Q> const& v) { return vec<2, T, Q>( scalar >> v.x, scalar >> v.y); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator>>(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2) { return vec<2, T, Q>( v1.x >> v2.x, v1.x >> v2.y); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator>>(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2) { return vec<2, T, Q>( v1.x >> v2.x, v1.y >> v2.y); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator~(vec<2, T, Q> const& v) { return vec<2, T, Q>( ~v.x, ~v.y); } // -- Boolean operators -- template GLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator==(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2) { return detail::compute_equal::is_iec559>::call(v1.x, v2.x) && detail::compute_equal::is_iec559>::call(v1.y, v2.y); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator!=(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2) { return !(v1 == v2); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, bool, Q> operator&&(vec<2, bool, Q> const& v1, vec<2, bool, Q> const& v2) { return vec<2, bool, Q>(v1.x && v2.x, v1.y && v2.y); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, bool, Q> operator||(vec<2, bool, Q> const& v1, vec<2, bool, Q> const& v2) { return vec<2, bool, Q>(v1.x || v2.x, v1.y || v2.y); } }//namespace glm ================================================ FILE: third_party/glm/detail/type_vec3.hpp ================================================ /// @ref core /// @file glm/detail/type_vec3.hpp #pragma once #include "qualifier.hpp" #if GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR # include "_swizzle.hpp" #elif GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_FUNCTION # include "_swizzle_func.hpp" #endif #include namespace glm { template struct vec<3, T, Q> { // -- Implementation detail -- typedef T value_type; typedef vec<3, T, Q> type; typedef vec<3, bool, Q> bool_type; // -- Data -- # if GLM_SILENT_WARNINGS == GLM_ENABLE # if GLM_COMPILER & GLM_COMPILER_GCC # pragma GCC diagnostic push # pragma GCC diagnostic ignored "-Wpedantic" # elif GLM_COMPILER & GLM_COMPILER_CLANG # pragma clang diagnostic push # pragma clang diagnostic ignored "-Wgnu-anonymous-struct" # pragma clang diagnostic ignored "-Wnested-anon-types" # elif GLM_COMPILER & GLM_COMPILER_VC # pragma warning(push) # pragma warning(disable: 4201) // nonstandard extension used : nameless struct/union # if GLM_CONFIG_ALIGNED_GENTYPES == GLM_ENABLE # pragma warning(disable: 4324) // structure was padded due to alignment specifier # endif # endif # endif # if GLM_CONFIG_XYZW_ONLY T x, y, z; # elif GLM_CONFIG_ANONYMOUS_STRUCT == GLM_ENABLE union { struct{ T x, y, z; }; struct{ T r, g, b; }; struct{ T s, t, p; }; typename detail::storage<3, T, detail::is_aligned::value>::type data; # if GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR GLM_SWIZZLE3_2_MEMBERS(T, Q, x, y, z) GLM_SWIZZLE3_2_MEMBERS(T, Q, r, g, b) GLM_SWIZZLE3_2_MEMBERS(T, Q, s, t, p) GLM_SWIZZLE3_3_MEMBERS(T, Q, x, y, z) GLM_SWIZZLE3_3_MEMBERS(T, Q, r, g, b) GLM_SWIZZLE3_3_MEMBERS(T, Q, s, t, p) GLM_SWIZZLE3_4_MEMBERS(T, Q, x, y, z) GLM_SWIZZLE3_4_MEMBERS(T, Q, r, g, b) GLM_SWIZZLE3_4_MEMBERS(T, Q, s, t, p) # endif }; # else union { T x, r, s; }; union { T y, g, t; }; union { T z, b, p; }; # if GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_FUNCTION GLM_SWIZZLE_GEN_VEC_FROM_VEC3(T, Q) # endif//GLM_CONFIG_SWIZZLE # endif//GLM_LANG # if GLM_SILENT_WARNINGS == GLM_ENABLE # if GLM_COMPILER & GLM_COMPILER_CLANG # pragma clang diagnostic pop # elif GLM_COMPILER & GLM_COMPILER_GCC # pragma GCC diagnostic pop # elif GLM_COMPILER & GLM_COMPILER_VC # pragma warning(pop) # endif # endif // -- Component accesses -- /// Return the count of components of the vector typedef length_t length_type; GLM_FUNC_DECL static GLM_CONSTEXPR length_type length(){return 3;} GLM_FUNC_DECL GLM_CONSTEXPR T & operator[](length_type i); GLM_FUNC_DECL GLM_CONSTEXPR T const& operator[](length_type i) const; // -- Implicit basic constructors -- GLM_FUNC_DECL GLM_CONSTEXPR vec() GLM_DEFAULT; GLM_FUNC_DECL GLM_CONSTEXPR vec(vec const& v) GLM_DEFAULT; template GLM_FUNC_DECL GLM_CONSTEXPR vec(vec<3, T, P> const& v); // -- Explicit basic constructors -- GLM_FUNC_DECL GLM_CONSTEXPR explicit vec(T scalar); GLM_FUNC_DECL GLM_CONSTEXPR vec(T a, T b, T c); // -- Conversion scalar constructors -- template GLM_FUNC_DECL GLM_CONSTEXPR explicit vec(vec<1, U, P> const& v); /// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification) template GLM_FUNC_DECL GLM_CONSTEXPR vec(X x, Y y, Z z); template GLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, X, Q> const& _x, Y _y, Z _z); template GLM_FUNC_DECL GLM_CONSTEXPR vec(X _x, vec<1, Y, Q> const& _y, Z _z); template GLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, X, Q> const& _x, vec<1, Y, Q> const& _y, Z _z); template GLM_FUNC_DECL GLM_CONSTEXPR vec(X _x, Y _y, vec<1, Z, Q> const& _z); template GLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, X, Q> const& _x, Y _y, vec<1, Z, Q> const& _z); template GLM_FUNC_DECL GLM_CONSTEXPR vec(X _x, vec<1, Y, Q> const& _y, vec<1, Z, Q> const& _z); template GLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, X, Q> const& _x, vec<1, Y, Q> const& _y, vec<1, Z, Q> const& _z); // -- Conversion vector constructors -- /// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification) template GLM_FUNC_DECL GLM_CONSTEXPR vec(vec<2, A, P> const& _xy, B _z); /// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification) template GLM_FUNC_DECL GLM_CONSTEXPR vec(vec<2, A, P> const& _xy, vec<1, B, P> const& _z); /// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification) template GLM_FUNC_DECL GLM_CONSTEXPR vec(A _x, vec<2, B, P> const& _yz); /// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification) template GLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, A, P> const& _x, vec<2, B, P> const& _yz); /// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification) template GLM_FUNC_DECL GLM_CONSTEXPR GLM_EXPLICIT vec(vec<4, U, P> const& v); /// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification) template GLM_FUNC_DECL GLM_CONSTEXPR GLM_EXPLICIT vec(vec<3, U, P> const& v); // -- Swizzle constructors -- # if GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR template GLM_FUNC_DECL GLM_CONSTEXPR vec(detail::_swizzle<3, T, Q, E0, E1, E2, -1> const& that) { *this = that(); } template GLM_FUNC_DECL GLM_CONSTEXPR vec(detail::_swizzle<2, T, Q, E0, E1, -1, -2> const& v, T const& scalar) { *this = vec(v(), scalar); } template GLM_FUNC_DECL GLM_CONSTEXPR vec(T const& scalar, detail::_swizzle<2, T, Q, E0, E1, -1, -2> const& v) { *this = vec(scalar, v()); } # endif//GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR // -- Unary arithmetic operators -- GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q>& operator=(vec<3, T, Q> const& v) GLM_DEFAULT; template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator=(vec<3, U, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator+=(U scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator+=(vec<1, U, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator+=(vec<3, U, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator-=(U scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator-=(vec<1, U, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator-=(vec<3, U, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator*=(U scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator*=(vec<1, U, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator*=(vec<3, U, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator/=(U scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator/=(vec<1, U, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator/=(vec<3, U, Q> const& v); // -- Increment and decrement operators -- GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator++(); GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator--(); GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator++(int); GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator--(int); // -- Unary bit operators -- template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator%=(U scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator%=(vec<1, U, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator%=(vec<3, U, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator&=(U scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator&=(vec<1, U, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator&=(vec<3, U, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator|=(U scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator|=(vec<1, U, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator|=(vec<3, U, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator^=(U scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator^=(vec<1, U, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator^=(vec<3, U, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator<<=(U scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator<<=(vec<1, U, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator<<=(vec<3, U, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator>>=(U scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator>>=(vec<1, U, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator>>=(vec<3, U, Q> const& v); }; // -- Unary operators -- template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator+(vec<3, T, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator-(vec<3, T, Q> const& v); // -- Binary operators -- template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator+(vec<3, T, Q> const& v, T scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator+(vec<3, T, Q> const& v, vec<1, T, Q> const& scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator+(T scalar, vec<3, T, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator+(vec<1, T, Q> const& v1, vec<3, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator+(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator-(vec<3, T, Q> const& v, T scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator-(vec<3, T, Q> const& v1, vec<1, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator-(T scalar, vec<3, T, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator-(vec<1, T, Q> const& v1, vec<3, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator-(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator*(vec<3, T, Q> const& v, T scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator*(vec<3, T, Q> const& v1, vec<1, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator*(T scalar, vec<3, T, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator*(vec<1, T, Q> const& v1, vec<3, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator*(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator/(vec<3, T, Q> const& v, T scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator/(vec<3, T, Q> const& v1, vec<1, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator/(T scalar, vec<3, T, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator/(vec<1, T, Q> const& v1, vec<3, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator/(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator%(vec<3, T, Q> const& v, T scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator%(vec<3, T, Q> const& v1, vec<1, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator%(T scalar, vec<3, T, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator%(vec<1, T, Q> const& v1, vec<3, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator%(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator&(vec<3, T, Q> const& v1, T scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator&(vec<3, T, Q> const& v1, vec<1, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator&(T scalar, vec<3, T, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator&(vec<1, T, Q> const& v1, vec<3, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator&(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator|(vec<3, T, Q> const& v, T scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator|(vec<3, T, Q> const& v1, vec<1, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator|(T scalar, vec<3, T, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator|(vec<1, T, Q> const& v1, vec<3, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator|(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator^(vec<3, T, Q> const& v, T scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator^(vec<3, T, Q> const& v1, vec<1, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator^(T scalar, vec<3, T, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator^(vec<1, T, Q> const& v1, vec<3, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator^(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator<<(vec<3, T, Q> const& v, T scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator<<(vec<3, T, Q> const& v1, vec<1, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator<<(T scalar, vec<3, T, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator<<(vec<1, T, Q> const& v1, vec<3, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator<<(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator>>(vec<3, T, Q> const& v, T scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator>>(vec<3, T, Q> const& v1, vec<1, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator>>(T scalar, vec<3, T, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator>>(vec<1, T, Q> const& v1, vec<3, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator>>(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator~(vec<3, T, Q> const& v); // -- Boolean operators -- template GLM_FUNC_DECL GLM_CONSTEXPR bool operator==(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR bool operator!=(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, bool, Q> operator&&(vec<3, bool, Q> const& v1, vec<3, bool, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<3, bool, Q> operator||(vec<3, bool, Q> const& v1, vec<3, bool, Q> const& v2); }//namespace glm #ifndef GLM_EXTERNAL_TEMPLATE #include "type_vec3.inl" #endif//GLM_EXTERNAL_TEMPLATE ================================================ FILE: third_party/glm/detail/type_vec3.inl ================================================ /// @ref core #include "compute_vector_relational.hpp" namespace glm { // -- Implicit basic constructors -- # if GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec() # if GLM_CONFIG_CTOR_INIT != GLM_CTOR_INIT_DISABLE : x(0), y(0), z(0) # endif {} template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(vec<3, T, Q> const& v) : x(v.x), y(v.y), z(v.z) {} # endif template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(vec<3, T, P> const& v) : x(v.x), y(v.y), z(v.z) {} // -- Explicit basic constructors -- template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(T scalar) : x(scalar), y(scalar), z(scalar) {} template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(T _x, T _y, T _z) : x(_x), y(_y), z(_z) {} // -- Conversion scalar constructors -- template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(vec<1, U, P> const& v) : x(static_cast(v.x)) , y(static_cast(v.x)) , z(static_cast(v.x)) {} template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(X _x, Y _y, Z _z) : x(static_cast(_x)) , y(static_cast(_y)) , z(static_cast(_z)) {} template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(vec<1, X, Q> const& _x, Y _y, Z _z) : x(static_cast(_x.x)) , y(static_cast(_y)) , z(static_cast(_z)) {} template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(X _x, vec<1, Y, Q> const& _y, Z _z) : x(static_cast(_x)) , y(static_cast(_y.x)) , z(static_cast(_z)) {} template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(vec<1, X, Q> const& _x, vec<1, Y, Q> const& _y, Z _z) : x(static_cast(_x.x)) , y(static_cast(_y.x)) , z(static_cast(_z)) {} template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(X _x, Y _y, vec<1, Z, Q> const& _z) : x(static_cast(_x)) , y(static_cast(_y)) , z(static_cast(_z.x)) {} template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(vec<1, X, Q> const& _x, Y _y, vec<1, Z, Q> const& _z) : x(static_cast(_x.x)) , y(static_cast(_y)) , z(static_cast(_z.x)) {} template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(X _x, vec<1, Y, Q> const& _y, vec<1, Z, Q> const& _z) : x(static_cast(_x)) , y(static_cast(_y.x)) , z(static_cast(_z.x)) {} template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(vec<1, X, Q> const& _x, vec<1, Y, Q> const& _y, vec<1, Z, Q> const& _z) : x(static_cast(_x.x)) , y(static_cast(_y.x)) , z(static_cast(_z.x)) {} // -- Conversion vector constructors -- template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(vec<2, A, P> const& _xy, B _z) : x(static_cast(_xy.x)) , y(static_cast(_xy.y)) , z(static_cast(_z)) {} template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(vec<2, A, P> const& _xy, vec<1, B, P> const& _z) : x(static_cast(_xy.x)) , y(static_cast(_xy.y)) , z(static_cast(_z.x)) {} template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(A _x, vec<2, B, P> const& _yz) : x(static_cast(_x)) , y(static_cast(_yz.x)) , z(static_cast(_yz.y)) {} template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(vec<1, A, P> const& _x, vec<2, B, P> const& _yz) : x(static_cast(_x.x)) , y(static_cast(_yz.x)) , z(static_cast(_yz.y)) {} template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(vec<3, U, P> const& v) : x(static_cast(v.x)) , y(static_cast(v.y)) , z(static_cast(v.z)) {} template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(vec<4, U, P> const& v) : x(static_cast(v.x)) , y(static_cast(v.y)) , z(static_cast(v.z)) {} // -- Component accesses -- template GLM_FUNC_QUALIFIER GLM_CONSTEXPR T & vec<3, T, Q>::operator[](typename vec<3, T, Q>::length_type i) { assert(i >= 0 && i < this->length()); switch(i) { default: case 0: return x; case 1: return y; case 2: return z; } } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR T const& vec<3, T, Q>::operator[](typename vec<3, T, Q>::length_type i) const { assert(i >= 0 && i < this->length()); switch(i) { default: case 0: return x; case 1: return y; case 2: return z; } } // -- Unary arithmetic operators -- # if GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>& vec<3, T, Q>::operator=(vec<3, T, Q> const& v) { this->x = v.x; this->y = v.y; this->z = v.z; return *this; } # endif template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>& vec<3, T, Q>::operator=(vec<3, U, Q> const& v) { this->x = static_cast(v.x); this->y = static_cast(v.y); this->z = static_cast(v.z); return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator+=(U scalar) { this->x += static_cast(scalar); this->y += static_cast(scalar); this->z += static_cast(scalar); return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator+=(vec<1, U, Q> const& v) { this->x += static_cast(v.x); this->y += static_cast(v.x); this->z += static_cast(v.x); return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator+=(vec<3, U, Q> const& v) { this->x += static_cast(v.x); this->y += static_cast(v.y); this->z += static_cast(v.z); return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator-=(U scalar) { this->x -= static_cast(scalar); this->y -= static_cast(scalar); this->z -= static_cast(scalar); return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator-=(vec<1, U, Q> const& v) { this->x -= static_cast(v.x); this->y -= static_cast(v.x); this->z -= static_cast(v.x); return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator-=(vec<3, U, Q> const& v) { this->x -= static_cast(v.x); this->y -= static_cast(v.y); this->z -= static_cast(v.z); return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator*=(U scalar) { this->x *= static_cast(scalar); this->y *= static_cast(scalar); this->z *= static_cast(scalar); return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator*=(vec<1, U, Q> const& v) { this->x *= static_cast(v.x); this->y *= static_cast(v.x); this->z *= static_cast(v.x); return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator*=(vec<3, U, Q> const& v) { this->x *= static_cast(v.x); this->y *= static_cast(v.y); this->z *= static_cast(v.z); return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator/=(U v) { this->x /= static_cast(v); this->y /= static_cast(v); this->z /= static_cast(v); return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator/=(vec<1, U, Q> const& v) { this->x /= static_cast(v.x); this->y /= static_cast(v.x); this->z /= static_cast(v.x); return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator/=(vec<3, U, Q> const& v) { this->x /= static_cast(v.x); this->y /= static_cast(v.y); this->z /= static_cast(v.z); return *this; } // -- Increment and decrement operators -- template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator++() { ++this->x; ++this->y; ++this->z; return *this; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator--() { --this->x; --this->y; --this->z; return *this; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> vec<3, T, Q>::operator++(int) { vec<3, T, Q> Result(*this); ++*this; return Result; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> vec<3, T, Q>::operator--(int) { vec<3, T, Q> Result(*this); --*this; return Result; } // -- Unary bit operators -- template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator%=(U scalar) { this->x %= scalar; this->y %= scalar; this->z %= scalar; return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator%=(vec<1, U, Q> const& v) { this->x %= v.x; this->y %= v.x; this->z %= v.x; return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator%=(vec<3, U, Q> const& v) { this->x %= v.x; this->y %= v.y; this->z %= v.z; return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator&=(U scalar) { this->x &= scalar; this->y &= scalar; this->z &= scalar; return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator&=(vec<1, U, Q> const& v) { this->x &= v.x; this->y &= v.x; this->z &= v.x; return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator&=(vec<3, U, Q> const& v) { this->x &= v.x; this->y &= v.y; this->z &= v.z; return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator|=(U scalar) { this->x |= scalar; this->y |= scalar; this->z |= scalar; return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator|=(vec<1, U, Q> const& v) { this->x |= v.x; this->y |= v.x; this->z |= v.x; return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator|=(vec<3, U, Q> const& v) { this->x |= v.x; this->y |= v.y; this->z |= v.z; return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator^=(U scalar) { this->x ^= scalar; this->y ^= scalar; this->z ^= scalar; return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator^=(vec<1, U, Q> const& v) { this->x ^= v.x; this->y ^= v.x; this->z ^= v.x; return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator^=(vec<3, U, Q> const& v) { this->x ^= v.x; this->y ^= v.y; this->z ^= v.z; return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator<<=(U scalar) { this->x <<= scalar; this->y <<= scalar; this->z <<= scalar; return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator<<=(vec<1, U, Q> const& v) { this->x <<= static_cast(v.x); this->y <<= static_cast(v.x); this->z <<= static_cast(v.x); return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator<<=(vec<3, U, Q> const& v) { this->x <<= static_cast(v.x); this->y <<= static_cast(v.y); this->z <<= static_cast(v.z); return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator>>=(U scalar) { this->x >>= static_cast(scalar); this->y >>= static_cast(scalar); this->z >>= static_cast(scalar); return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator>>=(vec<1, U, Q> const& v) { this->x >>= static_cast(v.x); this->y >>= static_cast(v.x); this->z >>= static_cast(v.x); return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator>>=(vec<3, U, Q> const& v) { this->x >>= static_cast(v.x); this->y >>= static_cast(v.y); this->z >>= static_cast(v.z); return *this; } // -- Unary arithmetic operators -- template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator+(vec<3, T, Q> const& v) { return v; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator-(vec<3, T, Q> const& v) { return vec<3, T, Q>( -v.x, -v.y, -v.z); } // -- Binary arithmetic operators -- template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator+(vec<3, T, Q> const& v, T scalar) { return vec<3, T, Q>( v.x + scalar, v.y + scalar, v.z + scalar); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator+(vec<3, T, Q> const& v, vec<1, T, Q> const& scalar) { return vec<3, T, Q>( v.x + scalar.x, v.y + scalar.x, v.z + scalar.x); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator+(T scalar, vec<3, T, Q> const& v) { return vec<3, T, Q>( scalar + v.x, scalar + v.y, scalar + v.z); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator+(vec<1, T, Q> const& scalar, vec<3, T, Q> const& v) { return vec<3, T, Q>( scalar.x + v.x, scalar.x + v.y, scalar.x + v.z); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator+(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2) { return vec<3, T, Q>( v1.x + v2.x, v1.y + v2.y, v1.z + v2.z); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator-(vec<3, T, Q> const& v, T scalar) { return vec<3, T, Q>( v.x - scalar, v.y - scalar, v.z - scalar); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator-(vec<3, T, Q> const& v, vec<1, T, Q> const& scalar) { return vec<3, T, Q>( v.x - scalar.x, v.y - scalar.x, v.z - scalar.x); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator-(T scalar, vec<3, T, Q> const& v) { return vec<3, T, Q>( scalar - v.x, scalar - v.y, scalar - v.z); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator-(vec<1, T, Q> const& scalar, vec<3, T, Q> const& v) { return vec<3, T, Q>( scalar.x - v.x, scalar.x - v.y, scalar.x - v.z); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator-(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2) { return vec<3, T, Q>( v1.x - v2.x, v1.y - v2.y, v1.z - v2.z); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator*(vec<3, T, Q> const& v, T scalar) { return vec<3, T, Q>( v.x * scalar, v.y * scalar, v.z * scalar); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator*(vec<3, T, Q> const& v, vec<1, T, Q> const& scalar) { return vec<3, T, Q>( v.x * scalar.x, v.y * scalar.x, v.z * scalar.x); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator*(T scalar, vec<3, T, Q> const& v) { return vec<3, T, Q>( scalar * v.x, scalar * v.y, scalar * v.z); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator*(vec<1, T, Q> const& scalar, vec<3, T, Q> const& v) { return vec<3, T, Q>( scalar.x * v.x, scalar.x * v.y, scalar.x * v.z); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator*(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2) { return vec<3, T, Q>( v1.x * v2.x, v1.y * v2.y, v1.z * v2.z); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator/(vec<3, T, Q> const& v, T scalar) { return vec<3, T, Q>( v.x / scalar, v.y / scalar, v.z / scalar); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator/(vec<3, T, Q> const& v, vec<1, T, Q> const& scalar) { return vec<3, T, Q>( v.x / scalar.x, v.y / scalar.x, v.z / scalar.x); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator/(T scalar, vec<3, T, Q> const& v) { return vec<3, T, Q>( scalar / v.x, scalar / v.y, scalar / v.z); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator/(vec<1, T, Q> const& scalar, vec<3, T, Q> const& v) { return vec<3, T, Q>( scalar.x / v.x, scalar.x / v.y, scalar.x / v.z); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator/(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2) { return vec<3, T, Q>( v1.x / v2.x, v1.y / v2.y, v1.z / v2.z); } // -- Binary bit operators -- template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator%(vec<3, T, Q> const& v, T scalar) { return vec<3, T, Q>( v.x % scalar, v.y % scalar, v.z % scalar); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator%(vec<3, T, Q> const& v, vec<1, T, Q> const& scalar) { return vec<3, T, Q>( v.x % scalar.x, v.y % scalar.x, v.z % scalar.x); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator%(T scalar, vec<3, T, Q> const& v) { return vec<3, T, Q>( scalar % v.x, scalar % v.y, scalar % v.z); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator%(vec<1, T, Q> const& scalar, vec<3, T, Q> const& v) { return vec<3, T, Q>( scalar.x % v.x, scalar.x % v.y, scalar.x % v.z); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator%(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2) { return vec<3, T, Q>( v1.x % v2.x, v1.y % v2.y, v1.z % v2.z); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator&(vec<3, T, Q> const& v, T scalar) { return vec<3, T, Q>( v.x & scalar, v.y & scalar, v.z & scalar); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator&(vec<3, T, Q> const& v, vec<1, T, Q> const& scalar) { return vec<3, T, Q>( v.x & scalar.x, v.y & scalar.x, v.z & scalar.x); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator&(T scalar, vec<3, T, Q> const& v) { return vec<3, T, Q>( scalar & v.x, scalar & v.y, scalar & v.z); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator&(vec<1, T, Q> const& scalar, vec<3, T, Q> const& v) { return vec<3, T, Q>( scalar.x & v.x, scalar.x & v.y, scalar.x & v.z); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator&(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2) { return vec<3, T, Q>( v1.x & v2.x, v1.y & v2.y, v1.z & v2.z); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator|(vec<3, T, Q> const& v, T scalar) { return vec<3, T, Q>( v.x | scalar, v.y | scalar, v.z | scalar); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator|(vec<3, T, Q> const& v, vec<1, T, Q> const& scalar) { return vec<3, T, Q>( v.x | scalar.x, v.y | scalar.x, v.z | scalar.x); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator|(T scalar, vec<3, T, Q> const& v) { return vec<3, T, Q>( scalar | v.x, scalar | v.y, scalar | v.z); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator|(vec<1, T, Q> const& scalar, vec<3, T, Q> const& v) { return vec<3, T, Q>( scalar.x | v.x, scalar.x | v.y, scalar.x | v.z); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator|(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2) { return vec<3, T, Q>( v1.x | v2.x, v1.y | v2.y, v1.z | v2.z); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator^(vec<3, T, Q> const& v, T scalar) { return vec<3, T, Q>( v.x ^ scalar, v.y ^ scalar, v.z ^ scalar); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator^(vec<3, T, Q> const& v, vec<1, T, Q> const& scalar) { return vec<3, T, Q>( v.x ^ scalar.x, v.y ^ scalar.x, v.z ^ scalar.x); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator^(T scalar, vec<3, T, Q> const& v) { return vec<3, T, Q>( scalar ^ v.x, scalar ^ v.y, scalar ^ v.z); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator^(vec<1, T, Q> const& scalar, vec<3, T, Q> const& v) { return vec<3, T, Q>( scalar.x ^ v.x, scalar.x ^ v.y, scalar.x ^ v.z); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator^(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2) { return vec<3, T, Q>( v1.x ^ v2.x, v1.y ^ v2.y, v1.z ^ v2.z); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator<<(vec<3, T, Q> const& v, T scalar) { return vec<3, T, Q>( v.x << scalar, v.y << scalar, v.z << scalar); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator<<(vec<3, T, Q> const& v, vec<1, T, Q> const& scalar) { return vec<3, T, Q>( v.x << scalar.x, v.y << scalar.x, v.z << scalar.x); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator<<(T scalar, vec<3, T, Q> const& v) { return vec<3, T, Q>( scalar << v.x, scalar << v.y, scalar << v.z); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator<<(vec<1, T, Q> const& scalar, vec<3, T, Q> const& v) { return vec<3, T, Q>( scalar.x << v.x, scalar.x << v.y, scalar.x << v.z); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator<<(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2) { return vec<3, T, Q>( v1.x << v2.x, v1.y << v2.y, v1.z << v2.z); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator>>(vec<3, T, Q> const& v, T scalar) { return vec<3, T, Q>( v.x >> scalar, v.y >> scalar, v.z >> scalar); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator>>(vec<3, T, Q> const& v, vec<1, T, Q> const& scalar) { return vec<3, T, Q>( v.x >> scalar.x, v.y >> scalar.x, v.z >> scalar.x); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator>>(T scalar, vec<3, T, Q> const& v) { return vec<3, T, Q>( scalar >> v.x, scalar >> v.y, scalar >> v.z); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator>>(vec<1, T, Q> const& scalar, vec<3, T, Q> const& v) { return vec<3, T, Q>( scalar.x >> v.x, scalar.x >> v.y, scalar.x >> v.z); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator>>(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2) { return vec<3, T, Q>( v1.x >> v2.x, v1.y >> v2.y, v1.z >> v2.z); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator~(vec<3, T, Q> const& v) { return vec<3, T, Q>( ~v.x, ~v.y, ~v.z); } // -- Boolean operators -- template GLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator==(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2) { return detail::compute_equal::is_iec559>::call(v1.x, v2.x) && detail::compute_equal::is_iec559>::call(v1.y, v2.y) && detail::compute_equal::is_iec559>::call(v1.z, v2.z); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator!=(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2) { return !(v1 == v2); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, bool, Q> operator&&(vec<3, bool, Q> const& v1, vec<3, bool, Q> const& v2) { return vec<3, bool, Q>(v1.x && v2.x, v1.y && v2.y, v1.z && v2.z); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, bool, Q> operator||(vec<3, bool, Q> const& v1, vec<3, bool, Q> const& v2) { return vec<3, bool, Q>(v1.x || v2.x, v1.y || v2.y, v1.z || v2.z); } }//namespace glm ================================================ FILE: third_party/glm/detail/type_vec4.hpp ================================================ /// @ref core /// @file glm/detail/type_vec4.hpp #pragma once #include "qualifier.hpp" #if GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR # include "_swizzle.hpp" #elif GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_FUNCTION # include "_swizzle_func.hpp" #endif #include namespace glm { template struct vec<4, T, Q> { // -- Implementation detail -- typedef T value_type; typedef vec<4, T, Q> type; typedef vec<4, bool, Q> bool_type; // -- Data -- # if GLM_SILENT_WARNINGS == GLM_ENABLE # if GLM_COMPILER & GLM_COMPILER_GCC # pragma GCC diagnostic push # pragma GCC diagnostic ignored "-Wpedantic" # elif GLM_COMPILER & GLM_COMPILER_CLANG # pragma clang diagnostic push # pragma clang diagnostic ignored "-Wgnu-anonymous-struct" # pragma clang diagnostic ignored "-Wnested-anon-types" # elif GLM_COMPILER & GLM_COMPILER_VC # pragma warning(push) # pragma warning(disable: 4201) // nonstandard extension used : nameless struct/union # endif # endif # if GLM_CONFIG_XYZW_ONLY T x, y, z, w; # elif GLM_CONFIG_ANONYMOUS_STRUCT == GLM_ENABLE union { struct { T x, y, z, w; }; struct { T r, g, b, a; }; struct { T s, t, p, q; }; typename detail::storage<4, T, detail::is_aligned::value>::type data; # if GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR GLM_SWIZZLE4_2_MEMBERS(T, Q, x, y, z, w) GLM_SWIZZLE4_2_MEMBERS(T, Q, r, g, b, a) GLM_SWIZZLE4_2_MEMBERS(T, Q, s, t, p, q) GLM_SWIZZLE4_3_MEMBERS(T, Q, x, y, z, w) GLM_SWIZZLE4_3_MEMBERS(T, Q, r, g, b, a) GLM_SWIZZLE4_3_MEMBERS(T, Q, s, t, p, q) GLM_SWIZZLE4_4_MEMBERS(T, Q, x, y, z, w) GLM_SWIZZLE4_4_MEMBERS(T, Q, r, g, b, a) GLM_SWIZZLE4_4_MEMBERS(T, Q, s, t, p, q) # endif }; # else union { T x, r, s; }; union { T y, g, t; }; union { T z, b, p; }; union { T w, a, q; }; # if GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_FUNCTION GLM_SWIZZLE_GEN_VEC_FROM_VEC4(T, Q) # endif # endif # if GLM_SILENT_WARNINGS == GLM_ENABLE # if GLM_COMPILER & GLM_COMPILER_CLANG # pragma clang diagnostic pop # elif GLM_COMPILER & GLM_COMPILER_GCC # pragma GCC diagnostic pop # elif GLM_COMPILER & GLM_COMPILER_VC # pragma warning(pop) # endif # endif // -- Component accesses -- typedef length_t length_type; /// Return the count of components of the vector GLM_FUNC_DECL static GLM_CONSTEXPR length_type length(){return 4;} GLM_FUNC_DECL GLM_CONSTEXPR T & operator[](length_type i); GLM_FUNC_DECL GLM_CONSTEXPR T const& operator[](length_type i) const; // -- Implicit basic constructors -- GLM_FUNC_DECL GLM_CONSTEXPR vec() GLM_DEFAULT; GLM_FUNC_DECL GLM_CONSTEXPR vec(vec<4, T, Q> const& v) GLM_DEFAULT; template GLM_FUNC_DECL GLM_CONSTEXPR vec(vec<4, T, P> const& v); // -- Explicit basic constructors -- GLM_FUNC_DECL GLM_CONSTEXPR explicit vec(T scalar); GLM_FUNC_DECL GLM_CONSTEXPR vec(T x, T y, T z, T w); // -- Conversion scalar constructors -- template GLM_FUNC_DECL GLM_CONSTEXPR explicit vec(vec<1, U, P> const& v); /// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification) template GLM_FUNC_DECL GLM_CONSTEXPR vec(X _x, Y _y, Z _z, W _w); template GLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, X, Q> const& _x, Y _y, Z _z, W _w); template GLM_FUNC_DECL GLM_CONSTEXPR vec(X _x, vec<1, Y, Q> const& _y, Z _z, W _w); template GLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, X, Q> const& _x, vec<1, Y, Q> const& _y, Z _z, W _w); template GLM_FUNC_DECL GLM_CONSTEXPR vec(X _x, Y _y, vec<1, Z, Q> const& _z, W _w); template GLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, X, Q> const& _x, Y _y, vec<1, Z, Q> const& _z, W _w); template GLM_FUNC_DECL GLM_CONSTEXPR vec(X _x, vec<1, Y, Q> const& _y, vec<1, Z, Q> const& _z, W _w); template GLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, X, Q> const& _x, vec<1, Y, Q> const& _y, vec<1, Z, Q> const& _z, W _w); template GLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, X, Q> const& _x, Y _y, Z _z, vec<1, W, Q> const& _w); template GLM_FUNC_DECL GLM_CONSTEXPR vec(X _x, vec<1, Y, Q> const& _y, Z _z, vec<1, W, Q> const& _w); template GLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, X, Q> const& _x, vec<1, Y, Q> const& _y, Z _z, vec<1, W, Q> const& _w); template GLM_FUNC_DECL GLM_CONSTEXPR vec(X _x, Y _y, vec<1, Z, Q> const& _z, vec<1, W, Q> const& _w); template GLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, X, Q> const& _x, Y _y, vec<1, Z, Q> const& _z, vec<1, W, Q> const& _w); template GLM_FUNC_DECL GLM_CONSTEXPR vec(X _x, vec<1, Y, Q> const& _y, vec<1, Z, Q> const& _z, vec<1, W, Q> const& _w); template GLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, X, Q> const& _x, vec<1, Y, Q> const& _Y, vec<1, Z, Q> const& _z, vec<1, W, Q> const& _w); // -- Conversion vector constructors -- /// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification) template GLM_FUNC_DECL GLM_CONSTEXPR vec(vec<2, A, P> const& _xy, B _z, C _w); /// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification) template GLM_FUNC_DECL GLM_CONSTEXPR vec(vec<2, A, P> const& _xy, vec<1, B, P> const& _z, C _w); /// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification) template GLM_FUNC_DECL GLM_CONSTEXPR vec(vec<2, A, P> const& _xy, B _z, vec<1, C, P> const& _w); /// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification) template GLM_FUNC_DECL GLM_CONSTEXPR vec(vec<2, A, P> const& _xy, vec<1, B, P> const& _z, vec<1, C, P> const& _w); /// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification) template GLM_FUNC_DECL GLM_CONSTEXPR vec(A _x, vec<2, B, P> const& _yz, C _w); /// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification) template GLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, A, P> const& _x, vec<2, B, P> const& _yz, C _w); /// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification) template GLM_FUNC_DECL GLM_CONSTEXPR vec(A _x, vec<2, B, P> const& _yz, vec<1, C, P> const& _w); /// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification) template GLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, A, P> const& _x, vec<2, B, P> const& _yz, vec<1, C, P> const& _w); /// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification) template GLM_FUNC_DECL GLM_CONSTEXPR vec(A _x, B _y, vec<2, C, P> const& _zw); /// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification) template GLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, A, P> const& _x, B _y, vec<2, C, P> const& _zw); /// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification) template GLM_FUNC_DECL GLM_CONSTEXPR vec(A _x, vec<1, B, P> const& _y, vec<2, C, P> const& _zw); /// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification) template GLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, A, P> const& _x, vec<1, B, P> const& _y, vec<2, C, P> const& _zw); /// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification) template GLM_FUNC_DECL GLM_CONSTEXPR vec(vec<3, A, P> const& _xyz, B _w); /// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification) template GLM_FUNC_DECL GLM_CONSTEXPR vec(vec<3, A, P> const& _xyz, vec<1, B, P> const& _w); /// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification) template GLM_FUNC_DECL GLM_CONSTEXPR vec(A _x, vec<3, B, P> const& _yzw); /// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification) template GLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, A, P> const& _x, vec<3, B, P> const& _yzw); /// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification) template GLM_FUNC_DECL GLM_CONSTEXPR vec(vec<2, A, P> const& _xy, vec<2, B, P> const& _zw); /// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification) template GLM_FUNC_DECL GLM_CONSTEXPR GLM_EXPLICIT vec(vec<4, U, P> const& v); // -- Swizzle constructors -- # if GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR template GLM_FUNC_DECL GLM_CONSTEXPR vec(detail::_swizzle<4, T, Q, E0, E1, E2, E3> const& that) { *this = that(); } template GLM_FUNC_DECL GLM_CONSTEXPR vec(detail::_swizzle<2, T, Q, E0, E1, -1, -2> const& v, detail::_swizzle<2, T, Q, F0, F1, -1, -2> const& u) { *this = vec<4, T, Q>(v(), u()); } template GLM_FUNC_DECL GLM_CONSTEXPR vec(T const& x, T const& y, detail::_swizzle<2, T, Q, E0, E1, -1, -2> const& v) { *this = vec<4, T, Q>(x, y, v()); } template GLM_FUNC_DECL GLM_CONSTEXPR vec(T const& x, detail::_swizzle<2, T, Q, E0, E1, -1, -2> const& v, T const& w) { *this = vec<4, T, Q>(x, v(), w); } template GLM_FUNC_DECL GLM_CONSTEXPR vec(detail::_swizzle<2, T, Q, E0, E1, -1, -2> const& v, T const& z, T const& w) { *this = vec<4, T, Q>(v(), z, w); } template GLM_FUNC_DECL GLM_CONSTEXPR vec(detail::_swizzle<3, T, Q, E0, E1, E2, -1> const& v, T const& w) { *this = vec<4, T, Q>(v(), w); } template GLM_FUNC_DECL GLM_CONSTEXPR vec(T const& x, detail::_swizzle<3, T, Q, E0, E1, E2, -1> const& v) { *this = vec<4, T, Q>(x, v()); } # endif//GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR // -- Unary arithmetic operators -- GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q>& operator=(vec<4, T, Q> const& v) GLM_DEFAULT; template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q>& operator=(vec<4, U, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q>& operator+=(U scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q>& operator+=(vec<1, U, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q>& operator+=(vec<4, U, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q>& operator-=(U scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q>& operator-=(vec<1, U, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q>& operator-=(vec<4, U, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q>& operator*=(U scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q>& operator*=(vec<1, U, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q>& operator*=(vec<4, U, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q>& operator/=(U scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q>& operator/=(vec<1, U, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q>& operator/=(vec<4, U, Q> const& v); // -- Increment and decrement operators -- GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator++(); GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator--(); GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator++(int); GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator--(int); // -- Unary bit operators -- template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator%=(U scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator%=(vec<1, U, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator%=(vec<4, U, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator&=(U scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator&=(vec<1, U, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator&=(vec<4, U, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator|=(U scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator|=(vec<1, U, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator|=(vec<4, U, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator^=(U scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator^=(vec<1, U, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator^=(vec<4, U, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator<<=(U scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator<<=(vec<1, U, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator<<=(vec<4, U, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator>>=(U scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator>>=(vec<1, U, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator>>=(vec<4, U, Q> const& v); }; // -- Unary operators -- template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator+(vec<4, T, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator-(vec<4, T, Q> const& v); // -- Binary operators -- template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator+(vec<4, T, Q> const& v, T const & scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator+(vec<4, T, Q> const& v1, vec<1, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator+(T scalar, vec<4, T, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator+(vec<1, T, Q> const& v1, vec<4, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator+(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator-(vec<4, T, Q> const& v, T const & scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator-(vec<4, T, Q> const& v1, vec<1, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator-(T scalar, vec<4, T, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator-(vec<1, T, Q> const& v1, vec<4, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator-(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator*(vec<4, T, Q> const& v, T const & scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator*(vec<4, T, Q> const& v1, vec<1, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator*(T scalar, vec<4, T, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator*(vec<1, T, Q> const& v1, vec<4, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator*(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator/(vec<4, T, Q> const& v, T const & scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator/(vec<4, T, Q> const& v1, vec<1, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator/(T scalar, vec<4, T, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator/(vec<1, T, Q> const& v1, vec<4, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator/(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator%(vec<4, T, Q> const& v, T scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator%(vec<4, T, Q> const& v, vec<1, T, Q> const& scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator%(T scalar, vec<4, T, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator%(vec<1, T, Q> const& scalar, vec<4, T, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator%(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator&(vec<4, T, Q> const& v, T scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator&(vec<4, T, Q> const& v, vec<1, T, Q> const& scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator&(T scalar, vec<4, T, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator&(vec<1, T, Q> const& scalar, vec<4, T, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator&(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator|(vec<4, T, Q> const& v, T scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator|(vec<4, T, Q> const& v, vec<1, T, Q> const& scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator|(T scalar, vec<4, T, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator|(vec<1, T, Q> const& scalar, vec<4, T, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator|(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator^(vec<4, T, Q> const& v, T scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator^(vec<4, T, Q> const& v, vec<1, T, Q> const& scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator^(T scalar, vec<4, T, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator^(vec<1, T, Q> const& scalar, vec<4, T, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator^(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator<<(vec<4, T, Q> const& v, T scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator<<(vec<4, T, Q> const& v, vec<1, T, Q> const& scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator<<(T scalar, vec<4, T, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator<<(vec<1, T, Q> const& scalar, vec<4, T, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator<<(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator>>(vec<4, T, Q> const& v, T scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator>>(vec<4, T, Q> const& v, vec<1, T, Q> const& scalar); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator>>(T scalar, vec<4, T, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator>>(vec<1, T, Q> const& scalar, vec<4, T, Q> const& v); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator>>(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator~(vec<4, T, Q> const& v); // -- Boolean operators -- template GLM_FUNC_DECL GLM_CONSTEXPR bool operator==(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR bool operator!=(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, bool, Q> operator&&(vec<4, bool, Q> const& v1, vec<4, bool, Q> const& v2); template GLM_FUNC_DECL GLM_CONSTEXPR vec<4, bool, Q> operator||(vec<4, bool, Q> const& v1, vec<4, bool, Q> const& v2); }//namespace glm #ifndef GLM_EXTERNAL_TEMPLATE #include "type_vec4.inl" #endif//GLM_EXTERNAL_TEMPLATE ================================================ FILE: third_party/glm/detail/type_vec4.inl ================================================ /// @ref core #include "compute_vector_relational.hpp" namespace glm{ namespace detail { template struct compute_vec4_add { GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b) { return vec<4, T, Q>(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w); } }; template struct compute_vec4_sub { GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b) { return vec<4, T, Q>(a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w); } }; template struct compute_vec4_mul { GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b) { return vec<4, T, Q>(a.x * b.x, a.y * b.y, a.z * b.z, a.w * b.w); } }; template struct compute_vec4_div { GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b) { return vec<4, T, Q>(a.x / b.x, a.y / b.y, a.z / b.z, a.w / b.w); } }; template struct compute_vec4_mod { GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b) { return vec<4, T, Q>(a.x % b.x, a.y % b.y, a.z % b.z, a.w % b.w); } }; template struct compute_vec4_and { GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b) { return vec<4, T, Q>(a.x & b.x, a.y & b.y, a.z & b.z, a.w & b.w); } }; template struct compute_vec4_or { GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b) { return vec<4, T, Q>(a.x | b.x, a.y | b.y, a.z | b.z, a.w | b.w); } }; template struct compute_vec4_xor { GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b) { return vec<4, T, Q>(a.x ^ b.x, a.y ^ b.y, a.z ^ b.z, a.w ^ b.w); } }; template struct compute_vec4_shift_left { GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b) { return vec<4, T, Q>(a.x << b.x, a.y << b.y, a.z << b.z, a.w << b.w); } }; template struct compute_vec4_shift_right { GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b) { return vec<4, T, Q>(a.x >> b.x, a.y >> b.y, a.z >> b.z, a.w >> b.w); } }; template struct compute_vec4_equal { GLM_FUNC_QUALIFIER GLM_CONSTEXPR static bool call(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2) { return detail::compute_equal::is_iec559>::call(v1.x, v2.x) && detail::compute_equal::is_iec559>::call(v1.y, v2.y) && detail::compute_equal::is_iec559>::call(v1.z, v2.z) && detail::compute_equal::is_iec559>::call(v1.w, v2.w); } }; template struct compute_vec4_nequal { GLM_FUNC_QUALIFIER GLM_CONSTEXPR static bool call(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2) { return !compute_vec4_equal::value, sizeof(T) * 8, detail::is_aligned::value>::call(v1, v2); } }; template struct compute_vec4_bitwise_not { GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<4, T, Q> call(vec<4, T, Q> const& v) { return vec<4, T, Q>(~v.x, ~v.y, ~v.z, ~v.w); } }; }//namespace detail // -- Implicit basic constructors -- # if GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec() # if GLM_CONFIG_CTOR_INIT != GLM_CTOR_INIT_DISABLE : x(0), y(0), z(0), w(0) # endif {} template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<4, T, Q> const& v) : x(v.x), y(v.y), z(v.z), w(v.w) {} # endif template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<4, T, P> const& v) : x(v.x), y(v.y), z(v.z), w(v.w) {} // -- Explicit basic constructors -- template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(T scalar) : x(scalar), y(scalar), z(scalar), w(scalar) {} template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(T _x, T _y, T _z, T _w) : x(_x), y(_y), z(_z), w(_w) {} // -- Conversion scalar constructors -- template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, U, P> const& v) : x(static_cast(v.x)) , y(static_cast(v.x)) , z(static_cast(v.x)) , w(static_cast(v.x)) {} template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(X _x, Y _y, Z _z, W _w) : x(static_cast(_x)) , y(static_cast(_y)) , z(static_cast(_z)) , w(static_cast(_w)) {} template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, X, Q> const& _x, Y _y, Z _z, W _w) : x(static_cast(_x.x)) , y(static_cast(_y)) , z(static_cast(_z)) , w(static_cast(_w)) {} template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(X _x, vec<1, Y, Q> const& _y, Z _z, W _w) : x(static_cast(_x)) , y(static_cast(_y.x)) , z(static_cast(_z)) , w(static_cast(_w)) {} template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, X, Q> const& _x, vec<1, Y, Q> const& _y, Z _z, W _w) : x(static_cast(_x.x)) , y(static_cast(_y.x)) , z(static_cast(_z)) , w(static_cast(_w)) {} template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(X _x, Y _y, vec<1, Z, Q> const& _z, W _w) : x(static_cast(_x)) , y(static_cast(_y)) , z(static_cast(_z.x)) , w(static_cast(_w)) {} template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, X, Q> const& _x, Y _y, vec<1, Z, Q> const& _z, W _w) : x(static_cast(_x.x)) , y(static_cast(_y)) , z(static_cast(_z.x)) , w(static_cast(_w)) {} template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(X _x, vec<1, Y, Q> const& _y, vec<1, Z, Q> const& _z, W _w) : x(static_cast(_x)) , y(static_cast(_y.x)) , z(static_cast(_z.x)) , w(static_cast(_w)) {} template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, X, Q> const& _x, vec<1, Y, Q> const& _y, vec<1, Z, Q> const& _z, W _w) : x(static_cast(_x.x)) , y(static_cast(_y.x)) , z(static_cast(_z.x)) , w(static_cast(_w)) {} template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, X, Q> const& _x, Y _y, Z _z, vec<1, W, Q> const& _w) : x(static_cast(_x.x)) , y(static_cast(_y)) , z(static_cast(_z)) , w(static_cast(_w.x)) {} template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(X _x, vec<1, Y, Q> const& _y, Z _z, vec<1, W, Q> const& _w) : x(static_cast(_x)) , y(static_cast(_y.x)) , z(static_cast(_z)) , w(static_cast(_w.x)) {} template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, X, Q> const& _x, vec<1, Y, Q> const& _y, Z _z, vec<1, W, Q> const& _w) : x(static_cast(_x.x)) , y(static_cast(_y.x)) , z(static_cast(_z)) , w(static_cast(_w.x)) {} template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(X _x, Y _y, vec<1, Z, Q> const& _z, vec<1, W, Q> const& _w) : x(static_cast(_x)) , y(static_cast(_y)) , z(static_cast(_z.x)) , w(static_cast(_w.x)) {} template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, X, Q> const& _x, Y _y, vec<1, Z, Q> const& _z, vec<1, W, Q> const& _w) : x(static_cast(_x.x)) , y(static_cast(_y)) , z(static_cast(_z.x)) , w(static_cast(_w.x)) {} template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(X _x, vec<1, Y, Q> const& _y, vec<1, Z, Q> const& _z, vec<1, W, Q> const& _w) : x(static_cast(_x)) , y(static_cast(_y.x)) , z(static_cast(_z.x)) , w(static_cast(_w.x)) {} template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, X, Q> const& _x, vec<1, Y, Q> const& _y, vec<1, Z, Q> const& _z, vec<1, W, Q> const& _w) : x(static_cast(_x.x)) , y(static_cast(_y.x)) , z(static_cast(_z.x)) , w(static_cast(_w.x)) {} // -- Conversion vector constructors -- template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<2, A, P> const& _xy, B _z, C _w) : x(static_cast(_xy.x)) , y(static_cast(_xy.y)) , z(static_cast(_z)) , w(static_cast(_w)) {} template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<2, A, P> const& _xy, vec<1, B, P> const& _z, C _w) : x(static_cast(_xy.x)) , y(static_cast(_xy.y)) , z(static_cast(_z.x)) , w(static_cast(_w)) {} template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<2, A, P> const& _xy, B _z, vec<1, C, P> const& _w) : x(static_cast(_xy.x)) , y(static_cast(_xy.y)) , z(static_cast(_z)) , w(static_cast(_w.x)) {} template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<2, A, P> const& _xy, vec<1, B, P> const& _z, vec<1, C, P> const& _w) : x(static_cast(_xy.x)) , y(static_cast(_xy.y)) , z(static_cast(_z.x)) , w(static_cast(_w.x)) {} template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(A _x, vec<2, B, P> const& _yz, C _w) : x(static_cast(_x)) , y(static_cast(_yz.x)) , z(static_cast(_yz.y)) , w(static_cast(_w)) {} template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, A, P> const& _x, vec<2, B, P> const& _yz, C _w) : x(static_cast(_x.x)) , y(static_cast(_yz.x)) , z(static_cast(_yz.y)) , w(static_cast(_w)) {} template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(A _x, vec<2, B, P> const& _yz, vec<1, C, P> const& _w) : x(static_cast(_x)) , y(static_cast(_yz.x)) , z(static_cast(_yz.y)) , w(static_cast(_w.x)) {} template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, A, P> const& _x, vec<2, B, P> const& _yz, vec<1, C, P> const& _w) : x(static_cast(_x.x)) , y(static_cast(_yz.x)) , z(static_cast(_yz.y)) , w(static_cast(_w.x)) {} template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(A _x, B _y, vec<2, C, P> const& _zw) : x(static_cast(_x)) , y(static_cast(_y)) , z(static_cast(_zw.x)) , w(static_cast(_zw.y)) {} template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, A, P> const& _x, B _y, vec<2, C, P> const& _zw) : x(static_cast(_x.x)) , y(static_cast(_y)) , z(static_cast(_zw.x)) , w(static_cast(_zw.y)) {} template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(A _x, vec<1, B, P> const& _y, vec<2, C, P> const& _zw) : x(static_cast(_x)) , y(static_cast(_y.x)) , z(static_cast(_zw.x)) , w(static_cast(_zw.y)) {} template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, A, P> const& _x, vec<1, B, P> const& _y, vec<2, C, P> const& _zw) : x(static_cast(_x.x)) , y(static_cast(_y.x)) , z(static_cast(_zw.x)) , w(static_cast(_zw.y)) {} template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<3, A, P> const& _xyz, B _w) : x(static_cast(_xyz.x)) , y(static_cast(_xyz.y)) , z(static_cast(_xyz.z)) , w(static_cast(_w)) {} template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<3, A, P> const& _xyz, vec<1, B, P> const& _w) : x(static_cast(_xyz.x)) , y(static_cast(_xyz.y)) , z(static_cast(_xyz.z)) , w(static_cast(_w.x)) {} template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(A _x, vec<3, B, P> const& _yzw) : x(static_cast(_x)) , y(static_cast(_yzw.x)) , z(static_cast(_yzw.y)) , w(static_cast(_yzw.z)) {} template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, A, P> const& _x, vec<3, B, P> const& _yzw) : x(static_cast(_x.x)) , y(static_cast(_yzw.x)) , z(static_cast(_yzw.y)) , w(static_cast(_yzw.z)) {} template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<2, A, P> const& _xy, vec<2, B, P> const& _zw) : x(static_cast(_xy.x)) , y(static_cast(_xy.y)) , z(static_cast(_zw.x)) , w(static_cast(_zw.y)) {} template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<4, U, P> const& v) : x(static_cast(v.x)) , y(static_cast(v.y)) , z(static_cast(v.z)) , w(static_cast(v.w)) {} // -- Component accesses -- template GLM_FUNC_QUALIFIER GLM_CONSTEXPR T& vec<4, T, Q>::operator[](typename vec<4, T, Q>::length_type i) { assert(i >= 0 && i < this->length()); switch(i) { default: case 0: return x; case 1: return y; case 2: return z; case 3: return w; } } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR T const& vec<4, T, Q>::operator[](typename vec<4, T, Q>::length_type i) const { assert(i >= 0 && i < this->length()); switch(i) { default: case 0: return x; case 1: return y; case 2: return z; case 3: return w; } } // -- Unary arithmetic operators -- # if GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>& vec<4, T, Q>::operator=(vec<4, T, Q> const& v) { this->x = v.x; this->y = v.y; this->z = v.z; this->w = v.w; return *this; } # endif template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>& vec<4, T, Q>::operator=(vec<4, U, Q> const& v) { this->x = static_cast(v.x); this->y = static_cast(v.y); this->z = static_cast(v.z); this->w = static_cast(v.w); return *this; } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator+=(U scalar) { return (*this = detail::compute_vec4_add::value>::call(*this, vec<4, T, Q>(scalar))); } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator+=(vec<1, U, Q> const& v) { return (*this = detail::compute_vec4_add::value>::call(*this, vec<4, T, Q>(v.x))); } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator+=(vec<4, U, Q> const& v) { return (*this = detail::compute_vec4_add::value>::call(*this, vec<4, T, Q>(v))); } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator-=(U scalar) { return (*this = detail::compute_vec4_sub::value>::call(*this, vec<4, T, Q>(scalar))); } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator-=(vec<1, U, Q> const& v) { return (*this = detail::compute_vec4_sub::value>::call(*this, vec<4, T, Q>(v.x))); } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator-=(vec<4, U, Q> const& v) { return (*this = detail::compute_vec4_sub::value>::call(*this, vec<4, T, Q>(v))); } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator*=(U scalar) { return (*this = detail::compute_vec4_mul::value>::call(*this, vec<4, T, Q>(scalar))); } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator*=(vec<1, U, Q> const& v) { return (*this = detail::compute_vec4_mul::value>::call(*this, vec<4, T, Q>(v.x))); } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator*=(vec<4, U, Q> const& v) { return (*this = detail::compute_vec4_mul::value>::call(*this, vec<4, T, Q>(v))); } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator/=(U scalar) { return (*this = detail::compute_vec4_div::value>::call(*this, vec<4, T, Q>(scalar))); } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator/=(vec<1, U, Q> const& v) { return (*this = detail::compute_vec4_div::value>::call(*this, vec<4, T, Q>(v.x))); } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator/=(vec<4, U, Q> const& v) { return (*this = detail::compute_vec4_div::value>::call(*this, vec<4, T, Q>(v))); } // -- Increment and decrement operators -- template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator++() { ++this->x; ++this->y; ++this->z; ++this->w; return *this; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator--() { --this->x; --this->y; --this->z; --this->w; return *this; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> vec<4, T, Q>::operator++(int) { vec<4, T, Q> Result(*this); ++*this; return Result; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> vec<4, T, Q>::operator--(int) { vec<4, T, Q> Result(*this); --*this; return Result; } // -- Unary bit operators -- template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator%=(U scalar) { return (*this = detail::compute_vec4_mod::value>::call(*this, vec<4, T, Q>(scalar))); } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator%=(vec<1, U, Q> const& v) { return (*this = detail::compute_vec4_mod::value>::call(*this, vec<4, T, Q>(v))); } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator%=(vec<4, U, Q> const& v) { return (*this = detail::compute_vec4_mod::value>::call(*this, vec<4, T, Q>(v))); } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator&=(U scalar) { return (*this = detail::compute_vec4_and::value, sizeof(T) * 8, detail::is_aligned::value>::call(*this, vec<4, T, Q>(scalar))); } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator&=(vec<1, U, Q> const& v) { return (*this = detail::compute_vec4_and::value, sizeof(T) * 8, detail::is_aligned::value>::call(*this, vec<4, T, Q>(v))); } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator&=(vec<4, U, Q> const& v) { return (*this = detail::compute_vec4_and::value, sizeof(T) * 8, detail::is_aligned::value>::call(*this, vec<4, T, Q>(v))); } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator|=(U scalar) { return (*this = detail::compute_vec4_or::value, sizeof(T) * 8, detail::is_aligned::value>::call(*this, vec<4, T, Q>(scalar))); } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator|=(vec<1, U, Q> const& v) { return (*this = detail::compute_vec4_or::value, sizeof(T) * 8, detail::is_aligned::value>::call(*this, vec<4, T, Q>(v))); } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator|=(vec<4, U, Q> const& v) { return (*this = detail::compute_vec4_or::value, sizeof(T) * 8, detail::is_aligned::value>::call(*this, vec<4, T, Q>(v))); } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator^=(U scalar) { return (*this = detail::compute_vec4_xor::value, sizeof(T) * 8, detail::is_aligned::value>::call(*this, vec<4, T, Q>(scalar))); } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator^=(vec<1, U, Q> const& v) { return (*this = detail::compute_vec4_xor::value, sizeof(T) * 8, detail::is_aligned::value>::call(*this, vec<4, T, Q>(v))); } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator^=(vec<4, U, Q> const& v) { return (*this = detail::compute_vec4_xor::value, sizeof(T) * 8, detail::is_aligned::value>::call(*this, vec<4, T, Q>(v))); } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator<<=(U scalar) { return (*this = detail::compute_vec4_shift_left::value, sizeof(T) * 8, detail::is_aligned::value>::call(*this, vec<4, T, Q>(scalar))); } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator<<=(vec<1, U, Q> const& v) { return (*this = detail::compute_vec4_shift_left::value, sizeof(T) * 8, detail::is_aligned::value>::call(*this, vec<4, T, Q>(v))); } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator<<=(vec<4, U, Q> const& v) { return (*this = detail::compute_vec4_shift_left::value, sizeof(T) * 8, detail::is_aligned::value>::call(*this, vec<4, T, Q>(v))); } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator>>=(U scalar) { return (*this = detail::compute_vec4_shift_right::value, sizeof(T) * 8, detail::is_aligned::value>::call(*this, vec<4, T, Q>(scalar))); } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator>>=(vec<1, U, Q> const& v) { return (*this = detail::compute_vec4_shift_right::value, sizeof(T) * 8, detail::is_aligned::value>::call(*this, vec<4, T, Q>(v))); } template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator>>=(vec<4, U, Q> const& v) { return (*this = detail::compute_vec4_shift_right::value, sizeof(T) * 8, detail::is_aligned::value>::call(*this, vec<4, T, Q>(v))); } // -- Unary constant operators -- template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator+(vec<4, T, Q> const& v) { return v; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator-(vec<4, T, Q> const& v) { return vec<4, T, Q>(0) -= v; } // -- Binary arithmetic operators -- template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator+(vec<4, T, Q> const& v, T const & scalar) { return vec<4, T, Q>(v) += scalar; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator+(vec<4, T, Q> const& v1, vec<1, T, Q> const& v2) { return vec<4, T, Q>(v1) += v2; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator+(T scalar, vec<4, T, Q> const& v) { return vec<4, T, Q>(v) += scalar; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator+(vec<1, T, Q> const& v1, vec<4, T, Q> const& v2) { return vec<4, T, Q>(v2) += v1; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator+(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2) { return vec<4, T, Q>(v1) += v2; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator-(vec<4, T, Q> const& v, T const & scalar) { return vec<4, T, Q>(v) -= scalar; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator-(vec<4, T, Q> const& v1, vec<1, T, Q> const& v2) { return vec<4, T, Q>(v1) -= v2; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator-(T scalar, vec<4, T, Q> const& v) { return vec<4, T, Q>(scalar) -= v; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator-(vec<1, T, Q> const& v1, vec<4, T, Q> const& v2) { return vec<4, T, Q>(v1.x) -= v2; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator-(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2) { return vec<4, T, Q>(v1) -= v2; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator*(vec<4, T, Q> const& v, T const & scalar) { return vec<4, T, Q>(v) *= scalar; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator*(vec<4, T, Q> const& v1, vec<1, T, Q> const& v2) { return vec<4, T, Q>(v1) *= v2; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator*(T scalar, vec<4, T, Q> const& v) { return vec<4, T, Q>(v) *= scalar; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator*(vec<1, T, Q> const& v1, vec<4, T, Q> const& v2) { return vec<4, T, Q>(v2) *= v1; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator*(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2) { return vec<4, T, Q>(v1) *= v2; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator/(vec<4, T, Q> const& v, T const & scalar) { return vec<4, T, Q>(v) /= scalar; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator/(vec<4, T, Q> const& v1, vec<1, T, Q> const& v2) { return vec<4, T, Q>(v1) /= v2; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator/(T scalar, vec<4, T, Q> const& v) { return vec<4, T, Q>(scalar) /= v; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator/(vec<1, T, Q> const& v1, vec<4, T, Q> const& v2) { return vec<4, T, Q>(v1.x) /= v2; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator/(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2) { return vec<4, T, Q>(v1) /= v2; } // -- Binary bit operators -- template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator%(vec<4, T, Q> const& v, T scalar) { return vec<4, T, Q>(v) %= scalar; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator%(vec<4, T, Q> const& v1, vec<1, T, Q> const& v2) { return vec<4, T, Q>(v1) %= v2.x; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator%(T scalar, vec<4, T, Q> const& v) { return vec<4, T, Q>(scalar) %= v; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator%(vec<1, T, Q> const& scalar, vec<4, T, Q> const& v) { return vec<4, T, Q>(scalar.x) %= v; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator%(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2) { return vec<4, T, Q>(v1) %= v2; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator&(vec<4, T, Q> const& v, T scalar) { return vec<4, T, Q>(v) &= scalar; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator&(vec<4, T, Q> const& v, vec<1, T, Q> const& scalar) { return vec<4, T, Q>(v) &= scalar; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator&(T scalar, vec<4, T, Q> const& v) { return vec<4, T, Q>(scalar) &= v; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator&(vec<1, T, Q> const& v1, vec<4, T, Q> const& v2) { return vec<4, T, Q>(v1.x) &= v2; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator&(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2) { return vec<4, T, Q>(v1) &= v2; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator|(vec<4, T, Q> const& v, T scalar) { return vec<4, T, Q>(v) |= scalar; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator|(vec<4, T, Q> const& v1, vec<1, T, Q> const& v2) { return vec<4, T, Q>(v1) |= v2.x; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator|(T scalar, vec<4, T, Q> const& v) { return vec<4, T, Q>(scalar) |= v; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator|(vec<1, T, Q> const& v1, vec<4, T, Q> const& v2) { return vec<4, T, Q>(v1.x) |= v2; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator|(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2) { return vec<4, T, Q>(v1) |= v2; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator^(vec<4, T, Q> const& v, T scalar) { return vec<4, T, Q>(v) ^= scalar; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator^(vec<4, T, Q> const& v1, vec<1, T, Q> const& v2) { return vec<4, T, Q>(v1) ^= v2.x; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator^(T scalar, vec<4, T, Q> const& v) { return vec<4, T, Q>(scalar) ^= v; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator^(vec<1, T, Q> const& v1, vec<4, T, Q> const& v2) { return vec<4, T, Q>(v1.x) ^= v2; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator^(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2) { return vec<4, T, Q>(v1) ^= v2; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator<<(vec<4, T, Q> const& v, T scalar) { return vec<4, T, Q>(v) <<= scalar; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator<<(vec<4, T, Q> const& v1, vec<1, T, Q> const& v2) { return vec<4, T, Q>(v1) <<= v2.x; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator<<(T scalar, vec<4, T, Q> const& v) { return vec<4, T, Q>(scalar) <<= v; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator<<(vec<1, T, Q> const& v1, vec<4, T, Q> const& v2) { return vec<4, T, Q>(v1.x) <<= v2; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator<<(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2) { return vec<4, T, Q>(v1) <<= v2; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator>>(vec<4, T, Q> const& v, T scalar) { return vec<4, T, Q>(v) >>= scalar; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator>>(vec<4, T, Q> const& v1, vec<1, T, Q> const& v2) { return vec<4, T, Q>(v1) >>= v2.x; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator>>(T scalar, vec<4, T, Q> const& v) { return vec<4, T, Q>(scalar) >>= v; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator>>(vec<1, T, Q> const& v1, vec<4, T, Q> const& v2) { return vec<4, T, Q>(v1.x) >>= v2; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator>>(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2) { return vec<4, T, Q>(v1) >>= v2; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator~(vec<4, T, Q> const& v) { return detail::compute_vec4_bitwise_not::value, sizeof(T) * 8, detail::is_aligned::value>::call(v); } // -- Boolean operators -- template GLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator==(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2) { return detail::compute_vec4_equal::value, sizeof(T) * 8, detail::is_aligned::value>::call(v1, v2); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator!=(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2) { return detail::compute_vec4_nequal::value, sizeof(T) * 8, detail::is_aligned::value>::call(v1, v2); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, bool, Q> operator&&(vec<4, bool, Q> const& v1, vec<4, bool, Q> const& v2) { return vec<4, bool, Q>(v1.x && v2.x, v1.y && v2.y, v1.z && v2.z, v1.w && v2.w); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, bool, Q> operator||(vec<4, bool, Q> const& v1, vec<4, bool, Q> const& v2) { return vec<4, bool, Q>(v1.x || v2.x, v1.y || v2.y, v1.z || v2.z, v1.w || v2.w); } }//namespace glm #if GLM_CONFIG_SIMD == GLM_ENABLE # include "type_vec4_simd.inl" #endif ================================================ FILE: third_party/glm/detail/type_vec4_simd.inl ================================================ #if GLM_ARCH & GLM_ARCH_SSE2_BIT namespace glm{ namespace detail { # if GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR template struct _swizzle_base1<4, float, Q, E0,E1,E2,E3, true> : public _swizzle_base0 { GLM_FUNC_QUALIFIER vec<4, float, Q> operator ()() const { __m128 data = *reinterpret_cast<__m128 const*>(&this->_buffer); vec<4, float, Q> Result; # if GLM_ARCH & GLM_ARCH_AVX_BIT Result.data = _mm_permute_ps(data, _MM_SHUFFLE(E3, E2, E1, E0)); # else Result.data = _mm_shuffle_ps(data, data, _MM_SHUFFLE(E3, E2, E1, E0)); # endif return Result; } }; template struct _swizzle_base1<4, int, Q, E0,E1,E2,E3, true> : public _swizzle_base0 { GLM_FUNC_QUALIFIER vec<4, int, Q> operator ()() const { __m128i data = *reinterpret_cast<__m128i const*>(&this->_buffer); vec<4, int, Q> Result; Result.data = _mm_shuffle_epi32(data, _MM_SHUFFLE(E3, E2, E1, E0)); return Result; } }; template struct _swizzle_base1<4, uint, Q, E0,E1,E2,E3, true> : public _swizzle_base0 { GLM_FUNC_QUALIFIER vec<4, uint, Q> operator ()() const { __m128i data = *reinterpret_cast<__m128i const*>(&this->_buffer); vec<4, uint, Q> Result; Result.data = _mm_shuffle_epi32(data, _MM_SHUFFLE(E3, E2, E1, E0)); return Result; } }; # endif// GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR template struct compute_vec4_add { static vec<4, float, Q> call(vec<4, float, Q> const& a, vec<4, float, Q> const& b) { vec<4, float, Q> Result; Result.data = _mm_add_ps(a.data, b.data); return Result; } }; # if GLM_ARCH & GLM_ARCH_AVX_BIT template struct compute_vec4_add { static vec<4, double, Q> call(vec<4, double, Q> const& a, vec<4, double, Q> const& b) { vec<4, double, Q> Result; Result.data = _mm256_add_pd(a.data, b.data); return Result; } }; # endif template struct compute_vec4_sub { static vec<4, float, Q> call(vec<4, float, Q> const& a, vec<4, float, Q> const& b) { vec<4, float, Q> Result; Result.data = _mm_sub_ps(a.data, b.data); return Result; } }; # if GLM_ARCH & GLM_ARCH_AVX_BIT template struct compute_vec4_sub { static vec<4, double, Q> call(vec<4, double, Q> const& a, vec<4, double, Q> const& b) { vec<4, double, Q> Result; Result.data = _mm256_sub_pd(a.data, b.data); return Result; } }; # endif template struct compute_vec4_mul { static vec<4, float, Q> call(vec<4, float, Q> const& a, vec<4, float, Q> const& b) { vec<4, float, Q> Result; Result.data = _mm_mul_ps(a.data, b.data); return Result; } }; # if GLM_ARCH & GLM_ARCH_AVX_BIT template struct compute_vec4_mul { static vec<4, double, Q> call(vec<4, double, Q> const& a, vec<4, double, Q> const& b) { vec<4, double, Q> Result; Result.data = _mm256_mul_pd(a.data, b.data); return Result; } }; # endif template struct compute_vec4_div { static vec<4, float, Q> call(vec<4, float, Q> const& a, vec<4, float, Q> const& b) { vec<4, float, Q> Result; Result.data = _mm_div_ps(a.data, b.data); return Result; } }; # if GLM_ARCH & GLM_ARCH_AVX_BIT template struct compute_vec4_div { static vec<4, double, Q> call(vec<4, double, Q> const& a, vec<4, double, Q> const& b) { vec<4, double, Q> Result; Result.data = _mm256_div_pd(a.data, b.data); return Result; } }; # endif template<> struct compute_vec4_div { static vec<4, float, aligned_lowp> call(vec<4, float, aligned_lowp> const& a, vec<4, float, aligned_lowp> const& b) { vec<4, float, aligned_lowp> Result; Result.data = _mm_mul_ps(a.data, _mm_rcp_ps(b.data)); return Result; } }; template struct compute_vec4_and { static vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b) { vec<4, T, Q> Result; Result.data = _mm_and_si128(a.data, b.data); return Result; } }; # if GLM_ARCH & GLM_ARCH_AVX2_BIT template struct compute_vec4_and { static vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b) { vec<4, T, Q> Result; Result.data = _mm256_and_si256(a.data, b.data); return Result; } }; # endif template struct compute_vec4_or { static vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b) { vec<4, T, Q> Result; Result.data = _mm_or_si128(a.data, b.data); return Result; } }; # if GLM_ARCH & GLM_ARCH_AVX2_BIT template struct compute_vec4_or { static vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b) { vec<4, T, Q> Result; Result.data = _mm256_or_si256(a.data, b.data); return Result; } }; # endif template struct compute_vec4_xor { static vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b) { vec<4, T, Q> Result; Result.data = _mm_xor_si128(a.data, b.data); return Result; } }; # if GLM_ARCH & GLM_ARCH_AVX2_BIT template struct compute_vec4_xor { static vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b) { vec<4, T, Q> Result; Result.data = _mm256_xor_si256(a.data, b.data); return Result; } }; # endif template struct compute_vec4_shift_left { static vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b) { vec<4, T, Q> Result; Result.data = _mm_sll_epi32(a.data, b.data); return Result; } }; # if GLM_ARCH & GLM_ARCH_AVX2_BIT template struct compute_vec4_shift_left { static vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b) { vec<4, T, Q> Result; Result.data = _mm256_sll_epi64(a.data, b.data); return Result; } }; # endif template struct compute_vec4_shift_right { static vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b) { vec<4, T, Q> Result; Result.data = _mm_srl_epi32(a.data, b.data); return Result; } }; # if GLM_ARCH & GLM_ARCH_AVX2_BIT template struct compute_vec4_shift_right { static vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b) { vec<4, T, Q> Result; Result.data = _mm256_srl_epi64(a.data, b.data); return Result; } }; # endif template struct compute_vec4_bitwise_not { static vec<4, T, Q> call(vec<4, T, Q> const& v) { vec<4, T, Q> Result; Result.data = _mm_xor_si128(v.data, _mm_set1_epi32(-1)); return Result; } }; # if GLM_ARCH & GLM_ARCH_AVX2_BIT template struct compute_vec4_bitwise_not { static vec<4, T, Q> call(vec<4, T, Q> const& v) { vec<4, T, Q> Result; Result.data = _mm256_xor_si256(v.data, _mm_set1_epi32(-1)); return Result; } }; # endif template struct compute_vec4_equal { static bool call(vec<4, float, Q> const& v1, vec<4, float, Q> const& v2) { return _mm_movemask_ps(_mm_cmpeq_ps(v1.data, v2.data)) != 0; } }; # if GLM_ARCH & GLM_ARCH_SSE41_BIT template struct compute_vec4_equal { static bool call(vec<4, int, Q> const& v1, vec<4, int, Q> const& v2) { //return _mm_movemask_epi8(_mm_cmpeq_epi32(v1.data, v2.data)) != 0; __m128i neq = _mm_xor_si128(v1.data, v2.data); return _mm_test_all_zeros(neq, neq) == 0; } }; # endif template struct compute_vec4_nequal { static bool call(vec<4, float, Q> const& v1, vec<4, float, Q> const& v2) { return _mm_movemask_ps(_mm_cmpneq_ps(v1.data, v2.data)) != 0; } }; # if GLM_ARCH & GLM_ARCH_SSE41_BIT template struct compute_vec4_nequal { static bool call(vec<4, int, Q> const& v1, vec<4, int, Q> const& v2) { //return _mm_movemask_epi8(_mm_cmpneq_epi32(v1.data, v2.data)) != 0; __m128i neq = _mm_xor_si128(v1.data, v2.data); return _mm_test_all_zeros(neq, neq) != 0; } }; # endif }//namespace detail template<> GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_lowp>::vec(float _s) : data(_mm_set1_ps(_s)) {} template<> GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_mediump>::vec(float _s) : data(_mm_set1_ps(_s)) {} template<> GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_highp>::vec(float _s) : data(_mm_set1_ps(_s)) {} # if GLM_ARCH & GLM_ARCH_AVX_BIT template<> GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, double, aligned_lowp>::vec(double _s) : data(_mm256_set1_pd(_s)) {} template<> GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, double, aligned_mediump>::vec(double _s) : data(_mm256_set1_pd(_s)) {} template<> GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, double, aligned_highp>::vec(double _s) : data(_mm256_set1_pd(_s)) {} # endif template<> GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, int, aligned_lowp>::vec(int _s) : data(_mm_set1_epi32(_s)) {} template<> GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, int, aligned_mediump>::vec(int _s) : data(_mm_set1_epi32(_s)) {} template<> GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, int, aligned_highp>::vec(int _s) : data(_mm_set1_epi32(_s)) {} # if GLM_ARCH & GLM_ARCH_AVX2_BIT template<> GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, detail::int64, aligned_lowp>::vec(detail::int64 _s) : data(_mm256_set1_epi64x(_s)) {} template<> GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, detail::int64, aligned_mediump>::vec(detail::int64 _s) : data(_mm256_set1_epi64x(_s)) {} template<> GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, detail::int64, aligned_highp>::vec(detail::int64 _s) : data(_mm256_set1_epi64x(_s)) {} # endif template<> GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_lowp>::vec(float _x, float _y, float _z, float _w) : data(_mm_set_ps(_w, _z, _y, _x)) {} template<> GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_mediump>::vec(float _x, float _y, float _z, float _w) : data(_mm_set_ps(_w, _z, _y, _x)) {} template<> GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_highp>::vec(float _x, float _y, float _z, float _w) : data(_mm_set_ps(_w, _z, _y, _x)) {} template<> template<> GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, int, aligned_lowp>::vec(int _x, int _y, int _z, int _w) : data(_mm_set_epi32(_w, _z, _y, _x)) {} template<> template<> GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, int, aligned_mediump>::vec(int _x, int _y, int _z, int _w) : data(_mm_set_epi32(_w, _z, _y, _x)) {} template<> template<> GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, int, aligned_highp>::vec(int _x, int _y, int _z, int _w) : data(_mm_set_epi32(_w, _z, _y, _x)) {} template<> template<> GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_lowp>::vec(int _x, int _y, int _z, int _w) : data(_mm_cvtepi32_ps(_mm_set_epi32(_w, _z, _y, _x))) {} template<> template<> GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_mediump>::vec(int _x, int _y, int _z, int _w) : data(_mm_cvtepi32_ps(_mm_set_epi32(_w, _z, _y, _x))) {} template<> template<> GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_highp>::vec(int _x, int _y, int _z, int _w) : data(_mm_cvtepi32_ps(_mm_set_epi32(_w, _z, _y, _x))) {} }//namespace glm #endif//GLM_ARCH & GLM_ARCH_SSE2_BIT #if GLM_ARCH & GLM_ARCH_NEON_BIT namespace glm { namespace detail { template struct compute_vec4_add { static vec<4, float, Q> call(vec<4, float, Q> const& a, vec<4, float, Q> const& b) { vec<4, float, Q> Result; Result.data = vaddq_f32(a.data, b.data); return Result; } }; template struct compute_vec4_add { static vec<4, uint, Q> call(vec<4, uint, Q> const& a, vec<4, uint, Q> const& b) { vec<4, uint, Q> Result; Result.data = vaddq_u32(a.data, b.data); return Result; } }; template struct compute_vec4_add { static vec<4, int, Q> call(vec<4, int, Q> const& a, vec<4, int, Q> const& b) { vec<4, uint, Q> Result; Result.data = vaddq_s32(a.data, b.data); return Result; } }; template struct compute_vec4_sub { static vec<4, float, Q> call(vec<4, float, Q> const& a, vec<4, float, Q> const& b) { vec<4, float, Q> Result; Result.data = vsubq_f32(a.data, b.data); return Result; } }; template struct compute_vec4_sub { static vec<4, uint, Q> call(vec<4, uint, Q> const& a, vec<4, uint, Q> const& b) { vec<4, uint, Q> Result; Result.data = vsubq_u32(a.data, b.data); return Result; } }; template struct compute_vec4_sub { static vec<4, int, Q> call(vec<4, int, Q> const& a, vec<4, int, Q> const& b) { vec<4, int, Q> Result; Result.data = vsubq_s32(a.data, b.data); return Result; } }; template struct compute_vec4_mul { static vec<4, float, Q> call(vec<4, float, Q> const& a, vec<4, float, Q> const& b) { vec<4, float, Q> Result; Result.data = vmulq_f32(a.data, b.data); return Result; } }; template struct compute_vec4_mul { static vec<4, uint, Q> call(vec<4, uint, Q> const& a, vec<4, uint, Q> const& b) { vec<4, uint, Q> Result; Result.data = vmulq_u32(a.data, b.data); return Result; } }; template struct compute_vec4_mul { static vec<4, int, Q> call(vec<4, int, Q> const& a, vec<4, int, Q> const& b) { vec<4, int, Q> Result; Result.data = vmulq_s32(a.data, b.data); return Result; } }; template struct compute_vec4_div { static vec<4, float, Q> call(vec<4, float, Q> const& a, vec<4, float, Q> const& b) { vec<4, float, Q> Result; Result.data = vdivq_f32(a.data, b.data); return Result; } }; template struct compute_vec4_equal { static bool call(vec<4, float, Q> const& v1, vec<4, float, Q> const& v2) { uint32x4_t cmp = vceqq_f32(v1.data, v2.data); #if GLM_ARCH & GLM_ARCH_ARMV8_BIT cmp = vpminq_u32(cmp, cmp); cmp = vpminq_u32(cmp, cmp); uint32_t r = cmp[0]; #else uint32x2_t cmpx2 = vpmin_u32(vget_low_f32(cmp), vget_high_f32(cmp)); cmpx2 = vpmin_u32(cmpx2, cmpx2); uint32_t r = cmpx2[0]; #endif return r == ~0u; } }; template struct compute_vec4_equal { static bool call(vec<4, uint, Q> const& v1, vec<4, uint, Q> const& v2) { uint32x4_t cmp = vceqq_u32(v1.data, v2.data); #if GLM_ARCH & GLM_ARCH_ARMV8_BIT cmp = vpminq_u32(cmp, cmp); cmp = vpminq_u32(cmp, cmp); uint32_t r = cmp[0]; #else uint32x2_t cmpx2 = vpmin_u32(vget_low_f32(cmp), vget_high_f32(cmp)); cmpx2 = vpmin_u32(cmpx2, cmpx2); uint32_t r = cmpx2[0]; #endif return r == ~0u; } }; template struct compute_vec4_equal { static bool call(vec<4, int, Q> const& v1, vec<4, int, Q> const& v2) { uint32x4_t cmp = vceqq_s32(v1.data, v2.data); #if GLM_ARCH & GLM_ARCH_ARMV8_BIT cmp = vpminq_u32(cmp, cmp); cmp = vpminq_u32(cmp, cmp); uint32_t r = cmp[0]; #else uint32x2_t cmpx2 = vpmin_u32(vget_low_f32(cmp), vget_high_f32(cmp)); cmpx2 = vpmin_u32(cmpx2, cmpx2); uint32_t r = cmpx2[0]; #endif return r == ~0u; } }; template struct compute_vec4_nequal { static bool call(vec<4, float, Q> const& v1, vec<4, float, Q> const& v2) { return !compute_vec4_equal::call(v1, v2); } }; template struct compute_vec4_nequal { static bool call(vec<4, uint, Q> const& v1, vec<4, uint, Q> const& v2) { return !compute_vec4_equal::call(v1, v2); } }; template struct compute_vec4_nequal { static bool call(vec<4, int, Q> const& v1, vec<4, int, Q> const& v2) { return !compute_vec4_equal::call(v1, v2); } }; }//namespace detail #if !GLM_CONFIG_XYZW_ONLY template<> GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_lowp>::vec(float _s) : data(vdupq_n_f32(_s)) {} template<> GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_mediump>::vec(float _s) : data(vdupq_n_f32(_s)) {} template<> GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_highp>::vec(float _s) : data(vdupq_n_f32(_s)) {} template<> GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, int, aligned_lowp>::vec(int _s) : data(vdupq_n_s32(_s)) {} template<> GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, int, aligned_mediump>::vec(int _s) : data(vdupq_n_s32(_s)) {} template<> GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, int, aligned_highp>::vec(int _s) : data(vdupq_n_s32(_s)) {} template<> GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, uint, aligned_lowp>::vec(uint _s) : data(vdupq_n_u32(_s)) {} template<> GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, uint, aligned_mediump>::vec(uint _s) : data(vdupq_n_u32(_s)) {} template<> GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, uint, aligned_highp>::vec(uint _s) : data(vdupq_n_u32(_s)) {} template<> template<> GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_highp>::vec(const vec<4, float, aligned_highp>& rhs) : data(rhs.data) {} template<> template<> GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_highp>::vec(const vec<4, int, aligned_highp>& rhs) : data(vcvtq_f32_s32(rhs.data)) {} template<> template<> GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_highp>::vec(const vec<4, uint, aligned_highp>& rhs) : data(vcvtq_f32_u32(rhs.data)) {} template<> template<> GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_lowp>::vec(int _x, int _y, int _z, int _w) : data(vcvtq_f32_s32(vec<4, int, aligned_lowp>(_x, _y, _z, _w).data)) {} template<> template<> GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_mediump>::vec(int _x, int _y, int _z, int _w) : data(vcvtq_f32_s32(vec<4, int, aligned_mediump>(_x, _y, _z, _w).data)) {} template<> template<> GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_highp>::vec(int _x, int _y, int _z, int _w) : data(vcvtq_f32_s32(vec<4, int, aligned_highp>(_x, _y, _z, _w).data)) {} template<> template<> GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_lowp>::vec(uint _x, uint _y, uint _z, uint _w) : data(vcvtq_f32_u32(vec<4, uint, aligned_lowp>(_x, _y, _z, _w).data)) {} template<> template<> GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_mediump>::vec(uint _x, uint _y, uint _z, uint _w) : data(vcvtq_f32_u32(vec<4, uint, aligned_mediump>(_x, _y, _z, _w).data)) {} template<> template<> GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_highp>::vec(uint _x, uint _y, uint _z, uint _w) : data(vcvtq_f32_u32(vec<4, uint, aligned_highp>(_x, _y, _z, _w).data)) {} #endif }//namespace glm #endif ================================================ FILE: third_party/glm/exponential.hpp ================================================ /// @ref core /// @file glm/exponential.hpp /// /// @see GLSL 4.20.8 specification, section 8.2 Exponential Functions /// /// @defgroup core_func_exponential Exponential functions /// @ingroup core /// /// Provides GLSL exponential functions /// /// These all operate component-wise. The description is per component. /// /// Include to use these core features. #pragma once #include "detail/type_vec1.hpp" #include "detail/type_vec2.hpp" #include "detail/type_vec3.hpp" #include "detail/type_vec4.hpp" #include namespace glm { /// @addtogroup core_func_exponential /// @{ /// Returns 'base' raised to the power 'exponent'. /// /// @param base Floating point value. pow function is defined for input values of 'base' defined in the range (inf-, inf+) in the limit of the type qualifier. /// @param exponent Floating point value representing the 'exponent'. /// /// @see GLSL pow man page /// @see GLSL 4.20.8 specification, section 8.2 Exponential Functions template GLM_FUNC_DECL vec pow(vec const& base, vec const& exponent); /// Returns the natural exponentiation of x, i.e., e^x. /// /// @param v exp function is defined for input values of v defined in the range (inf-, inf+) in the limit of the type qualifier. /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector. /// @tparam T Floating-point scalar types. /// /// @see GLSL exp man page /// @see GLSL 4.20.8 specification, section 8.2 Exponential Functions template GLM_FUNC_DECL vec exp(vec const& v); /// Returns the natural logarithm of v, i.e., /// returns the value y which satisfies the equation x = e^y. /// Results are undefined if v <= 0. /// /// @param v log function is defined for input values of v defined in the range (0, inf+) in the limit of the type qualifier. /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector. /// @tparam T Floating-point scalar types. /// /// @see GLSL log man page /// @see GLSL 4.20.8 specification, section 8.2 Exponential Functions template GLM_FUNC_DECL vec log(vec const& v); /// Returns 2 raised to the v power. /// /// @param v exp2 function is defined for input values of v defined in the range (inf-, inf+) in the limit of the type qualifier. /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector. /// @tparam T Floating-point scalar types. /// /// @see GLSL exp2 man page /// @see GLSL 4.20.8 specification, section 8.2 Exponential Functions template GLM_FUNC_DECL vec exp2(vec const& v); /// Returns the base 2 log of x, i.e., returns the value y, /// which satisfies the equation x = 2 ^ y. /// /// @param v log2 function is defined for input values of v defined in the range (0, inf+) in the limit of the type qualifier. /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector. /// @tparam T Floating-point scalar types. /// /// @see GLSL log2 man page /// @see GLSL 4.20.8 specification, section 8.2 Exponential Functions template GLM_FUNC_DECL vec log2(vec const& v); /// Returns the positive square root of v. /// /// @param v sqrt function is defined for input values of v defined in the range [0, inf+) in the limit of the type qualifier. /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector. /// @tparam T Floating-point scalar types. /// /// @see GLSL sqrt man page /// @see GLSL 4.20.8 specification, section 8.2 Exponential Functions template GLM_FUNC_DECL vec sqrt(vec const& v); /// Returns the reciprocal of the positive square root of v. /// /// @param v inversesqrt function is defined for input values of v defined in the range [0, inf+) in the limit of the type qualifier. /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector. /// @tparam T Floating-point scalar types. /// /// @see GLSL inversesqrt man page /// @see GLSL 4.20.8 specification, section 8.2 Exponential Functions template GLM_FUNC_DECL vec inversesqrt(vec const& v); /// @} }//namespace glm #include "detail/func_exponential.inl" ================================================ FILE: third_party/glm/ext/matrix_clip_space.hpp ================================================ /// @ref ext_matrix_clip_space /// @file glm/ext/matrix_clip_space.hpp /// /// @defgroup ext_matrix_clip_space GLM_EXT_matrix_clip_space /// @ingroup ext /// /// Defines functions that generate clip space transformation matrices. /// /// The matrices generated by this extension use standard OpenGL fixed-function /// conventions. For example, the lookAt function generates a transform from world /// space into the specific eye space that the projective matrix functions /// (perspective, ortho, etc) are designed to expect. The OpenGL compatibility /// specifications defines the particular layout of this eye space. /// /// Include to use the features of this extension. /// /// @see ext_matrix_transform /// @see ext_matrix_projection #pragma once // Dependencies #include "../ext/scalar_constants.hpp" #include "../geometric.hpp" #include "../trigonometric.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_matrix_clip_space extension included") #endif namespace glm { /// @addtogroup ext_matrix_clip_space /// @{ /// Creates a matrix for projecting two-dimensional coordinates onto the screen. /// /// @tparam T A floating-point scalar type /// /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top, T const& zNear, T const& zFar) /// @see gluOrtho2D man page template GLM_FUNC_DECL mat<4, 4, T, defaultp> ortho( T left, T right, T bottom, T top); /// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates. /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) /// /// @tparam T A floating-point scalar type /// /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top) template GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoLH_ZO( T left, T right, T bottom, T top, T zNear, T zFar); /// Creates a matrix for an orthographic parallel viewing volume using right-handed coordinates. /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) /// /// @tparam T A floating-point scalar type /// /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top) template GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoLH_NO( T left, T right, T bottom, T top, T zNear, T zFar); /// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates. /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) /// /// @tparam T A floating-point scalar type /// /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top) template GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoRH_ZO( T left, T right, T bottom, T top, T zNear, T zFar); /// Creates a matrix for an orthographic parallel viewing volume, using right-handed coordinates. /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) /// /// @tparam T A floating-point scalar type /// /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top) template GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoRH_NO( T left, T right, T bottom, T top, T zNear, T zFar); /// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates. /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) /// /// @tparam T A floating-point scalar type /// /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top) template GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoZO( T left, T right, T bottom, T top, T zNear, T zFar); /// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) /// /// @tparam T A floating-point scalar type /// /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top) template GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoNO( T left, T right, T bottom, T top, T zNear, T zFar); /// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates. /// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) /// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) /// /// @tparam T A floating-point scalar type /// /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top) template GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoLH( T left, T right, T bottom, T top, T zNear, T zFar); /// Creates a matrix for an orthographic parallel viewing volume, using right-handed coordinates. /// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) /// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) /// /// @tparam T A floating-point scalar type /// /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top) template GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoRH( T left, T right, T bottom, T top, T zNear, T zFar); /// Creates a matrix for an orthographic parallel viewing volume, using the default handedness and default near and far clip planes definition. /// To change default handedness use GLM_FORCE_LEFT_HANDED. To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE. /// /// @tparam T A floating-point scalar type /// /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top) /// @see glOrtho man page template GLM_FUNC_DECL mat<4, 4, T, defaultp> ortho( T left, T right, T bottom, T top, T zNear, T zFar); /// Creates a left handed frustum matrix. /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) /// /// @tparam T A floating-point scalar type template GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumLH_ZO( T left, T right, T bottom, T top, T near, T far); /// Creates a left handed frustum matrix. /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) /// /// @tparam T A floating-point scalar type template GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumLH_NO( T left, T right, T bottom, T top, T near, T far); /// Creates a right handed frustum matrix. /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) /// /// @tparam T A floating-point scalar type template GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumRH_ZO( T left, T right, T bottom, T top, T near, T far); /// Creates a right handed frustum matrix. /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) /// /// @tparam T A floating-point scalar type template GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumRH_NO( T left, T right, T bottom, T top, T near, T far); /// Creates a frustum matrix using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) /// /// @tparam T A floating-point scalar type template GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumZO( T left, T right, T bottom, T top, T near, T far); /// Creates a frustum matrix using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) /// /// @tparam T A floating-point scalar type template GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumNO( T left, T right, T bottom, T top, T near, T far); /// Creates a left handed frustum matrix. /// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) /// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) /// /// @tparam T A floating-point scalar type template GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumLH( T left, T right, T bottom, T top, T near, T far); /// Creates a right handed frustum matrix. /// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) /// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) /// /// @tparam T A floating-point scalar type template GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumRH( T left, T right, T bottom, T top, T near, T far); /// Creates a frustum matrix with default handedness, using the default handedness and default near and far clip planes definition. /// To change default handedness use GLM_FORCE_LEFT_HANDED. To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE. /// /// @tparam T A floating-point scalar type /// @see glFrustum man page template GLM_FUNC_DECL mat<4, 4, T, defaultp> frustum( T left, T right, T bottom, T top, T near, T far); /// Creates a matrix for a right handed, symetric perspective-view frustum. /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) /// /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. /// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). /// /// @tparam T A floating-point scalar type template GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveRH_ZO( T fovy, T aspect, T near, T far); /// Creates a matrix for a right handed, symetric perspective-view frustum. /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) /// /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. /// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). /// /// @tparam T A floating-point scalar type template GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveRH_NO( T fovy, T aspect, T near, T far); /// Creates a matrix for a left handed, symetric perspective-view frustum. /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) /// /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. /// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). /// /// @tparam T A floating-point scalar type template GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveLH_ZO( T fovy, T aspect, T near, T far); /// Creates a matrix for a left handed, symetric perspective-view frustum. /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) /// /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. /// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). /// /// @tparam T A floating-point scalar type template GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveLH_NO( T fovy, T aspect, T near, T far); /// Creates a matrix for a symetric perspective-view frustum using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) /// /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. /// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). /// /// @tparam T A floating-point scalar type template GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveZO( T fovy, T aspect, T near, T far); /// Creates a matrix for a symetric perspective-view frustum using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) /// /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. /// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). /// /// @tparam T A floating-point scalar type template GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveNO( T fovy, T aspect, T near, T far); /// Creates a matrix for a right handed, symetric perspective-view frustum. /// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) /// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) /// /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. /// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). /// /// @tparam T A floating-point scalar type template GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveRH( T fovy, T aspect, T near, T far); /// Creates a matrix for a left handed, symetric perspective-view frustum. /// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) /// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) /// /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. /// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). /// /// @tparam T A floating-point scalar type template GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveLH( T fovy, T aspect, T near, T far); /// Creates a matrix for a symetric perspective-view frustum based on the default handedness and default near and far clip planes definition. /// To change default handedness use GLM_FORCE_LEFT_HANDED. To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE. /// /// @param fovy Specifies the field of view angle in the y direction. Expressed in radians. /// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). /// /// @tparam T A floating-point scalar type /// @see gluPerspective man page template GLM_FUNC_DECL mat<4, 4, T, defaultp> perspective( T fovy, T aspect, T near, T far); /// Builds a perspective projection matrix based on a field of view using right-handed coordinates. /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) /// /// @param fov Expressed in radians. /// @param width Width of the viewport /// @param height Height of the viewport /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). /// /// @tparam T A floating-point scalar type template GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovRH_ZO( T fov, T width, T height, T near, T far); /// Builds a perspective projection matrix based on a field of view using right-handed coordinates. /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) /// /// @param fov Expressed in radians. /// @param width Width of the viewport /// @param height Height of the viewport /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). /// /// @tparam T A floating-point scalar type template GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovRH_NO( T fov, T width, T height, T near, T far); /// Builds a perspective projection matrix based on a field of view using left-handed coordinates. /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) /// /// @param fov Expressed in radians. /// @param width Width of the viewport /// @param height Height of the viewport /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). /// /// @tparam T A floating-point scalar type template GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovLH_ZO( T fov, T width, T height, T near, T far); /// Builds a perspective projection matrix based on a field of view using left-handed coordinates. /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) /// /// @param fov Expressed in radians. /// @param width Width of the viewport /// @param height Height of the viewport /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). /// /// @tparam T A floating-point scalar type template GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovLH_NO( T fov, T width, T height, T near, T far); /// Builds a perspective projection matrix based on a field of view using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) /// /// @param fov Expressed in radians. /// @param width Width of the viewport /// @param height Height of the viewport /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). /// /// @tparam T A floating-point scalar type template GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovZO( T fov, T width, T height, T near, T far); /// Builds a perspective projection matrix based on a field of view using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) /// /// @param fov Expressed in radians. /// @param width Width of the viewport /// @param height Height of the viewport /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). /// /// @tparam T A floating-point scalar type template GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovNO( T fov, T width, T height, T near, T far); /// Builds a right handed perspective projection matrix based on a field of view. /// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) /// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) /// /// @param fov Expressed in radians. /// @param width Width of the viewport /// @param height Height of the viewport /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). /// /// @tparam T A floating-point scalar type template GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovRH( T fov, T width, T height, T near, T far); /// Builds a left handed perspective projection matrix based on a field of view. /// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) /// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) /// /// @param fov Expressed in radians. /// @param width Width of the viewport /// @param height Height of the viewport /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). /// /// @tparam T A floating-point scalar type template GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovLH( T fov, T width, T height, T near, T far); /// Builds a perspective projection matrix based on a field of view and the default handedness and default near and far clip planes definition. /// To change default handedness use GLM_FORCE_LEFT_HANDED. To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE. /// /// @param fov Expressed in radians. /// @param width Width of the viewport /// @param height Height of the viewport /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). /// /// @tparam T A floating-point scalar type template GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFov( T fov, T width, T height, T near, T far); /// Creates a matrix for a left handed, symmetric perspective-view frustum with far plane at infinite. /// /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. /// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). /// /// @tparam T A floating-point scalar type template GLM_FUNC_DECL mat<4, 4, T, defaultp> infinitePerspectiveLH( T fovy, T aspect, T near); /// Creates a matrix for a right handed, symmetric perspective-view frustum with far plane at infinite. /// /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. /// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). /// /// @tparam T A floating-point scalar type template GLM_FUNC_DECL mat<4, 4, T, defaultp> infinitePerspectiveRH( T fovy, T aspect, T near); /// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite with default handedness. /// /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. /// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). /// /// @tparam T A floating-point scalar type template GLM_FUNC_DECL mat<4, 4, T, defaultp> infinitePerspective( T fovy, T aspect, T near); /// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for graphics hardware that doesn't support depth clamping. /// /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. /// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). /// /// @tparam T A floating-point scalar type template GLM_FUNC_DECL mat<4, 4, T, defaultp> tweakedInfinitePerspective( T fovy, T aspect, T near); /// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for graphics hardware that doesn't support depth clamping. /// /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. /// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). /// @param ep Epsilon /// /// @tparam T A floating-point scalar type template GLM_FUNC_DECL mat<4, 4, T, defaultp> tweakedInfinitePerspective( T fovy, T aspect, T near, T ep); /// @} }//namespace glm #include "matrix_clip_space.inl" ================================================ FILE: third_party/glm/ext/matrix_clip_space.inl ================================================ namespace glm { template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> ortho(T left, T right, T bottom, T top) { mat<4, 4, T, defaultp> Result(static_cast(1)); Result[0][0] = static_cast(2) / (right - left); Result[1][1] = static_cast(2) / (top - bottom); Result[2][2] = - static_cast(1); Result[3][0] = - (right + left) / (right - left); Result[3][1] = - (top + bottom) / (top - bottom); return Result; } template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> orthoLH_ZO(T left, T right, T bottom, T top, T zNear, T zFar) { mat<4, 4, T, defaultp> Result(1); Result[0][0] = static_cast(2) / (right - left); Result[1][1] = static_cast(2) / (top - bottom); Result[2][2] = static_cast(1) / (zFar - zNear); Result[3][0] = - (right + left) / (right - left); Result[3][1] = - (top + bottom) / (top - bottom); Result[3][2] = - zNear / (zFar - zNear); return Result; } template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> orthoLH_NO(T left, T right, T bottom, T top, T zNear, T zFar) { mat<4, 4, T, defaultp> Result(1); Result[0][0] = static_cast(2) / (right - left); Result[1][1] = static_cast(2) / (top - bottom); Result[2][2] = static_cast(2) / (zFar - zNear); Result[3][0] = - (right + left) / (right - left); Result[3][1] = - (top + bottom) / (top - bottom); Result[3][2] = - (zFar + zNear) / (zFar - zNear); return Result; } template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> orthoRH_ZO(T left, T right, T bottom, T top, T zNear, T zFar) { mat<4, 4, T, defaultp> Result(1); Result[0][0] = static_cast(2) / (right - left); Result[1][1] = static_cast(2) / (top - bottom); Result[2][2] = - static_cast(1) / (zFar - zNear); Result[3][0] = - (right + left) / (right - left); Result[3][1] = - (top + bottom) / (top - bottom); Result[3][2] = - zNear / (zFar - zNear); return Result; } template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> orthoRH_NO(T left, T right, T bottom, T top, T zNear, T zFar) { mat<4, 4, T, defaultp> Result(1); Result[0][0] = static_cast(2) / (right - left); Result[1][1] = static_cast(2) / (top - bottom); Result[2][2] = - static_cast(2) / (zFar - zNear); Result[3][0] = - (right + left) / (right - left); Result[3][1] = - (top + bottom) / (top - bottom); Result[3][2] = - (zFar + zNear) / (zFar - zNear); return Result; } template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> orthoZO(T left, T right, T bottom, T top, T zNear, T zFar) { # if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_LH_BIT return orthoLH_ZO(left, right, bottom, top, zNear, zFar); # else return orthoRH_ZO(left, right, bottom, top, zNear, zFar); # endif } template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> orthoNO(T left, T right, T bottom, T top, T zNear, T zFar) { # if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_LH_BIT return orthoLH_NO(left, right, bottom, top, zNear, zFar); # else return orthoRH_NO(left, right, bottom, top, zNear, zFar); # endif } template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> orthoLH(T left, T right, T bottom, T top, T zNear, T zFar) { # if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_ZO_BIT return orthoLH_ZO(left, right, bottom, top, zNear, zFar); # else return orthoLH_NO(left, right, bottom, top, zNear, zFar); # endif } template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> orthoRH(T left, T right, T bottom, T top, T zNear, T zFar) { # if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_ZO_BIT return orthoRH_ZO(left, right, bottom, top, zNear, zFar); # else return orthoRH_NO(left, right, bottom, top, zNear, zFar); # endif } template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> ortho(T left, T right, T bottom, T top, T zNear, T zFar) { # if GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_LH_ZO return orthoLH_ZO(left, right, bottom, top, zNear, zFar); # elif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_LH_NO return orthoLH_NO(left, right, bottom, top, zNear, zFar); # elif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_RH_ZO return orthoRH_ZO(left, right, bottom, top, zNear, zFar); # elif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_RH_NO return orthoRH_NO(left, right, bottom, top, zNear, zFar); # endif } template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustumLH_ZO(T left, T right, T bottom, T top, T nearVal, T farVal) { mat<4, 4, T, defaultp> Result(0); Result[0][0] = (static_cast(2) * nearVal) / (right - left); Result[1][1] = (static_cast(2) * nearVal) / (top - bottom); Result[2][0] = (right + left) / (right - left); Result[2][1] = (top + bottom) / (top - bottom); Result[2][2] = farVal / (farVal - nearVal); Result[2][3] = static_cast(1); Result[3][2] = -(farVal * nearVal) / (farVal - nearVal); return Result; } template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustumLH_NO(T left, T right, T bottom, T top, T nearVal, T farVal) { mat<4, 4, T, defaultp> Result(0); Result[0][0] = (static_cast(2) * nearVal) / (right - left); Result[1][1] = (static_cast(2) * nearVal) / (top - bottom); Result[2][0] = (right + left) / (right - left); Result[2][1] = (top + bottom) / (top - bottom); Result[2][2] = (farVal + nearVal) / (farVal - nearVal); Result[2][3] = static_cast(1); Result[3][2] = - (static_cast(2) * farVal * nearVal) / (farVal - nearVal); return Result; } template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustumRH_ZO(T left, T right, T bottom, T top, T nearVal, T farVal) { mat<4, 4, T, defaultp> Result(0); Result[0][0] = (static_cast(2) * nearVal) / (right - left); Result[1][1] = (static_cast(2) * nearVal) / (top - bottom); Result[2][0] = (right + left) / (right - left); Result[2][1] = (top + bottom) / (top - bottom); Result[2][2] = farVal / (nearVal - farVal); Result[2][3] = static_cast(-1); Result[3][2] = -(farVal * nearVal) / (farVal - nearVal); return Result; } template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustumRH_NO(T left, T right, T bottom, T top, T nearVal, T farVal) { mat<4, 4, T, defaultp> Result(0); Result[0][0] = (static_cast(2) * nearVal) / (right - left); Result[1][1] = (static_cast(2) * nearVal) / (top - bottom); Result[2][0] = (right + left) / (right - left); Result[2][1] = (top + bottom) / (top - bottom); Result[2][2] = - (farVal + nearVal) / (farVal - nearVal); Result[2][3] = static_cast(-1); Result[3][2] = - (static_cast(2) * farVal * nearVal) / (farVal - nearVal); return Result; } template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustumZO(T left, T right, T bottom, T top, T nearVal, T farVal) { # if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_LH_BIT return frustumLH_ZO(left, right, bottom, top, nearVal, farVal); # else return frustumRH_ZO(left, right, bottom, top, nearVal, farVal); # endif } template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustumNO(T left, T right, T bottom, T top, T nearVal, T farVal) { # if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_LH_BIT return frustumLH_NO(left, right, bottom, top, nearVal, farVal); # else return frustumRH_NO(left, right, bottom, top, nearVal, farVal); # endif } template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustumLH(T left, T right, T bottom, T top, T nearVal, T farVal) { # if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_ZO_BIT return frustumLH_ZO(left, right, bottom, top, nearVal, farVal); # else return frustumLH_NO(left, right, bottom, top, nearVal, farVal); # endif } template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustumRH(T left, T right, T bottom, T top, T nearVal, T farVal) { # if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_ZO_BIT return frustumRH_ZO(left, right, bottom, top, nearVal, farVal); # else return frustumRH_NO(left, right, bottom, top, nearVal, farVal); # endif } template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustum(T left, T right, T bottom, T top, T nearVal, T farVal) { # if GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_LH_ZO return frustumLH_ZO(left, right, bottom, top, nearVal, farVal); # elif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_LH_NO return frustumLH_NO(left, right, bottom, top, nearVal, farVal); # elif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_RH_ZO return frustumRH_ZO(left, right, bottom, top, nearVal, farVal); # elif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_RH_NO return frustumRH_NO(left, right, bottom, top, nearVal, farVal); # endif } template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveRH_ZO(T fovy, T aspect, T zNear, T zFar) { assert(abs(aspect - std::numeric_limits::epsilon()) > static_cast(0)); T const tanHalfFovy = tan(fovy / static_cast(2)); mat<4, 4, T, defaultp> Result(static_cast(0)); Result[0][0] = static_cast(1) / (aspect * tanHalfFovy); Result[1][1] = static_cast(1) / (tanHalfFovy); Result[2][2] = zFar / (zNear - zFar); Result[2][3] = - static_cast(1); Result[3][2] = -(zFar * zNear) / (zFar - zNear); return Result; } template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveRH_NO(T fovy, T aspect, T zNear, T zFar) { assert(abs(aspect - std::numeric_limits::epsilon()) > static_cast(0)); T const tanHalfFovy = tan(fovy / static_cast(2)); mat<4, 4, T, defaultp> Result(static_cast(0)); Result[0][0] = static_cast(1) / (aspect * tanHalfFovy); Result[1][1] = static_cast(1) / (tanHalfFovy); Result[2][2] = - (zFar + zNear) / (zFar - zNear); Result[2][3] = - static_cast(1); Result[3][2] = - (static_cast(2) * zFar * zNear) / (zFar - zNear); return Result; } template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveLH_ZO(T fovy, T aspect, T zNear, T zFar) { assert(abs(aspect - std::numeric_limits::epsilon()) > static_cast(0)); T const tanHalfFovy = tan(fovy / static_cast(2)); mat<4, 4, T, defaultp> Result(static_cast(0)); Result[0][0] = static_cast(1) / (aspect * tanHalfFovy); Result[1][1] = static_cast(1) / (tanHalfFovy); Result[2][2] = zFar / (zFar - zNear); Result[2][3] = static_cast(1); Result[3][2] = -(zFar * zNear) / (zFar - zNear); return Result; } template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveLH_NO(T fovy, T aspect, T zNear, T zFar) { assert(abs(aspect - std::numeric_limits::epsilon()) > static_cast(0)); T const tanHalfFovy = tan(fovy / static_cast(2)); mat<4, 4, T, defaultp> Result(static_cast(0)); Result[0][0] = static_cast(1) / (aspect * tanHalfFovy); Result[1][1] = static_cast(1) / (tanHalfFovy); Result[2][2] = (zFar + zNear) / (zFar - zNear); Result[2][3] = static_cast(1); Result[3][2] = - (static_cast(2) * zFar * zNear) / (zFar - zNear); return Result; } template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveZO(T fovy, T aspect, T zNear, T zFar) { # if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_LH_BIT return perspectiveLH_ZO(fovy, aspect, zNear, zFar); # else return perspectiveRH_ZO(fovy, aspect, zNear, zFar); # endif } template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveNO(T fovy, T aspect, T zNear, T zFar) { # if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_LH_BIT return perspectiveLH_NO(fovy, aspect, zNear, zFar); # else return perspectiveRH_NO(fovy, aspect, zNear, zFar); # endif } template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveLH(T fovy, T aspect, T zNear, T zFar) { # if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_ZO_BIT return perspectiveLH_ZO(fovy, aspect, zNear, zFar); # else return perspectiveLH_NO(fovy, aspect, zNear, zFar); # endif } template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveRH(T fovy, T aspect, T zNear, T zFar) { # if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_ZO_BIT return perspectiveRH_ZO(fovy, aspect, zNear, zFar); # else return perspectiveRH_NO(fovy, aspect, zNear, zFar); # endif } template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspective(T fovy, T aspect, T zNear, T zFar) { # if GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_LH_ZO return perspectiveLH_ZO(fovy, aspect, zNear, zFar); # elif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_LH_NO return perspectiveLH_NO(fovy, aspect, zNear, zFar); # elif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_RH_ZO return perspectiveRH_ZO(fovy, aspect, zNear, zFar); # elif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_RH_NO return perspectiveRH_NO(fovy, aspect, zNear, zFar); # endif } template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFovRH_ZO(T fov, T width, T height, T zNear, T zFar) { assert(width > static_cast(0)); assert(height > static_cast(0)); assert(fov > static_cast(0)); T const rad = fov; T const h = glm::cos(static_cast(0.5) * rad) / glm::sin(static_cast(0.5) * rad); T const w = h * height / width; ///todo max(width , Height) / min(width , Height)? mat<4, 4, T, defaultp> Result(static_cast(0)); Result[0][0] = w; Result[1][1] = h; Result[2][2] = zFar / (zNear - zFar); Result[2][3] = - static_cast(1); Result[3][2] = -(zFar * zNear) / (zFar - zNear); return Result; } template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFovRH_NO(T fov, T width, T height, T zNear, T zFar) { assert(width > static_cast(0)); assert(height > static_cast(0)); assert(fov > static_cast(0)); T const rad = fov; T const h = glm::cos(static_cast(0.5) * rad) / glm::sin(static_cast(0.5) * rad); T const w = h * height / width; ///todo max(width , Height) / min(width , Height)? mat<4, 4, T, defaultp> Result(static_cast(0)); Result[0][0] = w; Result[1][1] = h; Result[2][2] = - (zFar + zNear) / (zFar - zNear); Result[2][3] = - static_cast(1); Result[3][2] = - (static_cast(2) * zFar * zNear) / (zFar - zNear); return Result; } template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFovLH_ZO(T fov, T width, T height, T zNear, T zFar) { assert(width > static_cast(0)); assert(height > static_cast(0)); assert(fov > static_cast(0)); T const rad = fov; T const h = glm::cos(static_cast(0.5) * rad) / glm::sin(static_cast(0.5) * rad); T const w = h * height / width; ///todo max(width , Height) / min(width , Height)? mat<4, 4, T, defaultp> Result(static_cast(0)); Result[0][0] = w; Result[1][1] = h; Result[2][2] = zFar / (zFar - zNear); Result[2][3] = static_cast(1); Result[3][2] = -(zFar * zNear) / (zFar - zNear); return Result; } template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFovLH_NO(T fov, T width, T height, T zNear, T zFar) { assert(width > static_cast(0)); assert(height > static_cast(0)); assert(fov > static_cast(0)); T const rad = fov; T const h = glm::cos(static_cast(0.5) * rad) / glm::sin(static_cast(0.5) * rad); T const w = h * height / width; ///todo max(width , Height) / min(width , Height)? mat<4, 4, T, defaultp> Result(static_cast(0)); Result[0][0] = w; Result[1][1] = h; Result[2][2] = (zFar + zNear) / (zFar - zNear); Result[2][3] = static_cast(1); Result[3][2] = - (static_cast(2) * zFar * zNear) / (zFar - zNear); return Result; } template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFovZO(T fov, T width, T height, T zNear, T zFar) { # if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_LH_BIT return perspectiveFovLH_ZO(fov, width, height, zNear, zFar); # else return perspectiveFovRH_ZO(fov, width, height, zNear, zFar); # endif } template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFovNO(T fov, T width, T height, T zNear, T zFar) { # if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_LH_BIT return perspectiveFovLH_NO(fov, width, height, zNear, zFar); # else return perspectiveFovRH_NO(fov, width, height, zNear, zFar); # endif } template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFovLH(T fov, T width, T height, T zNear, T zFar) { # if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_ZO_BIT return perspectiveFovLH_ZO(fov, width, height, zNear, zFar); # else return perspectiveFovLH_NO(fov, width, height, zNear, zFar); # endif } template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFovRH(T fov, T width, T height, T zNear, T zFar) { # if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_ZO_BIT return perspectiveFovRH_ZO(fov, width, height, zNear, zFar); # else return perspectiveFovRH_NO(fov, width, height, zNear, zFar); # endif } template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFov(T fov, T width, T height, T zNear, T zFar) { # if GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_LH_ZO return perspectiveFovLH_ZO(fov, width, height, zNear, zFar); # elif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_LH_NO return perspectiveFovLH_NO(fov, width, height, zNear, zFar); # elif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_RH_ZO return perspectiveFovRH_ZO(fov, width, height, zNear, zFar); # elif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_RH_NO return perspectiveFovRH_NO(fov, width, height, zNear, zFar); # endif } template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> infinitePerspectiveRH(T fovy, T aspect, T zNear) { T const range = tan(fovy / static_cast(2)) * zNear; T const left = -range * aspect; T const right = range * aspect; T const bottom = -range; T const top = range; mat<4, 4, T, defaultp> Result(static_cast(0)); Result[0][0] = (static_cast(2) * zNear) / (right - left); Result[1][1] = (static_cast(2) * zNear) / (top - bottom); Result[2][2] = - static_cast(1); Result[2][3] = - static_cast(1); Result[3][2] = - static_cast(2) * zNear; return Result; } template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> infinitePerspectiveLH(T fovy, T aspect, T zNear) { T const range = tan(fovy / static_cast(2)) * zNear; T const left = -range * aspect; T const right = range * aspect; T const bottom = -range; T const top = range; mat<4, 4, T, defaultp> Result(T(0)); Result[0][0] = (static_cast(2) * zNear) / (right - left); Result[1][1] = (static_cast(2) * zNear) / (top - bottom); Result[2][2] = static_cast(1); Result[2][3] = static_cast(1); Result[3][2] = - static_cast(2) * zNear; return Result; } template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> infinitePerspective(T fovy, T aspect, T zNear) { # if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_LH_BIT return infinitePerspectiveLH(fovy, aspect, zNear); # else return infinitePerspectiveRH(fovy, aspect, zNear); # endif } // Infinite projection matrix: http://www.terathon.com/gdc07_lengyel.pdf template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> tweakedInfinitePerspective(T fovy, T aspect, T zNear, T ep) { T const range = tan(fovy / static_cast(2)) * zNear; T const left = -range * aspect; T const right = range * aspect; T const bottom = -range; T const top = range; mat<4, 4, T, defaultp> Result(static_cast(0)); Result[0][0] = (static_cast(2) * zNear) / (right - left); Result[1][1] = (static_cast(2) * zNear) / (top - bottom); Result[2][2] = ep - static_cast(1); Result[2][3] = static_cast(-1); Result[3][2] = (ep - static_cast(2)) * zNear; return Result; } template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> tweakedInfinitePerspective(T fovy, T aspect, T zNear) { return tweakedInfinitePerspective(fovy, aspect, zNear, epsilon()); } }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_common.hpp ================================================ /// @ref ext_matrix_common /// @file glm/ext/matrix_common.hpp /// /// @defgroup ext_matrix_common GLM_EXT_matrix_common /// @ingroup ext /// /// Defines functions for common matrix operations. /// /// Include to use the features of this extension. /// /// @see ext_matrix_common #pragma once #include "../detail/qualifier.hpp" #include "../detail/_fixes.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_matrix_transform extension included") #endif namespace glm { /// @addtogroup ext_matrix_common /// @{ template GLM_FUNC_DECL mat mix(mat const& x, mat const& y, mat const& a); template GLM_FUNC_DECL mat mix(mat const& x, mat const& y, U a); /// @} }//namespace glm #include "matrix_common.inl" ================================================ FILE: third_party/glm/ext/matrix_common.inl ================================================ #include "../matrix.hpp" namespace glm { template GLM_FUNC_QUALIFIER mat mix(mat const& x, mat const& y, U a) { return mat(x) * (static_cast(1) - a) + mat(y) * a; } template GLM_FUNC_QUALIFIER mat mix(mat const& x, mat const& y, mat const& a) { return matrixCompMult(mat(x), static_cast(1) - a) + matrixCompMult(mat(y), a); } }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_double2x2.hpp ================================================ /// @ref core /// @file glm/ext/matrix_double2x2.hpp #pragma once #include "../detail/type_mat2x2.hpp" namespace glm { /// @addtogroup core_matrix /// @{ /// 2 columns of 2 components matrix of double-precision floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices typedef mat<2, 2, double, defaultp> dmat2x2; /// 2 columns of 2 components matrix of double-precision floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices typedef mat<2, 2, double, defaultp> dmat2; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_double2x2_precision.hpp ================================================ /// @ref core /// @file glm/ext/matrix_double2x2_precision.hpp #pragma once #include "../detail/type_mat2x2.hpp" namespace glm { /// @addtogroup core_matrix_precision /// @{ /// 2 columns of 2 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<2, 2, double, lowp> lowp_dmat2; /// 2 columns of 2 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<2, 2, double, mediump> mediump_dmat2; /// 2 columns of 2 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<2, 2, double, highp> highp_dmat2; /// 2 columns of 2 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<2, 2, double, lowp> lowp_dmat2x2; /// 2 columns of 2 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<2, 2, double, mediump> mediump_dmat2x2; /// 2 columns of 2 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<2, 2, double, highp> highp_dmat2x2; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_double2x3.hpp ================================================ /// @ref core /// @file glm/ext/matrix_double2x3.hpp #pragma once #include "../detail/type_mat2x3.hpp" namespace glm { /// @addtogroup core_matrix /// @{ /// 2 columns of 3 components matrix of double-precision floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices typedef mat<2, 3, double, defaultp> dmat2x3; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_double2x3_precision.hpp ================================================ /// @ref core /// @file glm/ext/matrix_double2x3_precision.hpp #pragma once #include "../detail/type_mat2x3.hpp" namespace glm { /// @addtogroup core_matrix_precision /// @{ /// 2 columns of 3 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<2, 3, double, lowp> lowp_dmat2x3; /// 2 columns of 3 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<2, 3, double, mediump> mediump_dmat2x3; /// 2 columns of 3 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<2, 3, double, highp> highp_dmat2x3; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_double2x4.hpp ================================================ /// @ref core /// @file glm/ext/matrix_double2x4.hpp #pragma once #include "../detail/type_mat2x4.hpp" namespace glm { /// @addtogroup core_matrix /// @{ /// 2 columns of 4 components matrix of double-precision floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices typedef mat<2, 4, double, defaultp> dmat2x4; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_double2x4_precision.hpp ================================================ /// @ref core /// @file glm/ext/matrix_double2x4_precision.hpp #pragma once #include "../detail/type_mat2x4.hpp" namespace glm { /// @addtogroup core_matrix_precision /// @{ /// 2 columns of 4 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<2, 4, double, lowp> lowp_dmat2x4; /// 2 columns of 4 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<2, 4, double, mediump> mediump_dmat2x4; /// 2 columns of 4 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<2, 4, double, highp> highp_dmat2x4; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_double3x2.hpp ================================================ /// @ref core /// @file glm/ext/matrix_double3x2.hpp #pragma once #include "../detail/type_mat3x2.hpp" namespace glm { /// @addtogroup core_matrix /// @{ /// 3 columns of 2 components matrix of double-precision floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices typedef mat<3, 2, double, defaultp> dmat3x2; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_double3x2_precision.hpp ================================================ /// @ref core /// @file glm/ext/matrix_double3x2_precision.hpp #pragma once #include "../detail/type_mat3x2.hpp" namespace glm { /// @addtogroup core_matrix_precision /// @{ /// 3 columns of 2 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<3, 2, double, lowp> lowp_dmat3x2; /// 3 columns of 2 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<3, 2, double, mediump> mediump_dmat3x2; /// 3 columns of 2 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<3, 2, double, highp> highp_dmat3x2; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_double3x3.hpp ================================================ /// @ref core /// @file glm/ext/matrix_double3x3.hpp #pragma once #include "../detail/type_mat3x3.hpp" namespace glm { /// @addtogroup core_matrix /// @{ /// 3 columns of 3 components matrix of double-precision floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices typedef mat<3, 3, double, defaultp> dmat3x3; /// 3 columns of 3 components matrix of double-precision floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices typedef mat<3, 3, double, defaultp> dmat3; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_double3x3_precision.hpp ================================================ /// @ref core /// @file glm/ext/matrix_double3x3_precision.hpp #pragma once #include "../detail/type_mat3x3.hpp" namespace glm { /// @addtogroup core_matrix_precision /// @{ /// 3 columns of 3 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<3, 3, double, lowp> lowp_dmat3; /// 3 columns of 3 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<3, 3, double, mediump> mediump_dmat3; /// 3 columns of 3 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<3, 3, double, highp> highp_dmat3; /// 3 columns of 3 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<3, 3, double, lowp> lowp_dmat3x3; /// 3 columns of 3 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<3, 3, double, mediump> mediump_dmat3x3; /// 3 columns of 3 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<3, 3, double, highp> highp_dmat3x3; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_double3x4.hpp ================================================ /// @ref core /// @file glm/ext/matrix_double3x4.hpp #pragma once #include "../detail/type_mat3x4.hpp" namespace glm { /// @addtogroup core_matrix /// @{ /// 3 columns of 4 components matrix of double-precision floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices typedef mat<3, 4, double, defaultp> dmat3x4; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_double3x4_precision.hpp ================================================ /// @ref core /// @file glm/ext/matrix_double3x4_precision.hpp #pragma once #include "../detail/type_mat3x4.hpp" namespace glm { /// @addtogroup core_matrix_precision /// @{ /// 3 columns of 4 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<3, 4, double, lowp> lowp_dmat3x4; /// 3 columns of 4 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<3, 4, double, mediump> mediump_dmat3x4; /// 3 columns of 4 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<3, 4, double, highp> highp_dmat3x4; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_double4x2.hpp ================================================ /// @ref core /// @file glm/ext/matrix_double4x2.hpp #pragma once #include "../detail/type_mat4x2.hpp" namespace glm { /// @addtogroup core_matrix /// @{ /// 4 columns of 2 components matrix of double-precision floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices typedef mat<4, 2, double, defaultp> dmat4x2; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_double4x2_precision.hpp ================================================ /// @ref core /// @file glm/ext/matrix_double4x2_precision.hpp #pragma once #include "../detail/type_mat4x2.hpp" namespace glm { /// @addtogroup core_matrix_precision /// @{ /// 4 columns of 2 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<4, 2, double, lowp> lowp_dmat4x2; /// 4 columns of 2 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<4, 2, double, mediump> mediump_dmat4x2; /// 4 columns of 2 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<4, 2, double, highp> highp_dmat4x2; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_double4x3.hpp ================================================ /// @ref core /// @file glm/ext/matrix_double4x3.hpp #pragma once #include "../detail/type_mat4x3.hpp" namespace glm { /// @addtogroup core_matrix /// @{ /// 4 columns of 3 components matrix of double-precision floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices typedef mat<4, 3, double, defaultp> dmat4x3; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_double4x3_precision.hpp ================================================ /// @ref core /// @file glm/ext/matrix_double4x3_precision.hpp #pragma once #include "../detail/type_mat4x3.hpp" namespace glm { /// @addtogroup core_matrix_precision /// @{ /// 4 columns of 3 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<4, 3, double, lowp> lowp_dmat4x3; /// 4 columns of 3 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<4, 3, double, mediump> mediump_dmat4x3; /// 4 columns of 3 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<4, 3, double, highp> highp_dmat4x3; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_double4x4.hpp ================================================ /// @ref core /// @file glm/ext/matrix_double4x4.hpp #pragma once #include "../detail/type_mat4x4.hpp" namespace glm { /// @addtogroup core_matrix /// @{ /// 4 columns of 4 components matrix of double-precision floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices typedef mat<4, 4, double, defaultp> dmat4x4; /// 4 columns of 4 components matrix of double-precision floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices typedef mat<4, 4, double, defaultp> dmat4; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_double4x4_precision.hpp ================================================ /// @ref core /// @file glm/ext/matrix_double4x4_precision.hpp #pragma once #include "../detail/type_mat4x4.hpp" namespace glm { /// @addtogroup core_matrix_precision /// @{ /// 4 columns of 4 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<4, 4, double, lowp> lowp_dmat4; /// 4 columns of 4 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<4, 4, double, mediump> mediump_dmat4; /// 4 columns of 4 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<4, 4, double, highp> highp_dmat4; /// 4 columns of 4 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<4, 4, double, lowp> lowp_dmat4x4; /// 4 columns of 4 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<4, 4, double, mediump> mediump_dmat4x4; /// 4 columns of 4 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<4, 4, double, highp> highp_dmat4x4; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_float2x2.hpp ================================================ /// @ref core /// @file glm/ext/matrix_float2x2.hpp #pragma once #include "../detail/type_mat2x2.hpp" namespace glm { /// @addtogroup core_matrix /// @{ /// 2 columns of 2 components matrix of single-precision floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices typedef mat<2, 2, float, defaultp> mat2x2; /// 2 columns of 2 components matrix of single-precision floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices typedef mat<2, 2, float, defaultp> mat2; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_float2x2_precision.hpp ================================================ /// @ref core /// @file glm/ext/matrix_float2x2_precision.hpp #pragma once #include "../detail/type_mat2x2.hpp" namespace glm { /// @addtogroup core_matrix_precision /// @{ /// 2 columns of 2 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<2, 2, float, lowp> lowp_mat2; /// 2 columns of 2 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<2, 2, float, mediump> mediump_mat2; /// 2 columns of 2 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<2, 2, float, highp> highp_mat2; /// 2 columns of 2 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<2, 2, float, lowp> lowp_mat2x2; /// 2 columns of 2 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<2, 2, float, mediump> mediump_mat2x2; /// 2 columns of 2 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<2, 2, float, highp> highp_mat2x2; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_float2x3.hpp ================================================ /// @ref core /// @file glm/ext/matrix_float2x3.hpp #pragma once #include "../detail/type_mat2x3.hpp" namespace glm { /// @addtogroup core_matrix /// @{ /// 2 columns of 3 components matrix of single-precision floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices typedef mat<2, 3, float, defaultp> mat2x3; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_float2x3_precision.hpp ================================================ /// @ref core /// @file glm/ext/matrix_float2x3_precision.hpp #pragma once #include "../detail/type_mat2x3.hpp" namespace glm { /// @addtogroup core_matrix_precision /// @{ /// 2 columns of 3 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<2, 3, float, lowp> lowp_mat2x3; /// 2 columns of 3 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<2, 3, float, mediump> mediump_mat2x3; /// 2 columns of 3 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<2, 3, float, highp> highp_mat2x3; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_float2x4.hpp ================================================ /// @ref core /// @file glm/ext/matrix_float2x4.hpp #pragma once #include "../detail/type_mat2x4.hpp" namespace glm { /// @addtogroup core_matrix /// @{ /// 2 columns of 4 components matrix of single-precision floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices typedef mat<2, 4, float, defaultp> mat2x4; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_float2x4_precision.hpp ================================================ /// @ref core /// @file glm/ext/matrix_float2x4_precision.hpp #pragma once #include "../detail/type_mat2x4.hpp" namespace glm { /// @addtogroup core_matrix_precision /// @{ /// 2 columns of 4 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<2, 4, float, lowp> lowp_mat2x4; /// 2 columns of 4 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<2, 4, float, mediump> mediump_mat2x4; /// 2 columns of 4 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<2, 4, float, highp> highp_mat2x4; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_float3x2.hpp ================================================ /// @ref core /// @file glm/ext/matrix_float3x2.hpp #pragma once #include "../detail/type_mat3x2.hpp" namespace glm { /// @addtogroup core /// @{ /// 3 columns of 2 components matrix of single-precision floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices typedef mat<3, 2, float, defaultp> mat3x2; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_float3x2_precision.hpp ================================================ /// @ref core /// @file glm/ext/matrix_float3x2_precision.hpp #pragma once #include "../detail/type_mat3x2.hpp" namespace glm { /// @addtogroup core_matrix_precision /// @{ /// 3 columns of 2 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<3, 2, float, lowp> lowp_mat3x2; /// 3 columns of 2 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<3, 2, float, mediump> mediump_mat3x2; /// 3 columns of 2 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<3, 2, float, highp> highp_mat3x2; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_float3x3.hpp ================================================ /// @ref core /// @file glm/ext/matrix_float3x3.hpp #pragma once #include "../detail/type_mat3x3.hpp" namespace glm { /// @addtogroup core_matrix /// @{ /// 3 columns of 3 components matrix of single-precision floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices typedef mat<3, 3, float, defaultp> mat3x3; /// 3 columns of 3 components matrix of single-precision floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices typedef mat<3, 3, float, defaultp> mat3; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_float3x3_precision.hpp ================================================ /// @ref core /// @file glm/ext/matrix_float3x3_precision.hpp #pragma once #include "../detail/type_mat3x3.hpp" namespace glm { /// @addtogroup core_matrix_precision /// @{ /// 3 columns of 3 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<3, 3, float, lowp> lowp_mat3; /// 3 columns of 3 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<3, 3, float, mediump> mediump_mat3; /// 3 columns of 3 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<3, 3, float, highp> highp_mat3; /// 3 columns of 3 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<3, 3, float, lowp> lowp_mat3x3; /// 3 columns of 3 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<3, 3, float, mediump> mediump_mat3x3; /// 3 columns of 3 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<3, 3, float, highp> highp_mat3x3; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_float3x4.hpp ================================================ /// @ref core /// @file glm/ext/matrix_float3x4.hpp #pragma once #include "../detail/type_mat3x4.hpp" namespace glm { /// @addtogroup core_matrix /// @{ /// 3 columns of 4 components matrix of single-precision floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices typedef mat<3, 4, float, defaultp> mat3x4; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_float3x4_precision.hpp ================================================ /// @ref core /// @file glm/ext/matrix_float3x4_precision.hpp #pragma once #include "../detail/type_mat3x4.hpp" namespace glm { /// @addtogroup core_matrix_precision /// @{ /// 3 columns of 4 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<3, 4, float, lowp> lowp_mat3x4; /// 3 columns of 4 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<3, 4, float, mediump> mediump_mat3x4; /// 3 columns of 4 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<3, 4, float, highp> highp_mat3x4; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_float4x2.hpp ================================================ /// @ref core /// @file glm/ext/matrix_float4x2.hpp #pragma once #include "../detail/type_mat4x2.hpp" namespace glm { /// @addtogroup core_matrix /// @{ /// 4 columns of 2 components matrix of single-precision floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices typedef mat<4, 2, float, defaultp> mat4x2; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_float4x2_precision.hpp ================================================ /// @ref core /// @file glm/ext/matrix_float2x2_precision.hpp #pragma once #include "../detail/type_mat2x2.hpp" namespace glm { /// @addtogroup core_matrix_precision /// @{ /// 4 columns of 2 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<4, 2, float, lowp> lowp_mat4x2; /// 4 columns of 2 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<4, 2, float, mediump> mediump_mat4x2; /// 4 columns of 2 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<4, 2, float, highp> highp_mat4x2; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_float4x3.hpp ================================================ /// @ref core /// @file glm/ext/matrix_float4x3.hpp #pragma once #include "../detail/type_mat4x3.hpp" namespace glm { /// @addtogroup core_matrix /// @{ /// 4 columns of 3 components matrix of single-precision floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices typedef mat<4, 3, float, defaultp> mat4x3; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_float4x3_precision.hpp ================================================ /// @ref core /// @file glm/ext/matrix_float4x3_precision.hpp #pragma once #include "../detail/type_mat4x3.hpp" namespace glm { /// @addtogroup core_matrix_precision /// @{ /// 4 columns of 3 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<4, 3, float, lowp> lowp_mat4x3; /// 4 columns of 3 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<4, 3, float, mediump> mediump_mat4x3; /// 4 columns of 3 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<4, 3, float, highp> highp_mat4x3; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_float4x4.hpp ================================================ /// @ref core /// @file glm/ext/matrix_float4x4.hpp #pragma once #include "../detail/type_mat4x4.hpp" namespace glm { /// @ingroup core_matrix /// @{ /// 4 columns of 4 components matrix of single-precision floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices typedef mat<4, 4, float, defaultp> mat4x4; /// 4 columns of 4 components matrix of single-precision floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices typedef mat<4, 4, float, defaultp> mat4; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_float4x4_precision.hpp ================================================ /// @ref core /// @file glm/ext/matrix_float4x4_precision.hpp #pragma once #include "../detail/type_mat4x4.hpp" namespace glm { /// @addtogroup core_matrix_precision /// @{ /// 4 columns of 4 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<4, 4, float, lowp> lowp_mat4; /// 4 columns of 4 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<4, 4, float, mediump> mediump_mat4; /// 4 columns of 4 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<4, 4, float, highp> highp_mat4; /// 4 columns of 4 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<4, 4, float, lowp> lowp_mat4x4; /// 4 columns of 4 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<4, 4, float, mediump> mediump_mat4x4; /// 4 columns of 4 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef mat<4, 4, float, highp> highp_mat4x4; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_int2x2.hpp ================================================ /// @ref ext_matrix_int2x2 /// @file glm/ext/matrix_int2x2.hpp /// /// @see core (dependence) /// /// @defgroup ext_matrix_int2x2 GLM_EXT_matrix_int2x2 /// @ingroup ext /// /// Include to use the features of this extension. /// /// Defines a number of matrices with integer types. #pragma once // Dependency: #include "../mat2x2.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_matrix_int2x2 extension included") #endif namespace glm { /// @addtogroup ext_matrix_int2x2 /// @{ /// Signed integer 2x2 matrix. /// /// @see ext_matrix_int2x2 typedef mat<2, 2, int, defaultp> imat2x2; /// Signed integer 2x2 matrix. /// /// @see ext_matrix_int2x2 typedef mat<2, 2, int, defaultp> imat2; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_int2x2_sized.hpp ================================================ /// @ref ext_matrix_int2x2_sized /// @file glm/ext/matrix_int2x2_sized.hpp /// /// @see core (dependence) /// /// @defgroup ext_matrix_int2x2_sized GLM_EXT_matrix_int2x2_sized /// @ingroup ext /// /// Include to use the features of this extension. /// /// Defines a number of matrices with integer types. #pragma once // Dependency: #include "../mat2x2.hpp" #include "../ext/scalar_int_sized.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_matrix_int2x2_sized extension included") #endif namespace glm { /// @addtogroup ext_matrix_int2x2_sized /// @{ /// 8 bit signed integer 2x2 matrix. /// /// @see ext_matrix_int2x2_sized typedef mat<2, 2, int8, defaultp> i8mat2x2; /// 16 bit signed integer 2x2 matrix. /// /// @see ext_matrix_int2x2_sized typedef mat<2, 2, int16, defaultp> i16mat2x2; /// 32 bit signed integer 2x2 matrix. /// /// @see ext_matrix_int2x2_sized typedef mat<2, 2, int32, defaultp> i32mat2x2; /// 64 bit signed integer 2x2 matrix. /// /// @see ext_matrix_int2x2_sized typedef mat<2, 2, int64, defaultp> i64mat2x2; /// 8 bit signed integer 2x2 matrix. /// /// @see ext_matrix_int2x2_sized typedef mat<2, 2, int8, defaultp> i8mat2; /// 16 bit signed integer 2x2 matrix. /// /// @see ext_matrix_int2x2_sized typedef mat<2, 2, int16, defaultp> i16mat2; /// 32 bit signed integer 2x2 matrix. /// /// @see ext_matrix_int2x2_sized typedef mat<2, 2, int32, defaultp> i32mat2; /// 64 bit signed integer 2x2 matrix. /// /// @see ext_matrix_int2x2_sized typedef mat<2, 2, int64, defaultp> i64mat2; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_int2x3.hpp ================================================ /// @ref ext_matrix_int2x3 /// @file glm/ext/matrix_int2x3.hpp /// /// @see core (dependence) /// /// @defgroup ext_matrix_int2x3 GLM_EXT_matrix_int2x3 /// @ingroup ext /// /// Include to use the features of this extension. /// /// Defines a number of matrices with integer types. #pragma once // Dependency: #include "../mat2x3.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_matrix_int2x3 extension included") #endif namespace glm { /// @addtogroup ext_matrix_int2x3 /// @{ /// Signed integer 2x3 matrix. /// /// @see ext_matrix_int2x3 typedef mat<2, 3, int, defaultp> imat2x3; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_int2x3_sized.hpp ================================================ /// @ref ext_matrix_int2x3_sized /// @file glm/ext/matrix_int2x3_sized.hpp /// /// @see core (dependence) /// /// @defgroup ext_matrix_int2x3_sized GLM_EXT_matrix_int2x3_sized /// @ingroup ext /// /// Include to use the features of this extension. /// /// Defines a number of matrices with integer types. #pragma once // Dependency: #include "../mat2x3.hpp" #include "../ext/scalar_int_sized.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_matrix_int2x3_sized extension included") #endif namespace glm { /// @addtogroup ext_matrix_int2x3_sized /// @{ /// 8 bit signed integer 2x3 matrix. /// /// @see ext_matrix_int2x3_sized typedef mat<2, 3, int8, defaultp> i8mat2x3; /// 16 bit signed integer 2x3 matrix. /// /// @see ext_matrix_int2x3_sized typedef mat<2, 3, int16, defaultp> i16mat2x3; /// 32 bit signed integer 2x3 matrix. /// /// @see ext_matrix_int2x3_sized typedef mat<2, 3, int32, defaultp> i32mat2x3; /// 64 bit signed integer 2x3 matrix. /// /// @see ext_matrix_int2x3_sized typedef mat<2, 3, int64, defaultp> i64mat2x3; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_int2x4.hpp ================================================ /// @ref ext_matrix_int2x4 /// @file glm/ext/matrix_int2x4.hpp /// /// @see core (dependence) /// /// @defgroup ext_matrix_int2x4 GLM_EXT_matrix_int2x4 /// @ingroup ext /// /// Include to use the features of this extension. /// /// Defines a number of matrices with integer types. #pragma once // Dependency: #include "../mat2x4.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_matrix_int2x4 extension included") #endif namespace glm { /// @addtogroup ext_matrix_int2x4 /// @{ /// Signed integer 2x4 matrix. /// /// @see ext_matrix_int2x4 typedef mat<2, 4, int, defaultp> imat2x4; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_int2x4_sized.hpp ================================================ /// @ref ext_matrix_int2x4_sized /// @file glm/ext/matrix_int2x4_sized.hpp /// /// @see core (dependence) /// /// @defgroup ext_matrix_int2x4_sized GLM_EXT_matrix_int2x4_sized /// @ingroup ext /// /// Include to use the features of this extension. /// /// Defines a number of matrices with integer types. #pragma once // Dependency: #include "../mat2x4.hpp" #include "../ext/scalar_int_sized.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_matrix_int2x4_sized extension included") #endif namespace glm { /// @addtogroup ext_matrix_int2x4_sized /// @{ /// 8 bit signed integer 2x4 matrix. /// /// @see ext_matrix_int2x4_sized typedef mat<2, 4, int8, defaultp> i8mat2x4; /// 16 bit signed integer 2x4 matrix. /// /// @see ext_matrix_int2x4_sized typedef mat<2, 4, int16, defaultp> i16mat2x4; /// 32 bit signed integer 2x4 matrix. /// /// @see ext_matrix_int2x4_sized typedef mat<2, 4, int32, defaultp> i32mat2x4; /// 64 bit signed integer 2x4 matrix. /// /// @see ext_matrix_int2x4_sized typedef mat<2, 4, int64, defaultp> i64mat2x4; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_int3x2.hpp ================================================ /// @ref ext_matrix_int3x2 /// @file glm/ext/matrix_int3x2.hpp /// /// @see core (dependence) /// /// @defgroup ext_matrix_int3x2 GLM_EXT_matrix_int3x2 /// @ingroup ext /// /// Include to use the features of this extension. /// /// Defines a number of matrices with integer types. #pragma once // Dependency: #include "../mat3x2.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_matrix_int3x2 extension included") #endif namespace glm { /// @addtogroup ext_matrix_int3x2 /// @{ /// Signed integer 3x2 matrix. /// /// @see ext_matrix_int3x2 typedef mat<3, 2, int, defaultp> imat3x2; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_int3x2_sized.hpp ================================================ /// @ref ext_matrix_int3x2_sized /// @file glm/ext/matrix_int3x2_sized.hpp /// /// @see core (dependence) /// /// @defgroup ext_matrix_int3x2_sized GLM_EXT_matrix_int3x2_sized /// @ingroup ext /// /// Include to use the features of this extension. /// /// Defines a number of matrices with integer types. #pragma once // Dependency: #include "../mat3x2.hpp" #include "../ext/scalar_int_sized.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_matrix_int3x2_sized extension included") #endif namespace glm { /// @addtogroup ext_matrix_int3x2_sized /// @{ /// 8 bit signed integer 3x2 matrix. /// /// @see ext_matrix_int3x2_sized typedef mat<3, 2, int8, defaultp> i8mat3x2; /// 16 bit signed integer 3x2 matrix. /// /// @see ext_matrix_int3x2_sized typedef mat<3, 2, int16, defaultp> i16mat3x2; /// 32 bit signed integer 3x2 matrix. /// /// @see ext_matrix_int3x2_sized typedef mat<3, 2, int32, defaultp> i32mat3x2; /// 64 bit signed integer 3x2 matrix. /// /// @see ext_matrix_int3x2_sized typedef mat<3, 2, int64, defaultp> i64mat3x2; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_int3x3.hpp ================================================ /// @ref ext_matrix_int3x3 /// @file glm/ext/matrix_int3x3.hpp /// /// @see core (dependence) /// /// @defgroup ext_matrix_int3x3 GLM_EXT_matrix_int3x3 /// @ingroup ext /// /// Include to use the features of this extension. /// /// Defines a number of matrices with integer types. #pragma once // Dependency: #include "../mat3x3.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_matrix_int3x3 extension included") #endif namespace glm { /// @addtogroup ext_matrix_int3x3 /// @{ /// Signed integer 3x3 matrix. /// /// @see ext_matrix_int3x3 typedef mat<3, 3, int, defaultp> imat3x3; /// Signed integer 3x3 matrix. /// /// @see ext_matrix_int3x3 typedef mat<3, 3, int, defaultp> imat3; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_int3x3_sized.hpp ================================================ /// @ref ext_matrix_int3x3_sized /// @file glm/ext/matrix_int3x3_sized.hpp /// /// @see core (dependence) /// /// @defgroup ext_matrix_int3x3_sized GLM_EXT_matrix_int3x3_sized /// @ingroup ext /// /// Include to use the features of this extension. /// /// Defines a number of matrices with integer types. #pragma once // Dependency: #include "../mat3x3.hpp" #include "../ext/scalar_int_sized.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_matrix_int3x3_sized extension included") #endif namespace glm { /// @addtogroup ext_matrix_int3x3_sized /// @{ /// 8 bit signed integer 3x3 matrix. /// /// @see ext_matrix_int3x3_sized typedef mat<3, 3, int8, defaultp> i8mat3x3; /// 16 bit signed integer 3x3 matrix. /// /// @see ext_matrix_int3x3_sized typedef mat<3, 3, int16, defaultp> i16mat3x3; /// 32 bit signed integer 3x3 matrix. /// /// @see ext_matrix_int3x3_sized typedef mat<3, 3, int32, defaultp> i32mat3x3; /// 64 bit signed integer 3x3 matrix. /// /// @see ext_matrix_int3x3_sized typedef mat<3, 3, int64, defaultp> i64mat3x3; /// 8 bit signed integer 3x3 matrix. /// /// @see ext_matrix_int3x3_sized typedef mat<3, 3, int8, defaultp> i8mat3; /// 16 bit signed integer 3x3 matrix. /// /// @see ext_matrix_int3x3_sized typedef mat<3, 3, int16, defaultp> i16mat3; /// 32 bit signed integer 3x3 matrix. /// /// @see ext_matrix_int3x3_sized typedef mat<3, 3, int32, defaultp> i32mat3; /// 64 bit signed integer 3x3 matrix. /// /// @see ext_matrix_int3x3_sized typedef mat<3, 3, int64, defaultp> i64mat3; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_int3x4.hpp ================================================ /// @ref ext_matrix_int3x4 /// @file glm/ext/matrix_int3x4.hpp /// /// @see core (dependence) /// /// @defgroup ext_matrix_int3x4 GLM_EXT_matrix_int3x4 /// @ingroup ext /// /// Include to use the features of this extension. /// /// Defines a number of matrices with integer types. #pragma once // Dependency: #include "../mat3x4.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_matrix_int3x4 extension included") #endif namespace glm { /// @addtogroup ext_matrix_int3x4 /// @{ /// Signed integer 3x4 matrix. /// /// @see ext_matrix_int3x4 typedef mat<3, 4, int, defaultp> imat3x4; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_int3x4_sized.hpp ================================================ /// @ref ext_matrix_int3x4_sized /// @file glm/ext/matrix_int3x2_sized.hpp /// /// @see core (dependence) /// /// @defgroup ext_matrix_int3x4_sized GLM_EXT_matrix_int3x4_sized /// @ingroup ext /// /// Include to use the features of this extension. /// /// Defines a number of matrices with integer types. #pragma once // Dependency: #include "../mat3x4.hpp" #include "../ext/scalar_int_sized.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_matrix_int3x4_sized extension included") #endif namespace glm { /// @addtogroup ext_matrix_int3x4_sized /// @{ /// 8 bit signed integer 3x4 matrix. /// /// @see ext_matrix_int3x4_sized typedef mat<3, 4, int8, defaultp> i8mat3x4; /// 16 bit signed integer 3x4 matrix. /// /// @see ext_matrix_int3x4_sized typedef mat<3, 4, int16, defaultp> i16mat3x4; /// 32 bit signed integer 3x4 matrix. /// /// @see ext_matrix_int3x4_sized typedef mat<3, 4, int32, defaultp> i32mat3x4; /// 64 bit signed integer 3x4 matrix. /// /// @see ext_matrix_int3x4_sized typedef mat<3, 4, int64, defaultp> i64mat3x4; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_int4x2.hpp ================================================ /// @ref ext_matrix_int4x2 /// @file glm/ext/matrix_int4x2.hpp /// /// @see core (dependence) /// /// @defgroup ext_matrix_int4x2 GLM_EXT_matrix_int4x2 /// @ingroup ext /// /// Include to use the features of this extension. /// /// Defines a number of matrices with integer types. #pragma once // Dependency: #include "../mat4x2.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_matrix_int4x2 extension included") #endif namespace glm { /// @addtogroup ext_matrix_int4x2 /// @{ /// Signed integer 4x2 matrix. /// /// @see ext_matrix_int4x2 typedef mat<4, 2, int, defaultp> imat4x2; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_int4x2_sized.hpp ================================================ /// @ref ext_matrix_int4x2_sized /// @file glm/ext/matrix_int4x2_sized.hpp /// /// @see core (dependence) /// /// @defgroup ext_matrix_int4x2_sized GLM_EXT_matrix_int4x2_sized /// @ingroup ext /// /// Include to use the features of this extension. /// /// Defines a number of matrices with integer types. #pragma once // Dependency: #include "../mat4x2.hpp" #include "../ext/scalar_int_sized.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_matrix_int4x2_sized extension included") #endif namespace glm { /// @addtogroup ext_matrix_int4x2_sized /// @{ /// 8 bit signed integer 4x2 matrix. /// /// @see ext_matrix_int4x2_sized typedef mat<4, 2, int8, defaultp> i8mat4x2; /// 16 bit signed integer 4x2 matrix. /// /// @see ext_matrix_int4x2_sized typedef mat<4, 2, int16, defaultp> i16mat4x2; /// 32 bit signed integer 4x2 matrix. /// /// @see ext_matrix_int4x2_sized typedef mat<4, 2, int32, defaultp> i32mat4x2; /// 64 bit signed integer 4x2 matrix. /// /// @see ext_matrix_int4x2_sized typedef mat<4, 2, int64, defaultp> i64mat4x2; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_int4x3.hpp ================================================ /// @ref ext_matrix_int4x3 /// @file glm/ext/matrix_int4x3.hpp /// /// @see core (dependence) /// /// @defgroup ext_matrix_int4x3 GLM_EXT_matrix_int4x3 /// @ingroup ext /// /// Include to use the features of this extension. /// /// Defines a number of matrices with integer types. #pragma once // Dependency: #include "../mat4x3.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_matrix_int4x3 extension included") #endif namespace glm { /// @addtogroup ext_matrix_int4x3 /// @{ /// Signed integer 4x3 matrix. /// /// @see ext_matrix_int4x3 typedef mat<4, 3, int, defaultp> imat4x3; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_int4x3_sized.hpp ================================================ /// @ref ext_matrix_int4x3_sized /// @file glm/ext/matrix_int4x3_sized.hpp /// /// @see core (dependence) /// /// @defgroup ext_matrix_int4x3_sized GLM_EXT_matrix_int4x3_sized /// @ingroup ext /// /// Include to use the features of this extension. /// /// Defines a number of matrices with integer types. #pragma once // Dependency: #include "../mat4x3.hpp" #include "../ext/scalar_int_sized.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_matrix_int4x3_sized extension included") #endif namespace glm { /// @addtogroup ext_matrix_int4x3_sized /// @{ /// 8 bit signed integer 4x3 matrix. /// /// @see ext_matrix_int4x3_sized typedef mat<4, 3, int8, defaultp> i8mat4x3; /// 16 bit signed integer 4x3 matrix. /// /// @see ext_matrix_int4x3_sized typedef mat<4, 3, int16, defaultp> i16mat4x3; /// 32 bit signed integer 4x3 matrix. /// /// @see ext_matrix_int4x3_sized typedef mat<4, 3, int32, defaultp> i32mat4x3; /// 64 bit signed integer 4x3 matrix. /// /// @see ext_matrix_int4x3_sized typedef mat<4, 3, int64, defaultp> i64mat4x3; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_int4x4.hpp ================================================ /// @ref ext_matrix_int4x4 /// @file glm/ext/matrix_int4x4.hpp /// /// @see core (dependence) /// /// @defgroup ext_matrix_int4x4 GLM_EXT_matrix_int4x4 /// @ingroup ext /// /// Include to use the features of this extension. /// /// Defines a number of matrices with integer types. #pragma once // Dependency: #include "../mat4x4.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_matrix_int4x4 extension included") #endif namespace glm { /// @addtogroup ext_matrix_int4x4 /// @{ /// Signed integer 4x4 matrix. /// /// @see ext_matrix_int4x4 typedef mat<4, 4, int, defaultp> imat4x4; /// Signed integer 4x4 matrix. /// /// @see ext_matrix_int4x4 typedef mat<4, 4, int, defaultp> imat4; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_int4x4_sized.hpp ================================================ /// @ref ext_matrix_int4x4_sized /// @file glm/ext/matrix_int4x4_sized.hpp /// /// @see core (dependence) /// /// @defgroup ext_matrix_int4x4_sized GLM_EXT_matrix_int4x4_sized /// @ingroup ext /// /// Include to use the features of this extension. /// /// Defines a number of matrices with integer types. #pragma once // Dependency: #include "../mat4x4.hpp" #include "../ext/scalar_int_sized.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_matrix_int4x4_sized extension included") #endif namespace glm { /// @addtogroup ext_matrix_int4x4_sized /// @{ /// 8 bit signed integer 4x4 matrix. /// /// @see ext_matrix_int4x4_sized typedef mat<4, 4, int8, defaultp> i8mat4x4; /// 16 bit signed integer 4x4 matrix. /// /// @see ext_matrix_int4x4_sized typedef mat<4, 4, int16, defaultp> i16mat4x4; /// 32 bit signed integer 4x4 matrix. /// /// @see ext_matrix_int4x4_sized typedef mat<4, 4, int32, defaultp> i32mat4x4; /// 64 bit signed integer 4x4 matrix. /// /// @see ext_matrix_int4x4_sized typedef mat<4, 4, int64, defaultp> i64mat4x4; /// 8 bit signed integer 4x4 matrix. /// /// @see ext_matrix_int4x4_sized typedef mat<4, 4, int8, defaultp> i8mat4; /// 16 bit signed integer 4x4 matrix. /// /// @see ext_matrix_int4x4_sized typedef mat<4, 4, int16, defaultp> i16mat4; /// 32 bit signed integer 4x4 matrix. /// /// @see ext_matrix_int4x4_sized typedef mat<4, 4, int32, defaultp> i32mat4; /// 64 bit signed integer 4x4 matrix. /// /// @see ext_matrix_int4x4_sized typedef mat<4, 4, int64, defaultp> i64mat4; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_projection.hpp ================================================ /// @ref ext_matrix_projection /// @file glm/ext/matrix_projection.hpp /// /// @defgroup ext_matrix_projection GLM_EXT_matrix_projection /// @ingroup ext /// /// Functions that generate common projection transformation matrices. /// /// The matrices generated by this extension use standard OpenGL fixed-function /// conventions. For example, the lookAt function generates a transform from world /// space into the specific eye space that the projective matrix functions /// (perspective, ortho, etc) are designed to expect. The OpenGL compatibility /// specifications defines the particular layout of this eye space. /// /// Include to use the features of this extension. /// /// @see ext_matrix_transform /// @see ext_matrix_clip_space #pragma once // Dependencies #include "../gtc/constants.hpp" #include "../geometric.hpp" #include "../trigonometric.hpp" #include "../matrix.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_matrix_projection extension included") #endif namespace glm { /// @addtogroup ext_matrix_projection /// @{ /// Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates. /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) /// /// @param obj Specify the object coordinates. /// @param model Specifies the current modelview matrix /// @param proj Specifies the current projection matrix /// @param viewport Specifies the current viewport /// @return Return the computed window coordinates. /// @tparam T Native type used for the computation. Currently supported: half (not recommended), float or double. /// @tparam U Currently supported: Floating-point types and integer types. /// /// @see gluProject man page template GLM_FUNC_DECL vec<3, T, Q> projectZO( vec<3, T, Q> const& obj, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport); /// Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates. /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) /// /// @param obj Specify the object coordinates. /// @param model Specifies the current modelview matrix /// @param proj Specifies the current projection matrix /// @param viewport Specifies the current viewport /// @return Return the computed window coordinates. /// @tparam T Native type used for the computation. Currently supported: half (not recommended), float or double. /// @tparam U Currently supported: Floating-point types and integer types. /// /// @see gluProject man page template GLM_FUNC_DECL vec<3, T, Q> projectNO( vec<3, T, Q> const& obj, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport); /// Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates using default near and far clip planes definition. /// To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE. /// /// @param obj Specify the object coordinates. /// @param model Specifies the current modelview matrix /// @param proj Specifies the current projection matrix /// @param viewport Specifies the current viewport /// @return Return the computed window coordinates. /// @tparam T Native type used for the computation. Currently supported: half (not recommended), float or double. /// @tparam U Currently supported: Floating-point types and integer types. /// /// @see gluProject man page template GLM_FUNC_DECL vec<3, T, Q> project( vec<3, T, Q> const& obj, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport); /// Map the specified window coordinates (win.x, win.y, win.z) into object coordinates. /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) /// /// @param win Specify the window coordinates to be mapped. /// @param model Specifies the modelview matrix /// @param proj Specifies the projection matrix /// @param viewport Specifies the viewport /// @return Returns the computed object coordinates. /// @tparam T Native type used for the computation. Currently supported: half (not recommended), float or double. /// @tparam U Currently supported: Floating-point types and integer types. /// /// @see gluUnProject man page template GLM_FUNC_DECL vec<3, T, Q> unProjectZO( vec<3, T, Q> const& win, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport); /// Map the specified window coordinates (win.x, win.y, win.z) into object coordinates. /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) /// /// @param win Specify the window coordinates to be mapped. /// @param model Specifies the modelview matrix /// @param proj Specifies the projection matrix /// @param viewport Specifies the viewport /// @return Returns the computed object coordinates. /// @tparam T Native type used for the computation. Currently supported: half (not recommended), float or double. /// @tparam U Currently supported: Floating-point types and integer types. /// /// @see gluUnProject man page template GLM_FUNC_DECL vec<3, T, Q> unProjectNO( vec<3, T, Q> const& win, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport); /// Map the specified window coordinates (win.x, win.y, win.z) into object coordinates using default near and far clip planes definition. /// To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE. /// /// @param win Specify the window coordinates to be mapped. /// @param model Specifies the modelview matrix /// @param proj Specifies the projection matrix /// @param viewport Specifies the viewport /// @return Returns the computed object coordinates. /// @tparam T Native type used for the computation. Currently supported: half (not recommended), float or double. /// @tparam U Currently supported: Floating-point types and integer types. /// /// @see gluUnProject man page template GLM_FUNC_DECL vec<3, T, Q> unProject( vec<3, T, Q> const& win, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport); /// Define a picking region /// /// @param center Specify the center of a picking region in window coordinates. /// @param delta Specify the width and height, respectively, of the picking region in window coordinates. /// @param viewport Rendering viewport /// @tparam T Native type used for the computation. Currently supported: half (not recommended), float or double. /// @tparam U Currently supported: Floating-point types and integer types. /// /// @see gluPickMatrix man page template GLM_FUNC_DECL mat<4, 4, T, Q> pickMatrix( vec<2, T, Q> const& center, vec<2, T, Q> const& delta, vec<4, U, Q> const& viewport); /// @} }//namespace glm #include "matrix_projection.inl" ================================================ FILE: third_party/glm/ext/matrix_projection.inl ================================================ namespace glm { template GLM_FUNC_QUALIFIER vec<3, T, Q> projectZO(vec<3, T, Q> const& obj, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport) { vec<4, T, Q> tmp = vec<4, T, Q>(obj, static_cast(1)); tmp = model * tmp; tmp = proj * tmp; tmp /= tmp.w; tmp.x = tmp.x * static_cast(0.5) + static_cast(0.5); tmp.y = tmp.y * static_cast(0.5) + static_cast(0.5); tmp[0] = tmp[0] * T(viewport[2]) + T(viewport[0]); tmp[1] = tmp[1] * T(viewport[3]) + T(viewport[1]); return vec<3, T, Q>(tmp); } template GLM_FUNC_QUALIFIER vec<3, T, Q> projectNO(vec<3, T, Q> const& obj, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport) { vec<4, T, Q> tmp = vec<4, T, Q>(obj, static_cast(1)); tmp = model * tmp; tmp = proj * tmp; tmp /= tmp.w; tmp = tmp * static_cast(0.5) + static_cast(0.5); tmp[0] = tmp[0] * T(viewport[2]) + T(viewport[0]); tmp[1] = tmp[1] * T(viewport[3]) + T(viewport[1]); return vec<3, T, Q>(tmp); } template GLM_FUNC_QUALIFIER vec<3, T, Q> project(vec<3, T, Q> const& obj, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport) { # if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_ZO_BIT return projectZO(obj, model, proj, viewport); # else return projectNO(obj, model, proj, viewport); # endif } template GLM_FUNC_QUALIFIER vec<3, T, Q> unProjectZO(vec<3, T, Q> const& win, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport) { mat<4, 4, T, Q> Inverse = inverse(proj * model); vec<4, T, Q> tmp = vec<4, T, Q>(win, T(1)); tmp.x = (tmp.x - T(viewport[0])) / T(viewport[2]); tmp.y = (tmp.y - T(viewport[1])) / T(viewport[3]); tmp.x = tmp.x * static_cast(2) - static_cast(1); tmp.y = tmp.y * static_cast(2) - static_cast(1); vec<4, T, Q> obj = Inverse * tmp; obj /= obj.w; return vec<3, T, Q>(obj); } template GLM_FUNC_QUALIFIER vec<3, T, Q> unProjectNO(vec<3, T, Q> const& win, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport) { mat<4, 4, T, Q> Inverse = inverse(proj * model); vec<4, T, Q> tmp = vec<4, T, Q>(win, T(1)); tmp.x = (tmp.x - T(viewport[0])) / T(viewport[2]); tmp.y = (tmp.y - T(viewport[1])) / T(viewport[3]); tmp = tmp * static_cast(2) - static_cast(1); vec<4, T, Q> obj = Inverse * tmp; obj /= obj.w; return vec<3, T, Q>(obj); } template GLM_FUNC_QUALIFIER vec<3, T, Q> unProject(vec<3, T, Q> const& win, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport) { # if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_ZO_BIT return unProjectZO(win, model, proj, viewport); # else return unProjectNO(win, model, proj, viewport); # endif } template GLM_FUNC_QUALIFIER mat<4, 4, T, Q> pickMatrix(vec<2, T, Q> const& center, vec<2, T, Q> const& delta, vec<4, U, Q> const& viewport) { assert(delta.x > static_cast(0) && delta.y > static_cast(0)); mat<4, 4, T, Q> Result(static_cast(1)); if(!(delta.x > static_cast(0) && delta.y > static_cast(0))) return Result; // Error vec<3, T, Q> Temp( (static_cast(viewport[2]) - static_cast(2) * (center.x - static_cast(viewport[0]))) / delta.x, (static_cast(viewport[3]) - static_cast(2) * (center.y - static_cast(viewport[1]))) / delta.y, static_cast(0)); // Translate and scale the picked region to the entire window Result = translate(Result, Temp); return scale(Result, vec<3, T, Q>(static_cast(viewport[2]) / delta.x, static_cast(viewport[3]) / delta.y, static_cast(1))); } }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_relational.hpp ================================================ /// @ref ext_matrix_relational /// @file glm/ext/matrix_relational.hpp /// /// @defgroup ext_matrix_relational GLM_EXT_matrix_relational /// @ingroup ext /// /// Exposes comparison functions for matrix types that take a user defined epsilon values. /// /// Include to use the features of this extension. /// /// @see ext_vector_relational /// @see ext_scalar_relational /// @see ext_quaternion_relational #pragma once // Dependencies #include "../detail/qualifier.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_matrix_relational extension included") #endif namespace glm { /// @addtogroup ext_matrix_relational /// @{ /// Perform a component-wise equal-to comparison of two matrices. /// Return a boolean vector which components value is True if this expression is satisfied per column of the matrices. /// /// @tparam C Integer between 1 and 4 included that qualify the number of columns of the matrix /// @tparam R Integer between 1 and 4 included that qualify the number of rows of the matrix /// @tparam T Floating-point or integer scalar types /// @tparam Q Value from qualifier enum template GLM_FUNC_DECL GLM_CONSTEXPR vec equal(mat const& x, mat const& y); /// Perform a component-wise not-equal-to comparison of two matrices. /// Return a boolean vector which components value is True if this expression is satisfied per column of the matrices. /// /// @tparam C Integer between 1 and 4 included that qualify the number of columns of the matrix /// @tparam R Integer between 1 and 4 included that qualify the number of rows of the matrix /// @tparam T Floating-point or integer scalar types /// @tparam Q Value from qualifier enum template GLM_FUNC_DECL GLM_CONSTEXPR vec notEqual(mat const& x, mat const& y); /// Returns the component-wise comparison of |x - y| < epsilon. /// True if this expression is satisfied. /// /// @tparam C Integer between 1 and 4 included that qualify the number of columns of the matrix /// @tparam R Integer between 1 and 4 included that qualify the number of rows of the matrix /// @tparam T Floating-point or integer scalar types /// @tparam Q Value from qualifier enum template GLM_FUNC_DECL GLM_CONSTEXPR vec equal(mat const& x, mat const& y, T epsilon); /// Returns the component-wise comparison of |x - y| < epsilon. /// True if this expression is satisfied. /// /// @tparam C Integer between 1 and 4 included that qualify the number of columns of the matrix /// @tparam R Integer between 1 and 4 included that qualify the number of rows of the matrix /// @tparam T Floating-point or integer scalar types /// @tparam Q Value from qualifier enum template GLM_FUNC_DECL GLM_CONSTEXPR vec equal(mat const& x, mat const& y, vec const& epsilon); /// Returns the component-wise comparison of |x - y| < epsilon. /// True if this expression is not satisfied. /// /// @tparam C Integer between 1 and 4 included that qualify the number of columns of the matrix /// @tparam R Integer between 1 and 4 included that qualify the number of rows of the matrix /// @tparam T Floating-point or integer scalar types /// @tparam Q Value from qualifier enum template GLM_FUNC_DECL GLM_CONSTEXPR vec notEqual(mat const& x, mat const& y, T epsilon); /// Returns the component-wise comparison of |x - y| >= epsilon. /// True if this expression is not satisfied. /// /// @tparam C Integer between 1 and 4 included that qualify the number of columns of the matrix /// @tparam R Integer between 1 and 4 included that qualify the number of rows of the matrix /// @tparam T Floating-point or integer scalar types /// @tparam Q Value from qualifier enum template GLM_FUNC_DECL GLM_CONSTEXPR vec notEqual(mat const& x, mat const& y, vec const& epsilon); /// Returns the component-wise comparison between two vectors in term of ULPs. /// True if this expression is satisfied. /// /// @tparam C Integer between 1 and 4 included that qualify the number of columns of the matrix /// @tparam R Integer between 1 and 4 included that qualify the number of rows of the matrix /// @tparam T Floating-point /// @tparam Q Value from qualifier enum template GLM_FUNC_DECL GLM_CONSTEXPR vec equal(mat const& x, mat const& y, int ULPs); /// Returns the component-wise comparison between two vectors in term of ULPs. /// True if this expression is satisfied. /// /// @tparam C Integer between 1 and 4 included that qualify the number of columns of the matrix /// @tparam R Integer between 1 and 4 included that qualify the number of rows of the matrix /// @tparam T Floating-point /// @tparam Q Value from qualifier enum template GLM_FUNC_DECL GLM_CONSTEXPR vec equal(mat const& x, mat const& y, vec const& ULPs); /// Returns the component-wise comparison between two vectors in term of ULPs. /// True if this expression is not satisfied. /// /// @tparam C Integer between 1 and 4 included that qualify the number of columns of the matrix /// @tparam R Integer between 1 and 4 included that qualify the number of rows of the matrix /// @tparam T Floating-point /// @tparam Q Value from qualifier enum template GLM_FUNC_DECL GLM_CONSTEXPR vec notEqual(mat const& x, mat const& y, int ULPs); /// Returns the component-wise comparison between two vectors in term of ULPs. /// True if this expression is not satisfied. /// /// @tparam C Integer between 1 and 4 included that qualify the number of columns of the matrix /// @tparam R Integer between 1 and 4 included that qualify the number of rows of the matrix /// @tparam T Floating-point /// @tparam Q Value from qualifier enum template GLM_FUNC_DECL GLM_CONSTEXPR vec notEqual(mat const& x, mat const& y, vec const& ULPs); /// @} }//namespace glm #include "matrix_relational.inl" ================================================ FILE: third_party/glm/ext/matrix_relational.inl ================================================ /// @ref ext_vector_relational /// @file glm/ext/vector_relational.inl // Dependency: #include "../ext/vector_relational.hpp" #include "../common.hpp" namespace glm { template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec equal(mat const& a, mat const& b) { return equal(a, b, static_cast(0)); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec equal(mat const& a, mat const& b, T Epsilon) { return equal(a, b, vec(Epsilon)); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec equal(mat const& a, mat const& b, vec const& Epsilon) { vec Result(true); for(length_t i = 0; i < C; ++i) Result[i] = all(equal(a[i], b[i], Epsilon[i])); return Result; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec notEqual(mat const& x, mat const& y) { return notEqual(x, y, static_cast(0)); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec notEqual(mat const& x, mat const& y, T Epsilon) { return notEqual(x, y, vec(Epsilon)); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec notEqual(mat const& a, mat const& b, vec const& Epsilon) { vec Result(true); for(length_t i = 0; i < C; ++i) Result[i] = any(notEqual(a[i], b[i], Epsilon[i])); return Result; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec equal(mat const& a, mat const& b, int MaxULPs) { return equal(a, b, vec(MaxULPs)); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec equal(mat const& a, mat const& b, vec const& MaxULPs) { vec Result(true); for(length_t i = 0; i < C; ++i) Result[i] = all(equal(a[i], b[i], MaxULPs[i])); return Result; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec notEqual(mat const& x, mat const& y, int MaxULPs) { return notEqual(x, y, vec(MaxULPs)); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec notEqual(mat const& a, mat const& b, vec const& MaxULPs) { vec Result(true); for(length_t i = 0; i < C; ++i) Result[i] = any(notEqual(a[i], b[i], MaxULPs[i])); return Result; } }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_transform.hpp ================================================ /// @ref ext_matrix_transform /// @file glm/ext/matrix_transform.hpp /// /// @defgroup ext_matrix_transform GLM_EXT_matrix_transform /// @ingroup ext /// /// Defines functions that generate common transformation matrices. /// /// The matrices generated by this extension use standard OpenGL fixed-function /// conventions. For example, the lookAt function generates a transform from world /// space into the specific eye space that the projective matrix functions /// (perspective, ortho, etc) are designed to expect. The OpenGL compatibility /// specifications defines the particular layout of this eye space. /// /// Include to use the features of this extension. /// /// @see ext_matrix_projection /// @see ext_matrix_clip_space #pragma once // Dependencies #include "../gtc/constants.hpp" #include "../geometric.hpp" #include "../trigonometric.hpp" #include "../matrix.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_matrix_transform extension included") #endif namespace glm { /// @addtogroup ext_matrix_transform /// @{ /// Builds an identity matrix. template GLM_FUNC_DECL GLM_CONSTEXPR genType identity(); /// Builds a translation 4 * 4 matrix created from a vector of 3 components. /// /// @param m Input matrix multiplied by this translation matrix. /// @param v Coordinates of a translation vector. /// /// @tparam T A floating-point scalar type /// @tparam Q A value from qualifier enum /// /// @code /// #include /// #include /// ... /// glm::mat4 m = glm::translate(glm::mat4(1.0f), glm::vec3(1.0f)); /// // m[0][0] == 1.0f, m[0][1] == 0.0f, m[0][2] == 0.0f, m[0][3] == 0.0f /// // m[1][0] == 0.0f, m[1][1] == 1.0f, m[1][2] == 0.0f, m[1][3] == 0.0f /// // m[2][0] == 0.0f, m[2][1] == 0.0f, m[2][2] == 1.0f, m[2][3] == 0.0f /// // m[3][0] == 1.0f, m[3][1] == 1.0f, m[3][2] == 1.0f, m[3][3] == 1.0f /// @endcode /// /// @see - translate(mat<4, 4, T, Q> const& m, T x, T y, T z) /// @see - translate(vec<3, T, Q> const& v) /// @see glTranslate man page template GLM_FUNC_DECL mat<4, 4, T, Q> translate( mat<4, 4, T, Q> const& m, vec<3, T, Q> const& v); /// Builds a rotation 4 * 4 matrix created from an axis vector and an angle. /// /// @param m Input matrix multiplied by this rotation matrix. /// @param angle Rotation angle expressed in radians. /// @param axis Rotation axis, recommended to be normalized. /// /// @tparam T A floating-point scalar type /// @tparam Q A value from qualifier enum /// /// @see - rotate(mat<4, 4, T, Q> const& m, T angle, T x, T y, T z) /// @see - rotate(T angle, vec<3, T, Q> const& v) /// @see glRotate man page template GLM_FUNC_DECL mat<4, 4, T, Q> rotate( mat<4, 4, T, Q> const& m, T angle, vec<3, T, Q> const& axis); /// Builds a scale 4 * 4 matrix created from 3 scalars. /// /// @param m Input matrix multiplied by this scale matrix. /// @param v Ratio of scaling for each axis. /// /// @tparam T A floating-point scalar type /// @tparam Q A value from qualifier enum /// /// @see - scale(mat<4, 4, T, Q> const& m, T x, T y, T z) /// @see - scale(vec<3, T, Q> const& v) /// @see glScale man page template GLM_FUNC_DECL mat<4, 4, T, Q> scale( mat<4, 4, T, Q> const& m, vec<3, T, Q> const& v); /// Build a right handed look at view matrix. /// /// @param eye Position of the camera /// @param center Position where the camera is looking at /// @param up Normalized up vector, how the camera is oriented. Typically (0, 0, 1) /// /// @tparam T A floating-point scalar type /// @tparam Q A value from qualifier enum /// /// @see - frustum(T const& left, T const& right, T const& bottom, T const& top, T const& nearVal, T const& farVal) frustum(T const& left, T const& right, T const& bottom, T const& top, T const& nearVal, T const& farVal) template GLM_FUNC_DECL mat<4, 4, T, Q> lookAtRH( vec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up); /// Build a left handed look at view matrix. /// /// @param eye Position of the camera /// @param center Position where the camera is looking at /// @param up Normalized up vector, how the camera is oriented. Typically (0, 0, 1) /// /// @tparam T A floating-point scalar type /// @tparam Q A value from qualifier enum /// /// @see - frustum(T const& left, T const& right, T const& bottom, T const& top, T const& nearVal, T const& farVal) frustum(T const& left, T const& right, T const& bottom, T const& top, T const& nearVal, T const& farVal) template GLM_FUNC_DECL mat<4, 4, T, Q> lookAtLH( vec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up); /// Build a look at view matrix based on the default handedness. /// /// @param eye Position of the camera /// @param center Position where the camera is looking at /// @param up Normalized up vector, how the camera is oriented. Typically (0, 0, 1) /// /// @tparam T A floating-point scalar type /// @tparam Q A value from qualifier enum /// /// @see - frustum(T const& left, T const& right, T const& bottom, T const& top, T const& nearVal, T const& farVal) frustum(T const& left, T const& right, T const& bottom, T const& top, T const& nearVal, T const& farVal) /// @see gluLookAt man page template GLM_FUNC_DECL mat<4, 4, T, Q> lookAt( vec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up); /// @} }//namespace glm #include "matrix_transform.inl" ================================================ FILE: third_party/glm/ext/matrix_transform.inl ================================================ namespace glm { template GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType identity() { return detail::init_gentype::GENTYPE>::identity(); } template GLM_FUNC_QUALIFIER mat<4, 4, T, Q> translate(mat<4, 4, T, Q> const& m, vec<3, T, Q> const& v) { mat<4, 4, T, Q> Result(m); Result[3] = m[0] * v[0] + m[1] * v[1] + m[2] * v[2] + m[3]; return Result; } template GLM_FUNC_QUALIFIER mat<4, 4, T, Q> rotate(mat<4, 4, T, Q> const& m, T angle, vec<3, T, Q> const& v) { T const a = angle; T const c = cos(a); T const s = sin(a); vec<3, T, Q> axis(normalize(v)); vec<3, T, Q> temp((T(1) - c) * axis); mat<4, 4, T, Q> Rotate; Rotate[0][0] = c + temp[0] * axis[0]; Rotate[0][1] = temp[0] * axis[1] + s * axis[2]; Rotate[0][2] = temp[0] * axis[2] - s * axis[1]; Rotate[1][0] = temp[1] * axis[0] - s * axis[2]; Rotate[1][1] = c + temp[1] * axis[1]; Rotate[1][2] = temp[1] * axis[2] + s * axis[0]; Rotate[2][0] = temp[2] * axis[0] + s * axis[1]; Rotate[2][1] = temp[2] * axis[1] - s * axis[0]; Rotate[2][2] = c + temp[2] * axis[2]; mat<4, 4, T, Q> Result; Result[0] = m[0] * Rotate[0][0] + m[1] * Rotate[0][1] + m[2] * Rotate[0][2]; Result[1] = m[0] * Rotate[1][0] + m[1] * Rotate[1][1] + m[2] * Rotate[1][2]; Result[2] = m[0] * Rotate[2][0] + m[1] * Rotate[2][1] + m[2] * Rotate[2][2]; Result[3] = m[3]; return Result; } template GLM_FUNC_QUALIFIER mat<4, 4, T, Q> rotate_slow(mat<4, 4, T, Q> const& m, T angle, vec<3, T, Q> const& v) { T const a = angle; T const c = cos(a); T const s = sin(a); mat<4, 4, T, Q> Result; vec<3, T, Q> axis = normalize(v); Result[0][0] = c + (static_cast(1) - c) * axis.x * axis.x; Result[0][1] = (static_cast(1) - c) * axis.x * axis.y + s * axis.z; Result[0][2] = (static_cast(1) - c) * axis.x * axis.z - s * axis.y; Result[0][3] = static_cast(0); Result[1][0] = (static_cast(1) - c) * axis.y * axis.x - s * axis.z; Result[1][1] = c + (static_cast(1) - c) * axis.y * axis.y; Result[1][2] = (static_cast(1) - c) * axis.y * axis.z + s * axis.x; Result[1][3] = static_cast(0); Result[2][0] = (static_cast(1) - c) * axis.z * axis.x + s * axis.y; Result[2][1] = (static_cast(1) - c) * axis.z * axis.y - s * axis.x; Result[2][2] = c + (static_cast(1) - c) * axis.z * axis.z; Result[2][3] = static_cast(0); Result[3] = vec<4, T, Q>(0, 0, 0, 1); return m * Result; } template GLM_FUNC_QUALIFIER mat<4, 4, T, Q> scale(mat<4, 4, T, Q> const& m, vec<3, T, Q> const& v) { mat<4, 4, T, Q> Result; Result[0] = m[0] * v[0]; Result[1] = m[1] * v[1]; Result[2] = m[2] * v[2]; Result[3] = m[3]; return Result; } template GLM_FUNC_QUALIFIER mat<4, 4, T, Q> scale_slow(mat<4, 4, T, Q> const& m, vec<3, T, Q> const& v) { mat<4, 4, T, Q> Result(T(1)); Result[0][0] = v.x; Result[1][1] = v.y; Result[2][2] = v.z; return m * Result; } template GLM_FUNC_QUALIFIER mat<4, 4, T, Q> lookAtRH(vec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up) { vec<3, T, Q> const f(normalize(center - eye)); vec<3, T, Q> const s(normalize(cross(f, up))); vec<3, T, Q> const u(cross(s, f)); mat<4, 4, T, Q> Result(1); Result[0][0] = s.x; Result[1][0] = s.y; Result[2][0] = s.z; Result[0][1] = u.x; Result[1][1] = u.y; Result[2][1] = u.z; Result[0][2] =-f.x; Result[1][2] =-f.y; Result[2][2] =-f.z; Result[3][0] =-dot(s, eye); Result[3][1] =-dot(u, eye); Result[3][2] = dot(f, eye); return Result; } template GLM_FUNC_QUALIFIER mat<4, 4, T, Q> lookAtLH(vec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up) { vec<3, T, Q> const f(normalize(center - eye)); vec<3, T, Q> const s(normalize(cross(up, f))); vec<3, T, Q> const u(cross(f, s)); mat<4, 4, T, Q> Result(1); Result[0][0] = s.x; Result[1][0] = s.y; Result[2][0] = s.z; Result[0][1] = u.x; Result[1][1] = u.y; Result[2][1] = u.z; Result[0][2] = f.x; Result[1][2] = f.y; Result[2][2] = f.z; Result[3][0] = -dot(s, eye); Result[3][1] = -dot(u, eye); Result[3][2] = -dot(f, eye); return Result; } template GLM_FUNC_QUALIFIER mat<4, 4, T, Q> lookAt(vec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up) { GLM_IF_CONSTEXPR(GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_LH_BIT) return lookAtLH(eye, center, up); else return lookAtRH(eye, center, up); } }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_uint2x2.hpp ================================================ /// @ref ext_matrix_uint2x2 /// @file glm/ext/matrix_uint2x2.hpp /// /// @see core (dependence) /// /// @defgroup ext_matrix_uint2x2 GLM_EXT_matrix_uint2x2 /// @ingroup ext /// /// Include to use the features of this extension. /// /// Defines a number of matrices with integer types. #pragma once // Dependency: #include "../mat2x2.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_matrix_uint2x2 extension included") #endif namespace glm { /// @addtogroup ext_matrix_uint2x2 /// @{ /// Unsigned integer 2x2 matrix. /// /// @see ext_matrix_uint2x2 typedef mat<2, 2, uint, defaultp> umat2x2; /// Unsigned integer 2x2 matrix. /// /// @see ext_matrix_uint2x2 typedef mat<2, 2, uint, defaultp> umat2; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_uint2x2_sized.hpp ================================================ /// @ref ext_matrix_uint2x2_sized /// @file glm/ext/matrix_uint2x2_sized.hpp /// /// @see core (dependence) /// /// @defgroup ext_matrix_uint2x2_sized GLM_EXT_matrix_uint2x2_sized /// @ingroup ext /// /// Include to use the features of this extension. /// /// Defines a number of matrices with integer types. #pragma once // Dependency: #include "../mat2x2.hpp" #include "../ext/scalar_uint_sized.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_matrix_uint2x2_sized extension included") #endif namespace glm { /// @addtogroup ext_matrix_uint2x2_sized /// @{ /// 8 bit unsigned integer 2x2 matrix. /// /// @see ext_matrix_uint2x2_sized typedef mat<2, 2, uint8, defaultp> u8mat2x2; /// 16 bit unsigned integer 2x2 matrix. /// /// @see ext_matrix_uint2x2_sized typedef mat<2, 2, uint16, defaultp> u16mat2x2; /// 32 bit unsigned integer 2x2 matrix. /// /// @see ext_matrix_uint2x2_sized typedef mat<2, 2, uint32, defaultp> u32mat2x2; /// 64 bit unsigned integer 2x2 matrix. /// /// @see ext_matrix_uint2x2_sized typedef mat<2, 2, uint64, defaultp> u64mat2x2; /// 8 bit unsigned integer 2x2 matrix. /// /// @see ext_matrix_uint2x2_sized typedef mat<2, 2, uint8, defaultp> u8mat2; /// 16 bit unsigned integer 2x2 matrix. /// /// @see ext_matrix_uint2x2_sized typedef mat<2, 2, uint16, defaultp> u16mat2; /// 32 bit unsigned integer 2x2 matrix. /// /// @see ext_matrix_uint2x2_sized typedef mat<2, 2, uint32, defaultp> u32mat2; /// 64 bit unsigned integer 2x2 matrix. /// /// @see ext_matrix_uint2x2_sized typedef mat<2, 2, uint64, defaultp> u64mat2; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_uint2x3.hpp ================================================ /// @ref ext_matrix_uint2x3 /// @file glm/ext/matrix_uint2x3.hpp /// /// @see core (dependence) /// /// @defgroup ext_matrix_int2x3 GLM_EXT_matrix_uint2x3 /// @ingroup ext /// /// Include to use the features of this extension. /// /// Defines a number of matrices with integer types. #pragma once // Dependency: #include "../mat2x3.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_matrix_uint2x3 extension included") #endif namespace glm { /// @addtogroup ext_matrix_uint2x3 /// @{ /// Unsigned integer 2x3 matrix. /// /// @see ext_matrix_uint2x3 typedef mat<2, 3, uint, defaultp> umat2x3; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_uint2x3_sized.hpp ================================================ /// @ref ext_matrix_uint2x3_sized /// @file glm/ext/matrix_uint2x3_sized.hpp /// /// @see core (dependence) /// /// @defgroup ext_matrix_uint2x3_sized GLM_EXT_matrix_uint2x3_sized /// @ingroup ext /// /// Include to use the features of this extension. /// /// Defines a number of matrices with integer types. #pragma once // Dependency: #include "../mat2x3.hpp" #include "../ext/scalar_uint_sized.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_matrix_uint2x3_sized extension included") #endif namespace glm { /// @addtogroup ext_matrix_uint2x3_sized /// @{ /// 8 bit unsigned integer 2x3 matrix. /// /// @see ext_matrix_uint2x3_sized typedef mat<2, 3, uint8, defaultp> u8mat2x3; /// 16 bit unsigned integer 2x3 matrix. /// /// @see ext_matrix_uint2x3_sized typedef mat<2, 3, uint16, defaultp> u16mat2x3; /// 32 bit unsigned integer 2x3 matrix. /// /// @see ext_matrix_uint2x3_sized typedef mat<2, 3, uint32, defaultp> u32mat2x3; /// 64 bit unsigned integer 2x3 matrix. /// /// @see ext_matrix_uint2x3_sized typedef mat<2, 3, uint64, defaultp> u64mat2x3; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_uint2x4.hpp ================================================ /// @ref ext_matrix_uint2x4 /// @file glm/ext/matrix_uint2x4.hpp /// /// @see core (dependence) /// /// @defgroup ext_matrix_uint2x4 GLM_EXT_matrix_int2x4 /// @ingroup ext /// /// Include to use the features of this extension. /// /// Defines a number of matrices with integer types. #pragma once // Dependency: #include "../mat2x4.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_matrix_uint2x4 extension included") #endif namespace glm { /// @addtogroup ext_matrix_uint2x4 /// @{ /// Unsigned integer 2x4 matrix. /// /// @see ext_matrix_uint2x4 typedef mat<2, 4, uint, defaultp> umat2x4; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_uint2x4_sized.hpp ================================================ /// @ref ext_matrix_uint2x4_sized /// @file glm/ext/matrixu_uint2x4_sized.hpp /// /// @see core (dependence) /// /// @defgroup ext_matrix_uint2x4_sized GLM_EXT_matrix_uint2x4_sized /// @ingroup ext /// /// Include to use the features of this extension. /// /// Defines a number of matrices with integer types. #pragma once // Dependency: #include "../mat2x4.hpp" #include "../ext/scalar_uint_sized.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_matrix_uint2x4_sized extension included") #endif namespace glm { /// @addtogroup ext_matrix_uint2x4_sized /// @{ /// 8 bit unsigned integer 2x4 matrix. /// /// @see ext_matrix_uint2x4_sized typedef mat<2, 4, uint8, defaultp> u8mat2x4; /// 16 bit unsigned integer 2x4 matrix. /// /// @see ext_matrix_uint2x4_sized typedef mat<2, 4, uint16, defaultp> u16mat2x4; /// 32 bit unsigned integer 2x4 matrix. /// /// @see ext_matrix_uint2x4_sized typedef mat<2, 4, uint32, defaultp> u32mat2x4; /// 64 bit unsigned integer 2x4 matrix. /// /// @see ext_matrix_uint2x4_sized typedef mat<2, 4, uint64, defaultp> u64mat2x4; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_uint3x2.hpp ================================================ /// @ref ext_matrix_uint3x2 /// @file glm/ext/matrix_uint3x2.hpp /// /// @see core (dependence) /// /// @defgroup ext_matrix_int3x2 GLM_EXT_matrix_uint3x2 /// @ingroup ext /// /// Include to use the features of this extension. /// /// Defines a number of matrices with integer types. #pragma once // Dependency: #include "../mat3x2.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_matrix_uint3x2 extension included") #endif namespace glm { /// @addtogroup ext_matrix_uint3x2 /// @{ /// Unsigned integer 3x2 matrix. /// /// @see ext_matrix_uint3x2 typedef mat<3, 2, uint, defaultp> umat3x2; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_uint3x2_sized.hpp ================================================ /// @ref ext_matrix_uint3x2_sized /// @file glm/ext/matrix_uint3x2_sized.hpp /// /// @see core (dependence) /// /// @defgroup ext_matrix_uint3x2_sized GLM_EXT_matrix_uint3x2_sized /// @ingroup ext /// /// Include to use the features of this extension. /// /// Defines a number of matrices with integer types. #pragma once // Dependency: #include "../mat3x2.hpp" #include "../ext/scalar_uint_sized.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_matrix_uint3x2_sized extension included") #endif namespace glm { /// @addtogroup ext_matrix_uint3x2_sized /// @{ /// 8 bit signed integer 3x2 matrix. /// /// @see ext_matrix_uint3x2_sized typedef mat<3, 2, uint8, defaultp> u8mat3x2; /// 16 bit signed integer 3x2 matrix. /// /// @see ext_matrix_uint3x2_sized typedef mat<3, 2, uint16, defaultp> u16mat3x2; /// 32 bit signed integer 3x2 matrix. /// /// @see ext_matrix_uint3x2_sized typedef mat<3, 2, uint32, defaultp> u32mat3x2; /// 64 bit signed integer 3x2 matrix. /// /// @see ext_matrix_uint3x2_sized typedef mat<3, 2, uint64, defaultp> u64mat3x2; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_uint3x3.hpp ================================================ /// @ref ext_matrix_uint3x3 /// @file glm/ext/matrix_uint3x3.hpp /// /// @see core (dependence) /// /// @defgroup ext_matrix_uint3x3 GLM_EXT_matrix_uint3x3 /// @ingroup ext /// /// Include to use the features of this extension. /// /// Defines a number of matrices with integer types. #pragma once // Dependency: #include "../mat3x3.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_matrix_uint3x3 extension included") #endif namespace glm { /// @addtogroup ext_matrix_uint3x3 /// @{ /// Unsigned integer 3x3 matrix. /// /// @see ext_matrix_uint3x3 typedef mat<3, 3, uint, defaultp> umat3x3; /// Unsigned integer 3x3 matrix. /// /// @see ext_matrix_uint3x3 typedef mat<3, 3, uint, defaultp> umat3; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_uint3x3_sized.hpp ================================================ /// @ref ext_matrix_uint3x3_sized /// @file glm/ext/matrix_uint3x3_sized.hpp /// /// @see core (dependence) /// /// @defgroup ext_matrix_uint3x3_sized GLM_EXT_matrix_uint3x3_sized /// @ingroup ext /// /// Include to use the features of this extension. /// /// Defines a number of matrices with integer types. #pragma once // Dependency: #include "../mat3x3.hpp" #include "../ext/scalar_uint_sized.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_matrix_uint3x3_sized extension included") #endif namespace glm { /// @addtogroup ext_matrix_uint3x3_sized /// @{ /// 8 bit unsigned integer 3x3 matrix. /// /// @see ext_matrix_uint3x3_sized typedef mat<3, 3, uint8, defaultp> u8mat3x3; /// 16 bit unsigned integer 3x3 matrix. /// /// @see ext_matrix_uint3x3_sized typedef mat<3, 3, uint16, defaultp> u16mat3x3; /// 32 bit unsigned integer 3x3 matrix. /// /// @see ext_matrix_uint3x3_sized typedef mat<3, 3, uint32, defaultp> u32mat3x3; /// 64 bit unsigned integer 3x3 matrix. /// /// @see ext_matrix_uint3x3_sized typedef mat<3, 3, uint64, defaultp> u64mat3x3; /// 8 bit unsigned integer 3x3 matrix. /// /// @see ext_matrix_uint3x3_sized typedef mat<3, 3, uint8, defaultp> u8mat3; /// 16 bit unsigned integer 3x3 matrix. /// /// @see ext_matrix_uint3x3_sized typedef mat<3, 3, uint16, defaultp> u16mat3; /// 32 bit unsigned integer 3x3 matrix. /// /// @see ext_matrix_uint3x3_sized typedef mat<3, 3, uint32, defaultp> u32mat3; /// 64 bit unsigned integer 3x3 matrix. /// /// @see ext_matrix_uint3x3_sized typedef mat<3, 3, uint64, defaultp> u64mat3; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_uint3x4.hpp ================================================ /// @ref ext_matrix_uint3x4 /// @file glm/ext/matrix_uint3x4.hpp /// /// @see core (dependence) /// /// @defgroup ext_matrix_uint3x4 GLM_EXT_matrix_uint3x4 /// @ingroup ext /// /// Include to use the features of this extension. /// /// Defines a number of matrices with integer types. #pragma once // Dependency: #include "../mat3x4.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_matrix_uint3x4 extension included") #endif namespace glm { /// @addtogroup ext_matrix_uint3x4 /// @{ /// Signed integer 3x4 matrix. /// /// @see ext_matrix_uint3x4 typedef mat<3, 4, uint, defaultp> umat3x4; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_uint3x4_sized.hpp ================================================ /// @ref ext_matrix_uint3x4_sized /// @file glm/ext/matrix_uint3x2_sized.hpp /// /// @see core (dependence) /// /// @defgroup ext_matrix_uint3x4_sized GLM_EXT_matrix_uint3x4_sized /// @ingroup ext /// /// Include to use the features of this extension. /// /// Defines a number of matrices with integer types. #pragma once // Dependency: #include "../mat3x4.hpp" #include "../ext/scalar_uint_sized.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_matrix_uint3x4_sized extension included") #endif namespace glm { /// @addtogroup ext_matrix_uint3x4_sized /// @{ /// 8 bit unsigned integer 3x4 matrix. /// /// @see ext_matrix_uint3x4_sized typedef mat<3, 4, uint8, defaultp> u8mat3x4; /// 16 bit unsigned integer 3x4 matrix. /// /// @see ext_matrix_uint3x4_sized typedef mat<3, 4, uint16, defaultp> u16mat3x4; /// 32 bit unsigned integer 3x4 matrix. /// /// @see ext_matrix_uint3x4_sized typedef mat<3, 4, uint32, defaultp> u32mat3x4; /// 64 bit unsigned integer 3x4 matrix. /// /// @see ext_matrix_uint3x4_sized typedef mat<3, 4, uint64, defaultp> u64mat3x4; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_uint4x2.hpp ================================================ /// @ref ext_matrix_uint4x2 /// @file glm/ext/matrix_uint4x2.hpp /// /// @see core (dependence) /// /// @defgroup ext_matrix_uint4x2 GLM_EXT_matrix_uint4x2 /// @ingroup ext /// /// Include to use the features of this extension. /// /// Defines a number of matrices with integer types. #pragma once // Dependency: #include "../mat4x2.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_matrix_uint4x2 extension included") #endif namespace glm { /// @addtogroup ext_matrix_uint4x2 /// @{ /// Unsigned integer 4x2 matrix. /// /// @see ext_matrix_uint4x2 typedef mat<4, 2, uint, defaultp> umat4x2; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_uint4x2_sized.hpp ================================================ /// @ref ext_matrix_uint4x2_sized /// @file glm/ext/matrix_uint4x2_sized.hpp /// /// @see core (dependence) /// /// @defgroup ext_matrix_uint4x2_sized GLM_EXT_matrix_uint4x2_sized /// @ingroup ext /// /// Include to use the features of this extension. /// /// Defines a number of matrices with integer types. #pragma once // Dependency: #include "../mat4x2.hpp" #include "../ext/scalar_uint_sized.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_matrix_uint4x2_sized extension included") #endif namespace glm { /// @addtogroup ext_matrix_uint4x2_sized /// @{ /// 8 bit unsigned integer 4x2 matrix. /// /// @see ext_matrix_uint4x2_sized typedef mat<4, 2, uint8, defaultp> u8mat4x2; /// 16 bit unsigned integer 4x2 matrix. /// /// @see ext_matrix_uint4x2_sized typedef mat<4, 2, uint16, defaultp> u16mat4x2; /// 32 bit unsigned integer 4x2 matrix. /// /// @see ext_matrix_uint4x2_sized typedef mat<4, 2, uint32, defaultp> u32mat4x2; /// 64 bit unsigned integer 4x2 matrix. /// /// @see ext_matrix_uint4x2_sized typedef mat<4, 2, uint64, defaultp> u64mat4x2; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_uint4x3.hpp ================================================ /// @ref ext_matrix_uint4x3 /// @file glm/ext/matrix_uint4x3.hpp /// /// @see core (dependence) /// /// @defgroup ext_matrix_uint4x3 GLM_EXT_matrix_uint4x3 /// @ingroup ext /// /// Include to use the features of this extension. /// /// Defines a number of matrices with integer types. #pragma once // Dependency: #include "../mat4x3.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_matrix_uint4x3 extension included") #endif namespace glm { /// @addtogroup ext_matrix_uint4x3 /// @{ /// Unsigned integer 4x3 matrix. /// /// @see ext_matrix_uint4x3 typedef mat<4, 3, uint, defaultp> umat4x3; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_uint4x3_sized.hpp ================================================ /// @ref ext_matrix_uint4x3_sized /// @file glm/ext/matrix_uint4x3_sized.hpp /// /// @see core (dependence) /// /// @defgroup ext_matrix_uint4x3_sized GLM_EXT_matrix_uint4x3_sized /// @ingroup ext /// /// Include to use the features of this extension. /// /// Defines a number of matrices with integer types. #pragma once // Dependency: #include "../mat4x3.hpp" #include "../ext/scalar_uint_sized.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_matrix_uint4x3_sized extension included") #endif namespace glm { /// @addtogroup ext_matrix_uint4x3_sized /// @{ /// 8 bit unsigned integer 4x3 matrix. /// /// @see ext_matrix_uint4x3_sized typedef mat<4, 3, uint8, defaultp> u8mat4x3; /// 16 bit unsigned integer 4x3 matrix. /// /// @see ext_matrix_uint4x3_sized typedef mat<4, 3, uint16, defaultp> u16mat4x3; /// 32 bit unsigned integer 4x3 matrix. /// /// @see ext_matrix_uint4x3_sized typedef mat<4, 3, uint32, defaultp> u32mat4x3; /// 64 bit unsigned integer 4x3 matrix. /// /// @see ext_matrix_uint4x3_sized typedef mat<4, 3, uint64, defaultp> u64mat4x3; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_uint4x4.hpp ================================================ /// @ref ext_matrix_uint4x4 /// @file glm/ext/matrix_uint4x4.hpp /// /// @see core (dependence) /// /// @defgroup ext_matrix_uint4x4 GLM_EXT_matrix_uint4x4 /// @ingroup ext /// /// Include to use the features of this extension. /// /// Defines a number of matrices with integer types. #pragma once // Dependency: #include "../mat4x4.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_matrix_uint4x4 extension included") #endif namespace glm { /// @addtogroup ext_matrix_uint4x4 /// @{ /// Unsigned integer 4x4 matrix. /// /// @see ext_matrix_uint4x4 typedef mat<4, 4, uint, defaultp> umat4x4; /// Unsigned integer 4x4 matrix. /// /// @see ext_matrix_uint4x4 typedef mat<4, 4, uint, defaultp> umat4; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/matrix_uint4x4_sized.hpp ================================================ /// @ref ext_matrix_uint4x4_sized /// @file glm/ext/matrix_uint4x4_sized.hpp /// /// @see core (dependence) /// /// @defgroup ext_matrix_uint4x4_sized GLM_EXT_matrix_uint4x4_sized /// @ingroup ext /// /// Include to use the features of this extension. /// /// Defines a number of matrices with integer types. #pragma once // Dependency: #include "../mat4x4.hpp" #include "../ext/scalar_uint_sized.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_matrix_uint4x4_sized extension included") #endif namespace glm { /// @addtogroup ext_matrix_uint4x4_sized /// @{ /// 8 bit unsigned integer 4x4 matrix. /// /// @see ext_matrix_uint4x4_sized typedef mat<4, 4, uint8, defaultp> u8mat4x4; /// 16 bit unsigned integer 4x4 matrix. /// /// @see ext_matrix_uint4x4_sized typedef mat<4, 4, uint16, defaultp> u16mat4x4; /// 32 bit unsigned integer 4x4 matrix. /// /// @see ext_matrix_uint4x4_sized typedef mat<4, 4, uint32, defaultp> u32mat4x4; /// 64 bit unsigned integer 4x4 matrix. /// /// @see ext_matrix_uint4x4_sized typedef mat<4, 4, uint64, defaultp> u64mat4x4; /// 8 bit unsigned integer 4x4 matrix. /// /// @see ext_matrix_uint4x4_sized typedef mat<4, 4, uint8, defaultp> u8mat4; /// 16 bit unsigned integer 4x4 matrix. /// /// @see ext_matrix_uint4x4_sized typedef mat<4, 4, uint16, defaultp> u16mat4; /// 32 bit unsigned integer 4x4 matrix. /// /// @see ext_matrix_uint4x4_sized typedef mat<4, 4, uint32, defaultp> u32mat4; /// 64 bit unsigned integer 4x4 matrix. /// /// @see ext_matrix_uint4x4_sized typedef mat<4, 4, uint64, defaultp> u64mat4; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/quaternion_common.hpp ================================================ /// @ref ext_quaternion_common /// @file glm/ext/quaternion_common.hpp /// /// @defgroup ext_quaternion_common GLM_EXT_quaternion_common /// @ingroup ext /// /// Provides common functions for quaternion types /// /// Include to use the features of this extension. /// /// @see ext_scalar_common /// @see ext_vector_common /// @see ext_quaternion_float /// @see ext_quaternion_double /// @see ext_quaternion_exponential /// @see ext_quaternion_geometric /// @see ext_quaternion_relational /// @see ext_quaternion_trigonometric /// @see ext_quaternion_transform #pragma once // Dependency: #include "../ext/scalar_constants.hpp" #include "../ext/quaternion_geometric.hpp" #include "../common.hpp" #include "../trigonometric.hpp" #include "../exponential.hpp" #include #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_quaternion_common extension included") #endif namespace glm { /// @addtogroup ext_quaternion_common /// @{ /// Spherical linear interpolation of two quaternions. /// The interpolation is oriented and the rotation is performed at constant speed. /// For short path spherical linear interpolation, use the slerp function. /// /// @param x A quaternion /// @param y A quaternion /// @param a Interpolation factor. The interpolation is defined beyond the range [0, 1]. /// /// @tparam T A floating-point scalar type /// @tparam Q A value from qualifier enum /// /// @see - slerp(qua const& x, qua const& y, T const& a) template GLM_FUNC_DECL qua mix(qua const& x, qua const& y, T a); /// Linear interpolation of two quaternions. /// The interpolation is oriented. /// /// @param x A quaternion /// @param y A quaternion /// @param a Interpolation factor. The interpolation is defined in the range [0, 1]. /// /// @tparam T A floating-point scalar type /// @tparam Q A value from qualifier enum template GLM_FUNC_DECL qua lerp(qua const& x, qua const& y, T a); /// Spherical linear interpolation of two quaternions. /// The interpolation always take the short path and the rotation is performed at constant speed. /// /// @param x A quaternion /// @param y A quaternion /// @param a Interpolation factor. The interpolation is defined beyond the range [0, 1]. /// /// @tparam T A floating-point scalar type /// @tparam Q A value from qualifier enum template GLM_FUNC_DECL qua slerp(qua const& x, qua const& y, T a); /// Spherical linear interpolation of two quaternions with multiple spins over rotation axis. /// The interpolation always take the short path when the spin count is positive and long path /// when count is negative. Rotation is performed at constant speed. /// /// @param x A quaternion /// @param y A quaternion /// @param a Interpolation factor. The interpolation is defined beyond the range [0, 1]. /// @param k Additional spin count. If Value is negative interpolation will be on "long" path. /// /// @tparam T A floating-point scalar type /// @tparam S An integer scalar type /// @tparam Q A value from qualifier enum template GLM_FUNC_DECL qua slerp(qua const& x, qua const& y, T a, S k); /// Returns the q conjugate. /// /// @tparam T A floating-point scalar type /// @tparam Q A value from qualifier enum template GLM_FUNC_DECL qua conjugate(qua const& q); /// Returns the q inverse. /// /// @tparam T A floating-point scalar type /// @tparam Q A value from qualifier enum template GLM_FUNC_DECL qua inverse(qua const& q); /// Returns true if x holds a NaN (not a number) /// representation in the underlying implementation's set of /// floating point representations. Returns false otherwise, /// including for implementations with no NaN /// representations. /// /// /!\ When using compiler fast math, this function may fail. /// /// @tparam T A floating-point scalar type /// @tparam Q A value from qualifier enum template GLM_FUNC_DECL vec<4, bool, Q> isnan(qua const& x); /// Returns true if x holds a positive infinity or negative /// infinity representation in the underlying implementation's /// set of floating point representations. Returns false /// otherwise, including for implementations with no infinity /// representations. /// /// @tparam T A floating-point scalar type /// @tparam Q A value from qualifier enum template GLM_FUNC_DECL vec<4, bool, Q> isinf(qua const& x); /// @} } //namespace glm #include "quaternion_common.inl" ================================================ FILE: third_party/glm/ext/quaternion_common.inl ================================================ namespace glm { template GLM_FUNC_QUALIFIER qua mix(qua const& x, qua const& y, T a) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'mix' only accept floating-point inputs"); T const cosTheta = dot(x, y); // Perform a linear interpolation when cosTheta is close to 1 to avoid side effect of sin(angle) becoming a zero denominator if(cosTheta > static_cast(1) - epsilon()) { // Linear interpolation return qua( mix(x.w, y.w, a), mix(x.x, y.x, a), mix(x.y, y.y, a), mix(x.z, y.z, a)); } else { // Essential Mathematics, page 467 T angle = acos(cosTheta); return (sin((static_cast(1) - a) * angle) * x + sin(a * angle) * y) / sin(angle); } } template GLM_FUNC_QUALIFIER qua lerp(qua const& x, qua const& y, T a) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'lerp' only accept floating-point inputs"); // Lerp is only defined in [0, 1] assert(a >= static_cast(0)); assert(a <= static_cast(1)); return x * (static_cast(1) - a) + (y * a); } template GLM_FUNC_QUALIFIER qua slerp(qua const& x, qua const& y, T a) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'slerp' only accept floating-point inputs"); qua z = y; T cosTheta = dot(x, y); // If cosTheta < 0, the interpolation will take the long way around the sphere. // To fix this, one quat must be negated. if(cosTheta < static_cast(0)) { z = -y; cosTheta = -cosTheta; } // Perform a linear interpolation when cosTheta is close to 1 to avoid side effect of sin(angle) becoming a zero denominator if(cosTheta > static_cast(1) - epsilon()) { // Linear interpolation return qua( mix(x.w, z.w, a), mix(x.x, z.x, a), mix(x.y, z.y, a), mix(x.z, z.z, a)); } else { // Essential Mathematics, page 467 T angle = acos(cosTheta); return (sin((static_cast(1) - a) * angle) * x + sin(a * angle) * z) / sin(angle); } } template GLM_FUNC_QUALIFIER qua slerp(qua const& x, qua const& y, T a, S k) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'slerp' only accept floating-point inputs"); GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'slerp' only accept integer for spin count"); qua z = y; T cosTheta = dot(x, y); // If cosTheta < 0, the interpolation will take the long way around the sphere. // To fix this, one quat must be negated. if (cosTheta < static_cast(0)) { z = -y; cosTheta = -cosTheta; } // Perform a linear interpolation when cosTheta is close to 1 to avoid side effect of sin(angle) becoming a zero denominator if (cosTheta > static_cast(1) - epsilon()) { // Linear interpolation return qua( mix(x.w, z.w, a), mix(x.x, z.x, a), mix(x.y, z.y, a), mix(x.z, z.z, a)); } else { // Graphics Gems III, page 96 T angle = acos(cosTheta); T phi = angle + k * glm::pi(); return (sin(angle - a * phi)* x + sin(a * phi) * z) / sin(angle); } } template GLM_FUNC_QUALIFIER qua conjugate(qua const& q) { return qua(q.w, -q.x, -q.y, -q.z); } template GLM_FUNC_QUALIFIER qua inverse(qua const& q) { return conjugate(q) / dot(q, q); } template GLM_FUNC_QUALIFIER vec<4, bool, Q> isnan(qua const& q) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'isnan' only accept floating-point inputs"); return vec<4, bool, Q>(isnan(q.x), isnan(q.y), isnan(q.z), isnan(q.w)); } template GLM_FUNC_QUALIFIER vec<4, bool, Q> isinf(qua const& q) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'isinf' only accept floating-point inputs"); return vec<4, bool, Q>(isinf(q.x), isinf(q.y), isinf(q.z), isinf(q.w)); } }//namespace glm #if GLM_CONFIG_SIMD == GLM_ENABLE # include "quaternion_common_simd.inl" #endif ================================================ FILE: third_party/glm/ext/quaternion_common_simd.inl ================================================ #if GLM_ARCH & GLM_ARCH_SSE2_BIT namespace glm{ namespace detail { template struct compute_dot, float, true> { static GLM_FUNC_QUALIFIER float call(qua const& x, qua const& y) { return _mm_cvtss_f32(glm_vec1_dot(x.data, y.data)); } }; }//namespace detail }//namespace glm #endif//GLM_ARCH & GLM_ARCH_SSE2_BIT ================================================ FILE: third_party/glm/ext/quaternion_double.hpp ================================================ /// @ref ext_quaternion_double /// @file glm/ext/quaternion_double.hpp /// /// @defgroup ext_quaternion_double GLM_EXT_quaternion_double /// @ingroup ext /// /// Exposes double-precision floating point quaternion type. /// /// Include to use the features of this extension. /// /// @see ext_quaternion_float /// @see ext_quaternion_double_precision /// @see ext_quaternion_common /// @see ext_quaternion_exponential /// @see ext_quaternion_geometric /// @see ext_quaternion_relational /// @see ext_quaternion_transform /// @see ext_quaternion_trigonometric #pragma once // Dependency: #include "../detail/type_quat.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_quaternion_double extension included") #endif namespace glm { /// @addtogroup ext_quaternion_double /// @{ /// Quaternion of double-precision floating-point numbers. typedef qua dquat; /// @} } //namespace glm ================================================ FILE: third_party/glm/ext/quaternion_double_precision.hpp ================================================ /// @ref ext_quaternion_double_precision /// @file glm/ext/quaternion_double_precision.hpp /// /// @defgroup ext_quaternion_double_precision GLM_EXT_quaternion_double_precision /// @ingroup ext /// /// Exposes double-precision floating point quaternion type with various precision in term of ULPs. /// /// Include to use the features of this extension. #pragma once // Dependency: #include "../detail/type_quat.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_quaternion_double_precision extension included") #endif namespace glm { /// @addtogroup ext_quaternion_double_precision /// @{ /// Quaternion of double-precision floating-point numbers using high precision arithmetic in term of ULPs. /// /// @see ext_quaternion_double_precision typedef qua lowp_dquat; /// Quaternion of medium double-qualifier floating-point numbers using high precision arithmetic in term of ULPs. /// /// @see ext_quaternion_double_precision typedef qua mediump_dquat; /// Quaternion of high double-qualifier floating-point numbers using high precision arithmetic in term of ULPs. /// /// @see ext_quaternion_double_precision typedef qua highp_dquat; /// @} } //namespace glm ================================================ FILE: third_party/glm/ext/quaternion_exponential.hpp ================================================ /// @ref ext_quaternion_exponential /// @file glm/ext/quaternion_exponential.hpp /// /// @defgroup ext_quaternion_exponential GLM_EXT_quaternion_exponential /// @ingroup ext /// /// Provides exponential functions for quaternion types /// /// Include to use the features of this extension. /// /// @see core_exponential /// @see ext_quaternion_float /// @see ext_quaternion_double #pragma once // Dependency: #include "../common.hpp" #include "../trigonometric.hpp" #include "../geometric.hpp" #include "../ext/scalar_constants.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_quaternion_exponential extension included") #endif namespace glm { /// @addtogroup ext_quaternion_transform /// @{ /// Returns a exponential of a quaternion. /// /// @tparam T A floating-point scalar type /// @tparam Q A value from qualifier enum template GLM_FUNC_DECL qua exp(qua const& q); /// Returns a logarithm of a quaternion /// /// @tparam T A floating-point scalar type /// @tparam Q A value from qualifier enum template GLM_FUNC_DECL qua log(qua const& q); /// Returns a quaternion raised to a power. /// /// @tparam T A floating-point scalar type /// @tparam Q A value from qualifier enum template GLM_FUNC_DECL qua pow(qua const& q, T y); /// Returns the square root of a quaternion /// /// @tparam T A floating-point scalar type /// @tparam Q A value from qualifier enum template GLM_FUNC_DECL qua sqrt(qua const& q); /// @} } //namespace glm #include "quaternion_exponential.inl" ================================================ FILE: third_party/glm/ext/quaternion_exponential.inl ================================================ #include "scalar_constants.hpp" namespace glm { template GLM_FUNC_QUALIFIER qua exp(qua const& q) { vec<3, T, Q> u(q.x, q.y, q.z); T const Angle = glm::length(u); if (Angle < epsilon()) return qua(); vec<3, T, Q> const v(u / Angle); return qua(cos(Angle), sin(Angle) * v); } template GLM_FUNC_QUALIFIER qua log(qua const& q) { vec<3, T, Q> u(q.x, q.y, q.z); T Vec3Len = length(u); if (Vec3Len < epsilon()) { if(q.w > static_cast(0)) return qua(log(q.w), static_cast(0), static_cast(0), static_cast(0)); else if(q.w < static_cast(0)) return qua(log(-q.w), pi(), static_cast(0), static_cast(0)); else return qua(std::numeric_limits::infinity(), std::numeric_limits::infinity(), std::numeric_limits::infinity(), std::numeric_limits::infinity()); } else { T t = atan(Vec3Len, T(q.w)) / Vec3Len; T QuatLen2 = Vec3Len * Vec3Len + q.w * q.w; return qua(static_cast(0.5) * log(QuatLen2), t * q.x, t * q.y, t * q.z); } } template GLM_FUNC_QUALIFIER qua pow(qua const& x, T y) { //Raising to the power of 0 should yield 1 //Needed to prevent a division by 0 error later on if(y > -epsilon() && y < epsilon()) return qua(1,0,0,0); //To deal with non-unit quaternions T magnitude = sqrt(x.x * x.x + x.y * x.y + x.z * x.z + x.w *x.w); T Angle; if(abs(x.w / magnitude) > cos_one_over_two()) { //Scalar component is close to 1; using it to recover angle would lose precision //Instead, we use the non-scalar components since sin() is accurate around 0 //Prevent a division by 0 error later on T VectorMagnitude = x.x * x.x + x.y * x.y + x.z * x.z; if (glm::abs(VectorMagnitude - static_cast(0)) < glm::epsilon()) { //Equivalent to raising a real number to a power return qua(pow(x.w, y), 0, 0, 0); } Angle = asin(sqrt(VectorMagnitude) / magnitude); } else { //Scalar component is small, shouldn't cause loss of precision Angle = acos(x.w / magnitude); } T NewAngle = Angle * y; T Div = sin(NewAngle) / sin(Angle); T Mag = pow(magnitude, y - static_cast(1)); return qua(cos(NewAngle) * magnitude * Mag, x.x * Div * Mag, x.y * Div * Mag, x.z * Div * Mag); } template GLM_FUNC_QUALIFIER qua sqrt(qua const& x) { return pow(x, static_cast(0.5)); } }//namespace glm ================================================ FILE: third_party/glm/ext/quaternion_float.hpp ================================================ /// @ref ext_quaternion_float /// @file glm/ext/quaternion_float.hpp /// /// @defgroup ext_quaternion_float GLM_EXT_quaternion_float /// @ingroup ext /// /// Exposes single-precision floating point quaternion type. /// /// Include to use the features of this extension. /// /// @see ext_quaternion_double /// @see ext_quaternion_float_precision /// @see ext_quaternion_common /// @see ext_quaternion_exponential /// @see ext_quaternion_geometric /// @see ext_quaternion_relational /// @see ext_quaternion_transform /// @see ext_quaternion_trigonometric #pragma once // Dependency: #include "../detail/type_quat.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_quaternion_float extension included") #endif namespace glm { /// @addtogroup ext_quaternion_float /// @{ /// Quaternion of single-precision floating-point numbers. typedef qua quat; /// @} } //namespace glm ================================================ FILE: third_party/glm/ext/quaternion_float_precision.hpp ================================================ /// @ref ext_quaternion_float_precision /// @file glm/ext/quaternion_float_precision.hpp /// /// @defgroup ext_quaternion_float_precision GLM_EXT_quaternion_float_precision /// @ingroup ext /// /// Exposes single-precision floating point quaternion type with various precision in term of ULPs. /// /// Include to use the features of this extension. #pragma once // Dependency: #include "../detail/type_quat.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_quaternion_float_precision extension included") #endif namespace glm { /// @addtogroup ext_quaternion_float_precision /// @{ /// Quaternion of single-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef qua lowp_quat; /// Quaternion of single-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef qua mediump_quat; /// Quaternion of single-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef qua highp_quat; /// @} } //namespace glm ================================================ FILE: third_party/glm/ext/quaternion_geometric.hpp ================================================ /// @ref ext_quaternion_geometric /// @file glm/ext/quaternion_geometric.hpp /// /// @defgroup ext_quaternion_geometric GLM_EXT_quaternion_geometric /// @ingroup ext /// /// Provides geometric functions for quaternion types /// /// Include to use the features of this extension. /// /// @see core_geometric /// @see ext_quaternion_float /// @see ext_quaternion_double #pragma once // Dependency: #include "../geometric.hpp" #include "../exponential.hpp" #include "../ext/vector_relational.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_quaternion_geometric extension included") #endif namespace glm { /// @addtogroup ext_quaternion_geometric /// @{ /// Returns the norm of a quaternions /// /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum /// /// @see ext_quaternion_geometric template GLM_FUNC_DECL T length(qua const& q); /// Returns the normalized quaternion. /// /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum /// /// @see ext_quaternion_geometric template GLM_FUNC_DECL qua normalize(qua const& q); /// Returns dot product of q1 and q2, i.e., q1[0] * q2[0] + q1[1] * q2[1] + ... /// /// @tparam T Floating-point scalar types. /// @tparam Q Value from qualifier enum /// /// @see ext_quaternion_geometric template GLM_FUNC_DECL T dot(qua const& x, qua const& y); /// Compute a cross product. /// /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum /// /// @see ext_quaternion_geometric template GLM_FUNC_QUALIFIER qua cross(qua const& q1, qua const& q2); /// @} } //namespace glm #include "quaternion_geometric.inl" ================================================ FILE: third_party/glm/ext/quaternion_geometric.inl ================================================ namespace glm { template GLM_FUNC_QUALIFIER T dot(qua const& x, qua const& y) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'dot' accepts only floating-point inputs"); return detail::compute_dot, T, detail::is_aligned::value>::call(x, y); } template GLM_FUNC_QUALIFIER T length(qua const& q) { return glm::sqrt(dot(q, q)); } template GLM_FUNC_QUALIFIER qua normalize(qua const& q) { T len = length(q); if(len <= static_cast(0)) // Problem return qua(static_cast(1), static_cast(0), static_cast(0), static_cast(0)); T oneOverLen = static_cast(1) / len; return qua(q.w * oneOverLen, q.x * oneOverLen, q.y * oneOverLen, q.z * oneOverLen); } template GLM_FUNC_QUALIFIER qua cross(qua const& q1, qua const& q2) { return qua( q1.w * q2.w - q1.x * q2.x - q1.y * q2.y - q1.z * q2.z, q1.w * q2.x + q1.x * q2.w + q1.y * q2.z - q1.z * q2.y, q1.w * q2.y + q1.y * q2.w + q1.z * q2.x - q1.x * q2.z, q1.w * q2.z + q1.z * q2.w + q1.x * q2.y - q1.y * q2.x); } }//namespace glm ================================================ FILE: third_party/glm/ext/quaternion_relational.hpp ================================================ /// @ref ext_quaternion_relational /// @file glm/ext/quaternion_relational.hpp /// /// @defgroup ext_quaternion_relational GLM_EXT_quaternion_relational /// @ingroup ext /// /// Exposes comparison functions for quaternion types that take a user defined epsilon values. /// /// Include to use the features of this extension. /// /// @see core_vector_relational /// @see ext_vector_relational /// @see ext_matrix_relational /// @see ext_quaternion_float /// @see ext_quaternion_double #pragma once // Dependency: #include "../vector_relational.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_quaternion_relational extension included") #endif namespace glm { /// @addtogroup ext_quaternion_relational /// @{ /// Returns the component-wise comparison of result x == y. /// /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum template GLM_FUNC_DECL vec<4, bool, Q> equal(qua const& x, qua const& y); /// Returns the component-wise comparison of |x - y| < epsilon. /// /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum template GLM_FUNC_DECL vec<4, bool, Q> equal(qua const& x, qua const& y, T epsilon); /// Returns the component-wise comparison of result x != y. /// /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum template GLM_FUNC_DECL vec<4, bool, Q> notEqual(qua const& x, qua const& y); /// Returns the component-wise comparison of |x - y| >= epsilon. /// /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum template GLM_FUNC_DECL vec<4, bool, Q> notEqual(qua const& x, qua const& y, T epsilon); /// @} } //namespace glm #include "quaternion_relational.inl" ================================================ FILE: third_party/glm/ext/quaternion_relational.inl ================================================ namespace glm { template GLM_FUNC_QUALIFIER vec<4, bool, Q> equal(qua const& x, qua const& y) { vec<4, bool, Q> Result; for(length_t i = 0; i < x.length(); ++i) Result[i] = x[i] == y[i]; return Result; } template GLM_FUNC_QUALIFIER vec<4, bool, Q> equal(qua const& x, qua const& y, T epsilon) { vec<4, T, Q> v(x.x - y.x, x.y - y.y, x.z - y.z, x.w - y.w); return lessThan(abs(v), vec<4, T, Q>(epsilon)); } template GLM_FUNC_QUALIFIER vec<4, bool, Q> notEqual(qua const& x, qua const& y) { vec<4, bool, Q> Result; for(length_t i = 0; i < x.length(); ++i) Result[i] = x[i] != y[i]; return Result; } template GLM_FUNC_QUALIFIER vec<4, bool, Q> notEqual(qua const& x, qua const& y, T epsilon) { vec<4, T, Q> v(x.x - y.x, x.y - y.y, x.z - y.z, x.w - y.w); return greaterThanEqual(abs(v), vec<4, T, Q>(epsilon)); } }//namespace glm ================================================ FILE: third_party/glm/ext/quaternion_transform.hpp ================================================ /// @ref ext_quaternion_transform /// @file glm/ext/quaternion_transform.hpp /// /// @defgroup ext_quaternion_transform GLM_EXT_quaternion_transform /// @ingroup ext /// /// Provides transformation functions for quaternion types /// /// Include to use the features of this extension. /// /// @see ext_quaternion_float /// @see ext_quaternion_double /// @see ext_quaternion_exponential /// @see ext_quaternion_geometric /// @see ext_quaternion_relational /// @see ext_quaternion_trigonometric #pragma once // Dependency: #include "../common.hpp" #include "../trigonometric.hpp" #include "../geometric.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_quaternion_transform extension included") #endif namespace glm { /// @addtogroup ext_quaternion_transform /// @{ /// Rotates a quaternion from a vector of 3 components axis and an angle. /// /// @param q Source orientation /// @param angle Angle expressed in radians. /// @param axis Axis of the rotation /// /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum template GLM_FUNC_DECL qua rotate(qua const& q, T const& angle, vec<3, T, Q> const& axis); /// @} } //namespace glm #include "quaternion_transform.inl" ================================================ FILE: third_party/glm/ext/quaternion_transform.inl ================================================ namespace glm { template GLM_FUNC_QUALIFIER qua rotate(qua const& q, T const& angle, vec<3, T, Q> const& v) { vec<3, T, Q> Tmp = v; // Axis of rotation must be normalised T len = glm::length(Tmp); if(abs(len - static_cast(1)) > static_cast(0.001)) { T oneOverLen = static_cast(1) / len; Tmp.x *= oneOverLen; Tmp.y *= oneOverLen; Tmp.z *= oneOverLen; } T const AngleRad(angle); T const Sin = sin(AngleRad * static_cast(0.5)); return q * qua(cos(AngleRad * static_cast(0.5)), Tmp.x * Sin, Tmp.y * Sin, Tmp.z * Sin); } }//namespace glm ================================================ FILE: third_party/glm/ext/quaternion_trigonometric.hpp ================================================ /// @ref ext_quaternion_trigonometric /// @file glm/ext/quaternion_trigonometric.hpp /// /// @defgroup ext_quaternion_trigonometric GLM_EXT_quaternion_trigonometric /// @ingroup ext /// /// Provides trigonometric functions for quaternion types /// /// Include to use the features of this extension. /// /// @see ext_quaternion_float /// @see ext_quaternion_double /// @see ext_quaternion_exponential /// @see ext_quaternion_geometric /// @see ext_quaternion_relational /// @see ext_quaternion_transform #pragma once // Dependency: #include "../trigonometric.hpp" #include "../exponential.hpp" #include "scalar_constants.hpp" #include "vector_relational.hpp" #include #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_quaternion_trigonometric extension included") #endif namespace glm { /// @addtogroup ext_quaternion_trigonometric /// @{ /// Returns the quaternion rotation angle. /// /// @tparam T A floating-point scalar type /// @tparam Q A value from qualifier enum template GLM_FUNC_DECL T angle(qua const& x); /// Returns the q rotation axis. /// /// @tparam T A floating-point scalar type /// @tparam Q A value from qualifier enum template GLM_FUNC_DECL vec<3, T, Q> axis(qua const& x); /// Build a quaternion from an angle and a normalized axis. /// /// @param angle Angle expressed in radians. /// @param axis Axis of the quaternion, must be normalized. /// /// @tparam T A floating-point scalar type /// @tparam Q A value from qualifier enum template GLM_FUNC_DECL qua angleAxis(T const& angle, vec<3, T, Q> const& axis); /// @} } //namespace glm #include "quaternion_trigonometric.inl" ================================================ FILE: third_party/glm/ext/quaternion_trigonometric.inl ================================================ #include "scalar_constants.hpp" namespace glm { template GLM_FUNC_QUALIFIER T angle(qua const& x) { if (abs(x.w) > cos_one_over_two()) { return asin(sqrt(x.x * x.x + x.y * x.y + x.z * x.z)) * static_cast(2); } return acos(x.w) * static_cast(2); } template GLM_FUNC_QUALIFIER vec<3, T, Q> axis(qua const& x) { T const tmp1 = static_cast(1) - x.w * x.w; if(tmp1 <= static_cast(0)) return vec<3, T, Q>(0, 0, 1); T const tmp2 = static_cast(1) / sqrt(tmp1); return vec<3, T, Q>(x.x * tmp2, x.y * tmp2, x.z * tmp2); } template GLM_FUNC_QUALIFIER qua angleAxis(T const& angle, vec<3, T, Q> const& v) { T const a(angle); T const s = glm::sin(a * static_cast(0.5)); return qua(glm::cos(a * static_cast(0.5)), v * s); } }//namespace glm ================================================ FILE: third_party/glm/ext/scalar_common.hpp ================================================ /// @ref ext_scalar_common /// @file glm/ext/scalar_common.hpp /// /// @defgroup ext_scalar_common GLM_EXT_scalar_common /// @ingroup ext /// /// Exposes min and max functions for 3 to 4 scalar parameters. /// /// Include to use the features of this extension. /// /// @see core_func_common /// @see ext_vector_common #pragma once // Dependency: #include "../common.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_scalar_common extension included") #endif namespace glm { /// @addtogroup ext_scalar_common /// @{ /// Returns the minimum component-wise values of 3 inputs /// /// @tparam T A floating-point scalar type. /// /// @see ext_scalar_common template GLM_FUNC_DECL T min(T a, T b, T c); /// Returns the minimum component-wise values of 4 inputs /// /// @tparam T A floating-point scalar type. /// /// @see ext_scalar_common template GLM_FUNC_DECL T min(T a, T b, T c, T d); /// Returns the maximum component-wise values of 3 inputs /// /// @tparam T A floating-point scalar type. /// /// @see ext_scalar_common template GLM_FUNC_DECL T max(T a, T b, T c); /// Returns the maximum component-wise values of 4 inputs /// /// @tparam T A floating-point scalar type. /// /// @see ext_scalar_common template GLM_FUNC_DECL T max(T a, T b, T c, T d); /// Returns the minimum component-wise values of 2 inputs. If one of the two arguments is NaN, the value of the other argument is returned. /// /// @tparam T A floating-point scalar type. /// /// @see std::fmin documentation /// @see ext_scalar_common template GLM_FUNC_DECL T fmin(T a, T b); /// Returns the minimum component-wise values of 3 inputs. If one of the two arguments is NaN, the value of the other argument is returned. /// /// @tparam T A floating-point scalar type. /// /// @see std::fmin documentation /// @see ext_scalar_common template GLM_FUNC_DECL T fmin(T a, T b, T c); /// Returns the minimum component-wise values of 4 inputs. If one of the two arguments is NaN, the value of the other argument is returned. /// /// @tparam T A floating-point scalar type. /// /// @see std::fmin documentation /// @see ext_scalar_common template GLM_FUNC_DECL T fmin(T a, T b, T c, T d); /// Returns the maximum component-wise values of 2 inputs. If one of the two arguments is NaN, the value of the other argument is returned. /// /// @tparam T A floating-point scalar type. /// /// @see std::fmax documentation /// @see ext_scalar_common template GLM_FUNC_DECL T fmax(T a, T b); /// Returns the maximum component-wise values of 3 inputs. If one of the two arguments is NaN, the value of the other argument is returned. /// /// @tparam T A floating-point scalar type. /// /// @see std::fmax documentation /// @see ext_scalar_common template GLM_FUNC_DECL T fmax(T a, T b, T C); /// Returns the maximum component-wise values of 4 inputs. If one of the two arguments is NaN, the value of the other argument is returned. /// /// @tparam T A floating-point scalar type. /// /// @see std::fmax documentation /// @see ext_scalar_common template GLM_FUNC_DECL T fmax(T a, T b, T C, T D); /// Returns min(max(x, minVal), maxVal) for each component in x. If one of the two arguments is NaN, the value of the other argument is returned. /// /// @tparam genType Floating-point scalar types. /// /// @see ext_scalar_common template GLM_FUNC_DECL genType fclamp(genType x, genType minVal, genType maxVal); /// Simulate GL_CLAMP OpenGL wrap mode /// /// @tparam genType Floating-point scalar types. /// /// @see ext_scalar_common extension. template GLM_FUNC_DECL genType clamp(genType const& Texcoord); /// Simulate GL_REPEAT OpenGL wrap mode /// /// @tparam genType Floating-point scalar types. /// /// @see ext_scalar_common extension. template GLM_FUNC_DECL genType repeat(genType const& Texcoord); /// Simulate GL_MIRRORED_REPEAT OpenGL wrap mode /// /// @tparam genType Floating-point scalar types. /// /// @see ext_scalar_common extension. template GLM_FUNC_DECL genType mirrorClamp(genType const& Texcoord); /// Simulate GL_MIRROR_REPEAT OpenGL wrap mode /// /// @tparam genType Floating-point scalar types. /// /// @see ext_scalar_common extension. template GLM_FUNC_DECL genType mirrorRepeat(genType const& Texcoord); /// @} }//namespace glm #include "scalar_common.inl" ================================================ FILE: third_party/glm/ext/scalar_common.inl ================================================ namespace glm { template GLM_FUNC_QUALIFIER T min(T a, T b, T c) { return glm::min(glm::min(a, b), c); } template GLM_FUNC_QUALIFIER T min(T a, T b, T c, T d) { return glm::min(glm::min(a, b), glm::min(c, d)); } template GLM_FUNC_QUALIFIER T max(T a, T b, T c) { return glm::max(glm::max(a, b), c); } template GLM_FUNC_QUALIFIER T max(T a, T b, T c, T d) { return glm::max(glm::max(a, b), glm::max(c, d)); } # if GLM_HAS_CXX11_STL using std::fmin; # else template GLM_FUNC_QUALIFIER T fmin(T a, T b) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'fmin' only accept floating-point input"); if (isnan(a)) return b; return min(a, b); } # endif template GLM_FUNC_QUALIFIER T fmin(T a, T b, T c) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'fmin' only accept floating-point input"); if (isnan(a)) return fmin(b, c); if (isnan(b)) return fmin(a, c); if (isnan(c)) return min(a, b); return min(a, b, c); } template GLM_FUNC_QUALIFIER T fmin(T a, T b, T c, T d) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'fmin' only accept floating-point input"); if (isnan(a)) return fmin(b, c, d); if (isnan(b)) return min(a, fmin(c, d)); if (isnan(c)) return fmin(min(a, b), d); if (isnan(d)) return min(a, b, c); return min(a, b, c, d); } # if GLM_HAS_CXX11_STL using std::fmax; # else template GLM_FUNC_QUALIFIER T fmax(T a, T b) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'fmax' only accept floating-point input"); if (isnan(a)) return b; return max(a, b); } # endif template GLM_FUNC_QUALIFIER T fmax(T a, T b, T c) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'fmax' only accept floating-point input"); if (isnan(a)) return fmax(b, c); if (isnan(b)) return fmax(a, c); if (isnan(c)) return max(a, b); return max(a, b, c); } template GLM_FUNC_QUALIFIER T fmax(T a, T b, T c, T d) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'fmax' only accept floating-point input"); if (isnan(a)) return fmax(b, c, d); if (isnan(b)) return max(a, fmax(c, d)); if (isnan(c)) return fmax(max(a, b), d); if (isnan(d)) return max(a, b, c); return max(a, b, c, d); } // fclamp template GLM_FUNC_QUALIFIER genType fclamp(genType x, genType minVal, genType maxVal) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'fclamp' only accept floating-point or integer inputs"); return fmin(fmax(x, minVal), maxVal); } template GLM_FUNC_QUALIFIER genType clamp(genType const& Texcoord) { return glm::clamp(Texcoord, static_cast(0), static_cast(1)); } template GLM_FUNC_QUALIFIER genType repeat(genType const& Texcoord) { return glm::fract(Texcoord); } template GLM_FUNC_QUALIFIER genType mirrorClamp(genType const& Texcoord) { return glm::fract(glm::abs(Texcoord)); } template GLM_FUNC_QUALIFIER genType mirrorRepeat(genType const& Texcoord) { genType const Abs = glm::abs(Texcoord); genType const Clamp = glm::mod(glm::floor(Abs), static_cast(2)); genType const Floor = glm::floor(Abs); genType const Rest = Abs - Floor; genType const Mirror = Clamp + Rest; return mix(Rest, static_cast(1) - Rest, Mirror >= static_cast(1)); } }//namespace glm ================================================ FILE: third_party/glm/ext/scalar_constants.hpp ================================================ /// @ref ext_scalar_constants /// @file glm/ext/scalar_constants.hpp /// /// @defgroup ext_scalar_constants GLM_EXT_scalar_constants /// @ingroup ext /// /// Provides a list of constants and precomputed useful values. /// /// Include to use the features of this extension. #pragma once // Dependencies #include "../detail/setup.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_scalar_constants extension included") #endif namespace glm { /// @addtogroup ext_scalar_constants /// @{ /// Return the epsilon constant for floating point types. template GLM_FUNC_DECL GLM_CONSTEXPR genType epsilon(); /// Return the pi constant for floating point types. template GLM_FUNC_DECL GLM_CONSTEXPR genType pi(); /// Return the value of cos(1 / 2) for floating point types. template GLM_FUNC_DECL GLM_CONSTEXPR genType cos_one_over_two(); /// @} } //namespace glm #include "scalar_constants.inl" ================================================ FILE: third_party/glm/ext/scalar_constants.inl ================================================ #include namespace glm { template GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType epsilon() { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'epsilon' only accepts floating-point inputs"); return std::numeric_limits::epsilon(); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType pi() { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'pi' only accepts floating-point inputs"); return static_cast(3.14159265358979323846264338327950288); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType cos_one_over_two() { return genType(0.877582561890372716130286068203503191); } } //namespace glm ================================================ FILE: third_party/glm/ext/scalar_int_sized.hpp ================================================ /// @ref ext_scalar_int_sized /// @file glm/ext/scalar_int_sized.hpp /// /// @defgroup ext_scalar_int_sized GLM_EXT_scalar_int_sized /// @ingroup ext /// /// Exposes sized signed integer scalar types. /// /// Include to use the features of this extension. /// /// @see ext_scalar_uint_sized #pragma once #include "../detail/setup.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_scalar_int_sized extension included") #endif namespace glm{ namespace detail { # if GLM_HAS_EXTENDED_INTEGER_TYPE typedef std::int8_t int8; typedef std::int16_t int16; typedef std::int32_t int32; # else typedef signed char int8; typedef signed short int16; typedef signed int int32; #endif// template<> struct is_int { enum test {value = ~0}; }; template<> struct is_int { enum test {value = ~0}; }; template<> struct is_int { enum test {value = ~0}; }; }//namespace detail /// @addtogroup ext_scalar_int_sized /// @{ /// 8 bit signed integer type. typedef detail::int8 int8; /// 16 bit signed integer type. typedef detail::int16 int16; /// 32 bit signed integer type. typedef detail::int32 int32; /// 64 bit signed integer type. typedef detail::int64 int64; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/scalar_integer.hpp ================================================ /// @ref ext_scalar_integer /// @file glm/ext/scalar_integer.hpp /// /// @see core (dependence) /// /// @defgroup ext_scalar_integer GLM_EXT_scalar_integer /// @ingroup ext /// /// Include to use the features of this extension. #pragma once // Dependencies #include "../detail/setup.hpp" #include "../detail/qualifier.hpp" #include "../detail/_vectorize.hpp" #include "../detail/type_float.hpp" #include "../vector_relational.hpp" #include "../common.hpp" #include #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_scalar_integer extension included") #endif namespace glm { /// @addtogroup ext_scalar_integer /// @{ /// Return true if the value is a power of two number. /// /// @see ext_scalar_integer template GLM_FUNC_DECL bool isPowerOfTwo(genIUType v); /// Return the power of two number which value is just higher the input value, /// round up to a power of two. /// /// @see ext_scalar_integer template GLM_FUNC_DECL genIUType nextPowerOfTwo(genIUType v); /// Return the power of two number which value is just lower the input value, /// round down to a power of two. /// /// @see ext_scalar_integer template GLM_FUNC_DECL genIUType prevPowerOfTwo(genIUType v); /// Return true if the 'Value' is a multiple of 'Multiple'. /// /// @see ext_scalar_integer template GLM_FUNC_DECL bool isMultiple(genIUType v, genIUType Multiple); /// Higher multiple number of Source. /// /// @tparam genIUType Integer scalar or vector types. /// /// @param v Source value to which is applied the function /// @param Multiple Must be a null or positive value /// /// @see ext_scalar_integer template GLM_FUNC_DECL genIUType nextMultiple(genIUType v, genIUType Multiple); /// Lower multiple number of Source. /// /// @tparam genIUType Integer scalar or vector types. /// /// @param v Source value to which is applied the function /// @param Multiple Must be a null or positive value /// /// @see ext_scalar_integer template GLM_FUNC_DECL genIUType prevMultiple(genIUType v, genIUType Multiple); /// Returns the bit number of the Nth significant bit set to /// 1 in the binary representation of value. /// If value bitcount is less than the Nth significant bit, -1 will be returned. /// /// @tparam genIUType Signed or unsigned integer scalar types. /// /// @see ext_scalar_integer template GLM_FUNC_DECL int findNSB(genIUType x, int significantBitCount); /// @} } //namespace glm #include "scalar_integer.inl" ================================================ FILE: third_party/glm/ext/scalar_integer.inl ================================================ #include "../integer.hpp" namespace glm{ namespace detail { template struct compute_ceilShift { GLM_FUNC_QUALIFIER static vec call(vec const& v, T) { return v; } }; template struct compute_ceilShift { GLM_FUNC_QUALIFIER static vec call(vec const& v, T Shift) { return v | (v >> Shift); } }; template struct compute_ceilPowerOfTwo { GLM_FUNC_QUALIFIER static vec call(vec const& x) { GLM_STATIC_ASSERT(!std::numeric_limits::is_iec559, "'ceilPowerOfTwo' only accept integer scalar or vector inputs"); vec const Sign(sign(x)); vec v(abs(x)); v = v - static_cast(1); v = v | (v >> static_cast(1)); v = v | (v >> static_cast(2)); v = v | (v >> static_cast(4)); v = compute_ceilShift= 2>::call(v, 8); v = compute_ceilShift= 4>::call(v, 16); v = compute_ceilShift= 8>::call(v, 32); return (v + static_cast(1)) * Sign; } }; template struct compute_ceilPowerOfTwo { GLM_FUNC_QUALIFIER static vec call(vec const& x) { GLM_STATIC_ASSERT(!std::numeric_limits::is_iec559, "'ceilPowerOfTwo' only accept integer scalar or vector inputs"); vec v(x); v = v - static_cast(1); v = v | (v >> static_cast(1)); v = v | (v >> static_cast(2)); v = v | (v >> static_cast(4)); v = compute_ceilShift= 2>::call(v, 8); v = compute_ceilShift= 4>::call(v, 16); v = compute_ceilShift= 8>::call(v, 32); return v + static_cast(1); } }; template struct compute_ceilMultiple{}; template<> struct compute_ceilMultiple { template GLM_FUNC_QUALIFIER static genType call(genType Source, genType Multiple) { if(Source > genType(0)) return Source + (Multiple - std::fmod(Source, Multiple)); else return Source + std::fmod(-Source, Multiple); } }; template<> struct compute_ceilMultiple { template GLM_FUNC_QUALIFIER static genType call(genType Source, genType Multiple) { genType Tmp = Source - genType(1); return Tmp + (Multiple - (Tmp % Multiple)); } }; template<> struct compute_ceilMultiple { template GLM_FUNC_QUALIFIER static genType call(genType Source, genType Multiple) { assert(Multiple > genType(0)); if(Source > genType(0)) { genType Tmp = Source - genType(1); return Tmp + (Multiple - (Tmp % Multiple)); } else return Source + (-Source % Multiple); } }; template struct compute_floorMultiple{}; template<> struct compute_floorMultiple { template GLM_FUNC_QUALIFIER static genType call(genType Source, genType Multiple) { if(Source >= genType(0)) return Source - std::fmod(Source, Multiple); else return Source - std::fmod(Source, Multiple) - Multiple; } }; template<> struct compute_floorMultiple { template GLM_FUNC_QUALIFIER static genType call(genType Source, genType Multiple) { if(Source >= genType(0)) return Source - Source % Multiple; else { genType Tmp = Source + genType(1); return Tmp - Tmp % Multiple - Multiple; } } }; template<> struct compute_floorMultiple { template GLM_FUNC_QUALIFIER static genType call(genType Source, genType Multiple) { if(Source >= genType(0)) return Source - Source % Multiple; else { genType Tmp = Source + genType(1); return Tmp - Tmp % Multiple - Multiple; } } }; }//namespace detail template GLM_FUNC_QUALIFIER bool isPowerOfTwo(genIUType Value) { GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'isPowerOfTwo' only accept integer inputs"); genIUType const Result = glm::abs(Value); return !(Result & (Result - 1)); } template GLM_FUNC_QUALIFIER genIUType nextPowerOfTwo(genIUType value) { GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'nextPowerOfTwo' only accept integer inputs"); return detail::compute_ceilPowerOfTwo<1, genIUType, defaultp, std::numeric_limits::is_signed>::call(vec<1, genIUType, defaultp>(value)).x; } template GLM_FUNC_QUALIFIER genIUType prevPowerOfTwo(genIUType value) { GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'prevPowerOfTwo' only accept integer inputs"); return isPowerOfTwo(value) ? value : static_cast(static_cast(1) << static_cast(findMSB(value))); } template GLM_FUNC_QUALIFIER bool isMultiple(genIUType Value, genIUType Multiple) { GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'isMultiple' only accept integer inputs"); return isMultiple(vec<1, genIUType>(Value), vec<1, genIUType>(Multiple)).x; } template GLM_FUNC_QUALIFIER genIUType nextMultiple(genIUType Source, genIUType Multiple) { GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'nextMultiple' only accept integer inputs"); return detail::compute_ceilMultiple::is_iec559, std::numeric_limits::is_signed>::call(Source, Multiple); } template GLM_FUNC_QUALIFIER genIUType prevMultiple(genIUType Source, genIUType Multiple) { GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'prevMultiple' only accept integer inputs"); return detail::compute_floorMultiple::is_iec559, std::numeric_limits::is_signed>::call(Source, Multiple); } template GLM_FUNC_QUALIFIER int findNSB(genIUType x, int significantBitCount) { GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'findNSB' only accept integer inputs"); if(bitCount(x) < significantBitCount) return -1; genIUType const One = static_cast(1); int bitPos = 0; genIUType key = x; int nBitCount = significantBitCount; int Step = sizeof(x) * 8 / 2; while (key > One) { genIUType Mask = static_cast((One << Step) - One); genIUType currentKey = key & Mask; int currentBitCount = bitCount(currentKey); if (nBitCount > currentBitCount) { nBitCount -= currentBitCount; bitPos += Step; key >>= static_cast(Step); } else { key = key & Mask; } Step >>= 1; } return static_cast(bitPos); } }//namespace glm ================================================ FILE: third_party/glm/ext/scalar_packing.hpp ================================================ /// @ref ext_scalar_packing /// @file glm/ext/scalar_packing.hpp /// /// @see core (dependence) /// /// @defgroup ext_scalar_packing GLM_EXT_scalar_packing /// @ingroup ext /// /// Include to use the features of this extension. /// /// This extension provides a set of function to convert scalar values to packed /// formats. #pragma once // Dependency: #include "../detail/qualifier.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_scalar_packing extension included") #endif namespace glm { /// @addtogroup ext_scalar_packing /// @{ /// @} }// namespace glm #include "scalar_packing.inl" ================================================ FILE: third_party/glm/ext/scalar_packing.inl ================================================ ================================================ FILE: third_party/glm/ext/scalar_relational.hpp ================================================ /// @ref ext_scalar_relational /// @file glm/ext/scalar_relational.hpp /// /// @defgroup ext_scalar_relational GLM_EXT_scalar_relational /// @ingroup ext /// /// Exposes comparison functions for scalar types that take a user defined epsilon values. /// /// Include to use the features of this extension. /// /// @see core_vector_relational /// @see ext_vector_relational /// @see ext_matrix_relational #pragma once // Dependencies #include "../detail/qualifier.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_scalar_relational extension included") #endif namespace glm { /// Returns the component-wise comparison of |x - y| < epsilon. /// True if this expression is satisfied. /// /// @tparam genType Floating-point or integer scalar types template GLM_FUNC_DECL GLM_CONSTEXPR bool equal(genType const& x, genType const& y, genType const& epsilon); /// Returns the component-wise comparison of |x - y| >= epsilon. /// True if this expression is not satisfied. /// /// @tparam genType Floating-point or integer scalar types template GLM_FUNC_DECL GLM_CONSTEXPR bool notEqual(genType const& x, genType const& y, genType const& epsilon); /// Returns the component-wise comparison between two scalars in term of ULPs. /// True if this expression is satisfied. /// /// @param x First operand. /// @param y Second operand. /// @param ULPs Maximum difference in ULPs between the two operators to consider them equal. /// /// @tparam genType Floating-point or integer scalar types template GLM_FUNC_DECL GLM_CONSTEXPR bool equal(genType const& x, genType const& y, int ULPs); /// Returns the component-wise comparison between two scalars in term of ULPs. /// True if this expression is not satisfied. /// /// @param x First operand. /// @param y Second operand. /// @param ULPs Maximum difference in ULPs between the two operators to consider them not equal. /// /// @tparam genType Floating-point or integer scalar types template GLM_FUNC_DECL GLM_CONSTEXPR bool notEqual(genType const& x, genType const& y, int ULPs); /// @} }//namespace glm #include "scalar_relational.inl" ================================================ FILE: third_party/glm/ext/scalar_relational.inl ================================================ #include "../common.hpp" #include "../ext/scalar_int_sized.hpp" #include "../ext/scalar_uint_sized.hpp" #include "../detail/type_float.hpp" namespace glm { template GLM_FUNC_QUALIFIER GLM_CONSTEXPR bool equal(genType const& x, genType const& y, genType const& epsilon) { return abs(x - y) <= epsilon; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR bool notEqual(genType const& x, genType const& y, genType const& epsilon) { return abs(x - y) > epsilon; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR bool equal(genType const& x, genType const& y, int MaxULPs) { detail::float_t const a(x); detail::float_t const b(y); // Different signs means they do not match. if(a.negative() != b.negative()) return false; // Find the difference in ULPs. typename detail::float_t::int_type const DiffULPs = abs(a.i - b.i); return DiffULPs <= MaxULPs; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR bool notEqual(genType const& x, genType const& y, int ULPs) { return !equal(x, y, ULPs); } }//namespace glm ================================================ FILE: third_party/glm/ext/scalar_uint_sized.hpp ================================================ /// @ref ext_scalar_uint_sized /// @file glm/ext/scalar_uint_sized.hpp /// /// @defgroup ext_scalar_uint_sized GLM_EXT_scalar_uint_sized /// @ingroup ext /// /// Exposes sized unsigned integer scalar types. /// /// Include to use the features of this extension. /// /// @see ext_scalar_int_sized #pragma once #include "../detail/setup.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_scalar_uint_sized extension included") #endif namespace glm{ namespace detail { # if GLM_HAS_EXTENDED_INTEGER_TYPE typedef std::uint8_t uint8; typedef std::uint16_t uint16; typedef std::uint32_t uint32; # else typedef unsigned char uint8; typedef unsigned short uint16; typedef unsigned int uint32; #endif template<> struct is_int { enum test {value = ~0}; }; template<> struct is_int { enum test {value = ~0}; }; template<> struct is_int { enum test {value = ~0}; }; }//namespace detail /// @addtogroup ext_scalar_uint_sized /// @{ /// 8 bit unsigned integer type. typedef detail::uint8 uint8; /// 16 bit unsigned integer type. typedef detail::uint16 uint16; /// 32 bit unsigned integer type. typedef detail::uint32 uint32; /// 64 bit unsigned integer type. typedef detail::uint64 uint64; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/scalar_ulp.hpp ================================================ /// @ref ext_scalar_ulp /// @file glm/ext/scalar_ulp.hpp /// /// @defgroup ext_scalar_ulp GLM_EXT_scalar_ulp /// @ingroup ext /// /// Allow the measurement of the accuracy of a function against a reference /// implementation. This extension works on floating-point data and provide results /// in ULP. /// /// Include to use the features of this extension. /// /// @see ext_vector_ulp /// @see ext_scalar_relational #pragma once // Dependencies #include "../ext/scalar_int_sized.hpp" #include "../common.hpp" #include "../detail/qualifier.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_scalar_ulp extension included") #endif namespace glm { /// Return the next ULP value(s) after the input value(s). /// /// @tparam genType A floating-point scalar type. /// /// @see ext_scalar_ulp template GLM_FUNC_DECL genType nextFloat(genType x); /// Return the previous ULP value(s) before the input value(s). /// /// @tparam genType A floating-point scalar type. /// /// @see ext_scalar_ulp template GLM_FUNC_DECL genType prevFloat(genType x); /// Return the value(s) ULP distance after the input value(s). /// /// @tparam genType A floating-point scalar type. /// /// @see ext_scalar_ulp template GLM_FUNC_DECL genType nextFloat(genType x, int ULPs); /// Return the value(s) ULP distance before the input value(s). /// /// @tparam genType A floating-point scalar type. /// /// @see ext_scalar_ulp template GLM_FUNC_DECL genType prevFloat(genType x, int ULPs); /// Return the distance in the number of ULP between 2 single-precision floating-point scalars. /// /// @see ext_scalar_ulp GLM_FUNC_DECL int floatDistance(float x, float y); /// Return the distance in the number of ULP between 2 double-precision floating-point scalars. /// /// @see ext_scalar_ulp GLM_FUNC_DECL int64 floatDistance(double x, double y); /// @} }//namespace glm #include "scalar_ulp.inl" ================================================ FILE: third_party/glm/ext/scalar_ulp.inl ================================================ /// Copyright (C) 1993 by Sun Microsystems, Inc. All rights reserved. /// /// Developed at SunPro, a Sun Microsystems, Inc. business. /// Permission to use, copy, modify, and distribute this /// software is freely granted, provided that this notice /// is preserved. #include "../detail/type_float.hpp" #include "../ext/scalar_constants.hpp" #include #include #if(GLM_COMPILER & GLM_COMPILER_VC) # pragma warning(push) # pragma warning(disable : 4127) #endif typedef union { float value; /* FIXME: Assumes 32 bit int. */ unsigned int word; } ieee_float_shape_type; typedef union { double value; struct { int lsw; int msw; } parts; } ieee_double_shape_type; #define GLM_EXTRACT_WORDS(ix0,ix1,d) \ do { \ ieee_double_shape_type ew_u; \ ew_u.value = (d); \ (ix0) = ew_u.parts.msw; \ (ix1) = ew_u.parts.lsw; \ } while (0) #define GLM_GET_FLOAT_WORD(i,d) \ do { \ ieee_float_shape_type gf_u; \ gf_u.value = (d); \ (i) = gf_u.word; \ } while (0) #define GLM_SET_FLOAT_WORD(d,i) \ do { \ ieee_float_shape_type sf_u; \ sf_u.word = (i); \ (d) = sf_u.value; \ } while (0) #define GLM_INSERT_WORDS(d,ix0,ix1) \ do { \ ieee_double_shape_type iw_u; \ iw_u.parts.msw = (ix0); \ iw_u.parts.lsw = (ix1); \ (d) = iw_u.value; \ } while (0) namespace glm{ namespace detail { GLM_FUNC_QUALIFIER float nextafterf(float x, float y) { volatile float t; int hx, hy, ix, iy; GLM_GET_FLOAT_WORD(hx, x); GLM_GET_FLOAT_WORD(hy, y); ix = hx & 0x7fffffff; // |x| iy = hy & 0x7fffffff; // |y| if((ix > 0x7f800000) || // x is nan (iy > 0x7f800000)) // y is nan return x + y; if(abs(y - x) <= epsilon()) return y; // x=y, return y if(ix == 0) { // x == 0 GLM_SET_FLOAT_WORD(x, (hy & 0x80000000) | 1);// return +-minsubnormal t = x * x; if(abs(t - x) <= epsilon()) return t; else return x; // raise underflow flag } if(hx >= 0) { // x > 0 if(hx > hy) // x > y, x -= ulp hx -= 1; else // x < y, x += ulp hx += 1; } else { // x < 0 if(hy >= 0 || hx > hy) // x < y, x -= ulp hx -= 1; else // x > y, x += ulp hx += 1; } hy = hx & 0x7f800000; if(hy >= 0x7f800000) return x + x; // overflow if(hy < 0x00800000) // underflow { t = x * x; if(abs(t - x) > epsilon()) { // raise underflow flag GLM_SET_FLOAT_WORD(y, hx); return y; } } GLM_SET_FLOAT_WORD(x, hx); return x; } GLM_FUNC_QUALIFIER double nextafter(double x, double y) { volatile double t; int hx, hy, ix, iy; unsigned int lx, ly; GLM_EXTRACT_WORDS(hx, lx, x); GLM_EXTRACT_WORDS(hy, ly, y); ix = hx & 0x7fffffff; // |x| iy = hy & 0x7fffffff; // |y| if(((ix >= 0x7ff00000) && ((ix - 0x7ff00000) | lx) != 0) || // x is nan ((iy >= 0x7ff00000) && ((iy - 0x7ff00000) | ly) != 0)) // y is nan return x + y; if(abs(y - x) <= epsilon()) return y; // x=y, return y if((ix | lx) == 0) { // x == 0 GLM_INSERT_WORDS(x, hy & 0x80000000, 1); // return +-minsubnormal t = x * x; if(abs(t - x) <= epsilon()) return t; else return x; // raise underflow flag } if(hx >= 0) { // x > 0 if(hx > hy || ((hx == hy) && (lx > ly))) { // x > y, x -= ulp if(lx == 0) hx -= 1; lx -= 1; } else { // x < y, x += ulp lx += 1; if(lx == 0) hx += 1; } } else { // x < 0 if(hy >= 0 || hx > hy || ((hx == hy) && (lx > ly))){// x < y, x -= ulp if(lx == 0) hx -= 1; lx -= 1; } else { // x > y, x += ulp lx += 1; if(lx == 0) hx += 1; } } hy = hx & 0x7ff00000; if(hy >= 0x7ff00000) return x + x; // overflow if(hy < 0x00100000) { // underflow t = x * x; if(abs(t - x) > epsilon()) { // raise underflow flag GLM_INSERT_WORDS(y, hx, lx); return y; } } GLM_INSERT_WORDS(x, hx, lx); return x; } }//namespace detail }//namespace glm #if(GLM_COMPILER & GLM_COMPILER_VC) # pragma warning(pop) #endif namespace glm { template<> GLM_FUNC_QUALIFIER float nextFloat(float x) { # if GLM_HAS_CXX11_STL return std::nextafter(x, std::numeric_limits::max()); # elif((GLM_COMPILER & GLM_COMPILER_VC) || ((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_PLATFORM & GLM_PLATFORM_WINDOWS))) return detail::nextafterf(x, FLT_MAX); # elif(GLM_PLATFORM & GLM_PLATFORM_ANDROID) return __builtin_nextafterf(x, FLT_MAX); # else return nextafterf(x, FLT_MAX); # endif } template<> GLM_FUNC_QUALIFIER double nextFloat(double x) { # if GLM_HAS_CXX11_STL return std::nextafter(x, std::numeric_limits::max()); # elif((GLM_COMPILER & GLM_COMPILER_VC) || ((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_PLATFORM & GLM_PLATFORM_WINDOWS))) return detail::nextafter(x, std::numeric_limits::max()); # elif(GLM_PLATFORM & GLM_PLATFORM_ANDROID) return __builtin_nextafter(x, DBL_MAX); # else return nextafter(x, DBL_MAX); # endif } template GLM_FUNC_QUALIFIER T nextFloat(T x, int ULPs) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'next_float' only accept floating-point input"); assert(ULPs >= 0); T temp = x; for(int i = 0; i < ULPs; ++i) temp = nextFloat(temp); return temp; } GLM_FUNC_QUALIFIER float prevFloat(float x) { # if GLM_HAS_CXX11_STL return std::nextafter(x, std::numeric_limits::min()); # elif((GLM_COMPILER & GLM_COMPILER_VC) || ((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_PLATFORM & GLM_PLATFORM_WINDOWS))) return detail::nextafterf(x, FLT_MIN); # elif(GLM_PLATFORM & GLM_PLATFORM_ANDROID) return __builtin_nextafterf(x, FLT_MIN); # else return nextafterf(x, FLT_MIN); # endif } GLM_FUNC_QUALIFIER double prevFloat(double x) { # if GLM_HAS_CXX11_STL return std::nextafter(x, std::numeric_limits::min()); # elif((GLM_COMPILER & GLM_COMPILER_VC) || ((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_PLATFORM & GLM_PLATFORM_WINDOWS))) return _nextafter(x, DBL_MIN); # elif(GLM_PLATFORM & GLM_PLATFORM_ANDROID) return __builtin_nextafter(x, DBL_MIN); # else return nextafter(x, DBL_MIN); # endif } template GLM_FUNC_QUALIFIER T prevFloat(T x, int ULPs) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'prev_float' only accept floating-point input"); assert(ULPs >= 0); T temp = x; for(int i = 0; i < ULPs; ++i) temp = prevFloat(temp); return temp; } GLM_FUNC_QUALIFIER int floatDistance(float x, float y) { detail::float_t const a(x); detail::float_t const b(y); return abs(a.i - b.i); } GLM_FUNC_QUALIFIER int64 floatDistance(double x, double y) { detail::float_t const a(x); detail::float_t const b(y); return abs(a.i - b.i); } }//namespace glm ================================================ FILE: third_party/glm/ext/vector_bool1.hpp ================================================ /// @ref ext_vector_bool1 /// @file glm/ext/vector_bool1.hpp /// /// @defgroup ext_vector_bool1 GLM_EXT_vector_bool1 /// @ingroup ext /// /// Exposes bvec1 vector type. /// /// Include to use the features of this extension. /// /// @see ext_vector_bool1_precision extension. #pragma once #include "../detail/type_vec1.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_vector_bool1 extension included") #endif namespace glm { /// @addtogroup ext_vector_bool1 /// @{ /// 1 components vector of boolean. typedef vec<1, bool, defaultp> bvec1; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/vector_bool1_precision.hpp ================================================ /// @ref ext_vector_bool1_precision /// @file glm/ext/vector_bool1_precision.hpp /// /// @defgroup ext_vector_bool1_precision GLM_EXT_vector_bool1_precision /// @ingroup ext /// /// Exposes highp_bvec1, mediump_bvec1 and lowp_bvec1 types. /// /// Include to use the features of this extension. #pragma once #include "../detail/type_vec1.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_vector_bool1_precision extension included") #endif namespace glm { /// @addtogroup ext_vector_bool1_precision /// @{ /// 1 component vector of bool values. typedef vec<1, bool, highp> highp_bvec1; /// 1 component vector of bool values. typedef vec<1, bool, mediump> mediump_bvec1; /// 1 component vector of bool values. typedef vec<1, bool, lowp> lowp_bvec1; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/vector_bool2.hpp ================================================ /// @ref core /// @file glm/ext/vector_bool2.hpp #pragma once #include "../detail/type_vec2.hpp" namespace glm { /// @addtogroup core_vector /// @{ /// 2 components vector of boolean. /// /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors typedef vec<2, bool, defaultp> bvec2; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/vector_bool2_precision.hpp ================================================ /// @ref core /// @file glm/ext/vector_bool2_precision.hpp #pragma once #include "../detail/type_vec2.hpp" namespace glm { /// @addtogroup core_vector_precision /// @{ /// 2 components vector of high qualifier bool numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef vec<2, bool, highp> highp_bvec2; /// 2 components vector of medium qualifier bool numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef vec<2, bool, mediump> mediump_bvec2; /// 2 components vector of low qualifier bool numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef vec<2, bool, lowp> lowp_bvec2; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/vector_bool3.hpp ================================================ /// @ref core /// @file glm/ext/vector_bool3.hpp #pragma once #include "../detail/type_vec3.hpp" namespace glm { /// @addtogroup core_vector /// @{ /// 3 components vector of boolean. /// /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors typedef vec<3, bool, defaultp> bvec3; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/vector_bool3_precision.hpp ================================================ /// @ref core /// @file glm/ext/vector_bool3_precision.hpp #pragma once #include "../detail/type_vec3.hpp" namespace glm { /// @addtogroup core_vector_precision /// @{ /// 3 components vector of high qualifier bool numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef vec<3, bool, highp> highp_bvec3; /// 3 components vector of medium qualifier bool numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef vec<3, bool, mediump> mediump_bvec3; /// 3 components vector of low qualifier bool numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef vec<3, bool, lowp> lowp_bvec3; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/vector_bool4.hpp ================================================ /// @ref core /// @file glm/ext/vector_bool4.hpp #pragma once #include "../detail/type_vec4.hpp" namespace glm { /// @addtogroup core_vector /// @{ /// 4 components vector of boolean. /// /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors typedef vec<4, bool, defaultp> bvec4; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/vector_bool4_precision.hpp ================================================ /// @ref core /// @file glm/ext/vector_bool4_precision.hpp #pragma once #include "../detail/type_vec4.hpp" namespace glm { /// @addtogroup core_vector_precision /// @{ /// 4 components vector of high qualifier bool numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef vec<4, bool, highp> highp_bvec4; /// 4 components vector of medium qualifier bool numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef vec<4, bool, mediump> mediump_bvec4; /// 4 components vector of low qualifier bool numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef vec<4, bool, lowp> lowp_bvec4; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/vector_common.hpp ================================================ /// @ref ext_vector_common /// @file glm/ext/vector_common.hpp /// /// @defgroup ext_vector_common GLM_EXT_vector_common /// @ingroup ext /// /// Exposes min and max functions for 3 to 4 vector parameters. /// /// Include to use the features of this extension. /// /// @see core_common /// @see ext_scalar_common #pragma once // Dependency: #include "../ext/scalar_common.hpp" #include "../common.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_vector_common extension included") #endif namespace glm { /// @addtogroup ext_vector_common /// @{ /// Return the minimum component-wise values of 3 inputs /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point or integer scalar types /// @tparam Q Value from qualifier enum template GLM_FUNC_DECL GLM_CONSTEXPR vec min(vec const& a, vec const& b, vec const& c); /// Return the minimum component-wise values of 4 inputs /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point or integer scalar types /// @tparam Q Value from qualifier enum template GLM_FUNC_DECL GLM_CONSTEXPR vec min(vec const& a, vec const& b, vec const& c, vec const& d); /// Return the maximum component-wise values of 3 inputs /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point or integer scalar types /// @tparam Q Value from qualifier enum template GLM_FUNC_DECL GLM_CONSTEXPR vec max(vec const& x, vec const& y, vec const& z); /// Return the maximum component-wise values of 4 inputs /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point or integer scalar types /// @tparam Q Value from qualifier enum template GLM_FUNC_DECL GLM_CONSTEXPR vec max( vec const& x, vec const& y, vec const& z, vec const& w); /// Returns y if y < x; otherwise, it returns x. If one of the two arguments is NaN, the value of the other argument is returned. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum /// /// @see std::fmin documentation template GLM_FUNC_DECL vec fmin(vec const& x, T y); /// Returns y if y < x; otherwise, it returns x. If one of the two arguments is NaN, the value of the other argument is returned. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum /// /// @see std::fmin documentation template GLM_FUNC_DECL vec fmin(vec const& x, vec const& y); /// Returns y if y < x; otherwise, it returns x. If one of the two arguments is NaN, the value of the other argument is returned. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum /// /// @see std::fmin documentation template GLM_FUNC_DECL vec fmin(vec const& a, vec const& b, vec const& c); /// Returns y if y < x; otherwise, it returns x. If one of the two arguments is NaN, the value of the other argument is returned. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum /// /// @see std::fmin documentation template GLM_FUNC_DECL vec fmin(vec const& a, vec const& b, vec const& c, vec const& d); /// Returns y if x < y; otherwise, it returns x. If one of the two arguments is NaN, the value of the other argument is returned. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum /// /// @see std::fmax documentation template GLM_FUNC_DECL vec fmax(vec const& a, T b); /// Returns y if x < y; otherwise, it returns x. If one of the two arguments is NaN, the value of the other argument is returned. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum /// /// @see std::fmax documentation template GLM_FUNC_DECL vec fmax(vec const& a, vec const& b); /// Returns y if x < y; otherwise, it returns x. If one of the two arguments is NaN, the value of the other argument is returned. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum /// /// @see std::fmax documentation template GLM_FUNC_DECL vec fmax(vec const& a, vec const& b, vec const& c); /// Returns y if x < y; otherwise, it returns x. If one of the two arguments is NaN, the value of the other argument is returned. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum /// /// @see std::fmax documentation template GLM_FUNC_DECL vec fmax(vec const& a, vec const& b, vec const& c, vec const& d); /// Returns min(max(x, minVal), maxVal) for each component in x. If one of the two arguments is NaN, the value of the other argument is returned. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum /// /// @see ext_vector_common template GLM_FUNC_DECL vec fclamp(vec const& x, T minVal, T maxVal); /// Returns min(max(x, minVal), maxVal) for each component in x. If one of the two arguments is NaN, the value of the other argument is returned. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum /// /// @see ext_vector_common template GLM_FUNC_DECL vec fclamp(vec const& x, vec const& minVal, vec const& maxVal); /// Simulate GL_CLAMP OpenGL wrap mode /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum /// /// @see ext_vector_common extension. template GLM_FUNC_DECL vec clamp(vec const& Texcoord); /// Simulate GL_REPEAT OpenGL wrap mode /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum /// /// @see ext_vector_common extension. template GLM_FUNC_DECL vec repeat(vec const& Texcoord); /// Simulate GL_MIRRORED_REPEAT OpenGL wrap mode /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum /// /// @see ext_vector_common extension. template GLM_FUNC_DECL vec mirrorClamp(vec const& Texcoord); /// Simulate GL_MIRROR_REPEAT OpenGL wrap mode /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum /// /// @see ext_vector_common extension. template GLM_FUNC_DECL vec mirrorRepeat(vec const& Texcoord); /// @} }//namespace glm #include "vector_common.inl" ================================================ FILE: third_party/glm/ext/vector_common.inl ================================================ #include "../detail/_vectorize.hpp" namespace glm { template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec min(vec const& x, vec const& y, vec const& z) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'min' only accept floating-point or integer inputs"); return glm::min(glm::min(x, y), z); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec min(vec const& x, vec const& y, vec const& z, vec const& w) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'min' only accept floating-point or integer inputs"); return glm::min(glm::min(x, y), glm::min(z, w)); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec max(vec const& x, vec const& y, vec const& z) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'max' only accept floating-point or integer inputs"); return glm::max(glm::max(x, y), z); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec max(vec const& x, vec const& y, vec const& z, vec const& w) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'max' only accept floating-point or integer inputs"); return glm::max(glm::max(x, y), glm::max(z, w)); } template GLM_FUNC_QUALIFIER vec fmin(vec const& a, T b) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'fmin' only accept floating-point inputs"); return detail::functor2::call(fmin, a, vec(b)); } template GLM_FUNC_QUALIFIER vec fmin(vec const& a, vec const& b) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'fmin' only accept floating-point inputs"); return detail::functor2::call(fmin, a, b); } template GLM_FUNC_QUALIFIER vec fmin(vec const& a, vec const& b, vec const& c) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'fmin' only accept floating-point inputs"); return fmin(fmin(a, b), c); } template GLM_FUNC_QUALIFIER vec fmin(vec const& a, vec const& b, vec const& c, vec const& d) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'fmin' only accept floating-point inputs"); return fmin(fmin(a, b), fmin(c, d)); } template GLM_FUNC_QUALIFIER vec fmax(vec const& a, T b) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'fmax' only accept floating-point inputs"); return detail::functor2::call(fmax, a, vec(b)); } template GLM_FUNC_QUALIFIER vec fmax(vec const& a, vec const& b) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'fmax' only accept floating-point inputs"); return detail::functor2::call(fmax, a, b); } template GLM_FUNC_QUALIFIER vec fmax(vec const& a, vec const& b, vec const& c) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'fmax' only accept floating-point inputs"); return fmax(fmax(a, b), c); } template GLM_FUNC_QUALIFIER vec fmax(vec const& a, vec const& b, vec const& c, vec const& d) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'fmax' only accept floating-point inputs"); return fmax(fmax(a, b), fmax(c, d)); } template GLM_FUNC_QUALIFIER vec fclamp(vec const& x, T minVal, T maxVal) { return fmin(fmax(x, vec(minVal)), vec(maxVal)); } template GLM_FUNC_QUALIFIER vec fclamp(vec const& x, vec const& minVal, vec const& maxVal) { return fmin(fmax(x, minVal), maxVal); } template GLM_FUNC_QUALIFIER vec clamp(vec const& Texcoord) { return glm::clamp(Texcoord, vec(0), vec(1)); } template GLM_FUNC_QUALIFIER vec repeat(vec const& Texcoord) { return glm::fract(Texcoord); } template GLM_FUNC_QUALIFIER vec mirrorClamp(vec const& Texcoord) { return glm::fract(glm::abs(Texcoord)); } template GLM_FUNC_QUALIFIER vec mirrorRepeat(vec const& Texcoord) { vec const Abs = glm::abs(Texcoord); vec const Clamp = glm::mod(glm::floor(Abs), vec(2)); vec const Floor = glm::floor(Abs); vec const Rest = Abs - Floor; vec const Mirror = Clamp + Rest; return mix(Rest, vec(1) - Rest, glm::greaterThanEqual(Mirror, vec(1))); } }//namespace glm ================================================ FILE: third_party/glm/ext/vector_double1.hpp ================================================ /// @ref ext_vector_double1 /// @file glm/ext/vector_double1.hpp /// /// @defgroup ext_vector_double1 GLM_EXT_vector_double1 /// @ingroup ext /// /// Exposes double-precision floating point vector type with one component. /// /// Include to use the features of this extension. /// /// @see ext_vector_double1_precision extension. /// @see ext_vector_float1 extension. #pragma once #include "../detail/type_vec1.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_vector_double1 extension included") #endif namespace glm { /// @addtogroup ext_vector_double1 /// @{ /// 1 components vector of double-precision floating-point numbers. typedef vec<1, double, defaultp> dvec1; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/vector_double1_precision.hpp ================================================ /// @ref ext_vector_double1_precision /// @file glm/ext/vector_double1_precision.hpp /// /// @defgroup ext_vector_double1_precision GLM_EXT_vector_double1_precision /// @ingroup ext /// /// Exposes highp_dvec1, mediump_dvec1 and lowp_dvec1 types. /// /// Include to use the features of this extension. /// /// @see ext_vector_double1 #pragma once #include "../detail/type_vec1.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_vector_double1_precision extension included") #endif namespace glm { /// @addtogroup ext_vector_double1_precision /// @{ /// 1 component vector of double-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef vec<1, double, highp> highp_dvec1; /// 1 component vector of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. typedef vec<1, double, mediump> mediump_dvec1; /// 1 component vector of double-precision floating-point numbers using low precision arithmetic in term of ULPs. typedef vec<1, double, lowp> lowp_dvec1; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/vector_double2.hpp ================================================ /// @ref core /// @file glm/ext/vector_double2.hpp #pragma once #include "../detail/type_vec2.hpp" namespace glm { /// @addtogroup core_vector /// @{ /// 2 components vector of double-precision floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors typedef vec<2, double, defaultp> dvec2; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/vector_double2_precision.hpp ================================================ /// @ref core /// @file glm/ext/vector_double2_precision.hpp #pragma once #include "../detail/type_vec2.hpp" namespace glm { /// @addtogroup core_vector_precision /// @{ /// 2 components vector of high double-qualifier floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef vec<2, double, highp> highp_dvec2; /// 2 components vector of medium double-qualifier floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef vec<2, double, mediump> mediump_dvec2; /// 2 components vector of low double-qualifier floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef vec<2, double, lowp> lowp_dvec2; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/vector_double3.hpp ================================================ /// @ref core /// @file glm/ext/vector_double3.hpp #pragma once #include "../detail/type_vec3.hpp" namespace glm { /// @addtogroup core_vector /// @{ /// 3 components vector of double-precision floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors typedef vec<3, double, defaultp> dvec3; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/vector_double3_precision.hpp ================================================ /// @ref core /// @file glm/ext/vector_double3_precision.hpp #pragma once #include "../detail/type_vec3.hpp" namespace glm { /// @addtogroup core_vector_precision /// @{ /// 3 components vector of high double-qualifier floating-point numbers. /// There is no guarantee on the actual qualifier. /// /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef vec<3, double, highp> highp_dvec3; /// 3 components vector of medium double-qualifier floating-point numbers. /// There is no guarantee on the actual qualifier. /// /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef vec<3, double, mediump> mediump_dvec3; /// 3 components vector of low double-qualifier floating-point numbers. /// There is no guarantee on the actual qualifier. /// /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef vec<3, double, lowp> lowp_dvec3; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/vector_double4.hpp ================================================ /// @ref core /// @file glm/ext/vector_double4.hpp #pragma once #include "../detail/type_vec4.hpp" namespace glm { /// @addtogroup core_vector /// @{ /// 4 components vector of double-precision floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors typedef vec<4, double, defaultp> dvec4; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/vector_double4_precision.hpp ================================================ /// @ref core /// @file glm/ext/vector_double4_precision.hpp #pragma once #include "../detail/setup.hpp" #include "../detail/type_vec4.hpp" namespace glm { /// @addtogroup core_vector_precision /// @{ /// 4 components vector of high double-qualifier floating-point numbers. /// There is no guarantee on the actual qualifier. /// /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef vec<4, double, highp> highp_dvec4; /// 4 components vector of medium double-qualifier floating-point numbers. /// There is no guarantee on the actual qualifier. /// /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef vec<4, double, mediump> mediump_dvec4; /// 4 components vector of low double-qualifier floating-point numbers. /// There is no guarantee on the actual qualifier. /// /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef vec<4, double, lowp> lowp_dvec4; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/vector_float1.hpp ================================================ /// @ref ext_vector_float1 /// @file glm/ext/vector_float1.hpp /// /// @defgroup ext_vector_float1 GLM_EXT_vector_float1 /// @ingroup ext /// /// Exposes single-precision floating point vector type with one component. /// /// Include to use the features of this extension. /// /// @see ext_vector_float1_precision extension. /// @see ext_vector_double1 extension. #pragma once #include "../detail/type_vec1.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_vector_float1 extension included") #endif namespace glm { /// @addtogroup ext_vector_float1 /// @{ /// 1 components vector of single-precision floating-point numbers. typedef vec<1, float, defaultp> vec1; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/vector_float1_precision.hpp ================================================ /// @ref ext_vector_float1_precision /// @file glm/ext/vector_float1_precision.hpp /// /// @defgroup ext_vector_float1_precision GLM_EXT_vector_float1_precision /// @ingroup ext /// /// Exposes highp_vec1, mediump_vec1 and lowp_vec1 types. /// /// Include to use the features of this extension. /// /// @see ext_vector_float1 extension. #pragma once #include "../detail/type_vec1.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_vector_float1_precision extension included") #endif namespace glm { /// @addtogroup ext_vector_float1_precision /// @{ /// 1 component vector of single-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef vec<1, float, highp> highp_vec1; /// 1 component vector of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. typedef vec<1, float, mediump> mediump_vec1; /// 1 component vector of single-precision floating-point numbers using low precision arithmetic in term of ULPs. typedef vec<1, float, lowp> lowp_vec1; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/vector_float2.hpp ================================================ /// @ref core /// @file glm/ext/vector_float2.hpp #pragma once #include "../detail/type_vec2.hpp" namespace glm { /// @addtogroup core_vector /// @{ /// 2 components vector of single-precision floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors typedef vec<2, float, defaultp> vec2; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/vector_float2_precision.hpp ================================================ /// @ref core /// @file glm/ext/vector_float2_precision.hpp #pragma once #include "../detail/type_vec2.hpp" namespace glm { /// @addtogroup core_vector_precision /// @{ /// 2 components vector of high single-qualifier floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef vec<2, float, highp> highp_vec2; /// 2 components vector of medium single-qualifier floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef vec<2, float, mediump> mediump_vec2; /// 2 components vector of low single-qualifier floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef vec<2, float, lowp> lowp_vec2; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/vector_float3.hpp ================================================ /// @ref core /// @file glm/ext/vector_float3.hpp #pragma once #include "../detail/type_vec3.hpp" namespace glm { /// @addtogroup core_vector /// @{ /// 3 components vector of single-precision floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors typedef vec<3, float, defaultp> vec3; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/vector_float3_precision.hpp ================================================ /// @ref core /// @file glm/ext/vector_float3_precision.hpp #pragma once #include "../detail/type_vec3.hpp" namespace glm { /// @addtogroup core_vector_precision /// @{ /// 3 components vector of high single-qualifier floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef vec<3, float, highp> highp_vec3; /// 3 components vector of medium single-qualifier floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef vec<3, float, mediump> mediump_vec3; /// 3 components vector of low single-qualifier floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef vec<3, float, lowp> lowp_vec3; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/vector_float4.hpp ================================================ /// @ref core /// @file glm/ext/vector_float4.hpp #pragma once #include "../detail/type_vec4.hpp" namespace glm { /// @addtogroup core_vector /// @{ /// 4 components vector of single-precision floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors typedef vec<4, float, defaultp> vec4; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/vector_float4_precision.hpp ================================================ /// @ref core /// @file glm/ext/vector_float4_precision.hpp #pragma once #include "../detail/type_vec4.hpp" namespace glm { /// @addtogroup core_vector_precision /// @{ /// 4 components vector of high single-qualifier floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef vec<4, float, highp> highp_vec4; /// 4 components vector of medium single-qualifier floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef vec<4, float, mediump> mediump_vec4; /// 4 components vector of low single-qualifier floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier typedef vec<4, float, lowp> lowp_vec4; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/vector_int1.hpp ================================================ /// @ref ext_vector_int1 /// @file glm/ext/vector_int1.hpp /// /// @defgroup ext_vector_int1 GLM_EXT_vector_int1 /// @ingroup ext /// /// Exposes ivec1 vector type. /// /// Include to use the features of this extension. /// /// @see ext_vector_uint1 extension. /// @see ext_vector_int1_precision extension. #pragma once #include "../detail/type_vec1.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_vector_int1 extension included") #endif namespace glm { /// @addtogroup ext_vector_int1 /// @{ /// 1 component vector of signed integer numbers. typedef vec<1, int, defaultp> ivec1; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/vector_int1_sized.hpp ================================================ /// @ref ext_vector_int1_sized /// @file glm/ext/vector_int1_sized.hpp /// /// @defgroup ext_vector_int1_sized GLM_EXT_vector_int1_sized /// @ingroup ext /// /// Exposes sized signed integer vector types. /// /// Include to use the features of this extension. /// /// @see ext_scalar_int_sized /// @see ext_vector_uint1_sized #pragma once #include "../ext/vector_int1.hpp" #include "../ext/scalar_int_sized.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_vector_int1_sized extension included") #endif namespace glm { /// @addtogroup ext_vector_int1_sized /// @{ /// 8 bit signed integer vector of 1 component type. /// /// @see ext_vector_int1_sized typedef vec<1, int8, defaultp> i8vec1; /// 16 bit signed integer vector of 1 component type. /// /// @see ext_vector_int1_sized typedef vec<1, int16, defaultp> i16vec1; /// 32 bit signed integer vector of 1 component type. /// /// @see ext_vector_int1_sized typedef vec<1, int32, defaultp> i32vec1; /// 64 bit signed integer vector of 1 component type. /// /// @see ext_vector_int1_sized typedef vec<1, int64, defaultp> i64vec1; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/vector_int2.hpp ================================================ /// @ref core /// @file glm/ext/vector_int2.hpp #pragma once #include "../detail/type_vec2.hpp" namespace glm { /// @addtogroup core_vector /// @{ /// 2 components vector of signed integer numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors typedef vec<2, int, defaultp> ivec2; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/vector_int2_sized.hpp ================================================ /// @ref ext_vector_int2_sized /// @file glm/ext/vector_int2_sized.hpp /// /// @defgroup ext_vector_int2_sized GLM_EXT_vector_int2_sized /// @ingroup ext /// /// Exposes sized signed integer vector of 2 components type. /// /// Include to use the features of this extension. /// /// @see ext_scalar_int_sized /// @see ext_vector_uint2_sized #pragma once #include "../ext/vector_int2.hpp" #include "../ext/scalar_int_sized.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_vector_int2_sized extension included") #endif namespace glm { /// @addtogroup ext_vector_int2_sized /// @{ /// 8 bit signed integer vector of 2 components type. /// /// @see ext_vector_int2_sized typedef vec<2, int8, defaultp> i8vec2; /// 16 bit signed integer vector of 2 components type. /// /// @see ext_vector_int2_sized typedef vec<2, int16, defaultp> i16vec2; /// 32 bit signed integer vector of 2 components type. /// /// @see ext_vector_int2_sized typedef vec<2, int32, defaultp> i32vec2; /// 64 bit signed integer vector of 2 components type. /// /// @see ext_vector_int2_sized typedef vec<2, int64, defaultp> i64vec2; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/vector_int3.hpp ================================================ /// @ref core /// @file glm/ext/vector_int3.hpp #pragma once #include "../detail/type_vec3.hpp" namespace glm { /// @addtogroup core_vector /// @{ /// 3 components vector of signed integer numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors typedef vec<3, int, defaultp> ivec3; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/vector_int3_sized.hpp ================================================ /// @ref ext_vector_int3_sized /// @file glm/ext/vector_int3_sized.hpp /// /// @defgroup ext_vector_int3_sized GLM_EXT_vector_int3_sized /// @ingroup ext /// /// Exposes sized signed integer vector of 3 components type. /// /// Include to use the features of this extension. /// /// @see ext_scalar_int_sized /// @see ext_vector_uint3_sized #pragma once #include "../ext/vector_int3.hpp" #include "../ext/scalar_int_sized.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_vector_int3_sized extension included") #endif namespace glm { /// @addtogroup ext_vector_int3_sized /// @{ /// 8 bit signed integer vector of 3 components type. /// /// @see ext_vector_int3_sized typedef vec<3, int8, defaultp> i8vec3; /// 16 bit signed integer vector of 3 components type. /// /// @see ext_vector_int3_sized typedef vec<3, int16, defaultp> i16vec3; /// 32 bit signed integer vector of 3 components type. /// /// @see ext_vector_int3_sized typedef vec<3, int32, defaultp> i32vec3; /// 64 bit signed integer vector of 3 components type. /// /// @see ext_vector_int3_sized typedef vec<3, int64, defaultp> i64vec3; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/vector_int4.hpp ================================================ /// @ref core /// @file glm/ext/vector_int4.hpp #pragma once #include "../detail/type_vec4.hpp" namespace glm { /// @addtogroup core_vector /// @{ /// 4 components vector of signed integer numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors typedef vec<4, int, defaultp> ivec4; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/vector_int4_sized.hpp ================================================ /// @ref ext_vector_int4_sized /// @file glm/ext/vector_int4_sized.hpp /// /// @defgroup ext_vector_int4_sized GLM_EXT_vector_int4_sized /// @ingroup ext /// /// Exposes sized signed integer vector of 4 components type. /// /// Include to use the features of this extension. /// /// @see ext_scalar_int_sized /// @see ext_vector_uint4_sized #pragma once #include "../ext/vector_int4.hpp" #include "../ext/scalar_int_sized.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_vector_int4_sized extension included") #endif namespace glm { /// @addtogroup ext_vector_int4_sized /// @{ /// 8 bit signed integer vector of 4 components type. /// /// @see ext_vector_int4_sized typedef vec<4, int8, defaultp> i8vec4; /// 16 bit signed integer vector of 4 components type. /// /// @see ext_vector_int4_sized typedef vec<4, int16, defaultp> i16vec4; /// 32 bit signed integer vector of 4 components type. /// /// @see ext_vector_int4_sized typedef vec<4, int32, defaultp> i32vec4; /// 64 bit signed integer vector of 4 components type. /// /// @see ext_vector_int4_sized typedef vec<4, int64, defaultp> i64vec4; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/vector_integer.hpp ================================================ /// @ref ext_vector_integer /// @file glm/ext/vector_integer.hpp /// /// @see core (dependence) /// @see ext_vector_integer (dependence) /// /// @defgroup ext_vector_integer GLM_EXT_vector_integer /// @ingroup ext /// /// Include to use the features of this extension. #pragma once // Dependencies #include "../detail/setup.hpp" #include "../detail/qualifier.hpp" #include "../detail/_vectorize.hpp" #include "../vector_relational.hpp" #include "../common.hpp" #include #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_vector_integer extension included") #endif namespace glm { /// @addtogroup ext_vector_integer /// @{ /// Return true if the value is a power of two number. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Signed or unsigned integer scalar types. /// @tparam Q Value from qualifier enum /// /// @see ext_vector_integer template GLM_FUNC_DECL vec isPowerOfTwo(vec const& v); /// Return the power of two number which value is just higher the input value, /// round up to a power of two. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Signed or unsigned integer scalar types. /// @tparam Q Value from qualifier enum /// /// @see ext_vector_integer template GLM_FUNC_DECL vec nextPowerOfTwo(vec const& v); /// Return the power of two number which value is just lower the input value, /// round down to a power of two. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Signed or unsigned integer scalar types. /// @tparam Q Value from qualifier enum /// /// @see ext_vector_integer template GLM_FUNC_DECL vec prevPowerOfTwo(vec const& v); /// Return true if the 'Value' is a multiple of 'Multiple'. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Signed or unsigned integer scalar types. /// @tparam Q Value from qualifier enum /// /// @see ext_vector_integer template GLM_FUNC_DECL vec isMultiple(vec const& v, T Multiple); /// Return true if the 'Value' is a multiple of 'Multiple'. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Signed or unsigned integer scalar types. /// @tparam Q Value from qualifier enum /// /// @see ext_vector_integer template GLM_FUNC_DECL vec isMultiple(vec const& v, vec const& Multiple); /// Higher multiple number of Source. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Signed or unsigned integer scalar types. /// @tparam Q Value from qualifier enum /// /// @param v Source values to which is applied the function /// @param Multiple Must be a null or positive value /// /// @see ext_vector_integer template GLM_FUNC_DECL vec nextMultiple(vec const& v, T Multiple); /// Higher multiple number of Source. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Signed or unsigned integer scalar types. /// @tparam Q Value from qualifier enum /// /// @param v Source values to which is applied the function /// @param Multiple Must be a null or positive value /// /// @see ext_vector_integer template GLM_FUNC_DECL vec nextMultiple(vec const& v, vec const& Multiple); /// Lower multiple number of Source. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Signed or unsigned integer scalar types. /// @tparam Q Value from qualifier enum /// /// @param v Source values to which is applied the function /// @param Multiple Must be a null or positive value /// /// @see ext_vector_integer template GLM_FUNC_DECL vec prevMultiple(vec const& v, T Multiple); /// Lower multiple number of Source. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Signed or unsigned integer scalar types. /// @tparam Q Value from qualifier enum /// /// @param v Source values to which is applied the function /// @param Multiple Must be a null or positive value /// /// @see ext_vector_integer template GLM_FUNC_DECL vec prevMultiple(vec const& v, vec const& Multiple); /// Returns the bit number of the Nth significant bit set to /// 1 in the binary representation of value. /// If value bitcount is less than the Nth significant bit, -1 will be returned. /// /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector. /// @tparam T Signed or unsigned integer scalar types. /// /// @see ext_vector_integer template GLM_FUNC_DECL vec findNSB(vec const& Source, vec SignificantBitCount); /// @} } //namespace glm #include "vector_integer.inl" ================================================ FILE: third_party/glm/ext/vector_integer.inl ================================================ #include "scalar_integer.hpp" namespace glm { template GLM_FUNC_QUALIFIER vec isPowerOfTwo(vec const& Value) { GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'isPowerOfTwo' only accept integer inputs"); vec const Result(abs(Value)); return equal(Result & (Result - vec(1)), vec(0)); } template GLM_FUNC_QUALIFIER vec nextPowerOfTwo(vec const& v) { GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'nextPowerOfTwo' only accept integer inputs"); return detail::compute_ceilPowerOfTwo::is_signed>::call(v); } template GLM_FUNC_QUALIFIER vec prevPowerOfTwo(vec const& v) { GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'prevPowerOfTwo' only accept integer inputs"); return detail::functor1::call(prevPowerOfTwo, v); } template GLM_FUNC_QUALIFIER vec isMultiple(vec const& Value, T Multiple) { GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'isMultiple' only accept integer inputs"); return (Value % Multiple) == vec(0); } template GLM_FUNC_QUALIFIER vec isMultiple(vec const& Value, vec const& Multiple) { GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'isMultiple' only accept integer inputs"); return (Value % Multiple) == vec(0); } template GLM_FUNC_QUALIFIER vec nextMultiple(vec const& Source, T Multiple) { GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'nextMultiple' only accept integer inputs"); return detail::functor2::call(nextMultiple, Source, vec(Multiple)); } template GLM_FUNC_QUALIFIER vec nextMultiple(vec const& Source, vec const& Multiple) { GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'nextMultiple' only accept integer inputs"); return detail::functor2::call(nextMultiple, Source, Multiple); } template GLM_FUNC_QUALIFIER vec prevMultiple(vec const& Source, T Multiple) { GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'prevMultiple' only accept integer inputs"); return detail::functor2::call(prevMultiple, Source, vec(Multiple)); } template GLM_FUNC_QUALIFIER vec prevMultiple(vec const& Source, vec const& Multiple) { GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'prevMultiple' only accept integer inputs"); return detail::functor2::call(prevMultiple, Source, Multiple); } template GLM_FUNC_QUALIFIER vec findNSB(vec const& Source, vec SignificantBitCount) { GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'findNSB' only accept integer inputs"); return detail::functor2_vec_int::call(findNSB, Source, SignificantBitCount); } }//namespace glm ================================================ FILE: third_party/glm/ext/vector_packing.hpp ================================================ /// @ref ext_vector_packing /// @file glm/ext/vector_packing.hpp /// /// @see core (dependence) /// /// @defgroup ext_vector_packing GLM_EXT_vector_packing /// @ingroup ext /// /// Include to use the features of this extension. /// /// This extension provides a set of function to convert vectors to packed /// formats. #pragma once // Dependency: #include "../detail/qualifier.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_vector_packing extension included") #endif namespace glm { /// @addtogroup ext_vector_packing /// @{ /// @} }// namespace glm #include "vector_packing.inl" ================================================ FILE: third_party/glm/ext/vector_packing.inl ================================================ ================================================ FILE: third_party/glm/ext/vector_relational.hpp ================================================ /// @ref ext_vector_relational /// @file glm/ext/vector_relational.hpp /// /// @see core (dependence) /// @see ext_scalar_integer (dependence) /// /// @defgroup ext_vector_relational GLM_EXT_vector_relational /// @ingroup ext /// /// Exposes comparison functions for vector types that take a user defined epsilon values. /// /// Include to use the features of this extension. /// /// @see core_vector_relational /// @see ext_scalar_relational /// @see ext_matrix_relational #pragma once // Dependencies #include "../detail/qualifier.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_vector_relational extension included") #endif namespace glm { /// @addtogroup ext_vector_relational /// @{ /// Returns the component-wise comparison of |x - y| < epsilon. /// True if this expression is satisfied. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point or integer scalar types /// @tparam Q Value from qualifier enum template GLM_FUNC_DECL GLM_CONSTEXPR vec equal(vec const& x, vec const& y, T epsilon); /// Returns the component-wise comparison of |x - y| < epsilon. /// True if this expression is satisfied. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point or integer scalar types /// @tparam Q Value from qualifier enum template GLM_FUNC_DECL GLM_CONSTEXPR vec equal(vec const& x, vec const& y, vec const& epsilon); /// Returns the component-wise comparison of |x - y| >= epsilon. /// True if this expression is not satisfied. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point or integer scalar types /// @tparam Q Value from qualifier enum template GLM_FUNC_DECL GLM_CONSTEXPR vec notEqual(vec const& x, vec const& y, T epsilon); /// Returns the component-wise comparison of |x - y| >= epsilon. /// True if this expression is not satisfied. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point or integer scalar types /// @tparam Q Value from qualifier enum template GLM_FUNC_DECL GLM_CONSTEXPR vec notEqual(vec const& x, vec const& y, vec const& epsilon); /// Returns the component-wise comparison between two vectors in term of ULPs. /// True if this expression is satisfied. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point /// @tparam Q Value from qualifier enum template GLM_FUNC_DECL GLM_CONSTEXPR vec equal(vec const& x, vec const& y, int ULPs); /// Returns the component-wise comparison between two vectors in term of ULPs. /// True if this expression is satisfied. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point /// @tparam Q Value from qualifier enum template GLM_FUNC_DECL GLM_CONSTEXPR vec equal(vec const& x, vec const& y, vec const& ULPs); /// Returns the component-wise comparison between two vectors in term of ULPs. /// True if this expression is not satisfied. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point /// @tparam Q Value from qualifier enum template GLM_FUNC_DECL GLM_CONSTEXPR vec notEqual(vec const& x, vec const& y, int ULPs); /// Returns the component-wise comparison between two vectors in term of ULPs. /// True if this expression is not satisfied. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point /// @tparam Q Value from qualifier enum template GLM_FUNC_DECL GLM_CONSTEXPR vec notEqual(vec const& x, vec const& y, vec const& ULPs); /// @} }//namespace glm #include "vector_relational.inl" ================================================ FILE: third_party/glm/ext/vector_relational.inl ================================================ #include "../vector_relational.hpp" #include "../common.hpp" #include "../detail/qualifier.hpp" #include "../detail/type_float.hpp" namespace glm { template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec equal(vec const& x, vec const& y, T Epsilon) { return equal(x, y, vec(Epsilon)); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec equal(vec const& x, vec const& y, vec const& Epsilon) { return lessThanEqual(abs(x - y), Epsilon); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec notEqual(vec const& x, vec const& y, T Epsilon) { return notEqual(x, y, vec(Epsilon)); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec notEqual(vec const& x, vec const& y, vec const& Epsilon) { return greaterThan(abs(x - y), Epsilon); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec equal(vec const& x, vec const& y, int MaxULPs) { return equal(x, y, vec(MaxULPs)); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec equal(vec const& x, vec const& y, vec const& MaxULPs) { vec Result(false); for(length_t i = 0; i < L; ++i) { detail::float_t const a(x[i]); detail::float_t const b(y[i]); // Different signs means they do not match. if(a.negative() != b.negative()) { // Check for equality to make sure +0==-0 Result[i] = a.mantissa() == b.mantissa() && a.exponent() == b.exponent(); } else { // Find the difference in ULPs. typename detail::float_t::int_type const DiffULPs = abs(a.i - b.i); Result[i] = DiffULPs <= MaxULPs[i]; } } return Result; } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec notEqual(vec const& x, vec const& y, int MaxULPs) { return notEqual(x, y, vec(MaxULPs)); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec notEqual(vec const& x, vec const& y, vec const& MaxULPs) { return not_(equal(x, y, MaxULPs)); } }//namespace glm ================================================ FILE: third_party/glm/ext/vector_uint1.hpp ================================================ /// @ref ext_vector_uint1 /// @file glm/ext/vector_uint1.hpp /// /// @defgroup ext_vector_uint1 GLM_EXT_vector_uint1 /// @ingroup ext /// /// Exposes uvec1 vector type. /// /// Include to use the features of this extension. /// /// @see ext_vector_int1 extension. /// @see ext_vector_uint1_precision extension. #pragma once #include "../detail/type_vec1.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_vector_uint1 extension included") #endif namespace glm { /// @addtogroup ext_vector_uint1 /// @{ /// 1 component vector of unsigned integer numbers. typedef vec<1, unsigned int, defaultp> uvec1; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/vector_uint1_sized.hpp ================================================ /// @ref ext_vector_uint1_sized /// @file glm/ext/vector_uint1_sized.hpp /// /// @defgroup ext_vector_uint1_sized GLM_EXT_vector_uint1_sized /// @ingroup ext /// /// Exposes sized unsigned integer vector types. /// /// Include to use the features of this extension. /// /// @see ext_scalar_uint_sized /// @see ext_vector_int1_sized #pragma once #include "../ext/vector_uint1.hpp" #include "../ext/scalar_uint_sized.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_vector_uint1_sized extension included") #endif namespace glm { /// @addtogroup ext_vector_uint1_sized /// @{ /// 8 bit unsigned integer vector of 1 component type. /// /// @see ext_vector_uint1_sized typedef vec<1, uint8, defaultp> u8vec1; /// 16 bit unsigned integer vector of 1 component type. /// /// @see ext_vector_uint1_sized typedef vec<1, uint16, defaultp> u16vec1; /// 32 bit unsigned integer vector of 1 component type. /// /// @see ext_vector_uint1_sized typedef vec<1, uint32, defaultp> u32vec1; /// 64 bit unsigned integer vector of 1 component type. /// /// @see ext_vector_uint1_sized typedef vec<1, uint64, defaultp> u64vec1; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/vector_uint2.hpp ================================================ /// @ref core /// @file glm/ext/vector_uint2.hpp #pragma once #include "../detail/type_vec2.hpp" namespace glm { /// @addtogroup core_vector /// @{ /// 2 components vector of unsigned integer numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors typedef vec<2, unsigned int, defaultp> uvec2; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/vector_uint2_sized.hpp ================================================ /// @ref ext_vector_uint2_sized /// @file glm/ext/vector_uint2_sized.hpp /// /// @defgroup ext_vector_uint2_sized GLM_EXT_vector_uint2_sized /// @ingroup ext /// /// Exposes sized unsigned integer vector of 2 components type. /// /// Include to use the features of this extension. /// /// @see ext_scalar_uint_sized /// @see ext_vector_int2_sized #pragma once #include "../ext/vector_uint2.hpp" #include "../ext/scalar_uint_sized.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_vector_uint2_sized extension included") #endif namespace glm { /// @addtogroup ext_vector_uint2_sized /// @{ /// 8 bit unsigned integer vector of 2 components type. /// /// @see ext_vector_uint2_sized typedef vec<2, uint8, defaultp> u8vec2; /// 16 bit unsigned integer vector of 2 components type. /// /// @see ext_vector_uint2_sized typedef vec<2, uint16, defaultp> u16vec2; /// 32 bit unsigned integer vector of 2 components type. /// /// @see ext_vector_uint2_sized typedef vec<2, uint32, defaultp> u32vec2; /// 64 bit unsigned integer vector of 2 components type. /// /// @see ext_vector_uint2_sized typedef vec<2, uint64, defaultp> u64vec2; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/vector_uint3.hpp ================================================ /// @ref core /// @file glm/ext/vector_uint3.hpp #pragma once #include "../detail/type_vec3.hpp" namespace glm { /// @addtogroup core_vector /// @{ /// 3 components vector of unsigned integer numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors typedef vec<3, unsigned int, defaultp> uvec3; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/vector_uint3_sized.hpp ================================================ /// @ref ext_vector_uint3_sized /// @file glm/ext/vector_uint3_sized.hpp /// /// @defgroup ext_vector_uint3_sized GLM_EXT_vector_uint3_sized /// @ingroup ext /// /// Exposes sized unsigned integer vector of 3 components type. /// /// Include to use the features of this extension. /// /// @see ext_scalar_uint_sized /// @see ext_vector_int3_sized #pragma once #include "../ext/vector_uint3.hpp" #include "../ext/scalar_uint_sized.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_vector_uint3_sized extension included") #endif namespace glm { /// @addtogroup ext_vector_uint3_sized /// @{ /// 8 bit unsigned integer vector of 3 components type. /// /// @see ext_vector_uint3_sized typedef vec<3, uint8, defaultp> u8vec3; /// 16 bit unsigned integer vector of 3 components type. /// /// @see ext_vector_uint3_sized typedef vec<3, uint16, defaultp> u16vec3; /// 32 bit unsigned integer vector of 3 components type. /// /// @see ext_vector_uint3_sized typedef vec<3, uint32, defaultp> u32vec3; /// 64 bit unsigned integer vector of 3 components type. /// /// @see ext_vector_uint3_sized typedef vec<3, uint64, defaultp> u64vec3; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/vector_uint4.hpp ================================================ /// @ref core /// @file glm/ext/vector_uint4.hpp #pragma once #include "../detail/type_vec4.hpp" namespace glm { /// @addtogroup core_vector /// @{ /// 4 components vector of unsigned integer numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors typedef vec<4, unsigned int, defaultp> uvec4; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/vector_uint4_sized.hpp ================================================ /// @ref ext_vector_uint4_sized /// @file glm/ext/vector_uint4_sized.hpp /// /// @defgroup ext_vector_uint4_sized GLM_EXT_vector_uint4_sized /// @ingroup ext /// /// Exposes sized unsigned integer vector of 4 components type. /// /// Include to use the features of this extension. /// /// @see ext_scalar_uint_sized /// @see ext_vector_int4_sized #pragma once #include "../ext/vector_uint4.hpp" #include "../ext/scalar_uint_sized.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_vector_uint4_sized extension included") #endif namespace glm { /// @addtogroup ext_vector_uint4_sized /// @{ /// 8 bit unsigned integer vector of 4 components type. /// /// @see ext_vector_uint4_sized typedef vec<4, uint8, defaultp> u8vec4; /// 16 bit unsigned integer vector of 4 components type. /// /// @see ext_vector_uint4_sized typedef vec<4, uint16, defaultp> u16vec4; /// 32 bit unsigned integer vector of 4 components type. /// /// @see ext_vector_uint4_sized typedef vec<4, uint32, defaultp> u32vec4; /// 64 bit unsigned integer vector of 4 components type. /// /// @see ext_vector_uint4_sized typedef vec<4, uint64, defaultp> u64vec4; /// @} }//namespace glm ================================================ FILE: third_party/glm/ext/vector_ulp.hpp ================================================ /// @ref ext_vector_ulp /// @file glm/ext/vector_ulp.hpp /// /// @defgroup ext_vector_ulp GLM_EXT_vector_ulp /// @ingroup ext /// /// Allow the measurement of the accuracy of a function against a reference /// implementation. This extension works on floating-point data and provide results /// in ULP. /// /// Include to use the features of this extension. /// /// @see ext_scalar_ulp /// @see ext_scalar_relational /// @see ext_vector_relational #pragma once // Dependencies #include "../ext/scalar_ulp.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_vector_ulp extension included") #endif namespace glm { /// Return the next ULP value(s) after the input value(s). /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point /// @tparam Q Value from qualifier enum /// /// @see ext_scalar_ulp template GLM_FUNC_DECL vec nextFloat(vec const& x); /// Return the value(s) ULP distance after the input value(s). /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point /// @tparam Q Value from qualifier enum /// /// @see ext_scalar_ulp template GLM_FUNC_DECL vec nextFloat(vec const& x, int ULPs); /// Return the value(s) ULP distance after the input value(s). /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point /// @tparam Q Value from qualifier enum /// /// @see ext_scalar_ulp template GLM_FUNC_DECL vec nextFloat(vec const& x, vec const& ULPs); /// Return the previous ULP value(s) before the input value(s). /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point /// @tparam Q Value from qualifier enum /// /// @see ext_scalar_ulp template GLM_FUNC_DECL vec prevFloat(vec const& x); /// Return the value(s) ULP distance before the input value(s). /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point /// @tparam Q Value from qualifier enum /// /// @see ext_scalar_ulp template GLM_FUNC_DECL vec prevFloat(vec const& x, int ULPs); /// Return the value(s) ULP distance before the input value(s). /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point /// @tparam Q Value from qualifier enum /// /// @see ext_scalar_ulp template GLM_FUNC_DECL vec prevFloat(vec const& x, vec const& ULPs); /// Return the distance in the number of ULP between 2 single-precision floating-point scalars. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam Q Value from qualifier enum /// /// @see ext_scalar_ulp template GLM_FUNC_DECL vec floatDistance(vec const& x, vec const& y); /// Return the distance in the number of ULP between 2 double-precision floating-point scalars. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam Q Value from qualifier enum /// /// @see ext_scalar_ulp template GLM_FUNC_DECL vec floatDistance(vec const& x, vec const& y); /// @} }//namespace glm #include "vector_ulp.inl" ================================================ FILE: third_party/glm/ext/vector_ulp.inl ================================================ namespace glm { template GLM_FUNC_QUALIFIER vec nextFloat(vec const& x) { vec Result; for(length_t i = 0, n = Result.length(); i < n; ++i) Result[i] = nextFloat(x[i]); return Result; } template GLM_FUNC_QUALIFIER vec nextFloat(vec const& x, int ULPs) { vec Result; for(length_t i = 0, n = Result.length(); i < n; ++i) Result[i] = nextFloat(x[i], ULPs); return Result; } template GLM_FUNC_QUALIFIER vec nextFloat(vec const& x, vec const& ULPs) { vec Result; for(length_t i = 0, n = Result.length(); i < n; ++i) Result[i] = nextFloat(x[i], ULPs[i]); return Result; } template GLM_FUNC_QUALIFIER vec prevFloat(vec const& x) { vec Result; for(length_t i = 0, n = Result.length(); i < n; ++i) Result[i] = prevFloat(x[i]); return Result; } template GLM_FUNC_QUALIFIER vec prevFloat(vec const& x, int ULPs) { vec Result; for(length_t i = 0, n = Result.length(); i < n; ++i) Result[i] = prevFloat(x[i], ULPs); return Result; } template GLM_FUNC_QUALIFIER vec prevFloat(vec const& x, vec const& ULPs) { vec Result; for(length_t i = 0, n = Result.length(); i < n; ++i) Result[i] = prevFloat(x[i], ULPs[i]); return Result; } template GLM_FUNC_QUALIFIER vec floatDistance(vec const& x, vec const& y) { vec Result; for(length_t i = 0, n = Result.length(); i < n; ++i) Result[i] = floatDistance(x[i], y[i]); return Result; } template GLM_FUNC_QUALIFIER vec floatDistance(vec const& x, vec const& y) { vec Result; for(length_t i = 0, n = Result.length(); i < n; ++i) Result[i] = floatDistance(x[i], y[i]); return Result; } }//namespace glm ================================================ FILE: third_party/glm/ext.hpp ================================================ /// @file glm/ext.hpp /// /// @ref core (Dependence) #include "detail/setup.hpp" #pragma once #include "glm.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_MESSAGE_EXT_INCLUDED_DISPLAYED) # define GLM_MESSAGE_EXT_INCLUDED_DISPLAYED # pragma message("GLM: All extensions included (not recommended)") #endif//GLM_MESSAGES #include "./ext/matrix_clip_space.hpp" #include "./ext/matrix_common.hpp" #include "./ext/matrix_double2x2.hpp" #include "./ext/matrix_double2x2_precision.hpp" #include "./ext/matrix_double2x3.hpp" #include "./ext/matrix_double2x3_precision.hpp" #include "./ext/matrix_double2x4.hpp" #include "./ext/matrix_double2x4_precision.hpp" #include "./ext/matrix_double3x2.hpp" #include "./ext/matrix_double3x2_precision.hpp" #include "./ext/matrix_double3x3.hpp" #include "./ext/matrix_double3x3_precision.hpp" #include "./ext/matrix_double3x4.hpp" #include "./ext/matrix_double3x4_precision.hpp" #include "./ext/matrix_double4x2.hpp" #include "./ext/matrix_double4x2_precision.hpp" #include "./ext/matrix_double4x3.hpp" #include "./ext/matrix_double4x3_precision.hpp" #include "./ext/matrix_double4x4.hpp" #include "./ext/matrix_double4x4_precision.hpp" #include "./ext/matrix_float2x2.hpp" #include "./ext/matrix_float2x2_precision.hpp" #include "./ext/matrix_float2x3.hpp" #include "./ext/matrix_float2x3_precision.hpp" #include "./ext/matrix_float2x4.hpp" #include "./ext/matrix_float2x4_precision.hpp" #include "./ext/matrix_float3x2.hpp" #include "./ext/matrix_float3x2_precision.hpp" #include "./ext/matrix_float3x3.hpp" #include "./ext/matrix_float3x3_precision.hpp" #include "./ext/matrix_float3x4.hpp" #include "./ext/matrix_float3x4_precision.hpp" #include "./ext/matrix_float4x2.hpp" #include "./ext/matrix_float4x2_precision.hpp" #include "./ext/matrix_float4x3.hpp" #include "./ext/matrix_float4x3_precision.hpp" #include "./ext/matrix_float4x4.hpp" #include "./ext/matrix_float4x4_precision.hpp" #include "./ext/matrix_int2x2.hpp" #include "./ext/matrix_int2x2_sized.hpp" #include "./ext/matrix_int2x3.hpp" #include "./ext/matrix_int2x3_sized.hpp" #include "./ext/matrix_int2x4.hpp" #include "./ext/matrix_int2x4_sized.hpp" #include "./ext/matrix_int3x2.hpp" #include "./ext/matrix_int3x2_sized.hpp" #include "./ext/matrix_int3x3.hpp" #include "./ext/matrix_int3x3_sized.hpp" #include "./ext/matrix_int3x4.hpp" #include "./ext/matrix_int3x4_sized.hpp" #include "./ext/matrix_int4x2.hpp" #include "./ext/matrix_int4x2_sized.hpp" #include "./ext/matrix_int4x3.hpp" #include "./ext/matrix_int4x3_sized.hpp" #include "./ext/matrix_int4x4.hpp" #include "./ext/matrix_int4x4_sized.hpp" #include "./ext/matrix_uint2x2.hpp" #include "./ext/matrix_uint2x2_sized.hpp" #include "./ext/matrix_uint2x3.hpp" #include "./ext/matrix_uint2x3_sized.hpp" #include "./ext/matrix_uint2x4.hpp" #include "./ext/matrix_uint2x4_sized.hpp" #include "./ext/matrix_uint3x2.hpp" #include "./ext/matrix_uint3x2_sized.hpp" #include "./ext/matrix_uint3x3.hpp" #include "./ext/matrix_uint3x3_sized.hpp" #include "./ext/matrix_uint3x4.hpp" #include "./ext/matrix_uint3x4_sized.hpp" #include "./ext/matrix_uint4x2.hpp" #include "./ext/matrix_uint4x2_sized.hpp" #include "./ext/matrix_uint4x3.hpp" #include "./ext/matrix_uint4x3_sized.hpp" #include "./ext/matrix_uint4x4.hpp" #include "./ext/matrix_uint4x4_sized.hpp" #include "./ext/matrix_projection.hpp" #include "./ext/matrix_relational.hpp" #include "./ext/matrix_transform.hpp" #include "./ext/quaternion_common.hpp" #include "./ext/quaternion_double.hpp" #include "./ext/quaternion_double_precision.hpp" #include "./ext/quaternion_float.hpp" #include "./ext/quaternion_float_precision.hpp" #include "./ext/quaternion_exponential.hpp" #include "./ext/quaternion_geometric.hpp" #include "./ext/quaternion_relational.hpp" #include "./ext/quaternion_transform.hpp" #include "./ext/quaternion_trigonometric.hpp" #include "./ext/scalar_common.hpp" #include "./ext/scalar_constants.hpp" #include "./ext/scalar_integer.hpp" #include "./ext/scalar_packing.hpp" #include "./ext/scalar_relational.hpp" #include "./ext/scalar_ulp.hpp" #include "./ext/scalar_int_sized.hpp" #include "./ext/scalar_uint_sized.hpp" #include "./ext/vector_common.hpp" #include "./ext/vector_integer.hpp" #include "./ext/vector_packing.hpp" #include "./ext/vector_relational.hpp" #include "./ext/vector_ulp.hpp" #include "./ext/vector_bool1.hpp" #include "./ext/vector_bool1_precision.hpp" #include "./ext/vector_bool2.hpp" #include "./ext/vector_bool2_precision.hpp" #include "./ext/vector_bool3.hpp" #include "./ext/vector_bool3_precision.hpp" #include "./ext/vector_bool4.hpp" #include "./ext/vector_bool4_precision.hpp" #include "./ext/vector_double1.hpp" #include "./ext/vector_double1_precision.hpp" #include "./ext/vector_double2.hpp" #include "./ext/vector_double2_precision.hpp" #include "./ext/vector_double3.hpp" #include "./ext/vector_double3_precision.hpp" #include "./ext/vector_double4.hpp" #include "./ext/vector_double4_precision.hpp" #include "./ext/vector_float1.hpp" #include "./ext/vector_float1_precision.hpp" #include "./ext/vector_float2.hpp" #include "./ext/vector_float2_precision.hpp" #include "./ext/vector_float3.hpp" #include "./ext/vector_float3_precision.hpp" #include "./ext/vector_float4.hpp" #include "./ext/vector_float4_precision.hpp" #include "./ext/vector_int1.hpp" #include "./ext/vector_int1_sized.hpp" #include "./ext/vector_int2.hpp" #include "./ext/vector_int2_sized.hpp" #include "./ext/vector_int3.hpp" #include "./ext/vector_int3_sized.hpp" #include "./ext/vector_int4.hpp" #include "./ext/vector_int4_sized.hpp" #include "./ext/vector_uint1.hpp" #include "./ext/vector_uint1_sized.hpp" #include "./ext/vector_uint2.hpp" #include "./ext/vector_uint2_sized.hpp" #include "./ext/vector_uint3.hpp" #include "./ext/vector_uint3_sized.hpp" #include "./ext/vector_uint4.hpp" #include "./ext/vector_uint4_sized.hpp" #include "./gtc/bitfield.hpp" #include "./gtc/color_space.hpp" #include "./gtc/constants.hpp" #include "./gtc/epsilon.hpp" #include "./gtc/integer.hpp" #include "./gtc/matrix_access.hpp" #include "./gtc/matrix_integer.hpp" #include "./gtc/matrix_inverse.hpp" #include "./gtc/matrix_transform.hpp" #include "./gtc/noise.hpp" #include "./gtc/packing.hpp" #include "./gtc/quaternion.hpp" #include "./gtc/random.hpp" #include "./gtc/reciprocal.hpp" #include "./gtc/round.hpp" #include "./gtc/type_precision.hpp" #include "./gtc/type_ptr.hpp" #include "./gtc/ulp.hpp" #include "./gtc/vec1.hpp" #if GLM_CONFIG_ALIGNED_GENTYPES == GLM_ENABLE # include "./gtc/type_aligned.hpp" #endif #ifdef GLM_ENABLE_EXPERIMENTAL #include "./gtx/associated_min_max.hpp" #include "./gtx/bit.hpp" #include "./gtx/closest_point.hpp" #include "./gtx/color_encoding.hpp" #include "./gtx/color_space.hpp" #include "./gtx/color_space_YCoCg.hpp" #include "./gtx/compatibility.hpp" #include "./gtx/component_wise.hpp" #include "./gtx/dual_quaternion.hpp" #include "./gtx/euler_angles.hpp" #include "./gtx/extend.hpp" #include "./gtx/extended_min_max.hpp" #include "./gtx/fast_exponential.hpp" #include "./gtx/fast_square_root.hpp" #include "./gtx/fast_trigonometry.hpp" #include "./gtx/functions.hpp" #include "./gtx/gradient_paint.hpp" #include "./gtx/handed_coordinate_space.hpp" #include "./gtx/integer.hpp" #include "./gtx/intersect.hpp" #include "./gtx/log_base.hpp" #include "./gtx/matrix_cross_product.hpp" #include "./gtx/matrix_interpolation.hpp" #include "./gtx/matrix_major_storage.hpp" #include "./gtx/matrix_operation.hpp" #include "./gtx/matrix_query.hpp" #include "./gtx/mixed_product.hpp" #include "./gtx/norm.hpp" #include "./gtx/normal.hpp" #include "./gtx/normalize_dot.hpp" #include "./gtx/number_precision.hpp" #include "./gtx/optimum_pow.hpp" #include "./gtx/orthonormalize.hpp" #include "./gtx/perpendicular.hpp" #include "./gtx/polar_coordinates.hpp" #include "./gtx/projection.hpp" #include "./gtx/quaternion.hpp" #include "./gtx/raw_data.hpp" #include "./gtx/rotate_vector.hpp" #include "./gtx/spline.hpp" #include "./gtx/std_based_type.hpp" #if !(GLM_COMPILER & GLM_COMPILER_CUDA) # include "./gtx/string_cast.hpp" #endif #include "./gtx/transform.hpp" #include "./gtx/transform2.hpp" #include "./gtx/vec_swizzle.hpp" #include "./gtx/vector_angle.hpp" #include "./gtx/vector_query.hpp" #include "./gtx/wrap.hpp" #if GLM_HAS_TEMPLATE_ALIASES # include "./gtx/scalar_multiplication.hpp" #endif #if GLM_HAS_RANGE_FOR # include "./gtx/range.hpp" #endif #endif//GLM_ENABLE_EXPERIMENTAL ================================================ FILE: third_party/glm/fwd.hpp ================================================ #pragma once #include "detail/qualifier.hpp" namespace glm { #if GLM_HAS_EXTENDED_INTEGER_TYPE typedef std::int8_t int8; typedef std::int16_t int16; typedef std::int32_t int32; typedef std::int64_t int64; typedef std::uint8_t uint8; typedef std::uint16_t uint16; typedef std::uint32_t uint32; typedef std::uint64_t uint64; #else typedef signed char int8; typedef signed short int16; typedef signed int int32; typedef detail::int64 int64; typedef unsigned char uint8; typedef unsigned short uint16; typedef unsigned int uint32; typedef detail::uint64 uint64; #endif // Scalar int typedef int8 lowp_i8; typedef int8 mediump_i8; typedef int8 highp_i8; typedef int8 i8; typedef int8 lowp_int8; typedef int8 mediump_int8; typedef int8 highp_int8; typedef int8 lowp_int8_t; typedef int8 mediump_int8_t; typedef int8 highp_int8_t; typedef int8 int8_t; typedef int16 lowp_i16; typedef int16 mediump_i16; typedef int16 highp_i16; typedef int16 i16; typedef int16 lowp_int16; typedef int16 mediump_int16; typedef int16 highp_int16; typedef int16 lowp_int16_t; typedef int16 mediump_int16_t; typedef int16 highp_int16_t; typedef int16 int16_t; typedef int32 lowp_i32; typedef int32 mediump_i32; typedef int32 highp_i32; typedef int32 i32; typedef int32 lowp_int32; typedef int32 mediump_int32; typedef int32 highp_int32; typedef int32 lowp_int32_t; typedef int32 mediump_int32_t; typedef int32 highp_int32_t; typedef int32 int32_t; typedef int64 lowp_i64; typedef int64 mediump_i64; typedef int64 highp_i64; typedef int64 i64; typedef int64 lowp_int64; typedef int64 mediump_int64; typedef int64 highp_int64; typedef int64 lowp_int64_t; typedef int64 mediump_int64_t; typedef int64 highp_int64_t; typedef int64 int64_t; // Scalar uint typedef unsigned int uint; typedef uint8 lowp_u8; typedef uint8 mediump_u8; typedef uint8 highp_u8; typedef uint8 u8; typedef uint8 lowp_uint8; typedef uint8 mediump_uint8; typedef uint8 highp_uint8; typedef uint8 lowp_uint8_t; typedef uint8 mediump_uint8_t; typedef uint8 highp_uint8_t; typedef uint8 uint8_t; typedef uint16 lowp_u16; typedef uint16 mediump_u16; typedef uint16 highp_u16; typedef uint16 u16; typedef uint16 lowp_uint16; typedef uint16 mediump_uint16; typedef uint16 highp_uint16; typedef uint16 lowp_uint16_t; typedef uint16 mediump_uint16_t; typedef uint16 highp_uint16_t; typedef uint16 uint16_t; typedef uint32 lowp_u32; typedef uint32 mediump_u32; typedef uint32 highp_u32; typedef uint32 u32; typedef uint32 lowp_uint32; typedef uint32 mediump_uint32; typedef uint32 highp_uint32; typedef uint32 lowp_uint32_t; typedef uint32 mediump_uint32_t; typedef uint32 highp_uint32_t; typedef uint32 uint32_t; typedef uint64 lowp_u64; typedef uint64 mediump_u64; typedef uint64 highp_u64; typedef uint64 u64; typedef uint64 lowp_uint64; typedef uint64 mediump_uint64; typedef uint64 highp_uint64; typedef uint64 lowp_uint64_t; typedef uint64 mediump_uint64_t; typedef uint64 highp_uint64_t; typedef uint64 uint64_t; // Scalar float typedef float lowp_f32; typedef float mediump_f32; typedef float highp_f32; typedef float f32; typedef float lowp_float32; typedef float mediump_float32; typedef float highp_float32; typedef float float32; typedef float lowp_float32_t; typedef float mediump_float32_t; typedef float highp_float32_t; typedef float float32_t; typedef double lowp_f64; typedef double mediump_f64; typedef double highp_f64; typedef double f64; typedef double lowp_float64; typedef double mediump_float64; typedef double highp_float64; typedef double float64; typedef double lowp_float64_t; typedef double mediump_float64_t; typedef double highp_float64_t; typedef double float64_t; // Vector bool typedef vec<1, bool, lowp> lowp_bvec1; typedef vec<2, bool, lowp> lowp_bvec2; typedef vec<3, bool, lowp> lowp_bvec3; typedef vec<4, bool, lowp> lowp_bvec4; typedef vec<1, bool, mediump> mediump_bvec1; typedef vec<2, bool, mediump> mediump_bvec2; typedef vec<3, bool, mediump> mediump_bvec3; typedef vec<4, bool, mediump> mediump_bvec4; typedef vec<1, bool, highp> highp_bvec1; typedef vec<2, bool, highp> highp_bvec2; typedef vec<3, bool, highp> highp_bvec3; typedef vec<4, bool, highp> highp_bvec4; typedef vec<1, bool, defaultp> bvec1; typedef vec<2, bool, defaultp> bvec2; typedef vec<3, bool, defaultp> bvec3; typedef vec<4, bool, defaultp> bvec4; // Vector int typedef vec<1, int, lowp> lowp_ivec1; typedef vec<2, int, lowp> lowp_ivec2; typedef vec<3, int, lowp> lowp_ivec3; typedef vec<4, int, lowp> lowp_ivec4; typedef vec<1, int, mediump> mediump_ivec1; typedef vec<2, int, mediump> mediump_ivec2; typedef vec<3, int, mediump> mediump_ivec3; typedef vec<4, int, mediump> mediump_ivec4; typedef vec<1, int, highp> highp_ivec1; typedef vec<2, int, highp> highp_ivec2; typedef vec<3, int, highp> highp_ivec3; typedef vec<4, int, highp> highp_ivec4; typedef vec<1, int, defaultp> ivec1; typedef vec<2, int, defaultp> ivec2; typedef vec<3, int, defaultp> ivec3; typedef vec<4, int, defaultp> ivec4; typedef vec<1, i8, lowp> lowp_i8vec1; typedef vec<2, i8, lowp> lowp_i8vec2; typedef vec<3, i8, lowp> lowp_i8vec3; typedef vec<4, i8, lowp> lowp_i8vec4; typedef vec<1, i8, mediump> mediump_i8vec1; typedef vec<2, i8, mediump> mediump_i8vec2; typedef vec<3, i8, mediump> mediump_i8vec3; typedef vec<4, i8, mediump> mediump_i8vec4; typedef vec<1, i8, highp> highp_i8vec1; typedef vec<2, i8, highp> highp_i8vec2; typedef vec<3, i8, highp> highp_i8vec3; typedef vec<4, i8, highp> highp_i8vec4; typedef vec<1, i8, defaultp> i8vec1; typedef vec<2, i8, defaultp> i8vec2; typedef vec<3, i8, defaultp> i8vec3; typedef vec<4, i8, defaultp> i8vec4; typedef vec<1, i16, lowp> lowp_i16vec1; typedef vec<2, i16, lowp> lowp_i16vec2; typedef vec<3, i16, lowp> lowp_i16vec3; typedef vec<4, i16, lowp> lowp_i16vec4; typedef vec<1, i16, mediump> mediump_i16vec1; typedef vec<2, i16, mediump> mediump_i16vec2; typedef vec<3, i16, mediump> mediump_i16vec3; typedef vec<4, i16, mediump> mediump_i16vec4; typedef vec<1, i16, highp> highp_i16vec1; typedef vec<2, i16, highp> highp_i16vec2; typedef vec<3, i16, highp> highp_i16vec3; typedef vec<4, i16, highp> highp_i16vec4; typedef vec<1, i16, defaultp> i16vec1; typedef vec<2, i16, defaultp> i16vec2; typedef vec<3, i16, defaultp> i16vec3; typedef vec<4, i16, defaultp> i16vec4; typedef vec<1, i32, lowp> lowp_i32vec1; typedef vec<2, i32, lowp> lowp_i32vec2; typedef vec<3, i32, lowp> lowp_i32vec3; typedef vec<4, i32, lowp> lowp_i32vec4; typedef vec<1, i32, mediump> mediump_i32vec1; typedef vec<2, i32, mediump> mediump_i32vec2; typedef vec<3, i32, mediump> mediump_i32vec3; typedef vec<4, i32, mediump> mediump_i32vec4; typedef vec<1, i32, highp> highp_i32vec1; typedef vec<2, i32, highp> highp_i32vec2; typedef vec<3, i32, highp> highp_i32vec3; typedef vec<4, i32, highp> highp_i32vec4; typedef vec<1, i32, defaultp> i32vec1; typedef vec<2, i32, defaultp> i32vec2; typedef vec<3, i32, defaultp> i32vec3; typedef vec<4, i32, defaultp> i32vec4; typedef vec<1, i64, lowp> lowp_i64vec1; typedef vec<2, i64, lowp> lowp_i64vec2; typedef vec<3, i64, lowp> lowp_i64vec3; typedef vec<4, i64, lowp> lowp_i64vec4; typedef vec<1, i64, mediump> mediump_i64vec1; typedef vec<2, i64, mediump> mediump_i64vec2; typedef vec<3, i64, mediump> mediump_i64vec3; typedef vec<4, i64, mediump> mediump_i64vec4; typedef vec<1, i64, highp> highp_i64vec1; typedef vec<2, i64, highp> highp_i64vec2; typedef vec<3, i64, highp> highp_i64vec3; typedef vec<4, i64, highp> highp_i64vec4; typedef vec<1, i64, defaultp> i64vec1; typedef vec<2, i64, defaultp> i64vec2; typedef vec<3, i64, defaultp> i64vec3; typedef vec<4, i64, defaultp> i64vec4; // Vector uint typedef vec<1, uint, lowp> lowp_uvec1; typedef vec<2, uint, lowp> lowp_uvec2; typedef vec<3, uint, lowp> lowp_uvec3; typedef vec<4, uint, lowp> lowp_uvec4; typedef vec<1, uint, mediump> mediump_uvec1; typedef vec<2, uint, mediump> mediump_uvec2; typedef vec<3, uint, mediump> mediump_uvec3; typedef vec<4, uint, mediump> mediump_uvec4; typedef vec<1, uint, highp> highp_uvec1; typedef vec<2, uint, highp> highp_uvec2; typedef vec<3, uint, highp> highp_uvec3; typedef vec<4, uint, highp> highp_uvec4; typedef vec<1, uint, defaultp> uvec1; typedef vec<2, uint, defaultp> uvec2; typedef vec<3, uint, defaultp> uvec3; typedef vec<4, uint, defaultp> uvec4; typedef vec<1, u8, lowp> lowp_u8vec1; typedef vec<2, u8, lowp> lowp_u8vec2; typedef vec<3, u8, lowp> lowp_u8vec3; typedef vec<4, u8, lowp> lowp_u8vec4; typedef vec<1, u8, mediump> mediump_u8vec1; typedef vec<2, u8, mediump> mediump_u8vec2; typedef vec<3, u8, mediump> mediump_u8vec3; typedef vec<4, u8, mediump> mediump_u8vec4; typedef vec<1, u8, highp> highp_u8vec1; typedef vec<2, u8, highp> highp_u8vec2; typedef vec<3, u8, highp> highp_u8vec3; typedef vec<4, u8, highp> highp_u8vec4; typedef vec<1, u8, defaultp> u8vec1; typedef vec<2, u8, defaultp> u8vec2; typedef vec<3, u8, defaultp> u8vec3; typedef vec<4, u8, defaultp> u8vec4; typedef vec<1, u16, lowp> lowp_u16vec1; typedef vec<2, u16, lowp> lowp_u16vec2; typedef vec<3, u16, lowp> lowp_u16vec3; typedef vec<4, u16, lowp> lowp_u16vec4; typedef vec<1, u16, mediump> mediump_u16vec1; typedef vec<2, u16, mediump> mediump_u16vec2; typedef vec<3, u16, mediump> mediump_u16vec3; typedef vec<4, u16, mediump> mediump_u16vec4; typedef vec<1, u16, highp> highp_u16vec1; typedef vec<2, u16, highp> highp_u16vec2; typedef vec<3, u16, highp> highp_u16vec3; typedef vec<4, u16, highp> highp_u16vec4; typedef vec<1, u16, defaultp> u16vec1; typedef vec<2, u16, defaultp> u16vec2; typedef vec<3, u16, defaultp> u16vec3; typedef vec<4, u16, defaultp> u16vec4; typedef vec<1, u32, lowp> lowp_u32vec1; typedef vec<2, u32, lowp> lowp_u32vec2; typedef vec<3, u32, lowp> lowp_u32vec3; typedef vec<4, u32, lowp> lowp_u32vec4; typedef vec<1, u32, mediump> mediump_u32vec1; typedef vec<2, u32, mediump> mediump_u32vec2; typedef vec<3, u32, mediump> mediump_u32vec3; typedef vec<4, u32, mediump> mediump_u32vec4; typedef vec<1, u32, highp> highp_u32vec1; typedef vec<2, u32, highp> highp_u32vec2; typedef vec<3, u32, highp> highp_u32vec3; typedef vec<4, u32, highp> highp_u32vec4; typedef vec<1, u32, defaultp> u32vec1; typedef vec<2, u32, defaultp> u32vec2; typedef vec<3, u32, defaultp> u32vec3; typedef vec<4, u32, defaultp> u32vec4; typedef vec<1, u64, lowp> lowp_u64vec1; typedef vec<2, u64, lowp> lowp_u64vec2; typedef vec<3, u64, lowp> lowp_u64vec3; typedef vec<4, u64, lowp> lowp_u64vec4; typedef vec<1, u64, mediump> mediump_u64vec1; typedef vec<2, u64, mediump> mediump_u64vec2; typedef vec<3, u64, mediump> mediump_u64vec3; typedef vec<4, u64, mediump> mediump_u64vec4; typedef vec<1, u64, highp> highp_u64vec1; typedef vec<2, u64, highp> highp_u64vec2; typedef vec<3, u64, highp> highp_u64vec3; typedef vec<4, u64, highp> highp_u64vec4; typedef vec<1, u64, defaultp> u64vec1; typedef vec<2, u64, defaultp> u64vec2; typedef vec<3, u64, defaultp> u64vec3; typedef vec<4, u64, defaultp> u64vec4; // Vector float typedef vec<1, float, lowp> lowp_vec1; typedef vec<2, float, lowp> lowp_vec2; typedef vec<3, float, lowp> lowp_vec3; typedef vec<4, float, lowp> lowp_vec4; typedef vec<1, float, mediump> mediump_vec1; typedef vec<2, float, mediump> mediump_vec2; typedef vec<3, float, mediump> mediump_vec3; typedef vec<4, float, mediump> mediump_vec4; typedef vec<1, float, highp> highp_vec1; typedef vec<2, float, highp> highp_vec2; typedef vec<3, float, highp> highp_vec3; typedef vec<4, float, highp> highp_vec4; typedef vec<1, float, defaultp> vec1; typedef vec<2, float, defaultp> vec2; typedef vec<3, float, defaultp> vec3; typedef vec<4, float, defaultp> vec4; typedef vec<1, float, lowp> lowp_fvec1; typedef vec<2, float, lowp> lowp_fvec2; typedef vec<3, float, lowp> lowp_fvec3; typedef vec<4, float, lowp> lowp_fvec4; typedef vec<1, float, mediump> mediump_fvec1; typedef vec<2, float, mediump> mediump_fvec2; typedef vec<3, float, mediump> mediump_fvec3; typedef vec<4, float, mediump> mediump_fvec4; typedef vec<1, float, highp> highp_fvec1; typedef vec<2, float, highp> highp_fvec2; typedef vec<3, float, highp> highp_fvec3; typedef vec<4, float, highp> highp_fvec4; typedef vec<1, f32, defaultp> fvec1; typedef vec<2, f32, defaultp> fvec2; typedef vec<3, f32, defaultp> fvec3; typedef vec<4, f32, defaultp> fvec4; typedef vec<1, f32, lowp> lowp_f32vec1; typedef vec<2, f32, lowp> lowp_f32vec2; typedef vec<3, f32, lowp> lowp_f32vec3; typedef vec<4, f32, lowp> lowp_f32vec4; typedef vec<1, f32, mediump> mediump_f32vec1; typedef vec<2, f32, mediump> mediump_f32vec2; typedef vec<3, f32, mediump> mediump_f32vec3; typedef vec<4, f32, mediump> mediump_f32vec4; typedef vec<1, f32, highp> highp_f32vec1; typedef vec<2, f32, highp> highp_f32vec2; typedef vec<3, f32, highp> highp_f32vec3; typedef vec<4, f32, highp> highp_f32vec4; typedef vec<1, f32, defaultp> f32vec1; typedef vec<2, f32, defaultp> f32vec2; typedef vec<3, f32, defaultp> f32vec3; typedef vec<4, f32, defaultp> f32vec4; typedef vec<1, f64, lowp> lowp_dvec1; typedef vec<2, f64, lowp> lowp_dvec2; typedef vec<3, f64, lowp> lowp_dvec3; typedef vec<4, f64, lowp> lowp_dvec4; typedef vec<1, f64, mediump> mediump_dvec1; typedef vec<2, f64, mediump> mediump_dvec2; typedef vec<3, f64, mediump> mediump_dvec3; typedef vec<4, f64, mediump> mediump_dvec4; typedef vec<1, f64, highp> highp_dvec1; typedef vec<2, f64, highp> highp_dvec2; typedef vec<3, f64, highp> highp_dvec3; typedef vec<4, f64, highp> highp_dvec4; typedef vec<1, f64, defaultp> dvec1; typedef vec<2, f64, defaultp> dvec2; typedef vec<3, f64, defaultp> dvec3; typedef vec<4, f64, defaultp> dvec4; typedef vec<1, f64, lowp> lowp_f64vec1; typedef vec<2, f64, lowp> lowp_f64vec2; typedef vec<3, f64, lowp> lowp_f64vec3; typedef vec<4, f64, lowp> lowp_f64vec4; typedef vec<1, f64, mediump> mediump_f64vec1; typedef vec<2, f64, mediump> mediump_f64vec2; typedef vec<3, f64, mediump> mediump_f64vec3; typedef vec<4, f64, mediump> mediump_f64vec4; typedef vec<1, f64, highp> highp_f64vec1; typedef vec<2, f64, highp> highp_f64vec2; typedef vec<3, f64, highp> highp_f64vec3; typedef vec<4, f64, highp> highp_f64vec4; typedef vec<1, f64, defaultp> f64vec1; typedef vec<2, f64, defaultp> f64vec2; typedef vec<3, f64, defaultp> f64vec3; typedef vec<4, f64, defaultp> f64vec4; // Matrix NxN typedef mat<2, 2, f32, lowp> lowp_mat2; typedef mat<3, 3, f32, lowp> lowp_mat3; typedef mat<4, 4, f32, lowp> lowp_mat4; typedef mat<2, 2, f32, mediump> mediump_mat2; typedef mat<3, 3, f32, mediump> mediump_mat3; typedef mat<4, 4, f32, mediump> mediump_mat4; typedef mat<2, 2, f32, highp> highp_mat2; typedef mat<3, 3, f32, highp> highp_mat3; typedef mat<4, 4, f32, highp> highp_mat4; typedef mat<2, 2, f32, defaultp> mat2; typedef mat<3, 3, f32, defaultp> mat3; typedef mat<4, 4, f32, defaultp> mat4; typedef mat<2, 2, f32, lowp> lowp_fmat2; typedef mat<3, 3, f32, lowp> lowp_fmat3; typedef mat<4, 4, f32, lowp> lowp_fmat4; typedef mat<2, 2, f32, mediump> mediump_fmat2; typedef mat<3, 3, f32, mediump> mediump_fmat3; typedef mat<4, 4, f32, mediump> mediump_fmat4; typedef mat<2, 2, f32, highp> highp_fmat2; typedef mat<3, 3, f32, highp> highp_fmat3; typedef mat<4, 4, f32, highp> highp_fmat4; typedef mat<2, 2, f32, defaultp> fmat2; typedef mat<3, 3, f32, defaultp> fmat3; typedef mat<4, 4, f32, defaultp> fmat4; typedef mat<2, 2, f32, lowp> lowp_f32mat2; typedef mat<3, 3, f32, lowp> lowp_f32mat3; typedef mat<4, 4, f32, lowp> lowp_f32mat4; typedef mat<2, 2, f32, mediump> mediump_f32mat2; typedef mat<3, 3, f32, mediump> mediump_f32mat3; typedef mat<4, 4, f32, mediump> mediump_f32mat4; typedef mat<2, 2, f32, highp> highp_f32mat2; typedef mat<3, 3, f32, highp> highp_f32mat3; typedef mat<4, 4, f32, highp> highp_f32mat4; typedef mat<2, 2, f32, defaultp> f32mat2; typedef mat<3, 3, f32, defaultp> f32mat3; typedef mat<4, 4, f32, defaultp> f32mat4; typedef mat<2, 2, f64, lowp> lowp_dmat2; typedef mat<3, 3, f64, lowp> lowp_dmat3; typedef mat<4, 4, f64, lowp> lowp_dmat4; typedef mat<2, 2, f64, mediump> mediump_dmat2; typedef mat<3, 3, f64, mediump> mediump_dmat3; typedef mat<4, 4, f64, mediump> mediump_dmat4; typedef mat<2, 2, f64, highp> highp_dmat2; typedef mat<3, 3, f64, highp> highp_dmat3; typedef mat<4, 4, f64, highp> highp_dmat4; typedef mat<2, 2, f64, defaultp> dmat2; typedef mat<3, 3, f64, defaultp> dmat3; typedef mat<4, 4, f64, defaultp> dmat4; typedef mat<2, 2, f64, lowp> lowp_f64mat2; typedef mat<3, 3, f64, lowp> lowp_f64mat3; typedef mat<4, 4, f64, lowp> lowp_f64mat4; typedef mat<2, 2, f64, mediump> mediump_f64mat2; typedef mat<3, 3, f64, mediump> mediump_f64mat3; typedef mat<4, 4, f64, mediump> mediump_f64mat4; typedef mat<2, 2, f64, highp> highp_f64mat2; typedef mat<3, 3, f64, highp> highp_f64mat3; typedef mat<4, 4, f64, highp> highp_f64mat4; typedef mat<2, 2, f64, defaultp> f64mat2; typedef mat<3, 3, f64, defaultp> f64mat3; typedef mat<4, 4, f64, defaultp> f64mat4; // Matrix MxN typedef mat<2, 2, f32, lowp> lowp_mat2x2; typedef mat<2, 3, f32, lowp> lowp_mat2x3; typedef mat<2, 4, f32, lowp> lowp_mat2x4; typedef mat<3, 2, f32, lowp> lowp_mat3x2; typedef mat<3, 3, f32, lowp> lowp_mat3x3; typedef mat<3, 4, f32, lowp> lowp_mat3x4; typedef mat<4, 2, f32, lowp> lowp_mat4x2; typedef mat<4, 3, f32, lowp> lowp_mat4x3; typedef mat<4, 4, f32, lowp> lowp_mat4x4; typedef mat<2, 2, f32, mediump> mediump_mat2x2; typedef mat<2, 3, f32, mediump> mediump_mat2x3; typedef mat<2, 4, f32, mediump> mediump_mat2x4; typedef mat<3, 2, f32, mediump> mediump_mat3x2; typedef mat<3, 3, f32, mediump> mediump_mat3x3; typedef mat<3, 4, f32, mediump> mediump_mat3x4; typedef mat<4, 2, f32, mediump> mediump_mat4x2; typedef mat<4, 3, f32, mediump> mediump_mat4x3; typedef mat<4, 4, f32, mediump> mediump_mat4x4; typedef mat<2, 2, f32, highp> highp_mat2x2; typedef mat<2, 3, f32, highp> highp_mat2x3; typedef mat<2, 4, f32, highp> highp_mat2x4; typedef mat<3, 2, f32, highp> highp_mat3x2; typedef mat<3, 3, f32, highp> highp_mat3x3; typedef mat<3, 4, f32, highp> highp_mat3x4; typedef mat<4, 2, f32, highp> highp_mat4x2; typedef mat<4, 3, f32, highp> highp_mat4x3; typedef mat<4, 4, f32, highp> highp_mat4x4; typedef mat<2, 2, f32, defaultp> mat2x2; typedef mat<3, 2, f32, defaultp> mat3x2; typedef mat<4, 2, f32, defaultp> mat4x2; typedef mat<2, 3, f32, defaultp> mat2x3; typedef mat<3, 3, f32, defaultp> mat3x3; typedef mat<4, 3, f32, defaultp> mat4x3; typedef mat<2, 4, f32, defaultp> mat2x4; typedef mat<3, 4, f32, defaultp> mat3x4; typedef mat<4, 4, f32, defaultp> mat4x4; typedef mat<2, 2, f32, lowp> lowp_fmat2x2; typedef mat<2, 3, f32, lowp> lowp_fmat2x3; typedef mat<2, 4, f32, lowp> lowp_fmat2x4; typedef mat<3, 2, f32, lowp> lowp_fmat3x2; typedef mat<3, 3, f32, lowp> lowp_fmat3x3; typedef mat<3, 4, f32, lowp> lowp_fmat3x4; typedef mat<4, 2, f32, lowp> lowp_fmat4x2; typedef mat<4, 3, f32, lowp> lowp_fmat4x3; typedef mat<4, 4, f32, lowp> lowp_fmat4x4; typedef mat<2, 2, f32, mediump> mediump_fmat2x2; typedef mat<2, 3, f32, mediump> mediump_fmat2x3; typedef mat<2, 4, f32, mediump> mediump_fmat2x4; typedef mat<3, 2, f32, mediump> mediump_fmat3x2; typedef mat<3, 3, f32, mediump> mediump_fmat3x3; typedef mat<3, 4, f32, mediump> mediump_fmat3x4; typedef mat<4, 2, f32, mediump> mediump_fmat4x2; typedef mat<4, 3, f32, mediump> mediump_fmat4x3; typedef mat<4, 4, f32, mediump> mediump_fmat4x4; typedef mat<2, 2, f32, highp> highp_fmat2x2; typedef mat<2, 3, f32, highp> highp_fmat2x3; typedef mat<2, 4, f32, highp> highp_fmat2x4; typedef mat<3, 2, f32, highp> highp_fmat3x2; typedef mat<3, 3, f32, highp> highp_fmat3x3; typedef mat<3, 4, f32, highp> highp_fmat3x4; typedef mat<4, 2, f32, highp> highp_fmat4x2; typedef mat<4, 3, f32, highp> highp_fmat4x3; typedef mat<4, 4, f32, highp> highp_fmat4x4; typedef mat<2, 2, f32, defaultp> fmat2x2; typedef mat<3, 2, f32, defaultp> fmat3x2; typedef mat<4, 2, f32, defaultp> fmat4x2; typedef mat<2, 3, f32, defaultp> fmat2x3; typedef mat<3, 3, f32, defaultp> fmat3x3; typedef mat<4, 3, f32, defaultp> fmat4x3; typedef mat<2, 4, f32, defaultp> fmat2x4; typedef mat<3, 4, f32, defaultp> fmat3x4; typedef mat<4, 4, f32, defaultp> fmat4x4; typedef mat<2, 2, f32, lowp> lowp_f32mat2x2; typedef mat<2, 3, f32, lowp> lowp_f32mat2x3; typedef mat<2, 4, f32, lowp> lowp_f32mat2x4; typedef mat<3, 2, f32, lowp> lowp_f32mat3x2; typedef mat<3, 3, f32, lowp> lowp_f32mat3x3; typedef mat<3, 4, f32, lowp> lowp_f32mat3x4; typedef mat<4, 2, f32, lowp> lowp_f32mat4x2; typedef mat<4, 3, f32, lowp> lowp_f32mat4x3; typedef mat<4, 4, f32, lowp> lowp_f32mat4x4; typedef mat<2, 2, f32, mediump> mediump_f32mat2x2; typedef mat<2, 3, f32, mediump> mediump_f32mat2x3; typedef mat<2, 4, f32, mediump> mediump_f32mat2x4; typedef mat<3, 2, f32, mediump> mediump_f32mat3x2; typedef mat<3, 3, f32, mediump> mediump_f32mat3x3; typedef mat<3, 4, f32, mediump> mediump_f32mat3x4; typedef mat<4, 2, f32, mediump> mediump_f32mat4x2; typedef mat<4, 3, f32, mediump> mediump_f32mat4x3; typedef mat<4, 4, f32, mediump> mediump_f32mat4x4; typedef mat<2, 2, f32, highp> highp_f32mat2x2; typedef mat<2, 3, f32, highp> highp_f32mat2x3; typedef mat<2, 4, f32, highp> highp_f32mat2x4; typedef mat<3, 2, f32, highp> highp_f32mat3x2; typedef mat<3, 3, f32, highp> highp_f32mat3x3; typedef mat<3, 4, f32, highp> highp_f32mat3x4; typedef mat<4, 2, f32, highp> highp_f32mat4x2; typedef mat<4, 3, f32, highp> highp_f32mat4x3; typedef mat<4, 4, f32, highp> highp_f32mat4x4; typedef mat<2, 2, f32, defaultp> f32mat2x2; typedef mat<3, 2, f32, defaultp> f32mat3x2; typedef mat<4, 2, f32, defaultp> f32mat4x2; typedef mat<2, 3, f32, defaultp> f32mat2x3; typedef mat<3, 3, f32, defaultp> f32mat3x3; typedef mat<4, 3, f32, defaultp> f32mat4x3; typedef mat<2, 4, f32, defaultp> f32mat2x4; typedef mat<3, 4, f32, defaultp> f32mat3x4; typedef mat<4, 4, f32, defaultp> f32mat4x4; typedef mat<2, 2, double, lowp> lowp_dmat2x2; typedef mat<2, 3, double, lowp> lowp_dmat2x3; typedef mat<2, 4, double, lowp> lowp_dmat2x4; typedef mat<3, 2, double, lowp> lowp_dmat3x2; typedef mat<3, 3, double, lowp> lowp_dmat3x3; typedef mat<3, 4, double, lowp> lowp_dmat3x4; typedef mat<4, 2, double, lowp> lowp_dmat4x2; typedef mat<4, 3, double, lowp> lowp_dmat4x3; typedef mat<4, 4, double, lowp> lowp_dmat4x4; typedef mat<2, 2, double, mediump> mediump_dmat2x2; typedef mat<2, 3, double, mediump> mediump_dmat2x3; typedef mat<2, 4, double, mediump> mediump_dmat2x4; typedef mat<3, 2, double, mediump> mediump_dmat3x2; typedef mat<3, 3, double, mediump> mediump_dmat3x3; typedef mat<3, 4, double, mediump> mediump_dmat3x4; typedef mat<4, 2, double, mediump> mediump_dmat4x2; typedef mat<4, 3, double, mediump> mediump_dmat4x3; typedef mat<4, 4, double, mediump> mediump_dmat4x4; typedef mat<2, 2, double, highp> highp_dmat2x2; typedef mat<2, 3, double, highp> highp_dmat2x3; typedef mat<2, 4, double, highp> highp_dmat2x4; typedef mat<3, 2, double, highp> highp_dmat3x2; typedef mat<3, 3, double, highp> highp_dmat3x3; typedef mat<3, 4, double, highp> highp_dmat3x4; typedef mat<4, 2, double, highp> highp_dmat4x2; typedef mat<4, 3, double, highp> highp_dmat4x3; typedef mat<4, 4, double, highp> highp_dmat4x4; typedef mat<2, 2, double, defaultp> dmat2x2; typedef mat<3, 2, double, defaultp> dmat3x2; typedef mat<4, 2, double, defaultp> dmat4x2; typedef mat<2, 3, double, defaultp> dmat2x3; typedef mat<3, 3, double, defaultp> dmat3x3; typedef mat<4, 3, double, defaultp> dmat4x3; typedef mat<2, 4, double, defaultp> dmat2x4; typedef mat<3, 4, double, defaultp> dmat3x4; typedef mat<4, 4, double, defaultp> dmat4x4; typedef mat<2, 2, f64, lowp> lowp_f64mat2x2; typedef mat<2, 3, f64, lowp> lowp_f64mat2x3; typedef mat<2, 4, f64, lowp> lowp_f64mat2x4; typedef mat<3, 2, f64, lowp> lowp_f64mat3x2; typedef mat<3, 3, f64, lowp> lowp_f64mat3x3; typedef mat<3, 4, f64, lowp> lowp_f64mat3x4; typedef mat<4, 2, f64, lowp> lowp_f64mat4x2; typedef mat<4, 3, f64, lowp> lowp_f64mat4x3; typedef mat<4, 4, f64, lowp> lowp_f64mat4x4; typedef mat<2, 2, f64, mediump> mediump_f64mat2x2; typedef mat<2, 3, f64, mediump> mediump_f64mat2x3; typedef mat<2, 4, f64, mediump> mediump_f64mat2x4; typedef mat<3, 2, f64, mediump> mediump_f64mat3x2; typedef mat<3, 3, f64, mediump> mediump_f64mat3x3; typedef mat<3, 4, f64, mediump> mediump_f64mat3x4; typedef mat<4, 2, f64, mediump> mediump_f64mat4x2; typedef mat<4, 3, f64, mediump> mediump_f64mat4x3; typedef mat<4, 4, f64, mediump> mediump_f64mat4x4; typedef mat<2, 2, f64, highp> highp_f64mat2x2; typedef mat<2, 3, f64, highp> highp_f64mat2x3; typedef mat<2, 4, f64, highp> highp_f64mat2x4; typedef mat<3, 2, f64, highp> highp_f64mat3x2; typedef mat<3, 3, f64, highp> highp_f64mat3x3; typedef mat<3, 4, f64, highp> highp_f64mat3x4; typedef mat<4, 2, f64, highp> highp_f64mat4x2; typedef mat<4, 3, f64, highp> highp_f64mat4x3; typedef mat<4, 4, f64, highp> highp_f64mat4x4; typedef mat<2, 2, f64, defaultp> f64mat2x2; typedef mat<3, 2, f64, defaultp> f64mat3x2; typedef mat<4, 2, f64, defaultp> f64mat4x2; typedef mat<2, 3, f64, defaultp> f64mat2x3; typedef mat<3, 3, f64, defaultp> f64mat3x3; typedef mat<4, 3, f64, defaultp> f64mat4x3; typedef mat<2, 4, f64, defaultp> f64mat2x4; typedef mat<3, 4, f64, defaultp> f64mat3x4; typedef mat<4, 4, f64, defaultp> f64mat4x4; // Signed integer matrix MxN typedef mat<2, 2, int, lowp> lowp_imat2x2; typedef mat<2, 3, int, lowp> lowp_imat2x3; typedef mat<2, 4, int, lowp> lowp_imat2x4; typedef mat<3, 2, int, lowp> lowp_imat3x2; typedef mat<3, 3, int, lowp> lowp_imat3x3; typedef mat<3, 4, int, lowp> lowp_imat3x4; typedef mat<4, 2, int, lowp> lowp_imat4x2; typedef mat<4, 3, int, lowp> lowp_imat4x3; typedef mat<4, 4, int, lowp> lowp_imat4x4; typedef mat<2, 2, int, mediump> mediump_imat2x2; typedef mat<2, 3, int, mediump> mediump_imat2x3; typedef mat<2, 4, int, mediump> mediump_imat2x4; typedef mat<3, 2, int, mediump> mediump_imat3x2; typedef mat<3, 3, int, mediump> mediump_imat3x3; typedef mat<3, 4, int, mediump> mediump_imat3x4; typedef mat<4, 2, int, mediump> mediump_imat4x2; typedef mat<4, 3, int, mediump> mediump_imat4x3; typedef mat<4, 4, int, mediump> mediump_imat4x4; typedef mat<2, 2, int, highp> highp_imat2x2; typedef mat<2, 3, int, highp> highp_imat2x3; typedef mat<2, 4, int, highp> highp_imat2x4; typedef mat<3, 2, int, highp> highp_imat3x2; typedef mat<3, 3, int, highp> highp_imat3x3; typedef mat<3, 4, int, highp> highp_imat3x4; typedef mat<4, 2, int, highp> highp_imat4x2; typedef mat<4, 3, int, highp> highp_imat4x3; typedef mat<4, 4, int, highp> highp_imat4x4; typedef mat<2, 2, int, defaultp> imat2x2; typedef mat<3, 2, int, defaultp> imat3x2; typedef mat<4, 2, int, defaultp> imat4x2; typedef mat<2, 3, int, defaultp> imat2x3; typedef mat<3, 3, int, defaultp> imat3x3; typedef mat<4, 3, int, defaultp> imat4x3; typedef mat<2, 4, int, defaultp> imat2x4; typedef mat<3, 4, int, defaultp> imat3x4; typedef mat<4, 4, int, defaultp> imat4x4; typedef mat<2, 2, int8, lowp> lowp_i8mat2x2; typedef mat<2, 3, int8, lowp> lowp_i8mat2x3; typedef mat<2, 4, int8, lowp> lowp_i8mat2x4; typedef mat<3, 2, int8, lowp> lowp_i8mat3x2; typedef mat<3, 3, int8, lowp> lowp_i8mat3x3; typedef mat<3, 4, int8, lowp> lowp_i8mat3x4; typedef mat<4, 2, int8, lowp> lowp_i8mat4x2; typedef mat<4, 3, int8, lowp> lowp_i8mat4x3; typedef mat<4, 4, int8, lowp> lowp_i8mat4x4; typedef mat<2, 2, int8, mediump> mediump_i8mat2x2; typedef mat<2, 3, int8, mediump> mediump_i8mat2x3; typedef mat<2, 4, int8, mediump> mediump_i8mat2x4; typedef mat<3, 2, int8, mediump> mediump_i8mat3x2; typedef mat<3, 3, int8, mediump> mediump_i8mat3x3; typedef mat<3, 4, int8, mediump> mediump_i8mat3x4; typedef mat<4, 2, int8, mediump> mediump_i8mat4x2; typedef mat<4, 3, int8, mediump> mediump_i8mat4x3; typedef mat<4, 4, int8, mediump> mediump_i8mat4x4; typedef mat<2, 2, int8, highp> highp_i8mat2x2; typedef mat<2, 3, int8, highp> highp_i8mat2x3; typedef mat<2, 4, int8, highp> highp_i8mat2x4; typedef mat<3, 2, int8, highp> highp_i8mat3x2; typedef mat<3, 3, int8, highp> highp_i8mat3x3; typedef mat<3, 4, int8, highp> highp_i8mat3x4; typedef mat<4, 2, int8, highp> highp_i8mat4x2; typedef mat<4, 3, int8, highp> highp_i8mat4x3; typedef mat<4, 4, int8, highp> highp_i8mat4x4; typedef mat<2, 2, int8, defaultp> i8mat2x2; typedef mat<3, 2, int8, defaultp> i8mat3x2; typedef mat<4, 2, int8, defaultp> i8mat4x2; typedef mat<2, 3, int8, defaultp> i8mat2x3; typedef mat<3, 3, int8, defaultp> i8mat3x3; typedef mat<4, 3, int8, defaultp> i8mat4x3; typedef mat<2, 4, int8, defaultp> i8mat2x4; typedef mat<3, 4, int8, defaultp> i8mat3x4; typedef mat<4, 4, int8, defaultp> i8mat4x4; typedef mat<2, 2, int16, lowp> lowp_i16mat2x2; typedef mat<2, 3, int16, lowp> lowp_i16mat2x3; typedef mat<2, 4, int16, lowp> lowp_i16mat2x4; typedef mat<3, 2, int16, lowp> lowp_i16mat3x2; typedef mat<3, 3, int16, lowp> lowp_i16mat3x3; typedef mat<3, 4, int16, lowp> lowp_i16mat3x4; typedef mat<4, 2, int16, lowp> lowp_i16mat4x2; typedef mat<4, 3, int16, lowp> lowp_i16mat4x3; typedef mat<4, 4, int16, lowp> lowp_i16mat4x4; typedef mat<2, 2, int16, mediump> mediump_i16mat2x2; typedef mat<2, 3, int16, mediump> mediump_i16mat2x3; typedef mat<2, 4, int16, mediump> mediump_i16mat2x4; typedef mat<3, 2, int16, mediump> mediump_i16mat3x2; typedef mat<3, 3, int16, mediump> mediump_i16mat3x3; typedef mat<3, 4, int16, mediump> mediump_i16mat3x4; typedef mat<4, 2, int16, mediump> mediump_i16mat4x2; typedef mat<4, 3, int16, mediump> mediump_i16mat4x3; typedef mat<4, 4, int16, mediump> mediump_i16mat4x4; typedef mat<2, 2, int16, highp> highp_i16mat2x2; typedef mat<2, 3, int16, highp> highp_i16mat2x3; typedef mat<2, 4, int16, highp> highp_i16mat2x4; typedef mat<3, 2, int16, highp> highp_i16mat3x2; typedef mat<3, 3, int16, highp> highp_i16mat3x3; typedef mat<3, 4, int16, highp> highp_i16mat3x4; typedef mat<4, 2, int16, highp> highp_i16mat4x2; typedef mat<4, 3, int16, highp> highp_i16mat4x3; typedef mat<4, 4, int16, highp> highp_i16mat4x4; typedef mat<2, 2, int16, defaultp> i16mat2x2; typedef mat<3, 2, int16, defaultp> i16mat3x2; typedef mat<4, 2, int16, defaultp> i16mat4x2; typedef mat<2, 3, int16, defaultp> i16mat2x3; typedef mat<3, 3, int16, defaultp> i16mat3x3; typedef mat<4, 3, int16, defaultp> i16mat4x3; typedef mat<2, 4, int16, defaultp> i16mat2x4; typedef mat<3, 4, int16, defaultp> i16mat3x4; typedef mat<4, 4, int16, defaultp> i16mat4x4; typedef mat<2, 2, int32, lowp> lowp_i32mat2x2; typedef mat<2, 3, int32, lowp> lowp_i32mat2x3; typedef mat<2, 4, int32, lowp> lowp_i32mat2x4; typedef mat<3, 2, int32, lowp> lowp_i32mat3x2; typedef mat<3, 3, int32, lowp> lowp_i32mat3x3; typedef mat<3, 4, int32, lowp> lowp_i32mat3x4; typedef mat<4, 2, int32, lowp> lowp_i32mat4x2; typedef mat<4, 3, int32, lowp> lowp_i32mat4x3; typedef mat<4, 4, int32, lowp> lowp_i32mat4x4; typedef mat<2, 2, int32, mediump> mediump_i32mat2x2; typedef mat<2, 3, int32, mediump> mediump_i32mat2x3; typedef mat<2, 4, int32, mediump> mediump_i32mat2x4; typedef mat<3, 2, int32, mediump> mediump_i32mat3x2; typedef mat<3, 3, int32, mediump> mediump_i32mat3x3; typedef mat<3, 4, int32, mediump> mediump_i32mat3x4; typedef mat<4, 2, int32, mediump> mediump_i32mat4x2; typedef mat<4, 3, int32, mediump> mediump_i32mat4x3; typedef mat<4, 4, int32, mediump> mediump_i32mat4x4; typedef mat<2, 2, int32, highp> highp_i32mat2x2; typedef mat<2, 3, int32, highp> highp_i32mat2x3; typedef mat<2, 4, int32, highp> highp_i32mat2x4; typedef mat<3, 2, int32, highp> highp_i32mat3x2; typedef mat<3, 3, int32, highp> highp_i32mat3x3; typedef mat<3, 4, int32, highp> highp_i32mat3x4; typedef mat<4, 2, int32, highp> highp_i32mat4x2; typedef mat<4, 3, int32, highp> highp_i32mat4x3; typedef mat<4, 4, int32, highp> highp_i32mat4x4; typedef mat<2, 2, int32, defaultp> i32mat2x2; typedef mat<3, 2, int32, defaultp> i32mat3x2; typedef mat<4, 2, int32, defaultp> i32mat4x2; typedef mat<2, 3, int32, defaultp> i32mat2x3; typedef mat<3, 3, int32, defaultp> i32mat3x3; typedef mat<4, 3, int32, defaultp> i32mat4x3; typedef mat<2, 4, int32, defaultp> i32mat2x4; typedef mat<3, 4, int32, defaultp> i32mat3x4; typedef mat<4, 4, int32, defaultp> i32mat4x4; typedef mat<2, 2, int64, lowp> lowp_i64mat2x2; typedef mat<2, 3, int64, lowp> lowp_i64mat2x3; typedef mat<2, 4, int64, lowp> lowp_i64mat2x4; typedef mat<3, 2, int64, lowp> lowp_i64mat3x2; typedef mat<3, 3, int64, lowp> lowp_i64mat3x3; typedef mat<3, 4, int64, lowp> lowp_i64mat3x4; typedef mat<4, 2, int64, lowp> lowp_i64mat4x2; typedef mat<4, 3, int64, lowp> lowp_i64mat4x3; typedef mat<4, 4, int64, lowp> lowp_i64mat4x4; typedef mat<2, 2, int64, mediump> mediump_i64mat2x2; typedef mat<2, 3, int64, mediump> mediump_i64mat2x3; typedef mat<2, 4, int64, mediump> mediump_i64mat2x4; typedef mat<3, 2, int64, mediump> mediump_i64mat3x2; typedef mat<3, 3, int64, mediump> mediump_i64mat3x3; typedef mat<3, 4, int64, mediump> mediump_i64mat3x4; typedef mat<4, 2, int64, mediump> mediump_i64mat4x2; typedef mat<4, 3, int64, mediump> mediump_i64mat4x3; typedef mat<4, 4, int64, mediump> mediump_i64mat4x4; typedef mat<2, 2, int64, highp> highp_i64mat2x2; typedef mat<2, 3, int64, highp> highp_i64mat2x3; typedef mat<2, 4, int64, highp> highp_i64mat2x4; typedef mat<3, 2, int64, highp> highp_i64mat3x2; typedef mat<3, 3, int64, highp> highp_i64mat3x3; typedef mat<3, 4, int64, highp> highp_i64mat3x4; typedef mat<4, 2, int64, highp> highp_i64mat4x2; typedef mat<4, 3, int64, highp> highp_i64mat4x3; typedef mat<4, 4, int64, highp> highp_i64mat4x4; typedef mat<2, 2, int64, defaultp> i64mat2x2; typedef mat<3, 2, int64, defaultp> i64mat3x2; typedef mat<4, 2, int64, defaultp> i64mat4x2; typedef mat<2, 3, int64, defaultp> i64mat2x3; typedef mat<3, 3, int64, defaultp> i64mat3x3; typedef mat<4, 3, int64, defaultp> i64mat4x3; typedef mat<2, 4, int64, defaultp> i64mat2x4; typedef mat<3, 4, int64, defaultp> i64mat3x4; typedef mat<4, 4, int64, defaultp> i64mat4x4; // Unsigned integer matrix MxN typedef mat<2, 2, uint, lowp> lowp_umat2x2; typedef mat<2, 3, uint, lowp> lowp_umat2x3; typedef mat<2, 4, uint, lowp> lowp_umat2x4; typedef mat<3, 2, uint, lowp> lowp_umat3x2; typedef mat<3, 3, uint, lowp> lowp_umat3x3; typedef mat<3, 4, uint, lowp> lowp_umat3x4; typedef mat<4, 2, uint, lowp> lowp_umat4x2; typedef mat<4, 3, uint, lowp> lowp_umat4x3; typedef mat<4, 4, uint, lowp> lowp_umat4x4; typedef mat<2, 2, uint, mediump> mediump_umat2x2; typedef mat<2, 3, uint, mediump> mediump_umat2x3; typedef mat<2, 4, uint, mediump> mediump_umat2x4; typedef mat<3, 2, uint, mediump> mediump_umat3x2; typedef mat<3, 3, uint, mediump> mediump_umat3x3; typedef mat<3, 4, uint, mediump> mediump_umat3x4; typedef mat<4, 2, uint, mediump> mediump_umat4x2; typedef mat<4, 3, uint, mediump> mediump_umat4x3; typedef mat<4, 4, uint, mediump> mediump_umat4x4; typedef mat<2, 2, uint, highp> highp_umat2x2; typedef mat<2, 3, uint, highp> highp_umat2x3; typedef mat<2, 4, uint, highp> highp_umat2x4; typedef mat<3, 2, uint, highp> highp_umat3x2; typedef mat<3, 3, uint, highp> highp_umat3x3; typedef mat<3, 4, uint, highp> highp_umat3x4; typedef mat<4, 2, uint, highp> highp_umat4x2; typedef mat<4, 3, uint, highp> highp_umat4x3; typedef mat<4, 4, uint, highp> highp_umat4x4; typedef mat<2, 2, uint, defaultp> umat2x2; typedef mat<3, 2, uint, defaultp> umat3x2; typedef mat<4, 2, uint, defaultp> umat4x2; typedef mat<2, 3, uint, defaultp> umat2x3; typedef mat<3, 3, uint, defaultp> umat3x3; typedef mat<4, 3, uint, defaultp> umat4x3; typedef mat<2, 4, uint, defaultp> umat2x4; typedef mat<3, 4, uint, defaultp> umat3x4; typedef mat<4, 4, uint, defaultp> umat4x4; typedef mat<2, 2, uint8, lowp> lowp_u8mat2x2; typedef mat<2, 3, uint8, lowp> lowp_u8mat2x3; typedef mat<2, 4, uint8, lowp> lowp_u8mat2x4; typedef mat<3, 2, uint8, lowp> lowp_u8mat3x2; typedef mat<3, 3, uint8, lowp> lowp_u8mat3x3; typedef mat<3, 4, uint8, lowp> lowp_u8mat3x4; typedef mat<4, 2, uint8, lowp> lowp_u8mat4x2; typedef mat<4, 3, uint8, lowp> lowp_u8mat4x3; typedef mat<4, 4, uint8, lowp> lowp_u8mat4x4; typedef mat<2, 2, uint8, mediump> mediump_u8mat2x2; typedef mat<2, 3, uint8, mediump> mediump_u8mat2x3; typedef mat<2, 4, uint8, mediump> mediump_u8mat2x4; typedef mat<3, 2, uint8, mediump> mediump_u8mat3x2; typedef mat<3, 3, uint8, mediump> mediump_u8mat3x3; typedef mat<3, 4, uint8, mediump> mediump_u8mat3x4; typedef mat<4, 2, uint8, mediump> mediump_u8mat4x2; typedef mat<4, 3, uint8, mediump> mediump_u8mat4x3; typedef mat<4, 4, uint8, mediump> mediump_u8mat4x4; typedef mat<2, 2, uint8, highp> highp_u8mat2x2; typedef mat<2, 3, uint8, highp> highp_u8mat2x3; typedef mat<2, 4, uint8, highp> highp_u8mat2x4; typedef mat<3, 2, uint8, highp> highp_u8mat3x2; typedef mat<3, 3, uint8, highp> highp_u8mat3x3; typedef mat<3, 4, uint8, highp> highp_u8mat3x4; typedef mat<4, 2, uint8, highp> highp_u8mat4x2; typedef mat<4, 3, uint8, highp> highp_u8mat4x3; typedef mat<4, 4, uint8, highp> highp_u8mat4x4; typedef mat<2, 2, uint8, defaultp> u8mat2x2; typedef mat<3, 2, uint8, defaultp> u8mat3x2; typedef mat<4, 2, uint8, defaultp> u8mat4x2; typedef mat<2, 3, uint8, defaultp> u8mat2x3; typedef mat<3, 3, uint8, defaultp> u8mat3x3; typedef mat<4, 3, uint8, defaultp> u8mat4x3; typedef mat<2, 4, uint8, defaultp> u8mat2x4; typedef mat<3, 4, uint8, defaultp> u8mat3x4; typedef mat<4, 4, uint8, defaultp> u8mat4x4; typedef mat<2, 2, uint16, lowp> lowp_u16mat2x2; typedef mat<2, 3, uint16, lowp> lowp_u16mat2x3; typedef mat<2, 4, uint16, lowp> lowp_u16mat2x4; typedef mat<3, 2, uint16, lowp> lowp_u16mat3x2; typedef mat<3, 3, uint16, lowp> lowp_u16mat3x3; typedef mat<3, 4, uint16, lowp> lowp_u16mat3x4; typedef mat<4, 2, uint16, lowp> lowp_u16mat4x2; typedef mat<4, 3, uint16, lowp> lowp_u16mat4x3; typedef mat<4, 4, uint16, lowp> lowp_u16mat4x4; typedef mat<2, 2, uint16, mediump> mediump_u16mat2x2; typedef mat<2, 3, uint16, mediump> mediump_u16mat2x3; typedef mat<2, 4, uint16, mediump> mediump_u16mat2x4; typedef mat<3, 2, uint16, mediump> mediump_u16mat3x2; typedef mat<3, 3, uint16, mediump> mediump_u16mat3x3; typedef mat<3, 4, uint16, mediump> mediump_u16mat3x4; typedef mat<4, 2, uint16, mediump> mediump_u16mat4x2; typedef mat<4, 3, uint16, mediump> mediump_u16mat4x3; typedef mat<4, 4, uint16, mediump> mediump_u16mat4x4; typedef mat<2, 2, uint16, highp> highp_u16mat2x2; typedef mat<2, 3, uint16, highp> highp_u16mat2x3; typedef mat<2, 4, uint16, highp> highp_u16mat2x4; typedef mat<3, 2, uint16, highp> highp_u16mat3x2; typedef mat<3, 3, uint16, highp> highp_u16mat3x3; typedef mat<3, 4, uint16, highp> highp_u16mat3x4; typedef mat<4, 2, uint16, highp> highp_u16mat4x2; typedef mat<4, 3, uint16, highp> highp_u16mat4x3; typedef mat<4, 4, uint16, highp> highp_u16mat4x4; typedef mat<2, 2, uint16, defaultp> u16mat2x2; typedef mat<3, 2, uint16, defaultp> u16mat3x2; typedef mat<4, 2, uint16, defaultp> u16mat4x2; typedef mat<2, 3, uint16, defaultp> u16mat2x3; typedef mat<3, 3, uint16, defaultp> u16mat3x3; typedef mat<4, 3, uint16, defaultp> u16mat4x3; typedef mat<2, 4, uint16, defaultp> u16mat2x4; typedef mat<3, 4, uint16, defaultp> u16mat3x4; typedef mat<4, 4, uint16, defaultp> u16mat4x4; typedef mat<2, 2, uint32, lowp> lowp_u32mat2x2; typedef mat<2, 3, uint32, lowp> lowp_u32mat2x3; typedef mat<2, 4, uint32, lowp> lowp_u32mat2x4; typedef mat<3, 2, uint32, lowp> lowp_u32mat3x2; typedef mat<3, 3, uint32, lowp> lowp_u32mat3x3; typedef mat<3, 4, uint32, lowp> lowp_u32mat3x4; typedef mat<4, 2, uint32, lowp> lowp_u32mat4x2; typedef mat<4, 3, uint32, lowp> lowp_u32mat4x3; typedef mat<4, 4, uint32, lowp> lowp_u32mat4x4; typedef mat<2, 2, uint32, mediump> mediump_u32mat2x2; typedef mat<2, 3, uint32, mediump> mediump_u32mat2x3; typedef mat<2, 4, uint32, mediump> mediump_u32mat2x4; typedef mat<3, 2, uint32, mediump> mediump_u32mat3x2; typedef mat<3, 3, uint32, mediump> mediump_u32mat3x3; typedef mat<3, 4, uint32, mediump> mediump_u32mat3x4; typedef mat<4, 2, uint32, mediump> mediump_u32mat4x2; typedef mat<4, 3, uint32, mediump> mediump_u32mat4x3; typedef mat<4, 4, uint32, mediump> mediump_u32mat4x4; typedef mat<2, 2, uint32, highp> highp_u32mat2x2; typedef mat<2, 3, uint32, highp> highp_u32mat2x3; typedef mat<2, 4, uint32, highp> highp_u32mat2x4; typedef mat<3, 2, uint32, highp> highp_u32mat3x2; typedef mat<3, 3, uint32, highp> highp_u32mat3x3; typedef mat<3, 4, uint32, highp> highp_u32mat3x4; typedef mat<4, 2, uint32, highp> highp_u32mat4x2; typedef mat<4, 3, uint32, highp> highp_u32mat4x3; typedef mat<4, 4, uint32, highp> highp_u32mat4x4; typedef mat<2, 2, uint32, defaultp> u32mat2x2; typedef mat<3, 2, uint32, defaultp> u32mat3x2; typedef mat<4, 2, uint32, defaultp> u32mat4x2; typedef mat<2, 3, uint32, defaultp> u32mat2x3; typedef mat<3, 3, uint32, defaultp> u32mat3x3; typedef mat<4, 3, uint32, defaultp> u32mat4x3; typedef mat<2, 4, uint32, defaultp> u32mat2x4; typedef mat<3, 4, uint32, defaultp> u32mat3x4; typedef mat<4, 4, uint32, defaultp> u32mat4x4; typedef mat<2, 2, uint64, lowp> lowp_u64mat2x2; typedef mat<2, 3, uint64, lowp> lowp_u64mat2x3; typedef mat<2, 4, uint64, lowp> lowp_u64mat2x4; typedef mat<3, 2, uint64, lowp> lowp_u64mat3x2; typedef mat<3, 3, uint64, lowp> lowp_u64mat3x3; typedef mat<3, 4, uint64, lowp> lowp_u64mat3x4; typedef mat<4, 2, uint64, lowp> lowp_u64mat4x2; typedef mat<4, 3, uint64, lowp> lowp_u64mat4x3; typedef mat<4, 4, uint64, lowp> lowp_u64mat4x4; typedef mat<2, 2, uint64, mediump> mediump_u64mat2x2; typedef mat<2, 3, uint64, mediump> mediump_u64mat2x3; typedef mat<2, 4, uint64, mediump> mediump_u64mat2x4; typedef mat<3, 2, uint64, mediump> mediump_u64mat3x2; typedef mat<3, 3, uint64, mediump> mediump_u64mat3x3; typedef mat<3, 4, uint64, mediump> mediump_u64mat3x4; typedef mat<4, 2, uint64, mediump> mediump_u64mat4x2; typedef mat<4, 3, uint64, mediump> mediump_u64mat4x3; typedef mat<4, 4, uint64, mediump> mediump_u64mat4x4; typedef mat<2, 2, uint64, highp> highp_u64mat2x2; typedef mat<2, 3, uint64, highp> highp_u64mat2x3; typedef mat<2, 4, uint64, highp> highp_u64mat2x4; typedef mat<3, 2, uint64, highp> highp_u64mat3x2; typedef mat<3, 3, uint64, highp> highp_u64mat3x3; typedef mat<3, 4, uint64, highp> highp_u64mat3x4; typedef mat<4, 2, uint64, highp> highp_u64mat4x2; typedef mat<4, 3, uint64, highp> highp_u64mat4x3; typedef mat<4, 4, uint64, highp> highp_u64mat4x4; typedef mat<2, 2, uint64, defaultp> u64mat2x2; typedef mat<3, 2, uint64, defaultp> u64mat3x2; typedef mat<4, 2, uint64, defaultp> u64mat4x2; typedef mat<2, 3, uint64, defaultp> u64mat2x3; typedef mat<3, 3, uint64, defaultp> u64mat3x3; typedef mat<4, 3, uint64, defaultp> u64mat4x3; typedef mat<2, 4, uint64, defaultp> u64mat2x4; typedef mat<3, 4, uint64, defaultp> u64mat3x4; typedef mat<4, 4, uint64, defaultp> u64mat4x4; // Quaternion typedef qua lowp_quat; typedef qua mediump_quat; typedef qua highp_quat; typedef qua quat; typedef qua lowp_fquat; typedef qua mediump_fquat; typedef qua highp_fquat; typedef qua fquat; typedef qua lowp_f32quat; typedef qua mediump_f32quat; typedef qua highp_f32quat; typedef qua f32quat; typedef qua lowp_dquat; typedef qua mediump_dquat; typedef qua highp_dquat; typedef qua dquat; typedef qua lowp_f64quat; typedef qua mediump_f64quat; typedef qua highp_f64quat; typedef qua f64quat; }//namespace glm ================================================ FILE: third_party/glm/geometric.hpp ================================================ /// @ref core /// @file glm/geometric.hpp /// /// @see GLSL 4.20.8 specification, section 8.5 Geometric Functions /// /// @defgroup core_func_geometric Geometric functions /// @ingroup core /// /// These operate on vectors as vectors, not component-wise. /// /// Include to use these core features. #pragma once #include "detail/type_vec3.hpp" namespace glm { /// @addtogroup core_func_geometric /// @{ /// Returns the length of x, i.e., sqrt(x * x). /// /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector. /// @tparam T Floating-point scalar types. /// /// @see GLSL length man page /// @see GLSL 4.20.8 specification, section 8.5 Geometric Functions template GLM_FUNC_DECL T length(vec const& x); /// Returns the distance betwwen p0 and p1, i.e., length(p0 - p1). /// /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector. /// @tparam T Floating-point scalar types. /// /// @see GLSL distance man page /// @see GLSL 4.20.8 specification, section 8.5 Geometric Functions template GLM_FUNC_DECL T distance(vec const& p0, vec const& p1); /// Returns the dot product of x and y, i.e., result = x * y. /// /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector. /// @tparam T Floating-point scalar types. /// /// @see GLSL dot man page /// @see GLSL 4.20.8 specification, section 8.5 Geometric Functions template GLM_FUNC_DECL T dot(vec const& x, vec const& y); /// Returns the cross product of x and y. /// /// @tparam T Floating-point scalar types. /// /// @see GLSL cross man page /// @see GLSL 4.20.8 specification, section 8.5 Geometric Functions template GLM_FUNC_DECL vec<3, T, Q> cross(vec<3, T, Q> const& x, vec<3, T, Q> const& y); /// Returns a vector in the same direction as x but with length of 1. /// According to issue 10 GLSL 1.10 specification, if length(x) == 0 then result is undefined and generate an error. /// /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector. /// @tparam T Floating-point scalar types. /// /// @see GLSL normalize man page /// @see GLSL 4.20.8 specification, section 8.5 Geometric Functions template GLM_FUNC_DECL vec normalize(vec const& x); /// If dot(Nref, I) < 0.0, return N, otherwise, return -N. /// /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector. /// @tparam T Floating-point scalar types. /// /// @see GLSL faceforward man page /// @see GLSL 4.20.8 specification, section 8.5 Geometric Functions template GLM_FUNC_DECL vec faceforward( vec const& N, vec const& I, vec const& Nref); /// For the incident vector I and surface orientation N, /// returns the reflection direction : result = I - 2.0 * dot(N, I) * N. /// /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector. /// @tparam T Floating-point scalar types. /// /// @see GLSL reflect man page /// @see GLSL 4.20.8 specification, section 8.5 Geometric Functions template GLM_FUNC_DECL vec reflect( vec const& I, vec const& N); /// For the incident vector I and surface normal N, /// and the ratio of indices of refraction eta, /// return the refraction vector. /// /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector. /// @tparam T Floating-point scalar types. /// /// @see GLSL refract man page /// @see GLSL 4.20.8 specification, section 8.5 Geometric Functions template GLM_FUNC_DECL vec refract( vec const& I, vec const& N, T eta); /// @} }//namespace glm #include "detail/func_geometric.inl" ================================================ FILE: third_party/glm/glm.hpp ================================================ /// @ref core /// @file glm/glm.hpp /// /// @defgroup core Core features /// /// @brief Features that implement in C++ the GLSL specification as closely as possible. /// /// The GLM core consists of C++ types that mirror GLSL types and /// C++ functions that mirror the GLSL functions. /// /// The best documentation for GLM Core is the current GLSL specification, /// version 4.2 /// (pdf file). /// /// GLM core functionalities require to be included to be used. /// /// /// @defgroup core_vector Vector types /// /// Vector types of two to four components with an exhaustive set of operators. /// /// @ingroup core /// /// /// @defgroup core_vector_precision Vector types with precision qualifiers /// /// @brief Vector types with precision qualifiers which may result in various precision in term of ULPs /// /// GLSL allows defining qualifiers for particular variables. /// With OpenGL's GLSL, these qualifiers have no effect; they are there for compatibility, /// with OpenGL ES's GLSL, these qualifiers do have an effect. /// /// C++ has no language equivalent to qualifier qualifiers. So GLM provides the next-best thing: /// a number of typedefs that use a particular qualifier. /// /// None of these types make any guarantees about the actual qualifier used. /// /// @ingroup core /// /// /// @defgroup core_matrix Matrix types /// /// Matrix types of with C columns and R rows where C and R are values between 2 to 4 included. /// These types have exhaustive sets of operators. /// /// @ingroup core /// /// /// @defgroup core_matrix_precision Matrix types with precision qualifiers /// /// @brief Matrix types with precision qualifiers which may result in various precision in term of ULPs /// /// GLSL allows defining qualifiers for particular variables. /// With OpenGL's GLSL, these qualifiers have no effect; they are there for compatibility, /// with OpenGL ES's GLSL, these qualifiers do have an effect. /// /// C++ has no language equivalent to qualifier qualifiers. So GLM provides the next-best thing: /// a number of typedefs that use a particular qualifier. /// /// None of these types make any guarantees about the actual qualifier used. /// /// @ingroup core /// /// /// @defgroup ext Stable extensions /// /// @brief Additional features not specified by GLSL specification. /// /// EXT extensions are fully tested and documented. /// /// Even if it's highly unrecommended, it's possible to include all the extensions at once by /// including . Otherwise, each extension needs to be included a specific file. /// /// /// @defgroup gtc Recommended extensions /// /// @brief Additional features not specified by GLSL specification. /// /// GTC extensions aim to be stable with tests and documentation. /// /// Even if it's highly unrecommended, it's possible to include all the extensions at once by /// including . Otherwise, each extension needs to be included a specific file. /// /// /// @defgroup gtx Experimental extensions /// /// @brief Experimental features not specified by GLSL specification. /// /// Experimental extensions are useful functions and types, but the development of /// their API and functionality is not necessarily stable. They can change /// substantially between versions. Backwards compatibility is not much of an issue /// for them. /// /// Even if it's highly unrecommended, it's possible to include all the extensions /// at once by including . Otherwise, each extension needs to be /// included a specific file. /// /// @mainpage OpenGL Mathematics (GLM) /// - Website: glm.g-truc.net /// - GLM API documentation /// - GLM Manual #include "detail/_fixes.hpp" #include "detail/setup.hpp" #pragma once #include #include #include #include #include #include "fwd.hpp" #include "vec2.hpp" #include "vec3.hpp" #include "vec4.hpp" #include "mat2x2.hpp" #include "mat2x3.hpp" #include "mat2x4.hpp" #include "mat3x2.hpp" #include "mat3x3.hpp" #include "mat3x4.hpp" #include "mat4x2.hpp" #include "mat4x3.hpp" #include "mat4x4.hpp" #include "trigonometric.hpp" #include "exponential.hpp" #include "common.hpp" #include "packing.hpp" #include "geometric.hpp" #include "matrix.hpp" #include "vector_relational.hpp" #include "integer.hpp" ================================================ FILE: third_party/glm/gtc/bitfield.hpp ================================================ /// @ref gtc_bitfield /// @file glm/gtc/bitfield.hpp /// /// @see core (dependence) /// @see gtc_bitfield (dependence) /// /// @defgroup gtc_bitfield GLM_GTC_bitfield /// @ingroup gtc /// /// Include to use the features of this extension. /// /// Allow to perform bit operations on integer values #include "../detail/setup.hpp" #pragma once // Dependencies #include "../ext/scalar_int_sized.hpp" #include "../ext/scalar_uint_sized.hpp" #include "../detail/qualifier.hpp" #include "../detail/_vectorize.hpp" #include "type_precision.hpp" #include #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_GTC_bitfield extension included") #endif namespace glm { /// @addtogroup gtc_bitfield /// @{ /// Build a mask of 'count' bits /// /// @see gtc_bitfield template GLM_FUNC_DECL genIUType mask(genIUType Bits); /// Build a mask of 'count' bits /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Signed and unsigned integer scalar types /// @tparam Q Value from qualifier enum /// /// @see gtc_bitfield template GLM_FUNC_DECL vec mask(vec const& v); /// Rotate all bits to the right. All the bits dropped in the right side are inserted back on the left side. /// /// @see gtc_bitfield template GLM_FUNC_DECL genIUType bitfieldRotateRight(genIUType In, int Shift); /// Rotate all bits to the right. All the bits dropped in the right side are inserted back on the left side. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Signed and unsigned integer scalar types /// @tparam Q Value from qualifier enum /// /// @see gtc_bitfield template GLM_FUNC_DECL vec bitfieldRotateRight(vec const& In, int Shift); /// Rotate all bits to the left. All the bits dropped in the left side are inserted back on the right side. /// /// @see gtc_bitfield template GLM_FUNC_DECL genIUType bitfieldRotateLeft(genIUType In, int Shift); /// Rotate all bits to the left. All the bits dropped in the left side are inserted back on the right side. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Signed and unsigned integer scalar types /// @tparam Q Value from qualifier enum /// /// @see gtc_bitfield template GLM_FUNC_DECL vec bitfieldRotateLeft(vec const& In, int Shift); /// Set to 1 a range of bits. /// /// @see gtc_bitfield template GLM_FUNC_DECL genIUType bitfieldFillOne(genIUType Value, int FirstBit, int BitCount); /// Set to 1 a range of bits. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Signed and unsigned integer scalar types /// @tparam Q Value from qualifier enum /// /// @see gtc_bitfield template GLM_FUNC_DECL vec bitfieldFillOne(vec const& Value, int FirstBit, int BitCount); /// Set to 0 a range of bits. /// /// @see gtc_bitfield template GLM_FUNC_DECL genIUType bitfieldFillZero(genIUType Value, int FirstBit, int BitCount); /// Set to 0 a range of bits. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Signed and unsigned integer scalar types /// @tparam Q Value from qualifier enum /// /// @see gtc_bitfield template GLM_FUNC_DECL vec bitfieldFillZero(vec const& Value, int FirstBit, int BitCount); /// Interleaves the bits of x and y. /// The first bit is the first bit of x followed by the first bit of y. /// The other bits are interleaved following the previous sequence. /// /// @see gtc_bitfield GLM_FUNC_DECL int16 bitfieldInterleave(int8 x, int8 y); /// Interleaves the bits of x and y. /// The first bit is the first bit of x followed by the first bit of y. /// The other bits are interleaved following the previous sequence. /// /// @see gtc_bitfield GLM_FUNC_DECL uint16 bitfieldInterleave(uint8 x, uint8 y); /// Interleaves the bits of x and y. /// The first bit is the first bit of v.x followed by the first bit of v.y. /// The other bits are interleaved following the previous sequence. /// /// @see gtc_bitfield GLM_FUNC_DECL uint16 bitfieldInterleave(u8vec2 const& v); /// Deinterleaves the bits of x. /// /// @see gtc_bitfield GLM_FUNC_DECL glm::u8vec2 bitfieldDeinterleave(glm::uint16 x); /// Interleaves the bits of x and y. /// The first bit is the first bit of x followed by the first bit of y. /// The other bits are interleaved following the previous sequence. /// /// @see gtc_bitfield GLM_FUNC_DECL int32 bitfieldInterleave(int16 x, int16 y); /// Interleaves the bits of x and y. /// The first bit is the first bit of x followed by the first bit of y. /// The other bits are interleaved following the previous sequence. /// /// @see gtc_bitfield GLM_FUNC_DECL uint32 bitfieldInterleave(uint16 x, uint16 y); /// Interleaves the bits of x and y. /// The first bit is the first bit of v.x followed by the first bit of v.y. /// The other bits are interleaved following the previous sequence. /// /// @see gtc_bitfield GLM_FUNC_DECL uint32 bitfieldInterleave(u16vec2 const& v); /// Deinterleaves the bits of x. /// /// @see gtc_bitfield GLM_FUNC_DECL glm::u16vec2 bitfieldDeinterleave(glm::uint32 x); /// Interleaves the bits of x and y. /// The first bit is the first bit of x followed by the first bit of y. /// The other bits are interleaved following the previous sequence. /// /// @see gtc_bitfield GLM_FUNC_DECL int64 bitfieldInterleave(int32 x, int32 y); /// Interleaves the bits of x and y. /// The first bit is the first bit of x followed by the first bit of y. /// The other bits are interleaved following the previous sequence. /// /// @see gtc_bitfield GLM_FUNC_DECL uint64 bitfieldInterleave(uint32 x, uint32 y); /// Interleaves the bits of x and y. /// The first bit is the first bit of v.x followed by the first bit of v.y. /// The other bits are interleaved following the previous sequence. /// /// @see gtc_bitfield GLM_FUNC_DECL uint64 bitfieldInterleave(u32vec2 const& v); /// Deinterleaves the bits of x. /// /// @see gtc_bitfield GLM_FUNC_DECL glm::u32vec2 bitfieldDeinterleave(glm::uint64 x); /// Interleaves the bits of x, y and z. /// The first bit is the first bit of x followed by the first bit of y and the first bit of z. /// The other bits are interleaved following the previous sequence. /// /// @see gtc_bitfield GLM_FUNC_DECL int32 bitfieldInterleave(int8 x, int8 y, int8 z); /// Interleaves the bits of x, y and z. /// The first bit is the first bit of x followed by the first bit of y and the first bit of z. /// The other bits are interleaved following the previous sequence. /// /// @see gtc_bitfield GLM_FUNC_DECL uint32 bitfieldInterleave(uint8 x, uint8 y, uint8 z); /// Interleaves the bits of x, y and z. /// The first bit is the first bit of x followed by the first bit of y and the first bit of z. /// The other bits are interleaved following the previous sequence. /// /// @see gtc_bitfield GLM_FUNC_DECL int64 bitfieldInterleave(int16 x, int16 y, int16 z); /// Interleaves the bits of x, y and z. /// The first bit is the first bit of x followed by the first bit of y and the first bit of z. /// The other bits are interleaved following the previous sequence. /// /// @see gtc_bitfield GLM_FUNC_DECL uint64 bitfieldInterleave(uint16 x, uint16 y, uint16 z); /// Interleaves the bits of x, y and z. /// The first bit is the first bit of x followed by the first bit of y and the first bit of z. /// The other bits are interleaved following the previous sequence. /// /// @see gtc_bitfield GLM_FUNC_DECL int64 bitfieldInterleave(int32 x, int32 y, int32 z); /// Interleaves the bits of x, y and z. /// The first bit is the first bit of x followed by the first bit of y and the first bit of z. /// The other bits are interleaved following the previous sequence. /// /// @see gtc_bitfield GLM_FUNC_DECL uint64 bitfieldInterleave(uint32 x, uint32 y, uint32 z); /// Interleaves the bits of x, y, z and w. /// The first bit is the first bit of x followed by the first bit of y, the first bit of z and finally the first bit of w. /// The other bits are interleaved following the previous sequence. /// /// @see gtc_bitfield GLM_FUNC_DECL int32 bitfieldInterleave(int8 x, int8 y, int8 z, int8 w); /// Interleaves the bits of x, y, z and w. /// The first bit is the first bit of x followed by the first bit of y, the first bit of z and finally the first bit of w. /// The other bits are interleaved following the previous sequence. /// /// @see gtc_bitfield GLM_FUNC_DECL uint32 bitfieldInterleave(uint8 x, uint8 y, uint8 z, uint8 w); /// Interleaves the bits of x, y, z and w. /// The first bit is the first bit of x followed by the first bit of y, the first bit of z and finally the first bit of w. /// The other bits are interleaved following the previous sequence. /// /// @see gtc_bitfield GLM_FUNC_DECL int64 bitfieldInterleave(int16 x, int16 y, int16 z, int16 w); /// Interleaves the bits of x, y, z and w. /// The first bit is the first bit of x followed by the first bit of y, the first bit of z and finally the first bit of w. /// The other bits are interleaved following the previous sequence. /// /// @see gtc_bitfield GLM_FUNC_DECL uint64 bitfieldInterleave(uint16 x, uint16 y, uint16 z, uint16 w); /// @} } //namespace glm #include "bitfield.inl" ================================================ FILE: third_party/glm/gtc/bitfield.inl ================================================ /// @ref gtc_bitfield #include "../simd/integer.h" namespace glm{ namespace detail { template GLM_FUNC_DECL RET bitfieldInterleave(PARAM x, PARAM y); template GLM_FUNC_DECL RET bitfieldInterleave(PARAM x, PARAM y, PARAM z); template GLM_FUNC_DECL RET bitfieldInterleave(PARAM x, PARAM y, PARAM z, PARAM w); template<> GLM_FUNC_QUALIFIER glm::uint16 bitfieldInterleave(glm::uint8 x, glm::uint8 y) { glm::uint16 REG1(x); glm::uint16 REG2(y); REG1 = ((REG1 << 4) | REG1) & static_cast(0x0F0F); REG2 = ((REG2 << 4) | REG2) & static_cast(0x0F0F); REG1 = ((REG1 << 2) | REG1) & static_cast(0x3333); REG2 = ((REG2 << 2) | REG2) & static_cast(0x3333); REG1 = ((REG1 << 1) | REG1) & static_cast(0x5555); REG2 = ((REG2 << 1) | REG2) & static_cast(0x5555); return REG1 | static_cast(REG2 << 1); } template<> GLM_FUNC_QUALIFIER glm::uint32 bitfieldInterleave(glm::uint16 x, glm::uint16 y) { glm::uint32 REG1(x); glm::uint32 REG2(y); REG1 = ((REG1 << 8) | REG1) & static_cast(0x00FF00FF); REG2 = ((REG2 << 8) | REG2) & static_cast(0x00FF00FF); REG1 = ((REG1 << 4) | REG1) & static_cast(0x0F0F0F0F); REG2 = ((REG2 << 4) | REG2) & static_cast(0x0F0F0F0F); REG1 = ((REG1 << 2) | REG1) & static_cast(0x33333333); REG2 = ((REG2 << 2) | REG2) & static_cast(0x33333333); REG1 = ((REG1 << 1) | REG1) & static_cast(0x55555555); REG2 = ((REG2 << 1) | REG2) & static_cast(0x55555555); return REG1 | (REG2 << 1); } template<> GLM_FUNC_QUALIFIER glm::uint64 bitfieldInterleave(glm::uint32 x, glm::uint32 y) { glm::uint64 REG1(x); glm::uint64 REG2(y); REG1 = ((REG1 << 16) | REG1) & static_cast(0x0000FFFF0000FFFFull); REG2 = ((REG2 << 16) | REG2) & static_cast(0x0000FFFF0000FFFFull); REG1 = ((REG1 << 8) | REG1) & static_cast(0x00FF00FF00FF00FFull); REG2 = ((REG2 << 8) | REG2) & static_cast(0x00FF00FF00FF00FFull); REG1 = ((REG1 << 4) | REG1) & static_cast(0x0F0F0F0F0F0F0F0Full); REG2 = ((REG2 << 4) | REG2) & static_cast(0x0F0F0F0F0F0F0F0Full); REG1 = ((REG1 << 2) | REG1) & static_cast(0x3333333333333333ull); REG2 = ((REG2 << 2) | REG2) & static_cast(0x3333333333333333ull); REG1 = ((REG1 << 1) | REG1) & static_cast(0x5555555555555555ull); REG2 = ((REG2 << 1) | REG2) & static_cast(0x5555555555555555ull); return REG1 | (REG2 << 1); } template<> GLM_FUNC_QUALIFIER glm::uint32 bitfieldInterleave(glm::uint8 x, glm::uint8 y, glm::uint8 z) { glm::uint32 REG1(x); glm::uint32 REG2(y); glm::uint32 REG3(z); REG1 = ((REG1 << 16) | REG1) & static_cast(0xFF0000FFu); REG2 = ((REG2 << 16) | REG2) & static_cast(0xFF0000FFu); REG3 = ((REG3 << 16) | REG3) & static_cast(0xFF0000FFu); REG1 = ((REG1 << 8) | REG1) & static_cast(0x0F00F00Fu); REG2 = ((REG2 << 8) | REG2) & static_cast(0x0F00F00Fu); REG3 = ((REG3 << 8) | REG3) & static_cast(0x0F00F00Fu); REG1 = ((REG1 << 4) | REG1) & static_cast(0xC30C30C3u); REG2 = ((REG2 << 4) | REG2) & static_cast(0xC30C30C3u); REG3 = ((REG3 << 4) | REG3) & static_cast(0xC30C30C3u); REG1 = ((REG1 << 2) | REG1) & static_cast(0x49249249u); REG2 = ((REG2 << 2) | REG2) & static_cast(0x49249249u); REG3 = ((REG3 << 2) | REG3) & static_cast(0x49249249u); return REG1 | (REG2 << 1) | (REG3 << 2); } template<> GLM_FUNC_QUALIFIER glm::uint64 bitfieldInterleave(glm::uint16 x, glm::uint16 y, glm::uint16 z) { glm::uint64 REG1(x); glm::uint64 REG2(y); glm::uint64 REG3(z); REG1 = ((REG1 << 32) | REG1) & static_cast(0xFFFF00000000FFFFull); REG2 = ((REG2 << 32) | REG2) & static_cast(0xFFFF00000000FFFFull); REG3 = ((REG3 << 32) | REG3) & static_cast(0xFFFF00000000FFFFull); REG1 = ((REG1 << 16) | REG1) & static_cast(0x00FF0000FF0000FFull); REG2 = ((REG2 << 16) | REG2) & static_cast(0x00FF0000FF0000FFull); REG3 = ((REG3 << 16) | REG3) & static_cast(0x00FF0000FF0000FFull); REG1 = ((REG1 << 8) | REG1) & static_cast(0xF00F00F00F00F00Full); REG2 = ((REG2 << 8) | REG2) & static_cast(0xF00F00F00F00F00Full); REG3 = ((REG3 << 8) | REG3) & static_cast(0xF00F00F00F00F00Full); REG1 = ((REG1 << 4) | REG1) & static_cast(0x30C30C30C30C30C3ull); REG2 = ((REG2 << 4) | REG2) & static_cast(0x30C30C30C30C30C3ull); REG3 = ((REG3 << 4) | REG3) & static_cast(0x30C30C30C30C30C3ull); REG1 = ((REG1 << 2) | REG1) & static_cast(0x9249249249249249ull); REG2 = ((REG2 << 2) | REG2) & static_cast(0x9249249249249249ull); REG3 = ((REG3 << 2) | REG3) & static_cast(0x9249249249249249ull); return REG1 | (REG2 << 1) | (REG3 << 2); } template<> GLM_FUNC_QUALIFIER glm::uint64 bitfieldInterleave(glm::uint32 x, glm::uint32 y, glm::uint32 z) { glm::uint64 REG1(x); glm::uint64 REG2(y); glm::uint64 REG3(z); REG1 = ((REG1 << 32) | REG1) & static_cast(0xFFFF00000000FFFFull); REG2 = ((REG2 << 32) | REG2) & static_cast(0xFFFF00000000FFFFull); REG3 = ((REG3 << 32) | REG3) & static_cast(0xFFFF00000000FFFFull); REG1 = ((REG1 << 16) | REG1) & static_cast(0x00FF0000FF0000FFull); REG2 = ((REG2 << 16) | REG2) & static_cast(0x00FF0000FF0000FFull); REG3 = ((REG3 << 16) | REG3) & static_cast(0x00FF0000FF0000FFull); REG1 = ((REG1 << 8) | REG1) & static_cast(0xF00F00F00F00F00Full); REG2 = ((REG2 << 8) | REG2) & static_cast(0xF00F00F00F00F00Full); REG3 = ((REG3 << 8) | REG3) & static_cast(0xF00F00F00F00F00Full); REG1 = ((REG1 << 4) | REG1) & static_cast(0x30C30C30C30C30C3ull); REG2 = ((REG2 << 4) | REG2) & static_cast(0x30C30C30C30C30C3ull); REG3 = ((REG3 << 4) | REG3) & static_cast(0x30C30C30C30C30C3ull); REG1 = ((REG1 << 2) | REG1) & static_cast(0x9249249249249249ull); REG2 = ((REG2 << 2) | REG2) & static_cast(0x9249249249249249ull); REG3 = ((REG3 << 2) | REG3) & static_cast(0x9249249249249249ull); return REG1 | (REG2 << 1) | (REG3 << 2); } template<> GLM_FUNC_QUALIFIER glm::uint32 bitfieldInterleave(glm::uint8 x, glm::uint8 y, glm::uint8 z, glm::uint8 w) { glm::uint32 REG1(x); glm::uint32 REG2(y); glm::uint32 REG3(z); glm::uint32 REG4(w); REG1 = ((REG1 << 12) | REG1) & static_cast(0x000F000Fu); REG2 = ((REG2 << 12) | REG2) & static_cast(0x000F000Fu); REG3 = ((REG3 << 12) | REG3) & static_cast(0x000F000Fu); REG4 = ((REG4 << 12) | REG4) & static_cast(0x000F000Fu); REG1 = ((REG1 << 6) | REG1) & static_cast(0x03030303u); REG2 = ((REG2 << 6) | REG2) & static_cast(0x03030303u); REG3 = ((REG3 << 6) | REG3) & static_cast(0x03030303u); REG4 = ((REG4 << 6) | REG4) & static_cast(0x03030303u); REG1 = ((REG1 << 3) | REG1) & static_cast(0x11111111u); REG2 = ((REG2 << 3) | REG2) & static_cast(0x11111111u); REG3 = ((REG3 << 3) | REG3) & static_cast(0x11111111u); REG4 = ((REG4 << 3) | REG4) & static_cast(0x11111111u); return REG1 | (REG2 << 1) | (REG3 << 2) | (REG4 << 3); } template<> GLM_FUNC_QUALIFIER glm::uint64 bitfieldInterleave(glm::uint16 x, glm::uint16 y, glm::uint16 z, glm::uint16 w) { glm::uint64 REG1(x); glm::uint64 REG2(y); glm::uint64 REG3(z); glm::uint64 REG4(w); REG1 = ((REG1 << 24) | REG1) & static_cast(0x000000FF000000FFull); REG2 = ((REG2 << 24) | REG2) & static_cast(0x000000FF000000FFull); REG3 = ((REG3 << 24) | REG3) & static_cast(0x000000FF000000FFull); REG4 = ((REG4 << 24) | REG4) & static_cast(0x000000FF000000FFull); REG1 = ((REG1 << 12) | REG1) & static_cast(0x000F000F000F000Full); REG2 = ((REG2 << 12) | REG2) & static_cast(0x000F000F000F000Full); REG3 = ((REG3 << 12) | REG3) & static_cast(0x000F000F000F000Full); REG4 = ((REG4 << 12) | REG4) & static_cast(0x000F000F000F000Full); REG1 = ((REG1 << 6) | REG1) & static_cast(0x0303030303030303ull); REG2 = ((REG2 << 6) | REG2) & static_cast(0x0303030303030303ull); REG3 = ((REG3 << 6) | REG3) & static_cast(0x0303030303030303ull); REG4 = ((REG4 << 6) | REG4) & static_cast(0x0303030303030303ull); REG1 = ((REG1 << 3) | REG1) & static_cast(0x1111111111111111ull); REG2 = ((REG2 << 3) | REG2) & static_cast(0x1111111111111111ull); REG3 = ((REG3 << 3) | REG3) & static_cast(0x1111111111111111ull); REG4 = ((REG4 << 3) | REG4) & static_cast(0x1111111111111111ull); return REG1 | (REG2 << 1) | (REG3 << 2) | (REG4 << 3); } }//namespace detail template GLM_FUNC_QUALIFIER genIUType mask(genIUType Bits) { GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'mask' accepts only integer values"); return Bits >= sizeof(genIUType) * 8 ? ~static_cast(0) : (static_cast(1) << Bits) - static_cast(1); } template GLM_FUNC_QUALIFIER vec mask(vec const& v) { GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'mask' accepts only integer values"); return detail::functor1::call(mask, v); } template GLM_FUNC_QUALIFIER genIType bitfieldRotateRight(genIType In, int Shift) { GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'bitfieldRotateRight' accepts only integer values"); int const BitSize = static_cast(sizeof(genIType) * 8); return (In << static_cast(Shift)) | (In >> static_cast(BitSize - Shift)); } template GLM_FUNC_QUALIFIER vec bitfieldRotateRight(vec const& In, int Shift) { GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'bitfieldRotateRight' accepts only integer values"); int const BitSize = static_cast(sizeof(T) * 8); return (In << static_cast(Shift)) | (In >> static_cast(BitSize - Shift)); } template GLM_FUNC_QUALIFIER genIType bitfieldRotateLeft(genIType In, int Shift) { GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'bitfieldRotateLeft' accepts only integer values"); int const BitSize = static_cast(sizeof(genIType) * 8); return (In >> static_cast(Shift)) | (In << static_cast(BitSize - Shift)); } template GLM_FUNC_QUALIFIER vec bitfieldRotateLeft(vec const& In, int Shift) { GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'bitfieldRotateLeft' accepts only integer values"); int const BitSize = static_cast(sizeof(T) * 8); return (In >> static_cast(Shift)) | (In << static_cast(BitSize - Shift)); } template GLM_FUNC_QUALIFIER genIUType bitfieldFillOne(genIUType Value, int FirstBit, int BitCount) { return Value | static_cast(mask(BitCount) << FirstBit); } template GLM_FUNC_QUALIFIER vec bitfieldFillOne(vec const& Value, int FirstBit, int BitCount) { return Value | static_cast(mask(BitCount) << FirstBit); } template GLM_FUNC_QUALIFIER genIUType bitfieldFillZero(genIUType Value, int FirstBit, int BitCount) { return Value & static_cast(~(mask(BitCount) << FirstBit)); } template GLM_FUNC_QUALIFIER vec bitfieldFillZero(vec const& Value, int FirstBit, int BitCount) { return Value & static_cast(~(mask(BitCount) << FirstBit)); } GLM_FUNC_QUALIFIER int16 bitfieldInterleave(int8 x, int8 y) { union sign8 { int8 i; uint8 u; } sign_x, sign_y; union sign16 { int16 i; uint16 u; } result; sign_x.i = x; sign_y.i = y; result.u = bitfieldInterleave(sign_x.u, sign_y.u); return result.i; } GLM_FUNC_QUALIFIER uint16 bitfieldInterleave(uint8 x, uint8 y) { return detail::bitfieldInterleave(x, y); } GLM_FUNC_QUALIFIER uint16 bitfieldInterleave(u8vec2 const& v) { return detail::bitfieldInterleave(v.x, v.y); } GLM_FUNC_QUALIFIER u8vec2 bitfieldDeinterleave(glm::uint16 x) { uint16 REG1(x); uint16 REG2(x >>= 1); REG1 = REG1 & static_cast(0x5555); REG2 = REG2 & static_cast(0x5555); REG1 = ((REG1 >> 1) | REG1) & static_cast(0x3333); REG2 = ((REG2 >> 1) | REG2) & static_cast(0x3333); REG1 = ((REG1 >> 2) | REG1) & static_cast(0x0F0F); REG2 = ((REG2 >> 2) | REG2) & static_cast(0x0F0F); REG1 = ((REG1 >> 4) | REG1) & static_cast(0x00FF); REG2 = ((REG2 >> 4) | REG2) & static_cast(0x00FF); REG1 = ((REG1 >> 8) | REG1) & static_cast(0xFFFF); REG2 = ((REG2 >> 8) | REG2) & static_cast(0xFFFF); return glm::u8vec2(REG1, REG2); } GLM_FUNC_QUALIFIER int32 bitfieldInterleave(int16 x, int16 y) { union sign16 { int16 i; uint16 u; } sign_x, sign_y; union sign32 { int32 i; uint32 u; } result; sign_x.i = x; sign_y.i = y; result.u = bitfieldInterleave(sign_x.u, sign_y.u); return result.i; } GLM_FUNC_QUALIFIER uint32 bitfieldInterleave(uint16 x, uint16 y) { return detail::bitfieldInterleave(x, y); } GLM_FUNC_QUALIFIER glm::uint32 bitfieldInterleave(u16vec2 const& v) { return detail::bitfieldInterleave(v.x, v.y); } GLM_FUNC_QUALIFIER glm::u16vec2 bitfieldDeinterleave(glm::uint32 x) { glm::uint32 REG1(x); glm::uint32 REG2(x >>= 1); REG1 = REG1 & static_cast(0x55555555); REG2 = REG2 & static_cast(0x55555555); REG1 = ((REG1 >> 1) | REG1) & static_cast(0x33333333); REG2 = ((REG2 >> 1) | REG2) & static_cast(0x33333333); REG1 = ((REG1 >> 2) | REG1) & static_cast(0x0F0F0F0F); REG2 = ((REG2 >> 2) | REG2) & static_cast(0x0F0F0F0F); REG1 = ((REG1 >> 4) | REG1) & static_cast(0x00FF00FF); REG2 = ((REG2 >> 4) | REG2) & static_cast(0x00FF00FF); REG1 = ((REG1 >> 8) | REG1) & static_cast(0x0000FFFF); REG2 = ((REG2 >> 8) | REG2) & static_cast(0x0000FFFF); return glm::u16vec2(REG1, REG2); } GLM_FUNC_QUALIFIER int64 bitfieldInterleave(int32 x, int32 y) { union sign32 { int32 i; uint32 u; } sign_x, sign_y; union sign64 { int64 i; uint64 u; } result; sign_x.i = x; sign_y.i = y; result.u = bitfieldInterleave(sign_x.u, sign_y.u); return result.i; } GLM_FUNC_QUALIFIER uint64 bitfieldInterleave(uint32 x, uint32 y) { return detail::bitfieldInterleave(x, y); } GLM_FUNC_QUALIFIER glm::uint64 bitfieldInterleave(u32vec2 const& v) { return detail::bitfieldInterleave(v.x, v.y); } GLM_FUNC_QUALIFIER glm::u32vec2 bitfieldDeinterleave(glm::uint64 x) { glm::uint64 REG1(x); glm::uint64 REG2(x >>= 1); REG1 = REG1 & static_cast(0x5555555555555555ull); REG2 = REG2 & static_cast(0x5555555555555555ull); REG1 = ((REG1 >> 1) | REG1) & static_cast(0x3333333333333333ull); REG2 = ((REG2 >> 1) | REG2) & static_cast(0x3333333333333333ull); REG1 = ((REG1 >> 2) | REG1) & static_cast(0x0F0F0F0F0F0F0F0Full); REG2 = ((REG2 >> 2) | REG2) & static_cast(0x0F0F0F0F0F0F0F0Full); REG1 = ((REG1 >> 4) | REG1) & static_cast(0x00FF00FF00FF00FFull); REG2 = ((REG2 >> 4) | REG2) & static_cast(0x00FF00FF00FF00FFull); REG1 = ((REG1 >> 8) | REG1) & static_cast(0x0000FFFF0000FFFFull); REG2 = ((REG2 >> 8) | REG2) & static_cast(0x0000FFFF0000FFFFull); REG1 = ((REG1 >> 16) | REG1) & static_cast(0x00000000FFFFFFFFull); REG2 = ((REG2 >> 16) | REG2) & static_cast(0x00000000FFFFFFFFull); return glm::u32vec2(REG1, REG2); } GLM_FUNC_QUALIFIER int32 bitfieldInterleave(int8 x, int8 y, int8 z) { union sign8 { int8 i; uint8 u; } sign_x, sign_y, sign_z; union sign32 { int32 i; uint32 u; } result; sign_x.i = x; sign_y.i = y; sign_z.i = z; result.u = bitfieldInterleave(sign_x.u, sign_y.u, sign_z.u); return result.i; } GLM_FUNC_QUALIFIER uint32 bitfieldInterleave(uint8 x, uint8 y, uint8 z) { return detail::bitfieldInterleave(x, y, z); } GLM_FUNC_QUALIFIER uint32 bitfieldInterleave(u8vec3 const& v) { return detail::bitfieldInterleave(v.x, v.y, v.z); } GLM_FUNC_QUALIFIER int64 bitfieldInterleave(int16 x, int16 y, int16 z) { union sign16 { int16 i; uint16 u; } sign_x, sign_y, sign_z; union sign64 { int64 i; uint64 u; } result; sign_x.i = x; sign_y.i = y; sign_z.i = z; result.u = bitfieldInterleave(sign_x.u, sign_y.u, sign_z.u); return result.i; } GLM_FUNC_QUALIFIER uint64 bitfieldInterleave(uint16 x, uint16 y, uint16 z) { return detail::bitfieldInterleave(x, y, z); } GLM_FUNC_QUALIFIER uint64 bitfieldInterleave(u16vec3 const& v) { return detail::bitfieldInterleave(v.x, v.y, v.z); } GLM_FUNC_QUALIFIER int64 bitfieldInterleave(int32 x, int32 y, int32 z) { union sign16 { int32 i; uint32 u; } sign_x, sign_y, sign_z; union sign64 { int64 i; uint64 u; } result; sign_x.i = x; sign_y.i = y; sign_z.i = z; result.u = bitfieldInterleave(sign_x.u, sign_y.u, sign_z.u); return result.i; } GLM_FUNC_QUALIFIER uint64 bitfieldInterleave(uint32 x, uint32 y, uint32 z) { return detail::bitfieldInterleave(x, y, z); } GLM_FUNC_QUALIFIER uint64 bitfieldInterleave(u32vec3 const& v) { return detail::bitfieldInterleave(v.x, v.y, v.z); } GLM_FUNC_QUALIFIER int32 bitfieldInterleave(int8 x, int8 y, int8 z, int8 w) { union sign8 { int8 i; uint8 u; } sign_x, sign_y, sign_z, sign_w; union sign32 { int32 i; uint32 u; } result; sign_x.i = x; sign_y.i = y; sign_z.i = z; sign_w.i = w; result.u = bitfieldInterleave(sign_x.u, sign_y.u, sign_z.u, sign_w.u); return result.i; } GLM_FUNC_QUALIFIER uint32 bitfieldInterleave(uint8 x, uint8 y, uint8 z, uint8 w) { return detail::bitfieldInterleave(x, y, z, w); } GLM_FUNC_QUALIFIER uint32 bitfieldInterleave(u8vec4 const& v) { return detail::bitfieldInterleave(v.x, v.y, v.z, v.w); } GLM_FUNC_QUALIFIER int64 bitfieldInterleave(int16 x, int16 y, int16 z, int16 w) { union sign16 { int16 i; uint16 u; } sign_x, sign_y, sign_z, sign_w; union sign64 { int64 i; uint64 u; } result; sign_x.i = x; sign_y.i = y; sign_z.i = z; sign_w.i = w; result.u = bitfieldInterleave(sign_x.u, sign_y.u, sign_z.u, sign_w.u); return result.i; } GLM_FUNC_QUALIFIER uint64 bitfieldInterleave(uint16 x, uint16 y, uint16 z, uint16 w) { return detail::bitfieldInterleave(x, y, z, w); } GLM_FUNC_QUALIFIER uint64 bitfieldInterleave(u16vec4 const& v) { return detail::bitfieldInterleave(v.x, v.y, v.z, v.w); } }//namespace glm ================================================ FILE: third_party/glm/gtc/color_space.hpp ================================================ /// @ref gtc_color_space /// @file glm/gtc/color_space.hpp /// /// @see core (dependence) /// @see gtc_color_space (dependence) /// /// @defgroup gtc_color_space GLM_GTC_color_space /// @ingroup gtc /// /// Include to use the features of this extension. /// /// Allow to perform bit operations on integer values #pragma once // Dependencies #include "../detail/setup.hpp" #include "../detail/qualifier.hpp" #include "../exponential.hpp" #include "../vec3.hpp" #include "../vec4.hpp" #include #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_GTC_color_space extension included") #endif namespace glm { /// @addtogroup gtc_color_space /// @{ /// Convert a linear color to sRGB color using a standard gamma correction. /// IEC 61966-2-1:1999 / Rec. 709 specification https://www.w3.org/Graphics/Color/srgb template GLM_FUNC_DECL vec convertLinearToSRGB(vec const& ColorLinear); /// Convert a linear color to sRGB color using a custom gamma correction. /// IEC 61966-2-1:1999 / Rec. 709 specification https://www.w3.org/Graphics/Color/srgb template GLM_FUNC_DECL vec convertLinearToSRGB(vec const& ColorLinear, T Gamma); /// Convert a sRGB color to linear color using a standard gamma correction. /// IEC 61966-2-1:1999 / Rec. 709 specification https://www.w3.org/Graphics/Color/srgb template GLM_FUNC_DECL vec convertSRGBToLinear(vec const& ColorSRGB); /// Convert a sRGB color to linear color using a custom gamma correction. // IEC 61966-2-1:1999 / Rec. 709 specification https://www.w3.org/Graphics/Color/srgb template GLM_FUNC_DECL vec convertSRGBToLinear(vec const& ColorSRGB, T Gamma); /// @} } //namespace glm #include "color_space.inl" ================================================ FILE: third_party/glm/gtc/color_space.inl ================================================ /// @ref gtc_color_space namespace glm{ namespace detail { template struct compute_rgbToSrgb { GLM_FUNC_QUALIFIER static vec call(vec const& ColorRGB, T GammaCorrection) { vec const ClampedColor(clamp(ColorRGB, static_cast(0), static_cast(1))); return mix( pow(ClampedColor, vec(GammaCorrection)) * static_cast(1.055) - static_cast(0.055), ClampedColor * static_cast(12.92), lessThan(ClampedColor, vec(static_cast(0.0031308)))); } }; template struct compute_rgbToSrgb<4, T, Q> { GLM_FUNC_QUALIFIER static vec<4, T, Q> call(vec<4, T, Q> const& ColorRGB, T GammaCorrection) { return vec<4, T, Q>(compute_rgbToSrgb<3, T, Q>::call(vec<3, T, Q>(ColorRGB), GammaCorrection), ColorRGB.w); } }; template struct compute_srgbToRgb { GLM_FUNC_QUALIFIER static vec call(vec const& ColorSRGB, T Gamma) { return mix( pow((ColorSRGB + static_cast(0.055)) * static_cast(0.94786729857819905213270142180095), vec(Gamma)), ColorSRGB * static_cast(0.07739938080495356037151702786378), lessThanEqual(ColorSRGB, vec(static_cast(0.04045)))); } }; template struct compute_srgbToRgb<4, T, Q> { GLM_FUNC_QUALIFIER static vec<4, T, Q> call(vec<4, T, Q> const& ColorSRGB, T Gamma) { return vec<4, T, Q>(compute_srgbToRgb<3, T, Q>::call(vec<3, T, Q>(ColorSRGB), Gamma), ColorSRGB.w); } }; }//namespace detail template GLM_FUNC_QUALIFIER vec convertLinearToSRGB(vec const& ColorLinear) { return detail::compute_rgbToSrgb::call(ColorLinear, static_cast(0.41666)); } // Based on Ian Taylor http://chilliant.blogspot.fr/2012/08/srgb-approximations-for-hlsl.html template<> GLM_FUNC_QUALIFIER vec<3, float, lowp> convertLinearToSRGB(vec<3, float, lowp> const& ColorLinear) { vec<3, float, lowp> S1 = sqrt(ColorLinear); vec<3, float, lowp> S2 = sqrt(S1); vec<3, float, lowp> S3 = sqrt(S2); return 0.662002687f * S1 + 0.684122060f * S2 - 0.323583601f * S3 - 0.0225411470f * ColorLinear; } template GLM_FUNC_QUALIFIER vec convertLinearToSRGB(vec const& ColorLinear, T Gamma) { return detail::compute_rgbToSrgb::call(ColorLinear, static_cast(1) / Gamma); } template GLM_FUNC_QUALIFIER vec convertSRGBToLinear(vec const& ColorSRGB) { return detail::compute_srgbToRgb::call(ColorSRGB, static_cast(2.4)); } template GLM_FUNC_QUALIFIER vec convertSRGBToLinear(vec const& ColorSRGB, T Gamma) { return detail::compute_srgbToRgb::call(ColorSRGB, Gamma); } }//namespace glm ================================================ FILE: third_party/glm/gtc/constants.hpp ================================================ /// @ref gtc_constants /// @file glm/gtc/constants.hpp /// /// @see core (dependence) /// /// @defgroup gtc_constants GLM_GTC_constants /// @ingroup gtc /// /// Include to use the features of this extension. /// /// Provide a list of constants and precomputed useful values. #pragma once // Dependencies #include "../ext/scalar_constants.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_GTC_constants extension included") #endif namespace glm { /// @addtogroup gtc_constants /// @{ /// Return 0. /// @see gtc_constants template GLM_FUNC_DECL GLM_CONSTEXPR genType zero(); /// Return 1. /// @see gtc_constants template GLM_FUNC_DECL GLM_CONSTEXPR genType one(); /// Return pi * 2. /// @see gtc_constants template GLM_FUNC_DECL GLM_CONSTEXPR genType two_pi(); /// Return square root of pi. /// @see gtc_constants template GLM_FUNC_DECL GLM_CONSTEXPR genType root_pi(); /// Return pi / 2. /// @see gtc_constants template GLM_FUNC_DECL GLM_CONSTEXPR genType half_pi(); /// Return pi / 2 * 3. /// @see gtc_constants template GLM_FUNC_DECL GLM_CONSTEXPR genType three_over_two_pi(); /// Return pi / 4. /// @see gtc_constants template GLM_FUNC_DECL GLM_CONSTEXPR genType quarter_pi(); /// Return 1 / pi. /// @see gtc_constants template GLM_FUNC_DECL GLM_CONSTEXPR genType one_over_pi(); /// Return 1 / (pi * 2). /// @see gtc_constants template GLM_FUNC_DECL GLM_CONSTEXPR genType one_over_two_pi(); /// Return 2 / pi. /// @see gtc_constants template GLM_FUNC_DECL GLM_CONSTEXPR genType two_over_pi(); /// Return 4 / pi. /// @see gtc_constants template GLM_FUNC_DECL GLM_CONSTEXPR genType four_over_pi(); /// Return 2 / sqrt(pi). /// @see gtc_constants template GLM_FUNC_DECL GLM_CONSTEXPR genType two_over_root_pi(); /// Return 1 / sqrt(2). /// @see gtc_constants template GLM_FUNC_DECL GLM_CONSTEXPR genType one_over_root_two(); /// Return sqrt(pi / 2). /// @see gtc_constants template GLM_FUNC_DECL GLM_CONSTEXPR genType root_half_pi(); /// Return sqrt(2 * pi). /// @see gtc_constants template GLM_FUNC_DECL GLM_CONSTEXPR genType root_two_pi(); /// Return sqrt(ln(4)). /// @see gtc_constants template GLM_FUNC_DECL GLM_CONSTEXPR genType root_ln_four(); /// Return e constant. /// @see gtc_constants template GLM_FUNC_DECL GLM_CONSTEXPR genType e(); /// Return Euler's constant. /// @see gtc_constants template GLM_FUNC_DECL GLM_CONSTEXPR genType euler(); /// Return sqrt(2). /// @see gtc_constants template GLM_FUNC_DECL GLM_CONSTEXPR genType root_two(); /// Return sqrt(3). /// @see gtc_constants template GLM_FUNC_DECL GLM_CONSTEXPR genType root_three(); /// Return sqrt(5). /// @see gtc_constants template GLM_FUNC_DECL GLM_CONSTEXPR genType root_five(); /// Return ln(2). /// @see gtc_constants template GLM_FUNC_DECL GLM_CONSTEXPR genType ln_two(); /// Return ln(10). /// @see gtc_constants template GLM_FUNC_DECL GLM_CONSTEXPR genType ln_ten(); /// Return ln(ln(2)). /// @see gtc_constants template GLM_FUNC_DECL GLM_CONSTEXPR genType ln_ln_two(); /// Return 1 / 3. /// @see gtc_constants template GLM_FUNC_DECL GLM_CONSTEXPR genType third(); /// Return 2 / 3. /// @see gtc_constants template GLM_FUNC_DECL GLM_CONSTEXPR genType two_thirds(); /// Return the golden ratio constant. /// @see gtc_constants template GLM_FUNC_DECL GLM_CONSTEXPR genType golden_ratio(); /// @} } //namespace glm #include "constants.inl" ================================================ FILE: third_party/glm/gtc/constants.inl ================================================ /// @ref gtc_constants namespace glm { template GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType zero() { return genType(0); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType one() { return genType(1); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType two_pi() { return genType(6.28318530717958647692528676655900576); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType root_pi() { return genType(1.772453850905516027); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType half_pi() { return genType(1.57079632679489661923132169163975144); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType three_over_two_pi() { return genType(4.71238898038468985769396507491925432); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType quarter_pi() { return genType(0.785398163397448309615660845819875721); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType one_over_pi() { return genType(0.318309886183790671537767526745028724); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType one_over_two_pi() { return genType(0.159154943091895335768883763372514362); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType two_over_pi() { return genType(0.636619772367581343075535053490057448); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType four_over_pi() { return genType(1.273239544735162686151070106980114898); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType two_over_root_pi() { return genType(1.12837916709551257389615890312154517); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType one_over_root_two() { return genType(0.707106781186547524400844362104849039); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType root_half_pi() { return genType(1.253314137315500251); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType root_two_pi() { return genType(2.506628274631000502); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType root_ln_four() { return genType(1.17741002251547469); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType e() { return genType(2.71828182845904523536); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType euler() { return genType(0.577215664901532860606); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType root_two() { return genType(1.41421356237309504880168872420969808); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType root_three() { return genType(1.73205080756887729352744634150587236); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType root_five() { return genType(2.23606797749978969640917366873127623); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType ln_two() { return genType(0.693147180559945309417232121458176568); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType ln_ten() { return genType(2.30258509299404568401799145468436421); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType ln_ln_two() { return genType(-0.3665129205816643); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType third() { return genType(0.3333333333333333333333333333333333333333); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType two_thirds() { return genType(0.666666666666666666666666666666666666667); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType golden_ratio() { return genType(1.61803398874989484820458683436563811); } } //namespace glm ================================================ FILE: third_party/glm/gtc/epsilon.hpp ================================================ /// @ref gtc_epsilon /// @file glm/gtc/epsilon.hpp /// /// @see core (dependence) /// @see gtc_quaternion (dependence) /// /// @defgroup gtc_epsilon GLM_GTC_epsilon /// @ingroup gtc /// /// Include to use the features of this extension. /// /// Comparison functions for a user defined epsilon values. #pragma once // Dependencies #include "../detail/setup.hpp" #include "../detail/qualifier.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_GTC_epsilon extension included") #endif namespace glm { /// @addtogroup gtc_epsilon /// @{ /// Returns the component-wise comparison of |x - y| < epsilon. /// True if this expression is satisfied. /// /// @see gtc_epsilon template GLM_FUNC_DECL vec epsilonEqual(vec const& x, vec const& y, T const& epsilon); /// Returns the component-wise comparison of |x - y| < epsilon. /// True if this expression is satisfied. /// /// @see gtc_epsilon template GLM_FUNC_DECL bool epsilonEqual(genType const& x, genType const& y, genType const& epsilon); /// Returns the component-wise comparison of |x - y| < epsilon. /// True if this expression is not satisfied. /// /// @see gtc_epsilon template GLM_FUNC_DECL vec epsilonNotEqual(vec const& x, vec const& y, T const& epsilon); /// Returns the component-wise comparison of |x - y| >= epsilon. /// True if this expression is not satisfied. /// /// @see gtc_epsilon template GLM_FUNC_DECL bool epsilonNotEqual(genType const& x, genType const& y, genType const& epsilon); /// @} }//namespace glm #include "epsilon.inl" ================================================ FILE: third_party/glm/gtc/epsilon.inl ================================================ /// @ref gtc_epsilon // Dependency: #include "../vector_relational.hpp" #include "../common.hpp" namespace glm { template<> GLM_FUNC_QUALIFIER bool epsilonEqual ( float const& x, float const& y, float const& epsilon ) { return abs(x - y) < epsilon; } template<> GLM_FUNC_QUALIFIER bool epsilonEqual ( double const& x, double const& y, double const& epsilon ) { return abs(x - y) < epsilon; } template GLM_FUNC_QUALIFIER vec epsilonEqual(vec const& x, vec const& y, T const& epsilon) { return lessThan(abs(x - y), vec(epsilon)); } template GLM_FUNC_QUALIFIER vec epsilonEqual(vec const& x, vec const& y, vec const& epsilon) { return lessThan(abs(x - y), vec(epsilon)); } template<> GLM_FUNC_QUALIFIER bool epsilonNotEqual(float const& x, float const& y, float const& epsilon) { return abs(x - y) >= epsilon; } template<> GLM_FUNC_QUALIFIER bool epsilonNotEqual(double const& x, double const& y, double const& epsilon) { return abs(x - y) >= epsilon; } template GLM_FUNC_QUALIFIER vec epsilonNotEqual(vec const& x, vec const& y, T const& epsilon) { return greaterThanEqual(abs(x - y), vec(epsilon)); } template GLM_FUNC_QUALIFIER vec epsilonNotEqual(vec const& x, vec const& y, vec const& epsilon) { return greaterThanEqual(abs(x - y), vec(epsilon)); } template GLM_FUNC_QUALIFIER vec<4, bool, Q> epsilonEqual(qua const& x, qua const& y, T const& epsilon) { vec<4, T, Q> v(x.x - y.x, x.y - y.y, x.z - y.z, x.w - y.w); return lessThan(abs(v), vec<4, T, Q>(epsilon)); } template GLM_FUNC_QUALIFIER vec<4, bool, Q> epsilonNotEqual(qua const& x, qua const& y, T const& epsilon) { vec<4, T, Q> v(x.x - y.x, x.y - y.y, x.z - y.z, x.w - y.w); return greaterThanEqual(abs(v), vec<4, T, Q>(epsilon)); } }//namespace glm ================================================ FILE: third_party/glm/gtc/integer.hpp ================================================ /// @ref gtc_integer /// @file glm/gtc/integer.hpp /// /// @see core (dependence) /// @see gtc_integer (dependence) /// /// @defgroup gtc_integer GLM_GTC_integer /// @ingroup gtc /// /// Include to use the features of this extension. /// /// @brief Allow to perform bit operations on integer values #pragma once // Dependencies #include "../detail/setup.hpp" #include "../detail/qualifier.hpp" #include "../common.hpp" #include "../integer.hpp" #include "../exponential.hpp" #include #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_GTC_integer extension included") #endif namespace glm { /// @addtogroup gtc_integer /// @{ /// Returns the log2 of x for integer values. Usefull to compute mipmap count from the texture size. /// @see gtc_integer template GLM_FUNC_DECL genIUType log2(genIUType x); /// Returns a value equal to the nearest integer to x. /// The fraction 0.5 will round in a direction chosen by the /// implementation, presumably the direction that is fastest. /// /// @param x The values of the argument must be greater or equal to zero. /// @tparam T floating point scalar types. /// /// @see GLSL round man page /// @see gtc_integer template GLM_FUNC_DECL vec iround(vec const& x); /// Returns a value equal to the nearest integer to x. /// The fraction 0.5 will round in a direction chosen by the /// implementation, presumably the direction that is fastest. /// /// @param x The values of the argument must be greater or equal to zero. /// @tparam T floating point scalar types. /// /// @see GLSL round man page /// @see gtc_integer template GLM_FUNC_DECL vec uround(vec const& x); /// @} } //namespace glm #include "integer.inl" ================================================ FILE: third_party/glm/gtc/integer.inl ================================================ /// @ref gtc_integer namespace glm{ namespace detail { template struct compute_log2 { GLM_FUNC_QUALIFIER static vec call(vec const& v) { //Equivalent to return findMSB(vec); but save one function call in ASM with VC //return findMSB(vec); return vec(detail::compute_findMSB_vec::call(v)); } }; # if GLM_HAS_BITSCAN_WINDOWS template struct compute_log2<4, int, Q, false, Aligned> { GLM_FUNC_QUALIFIER static vec<4, int, Q> call(vec<4, int, Q> const& v) { vec<4, int, Q> Result; _BitScanReverse(reinterpret_cast(&Result.x), v.x); _BitScanReverse(reinterpret_cast(&Result.y), v.y); _BitScanReverse(reinterpret_cast(&Result.z), v.z); _BitScanReverse(reinterpret_cast(&Result.w), v.w); return Result; } }; # endif//GLM_HAS_BITSCAN_WINDOWS }//namespace detail template GLM_FUNC_QUALIFIER int iround(genType x) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'iround' only accept floating-point inputs"); assert(static_cast(0.0) <= x); return static_cast(x + static_cast(0.5)); } template GLM_FUNC_QUALIFIER vec iround(vec const& x) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'iround' only accept floating-point inputs"); assert(all(lessThanEqual(vec(0), x))); return vec(x + static_cast(0.5)); } template GLM_FUNC_QUALIFIER uint uround(genType x) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'uround' only accept floating-point inputs"); assert(static_cast(0.0) <= x); return static_cast(x + static_cast(0.5)); } template GLM_FUNC_QUALIFIER vec uround(vec const& x) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'uround' only accept floating-point inputs"); assert(all(lessThanEqual(vec(0), x))); return vec(x + static_cast(0.5)); } }//namespace glm ================================================ FILE: third_party/glm/gtc/matrix_access.hpp ================================================ /// @ref gtc_matrix_access /// @file glm/gtc/matrix_access.hpp /// /// @see core (dependence) /// /// @defgroup gtc_matrix_access GLM_GTC_matrix_access /// @ingroup gtc /// /// Include to use the features of this extension. /// /// Defines functions to access rows or columns of a matrix easily. #pragma once // Dependency: #include "../detail/setup.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_GTC_matrix_access extension included") #endif namespace glm { /// @addtogroup gtc_matrix_access /// @{ /// Get a specific row of a matrix. /// @see gtc_matrix_access template GLM_FUNC_DECL typename genType::row_type row( genType const& m, length_t index); /// Set a specific row to a matrix. /// @see gtc_matrix_access template GLM_FUNC_DECL genType row( genType const& m, length_t index, typename genType::row_type const& x); /// Get a specific column of a matrix. /// @see gtc_matrix_access template GLM_FUNC_DECL typename genType::col_type column( genType const& m, length_t index); /// Set a specific column to a matrix. /// @see gtc_matrix_access template GLM_FUNC_DECL genType column( genType const& m, length_t index, typename genType::col_type const& x); /// @} }//namespace glm #include "matrix_access.inl" ================================================ FILE: third_party/glm/gtc/matrix_access.inl ================================================ /// @ref gtc_matrix_access namespace glm { template GLM_FUNC_QUALIFIER genType row ( genType const& m, length_t index, typename genType::row_type const& x ) { assert(index >= 0 && index < m[0].length()); genType Result = m; for(length_t i = 0; i < m.length(); ++i) Result[i][index] = x[i]; return Result; } template GLM_FUNC_QUALIFIER typename genType::row_type row ( genType const& m, length_t index ) { assert(index >= 0 && index < m[0].length()); typename genType::row_type Result(0); for(length_t i = 0; i < m.length(); ++i) Result[i] = m[i][index]; return Result; } template GLM_FUNC_QUALIFIER genType column ( genType const& m, length_t index, typename genType::col_type const& x ) { assert(index >= 0 && index < m.length()); genType Result = m; Result[index] = x; return Result; } template GLM_FUNC_QUALIFIER typename genType::col_type column ( genType const& m, length_t index ) { assert(index >= 0 && index < m.length()); return m[index]; } }//namespace glm ================================================ FILE: third_party/glm/gtc/matrix_integer.hpp ================================================ /// @ref gtc_matrix_integer /// @file glm/gtc/matrix_integer.hpp /// /// @see core (dependence) /// /// @defgroup gtc_matrix_integer GLM_GTC_matrix_integer /// @ingroup gtc /// /// Include to use the features of this extension. /// /// Defines a number of matrices with integer types. #pragma once // Dependency: #include "../mat2x2.hpp" #include "../mat2x3.hpp" #include "../mat2x4.hpp" #include "../mat3x2.hpp" #include "../mat3x3.hpp" #include "../mat3x4.hpp" #include "../mat4x2.hpp" #include "../mat4x3.hpp" #include "../mat4x4.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_GTC_matrix_integer extension included") #endif namespace glm { /// @addtogroup gtc_matrix_integer /// @{ /// High-qualifier signed integer 2x2 matrix. /// @see gtc_matrix_integer typedef mat<2, 2, int, highp> highp_imat2; /// High-qualifier signed integer 3x3 matrix. /// @see gtc_matrix_integer typedef mat<3, 3, int, highp> highp_imat3; /// High-qualifier signed integer 4x4 matrix. /// @see gtc_matrix_integer typedef mat<4, 4, int, highp> highp_imat4; /// High-qualifier signed integer 2x2 matrix. /// @see gtc_matrix_integer typedef mat<2, 2, int, highp> highp_imat2x2; /// High-qualifier signed integer 2x3 matrix. /// @see gtc_matrix_integer typedef mat<2, 3, int, highp> highp_imat2x3; /// High-qualifier signed integer 2x4 matrix. /// @see gtc_matrix_integer typedef mat<2, 4, int, highp> highp_imat2x4; /// High-qualifier signed integer 3x2 matrix. /// @see gtc_matrix_integer typedef mat<3, 2, int, highp> highp_imat3x2; /// High-qualifier signed integer 3x3 matrix. /// @see gtc_matrix_integer typedef mat<3, 3, int, highp> highp_imat3x3; /// High-qualifier signed integer 3x4 matrix. /// @see gtc_matrix_integer typedef mat<3, 4, int, highp> highp_imat3x4; /// High-qualifier signed integer 4x2 matrix. /// @see gtc_matrix_integer typedef mat<4, 2, int, highp> highp_imat4x2; /// High-qualifier signed integer 4x3 matrix. /// @see gtc_matrix_integer typedef mat<4, 3, int, highp> highp_imat4x3; /// High-qualifier signed integer 4x4 matrix. /// @see gtc_matrix_integer typedef mat<4, 4, int, highp> highp_imat4x4; /// Medium-qualifier signed integer 2x2 matrix. /// @see gtc_matrix_integer typedef mat<2, 2, int, mediump> mediump_imat2; /// Medium-qualifier signed integer 3x3 matrix. /// @see gtc_matrix_integer typedef mat<3, 3, int, mediump> mediump_imat3; /// Medium-qualifier signed integer 4x4 matrix. /// @see gtc_matrix_integer typedef mat<4, 4, int, mediump> mediump_imat4; /// Medium-qualifier signed integer 2x2 matrix. /// @see gtc_matrix_integer typedef mat<2, 2, int, mediump> mediump_imat2x2; /// Medium-qualifier signed integer 2x3 matrix. /// @see gtc_matrix_integer typedef mat<2, 3, int, mediump> mediump_imat2x3; /// Medium-qualifier signed integer 2x4 matrix. /// @see gtc_matrix_integer typedef mat<2, 4, int, mediump> mediump_imat2x4; /// Medium-qualifier signed integer 3x2 matrix. /// @see gtc_matrix_integer typedef mat<3, 2, int, mediump> mediump_imat3x2; /// Medium-qualifier signed integer 3x3 matrix. /// @see gtc_matrix_integer typedef mat<3, 3, int, mediump> mediump_imat3x3; /// Medium-qualifier signed integer 3x4 matrix. /// @see gtc_matrix_integer typedef mat<3, 4, int, mediump> mediump_imat3x4; /// Medium-qualifier signed integer 4x2 matrix. /// @see gtc_matrix_integer typedef mat<4, 2, int, mediump> mediump_imat4x2; /// Medium-qualifier signed integer 4x3 matrix. /// @see gtc_matrix_integer typedef mat<4, 3, int, mediump> mediump_imat4x3; /// Medium-qualifier signed integer 4x4 matrix. /// @see gtc_matrix_integer typedef mat<4, 4, int, mediump> mediump_imat4x4; /// Low-qualifier signed integer 2x2 matrix. /// @see gtc_matrix_integer typedef mat<2, 2, int, lowp> lowp_imat2; /// Low-qualifier signed integer 3x3 matrix. /// @see gtc_matrix_integer typedef mat<3, 3, int, lowp> lowp_imat3; /// Low-qualifier signed integer 4x4 matrix. /// @see gtc_matrix_integer typedef mat<4, 4, int, lowp> lowp_imat4; /// Low-qualifier signed integer 2x2 matrix. /// @see gtc_matrix_integer typedef mat<2, 2, int, lowp> lowp_imat2x2; /// Low-qualifier signed integer 2x3 matrix. /// @see gtc_matrix_integer typedef mat<2, 3, int, lowp> lowp_imat2x3; /// Low-qualifier signed integer 2x4 matrix. /// @see gtc_matrix_integer typedef mat<2, 4, int, lowp> lowp_imat2x4; /// Low-qualifier signed integer 3x2 matrix. /// @see gtc_matrix_integer typedef mat<3, 2, int, lowp> lowp_imat3x2; /// Low-qualifier signed integer 3x3 matrix. /// @see gtc_matrix_integer typedef mat<3, 3, int, lowp> lowp_imat3x3; /// Low-qualifier signed integer 3x4 matrix. /// @see gtc_matrix_integer typedef mat<3, 4, int, lowp> lowp_imat3x4; /// Low-qualifier signed integer 4x2 matrix. /// @see gtc_matrix_integer typedef mat<4, 2, int, lowp> lowp_imat4x2; /// Low-qualifier signed integer 4x3 matrix. /// @see gtc_matrix_integer typedef mat<4, 3, int, lowp> lowp_imat4x3; /// Low-qualifier signed integer 4x4 matrix. /// @see gtc_matrix_integer typedef mat<4, 4, int, lowp> lowp_imat4x4; /// High-qualifier unsigned integer 2x2 matrix. /// @see gtc_matrix_integer typedef mat<2, 2, uint, highp> highp_umat2; /// High-qualifier unsigned integer 3x3 matrix. /// @see gtc_matrix_integer typedef mat<3, 3, uint, highp> highp_umat3; /// High-qualifier unsigned integer 4x4 matrix. /// @see gtc_matrix_integer typedef mat<4, 4, uint, highp> highp_umat4; /// High-qualifier unsigned integer 2x2 matrix. /// @see gtc_matrix_integer typedef mat<2, 2, uint, highp> highp_umat2x2; /// High-qualifier unsigned integer 2x3 matrix. /// @see gtc_matrix_integer typedef mat<2, 3, uint, highp> highp_umat2x3; /// High-qualifier unsigned integer 2x4 matrix. /// @see gtc_matrix_integer typedef mat<2, 4, uint, highp> highp_umat2x4; /// High-qualifier unsigned integer 3x2 matrix. /// @see gtc_matrix_integer typedef mat<3, 2, uint, highp> highp_umat3x2; /// High-qualifier unsigned integer 3x3 matrix. /// @see gtc_matrix_integer typedef mat<3, 3, uint, highp> highp_umat3x3; /// High-qualifier unsigned integer 3x4 matrix. /// @see gtc_matrix_integer typedef mat<3, 4, uint, highp> highp_umat3x4; /// High-qualifier unsigned integer 4x2 matrix. /// @see gtc_matrix_integer typedef mat<4, 2, uint, highp> highp_umat4x2; /// High-qualifier unsigned integer 4x3 matrix. /// @see gtc_matrix_integer typedef mat<4, 3, uint, highp> highp_umat4x3; /// High-qualifier unsigned integer 4x4 matrix. /// @see gtc_matrix_integer typedef mat<4, 4, uint, highp> highp_umat4x4; /// Medium-qualifier unsigned integer 2x2 matrix. /// @see gtc_matrix_integer typedef mat<2, 2, uint, mediump> mediump_umat2; /// Medium-qualifier unsigned integer 3x3 matrix. /// @see gtc_matrix_integer typedef mat<3, 3, uint, mediump> mediump_umat3; /// Medium-qualifier unsigned integer 4x4 matrix. /// @see gtc_matrix_integer typedef mat<4, 4, uint, mediump> mediump_umat4; /// Medium-qualifier unsigned integer 2x2 matrix. /// @see gtc_matrix_integer typedef mat<2, 2, uint, mediump> mediump_umat2x2; /// Medium-qualifier unsigned integer 2x3 matrix. /// @see gtc_matrix_integer typedef mat<2, 3, uint, mediump> mediump_umat2x3; /// Medium-qualifier unsigned integer 2x4 matrix. /// @see gtc_matrix_integer typedef mat<2, 4, uint, mediump> mediump_umat2x4; /// Medium-qualifier unsigned integer 3x2 matrix. /// @see gtc_matrix_integer typedef mat<3, 2, uint, mediump> mediump_umat3x2; /// Medium-qualifier unsigned integer 3x3 matrix. /// @see gtc_matrix_integer typedef mat<3, 3, uint, mediump> mediump_umat3x3; /// Medium-qualifier unsigned integer 3x4 matrix. /// @see gtc_matrix_integer typedef mat<3, 4, uint, mediump> mediump_umat3x4; /// Medium-qualifier unsigned integer 4x2 matrix. /// @see gtc_matrix_integer typedef mat<4, 2, uint, mediump> mediump_umat4x2; /// Medium-qualifier unsigned integer 4x3 matrix. /// @see gtc_matrix_integer typedef mat<4, 3, uint, mediump> mediump_umat4x3; /// Medium-qualifier unsigned integer 4x4 matrix. /// @see gtc_matrix_integer typedef mat<4, 4, uint, mediump> mediump_umat4x4; /// Low-qualifier unsigned integer 2x2 matrix. /// @see gtc_matrix_integer typedef mat<2, 2, uint, lowp> lowp_umat2; /// Low-qualifier unsigned integer 3x3 matrix. /// @see gtc_matrix_integer typedef mat<3, 3, uint, lowp> lowp_umat3; /// Low-qualifier unsigned integer 4x4 matrix. /// @see gtc_matrix_integer typedef mat<4, 4, uint, lowp> lowp_umat4; /// Low-qualifier unsigned integer 2x2 matrix. /// @see gtc_matrix_integer typedef mat<2, 2, uint, lowp> lowp_umat2x2; /// Low-qualifier unsigned integer 2x3 matrix. /// @see gtc_matrix_integer typedef mat<2, 3, uint, lowp> lowp_umat2x3; /// Low-qualifier unsigned integer 2x4 matrix. /// @see gtc_matrix_integer typedef mat<2, 4, uint, lowp> lowp_umat2x4; /// Low-qualifier unsigned integer 3x2 matrix. /// @see gtc_matrix_integer typedef mat<3, 2, uint, lowp> lowp_umat3x2; /// Low-qualifier unsigned integer 3x3 matrix. /// @see gtc_matrix_integer typedef mat<3, 3, uint, lowp> lowp_umat3x3; /// Low-qualifier unsigned integer 3x4 matrix. /// @see gtc_matrix_integer typedef mat<3, 4, uint, lowp> lowp_umat3x4; /// Low-qualifier unsigned integer 4x2 matrix. /// @see gtc_matrix_integer typedef mat<4, 2, uint, lowp> lowp_umat4x2; /// Low-qualifier unsigned integer 4x3 matrix. /// @see gtc_matrix_integer typedef mat<4, 3, uint, lowp> lowp_umat4x3; /// Low-qualifier unsigned integer 4x4 matrix. /// @see gtc_matrix_integer typedef mat<4, 4, uint, lowp> lowp_umat4x4; /// Signed integer 2x2 matrix. /// @see gtc_matrix_integer typedef mat<2, 2, int, defaultp> imat2; /// Signed integer 3x3 matrix. /// @see gtc_matrix_integer typedef mat<3, 3, int, defaultp> imat3; /// Signed integer 4x4 matrix. /// @see gtc_matrix_integer typedef mat<4, 4, int, defaultp> imat4; /// Signed integer 2x2 matrix. /// @see gtc_matrix_integer typedef mat<2, 2, int, defaultp> imat2x2; /// Signed integer 2x3 matrix. /// @see gtc_matrix_integer typedef mat<2, 3, int, defaultp> imat2x3; /// Signed integer 2x4 matrix. /// @see gtc_matrix_integer typedef mat<2, 4, int, defaultp> imat2x4; /// Signed integer 3x2 matrix. /// @see gtc_matrix_integer typedef mat<3, 2, int, defaultp> imat3x2; /// Signed integer 3x3 matrix. /// @see gtc_matrix_integer typedef mat<3, 3, int, defaultp> imat3x3; /// Signed integer 3x4 matrix. /// @see gtc_matrix_integer typedef mat<3, 4, int, defaultp> imat3x4; /// Signed integer 4x2 matrix. /// @see gtc_matrix_integer typedef mat<4, 2, int, defaultp> imat4x2; /// Signed integer 4x3 matrix. /// @see gtc_matrix_integer typedef mat<4, 3, int, defaultp> imat4x3; /// Signed integer 4x4 matrix. /// @see gtc_matrix_integer typedef mat<4, 4, int, defaultp> imat4x4; /// Unsigned integer 2x2 matrix. /// @see gtc_matrix_integer typedef mat<2, 2, uint, defaultp> umat2; /// Unsigned integer 3x3 matrix. /// @see gtc_matrix_integer typedef mat<3, 3, uint, defaultp> umat3; /// Unsigned integer 4x4 matrix. /// @see gtc_matrix_integer typedef mat<4, 4, uint, defaultp> umat4; /// Unsigned integer 2x2 matrix. /// @see gtc_matrix_integer typedef mat<2, 2, uint, defaultp> umat2x2; /// Unsigned integer 2x3 matrix. /// @see gtc_matrix_integer typedef mat<2, 3, uint, defaultp> umat2x3; /// Unsigned integer 2x4 matrix. /// @see gtc_matrix_integer typedef mat<2, 4, uint, defaultp> umat2x4; /// Unsigned integer 3x2 matrix. /// @see gtc_matrix_integer typedef mat<3, 2, uint, defaultp> umat3x2; /// Unsigned integer 3x3 matrix. /// @see gtc_matrix_integer typedef mat<3, 3, uint, defaultp> umat3x3; /// Unsigned integer 3x4 matrix. /// @see gtc_matrix_integer typedef mat<3, 4, uint, defaultp> umat3x4; /// Unsigned integer 4x2 matrix. /// @see gtc_matrix_integer typedef mat<4, 2, uint, defaultp> umat4x2; /// Unsigned integer 4x3 matrix. /// @see gtc_matrix_integer typedef mat<4, 3, uint, defaultp> umat4x3; /// Unsigned integer 4x4 matrix. /// @see gtc_matrix_integer typedef mat<4, 4, uint, defaultp> umat4x4; /// @} }//namespace glm ================================================ FILE: third_party/glm/gtc/matrix_inverse.hpp ================================================ /// @ref gtc_matrix_inverse /// @file glm/gtc/matrix_inverse.hpp /// /// @see core (dependence) /// /// @defgroup gtc_matrix_inverse GLM_GTC_matrix_inverse /// @ingroup gtc /// /// Include to use the features of this extension. /// /// Defines additional matrix inverting functions. #pragma once // Dependencies #include "../detail/setup.hpp" #include "../matrix.hpp" #include "../mat2x2.hpp" #include "../mat3x3.hpp" #include "../mat4x4.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_GTC_matrix_inverse extension included") #endif namespace glm { /// @addtogroup gtc_matrix_inverse /// @{ /// Fast matrix inverse for affine matrix. /// /// @param m Input matrix to invert. /// @tparam genType Squared floating-point matrix: half, float or double. Inverse of matrix based of half-qualifier floating point value is highly innacurate. /// @see gtc_matrix_inverse template GLM_FUNC_DECL genType affineInverse(genType const& m); /// Compute the inverse transpose of a matrix. /// /// @param m Input matrix to invert transpose. /// @tparam genType Squared floating-point matrix: half, float or double. Inverse of matrix based of half-qualifier floating point value is highly innacurate. /// @see gtc_matrix_inverse template GLM_FUNC_DECL genType inverseTranspose(genType const& m); /// @} }//namespace glm #include "matrix_inverse.inl" ================================================ FILE: third_party/glm/gtc/matrix_inverse.inl ================================================ /// @ref gtc_matrix_inverse namespace glm { template GLM_FUNC_QUALIFIER mat<3, 3, T, Q> affineInverse(mat<3, 3, T, Q> const& m) { mat<2, 2, T, Q> const Inv(inverse(mat<2, 2, T, Q>(m))); return mat<3, 3, T, Q>( vec<3, T, Q>(Inv[0], static_cast(0)), vec<3, T, Q>(Inv[1], static_cast(0)), vec<3, T, Q>(-Inv * vec<2, T, Q>(m[2]), static_cast(1))); } template GLM_FUNC_QUALIFIER mat<4, 4, T, Q> affineInverse(mat<4, 4, T, Q> const& m) { mat<3, 3, T, Q> const Inv(inverse(mat<3, 3, T, Q>(m))); return mat<4, 4, T, Q>( vec<4, T, Q>(Inv[0], static_cast(0)), vec<4, T, Q>(Inv[1], static_cast(0)), vec<4, T, Q>(Inv[2], static_cast(0)), vec<4, T, Q>(-Inv * vec<3, T, Q>(m[3]), static_cast(1))); } template GLM_FUNC_QUALIFIER mat<2, 2, T, Q> inverseTranspose(mat<2, 2, T, Q> const& m) { T Determinant = m[0][0] * m[1][1] - m[1][0] * m[0][1]; mat<2, 2, T, Q> Inverse( + m[1][1] / Determinant, - m[0][1] / Determinant, - m[1][0] / Determinant, + m[0][0] / Determinant); return Inverse; } template GLM_FUNC_QUALIFIER mat<3, 3, T, Q> inverseTranspose(mat<3, 3, T, Q> const& m) { T Determinant = + m[0][0] * (m[1][1] * m[2][2] - m[1][2] * m[2][1]) - m[0][1] * (m[1][0] * m[2][2] - m[1][2] * m[2][0]) + m[0][2] * (m[1][0] * m[2][1] - m[1][1] * m[2][0]); mat<3, 3, T, Q> Inverse; Inverse[0][0] = + (m[1][1] * m[2][2] - m[2][1] * m[1][2]); Inverse[0][1] = - (m[1][0] * m[2][2] - m[2][0] * m[1][2]); Inverse[0][2] = + (m[1][0] * m[2][1] - m[2][0] * m[1][1]); Inverse[1][0] = - (m[0][1] * m[2][2] - m[2][1] * m[0][2]); Inverse[1][1] = + (m[0][0] * m[2][2] - m[2][0] * m[0][2]); Inverse[1][2] = - (m[0][0] * m[2][1] - m[2][0] * m[0][1]); Inverse[2][0] = + (m[0][1] * m[1][2] - m[1][1] * m[0][2]); Inverse[2][1] = - (m[0][0] * m[1][2] - m[1][0] * m[0][2]); Inverse[2][2] = + (m[0][0] * m[1][1] - m[1][0] * m[0][1]); Inverse /= Determinant; return Inverse; } template GLM_FUNC_QUALIFIER mat<4, 4, T, Q> inverseTranspose(mat<4, 4, T, Q> const& m) { T SubFactor00 = m[2][2] * m[3][3] - m[3][2] * m[2][3]; T SubFactor01 = m[2][1] * m[3][3] - m[3][1] * m[2][3]; T SubFactor02 = m[2][1] * m[3][2] - m[3][1] * m[2][2]; T SubFactor03 = m[2][0] * m[3][3] - m[3][0] * m[2][3]; T SubFactor04 = m[2][0] * m[3][2] - m[3][0] * m[2][2]; T SubFactor05 = m[2][0] * m[3][1] - m[3][0] * m[2][1]; T SubFactor06 = m[1][2] * m[3][3] - m[3][2] * m[1][3]; T SubFactor07 = m[1][1] * m[3][3] - m[3][1] * m[1][3]; T SubFactor08 = m[1][1] * m[3][2] - m[3][1] * m[1][2]; T SubFactor09 = m[1][0] * m[3][3] - m[3][0] * m[1][3]; T SubFactor10 = m[1][0] * m[3][2] - m[3][0] * m[1][2]; T SubFactor11 = m[1][0] * m[3][1] - m[3][0] * m[1][1]; T SubFactor12 = m[1][2] * m[2][3] - m[2][2] * m[1][3]; T SubFactor13 = m[1][1] * m[2][3] - m[2][1] * m[1][3]; T SubFactor14 = m[1][1] * m[2][2] - m[2][1] * m[1][2]; T SubFactor15 = m[1][0] * m[2][3] - m[2][0] * m[1][3]; T SubFactor16 = m[1][0] * m[2][2] - m[2][0] * m[1][2]; T SubFactor17 = m[1][0] * m[2][1] - m[2][0] * m[1][1]; mat<4, 4, T, Q> Inverse; Inverse[0][0] = + (m[1][1] * SubFactor00 - m[1][2] * SubFactor01 + m[1][3] * SubFactor02); Inverse[0][1] = - (m[1][0] * SubFactor00 - m[1][2] * SubFactor03 + m[1][3] * SubFactor04); Inverse[0][2] = + (m[1][0] * SubFactor01 - m[1][1] * SubFactor03 + m[1][3] * SubFactor05); Inverse[0][3] = - (m[1][0] * SubFactor02 - m[1][1] * SubFactor04 + m[1][2] * SubFactor05); Inverse[1][0] = - (m[0][1] * SubFactor00 - m[0][2] * SubFactor01 + m[0][3] * SubFactor02); Inverse[1][1] = + (m[0][0] * SubFactor00 - m[0][2] * SubFactor03 + m[0][3] * SubFactor04); Inverse[1][2] = - (m[0][0] * SubFactor01 - m[0][1] * SubFactor03 + m[0][3] * SubFactor05); Inverse[1][3] = + (m[0][0] * SubFactor02 - m[0][1] * SubFactor04 + m[0][2] * SubFactor05); Inverse[2][0] = + (m[0][1] * SubFactor06 - m[0][2] * SubFactor07 + m[0][3] * SubFactor08); Inverse[2][1] = - (m[0][0] * SubFactor06 - m[0][2] * SubFactor09 + m[0][3] * SubFactor10); Inverse[2][2] = + (m[0][0] * SubFactor07 - m[0][1] * SubFactor09 + m[0][3] * SubFactor11); Inverse[2][3] = - (m[0][0] * SubFactor08 - m[0][1] * SubFactor10 + m[0][2] * SubFactor11); Inverse[3][0] = - (m[0][1] * SubFactor12 - m[0][2] * SubFactor13 + m[0][3] * SubFactor14); Inverse[3][1] = + (m[0][0] * SubFactor12 - m[0][2] * SubFactor15 + m[0][3] * SubFactor16); Inverse[3][2] = - (m[0][0] * SubFactor13 - m[0][1] * SubFactor15 + m[0][3] * SubFactor17); Inverse[3][3] = + (m[0][0] * SubFactor14 - m[0][1] * SubFactor16 + m[0][2] * SubFactor17); T Determinant = + m[0][0] * Inverse[0][0] + m[0][1] * Inverse[0][1] + m[0][2] * Inverse[0][2] + m[0][3] * Inverse[0][3]; Inverse /= Determinant; return Inverse; } }//namespace glm ================================================ FILE: third_party/glm/gtc/matrix_transform.hpp ================================================ /// @ref gtc_matrix_transform /// @file glm/gtc/matrix_transform.hpp /// /// @see core (dependence) /// @see gtx_transform /// @see gtx_transform2 /// /// @defgroup gtc_matrix_transform GLM_GTC_matrix_transform /// @ingroup gtc /// /// Include to use the features of this extension. /// /// Defines functions that generate common transformation matrices. /// /// The matrices generated by this extension use standard OpenGL fixed-function /// conventions. For example, the lookAt function generates a transform from world /// space into the specific eye space that the projective matrix functions /// (perspective, ortho, etc) are designed to expect. The OpenGL compatibility /// specifications defines the particular layout of this eye space. #pragma once // Dependencies #include "../mat4x4.hpp" #include "../vec2.hpp" #include "../vec3.hpp" #include "../vec4.hpp" #include "../ext/matrix_projection.hpp" #include "../ext/matrix_clip_space.hpp" #include "../ext/matrix_transform.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_GTC_matrix_transform extension included") #endif #include "matrix_transform.inl" ================================================ FILE: third_party/glm/gtc/matrix_transform.inl ================================================ #include "../geometric.hpp" #include "../trigonometric.hpp" #include "../matrix.hpp" ================================================ FILE: third_party/glm/gtc/noise.hpp ================================================ /// @ref gtc_noise /// @file glm/gtc/noise.hpp /// /// @see core (dependence) /// /// @defgroup gtc_noise GLM_GTC_noise /// @ingroup gtc /// /// Include to use the features of this extension. /// /// Defines 2D, 3D and 4D procedural noise functions /// Based on the work of Stefan Gustavson and Ashima Arts on "webgl-noise": /// https://github.com/ashima/webgl-noise /// Following Stefan Gustavson's paper "Simplex noise demystified": /// http://www.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf #pragma once // Dependencies #include "../detail/setup.hpp" #include "../detail/qualifier.hpp" #include "../detail/_noise.hpp" #include "../geometric.hpp" #include "../common.hpp" #include "../vector_relational.hpp" #include "../vec2.hpp" #include "../vec3.hpp" #include "../vec4.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_GTC_noise extension included") #endif namespace glm { /// @addtogroup gtc_noise /// @{ /// Classic perlin noise. /// @see gtc_noise template GLM_FUNC_DECL T perlin( vec const& p); /// Periodic perlin noise. /// @see gtc_noise template GLM_FUNC_DECL T perlin( vec const& p, vec const& rep); /// Simplex noise. /// @see gtc_noise template GLM_FUNC_DECL T simplex( vec const& p); /// @} }//namespace glm #include "noise.inl" ================================================ FILE: third_party/glm/gtc/noise.inl ================================================ /// @ref gtc_noise /// // Based on the work of Stefan Gustavson and Ashima Arts on "webgl-noise": // https://github.com/ashima/webgl-noise // Following Stefan Gustavson's paper "Simplex noise demystified": // http://www.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf namespace glm{ namespace gtc { template GLM_FUNC_QUALIFIER vec<4, T, Q> grad4(T const& j, vec<4, T, Q> const& ip) { vec<3, T, Q> pXYZ = floor(fract(vec<3, T, Q>(j) * vec<3, T, Q>(ip)) * T(7)) * ip[2] - T(1); T pW = static_cast(1.5) - dot(abs(pXYZ), vec<3, T, Q>(1)); vec<4, T, Q> s = vec<4, T, Q>(lessThan(vec<4, T, Q>(pXYZ, pW), vec<4, T, Q>(0.0))); pXYZ = pXYZ + (vec<3, T, Q>(s) * T(2) - T(1)) * s.w; return vec<4, T, Q>(pXYZ, pW); } }//namespace gtc // Classic Perlin noise template GLM_FUNC_QUALIFIER T perlin(vec<2, T, Q> const& Position) { vec<4, T, Q> Pi = glm::floor(vec<4, T, Q>(Position.x, Position.y, Position.x, Position.y)) + vec<4, T, Q>(0.0, 0.0, 1.0, 1.0); vec<4, T, Q> Pf = glm::fract(vec<4, T, Q>(Position.x, Position.y, Position.x, Position.y)) - vec<4, T, Q>(0.0, 0.0, 1.0, 1.0); Pi = mod(Pi, vec<4, T, Q>(289)); // To avoid truncation effects in permutation vec<4, T, Q> ix(Pi.x, Pi.z, Pi.x, Pi.z); vec<4, T, Q> iy(Pi.y, Pi.y, Pi.w, Pi.w); vec<4, T, Q> fx(Pf.x, Pf.z, Pf.x, Pf.z); vec<4, T, Q> fy(Pf.y, Pf.y, Pf.w, Pf.w); vec<4, T, Q> i = detail::permute(detail::permute(ix) + iy); vec<4, T, Q> gx = static_cast(2) * glm::fract(i / T(41)) - T(1); vec<4, T, Q> gy = glm::abs(gx) - T(0.5); vec<4, T, Q> tx = glm::floor(gx + T(0.5)); gx = gx - tx; vec<2, T, Q> g00(gx.x, gy.x); vec<2, T, Q> g10(gx.y, gy.y); vec<2, T, Q> g01(gx.z, gy.z); vec<2, T, Q> g11(gx.w, gy.w); vec<4, T, Q> norm = detail::taylorInvSqrt(vec<4, T, Q>(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11))); g00 *= norm.x; g01 *= norm.y; g10 *= norm.z; g11 *= norm.w; T n00 = dot(g00, vec<2, T, Q>(fx.x, fy.x)); T n10 = dot(g10, vec<2, T, Q>(fx.y, fy.y)); T n01 = dot(g01, vec<2, T, Q>(fx.z, fy.z)); T n11 = dot(g11, vec<2, T, Q>(fx.w, fy.w)); vec<2, T, Q> fade_xy = detail::fade(vec<2, T, Q>(Pf.x, Pf.y)); vec<2, T, Q> n_x = mix(vec<2, T, Q>(n00, n01), vec<2, T, Q>(n10, n11), fade_xy.x); T n_xy = mix(n_x.x, n_x.y, fade_xy.y); return T(2.3) * n_xy; } // Classic Perlin noise template GLM_FUNC_QUALIFIER T perlin(vec<3, T, Q> const& Position) { vec<3, T, Q> Pi0 = floor(Position); // Integer part for indexing vec<3, T, Q> Pi1 = Pi0 + T(1); // Integer part + 1 Pi0 = detail::mod289(Pi0); Pi1 = detail::mod289(Pi1); vec<3, T, Q> Pf0 = fract(Position); // Fractional part for interpolation vec<3, T, Q> Pf1 = Pf0 - T(1); // Fractional part - 1.0 vec<4, T, Q> ix(Pi0.x, Pi1.x, Pi0.x, Pi1.x); vec<4, T, Q> iy = vec<4, T, Q>(vec<2, T, Q>(Pi0.y), vec<2, T, Q>(Pi1.y)); vec<4, T, Q> iz0(Pi0.z); vec<4, T, Q> iz1(Pi1.z); vec<4, T, Q> ixy = detail::permute(detail::permute(ix) + iy); vec<4, T, Q> ixy0 = detail::permute(ixy + iz0); vec<4, T, Q> ixy1 = detail::permute(ixy + iz1); vec<4, T, Q> gx0 = ixy0 * T(1.0 / 7.0); vec<4, T, Q> gy0 = fract(floor(gx0) * T(1.0 / 7.0)) - T(0.5); gx0 = fract(gx0); vec<4, T, Q> gz0 = vec<4, T, Q>(0.5) - abs(gx0) - abs(gy0); vec<4, T, Q> sz0 = step(gz0, vec<4, T, Q>(0.0)); gx0 -= sz0 * (step(T(0), gx0) - T(0.5)); gy0 -= sz0 * (step(T(0), gy0) - T(0.5)); vec<4, T, Q> gx1 = ixy1 * T(1.0 / 7.0); vec<4, T, Q> gy1 = fract(floor(gx1) * T(1.0 / 7.0)) - T(0.5); gx1 = fract(gx1); vec<4, T, Q> gz1 = vec<4, T, Q>(0.5) - abs(gx1) - abs(gy1); vec<4, T, Q> sz1 = step(gz1, vec<4, T, Q>(0.0)); gx1 -= sz1 * (step(T(0), gx1) - T(0.5)); gy1 -= sz1 * (step(T(0), gy1) - T(0.5)); vec<3, T, Q> g000(gx0.x, gy0.x, gz0.x); vec<3, T, Q> g100(gx0.y, gy0.y, gz0.y); vec<3, T, Q> g010(gx0.z, gy0.z, gz0.z); vec<3, T, Q> g110(gx0.w, gy0.w, gz0.w); vec<3, T, Q> g001(gx1.x, gy1.x, gz1.x); vec<3, T, Q> g101(gx1.y, gy1.y, gz1.y); vec<3, T, Q> g011(gx1.z, gy1.z, gz1.z); vec<3, T, Q> g111(gx1.w, gy1.w, gz1.w); vec<4, T, Q> norm0 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110))); g000 *= norm0.x; g010 *= norm0.y; g100 *= norm0.z; g110 *= norm0.w; vec<4, T, Q> norm1 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111))); g001 *= norm1.x; g011 *= norm1.y; g101 *= norm1.z; g111 *= norm1.w; T n000 = dot(g000, Pf0); T n100 = dot(g100, vec<3, T, Q>(Pf1.x, Pf0.y, Pf0.z)); T n010 = dot(g010, vec<3, T, Q>(Pf0.x, Pf1.y, Pf0.z)); T n110 = dot(g110, vec<3, T, Q>(Pf1.x, Pf1.y, Pf0.z)); T n001 = dot(g001, vec<3, T, Q>(Pf0.x, Pf0.y, Pf1.z)); T n101 = dot(g101, vec<3, T, Q>(Pf1.x, Pf0.y, Pf1.z)); T n011 = dot(g011, vec<3, T, Q>(Pf0.x, Pf1.y, Pf1.z)); T n111 = dot(g111, Pf1); vec<3, T, Q> fade_xyz = detail::fade(Pf0); vec<4, T, Q> n_z = mix(vec<4, T, Q>(n000, n100, n010, n110), vec<4, T, Q>(n001, n101, n011, n111), fade_xyz.z); vec<2, T, Q> n_yz = mix(vec<2, T, Q>(n_z.x, n_z.y), vec<2, T, Q>(n_z.z, n_z.w), fade_xyz.y); T n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x); return T(2.2) * n_xyz; } /* // Classic Perlin noise template GLM_FUNC_QUALIFIER T perlin(vec<3, T, Q> const& P) { vec<3, T, Q> Pi0 = floor(P); // Integer part for indexing vec<3, T, Q> Pi1 = Pi0 + T(1); // Integer part + 1 Pi0 = mod(Pi0, T(289)); Pi1 = mod(Pi1, T(289)); vec<3, T, Q> Pf0 = fract(P); // Fractional part for interpolation vec<3, T, Q> Pf1 = Pf0 - T(1); // Fractional part - 1.0 vec<4, T, Q> ix(Pi0.x, Pi1.x, Pi0.x, Pi1.x); vec<4, T, Q> iy(Pi0.y, Pi0.y, Pi1.y, Pi1.y); vec<4, T, Q> iz0(Pi0.z); vec<4, T, Q> iz1(Pi1.z); vec<4, T, Q> ixy = permute(permute(ix) + iy); vec<4, T, Q> ixy0 = permute(ixy + iz0); vec<4, T, Q> ixy1 = permute(ixy + iz1); vec<4, T, Q> gx0 = ixy0 / T(7); vec<4, T, Q> gy0 = fract(floor(gx0) / T(7)) - T(0.5); gx0 = fract(gx0); vec<4, T, Q> gz0 = vec<4, T, Q>(0.5) - abs(gx0) - abs(gy0); vec<4, T, Q> sz0 = step(gz0, vec<4, T, Q>(0.0)); gx0 -= sz0 * (step(0.0, gx0) - T(0.5)); gy0 -= sz0 * (step(0.0, gy0) - T(0.5)); vec<4, T, Q> gx1 = ixy1 / T(7); vec<4, T, Q> gy1 = fract(floor(gx1) / T(7)) - T(0.5); gx1 = fract(gx1); vec<4, T, Q> gz1 = vec<4, T, Q>(0.5) - abs(gx1) - abs(gy1); vec<4, T, Q> sz1 = step(gz1, vec<4, T, Q>(0.0)); gx1 -= sz1 * (step(T(0), gx1) - T(0.5)); gy1 -= sz1 * (step(T(0), gy1) - T(0.5)); vec<3, T, Q> g000(gx0.x, gy0.x, gz0.x); vec<3, T, Q> g100(gx0.y, gy0.y, gz0.y); vec<3, T, Q> g010(gx0.z, gy0.z, gz0.z); vec<3, T, Q> g110(gx0.w, gy0.w, gz0.w); vec<3, T, Q> g001(gx1.x, gy1.x, gz1.x); vec<3, T, Q> g101(gx1.y, gy1.y, gz1.y); vec<3, T, Q> g011(gx1.z, gy1.z, gz1.z); vec<3, T, Q> g111(gx1.w, gy1.w, gz1.w); vec<4, T, Q> norm0 = taylorInvSqrt(vec<4, T, Q>(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110))); g000 *= norm0.x; g010 *= norm0.y; g100 *= norm0.z; g110 *= norm0.w; vec<4, T, Q> norm1 = taylorInvSqrt(vec<4, T, Q>(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111))); g001 *= norm1.x; g011 *= norm1.y; g101 *= norm1.z; g111 *= norm1.w; T n000 = dot(g000, Pf0); T n100 = dot(g100, vec<3, T, Q>(Pf1.x, Pf0.y, Pf0.z)); T n010 = dot(g010, vec<3, T, Q>(Pf0.x, Pf1.y, Pf0.z)); T n110 = dot(g110, vec<3, T, Q>(Pf1.x, Pf1.y, Pf0.z)); T n001 = dot(g001, vec<3, T, Q>(Pf0.x, Pf0.y, Pf1.z)); T n101 = dot(g101, vec<3, T, Q>(Pf1.x, Pf0.y, Pf1.z)); T n011 = dot(g011, vec<3, T, Q>(Pf0.x, Pf1.y, Pf1.z)); T n111 = dot(g111, Pf1); vec<3, T, Q> fade_xyz = fade(Pf0); vec<4, T, Q> n_z = mix(vec<4, T, Q>(n000, n100, n010, n110), vec<4, T, Q>(n001, n101, n011, n111), fade_xyz.z); vec<2, T, Q> n_yz = mix( vec<2, T, Q>(n_z.x, n_z.y), vec<2, T, Q>(n_z.z, n_z.w), fade_xyz.y); T n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x); return T(2.2) * n_xyz; } */ // Classic Perlin noise template GLM_FUNC_QUALIFIER T perlin(vec<4, T, Q> const& Position) { vec<4, T, Q> Pi0 = floor(Position); // Integer part for indexing vec<4, T, Q> Pi1 = Pi0 + T(1); // Integer part + 1 Pi0 = mod(Pi0, vec<4, T, Q>(289)); Pi1 = mod(Pi1, vec<4, T, Q>(289)); vec<4, T, Q> Pf0 = fract(Position); // Fractional part for interpolation vec<4, T, Q> Pf1 = Pf0 - T(1); // Fractional part - 1.0 vec<4, T, Q> ix(Pi0.x, Pi1.x, Pi0.x, Pi1.x); vec<4, T, Q> iy(Pi0.y, Pi0.y, Pi1.y, Pi1.y); vec<4, T, Q> iz0(Pi0.z); vec<4, T, Q> iz1(Pi1.z); vec<4, T, Q> iw0(Pi0.w); vec<4, T, Q> iw1(Pi1.w); vec<4, T, Q> ixy = detail::permute(detail::permute(ix) + iy); vec<4, T, Q> ixy0 = detail::permute(ixy + iz0); vec<4, T, Q> ixy1 = detail::permute(ixy + iz1); vec<4, T, Q> ixy00 = detail::permute(ixy0 + iw0); vec<4, T, Q> ixy01 = detail::permute(ixy0 + iw1); vec<4, T, Q> ixy10 = detail::permute(ixy1 + iw0); vec<4, T, Q> ixy11 = detail::permute(ixy1 + iw1); vec<4, T, Q> gx00 = ixy00 / T(7); vec<4, T, Q> gy00 = floor(gx00) / T(7); vec<4, T, Q> gz00 = floor(gy00) / T(6); gx00 = fract(gx00) - T(0.5); gy00 = fract(gy00) - T(0.5); gz00 = fract(gz00) - T(0.5); vec<4, T, Q> gw00 = vec<4, T, Q>(0.75) - abs(gx00) - abs(gy00) - abs(gz00); vec<4, T, Q> sw00 = step(gw00, vec<4, T, Q>(0.0)); gx00 -= sw00 * (step(T(0), gx00) - T(0.5)); gy00 -= sw00 * (step(T(0), gy00) - T(0.5)); vec<4, T, Q> gx01 = ixy01 / T(7); vec<4, T, Q> gy01 = floor(gx01) / T(7); vec<4, T, Q> gz01 = floor(gy01) / T(6); gx01 = fract(gx01) - T(0.5); gy01 = fract(gy01) - T(0.5); gz01 = fract(gz01) - T(0.5); vec<4, T, Q> gw01 = vec<4, T, Q>(0.75) - abs(gx01) - abs(gy01) - abs(gz01); vec<4, T, Q> sw01 = step(gw01, vec<4, T, Q>(0.0)); gx01 -= sw01 * (step(T(0), gx01) - T(0.5)); gy01 -= sw01 * (step(T(0), gy01) - T(0.5)); vec<4, T, Q> gx10 = ixy10 / T(7); vec<4, T, Q> gy10 = floor(gx10) / T(7); vec<4, T, Q> gz10 = floor(gy10) / T(6); gx10 = fract(gx10) - T(0.5); gy10 = fract(gy10) - T(0.5); gz10 = fract(gz10) - T(0.5); vec<4, T, Q> gw10 = vec<4, T, Q>(0.75) - abs(gx10) - abs(gy10) - abs(gz10); vec<4, T, Q> sw10 = step(gw10, vec<4, T, Q>(0)); gx10 -= sw10 * (step(T(0), gx10) - T(0.5)); gy10 -= sw10 * (step(T(0), gy10) - T(0.5)); vec<4, T, Q> gx11 = ixy11 / T(7); vec<4, T, Q> gy11 = floor(gx11) / T(7); vec<4, T, Q> gz11 = floor(gy11) / T(6); gx11 = fract(gx11) - T(0.5); gy11 = fract(gy11) - T(0.5); gz11 = fract(gz11) - T(0.5); vec<4, T, Q> gw11 = vec<4, T, Q>(0.75) - abs(gx11) - abs(gy11) - abs(gz11); vec<4, T, Q> sw11 = step(gw11, vec<4, T, Q>(0.0)); gx11 -= sw11 * (step(T(0), gx11) - T(0.5)); gy11 -= sw11 * (step(T(0), gy11) - T(0.5)); vec<4, T, Q> g0000(gx00.x, gy00.x, gz00.x, gw00.x); vec<4, T, Q> g1000(gx00.y, gy00.y, gz00.y, gw00.y); vec<4, T, Q> g0100(gx00.z, gy00.z, gz00.z, gw00.z); vec<4, T, Q> g1100(gx00.w, gy00.w, gz00.w, gw00.w); vec<4, T, Q> g0010(gx10.x, gy10.x, gz10.x, gw10.x); vec<4, T, Q> g1010(gx10.y, gy10.y, gz10.y, gw10.y); vec<4, T, Q> g0110(gx10.z, gy10.z, gz10.z, gw10.z); vec<4, T, Q> g1110(gx10.w, gy10.w, gz10.w, gw10.w); vec<4, T, Q> g0001(gx01.x, gy01.x, gz01.x, gw01.x); vec<4, T, Q> g1001(gx01.y, gy01.y, gz01.y, gw01.y); vec<4, T, Q> g0101(gx01.z, gy01.z, gz01.z, gw01.z); vec<4, T, Q> g1101(gx01.w, gy01.w, gz01.w, gw01.w); vec<4, T, Q> g0011(gx11.x, gy11.x, gz11.x, gw11.x); vec<4, T, Q> g1011(gx11.y, gy11.y, gz11.y, gw11.y); vec<4, T, Q> g0111(gx11.z, gy11.z, gz11.z, gw11.z); vec<4, T, Q> g1111(gx11.w, gy11.w, gz11.w, gw11.w); vec<4, T, Q> norm00 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g0000, g0000), dot(g0100, g0100), dot(g1000, g1000), dot(g1100, g1100))); g0000 *= norm00.x; g0100 *= norm00.y; g1000 *= norm00.z; g1100 *= norm00.w; vec<4, T, Q> norm01 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g0001, g0001), dot(g0101, g0101), dot(g1001, g1001), dot(g1101, g1101))); g0001 *= norm01.x; g0101 *= norm01.y; g1001 *= norm01.z; g1101 *= norm01.w; vec<4, T, Q> norm10 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g0010, g0010), dot(g0110, g0110), dot(g1010, g1010), dot(g1110, g1110))); g0010 *= norm10.x; g0110 *= norm10.y; g1010 *= norm10.z; g1110 *= norm10.w; vec<4, T, Q> norm11 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g0011, g0011), dot(g0111, g0111), dot(g1011, g1011), dot(g1111, g1111))); g0011 *= norm11.x; g0111 *= norm11.y; g1011 *= norm11.z; g1111 *= norm11.w; T n0000 = dot(g0000, Pf0); T n1000 = dot(g1000, vec<4, T, Q>(Pf1.x, Pf0.y, Pf0.z, Pf0.w)); T n0100 = dot(g0100, vec<4, T, Q>(Pf0.x, Pf1.y, Pf0.z, Pf0.w)); T n1100 = dot(g1100, vec<4, T, Q>(Pf1.x, Pf1.y, Pf0.z, Pf0.w)); T n0010 = dot(g0010, vec<4, T, Q>(Pf0.x, Pf0.y, Pf1.z, Pf0.w)); T n1010 = dot(g1010, vec<4, T, Q>(Pf1.x, Pf0.y, Pf1.z, Pf0.w)); T n0110 = dot(g0110, vec<4, T, Q>(Pf0.x, Pf1.y, Pf1.z, Pf0.w)); T n1110 = dot(g1110, vec<4, T, Q>(Pf1.x, Pf1.y, Pf1.z, Pf0.w)); T n0001 = dot(g0001, vec<4, T, Q>(Pf0.x, Pf0.y, Pf0.z, Pf1.w)); T n1001 = dot(g1001, vec<4, T, Q>(Pf1.x, Pf0.y, Pf0.z, Pf1.w)); T n0101 = dot(g0101, vec<4, T, Q>(Pf0.x, Pf1.y, Pf0.z, Pf1.w)); T n1101 = dot(g1101, vec<4, T, Q>(Pf1.x, Pf1.y, Pf0.z, Pf1.w)); T n0011 = dot(g0011, vec<4, T, Q>(Pf0.x, Pf0.y, Pf1.z, Pf1.w)); T n1011 = dot(g1011, vec<4, T, Q>(Pf1.x, Pf0.y, Pf1.z, Pf1.w)); T n0111 = dot(g0111, vec<4, T, Q>(Pf0.x, Pf1.y, Pf1.z, Pf1.w)); T n1111 = dot(g1111, Pf1); vec<4, T, Q> fade_xyzw = detail::fade(Pf0); vec<4, T, Q> n_0w = mix(vec<4, T, Q>(n0000, n1000, n0100, n1100), vec<4, T, Q>(n0001, n1001, n0101, n1101), fade_xyzw.w); vec<4, T, Q> n_1w = mix(vec<4, T, Q>(n0010, n1010, n0110, n1110), vec<4, T, Q>(n0011, n1011, n0111, n1111), fade_xyzw.w); vec<4, T, Q> n_zw = mix(n_0w, n_1w, fade_xyzw.z); vec<2, T, Q> n_yzw = mix(vec<2, T, Q>(n_zw.x, n_zw.y), vec<2, T, Q>(n_zw.z, n_zw.w), fade_xyzw.y); T n_xyzw = mix(n_yzw.x, n_yzw.y, fade_xyzw.x); return T(2.2) * n_xyzw; } // Classic Perlin noise, periodic variant template GLM_FUNC_QUALIFIER T perlin(vec<2, T, Q> const& Position, vec<2, T, Q> const& rep) { vec<4, T, Q> Pi = floor(vec<4, T, Q>(Position.x, Position.y, Position.x, Position.y)) + vec<4, T, Q>(0.0, 0.0, 1.0, 1.0); vec<4, T, Q> Pf = fract(vec<4, T, Q>(Position.x, Position.y, Position.x, Position.y)) - vec<4, T, Q>(0.0, 0.0, 1.0, 1.0); Pi = mod(Pi, vec<4, T, Q>(rep.x, rep.y, rep.x, rep.y)); // To create noise with explicit period Pi = mod(Pi, vec<4, T, Q>(289)); // To avoid truncation effects in permutation vec<4, T, Q> ix(Pi.x, Pi.z, Pi.x, Pi.z); vec<4, T, Q> iy(Pi.y, Pi.y, Pi.w, Pi.w); vec<4, T, Q> fx(Pf.x, Pf.z, Pf.x, Pf.z); vec<4, T, Q> fy(Pf.y, Pf.y, Pf.w, Pf.w); vec<4, T, Q> i = detail::permute(detail::permute(ix) + iy); vec<4, T, Q> gx = static_cast(2) * fract(i / T(41)) - T(1); vec<4, T, Q> gy = abs(gx) - T(0.5); vec<4, T, Q> tx = floor(gx + T(0.5)); gx = gx - tx; vec<2, T, Q> g00(gx.x, gy.x); vec<2, T, Q> g10(gx.y, gy.y); vec<2, T, Q> g01(gx.z, gy.z); vec<2, T, Q> g11(gx.w, gy.w); vec<4, T, Q> norm = detail::taylorInvSqrt(vec<4, T, Q>(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11))); g00 *= norm.x; g01 *= norm.y; g10 *= norm.z; g11 *= norm.w; T n00 = dot(g00, vec<2, T, Q>(fx.x, fy.x)); T n10 = dot(g10, vec<2, T, Q>(fx.y, fy.y)); T n01 = dot(g01, vec<2, T, Q>(fx.z, fy.z)); T n11 = dot(g11, vec<2, T, Q>(fx.w, fy.w)); vec<2, T, Q> fade_xy = detail::fade(vec<2, T, Q>(Pf.x, Pf.y)); vec<2, T, Q> n_x = mix(vec<2, T, Q>(n00, n01), vec<2, T, Q>(n10, n11), fade_xy.x); T n_xy = mix(n_x.x, n_x.y, fade_xy.y); return T(2.3) * n_xy; } // Classic Perlin noise, periodic variant template GLM_FUNC_QUALIFIER T perlin(vec<3, T, Q> const& Position, vec<3, T, Q> const& rep) { vec<3, T, Q> Pi0 = mod(floor(Position), rep); // Integer part, modulo period vec<3, T, Q> Pi1 = mod(Pi0 + vec<3, T, Q>(T(1)), rep); // Integer part + 1, mod period Pi0 = mod(Pi0, vec<3, T, Q>(289)); Pi1 = mod(Pi1, vec<3, T, Q>(289)); vec<3, T, Q> Pf0 = fract(Position); // Fractional part for interpolation vec<3, T, Q> Pf1 = Pf0 - vec<3, T, Q>(T(1)); // Fractional part - 1.0 vec<4, T, Q> ix = vec<4, T, Q>(Pi0.x, Pi1.x, Pi0.x, Pi1.x); vec<4, T, Q> iy = vec<4, T, Q>(Pi0.y, Pi0.y, Pi1.y, Pi1.y); vec<4, T, Q> iz0(Pi0.z); vec<4, T, Q> iz1(Pi1.z); vec<4, T, Q> ixy = detail::permute(detail::permute(ix) + iy); vec<4, T, Q> ixy0 = detail::permute(ixy + iz0); vec<4, T, Q> ixy1 = detail::permute(ixy + iz1); vec<4, T, Q> gx0 = ixy0 / T(7); vec<4, T, Q> gy0 = fract(floor(gx0) / T(7)) - T(0.5); gx0 = fract(gx0); vec<4, T, Q> gz0 = vec<4, T, Q>(0.5) - abs(gx0) - abs(gy0); vec<4, T, Q> sz0 = step(gz0, vec<4, T, Q>(0)); gx0 -= sz0 * (step(T(0), gx0) - T(0.5)); gy0 -= sz0 * (step(T(0), gy0) - T(0.5)); vec<4, T, Q> gx1 = ixy1 / T(7); vec<4, T, Q> gy1 = fract(floor(gx1) / T(7)) - T(0.5); gx1 = fract(gx1); vec<4, T, Q> gz1 = vec<4, T, Q>(0.5) - abs(gx1) - abs(gy1); vec<4, T, Q> sz1 = step(gz1, vec<4, T, Q>(T(0))); gx1 -= sz1 * (step(T(0), gx1) - T(0.5)); gy1 -= sz1 * (step(T(0), gy1) - T(0.5)); vec<3, T, Q> g000 = vec<3, T, Q>(gx0.x, gy0.x, gz0.x); vec<3, T, Q> g100 = vec<3, T, Q>(gx0.y, gy0.y, gz0.y); vec<3, T, Q> g010 = vec<3, T, Q>(gx0.z, gy0.z, gz0.z); vec<3, T, Q> g110 = vec<3, T, Q>(gx0.w, gy0.w, gz0.w); vec<3, T, Q> g001 = vec<3, T, Q>(gx1.x, gy1.x, gz1.x); vec<3, T, Q> g101 = vec<3, T, Q>(gx1.y, gy1.y, gz1.y); vec<3, T, Q> g011 = vec<3, T, Q>(gx1.z, gy1.z, gz1.z); vec<3, T, Q> g111 = vec<3, T, Q>(gx1.w, gy1.w, gz1.w); vec<4, T, Q> norm0 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110))); g000 *= norm0.x; g010 *= norm0.y; g100 *= norm0.z; g110 *= norm0.w; vec<4, T, Q> norm1 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111))); g001 *= norm1.x; g011 *= norm1.y; g101 *= norm1.z; g111 *= norm1.w; T n000 = dot(g000, Pf0); T n100 = dot(g100, vec<3, T, Q>(Pf1.x, Pf0.y, Pf0.z)); T n010 = dot(g010, vec<3, T, Q>(Pf0.x, Pf1.y, Pf0.z)); T n110 = dot(g110, vec<3, T, Q>(Pf1.x, Pf1.y, Pf0.z)); T n001 = dot(g001, vec<3, T, Q>(Pf0.x, Pf0.y, Pf1.z)); T n101 = dot(g101, vec<3, T, Q>(Pf1.x, Pf0.y, Pf1.z)); T n011 = dot(g011, vec<3, T, Q>(Pf0.x, Pf1.y, Pf1.z)); T n111 = dot(g111, Pf1); vec<3, T, Q> fade_xyz = detail::fade(Pf0); vec<4, T, Q> n_z = mix(vec<4, T, Q>(n000, n100, n010, n110), vec<4, T, Q>(n001, n101, n011, n111), fade_xyz.z); vec<2, T, Q> n_yz = mix(vec<2, T, Q>(n_z.x, n_z.y), vec<2, T, Q>(n_z.z, n_z.w), fade_xyz.y); T n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x); return T(2.2) * n_xyz; } // Classic Perlin noise, periodic version template GLM_FUNC_QUALIFIER T perlin(vec<4, T, Q> const& Position, vec<4, T, Q> const& rep) { vec<4, T, Q> Pi0 = mod(floor(Position), rep); // Integer part modulo rep vec<4, T, Q> Pi1 = mod(Pi0 + T(1), rep); // Integer part + 1 mod rep vec<4, T, Q> Pf0 = fract(Position); // Fractional part for interpolation vec<4, T, Q> Pf1 = Pf0 - T(1); // Fractional part - 1.0 vec<4, T, Q> ix = vec<4, T, Q>(Pi0.x, Pi1.x, Pi0.x, Pi1.x); vec<4, T, Q> iy = vec<4, T, Q>(Pi0.y, Pi0.y, Pi1.y, Pi1.y); vec<4, T, Q> iz0(Pi0.z); vec<4, T, Q> iz1(Pi1.z); vec<4, T, Q> iw0(Pi0.w); vec<4, T, Q> iw1(Pi1.w); vec<4, T, Q> ixy = detail::permute(detail::permute(ix) + iy); vec<4, T, Q> ixy0 = detail::permute(ixy + iz0); vec<4, T, Q> ixy1 = detail::permute(ixy + iz1); vec<4, T, Q> ixy00 = detail::permute(ixy0 + iw0); vec<4, T, Q> ixy01 = detail::permute(ixy0 + iw1); vec<4, T, Q> ixy10 = detail::permute(ixy1 + iw0); vec<4, T, Q> ixy11 = detail::permute(ixy1 + iw1); vec<4, T, Q> gx00 = ixy00 / T(7); vec<4, T, Q> gy00 = floor(gx00) / T(7); vec<4, T, Q> gz00 = floor(gy00) / T(6); gx00 = fract(gx00) - T(0.5); gy00 = fract(gy00) - T(0.5); gz00 = fract(gz00) - T(0.5); vec<4, T, Q> gw00 = vec<4, T, Q>(0.75) - abs(gx00) - abs(gy00) - abs(gz00); vec<4, T, Q> sw00 = step(gw00, vec<4, T, Q>(0)); gx00 -= sw00 * (step(T(0), gx00) - T(0.5)); gy00 -= sw00 * (step(T(0), gy00) - T(0.5)); vec<4, T, Q> gx01 = ixy01 / T(7); vec<4, T, Q> gy01 = floor(gx01) / T(7); vec<4, T, Q> gz01 = floor(gy01) / T(6); gx01 = fract(gx01) - T(0.5); gy01 = fract(gy01) - T(0.5); gz01 = fract(gz01) - T(0.5); vec<4, T, Q> gw01 = vec<4, T, Q>(0.75) - abs(gx01) - abs(gy01) - abs(gz01); vec<4, T, Q> sw01 = step(gw01, vec<4, T, Q>(0.0)); gx01 -= sw01 * (step(T(0), gx01) - T(0.5)); gy01 -= sw01 * (step(T(0), gy01) - T(0.5)); vec<4, T, Q> gx10 = ixy10 / T(7); vec<4, T, Q> gy10 = floor(gx10) / T(7); vec<4, T, Q> gz10 = floor(gy10) / T(6); gx10 = fract(gx10) - T(0.5); gy10 = fract(gy10) - T(0.5); gz10 = fract(gz10) - T(0.5); vec<4, T, Q> gw10 = vec<4, T, Q>(0.75) - abs(gx10) - abs(gy10) - abs(gz10); vec<4, T, Q> sw10 = step(gw10, vec<4, T, Q>(0.0)); gx10 -= sw10 * (step(T(0), gx10) - T(0.5)); gy10 -= sw10 * (step(T(0), gy10) - T(0.5)); vec<4, T, Q> gx11 = ixy11 / T(7); vec<4, T, Q> gy11 = floor(gx11) / T(7); vec<4, T, Q> gz11 = floor(gy11) / T(6); gx11 = fract(gx11) - T(0.5); gy11 = fract(gy11) - T(0.5); gz11 = fract(gz11) - T(0.5); vec<4, T, Q> gw11 = vec<4, T, Q>(0.75) - abs(gx11) - abs(gy11) - abs(gz11); vec<4, T, Q> sw11 = step(gw11, vec<4, T, Q>(T(0))); gx11 -= sw11 * (step(T(0), gx11) - T(0.5)); gy11 -= sw11 * (step(T(0), gy11) - T(0.5)); vec<4, T, Q> g0000(gx00.x, gy00.x, gz00.x, gw00.x); vec<4, T, Q> g1000(gx00.y, gy00.y, gz00.y, gw00.y); vec<4, T, Q> g0100(gx00.z, gy00.z, gz00.z, gw00.z); vec<4, T, Q> g1100(gx00.w, gy00.w, gz00.w, gw00.w); vec<4, T, Q> g0010(gx10.x, gy10.x, gz10.x, gw10.x); vec<4, T, Q> g1010(gx10.y, gy10.y, gz10.y, gw10.y); vec<4, T, Q> g0110(gx10.z, gy10.z, gz10.z, gw10.z); vec<4, T, Q> g1110(gx10.w, gy10.w, gz10.w, gw10.w); vec<4, T, Q> g0001(gx01.x, gy01.x, gz01.x, gw01.x); vec<4, T, Q> g1001(gx01.y, gy01.y, gz01.y, gw01.y); vec<4, T, Q> g0101(gx01.z, gy01.z, gz01.z, gw01.z); vec<4, T, Q> g1101(gx01.w, gy01.w, gz01.w, gw01.w); vec<4, T, Q> g0011(gx11.x, gy11.x, gz11.x, gw11.x); vec<4, T, Q> g1011(gx11.y, gy11.y, gz11.y, gw11.y); vec<4, T, Q> g0111(gx11.z, gy11.z, gz11.z, gw11.z); vec<4, T, Q> g1111(gx11.w, gy11.w, gz11.w, gw11.w); vec<4, T, Q> norm00 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g0000, g0000), dot(g0100, g0100), dot(g1000, g1000), dot(g1100, g1100))); g0000 *= norm00.x; g0100 *= norm00.y; g1000 *= norm00.z; g1100 *= norm00.w; vec<4, T, Q> norm01 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g0001, g0001), dot(g0101, g0101), dot(g1001, g1001), dot(g1101, g1101))); g0001 *= norm01.x; g0101 *= norm01.y; g1001 *= norm01.z; g1101 *= norm01.w; vec<4, T, Q> norm10 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g0010, g0010), dot(g0110, g0110), dot(g1010, g1010), dot(g1110, g1110))); g0010 *= norm10.x; g0110 *= norm10.y; g1010 *= norm10.z; g1110 *= norm10.w; vec<4, T, Q> norm11 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g0011, g0011), dot(g0111, g0111), dot(g1011, g1011), dot(g1111, g1111))); g0011 *= norm11.x; g0111 *= norm11.y; g1011 *= norm11.z; g1111 *= norm11.w; T n0000 = dot(g0000, Pf0); T n1000 = dot(g1000, vec<4, T, Q>(Pf1.x, Pf0.y, Pf0.z, Pf0.w)); T n0100 = dot(g0100, vec<4, T, Q>(Pf0.x, Pf1.y, Pf0.z, Pf0.w)); T n1100 = dot(g1100, vec<4, T, Q>(Pf1.x, Pf1.y, Pf0.z, Pf0.w)); T n0010 = dot(g0010, vec<4, T, Q>(Pf0.x, Pf0.y, Pf1.z, Pf0.w)); T n1010 = dot(g1010, vec<4, T, Q>(Pf1.x, Pf0.y, Pf1.z, Pf0.w)); T n0110 = dot(g0110, vec<4, T, Q>(Pf0.x, Pf1.y, Pf1.z, Pf0.w)); T n1110 = dot(g1110, vec<4, T, Q>(Pf1.x, Pf1.y, Pf1.z, Pf0.w)); T n0001 = dot(g0001, vec<4, T, Q>(Pf0.x, Pf0.y, Pf0.z, Pf1.w)); T n1001 = dot(g1001, vec<4, T, Q>(Pf1.x, Pf0.y, Pf0.z, Pf1.w)); T n0101 = dot(g0101, vec<4, T, Q>(Pf0.x, Pf1.y, Pf0.z, Pf1.w)); T n1101 = dot(g1101, vec<4, T, Q>(Pf1.x, Pf1.y, Pf0.z, Pf1.w)); T n0011 = dot(g0011, vec<4, T, Q>(Pf0.x, Pf0.y, Pf1.z, Pf1.w)); T n1011 = dot(g1011, vec<4, T, Q>(Pf1.x, Pf0.y, Pf1.z, Pf1.w)); T n0111 = dot(g0111, vec<4, T, Q>(Pf0.x, Pf1.y, Pf1.z, Pf1.w)); T n1111 = dot(g1111, Pf1); vec<4, T, Q> fade_xyzw = detail::fade(Pf0); vec<4, T, Q> n_0w = mix(vec<4, T, Q>(n0000, n1000, n0100, n1100), vec<4, T, Q>(n0001, n1001, n0101, n1101), fade_xyzw.w); vec<4, T, Q> n_1w = mix(vec<4, T, Q>(n0010, n1010, n0110, n1110), vec<4, T, Q>(n0011, n1011, n0111, n1111), fade_xyzw.w); vec<4, T, Q> n_zw = mix(n_0w, n_1w, fade_xyzw.z); vec<2, T, Q> n_yzw = mix(vec<2, T, Q>(n_zw.x, n_zw.y), vec<2, T, Q>(n_zw.z, n_zw.w), fade_xyzw.y); T n_xyzw = mix(n_yzw.x, n_yzw.y, fade_xyzw.x); return T(2.2) * n_xyzw; } template GLM_FUNC_QUALIFIER T simplex(glm::vec<2, T, Q> const& v) { vec<4, T, Q> const C = vec<4, T, Q>( T( 0.211324865405187), // (3.0 - sqrt(3.0)) / 6.0 T( 0.366025403784439), // 0.5 * (sqrt(3.0) - 1.0) T(-0.577350269189626), // -1.0 + 2.0 * C.x T( 0.024390243902439)); // 1.0 / 41.0 // First corner vec<2, T, Q> i = floor(v + dot(v, vec<2, T, Q>(C[1]))); vec<2, T, Q> x0 = v - i + dot(i, vec<2, T, Q>(C[0])); // Other corners //i1.x = step( x0.y, x0.x ); // x0.x > x0.y ? 1.0 : 0.0 //i1.y = 1.0 - i1.x; vec<2, T, Q> i1 = (x0.x > x0.y) ? vec<2, T, Q>(1, 0) : vec<2, T, Q>(0, 1); // x0 = x0 - 0.0 + 0.0 * C.xx ; // x1 = x0 - i1 + 1.0 * C.xx ; // x2 = x0 - 1.0 + 2.0 * C.xx ; vec<4, T, Q> x12 = vec<4, T, Q>(x0.x, x0.y, x0.x, x0.y) + vec<4, T, Q>(C.x, C.x, C.z, C.z); x12 = vec<4, T, Q>(vec<2, T, Q>(x12) - i1, x12.z, x12.w); // Permutations i = mod(i, vec<2, T, Q>(289)); // Avoid truncation effects in permutation vec<3, T, Q> p = detail::permute( detail::permute(i.y + vec<3, T, Q>(T(0), i1.y, T(1))) + i.x + vec<3, T, Q>(T(0), i1.x, T(1))); vec<3, T, Q> m = max(vec<3, T, Q>(0.5) - vec<3, T, Q>( dot(x0, x0), dot(vec<2, T, Q>(x12.x, x12.y), vec<2, T, Q>(x12.x, x12.y)), dot(vec<2, T, Q>(x12.z, x12.w), vec<2, T, Q>(x12.z, x12.w))), vec<3, T, Q>(0)); m = m * m ; m = m * m ; // Gradients: 41 points uniformly over a line, mapped onto a diamond. // The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287) vec<3, T, Q> x = static_cast(2) * fract(p * C.w) - T(1); vec<3, T, Q> h = abs(x) - T(0.5); vec<3, T, Q> ox = floor(x + T(0.5)); vec<3, T, Q> a0 = x - ox; // Normalise gradients implicitly by scaling m // Inlined for speed: m *= taylorInvSqrt( a0*a0 + h*h ); m *= static_cast(1.79284291400159) - T(0.85373472095314) * (a0 * a0 + h * h); // Compute final noise value at P vec<3, T, Q> g; g.x = a0.x * x0.x + h.x * x0.y; //g.yz = a0.yz * x12.xz + h.yz * x12.yw; g.y = a0.y * x12.x + h.y * x12.y; g.z = a0.z * x12.z + h.z * x12.w; return T(130) * dot(m, g); } template GLM_FUNC_QUALIFIER T simplex(vec<3, T, Q> const& v) { vec<2, T, Q> const C(1.0 / 6.0, 1.0 / 3.0); vec<4, T, Q> const D(0.0, 0.5, 1.0, 2.0); // First corner vec<3, T, Q> i(floor(v + dot(v, vec<3, T, Q>(C.y)))); vec<3, T, Q> x0(v - i + dot(i, vec<3, T, Q>(C.x))); // Other corners vec<3, T, Q> g(step(vec<3, T, Q>(x0.y, x0.z, x0.x), x0)); vec<3, T, Q> l(T(1) - g); vec<3, T, Q> i1(min(g, vec<3, T, Q>(l.z, l.x, l.y))); vec<3, T, Q> i2(max(g, vec<3, T, Q>(l.z, l.x, l.y))); // x0 = x0 - 0.0 + 0.0 * C.xxx; // x1 = x0 - i1 + 1.0 * C.xxx; // x2 = x0 - i2 + 2.0 * C.xxx; // x3 = x0 - 1.0 + 3.0 * C.xxx; vec<3, T, Q> x1(x0 - i1 + C.x); vec<3, T, Q> x2(x0 - i2 + C.y); // 2.0*C.x = 1/3 = C.y vec<3, T, Q> x3(x0 - D.y); // -1.0+3.0*C.x = -0.5 = -D.y // Permutations i = detail::mod289(i); vec<4, T, Q> p(detail::permute(detail::permute(detail::permute( i.z + vec<4, T, Q>(T(0), i1.z, i2.z, T(1))) + i.y + vec<4, T, Q>(T(0), i1.y, i2.y, T(1))) + i.x + vec<4, T, Q>(T(0), i1.x, i2.x, T(1)))); // Gradients: 7x7 points over a square, mapped onto an octahedron. // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294) T n_ = static_cast(0.142857142857); // 1.0/7.0 vec<3, T, Q> ns(n_ * vec<3, T, Q>(D.w, D.y, D.z) - vec<3, T, Q>(D.x, D.z, D.x)); vec<4, T, Q> j(p - T(49) * floor(p * ns.z * ns.z)); // mod(p,7*7) vec<4, T, Q> x_(floor(j * ns.z)); vec<4, T, Q> y_(floor(j - T(7) * x_)); // mod(j,N) vec<4, T, Q> x(x_ * ns.x + ns.y); vec<4, T, Q> y(y_ * ns.x + ns.y); vec<4, T, Q> h(T(1) - abs(x) - abs(y)); vec<4, T, Q> b0(x.x, x.y, y.x, y.y); vec<4, T, Q> b1(x.z, x.w, y.z, y.w); // vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0; // vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0; vec<4, T, Q> s0(floor(b0) * T(2) + T(1)); vec<4, T, Q> s1(floor(b1) * T(2) + T(1)); vec<4, T, Q> sh(-step(h, vec<4, T, Q>(0.0))); vec<4, T, Q> a0 = vec<4, T, Q>(b0.x, b0.z, b0.y, b0.w) + vec<4, T, Q>(s0.x, s0.z, s0.y, s0.w) * vec<4, T, Q>(sh.x, sh.x, sh.y, sh.y); vec<4, T, Q> a1 = vec<4, T, Q>(b1.x, b1.z, b1.y, b1.w) + vec<4, T, Q>(s1.x, s1.z, s1.y, s1.w) * vec<4, T, Q>(sh.z, sh.z, sh.w, sh.w); vec<3, T, Q> p0(a0.x, a0.y, h.x); vec<3, T, Q> p1(a0.z, a0.w, h.y); vec<3, T, Q> p2(a1.x, a1.y, h.z); vec<3, T, Q> p3(a1.z, a1.w, h.w); // Normalise gradients vec<4, T, Q> norm = detail::taylorInvSqrt(vec<4, T, Q>(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3))); p0 *= norm.x; p1 *= norm.y; p2 *= norm.z; p3 *= norm.w; // Mix final noise value vec<4, T, Q> m = max(T(0.6) - vec<4, T, Q>(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), vec<4, T, Q>(0)); m = m * m; return T(42) * dot(m * m, vec<4, T, Q>(dot(p0, x0), dot(p1, x1), dot(p2, x2), dot(p3, x3))); } template GLM_FUNC_QUALIFIER T simplex(vec<4, T, Q> const& v) { vec<4, T, Q> const C( 0.138196601125011, // (5 - sqrt(5))/20 G4 0.276393202250021, // 2 * G4 0.414589803375032, // 3 * G4 -0.447213595499958); // -1 + 4 * G4 // (sqrt(5) - 1)/4 = F4, used once below T const F4 = static_cast(0.309016994374947451); // First corner vec<4, T, Q> i = floor(v + dot(v, vec<4, T, Q>(F4))); vec<4, T, Q> x0 = v - i + dot(i, vec<4, T, Q>(C.x)); // Other corners // Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI) vec<4, T, Q> i0; vec<3, T, Q> isX = step(vec<3, T, Q>(x0.y, x0.z, x0.w), vec<3, T, Q>(x0.x)); vec<3, T, Q> isYZ = step(vec<3, T, Q>(x0.z, x0.w, x0.w), vec<3, T, Q>(x0.y, x0.y, x0.z)); // i0.x = dot(isX, vec3(1.0)); //i0.x = isX.x + isX.y + isX.z; //i0.yzw = static_cast(1) - isX; i0 = vec<4, T, Q>(isX.x + isX.y + isX.z, T(1) - isX); // i0.y += dot(isYZ.xy, vec2(1.0)); i0.y += isYZ.x + isYZ.y; //i0.zw += 1.0 - vec<2, T, Q>(isYZ.x, isYZ.y); i0.z += static_cast(1) - isYZ.x; i0.w += static_cast(1) - isYZ.y; i0.z += isYZ.z; i0.w += static_cast(1) - isYZ.z; // i0 now contains the unique values 0,1,2,3 in each channel vec<4, T, Q> i3 = clamp(i0, T(0), T(1)); vec<4, T, Q> i2 = clamp(i0 - T(1), T(0), T(1)); vec<4, T, Q> i1 = clamp(i0 - T(2), T(0), T(1)); // x0 = x0 - 0.0 + 0.0 * C.xxxx // x1 = x0 - i1 + 0.0 * C.xxxx // x2 = x0 - i2 + 0.0 * C.xxxx // x3 = x0 - i3 + 0.0 * C.xxxx // x4 = x0 - 1.0 + 4.0 * C.xxxx vec<4, T, Q> x1 = x0 - i1 + C.x; vec<4, T, Q> x2 = x0 - i2 + C.y; vec<4, T, Q> x3 = x0 - i3 + C.z; vec<4, T, Q> x4 = x0 + C.w; // Permutations i = mod(i, vec<4, T, Q>(289)); T j0 = detail::permute(detail::permute(detail::permute(detail::permute(i.w) + i.z) + i.y) + i.x); vec<4, T, Q> j1 = detail::permute(detail::permute(detail::permute(detail::permute( i.w + vec<4, T, Q>(i1.w, i2.w, i3.w, T(1))) + i.z + vec<4, T, Q>(i1.z, i2.z, i3.z, T(1))) + i.y + vec<4, T, Q>(i1.y, i2.y, i3.y, T(1))) + i.x + vec<4, T, Q>(i1.x, i2.x, i3.x, T(1))); // Gradients: 7x7x6 points over a cube, mapped onto a 4-cross polytope // 7*7*6 = 294, which is close to the ring size 17*17 = 289. vec<4, T, Q> ip = vec<4, T, Q>(T(1) / T(294), T(1) / T(49), T(1) / T(7), T(0)); vec<4, T, Q> p0 = gtc::grad4(j0, ip); vec<4, T, Q> p1 = gtc::grad4(j1.x, ip); vec<4, T, Q> p2 = gtc::grad4(j1.y, ip); vec<4, T, Q> p3 = gtc::grad4(j1.z, ip); vec<4, T, Q> p4 = gtc::grad4(j1.w, ip); // Normalise gradients vec<4, T, Q> norm = detail::taylorInvSqrt(vec<4, T, Q>(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3))); p0 *= norm.x; p1 *= norm.y; p2 *= norm.z; p3 *= norm.w; p4 *= detail::taylorInvSqrt(dot(p4, p4)); // Mix contributions from the five corners vec<3, T, Q> m0 = max(T(0.6) - vec<3, T, Q>(dot(x0, x0), dot(x1, x1), dot(x2, x2)), vec<3, T, Q>(0)); vec<2, T, Q> m1 = max(T(0.6) - vec<2, T, Q>(dot(x3, x3), dot(x4, x4) ), vec<2, T, Q>(0)); m0 = m0 * m0; m1 = m1 * m1; return T(49) * (dot(m0 * m0, vec<3, T, Q>(dot(p0, x0), dot(p1, x1), dot(p2, x2))) + dot(m1 * m1, vec<2, T, Q>(dot(p3, x3), dot(p4, x4)))); } }//namespace glm ================================================ FILE: third_party/glm/gtc/packing.hpp ================================================ /// @ref gtc_packing /// @file glm/gtc/packing.hpp /// /// @see core (dependence) /// /// @defgroup gtc_packing GLM_GTC_packing /// @ingroup gtc /// /// Include to use the features of this extension. /// /// This extension provides a set of function to convert vertors to packed /// formats. #pragma once // Dependency: #include "type_precision.hpp" #include "../ext/vector_packing.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_GTC_packing extension included") #endif namespace glm { /// @addtogroup gtc_packing /// @{ /// First, converts the normalized floating-point value v into a 8-bit integer value. /// Then, the results are packed into the returned 8-bit unsigned integer. /// /// The conversion for component c of v to fixed point is done as follows: /// packUnorm1x8: round(clamp(c, 0, +1) * 255.0) /// /// @see gtc_packing /// @see uint16 packUnorm2x8(vec2 const& v) /// @see uint32 packUnorm4x8(vec4 const& v) /// @see GLSL packUnorm4x8 man page /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions GLM_FUNC_DECL uint8 packUnorm1x8(float v); /// Convert a single 8-bit integer to a normalized floating-point value. /// /// The conversion for unpacked fixed-point value f to floating point is done as follows: /// unpackUnorm4x8: f / 255.0 /// /// @see gtc_packing /// @see vec2 unpackUnorm2x8(uint16 p) /// @see vec4 unpackUnorm4x8(uint32 p) /// @see GLSL unpackUnorm4x8 man page /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions GLM_FUNC_DECL float unpackUnorm1x8(uint8 p); /// First, converts each component of the normalized floating-point value v into 8-bit integer values. /// Then, the results are packed into the returned 16-bit unsigned integer. /// /// The conversion for component c of v to fixed point is done as follows: /// packUnorm2x8: round(clamp(c, 0, +1) * 255.0) /// /// The first component of the vector will be written to the least significant bits of the output; /// the last component will be written to the most significant bits. /// /// @see gtc_packing /// @see uint8 packUnorm1x8(float const& v) /// @see uint32 packUnorm4x8(vec4 const& v) /// @see GLSL packUnorm4x8 man page /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions GLM_FUNC_DECL uint16 packUnorm2x8(vec2 const& v); /// First, unpacks a single 16-bit unsigned integer p into a pair of 8-bit unsigned integers. /// Then, each component is converted to a normalized floating-point value to generate the returned two-component vector. /// /// The conversion for unpacked fixed-point value f to floating point is done as follows: /// unpackUnorm4x8: f / 255.0 /// /// The first component of the returned vector will be extracted from the least significant bits of the input; /// the last component will be extracted from the most significant bits. /// /// @see gtc_packing /// @see float unpackUnorm1x8(uint8 v) /// @see vec4 unpackUnorm4x8(uint32 p) /// @see GLSL unpackUnorm4x8 man page /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions GLM_FUNC_DECL vec2 unpackUnorm2x8(uint16 p); /// First, converts the normalized floating-point value v into 8-bit integer value. /// Then, the results are packed into the returned 8-bit unsigned integer. /// /// The conversion to fixed point is done as follows: /// packSnorm1x8: round(clamp(s, -1, +1) * 127.0) /// /// @see gtc_packing /// @see uint16 packSnorm2x8(vec2 const& v) /// @see uint32 packSnorm4x8(vec4 const& v) /// @see GLSL packSnorm4x8 man page /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions GLM_FUNC_DECL uint8 packSnorm1x8(float s); /// First, unpacks a single 8-bit unsigned integer p into a single 8-bit signed integers. /// Then, the value is converted to a normalized floating-point value to generate the returned scalar. /// /// The conversion for unpacked fixed-point value f to floating point is done as follows: /// unpackSnorm1x8: clamp(f / 127.0, -1, +1) /// /// @see gtc_packing /// @see vec2 unpackSnorm2x8(uint16 p) /// @see vec4 unpackSnorm4x8(uint32 p) /// @see GLSL unpackSnorm4x8 man page /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions GLM_FUNC_DECL float unpackSnorm1x8(uint8 p); /// First, converts each component of the normalized floating-point value v into 8-bit integer values. /// Then, the results are packed into the returned 16-bit unsigned integer. /// /// The conversion for component c of v to fixed point is done as follows: /// packSnorm2x8: round(clamp(c, -1, +1) * 127.0) /// /// The first component of the vector will be written to the least significant bits of the output; /// the last component will be written to the most significant bits. /// /// @see gtc_packing /// @see uint8 packSnorm1x8(float const& v) /// @see uint32 packSnorm4x8(vec4 const& v) /// @see GLSL packSnorm4x8 man page /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions GLM_FUNC_DECL uint16 packSnorm2x8(vec2 const& v); /// First, unpacks a single 16-bit unsigned integer p into a pair of 8-bit signed integers. /// Then, each component is converted to a normalized floating-point value to generate the returned two-component vector. /// /// The conversion for unpacked fixed-point value f to floating point is done as follows: /// unpackSnorm2x8: clamp(f / 127.0, -1, +1) /// /// The first component of the returned vector will be extracted from the least significant bits of the input; /// the last component will be extracted from the most significant bits. /// /// @see gtc_packing /// @see float unpackSnorm1x8(uint8 p) /// @see vec4 unpackSnorm4x8(uint32 p) /// @see GLSL unpackSnorm4x8 man page /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions GLM_FUNC_DECL vec2 unpackSnorm2x8(uint16 p); /// First, converts the normalized floating-point value v into a 16-bit integer value. /// Then, the results are packed into the returned 16-bit unsigned integer. /// /// The conversion for component c of v to fixed point is done as follows: /// packUnorm1x16: round(clamp(c, 0, +1) * 65535.0) /// /// @see gtc_packing /// @see uint16 packSnorm1x16(float const& v) /// @see uint64 packSnorm4x16(vec4 const& v) /// @see GLSL packUnorm4x8 man page /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions GLM_FUNC_DECL uint16 packUnorm1x16(float v); /// First, unpacks a single 16-bit unsigned integer p into a of 16-bit unsigned integers. /// Then, the value is converted to a normalized floating-point value to generate the returned scalar. /// /// The conversion for unpacked fixed-point value f to floating point is done as follows: /// unpackUnorm1x16: f / 65535.0 /// /// @see gtc_packing /// @see vec2 unpackUnorm2x16(uint32 p) /// @see vec4 unpackUnorm4x16(uint64 p) /// @see GLSL unpackUnorm2x16 man page /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions GLM_FUNC_DECL float unpackUnorm1x16(uint16 p); /// First, converts each component of the normalized floating-point value v into 16-bit integer values. /// Then, the results are packed into the returned 64-bit unsigned integer. /// /// The conversion for component c of v to fixed point is done as follows: /// packUnorm4x16: round(clamp(c, 0, +1) * 65535.0) /// /// The first component of the vector will be written to the least significant bits of the output; /// the last component will be written to the most significant bits. /// /// @see gtc_packing /// @see uint16 packUnorm1x16(float const& v) /// @see uint32 packUnorm2x16(vec2 const& v) /// @see GLSL packUnorm4x8 man page /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions GLM_FUNC_DECL uint64 packUnorm4x16(vec4 const& v); /// First, unpacks a single 64-bit unsigned integer p into four 16-bit unsigned integers. /// Then, each component is converted to a normalized floating-point value to generate the returned four-component vector. /// /// The conversion for unpacked fixed-point value f to floating point is done as follows: /// unpackUnormx4x16: f / 65535.0 /// /// The first component of the returned vector will be extracted from the least significant bits of the input; /// the last component will be extracted from the most significant bits. /// /// @see gtc_packing /// @see float unpackUnorm1x16(uint16 p) /// @see vec2 unpackUnorm2x16(uint32 p) /// @see GLSL unpackUnorm2x16 man page /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions GLM_FUNC_DECL vec4 unpackUnorm4x16(uint64 p); /// First, converts the normalized floating-point value v into 16-bit integer value. /// Then, the results are packed into the returned 16-bit unsigned integer. /// /// The conversion to fixed point is done as follows: /// packSnorm1x8: round(clamp(s, -1, +1) * 32767.0) /// /// @see gtc_packing /// @see uint32 packSnorm2x16(vec2 const& v) /// @see uint64 packSnorm4x16(vec4 const& v) /// @see GLSL packSnorm4x8 man page /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions GLM_FUNC_DECL uint16 packSnorm1x16(float v); /// First, unpacks a single 16-bit unsigned integer p into a single 16-bit signed integers. /// Then, each component is converted to a normalized floating-point value to generate the returned scalar. /// /// The conversion for unpacked fixed-point value f to floating point is done as follows: /// unpackSnorm1x16: clamp(f / 32767.0, -1, +1) /// /// @see gtc_packing /// @see vec2 unpackSnorm2x16(uint32 p) /// @see vec4 unpackSnorm4x16(uint64 p) /// @see GLSL unpackSnorm4x8 man page /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions GLM_FUNC_DECL float unpackSnorm1x16(uint16 p); /// First, converts each component of the normalized floating-point value v into 16-bit integer values. /// Then, the results are packed into the returned 64-bit unsigned integer. /// /// The conversion for component c of v to fixed point is done as follows: /// packSnorm2x8: round(clamp(c, -1, +1) * 32767.0) /// /// The first component of the vector will be written to the least significant bits of the output; /// the last component will be written to the most significant bits. /// /// @see gtc_packing /// @see uint16 packSnorm1x16(float const& v) /// @see uint32 packSnorm2x16(vec2 const& v) /// @see GLSL packSnorm4x8 man page /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions GLM_FUNC_DECL uint64 packSnorm4x16(vec4 const& v); /// First, unpacks a single 64-bit unsigned integer p into four 16-bit signed integers. /// Then, each component is converted to a normalized floating-point value to generate the returned four-component vector. /// /// The conversion for unpacked fixed-point value f to floating point is done as follows: /// unpackSnorm4x16: clamp(f / 32767.0, -1, +1) /// /// The first component of the returned vector will be extracted from the least significant bits of the input; /// the last component will be extracted from the most significant bits. /// /// @see gtc_packing /// @see float unpackSnorm1x16(uint16 p) /// @see vec2 unpackSnorm2x16(uint32 p) /// @see GLSL unpackSnorm4x8 man page /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions GLM_FUNC_DECL vec4 unpackSnorm4x16(uint64 p); /// Returns an unsigned integer obtained by converting the components of a floating-point scalar /// to the 16-bit floating-point representation found in the OpenGL Specification, /// and then packing this 16-bit value into a 16-bit unsigned integer. /// /// @see gtc_packing /// @see uint32 packHalf2x16(vec2 const& v) /// @see uint64 packHalf4x16(vec4 const& v) /// @see GLSL packHalf2x16 man page /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions GLM_FUNC_DECL uint16 packHalf1x16(float v); /// Returns a floating-point scalar with components obtained by unpacking a 16-bit unsigned integer into a 16-bit value, /// interpreted as a 16-bit floating-point number according to the OpenGL Specification, /// and converting it to 32-bit floating-point values. /// /// @see gtc_packing /// @see vec2 unpackHalf2x16(uint32 const& v) /// @see vec4 unpackHalf4x16(uint64 const& v) /// @see GLSL unpackHalf2x16 man page /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions GLM_FUNC_DECL float unpackHalf1x16(uint16 v); /// Returns an unsigned integer obtained by converting the components of a four-component floating-point vector /// to the 16-bit floating-point representation found in the OpenGL Specification, /// and then packing these four 16-bit values into a 64-bit unsigned integer. /// The first vector component specifies the 16 least-significant bits of the result; /// the forth component specifies the 16 most-significant bits. /// /// @see gtc_packing /// @see uint16 packHalf1x16(float const& v) /// @see uint32 packHalf2x16(vec2 const& v) /// @see GLSL packHalf2x16 man page /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions GLM_FUNC_DECL uint64 packHalf4x16(vec4 const& v); /// Returns a four-component floating-point vector with components obtained by unpacking a 64-bit unsigned integer into four 16-bit values, /// interpreting those values as 16-bit floating-point numbers according to the OpenGL Specification, /// and converting them to 32-bit floating-point values. /// The first component of the vector is obtained from the 16 least-significant bits of v; /// the forth component is obtained from the 16 most-significant bits of v. /// /// @see gtc_packing /// @see float unpackHalf1x16(uint16 const& v) /// @see vec2 unpackHalf2x16(uint32 const& v) /// @see GLSL unpackHalf2x16 man page /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions GLM_FUNC_DECL vec4 unpackHalf4x16(uint64 p); /// Returns an unsigned integer obtained by converting the components of a four-component signed integer vector /// to the 10-10-10-2-bit signed integer representation found in the OpenGL Specification, /// and then packing these four values into a 32-bit unsigned integer. /// The first vector component specifies the 10 least-significant bits of the result; /// the forth component specifies the 2 most-significant bits. /// /// @see gtc_packing /// @see uint32 packI3x10_1x2(uvec4 const& v) /// @see uint32 packSnorm3x10_1x2(vec4 const& v) /// @see uint32 packUnorm3x10_1x2(vec4 const& v) /// @see ivec4 unpackI3x10_1x2(uint32 const& p) GLM_FUNC_DECL uint32 packI3x10_1x2(ivec4 const& v); /// Unpacks a single 32-bit unsigned integer p into three 10-bit and one 2-bit signed integers. /// /// The first component of the returned vector will be extracted from the least significant bits of the input; /// the last component will be extracted from the most significant bits. /// /// @see gtc_packing /// @see uint32 packU3x10_1x2(uvec4 const& v) /// @see vec4 unpackSnorm3x10_1x2(uint32 const& p); /// @see uvec4 unpackI3x10_1x2(uint32 const& p); GLM_FUNC_DECL ivec4 unpackI3x10_1x2(uint32 p); /// Returns an unsigned integer obtained by converting the components of a four-component unsigned integer vector /// to the 10-10-10-2-bit unsigned integer representation found in the OpenGL Specification, /// and then packing these four values into a 32-bit unsigned integer. /// The first vector component specifies the 10 least-significant bits of the result; /// the forth component specifies the 2 most-significant bits. /// /// @see gtc_packing /// @see uint32 packI3x10_1x2(ivec4 const& v) /// @see uint32 packSnorm3x10_1x2(vec4 const& v) /// @see uint32 packUnorm3x10_1x2(vec4 const& v) /// @see ivec4 unpackU3x10_1x2(uint32 const& p) GLM_FUNC_DECL uint32 packU3x10_1x2(uvec4 const& v); /// Unpacks a single 32-bit unsigned integer p into three 10-bit and one 2-bit unsigned integers. /// /// The first component of the returned vector will be extracted from the least significant bits of the input; /// the last component will be extracted from the most significant bits. /// /// @see gtc_packing /// @see uint32 packU3x10_1x2(uvec4 const& v) /// @see vec4 unpackSnorm3x10_1x2(uint32 const& p); /// @see uvec4 unpackI3x10_1x2(uint32 const& p); GLM_FUNC_DECL uvec4 unpackU3x10_1x2(uint32 p); /// First, converts the first three components of the normalized floating-point value v into 10-bit signed integer values. /// Then, converts the forth component of the normalized floating-point value v into 2-bit signed integer values. /// Then, the results are packed into the returned 32-bit unsigned integer. /// /// The conversion for component c of v to fixed point is done as follows: /// packSnorm3x10_1x2(xyz): round(clamp(c, -1, +1) * 511.0) /// packSnorm3x10_1x2(w): round(clamp(c, -1, +1) * 1.0) /// /// The first vector component specifies the 10 least-significant bits of the result; /// the forth component specifies the 2 most-significant bits. /// /// @see gtc_packing /// @see vec4 unpackSnorm3x10_1x2(uint32 const& p) /// @see uint32 packUnorm3x10_1x2(vec4 const& v) /// @see uint32 packU3x10_1x2(uvec4 const& v) /// @see uint32 packI3x10_1x2(ivec4 const& v) GLM_FUNC_DECL uint32 packSnorm3x10_1x2(vec4 const& v); /// First, unpacks a single 32-bit unsigned integer p into four 16-bit signed integers. /// Then, each component is converted to a normalized floating-point value to generate the returned four-component vector. /// /// The conversion for unpacked fixed-point value f to floating point is done as follows: /// unpackSnorm3x10_1x2(xyz): clamp(f / 511.0, -1, +1) /// unpackSnorm3x10_1x2(w): clamp(f / 511.0, -1, +1) /// /// The first component of the returned vector will be extracted from the least significant bits of the input; /// the last component will be extracted from the most significant bits. /// /// @see gtc_packing /// @see uint32 packSnorm3x10_1x2(vec4 const& v) /// @see vec4 unpackUnorm3x10_1x2(uint32 const& p)) /// @see uvec4 unpackI3x10_1x2(uint32 const& p) /// @see uvec4 unpackU3x10_1x2(uint32 const& p) GLM_FUNC_DECL vec4 unpackSnorm3x10_1x2(uint32 p); /// First, converts the first three components of the normalized floating-point value v into 10-bit unsigned integer values. /// Then, converts the forth component of the normalized floating-point value v into 2-bit signed uninteger values. /// Then, the results are packed into the returned 32-bit unsigned integer. /// /// The conversion for component c of v to fixed point is done as follows: /// packUnorm3x10_1x2(xyz): round(clamp(c, 0, +1) * 1023.0) /// packUnorm3x10_1x2(w): round(clamp(c, 0, +1) * 3.0) /// /// The first vector component specifies the 10 least-significant bits of the result; /// the forth component specifies the 2 most-significant bits. /// /// @see gtc_packing /// @see vec4 unpackUnorm3x10_1x2(uint32 const& p) /// @see uint32 packUnorm3x10_1x2(vec4 const& v) /// @see uint32 packU3x10_1x2(uvec4 const& v) /// @see uint32 packI3x10_1x2(ivec4 const& v) GLM_FUNC_DECL uint32 packUnorm3x10_1x2(vec4 const& v); /// First, unpacks a single 32-bit unsigned integer p into four 16-bit signed integers. /// Then, each component is converted to a normalized floating-point value to generate the returned four-component vector. /// /// The conversion for unpacked fixed-point value f to floating point is done as follows: /// unpackSnorm3x10_1x2(xyz): clamp(f / 1023.0, 0, +1) /// unpackSnorm3x10_1x2(w): clamp(f / 3.0, 0, +1) /// /// The first component of the returned vector will be extracted from the least significant bits of the input; /// the last component will be extracted from the most significant bits. /// /// @see gtc_packing /// @see uint32 packSnorm3x10_1x2(vec4 const& v) /// @see vec4 unpackInorm3x10_1x2(uint32 const& p)) /// @see uvec4 unpackI3x10_1x2(uint32 const& p) /// @see uvec4 unpackU3x10_1x2(uint32 const& p) GLM_FUNC_DECL vec4 unpackUnorm3x10_1x2(uint32 p); /// First, converts the first two components of the normalized floating-point value v into 11-bit signless floating-point values. /// Then, converts the third component of the normalized floating-point value v into a 10-bit signless floating-point value. /// Then, the results are packed into the returned 32-bit unsigned integer. /// /// The first vector component specifies the 11 least-significant bits of the result; /// the last component specifies the 10 most-significant bits. /// /// @see gtc_packing /// @see vec3 unpackF2x11_1x10(uint32 const& p) GLM_FUNC_DECL uint32 packF2x11_1x10(vec3 const& v); /// First, unpacks a single 32-bit unsigned integer p into two 11-bit signless floating-point values and one 10-bit signless floating-point value . /// Then, each component is converted to a normalized floating-point value to generate the returned three-component vector. /// /// The first component of the returned vector will be extracted from the least significant bits of the input; /// the last component will be extracted from the most significant bits. /// /// @see gtc_packing /// @see uint32 packF2x11_1x10(vec3 const& v) GLM_FUNC_DECL vec3 unpackF2x11_1x10(uint32 p); /// First, converts the first two components of the normalized floating-point value v into 11-bit signless floating-point values. /// Then, converts the third component of the normalized floating-point value v into a 10-bit signless floating-point value. /// Then, the results are packed into the returned 32-bit unsigned integer. /// /// The first vector component specifies the 11 least-significant bits of the result; /// the last component specifies the 10 most-significant bits. /// /// packF3x9_E1x5 allows encoding into RGBE / RGB9E5 format /// /// @see gtc_packing /// @see vec3 unpackF3x9_E1x5(uint32 const& p) GLM_FUNC_DECL uint32 packF3x9_E1x5(vec3 const& v); /// First, unpacks a single 32-bit unsigned integer p into two 11-bit signless floating-point values and one 10-bit signless floating-point value . /// Then, each component is converted to a normalized floating-point value to generate the returned three-component vector. /// /// The first component of the returned vector will be extracted from the least significant bits of the input; /// the last component will be extracted from the most significant bits. /// /// unpackF3x9_E1x5 allows decoding RGBE / RGB9E5 data /// /// @see gtc_packing /// @see uint32 packF3x9_E1x5(vec3 const& v) GLM_FUNC_DECL vec3 unpackF3x9_E1x5(uint32 p); /// Returns an unsigned integer vector obtained by converting the components of a floating-point vector /// to the 16-bit floating-point representation found in the OpenGL Specification. /// The first vector component specifies the 16 least-significant bits of the result; /// the forth component specifies the 16 most-significant bits. /// /// @see gtc_packing /// @see vec<3, T, Q> unpackRGBM(vec<4, T, Q> const& p) /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions template GLM_FUNC_DECL vec<4, T, Q> packRGBM(vec<3, T, Q> const& rgb); /// Returns a floating-point vector with components obtained by reinterpreting an integer vector as 16-bit floating-point numbers and converting them to 32-bit floating-point values. /// The first component of the vector is obtained from the 16 least-significant bits of v; /// the forth component is obtained from the 16 most-significant bits of v. /// /// @see gtc_packing /// @see vec<4, T, Q> packRGBM(vec<3, float, Q> const& v) /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions template GLM_FUNC_DECL vec<3, T, Q> unpackRGBM(vec<4, T, Q> const& rgbm); /// Returns an unsigned integer vector obtained by converting the components of a floating-point vector /// to the 16-bit floating-point representation found in the OpenGL Specification. /// The first vector component specifies the 16 least-significant bits of the result; /// the forth component specifies the 16 most-significant bits. /// /// @see gtc_packing /// @see vec unpackHalf(vec const& p) /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions template GLM_FUNC_DECL vec packHalf(vec const& v); /// Returns a floating-point vector with components obtained by reinterpreting an integer vector as 16-bit floating-point numbers and converting them to 32-bit floating-point values. /// The first component of the vector is obtained from the 16 least-significant bits of v; /// the forth component is obtained from the 16 most-significant bits of v. /// /// @see gtc_packing /// @see vec packHalf(vec const& v) /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions template GLM_FUNC_DECL vec unpackHalf(vec const& p); /// Convert each component of the normalized floating-point vector into unsigned integer values. /// /// @see gtc_packing /// @see vec unpackUnorm(vec const& p); template GLM_FUNC_DECL vec packUnorm(vec const& v); /// Convert a packed integer to a normalized floating-point vector. /// /// @see gtc_packing /// @see vec packUnorm(vec const& v) template GLM_FUNC_DECL vec unpackUnorm(vec const& v); /// Convert each component of the normalized floating-point vector into signed integer values. /// /// @see gtc_packing /// @see vec unpackSnorm(vec const& p); template GLM_FUNC_DECL vec packSnorm(vec const& v); /// Convert a packed integer to a normalized floating-point vector. /// /// @see gtc_packing /// @see vec packSnorm(vec const& v) template GLM_FUNC_DECL vec unpackSnorm(vec const& v); /// Convert each component of the normalized floating-point vector into unsigned integer values. /// /// @see gtc_packing /// @see vec2 unpackUnorm2x4(uint8 p) GLM_FUNC_DECL uint8 packUnorm2x4(vec2 const& v); /// Convert a packed integer to a normalized floating-point vector. /// /// @see gtc_packing /// @see uint8 packUnorm2x4(vec2 const& v) GLM_FUNC_DECL vec2 unpackUnorm2x4(uint8 p); /// Convert each component of the normalized floating-point vector into unsigned integer values. /// /// @see gtc_packing /// @see vec4 unpackUnorm4x4(uint16 p) GLM_FUNC_DECL uint16 packUnorm4x4(vec4 const& v); /// Convert a packed integer to a normalized floating-point vector. /// /// @see gtc_packing /// @see uint16 packUnorm4x4(vec4 const& v) GLM_FUNC_DECL vec4 unpackUnorm4x4(uint16 p); /// Convert each component of the normalized floating-point vector into unsigned integer values. /// /// @see gtc_packing /// @see vec3 unpackUnorm1x5_1x6_1x5(uint16 p) GLM_FUNC_DECL uint16 packUnorm1x5_1x6_1x5(vec3 const& v); /// Convert a packed integer to a normalized floating-point vector. /// /// @see gtc_packing /// @see uint16 packUnorm1x5_1x6_1x5(vec3 const& v) GLM_FUNC_DECL vec3 unpackUnorm1x5_1x6_1x5(uint16 p); /// Convert each component of the normalized floating-point vector into unsigned integer values. /// /// @see gtc_packing /// @see vec4 unpackUnorm3x5_1x1(uint16 p) GLM_FUNC_DECL uint16 packUnorm3x5_1x1(vec4 const& v); /// Convert a packed integer to a normalized floating-point vector. /// /// @see gtc_packing /// @see uint16 packUnorm3x5_1x1(vec4 const& v) GLM_FUNC_DECL vec4 unpackUnorm3x5_1x1(uint16 p); /// Convert each component of the normalized floating-point vector into unsigned integer values. /// /// @see gtc_packing /// @see vec3 unpackUnorm2x3_1x2(uint8 p) GLM_FUNC_DECL uint8 packUnorm2x3_1x2(vec3 const& v); /// Convert a packed integer to a normalized floating-point vector. /// /// @see gtc_packing /// @see uint8 packUnorm2x3_1x2(vec3 const& v) GLM_FUNC_DECL vec3 unpackUnorm2x3_1x2(uint8 p); /// Convert each component from an integer vector into a packed integer. /// /// @see gtc_packing /// @see i8vec2 unpackInt2x8(int16 p) GLM_FUNC_DECL int16 packInt2x8(i8vec2 const& v); /// Convert a packed integer into an integer vector. /// /// @see gtc_packing /// @see int16 packInt2x8(i8vec2 const& v) GLM_FUNC_DECL i8vec2 unpackInt2x8(int16 p); /// Convert each component from an integer vector into a packed unsigned integer. /// /// @see gtc_packing /// @see u8vec2 unpackInt2x8(uint16 p) GLM_FUNC_DECL uint16 packUint2x8(u8vec2 const& v); /// Convert a packed integer into an integer vector. /// /// @see gtc_packing /// @see uint16 packInt2x8(u8vec2 const& v) GLM_FUNC_DECL u8vec2 unpackUint2x8(uint16 p); /// Convert each component from an integer vector into a packed integer. /// /// @see gtc_packing /// @see i8vec4 unpackInt4x8(int32 p) GLM_FUNC_DECL int32 packInt4x8(i8vec4 const& v); /// Convert a packed integer into an integer vector. /// /// @see gtc_packing /// @see int32 packInt2x8(i8vec4 const& v) GLM_FUNC_DECL i8vec4 unpackInt4x8(int32 p); /// Convert each component from an integer vector into a packed unsigned integer. /// /// @see gtc_packing /// @see u8vec4 unpackUint4x8(uint32 p) GLM_FUNC_DECL uint32 packUint4x8(u8vec4 const& v); /// Convert a packed integer into an integer vector. /// /// @see gtc_packing /// @see uint32 packUint4x8(u8vec2 const& v) GLM_FUNC_DECL u8vec4 unpackUint4x8(uint32 p); /// Convert each component from an integer vector into a packed integer. /// /// @see gtc_packing /// @see i16vec2 unpackInt2x16(int p) GLM_FUNC_DECL int packInt2x16(i16vec2 const& v); /// Convert a packed integer into an integer vector. /// /// @see gtc_packing /// @see int packInt2x16(i16vec2 const& v) GLM_FUNC_DECL i16vec2 unpackInt2x16(int p); /// Convert each component from an integer vector into a packed integer. /// /// @see gtc_packing /// @see i16vec4 unpackInt4x16(int64 p) GLM_FUNC_DECL int64 packInt4x16(i16vec4 const& v); /// Convert a packed integer into an integer vector. /// /// @see gtc_packing /// @see int64 packInt4x16(i16vec4 const& v) GLM_FUNC_DECL i16vec4 unpackInt4x16(int64 p); /// Convert each component from an integer vector into a packed unsigned integer. /// /// @see gtc_packing /// @see u16vec2 unpackUint2x16(uint p) GLM_FUNC_DECL uint packUint2x16(u16vec2 const& v); /// Convert a packed integer into an integer vector. /// /// @see gtc_packing /// @see uint packUint2x16(u16vec2 const& v) GLM_FUNC_DECL u16vec2 unpackUint2x16(uint p); /// Convert each component from an integer vector into a packed unsigned integer. /// /// @see gtc_packing /// @see u16vec4 unpackUint4x16(uint64 p) GLM_FUNC_DECL uint64 packUint4x16(u16vec4 const& v); /// Convert a packed integer into an integer vector. /// /// @see gtc_packing /// @see uint64 packUint4x16(u16vec4 const& v) GLM_FUNC_DECL u16vec4 unpackUint4x16(uint64 p); /// Convert each component from an integer vector into a packed integer. /// /// @see gtc_packing /// @see i32vec2 unpackInt2x32(int p) GLM_FUNC_DECL int64 packInt2x32(i32vec2 const& v); /// Convert a packed integer into an integer vector. /// /// @see gtc_packing /// @see int packInt2x16(i32vec2 const& v) GLM_FUNC_DECL i32vec2 unpackInt2x32(int64 p); /// Convert each component from an integer vector into a packed unsigned integer. /// /// @see gtc_packing /// @see u32vec2 unpackUint2x32(int p) GLM_FUNC_DECL uint64 packUint2x32(u32vec2 const& v); /// Convert a packed integer into an integer vector. /// /// @see gtc_packing /// @see int packUint2x16(u32vec2 const& v) GLM_FUNC_DECL u32vec2 unpackUint2x32(uint64 p); /// @} }// namespace glm #include "packing.inl" ================================================ FILE: third_party/glm/gtc/packing.inl ================================================ /// @ref gtc_packing #include "../ext/scalar_relational.hpp" #include "../ext/vector_relational.hpp" #include "../common.hpp" #include "../vec2.hpp" #include "../vec3.hpp" #include "../vec4.hpp" #include "../detail/type_half.hpp" #include #include namespace glm{ namespace detail { GLM_FUNC_QUALIFIER glm::uint16 float2half(glm::uint32 f) { // 10 bits => EE EEEFFFFF // 11 bits => EEE EEFFFFFF // Half bits => SEEEEEFF FFFFFFFF // Float bits => SEEEEEEE EFFFFFFF FFFFFFFF FFFFFFFF // 0x00007c00 => 00000000 00000000 01111100 00000000 // 0x000003ff => 00000000 00000000 00000011 11111111 // 0x38000000 => 00111000 00000000 00000000 00000000 // 0x7f800000 => 01111111 10000000 00000000 00000000 // 0x00008000 => 00000000 00000000 10000000 00000000 return ((f >> 16) & 0x8000) | // sign ((((f & 0x7f800000) - 0x38000000) >> 13) & 0x7c00) | // exponential ((f >> 13) & 0x03ff); // Mantissa } GLM_FUNC_QUALIFIER glm::uint32 float2packed11(glm::uint32 f) { // 10 bits => EE EEEFFFFF // 11 bits => EEE EEFFFFFF // Half bits => SEEEEEFF FFFFFFFF // Float bits => SEEEEEEE EFFFFFFF FFFFFFFF FFFFFFFF // 0x000007c0 => 00000000 00000000 00000111 11000000 // 0x00007c00 => 00000000 00000000 01111100 00000000 // 0x000003ff => 00000000 00000000 00000011 11111111 // 0x38000000 => 00111000 00000000 00000000 00000000 // 0x7f800000 => 01111111 10000000 00000000 00000000 // 0x00008000 => 00000000 00000000 10000000 00000000 return ((((f & 0x7f800000) - 0x38000000) >> 17) & 0x07c0) | // exponential ((f >> 17) & 0x003f); // Mantissa } GLM_FUNC_QUALIFIER glm::uint32 packed11ToFloat(glm::uint32 p) { // 10 bits => EE EEEFFFFF // 11 bits => EEE EEFFFFFF // Half bits => SEEEEEFF FFFFFFFF // Float bits => SEEEEEEE EFFFFFFF FFFFFFFF FFFFFFFF // 0x000007c0 => 00000000 00000000 00000111 11000000 // 0x00007c00 => 00000000 00000000 01111100 00000000 // 0x000003ff => 00000000 00000000 00000011 11111111 // 0x38000000 => 00111000 00000000 00000000 00000000 // 0x7f800000 => 01111111 10000000 00000000 00000000 // 0x00008000 => 00000000 00000000 10000000 00000000 return ((((p & 0x07c0) << 17) + 0x38000000) & 0x7f800000) | // exponential ((p & 0x003f) << 17); // Mantissa } GLM_FUNC_QUALIFIER glm::uint32 float2packed10(glm::uint32 f) { // 10 bits => EE EEEFFFFF // 11 bits => EEE EEFFFFFF // Half bits => SEEEEEFF FFFFFFFF // Float bits => SEEEEEEE EFFFFFFF FFFFFFFF FFFFFFFF // 0x0000001F => 00000000 00000000 00000000 00011111 // 0x0000003F => 00000000 00000000 00000000 00111111 // 0x000003E0 => 00000000 00000000 00000011 11100000 // 0x000007C0 => 00000000 00000000 00000111 11000000 // 0x00007C00 => 00000000 00000000 01111100 00000000 // 0x000003FF => 00000000 00000000 00000011 11111111 // 0x38000000 => 00111000 00000000 00000000 00000000 // 0x7f800000 => 01111111 10000000 00000000 00000000 // 0x00008000 => 00000000 00000000 10000000 00000000 return ((((f & 0x7f800000) - 0x38000000) >> 18) & 0x03E0) | // exponential ((f >> 18) & 0x001f); // Mantissa } GLM_FUNC_QUALIFIER glm::uint32 packed10ToFloat(glm::uint32 p) { // 10 bits => EE EEEFFFFF // 11 bits => EEE EEFFFFFF // Half bits => SEEEEEFF FFFFFFFF // Float bits => SEEEEEEE EFFFFFFF FFFFFFFF FFFFFFFF // 0x0000001F => 00000000 00000000 00000000 00011111 // 0x0000003F => 00000000 00000000 00000000 00111111 // 0x000003E0 => 00000000 00000000 00000011 11100000 // 0x000007C0 => 00000000 00000000 00000111 11000000 // 0x00007C00 => 00000000 00000000 01111100 00000000 // 0x000003FF => 00000000 00000000 00000011 11111111 // 0x38000000 => 00111000 00000000 00000000 00000000 // 0x7f800000 => 01111111 10000000 00000000 00000000 // 0x00008000 => 00000000 00000000 10000000 00000000 return ((((p & 0x03E0) << 18) + 0x38000000) & 0x7f800000) | // exponential ((p & 0x001f) << 18); // Mantissa } GLM_FUNC_QUALIFIER glm::uint half2float(glm::uint h) { return ((h & 0x8000) << 16) | ((( h & 0x7c00) + 0x1C000) << 13) | ((h & 0x03FF) << 13); } GLM_FUNC_QUALIFIER glm::uint floatTo11bit(float x) { if(x == 0.0f) return 0u; else if(glm::isnan(x)) return ~0u; else if(glm::isinf(x)) return 0x1Fu << 6u; uint Pack = 0u; memcpy(&Pack, &x, sizeof(Pack)); return float2packed11(Pack); } GLM_FUNC_QUALIFIER float packed11bitToFloat(glm::uint x) { if(x == 0) return 0.0f; else if(x == ((1 << 11) - 1)) return ~0;//NaN else if(x == (0x1f << 6)) return ~0;//Inf uint Result = packed11ToFloat(x); float Temp = 0; memcpy(&Temp, &Result, sizeof(Temp)); return Temp; } GLM_FUNC_QUALIFIER glm::uint floatTo10bit(float x) { if(x == 0.0f) return 0u; else if(glm::isnan(x)) return ~0u; else if(glm::isinf(x)) return 0x1Fu << 5u; uint Pack = 0; memcpy(&Pack, &x, sizeof(Pack)); return float2packed10(Pack); } GLM_FUNC_QUALIFIER float packed10bitToFloat(glm::uint x) { if(x == 0) return 0.0f; else if(x == ((1 << 10) - 1)) return ~0;//NaN else if(x == (0x1f << 5)) return ~0;//Inf uint Result = packed10ToFloat(x); float Temp = 0; memcpy(&Temp, &Result, sizeof(Temp)); return Temp; } // GLM_FUNC_QUALIFIER glm::uint f11_f11_f10(float x, float y, float z) // { // return ((floatTo11bit(x) & ((1 << 11) - 1)) << 0) | ((floatTo11bit(y) & ((1 << 11) - 1)) << 11) | ((floatTo10bit(z) & ((1 << 10) - 1)) << 22); // } union u3u3u2 { struct { uint x : 3; uint y : 3; uint z : 2; } data; uint8 pack; }; union u4u4 { struct { uint x : 4; uint y : 4; } data; uint8 pack; }; union u4u4u4u4 { struct { uint x : 4; uint y : 4; uint z : 4; uint w : 4; } data; uint16 pack; }; union u5u6u5 { struct { uint x : 5; uint y : 6; uint z : 5; } data; uint16 pack; }; union u5u5u5u1 { struct { uint x : 5; uint y : 5; uint z : 5; uint w : 1; } data; uint16 pack; }; union u10u10u10u2 { struct { uint x : 10; uint y : 10; uint z : 10; uint w : 2; } data; uint32 pack; }; union i10i10i10i2 { struct { int x : 10; int y : 10; int z : 10; int w : 2; } data; uint32 pack; }; union u9u9u9e5 { struct { uint x : 9; uint y : 9; uint z : 9; uint w : 5; } data; uint32 pack; }; template struct compute_half {}; template struct compute_half<1, Q> { GLM_FUNC_QUALIFIER static vec<1, uint16, Q> pack(vec<1, float, Q> const& v) { int16 const Unpack(detail::toFloat16(v.x)); u16vec1 Packed; memcpy(&Packed, &Unpack, sizeof(Packed)); return Packed; } GLM_FUNC_QUALIFIER static vec<1, float, Q> unpack(vec<1, uint16, Q> const& v) { i16vec1 Unpack; memcpy(&Unpack, &v, sizeof(Unpack)); return vec<1, float, Q>(detail::toFloat32(v.x)); } }; template struct compute_half<2, Q> { GLM_FUNC_QUALIFIER static vec<2, uint16, Q> pack(vec<2, float, Q> const& v) { vec<2, int16, Q> const Unpack(detail::toFloat16(v.x), detail::toFloat16(v.y)); u16vec2 Packed; memcpy(&Packed, &Unpack, sizeof(Packed)); return Packed; } GLM_FUNC_QUALIFIER static vec<2, float, Q> unpack(vec<2, uint16, Q> const& v) { i16vec2 Unpack; memcpy(&Unpack, &v, sizeof(Unpack)); return vec<2, float, Q>(detail::toFloat32(v.x), detail::toFloat32(v.y)); } }; template struct compute_half<3, Q> { GLM_FUNC_QUALIFIER static vec<3, uint16, Q> pack(vec<3, float, Q> const& v) { vec<3, int16, Q> const Unpack(detail::toFloat16(v.x), detail::toFloat16(v.y), detail::toFloat16(v.z)); u16vec3 Packed; memcpy(&Packed, &Unpack, sizeof(Packed)); return Packed; } GLM_FUNC_QUALIFIER static vec<3, float, Q> unpack(vec<3, uint16, Q> const& v) { i16vec3 Unpack; memcpy(&Unpack, &v, sizeof(Unpack)); return vec<3, float, Q>(detail::toFloat32(v.x), detail::toFloat32(v.y), detail::toFloat32(v.z)); } }; template struct compute_half<4, Q> { GLM_FUNC_QUALIFIER static vec<4, uint16, Q> pack(vec<4, float, Q> const& v) { vec<4, int16, Q> const Unpack(detail::toFloat16(v.x), detail::toFloat16(v.y), detail::toFloat16(v.z), detail::toFloat16(v.w)); u16vec4 Packed; memcpy(&Packed, &Unpack, sizeof(Packed)); return Packed; } GLM_FUNC_QUALIFIER static vec<4, float, Q> unpack(vec<4, uint16, Q> const& v) { i16vec4 Unpack; memcpy(&Unpack, &v, sizeof(Unpack)); return vec<4, float, Q>(detail::toFloat32(v.x), detail::toFloat32(v.y), detail::toFloat32(v.z), detail::toFloat32(v.w)); } }; }//namespace detail GLM_FUNC_QUALIFIER uint8 packUnorm1x8(float v) { return static_cast(round(clamp(v, 0.0f, 1.0f) * 255.0f)); } GLM_FUNC_QUALIFIER float unpackUnorm1x8(uint8 p) { float const Unpack(p); return Unpack * static_cast(0.0039215686274509803921568627451); // 1 / 255 } GLM_FUNC_QUALIFIER uint16 packUnorm2x8(vec2 const& v) { u8vec2 const Topack(round(clamp(v, 0.0f, 1.0f) * 255.0f)); uint16 Unpack = 0; memcpy(&Unpack, &Topack, sizeof(Unpack)); return Unpack; } GLM_FUNC_QUALIFIER vec2 unpackUnorm2x8(uint16 p) { u8vec2 Unpack; memcpy(&Unpack, &p, sizeof(Unpack)); return vec2(Unpack) * float(0.0039215686274509803921568627451); // 1 / 255 } GLM_FUNC_QUALIFIER uint8 packSnorm1x8(float v) { int8 const Topack(static_cast(round(clamp(v ,-1.0f, 1.0f) * 127.0f))); uint8 Packed = 0; memcpy(&Packed, &Topack, sizeof(Packed)); return Packed; } GLM_FUNC_QUALIFIER float unpackSnorm1x8(uint8 p) { int8 Unpack = 0; memcpy(&Unpack, &p, sizeof(Unpack)); return clamp( static_cast(Unpack) * 0.00787401574803149606299212598425f, // 1.0f / 127.0f -1.0f, 1.0f); } GLM_FUNC_QUALIFIER uint16 packSnorm2x8(vec2 const& v) { i8vec2 const Topack(round(clamp(v, -1.0f, 1.0f) * 127.0f)); uint16 Packed = 0; memcpy(&Packed, &Topack, sizeof(Packed)); return Packed; } GLM_FUNC_QUALIFIER vec2 unpackSnorm2x8(uint16 p) { i8vec2 Unpack; memcpy(&Unpack, &p, sizeof(Unpack)); return clamp( vec2(Unpack) * 0.00787401574803149606299212598425f, // 1.0f / 127.0f -1.0f, 1.0f); } GLM_FUNC_QUALIFIER uint16 packUnorm1x16(float s) { return static_cast(round(clamp(s, 0.0f, 1.0f) * 65535.0f)); } GLM_FUNC_QUALIFIER float unpackUnorm1x16(uint16 p) { float const Unpack(p); return Unpack * 1.5259021896696421759365224689097e-5f; // 1.0 / 65535.0 } GLM_FUNC_QUALIFIER uint64 packUnorm4x16(vec4 const& v) { u16vec4 const Topack(round(clamp(v , 0.0f, 1.0f) * 65535.0f)); uint64 Packed = 0; memcpy(&Packed, &Topack, sizeof(Packed)); return Packed; } GLM_FUNC_QUALIFIER vec4 unpackUnorm4x16(uint64 p) { u16vec4 Unpack; memcpy(&Unpack, &p, sizeof(Unpack)); return vec4(Unpack) * 1.5259021896696421759365224689097e-5f; // 1.0 / 65535.0 } GLM_FUNC_QUALIFIER uint16 packSnorm1x16(float v) { int16 const Topack = static_cast(round(clamp(v ,-1.0f, 1.0f) * 32767.0f)); uint16 Packed = 0; memcpy(&Packed, &Topack, sizeof(Packed)); return Packed; } GLM_FUNC_QUALIFIER float unpackSnorm1x16(uint16 p) { int16 Unpack = 0; memcpy(&Unpack, &p, sizeof(Unpack)); return clamp( static_cast(Unpack) * 3.0518509475997192297128208258309e-5f, //1.0f / 32767.0f, -1.0f, 1.0f); } GLM_FUNC_QUALIFIER uint64 packSnorm4x16(vec4 const& v) { i16vec4 const Topack(round(clamp(v ,-1.0f, 1.0f) * 32767.0f)); uint64 Packed = 0; memcpy(&Packed, &Topack, sizeof(Packed)); return Packed; } GLM_FUNC_QUALIFIER vec4 unpackSnorm4x16(uint64 p) { i16vec4 Unpack; memcpy(&Unpack, &p, sizeof(Unpack)); return clamp( vec4(Unpack) * 3.0518509475997192297128208258309e-5f, //1.0f / 32767.0f, -1.0f, 1.0f); } GLM_FUNC_QUALIFIER uint16 packHalf1x16(float v) { int16 const Topack(detail::toFloat16(v)); uint16 Packed = 0; memcpy(&Packed, &Topack, sizeof(Packed)); return Packed; } GLM_FUNC_QUALIFIER float unpackHalf1x16(uint16 v) { int16 Unpack = 0; memcpy(&Unpack, &v, sizeof(Unpack)); return detail::toFloat32(Unpack); } GLM_FUNC_QUALIFIER uint64 packHalf4x16(glm::vec4 const& v) { i16vec4 const Unpack( detail::toFloat16(v.x), detail::toFloat16(v.y), detail::toFloat16(v.z), detail::toFloat16(v.w)); uint64 Packed = 0; memcpy(&Packed, &Unpack, sizeof(Packed)); return Packed; } GLM_FUNC_QUALIFIER glm::vec4 unpackHalf4x16(uint64 v) { i16vec4 Unpack; memcpy(&Unpack, &v, sizeof(Unpack)); return vec4( detail::toFloat32(Unpack.x), detail::toFloat32(Unpack.y), detail::toFloat32(Unpack.z), detail::toFloat32(Unpack.w)); } GLM_FUNC_QUALIFIER uint32 packI3x10_1x2(ivec4 const& v) { detail::i10i10i10i2 Result; Result.data.x = v.x; Result.data.y = v.y; Result.data.z = v.z; Result.data.w = v.w; return Result.pack; } GLM_FUNC_QUALIFIER ivec4 unpackI3x10_1x2(uint32 v) { detail::i10i10i10i2 Unpack; Unpack.pack = v; return ivec4( Unpack.data.x, Unpack.data.y, Unpack.data.z, Unpack.data.w); } GLM_FUNC_QUALIFIER uint32 packU3x10_1x2(uvec4 const& v) { detail::u10u10u10u2 Result; Result.data.x = v.x; Result.data.y = v.y; Result.data.z = v.z; Result.data.w = v.w; return Result.pack; } GLM_FUNC_QUALIFIER uvec4 unpackU3x10_1x2(uint32 v) { detail::u10u10u10u2 Unpack; Unpack.pack = v; return uvec4( Unpack.data.x, Unpack.data.y, Unpack.data.z, Unpack.data.w); } GLM_FUNC_QUALIFIER uint32 packSnorm3x10_1x2(vec4 const& v) { ivec4 const Pack(round(clamp(v,-1.0f, 1.0f) * vec4(511.f, 511.f, 511.f, 1.f))); detail::i10i10i10i2 Result; Result.data.x = Pack.x; Result.data.y = Pack.y; Result.data.z = Pack.z; Result.data.w = Pack.w; return Result.pack; } GLM_FUNC_QUALIFIER vec4 unpackSnorm3x10_1x2(uint32 v) { detail::i10i10i10i2 Unpack; Unpack.pack = v; vec4 const Result(Unpack.data.x, Unpack.data.y, Unpack.data.z, Unpack.data.w); return clamp(Result * vec4(1.f / 511.f, 1.f / 511.f, 1.f / 511.f, 1.f), -1.0f, 1.0f); } GLM_FUNC_QUALIFIER uint32 packUnorm3x10_1x2(vec4 const& v) { uvec4 const Unpack(round(clamp(v, 0.0f, 1.0f) * vec4(1023.f, 1023.f, 1023.f, 3.f))); detail::u10u10u10u2 Result; Result.data.x = Unpack.x; Result.data.y = Unpack.y; Result.data.z = Unpack.z; Result.data.w = Unpack.w; return Result.pack; } GLM_FUNC_QUALIFIER vec4 unpackUnorm3x10_1x2(uint32 v) { vec4 const ScaleFactors(1.0f / 1023.f, 1.0f / 1023.f, 1.0f / 1023.f, 1.0f / 3.f); detail::u10u10u10u2 Unpack; Unpack.pack = v; return vec4(Unpack.data.x, Unpack.data.y, Unpack.data.z, Unpack.data.w) * ScaleFactors; } GLM_FUNC_QUALIFIER uint32 packF2x11_1x10(vec3 const& v) { return ((detail::floatTo11bit(v.x) & ((1 << 11) - 1)) << 0) | ((detail::floatTo11bit(v.y) & ((1 << 11) - 1)) << 11) | ((detail::floatTo10bit(v.z) & ((1 << 10) - 1)) << 22); } GLM_FUNC_QUALIFIER vec3 unpackF2x11_1x10(uint32 v) { return vec3( detail::packed11bitToFloat(v >> 0), detail::packed11bitToFloat(v >> 11), detail::packed10bitToFloat(v >> 22)); } GLM_FUNC_QUALIFIER uint32 packF3x9_E1x5(vec3 const& v) { float const SharedExpMax = (pow(2.0f, 9.0f - 1.0f) / pow(2.0f, 9.0f)) * pow(2.0f, 31.f - 15.f); vec3 const Color = clamp(v, 0.0f, SharedExpMax); float const MaxColor = max(Color.x, max(Color.y, Color.z)); float const ExpSharedP = max(-15.f - 1.f, floor(log2(MaxColor))) + 1.0f + 15.f; float const MaxShared = floor(MaxColor / pow(2.0f, (ExpSharedP - 15.f - 9.f)) + 0.5f); float const ExpShared = equal(MaxShared, pow(2.0f, 9.0f), epsilon()) ? ExpSharedP + 1.0f : ExpSharedP; uvec3 const ColorComp(floor(Color / pow(2.f, (ExpShared - 15.f - 9.f)) + 0.5f)); detail::u9u9u9e5 Unpack; Unpack.data.x = ColorComp.x; Unpack.data.y = ColorComp.y; Unpack.data.z = ColorComp.z; Unpack.data.w = uint(ExpShared); return Unpack.pack; } GLM_FUNC_QUALIFIER vec3 unpackF3x9_E1x5(uint32 v) { detail::u9u9u9e5 Unpack; Unpack.pack = v; return vec3(Unpack.data.x, Unpack.data.y, Unpack.data.z) * pow(2.0f, Unpack.data.w - 15.f - 9.f); } // Based on Brian Karis http://graphicrants.blogspot.fr/2009/04/rgbm-color-encoding.html template GLM_FUNC_QUALIFIER vec<4, T, Q> packRGBM(vec<3, T, Q> const& rgb) { vec<3, T, Q> const Color(rgb * static_cast(1.0 / 6.0)); T Alpha = clamp(max(max(Color.x, Color.y), max(Color.z, static_cast(1e-6))), static_cast(0), static_cast(1)); Alpha = ceil(Alpha * static_cast(255.0)) / static_cast(255.0); return vec<4, T, Q>(Color / Alpha, Alpha); } template GLM_FUNC_QUALIFIER vec<3, T, Q> unpackRGBM(vec<4, T, Q> const& rgbm) { return vec<3, T, Q>(rgbm.x, rgbm.y, rgbm.z) * rgbm.w * static_cast(6); } template GLM_FUNC_QUALIFIER vec packHalf(vec const& v) { return detail::compute_half::pack(v); } template GLM_FUNC_QUALIFIER vec unpackHalf(vec const& v) { return detail::compute_half::unpack(v); } template GLM_FUNC_QUALIFIER vec packUnorm(vec const& v) { GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "uintType must be an integer type"); GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "floatType must be a floating point type"); return vec(round(clamp(v, static_cast(0), static_cast(1)) * static_cast(std::numeric_limits::max()))); } template GLM_FUNC_QUALIFIER vec unpackUnorm(vec const& v) { GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "uintType must be an integer type"); GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "floatType must be a floating point type"); return vec(v) * (static_cast(1) / static_cast(std::numeric_limits::max())); } template GLM_FUNC_QUALIFIER vec packSnorm(vec const& v) { GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "uintType must be an integer type"); GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "floatType must be a floating point type"); return vec(round(clamp(v , static_cast(-1), static_cast(1)) * static_cast(std::numeric_limits::max()))); } template GLM_FUNC_QUALIFIER vec unpackSnorm(vec const& v) { GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "uintType must be an integer type"); GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "floatType must be a floating point type"); return clamp(vec(v) * (static_cast(1) / static_cast(std::numeric_limits::max())), static_cast(-1), static_cast(1)); } GLM_FUNC_QUALIFIER uint8 packUnorm2x4(vec2 const& v) { u32vec2 const Unpack(round(clamp(v, 0.0f, 1.0f) * 15.0f)); detail::u4u4 Result; Result.data.x = Unpack.x; Result.data.y = Unpack.y; return Result.pack; } GLM_FUNC_QUALIFIER vec2 unpackUnorm2x4(uint8 v) { float const ScaleFactor(1.f / 15.f); detail::u4u4 Unpack; Unpack.pack = v; return vec2(Unpack.data.x, Unpack.data.y) * ScaleFactor; } GLM_FUNC_QUALIFIER uint16 packUnorm4x4(vec4 const& v) { u32vec4 const Unpack(round(clamp(v, 0.0f, 1.0f) * 15.0f)); detail::u4u4u4u4 Result; Result.data.x = Unpack.x; Result.data.y = Unpack.y; Result.data.z = Unpack.z; Result.data.w = Unpack.w; return Result.pack; } GLM_FUNC_QUALIFIER vec4 unpackUnorm4x4(uint16 v) { float const ScaleFactor(1.f / 15.f); detail::u4u4u4u4 Unpack; Unpack.pack = v; return vec4(Unpack.data.x, Unpack.data.y, Unpack.data.z, Unpack.data.w) * ScaleFactor; } GLM_FUNC_QUALIFIER uint16 packUnorm1x5_1x6_1x5(vec3 const& v) { u32vec3 const Unpack(round(clamp(v, 0.0f, 1.0f) * vec3(31.f, 63.f, 31.f))); detail::u5u6u5 Result; Result.data.x = Unpack.x; Result.data.y = Unpack.y; Result.data.z = Unpack.z; return Result.pack; } GLM_FUNC_QUALIFIER vec3 unpackUnorm1x5_1x6_1x5(uint16 v) { vec3 const ScaleFactor(1.f / 31.f, 1.f / 63.f, 1.f / 31.f); detail::u5u6u5 Unpack; Unpack.pack = v; return vec3(Unpack.data.x, Unpack.data.y, Unpack.data.z) * ScaleFactor; } GLM_FUNC_QUALIFIER uint16 packUnorm3x5_1x1(vec4 const& v) { u32vec4 const Unpack(round(clamp(v, 0.0f, 1.0f) * vec4(31.f, 31.f, 31.f, 1.f))); detail::u5u5u5u1 Result; Result.data.x = Unpack.x; Result.data.y = Unpack.y; Result.data.z = Unpack.z; Result.data.w = Unpack.w; return Result.pack; } GLM_FUNC_QUALIFIER vec4 unpackUnorm3x5_1x1(uint16 v) { vec4 const ScaleFactor(1.f / 31.f, 1.f / 31.f, 1.f / 31.f, 1.f); detail::u5u5u5u1 Unpack; Unpack.pack = v; return vec4(Unpack.data.x, Unpack.data.y, Unpack.data.z, Unpack.data.w) * ScaleFactor; } GLM_FUNC_QUALIFIER uint8 packUnorm2x3_1x2(vec3 const& v) { u32vec3 const Unpack(round(clamp(v, 0.0f, 1.0f) * vec3(7.f, 7.f, 3.f))); detail::u3u3u2 Result; Result.data.x = Unpack.x; Result.data.y = Unpack.y; Result.data.z = Unpack.z; return Result.pack; } GLM_FUNC_QUALIFIER vec3 unpackUnorm2x3_1x2(uint8 v) { vec3 const ScaleFactor(1.f / 7.f, 1.f / 7.f, 1.f / 3.f); detail::u3u3u2 Unpack; Unpack.pack = v; return vec3(Unpack.data.x, Unpack.data.y, Unpack.data.z) * ScaleFactor; } GLM_FUNC_QUALIFIER int16 packInt2x8(i8vec2 const& v) { int16 Pack = 0; memcpy(&Pack, &v, sizeof(Pack)); return Pack; } GLM_FUNC_QUALIFIER i8vec2 unpackInt2x8(int16 p) { i8vec2 Unpack; memcpy(&Unpack, &p, sizeof(Unpack)); return Unpack; } GLM_FUNC_QUALIFIER uint16 packUint2x8(u8vec2 const& v) { uint16 Pack = 0; memcpy(&Pack, &v, sizeof(Pack)); return Pack; } GLM_FUNC_QUALIFIER u8vec2 unpackUint2x8(uint16 p) { u8vec2 Unpack; memcpy(&Unpack, &p, sizeof(Unpack)); return Unpack; } GLM_FUNC_QUALIFIER int32 packInt4x8(i8vec4 const& v) { int32 Pack = 0; memcpy(&Pack, &v, sizeof(Pack)); return Pack; } GLM_FUNC_QUALIFIER i8vec4 unpackInt4x8(int32 p) { i8vec4 Unpack; memcpy(&Unpack, &p, sizeof(Unpack)); return Unpack; } GLM_FUNC_QUALIFIER uint32 packUint4x8(u8vec4 const& v) { uint32 Pack = 0; memcpy(&Pack, &v, sizeof(Pack)); return Pack; } GLM_FUNC_QUALIFIER u8vec4 unpackUint4x8(uint32 p) { u8vec4 Unpack; memcpy(&Unpack, &p, sizeof(Unpack)); return Unpack; } GLM_FUNC_QUALIFIER int packInt2x16(i16vec2 const& v) { int Pack = 0; memcpy(&Pack, &v, sizeof(Pack)); return Pack; } GLM_FUNC_QUALIFIER i16vec2 unpackInt2x16(int p) { i16vec2 Unpack; memcpy(&Unpack, &p, sizeof(Unpack)); return Unpack; } GLM_FUNC_QUALIFIER int64 packInt4x16(i16vec4 const& v) { int64 Pack = 0; memcpy(&Pack, &v, sizeof(Pack)); return Pack; } GLM_FUNC_QUALIFIER i16vec4 unpackInt4x16(int64 p) { i16vec4 Unpack; memcpy(&Unpack, &p, sizeof(Unpack)); return Unpack; } GLM_FUNC_QUALIFIER uint packUint2x16(u16vec2 const& v) { uint Pack = 0; memcpy(&Pack, &v, sizeof(Pack)); return Pack; } GLM_FUNC_QUALIFIER u16vec2 unpackUint2x16(uint p) { u16vec2 Unpack; memcpy(&Unpack, &p, sizeof(Unpack)); return Unpack; } GLM_FUNC_QUALIFIER uint64 packUint4x16(u16vec4 const& v) { uint64 Pack = 0; memcpy(&Pack, &v, sizeof(Pack)); return Pack; } GLM_FUNC_QUALIFIER u16vec4 unpackUint4x16(uint64 p) { u16vec4 Unpack; memcpy(&Unpack, &p, sizeof(Unpack)); return Unpack; } GLM_FUNC_QUALIFIER int64 packInt2x32(i32vec2 const& v) { int64 Pack = 0; memcpy(&Pack, &v, sizeof(Pack)); return Pack; } GLM_FUNC_QUALIFIER i32vec2 unpackInt2x32(int64 p) { i32vec2 Unpack; memcpy(&Unpack, &p, sizeof(Unpack)); return Unpack; } GLM_FUNC_QUALIFIER uint64 packUint2x32(u32vec2 const& v) { uint64 Pack = 0; memcpy(&Pack, &v, sizeof(Pack)); return Pack; } GLM_FUNC_QUALIFIER u32vec2 unpackUint2x32(uint64 p) { u32vec2 Unpack; memcpy(&Unpack, &p, sizeof(Unpack)); return Unpack; } }//namespace glm ================================================ FILE: third_party/glm/gtc/quaternion.hpp ================================================ /// @ref gtc_quaternion /// @file glm/gtc/quaternion.hpp /// /// @see core (dependence) /// @see gtc_constants (dependence) /// /// @defgroup gtc_quaternion GLM_GTC_quaternion /// @ingroup gtc /// /// Include to use the features of this extension. /// /// Defines a templated quaternion type and several quaternion operations. #pragma once // Dependency: #include "../gtc/constants.hpp" #include "../gtc/matrix_transform.hpp" #include "../ext/vector_relational.hpp" #include "../ext/quaternion_common.hpp" #include "../ext/quaternion_float.hpp" #include "../ext/quaternion_float_precision.hpp" #include "../ext/quaternion_double.hpp" #include "../ext/quaternion_double_precision.hpp" #include "../ext/quaternion_relational.hpp" #include "../ext/quaternion_geometric.hpp" #include "../ext/quaternion_trigonometric.hpp" #include "../ext/quaternion_transform.hpp" #include "../detail/type_mat3x3.hpp" #include "../detail/type_mat4x4.hpp" #include "../detail/type_vec3.hpp" #include "../detail/type_vec4.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_GTC_quaternion extension included") #endif namespace glm { /// @addtogroup gtc_quaternion /// @{ /// Returns euler angles, pitch as x, yaw as y, roll as z. /// The result is expressed in radians. /// /// @tparam T Floating-point scalar types. /// /// @see gtc_quaternion template GLM_FUNC_DECL vec<3, T, Q> eulerAngles(qua const& x); /// Returns roll value of euler angles expressed in radians. /// /// @tparam T Floating-point scalar types. /// /// @see gtc_quaternion template GLM_FUNC_DECL T roll(qua const& x); /// Returns pitch value of euler angles expressed in radians. /// /// @tparam T Floating-point scalar types. /// /// @see gtc_quaternion template GLM_FUNC_DECL T pitch(qua const& x); /// Returns yaw value of euler angles expressed in radians. /// /// @tparam T Floating-point scalar types. /// /// @see gtc_quaternion template GLM_FUNC_DECL T yaw(qua const& x); /// Converts a quaternion to a 3 * 3 matrix. /// /// @tparam T Floating-point scalar types. /// /// @see gtc_quaternion template GLM_FUNC_DECL mat<3, 3, T, Q> mat3_cast(qua const& x); /// Converts a quaternion to a 4 * 4 matrix. /// /// @tparam T Floating-point scalar types. /// /// @see gtc_quaternion template GLM_FUNC_DECL mat<4, 4, T, Q> mat4_cast(qua const& x); /// Converts a pure rotation 3 * 3 matrix to a quaternion. /// /// @tparam T Floating-point scalar types. /// /// @see gtc_quaternion template GLM_FUNC_DECL qua quat_cast(mat<3, 3, T, Q> const& x); /// Converts a pure rotation 4 * 4 matrix to a quaternion. /// /// @tparam T Floating-point scalar types. /// /// @see gtc_quaternion template GLM_FUNC_DECL qua quat_cast(mat<4, 4, T, Q> const& x); /// Returns the component-wise comparison result of x < y. /// /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum /// /// @see ext_quaternion_relational template GLM_FUNC_DECL vec<4, bool, Q> lessThan(qua const& x, qua const& y); /// Returns the component-wise comparison of result x <= y. /// /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum /// /// @see ext_quaternion_relational template GLM_FUNC_DECL vec<4, bool, Q> lessThanEqual(qua const& x, qua const& y); /// Returns the component-wise comparison of result x > y. /// /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum /// /// @see ext_quaternion_relational template GLM_FUNC_DECL vec<4, bool, Q> greaterThan(qua const& x, qua const& y); /// Returns the component-wise comparison of result x >= y. /// /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum /// /// @see ext_quaternion_relational template GLM_FUNC_DECL vec<4, bool, Q> greaterThanEqual(qua const& x, qua const& y); /// Build a look at quaternion based on the default handedness. /// /// @param direction Desired forward direction. Needs to be normalized. /// @param up Up vector, how the camera is oriented. Typically (0, 1, 0). template GLM_FUNC_DECL qua quatLookAt( vec<3, T, Q> const& direction, vec<3, T, Q> const& up); /// Build a right-handed look at quaternion. /// /// @param direction Desired forward direction onto which the -z-axis gets mapped. Needs to be normalized. /// @param up Up vector, how the camera is oriented. Typically (0, 1, 0). template GLM_FUNC_DECL qua quatLookAtRH( vec<3, T, Q> const& direction, vec<3, T, Q> const& up); /// Build a left-handed look at quaternion. /// /// @param direction Desired forward direction onto which the +z-axis gets mapped. Needs to be normalized. /// @param up Up vector, how the camera is oriented. Typically (0, 1, 0). template GLM_FUNC_DECL qua quatLookAtLH( vec<3, T, Q> const& direction, vec<3, T, Q> const& up); /// @} } //namespace glm #include "quaternion.inl" ================================================ FILE: third_party/glm/gtc/quaternion.inl ================================================ #include "../trigonometric.hpp" #include "../geometric.hpp" #include "../exponential.hpp" #include "epsilon.hpp" #include namespace glm { template GLM_FUNC_QUALIFIER vec<3, T, Q> eulerAngles(qua const& x) { return vec<3, T, Q>(pitch(x), yaw(x), roll(x)); } template GLM_FUNC_QUALIFIER T roll(qua const& q) { return static_cast(atan(static_cast(2) * (q.x * q.y + q.w * q.z), q.w * q.w + q.x * q.x - q.y * q.y - q.z * q.z)); } template GLM_FUNC_QUALIFIER T pitch(qua const& q) { //return T(atan(T(2) * (q.y * q.z + q.w * q.x), q.w * q.w - q.x * q.x - q.y * q.y + q.z * q.z)); T const y = static_cast(2) * (q.y * q.z + q.w * q.x); T const x = q.w * q.w - q.x * q.x - q.y * q.y + q.z * q.z; if(all(equal(vec<2, T, Q>(x, y), vec<2, T, Q>(0), epsilon()))) //avoid atan2(0,0) - handle singularity - Matiis return static_cast(static_cast(2) * atan(q.x, q.w)); return static_cast(atan(y, x)); } template GLM_FUNC_QUALIFIER T yaw(qua const& q) { return asin(clamp(static_cast(-2) * (q.x * q.z - q.w * q.y), static_cast(-1), static_cast(1))); } template GLM_FUNC_QUALIFIER mat<3, 3, T, Q> mat3_cast(qua const& q) { mat<3, 3, T, Q> Result(T(1)); T qxx(q.x * q.x); T qyy(q.y * q.y); T qzz(q.z * q.z); T qxz(q.x * q.z); T qxy(q.x * q.y); T qyz(q.y * q.z); T qwx(q.w * q.x); T qwy(q.w * q.y); T qwz(q.w * q.z); Result[0][0] = T(1) - T(2) * (qyy + qzz); Result[0][1] = T(2) * (qxy + qwz); Result[0][2] = T(2) * (qxz - qwy); Result[1][0] = T(2) * (qxy - qwz); Result[1][1] = T(1) - T(2) * (qxx + qzz); Result[1][2] = T(2) * (qyz + qwx); Result[2][0] = T(2) * (qxz + qwy); Result[2][1] = T(2) * (qyz - qwx); Result[2][2] = T(1) - T(2) * (qxx + qyy); return Result; } template GLM_FUNC_QUALIFIER mat<4, 4, T, Q> mat4_cast(qua const& q) { return mat<4, 4, T, Q>(mat3_cast(q)); } template GLM_FUNC_QUALIFIER qua quat_cast(mat<3, 3, T, Q> const& m) { T fourXSquaredMinus1 = m[0][0] - m[1][1] - m[2][2]; T fourYSquaredMinus1 = m[1][1] - m[0][0] - m[2][2]; T fourZSquaredMinus1 = m[2][2] - m[0][0] - m[1][1]; T fourWSquaredMinus1 = m[0][0] + m[1][1] + m[2][2]; int biggestIndex = 0; T fourBiggestSquaredMinus1 = fourWSquaredMinus1; if(fourXSquaredMinus1 > fourBiggestSquaredMinus1) { fourBiggestSquaredMinus1 = fourXSquaredMinus1; biggestIndex = 1; } if(fourYSquaredMinus1 > fourBiggestSquaredMinus1) { fourBiggestSquaredMinus1 = fourYSquaredMinus1; biggestIndex = 2; } if(fourZSquaredMinus1 > fourBiggestSquaredMinus1) { fourBiggestSquaredMinus1 = fourZSquaredMinus1; biggestIndex = 3; } T biggestVal = sqrt(fourBiggestSquaredMinus1 + static_cast(1)) * static_cast(0.5); T mult = static_cast(0.25) / biggestVal; switch(biggestIndex) { case 0: return qua(biggestVal, (m[1][2] - m[2][1]) * mult, (m[2][0] - m[0][2]) * mult, (m[0][1] - m[1][0]) * mult); case 1: return qua((m[1][2] - m[2][1]) * mult, biggestVal, (m[0][1] + m[1][0]) * mult, (m[2][0] + m[0][2]) * mult); case 2: return qua((m[2][0] - m[0][2]) * mult, (m[0][1] + m[1][0]) * mult, biggestVal, (m[1][2] + m[2][1]) * mult); case 3: return qua((m[0][1] - m[1][0]) * mult, (m[2][0] + m[0][2]) * mult, (m[1][2] + m[2][1]) * mult, biggestVal); default: // Silence a -Wswitch-default warning in GCC. Should never actually get here. Assert is just for sanity. assert(false); return qua(1, 0, 0, 0); } } template GLM_FUNC_QUALIFIER qua quat_cast(mat<4, 4, T, Q> const& m4) { return quat_cast(mat<3, 3, T, Q>(m4)); } template GLM_FUNC_QUALIFIER vec<4, bool, Q> lessThan(qua const& x, qua const& y) { vec<4, bool, Q> Result; for(length_t i = 0; i < x.length(); ++i) Result[i] = x[i] < y[i]; return Result; } template GLM_FUNC_QUALIFIER vec<4, bool, Q> lessThanEqual(qua const& x, qua const& y) { vec<4, bool, Q> Result; for(length_t i = 0; i < x.length(); ++i) Result[i] = x[i] <= y[i]; return Result; } template GLM_FUNC_QUALIFIER vec<4, bool, Q> greaterThan(qua const& x, qua const& y) { vec<4, bool, Q> Result; for(length_t i = 0; i < x.length(); ++i) Result[i] = x[i] > y[i]; return Result; } template GLM_FUNC_QUALIFIER vec<4, bool, Q> greaterThanEqual(qua const& x, qua const& y) { vec<4, bool, Q> Result; for(length_t i = 0; i < x.length(); ++i) Result[i] = x[i] >= y[i]; return Result; } template GLM_FUNC_QUALIFIER qua quatLookAt(vec<3, T, Q> const& direction, vec<3, T, Q> const& up) { # if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_LH_BIT return quatLookAtLH(direction, up); # else return quatLookAtRH(direction, up); # endif } template GLM_FUNC_QUALIFIER qua quatLookAtRH(vec<3, T, Q> const& direction, vec<3, T, Q> const& up) { mat<3, 3, T, Q> Result; Result[2] = -direction; vec<3, T, Q> const& Right = cross(up, Result[2]); Result[0] = Right * inversesqrt(max(static_cast(0.00001), dot(Right, Right))); Result[1] = cross(Result[2], Result[0]); return quat_cast(Result); } template GLM_FUNC_QUALIFIER qua quatLookAtLH(vec<3, T, Q> const& direction, vec<3, T, Q> const& up) { mat<3, 3, T, Q> Result; Result[2] = direction; vec<3, T, Q> const& Right = cross(up, Result[2]); Result[0] = Right * inversesqrt(max(static_cast(0.00001), dot(Right, Right))); Result[1] = cross(Result[2], Result[0]); return quat_cast(Result); } }//namespace glm #if GLM_CONFIG_SIMD == GLM_ENABLE # include "quaternion_simd.inl" #endif ================================================ FILE: third_party/glm/gtc/quaternion_simd.inl ================================================ ================================================ FILE: third_party/glm/gtc/random.hpp ================================================ /// @ref gtc_random /// @file glm/gtc/random.hpp /// /// @see core (dependence) /// @see gtx_random (extended) /// /// @defgroup gtc_random GLM_GTC_random /// @ingroup gtc /// /// Include to use the features of this extension. /// /// Generate random number from various distribution methods. #pragma once // Dependency: #include "../ext/scalar_int_sized.hpp" #include "../ext/scalar_uint_sized.hpp" #include "../detail/qualifier.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_GTC_random extension included") #endif namespace glm { /// @addtogroup gtc_random /// @{ /// Generate random numbers in the interval [Min, Max], according a linear distribution /// /// @param Min Minimum value included in the sampling /// @param Max Maximum value included in the sampling /// @tparam genType Value type. Currently supported: float or double scalars. /// @see gtc_random template GLM_FUNC_DECL genType linearRand(genType Min, genType Max); /// Generate random numbers in the interval [Min, Max], according a linear distribution /// /// @param Min Minimum value included in the sampling /// @param Max Maximum value included in the sampling /// @tparam T Value type. Currently supported: float or double. /// /// @see gtc_random template GLM_FUNC_DECL vec linearRand(vec const& Min, vec const& Max); /// Generate random numbers in the interval [Min, Max], according a gaussian distribution /// /// @see gtc_random template GLM_FUNC_DECL genType gaussRand(genType Mean, genType Deviation); /// Generate a random 2D vector which coordinates are regulary distributed on a circle of a given radius /// /// @see gtc_random template GLM_FUNC_DECL vec<2, T, defaultp> circularRand(T Radius); /// Generate a random 3D vector which coordinates are regulary distributed on a sphere of a given radius /// /// @see gtc_random template GLM_FUNC_DECL vec<3, T, defaultp> sphericalRand(T Radius); /// Generate a random 2D vector which coordinates are regulary distributed within the area of a disk of a given radius /// /// @see gtc_random template GLM_FUNC_DECL vec<2, T, defaultp> diskRand(T Radius); /// Generate a random 3D vector which coordinates are regulary distributed within the volume of a ball of a given radius /// /// @see gtc_random template GLM_FUNC_DECL vec<3, T, defaultp> ballRand(T Radius); /// @} }//namespace glm #include "random.inl" ================================================ FILE: third_party/glm/gtc/random.inl ================================================ #include "../geometric.hpp" #include "../exponential.hpp" #include "../trigonometric.hpp" #include "../detail/type_vec1.hpp" #include #include #include #include namespace glm{ namespace detail { template struct compute_rand { GLM_FUNC_QUALIFIER static vec call(); }; template struct compute_rand<1, uint8, P> { GLM_FUNC_QUALIFIER static vec<1, uint8, P> call() { return vec<1, uint8, P>( std::rand() % std::numeric_limits::max()); } }; template struct compute_rand<2, uint8, P> { GLM_FUNC_QUALIFIER static vec<2, uint8, P> call() { return vec<2, uint8, P>( std::rand() % std::numeric_limits::max(), std::rand() % std::numeric_limits::max()); } }; template struct compute_rand<3, uint8, P> { GLM_FUNC_QUALIFIER static vec<3, uint8, P> call() { return vec<3, uint8, P>( std::rand() % std::numeric_limits::max(), std::rand() % std::numeric_limits::max(), std::rand() % std::numeric_limits::max()); } }; template struct compute_rand<4, uint8, P> { GLM_FUNC_QUALIFIER static vec<4, uint8, P> call() { return vec<4, uint8, P>( std::rand() % std::numeric_limits::max(), std::rand() % std::numeric_limits::max(), std::rand() % std::numeric_limits::max(), std::rand() % std::numeric_limits::max()); } }; template struct compute_rand { GLM_FUNC_QUALIFIER static vec call() { return (vec(compute_rand::call()) << static_cast(8)) | (vec(compute_rand::call()) << static_cast(0)); } }; template struct compute_rand { GLM_FUNC_QUALIFIER static vec call() { return (vec(compute_rand::call()) << static_cast(16)) | (vec(compute_rand::call()) << static_cast(0)); } }; template struct compute_rand { GLM_FUNC_QUALIFIER static vec call() { return (vec(compute_rand::call()) << static_cast(32)) | (vec(compute_rand::call()) << static_cast(0)); } }; template struct compute_linearRand { GLM_FUNC_QUALIFIER static vec call(vec const& Min, vec const& Max); }; template struct compute_linearRand { GLM_FUNC_QUALIFIER static vec call(vec const& Min, vec const& Max) { return (vec(compute_rand::call() % vec(Max + static_cast(1) - Min))) + Min; } }; template struct compute_linearRand { GLM_FUNC_QUALIFIER static vec call(vec const& Min, vec const& Max) { return (compute_rand::call() % (Max + static_cast(1) - Min)) + Min; } }; template struct compute_linearRand { GLM_FUNC_QUALIFIER static vec call(vec const& Min, vec const& Max) { return (vec(compute_rand::call() % vec(Max + static_cast(1) - Min))) + Min; } }; template struct compute_linearRand { GLM_FUNC_QUALIFIER static vec call(vec const& Min, vec const& Max) { return (compute_rand::call() % (Max + static_cast(1) - Min)) + Min; } }; template struct compute_linearRand { GLM_FUNC_QUALIFIER static vec call(vec const& Min, vec const& Max) { return (vec(compute_rand::call() % vec(Max + static_cast(1) - Min))) + Min; } }; template struct compute_linearRand { GLM_FUNC_QUALIFIER static vec call(vec const& Min, vec const& Max) { return (compute_rand::call() % (Max + static_cast(1) - Min)) + Min; } }; template struct compute_linearRand { GLM_FUNC_QUALIFIER static vec call(vec const& Min, vec const& Max) { return (vec(compute_rand::call() % vec(Max + static_cast(1) - Min))) + Min; } }; template struct compute_linearRand { GLM_FUNC_QUALIFIER static vec call(vec const& Min, vec const& Max) { return (compute_rand::call() % (Max + static_cast(1) - Min)) + Min; } }; template struct compute_linearRand { GLM_FUNC_QUALIFIER static vec call(vec const& Min, vec const& Max) { return vec(compute_rand::call()) / static_cast(std::numeric_limits::max()) * (Max - Min) + Min; } }; template struct compute_linearRand { GLM_FUNC_QUALIFIER static vec call(vec const& Min, vec const& Max) { return vec(compute_rand::call()) / static_cast(std::numeric_limits::max()) * (Max - Min) + Min; } }; template struct compute_linearRand { GLM_FUNC_QUALIFIER static vec call(vec const& Min, vec const& Max) { return vec(compute_rand::call()) / static_cast(std::numeric_limits::max()) * (Max - Min) + Min; } }; }//namespace detail template GLM_FUNC_QUALIFIER genType linearRand(genType Min, genType Max) { return detail::compute_linearRand<1, genType, highp>::call( vec<1, genType, highp>(Min), vec<1, genType, highp>(Max)).x; } template GLM_FUNC_QUALIFIER vec linearRand(vec const& Min, vec const& Max) { return detail::compute_linearRand::call(Min, Max); } template GLM_FUNC_QUALIFIER genType gaussRand(genType Mean, genType Deviation) { genType w, x1, x2; do { x1 = linearRand(genType(-1), genType(1)); x2 = linearRand(genType(-1), genType(1)); w = x1 * x1 + x2 * x2; } while(w > genType(1)); return static_cast(x2 * Deviation * Deviation * sqrt((genType(-2) * log(w)) / w) + Mean); } template GLM_FUNC_QUALIFIER vec gaussRand(vec const& Mean, vec const& Deviation) { return detail::functor2::call(gaussRand, Mean, Deviation); } template GLM_FUNC_QUALIFIER vec<2, T, defaultp> diskRand(T Radius) { assert(Radius > static_cast(0)); vec<2, T, defaultp> Result(T(0)); T LenRadius(T(0)); do { Result = linearRand( vec<2, T, defaultp>(-Radius), vec<2, T, defaultp>(Radius)); LenRadius = length(Result); } while(LenRadius > Radius); return Result; } template GLM_FUNC_QUALIFIER vec<3, T, defaultp> ballRand(T Radius) { assert(Radius > static_cast(0)); vec<3, T, defaultp> Result(T(0)); T LenRadius(T(0)); do { Result = linearRand( vec<3, T, defaultp>(-Radius), vec<3, T, defaultp>(Radius)); LenRadius = length(Result); } while(LenRadius > Radius); return Result; } template GLM_FUNC_QUALIFIER vec<2, T, defaultp> circularRand(T Radius) { assert(Radius > static_cast(0)); T a = linearRand(T(0), static_cast(6.283185307179586476925286766559)); return vec<2, T, defaultp>(glm::cos(a), glm::sin(a)) * Radius; } template GLM_FUNC_QUALIFIER vec<3, T, defaultp> sphericalRand(T Radius) { assert(Radius > static_cast(0)); T theta = linearRand(T(0), T(6.283185307179586476925286766559f)); T phi = std::acos(linearRand(T(-1.0f), T(1.0f))); T x = std::sin(phi) * std::cos(theta); T y = std::sin(phi) * std::sin(theta); T z = std::cos(phi); return vec<3, T, defaultp>(x, y, z) * Radius; } }//namespace glm ================================================ FILE: third_party/glm/gtc/reciprocal.hpp ================================================ /// @ref gtc_reciprocal /// @file glm/gtc/reciprocal.hpp /// /// @see core (dependence) /// /// @defgroup gtc_reciprocal GLM_GTC_reciprocal /// @ingroup gtc /// /// Include to use the features of this extension. /// /// Define secant, cosecant and cotangent functions. #pragma once // Dependencies #include "../detail/setup.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_GTC_reciprocal extension included") #endif namespace glm { /// @addtogroup gtc_reciprocal /// @{ /// Secant function. /// hypotenuse / adjacent or 1 / cos(x) /// /// @tparam genType Floating-point scalar or vector types. /// /// @see gtc_reciprocal template GLM_FUNC_DECL genType sec(genType angle); /// Cosecant function. /// hypotenuse / opposite or 1 / sin(x) /// /// @tparam genType Floating-point scalar or vector types. /// /// @see gtc_reciprocal template GLM_FUNC_DECL genType csc(genType angle); /// Cotangent function. /// adjacent / opposite or 1 / tan(x) /// /// @tparam genType Floating-point scalar or vector types. /// /// @see gtc_reciprocal template GLM_FUNC_DECL genType cot(genType angle); /// Inverse secant function. /// /// @return Return an angle expressed in radians. /// @tparam genType Floating-point scalar or vector types. /// /// @see gtc_reciprocal template GLM_FUNC_DECL genType asec(genType x); /// Inverse cosecant function. /// /// @return Return an angle expressed in radians. /// @tparam genType Floating-point scalar or vector types. /// /// @see gtc_reciprocal template GLM_FUNC_DECL genType acsc(genType x); /// Inverse cotangent function. /// /// @return Return an angle expressed in radians. /// @tparam genType Floating-point scalar or vector types. /// /// @see gtc_reciprocal template GLM_FUNC_DECL genType acot(genType x); /// Secant hyperbolic function. /// /// @tparam genType Floating-point scalar or vector types. /// /// @see gtc_reciprocal template GLM_FUNC_DECL genType sech(genType angle); /// Cosecant hyperbolic function. /// /// @tparam genType Floating-point scalar or vector types. /// /// @see gtc_reciprocal template GLM_FUNC_DECL genType csch(genType angle); /// Cotangent hyperbolic function. /// /// @tparam genType Floating-point scalar or vector types. /// /// @see gtc_reciprocal template GLM_FUNC_DECL genType coth(genType angle); /// Inverse secant hyperbolic function. /// /// @return Return an angle expressed in radians. /// @tparam genType Floating-point scalar or vector types. /// /// @see gtc_reciprocal template GLM_FUNC_DECL genType asech(genType x); /// Inverse cosecant hyperbolic function. /// /// @return Return an angle expressed in radians. /// @tparam genType Floating-point scalar or vector types. /// /// @see gtc_reciprocal template GLM_FUNC_DECL genType acsch(genType x); /// Inverse cotangent hyperbolic function. /// /// @return Return an angle expressed in radians. /// @tparam genType Floating-point scalar or vector types. /// /// @see gtc_reciprocal template GLM_FUNC_DECL genType acoth(genType x); /// @} }//namespace glm #include "reciprocal.inl" ================================================ FILE: third_party/glm/gtc/reciprocal.inl ================================================ /// @ref gtc_reciprocal #include "../trigonometric.hpp" #include namespace glm { // sec template GLM_FUNC_QUALIFIER genType sec(genType angle) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'sec' only accept floating-point values"); return genType(1) / glm::cos(angle); } template GLM_FUNC_QUALIFIER vec sec(vec const& x) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'sec' only accept floating-point inputs"); return detail::functor1::call(sec, x); } // csc template GLM_FUNC_QUALIFIER genType csc(genType angle) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'csc' only accept floating-point values"); return genType(1) / glm::sin(angle); } template GLM_FUNC_QUALIFIER vec csc(vec const& x) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'csc' only accept floating-point inputs"); return detail::functor1::call(csc, x); } // cot template GLM_FUNC_QUALIFIER genType cot(genType angle) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'cot' only accept floating-point values"); genType const pi_over_2 = genType(3.1415926535897932384626433832795 / 2.0); return glm::tan(pi_over_2 - angle); } template GLM_FUNC_QUALIFIER vec cot(vec const& x) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'cot' only accept floating-point inputs"); return detail::functor1::call(cot, x); } // asec template GLM_FUNC_QUALIFIER genType asec(genType x) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'asec' only accept floating-point values"); return acos(genType(1) / x); } template GLM_FUNC_QUALIFIER vec asec(vec const& x) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'asec' only accept floating-point inputs"); return detail::functor1::call(asec, x); } // acsc template GLM_FUNC_QUALIFIER genType acsc(genType x) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'acsc' only accept floating-point values"); return asin(genType(1) / x); } template GLM_FUNC_QUALIFIER vec acsc(vec const& x) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'acsc' only accept floating-point inputs"); return detail::functor1::call(acsc, x); } // acot template GLM_FUNC_QUALIFIER genType acot(genType x) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'acot' only accept floating-point values"); genType const pi_over_2 = genType(3.1415926535897932384626433832795 / 2.0); return pi_over_2 - atan(x); } template GLM_FUNC_QUALIFIER vec acot(vec const& x) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'acot' only accept floating-point inputs"); return detail::functor1::call(acot, x); } // sech template GLM_FUNC_QUALIFIER genType sech(genType angle) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'sech' only accept floating-point values"); return genType(1) / glm::cosh(angle); } template GLM_FUNC_QUALIFIER vec sech(vec const& x) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'sech' only accept floating-point inputs"); return detail::functor1::call(sech, x); } // csch template GLM_FUNC_QUALIFIER genType csch(genType angle) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'csch' only accept floating-point values"); return genType(1) / glm::sinh(angle); } template GLM_FUNC_QUALIFIER vec csch(vec const& x) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'csch' only accept floating-point inputs"); return detail::functor1::call(csch, x); } // coth template GLM_FUNC_QUALIFIER genType coth(genType angle) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'coth' only accept floating-point values"); return glm::cosh(angle) / glm::sinh(angle); } template GLM_FUNC_QUALIFIER vec coth(vec const& x) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'coth' only accept floating-point inputs"); return detail::functor1::call(coth, x); } // asech template GLM_FUNC_QUALIFIER genType asech(genType x) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'asech' only accept floating-point values"); return acosh(genType(1) / x); } template GLM_FUNC_QUALIFIER vec asech(vec const& x) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'asech' only accept floating-point inputs"); return detail::functor1::call(asech, x); } // acsch template GLM_FUNC_QUALIFIER genType acsch(genType x) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'acsch' only accept floating-point values"); return asinh(genType(1) / x); } template GLM_FUNC_QUALIFIER vec acsch(vec const& x) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'acsch' only accept floating-point inputs"); return detail::functor1::call(acsch, x); } // acoth template GLM_FUNC_QUALIFIER genType acoth(genType x) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'acoth' only accept floating-point values"); return atanh(genType(1) / x); } template GLM_FUNC_QUALIFIER vec acoth(vec const& x) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'acoth' only accept floating-point inputs"); return detail::functor1::call(acoth, x); } }//namespace glm ================================================ FILE: third_party/glm/gtc/round.hpp ================================================ /// @ref gtc_round /// @file glm/gtc/round.hpp /// /// @see core (dependence) /// @see gtc_round (dependence) /// /// @defgroup gtc_round GLM_GTC_round /// @ingroup gtc /// /// Include to use the features of this extension. /// /// Rounding value to specific boundings #pragma once // Dependencies #include "../detail/setup.hpp" #include "../detail/qualifier.hpp" #include "../detail/_vectorize.hpp" #include "../vector_relational.hpp" #include "../common.hpp" #include #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_GTC_round extension included") #endif namespace glm { /// @addtogroup gtc_round /// @{ /// Return the power of two number which value is just higher the input value, /// round up to a power of two. /// /// @see gtc_round template GLM_FUNC_DECL genIUType ceilPowerOfTwo(genIUType v); /// Return the power of two number which value is just higher the input value, /// round up to a power of two. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point or integer scalar types /// @tparam Q Value from qualifier enum /// /// @see gtc_round template GLM_FUNC_DECL vec ceilPowerOfTwo(vec const& v); /// Return the power of two number which value is just lower the input value, /// round down to a power of two. /// /// @see gtc_round template GLM_FUNC_DECL genIUType floorPowerOfTwo(genIUType v); /// Return the power of two number which value is just lower the input value, /// round down to a power of two. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point or integer scalar types /// @tparam Q Value from qualifier enum /// /// @see gtc_round template GLM_FUNC_DECL vec floorPowerOfTwo(vec const& v); /// Return the power of two number which value is the closet to the input value. /// /// @see gtc_round template GLM_FUNC_DECL genIUType roundPowerOfTwo(genIUType v); /// Return the power of two number which value is the closet to the input value. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point or integer scalar types /// @tparam Q Value from qualifier enum /// /// @see gtc_round template GLM_FUNC_DECL vec roundPowerOfTwo(vec const& v); /// Higher multiple number of Source. /// /// @tparam genType Floating-point or integer scalar or vector types. /// /// @param v Source value to which is applied the function /// @param Multiple Must be a null or positive value /// /// @see gtc_round template GLM_FUNC_DECL genType ceilMultiple(genType v, genType Multiple); /// Higher multiple number of Source. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point or integer scalar types /// @tparam Q Value from qualifier enum /// /// @param v Source values to which is applied the function /// @param Multiple Must be a null or positive value /// /// @see gtc_round template GLM_FUNC_DECL vec ceilMultiple(vec const& v, vec const& Multiple); /// Lower multiple number of Source. /// /// @tparam genType Floating-point or integer scalar or vector types. /// /// @param v Source value to which is applied the function /// @param Multiple Must be a null or positive value /// /// @see gtc_round template GLM_FUNC_DECL genType floorMultiple(genType v, genType Multiple); /// Lower multiple number of Source. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point or integer scalar types /// @tparam Q Value from qualifier enum /// /// @param v Source values to which is applied the function /// @param Multiple Must be a null or positive value /// /// @see gtc_round template GLM_FUNC_DECL vec floorMultiple(vec const& v, vec const& Multiple); /// Lower multiple number of Source. /// /// @tparam genType Floating-point or integer scalar or vector types. /// /// @param v Source value to which is applied the function /// @param Multiple Must be a null or positive value /// /// @see gtc_round template GLM_FUNC_DECL genType roundMultiple(genType v, genType Multiple); /// Lower multiple number of Source. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point or integer scalar types /// @tparam Q Value from qualifier enum /// /// @param v Source values to which is applied the function /// @param Multiple Must be a null or positive value /// /// @see gtc_round template GLM_FUNC_DECL vec roundMultiple(vec const& v, vec const& Multiple); /// @} } //namespace glm #include "round.inl" ================================================ FILE: third_party/glm/gtc/round.inl ================================================ /// @ref gtc_round #include "../integer.hpp" #include "../ext/vector_integer.hpp" namespace glm{ namespace detail { template struct compute_roundMultiple {}; template<> struct compute_roundMultiple { template GLM_FUNC_QUALIFIER static genType call(genType Source, genType Multiple) { if (Source >= genType(0)) return Source - std::fmod(Source, Multiple); else { genType Tmp = Source + genType(1); return Tmp - std::fmod(Tmp, Multiple) - Multiple; } } }; template<> struct compute_roundMultiple { template GLM_FUNC_QUALIFIER static genType call(genType Source, genType Multiple) { if (Source >= genType(0)) return Source - Source % Multiple; else { genType Tmp = Source + genType(1); return Tmp - Tmp % Multiple - Multiple; } } }; template<> struct compute_roundMultiple { template GLM_FUNC_QUALIFIER static genType call(genType Source, genType Multiple) { if (Source >= genType(0)) return Source - Source % Multiple; else { genType Tmp = Source + genType(1); return Tmp - Tmp % Multiple - Multiple; } } }; }//namespace detail ////////////////// // ceilPowerOfTwo template GLM_FUNC_QUALIFIER genType ceilPowerOfTwo(genType value) { return detail::compute_ceilPowerOfTwo<1, genType, defaultp, std::numeric_limits::is_signed>::call(vec<1, genType, defaultp>(value)).x; } template GLM_FUNC_QUALIFIER vec ceilPowerOfTwo(vec const& v) { return detail::compute_ceilPowerOfTwo::is_signed>::call(v); } /////////////////// // floorPowerOfTwo template GLM_FUNC_QUALIFIER genType floorPowerOfTwo(genType value) { return isPowerOfTwo(value) ? value : static_cast(1) << findMSB(value); } template GLM_FUNC_QUALIFIER vec floorPowerOfTwo(vec const& v) { return detail::functor1::call(floorPowerOfTwo, v); } /////////////////// // roundPowerOfTwo template GLM_FUNC_QUALIFIER genIUType roundPowerOfTwo(genIUType value) { if(isPowerOfTwo(value)) return value; genIUType const prev = static_cast(1) << findMSB(value); genIUType const next = prev << static_cast(1); return (next - value) < (value - prev) ? next : prev; } template GLM_FUNC_QUALIFIER vec roundPowerOfTwo(vec const& v) { return detail::functor1::call(roundPowerOfTwo, v); } ////////////////////// // ceilMultiple template GLM_FUNC_QUALIFIER genType ceilMultiple(genType Source, genType Multiple) { return detail::compute_ceilMultiple::is_iec559, std::numeric_limits::is_signed>::call(Source, Multiple); } template GLM_FUNC_QUALIFIER vec ceilMultiple(vec const& Source, vec const& Multiple) { return detail::functor2::call(ceilMultiple, Source, Multiple); } ////////////////////// // floorMultiple template GLM_FUNC_QUALIFIER genType floorMultiple(genType Source, genType Multiple) { return detail::compute_floorMultiple::is_iec559, std::numeric_limits::is_signed>::call(Source, Multiple); } template GLM_FUNC_QUALIFIER vec floorMultiple(vec const& Source, vec const& Multiple) { return detail::functor2::call(floorMultiple, Source, Multiple); } ////////////////////// // roundMultiple template GLM_FUNC_QUALIFIER genType roundMultiple(genType Source, genType Multiple) { return detail::compute_roundMultiple::is_iec559, std::numeric_limits::is_signed>::call(Source, Multiple); } template GLM_FUNC_QUALIFIER vec roundMultiple(vec const& Source, vec const& Multiple) { return detail::functor2::call(roundMultiple, Source, Multiple); } }//namespace glm ================================================ FILE: third_party/glm/gtc/type_aligned.hpp ================================================ /// @ref gtc_type_aligned /// @file glm/gtc/type_aligned.hpp /// /// @see core (dependence) /// /// @defgroup gtc_type_aligned GLM_GTC_type_aligned /// @ingroup gtc /// /// Include to use the features of this extension. /// /// Aligned types allowing SIMD optimizations of vectors and matrices types #pragma once #if (GLM_CONFIG_ALIGNED_GENTYPES == GLM_DISABLE) # error "GLM: Aligned gentypes require to enable C++ language extensions. Define GLM_FORCE_ALIGNED_GENTYPES before including GLM headers to use aligned types." #endif #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_GTC_type_aligned extension included") #endif #include "../mat4x4.hpp" #include "../mat4x3.hpp" #include "../mat4x2.hpp" #include "../mat3x4.hpp" #include "../mat3x3.hpp" #include "../mat3x2.hpp" #include "../mat2x4.hpp" #include "../mat2x3.hpp" #include "../mat2x2.hpp" #include "../gtc/vec1.hpp" #include "../vec2.hpp" #include "../vec3.hpp" #include "../vec4.hpp" namespace glm { /// @addtogroup gtc_type_aligned /// @{ // -- *vec1 -- /// 1 component vector aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef vec<1, float, aligned_highp> aligned_highp_vec1; /// 1 component vector aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. typedef vec<1, float, aligned_mediump> aligned_mediump_vec1; /// 1 component vector aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs. typedef vec<1, float, aligned_lowp> aligned_lowp_vec1; /// 1 component vector aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef vec<1, double, aligned_highp> aligned_highp_dvec1; /// 1 component vector aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. typedef vec<1, double, aligned_mediump> aligned_mediump_dvec1; /// 1 component vector aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs. typedef vec<1, double, aligned_lowp> aligned_lowp_dvec1; /// 1 component vector aligned in memory of signed integer numbers. typedef vec<1, int, aligned_highp> aligned_highp_ivec1; /// 1 component vector aligned in memory of signed integer numbers. typedef vec<1, int, aligned_mediump> aligned_mediump_ivec1; /// 1 component vector aligned in memory of signed integer numbers. typedef vec<1, int, aligned_lowp> aligned_lowp_ivec1; /// 1 component vector aligned in memory of unsigned integer numbers. typedef vec<1, uint, aligned_highp> aligned_highp_uvec1; /// 1 component vector aligned in memory of unsigned integer numbers. typedef vec<1, uint, aligned_mediump> aligned_mediump_uvec1; /// 1 component vector aligned in memory of unsigned integer numbers. typedef vec<1, uint, aligned_lowp> aligned_lowp_uvec1; /// 1 component vector aligned in memory of bool values. typedef vec<1, bool, aligned_highp> aligned_highp_bvec1; /// 1 component vector aligned in memory of bool values. typedef vec<1, bool, aligned_mediump> aligned_mediump_bvec1; /// 1 component vector aligned in memory of bool values. typedef vec<1, bool, aligned_lowp> aligned_lowp_bvec1; /// 1 component vector tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef vec<1, float, packed_highp> packed_highp_vec1; /// 1 component vector tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. typedef vec<1, float, packed_mediump> packed_mediump_vec1; /// 1 component vector tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs. typedef vec<1, float, packed_lowp> packed_lowp_vec1; /// 1 component vector tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef vec<1, double, packed_highp> packed_highp_dvec1; /// 1 component vector tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. typedef vec<1, double, packed_mediump> packed_mediump_dvec1; /// 1 component vector tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs. typedef vec<1, double, packed_lowp> packed_lowp_dvec1; /// 1 component vector tightly packed in memory of signed integer numbers. typedef vec<1, int, packed_highp> packed_highp_ivec1; /// 1 component vector tightly packed in memory of signed integer numbers. typedef vec<1, int, packed_mediump> packed_mediump_ivec1; /// 1 component vector tightly packed in memory of signed integer numbers. typedef vec<1, int, packed_lowp> packed_lowp_ivec1; /// 1 component vector tightly packed in memory of unsigned integer numbers. typedef vec<1, uint, packed_highp> packed_highp_uvec1; /// 1 component vector tightly packed in memory of unsigned integer numbers. typedef vec<1, uint, packed_mediump> packed_mediump_uvec1; /// 1 component vector tightly packed in memory of unsigned integer numbers. typedef vec<1, uint, packed_lowp> packed_lowp_uvec1; /// 1 component vector tightly packed in memory of bool values. typedef vec<1, bool, packed_highp> packed_highp_bvec1; /// 1 component vector tightly packed in memory of bool values. typedef vec<1, bool, packed_mediump> packed_mediump_bvec1; /// 1 component vector tightly packed in memory of bool values. typedef vec<1, bool, packed_lowp> packed_lowp_bvec1; // -- *vec2 -- /// 2 components vector aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef vec<2, float, aligned_highp> aligned_highp_vec2; /// 2 components vector aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. typedef vec<2, float, aligned_mediump> aligned_mediump_vec2; /// 2 components vector aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs. typedef vec<2, float, aligned_lowp> aligned_lowp_vec2; /// 2 components vector aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef vec<2, double, aligned_highp> aligned_highp_dvec2; /// 2 components vector aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. typedef vec<2, double, aligned_mediump> aligned_mediump_dvec2; /// 2 components vector aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs. typedef vec<2, double, aligned_lowp> aligned_lowp_dvec2; /// 2 components vector aligned in memory of signed integer numbers. typedef vec<2, int, aligned_highp> aligned_highp_ivec2; /// 2 components vector aligned in memory of signed integer numbers. typedef vec<2, int, aligned_mediump> aligned_mediump_ivec2; /// 2 components vector aligned in memory of signed integer numbers. typedef vec<2, int, aligned_lowp> aligned_lowp_ivec2; /// 2 components vector aligned in memory of unsigned integer numbers. typedef vec<2, uint, aligned_highp> aligned_highp_uvec2; /// 2 components vector aligned in memory of unsigned integer numbers. typedef vec<2, uint, aligned_mediump> aligned_mediump_uvec2; /// 2 components vector aligned in memory of unsigned integer numbers. typedef vec<2, uint, aligned_lowp> aligned_lowp_uvec2; /// 2 components vector aligned in memory of bool values. typedef vec<2, bool, aligned_highp> aligned_highp_bvec2; /// 2 components vector aligned in memory of bool values. typedef vec<2, bool, aligned_mediump> aligned_mediump_bvec2; /// 2 components vector aligned in memory of bool values. typedef vec<2, bool, aligned_lowp> aligned_lowp_bvec2; /// 2 components vector tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef vec<2, float, packed_highp> packed_highp_vec2; /// 2 components vector tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. typedef vec<2, float, packed_mediump> packed_mediump_vec2; /// 2 components vector tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs. typedef vec<2, float, packed_lowp> packed_lowp_vec2; /// 2 components vector tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef vec<2, double, packed_highp> packed_highp_dvec2; /// 2 components vector tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. typedef vec<2, double, packed_mediump> packed_mediump_dvec2; /// 2 components vector tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs. typedef vec<2, double, packed_lowp> packed_lowp_dvec2; /// 2 components vector tightly packed in memory of signed integer numbers. typedef vec<2, int, packed_highp> packed_highp_ivec2; /// 2 components vector tightly packed in memory of signed integer numbers. typedef vec<2, int, packed_mediump> packed_mediump_ivec2; /// 2 components vector tightly packed in memory of signed integer numbers. typedef vec<2, int, packed_lowp> packed_lowp_ivec2; /// 2 components vector tightly packed in memory of unsigned integer numbers. typedef vec<2, uint, packed_highp> packed_highp_uvec2; /// 2 components vector tightly packed in memory of unsigned integer numbers. typedef vec<2, uint, packed_mediump> packed_mediump_uvec2; /// 2 components vector tightly packed in memory of unsigned integer numbers. typedef vec<2, uint, packed_lowp> packed_lowp_uvec2; /// 2 components vector tightly packed in memory of bool values. typedef vec<2, bool, packed_highp> packed_highp_bvec2; /// 2 components vector tightly packed in memory of bool values. typedef vec<2, bool, packed_mediump> packed_mediump_bvec2; /// 2 components vector tightly packed in memory of bool values. typedef vec<2, bool, packed_lowp> packed_lowp_bvec2; // -- *vec3 -- /// 3 components vector aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef vec<3, float, aligned_highp> aligned_highp_vec3; /// 3 components vector aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. typedef vec<3, float, aligned_mediump> aligned_mediump_vec3; /// 3 components vector aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs. typedef vec<3, float, aligned_lowp> aligned_lowp_vec3; /// 3 components vector aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef vec<3, double, aligned_highp> aligned_highp_dvec3; /// 3 components vector aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. typedef vec<3, double, aligned_mediump> aligned_mediump_dvec3; /// 3 components vector aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs. typedef vec<3, double, aligned_lowp> aligned_lowp_dvec3; /// 3 components vector aligned in memory of signed integer numbers. typedef vec<3, int, aligned_highp> aligned_highp_ivec3; /// 3 components vector aligned in memory of signed integer numbers. typedef vec<3, int, aligned_mediump> aligned_mediump_ivec3; /// 3 components vector aligned in memory of signed integer numbers. typedef vec<3, int, aligned_lowp> aligned_lowp_ivec3; /// 3 components vector aligned in memory of unsigned integer numbers. typedef vec<3, uint, aligned_highp> aligned_highp_uvec3; /// 3 components vector aligned in memory of unsigned integer numbers. typedef vec<3, uint, aligned_mediump> aligned_mediump_uvec3; /// 3 components vector aligned in memory of unsigned integer numbers. typedef vec<3, uint, aligned_lowp> aligned_lowp_uvec3; /// 3 components vector aligned in memory of bool values. typedef vec<3, bool, aligned_highp> aligned_highp_bvec3; /// 3 components vector aligned in memory of bool values. typedef vec<3, bool, aligned_mediump> aligned_mediump_bvec3; /// 3 components vector aligned in memory of bool values. typedef vec<3, bool, aligned_lowp> aligned_lowp_bvec3; /// 3 components vector tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef vec<3, float, packed_highp> packed_highp_vec3; /// 3 components vector tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. typedef vec<3, float, packed_mediump> packed_mediump_vec3; /// 3 components vector tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs. typedef vec<3, float, packed_lowp> packed_lowp_vec3; /// 3 components vector tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef vec<3, double, packed_highp> packed_highp_dvec3; /// 3 components vector tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. typedef vec<3, double, packed_mediump> packed_mediump_dvec3; /// 3 components vector tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs. typedef vec<3, double, packed_lowp> packed_lowp_dvec3; /// 3 components vector tightly packed in memory of signed integer numbers. typedef vec<3, int, packed_highp> packed_highp_ivec3; /// 3 components vector tightly packed in memory of signed integer numbers. typedef vec<3, int, packed_mediump> packed_mediump_ivec3; /// 3 components vector tightly packed in memory of signed integer numbers. typedef vec<3, int, packed_lowp> packed_lowp_ivec3; /// 3 components vector tightly packed in memory of unsigned integer numbers. typedef vec<3, uint, packed_highp> packed_highp_uvec3; /// 3 components vector tightly packed in memory of unsigned integer numbers. typedef vec<3, uint, packed_mediump> packed_mediump_uvec3; /// 3 components vector tightly packed in memory of unsigned integer numbers. typedef vec<3, uint, packed_lowp> packed_lowp_uvec3; /// 3 components vector tightly packed in memory of bool values. typedef vec<3, bool, packed_highp> packed_highp_bvec3; /// 3 components vector tightly packed in memory of bool values. typedef vec<3, bool, packed_mediump> packed_mediump_bvec3; /// 3 components vector tightly packed in memory of bool values. typedef vec<3, bool, packed_lowp> packed_lowp_bvec3; // -- *vec4 -- /// 4 components vector aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef vec<4, float, aligned_highp> aligned_highp_vec4; /// 4 components vector aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. typedef vec<4, float, aligned_mediump> aligned_mediump_vec4; /// 4 components vector aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs. typedef vec<4, float, aligned_lowp> aligned_lowp_vec4; /// 4 components vector aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef vec<4, double, aligned_highp> aligned_highp_dvec4; /// 4 components vector aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. typedef vec<4, double, aligned_mediump> aligned_mediump_dvec4; /// 4 components vector aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs. typedef vec<4, double, aligned_lowp> aligned_lowp_dvec4; /// 4 components vector aligned in memory of signed integer numbers. typedef vec<4, int, aligned_highp> aligned_highp_ivec4; /// 4 components vector aligned in memory of signed integer numbers. typedef vec<4, int, aligned_mediump> aligned_mediump_ivec4; /// 4 components vector aligned in memory of signed integer numbers. typedef vec<4, int, aligned_lowp> aligned_lowp_ivec4; /// 4 components vector aligned in memory of unsigned integer numbers. typedef vec<4, uint, aligned_highp> aligned_highp_uvec4; /// 4 components vector aligned in memory of unsigned integer numbers. typedef vec<4, uint, aligned_mediump> aligned_mediump_uvec4; /// 4 components vector aligned in memory of unsigned integer numbers. typedef vec<4, uint, aligned_lowp> aligned_lowp_uvec4; /// 4 components vector aligned in memory of bool values. typedef vec<4, bool, aligned_highp> aligned_highp_bvec4; /// 4 components vector aligned in memory of bool values. typedef vec<4, bool, aligned_mediump> aligned_mediump_bvec4; /// 4 components vector aligned in memory of bool values. typedef vec<4, bool, aligned_lowp> aligned_lowp_bvec4; /// 4 components vector tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef vec<4, float, packed_highp> packed_highp_vec4; /// 4 components vector tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. typedef vec<4, float, packed_mediump> packed_mediump_vec4; /// 4 components vector tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs. typedef vec<4, float, packed_lowp> packed_lowp_vec4; /// 4 components vector tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef vec<4, double, packed_highp> packed_highp_dvec4; /// 4 components vector tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. typedef vec<4, double, packed_mediump> packed_mediump_dvec4; /// 4 components vector tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs. typedef vec<4, double, packed_lowp> packed_lowp_dvec4; /// 4 components vector tightly packed in memory of signed integer numbers. typedef vec<4, int, packed_highp> packed_highp_ivec4; /// 4 components vector tightly packed in memory of signed integer numbers. typedef vec<4, int, packed_mediump> packed_mediump_ivec4; /// 4 components vector tightly packed in memory of signed integer numbers. typedef vec<4, int, packed_lowp> packed_lowp_ivec4; /// 4 components vector tightly packed in memory of unsigned integer numbers. typedef vec<4, uint, packed_highp> packed_highp_uvec4; /// 4 components vector tightly packed in memory of unsigned integer numbers. typedef vec<4, uint, packed_mediump> packed_mediump_uvec4; /// 4 components vector tightly packed in memory of unsigned integer numbers. typedef vec<4, uint, packed_lowp> packed_lowp_uvec4; /// 4 components vector tightly packed in memory of bool values. typedef vec<4, bool, packed_highp> packed_highp_bvec4; /// 4 components vector tightly packed in memory of bool values. typedef vec<4, bool, packed_mediump> packed_mediump_bvec4; /// 4 components vector tightly packed in memory of bool values. typedef vec<4, bool, packed_lowp> packed_lowp_bvec4; // -- *mat2 -- /// 2 by 2 matrix aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef mat<2, 2, float, aligned_highp> aligned_highp_mat2; /// 2 by 2 matrix aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. typedef mat<2, 2, float, aligned_mediump> aligned_mediump_mat2; /// 2 by 2 matrix aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs. typedef mat<2, 2, float, aligned_lowp> aligned_lowp_mat2; /// 2 by 2 matrix aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef mat<2, 2, double, aligned_highp> aligned_highp_dmat2; /// 2 by 2 matrix aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. typedef mat<2, 2, double, aligned_mediump> aligned_mediump_dmat2; /// 2 by 2 matrix aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs. typedef mat<2, 2, double, aligned_lowp> aligned_lowp_dmat2; /// 2 by 2 matrix tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef mat<2, 2, float, packed_highp> packed_highp_mat2; /// 2 by 2 matrix tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. typedef mat<2, 2, float, packed_mediump> packed_mediump_mat2; /// 2 by 2 matrix tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs. typedef mat<2, 2, float, packed_lowp> packed_lowp_mat2; /// 2 by 2 matrix tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef mat<2, 2, double, packed_highp> packed_highp_dmat2; /// 2 by 2 matrix tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. typedef mat<2, 2, double, packed_mediump> packed_mediump_dmat2; /// 2 by 2 matrix tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs. typedef mat<2, 2, double, packed_lowp> packed_lowp_dmat2; // -- *mat3 -- /// 3 by 3 matrix aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef mat<3, 3, float, aligned_highp> aligned_highp_mat3; /// 3 by 3 matrix aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. typedef mat<3, 3, float, aligned_mediump> aligned_mediump_mat3; /// 3 by 3 matrix aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs. typedef mat<3, 3, float, aligned_lowp> aligned_lowp_mat3; /// 3 by 3 matrix aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef mat<3, 3, double, aligned_highp> aligned_highp_dmat3; /// 3 by 3 matrix aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. typedef mat<3, 3, double, aligned_mediump> aligned_mediump_dmat3; /// 3 by 3 matrix aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs. typedef mat<3, 3, double, aligned_lowp> aligned_lowp_dmat3; /// 3 by 3 matrix tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef mat<3, 3, float, packed_highp> packed_highp_mat3; /// 3 by 3 matrix tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. typedef mat<3, 3, float, packed_mediump> packed_mediump_mat3; /// 3 by 3 matrix tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs. typedef mat<3, 3, float, packed_lowp> packed_lowp_mat3; /// 3 by 3 matrix tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef mat<3, 3, double, packed_highp> packed_highp_dmat3; /// 3 by 3 matrix tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. typedef mat<3, 3, double, packed_mediump> packed_mediump_dmat3; /// 3 by 3 matrix tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs. typedef mat<3, 3, double, packed_lowp> packed_lowp_dmat3; // -- *mat4 -- /// 4 by 4 matrix aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef mat<4, 4, float, aligned_highp> aligned_highp_mat4; /// 4 by 4 matrix aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. typedef mat<4, 4, float, aligned_mediump> aligned_mediump_mat4; /// 4 by 4 matrix aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs. typedef mat<4, 4, float, aligned_lowp> aligned_lowp_mat4; /// 4 by 4 matrix aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef mat<4, 4, double, aligned_highp> aligned_highp_dmat4; /// 4 by 4 matrix aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. typedef mat<4, 4, double, aligned_mediump> aligned_mediump_dmat4; /// 4 by 4 matrix aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs. typedef mat<4, 4, double, aligned_lowp> aligned_lowp_dmat4; /// 4 by 4 matrix tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef mat<4, 4, float, packed_highp> packed_highp_mat4; /// 4 by 4 matrix tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. typedef mat<4, 4, float, packed_mediump> packed_mediump_mat4; /// 4 by 4 matrix tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs. typedef mat<4, 4, float, packed_lowp> packed_lowp_mat4; /// 4 by 4 matrix tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef mat<4, 4, double, packed_highp> packed_highp_dmat4; /// 4 by 4 matrix tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. typedef mat<4, 4, double, packed_mediump> packed_mediump_dmat4; /// 4 by 4 matrix tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs. typedef mat<4, 4, double, packed_lowp> packed_lowp_dmat4; // -- *mat2x2 -- /// 2 by 2 matrix aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef mat<2, 2, float, aligned_highp> aligned_highp_mat2x2; /// 2 by 2 matrix aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. typedef mat<2, 2, float, aligned_mediump> aligned_mediump_mat2x2; /// 2 by 2 matrix aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs. typedef mat<2, 2, float, aligned_lowp> aligned_lowp_mat2x2; /// 2 by 2 matrix aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef mat<2, 2, double, aligned_highp> aligned_highp_dmat2x2; /// 2 by 2 matrix aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. typedef mat<2, 2, double, aligned_mediump> aligned_mediump_dmat2x2; /// 2 by 2 matrix aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs. typedef mat<2, 2, double, aligned_lowp> aligned_lowp_dmat2x2; /// 2 by 2 matrix tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef mat<2, 2, float, packed_highp> packed_highp_mat2x2; /// 2 by 2 matrix tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. typedef mat<2, 2, float, packed_mediump> packed_mediump_mat2x2; /// 2 by 2 matrix tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs. typedef mat<2, 2, float, packed_lowp> packed_lowp_mat2x2; /// 2 by 2 matrix tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef mat<2, 2, double, packed_highp> packed_highp_dmat2x2; /// 2 by 2 matrix tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. typedef mat<2, 2, double, packed_mediump> packed_mediump_dmat2x2; /// 2 by 2 matrix tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs. typedef mat<2, 2, double, packed_lowp> packed_lowp_dmat2x2; // -- *mat2x3 -- /// 2 by 3 matrix aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef mat<2, 3, float, aligned_highp> aligned_highp_mat2x3; /// 2 by 3 matrix aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. typedef mat<2, 3, float, aligned_mediump> aligned_mediump_mat2x3; /// 2 by 3 matrix aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs. typedef mat<2, 3, float, aligned_lowp> aligned_lowp_mat2x3; /// 2 by 3 matrix aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef mat<2, 3, double, aligned_highp> aligned_highp_dmat2x3; /// 2 by 3 matrix aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. typedef mat<2, 3, double, aligned_mediump> aligned_mediump_dmat2x3; /// 2 by 3 matrix aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs. typedef mat<2, 3, double, aligned_lowp> aligned_lowp_dmat2x3; /// 2 by 3 matrix tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef mat<2, 3, float, packed_highp> packed_highp_mat2x3; /// 2 by 3 matrix tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. typedef mat<2, 3, float, packed_mediump> packed_mediump_mat2x3; /// 2 by 3 matrix tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs. typedef mat<2, 3, float, packed_lowp> packed_lowp_mat2x3; /// 2 by 3 matrix tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef mat<2, 3, double, packed_highp> packed_highp_dmat2x3; /// 2 by 3 matrix tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. typedef mat<2, 3, double, packed_mediump> packed_mediump_dmat2x3; /// 2 by 3 matrix tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs. typedef mat<2, 3, double, packed_lowp> packed_lowp_dmat2x3; // -- *mat2x4 -- /// 2 by 4 matrix aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef mat<2, 4, float, aligned_highp> aligned_highp_mat2x4; /// 2 by 4 matrix aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. typedef mat<2, 4, float, aligned_mediump> aligned_mediump_mat2x4; /// 2 by 4 matrix aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs. typedef mat<2, 4, float, aligned_lowp> aligned_lowp_mat2x4; /// 2 by 4 matrix aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef mat<2, 4, double, aligned_highp> aligned_highp_dmat2x4; /// 2 by 4 matrix aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. typedef mat<2, 4, double, aligned_mediump> aligned_mediump_dmat2x4; /// 2 by 4 matrix aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs. typedef mat<2, 4, double, aligned_lowp> aligned_lowp_dmat2x4; /// 2 by 4 matrix tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef mat<2, 4, float, packed_highp> packed_highp_mat2x4; /// 2 by 4 matrix tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. typedef mat<2, 4, float, packed_mediump> packed_mediump_mat2x4; /// 2 by 4 matrix tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs. typedef mat<2, 4, float, packed_lowp> packed_lowp_mat2x4; /// 2 by 4 matrix tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef mat<2, 4, double, packed_highp> packed_highp_dmat2x4; /// 2 by 4 matrix tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. typedef mat<2, 4, double, packed_mediump> packed_mediump_dmat2x4; /// 2 by 4 matrix tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs. typedef mat<2, 4, double, packed_lowp> packed_lowp_dmat2x4; // -- *mat3x2 -- /// 3 by 2 matrix aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef mat<3, 2, float, aligned_highp> aligned_highp_mat3x2; /// 3 by 2 matrix aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. typedef mat<3, 2, float, aligned_mediump> aligned_mediump_mat3x2; /// 3 by 2 matrix aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs. typedef mat<3, 2, float, aligned_lowp> aligned_lowp_mat3x2; /// 3 by 2 matrix aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef mat<3, 2, double, aligned_highp> aligned_highp_dmat3x2; /// 3 by 2 matrix aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. typedef mat<3, 2, double, aligned_mediump> aligned_mediump_dmat3x2; /// 3 by 2 matrix aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs. typedef mat<3, 2, double, aligned_lowp> aligned_lowp_dmat3x2; /// 3 by 2 matrix tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef mat<3, 2, float, packed_highp> packed_highp_mat3x2; /// 3 by 2 matrix tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. typedef mat<3, 2, float, packed_mediump> packed_mediump_mat3x2; /// 3 by 2 matrix tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs. typedef mat<3, 2, float, packed_lowp> packed_lowp_mat3x2; /// 3 by 2 matrix tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef mat<3, 2, double, packed_highp> packed_highp_dmat3x2; /// 3 by 2 matrix tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. typedef mat<3, 2, double, packed_mediump> packed_mediump_dmat3x2; /// 3 by 2 matrix tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs. typedef mat<3, 2, double, packed_lowp> packed_lowp_dmat3x2; // -- *mat3x3 -- /// 3 by 3 matrix aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef mat<3, 3, float, aligned_highp> aligned_highp_mat3x3; /// 3 by 3 matrix aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. typedef mat<3, 3, float, aligned_mediump> aligned_mediump_mat3x3; /// 3 by 3 matrix aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs. typedef mat<3, 3, float, aligned_lowp> aligned_lowp_mat3x3; /// 3 by 3 matrix aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef mat<3, 3, double, aligned_highp> aligned_highp_dmat3x3; /// 3 by 3 matrix aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. typedef mat<3, 3, double, aligned_mediump> aligned_mediump_dmat3x3; /// 3 by 3 matrix aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs. typedef mat<3, 3, double, aligned_lowp> aligned_lowp_dmat3x3; /// 3 by 3 matrix tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef mat<3, 3, float, packed_highp> packed_highp_mat3x3; /// 3 by 3 matrix tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. typedef mat<3, 3, float, packed_mediump> packed_mediump_mat3x3; /// 3 by 3 matrix tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs. typedef mat<3, 3, float, packed_lowp> packed_lowp_mat3x3; /// 3 by 3 matrix tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef mat<3, 3, double, packed_highp> packed_highp_dmat3x3; /// 3 by 3 matrix tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. typedef mat<3, 3, double, packed_mediump> packed_mediump_dmat3x3; /// 3 by 3 matrix tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs. typedef mat<3, 3, double, packed_lowp> packed_lowp_dmat3x3; // -- *mat3x4 -- /// 3 by 4 matrix aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef mat<3, 4, float, aligned_highp> aligned_highp_mat3x4; /// 3 by 4 matrix aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. typedef mat<3, 4, float, aligned_mediump> aligned_mediump_mat3x4; /// 3 by 4 matrix aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs. typedef mat<3, 4, float, aligned_lowp> aligned_lowp_mat3x4; /// 3 by 4 matrix aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef mat<3, 4, double, aligned_highp> aligned_highp_dmat3x4; /// 3 by 4 matrix aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. typedef mat<3, 4, double, aligned_mediump> aligned_mediump_dmat3x4; /// 3 by 4 matrix aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs. typedef mat<3, 4, double, aligned_lowp> aligned_lowp_dmat3x4; /// 3 by 4 matrix tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef mat<3, 4, float, packed_highp> packed_highp_mat3x4; /// 3 by 4 matrix tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. typedef mat<3, 4, float, packed_mediump> packed_mediump_mat3x4; /// 3 by 4 matrix tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs. typedef mat<3, 4, float, packed_lowp> packed_lowp_mat3x4; /// 3 by 4 matrix tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef mat<3, 4, double, packed_highp> packed_highp_dmat3x4; /// 3 by 4 matrix tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. typedef mat<3, 4, double, packed_mediump> packed_mediump_dmat3x4; /// 3 by 4 matrix tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs. typedef mat<3, 4, double, packed_lowp> packed_lowp_dmat3x4; // -- *mat4x2 -- /// 4 by 2 matrix aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef mat<4, 2, float, aligned_highp> aligned_highp_mat4x2; /// 4 by 2 matrix aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. typedef mat<4, 2, float, aligned_mediump> aligned_mediump_mat4x2; /// 4 by 2 matrix aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs. typedef mat<4, 2, float, aligned_lowp> aligned_lowp_mat4x2; /// 4 by 2 matrix aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef mat<4, 2, double, aligned_highp> aligned_highp_dmat4x2; /// 4 by 2 matrix aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. typedef mat<4, 2, double, aligned_mediump> aligned_mediump_dmat4x2; /// 4 by 2 matrix aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs. typedef mat<4, 2, double, aligned_lowp> aligned_lowp_dmat4x2; /// 4 by 2 matrix tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef mat<4, 2, float, packed_highp> packed_highp_mat4x2; /// 4 by 2 matrix tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. typedef mat<4, 2, float, packed_mediump> packed_mediump_mat4x2; /// 4 by 2 matrix tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs. typedef mat<4, 2, float, packed_lowp> packed_lowp_mat4x2; /// 4 by 2 matrix tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef mat<4, 2, double, packed_highp> packed_highp_dmat4x2; /// 4 by 2 matrix tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. typedef mat<4, 2, double, packed_mediump> packed_mediump_dmat4x2; /// 4 by 2 matrix tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs. typedef mat<4, 2, double, packed_lowp> packed_lowp_dmat4x2; // -- *mat4x3 -- /// 4 by 3 matrix aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef mat<4, 3, float, aligned_highp> aligned_highp_mat4x3; /// 4 by 3 matrix aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. typedef mat<4, 3, float, aligned_mediump> aligned_mediump_mat4x3; /// 4 by 3 matrix aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs. typedef mat<4, 3, float, aligned_lowp> aligned_lowp_mat4x3; /// 4 by 3 matrix aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef mat<4, 3, double, aligned_highp> aligned_highp_dmat4x3; /// 4 by 3 matrix aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. typedef mat<4, 3, double, aligned_mediump> aligned_mediump_dmat4x3; /// 4 by 3 matrix aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs. typedef mat<4, 3, double, aligned_lowp> aligned_lowp_dmat4x3; /// 4 by 3 matrix tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef mat<4, 3, float, packed_highp> packed_highp_mat4x3; /// 4 by 3 matrix tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. typedef mat<4, 3, float, packed_mediump> packed_mediump_mat4x3; /// 4 by 3 matrix tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs. typedef mat<4, 3, float, packed_lowp> packed_lowp_mat4x3; /// 4 by 3 matrix tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef mat<4, 3, double, packed_highp> packed_highp_dmat4x3; /// 4 by 3 matrix tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. typedef mat<4, 3, double, packed_mediump> packed_mediump_dmat4x3; /// 4 by 3 matrix tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs. typedef mat<4, 3, double, packed_lowp> packed_lowp_dmat4x3; // -- *mat4x4 -- /// 4 by 4 matrix aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef mat<4, 4, float, aligned_highp> aligned_highp_mat4x4; /// 4 by 4 matrix aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. typedef mat<4, 4, float, aligned_mediump> aligned_mediump_mat4x4; /// 4 by 4 matrix aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs. typedef mat<4, 4, float, aligned_lowp> aligned_lowp_mat4x4; /// 4 by 4 matrix aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef mat<4, 4, double, aligned_highp> aligned_highp_dmat4x4; /// 4 by 4 matrix aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. typedef mat<4, 4, double, aligned_mediump> aligned_mediump_dmat4x4; /// 4 by 4 matrix aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs. typedef mat<4, 4, double, aligned_lowp> aligned_lowp_dmat4x4; /// 4 by 4 matrix tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef mat<4, 4, float, packed_highp> packed_highp_mat4x4; /// 4 by 4 matrix tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. typedef mat<4, 4, float, packed_mediump> packed_mediump_mat4x4; /// 4 by 4 matrix tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs. typedef mat<4, 4, float, packed_lowp> packed_lowp_mat4x4; /// 4 by 4 matrix tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef mat<4, 4, double, packed_highp> packed_highp_dmat4x4; /// 4 by 4 matrix tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. typedef mat<4, 4, double, packed_mediump> packed_mediump_dmat4x4; /// 4 by 4 matrix tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs. typedef mat<4, 4, double, packed_lowp> packed_lowp_dmat4x4; // -- default -- #if(defined(GLM_PRECISION_LOWP_FLOAT)) typedef aligned_lowp_vec1 aligned_vec1; typedef aligned_lowp_vec2 aligned_vec2; typedef aligned_lowp_vec3 aligned_vec3; typedef aligned_lowp_vec4 aligned_vec4; typedef packed_lowp_vec1 packed_vec1; typedef packed_lowp_vec2 packed_vec2; typedef packed_lowp_vec3 packed_vec3; typedef packed_lowp_vec4 packed_vec4; typedef aligned_lowp_mat2 aligned_mat2; typedef aligned_lowp_mat3 aligned_mat3; typedef aligned_lowp_mat4 aligned_mat4; typedef packed_lowp_mat2 packed_mat2; typedef packed_lowp_mat3 packed_mat3; typedef packed_lowp_mat4 packed_mat4; typedef aligned_lowp_mat2x2 aligned_mat2x2; typedef aligned_lowp_mat2x3 aligned_mat2x3; typedef aligned_lowp_mat2x4 aligned_mat2x4; typedef aligned_lowp_mat3x2 aligned_mat3x2; typedef aligned_lowp_mat3x3 aligned_mat3x3; typedef aligned_lowp_mat3x4 aligned_mat3x4; typedef aligned_lowp_mat4x2 aligned_mat4x2; typedef aligned_lowp_mat4x3 aligned_mat4x3; typedef aligned_lowp_mat4x4 aligned_mat4x4; typedef packed_lowp_mat2x2 packed_mat2x2; typedef packed_lowp_mat2x3 packed_mat2x3; typedef packed_lowp_mat2x4 packed_mat2x4; typedef packed_lowp_mat3x2 packed_mat3x2; typedef packed_lowp_mat3x3 packed_mat3x3; typedef packed_lowp_mat3x4 packed_mat3x4; typedef packed_lowp_mat4x2 packed_mat4x2; typedef packed_lowp_mat4x3 packed_mat4x3; typedef packed_lowp_mat4x4 packed_mat4x4; #elif(defined(GLM_PRECISION_MEDIUMP_FLOAT)) typedef aligned_mediump_vec1 aligned_vec1; typedef aligned_mediump_vec2 aligned_vec2; typedef aligned_mediump_vec3 aligned_vec3; typedef aligned_mediump_vec4 aligned_vec4; typedef packed_mediump_vec1 packed_vec1; typedef packed_mediump_vec2 packed_vec2; typedef packed_mediump_vec3 packed_vec3; typedef packed_mediump_vec4 packed_vec4; typedef aligned_mediump_mat2 aligned_mat2; typedef aligned_mediump_mat3 aligned_mat3; typedef aligned_mediump_mat4 aligned_mat4; typedef packed_mediump_mat2 packed_mat2; typedef packed_mediump_mat3 packed_mat3; typedef packed_mediump_mat4 packed_mat4; typedef aligned_mediump_mat2x2 aligned_mat2x2; typedef aligned_mediump_mat2x3 aligned_mat2x3; typedef aligned_mediump_mat2x4 aligned_mat2x4; typedef aligned_mediump_mat3x2 aligned_mat3x2; typedef aligned_mediump_mat3x3 aligned_mat3x3; typedef aligned_mediump_mat3x4 aligned_mat3x4; typedef aligned_mediump_mat4x2 aligned_mat4x2; typedef aligned_mediump_mat4x3 aligned_mat4x3; typedef aligned_mediump_mat4x4 aligned_mat4x4; typedef packed_mediump_mat2x2 packed_mat2x2; typedef packed_mediump_mat2x3 packed_mat2x3; typedef packed_mediump_mat2x4 packed_mat2x4; typedef packed_mediump_mat3x2 packed_mat3x2; typedef packed_mediump_mat3x3 packed_mat3x3; typedef packed_mediump_mat3x4 packed_mat3x4; typedef packed_mediump_mat4x2 packed_mat4x2; typedef packed_mediump_mat4x3 packed_mat4x3; typedef packed_mediump_mat4x4 packed_mat4x4; #else //defined(GLM_PRECISION_HIGHP_FLOAT) /// 1 component vector aligned in memory of single-precision floating-point numbers. typedef aligned_highp_vec1 aligned_vec1; /// 2 components vector aligned in memory of single-precision floating-point numbers. typedef aligned_highp_vec2 aligned_vec2; /// 3 components vector aligned in memory of single-precision floating-point numbers. typedef aligned_highp_vec3 aligned_vec3; /// 4 components vector aligned in memory of single-precision floating-point numbers. typedef aligned_highp_vec4 aligned_vec4; /// 1 component vector tightly packed in memory of single-precision floating-point numbers. typedef packed_highp_vec1 packed_vec1; /// 2 components vector tightly packed in memory of single-precision floating-point numbers. typedef packed_highp_vec2 packed_vec2; /// 3 components vector tightly packed in memory of single-precision floating-point numbers. typedef packed_highp_vec3 packed_vec3; /// 4 components vector tightly packed in memory of single-precision floating-point numbers. typedef packed_highp_vec4 packed_vec4; /// 2 by 2 matrix tightly aligned in memory of single-precision floating-point numbers. typedef aligned_highp_mat2 aligned_mat2; /// 3 by 3 matrix tightly aligned in memory of single-precision floating-point numbers. typedef aligned_highp_mat3 aligned_mat3; /// 4 by 4 matrix tightly aligned in memory of single-precision floating-point numbers. typedef aligned_highp_mat4 aligned_mat4; /// 2 by 2 matrix tightly packed in memory of single-precision floating-point numbers. typedef packed_highp_mat2 packed_mat2; /// 3 by 3 matrix tightly packed in memory of single-precision floating-point numbers. typedef packed_highp_mat3 packed_mat3; /// 4 by 4 matrix tightly packed in memory of single-precision floating-point numbers. typedef packed_highp_mat4 packed_mat4; /// 2 by 2 matrix tightly aligned in memory of single-precision floating-point numbers. typedef aligned_highp_mat2x2 aligned_mat2x2; /// 2 by 3 matrix tightly aligned in memory of single-precision floating-point numbers. typedef aligned_highp_mat2x3 aligned_mat2x3; /// 2 by 4 matrix tightly aligned in memory of single-precision floating-point numbers. typedef aligned_highp_mat2x4 aligned_mat2x4; /// 3 by 2 matrix tightly aligned in memory of single-precision floating-point numbers. typedef aligned_highp_mat3x2 aligned_mat3x2; /// 3 by 3 matrix tightly aligned in memory of single-precision floating-point numbers. typedef aligned_highp_mat3x3 aligned_mat3x3; /// 3 by 4 matrix tightly aligned in memory of single-precision floating-point numbers. typedef aligned_highp_mat3x4 aligned_mat3x4; /// 4 by 2 matrix tightly aligned in memory of single-precision floating-point numbers. typedef aligned_highp_mat4x2 aligned_mat4x2; /// 4 by 3 matrix tightly aligned in memory of single-precision floating-point numbers. typedef aligned_highp_mat4x3 aligned_mat4x3; /// 4 by 4 matrix tightly aligned in memory of single-precision floating-point numbers. typedef aligned_highp_mat4x4 aligned_mat4x4; /// 2 by 2 matrix tightly packed in memory of single-precision floating-point numbers. typedef packed_highp_mat2x2 packed_mat2x2; /// 2 by 3 matrix tightly packed in memory of single-precision floating-point numbers. typedef packed_highp_mat2x3 packed_mat2x3; /// 2 by 4 matrix tightly packed in memory of single-precision floating-point numbers. typedef packed_highp_mat2x4 packed_mat2x4; /// 3 by 2 matrix tightly packed in memory of single-precision floating-point numbers. typedef packed_highp_mat3x2 packed_mat3x2; /// 3 by 3 matrix tightly packed in memory of single-precision floating-point numbers. typedef packed_highp_mat3x3 packed_mat3x3; /// 3 by 4 matrix tightly packed in memory of single-precision floating-point numbers. typedef packed_highp_mat3x4 packed_mat3x4; /// 4 by 2 matrix tightly packed in memory of single-precision floating-point numbers. typedef packed_highp_mat4x2 packed_mat4x2; /// 4 by 3 matrix tightly packed in memory of single-precision floating-point numbers. typedef packed_highp_mat4x3 packed_mat4x3; /// 4 by 4 matrix tightly packed in memory of single-precision floating-point numbers. typedef packed_highp_mat4x4 packed_mat4x4; #endif//GLM_PRECISION #if(defined(GLM_PRECISION_LOWP_DOUBLE)) typedef aligned_lowp_dvec1 aligned_dvec1; typedef aligned_lowp_dvec2 aligned_dvec2; typedef aligned_lowp_dvec3 aligned_dvec3; typedef aligned_lowp_dvec4 aligned_dvec4; typedef packed_lowp_dvec1 packed_dvec1; typedef packed_lowp_dvec2 packed_dvec2; typedef packed_lowp_dvec3 packed_dvec3; typedef packed_lowp_dvec4 packed_dvec4; typedef aligned_lowp_dmat2 aligned_dmat2; typedef aligned_lowp_dmat3 aligned_dmat3; typedef aligned_lowp_dmat4 aligned_dmat4; typedef packed_lowp_dmat2 packed_dmat2; typedef packed_lowp_dmat3 packed_dmat3; typedef packed_lowp_dmat4 packed_dmat4; typedef aligned_lowp_dmat2x2 aligned_dmat2x2; typedef aligned_lowp_dmat2x3 aligned_dmat2x3; typedef aligned_lowp_dmat2x4 aligned_dmat2x4; typedef aligned_lowp_dmat3x2 aligned_dmat3x2; typedef aligned_lowp_dmat3x3 aligned_dmat3x3; typedef aligned_lowp_dmat3x4 aligned_dmat3x4; typedef aligned_lowp_dmat4x2 aligned_dmat4x2; typedef aligned_lowp_dmat4x3 aligned_dmat4x3; typedef aligned_lowp_dmat4x4 aligned_dmat4x4; typedef packed_lowp_dmat2x2 packed_dmat2x2; typedef packed_lowp_dmat2x3 packed_dmat2x3; typedef packed_lowp_dmat2x4 packed_dmat2x4; typedef packed_lowp_dmat3x2 packed_dmat3x2; typedef packed_lowp_dmat3x3 packed_dmat3x3; typedef packed_lowp_dmat3x4 packed_dmat3x4; typedef packed_lowp_dmat4x2 packed_dmat4x2; typedef packed_lowp_dmat4x3 packed_dmat4x3; typedef packed_lowp_dmat4x4 packed_dmat4x4; #elif(defined(GLM_PRECISION_MEDIUMP_DOUBLE)) typedef aligned_mediump_dvec1 aligned_dvec1; typedef aligned_mediump_dvec2 aligned_dvec2; typedef aligned_mediump_dvec3 aligned_dvec3; typedef aligned_mediump_dvec4 aligned_dvec4; typedef packed_mediump_dvec1 packed_dvec1; typedef packed_mediump_dvec2 packed_dvec2; typedef packed_mediump_dvec3 packed_dvec3; typedef packed_mediump_dvec4 packed_dvec4; typedef aligned_mediump_dmat2 aligned_dmat2; typedef aligned_mediump_dmat3 aligned_dmat3; typedef aligned_mediump_dmat4 aligned_dmat4; typedef packed_mediump_dmat2 packed_dmat2; typedef packed_mediump_dmat3 packed_dmat3; typedef packed_mediump_dmat4 packed_dmat4; typedef aligned_mediump_dmat2x2 aligned_dmat2x2; typedef aligned_mediump_dmat2x3 aligned_dmat2x3; typedef aligned_mediump_dmat2x4 aligned_dmat2x4; typedef aligned_mediump_dmat3x2 aligned_dmat3x2; typedef aligned_mediump_dmat3x3 aligned_dmat3x3; typedef aligned_mediump_dmat3x4 aligned_dmat3x4; typedef aligned_mediump_dmat4x2 aligned_dmat4x2; typedef aligned_mediump_dmat4x3 aligned_dmat4x3; typedef aligned_mediump_dmat4x4 aligned_dmat4x4; typedef packed_mediump_dmat2x2 packed_dmat2x2; typedef packed_mediump_dmat2x3 packed_dmat2x3; typedef packed_mediump_dmat2x4 packed_dmat2x4; typedef packed_mediump_dmat3x2 packed_dmat3x2; typedef packed_mediump_dmat3x3 packed_dmat3x3; typedef packed_mediump_dmat3x4 packed_dmat3x4; typedef packed_mediump_dmat4x2 packed_dmat4x2; typedef packed_mediump_dmat4x3 packed_dmat4x3; typedef packed_mediump_dmat4x4 packed_dmat4x4; #else //defined(GLM_PRECISION_HIGHP_DOUBLE) /// 1 component vector aligned in memory of double-precision floating-point numbers. typedef aligned_highp_dvec1 aligned_dvec1; /// 2 components vector aligned in memory of double-precision floating-point numbers. typedef aligned_highp_dvec2 aligned_dvec2; /// 3 components vector aligned in memory of double-precision floating-point numbers. typedef aligned_highp_dvec3 aligned_dvec3; /// 4 components vector aligned in memory of double-precision floating-point numbers. typedef aligned_highp_dvec4 aligned_dvec4; /// 1 component vector tightly packed in memory of double-precision floating-point numbers. typedef packed_highp_dvec1 packed_dvec1; /// 2 components vector tightly packed in memory of double-precision floating-point numbers. typedef packed_highp_dvec2 packed_dvec2; /// 3 components vector tightly packed in memory of double-precision floating-point numbers. typedef packed_highp_dvec3 packed_dvec3; /// 4 components vector tightly packed in memory of double-precision floating-point numbers. typedef packed_highp_dvec4 packed_dvec4; /// 2 by 2 matrix tightly aligned in memory of double-precision floating-point numbers. typedef aligned_highp_dmat2 aligned_dmat2; /// 3 by 3 matrix tightly aligned in memory of double-precision floating-point numbers. typedef aligned_highp_dmat3 aligned_dmat3; /// 4 by 4 matrix tightly aligned in memory of double-precision floating-point numbers. typedef aligned_highp_dmat4 aligned_dmat4; /// 2 by 2 matrix tightly packed in memory of double-precision floating-point numbers. typedef packed_highp_dmat2 packed_dmat2; /// 3 by 3 matrix tightly packed in memory of double-precision floating-point numbers. typedef packed_highp_dmat3 packed_dmat3; /// 4 by 4 matrix tightly packed in memory of double-precision floating-point numbers. typedef packed_highp_dmat4 packed_dmat4; /// 2 by 2 matrix tightly aligned in memory of double-precision floating-point numbers. typedef aligned_highp_dmat2x2 aligned_dmat2x2; /// 2 by 3 matrix tightly aligned in memory of double-precision floating-point numbers. typedef aligned_highp_dmat2x3 aligned_dmat2x3; /// 2 by 4 matrix tightly aligned in memory of double-precision floating-point numbers. typedef aligned_highp_dmat2x4 aligned_dmat2x4; /// 3 by 2 matrix tightly aligned in memory of double-precision floating-point numbers. typedef aligned_highp_dmat3x2 aligned_dmat3x2; /// 3 by 3 matrix tightly aligned in memory of double-precision floating-point numbers. typedef aligned_highp_dmat3x3 aligned_dmat3x3; /// 3 by 4 matrix tightly aligned in memory of double-precision floating-point numbers. typedef aligned_highp_dmat3x4 aligned_dmat3x4; /// 4 by 2 matrix tightly aligned in memory of double-precision floating-point numbers. typedef aligned_highp_dmat4x2 aligned_dmat4x2; /// 4 by 3 matrix tightly aligned in memory of double-precision floating-point numbers. typedef aligned_highp_dmat4x3 aligned_dmat4x3; /// 4 by 4 matrix tightly aligned in memory of double-precision floating-point numbers. typedef aligned_highp_dmat4x4 aligned_dmat4x4; /// 2 by 2 matrix tightly packed in memory of double-precision floating-point numbers. typedef packed_highp_dmat2x2 packed_dmat2x2; /// 2 by 3 matrix tightly packed in memory of double-precision floating-point numbers. typedef packed_highp_dmat2x3 packed_dmat2x3; /// 2 by 4 matrix tightly packed in memory of double-precision floating-point numbers. typedef packed_highp_dmat2x4 packed_dmat2x4; /// 3 by 2 matrix tightly packed in memory of double-precision floating-point numbers. typedef packed_highp_dmat3x2 packed_dmat3x2; /// 3 by 3 matrix tightly packed in memory of double-precision floating-point numbers. typedef packed_highp_dmat3x3 packed_dmat3x3; /// 3 by 4 matrix tightly packed in memory of double-precision floating-point numbers. typedef packed_highp_dmat3x4 packed_dmat3x4; /// 4 by 2 matrix tightly packed in memory of double-precision floating-point numbers. typedef packed_highp_dmat4x2 packed_dmat4x2; /// 4 by 3 matrix tightly packed in memory of double-precision floating-point numbers. typedef packed_highp_dmat4x3 packed_dmat4x3; /// 4 by 4 matrix tightly packed in memory of double-precision floating-point numbers. typedef packed_highp_dmat4x4 packed_dmat4x4; #endif//GLM_PRECISION #if(defined(GLM_PRECISION_LOWP_INT)) typedef aligned_lowp_ivec1 aligned_ivec1; typedef aligned_lowp_ivec2 aligned_ivec2; typedef aligned_lowp_ivec3 aligned_ivec3; typedef aligned_lowp_ivec4 aligned_ivec4; #elif(defined(GLM_PRECISION_MEDIUMP_INT)) typedef aligned_mediump_ivec1 aligned_ivec1; typedef aligned_mediump_ivec2 aligned_ivec2; typedef aligned_mediump_ivec3 aligned_ivec3; typedef aligned_mediump_ivec4 aligned_ivec4; #else //defined(GLM_PRECISION_HIGHP_INT) /// 1 component vector aligned in memory of signed integer numbers. typedef aligned_highp_ivec1 aligned_ivec1; /// 2 components vector aligned in memory of signed integer numbers. typedef aligned_highp_ivec2 aligned_ivec2; /// 3 components vector aligned in memory of signed integer numbers. typedef aligned_highp_ivec3 aligned_ivec3; /// 4 components vector aligned in memory of signed integer numbers. typedef aligned_highp_ivec4 aligned_ivec4; /// 1 component vector tightly packed in memory of signed integer numbers. typedef packed_highp_ivec1 packed_ivec1; /// 2 components vector tightly packed in memory of signed integer numbers. typedef packed_highp_ivec2 packed_ivec2; /// 3 components vector tightly packed in memory of signed integer numbers. typedef packed_highp_ivec3 packed_ivec3; /// 4 components vector tightly packed in memory of signed integer numbers. typedef packed_highp_ivec4 packed_ivec4; #endif//GLM_PRECISION // -- Unsigned integer definition -- #if(defined(GLM_PRECISION_LOWP_UINT)) typedef aligned_lowp_uvec1 aligned_uvec1; typedef aligned_lowp_uvec2 aligned_uvec2; typedef aligned_lowp_uvec3 aligned_uvec3; typedef aligned_lowp_uvec4 aligned_uvec4; #elif(defined(GLM_PRECISION_MEDIUMP_UINT)) typedef aligned_mediump_uvec1 aligned_uvec1; typedef aligned_mediump_uvec2 aligned_uvec2; typedef aligned_mediump_uvec3 aligned_uvec3; typedef aligned_mediump_uvec4 aligned_uvec4; #else //defined(GLM_PRECISION_HIGHP_UINT) /// 1 component vector aligned in memory of unsigned integer numbers. typedef aligned_highp_uvec1 aligned_uvec1; /// 2 components vector aligned in memory of unsigned integer numbers. typedef aligned_highp_uvec2 aligned_uvec2; /// 3 components vector aligned in memory of unsigned integer numbers. typedef aligned_highp_uvec3 aligned_uvec3; /// 4 components vector aligned in memory of unsigned integer numbers. typedef aligned_highp_uvec4 aligned_uvec4; /// 1 component vector tightly packed in memory of unsigned integer numbers. typedef packed_highp_uvec1 packed_uvec1; /// 2 components vector tightly packed in memory of unsigned integer numbers. typedef packed_highp_uvec2 packed_uvec2; /// 3 components vector tightly packed in memory of unsigned integer numbers. typedef packed_highp_uvec3 packed_uvec3; /// 4 components vector tightly packed in memory of unsigned integer numbers. typedef packed_highp_uvec4 packed_uvec4; #endif//GLM_PRECISION #if(defined(GLM_PRECISION_LOWP_BOOL)) typedef aligned_lowp_bvec1 aligned_bvec1; typedef aligned_lowp_bvec2 aligned_bvec2; typedef aligned_lowp_bvec3 aligned_bvec3; typedef aligned_lowp_bvec4 aligned_bvec4; #elif(defined(GLM_PRECISION_MEDIUMP_BOOL)) typedef aligned_mediump_bvec1 aligned_bvec1; typedef aligned_mediump_bvec2 aligned_bvec2; typedef aligned_mediump_bvec3 aligned_bvec3; typedef aligned_mediump_bvec4 aligned_bvec4; #else //defined(GLM_PRECISION_HIGHP_BOOL) /// 1 component vector aligned in memory of bool values. typedef aligned_highp_bvec1 aligned_bvec1; /// 2 components vector aligned in memory of bool values. typedef aligned_highp_bvec2 aligned_bvec2; /// 3 components vector aligned in memory of bool values. typedef aligned_highp_bvec3 aligned_bvec3; /// 4 components vector aligned in memory of bool values. typedef aligned_highp_bvec4 aligned_bvec4; /// 1 components vector tightly packed in memory of bool values. typedef packed_highp_bvec1 packed_bvec1; /// 2 components vector tightly packed in memory of bool values. typedef packed_highp_bvec2 packed_bvec2; /// 3 components vector tightly packed in memory of bool values. typedef packed_highp_bvec3 packed_bvec3; /// 4 components vector tightly packed in memory of bool values. typedef packed_highp_bvec4 packed_bvec4; #endif//GLM_PRECISION /// @} }//namespace glm ================================================ FILE: third_party/glm/gtc/type_precision.hpp ================================================ /// @ref gtc_type_precision /// @file glm/gtc/type_precision.hpp /// /// @see core (dependence) /// @see gtc_quaternion (dependence) /// /// @defgroup gtc_type_precision GLM_GTC_type_precision /// @ingroup gtc /// /// Include to use the features of this extension. /// /// Defines specific C++-based qualifier types. #pragma once // Dependency: #include "../gtc/quaternion.hpp" #include "../gtc/vec1.hpp" #include "../ext/vector_int1_sized.hpp" #include "../ext/vector_int2_sized.hpp" #include "../ext/vector_int3_sized.hpp" #include "../ext/vector_int4_sized.hpp" #include "../ext/scalar_int_sized.hpp" #include "../ext/vector_uint1_sized.hpp" #include "../ext/vector_uint2_sized.hpp" #include "../ext/vector_uint3_sized.hpp" #include "../ext/vector_uint4_sized.hpp" #include "../ext/scalar_uint_sized.hpp" #include "../detail/type_vec2.hpp" #include "../detail/type_vec3.hpp" #include "../detail/type_vec4.hpp" #include "../detail/type_mat2x2.hpp" #include "../detail/type_mat2x3.hpp" #include "../detail/type_mat2x4.hpp" #include "../detail/type_mat3x2.hpp" #include "../detail/type_mat3x3.hpp" #include "../detail/type_mat3x4.hpp" #include "../detail/type_mat4x2.hpp" #include "../detail/type_mat4x3.hpp" #include "../detail/type_mat4x4.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_GTC_type_precision extension included") #endif namespace glm { /////////////////////////// // Signed int vector types /// @addtogroup gtc_type_precision /// @{ /// Low qualifier 8 bit signed integer type. /// @see gtc_type_precision typedef detail::int8 lowp_int8; /// Low qualifier 16 bit signed integer type. /// @see gtc_type_precision typedef detail::int16 lowp_int16; /// Low qualifier 32 bit signed integer type. /// @see gtc_type_precision typedef detail::int32 lowp_int32; /// Low qualifier 64 bit signed integer type. /// @see gtc_type_precision typedef detail::int64 lowp_int64; /// Low qualifier 8 bit signed integer type. /// @see gtc_type_precision typedef detail::int8 lowp_int8_t; /// Low qualifier 16 bit signed integer type. /// @see gtc_type_precision typedef detail::int16 lowp_int16_t; /// Low qualifier 32 bit signed integer type. /// @see gtc_type_precision typedef detail::int32 lowp_int32_t; /// Low qualifier 64 bit signed integer type. /// @see gtc_type_precision typedef detail::int64 lowp_int64_t; /// Low qualifier 8 bit signed integer type. /// @see gtc_type_precision typedef detail::int8 lowp_i8; /// Low qualifier 16 bit signed integer type. /// @see gtc_type_precision typedef detail::int16 lowp_i16; /// Low qualifier 32 bit signed integer type. /// @see gtc_type_precision typedef detail::int32 lowp_i32; /// Low qualifier 64 bit signed integer type. /// @see gtc_type_precision typedef detail::int64 lowp_i64; /// Medium qualifier 8 bit signed integer type. /// @see gtc_type_precision typedef detail::int8 mediump_int8; /// Medium qualifier 16 bit signed integer type. /// @see gtc_type_precision typedef detail::int16 mediump_int16; /// Medium qualifier 32 bit signed integer type. /// @see gtc_type_precision typedef detail::int32 mediump_int32; /// Medium qualifier 64 bit signed integer type. /// @see gtc_type_precision typedef detail::int64 mediump_int64; /// Medium qualifier 8 bit signed integer type. /// @see gtc_type_precision typedef detail::int8 mediump_int8_t; /// Medium qualifier 16 bit signed integer type. /// @see gtc_type_precision typedef detail::int16 mediump_int16_t; /// Medium qualifier 32 bit signed integer type. /// @see gtc_type_precision typedef detail::int32 mediump_int32_t; /// Medium qualifier 64 bit signed integer type. /// @see gtc_type_precision typedef detail::int64 mediump_int64_t; /// Medium qualifier 8 bit signed integer type. /// @see gtc_type_precision typedef detail::int8 mediump_i8; /// Medium qualifier 16 bit signed integer type. /// @see gtc_type_precision typedef detail::int16 mediump_i16; /// Medium qualifier 32 bit signed integer type. /// @see gtc_type_precision typedef detail::int32 mediump_i32; /// Medium qualifier 64 bit signed integer type. /// @see gtc_type_precision typedef detail::int64 mediump_i64; /// High qualifier 8 bit signed integer type. /// @see gtc_type_precision typedef detail::int8 highp_int8; /// High qualifier 16 bit signed integer type. /// @see gtc_type_precision typedef detail::int16 highp_int16; /// High qualifier 32 bit signed integer type. /// @see gtc_type_precision typedef detail::int32 highp_int32; /// High qualifier 64 bit signed integer type. /// @see gtc_type_precision typedef detail::int64 highp_int64; /// High qualifier 8 bit signed integer type. /// @see gtc_type_precision typedef detail::int8 highp_int8_t; /// High qualifier 16 bit signed integer type. /// @see gtc_type_precision typedef detail::int16 highp_int16_t; /// 32 bit signed integer type. /// @see gtc_type_precision typedef detail::int32 highp_int32_t; /// High qualifier 64 bit signed integer type. /// @see gtc_type_precision typedef detail::int64 highp_int64_t; /// High qualifier 8 bit signed integer type. /// @see gtc_type_precision typedef detail::int8 highp_i8; /// High qualifier 16 bit signed integer type. /// @see gtc_type_precision typedef detail::int16 highp_i16; /// High qualifier 32 bit signed integer type. /// @see gtc_type_precision typedef detail::int32 highp_i32; /// High qualifier 64 bit signed integer type. /// @see gtc_type_precision typedef detail::int64 highp_i64; #if GLM_HAS_EXTENDED_INTEGER_TYPE using std::int8_t; using std::int16_t; using std::int32_t; using std::int64_t; #else /// 8 bit signed integer type. /// @see gtc_type_precision typedef detail::int8 int8_t; /// 16 bit signed integer type. /// @see gtc_type_precision typedef detail::int16 int16_t; /// 32 bit signed integer type. /// @see gtc_type_precision typedef detail::int32 int32_t; /// 64 bit signed integer type. /// @see gtc_type_precision typedef detail::int64 int64_t; #endif /// 8 bit signed integer type. /// @see gtc_type_precision typedef detail::int8 i8; /// 16 bit signed integer type. /// @see gtc_type_precision typedef detail::int16 i16; /// 32 bit signed integer type. /// @see gtc_type_precision typedef detail::int32 i32; /// 64 bit signed integer type. /// @see gtc_type_precision typedef detail::int64 i64; ///////////////////////////// // Unsigned int vector types /// Low qualifier 8 bit unsigned integer type. /// @see gtc_type_precision typedef detail::uint8 lowp_uint8; /// Low qualifier 16 bit unsigned integer type. /// @see gtc_type_precision typedef detail::uint16 lowp_uint16; /// Low qualifier 32 bit unsigned integer type. /// @see gtc_type_precision typedef detail::uint32 lowp_uint32; /// Low qualifier 64 bit unsigned integer type. /// @see gtc_type_precision typedef detail::uint64 lowp_uint64; /// Low qualifier 8 bit unsigned integer type. /// @see gtc_type_precision typedef detail::uint8 lowp_uint8_t; /// Low qualifier 16 bit unsigned integer type. /// @see gtc_type_precision typedef detail::uint16 lowp_uint16_t; /// Low qualifier 32 bit unsigned integer type. /// @see gtc_type_precision typedef detail::uint32 lowp_uint32_t; /// Low qualifier 64 bit unsigned integer type. /// @see gtc_type_precision typedef detail::uint64 lowp_uint64_t; /// Low qualifier 8 bit unsigned integer type. /// @see gtc_type_precision typedef detail::uint8 lowp_u8; /// Low qualifier 16 bit unsigned integer type. /// @see gtc_type_precision typedef detail::uint16 lowp_u16; /// Low qualifier 32 bit unsigned integer type. /// @see gtc_type_precision typedef detail::uint32 lowp_u32; /// Low qualifier 64 bit unsigned integer type. /// @see gtc_type_precision typedef detail::uint64 lowp_u64; /// Medium qualifier 8 bit unsigned integer type. /// @see gtc_type_precision typedef detail::uint8 mediump_uint8; /// Medium qualifier 16 bit unsigned integer type. /// @see gtc_type_precision typedef detail::uint16 mediump_uint16; /// Medium qualifier 32 bit unsigned integer type. /// @see gtc_type_precision typedef detail::uint32 mediump_uint32; /// Medium qualifier 64 bit unsigned integer type. /// @see gtc_type_precision typedef detail::uint64 mediump_uint64; /// Medium qualifier 8 bit unsigned integer type. /// @see gtc_type_precision typedef detail::uint8 mediump_uint8_t; /// Medium qualifier 16 bit unsigned integer type. /// @see gtc_type_precision typedef detail::uint16 mediump_uint16_t; /// Medium qualifier 32 bit unsigned integer type. /// @see gtc_type_precision typedef detail::uint32 mediump_uint32_t; /// Medium qualifier 64 bit unsigned integer type. /// @see gtc_type_precision typedef detail::uint64 mediump_uint64_t; /// Medium qualifier 8 bit unsigned integer type. /// @see gtc_type_precision typedef detail::uint8 mediump_u8; /// Medium qualifier 16 bit unsigned integer type. /// @see gtc_type_precision typedef detail::uint16 mediump_u16; /// Medium qualifier 32 bit unsigned integer type. /// @see gtc_type_precision typedef detail::uint32 mediump_u32; /// Medium qualifier 64 bit unsigned integer type. /// @see gtc_type_precision typedef detail::uint64 mediump_u64; /// High qualifier 8 bit unsigned integer type. /// @see gtc_type_precision typedef detail::uint8 highp_uint8; /// High qualifier 16 bit unsigned integer type. /// @see gtc_type_precision typedef detail::uint16 highp_uint16; /// High qualifier 32 bit unsigned integer type. /// @see gtc_type_precision typedef detail::uint32 highp_uint32; /// High qualifier 64 bit unsigned integer type. /// @see gtc_type_precision typedef detail::uint64 highp_uint64; /// High qualifier 8 bit unsigned integer type. /// @see gtc_type_precision typedef detail::uint8 highp_uint8_t; /// High qualifier 16 bit unsigned integer type. /// @see gtc_type_precision typedef detail::uint16 highp_uint16_t; /// High qualifier 32 bit unsigned integer type. /// @see gtc_type_precision typedef detail::uint32 highp_uint32_t; /// High qualifier 64 bit unsigned integer type. /// @see gtc_type_precision typedef detail::uint64 highp_uint64_t; /// High qualifier 8 bit unsigned integer type. /// @see gtc_type_precision typedef detail::uint8 highp_u8; /// High qualifier 16 bit unsigned integer type. /// @see gtc_type_precision typedef detail::uint16 highp_u16; /// High qualifier 32 bit unsigned integer type. /// @see gtc_type_precision typedef detail::uint32 highp_u32; /// High qualifier 64 bit unsigned integer type. /// @see gtc_type_precision typedef detail::uint64 highp_u64; #if GLM_HAS_EXTENDED_INTEGER_TYPE using std::uint8_t; using std::uint16_t; using std::uint32_t; using std::uint64_t; #else /// Default qualifier 8 bit unsigned integer type. /// @see gtc_type_precision typedef detail::uint8 uint8_t; /// Default qualifier 16 bit unsigned integer type. /// @see gtc_type_precision typedef detail::uint16 uint16_t; /// Default qualifier 32 bit unsigned integer type. /// @see gtc_type_precision typedef detail::uint32 uint32_t; /// Default qualifier 64 bit unsigned integer type. /// @see gtc_type_precision typedef detail::uint64 uint64_t; #endif /// Default qualifier 8 bit unsigned integer type. /// @see gtc_type_precision typedef detail::uint8 u8; /// Default qualifier 16 bit unsigned integer type. /// @see gtc_type_precision typedef detail::uint16 u16; /// Default qualifier 32 bit unsigned integer type. /// @see gtc_type_precision typedef detail::uint32 u32; /// Default qualifier 64 bit unsigned integer type. /// @see gtc_type_precision typedef detail::uint64 u64; ////////////////////// // Float vector types /// Single-qualifier floating-point scalar. /// @see gtc_type_precision typedef float float32; /// Double-qualifier floating-point scalar. /// @see gtc_type_precision typedef double float64; /// Low 32 bit single-qualifier floating-point scalar. /// @see gtc_type_precision typedef float32 lowp_float32; /// Low 64 bit double-qualifier floating-point scalar. /// @see gtc_type_precision typedef float64 lowp_float64; /// Low 32 bit single-qualifier floating-point scalar. /// @see gtc_type_precision typedef float32 lowp_float32_t; /// Low 64 bit double-qualifier floating-point scalar. /// @see gtc_type_precision typedef float64 lowp_float64_t; /// Low 32 bit single-qualifier floating-point scalar. /// @see gtc_type_precision typedef float32 lowp_f32; /// Low 64 bit double-qualifier floating-point scalar. /// @see gtc_type_precision typedef float64 lowp_f64; /// Low 32 bit single-qualifier floating-point scalar. /// @see gtc_type_precision typedef float32 lowp_float32; /// Low 64 bit double-qualifier floating-point scalar. /// @see gtc_type_precision typedef float64 lowp_float64; /// Low 32 bit single-qualifier floating-point scalar. /// @see gtc_type_precision typedef float32 lowp_float32_t; /// Low 64 bit double-qualifier floating-point scalar. /// @see gtc_type_precision typedef float64 lowp_float64_t; /// Low 32 bit single-qualifier floating-point scalar. /// @see gtc_type_precision typedef float32 lowp_f32; /// Low 64 bit double-qualifier floating-point scalar. /// @see gtc_type_precision typedef float64 lowp_f64; /// Low 32 bit single-qualifier floating-point scalar. /// @see gtc_type_precision typedef float32 lowp_float32; /// Low 64 bit double-qualifier floating-point scalar. /// @see gtc_type_precision typedef float64 lowp_float64; /// Low 32 bit single-qualifier floating-point scalar. /// @see gtc_type_precision typedef float32 lowp_float32_t; /// Low 64 bit double-qualifier floating-point scalar. /// @see gtc_type_precision typedef float64 lowp_float64_t; /// Low 32 bit single-qualifier floating-point scalar. /// @see gtc_type_precision typedef float32 lowp_f32; /// Low 64 bit double-qualifier floating-point scalar. /// @see gtc_type_precision typedef float64 lowp_f64; /// Medium 32 bit single-qualifier floating-point scalar. /// @see gtc_type_precision typedef float32 mediump_float32; /// Medium 64 bit double-qualifier floating-point scalar. /// @see gtc_type_precision typedef float64 mediump_float64; /// Medium 32 bit single-qualifier floating-point scalar. /// @see gtc_type_precision typedef float32 mediump_float32_t; /// Medium 64 bit double-qualifier floating-point scalar. /// @see gtc_type_precision typedef float64 mediump_float64_t; /// Medium 32 bit single-qualifier floating-point scalar. /// @see gtc_type_precision typedef float32 mediump_f32; /// Medium 64 bit double-qualifier floating-point scalar. /// @see gtc_type_precision typedef float64 mediump_f64; /// High 32 bit single-qualifier floating-point scalar. /// @see gtc_type_precision typedef float32 highp_float32; /// High 64 bit double-qualifier floating-point scalar. /// @see gtc_type_precision typedef float64 highp_float64; /// High 32 bit single-qualifier floating-point scalar. /// @see gtc_type_precision typedef float32 highp_float32_t; /// High 64 bit double-qualifier floating-point scalar. /// @see gtc_type_precision typedef float64 highp_float64_t; /// High 32 bit single-qualifier floating-point scalar. /// @see gtc_type_precision typedef float32 highp_f32; /// High 64 bit double-qualifier floating-point scalar. /// @see gtc_type_precision typedef float64 highp_f64; #if(defined(GLM_PRECISION_LOWP_FLOAT)) /// Default 32 bit single-qualifier floating-point scalar. /// @see gtc_type_precision typedef lowp_float32_t float32_t; /// Default 64 bit double-qualifier floating-point scalar. /// @see gtc_type_precision typedef lowp_float64_t float64_t; /// Default 32 bit single-qualifier floating-point scalar. /// @see gtc_type_precision typedef lowp_f32 f32; /// Default 64 bit double-qualifier floating-point scalar. /// @see gtc_type_precision typedef lowp_f64 f64; #elif(defined(GLM_PRECISION_MEDIUMP_FLOAT)) /// Default 32 bit single-qualifier floating-point scalar. /// @see gtc_type_precision typedef mediump_float32 float32_t; /// Default 64 bit double-qualifier floating-point scalar. /// @see gtc_type_precision typedef mediump_float64 float64_t; /// Default 32 bit single-qualifier floating-point scalar. /// @see gtc_type_precision typedef mediump_float32 f32; /// Default 64 bit double-qualifier floating-point scalar. /// @see gtc_type_precision typedef mediump_float64 f64; #else//(defined(GLM_PRECISION_HIGHP_FLOAT)) /// Default 32 bit single-qualifier floating-point scalar. /// @see gtc_type_precision typedef highp_float32_t float32_t; /// Default 64 bit double-qualifier floating-point scalar. /// @see gtc_type_precision typedef highp_float64_t float64_t; /// Default 32 bit single-qualifier floating-point scalar. /// @see gtc_type_precision typedef highp_float32_t f32; /// Default 64 bit double-qualifier floating-point scalar. /// @see gtc_type_precision typedef highp_float64_t f64; #endif /// Low single-qualifier floating-point vector of 1 component. /// @see gtc_type_precision typedef vec<1, float, lowp> lowp_fvec1; /// Low single-qualifier floating-point vector of 2 components. /// @see gtc_type_precision typedef vec<2, float, lowp> lowp_fvec2; /// Low single-qualifier floating-point vector of 3 components. /// @see gtc_type_precision typedef vec<3, float, lowp> lowp_fvec3; /// Low single-qualifier floating-point vector of 4 components. /// @see gtc_type_precision typedef vec<4, float, lowp> lowp_fvec4; /// Medium single-qualifier floating-point vector of 1 component. /// @see gtc_type_precision typedef vec<1, float, mediump> mediump_fvec1; /// Medium Single-qualifier floating-point vector of 2 components. /// @see gtc_type_precision typedef vec<2, float, mediump> mediump_fvec2; /// Medium Single-qualifier floating-point vector of 3 components. /// @see gtc_type_precision typedef vec<3, float, mediump> mediump_fvec3; /// Medium Single-qualifier floating-point vector of 4 components. /// @see gtc_type_precision typedef vec<4, float, mediump> mediump_fvec4; /// High single-qualifier floating-point vector of 1 component. /// @see gtc_type_precision typedef vec<1, float, highp> highp_fvec1; /// High Single-qualifier floating-point vector of 2 components. /// @see core_precision typedef vec<2, float, highp> highp_fvec2; /// High Single-qualifier floating-point vector of 3 components. /// @see core_precision typedef vec<3, float, highp> highp_fvec3; /// High Single-qualifier floating-point vector of 4 components. /// @see core_precision typedef vec<4, float, highp> highp_fvec4; /// Low single-qualifier floating-point vector of 1 component. /// @see gtc_type_precision typedef vec<1, f32, lowp> lowp_f32vec1; /// Low single-qualifier floating-point vector of 2 components. /// @see core_precision typedef vec<2, f32, lowp> lowp_f32vec2; /// Low single-qualifier floating-point vector of 3 components. /// @see core_precision typedef vec<3, f32, lowp> lowp_f32vec3; /// Low single-qualifier floating-point vector of 4 components. /// @see core_precision typedef vec<4, f32, lowp> lowp_f32vec4; /// Medium single-qualifier floating-point vector of 1 component. /// @see gtc_type_precision typedef vec<1, f32, mediump> mediump_f32vec1; /// Medium single-qualifier floating-point vector of 2 components. /// @see core_precision typedef vec<2, f32, mediump> mediump_f32vec2; /// Medium single-qualifier floating-point vector of 3 components. /// @see core_precision typedef vec<3, f32, mediump> mediump_f32vec3; /// Medium single-qualifier floating-point vector of 4 components. /// @see core_precision typedef vec<4, f32, mediump> mediump_f32vec4; /// High single-qualifier floating-point vector of 1 component. /// @see gtc_type_precision typedef vec<1, f32, highp> highp_f32vec1; /// High single-qualifier floating-point vector of 2 components. /// @see gtc_type_precision typedef vec<2, f32, highp> highp_f32vec2; /// High single-qualifier floating-point vector of 3 components. /// @see gtc_type_precision typedef vec<3, f32, highp> highp_f32vec3; /// High single-qualifier floating-point vector of 4 components. /// @see gtc_type_precision typedef vec<4, f32, highp> highp_f32vec4; /// Low double-qualifier floating-point vector of 1 component. /// @see gtc_type_precision typedef vec<1, f64, lowp> lowp_f64vec1; /// Low double-qualifier floating-point vector of 2 components. /// @see gtc_type_precision typedef vec<2, f64, lowp> lowp_f64vec2; /// Low double-qualifier floating-point vector of 3 components. /// @see gtc_type_precision typedef vec<3, f64, lowp> lowp_f64vec3; /// Low double-qualifier floating-point vector of 4 components. /// @see gtc_type_precision typedef vec<4, f64, lowp> lowp_f64vec4; /// Medium double-qualifier floating-point vector of 1 component. /// @see gtc_type_precision typedef vec<1, f64, mediump> mediump_f64vec1; /// Medium double-qualifier floating-point vector of 2 components. /// @see gtc_type_precision typedef vec<2, f64, mediump> mediump_f64vec2; /// Medium double-qualifier floating-point vector of 3 components. /// @see gtc_type_precision typedef vec<3, f64, mediump> mediump_f64vec3; /// Medium double-qualifier floating-point vector of 4 components. /// @see gtc_type_precision typedef vec<4, f64, mediump> mediump_f64vec4; /// High double-qualifier floating-point vector of 1 component. /// @see gtc_type_precision typedef vec<1, f64, highp> highp_f64vec1; /// High double-qualifier floating-point vector of 2 components. /// @see gtc_type_precision typedef vec<2, f64, highp> highp_f64vec2; /// High double-qualifier floating-point vector of 3 components. /// @see gtc_type_precision typedef vec<3, f64, highp> highp_f64vec3; /// High double-qualifier floating-point vector of 4 components. /// @see gtc_type_precision typedef vec<4, f64, highp> highp_f64vec4; ////////////////////// // Float matrix types /// Low single-qualifier floating-point 1x1 matrix. /// @see gtc_type_precision //typedef lowp_f32 lowp_fmat1x1; /// Low single-qualifier floating-point 2x2 matrix. /// @see gtc_type_precision typedef mat<2, 2, f32, lowp> lowp_fmat2x2; /// Low single-qualifier floating-point 2x3 matrix. /// @see gtc_type_precision typedef mat<2, 3, f32, lowp> lowp_fmat2x3; /// Low single-qualifier floating-point 2x4 matrix. /// @see gtc_type_precision typedef mat<2, 4, f32, lowp> lowp_fmat2x4; /// Low single-qualifier floating-point 3x2 matrix. /// @see gtc_type_precision typedef mat<3, 2, f32, lowp> lowp_fmat3x2; /// Low single-qualifier floating-point 3x3 matrix. /// @see gtc_type_precision typedef mat<3, 3, f32, lowp> lowp_fmat3x3; /// Low single-qualifier floating-point 3x4 matrix. /// @see gtc_type_precision typedef mat<3, 4, f32, lowp> lowp_fmat3x4; /// Low single-qualifier floating-point 4x2 matrix. /// @see gtc_type_precision typedef mat<4, 2, f32, lowp> lowp_fmat4x2; /// Low single-qualifier floating-point 4x3 matrix. /// @see gtc_type_precision typedef mat<4, 3, f32, lowp> lowp_fmat4x3; /// Low single-qualifier floating-point 4x4 matrix. /// @see gtc_type_precision typedef mat<4, 4, f32, lowp> lowp_fmat4x4; /// Low single-qualifier floating-point 1x1 matrix. /// @see gtc_type_precision //typedef lowp_fmat1x1 lowp_fmat1; /// Low single-qualifier floating-point 2x2 matrix. /// @see gtc_type_precision typedef lowp_fmat2x2 lowp_fmat2; /// Low single-qualifier floating-point 3x3 matrix. /// @see gtc_type_precision typedef lowp_fmat3x3 lowp_fmat3; /// Low single-qualifier floating-point 4x4 matrix. /// @see gtc_type_precision typedef lowp_fmat4x4 lowp_fmat4; /// Medium single-qualifier floating-point 1x1 matrix. /// @see gtc_type_precision //typedef mediump_f32 mediump_fmat1x1; /// Medium single-qualifier floating-point 2x2 matrix. /// @see gtc_type_precision typedef mat<2, 2, f32, mediump> mediump_fmat2x2; /// Medium single-qualifier floating-point 2x3 matrix. /// @see gtc_type_precision typedef mat<2, 3, f32, mediump> mediump_fmat2x3; /// Medium single-qualifier floating-point 2x4 matrix. /// @see gtc_type_precision typedef mat<2, 4, f32, mediump> mediump_fmat2x4; /// Medium single-qualifier floating-point 3x2 matrix. /// @see gtc_type_precision typedef mat<3, 2, f32, mediump> mediump_fmat3x2; /// Medium single-qualifier floating-point 3x3 matrix. /// @see gtc_type_precision typedef mat<3, 3, f32, mediump> mediump_fmat3x3; /// Medium single-qualifier floating-point 3x4 matrix. /// @see gtc_type_precision typedef mat<3, 4, f32, mediump> mediump_fmat3x4; /// Medium single-qualifier floating-point 4x2 matrix. /// @see gtc_type_precision typedef mat<4, 2, f32, mediump> mediump_fmat4x2; /// Medium single-qualifier floating-point 4x3 matrix. /// @see gtc_type_precision typedef mat<4, 3, f32, mediump> mediump_fmat4x3; /// Medium single-qualifier floating-point 4x4 matrix. /// @see gtc_type_precision typedef mat<4, 4, f32, mediump> mediump_fmat4x4; /// Medium single-qualifier floating-point 1x1 matrix. /// @see gtc_type_precision //typedef mediump_fmat1x1 mediump_fmat1; /// Medium single-qualifier floating-point 2x2 matrix. /// @see gtc_type_precision typedef mediump_fmat2x2 mediump_fmat2; /// Medium single-qualifier floating-point 3x3 matrix. /// @see gtc_type_precision typedef mediump_fmat3x3 mediump_fmat3; /// Medium single-qualifier floating-point 4x4 matrix. /// @see gtc_type_precision typedef mediump_fmat4x4 mediump_fmat4; /// High single-qualifier floating-point 1x1 matrix. /// @see gtc_type_precision //typedef highp_f32 highp_fmat1x1; /// High single-qualifier floating-point 2x2 matrix. /// @see gtc_type_precision typedef mat<2, 2, f32, highp> highp_fmat2x2; /// High single-qualifier floating-point 2x3 matrix. /// @see gtc_type_precision typedef mat<2, 3, f32, highp> highp_fmat2x3; /// High single-qualifier floating-point 2x4 matrix. /// @see gtc_type_precision typedef mat<2, 4, f32, highp> highp_fmat2x4; /// High single-qualifier floating-point 3x2 matrix. /// @see gtc_type_precision typedef mat<3, 2, f32, highp> highp_fmat3x2; /// High single-qualifier floating-point 3x3 matrix. /// @see gtc_type_precision typedef mat<3, 3, f32, highp> highp_fmat3x3; /// High single-qualifier floating-point 3x4 matrix. /// @see gtc_type_precision typedef mat<3, 4, f32, highp> highp_fmat3x4; /// High single-qualifier floating-point 4x2 matrix. /// @see gtc_type_precision typedef mat<4, 2, f32, highp> highp_fmat4x2; /// High single-qualifier floating-point 4x3 matrix. /// @see gtc_type_precision typedef mat<4, 3, f32, highp> highp_fmat4x3; /// High single-qualifier floating-point 4x4 matrix. /// @see gtc_type_precision typedef mat<4, 4, f32, highp> highp_fmat4x4; /// High single-qualifier floating-point 1x1 matrix. /// @see gtc_type_precision //typedef highp_fmat1x1 highp_fmat1; /// High single-qualifier floating-point 2x2 matrix. /// @see gtc_type_precision typedef highp_fmat2x2 highp_fmat2; /// High single-qualifier floating-point 3x3 matrix. /// @see gtc_type_precision typedef highp_fmat3x3 highp_fmat3; /// High single-qualifier floating-point 4x4 matrix. /// @see gtc_type_precision typedef highp_fmat4x4 highp_fmat4; /// Low single-qualifier floating-point 1x1 matrix. /// @see gtc_type_precision //typedef f32 lowp_f32mat1x1; /// Low single-qualifier floating-point 2x2 matrix. /// @see gtc_type_precision typedef mat<2, 2, f32, lowp> lowp_f32mat2x2; /// Low single-qualifier floating-point 2x3 matrix. /// @see gtc_type_precision typedef mat<2, 3, f32, lowp> lowp_f32mat2x3; /// Low single-qualifier floating-point 2x4 matrix. /// @see gtc_type_precision typedef mat<2, 4, f32, lowp> lowp_f32mat2x4; /// Low single-qualifier floating-point 3x2 matrix. /// @see gtc_type_precision typedef mat<3, 2, f32, lowp> lowp_f32mat3x2; /// Low single-qualifier floating-point 3x3 matrix. /// @see gtc_type_precision typedef mat<3, 3, f32, lowp> lowp_f32mat3x3; /// Low single-qualifier floating-point 3x4 matrix. /// @see gtc_type_precision typedef mat<3, 4, f32, lowp> lowp_f32mat3x4; /// Low single-qualifier floating-point 4x2 matrix. /// @see gtc_type_precision typedef mat<4, 2, f32, lowp> lowp_f32mat4x2; /// Low single-qualifier floating-point 4x3 matrix. /// @see gtc_type_precision typedef mat<4, 3, f32, lowp> lowp_f32mat4x3; /// Low single-qualifier floating-point 4x4 matrix. /// @see gtc_type_precision typedef mat<4, 4, f32, lowp> lowp_f32mat4x4; /// Low single-qualifier floating-point 1x1 matrix. /// @see gtc_type_precision //typedef detail::tmat1x1 lowp_f32mat1; /// Low single-qualifier floating-point 2x2 matrix. /// @see gtc_type_precision typedef lowp_f32mat2x2 lowp_f32mat2; /// Low single-qualifier floating-point 3x3 matrix. /// @see gtc_type_precision typedef lowp_f32mat3x3 lowp_f32mat3; /// Low single-qualifier floating-point 4x4 matrix. /// @see gtc_type_precision typedef lowp_f32mat4x4 lowp_f32mat4; /// High single-qualifier floating-point 1x1 matrix. /// @see gtc_type_precision //typedef f32 mediump_f32mat1x1; /// Low single-qualifier floating-point 2x2 matrix. /// @see gtc_type_precision typedef mat<2, 2, f32, mediump> mediump_f32mat2x2; /// Medium single-qualifier floating-point 2x3 matrix. /// @see gtc_type_precision typedef mat<2, 3, f32, mediump> mediump_f32mat2x3; /// Medium single-qualifier floating-point 2x4 matrix. /// @see gtc_type_precision typedef mat<2, 4, f32, mediump> mediump_f32mat2x4; /// Medium single-qualifier floating-point 3x2 matrix. /// @see gtc_type_precision typedef mat<3, 2, f32, mediump> mediump_f32mat3x2; /// Medium single-qualifier floating-point 3x3 matrix. /// @see gtc_type_precision typedef mat<3, 3, f32, mediump> mediump_f32mat3x3; /// Medium single-qualifier floating-point 3x4 matrix. /// @see gtc_type_precision typedef mat<3, 4, f32, mediump> mediump_f32mat3x4; /// Medium single-qualifier floating-point 4x2 matrix. /// @see gtc_type_precision typedef mat<4, 2, f32, mediump> mediump_f32mat4x2; /// Medium single-qualifier floating-point 4x3 matrix. /// @see gtc_type_precision typedef mat<4, 3, f32, mediump> mediump_f32mat4x3; /// Medium single-qualifier floating-point 4x4 matrix. /// @see gtc_type_precision typedef mat<4, 4, f32, mediump> mediump_f32mat4x4; /// Medium single-qualifier floating-point 1x1 matrix. /// @see gtc_type_precision //typedef detail::tmat1x1 f32mat1; /// Medium single-qualifier floating-point 2x2 matrix. /// @see gtc_type_precision typedef mediump_f32mat2x2 mediump_f32mat2; /// Medium single-qualifier floating-point 3x3 matrix. /// @see gtc_type_precision typedef mediump_f32mat3x3 mediump_f32mat3; /// Medium single-qualifier floating-point 4x4 matrix. /// @see gtc_type_precision typedef mediump_f32mat4x4 mediump_f32mat4; /// High single-qualifier floating-point 1x1 matrix. /// @see gtc_type_precision //typedef f32 highp_f32mat1x1; /// High single-qualifier floating-point 2x2 matrix. /// @see gtc_type_precision typedef mat<2, 2, f32, highp> highp_f32mat2x2; /// High single-qualifier floating-point 2x3 matrix. /// @see gtc_type_precision typedef mat<2, 3, f32, highp> highp_f32mat2x3; /// High single-qualifier floating-point 2x4 matrix. /// @see gtc_type_precision typedef mat<2, 4, f32, highp> highp_f32mat2x4; /// High single-qualifier floating-point 3x2 matrix. /// @see gtc_type_precision typedef mat<3, 2, f32, highp> highp_f32mat3x2; /// High single-qualifier floating-point 3x3 matrix. /// @see gtc_type_precision typedef mat<3, 3, f32, highp> highp_f32mat3x3; /// High single-qualifier floating-point 3x4 matrix. /// @see gtc_type_precision typedef mat<3, 4, f32, highp> highp_f32mat3x4; /// High single-qualifier floating-point 4x2 matrix. /// @see gtc_type_precision typedef mat<4, 2, f32, highp> highp_f32mat4x2; /// High single-qualifier floating-point 4x3 matrix. /// @see gtc_type_precision typedef mat<4, 3, f32, highp> highp_f32mat4x3; /// High single-qualifier floating-point 4x4 matrix. /// @see gtc_type_precision typedef mat<4, 4, f32, highp> highp_f32mat4x4; /// High single-qualifier floating-point 1x1 matrix. /// @see gtc_type_precision //typedef detail::tmat1x1 f32mat1; /// High single-qualifier floating-point 2x2 matrix. /// @see gtc_type_precision typedef highp_f32mat2x2 highp_f32mat2; /// High single-qualifier floating-point 3x3 matrix. /// @see gtc_type_precision typedef highp_f32mat3x3 highp_f32mat3; /// High single-qualifier floating-point 4x4 matrix. /// @see gtc_type_precision typedef highp_f32mat4x4 highp_f32mat4; /// Low double-qualifier floating-point 1x1 matrix. /// @see gtc_type_precision //typedef f64 lowp_f64mat1x1; /// Low double-qualifier floating-point 2x2 matrix. /// @see gtc_type_precision typedef mat<2, 2, f64, lowp> lowp_f64mat2x2; /// Low double-qualifier floating-point 2x3 matrix. /// @see gtc_type_precision typedef mat<2, 3, f64, lowp> lowp_f64mat2x3; /// Low double-qualifier floating-point 2x4 matrix. /// @see gtc_type_precision typedef mat<2, 4, f64, lowp> lowp_f64mat2x4; /// Low double-qualifier floating-point 3x2 matrix. /// @see gtc_type_precision typedef mat<3, 2, f64, lowp> lowp_f64mat3x2; /// Low double-qualifier floating-point 3x3 matrix. /// @see gtc_type_precision typedef mat<3, 3, f64, lowp> lowp_f64mat3x3; /// Low double-qualifier floating-point 3x4 matrix. /// @see gtc_type_precision typedef mat<3, 4, f64, lowp> lowp_f64mat3x4; /// Low double-qualifier floating-point 4x2 matrix. /// @see gtc_type_precision typedef mat<4, 2, f64, lowp> lowp_f64mat4x2; /// Low double-qualifier floating-point 4x3 matrix. /// @see gtc_type_precision typedef mat<4, 3, f64, lowp> lowp_f64mat4x3; /// Low double-qualifier floating-point 4x4 matrix. /// @see gtc_type_precision typedef mat<4, 4, f64, lowp> lowp_f64mat4x4; /// Low double-qualifier floating-point 1x1 matrix. /// @see gtc_type_precision //typedef lowp_f64mat1x1 lowp_f64mat1; /// Low double-qualifier floating-point 2x2 matrix. /// @see gtc_type_precision typedef lowp_f64mat2x2 lowp_f64mat2; /// Low double-qualifier floating-point 3x3 matrix. /// @see gtc_type_precision typedef lowp_f64mat3x3 lowp_f64mat3; /// Low double-qualifier floating-point 4x4 matrix. /// @see gtc_type_precision typedef lowp_f64mat4x4 lowp_f64mat4; /// Medium double-qualifier floating-point 1x1 matrix. /// @see gtc_type_precision //typedef f64 Highp_f64mat1x1; /// Medium double-qualifier floating-point 2x2 matrix. /// @see gtc_type_precision typedef mat<2, 2, f64, mediump> mediump_f64mat2x2; /// Medium double-qualifier floating-point 2x3 matrix. /// @see gtc_type_precision typedef mat<2, 3, f64, mediump> mediump_f64mat2x3; /// Medium double-qualifier floating-point 2x4 matrix. /// @see gtc_type_precision typedef mat<2, 4, f64, mediump> mediump_f64mat2x4; /// Medium double-qualifier floating-point 3x2 matrix. /// @see gtc_type_precision typedef mat<3, 2, f64, mediump> mediump_f64mat3x2; /// Medium double-qualifier floating-point 3x3 matrix. /// @see gtc_type_precision typedef mat<3, 3, f64, mediump> mediump_f64mat3x3; /// Medium double-qualifier floating-point 3x4 matrix. /// @see gtc_type_precision typedef mat<3, 4, f64, mediump> mediump_f64mat3x4; /// Medium double-qualifier floating-point 4x2 matrix. /// @see gtc_type_precision typedef mat<4, 2, f64, mediump> mediump_f64mat4x2; /// Medium double-qualifier floating-point 4x3 matrix. /// @see gtc_type_precision typedef mat<4, 3, f64, mediump> mediump_f64mat4x3; /// Medium double-qualifier floating-point 4x4 matrix. /// @see gtc_type_precision typedef mat<4, 4, f64, mediump> mediump_f64mat4x4; /// Medium double-qualifier floating-point 1x1 matrix. /// @see gtc_type_precision //typedef mediump_f64mat1x1 mediump_f64mat1; /// Medium double-qualifier floating-point 2x2 matrix. /// @see gtc_type_precision typedef mediump_f64mat2x2 mediump_f64mat2; /// Medium double-qualifier floating-point 3x3 matrix. /// @see gtc_type_precision typedef mediump_f64mat3x3 mediump_f64mat3; /// Medium double-qualifier floating-point 4x4 matrix. /// @see gtc_type_precision typedef mediump_f64mat4x4 mediump_f64mat4; /// High double-qualifier floating-point 1x1 matrix. /// @see gtc_type_precision //typedef f64 highp_f64mat1x1; /// High double-qualifier floating-point 2x2 matrix. /// @see gtc_type_precision typedef mat<2, 2, f64, highp> highp_f64mat2x2; /// High double-qualifier floating-point 2x3 matrix. /// @see gtc_type_precision typedef mat<2, 3, f64, highp> highp_f64mat2x3; /// High double-qualifier floating-point 2x4 matrix. /// @see gtc_type_precision typedef mat<2, 4, f64, highp> highp_f64mat2x4; /// High double-qualifier floating-point 3x2 matrix. /// @see gtc_type_precision typedef mat<3, 2, f64, highp> highp_f64mat3x2; /// High double-qualifier floating-point 3x3 matrix. /// @see gtc_type_precision typedef mat<3, 3, f64, highp> highp_f64mat3x3; /// High double-qualifier floating-point 3x4 matrix. /// @see gtc_type_precision typedef mat<3, 4, f64, highp> highp_f64mat3x4; /// High double-qualifier floating-point 4x2 matrix. /// @see gtc_type_precision typedef mat<4, 2, f64, highp> highp_f64mat4x2; /// High double-qualifier floating-point 4x3 matrix. /// @see gtc_type_precision typedef mat<4, 3, f64, highp> highp_f64mat4x3; /// High double-qualifier floating-point 4x4 matrix. /// @see gtc_type_precision typedef mat<4, 4, f64, highp> highp_f64mat4x4; /// High double-qualifier floating-point 1x1 matrix. /// @see gtc_type_precision //typedef highp_f64mat1x1 highp_f64mat1; /// High double-qualifier floating-point 2x2 matrix. /// @see gtc_type_precision typedef highp_f64mat2x2 highp_f64mat2; /// High double-qualifier floating-point 3x3 matrix. /// @see gtc_type_precision typedef highp_f64mat3x3 highp_f64mat3; /// High double-qualifier floating-point 4x4 matrix. /// @see gtc_type_precision typedef highp_f64mat4x4 highp_f64mat4; ///////////////////////////// // Signed int vector types /// Low qualifier signed integer vector of 1 component type. /// @see gtc_type_precision typedef vec<1, int, lowp> lowp_ivec1; /// Low qualifier signed integer vector of 2 components type. /// @see gtc_type_precision typedef vec<2, int, lowp> lowp_ivec2; /// Low qualifier signed integer vector of 3 components type. /// @see gtc_type_precision typedef vec<3, int, lowp> lowp_ivec3; /// Low qualifier signed integer vector of 4 components type. /// @see gtc_type_precision typedef vec<4, int, lowp> lowp_ivec4; /// Medium qualifier signed integer vector of 1 component type. /// @see gtc_type_precision typedef vec<1, int, mediump> mediump_ivec1; /// Medium qualifier signed integer vector of 2 components type. /// @see gtc_type_precision typedef vec<2, int, mediump> mediump_ivec2; /// Medium qualifier signed integer vector of 3 components type. /// @see gtc_type_precision typedef vec<3, int, mediump> mediump_ivec3; /// Medium qualifier signed integer vector of 4 components type. /// @see gtc_type_precision typedef vec<4, int, mediump> mediump_ivec4; /// High qualifier signed integer vector of 1 component type. /// @see gtc_type_precision typedef vec<1, int, highp> highp_ivec1; /// High qualifier signed integer vector of 2 components type. /// @see gtc_type_precision typedef vec<2, int, highp> highp_ivec2; /// High qualifier signed integer vector of 3 components type. /// @see gtc_type_precision typedef vec<3, int, highp> highp_ivec3; /// High qualifier signed integer vector of 4 components type. /// @see gtc_type_precision typedef vec<4, int, highp> highp_ivec4; /// Low qualifier 8 bit signed integer vector of 1 component type. /// @see gtc_type_precision typedef vec<1, i8, lowp> lowp_i8vec1; /// Low qualifier 8 bit signed integer vector of 2 components type. /// @see gtc_type_precision typedef vec<2, i8, lowp> lowp_i8vec2; /// Low qualifier 8 bit signed integer vector of 3 components type. /// @see gtc_type_precision typedef vec<3, i8, lowp> lowp_i8vec3; /// Low qualifier 8 bit signed integer vector of 4 components type. /// @see gtc_type_precision typedef vec<4, i8, lowp> lowp_i8vec4; /// Medium qualifier 8 bit signed integer scalar type. /// @see gtc_type_precision typedef vec<1, i8, mediump> mediump_i8vec1; /// Medium qualifier 8 bit signed integer vector of 2 components type. /// @see gtc_type_precision typedef vec<2, i8, mediump> mediump_i8vec2; /// Medium qualifier 8 bit signed integer vector of 3 components type. /// @see gtc_type_precision typedef vec<3, i8, mediump> mediump_i8vec3; /// Medium qualifier 8 bit signed integer vector of 4 components type. /// @see gtc_type_precision typedef vec<4, i8, mediump> mediump_i8vec4; /// High qualifier 8 bit signed integer scalar type. /// @see gtc_type_precision typedef vec<1, i8, highp> highp_i8vec1; /// High qualifier 8 bit signed integer vector of 2 components type. /// @see gtc_type_precision typedef vec<2, i8, highp> highp_i8vec2; /// High qualifier 8 bit signed integer vector of 3 components type. /// @see gtc_type_precision typedef vec<3, i8, highp> highp_i8vec3; /// High qualifier 8 bit signed integer vector of 4 components type. /// @see gtc_type_precision typedef vec<4, i8, highp> highp_i8vec4; /// Low qualifier 16 bit signed integer scalar type. /// @see gtc_type_precision typedef vec<1, i16, lowp> lowp_i16vec1; /// Low qualifier 16 bit signed integer vector of 2 components type. /// @see gtc_type_precision typedef vec<2, i16, lowp> lowp_i16vec2; /// Low qualifier 16 bit signed integer vector of 3 components type. /// @see gtc_type_precision typedef vec<3, i16, lowp> lowp_i16vec3; /// Low qualifier 16 bit signed integer vector of 4 components type. /// @see gtc_type_precision typedef vec<4, i16, lowp> lowp_i16vec4; /// Medium qualifier 16 bit signed integer scalar type. /// @see gtc_type_precision typedef vec<1, i16, mediump> mediump_i16vec1; /// Medium qualifier 16 bit signed integer vector of 2 components type. /// @see gtc_type_precision typedef vec<2, i16, mediump> mediump_i16vec2; /// Medium qualifier 16 bit signed integer vector of 3 components type. /// @see gtc_type_precision typedef vec<3, i16, mediump> mediump_i16vec3; /// Medium qualifier 16 bit signed integer vector of 4 components type. /// @see gtc_type_precision typedef vec<4, i16, mediump> mediump_i16vec4; /// High qualifier 16 bit signed integer scalar type. /// @see gtc_type_precision typedef vec<1, i16, highp> highp_i16vec1; /// High qualifier 16 bit signed integer vector of 2 components type. /// @see gtc_type_precision typedef vec<2, i16, highp> highp_i16vec2; /// High qualifier 16 bit signed integer vector of 3 components type. /// @see gtc_type_precision typedef vec<3, i16, highp> highp_i16vec3; /// High qualifier 16 bit signed integer vector of 4 components type. /// @see gtc_type_precision typedef vec<4, i16, highp> highp_i16vec4; /// Low qualifier 32 bit signed integer scalar type. /// @see gtc_type_precision typedef vec<1, i32, lowp> lowp_i32vec1; /// Low qualifier 32 bit signed integer vector of 2 components type. /// @see gtc_type_precision typedef vec<2, i32, lowp> lowp_i32vec2; /// Low qualifier 32 bit signed integer vector of 3 components type. /// @see gtc_type_precision typedef vec<3, i32, lowp> lowp_i32vec3; /// Low qualifier 32 bit signed integer vector of 4 components type. /// @see gtc_type_precision typedef vec<4, i32, lowp> lowp_i32vec4; /// Medium qualifier 32 bit signed integer scalar type. /// @see gtc_type_precision typedef vec<1, i32, mediump> mediump_i32vec1; /// Medium qualifier 32 bit signed integer vector of 2 components type. /// @see gtc_type_precision typedef vec<2, i32, mediump> mediump_i32vec2; /// Medium qualifier 32 bit signed integer vector of 3 components type. /// @see gtc_type_precision typedef vec<3, i32, mediump> mediump_i32vec3; /// Medium qualifier 32 bit signed integer vector of 4 components type. /// @see gtc_type_precision typedef vec<4, i32, mediump> mediump_i32vec4; /// High qualifier 32 bit signed integer scalar type. /// @see gtc_type_precision typedef vec<1, i32, highp> highp_i32vec1; /// High qualifier 32 bit signed integer vector of 2 components type. /// @see gtc_type_precision typedef vec<2, i32, highp> highp_i32vec2; /// High qualifier 32 bit signed integer vector of 3 components type. /// @see gtc_type_precision typedef vec<3, i32, highp> highp_i32vec3; /// High qualifier 32 bit signed integer vector of 4 components type. /// @see gtc_type_precision typedef vec<4, i32, highp> highp_i32vec4; /// Low qualifier 64 bit signed integer scalar type. /// @see gtc_type_precision typedef vec<1, i64, lowp> lowp_i64vec1; /// Low qualifier 64 bit signed integer vector of 2 components type. /// @see gtc_type_precision typedef vec<2, i64, lowp> lowp_i64vec2; /// Low qualifier 64 bit signed integer vector of 3 components type. /// @see gtc_type_precision typedef vec<3, i64, lowp> lowp_i64vec3; /// Low qualifier 64 bit signed integer vector of 4 components type. /// @see gtc_type_precision typedef vec<4, i64, lowp> lowp_i64vec4; /// Medium qualifier 64 bit signed integer scalar type. /// @see gtc_type_precision typedef vec<1, i64, mediump> mediump_i64vec1; /// Medium qualifier 64 bit signed integer vector of 2 components type. /// @see gtc_type_precision typedef vec<2, i64, mediump> mediump_i64vec2; /// Medium qualifier 64 bit signed integer vector of 3 components type. /// @see gtc_type_precision typedef vec<3, i64, mediump> mediump_i64vec3; /// Medium qualifier 64 bit signed integer vector of 4 components type. /// @see gtc_type_precision typedef vec<4, i64, mediump> mediump_i64vec4; /// High qualifier 64 bit signed integer scalar type. /// @see gtc_type_precision typedef vec<1, i64, highp> highp_i64vec1; /// High qualifier 64 bit signed integer vector of 2 components type. /// @see gtc_type_precision typedef vec<2, i64, highp> highp_i64vec2; /// High qualifier 64 bit signed integer vector of 3 components type. /// @see gtc_type_precision typedef vec<3, i64, highp> highp_i64vec3; /// High qualifier 64 bit signed integer vector of 4 components type. /// @see gtc_type_precision typedef vec<4, i64, highp> highp_i64vec4; ///////////////////////////// // Unsigned int vector types /// Low qualifier unsigned integer vector of 1 component type. /// @see gtc_type_precision typedef vec<1, uint, lowp> lowp_uvec1; /// Low qualifier unsigned integer vector of 2 components type. /// @see gtc_type_precision typedef vec<2, uint, lowp> lowp_uvec2; /// Low qualifier unsigned integer vector of 3 components type. /// @see gtc_type_precision typedef vec<3, uint, lowp> lowp_uvec3; /// Low qualifier unsigned integer vector of 4 components type. /// @see gtc_type_precision typedef vec<4, uint, lowp> lowp_uvec4; /// Medium qualifier unsigned integer vector of 1 component type. /// @see gtc_type_precision typedef vec<1, uint, mediump> mediump_uvec1; /// Medium qualifier unsigned integer vector of 2 components type. /// @see gtc_type_precision typedef vec<2, uint, mediump> mediump_uvec2; /// Medium qualifier unsigned integer vector of 3 components type. /// @see gtc_type_precision typedef vec<3, uint, mediump> mediump_uvec3; /// Medium qualifier unsigned integer vector of 4 components type. /// @see gtc_type_precision typedef vec<4, uint, mediump> mediump_uvec4; /// High qualifier unsigned integer vector of 1 component type. /// @see gtc_type_precision typedef vec<1, uint, highp> highp_uvec1; /// High qualifier unsigned integer vector of 2 components type. /// @see gtc_type_precision typedef vec<2, uint, highp> highp_uvec2; /// High qualifier unsigned integer vector of 3 components type. /// @see gtc_type_precision typedef vec<3, uint, highp> highp_uvec3; /// High qualifier unsigned integer vector of 4 components type. /// @see gtc_type_precision typedef vec<4, uint, highp> highp_uvec4; /// Low qualifier 8 bit unsigned integer scalar type. /// @see gtc_type_precision typedef vec<1, u8, lowp> lowp_u8vec1; /// Low qualifier 8 bit unsigned integer vector of 2 components type. /// @see gtc_type_precision typedef vec<2, u8, lowp> lowp_u8vec2; /// Low qualifier 8 bit unsigned integer vector of 3 components type. /// @see gtc_type_precision typedef vec<3, u8, lowp> lowp_u8vec3; /// Low qualifier 8 bit unsigned integer vector of 4 components type. /// @see gtc_type_precision typedef vec<4, u8, lowp> lowp_u8vec4; /// Medium qualifier 8 bit unsigned integer scalar type. /// @see gtc_type_precision typedef vec<1, u8, mediump> mediump_u8vec1; /// Medium qualifier 8 bit unsigned integer vector of 2 components type. /// @see gtc_type_precision typedef vec<2, u8, mediump> mediump_u8vec2; /// Medium qualifier 8 bit unsigned integer vector of 3 components type. /// @see gtc_type_precision typedef vec<3, u8, mediump> mediump_u8vec3; /// Medium qualifier 8 bit unsigned integer vector of 4 components type. /// @see gtc_type_precision typedef vec<4, u8, mediump> mediump_u8vec4; /// High qualifier 8 bit unsigned integer scalar type. /// @see gtc_type_precision typedef vec<1, u8, highp> highp_u8vec1; /// High qualifier 8 bit unsigned integer vector of 2 components type. /// @see gtc_type_precision typedef vec<2, u8, highp> highp_u8vec2; /// High qualifier 8 bit unsigned integer vector of 3 components type. /// @see gtc_type_precision typedef vec<3, u8, highp> highp_u8vec3; /// High qualifier 8 bit unsigned integer vector of 4 components type. /// @see gtc_type_precision typedef vec<4, u8, highp> highp_u8vec4; /// Low qualifier 16 bit unsigned integer scalar type. /// @see gtc_type_precision typedef vec<1, u16, lowp> lowp_u16vec1; /// Low qualifier 16 bit unsigned integer vector of 2 components type. /// @see gtc_type_precision typedef vec<2, u16, lowp> lowp_u16vec2; /// Low qualifier 16 bit unsigned integer vector of 3 components type. /// @see gtc_type_precision typedef vec<3, u16, lowp> lowp_u16vec3; /// Low qualifier 16 bit unsigned integer vector of 4 components type. /// @see gtc_type_precision typedef vec<4, u16, lowp> lowp_u16vec4; /// Medium qualifier 16 bit unsigned integer scalar type. /// @see gtc_type_precision typedef vec<1, u16, mediump> mediump_u16vec1; /// Medium qualifier 16 bit unsigned integer vector of 2 components type. /// @see gtc_type_precision typedef vec<2, u16, mediump> mediump_u16vec2; /// Medium qualifier 16 bit unsigned integer vector of 3 components type. /// @see gtc_type_precision typedef vec<3, u16, mediump> mediump_u16vec3; /// Medium qualifier 16 bit unsigned integer vector of 4 components type. /// @see gtc_type_precision typedef vec<4, u16, mediump> mediump_u16vec4; /// High qualifier 16 bit unsigned integer scalar type. /// @see gtc_type_precision typedef vec<1, u16, highp> highp_u16vec1; /// High qualifier 16 bit unsigned integer vector of 2 components type. /// @see gtc_type_precision typedef vec<2, u16, highp> highp_u16vec2; /// High qualifier 16 bit unsigned integer vector of 3 components type. /// @see gtc_type_precision typedef vec<3, u16, highp> highp_u16vec3; /// High qualifier 16 bit unsigned integer vector of 4 components type. /// @see gtc_type_precision typedef vec<4, u16, highp> highp_u16vec4; /// Low qualifier 32 bit unsigned integer scalar type. /// @see gtc_type_precision typedef vec<1, u32, lowp> lowp_u32vec1; /// Low qualifier 32 bit unsigned integer vector of 2 components type. /// @see gtc_type_precision typedef vec<2, u32, lowp> lowp_u32vec2; /// Low qualifier 32 bit unsigned integer vector of 3 components type. /// @see gtc_type_precision typedef vec<3, u32, lowp> lowp_u32vec3; /// Low qualifier 32 bit unsigned integer vector of 4 components type. /// @see gtc_type_precision typedef vec<4, u32, lowp> lowp_u32vec4; /// Medium qualifier 32 bit unsigned integer scalar type. /// @see gtc_type_precision typedef vec<1, u32, mediump> mediump_u32vec1; /// Medium qualifier 32 bit unsigned integer vector of 2 components type. /// @see gtc_type_precision typedef vec<2, u32, mediump> mediump_u32vec2; /// Medium qualifier 32 bit unsigned integer vector of 3 components type. /// @see gtc_type_precision typedef vec<3, u32, mediump> mediump_u32vec3; /// Medium qualifier 32 bit unsigned integer vector of 4 components type. /// @see gtc_type_precision typedef vec<4, u32, mediump> mediump_u32vec4; /// High qualifier 32 bit unsigned integer scalar type. /// @see gtc_type_precision typedef vec<1, u32, highp> highp_u32vec1; /// High qualifier 32 bit unsigned integer vector of 2 components type. /// @see gtc_type_precision typedef vec<2, u32, highp> highp_u32vec2; /// High qualifier 32 bit unsigned integer vector of 3 components type. /// @see gtc_type_precision typedef vec<3, u32, highp> highp_u32vec3; /// High qualifier 32 bit unsigned integer vector of 4 components type. /// @see gtc_type_precision typedef vec<4, u32, highp> highp_u32vec4; /// Low qualifier 64 bit unsigned integer scalar type. /// @see gtc_type_precision typedef vec<1, u64, lowp> lowp_u64vec1; /// Low qualifier 64 bit unsigned integer vector of 2 components type. /// @see gtc_type_precision typedef vec<2, u64, lowp> lowp_u64vec2; /// Low qualifier 64 bit unsigned integer vector of 3 components type. /// @see gtc_type_precision typedef vec<3, u64, lowp> lowp_u64vec3; /// Low qualifier 64 bit unsigned integer vector of 4 components type. /// @see gtc_type_precision typedef vec<4, u64, lowp> lowp_u64vec4; /// Medium qualifier 64 bit unsigned integer scalar type. /// @see gtc_type_precision typedef vec<1, u64, mediump> mediump_u64vec1; /// Medium qualifier 64 bit unsigned integer vector of 2 components type. /// @see gtc_type_precision typedef vec<2, u64, mediump> mediump_u64vec2; /// Medium qualifier 64 bit unsigned integer vector of 3 components type. /// @see gtc_type_precision typedef vec<3, u64, mediump> mediump_u64vec3; /// Medium qualifier 64 bit unsigned integer vector of 4 components type. /// @see gtc_type_precision typedef vec<4, u64, mediump> mediump_u64vec4; /// High qualifier 64 bit unsigned integer scalar type. /// @see gtc_type_precision typedef vec<1, u64, highp> highp_u64vec1; /// High qualifier 64 bit unsigned integer vector of 2 components type. /// @see gtc_type_precision typedef vec<2, u64, highp> highp_u64vec2; /// High qualifier 64 bit unsigned integer vector of 3 components type. /// @see gtc_type_precision typedef vec<3, u64, highp> highp_u64vec3; /// High qualifier 64 bit unsigned integer vector of 4 components type. /// @see gtc_type_precision typedef vec<4, u64, highp> highp_u64vec4; ////////////////////// // Float vector types /// 32 bit single-qualifier floating-point scalar. /// @see gtc_type_precision typedef float32 float32_t; /// 32 bit single-qualifier floating-point scalar. /// @see gtc_type_precision typedef float32 f32; # ifndef GLM_FORCE_SINGLE_ONLY /// 64 bit double-qualifier floating-point scalar. /// @see gtc_type_precision typedef float64 float64_t; /// 64 bit double-qualifier floating-point scalar. /// @see gtc_type_precision typedef float64 f64; # endif//GLM_FORCE_SINGLE_ONLY /// Single-qualifier floating-point vector of 1 component. /// @see gtc_type_precision typedef vec<1, float, defaultp> fvec1; /// Single-qualifier floating-point vector of 2 components. /// @see gtc_type_precision typedef vec<2, float, defaultp> fvec2; /// Single-qualifier floating-point vector of 3 components. /// @see gtc_type_precision typedef vec<3, float, defaultp> fvec3; /// Single-qualifier floating-point vector of 4 components. /// @see gtc_type_precision typedef vec<4, float, defaultp> fvec4; /// Single-qualifier floating-point vector of 1 component. /// @see gtc_type_precision typedef vec<1, f32, defaultp> f32vec1; /// Single-qualifier floating-point vector of 2 components. /// @see gtc_type_precision typedef vec<2, f32, defaultp> f32vec2; /// Single-qualifier floating-point vector of 3 components. /// @see gtc_type_precision typedef vec<3, f32, defaultp> f32vec3; /// Single-qualifier floating-point vector of 4 components. /// @see gtc_type_precision typedef vec<4, f32, defaultp> f32vec4; # ifndef GLM_FORCE_SINGLE_ONLY /// Double-qualifier floating-point vector of 1 component. /// @see gtc_type_precision typedef vec<1, f64, defaultp> f64vec1; /// Double-qualifier floating-point vector of 2 components. /// @see gtc_type_precision typedef vec<2, f64, defaultp> f64vec2; /// Double-qualifier floating-point vector of 3 components. /// @see gtc_type_precision typedef vec<3, f64, defaultp> f64vec3; /// Double-qualifier floating-point vector of 4 components. /// @see gtc_type_precision typedef vec<4, f64, defaultp> f64vec4; # endif//GLM_FORCE_SINGLE_ONLY ////////////////////// // Float matrix types /// Single-qualifier floating-point 1x1 matrix. /// @see gtc_type_precision //typedef detail::tmat1x1 fmat1; /// Single-qualifier floating-point 2x2 matrix. /// @see gtc_type_precision typedef mat<2, 2, f32, defaultp> fmat2; /// Single-qualifier floating-point 3x3 matrix. /// @see gtc_type_precision typedef mat<3, 3, f32, defaultp> fmat3; /// Single-qualifier floating-point 4x4 matrix. /// @see gtc_type_precision typedef mat<4, 4, f32, defaultp> fmat4; /// Single-qualifier floating-point 1x1 matrix. /// @see gtc_type_precision //typedef f32 fmat1x1; /// Single-qualifier floating-point 2x2 matrix. /// @see gtc_type_precision typedef mat<2, 2, f32, defaultp> fmat2x2; /// Single-qualifier floating-point 2x3 matrix. /// @see gtc_type_precision typedef mat<2, 3, f32, defaultp> fmat2x3; /// Single-qualifier floating-point 2x4 matrix. /// @see gtc_type_precision typedef mat<2, 4, f32, defaultp> fmat2x4; /// Single-qualifier floating-point 3x2 matrix. /// @see gtc_type_precision typedef mat<3, 2, f32, defaultp> fmat3x2; /// Single-qualifier floating-point 3x3 matrix. /// @see gtc_type_precision typedef mat<3, 3, f32, defaultp> fmat3x3; /// Single-qualifier floating-point 3x4 matrix. /// @see gtc_type_precision typedef mat<3, 4, f32, defaultp> fmat3x4; /// Single-qualifier floating-point 4x2 matrix. /// @see gtc_type_precision typedef mat<4, 2, f32, defaultp> fmat4x2; /// Single-qualifier floating-point 4x3 matrix. /// @see gtc_type_precision typedef mat<4, 3, f32, defaultp> fmat4x3; /// Single-qualifier floating-point 4x4 matrix. /// @see gtc_type_precision typedef mat<4, 4, f32, defaultp> fmat4x4; /// Single-qualifier floating-point 1x1 matrix. /// @see gtc_type_precision //typedef detail::tmat1x1 f32mat1; /// Single-qualifier floating-point 2x2 matrix. /// @see gtc_type_precision typedef mat<2, 2, f32, defaultp> f32mat2; /// Single-qualifier floating-point 3x3 matrix. /// @see gtc_type_precision typedef mat<3, 3, f32, defaultp> f32mat3; /// Single-qualifier floating-point 4x4 matrix. /// @see gtc_type_precision typedef mat<4, 4, f32, defaultp> f32mat4; /// Single-qualifier floating-point 1x1 matrix. /// @see gtc_type_precision //typedef f32 f32mat1x1; /// Single-qualifier floating-point 2x2 matrix. /// @see gtc_type_precision typedef mat<2, 2, f32, defaultp> f32mat2x2; /// Single-qualifier floating-point 2x3 matrix. /// @see gtc_type_precision typedef mat<2, 3, f32, defaultp> f32mat2x3; /// Single-qualifier floating-point 2x4 matrix. /// @see gtc_type_precision typedef mat<2, 4, f32, defaultp> f32mat2x4; /// Single-qualifier floating-point 3x2 matrix. /// @see gtc_type_precision typedef mat<3, 2, f32, defaultp> f32mat3x2; /// Single-qualifier floating-point 3x3 matrix. /// @see gtc_type_precision typedef mat<3, 3, f32, defaultp> f32mat3x3; /// Single-qualifier floating-point 3x4 matrix. /// @see gtc_type_precision typedef mat<3, 4, f32, defaultp> f32mat3x4; /// Single-qualifier floating-point 4x2 matrix. /// @see gtc_type_precision typedef mat<4, 2, f32, defaultp> f32mat4x2; /// Single-qualifier floating-point 4x3 matrix. /// @see gtc_type_precision typedef mat<4, 3, f32, defaultp> f32mat4x3; /// Single-qualifier floating-point 4x4 matrix. /// @see gtc_type_precision typedef mat<4, 4, f32, defaultp> f32mat4x4; # ifndef GLM_FORCE_SINGLE_ONLY /// Double-qualifier floating-point 1x1 matrix. /// @see gtc_type_precision //typedef detail::tmat1x1 f64mat1; /// Double-qualifier floating-point 2x2 matrix. /// @see gtc_type_precision typedef mat<2, 2, f64, defaultp> f64mat2; /// Double-qualifier floating-point 3x3 matrix. /// @see gtc_type_precision typedef mat<3, 3, f64, defaultp> f64mat3; /// Double-qualifier floating-point 4x4 matrix. /// @see gtc_type_precision typedef mat<4, 4, f64, defaultp> f64mat4; /// Double-qualifier floating-point 1x1 matrix. /// @see gtc_type_precision //typedef f64 f64mat1x1; /// Double-qualifier floating-point 2x2 matrix. /// @see gtc_type_precision typedef mat<2, 2, f64, defaultp> f64mat2x2; /// Double-qualifier floating-point 2x3 matrix. /// @see gtc_type_precision typedef mat<2, 3, f64, defaultp> f64mat2x3; /// Double-qualifier floating-point 2x4 matrix. /// @see gtc_type_precision typedef mat<2, 4, f64, defaultp> f64mat2x4; /// Double-qualifier floating-point 3x2 matrix. /// @see gtc_type_precision typedef mat<3, 2, f64, defaultp> f64mat3x2; /// Double-qualifier floating-point 3x3 matrix. /// @see gtc_type_precision typedef mat<3, 3, f64, defaultp> f64mat3x3; /// Double-qualifier floating-point 3x4 matrix. /// @see gtc_type_precision typedef mat<3, 4, f64, defaultp> f64mat3x4; /// Double-qualifier floating-point 4x2 matrix. /// @see gtc_type_precision typedef mat<4, 2, f64, defaultp> f64mat4x2; /// Double-qualifier floating-point 4x3 matrix. /// @see gtc_type_precision typedef mat<4, 3, f64, defaultp> f64mat4x3; /// Double-qualifier floating-point 4x4 matrix. /// @see gtc_type_precision typedef mat<4, 4, f64, defaultp> f64mat4x4; # endif//GLM_FORCE_SINGLE_ONLY ////////////////////////// // Quaternion types /// Single-qualifier floating-point quaternion. /// @see gtc_type_precision typedef qua f32quat; /// Low single-qualifier floating-point quaternion. /// @see gtc_type_precision typedef qua lowp_f32quat; /// Low double-qualifier floating-point quaternion. /// @see gtc_type_precision typedef qua lowp_f64quat; /// Medium single-qualifier floating-point quaternion. /// @see gtc_type_precision typedef qua mediump_f32quat; # ifndef GLM_FORCE_SINGLE_ONLY /// Medium double-qualifier floating-point quaternion. /// @see gtc_type_precision typedef qua mediump_f64quat; /// High single-qualifier floating-point quaternion. /// @see gtc_type_precision typedef qua highp_f32quat; /// High double-qualifier floating-point quaternion. /// @see gtc_type_precision typedef qua highp_f64quat; /// Double-qualifier floating-point quaternion. /// @see gtc_type_precision typedef qua f64quat; # endif//GLM_FORCE_SINGLE_ONLY /// @} }//namespace glm #include "type_precision.inl" ================================================ FILE: third_party/glm/gtc/type_precision.inl ================================================ /// @ref gtc_precision namespace glm { } ================================================ FILE: third_party/glm/gtc/type_ptr.hpp ================================================ /// @ref gtc_type_ptr /// @file glm/gtc/type_ptr.hpp /// /// @see core (dependence) /// @see gtc_quaternion (dependence) /// /// @defgroup gtc_type_ptr GLM_GTC_type_ptr /// @ingroup gtc /// /// Include to use the features of this extension. /// /// Handles the interaction between pointers and vector, matrix types. /// /// This extension defines an overloaded function, glm::value_ptr. It returns /// a pointer to the memory layout of the object. Matrix types store their values /// in column-major order. /// /// This is useful for uploading data to matrices or copying data to buffer objects. /// /// Example: /// @code /// #include /// #include /// /// glm::vec3 aVector(3); /// glm::mat4 someMatrix(1.0); /// /// glUniform3fv(uniformLoc, 1, glm::value_ptr(aVector)); /// glUniformMatrix4fv(uniformMatrixLoc, 1, GL_FALSE, glm::value_ptr(someMatrix)); /// @endcode /// /// need to be included to use the features of this extension. #pragma once // Dependency: #include "../gtc/quaternion.hpp" #include "../gtc/vec1.hpp" #include "../vec2.hpp" #include "../vec3.hpp" #include "../vec4.hpp" #include "../mat2x2.hpp" #include "../mat2x3.hpp" #include "../mat2x4.hpp" #include "../mat3x2.hpp" #include "../mat3x3.hpp" #include "../mat3x4.hpp" #include "../mat4x2.hpp" #include "../mat4x3.hpp" #include "../mat4x4.hpp" #include #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_GTC_type_ptr extension included") #endif namespace glm { /// @addtogroup gtc_type_ptr /// @{ /// Return the constant address to the data of the input parameter. /// @see gtc_type_ptr template GLM_FUNC_DECL typename genType::value_type const * value_ptr(genType const& v); /// Build a vector from a pointer. /// @see gtc_type_ptr template GLM_FUNC_DECL vec<1, T, Q> make_vec1(vec<1, T, Q> const& v); /// Build a vector from a pointer. /// @see gtc_type_ptr template GLM_FUNC_DECL vec<1, T, Q> make_vec1(vec<2, T, Q> const& v); /// Build a vector from a pointer. /// @see gtc_type_ptr template GLM_FUNC_DECL vec<1, T, Q> make_vec1(vec<3, T, Q> const& v); /// Build a vector from a pointer. /// @see gtc_type_ptr template GLM_FUNC_DECL vec<1, T, Q> make_vec1(vec<4, T, Q> const& v); /// Build a vector from a pointer. /// @see gtc_type_ptr template GLM_FUNC_DECL vec<2, T, Q> make_vec2(vec<1, T, Q> const& v); /// Build a vector from a pointer. /// @see gtc_type_ptr template GLM_FUNC_DECL vec<2, T, Q> make_vec2(vec<2, T, Q> const& v); /// Build a vector from a pointer. /// @see gtc_type_ptr template GLM_FUNC_DECL vec<2, T, Q> make_vec2(vec<3, T, Q> const& v); /// Build a vector from a pointer. /// @see gtc_type_ptr template GLM_FUNC_DECL vec<2, T, Q> make_vec2(vec<4, T, Q> const& v); /// Build a vector from a pointer. /// @see gtc_type_ptr template GLM_FUNC_DECL vec<3, T, Q> make_vec3(vec<1, T, Q> const& v); /// Build a vector from a pointer. /// @see gtc_type_ptr template GLM_FUNC_DECL vec<3, T, Q> make_vec3(vec<2, T, Q> const& v); /// Build a vector from a pointer. /// @see gtc_type_ptr template GLM_FUNC_DECL vec<3, T, Q> make_vec3(vec<3, T, Q> const& v); /// Build a vector from a pointer. /// @see gtc_type_ptr template GLM_FUNC_DECL vec<3, T, Q> make_vec3(vec<4, T, Q> const& v); /// Build a vector from a pointer. /// @see gtc_type_ptr template GLM_FUNC_DECL vec<4, T, Q> make_vec4(vec<1, T, Q> const& v); /// Build a vector from a pointer. /// @see gtc_type_ptr template GLM_FUNC_DECL vec<4, T, Q> make_vec4(vec<2, T, Q> const& v); /// Build a vector from a pointer. /// @see gtc_type_ptr template GLM_FUNC_DECL vec<4, T, Q> make_vec4(vec<3, T, Q> const& v); /// Build a vector from a pointer. /// @see gtc_type_ptr template GLM_FUNC_DECL vec<4, T, Q> make_vec4(vec<4, T, Q> const& v); /// Build a vector from a pointer. /// @see gtc_type_ptr template GLM_FUNC_DECL vec<2, T, defaultp> make_vec2(T const * const ptr); /// Build a vector from a pointer. /// @see gtc_type_ptr template GLM_FUNC_DECL vec<3, T, defaultp> make_vec3(T const * const ptr); /// Build a vector from a pointer. /// @see gtc_type_ptr template GLM_FUNC_DECL vec<4, T, defaultp> make_vec4(T const * const ptr); /// Build a matrix from a pointer. /// @see gtc_type_ptr template GLM_FUNC_DECL mat<2, 2, T, defaultp> make_mat2x2(T const * const ptr); /// Build a matrix from a pointer. /// @see gtc_type_ptr template GLM_FUNC_DECL mat<2, 3, T, defaultp> make_mat2x3(T const * const ptr); /// Build a matrix from a pointer. /// @see gtc_type_ptr template GLM_FUNC_DECL mat<2, 4, T, defaultp> make_mat2x4(T const * const ptr); /// Build a matrix from a pointer. /// @see gtc_type_ptr template GLM_FUNC_DECL mat<3, 2, T, defaultp> make_mat3x2(T const * const ptr); /// Build a matrix from a pointer. /// @see gtc_type_ptr template GLM_FUNC_DECL mat<3, 3, T, defaultp> make_mat3x3(T const * const ptr); /// Build a matrix from a pointer. /// @see gtc_type_ptr template GLM_FUNC_DECL mat<3, 4, T, defaultp> make_mat3x4(T const * const ptr); /// Build a matrix from a pointer. /// @see gtc_type_ptr template GLM_FUNC_DECL mat<4, 2, T, defaultp> make_mat4x2(T const * const ptr); /// Build a matrix from a pointer. /// @see gtc_type_ptr template GLM_FUNC_DECL mat<4, 3, T, defaultp> make_mat4x3(T const * const ptr); /// Build a matrix from a pointer. /// @see gtc_type_ptr template GLM_FUNC_DECL mat<4, 4, T, defaultp> make_mat4x4(T const * const ptr); /// Build a matrix from a pointer. /// @see gtc_type_ptr template GLM_FUNC_DECL mat<2, 2, T, defaultp> make_mat2(T const * const ptr); /// Build a matrix from a pointer. /// @see gtc_type_ptr template GLM_FUNC_DECL mat<3, 3, T, defaultp> make_mat3(T const * const ptr); /// Build a matrix from a pointer. /// @see gtc_type_ptr template GLM_FUNC_DECL mat<4, 4, T, defaultp> make_mat4(T const * const ptr); /// Build a quaternion from a pointer. /// @see gtc_type_ptr template GLM_FUNC_DECL qua make_quat(T const * const ptr); /// @} }//namespace glm #include "type_ptr.inl" ================================================ FILE: third_party/glm/gtc/type_ptr.inl ================================================ /// @ref gtc_type_ptr #include namespace glm { /// @addtogroup gtc_type_ptr /// @{ template GLM_FUNC_QUALIFIER T const* value_ptr(vec<2, T, Q> const& v) { return &(v.x); } template GLM_FUNC_QUALIFIER T* value_ptr(vec<2, T, Q>& v) { return &(v.x); } template GLM_FUNC_QUALIFIER T const * value_ptr(vec<3, T, Q> const& v) { return &(v.x); } template GLM_FUNC_QUALIFIER T* value_ptr(vec<3, T, Q>& v) { return &(v.x); } template GLM_FUNC_QUALIFIER T const* value_ptr(vec<4, T, Q> const& v) { return &(v.x); } template GLM_FUNC_QUALIFIER T* value_ptr(vec<4, T, Q>& v) { return &(v.x); } template GLM_FUNC_QUALIFIER T const* value_ptr(mat<2, 2, T, Q> const& m) { return &(m[0].x); } template GLM_FUNC_QUALIFIER T* value_ptr(mat<2, 2, T, Q>& m) { return &(m[0].x); } template GLM_FUNC_QUALIFIER T const* value_ptr(mat<3, 3, T, Q> const& m) { return &(m[0].x); } template GLM_FUNC_QUALIFIER T* value_ptr(mat<3, 3, T, Q>& m) { return &(m[0].x); } template GLM_FUNC_QUALIFIER T const* value_ptr(mat<4, 4, T, Q> const& m) { return &(m[0].x); } template GLM_FUNC_QUALIFIER T* value_ptr(mat<4, 4, T, Q>& m) { return &(m[0].x); } template GLM_FUNC_QUALIFIER T const* value_ptr(mat<2, 3, T, Q> const& m) { return &(m[0].x); } template GLM_FUNC_QUALIFIER T* value_ptr(mat<2, 3, T, Q>& m) { return &(m[0].x); } template GLM_FUNC_QUALIFIER T const* value_ptr(mat<3, 2, T, Q> const& m) { return &(m[0].x); } template GLM_FUNC_QUALIFIER T* value_ptr(mat<3, 2, T, Q>& m) { return &(m[0].x); } template GLM_FUNC_QUALIFIER T const* value_ptr(mat<2, 4, T, Q> const& m) { return &(m[0].x); } template GLM_FUNC_QUALIFIER T* value_ptr(mat<2, 4, T, Q>& m) { return &(m[0].x); } template GLM_FUNC_QUALIFIER T const* value_ptr(mat<4, 2, T, Q> const& m) { return &(m[0].x); } template GLM_FUNC_QUALIFIER T* value_ptr(mat<4, 2, T, Q>& m) { return &(m[0].x); } template GLM_FUNC_QUALIFIER T const* value_ptr(mat<3, 4, T, Q> const& m) { return &(m[0].x); } template GLM_FUNC_QUALIFIER T* value_ptr(mat<3, 4, T, Q>& m) { return &(m[0].x); } template GLM_FUNC_QUALIFIER T const* value_ptr(mat<4, 3, T, Q> const& m) { return &(m[0].x); } template GLM_FUNC_QUALIFIER T * value_ptr(mat<4, 3, T, Q>& m) { return &(m[0].x); } template GLM_FUNC_QUALIFIER T const * value_ptr(qua const& q) { return &(q[0]); } template GLM_FUNC_QUALIFIER T* value_ptr(qua& q) { return &(q[0]); } template inline vec<1, T, Q> make_vec1(vec<1, T, Q> const& v) { return v; } template inline vec<1, T, Q> make_vec1(vec<2, T, Q> const& v) { return vec<1, T, Q>(v); } template inline vec<1, T, Q> make_vec1(vec<3, T, Q> const& v) { return vec<1, T, Q>(v); } template inline vec<1, T, Q> make_vec1(vec<4, T, Q> const& v) { return vec<1, T, Q>(v); } template inline vec<2, T, Q> make_vec2(vec<1, T, Q> const& v) { return vec<2, T, Q>(v.x, static_cast(0)); } template inline vec<2, T, Q> make_vec2(vec<2, T, Q> const& v) { return v; } template inline vec<2, T, Q> make_vec2(vec<3, T, Q> const& v) { return vec<2, T, Q>(v); } template inline vec<2, T, Q> make_vec2(vec<4, T, Q> const& v) { return vec<2, T, Q>(v); } template inline vec<3, T, Q> make_vec3(vec<1, T, Q> const& v) { return vec<3, T, Q>(v.x, static_cast(0), static_cast(0)); } template inline vec<3, T, Q> make_vec3(vec<2, T, Q> const& v) { return vec<3, T, Q>(v.x, v.y, static_cast(0)); } template inline vec<3, T, Q> make_vec3(vec<3, T, Q> const& v) { return v; } template inline vec<3, T, Q> make_vec3(vec<4, T, Q> const& v) { return vec<3, T, Q>(v); } template inline vec<4, T, Q> make_vec4(vec<1, T, Q> const& v) { return vec<4, T, Q>(v.x, static_cast(0), static_cast(0), static_cast(1)); } template inline vec<4, T, Q> make_vec4(vec<2, T, Q> const& v) { return vec<4, T, Q>(v.x, v.y, static_cast(0), static_cast(1)); } template inline vec<4, T, Q> make_vec4(vec<3, T, Q> const& v) { return vec<4, T, Q>(v.x, v.y, v.z, static_cast(1)); } template inline vec<4, T, Q> make_vec4(vec<4, T, Q> const& v) { return v; } template GLM_FUNC_QUALIFIER vec<2, T, defaultp> make_vec2(T const *const ptr) { vec<2, T, defaultp> Result; memcpy(value_ptr(Result), ptr, sizeof(vec<2, T, defaultp>)); return Result; } template GLM_FUNC_QUALIFIER vec<3, T, defaultp> make_vec3(T const *const ptr) { vec<3, T, defaultp> Result; memcpy(value_ptr(Result), ptr, sizeof(vec<3, T, defaultp>)); return Result; } template GLM_FUNC_QUALIFIER vec<4, T, defaultp> make_vec4(T const *const ptr) { vec<4, T, defaultp> Result; memcpy(value_ptr(Result), ptr, sizeof(vec<4, T, defaultp>)); return Result; } template GLM_FUNC_QUALIFIER mat<2, 2, T, defaultp> make_mat2x2(T const *const ptr) { mat<2, 2, T, defaultp> Result; memcpy(value_ptr(Result), ptr, sizeof(mat<2, 2, T, defaultp>)); return Result; } template GLM_FUNC_QUALIFIER mat<2, 3, T, defaultp> make_mat2x3(T const *const ptr) { mat<2, 3, T, defaultp> Result; memcpy(value_ptr(Result), ptr, sizeof(mat<2, 3, T, defaultp>)); return Result; } template GLM_FUNC_QUALIFIER mat<2, 4, T, defaultp> make_mat2x4(T const *const ptr) { mat<2, 4, T, defaultp> Result; memcpy(value_ptr(Result), ptr, sizeof(mat<2, 4, T, defaultp>)); return Result; } template GLM_FUNC_QUALIFIER mat<3, 2, T, defaultp> make_mat3x2(T const *const ptr) { mat<3, 2, T, defaultp> Result; memcpy(value_ptr(Result), ptr, sizeof(mat<3, 2, T, defaultp>)); return Result; } template GLM_FUNC_QUALIFIER mat<3, 3, T, defaultp> make_mat3x3(T const *const ptr) { mat<3, 3, T, defaultp> Result; memcpy(value_ptr(Result), ptr, sizeof(mat<3, 3, T, defaultp>)); return Result; } template GLM_FUNC_QUALIFIER mat<3, 4, T, defaultp> make_mat3x4(T const *const ptr) { mat<3, 4, T, defaultp> Result; memcpy(value_ptr(Result), ptr, sizeof(mat<3, 4, T, defaultp>)); return Result; } template GLM_FUNC_QUALIFIER mat<4, 2, T, defaultp> make_mat4x2(T const *const ptr) { mat<4, 2, T, defaultp> Result; memcpy(value_ptr(Result), ptr, sizeof(mat<4, 2, T, defaultp>)); return Result; } template GLM_FUNC_QUALIFIER mat<4, 3, T, defaultp> make_mat4x3(T const *const ptr) { mat<4, 3, T, defaultp> Result; memcpy(value_ptr(Result), ptr, sizeof(mat<4, 3, T, defaultp>)); return Result; } template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> make_mat4x4(T const *const ptr) { mat<4, 4, T, defaultp> Result; memcpy(value_ptr(Result), ptr, sizeof(mat<4, 4, T, defaultp>)); return Result; } template GLM_FUNC_QUALIFIER mat<2, 2, T, defaultp> make_mat2(T const *const ptr) { return make_mat2x2(ptr); } template GLM_FUNC_QUALIFIER mat<3, 3, T, defaultp> make_mat3(T const *const ptr) { return make_mat3x3(ptr); } template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> make_mat4(T const *const ptr) { return make_mat4x4(ptr); } template GLM_FUNC_QUALIFIER qua make_quat(T const *const ptr) { qua Result; memcpy(value_ptr(Result), ptr, sizeof(qua)); return Result; } /// @} }//namespace glm ================================================ FILE: third_party/glm/gtc/ulp.hpp ================================================ /// @ref gtc_ulp /// @file glm/gtc/ulp.hpp /// /// @see core (dependence) /// /// @defgroup gtc_ulp GLM_GTC_ulp /// @ingroup gtc /// /// Include to use the features of this extension. /// /// Allow the measurement of the accuracy of a function against a reference /// implementation. This extension works on floating-point data and provide results /// in ULP. #pragma once // Dependencies #include "../detail/setup.hpp" #include "../detail/qualifier.hpp" #include "../detail/_vectorize.hpp" #include "../ext/scalar_int_sized.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_GTC_ulp extension included") #endif namespace glm { /// Return the next ULP value(s) after the input value(s). /// /// @tparam genType A floating-point scalar type. /// /// @see gtc_ulp template GLM_FUNC_DECL genType next_float(genType x); /// Return the previous ULP value(s) before the input value(s). /// /// @tparam genType A floating-point scalar type. /// /// @see gtc_ulp template GLM_FUNC_DECL genType prev_float(genType x); /// Return the value(s) ULP distance after the input value(s). /// /// @tparam genType A floating-point scalar type. /// /// @see gtc_ulp template GLM_FUNC_DECL genType next_float(genType x, int ULPs); /// Return the value(s) ULP distance before the input value(s). /// /// @tparam genType A floating-point scalar type. /// /// @see gtc_ulp template GLM_FUNC_DECL genType prev_float(genType x, int ULPs); /// Return the distance in the number of ULP between 2 single-precision floating-point scalars. /// /// @see gtc_ulp GLM_FUNC_DECL int float_distance(float x, float y); /// Return the distance in the number of ULP between 2 double-precision floating-point scalars. /// /// @see gtc_ulp GLM_FUNC_DECL int64 float_distance(double x, double y); /// Return the next ULP value(s) after the input value(s). /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point /// @tparam Q Value from qualifier enum /// /// @see gtc_ulp template GLM_FUNC_DECL vec next_float(vec const& x); /// Return the value(s) ULP distance after the input value(s). /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point /// @tparam Q Value from qualifier enum /// /// @see gtc_ulp template GLM_FUNC_DECL vec next_float(vec const& x, int ULPs); /// Return the value(s) ULP distance after the input value(s). /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point /// @tparam Q Value from qualifier enum /// /// @see gtc_ulp template GLM_FUNC_DECL vec next_float(vec const& x, vec const& ULPs); /// Return the previous ULP value(s) before the input value(s). /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point /// @tparam Q Value from qualifier enum /// /// @see gtc_ulp template GLM_FUNC_DECL vec prev_float(vec const& x); /// Return the value(s) ULP distance before the input value(s). /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point /// @tparam Q Value from qualifier enum /// /// @see gtc_ulp template GLM_FUNC_DECL vec prev_float(vec const& x, int ULPs); /// Return the value(s) ULP distance before the input value(s). /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point /// @tparam Q Value from qualifier enum /// /// @see gtc_ulp template GLM_FUNC_DECL vec prev_float(vec const& x, vec const& ULPs); /// Return the distance in the number of ULP between 2 single-precision floating-point scalars. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam Q Value from qualifier enum /// /// @see gtc_ulp template GLM_FUNC_DECL vec float_distance(vec const& x, vec const& y); /// Return the distance in the number of ULP between 2 double-precision floating-point scalars. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam Q Value from qualifier enum /// /// @see gtc_ulp template GLM_FUNC_DECL vec float_distance(vec const& x, vec const& y); /// @} }//namespace glm #include "ulp.inl" ================================================ FILE: third_party/glm/gtc/ulp.inl ================================================ /// @ref gtc_ulp #include "../ext/scalar_ulp.hpp" namespace glm { template<> GLM_FUNC_QUALIFIER float next_float(float x) { # if GLM_HAS_CXX11_STL return std::nextafter(x, std::numeric_limits::max()); # elif((GLM_COMPILER & GLM_COMPILER_VC) || ((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_PLATFORM & GLM_PLATFORM_WINDOWS))) return detail::nextafterf(x, FLT_MAX); # elif(GLM_PLATFORM & GLM_PLATFORM_ANDROID) return __builtin_nextafterf(x, FLT_MAX); # else return nextafterf(x, FLT_MAX); # endif } template<> GLM_FUNC_QUALIFIER double next_float(double x) { # if GLM_HAS_CXX11_STL return std::nextafter(x, std::numeric_limits::max()); # elif((GLM_COMPILER & GLM_COMPILER_VC) || ((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_PLATFORM & GLM_PLATFORM_WINDOWS))) return detail::nextafter(x, std::numeric_limits::max()); # elif(GLM_PLATFORM & GLM_PLATFORM_ANDROID) return __builtin_nextafter(x, DBL_MAX); # else return nextafter(x, DBL_MAX); # endif } template GLM_FUNC_QUALIFIER T next_float(T x, int ULPs) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'next_float' only accept floating-point input"); assert(ULPs >= 0); T temp = x; for (int i = 0; i < ULPs; ++i) temp = next_float(temp); return temp; } GLM_FUNC_QUALIFIER float prev_float(float x) { # if GLM_HAS_CXX11_STL return std::nextafter(x, std::numeric_limits::min()); # elif((GLM_COMPILER & GLM_COMPILER_VC) || ((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_PLATFORM & GLM_PLATFORM_WINDOWS))) return detail::nextafterf(x, FLT_MIN); # elif(GLM_PLATFORM & GLM_PLATFORM_ANDROID) return __builtin_nextafterf(x, FLT_MIN); # else return nextafterf(x, FLT_MIN); # endif } GLM_FUNC_QUALIFIER double prev_float(double x) { # if GLM_HAS_CXX11_STL return std::nextafter(x, std::numeric_limits::min()); # elif((GLM_COMPILER & GLM_COMPILER_VC) || ((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_PLATFORM & GLM_PLATFORM_WINDOWS))) return _nextafter(x, DBL_MIN); # elif(GLM_PLATFORM & GLM_PLATFORM_ANDROID) return __builtin_nextafter(x, DBL_MIN); # else return nextafter(x, DBL_MIN); # endif } template GLM_FUNC_QUALIFIER T prev_float(T x, int ULPs) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'prev_float' only accept floating-point input"); assert(ULPs >= 0); T temp = x; for (int i = 0; i < ULPs; ++i) temp = prev_float(temp); return temp; } GLM_FUNC_QUALIFIER int float_distance(float x, float y) { detail::float_t const a(x); detail::float_t const b(y); return abs(a.i - b.i); } GLM_FUNC_QUALIFIER int64 float_distance(double x, double y) { detail::float_t const a(x); detail::float_t const b(y); return abs(a.i - b.i); } template GLM_FUNC_QUALIFIER vec next_float(vec const& x) { vec Result; for (length_t i = 0, n = Result.length(); i < n; ++i) Result[i] = next_float(x[i]); return Result; } template GLM_FUNC_QUALIFIER vec next_float(vec const& x, int ULPs) { vec Result; for (length_t i = 0, n = Result.length(); i < n; ++i) Result[i] = next_float(x[i], ULPs); return Result; } template GLM_FUNC_QUALIFIER vec next_float(vec const& x, vec const& ULPs) { vec Result; for (length_t i = 0, n = Result.length(); i < n; ++i) Result[i] = next_float(x[i], ULPs[i]); return Result; } template GLM_FUNC_QUALIFIER vec prev_float(vec const& x) { vec Result; for (length_t i = 0, n = Result.length(); i < n; ++i) Result[i] = prev_float(x[i]); return Result; } template GLM_FUNC_QUALIFIER vec prev_float(vec const& x, int ULPs) { vec Result; for (length_t i = 0, n = Result.length(); i < n; ++i) Result[i] = prev_float(x[i], ULPs); return Result; } template GLM_FUNC_QUALIFIER vec prev_float(vec const& x, vec const& ULPs) { vec Result; for (length_t i = 0, n = Result.length(); i < n; ++i) Result[i] = prev_float(x[i], ULPs[i]); return Result; } template GLM_FUNC_QUALIFIER vec float_distance(vec const& x, vec const& y) { vec Result; for (length_t i = 0, n = Result.length(); i < n; ++i) Result[i] = float_distance(x[i], y[i]); return Result; } template GLM_FUNC_QUALIFIER vec float_distance(vec const& x, vec const& y) { vec Result; for (length_t i = 0, n = Result.length(); i < n; ++i) Result[i] = float_distance(x[i], y[i]); return Result; } }//namespace glm ================================================ FILE: third_party/glm/gtc/vec1.hpp ================================================ /// @ref gtc_vec1 /// @file glm/gtc/vec1.hpp /// /// @see core (dependence) /// /// @defgroup gtc_vec1 GLM_GTC_vec1 /// @ingroup gtc /// /// Include to use the features of this extension. /// /// Add vec1, ivec1, uvec1 and bvec1 types. #pragma once // Dependency: #include "../ext/vector_bool1.hpp" #include "../ext/vector_bool1_precision.hpp" #include "../ext/vector_float1.hpp" #include "../ext/vector_float1_precision.hpp" #include "../ext/vector_double1.hpp" #include "../ext/vector_double1_precision.hpp" #include "../ext/vector_int1.hpp" #include "../ext/vector_int1_sized.hpp" #include "../ext/vector_uint1.hpp" #include "../ext/vector_uint1_sized.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_GTC_vec1 extension included") #endif ================================================ FILE: third_party/glm/gtx/associated_min_max.hpp ================================================ /// @ref gtx_associated_min_max /// @file glm/gtx/associated_min_max.hpp /// /// @see core (dependence) /// @see gtx_extented_min_max (dependence) /// /// @defgroup gtx_associated_min_max GLM_GTX_associated_min_max /// @ingroup gtx /// /// Include to use the features of this extension. /// /// @brief Min and max functions that return associated values not the compared onces. #pragma once // Dependency: #include "../glm.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # ifndef GLM_ENABLE_EXPERIMENTAL # pragma message("GLM: GLM_GTX_associated_min_max is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") # else # pragma message("GLM: GLM_GTX_associated_min_max extension included") # endif #endif namespace glm { /// @addtogroup gtx_associated_min_max /// @{ /// Minimum comparison between 2 variables and returns 2 associated variable values /// @see gtx_associated_min_max template GLM_FUNC_DECL U associatedMin(T x, U a, T y, U b); /// Minimum comparison between 2 variables and returns 2 associated variable values /// @see gtx_associated_min_max template GLM_FUNC_DECL vec<2, U, Q> associatedMin( vec const& x, vec const& a, vec const& y, vec const& b); /// Minimum comparison between 2 variables and returns 2 associated variable values /// @see gtx_associated_min_max template GLM_FUNC_DECL vec associatedMin( T x, const vec& a, T y, const vec& b); /// Minimum comparison between 2 variables and returns 2 associated variable values /// @see gtx_associated_min_max template GLM_FUNC_DECL vec associatedMin( vec const& x, U a, vec const& y, U b); /// Minimum comparison between 3 variables and returns 3 associated variable values /// @see gtx_associated_min_max template GLM_FUNC_DECL U associatedMin( T x, U a, T y, U b, T z, U c); /// Minimum comparison between 3 variables and returns 3 associated variable values /// @see gtx_associated_min_max template GLM_FUNC_DECL vec associatedMin( vec const& x, vec const& a, vec const& y, vec const& b, vec const& z, vec const& c); /// Minimum comparison between 4 variables and returns 4 associated variable values /// @see gtx_associated_min_max template GLM_FUNC_DECL U associatedMin( T x, U a, T y, U b, T z, U c, T w, U d); /// Minimum comparison between 4 variables and returns 4 associated variable values /// @see gtx_associated_min_max template GLM_FUNC_DECL vec associatedMin( vec const& x, vec const& a, vec const& y, vec const& b, vec const& z, vec const& c, vec const& w, vec const& d); /// Minimum comparison between 4 variables and returns 4 associated variable values /// @see gtx_associated_min_max template GLM_FUNC_DECL vec associatedMin( T x, vec const& a, T y, vec const& b, T z, vec const& c, T w, vec const& d); /// Minimum comparison between 4 variables and returns 4 associated variable values /// @see gtx_associated_min_max template GLM_FUNC_DECL vec associatedMin( vec const& x, U a, vec const& y, U b, vec const& z, U c, vec const& w, U d); /// Maximum comparison between 2 variables and returns 2 associated variable values /// @see gtx_associated_min_max template GLM_FUNC_DECL U associatedMax(T x, U a, T y, U b); /// Maximum comparison between 2 variables and returns 2 associated variable values /// @see gtx_associated_min_max template GLM_FUNC_DECL vec<2, U, Q> associatedMax( vec const& x, vec const& a, vec const& y, vec const& b); /// Maximum comparison between 2 variables and returns 2 associated variable values /// @see gtx_associated_min_max template GLM_FUNC_DECL vec associatedMax( T x, vec const& a, T y, vec const& b); /// Maximum comparison between 2 variables and returns 2 associated variable values /// @see gtx_associated_min_max template GLM_FUNC_DECL vec associatedMax( vec const& x, U a, vec const& y, U b); /// Maximum comparison between 3 variables and returns 3 associated variable values /// @see gtx_associated_min_max template GLM_FUNC_DECL U associatedMax( T x, U a, T y, U b, T z, U c); /// Maximum comparison between 3 variables and returns 3 associated variable values /// @see gtx_associated_min_max template GLM_FUNC_DECL vec associatedMax( vec const& x, vec const& a, vec const& y, vec const& b, vec const& z, vec const& c); /// Maximum comparison between 3 variables and returns 3 associated variable values /// @see gtx_associated_min_max template GLM_FUNC_DECL vec associatedMax( T x, vec const& a, T y, vec const& b, T z, vec const& c); /// Maximum comparison between 3 variables and returns 3 associated variable values /// @see gtx_associated_min_max template GLM_FUNC_DECL vec associatedMax( vec const& x, U a, vec const& y, U b, vec const& z, U c); /// Maximum comparison between 4 variables and returns 4 associated variable values /// @see gtx_associated_min_max template GLM_FUNC_DECL U associatedMax( T x, U a, T y, U b, T z, U c, T w, U d); /// Maximum comparison between 4 variables and returns 4 associated variable values /// @see gtx_associated_min_max template GLM_FUNC_DECL vec associatedMax( vec const& x, vec const& a, vec const& y, vec const& b, vec const& z, vec const& c, vec const& w, vec const& d); /// Maximum comparison between 4 variables and returns 4 associated variable values /// @see gtx_associated_min_max template GLM_FUNC_DECL vec associatedMax( T x, vec const& a, T y, vec const& b, T z, vec const& c, T w, vec const& d); /// Maximum comparison between 4 variables and returns 4 associated variable values /// @see gtx_associated_min_max template GLM_FUNC_DECL vec associatedMax( vec const& x, U a, vec const& y, U b, vec const& z, U c, vec const& w, U d); /// @} } //namespace glm #include "associated_min_max.inl" ================================================ FILE: third_party/glm/gtx/associated_min_max.inl ================================================ /// @ref gtx_associated_min_max namespace glm{ // Min comparison between 2 variables template GLM_FUNC_QUALIFIER U associatedMin(T x, U a, T y, U b) { return x < y ? a : b; } template GLM_FUNC_QUALIFIER vec<2, U, Q> associatedMin ( vec const& x, vec const& a, vec const& y, vec const& b ) { vec Result; for(length_t i = 0, n = Result.length(); i < n; ++i) Result[i] = x[i] < y[i] ? a[i] : b[i]; return Result; } template GLM_FUNC_QUALIFIER vec associatedMin ( T x, const vec& a, T y, const vec& b ) { vec Result; for(length_t i = 0, n = Result.length(); i < n; ++i) Result[i] = x < y ? a[i] : b[i]; return Result; } template GLM_FUNC_QUALIFIER vec associatedMin ( vec const& x, U a, vec const& y, U b ) { vec Result; for(length_t i = 0, n = Result.length(); i < n; ++i) Result[i] = x[i] < y[i] ? a : b; return Result; } // Min comparison between 3 variables template GLM_FUNC_QUALIFIER U associatedMin ( T x, U a, T y, U b, T z, U c ) { U Result = x < y ? (x < z ? a : c) : (y < z ? b : c); return Result; } template GLM_FUNC_QUALIFIER vec associatedMin ( vec const& x, vec const& a, vec const& y, vec const& b, vec const& z, vec const& c ) { vec Result; for(length_t i = 0, n = Result.length(); i < n; ++i) Result[i] = x[i] < y[i] ? (x[i] < z[i] ? a[i] : c[i]) : (y[i] < z[i] ? b[i] : c[i]); return Result; } // Min comparison between 4 variables template GLM_FUNC_QUALIFIER U associatedMin ( T x, U a, T y, U b, T z, U c, T w, U d ) { T Test1 = min(x, y); T Test2 = min(z, w); U Result1 = x < y ? a : b; U Result2 = z < w ? c : d; U Result = Test1 < Test2 ? Result1 : Result2; return Result; } // Min comparison between 4 variables template GLM_FUNC_QUALIFIER vec associatedMin ( vec const& x, vec const& a, vec const& y, vec const& b, vec const& z, vec const& c, vec const& w, vec const& d ) { vec Result; for(length_t i = 0, n = Result.length(); i < n; ++i) { T Test1 = min(x[i], y[i]); T Test2 = min(z[i], w[i]); U Result1 = x[i] < y[i] ? a[i] : b[i]; U Result2 = z[i] < w[i] ? c[i] : d[i]; Result[i] = Test1 < Test2 ? Result1 : Result2; } return Result; } // Min comparison between 4 variables template GLM_FUNC_QUALIFIER vec associatedMin ( T x, vec const& a, T y, vec const& b, T z, vec const& c, T w, vec const& d ) { T Test1 = min(x, y); T Test2 = min(z, w); vec Result; for(length_t i = 0, n = Result.length(); i < n; ++i) { U Result1 = x < y ? a[i] : b[i]; U Result2 = z < w ? c[i] : d[i]; Result[i] = Test1 < Test2 ? Result1 : Result2; } return Result; } // Min comparison between 4 variables template GLM_FUNC_QUALIFIER vec associatedMin ( vec const& x, U a, vec const& y, U b, vec const& z, U c, vec const& w, U d ) { vec Result; for(length_t i = 0, n = Result.length(); i < n; ++i) { T Test1 = min(x[i], y[i]); T Test2 = min(z[i], w[i]); U Result1 = x[i] < y[i] ? a : b; U Result2 = z[i] < w[i] ? c : d; Result[i] = Test1 < Test2 ? Result1 : Result2; } return Result; } // Max comparison between 2 variables template GLM_FUNC_QUALIFIER U associatedMax(T x, U a, T y, U b) { return x > y ? a : b; } // Max comparison between 2 variables template GLM_FUNC_QUALIFIER vec<2, U, Q> associatedMax ( vec const& x, vec const& a, vec const& y, vec const& b ) { vec Result; for(length_t i = 0, n = Result.length(); i < n; ++i) Result[i] = x[i] > y[i] ? a[i] : b[i]; return Result; } // Max comparison between 2 variables template GLM_FUNC_QUALIFIER vec associatedMax ( T x, vec const& a, T y, vec const& b ) { vec Result; for(length_t i = 0, n = Result.length(); i < n; ++i) Result[i] = x > y ? a[i] : b[i]; return Result; } // Max comparison between 2 variables template GLM_FUNC_QUALIFIER vec associatedMax ( vec const& x, U a, vec const& y, U b ) { vec Result; for(length_t i = 0, n = Result.length(); i < n; ++i) Result[i] = x[i] > y[i] ? a : b; return Result; } // Max comparison between 3 variables template GLM_FUNC_QUALIFIER U associatedMax ( T x, U a, T y, U b, T z, U c ) { U Result = x > y ? (x > z ? a : c) : (y > z ? b : c); return Result; } // Max comparison between 3 variables template GLM_FUNC_QUALIFIER vec associatedMax ( vec const& x, vec const& a, vec const& y, vec const& b, vec const& z, vec const& c ) { vec Result; for(length_t i = 0, n = Result.length(); i < n; ++i) Result[i] = x[i] > y[i] ? (x[i] > z[i] ? a[i] : c[i]) : (y[i] > z[i] ? b[i] : c[i]); return Result; } // Max comparison between 3 variables template GLM_FUNC_QUALIFIER vec associatedMax ( T x, vec const& a, T y, vec const& b, T z, vec const& c ) { vec Result; for(length_t i = 0, n = Result.length(); i < n; ++i) Result[i] = x > y ? (x > z ? a[i] : c[i]) : (y > z ? b[i] : c[i]); return Result; } // Max comparison between 3 variables template GLM_FUNC_QUALIFIER vec associatedMax ( vec const& x, U a, vec const& y, U b, vec const& z, U c ) { vec Result; for(length_t i = 0, n = Result.length(); i < n; ++i) Result[i] = x[i] > y[i] ? (x[i] > z[i] ? a : c) : (y[i] > z[i] ? b : c); return Result; } // Max comparison between 4 variables template GLM_FUNC_QUALIFIER U associatedMax ( T x, U a, T y, U b, T z, U c, T w, U d ) { T Test1 = max(x, y); T Test2 = max(z, w); U Result1 = x > y ? a : b; U Result2 = z > w ? c : d; U Result = Test1 > Test2 ? Result1 : Result2; return Result; } // Max comparison between 4 variables template GLM_FUNC_QUALIFIER vec associatedMax ( vec const& x, vec const& a, vec const& y, vec const& b, vec const& z, vec const& c, vec const& w, vec const& d ) { vec Result; for(length_t i = 0, n = Result.length(); i < n; ++i) { T Test1 = max(x[i], y[i]); T Test2 = max(z[i], w[i]); U Result1 = x[i] > y[i] ? a[i] : b[i]; U Result2 = z[i] > w[i] ? c[i] : d[i]; Result[i] = Test1 > Test2 ? Result1 : Result2; } return Result; } // Max comparison between 4 variables template GLM_FUNC_QUALIFIER vec associatedMax ( T x, vec const& a, T y, vec const& b, T z, vec const& c, T w, vec const& d ) { T Test1 = max(x, y); T Test2 = max(z, w); vec Result; for(length_t i = 0, n = Result.length(); i < n; ++i) { U Result1 = x > y ? a[i] : b[i]; U Result2 = z > w ? c[i] : d[i]; Result[i] = Test1 > Test2 ? Result1 : Result2; } return Result; } // Max comparison between 4 variables template GLM_FUNC_QUALIFIER vec associatedMax ( vec const& x, U a, vec const& y, U b, vec const& z, U c, vec const& w, U d ) { vec Result; for(length_t i = 0, n = Result.length(); i < n; ++i) { T Test1 = max(x[i], y[i]); T Test2 = max(z[i], w[i]); U Result1 = x[i] > y[i] ? a : b; U Result2 = z[i] > w[i] ? c : d; Result[i] = Test1 > Test2 ? Result1 : Result2; } return Result; } }//namespace glm ================================================ FILE: third_party/glm/gtx/bit.hpp ================================================ /// @ref gtx_bit /// @file glm/gtx/bit.hpp /// /// @see core (dependence) /// /// @defgroup gtx_bit GLM_GTX_bit /// @ingroup gtx /// /// Include to use the features of this extension. /// /// Allow to perform bit operations on integer values #pragma once // Dependencies #include "../gtc/bitfield.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # ifndef GLM_ENABLE_EXPERIMENTAL # pragma message("GLM: GLM_GTX_bit is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") # else # pragma message("GLM: GLM_GTX_bit extension included") # endif #endif namespace glm { /// @addtogroup gtx_bit /// @{ /// @see gtx_bit template GLM_FUNC_DECL genIUType highestBitValue(genIUType Value); /// @see gtx_bit template GLM_FUNC_DECL genIUType lowestBitValue(genIUType Value); /// Find the highest bit set to 1 in a integer variable and return its value. /// /// @see gtx_bit template GLM_FUNC_DECL vec highestBitValue(vec const& value); /// Return the power of two number which value is just higher the input value. /// Deprecated, use ceilPowerOfTwo from GTC_round instead /// /// @see gtc_round /// @see gtx_bit template GLM_DEPRECATED GLM_FUNC_DECL genIUType powerOfTwoAbove(genIUType Value); /// Return the power of two number which value is just higher the input value. /// Deprecated, use ceilPowerOfTwo from GTC_round instead /// /// @see gtc_round /// @see gtx_bit template GLM_DEPRECATED GLM_FUNC_DECL vec powerOfTwoAbove(vec const& value); /// Return the power of two number which value is just lower the input value. /// Deprecated, use floorPowerOfTwo from GTC_round instead /// /// @see gtc_round /// @see gtx_bit template GLM_DEPRECATED GLM_FUNC_DECL genIUType powerOfTwoBelow(genIUType Value); /// Return the power of two number which value is just lower the input value. /// Deprecated, use floorPowerOfTwo from GTC_round instead /// /// @see gtc_round /// @see gtx_bit template GLM_DEPRECATED GLM_FUNC_DECL vec powerOfTwoBelow(vec const& value); /// Return the power of two number which value is the closet to the input value. /// Deprecated, use roundPowerOfTwo from GTC_round instead /// /// @see gtc_round /// @see gtx_bit template GLM_DEPRECATED GLM_FUNC_DECL genIUType powerOfTwoNearest(genIUType Value); /// Return the power of two number which value is the closet to the input value. /// Deprecated, use roundPowerOfTwo from GTC_round instead /// /// @see gtc_round /// @see gtx_bit template GLM_DEPRECATED GLM_FUNC_DECL vec powerOfTwoNearest(vec const& value); /// @} } //namespace glm #include "bit.inl" ================================================ FILE: third_party/glm/gtx/bit.inl ================================================ /// @ref gtx_bit namespace glm { /////////////////// // highestBitValue template GLM_FUNC_QUALIFIER genIUType highestBitValue(genIUType Value) { genIUType tmp = Value; genIUType result = genIUType(0); while(tmp) { result = (tmp & (~tmp + 1)); // grab lowest bit tmp &= ~result; // clear lowest bit } return result; } template GLM_FUNC_QUALIFIER vec highestBitValue(vec const& v) { return detail::functor1::call(highestBitValue, v); } /////////////////// // lowestBitValue template GLM_FUNC_QUALIFIER genIUType lowestBitValue(genIUType Value) { return (Value & (~Value + 1)); } template GLM_FUNC_QUALIFIER vec lowestBitValue(vec const& v) { return detail::functor1::call(lowestBitValue, v); } /////////////////// // powerOfTwoAbove template GLM_FUNC_QUALIFIER genType powerOfTwoAbove(genType value) { return isPowerOfTwo(value) ? value : highestBitValue(value) << 1; } template GLM_FUNC_QUALIFIER vec powerOfTwoAbove(vec const& v) { return detail::functor1::call(powerOfTwoAbove, v); } /////////////////// // powerOfTwoBelow template GLM_FUNC_QUALIFIER genType powerOfTwoBelow(genType value) { return isPowerOfTwo(value) ? value : highestBitValue(value); } template GLM_FUNC_QUALIFIER vec powerOfTwoBelow(vec const& v) { return detail::functor1::call(powerOfTwoBelow, v); } ///////////////////// // powerOfTwoNearest template GLM_FUNC_QUALIFIER genType powerOfTwoNearest(genType value) { if(isPowerOfTwo(value)) return value; genType const prev = highestBitValue(value); genType const next = prev << 1; return (next - value) < (value - prev) ? next : prev; } template GLM_FUNC_QUALIFIER vec powerOfTwoNearest(vec const& v) { return detail::functor1::call(powerOfTwoNearest, v); } }//namespace glm ================================================ FILE: third_party/glm/gtx/closest_point.hpp ================================================ /// @ref gtx_closest_point /// @file glm/gtx/closest_point.hpp /// /// @see core (dependence) /// /// @defgroup gtx_closest_point GLM_GTX_closest_point /// @ingroup gtx /// /// Include to use the features of this extension. /// /// Find the point on a straight line which is the closet of a point. #pragma once // Dependency: #include "../glm.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # ifndef GLM_ENABLE_EXPERIMENTAL # pragma message("GLM: GLM_GTX_closest_point is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") # else # pragma message("GLM: GLM_GTX_closest_point extension included") # endif #endif namespace glm { /// @addtogroup gtx_closest_point /// @{ /// Find the point on a straight line which is the closet of a point. /// @see gtx_closest_point template GLM_FUNC_DECL vec<3, T, Q> closestPointOnLine( vec<3, T, Q> const& point, vec<3, T, Q> const& a, vec<3, T, Q> const& b); /// 2d lines work as well template GLM_FUNC_DECL vec<2, T, Q> closestPointOnLine( vec<2, T, Q> const& point, vec<2, T, Q> const& a, vec<2, T, Q> const& b); /// @} }// namespace glm #include "closest_point.inl" ================================================ FILE: third_party/glm/gtx/closest_point.inl ================================================ /// @ref gtx_closest_point namespace glm { template GLM_FUNC_QUALIFIER vec<3, T, Q> closestPointOnLine ( vec<3, T, Q> const& point, vec<3, T, Q> const& a, vec<3, T, Q> const& b ) { T LineLength = distance(a, b); vec<3, T, Q> Vector = point - a; vec<3, T, Q> LineDirection = (b - a) / LineLength; // Project Vector to LineDirection to get the distance of point from a T Distance = dot(Vector, LineDirection); if(Distance <= T(0)) return a; if(Distance >= LineLength) return b; return a + LineDirection * Distance; } template GLM_FUNC_QUALIFIER vec<2, T, Q> closestPointOnLine ( vec<2, T, Q> const& point, vec<2, T, Q> const& a, vec<2, T, Q> const& b ) { T LineLength = distance(a, b); vec<2, T, Q> Vector = point - a; vec<2, T, Q> LineDirection = (b - a) / LineLength; // Project Vector to LineDirection to get the distance of point from a T Distance = dot(Vector, LineDirection); if(Distance <= T(0)) return a; if(Distance >= LineLength) return b; return a + LineDirection * Distance; } }//namespace glm ================================================ FILE: third_party/glm/gtx/color_encoding.hpp ================================================ /// @ref gtx_color_encoding /// @file glm/gtx/color_encoding.hpp /// /// @see core (dependence) /// @see gtx_color_encoding (dependence) /// /// @defgroup gtx_color_encoding GLM_GTX_color_encoding /// @ingroup gtx /// /// Include to use the features of this extension. /// /// @brief Allow to perform bit operations on integer values #pragma once // Dependencies #include "../detail/setup.hpp" #include "../detail/qualifier.hpp" #include "../vec3.hpp" #include #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # ifndef GLM_ENABLE_EXPERIMENTAL # pragma message("GLM: GLM_GTC_color_encoding is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") # else # pragma message("GLM: GLM_GTC_color_encoding extension included") # endif #endif namespace glm { /// @addtogroup gtx_color_encoding /// @{ /// Convert a linear sRGB color to D65 YUV. template GLM_FUNC_DECL vec<3, T, Q> convertLinearSRGBToD65XYZ(vec<3, T, Q> const& ColorLinearSRGB); /// Convert a linear sRGB color to D50 YUV. template GLM_FUNC_DECL vec<3, T, Q> convertLinearSRGBToD50XYZ(vec<3, T, Q> const& ColorLinearSRGB); /// Convert a D65 YUV color to linear sRGB. template GLM_FUNC_DECL vec<3, T, Q> convertD65XYZToLinearSRGB(vec<3, T, Q> const& ColorD65XYZ); /// Convert a D65 YUV color to D50 YUV. template GLM_FUNC_DECL vec<3, T, Q> convertD65XYZToD50XYZ(vec<3, T, Q> const& ColorD65XYZ); /// @} } //namespace glm #include "color_encoding.inl" ================================================ FILE: third_party/glm/gtx/color_encoding.inl ================================================ /// @ref gtx_color_encoding namespace glm { template GLM_FUNC_QUALIFIER vec<3, T, Q> convertLinearSRGBToD65XYZ(vec<3, T, Q> const& ColorLinearSRGB) { vec<3, T, Q> const M(0.490f, 0.17697f, 0.2f); vec<3, T, Q> const N(0.31f, 0.8124f, 0.01063f); vec<3, T, Q> const O(0.490f, 0.01f, 0.99f); return (M * ColorLinearSRGB + N * ColorLinearSRGB + O * ColorLinearSRGB) * static_cast(5.650675255693055f); } template GLM_FUNC_QUALIFIER vec<3, T, Q> convertLinearSRGBToD50XYZ(vec<3, T, Q> const& ColorLinearSRGB) { vec<3, T, Q> const M(0.436030342570117f, 0.222438466210245f, 0.013897440074263f); vec<3, T, Q> const N(0.385101860087134f, 0.716942745571917f, 0.097076381494207f); vec<3, T, Q> const O(0.143067806654203f, 0.060618777416563f, 0.713926257896652f); return M * ColorLinearSRGB + N * ColorLinearSRGB + O * ColorLinearSRGB; } template GLM_FUNC_QUALIFIER vec<3, T, Q> convertD65XYZToLinearSRGB(vec<3, T, Q> const& ColorD65XYZ) { vec<3, T, Q> const M(0.41847f, -0.091169f, 0.0009209f); vec<3, T, Q> const N(-0.15866f, 0.25243f, 0.015708f); vec<3, T, Q> const O(0.0009209f, -0.0025498f, 0.1786f); return M * ColorD65XYZ + N * ColorD65XYZ + O * ColorD65XYZ; } template GLM_FUNC_QUALIFIER vec<3, T, Q> convertD65XYZToD50XYZ(vec<3, T, Q> const& ColorD65XYZ) { vec<3, T, Q> const M(+1.047844353856414f, +0.029549007606644f, -0.009250984365223f); vec<3, T, Q> const N(+0.022898981050086f, +0.990508028941971f, +0.015072338237051f); vec<3, T, Q> const O(-0.050206647741605f, -0.017074711360960f, +0.751717835079977f); return M * ColorD65XYZ + N * ColorD65XYZ + O * ColorD65XYZ; } }//namespace glm ================================================ FILE: third_party/glm/gtx/color_space.hpp ================================================ /// @ref gtx_color_space /// @file glm/gtx/color_space.hpp /// /// @see core (dependence) /// /// @defgroup gtx_color_space GLM_GTX_color_space /// @ingroup gtx /// /// Include to use the features of this extension. /// /// Related to RGB to HSV conversions and operations. #pragma once // Dependency: #include "../glm.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # ifndef GLM_ENABLE_EXPERIMENTAL # pragma message("GLM: GLM_GTX_color_space is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") # else # pragma message("GLM: GLM_GTX_color_space extension included") # endif #endif namespace glm { /// @addtogroup gtx_color_space /// @{ /// Converts a color from HSV color space to its color in RGB color space. /// @see gtx_color_space template GLM_FUNC_DECL vec<3, T, Q> rgbColor( vec<3, T, Q> const& hsvValue); /// Converts a color from RGB color space to its color in HSV color space. /// @see gtx_color_space template GLM_FUNC_DECL vec<3, T, Q> hsvColor( vec<3, T, Q> const& rgbValue); /// Build a saturation matrix. /// @see gtx_color_space template GLM_FUNC_DECL mat<4, 4, T, defaultp> saturation( T const s); /// Modify the saturation of a color. /// @see gtx_color_space template GLM_FUNC_DECL vec<3, T, Q> saturation( T const s, vec<3, T, Q> const& color); /// Modify the saturation of a color. /// @see gtx_color_space template GLM_FUNC_DECL vec<4, T, Q> saturation( T const s, vec<4, T, Q> const& color); /// Compute color luminosity associating ratios (0.33, 0.59, 0.11) to RGB canals. /// @see gtx_color_space template GLM_FUNC_DECL T luminosity( vec<3, T, Q> const& color); /// @} }//namespace glm #include "color_space.inl" ================================================ FILE: third_party/glm/gtx/color_space.inl ================================================ /// @ref gtx_color_space namespace glm { template GLM_FUNC_QUALIFIER vec<3, T, Q> rgbColor(const vec<3, T, Q>& hsvColor) { vec<3, T, Q> hsv = hsvColor; vec<3, T, Q> rgbColor; if(hsv.y == static_cast(0)) // achromatic (grey) rgbColor = vec<3, T, Q>(hsv.z); else { T sector = floor(hsv.x * (T(1) / T(60))); T frac = (hsv.x * (T(1) / T(60))) - sector; // factorial part of h T o = hsv.z * (T(1) - hsv.y); T p = hsv.z * (T(1) - hsv.y * frac); T q = hsv.z * (T(1) - hsv.y * (T(1) - frac)); switch(int(sector)) { default: case 0: rgbColor.r = hsv.z; rgbColor.g = q; rgbColor.b = o; break; case 1: rgbColor.r = p; rgbColor.g = hsv.z; rgbColor.b = o; break; case 2: rgbColor.r = o; rgbColor.g = hsv.z; rgbColor.b = q; break; case 3: rgbColor.r = o; rgbColor.g = p; rgbColor.b = hsv.z; break; case 4: rgbColor.r = q; rgbColor.g = o; rgbColor.b = hsv.z; break; case 5: rgbColor.r = hsv.z; rgbColor.g = o; rgbColor.b = p; break; } } return rgbColor; } template GLM_FUNC_QUALIFIER vec<3, T, Q> hsvColor(const vec<3, T, Q>& rgbColor) { vec<3, T, Q> hsv = rgbColor; float Min = min(min(rgbColor.r, rgbColor.g), rgbColor.b); float Max = max(max(rgbColor.r, rgbColor.g), rgbColor.b); float Delta = Max - Min; hsv.z = Max; if(Max != static_cast(0)) { hsv.y = Delta / hsv.z; T h = static_cast(0); if(rgbColor.r == Max) // between yellow & magenta h = static_cast(0) + T(60) * (rgbColor.g - rgbColor.b) / Delta; else if(rgbColor.g == Max) // between cyan & yellow h = static_cast(120) + T(60) * (rgbColor.b - rgbColor.r) / Delta; else // between magenta & cyan h = static_cast(240) + T(60) * (rgbColor.r - rgbColor.g) / Delta; if(h < T(0)) hsv.x = h + T(360); else hsv.x = h; } else { // If r = g = b = 0 then s = 0, h is undefined hsv.y = static_cast(0); hsv.x = static_cast(0); } return hsv; } template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> saturation(T const s) { vec<3, T, defaultp> rgbw = vec<3, T, defaultp>(T(0.2126), T(0.7152), T(0.0722)); vec<3, T, defaultp> const col((T(1) - s) * rgbw); mat<4, 4, T, defaultp> result(T(1)); result[0][0] = col.x + s; result[0][1] = col.x; result[0][2] = col.x; result[1][0] = col.y; result[1][1] = col.y + s; result[1][2] = col.y; result[2][0] = col.z; result[2][1] = col.z; result[2][2] = col.z + s; return result; } template GLM_FUNC_QUALIFIER vec<3, T, Q> saturation(const T s, const vec<3, T, Q>& color) { return vec<3, T, Q>(saturation(s) * vec<4, T, Q>(color, T(0))); } template GLM_FUNC_QUALIFIER vec<4, T, Q> saturation(const T s, const vec<4, T, Q>& color) { return saturation(s) * color; } template GLM_FUNC_QUALIFIER T luminosity(const vec<3, T, Q>& color) { const vec<3, T, Q> tmp = vec<3, T, Q>(0.33, 0.59, 0.11); return dot(color, tmp); } }//namespace glm ================================================ FILE: third_party/glm/gtx/color_space_YCoCg.hpp ================================================ /// @ref gtx_color_space_YCoCg /// @file glm/gtx/color_space_YCoCg.hpp /// /// @see core (dependence) /// /// @defgroup gtx_color_space_YCoCg GLM_GTX_color_space_YCoCg /// @ingroup gtx /// /// Include to use the features of this extension. /// /// RGB to YCoCg conversions and operations #pragma once // Dependency: #include "../glm.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # ifndef GLM_ENABLE_EXPERIMENTAL # pragma message("GLM: GLM_GTX_color_space_YCoCg is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") # else # pragma message("GLM: GLM_GTX_color_space_YCoCg extension included") # endif #endif namespace glm { /// @addtogroup gtx_color_space_YCoCg /// @{ /// Convert a color from RGB color space to YCoCg color space. /// @see gtx_color_space_YCoCg template GLM_FUNC_DECL vec<3, T, Q> rgb2YCoCg( vec<3, T, Q> const& rgbColor); /// Convert a color from YCoCg color space to RGB color space. /// @see gtx_color_space_YCoCg template GLM_FUNC_DECL vec<3, T, Q> YCoCg2rgb( vec<3, T, Q> const& YCoCgColor); /// Convert a color from RGB color space to YCoCgR color space. /// @see "YCoCg-R: A Color Space with RGB Reversibility and Low Dynamic Range" /// @see gtx_color_space_YCoCg template GLM_FUNC_DECL vec<3, T, Q> rgb2YCoCgR( vec<3, T, Q> const& rgbColor); /// Convert a color from YCoCgR color space to RGB color space. /// @see "YCoCg-R: A Color Space with RGB Reversibility and Low Dynamic Range" /// @see gtx_color_space_YCoCg template GLM_FUNC_DECL vec<3, T, Q> YCoCgR2rgb( vec<3, T, Q> const& YCoCgColor); /// @} }//namespace glm #include "color_space_YCoCg.inl" ================================================ FILE: third_party/glm/gtx/color_space_YCoCg.inl ================================================ /// @ref gtx_color_space_YCoCg namespace glm { template GLM_FUNC_QUALIFIER vec<3, T, Q> rgb2YCoCg ( vec<3, T, Q> const& rgbColor ) { vec<3, T, Q> result; result.x/*Y */ = rgbColor.r / T(4) + rgbColor.g / T(2) + rgbColor.b / T(4); result.y/*Co*/ = rgbColor.r / T(2) + rgbColor.g * T(0) - rgbColor.b / T(2); result.z/*Cg*/ = - rgbColor.r / T(4) + rgbColor.g / T(2) - rgbColor.b / T(4); return result; } template GLM_FUNC_QUALIFIER vec<3, T, Q> YCoCg2rgb ( vec<3, T, Q> const& YCoCgColor ) { vec<3, T, Q> result; result.r = YCoCgColor.x + YCoCgColor.y - YCoCgColor.z; result.g = YCoCgColor.x + YCoCgColor.z; result.b = YCoCgColor.x - YCoCgColor.y - YCoCgColor.z; return result; } template class compute_YCoCgR { public: static GLM_FUNC_QUALIFIER vec<3, T, Q> rgb2YCoCgR ( vec<3, T, Q> const& rgbColor ) { vec<3, T, Q> result; result.x/*Y */ = rgbColor.g * static_cast(0.5) + (rgbColor.r + rgbColor.b) * static_cast(0.25); result.y/*Co*/ = rgbColor.r - rgbColor.b; result.z/*Cg*/ = rgbColor.g - (rgbColor.r + rgbColor.b) * static_cast(0.5); return result; } static GLM_FUNC_QUALIFIER vec<3, T, Q> YCoCgR2rgb ( vec<3, T, Q> const& YCoCgRColor ) { vec<3, T, Q> result; T tmp = YCoCgRColor.x - (YCoCgRColor.z * static_cast(0.5)); result.g = YCoCgRColor.z + tmp; result.b = tmp - (YCoCgRColor.y * static_cast(0.5)); result.r = result.b + YCoCgRColor.y; return result; } }; template class compute_YCoCgR { public: static GLM_FUNC_QUALIFIER vec<3, T, Q> rgb2YCoCgR ( vec<3, T, Q> const& rgbColor ) { vec<3, T, Q> result; result.y/*Co*/ = rgbColor.r - rgbColor.b; T tmp = rgbColor.b + (result.y >> 1); result.z/*Cg*/ = rgbColor.g - tmp; result.x/*Y */ = tmp + (result.z >> 1); return result; } static GLM_FUNC_QUALIFIER vec<3, T, Q> YCoCgR2rgb ( vec<3, T, Q> const& YCoCgRColor ) { vec<3, T, Q> result; T tmp = YCoCgRColor.x - (YCoCgRColor.z >> 1); result.g = YCoCgRColor.z + tmp; result.b = tmp - (YCoCgRColor.y >> 1); result.r = result.b + YCoCgRColor.y; return result; } }; template GLM_FUNC_QUALIFIER vec<3, T, Q> rgb2YCoCgR ( vec<3, T, Q> const& rgbColor ) { return compute_YCoCgR::is_integer>::rgb2YCoCgR(rgbColor); } template GLM_FUNC_QUALIFIER vec<3, T, Q> YCoCgR2rgb ( vec<3, T, Q> const& YCoCgRColor ) { return compute_YCoCgR::is_integer>::YCoCgR2rgb(YCoCgRColor); } }//namespace glm ================================================ FILE: third_party/glm/gtx/common.hpp ================================================ /// @ref gtx_common /// @file glm/gtx/common.hpp /// /// @see core (dependence) /// /// @defgroup gtx_common GLM_GTX_common /// @ingroup gtx /// /// Include to use the features of this extension. /// /// @brief Provide functions to increase the compatibility with Cg and HLSL languages #pragma once // Dependencies: #include "../vec2.hpp" #include "../vec3.hpp" #include "../vec4.hpp" #include "../gtc/vec1.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # ifndef GLM_ENABLE_EXPERIMENTAL # pragma message("GLM: GLM_GTX_common is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") # else # pragma message("GLM: GLM_GTX_common extension included") # endif #endif namespace glm { /// @addtogroup gtx_common /// @{ /// Returns true if x is a denormalized number /// Numbers whose absolute value is too small to be represented in the normal format are represented in an alternate, denormalized format. /// This format is less precise but can represent values closer to zero. /// /// @tparam genType Floating-point scalar or vector types. /// /// @see GLSL isnan man page /// @see GLSL 4.20.8 specification, section 8.3 Common Functions template GLM_FUNC_DECL typename genType::bool_type isdenormal(genType const& x); /// Similar to 'mod' but with a different rounding and integer support. /// Returns 'x - y * trunc(x/y)' instead of 'x - y * floor(x/y)' /// /// @see GLSL mod vs HLSL fmod /// @see GLSL mod man page template GLM_FUNC_DECL vec fmod(vec const& v); /// Returns whether vector components values are within an interval. A open interval excludes its endpoints, and is denoted with square brackets. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point or integer scalar types /// @tparam Q Value from qualifier enum /// /// @see ext_vector_relational template GLM_FUNC_DECL vec openBounded(vec const& Value, vec const& Min, vec const& Max); /// Returns whether vector components values are within an interval. A closed interval includes its endpoints, and is denoted with square brackets. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point or integer scalar types /// @tparam Q Value from qualifier enum /// /// @see ext_vector_relational template GLM_FUNC_DECL vec closeBounded(vec const& Value, vec const& Min, vec const& Max); /// @} }//namespace glm #include "common.inl" ================================================ FILE: third_party/glm/gtx/common.inl ================================================ /// @ref gtx_common #include #include "../gtc/epsilon.hpp" #include "../gtc/constants.hpp" namespace glm{ namespace detail { template struct compute_fmod { GLM_FUNC_QUALIFIER static vec call(vec const& a, vec const& b) { return detail::functor2::call(std::fmod, a, b); } }; template struct compute_fmod { GLM_FUNC_QUALIFIER static vec call(vec const& a, vec const& b) { return a % b; } }; }//namespace detail template GLM_FUNC_QUALIFIER bool isdenormal(T const& x) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'isdenormal' only accept floating-point inputs"); # if GLM_HAS_CXX11_STL return std::fpclassify(x) == FP_SUBNORMAL; # else return epsilonNotEqual(x, static_cast(0), epsilon()) && std::fabs(x) < std::numeric_limits::min(); # endif } template GLM_FUNC_QUALIFIER typename vec<1, T, Q>::bool_type isdenormal ( vec<1, T, Q> const& x ) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'isdenormal' only accept floating-point inputs"); return typename vec<1, T, Q>::bool_type( isdenormal(x.x)); } template GLM_FUNC_QUALIFIER typename vec<2, T, Q>::bool_type isdenormal ( vec<2, T, Q> const& x ) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'isdenormal' only accept floating-point inputs"); return typename vec<2, T, Q>::bool_type( isdenormal(x.x), isdenormal(x.y)); } template GLM_FUNC_QUALIFIER typename vec<3, T, Q>::bool_type isdenormal ( vec<3, T, Q> const& x ) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'isdenormal' only accept floating-point inputs"); return typename vec<3, T, Q>::bool_type( isdenormal(x.x), isdenormal(x.y), isdenormal(x.z)); } template GLM_FUNC_QUALIFIER typename vec<4, T, Q>::bool_type isdenormal ( vec<4, T, Q> const& x ) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'isdenormal' only accept floating-point inputs"); return typename vec<4, T, Q>::bool_type( isdenormal(x.x), isdenormal(x.y), isdenormal(x.z), isdenormal(x.w)); } // fmod template GLM_FUNC_QUALIFIER genType fmod(genType x, genType y) { return fmod(vec<1, genType>(x), y).x; } template GLM_FUNC_QUALIFIER vec fmod(vec const& x, T y) { return detail::compute_fmod::is_iec559>::call(x, vec(y)); } template GLM_FUNC_QUALIFIER vec fmod(vec const& x, vec const& y) { return detail::compute_fmod::is_iec559>::call(x, y); } template GLM_FUNC_QUALIFIER vec openBounded(vec const& Value, vec const& Min, vec const& Max) { return greaterThan(Value, Min) && lessThan(Value, Max); } template GLM_FUNC_QUALIFIER vec closeBounded(vec const& Value, vec const& Min, vec const& Max) { return greaterThanEqual(Value, Min) && lessThanEqual(Value, Max); } }//namespace glm ================================================ FILE: third_party/glm/gtx/compatibility.hpp ================================================ /// @ref gtx_compatibility /// @file glm/gtx/compatibility.hpp /// /// @see core (dependence) /// /// @defgroup gtx_compatibility GLM_GTX_compatibility /// @ingroup gtx /// /// Include to use the features of this extension. /// /// Provide functions to increase the compatibility with Cg and HLSL languages #pragma once // Dependency: #include "../glm.hpp" #include "../gtc/quaternion.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # ifndef GLM_ENABLE_EXPERIMENTAL # pragma message("GLM: GLM_GTX_compatibility is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") # else # pragma message("GLM: GLM_GTX_compatibility extension included") # endif #endif #if GLM_COMPILER & GLM_COMPILER_VC # include #elif GLM_COMPILER & GLM_COMPILER_GCC # include # if(GLM_PLATFORM & GLM_PLATFORM_ANDROID) # undef isfinite # endif #endif//GLM_COMPILER namespace glm { /// @addtogroup gtx_compatibility /// @{ template GLM_FUNC_QUALIFIER T lerp(T x, T y, T a){return mix(x, y, a);} //!< \brief Returns x * (1.0 - a) + y * a, i.e., the linear blend of x and y using the floating-point value a. The value for a is not restricted to the range [0, 1]. (From GLM_GTX_compatibility) template GLM_FUNC_QUALIFIER vec<2, T, Q> lerp(const vec<2, T, Q>& x, const vec<2, T, Q>& y, T a){return mix(x, y, a);} //!< \brief Returns x * (1.0 - a) + y * a, i.e., the linear blend of x and y using the floating-point value a. The value for a is not restricted to the range [0, 1]. (From GLM_GTX_compatibility) template GLM_FUNC_QUALIFIER vec<3, T, Q> lerp(const vec<3, T, Q>& x, const vec<3, T, Q>& y, T a){return mix(x, y, a);} //!< \brief Returns x * (1.0 - a) + y * a, i.e., the linear blend of x and y using the floating-point value a. The value for a is not restricted to the range [0, 1]. (From GLM_GTX_compatibility) template GLM_FUNC_QUALIFIER vec<4, T, Q> lerp(const vec<4, T, Q>& x, const vec<4, T, Q>& y, T a){return mix(x, y, a);} //!< \brief Returns x * (1.0 - a) + y * a, i.e., the linear blend of x and y using the floating-point value a. The value for a is not restricted to the range [0, 1]. (From GLM_GTX_compatibility) template GLM_FUNC_QUALIFIER vec<2, T, Q> lerp(const vec<2, T, Q>& x, const vec<2, T, Q>& y, const vec<2, T, Q>& a){return mix(x, y, a);} //!< \brief Returns the component-wise result of x * (1.0 - a) + y * a, i.e., the linear blend of x and y using vector a. The value for a is not restricted to the range [0, 1]. (From GLM_GTX_compatibility) template GLM_FUNC_QUALIFIER vec<3, T, Q> lerp(const vec<3, T, Q>& x, const vec<3, T, Q>& y, const vec<3, T, Q>& a){return mix(x, y, a);} //!< \brief Returns the component-wise result of x * (1.0 - a) + y * a, i.e., the linear blend of x and y using vector a. The value for a is not restricted to the range [0, 1]. (From GLM_GTX_compatibility) template GLM_FUNC_QUALIFIER vec<4, T, Q> lerp(const vec<4, T, Q>& x, const vec<4, T, Q>& y, const vec<4, T, Q>& a){return mix(x, y, a);} //!< \brief Returns the component-wise result of x * (1.0 - a) + y * a, i.e., the linear blend of x and y using vector a. The value for a is not restricted to the range [0, 1]. (From GLM_GTX_compatibility) template GLM_FUNC_QUALIFIER T saturate(T x){return clamp(x, T(0), T(1));} //!< \brief Returns clamp(x, 0, 1) for each component in x. (From GLM_GTX_compatibility) template GLM_FUNC_QUALIFIER vec<2, T, Q> saturate(const vec<2, T, Q>& x){return clamp(x, T(0), T(1));} //!< \brief Returns clamp(x, 0, 1) for each component in x. (From GLM_GTX_compatibility) template GLM_FUNC_QUALIFIER vec<3, T, Q> saturate(const vec<3, T, Q>& x){return clamp(x, T(0), T(1));} //!< \brief Returns clamp(x, 0, 1) for each component in x. (From GLM_GTX_compatibility) template GLM_FUNC_QUALIFIER vec<4, T, Q> saturate(const vec<4, T, Q>& x){return clamp(x, T(0), T(1));} //!< \brief Returns clamp(x, 0, 1) for each component in x. (From GLM_GTX_compatibility) template GLM_FUNC_QUALIFIER T atan2(T x, T y){return atan(x, y);} //!< \brief Arc tangent. Returns an angle whose tangent is y/x. The signs of x and y are used to determine what quadrant the angle is in. The range of values returned by this function is [-PI, PI]. Results are undefined if x and y are both 0. (From GLM_GTX_compatibility) template GLM_FUNC_QUALIFIER vec<2, T, Q> atan2(const vec<2, T, Q>& x, const vec<2, T, Q>& y){return atan(x, y);} //!< \brief Arc tangent. Returns an angle whose tangent is y/x. The signs of x and y are used to determine what quadrant the angle is in. The range of values returned by this function is [-PI, PI]. Results are undefined if x and y are both 0. (From GLM_GTX_compatibility) template GLM_FUNC_QUALIFIER vec<3, T, Q> atan2(const vec<3, T, Q>& x, const vec<3, T, Q>& y){return atan(x, y);} //!< \brief Arc tangent. Returns an angle whose tangent is y/x. The signs of x and y are used to determine what quadrant the angle is in. The range of values returned by this function is [-PI, PI]. Results are undefined if x and y are both 0. (From GLM_GTX_compatibility) template GLM_FUNC_QUALIFIER vec<4, T, Q> atan2(const vec<4, T, Q>& x, const vec<4, T, Q>& y){return atan(x, y);} //!< \brief Arc tangent. Returns an angle whose tangent is y/x. The signs of x and y are used to determine what quadrant the angle is in. The range of values returned by this function is [-PI, PI]. Results are undefined if x and y are both 0. (From GLM_GTX_compatibility) template GLM_FUNC_DECL bool isfinite(genType const& x); //!< \brief Test whether or not a scalar or each vector component is a finite value. (From GLM_GTX_compatibility) template GLM_FUNC_DECL vec<1, bool, Q> isfinite(const vec<1, T, Q>& x); //!< \brief Test whether or not a scalar or each vector component is a finite value. (From GLM_GTX_compatibility) template GLM_FUNC_DECL vec<2, bool, Q> isfinite(const vec<2, T, Q>& x); //!< \brief Test whether or not a scalar or each vector component is a finite value. (From GLM_GTX_compatibility) template GLM_FUNC_DECL vec<3, bool, Q> isfinite(const vec<3, T, Q>& x); //!< \brief Test whether or not a scalar or each vector component is a finite value. (From GLM_GTX_compatibility) template GLM_FUNC_DECL vec<4, bool, Q> isfinite(const vec<4, T, Q>& x); //!< \brief Test whether or not a scalar or each vector component is a finite value. (From GLM_GTX_compatibility) typedef bool bool1; //!< \brief boolean type with 1 component. (From GLM_GTX_compatibility extension) typedef vec<2, bool, highp> bool2; //!< \brief boolean type with 2 components. (From GLM_GTX_compatibility extension) typedef vec<3, bool, highp> bool3; //!< \brief boolean type with 3 components. (From GLM_GTX_compatibility extension) typedef vec<4, bool, highp> bool4; //!< \brief boolean type with 4 components. (From GLM_GTX_compatibility extension) typedef bool bool1x1; //!< \brief boolean matrix with 1 x 1 component. (From GLM_GTX_compatibility extension) typedef mat<2, 2, bool, highp> bool2x2; //!< \brief boolean matrix with 2 x 2 components. (From GLM_GTX_compatibility extension) typedef mat<2, 3, bool, highp> bool2x3; //!< \brief boolean matrix with 2 x 3 components. (From GLM_GTX_compatibility extension) typedef mat<2, 4, bool, highp> bool2x4; //!< \brief boolean matrix with 2 x 4 components. (From GLM_GTX_compatibility extension) typedef mat<3, 2, bool, highp> bool3x2; //!< \brief boolean matrix with 3 x 2 components. (From GLM_GTX_compatibility extension) typedef mat<3, 3, bool, highp> bool3x3; //!< \brief boolean matrix with 3 x 3 components. (From GLM_GTX_compatibility extension) typedef mat<3, 4, bool, highp> bool3x4; //!< \brief boolean matrix with 3 x 4 components. (From GLM_GTX_compatibility extension) typedef mat<4, 2, bool, highp> bool4x2; //!< \brief boolean matrix with 4 x 2 components. (From GLM_GTX_compatibility extension) typedef mat<4, 3, bool, highp> bool4x3; //!< \brief boolean matrix with 4 x 3 components. (From GLM_GTX_compatibility extension) typedef mat<4, 4, bool, highp> bool4x4; //!< \brief boolean matrix with 4 x 4 components. (From GLM_GTX_compatibility extension) typedef int int1; //!< \brief integer vector with 1 component. (From GLM_GTX_compatibility extension) typedef vec<2, int, highp> int2; //!< \brief integer vector with 2 components. (From GLM_GTX_compatibility extension) typedef vec<3, int, highp> int3; //!< \brief integer vector with 3 components. (From GLM_GTX_compatibility extension) typedef vec<4, int, highp> int4; //!< \brief integer vector with 4 components. (From GLM_GTX_compatibility extension) typedef int int1x1; //!< \brief integer matrix with 1 component. (From GLM_GTX_compatibility extension) typedef mat<2, 2, int, highp> int2x2; //!< \brief integer matrix with 2 x 2 components. (From GLM_GTX_compatibility extension) typedef mat<2, 3, int, highp> int2x3; //!< \brief integer matrix with 2 x 3 components. (From GLM_GTX_compatibility extension) typedef mat<2, 4, int, highp> int2x4; //!< \brief integer matrix with 2 x 4 components. (From GLM_GTX_compatibility extension) typedef mat<3, 2, int, highp> int3x2; //!< \brief integer matrix with 3 x 2 components. (From GLM_GTX_compatibility extension) typedef mat<3, 3, int, highp> int3x3; //!< \brief integer matrix with 3 x 3 components. (From GLM_GTX_compatibility extension) typedef mat<3, 4, int, highp> int3x4; //!< \brief integer matrix with 3 x 4 components. (From GLM_GTX_compatibility extension) typedef mat<4, 2, int, highp> int4x2; //!< \brief integer matrix with 4 x 2 components. (From GLM_GTX_compatibility extension) typedef mat<4, 3, int, highp> int4x3; //!< \brief integer matrix with 4 x 3 components. (From GLM_GTX_compatibility extension) typedef mat<4, 4, int, highp> int4x4; //!< \brief integer matrix with 4 x 4 components. (From GLM_GTX_compatibility extension) typedef float float1; //!< \brief single-qualifier floating-point vector with 1 component. (From GLM_GTX_compatibility extension) typedef vec<2, float, highp> float2; //!< \brief single-qualifier floating-point vector with 2 components. (From GLM_GTX_compatibility extension) typedef vec<3, float, highp> float3; //!< \brief single-qualifier floating-point vector with 3 components. (From GLM_GTX_compatibility extension) typedef vec<4, float, highp> float4; //!< \brief single-qualifier floating-point vector with 4 components. (From GLM_GTX_compatibility extension) typedef float float1x1; //!< \brief single-qualifier floating-point matrix with 1 component. (From GLM_GTX_compatibility extension) typedef mat<2, 2, float, highp> float2x2; //!< \brief single-qualifier floating-point matrix with 2 x 2 components. (From GLM_GTX_compatibility extension) typedef mat<2, 3, float, highp> float2x3; //!< \brief single-qualifier floating-point matrix with 2 x 3 components. (From GLM_GTX_compatibility extension) typedef mat<2, 4, float, highp> float2x4; //!< \brief single-qualifier floating-point matrix with 2 x 4 components. (From GLM_GTX_compatibility extension) typedef mat<3, 2, float, highp> float3x2; //!< \brief single-qualifier floating-point matrix with 3 x 2 components. (From GLM_GTX_compatibility extension) typedef mat<3, 3, float, highp> float3x3; //!< \brief single-qualifier floating-point matrix with 3 x 3 components. (From GLM_GTX_compatibility extension) typedef mat<3, 4, float, highp> float3x4; //!< \brief single-qualifier floating-point matrix with 3 x 4 components. (From GLM_GTX_compatibility extension) typedef mat<4, 2, float, highp> float4x2; //!< \brief single-qualifier floating-point matrix with 4 x 2 components. (From GLM_GTX_compatibility extension) typedef mat<4, 3, float, highp> float4x3; //!< \brief single-qualifier floating-point matrix with 4 x 3 components. (From GLM_GTX_compatibility extension) typedef mat<4, 4, float, highp> float4x4; //!< \brief single-qualifier floating-point matrix with 4 x 4 components. (From GLM_GTX_compatibility extension) typedef double double1; //!< \brief double-qualifier floating-point vector with 1 component. (From GLM_GTX_compatibility extension) typedef vec<2, double, highp> double2; //!< \brief double-qualifier floating-point vector with 2 components. (From GLM_GTX_compatibility extension) typedef vec<3, double, highp> double3; //!< \brief double-qualifier floating-point vector with 3 components. (From GLM_GTX_compatibility extension) typedef vec<4, double, highp> double4; //!< \brief double-qualifier floating-point vector with 4 components. (From GLM_GTX_compatibility extension) typedef double double1x1; //!< \brief double-qualifier floating-point matrix with 1 component. (From GLM_GTX_compatibility extension) typedef mat<2, 2, double, highp> double2x2; //!< \brief double-qualifier floating-point matrix with 2 x 2 components. (From GLM_GTX_compatibility extension) typedef mat<2, 3, double, highp> double2x3; //!< \brief double-qualifier floating-point matrix with 2 x 3 components. (From GLM_GTX_compatibility extension) typedef mat<2, 4, double, highp> double2x4; //!< \brief double-qualifier floating-point matrix with 2 x 4 components. (From GLM_GTX_compatibility extension) typedef mat<3, 2, double, highp> double3x2; //!< \brief double-qualifier floating-point matrix with 3 x 2 components. (From GLM_GTX_compatibility extension) typedef mat<3, 3, double, highp> double3x3; //!< \brief double-qualifier floating-point matrix with 3 x 3 components. (From GLM_GTX_compatibility extension) typedef mat<3, 4, double, highp> double3x4; //!< \brief double-qualifier floating-point matrix with 3 x 4 components. (From GLM_GTX_compatibility extension) typedef mat<4, 2, double, highp> double4x2; //!< \brief double-qualifier floating-point matrix with 4 x 2 components. (From GLM_GTX_compatibility extension) typedef mat<4, 3, double, highp> double4x3; //!< \brief double-qualifier floating-point matrix with 4 x 3 components. (From GLM_GTX_compatibility extension) typedef mat<4, 4, double, highp> double4x4; //!< \brief double-qualifier floating-point matrix with 4 x 4 components. (From GLM_GTX_compatibility extension) /// @} }//namespace glm #include "compatibility.inl" ================================================ FILE: third_party/glm/gtx/compatibility.inl ================================================ #include namespace glm { // isfinite template GLM_FUNC_QUALIFIER bool isfinite( genType const& x) { # if GLM_HAS_CXX11_STL return std::isfinite(x) != 0; # elif GLM_COMPILER & GLM_COMPILER_VC return _finite(x) != 0; # elif GLM_COMPILER & GLM_COMPILER_GCC && GLM_PLATFORM & GLM_PLATFORM_ANDROID return _isfinite(x) != 0; # else if (std::numeric_limits::is_integer || std::denorm_absent == std::numeric_limits::has_denorm) return std::numeric_limits::min() <= x && std::numeric_limits::max() >= x; else return -std::numeric_limits::max() <= x && std::numeric_limits::max() >= x; # endif } template GLM_FUNC_QUALIFIER vec<1, bool, Q> isfinite( vec<1, T, Q> const& x) { return vec<1, bool, Q>( isfinite(x.x)); } template GLM_FUNC_QUALIFIER vec<2, bool, Q> isfinite( vec<2, T, Q> const& x) { return vec<2, bool, Q>( isfinite(x.x), isfinite(x.y)); } template GLM_FUNC_QUALIFIER vec<3, bool, Q> isfinite( vec<3, T, Q> const& x) { return vec<3, bool, Q>( isfinite(x.x), isfinite(x.y), isfinite(x.z)); } template GLM_FUNC_QUALIFIER vec<4, bool, Q> isfinite( vec<4, T, Q> const& x) { return vec<4, bool, Q>( isfinite(x.x), isfinite(x.y), isfinite(x.z), isfinite(x.w)); } }//namespace glm ================================================ FILE: third_party/glm/gtx/component_wise.hpp ================================================ /// @ref gtx_component_wise /// @file glm/gtx/component_wise.hpp /// @date 2007-05-21 / 2011-06-07 /// @author Christophe Riccio /// /// @see core (dependence) /// /// @defgroup gtx_component_wise GLM_GTX_component_wise /// @ingroup gtx /// /// Include to use the features of this extension. /// /// Operations between components of a type #pragma once // Dependencies #include "../detail/setup.hpp" #include "../detail/qualifier.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # ifndef GLM_ENABLE_EXPERIMENTAL # pragma message("GLM: GLM_GTX_component_wise is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") # else # pragma message("GLM: GLM_GTX_component_wise extension included") # endif #endif namespace glm { /// @addtogroup gtx_component_wise /// @{ /// Convert an integer vector to a normalized float vector. /// If the parameter value type is already a floating qualifier type, the value is passed through. /// @see gtx_component_wise template GLM_FUNC_DECL vec compNormalize(vec const& v); /// Convert a normalized float vector to an integer vector. /// If the parameter value type is already a floating qualifier type, the value is passed through. /// @see gtx_component_wise template GLM_FUNC_DECL vec compScale(vec const& v); /// Add all vector components together. /// @see gtx_component_wise template GLM_FUNC_DECL typename genType::value_type compAdd(genType const& v); /// Multiply all vector components together. /// @see gtx_component_wise template GLM_FUNC_DECL typename genType::value_type compMul(genType const& v); /// Find the minimum value between single vector components. /// @see gtx_component_wise template GLM_FUNC_DECL typename genType::value_type compMin(genType const& v); /// Find the maximum value between single vector components. /// @see gtx_component_wise template GLM_FUNC_DECL typename genType::value_type compMax(genType const& v); /// @} }//namespace glm #include "component_wise.inl" ================================================ FILE: third_party/glm/gtx/component_wise.inl ================================================ /// @ref gtx_component_wise #include namespace glm{ namespace detail { template struct compute_compNormalize {}; template struct compute_compNormalize { GLM_FUNC_QUALIFIER static vec call(vec const& v) { floatType const Min = static_cast(std::numeric_limits::min()); floatType const Max = static_cast(std::numeric_limits::max()); return (vec(v) - Min) / (Max - Min) * static_cast(2) - static_cast(1); } }; template struct compute_compNormalize { GLM_FUNC_QUALIFIER static vec call(vec const& v) { return vec(v) / static_cast(std::numeric_limits::max()); } }; template struct compute_compNormalize { GLM_FUNC_QUALIFIER static vec call(vec const& v) { return v; } }; template struct compute_compScale {}; template struct compute_compScale { GLM_FUNC_QUALIFIER static vec call(vec const& v) { floatType const Max = static_cast(std::numeric_limits::max()) + static_cast(0.5); vec const Scaled(v * Max); vec const Result(Scaled - static_cast(0.5)); return Result; } }; template struct compute_compScale { GLM_FUNC_QUALIFIER static vec call(vec const& v) { return vec(vec(v) * static_cast(std::numeric_limits::max())); } }; template struct compute_compScale { GLM_FUNC_QUALIFIER static vec call(vec const& v) { return v; } }; }//namespace detail template GLM_FUNC_QUALIFIER vec compNormalize(vec const& v) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'compNormalize' accepts only floating-point types for 'floatType' template parameter"); return detail::compute_compNormalize::is_integer, std::numeric_limits::is_signed>::call(v); } template GLM_FUNC_QUALIFIER vec compScale(vec const& v) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'compScale' accepts only floating-point types for 'floatType' template parameter"); return detail::compute_compScale::is_integer, std::numeric_limits::is_signed>::call(v); } template GLM_FUNC_QUALIFIER T compAdd(vec const& v) { T Result(0); for(length_t i = 0, n = v.length(); i < n; ++i) Result += v[i]; return Result; } template GLM_FUNC_QUALIFIER T compMul(vec const& v) { T Result(1); for(length_t i = 0, n = v.length(); i < n; ++i) Result *= v[i]; return Result; } template GLM_FUNC_QUALIFIER T compMin(vec const& v) { T Result(v[0]); for(length_t i = 1, n = v.length(); i < n; ++i) Result = min(Result, v[i]); return Result; } template GLM_FUNC_QUALIFIER T compMax(vec const& v) { T Result(v[0]); for(length_t i = 1, n = v.length(); i < n; ++i) Result = max(Result, v[i]); return Result; } }//namespace glm ================================================ FILE: third_party/glm/gtx/dual_quaternion.hpp ================================================ /// @ref gtx_dual_quaternion /// @file glm/gtx/dual_quaternion.hpp /// @author Maksim Vorobiev (msomeone@gmail.com) /// /// @see core (dependence) /// @see gtc_constants (dependence) /// @see gtc_quaternion (dependence) /// /// @defgroup gtx_dual_quaternion GLM_GTX_dual_quaternion /// @ingroup gtx /// /// Include to use the features of this extension. /// /// Defines a templated dual-quaternion type and several dual-quaternion operations. #pragma once // Dependency: #include "../glm.hpp" #include "../gtc/constants.hpp" #include "../gtc/quaternion.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # ifndef GLM_ENABLE_EXPERIMENTAL # pragma message("GLM: GLM_GTX_dual_quaternion is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") # else # pragma message("GLM: GLM_GTX_dual_quaternion extension included") # endif #endif namespace glm { /// @addtogroup gtx_dual_quaternion /// @{ template struct tdualquat { // -- Implementation detail -- typedef T value_type; typedef qua part_type; // -- Data -- qua real, dual; // -- Component accesses -- typedef length_t length_type; /// Return the count of components of a dual quaternion GLM_FUNC_DECL static GLM_CONSTEXPR length_type length(){return 2;} GLM_FUNC_DECL part_type & operator[](length_type i); GLM_FUNC_DECL part_type const& operator[](length_type i) const; // -- Implicit basic constructors -- GLM_FUNC_DECL GLM_CONSTEXPR tdualquat() GLM_DEFAULT; GLM_FUNC_DECL GLM_CONSTEXPR tdualquat(tdualquat const& d) GLM_DEFAULT; template GLM_FUNC_DECL GLM_CONSTEXPR tdualquat(tdualquat const& d); // -- Explicit basic constructors -- GLM_FUNC_DECL GLM_CONSTEXPR tdualquat(qua const& real); GLM_FUNC_DECL GLM_CONSTEXPR tdualquat(qua const& orientation, vec<3, T, Q> const& translation); GLM_FUNC_DECL GLM_CONSTEXPR tdualquat(qua const& real, qua const& dual); // -- Conversion constructors -- template GLM_FUNC_DECL GLM_CONSTEXPR GLM_EXPLICIT tdualquat(tdualquat const& q); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR tdualquat(mat<2, 4, T, Q> const& holder_mat); GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR tdualquat(mat<3, 4, T, Q> const& aug_mat); // -- Unary arithmetic operators -- GLM_FUNC_DECL tdualquat & operator=(tdualquat const& m) GLM_DEFAULT; template GLM_FUNC_DECL tdualquat & operator=(tdualquat const& m); template GLM_FUNC_DECL tdualquat & operator*=(U s); template GLM_FUNC_DECL tdualquat & operator/=(U s); }; // -- Unary bit operators -- template GLM_FUNC_DECL tdualquat operator+(tdualquat const& q); template GLM_FUNC_DECL tdualquat operator-(tdualquat const& q); // -- Binary operators -- template GLM_FUNC_DECL tdualquat operator+(tdualquat const& q, tdualquat const& p); template GLM_FUNC_DECL tdualquat operator*(tdualquat const& q, tdualquat const& p); template GLM_FUNC_DECL vec<3, T, Q> operator*(tdualquat const& q, vec<3, T, Q> const& v); template GLM_FUNC_DECL vec<3, T, Q> operator*(vec<3, T, Q> const& v, tdualquat const& q); template GLM_FUNC_DECL vec<4, T, Q> operator*(tdualquat const& q, vec<4, T, Q> const& v); template GLM_FUNC_DECL vec<4, T, Q> operator*(vec<4, T, Q> const& v, tdualquat const& q); template GLM_FUNC_DECL tdualquat operator*(tdualquat const& q, T const& s); template GLM_FUNC_DECL tdualquat operator*(T const& s, tdualquat const& q); template GLM_FUNC_DECL tdualquat operator/(tdualquat const& q, T const& s); // -- Boolean operators -- template GLM_FUNC_DECL bool operator==(tdualquat const& q1, tdualquat const& q2); template GLM_FUNC_DECL bool operator!=(tdualquat const& q1, tdualquat const& q2); /// Creates an identity dual quaternion. /// /// @see gtx_dual_quaternion template GLM_FUNC_DECL tdualquat dual_quat_identity(); /// Returns the normalized quaternion. /// /// @see gtx_dual_quaternion template GLM_FUNC_DECL tdualquat normalize(tdualquat const& q); /// Returns the linear interpolation of two dual quaternion. /// /// @see gtc_dual_quaternion template GLM_FUNC_DECL tdualquat lerp(tdualquat const& x, tdualquat const& y, T const& a); /// Returns the q inverse. /// /// @see gtx_dual_quaternion template GLM_FUNC_DECL tdualquat inverse(tdualquat const& q); /// Converts a quaternion to a 2 * 4 matrix. /// /// @see gtx_dual_quaternion template GLM_FUNC_DECL mat<2, 4, T, Q> mat2x4_cast(tdualquat const& x); /// Converts a quaternion to a 3 * 4 matrix. /// /// @see gtx_dual_quaternion template GLM_FUNC_DECL mat<3, 4, T, Q> mat3x4_cast(tdualquat const& x); /// Converts a 2 * 4 matrix (matrix which holds real and dual parts) to a quaternion. /// /// @see gtx_dual_quaternion template GLM_FUNC_DECL tdualquat dualquat_cast(mat<2, 4, T, Q> const& x); /// Converts a 3 * 4 matrix (augmented matrix rotation + translation) to a quaternion. /// /// @see gtx_dual_quaternion template GLM_FUNC_DECL tdualquat dualquat_cast(mat<3, 4, T, Q> const& x); /// Dual-quaternion of low single-qualifier floating-point numbers. /// /// @see gtx_dual_quaternion typedef tdualquat lowp_dualquat; /// Dual-quaternion of medium single-qualifier floating-point numbers. /// /// @see gtx_dual_quaternion typedef tdualquat mediump_dualquat; /// Dual-quaternion of high single-qualifier floating-point numbers. /// /// @see gtx_dual_quaternion typedef tdualquat highp_dualquat; /// Dual-quaternion of low single-qualifier floating-point numbers. /// /// @see gtx_dual_quaternion typedef tdualquat lowp_fdualquat; /// Dual-quaternion of medium single-qualifier floating-point numbers. /// /// @see gtx_dual_quaternion typedef tdualquat mediump_fdualquat; /// Dual-quaternion of high single-qualifier floating-point numbers. /// /// @see gtx_dual_quaternion typedef tdualquat highp_fdualquat; /// Dual-quaternion of low double-qualifier floating-point numbers. /// /// @see gtx_dual_quaternion typedef tdualquat lowp_ddualquat; /// Dual-quaternion of medium double-qualifier floating-point numbers. /// /// @see gtx_dual_quaternion typedef tdualquat mediump_ddualquat; /// Dual-quaternion of high double-qualifier floating-point numbers. /// /// @see gtx_dual_quaternion typedef tdualquat highp_ddualquat; #if(!defined(GLM_PRECISION_HIGHP_FLOAT) && !defined(GLM_PRECISION_MEDIUMP_FLOAT) && !defined(GLM_PRECISION_LOWP_FLOAT)) /// Dual-quaternion of floating-point numbers. /// /// @see gtx_dual_quaternion typedef highp_fdualquat dualquat; /// Dual-quaternion of single-qualifier floating-point numbers. /// /// @see gtx_dual_quaternion typedef highp_fdualquat fdualquat; #elif(defined(GLM_PRECISION_HIGHP_FLOAT) && !defined(GLM_PRECISION_MEDIUMP_FLOAT) && !defined(GLM_PRECISION_LOWP_FLOAT)) typedef highp_fdualquat dualquat; typedef highp_fdualquat fdualquat; #elif(!defined(GLM_PRECISION_HIGHP_FLOAT) && defined(GLM_PRECISION_MEDIUMP_FLOAT) && !defined(GLM_PRECISION_LOWP_FLOAT)) typedef mediump_fdualquat dualquat; typedef mediump_fdualquat fdualquat; #elif(!defined(GLM_PRECISION_HIGHP_FLOAT) && !defined(GLM_PRECISION_MEDIUMP_FLOAT) && defined(GLM_PRECISION_LOWP_FLOAT)) typedef lowp_fdualquat dualquat; typedef lowp_fdualquat fdualquat; #else # error "GLM error: multiple default precision requested for single-precision floating-point types" #endif #if(!defined(GLM_PRECISION_HIGHP_DOUBLE) && !defined(GLM_PRECISION_MEDIUMP_DOUBLE) && !defined(GLM_PRECISION_LOWP_DOUBLE)) /// Dual-quaternion of default double-qualifier floating-point numbers. /// /// @see gtx_dual_quaternion typedef highp_ddualquat ddualquat; #elif(defined(GLM_PRECISION_HIGHP_DOUBLE) && !defined(GLM_PRECISION_MEDIUMP_DOUBLE) && !defined(GLM_PRECISION_LOWP_DOUBLE)) typedef highp_ddualquat ddualquat; #elif(!defined(GLM_PRECISION_HIGHP_DOUBLE) && defined(GLM_PRECISION_MEDIUMP_DOUBLE) && !defined(GLM_PRECISION_LOWP_DOUBLE)) typedef mediump_ddualquat ddualquat; #elif(!defined(GLM_PRECISION_HIGHP_DOUBLE) && !defined(GLM_PRECISION_MEDIUMP_DOUBLE) && defined(GLM_PRECISION_LOWP_DOUBLE)) typedef lowp_ddualquat ddualquat; #else # error "GLM error: Multiple default precision requested for double-precision floating-point types" #endif /// @} } //namespace glm #include "dual_quaternion.inl" ================================================ FILE: third_party/glm/gtx/dual_quaternion.inl ================================================ /// @ref gtx_dual_quaternion #include "../geometric.hpp" #include namespace glm { // -- Component accesses -- template GLM_FUNC_QUALIFIER typename tdualquat::part_type & tdualquat::operator[](typename tdualquat::length_type i) { assert(i >= 0 && i < this->length()); return (&real)[i]; } template GLM_FUNC_QUALIFIER typename tdualquat::part_type const& tdualquat::operator[](typename tdualquat::length_type i) const { assert(i >= 0 && i < this->length()); return (&real)[i]; } // -- Implicit basic constructors -- # if GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE template GLM_FUNC_QUALIFIER GLM_CONSTEXPR tdualquat::tdualquat() # if GLM_CONFIG_DEFAULTED_FUNCTIONS != GLM_DISABLE : real(qua()) , dual(qua(0, 0, 0, 0)) # endif {} template GLM_FUNC_QUALIFIER GLM_CONSTEXPR tdualquat::tdualquat(tdualquat const& d) : real(d.real) , dual(d.dual) {} # endif template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR tdualquat::tdualquat(tdualquat const& d) : real(d.real) , dual(d.dual) {} // -- Explicit basic constructors -- template GLM_FUNC_QUALIFIER GLM_CONSTEXPR tdualquat::tdualquat(qua const& r) : real(r), dual(qua(0, 0, 0, 0)) {} template GLM_FUNC_QUALIFIER GLM_CONSTEXPR tdualquat::tdualquat(qua const& q, vec<3, T, Q> const& p) : real(q), dual( T(-0.5) * ( p.x*q.x + p.y*q.y + p.z*q.z), T(+0.5) * ( p.x*q.w + p.y*q.z - p.z*q.y), T(+0.5) * (-p.x*q.z + p.y*q.w + p.z*q.x), T(+0.5) * ( p.x*q.y - p.y*q.x + p.z*q.w)) {} template GLM_FUNC_QUALIFIER GLM_CONSTEXPR tdualquat::tdualquat(qua const& r, qua const& d) : real(r), dual(d) {} // -- Conversion constructors -- template template GLM_FUNC_QUALIFIER GLM_CONSTEXPR tdualquat::tdualquat(tdualquat const& q) : real(q.real) , dual(q.dual) {} template GLM_FUNC_QUALIFIER GLM_CONSTEXPR tdualquat::tdualquat(mat<2, 4, T, Q> const& m) { *this = dualquat_cast(m); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR tdualquat::tdualquat(mat<3, 4, T, Q> const& m) { *this = dualquat_cast(m); } // -- Unary arithmetic operators -- # if GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE template GLM_FUNC_QUALIFIER tdualquat & tdualquat::operator=(tdualquat const& q) { this->real = q.real; this->dual = q.dual; return *this; } # endif template template GLM_FUNC_QUALIFIER tdualquat & tdualquat::operator=(tdualquat const& q) { this->real = q.real; this->dual = q.dual; return *this; } template template GLM_FUNC_QUALIFIER tdualquat & tdualquat::operator*=(U s) { this->real *= static_cast(s); this->dual *= static_cast(s); return *this; } template template GLM_FUNC_QUALIFIER tdualquat & tdualquat::operator/=(U s) { this->real /= static_cast(s); this->dual /= static_cast(s); return *this; } // -- Unary bit operators -- template GLM_FUNC_QUALIFIER tdualquat operator+(tdualquat const& q) { return q; } template GLM_FUNC_QUALIFIER tdualquat operator-(tdualquat const& q) { return tdualquat(-q.real, -q.dual); } // -- Binary operators -- template GLM_FUNC_QUALIFIER tdualquat operator+(tdualquat const& q, tdualquat const& p) { return tdualquat(q.real + p.real,q.dual + p.dual); } template GLM_FUNC_QUALIFIER tdualquat operator*(tdualquat const& p, tdualquat const& o) { return tdualquat(p.real * o.real,p.real * o.dual + p.dual * o.real); } template GLM_FUNC_QUALIFIER vec<3, T, Q> operator*(tdualquat const& q, vec<3, T, Q> const& v) { vec<3, T, Q> const real_v3(q.real.x,q.real.y,q.real.z); vec<3, T, Q> const dual_v3(q.dual.x,q.dual.y,q.dual.z); return (cross(real_v3, cross(real_v3,v) + v * q.real.w + dual_v3) + dual_v3 * q.real.w - real_v3 * q.dual.w) * T(2) + v; } template GLM_FUNC_QUALIFIER vec<3, T, Q> operator*(vec<3, T, Q> const& v, tdualquat const& q) { return glm::inverse(q) * v; } template GLM_FUNC_QUALIFIER vec<4, T, Q> operator*(tdualquat const& q, vec<4, T, Q> const& v) { return vec<4, T, Q>(q * vec<3, T, Q>(v), v.w); } template GLM_FUNC_QUALIFIER vec<4, T, Q> operator*(vec<4, T, Q> const& v, tdualquat const& q) { return glm::inverse(q) * v; } template GLM_FUNC_QUALIFIER tdualquat operator*(tdualquat const& q, T const& s) { return tdualquat(q.real * s, q.dual * s); } template GLM_FUNC_QUALIFIER tdualquat operator*(T const& s, tdualquat const& q) { return q * s; } template GLM_FUNC_QUALIFIER tdualquat operator/(tdualquat const& q, T const& s) { return tdualquat(q.real / s, q.dual / s); } // -- Boolean operators -- template GLM_FUNC_QUALIFIER bool operator==(tdualquat const& q1, tdualquat const& q2) { return (q1.real == q2.real) && (q1.dual == q2.dual); } template GLM_FUNC_QUALIFIER bool operator!=(tdualquat const& q1, tdualquat const& q2) { return (q1.real != q2.real) || (q1.dual != q2.dual); } // -- Operations -- template GLM_FUNC_QUALIFIER tdualquat dual_quat_identity() { return tdualquat( qua(static_cast(1), static_cast(0), static_cast(0), static_cast(0)), qua(static_cast(0), static_cast(0), static_cast(0), static_cast(0))); } template GLM_FUNC_QUALIFIER tdualquat normalize(tdualquat const& q) { return q / length(q.real); } template GLM_FUNC_QUALIFIER tdualquat lerp(tdualquat const& x, tdualquat const& y, T const& a) { // Dual Quaternion Linear blend aka DLB: // Lerp is only defined in [0, 1] assert(a >= static_cast(0)); assert(a <= static_cast(1)); T const k = dot(x.real,y.real) < static_cast(0) ? -a : a; T const one(1); return tdualquat(x * (one - a) + y * k); } template GLM_FUNC_QUALIFIER tdualquat inverse(tdualquat const& q) { const glm::qua real = conjugate(q.real); const glm::qua dual = conjugate(q.dual); return tdualquat(real, dual + (real * (-2.0f * dot(real,dual)))); } template GLM_FUNC_QUALIFIER mat<2, 4, T, Q> mat2x4_cast(tdualquat const& x) { return mat<2, 4, T, Q>( x[0].x, x[0].y, x[0].z, x[0].w, x[1].x, x[1].y, x[1].z, x[1].w ); } template GLM_FUNC_QUALIFIER mat<3, 4, T, Q> mat3x4_cast(tdualquat const& x) { qua r = x.real / length2(x.real); qua const rr(r.w * x.real.w, r.x * x.real.x, r.y * x.real.y, r.z * x.real.z); r *= static_cast(2); T const xy = r.x * x.real.y; T const xz = r.x * x.real.z; T const yz = r.y * x.real.z; T const wx = r.w * x.real.x; T const wy = r.w * x.real.y; T const wz = r.w * x.real.z; vec<4, T, Q> const a( rr.w + rr.x - rr.y - rr.z, xy - wz, xz + wy, -(x.dual.w * r.x - x.dual.x * r.w + x.dual.y * r.z - x.dual.z * r.y)); vec<4, T, Q> const b( xy + wz, rr.w + rr.y - rr.x - rr.z, yz - wx, -(x.dual.w * r.y - x.dual.x * r.z - x.dual.y * r.w + x.dual.z * r.x)); vec<4, T, Q> const c( xz - wy, yz + wx, rr.w + rr.z - rr.x - rr.y, -(x.dual.w * r.z + x.dual.x * r.y - x.dual.y * r.x - x.dual.z * r.w)); return mat<3, 4, T, Q>(a, b, c); } template GLM_FUNC_QUALIFIER tdualquat dualquat_cast(mat<2, 4, T, Q> const& x) { return tdualquat( qua( x[0].w, x[0].x, x[0].y, x[0].z ), qua( x[1].w, x[1].x, x[1].y, x[1].z )); } template GLM_FUNC_QUALIFIER tdualquat dualquat_cast(mat<3, 4, T, Q> const& x) { qua real; T const trace = x[0].x + x[1].y + x[2].z; if(trace > static_cast(0)) { T const r = sqrt(T(1) + trace); T const invr = static_cast(0.5) / r; real.w = static_cast(0.5) * r; real.x = (x[2].y - x[1].z) * invr; real.y = (x[0].z - x[2].x) * invr; real.z = (x[1].x - x[0].y) * invr; } else if(x[0].x > x[1].y && x[0].x > x[2].z) { T const r = sqrt(T(1) + x[0].x - x[1].y - x[2].z); T const invr = static_cast(0.5) / r; real.x = static_cast(0.5)*r; real.y = (x[1].x + x[0].y) * invr; real.z = (x[0].z + x[2].x) * invr; real.w = (x[2].y - x[1].z) * invr; } else if(x[1].y > x[2].z) { T const r = sqrt(T(1) + x[1].y - x[0].x - x[2].z); T const invr = static_cast(0.5) / r; real.x = (x[1].x + x[0].y) * invr; real.y = static_cast(0.5) * r; real.z = (x[2].y + x[1].z) * invr; real.w = (x[0].z - x[2].x) * invr; } else { T const r = sqrt(T(1) + x[2].z - x[0].x - x[1].y); T const invr = static_cast(0.5) / r; real.x = (x[0].z + x[2].x) * invr; real.y = (x[2].y + x[1].z) * invr; real.z = static_cast(0.5) * r; real.w = (x[1].x - x[0].y) * invr; } qua dual; dual.x = static_cast(0.5) * ( x[0].w * real.w + x[1].w * real.z - x[2].w * real.y); dual.y = static_cast(0.5) * (-x[0].w * real.z + x[1].w * real.w + x[2].w * real.x); dual.z = static_cast(0.5) * ( x[0].w * real.y - x[1].w * real.x + x[2].w * real.w); dual.w = -static_cast(0.5) * ( x[0].w * real.x + x[1].w * real.y + x[2].w * real.z); return tdualquat(real, dual); } }//namespace glm ================================================ FILE: third_party/glm/gtx/easing.hpp ================================================ /// @ref gtx_easing /// @file glm/gtx/easing.hpp /// @author Robert Chisholm /// /// @see core (dependence) /// /// @defgroup gtx_easing GLM_GTX_easing /// @ingroup gtx /// /// Include to use the features of this extension. /// /// Easing functions for animations and transitons /// All functions take a parameter x in the range [0.0,1.0] /// /// Based on the AHEasing project of Warren Moore (https://github.com/warrenm/AHEasing) #pragma once // Dependency: #include "../glm.hpp" #include "../gtc/constants.hpp" #include "../detail/qualifier.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # ifndef GLM_ENABLE_EXPERIMENTAL # pragma message("GLM: GLM_GTX_easing is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") # else # pragma message("GLM: GLM_GTX_easing extension included") # endif #endif namespace glm{ /// @addtogroup gtx_easing /// @{ /// Modelled after the line y = x /// @see gtx_easing template GLM_FUNC_DECL genType linearInterpolation(genType const & a); /// Modelled after the parabola y = x^2 /// @see gtx_easing template GLM_FUNC_DECL genType quadraticEaseIn(genType const & a); /// Modelled after the parabola y = -x^2 + 2x /// @see gtx_easing template GLM_FUNC_DECL genType quadraticEaseOut(genType const & a); /// Modelled after the piecewise quadratic /// y = (1/2)((2x)^2) ; [0, 0.5) /// y = -(1/2)((2x-1)*(2x-3) - 1) ; [0.5, 1] /// @see gtx_easing template GLM_FUNC_DECL genType quadraticEaseInOut(genType const & a); /// Modelled after the cubic y = x^3 template GLM_FUNC_DECL genType cubicEaseIn(genType const & a); /// Modelled after the cubic y = (x - 1)^3 + 1 /// @see gtx_easing template GLM_FUNC_DECL genType cubicEaseOut(genType const & a); /// Modelled after the piecewise cubic /// y = (1/2)((2x)^3) ; [0, 0.5) /// y = (1/2)((2x-2)^3 + 2) ; [0.5, 1] /// @see gtx_easing template GLM_FUNC_DECL genType cubicEaseInOut(genType const & a); /// Modelled after the quartic x^4 /// @see gtx_easing template GLM_FUNC_DECL genType quarticEaseIn(genType const & a); /// Modelled after the quartic y = 1 - (x - 1)^4 /// @see gtx_easing template GLM_FUNC_DECL genType quarticEaseOut(genType const & a); /// Modelled after the piecewise quartic /// y = (1/2)((2x)^4) ; [0, 0.5) /// y = -(1/2)((2x-2)^4 - 2) ; [0.5, 1] /// @see gtx_easing template GLM_FUNC_DECL genType quarticEaseInOut(genType const & a); /// Modelled after the quintic y = x^5 /// @see gtx_easing template GLM_FUNC_DECL genType quinticEaseIn(genType const & a); /// Modelled after the quintic y = (x - 1)^5 + 1 /// @see gtx_easing template GLM_FUNC_DECL genType quinticEaseOut(genType const & a); /// Modelled after the piecewise quintic /// y = (1/2)((2x)^5) ; [0, 0.5) /// y = (1/2)((2x-2)^5 + 2) ; [0.5, 1] /// @see gtx_easing template GLM_FUNC_DECL genType quinticEaseInOut(genType const & a); /// Modelled after quarter-cycle of sine wave /// @see gtx_easing template GLM_FUNC_DECL genType sineEaseIn(genType const & a); /// Modelled after quarter-cycle of sine wave (different phase) /// @see gtx_easing template GLM_FUNC_DECL genType sineEaseOut(genType const & a); /// Modelled after half sine wave /// @see gtx_easing template GLM_FUNC_DECL genType sineEaseInOut(genType const & a); /// Modelled after shifted quadrant IV of unit circle /// @see gtx_easing template GLM_FUNC_DECL genType circularEaseIn(genType const & a); /// Modelled after shifted quadrant II of unit circle /// @see gtx_easing template GLM_FUNC_DECL genType circularEaseOut(genType const & a); /// Modelled after the piecewise circular function /// y = (1/2)(1 - sqrt(1 - 4x^2)) ; [0, 0.5) /// y = (1/2)(sqrt(-(2x - 3)*(2x - 1)) + 1) ; [0.5, 1] /// @see gtx_easing template GLM_FUNC_DECL genType circularEaseInOut(genType const & a); /// Modelled after the exponential function y = 2^(10(x - 1)) /// @see gtx_easing template GLM_FUNC_DECL genType exponentialEaseIn(genType const & a); /// Modelled after the exponential function y = -2^(-10x) + 1 /// @see gtx_easing template GLM_FUNC_DECL genType exponentialEaseOut(genType const & a); /// Modelled after the piecewise exponential /// y = (1/2)2^(10(2x - 1)) ; [0,0.5) /// y = -(1/2)*2^(-10(2x - 1))) + 1 ; [0.5,1] /// @see gtx_easing template GLM_FUNC_DECL genType exponentialEaseInOut(genType const & a); /// Modelled after the damped sine wave y = sin(13pi/2*x)*pow(2, 10 * (x - 1)) /// @see gtx_easing template GLM_FUNC_DECL genType elasticEaseIn(genType const & a); /// Modelled after the damped sine wave y = sin(-13pi/2*(x + 1))*pow(2, -10x) + 1 /// @see gtx_easing template GLM_FUNC_DECL genType elasticEaseOut(genType const & a); /// Modelled after the piecewise exponentially-damped sine wave: /// y = (1/2)*sin(13pi/2*(2*x))*pow(2, 10 * ((2*x) - 1)) ; [0,0.5) /// y = (1/2)*(sin(-13pi/2*((2x-1)+1))*pow(2,-10(2*x-1)) + 2) ; [0.5, 1] /// @see gtx_easing template GLM_FUNC_DECL genType elasticEaseInOut(genType const & a); /// @see gtx_easing template GLM_FUNC_DECL genType backEaseIn(genType const& a); /// @see gtx_easing template GLM_FUNC_DECL genType backEaseOut(genType const& a); /// @see gtx_easing template GLM_FUNC_DECL genType backEaseInOut(genType const& a); /// @param a parameter /// @param o Optional overshoot modifier /// @see gtx_easing template GLM_FUNC_DECL genType backEaseIn(genType const& a, genType const& o); /// @param a parameter /// @param o Optional overshoot modifier /// @see gtx_easing template GLM_FUNC_DECL genType backEaseOut(genType const& a, genType const& o); /// @param a parameter /// @param o Optional overshoot modifier /// @see gtx_easing template GLM_FUNC_DECL genType backEaseInOut(genType const& a, genType const& o); /// @see gtx_easing template GLM_FUNC_DECL genType bounceEaseIn(genType const& a); /// @see gtx_easing template GLM_FUNC_DECL genType bounceEaseOut(genType const& a); /// @see gtx_easing template GLM_FUNC_DECL genType bounceEaseInOut(genType const& a); /// @} }//namespace glm #include "easing.inl" ================================================ FILE: third_party/glm/gtx/easing.inl ================================================ /// @ref gtx_easing #include namespace glm{ template GLM_FUNC_QUALIFIER genType linearInterpolation(genType const& a) { // Only defined in [0, 1] assert(a >= zero()); assert(a <= one()); return a; } template GLM_FUNC_QUALIFIER genType quadraticEaseIn(genType const& a) { // Only defined in [0, 1] assert(a >= zero()); assert(a <= one()); return a * a; } template GLM_FUNC_QUALIFIER genType quadraticEaseOut(genType const& a) { // Only defined in [0, 1] assert(a >= zero()); assert(a <= one()); return -(a * (a - static_cast(2))); } template GLM_FUNC_QUALIFIER genType quadraticEaseInOut(genType const& a) { // Only defined in [0, 1] assert(a >= zero()); assert(a <= one()); if(a < static_cast(0.5)) { return static_cast(2) * a * a; } else { return (-static_cast(2) * a * a) + (4 * a) - one(); } } template GLM_FUNC_QUALIFIER genType cubicEaseIn(genType const& a) { // Only defined in [0, 1] assert(a >= zero()); assert(a <= one()); return a * a * a; } template GLM_FUNC_QUALIFIER genType cubicEaseOut(genType const& a) { // Only defined in [0, 1] assert(a >= zero()); assert(a <= one()); genType const f = a - one(); return f * f * f + one(); } template GLM_FUNC_QUALIFIER genType cubicEaseInOut(genType const& a) { // Only defined in [0, 1] assert(a >= zero()); assert(a <= one()); if (a < static_cast(0.5)) { return static_cast(4) * a * a * a; } else { genType const f = ((static_cast(2) * a) - static_cast(2)); return static_cast(0.5) * f * f * f + one(); } } template GLM_FUNC_QUALIFIER genType quarticEaseIn(genType const& a) { // Only defined in [0, 1] assert(a >= zero()); assert(a <= one()); return a * a * a * a; } template GLM_FUNC_QUALIFIER genType quarticEaseOut(genType const& a) { // Only defined in [0, 1] assert(a >= zero()); assert(a <= one()); genType const f = (a - one()); return f * f * f * (one() - a) + one(); } template GLM_FUNC_QUALIFIER genType quarticEaseInOut(genType const& a) { // Only defined in [0, 1] assert(a >= zero()); assert(a <= one()); if(a < static_cast(0.5)) { return static_cast(8) * a * a * a * a; } else { genType const f = (a - one()); return -static_cast(8) * f * f * f * f + one(); } } template GLM_FUNC_QUALIFIER genType quinticEaseIn(genType const& a) { // Only defined in [0, 1] assert(a >= zero()); assert(a <= one()); return a * a * a * a * a; } template GLM_FUNC_QUALIFIER genType quinticEaseOut(genType const& a) { // Only defined in [0, 1] assert(a >= zero()); assert(a <= one()); genType const f = (a - one()); return f * f * f * f * f + one(); } template GLM_FUNC_QUALIFIER genType quinticEaseInOut(genType const& a) { // Only defined in [0, 1] assert(a >= zero()); assert(a <= one()); if(a < static_cast(0.5)) { return static_cast(16) * a * a * a * a * a; } else { genType const f = ((static_cast(2) * a) - static_cast(2)); return static_cast(0.5) * f * f * f * f * f + one(); } } template GLM_FUNC_QUALIFIER genType sineEaseIn(genType const& a) { // Only defined in [0, 1] assert(a >= zero()); assert(a <= one()); return sin((a - one()) * half_pi()) + one(); } template GLM_FUNC_QUALIFIER genType sineEaseOut(genType const& a) { // Only defined in [0, 1] assert(a >= zero()); assert(a <= one()); return sin(a * half_pi()); } template GLM_FUNC_QUALIFIER genType sineEaseInOut(genType const& a) { // Only defined in [0, 1] assert(a >= zero()); assert(a <= one()); return static_cast(0.5) * (one() - cos(a * pi())); } template GLM_FUNC_QUALIFIER genType circularEaseIn(genType const& a) { // Only defined in [0, 1] assert(a >= zero()); assert(a <= one()); return one() - sqrt(one() - (a * a)); } template GLM_FUNC_QUALIFIER genType circularEaseOut(genType const& a) { // Only defined in [0, 1] assert(a >= zero()); assert(a <= one()); return sqrt((static_cast(2) - a) * a); } template GLM_FUNC_QUALIFIER genType circularEaseInOut(genType const& a) { // Only defined in [0, 1] assert(a >= zero()); assert(a <= one()); if(a < static_cast(0.5)) { return static_cast(0.5) * (one() - std::sqrt(one() - static_cast(4) * (a * a))); } else { return static_cast(0.5) * (std::sqrt(-((static_cast(2) * a) - static_cast(3)) * ((static_cast(2) * a) - one())) + one()); } } template GLM_FUNC_QUALIFIER genType exponentialEaseIn(genType const& a) { // Only defined in [0, 1] assert(a >= zero()); assert(a <= one()); if(a <= zero()) return a; else { genType const Complementary = a - one(); genType const Two = static_cast(2); return glm::pow(Two, Complementary * static_cast(10)); } } template GLM_FUNC_QUALIFIER genType exponentialEaseOut(genType const& a) { // Only defined in [0, 1] assert(a >= zero()); assert(a <= one()); if(a >= one()) return a; else { return one() - glm::pow(static_cast(2), -static_cast(10) * a); } } template GLM_FUNC_QUALIFIER genType exponentialEaseInOut(genType const& a) { // Only defined in [0, 1] assert(a >= zero()); assert(a <= one()); if(a < static_cast(0.5)) return static_cast(0.5) * glm::pow(static_cast(2), (static_cast(20) * a) - static_cast(10)); else return -static_cast(0.5) * glm::pow(static_cast(2), (-static_cast(20) * a) + static_cast(10)) + one(); } template GLM_FUNC_QUALIFIER genType elasticEaseIn(genType const& a) { // Only defined in [0, 1] assert(a >= zero()); assert(a <= one()); return std::sin(static_cast(13) * half_pi() * a) * glm::pow(static_cast(2), static_cast(10) * (a - one())); } template GLM_FUNC_QUALIFIER genType elasticEaseOut(genType const& a) { // Only defined in [0, 1] assert(a >= zero()); assert(a <= one()); return std::sin(-static_cast(13) * half_pi() * (a + one())) * glm::pow(static_cast(2), -static_cast(10) * a) + one(); } template GLM_FUNC_QUALIFIER genType elasticEaseInOut(genType const& a) { // Only defined in [0, 1] assert(a >= zero()); assert(a <= one()); if(a < static_cast(0.5)) return static_cast(0.5) * std::sin(static_cast(13) * half_pi() * (static_cast(2) * a)) * glm::pow(static_cast(2), static_cast(10) * ((static_cast(2) * a) - one())); else return static_cast(0.5) * (std::sin(-static_cast(13) * half_pi() * ((static_cast(2) * a - one()) + one())) * glm::pow(static_cast(2), -static_cast(10) * (static_cast(2) * a - one())) + static_cast(2)); } template GLM_FUNC_QUALIFIER genType backEaseIn(genType const& a, genType const& o) { // Only defined in [0, 1] assert(a >= zero()); assert(a <= one()); genType z = ((o + one()) * a) - o; return (a * a * z); } template GLM_FUNC_QUALIFIER genType backEaseOut(genType const& a, genType const& o) { // Only defined in [0, 1] assert(a >= zero()); assert(a <= one()); genType n = a - one(); genType z = ((o + one()) * n) + o; return (n * n * z) + one(); } template GLM_FUNC_QUALIFIER genType backEaseInOut(genType const& a, genType const& o) { // Only defined in [0, 1] assert(a >= zero()); assert(a <= one()); genType s = o * static_cast(1.525); genType x = static_cast(0.5); genType n = a / static_cast(0.5); if (n < static_cast(1)) { genType z = ((s + static_cast(1)) * n) - s; genType m = n * n * z; return x * m; } else { n -= static_cast(2); genType z = ((s + static_cast(1)) * n) + s; genType m = (n*n*z) + static_cast(2); return x * m; } } template GLM_FUNC_QUALIFIER genType backEaseIn(genType const& a) { return backEaseIn(a, static_cast(1.70158)); } template GLM_FUNC_QUALIFIER genType backEaseOut(genType const& a) { return backEaseOut(a, static_cast(1.70158)); } template GLM_FUNC_QUALIFIER genType backEaseInOut(genType const& a) { return backEaseInOut(a, static_cast(1.70158)); } template GLM_FUNC_QUALIFIER genType bounceEaseOut(genType const& a) { // Only defined in [0, 1] assert(a >= zero()); assert(a <= one()); if(a < static_cast(4.0 / 11.0)) { return (static_cast(121) * a * a) / static_cast(16); } else if(a < static_cast(8.0 / 11.0)) { return (static_cast(363.0 / 40.0) * a * a) - (static_cast(99.0 / 10.0) * a) + static_cast(17.0 / 5.0); } else if(a < static_cast(9.0 / 10.0)) { return (static_cast(4356.0 / 361.0) * a * a) - (static_cast(35442.0 / 1805.0) * a) + static_cast(16061.0 / 1805.0); } else { return (static_cast(54.0 / 5.0) * a * a) - (static_cast(513.0 / 25.0) * a) + static_cast(268.0 / 25.0); } } template GLM_FUNC_QUALIFIER genType bounceEaseIn(genType const& a) { // Only defined in [0, 1] assert(a >= zero()); assert(a <= one()); return one() - bounceEaseOut(one() - a); } template GLM_FUNC_QUALIFIER genType bounceEaseInOut(genType const& a) { // Only defined in [0, 1] assert(a >= zero()); assert(a <= one()); if(a < static_cast(0.5)) { return static_cast(0.5) * (one() - bounceEaseOut(a * static_cast(2))); } else { return static_cast(0.5) * bounceEaseOut(a * static_cast(2) - one()) + static_cast(0.5); } } }//namespace glm ================================================ FILE: third_party/glm/gtx/euler_angles.hpp ================================================ /// @ref gtx_euler_angles /// @file glm/gtx/euler_angles.hpp /// /// @see core (dependence) /// /// @defgroup gtx_euler_angles GLM_GTX_euler_angles /// @ingroup gtx /// /// Include to use the features of this extension. /// /// Build matrices from Euler angles. /// /// Extraction of Euler angles from rotation matrix. /// Based on the original paper 2014 Mike Day - Extracting Euler Angles from a Rotation Matrix. #pragma once // Dependency: #include "../glm.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # ifndef GLM_ENABLE_EXPERIMENTAL # pragma message("GLM: GLM_GTX_euler_angles is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") # else # pragma message("GLM: GLM_GTX_euler_angles extension included") # endif #endif namespace glm { /// @addtogroup gtx_euler_angles /// @{ /// Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle X. /// @see gtx_euler_angles template GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleX( T const& angleX); /// Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle Y. /// @see gtx_euler_angles template GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleY( T const& angleY); /// Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle Z. /// @see gtx_euler_angles template GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleZ( T const& angleZ); /// Creates a 3D 4 * 4 homogeneous derived matrix from the rotation matrix about X-axis. /// @see gtx_euler_angles template GLM_FUNC_DECL mat<4, 4, T, defaultp> derivedEulerAngleX( T const & angleX, T const & angularVelocityX); /// Creates a 3D 4 * 4 homogeneous derived matrix from the rotation matrix about Y-axis. /// @see gtx_euler_angles template GLM_FUNC_DECL mat<4, 4, T, defaultp> derivedEulerAngleY( T const & angleY, T const & angularVelocityY); /// Creates a 3D 4 * 4 homogeneous derived matrix from the rotation matrix about Z-axis. /// @see gtx_euler_angles template GLM_FUNC_DECL mat<4, 4, T, defaultp> derivedEulerAngleZ( T const & angleZ, T const & angularVelocityZ); /// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Y). /// @see gtx_euler_angles template GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleXY( T const& angleX, T const& angleY); /// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X). /// @see gtx_euler_angles template GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleYX( T const& angleY, T const& angleX); /// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Z). /// @see gtx_euler_angles template GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleXZ( T const& angleX, T const& angleZ); /// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * X). /// @see gtx_euler_angles template GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleZX( T const& angle, T const& angleX); /// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * Z). /// @see gtx_euler_angles template GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleYZ( T const& angleY, T const& angleZ); /// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * Y). /// @see gtx_euler_angles template GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleZY( T const& angleZ, T const& angleY); /// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Y * Z). /// @see gtx_euler_angles template GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleXYZ( T const& t1, T const& t2, T const& t3); /// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z). /// @see gtx_euler_angles template GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleYXZ( T const& yaw, T const& pitch, T const& roll); /// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Z * X). /// @see gtx_euler_angles template GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleXZX( T const & t1, T const & t2, T const & t3); /// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Y * X). /// @see gtx_euler_angles template GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleXYX( T const & t1, T const & t2, T const & t3); /// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Y). /// @see gtx_euler_angles template GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleYXY( T const & t1, T const & t2, T const & t3); /// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * Z * Y). /// @see gtx_euler_angles template GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleYZY( T const & t1, T const & t2, T const & t3); /// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * Y * Z). /// @see gtx_euler_angles template GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleZYZ( T const & t1, T const & t2, T const & t3); /// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * X * Z). /// @see gtx_euler_angles template GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleZXZ( T const & t1, T const & t2, T const & t3); /// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Z * Y). /// @see gtx_euler_angles template GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleXZY( T const & t1, T const & t2, T const & t3); /// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * Z * X). /// @see gtx_euler_angles template GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleYZX( T const & t1, T const & t2, T const & t3); /// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * Y * X). /// @see gtx_euler_angles template GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleZYX( T const & t1, T const & t2, T const & t3); /// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * X * Y). /// @see gtx_euler_angles template GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleZXY( T const & t1, T const & t2, T const & t3); /// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z). /// @see gtx_euler_angles template GLM_FUNC_DECL mat<4, 4, T, defaultp> yawPitchRoll( T const& yaw, T const& pitch, T const& roll); /// Creates a 2D 2 * 2 rotation matrix from an euler angle. /// @see gtx_euler_angles template GLM_FUNC_DECL mat<2, 2, T, defaultp> orientate2(T const& angle); /// Creates a 2D 4 * 4 homogeneous rotation matrix from an euler angle. /// @see gtx_euler_angles template GLM_FUNC_DECL mat<3, 3, T, defaultp> orientate3(T const& angle); /// Creates a 3D 3 * 3 rotation matrix from euler angles (Y * X * Z). /// @see gtx_euler_angles template GLM_FUNC_DECL mat<3, 3, T, Q> orientate3(vec<3, T, Q> const& angles); /// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z). /// @see gtx_euler_angles template GLM_FUNC_DECL mat<4, 4, T, Q> orientate4(vec<3, T, Q> const& angles); /// Extracts the (X * Y * Z) Euler angles from the rotation matrix M /// @see gtx_euler_angles template GLM_FUNC_DECL void extractEulerAngleXYZ(mat<4, 4, T, defaultp> const& M, T & t1, T & t2, T & t3); /// Extracts the (Y * X * Z) Euler angles from the rotation matrix M /// @see gtx_euler_angles template GLM_FUNC_DECL void extractEulerAngleYXZ(mat<4, 4, T, defaultp> const & M, T & t1, T & t2, T & t3); /// Extracts the (X * Z * X) Euler angles from the rotation matrix M /// @see gtx_euler_angles template GLM_FUNC_DECL void extractEulerAngleXZX(mat<4, 4, T, defaultp> const & M, T & t1, T & t2, T & t3); /// Extracts the (X * Y * X) Euler angles from the rotation matrix M /// @see gtx_euler_angles template GLM_FUNC_DECL void extractEulerAngleXYX(mat<4, 4, T, defaultp> const & M, T & t1, T & t2, T & t3); /// Extracts the (Y * X * Y) Euler angles from the rotation matrix M /// @see gtx_euler_angles template GLM_FUNC_DECL void extractEulerAngleYXY(mat<4, 4, T, defaultp> const & M, T & t1, T & t2, T & t3); /// Extracts the (Y * Z * Y) Euler angles from the rotation matrix M /// @see gtx_euler_angles template GLM_FUNC_DECL void extractEulerAngleYZY(mat<4, 4, T, defaultp> const & M, T & t1, T & t2, T & t3); /// Extracts the (Z * Y * Z) Euler angles from the rotation matrix M /// @see gtx_euler_angles template GLM_FUNC_DECL void extractEulerAngleZYZ(mat<4, 4, T, defaultp> const & M, T & t1, T & t2, T & t3); /// Extracts the (Z * X * Z) Euler angles from the rotation matrix M /// @see gtx_euler_angles template GLM_FUNC_DECL void extractEulerAngleZXZ(mat<4, 4, T, defaultp> const & M, T & t1, T & t2, T & t3); /// Extracts the (X * Z * Y) Euler angles from the rotation matrix M /// @see gtx_euler_angles template GLM_FUNC_DECL void extractEulerAngleXZY(mat<4, 4, T, defaultp> const & M, T & t1, T & t2, T & t3); /// Extracts the (Y * Z * X) Euler angles from the rotation matrix M /// @see gtx_euler_angles template GLM_FUNC_DECL void extractEulerAngleYZX(mat<4, 4, T, defaultp> const & M, T & t1, T & t2, T & t3); /// Extracts the (Z * Y * X) Euler angles from the rotation matrix M /// @see gtx_euler_angles template GLM_FUNC_DECL void extractEulerAngleZYX(mat<4, 4, T, defaultp> const & M, T & t1, T & t2, T & t3); /// Extracts the (Z * X * Y) Euler angles from the rotation matrix M /// @see gtx_euler_angles template GLM_FUNC_DECL void extractEulerAngleZXY(mat<4, 4, T, defaultp> const & M, T & t1, T & t2, T & t3); /// @} }//namespace glm #include "euler_angles.inl" ================================================ FILE: third_party/glm/gtx/euler_angles.inl ================================================ /// @ref gtx_euler_angles #include "compatibility.hpp" // glm::atan2 namespace glm { template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleX ( T const& angleX ) { T cosX = glm::cos(angleX); T sinX = glm::sin(angleX); return mat<4, 4, T, defaultp>( T(1), T(0), T(0), T(0), T(0), cosX, sinX, T(0), T(0),-sinX, cosX, T(0), T(0), T(0), T(0), T(1)); } template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleY ( T const& angleY ) { T cosY = glm::cos(angleY); T sinY = glm::sin(angleY); return mat<4, 4, T, defaultp>( cosY, T(0), -sinY, T(0), T(0), T(1), T(0), T(0), sinY, T(0), cosY, T(0), T(0), T(0), T(0), T(1)); } template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleZ ( T const& angleZ ) { T cosZ = glm::cos(angleZ); T sinZ = glm::sin(angleZ); return mat<4, 4, T, defaultp>( cosZ, sinZ, T(0), T(0), -sinZ, cosZ, T(0), T(0), T(0), T(0), T(1), T(0), T(0), T(0), T(0), T(1)); } template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> derivedEulerAngleX ( T const & angleX, T const & angularVelocityX ) { T cosX = glm::cos(angleX) * angularVelocityX; T sinX = glm::sin(angleX) * angularVelocityX; return mat<4, 4, T, defaultp>( T(0), T(0), T(0), T(0), T(0),-sinX, cosX, T(0), T(0),-cosX,-sinX, T(0), T(0), T(0), T(0), T(0)); } template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> derivedEulerAngleY ( T const & angleY, T const & angularVelocityY ) { T cosY = glm::cos(angleY) * angularVelocityY; T sinY = glm::sin(angleY) * angularVelocityY; return mat<4, 4, T, defaultp>( -sinY, T(0), -cosY, T(0), T(0), T(0), T(0), T(0), cosY, T(0), -sinY, T(0), T(0), T(0), T(0), T(0)); } template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> derivedEulerAngleZ ( T const & angleZ, T const & angularVelocityZ ) { T cosZ = glm::cos(angleZ) * angularVelocityZ; T sinZ = glm::sin(angleZ) * angularVelocityZ; return mat<4, 4, T, defaultp>( -sinZ, cosZ, T(0), T(0), -cosZ, -sinZ, T(0), T(0), T(0), T(0), T(0), T(0), T(0), T(0), T(0), T(0)); } template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleXY ( T const& angleX, T const& angleY ) { T cosX = glm::cos(angleX); T sinX = glm::sin(angleX); T cosY = glm::cos(angleY); T sinY = glm::sin(angleY); return mat<4, 4, T, defaultp>( cosY, -sinX * -sinY, cosX * -sinY, T(0), T(0), cosX, sinX, T(0), sinY, -sinX * cosY, cosX * cosY, T(0), T(0), T(0), T(0), T(1)); } template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleYX ( T const& angleY, T const& angleX ) { T cosX = glm::cos(angleX); T sinX = glm::sin(angleX); T cosY = glm::cos(angleY); T sinY = glm::sin(angleY); return mat<4, 4, T, defaultp>( cosY, 0, -sinY, T(0), sinY * sinX, cosX, cosY * sinX, T(0), sinY * cosX, -sinX, cosY * cosX, T(0), T(0), T(0), T(0), T(1)); } template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleXZ ( T const& angleX, T const& angleZ ) { return eulerAngleX(angleX) * eulerAngleZ(angleZ); } template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleZX ( T const& angleZ, T const& angleX ) { return eulerAngleZ(angleZ) * eulerAngleX(angleX); } template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleYZ ( T const& angleY, T const& angleZ ) { return eulerAngleY(angleY) * eulerAngleZ(angleZ); } template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleZY ( T const& angleZ, T const& angleY ) { return eulerAngleZ(angleZ) * eulerAngleY(angleY); } template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleXYZ ( T const& t1, T const& t2, T const& t3 ) { T c1 = glm::cos(-t1); T c2 = glm::cos(-t2); T c3 = glm::cos(-t3); T s1 = glm::sin(-t1); T s2 = glm::sin(-t2); T s3 = glm::sin(-t3); mat<4, 4, T, defaultp> Result; Result[0][0] = c2 * c3; Result[0][1] =-c1 * s3 + s1 * s2 * c3; Result[0][2] = s1 * s3 + c1 * s2 * c3; Result[0][3] = static_cast(0); Result[1][0] = c2 * s3; Result[1][1] = c1 * c3 + s1 * s2 * s3; Result[1][2] =-s1 * c3 + c1 * s2 * s3; Result[1][3] = static_cast(0); Result[2][0] =-s2; Result[2][1] = s1 * c2; Result[2][2] = c1 * c2; Result[2][3] = static_cast(0); Result[3][0] = static_cast(0); Result[3][1] = static_cast(0); Result[3][2] = static_cast(0); Result[3][3] = static_cast(1); return Result; } template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleYXZ ( T const& yaw, T const& pitch, T const& roll ) { T tmp_ch = glm::cos(yaw); T tmp_sh = glm::sin(yaw); T tmp_cp = glm::cos(pitch); T tmp_sp = glm::sin(pitch); T tmp_cb = glm::cos(roll); T tmp_sb = glm::sin(roll); mat<4, 4, T, defaultp> Result; Result[0][0] = tmp_ch * tmp_cb + tmp_sh * tmp_sp * tmp_sb; Result[0][1] = tmp_sb * tmp_cp; Result[0][2] = -tmp_sh * tmp_cb + tmp_ch * tmp_sp * tmp_sb; Result[0][3] = static_cast(0); Result[1][0] = -tmp_ch * tmp_sb + tmp_sh * tmp_sp * tmp_cb; Result[1][1] = tmp_cb * tmp_cp; Result[1][2] = tmp_sb * tmp_sh + tmp_ch * tmp_sp * tmp_cb; Result[1][3] = static_cast(0); Result[2][0] = tmp_sh * tmp_cp; Result[2][1] = -tmp_sp; Result[2][2] = tmp_ch * tmp_cp; Result[2][3] = static_cast(0); Result[3][0] = static_cast(0); Result[3][1] = static_cast(0); Result[3][2] = static_cast(0); Result[3][3] = static_cast(1); return Result; } template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleXZX ( T const & t1, T const & t2, T const & t3 ) { T c1 = glm::cos(t1); T s1 = glm::sin(t1); T c2 = glm::cos(t2); T s2 = glm::sin(t2); T c3 = glm::cos(t3); T s3 = glm::sin(t3); mat<4, 4, T, defaultp> Result; Result[0][0] = c2; Result[0][1] = c1 * s2; Result[0][2] = s1 * s2; Result[0][3] = static_cast(0); Result[1][0] =-c3 * s2; Result[1][1] = c1 * c2 * c3 - s1 * s3; Result[1][2] = c1 * s3 + c2 * c3 * s1; Result[1][3] = static_cast(0); Result[2][0] = s2 * s3; Result[2][1] =-c3 * s1 - c1 * c2 * s3; Result[2][2] = c1 * c3 - c2 * s1 * s3; Result[2][3] = static_cast(0); Result[3][0] = static_cast(0); Result[3][1] = static_cast(0); Result[3][2] = static_cast(0); Result[3][3] = static_cast(1); return Result; } template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleXYX ( T const & t1, T const & t2, T const & t3 ) { T c1 = glm::cos(t1); T s1 = glm::sin(t1); T c2 = glm::cos(t2); T s2 = glm::sin(t2); T c3 = glm::cos(t3); T s3 = glm::sin(t3); mat<4, 4, T, defaultp> Result; Result[0][0] = c2; Result[0][1] = s1 * s2; Result[0][2] =-c1 * s2; Result[0][3] = static_cast(0); Result[1][0] = s2 * s3; Result[1][1] = c1 * c3 - c2 * s1 * s3; Result[1][2] = c3 * s1 + c1 * c2 * s3; Result[1][3] = static_cast(0); Result[2][0] = c3 * s2; Result[2][1] =-c1 * s3 - c2 * c3 * s1; Result[2][2] = c1 * c2 * c3 - s1 * s3; Result[2][3] = static_cast(0); Result[3][0] = static_cast(0); Result[3][1] = static_cast(0); Result[3][2] = static_cast(0); Result[3][3] = static_cast(1); return Result; } template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleYXY ( T const & t1, T const & t2, T const & t3 ) { T c1 = glm::cos(t1); T s1 = glm::sin(t1); T c2 = glm::cos(t2); T s2 = glm::sin(t2); T c3 = glm::cos(t3); T s3 = glm::sin(t3); mat<4, 4, T, defaultp> Result; Result[0][0] = c1 * c3 - c2 * s1 * s3; Result[0][1] = s2* s3; Result[0][2] =-c3 * s1 - c1 * c2 * s3; Result[0][3] = static_cast(0); Result[1][0] = s1 * s2; Result[1][1] = c2; Result[1][2] = c1 * s2; Result[1][3] = static_cast(0); Result[2][0] = c1 * s3 + c2 * c3 * s1; Result[2][1] =-c3 * s2; Result[2][2] = c1 * c2 * c3 - s1 * s3; Result[2][3] = static_cast(0); Result[3][0] = static_cast(0); Result[3][1] = static_cast(0); Result[3][2] = static_cast(0); Result[3][3] = static_cast(1); return Result; } template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleYZY ( T const & t1, T const & t2, T const & t3 ) { T c1 = glm::cos(t1); T s1 = glm::sin(t1); T c2 = glm::cos(t2); T s2 = glm::sin(t2); T c3 = glm::cos(t3); T s3 = glm::sin(t3); mat<4, 4, T, defaultp> Result; Result[0][0] = c1 * c2 * c3 - s1 * s3; Result[0][1] = c3 * s2; Result[0][2] =-c1 * s3 - c2 * c3 * s1; Result[0][3] = static_cast(0); Result[1][0] =-c1 * s2; Result[1][1] = c2; Result[1][2] = s1 * s2; Result[1][3] = static_cast(0); Result[2][0] = c3 * s1 + c1 * c2 * s3; Result[2][1] = s2 * s3; Result[2][2] = c1 * c3 - c2 * s1 * s3; Result[2][3] = static_cast(0); Result[3][0] = static_cast(0); Result[3][1] = static_cast(0); Result[3][2] = static_cast(0); Result[3][3] = static_cast(1); return Result; } template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleZYZ ( T const & t1, T const & t2, T const & t3 ) { T c1 = glm::cos(t1); T s1 = glm::sin(t1); T c2 = glm::cos(t2); T s2 = glm::sin(t2); T c3 = glm::cos(t3); T s3 = glm::sin(t3); mat<4, 4, T, defaultp> Result; Result[0][0] = c1 * c2 * c3 - s1 * s3; Result[0][1] = c1 * s3 + c2 * c3 * s1; Result[0][2] =-c3 * s2; Result[0][3] = static_cast(0); Result[1][0] =-c3 * s1 - c1 * c2 * s3; Result[1][1] = c1 * c3 - c2 * s1 * s3; Result[1][2] = s2 * s3; Result[1][3] = static_cast(0); Result[2][0] = c1 * s2; Result[2][1] = s1 * s2; Result[2][2] = c2; Result[2][3] = static_cast(0); Result[3][0] = static_cast(0); Result[3][1] = static_cast(0); Result[3][2] = static_cast(0); Result[3][3] = static_cast(1); return Result; } template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleZXZ ( T const & t1, T const & t2, T const & t3 ) { T c1 = glm::cos(t1); T s1 = glm::sin(t1); T c2 = glm::cos(t2); T s2 = glm::sin(t2); T c3 = glm::cos(t3); T s3 = glm::sin(t3); mat<4, 4, T, defaultp> Result; Result[0][0] = c1 * c3 - c2 * s1 * s3; Result[0][1] = c3 * s1 + c1 * c2 * s3; Result[0][2] = s2 *s3; Result[0][3] = static_cast(0); Result[1][0] =-c1 * s3 - c2 * c3 * s1; Result[1][1] = c1 * c2 * c3 - s1 * s3; Result[1][2] = c3 * s2; Result[1][3] = static_cast(0); Result[2][0] = s1 * s2; Result[2][1] =-c1 * s2; Result[2][2] = c2; Result[2][3] = static_cast(0); Result[3][0] = static_cast(0); Result[3][1] = static_cast(0); Result[3][2] = static_cast(0); Result[3][3] = static_cast(1); return Result; } template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleXZY ( T const & t1, T const & t2, T const & t3 ) { T c1 = glm::cos(t1); T s1 = glm::sin(t1); T c2 = glm::cos(t2); T s2 = glm::sin(t2); T c3 = glm::cos(t3); T s3 = glm::sin(t3); mat<4, 4, T, defaultp> Result; Result[0][0] = c2 * c3; Result[0][1] = s1 * s3 + c1 * c3 * s2; Result[0][2] = c3 * s1 * s2 - c1 * s3; Result[0][3] = static_cast(0); Result[1][0] =-s2; Result[1][1] = c1 * c2; Result[1][2] = c2 * s1; Result[1][3] = static_cast(0); Result[2][0] = c2 * s3; Result[2][1] = c1 * s2 * s3 - c3 * s1; Result[2][2] = c1 * c3 + s1 * s2 *s3; Result[2][3] = static_cast(0); Result[3][0] = static_cast(0); Result[3][1] = static_cast(0); Result[3][2] = static_cast(0); Result[3][3] = static_cast(1); return Result; } template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleYZX ( T const & t1, T const & t2, T const & t3 ) { T c1 = glm::cos(t1); T s1 = glm::sin(t1); T c2 = glm::cos(t2); T s2 = glm::sin(t2); T c3 = glm::cos(t3); T s3 = glm::sin(t3); mat<4, 4, T, defaultp> Result; Result[0][0] = c1 * c2; Result[0][1] = s2; Result[0][2] =-c2 * s1; Result[0][3] = static_cast(0); Result[1][0] = s1 * s3 - c1 * c3 * s2; Result[1][1] = c2 * c3; Result[1][2] = c1 * s3 + c3 * s1 * s2; Result[1][3] = static_cast(0); Result[2][0] = c3 * s1 + c1 * s2 * s3; Result[2][1] =-c2 * s3; Result[2][2] = c1 * c3 - s1 * s2 * s3; Result[2][3] = static_cast(0); Result[3][0] = static_cast(0); Result[3][1] = static_cast(0); Result[3][2] = static_cast(0); Result[3][3] = static_cast(1); return Result; } template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleZYX ( T const & t1, T const & t2, T const & t3 ) { T c1 = glm::cos(t1); T s1 = glm::sin(t1); T c2 = glm::cos(t2); T s2 = glm::sin(t2); T c3 = glm::cos(t3); T s3 = glm::sin(t3); mat<4, 4, T, defaultp> Result; Result[0][0] = c1 * c2; Result[0][1] = c2 * s1; Result[0][2] =-s2; Result[0][3] = static_cast(0); Result[1][0] = c1 * s2 * s3 - c3 * s1; Result[1][1] = c1 * c3 + s1 * s2 * s3; Result[1][2] = c2 * s3; Result[1][3] = static_cast(0); Result[2][0] = s1 * s3 + c1 * c3 * s2; Result[2][1] = c3 * s1 * s2 - c1 * s3; Result[2][2] = c2 * c3; Result[2][3] = static_cast(0); Result[3][0] = static_cast(0); Result[3][1] = static_cast(0); Result[3][2] = static_cast(0); Result[3][3] = static_cast(1); return Result; } template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleZXY ( T const & t1, T const & t2, T const & t3 ) { T c1 = glm::cos(t1); T s1 = glm::sin(t1); T c2 = glm::cos(t2); T s2 = glm::sin(t2); T c3 = glm::cos(t3); T s3 = glm::sin(t3); mat<4, 4, T, defaultp> Result; Result[0][0] = c1 * c3 - s1 * s2 * s3; Result[0][1] = c3 * s1 + c1 * s2 * s3; Result[0][2] =-c2 * s3; Result[0][3] = static_cast(0); Result[1][0] =-c2 * s1; Result[1][1] = c1 * c2; Result[1][2] = s2; Result[1][3] = static_cast(0); Result[2][0] = c1 * s3 + c3 * s1 * s2; Result[2][1] = s1 * s3 - c1 * c3 * s2; Result[2][2] = c2 * c3; Result[2][3] = static_cast(0); Result[3][0] = static_cast(0); Result[3][1] = static_cast(0); Result[3][2] = static_cast(0); Result[3][3] = static_cast(1); return Result; } template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> yawPitchRoll ( T const& yaw, T const& pitch, T const& roll ) { T tmp_ch = glm::cos(yaw); T tmp_sh = glm::sin(yaw); T tmp_cp = glm::cos(pitch); T tmp_sp = glm::sin(pitch); T tmp_cb = glm::cos(roll); T tmp_sb = glm::sin(roll); mat<4, 4, T, defaultp> Result; Result[0][0] = tmp_ch * tmp_cb + tmp_sh * tmp_sp * tmp_sb; Result[0][1] = tmp_sb * tmp_cp; Result[0][2] = -tmp_sh * tmp_cb + tmp_ch * tmp_sp * tmp_sb; Result[0][3] = static_cast(0); Result[1][0] = -tmp_ch * tmp_sb + tmp_sh * tmp_sp * tmp_cb; Result[1][1] = tmp_cb * tmp_cp; Result[1][2] = tmp_sb * tmp_sh + tmp_ch * tmp_sp * tmp_cb; Result[1][3] = static_cast(0); Result[2][0] = tmp_sh * tmp_cp; Result[2][1] = -tmp_sp; Result[2][2] = tmp_ch * tmp_cp; Result[2][3] = static_cast(0); Result[3][0] = static_cast(0); Result[3][1] = static_cast(0); Result[3][2] = static_cast(0); Result[3][3] = static_cast(1); return Result; } template GLM_FUNC_QUALIFIER mat<2, 2, T, defaultp> orientate2 ( T const& angle ) { T c = glm::cos(angle); T s = glm::sin(angle); mat<2, 2, T, defaultp> Result; Result[0][0] = c; Result[0][1] = s; Result[1][0] = -s; Result[1][1] = c; return Result; } template GLM_FUNC_QUALIFIER mat<3, 3, T, defaultp> orientate3 ( T const& angle ) { T c = glm::cos(angle); T s = glm::sin(angle); mat<3, 3, T, defaultp> Result; Result[0][0] = c; Result[0][1] = s; Result[0][2] = 0.0f; Result[1][0] = -s; Result[1][1] = c; Result[1][2] = 0.0f; Result[2][0] = 0.0f; Result[2][1] = 0.0f; Result[2][2] = 1.0f; return Result; } template GLM_FUNC_QUALIFIER mat<3, 3, T, Q> orientate3 ( vec<3, T, Q> const& angles ) { return mat<3, 3, T, Q>(yawPitchRoll(angles.z, angles.x, angles.y)); } template GLM_FUNC_QUALIFIER mat<4, 4, T, Q> orientate4 ( vec<3, T, Q> const& angles ) { return yawPitchRoll(angles.z, angles.x, angles.y); } template GLM_FUNC_DECL void extractEulerAngleXYZ(mat<4, 4, T, defaultp> const& M, T & t1, T & t2, T & t3) { T T1 = glm::atan2(M[2][1], M[2][2]); T C2 = glm::sqrt(M[0][0]*M[0][0] + M[1][0]*M[1][0]); T T2 = glm::atan2(-M[2][0], C2); T S1 = glm::sin(T1); T C1 = glm::cos(T1); T T3 = glm::atan2(S1*M[0][2] - C1*M[0][1], C1*M[1][1] - S1*M[1][2 ]); t1 = -T1; t2 = -T2; t3 = -T3; } template GLM_FUNC_QUALIFIER void extractEulerAngleYXZ(mat<4, 4, T, defaultp> const & M, T & t1, T & t2, T & t3) { T T1 = glm::atan2(M[2][0], M[2][2]); T C2 = glm::sqrt(M[0][1]*M[0][1] + M[1][1]*M[1][1]); T T2 = glm::atan2(-M[2][1], C2); T S1 = glm::sin(T1); T C1 = glm::cos(T1); T T3 = glm::atan2(S1*M[1][2] - C1*M[1][0], C1*M[0][0] - S1*M[0][2]); t1 = T1; t2 = T2; t3 = T3; } template GLM_FUNC_QUALIFIER void extractEulerAngleXZX(mat<4, 4, T, defaultp> const & M, T & t1, T & t2, T & t3) { T T1 = glm::atan2(M[0][2], M[0][1]); T S2 = glm::sqrt(M[1][0]*M[1][0] + M[2][0]*M[2][0]); T T2 = glm::atan2(S2, M[0][0]); T S1 = glm::sin(T1); T C1 = glm::cos(T1); T T3 = glm::atan2(C1*M[1][2] - S1*M[1][1], C1*M[2][2] - S1*M[2][1]); t1 = T1; t2 = T2; t3 = T3; } template GLM_FUNC_QUALIFIER void extractEulerAngleXYX(mat<4, 4, T, defaultp> const & M, T & t1, T & t2, T & t3) { T T1 = glm::atan2(M[0][1], -M[0][2]); T S2 = glm::sqrt(M[1][0]*M[1][0] + M[2][0]*M[2][0]); T T2 = glm::atan2(S2, M[0][0]); T S1 = glm::sin(T1); T C1 = glm::cos(T1); T T3 = glm::atan2(-C1*M[2][1] - S1*M[2][2], C1*M[1][1] + S1*M[1][2]); t1 = T1; t2 = T2; t3 = T3; } template GLM_FUNC_QUALIFIER void extractEulerAngleYXY(mat<4, 4, T, defaultp> const & M, T & t1, T & t2, T & t3) { T T1 = glm::atan2(M[1][0], M[1][2]); T S2 = glm::sqrt(M[0][1]*M[0][1] + M[2][1]*M[2][1]); T T2 = glm::atan2(S2, M[1][1]); T S1 = glm::sin(T1); T C1 = glm::cos(T1); T T3 = glm::atan2(C1*M[2][0] - S1*M[2][2], C1*M[0][0] - S1*M[0][2]); t1 = T1; t2 = T2; t3 = T3; } template GLM_FUNC_QUALIFIER void extractEulerAngleYZY(mat<4, 4, T, defaultp> const & M, T & t1, T & t2, T & t3) { T T1 = glm::atan2(M[1][2], -M[1][0]); T S2 = glm::sqrt(M[0][1]*M[0][1] + M[2][1]*M[2][1]); T T2 = glm::atan2(S2, M[1][1]); T S1 = glm::sin(T1); T C1 = glm::cos(T1); T T3 = glm::atan2(-S1*M[0][0] - C1*M[0][2], S1*M[2][0] + C1*M[2][2]); t1 = T1; t2 = T2; t3 = T3; } template GLM_FUNC_QUALIFIER void extractEulerAngleZYZ(mat<4, 4, T, defaultp> const & M, T & t1, T & t2, T & t3) { T T1 = glm::atan2(M[2][1], M[2][0]); T S2 = glm::sqrt(M[0][2]*M[0][2] + M[1][2]*M[1][2]); T T2 = glm::atan2(S2, M[2][2]); T S1 = glm::sin(T1); T C1 = glm::cos(T1); T T3 = glm::atan2(C1*M[0][1] - S1*M[0][0], C1*M[1][1] - S1*M[1][0]); t1 = T1; t2 = T2; t3 = T3; } template GLM_FUNC_QUALIFIER void extractEulerAngleZXZ(mat<4, 4, T, defaultp> const & M, T & t1, T & t2, T & t3) { T T1 = glm::atan2(M[2][0], -M[2][1]); T S2 = glm::sqrt(M[0][2]*M[0][2] + M[1][2]*M[1][2]); T T2 = glm::atan2(S2, M[2][2]); T S1 = glm::sin(T1); T C1 = glm::cos(T1); T T3 = glm::atan2(-C1*M[1][0] - S1*M[1][1], C1*M[0][0] + S1*M[0][1]); t1 = T1; t2 = T2; t3 = T3; } template GLM_FUNC_QUALIFIER void extractEulerAngleXZY(mat<4, 4, T, defaultp> const & M, T & t1, T & t2, T & t3) { T T1 = glm::atan2(M[1][2], M[1][1]); T C2 = glm::sqrt(M[0][0]*M[0][0] + M[2][0]*M[2][0]); T T2 = glm::atan2(-M[1][0], C2); T S1 = glm::sin(T1); T C1 = glm::cos(T1); T T3 = glm::atan2(S1*M[0][1] - C1*M[0][2], C1*M[2][2] - S1*M[2][1]); t1 = T1; t2 = T2; t3 = T3; } template GLM_FUNC_QUALIFIER void extractEulerAngleYZX(mat<4, 4, T, defaultp> const & M, T & t1, T & t2, T & t3) { T T1 = glm::atan2(-M[0][2], M[0][0]); T C2 = glm::sqrt(M[1][1]*M[1][1] + M[2][1]*M[2][1]); T T2 = glm::atan2(M[0][1], C2); T S1 = glm::sin(T1); T C1 = glm::cos(T1); T T3 = glm::atan2(S1*M[1][0] + C1*M[1][2], S1*M[2][0] + C1*M[2][2]); t1 = T1; t2 = T2; t3 = T3; } template GLM_FUNC_QUALIFIER void extractEulerAngleZYX(mat<4, 4, T, defaultp> const & M, T & t1, T & t2, T & t3) { T T1 = glm::atan2(M[0][1], M[0][0]); T C2 = glm::sqrt(M[1][2]*M[1][2] + M[2][2]*M[2][2]); T T2 = glm::atan2(-M[0][2], C2); T S1 = glm::sin(T1); T C1 = glm::cos(T1); T T3 = glm::atan2(S1*M[2][0] - C1*M[2][1], C1*M[1][1] - S1*M[1][0]); t1 = T1; t2 = T2; t3 = T3; } template GLM_FUNC_QUALIFIER void extractEulerAngleZXY(mat<4, 4, T, defaultp> const & M, T & t1, T & t2, T & t3) { T T1 = glm::atan2(-M[1][0], M[1][1]); T C2 = glm::sqrt(M[0][2]*M[0][2] + M[2][2]*M[2][2]); T T2 = glm::atan2(M[1][2], C2); T S1 = glm::sin(T1); T C1 = glm::cos(T1); T T3 = glm::atan2(C1*M[2][0] + S1*M[2][1], C1*M[0][0] + S1*M[0][1]); t1 = T1; t2 = T2; t3 = T3; } }//namespace glm ================================================ FILE: third_party/glm/gtx/extend.hpp ================================================ /// @ref gtx_extend /// @file glm/gtx/extend.hpp /// /// @see core (dependence) /// /// @defgroup gtx_extend GLM_GTX_extend /// @ingroup gtx /// /// Include to use the features of this extension. /// /// Extend a position from a source to a position at a defined length. #pragma once // Dependency: #include "../glm.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # ifndef GLM_ENABLE_EXPERIMENTAL # pragma message("GLM: GLM_GTX_extend is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") # else # pragma message("GLM: GLM_GTX_extend extension included") # endif #endif namespace glm { /// @addtogroup gtx_extend /// @{ /// Extends of Length the Origin position using the (Source - Origin) direction. /// @see gtx_extend template GLM_FUNC_DECL genType extend( genType const& Origin, genType const& Source, typename genType::value_type const Length); /// @} }//namespace glm #include "extend.inl" ================================================ FILE: third_party/glm/gtx/extend.inl ================================================ /// @ref gtx_extend namespace glm { template GLM_FUNC_QUALIFIER genType extend ( genType const& Origin, genType const& Source, genType const& Distance ) { return Origin + (Source - Origin) * Distance; } template GLM_FUNC_QUALIFIER vec<2, T, Q> extend ( vec<2, T, Q> const& Origin, vec<2, T, Q> const& Source, T const& Distance ) { return Origin + (Source - Origin) * Distance; } template GLM_FUNC_QUALIFIER vec<3, T, Q> extend ( vec<3, T, Q> const& Origin, vec<3, T, Q> const& Source, T const& Distance ) { return Origin + (Source - Origin) * Distance; } template GLM_FUNC_QUALIFIER vec<4, T, Q> extend ( vec<4, T, Q> const& Origin, vec<4, T, Q> const& Source, T const& Distance ) { return Origin + (Source - Origin) * Distance; } }//namespace glm ================================================ FILE: third_party/glm/gtx/extended_min_max.hpp ================================================ /// @ref gtx_extended_min_max /// @file glm/gtx/extended_min_max.hpp /// /// @see core (dependence) /// /// @defgroup gtx_extended_min_max GLM_GTX_extented_min_max /// @ingroup gtx /// /// Include to use the features of this extension. /// /// Min and max functions for 3 to 4 parameters. #pragma once // Dependency: #include "../glm.hpp" #include "../ext/vector_common.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # ifndef GLM_ENABLE_EXPERIMENTAL # pragma message("GLM: GLM_GTX_extented_min_max is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") # else # pragma message("GLM: GLM_GTX_extented_min_max extension included") # endif #endif namespace glm { /// @addtogroup gtx_extended_min_max /// @{ /// Return the minimum component-wise values of 3 inputs /// @see gtx_extented_min_max template GLM_FUNC_DECL T min( T const& x, T const& y, T const& z); /// Return the minimum component-wise values of 3 inputs /// @see gtx_extented_min_max template class C> GLM_FUNC_DECL C min( C const& x, typename C::T const& y, typename C::T const& z); /// Return the minimum component-wise values of 3 inputs /// @see gtx_extented_min_max template class C> GLM_FUNC_DECL C min( C const& x, C const& y, C const& z); /// Return the minimum component-wise values of 4 inputs /// @see gtx_extented_min_max template GLM_FUNC_DECL T min( T const& x, T const& y, T const& z, T const& w); /// Return the minimum component-wise values of 4 inputs /// @see gtx_extented_min_max template class C> GLM_FUNC_DECL C min( C const& x, typename C::T const& y, typename C::T const& z, typename C::T const& w); /// Return the minimum component-wise values of 4 inputs /// @see gtx_extented_min_max template class C> GLM_FUNC_DECL C min( C const& x, C const& y, C const& z, C const& w); /// Return the maximum component-wise values of 3 inputs /// @see gtx_extented_min_max template GLM_FUNC_DECL T max( T const& x, T const& y, T const& z); /// Return the maximum component-wise values of 3 inputs /// @see gtx_extented_min_max template class C> GLM_FUNC_DECL C max( C const& x, typename C::T const& y, typename C::T const& z); /// Return the maximum component-wise values of 3 inputs /// @see gtx_extented_min_max template class C> GLM_FUNC_DECL C max( C const& x, C const& y, C const& z); /// Return the maximum component-wise values of 4 inputs /// @see gtx_extented_min_max template GLM_FUNC_DECL T max( T const& x, T const& y, T const& z, T const& w); /// Return the maximum component-wise values of 4 inputs /// @see gtx_extented_min_max template class C> GLM_FUNC_DECL C max( C const& x, typename C::T const& y, typename C::T const& z, typename C::T const& w); /// Return the maximum component-wise values of 4 inputs /// @see gtx_extented_min_max template class C> GLM_FUNC_DECL C max( C const& x, C const& y, C const& z, C const& w); /// @} }//namespace glm #include "extended_min_max.inl" ================================================ FILE: third_party/glm/gtx/extended_min_max.inl ================================================ /// @ref gtx_extended_min_max namespace glm { template GLM_FUNC_QUALIFIER T min( T const& x, T const& y, T const& z) { return glm::min(glm::min(x, y), z); } template class C> GLM_FUNC_QUALIFIER C min ( C const& x, typename C::T const& y, typename C::T const& z ) { return glm::min(glm::min(x, y), z); } template class C> GLM_FUNC_QUALIFIER C min ( C const& x, C const& y, C const& z ) { return glm::min(glm::min(x, y), z); } template GLM_FUNC_QUALIFIER T min ( T const& x, T const& y, T const& z, T const& w ) { return glm::min(glm::min(x, y), glm::min(z, w)); } template class C> GLM_FUNC_QUALIFIER C min ( C const& x, typename C::T const& y, typename C::T const& z, typename C::T const& w ) { return glm::min(glm::min(x, y), glm::min(z, w)); } template class C> GLM_FUNC_QUALIFIER C min ( C const& x, C const& y, C const& z, C const& w ) { return glm::min(glm::min(x, y), glm::min(z, w)); } template GLM_FUNC_QUALIFIER T max( T const& x, T const& y, T const& z) { return glm::max(glm::max(x, y), z); } template class C> GLM_FUNC_QUALIFIER C max ( C const& x, typename C::T const& y, typename C::T const& z ) { return glm::max(glm::max(x, y), z); } template class C> GLM_FUNC_QUALIFIER C max ( C const& x, C const& y, C const& z ) { return glm::max(glm::max(x, y), z); } template GLM_FUNC_QUALIFIER T max ( T const& x, T const& y, T const& z, T const& w ) { return glm::max(glm::max(x, y), glm::max(z, w)); } template class C> GLM_FUNC_QUALIFIER C max ( C const& x, typename C::T const& y, typename C::T const& z, typename C::T const& w ) { return glm::max(glm::max(x, y), glm::max(z, w)); } template class C> GLM_FUNC_QUALIFIER C max ( C const& x, C const& y, C const& z, C const& w ) { return glm::max(glm::max(x, y), glm::max(z, w)); } }//namespace glm ================================================ FILE: third_party/glm/gtx/exterior_product.hpp ================================================ /// @ref gtx_exterior_product /// @file glm/gtx/exterior_product.hpp /// /// @see core (dependence) /// @see gtx_exterior_product (dependence) /// /// @defgroup gtx_exterior_product GLM_GTX_exterior_product /// @ingroup gtx /// /// Include to use the features of this extension. /// /// @brief Allow to perform bit operations on integer values #pragma once // Dependencies #include "../detail/setup.hpp" #include "../detail/qualifier.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # ifndef GLM_ENABLE_EXPERIMENTAL # pragma message("GLM: GLM_GTX_exterior_product is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") # else # pragma message("GLM: GLM_GTX_exterior_product extension included") # endif #endif namespace glm { /// @addtogroup gtx_exterior_product /// @{ /// Returns the cross product of x and y. /// /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum /// /// @see Exterior product template GLM_FUNC_DECL T cross(vec<2, T, Q> const& v, vec<2, T, Q> const& u); /// @} } //namespace glm #include "exterior_product.inl" ================================================ FILE: third_party/glm/gtx/exterior_product.inl ================================================ /// @ref gtx_exterior_product #include namespace glm { namespace detail { template struct compute_cross_vec2 { GLM_FUNC_QUALIFIER static T call(vec<2, T, Q> const& v, vec<2, T, Q> const& u) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'cross' accepts only floating-point inputs"); return v.x * u.y - u.x * v.y; } }; }//namespace detail template GLM_FUNC_QUALIFIER T cross(vec<2, T, Q> const& x, vec<2, T, Q> const& y) { return detail::compute_cross_vec2::value>::call(x, y); } }//namespace glm ================================================ FILE: third_party/glm/gtx/fast_exponential.hpp ================================================ /// @ref gtx_fast_exponential /// @file glm/gtx/fast_exponential.hpp /// /// @see core (dependence) /// @see gtx_half_float (dependence) /// /// @defgroup gtx_fast_exponential GLM_GTX_fast_exponential /// @ingroup gtx /// /// Include to use the features of this extension. /// /// Fast but less accurate implementations of exponential based functions. #pragma once // Dependency: #include "../glm.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # ifndef GLM_ENABLE_EXPERIMENTAL # pragma message("GLM: GLM_GTX_fast_exponential is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") # else # pragma message("GLM: GLM_GTX_fast_exponential extension included") # endif #endif namespace glm { /// @addtogroup gtx_fast_exponential /// @{ /// Faster than the common pow function but less accurate. /// @see gtx_fast_exponential template GLM_FUNC_DECL genType fastPow(genType x, genType y); /// Faster than the common pow function but less accurate. /// @see gtx_fast_exponential template GLM_FUNC_DECL vec fastPow(vec const& x, vec const& y); /// Faster than the common pow function but less accurate. /// @see gtx_fast_exponential template GLM_FUNC_DECL genTypeT fastPow(genTypeT x, genTypeU y); /// Faster than the common pow function but less accurate. /// @see gtx_fast_exponential template GLM_FUNC_DECL vec fastPow(vec const& x); /// Faster than the common exp function but less accurate. /// @see gtx_fast_exponential template GLM_FUNC_DECL T fastExp(T x); /// Faster than the common exp function but less accurate. /// @see gtx_fast_exponential template GLM_FUNC_DECL vec fastExp(vec const& x); /// Faster than the common log function but less accurate. /// @see gtx_fast_exponential template GLM_FUNC_DECL T fastLog(T x); /// Faster than the common exp2 function but less accurate. /// @see gtx_fast_exponential template GLM_FUNC_DECL vec fastLog(vec const& x); /// Faster than the common exp2 function but less accurate. /// @see gtx_fast_exponential template GLM_FUNC_DECL T fastExp2(T x); /// Faster than the common exp2 function but less accurate. /// @see gtx_fast_exponential template GLM_FUNC_DECL vec fastExp2(vec const& x); /// Faster than the common log2 function but less accurate. /// @see gtx_fast_exponential template GLM_FUNC_DECL T fastLog2(T x); /// Faster than the common log2 function but less accurate. /// @see gtx_fast_exponential template GLM_FUNC_DECL vec fastLog2(vec const& x); /// @} }//namespace glm #include "fast_exponential.inl" ================================================ FILE: third_party/glm/gtx/fast_exponential.inl ================================================ /// @ref gtx_fast_exponential namespace glm { // fastPow: template GLM_FUNC_QUALIFIER genType fastPow(genType x, genType y) { return exp(y * log(x)); } template GLM_FUNC_QUALIFIER vec fastPow(vec const& x, vec const& y) { return exp(y * log(x)); } template GLM_FUNC_QUALIFIER T fastPow(T x, int y) { T f = static_cast(1); for(int i = 0; i < y; ++i) f *= x; return f; } template GLM_FUNC_QUALIFIER vec fastPow(vec const& x, vec const& y) { vec Result; for(length_t i = 0, n = x.length(); i < n; ++i) Result[i] = fastPow(x[i], y[i]); return Result; } // fastExp // Note: This function provides accurate results only for value between -1 and 1, else avoid it. template GLM_FUNC_QUALIFIER T fastExp(T x) { // This has a better looking and same performance in release mode than the following code. However, in debug mode it's slower. // return 1.0f + x * (1.0f + x * 0.5f * (1.0f + x * 0.3333333333f * (1.0f + x * 0.25 * (1.0f + x * 0.2f)))); T x2 = x * x; T x3 = x2 * x; T x4 = x3 * x; T x5 = x4 * x; return T(1) + x + (x2 * T(0.5)) + (x3 * T(0.1666666667)) + (x4 * T(0.041666667)) + (x5 * T(0.008333333333)); } /* // Try to handle all values of float... but often shower than std::exp, glm::floor and the loop kill the performance GLM_FUNC_QUALIFIER float fastExp(float x) { const float e = 2.718281828f; const float IntegerPart = floor(x); const float FloatPart = x - IntegerPart; float z = 1.f; for(int i = 0; i < int(IntegerPart); ++i) z *= e; const float x2 = FloatPart * FloatPart; const float x3 = x2 * FloatPart; const float x4 = x3 * FloatPart; const float x5 = x4 * FloatPart; return z * (1.0f + FloatPart + (x2 * 0.5f) + (x3 * 0.1666666667f) + (x4 * 0.041666667f) + (x5 * 0.008333333333f)); } // Increase accuracy on number bigger that 1 and smaller than -1 but it's not enough for high and negative numbers GLM_FUNC_QUALIFIER float fastExp(float x) { // This has a better looking and same performance in release mode than the following code. However, in debug mode it's slower. // return 1.0f + x * (1.0f + x * 0.5f * (1.0f + x * 0.3333333333f * (1.0f + x * 0.25 * (1.0f + x * 0.2f)))); float x2 = x * x; float x3 = x2 * x; float x4 = x3 * x; float x5 = x4 * x; float x6 = x5 * x; float x7 = x6 * x; float x8 = x7 * x; return 1.0f + x + (x2 * 0.5f) + (x3 * 0.1666666667f) + (x4 * 0.041666667f) + (x5 * 0.008333333333f)+ (x6 * 0.00138888888888f) + (x7 * 0.000198412698f) + (x8 * 0.0000248015873f);; } */ template GLM_FUNC_QUALIFIER vec fastExp(vec const& x) { return detail::functor1::call(fastExp, x); } // fastLog template GLM_FUNC_QUALIFIER genType fastLog(genType x) { return std::log(x); } /* Slower than the VC7.1 function... GLM_FUNC_QUALIFIER float fastLog(float x) { float y1 = (x - 1.0f) / (x + 1.0f); float y2 = y1 * y1; return 2.0f * y1 * (1.0f + y2 * (0.3333333333f + y2 * (0.2f + y2 * 0.1428571429f))); } */ template GLM_FUNC_QUALIFIER vec fastLog(vec const& x) { return detail::functor1::call(fastLog, x); } //fastExp2, ln2 = 0.69314718055994530941723212145818f template GLM_FUNC_QUALIFIER genType fastExp2(genType x) { return fastExp(0.69314718055994530941723212145818f * x); } template GLM_FUNC_QUALIFIER vec fastExp2(vec const& x) { return detail::functor1::call(fastExp2, x); } // fastLog2, ln2 = 0.69314718055994530941723212145818f template GLM_FUNC_QUALIFIER genType fastLog2(genType x) { return fastLog(x) / 0.69314718055994530941723212145818f; } template GLM_FUNC_QUALIFIER vec fastLog2(vec const& x) { return detail::functor1::call(fastLog2, x); } }//namespace glm ================================================ FILE: third_party/glm/gtx/fast_square_root.hpp ================================================ /// @ref gtx_fast_square_root /// @file glm/gtx/fast_square_root.hpp /// /// @see core (dependence) /// /// @defgroup gtx_fast_square_root GLM_GTX_fast_square_root /// @ingroup gtx /// /// Include to use the features of this extension. /// /// Fast but less accurate implementations of square root based functions. /// - Sqrt optimisation based on Newton's method, /// www.gamedev.net/community/forums/topic.asp?topic id=139956 #pragma once // Dependency: #include "../common.hpp" #include "../exponential.hpp" #include "../geometric.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # ifndef GLM_ENABLE_EXPERIMENTAL # pragma message("GLM: GLM_GTX_fast_square_root is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") # else # pragma message("GLM: GLM_GTX_fast_square_root extension included") # endif #endif namespace glm { /// @addtogroup gtx_fast_square_root /// @{ /// Faster than the common sqrt function but less accurate. /// /// @see gtx_fast_square_root extension. template GLM_FUNC_DECL genType fastSqrt(genType x); /// Faster than the common sqrt function but less accurate. /// /// @see gtx_fast_square_root extension. template GLM_FUNC_DECL vec fastSqrt(vec const& x); /// Faster than the common inversesqrt function but less accurate. /// /// @see gtx_fast_square_root extension. template GLM_FUNC_DECL genType fastInverseSqrt(genType x); /// Faster than the common inversesqrt function but less accurate. /// /// @see gtx_fast_square_root extension. template GLM_FUNC_DECL vec fastInverseSqrt(vec const& x); /// Faster than the common length function but less accurate. /// /// @see gtx_fast_square_root extension. template GLM_FUNC_DECL genType fastLength(genType x); /// Faster than the common length function but less accurate. /// /// @see gtx_fast_square_root extension. template GLM_FUNC_DECL T fastLength(vec const& x); /// Faster than the common distance function but less accurate. /// /// @see gtx_fast_square_root extension. template GLM_FUNC_DECL genType fastDistance(genType x, genType y); /// Faster than the common distance function but less accurate. /// /// @see gtx_fast_square_root extension. template GLM_FUNC_DECL T fastDistance(vec const& x, vec const& y); /// Faster than the common normalize function but less accurate. /// /// @see gtx_fast_square_root extension. template GLM_FUNC_DECL genType fastNormalize(genType const& x); /// @} }// namespace glm #include "fast_square_root.inl" ================================================ FILE: third_party/glm/gtx/fast_square_root.inl ================================================ /// @ref gtx_fast_square_root namespace glm { // fastSqrt template GLM_FUNC_QUALIFIER genType fastSqrt(genType x) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'fastSqrt' only accept floating-point input"); return genType(1) / fastInverseSqrt(x); } template GLM_FUNC_QUALIFIER vec fastSqrt(vec const& x) { return detail::functor1::call(fastSqrt, x); } // fastInversesqrt template GLM_FUNC_QUALIFIER genType fastInverseSqrt(genType x) { return detail::compute_inversesqrt<1, genType, lowp, detail::is_aligned::value>::call(vec<1, genType, lowp>(x)).x; } template GLM_FUNC_QUALIFIER vec fastInverseSqrt(vec const& x) { return detail::compute_inversesqrt::value>::call(x); } // fastLength template GLM_FUNC_QUALIFIER genType fastLength(genType x) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'fastLength' only accept floating-point inputs"); return abs(x); } template GLM_FUNC_QUALIFIER T fastLength(vec const& x) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'fastLength' only accept floating-point inputs"); return fastSqrt(dot(x, x)); } // fastDistance template GLM_FUNC_QUALIFIER genType fastDistance(genType x, genType y) { return fastLength(y - x); } template GLM_FUNC_QUALIFIER T fastDistance(vec const& x, vec const& y) { return fastLength(y - x); } // fastNormalize template GLM_FUNC_QUALIFIER genType fastNormalize(genType x) { return x > genType(0) ? genType(1) : -genType(1); } template GLM_FUNC_QUALIFIER vec fastNormalize(vec const& x) { return x * fastInverseSqrt(dot(x, x)); } }//namespace glm ================================================ FILE: third_party/glm/gtx/fast_trigonometry.hpp ================================================ /// @ref gtx_fast_trigonometry /// @file glm/gtx/fast_trigonometry.hpp /// /// @see core (dependence) /// /// @defgroup gtx_fast_trigonometry GLM_GTX_fast_trigonometry /// @ingroup gtx /// /// Include to use the features of this extension. /// /// Fast but less accurate implementations of trigonometric functions. #pragma once // Dependency: #include "../gtc/constants.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # ifndef GLM_ENABLE_EXPERIMENTAL # pragma message("GLM: GLM_GTX_fast_trigonometry is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") # else # pragma message("GLM: GLM_GTX_fast_trigonometry extension included") # endif #endif namespace glm { /// @addtogroup gtx_fast_trigonometry /// @{ /// Wrap an angle to [0 2pi[ /// From GLM_GTX_fast_trigonometry extension. template GLM_FUNC_DECL T wrapAngle(T angle); /// Faster than the common sin function but less accurate. /// From GLM_GTX_fast_trigonometry extension. template GLM_FUNC_DECL T fastSin(T angle); /// Faster than the common cos function but less accurate. /// From GLM_GTX_fast_trigonometry extension. template GLM_FUNC_DECL T fastCos(T angle); /// Faster than the common tan function but less accurate. /// Defined between -2pi and 2pi. /// From GLM_GTX_fast_trigonometry extension. template GLM_FUNC_DECL T fastTan(T angle); /// Faster than the common asin function but less accurate. /// Defined between -2pi and 2pi. /// From GLM_GTX_fast_trigonometry extension. template GLM_FUNC_DECL T fastAsin(T angle); /// Faster than the common acos function but less accurate. /// Defined between -2pi and 2pi. /// From GLM_GTX_fast_trigonometry extension. template GLM_FUNC_DECL T fastAcos(T angle); /// Faster than the common atan function but less accurate. /// Defined between -2pi and 2pi. /// From GLM_GTX_fast_trigonometry extension. template GLM_FUNC_DECL T fastAtan(T y, T x); /// Faster than the common atan function but less accurate. /// Defined between -2pi and 2pi. /// From GLM_GTX_fast_trigonometry extension. template GLM_FUNC_DECL T fastAtan(T angle); /// @} }//namespace glm #include "fast_trigonometry.inl" ================================================ FILE: third_party/glm/gtx/fast_trigonometry.inl ================================================ /// @ref gtx_fast_trigonometry namespace glm{ namespace detail { template GLM_FUNC_QUALIFIER vec taylorCos(vec const& x) { return static_cast(1) - (x * x) * (1.f / 2.f) + ((x * x) * (x * x)) * (1.f / 24.f) - (((x * x) * (x * x)) * (x * x)) * (1.f / 720.f) + (((x * x) * (x * x)) * ((x * x) * (x * x))) * (1.f / 40320.f); } template GLM_FUNC_QUALIFIER T cos_52s(T x) { T const xx(x * x); return (T(0.9999932946) + xx * (T(-0.4999124376) + xx * (T(0.0414877472) + xx * T(-0.0012712095)))); } template GLM_FUNC_QUALIFIER vec cos_52s(vec const& x) { return detail::functor1::call(cos_52s, x); } }//namespace detail // wrapAngle template GLM_FUNC_QUALIFIER T wrapAngle(T angle) { return abs(mod(angle, two_pi())); } template GLM_FUNC_QUALIFIER vec wrapAngle(vec const& x) { return detail::functor1::call(wrapAngle, x); } // cos template GLM_FUNC_QUALIFIER T fastCos(T x) { T const angle(wrapAngle(x)); if(angle < half_pi()) return detail::cos_52s(angle); if(angle < pi()) return -detail::cos_52s(pi() - angle); if(angle < (T(3) * half_pi())) return -detail::cos_52s(angle - pi()); return detail::cos_52s(two_pi() - angle); } template GLM_FUNC_QUALIFIER vec fastCos(vec const& x) { return detail::functor1::call(fastCos, x); } // sin template GLM_FUNC_QUALIFIER T fastSin(T x) { return fastCos(half_pi() - x); } template GLM_FUNC_QUALIFIER vec fastSin(vec const& x) { return detail::functor1::call(fastSin, x); } // tan template GLM_FUNC_QUALIFIER T fastTan(T x) { return x + (x * x * x * T(0.3333333333)) + (x * x * x * x * x * T(0.1333333333333)) + (x * x * x * x * x * x * x * T(0.0539682539)); } template GLM_FUNC_QUALIFIER vec fastTan(vec const& x) { return detail::functor1::call(fastTan, x); } // asin template GLM_FUNC_QUALIFIER T fastAsin(T x) { return x + (x * x * x * T(0.166666667)) + (x * x * x * x * x * T(0.075)) + (x * x * x * x * x * x * x * T(0.0446428571)) + (x * x * x * x * x * x * x * x * x * T(0.0303819444));// + (x * x * x * x * x * x * x * x * x * x * x * T(0.022372159)); } template GLM_FUNC_QUALIFIER vec fastAsin(vec const& x) { return detail::functor1::call(fastAsin, x); } // acos template GLM_FUNC_QUALIFIER T fastAcos(T x) { return T(1.5707963267948966192313216916398) - fastAsin(x); //(PI / 2) } template GLM_FUNC_QUALIFIER vec fastAcos(vec const& x) { return detail::functor1::call(fastAcos, x); } // atan template GLM_FUNC_QUALIFIER T fastAtan(T y, T x) { T sgn = sign(y) * sign(x); return abs(fastAtan(y / x)) * sgn; } template GLM_FUNC_QUALIFIER vec fastAtan(vec const& y, vec const& x) { return detail::functor2::call(fastAtan, y, x); } template GLM_FUNC_QUALIFIER T fastAtan(T x) { return x - (x * x * x * T(0.333333333333)) + (x * x * x * x * x * T(0.2)) - (x * x * x * x * x * x * x * T(0.1428571429)) + (x * x * x * x * x * x * x * x * x * T(0.111111111111)) - (x * x * x * x * x * x * x * x * x * x * x * T(0.0909090909)); } template GLM_FUNC_QUALIFIER vec fastAtan(vec const& x) { return detail::functor1::call(fastAtan, x); } }//namespace glm ================================================ FILE: third_party/glm/gtx/float_notmalize.inl ================================================ /// @ref gtx_float_normalize #include namespace glm { template GLM_FUNC_QUALIFIER vec floatNormalize(vec const& v) { return vec(v) / static_cast(std::numeric_limits::max()); } }//namespace glm ================================================ FILE: third_party/glm/gtx/functions.hpp ================================================ /// @ref gtx_functions /// @file glm/gtx/functions.hpp /// /// @see core (dependence) /// @see gtc_quaternion (dependence) /// /// @defgroup gtx_functions GLM_GTX_functions /// @ingroup gtx /// /// Include to use the features of this extension. /// /// List of useful common functions. #pragma once // Dependencies #include "../detail/setup.hpp" #include "../detail/qualifier.hpp" #include "../detail/type_vec2.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # ifndef GLM_ENABLE_EXPERIMENTAL # pragma message("GLM: GLM_GTX_functions is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") # else # pragma message("GLM: GLM_GTX_functions extension included") # endif #endif namespace glm { /// @addtogroup gtx_functions /// @{ /// 1D gauss function /// /// @see gtc_epsilon template GLM_FUNC_DECL T gauss( T x, T ExpectedValue, T StandardDeviation); /// 2D gauss function /// /// @see gtc_epsilon template GLM_FUNC_DECL T gauss( vec<2, T, Q> const& Coord, vec<2, T, Q> const& ExpectedValue, vec<2, T, Q> const& StandardDeviation); /// @} }//namespace glm #include "functions.inl" ================================================ FILE: third_party/glm/gtx/functions.inl ================================================ /// @ref gtx_functions #include "../exponential.hpp" namespace glm { template GLM_FUNC_QUALIFIER T gauss ( T x, T ExpectedValue, T StandardDeviation ) { return exp(-((x - ExpectedValue) * (x - ExpectedValue)) / (static_cast(2) * StandardDeviation * StandardDeviation)) / (StandardDeviation * sqrt(static_cast(6.28318530717958647692528676655900576))); } template GLM_FUNC_QUALIFIER T gauss ( vec<2, T, Q> const& Coord, vec<2, T, Q> const& ExpectedValue, vec<2, T, Q> const& StandardDeviation ) { vec<2, T, Q> const Squared = ((Coord - ExpectedValue) * (Coord - ExpectedValue)) / (static_cast(2) * StandardDeviation * StandardDeviation); return exp(-(Squared.x + Squared.y)); } }//namespace glm ================================================ FILE: third_party/glm/gtx/gradient_paint.hpp ================================================ /// @ref gtx_gradient_paint /// @file glm/gtx/gradient_paint.hpp /// /// @see core (dependence) /// @see gtx_optimum_pow (dependence) /// /// @defgroup gtx_gradient_paint GLM_GTX_gradient_paint /// @ingroup gtx /// /// Include to use the features of this extension. /// /// Functions that return the color of procedural gradient for specific coordinates. #pragma once // Dependency: #include "../glm.hpp" #include "../gtx/optimum_pow.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # ifndef GLM_ENABLE_EXPERIMENTAL # pragma message("GLM: GLM_GTX_gradient_paint is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") # else # pragma message("GLM: GLM_GTX_gradient_paint extension included") # endif #endif namespace glm { /// @addtogroup gtx_gradient_paint /// @{ /// Return a color from a radial gradient. /// @see - gtx_gradient_paint template GLM_FUNC_DECL T radialGradient( vec<2, T, Q> const& Center, T const& Radius, vec<2, T, Q> const& Focal, vec<2, T, Q> const& Position); /// Return a color from a linear gradient. /// @see - gtx_gradient_paint template GLM_FUNC_DECL T linearGradient( vec<2, T, Q> const& Point0, vec<2, T, Q> const& Point1, vec<2, T, Q> const& Position); /// @} }// namespace glm #include "gradient_paint.inl" ================================================ FILE: third_party/glm/gtx/gradient_paint.inl ================================================ /// @ref gtx_gradient_paint namespace glm { template GLM_FUNC_QUALIFIER T radialGradient ( vec<2, T, Q> const& Center, T const& Radius, vec<2, T, Q> const& Focal, vec<2, T, Q> const& Position ) { vec<2, T, Q> F = Focal - Center; vec<2, T, Q> D = Position - Focal; T Radius2 = pow2(Radius); T Fx2 = pow2(F.x); T Fy2 = pow2(F.y); T Numerator = (D.x * F.x + D.y * F.y) + sqrt(Radius2 * (pow2(D.x) + pow2(D.y)) - pow2(D.x * F.y - D.y * F.x)); T Denominator = Radius2 - (Fx2 + Fy2); return Numerator / Denominator; } template GLM_FUNC_QUALIFIER T linearGradient ( vec<2, T, Q> const& Point0, vec<2, T, Q> const& Point1, vec<2, T, Q> const& Position ) { vec<2, T, Q> Dist = Point1 - Point0; return (Dist.x * (Position.x - Point0.x) + Dist.y * (Position.y - Point0.y)) / glm::dot(Dist, Dist); } }//namespace glm ================================================ FILE: third_party/glm/gtx/handed_coordinate_space.hpp ================================================ /// @ref gtx_handed_coordinate_space /// @file glm/gtx/handed_coordinate_space.hpp /// /// @see core (dependence) /// /// @defgroup gtx_handed_coordinate_space GLM_GTX_handed_coordinate_space /// @ingroup gtx /// /// Include to use the features of this extension. /// /// To know if a set of three basis vectors defines a right or left-handed coordinate system. #pragma once // Dependency: #include "../glm.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # ifndef GLM_ENABLE_EXPERIMENTAL # pragma message("GLM: GLM_GTX_handed_coordinate_space is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") # else # pragma message("GLM: GLM_GTX_handed_coordinate_space extension included") # endif #endif namespace glm { /// @addtogroup gtx_handed_coordinate_space /// @{ //! Return if a trihedron right handed or not. //! From GLM_GTX_handed_coordinate_space extension. template GLM_FUNC_DECL bool rightHanded( vec<3, T, Q> const& tangent, vec<3, T, Q> const& binormal, vec<3, T, Q> const& normal); //! Return if a trihedron left handed or not. //! From GLM_GTX_handed_coordinate_space extension. template GLM_FUNC_DECL bool leftHanded( vec<3, T, Q> const& tangent, vec<3, T, Q> const& binormal, vec<3, T, Q> const& normal); /// @} }// namespace glm #include "handed_coordinate_space.inl" ================================================ FILE: third_party/glm/gtx/handed_coordinate_space.inl ================================================ /// @ref gtx_handed_coordinate_space namespace glm { template GLM_FUNC_QUALIFIER bool rightHanded ( vec<3, T, Q> const& tangent, vec<3, T, Q> const& binormal, vec<3, T, Q> const& normal ) { return dot(cross(normal, tangent), binormal) > T(0); } template GLM_FUNC_QUALIFIER bool leftHanded ( vec<3, T, Q> const& tangent, vec<3, T, Q> const& binormal, vec<3, T, Q> const& normal ) { return dot(cross(normal, tangent), binormal) < T(0); } }//namespace glm ================================================ FILE: third_party/glm/gtx/hash.hpp ================================================ /// @ref gtx_hash /// @file glm/gtx/hash.hpp /// /// @see core (dependence) /// /// @defgroup gtx_hash GLM_GTX_hash /// @ingroup gtx /// /// Include to use the features of this extension. /// /// Add std::hash support for glm types #pragma once #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # ifndef GLM_ENABLE_EXPERIMENTAL # pragma message("GLM: GLM_GTX_hash is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") # else # pragma message("GLM: GLM_GTX_hash extension included") # endif #endif #include #include "../vec2.hpp" #include "../vec3.hpp" #include "../vec4.hpp" #include "../gtc/vec1.hpp" #include "../gtc/quaternion.hpp" #include "../gtx/dual_quaternion.hpp" #include "../mat2x2.hpp" #include "../mat2x3.hpp" #include "../mat2x4.hpp" #include "../mat3x2.hpp" #include "../mat3x3.hpp" #include "../mat3x4.hpp" #include "../mat4x2.hpp" #include "../mat4x3.hpp" #include "../mat4x4.hpp" #if !GLM_HAS_CXX11_STL # error "GLM_GTX_hash requires C++11 standard library support" #endif namespace std { template struct hash > { GLM_FUNC_DECL size_t operator()(glm::vec<1, T, Q> const& v) const; }; template struct hash > { GLM_FUNC_DECL size_t operator()(glm::vec<2, T, Q> const& v) const; }; template struct hash > { GLM_FUNC_DECL size_t operator()(glm::vec<3, T, Q> const& v) const; }; template struct hash > { GLM_FUNC_DECL size_t operator()(glm::vec<4, T, Q> const& v) const; }; template struct hash> { GLM_FUNC_DECL size_t operator()(glm::qua const& q) const; }; template struct hash > { GLM_FUNC_DECL size_t operator()(glm::tdualquat const& q) const; }; template struct hash > { GLM_FUNC_DECL size_t operator()(glm::mat<2, 2, T,Q> const& m) const; }; template struct hash > { GLM_FUNC_DECL size_t operator()(glm::mat<2, 3, T,Q> const& m) const; }; template struct hash > { GLM_FUNC_DECL size_t operator()(glm::mat<2, 4, T,Q> const& m) const; }; template struct hash > { GLM_FUNC_DECL size_t operator()(glm::mat<3, 2, T,Q> const& m) const; }; template struct hash > { GLM_FUNC_DECL size_t operator()(glm::mat<3, 3, T,Q> const& m) const; }; template struct hash > { GLM_FUNC_DECL size_t operator()(glm::mat<3, 4, T,Q> const& m) const; }; template struct hash > { GLM_FUNC_DECL size_t operator()(glm::mat<4, 2, T,Q> const& m) const; }; template struct hash > { GLM_FUNC_DECL size_t operator()(glm::mat<4, 3, T,Q> const& m) const; }; template struct hash > { GLM_FUNC_DECL size_t operator()(glm::mat<4, 4, T,Q> const& m) const; }; } // namespace std #include "hash.inl" ================================================ FILE: third_party/glm/gtx/hash.inl ================================================ /// @ref gtx_hash /// /// @see core (dependence) /// /// @defgroup gtx_hash GLM_GTX_hash /// @ingroup gtx /// /// @brief Add std::hash support for glm types /// /// need to be included to use the features of this extension. namespace glm { namespace detail { GLM_INLINE void hash_combine(size_t &seed, size_t hash) { hash += 0x9e3779b9 + (seed << 6) + (seed >> 2); seed ^= hash; } }} namespace std { template GLM_FUNC_QUALIFIER size_t hash>::operator()(glm::vec<1, T, Q> const& v) const { hash hasher; return hasher(v.x); } template GLM_FUNC_QUALIFIER size_t hash>::operator()(glm::vec<2, T, Q> const& v) const { size_t seed = 0; hash hasher; glm::detail::hash_combine(seed, hasher(v.x)); glm::detail::hash_combine(seed, hasher(v.y)); return seed; } template GLM_FUNC_QUALIFIER size_t hash>::operator()(glm::vec<3, T, Q> const& v) const { size_t seed = 0; hash hasher; glm::detail::hash_combine(seed, hasher(v.x)); glm::detail::hash_combine(seed, hasher(v.y)); glm::detail::hash_combine(seed, hasher(v.z)); return seed; } template GLM_FUNC_QUALIFIER size_t hash>::operator()(glm::vec<4, T, Q> const& v) const { size_t seed = 0; hash hasher; glm::detail::hash_combine(seed, hasher(v.x)); glm::detail::hash_combine(seed, hasher(v.y)); glm::detail::hash_combine(seed, hasher(v.z)); glm::detail::hash_combine(seed, hasher(v.w)); return seed; } template GLM_FUNC_QUALIFIER size_t hash>::operator()(glm::qua const& q) const { size_t seed = 0; hash hasher; glm::detail::hash_combine(seed, hasher(q.x)); glm::detail::hash_combine(seed, hasher(q.y)); glm::detail::hash_combine(seed, hasher(q.z)); glm::detail::hash_combine(seed, hasher(q.w)); return seed; } template GLM_FUNC_QUALIFIER size_t hash>::operator()(glm::tdualquat const& q) const { size_t seed = 0; hash> hasher; glm::detail::hash_combine(seed, hasher(q.real)); glm::detail::hash_combine(seed, hasher(q.dual)); return seed; } template GLM_FUNC_QUALIFIER size_t hash>::operator()(glm::mat<2, 2, T, Q> const& m) const { size_t seed = 0; hash> hasher; glm::detail::hash_combine(seed, hasher(m[0])); glm::detail::hash_combine(seed, hasher(m[1])); return seed; } template GLM_FUNC_QUALIFIER size_t hash>::operator()(glm::mat<2, 3, T, Q> const& m) const { size_t seed = 0; hash> hasher; glm::detail::hash_combine(seed, hasher(m[0])); glm::detail::hash_combine(seed, hasher(m[1])); return seed; } template GLM_FUNC_QUALIFIER size_t hash>::operator()(glm::mat<2, 4, T, Q> const& m) const { size_t seed = 0; hash> hasher; glm::detail::hash_combine(seed, hasher(m[0])); glm::detail::hash_combine(seed, hasher(m[1])); return seed; } template GLM_FUNC_QUALIFIER size_t hash>::operator()(glm::mat<3, 2, T, Q> const& m) const { size_t seed = 0; hash> hasher; glm::detail::hash_combine(seed, hasher(m[0])); glm::detail::hash_combine(seed, hasher(m[1])); glm::detail::hash_combine(seed, hasher(m[2])); return seed; } template GLM_FUNC_QUALIFIER size_t hash>::operator()(glm::mat<3, 3, T, Q> const& m) const { size_t seed = 0; hash> hasher; glm::detail::hash_combine(seed, hasher(m[0])); glm::detail::hash_combine(seed, hasher(m[1])); glm::detail::hash_combine(seed, hasher(m[2])); return seed; } template GLM_FUNC_QUALIFIER size_t hash>::operator()(glm::mat<3, 4, T, Q> const& m) const { size_t seed = 0; hash> hasher; glm::detail::hash_combine(seed, hasher(m[0])); glm::detail::hash_combine(seed, hasher(m[1])); glm::detail::hash_combine(seed, hasher(m[2])); return seed; } template GLM_FUNC_QUALIFIER size_t hash>::operator()(glm::mat<4, 2, T,Q> const& m) const { size_t seed = 0; hash> hasher; glm::detail::hash_combine(seed, hasher(m[0])); glm::detail::hash_combine(seed, hasher(m[1])); glm::detail::hash_combine(seed, hasher(m[2])); glm::detail::hash_combine(seed, hasher(m[3])); return seed; } template GLM_FUNC_QUALIFIER size_t hash>::operator()(glm::mat<4, 3, T,Q> const& m) const { size_t seed = 0; hash> hasher; glm::detail::hash_combine(seed, hasher(m[0])); glm::detail::hash_combine(seed, hasher(m[1])); glm::detail::hash_combine(seed, hasher(m[2])); glm::detail::hash_combine(seed, hasher(m[3])); return seed; } template GLM_FUNC_QUALIFIER size_t hash>::operator()(glm::mat<4, 4, T, Q> const& m) const { size_t seed = 0; hash> hasher; glm::detail::hash_combine(seed, hasher(m[0])); glm::detail::hash_combine(seed, hasher(m[1])); glm::detail::hash_combine(seed, hasher(m[2])); glm::detail::hash_combine(seed, hasher(m[3])); return seed; } } ================================================ FILE: third_party/glm/gtx/integer.hpp ================================================ /// @ref gtx_integer /// @file glm/gtx/integer.hpp /// /// @see core (dependence) /// /// @defgroup gtx_integer GLM_GTX_integer /// @ingroup gtx /// /// Include to use the features of this extension. /// /// Add support for integer for core functions #pragma once // Dependency: #include "../glm.hpp" #include "../gtc/integer.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # ifndef GLM_ENABLE_EXPERIMENTAL # pragma message("GLM: GLM_GTX_integer is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") # else # pragma message("GLM: GLM_GTX_integer extension included") # endif #endif namespace glm { /// @addtogroup gtx_integer /// @{ //! Returns x raised to the y power. //! From GLM_GTX_integer extension. GLM_FUNC_DECL int pow(int x, uint y); //! Returns the positive square root of x. //! From GLM_GTX_integer extension. GLM_FUNC_DECL int sqrt(int x); //! Returns the floor log2 of x. //! From GLM_GTX_integer extension. GLM_FUNC_DECL unsigned int floor_log2(unsigned int x); //! Modulus. Returns x - y * floor(x / y) for each component in x using the floating point value y. //! From GLM_GTX_integer extension. GLM_FUNC_DECL int mod(int x, int y); //! Return the factorial value of a number (!12 max, integer only) //! From GLM_GTX_integer extension. template GLM_FUNC_DECL genType factorial(genType const& x); //! 32bit signed integer. //! From GLM_GTX_integer extension. typedef signed int sint; //! Returns x raised to the y power. //! From GLM_GTX_integer extension. GLM_FUNC_DECL uint pow(uint x, uint y); //! Returns the positive square root of x. //! From GLM_GTX_integer extension. GLM_FUNC_DECL uint sqrt(uint x); //! Modulus. Returns x - y * floor(x / y) for each component in x using the floating point value y. //! From GLM_GTX_integer extension. GLM_FUNC_DECL uint mod(uint x, uint y); //! Returns the number of leading zeros. //! From GLM_GTX_integer extension. GLM_FUNC_DECL uint nlz(uint x); /// @} }//namespace glm #include "integer.inl" ================================================ FILE: third_party/glm/gtx/integer.inl ================================================ /// @ref gtx_integer namespace glm { // pow GLM_FUNC_QUALIFIER int pow(int x, uint y) { if(y == 0) return x >= 0 ? 1 : -1; int result = x; for(uint i = 1; i < y; ++i) result *= x; return result; } // sqrt: From Christopher J. Musial, An integer square root, Graphics Gems, 1990, page 387 GLM_FUNC_QUALIFIER int sqrt(int x) { if(x <= 1) return x; int NextTrial = x >> 1; int CurrentAnswer; do { CurrentAnswer = NextTrial; NextTrial = (NextTrial + x / NextTrial) >> 1; } while(NextTrial < CurrentAnswer); return CurrentAnswer; } // Henry Gordon Dietz: http://aggregate.org/MAGIC/ namespace detail { GLM_FUNC_QUALIFIER unsigned int ones32(unsigned int x) { /* 32-bit recursive reduction using SWAR... but first step is mapping 2-bit values into sum of 2 1-bit values in sneaky way */ x -= ((x >> 1) & 0x55555555); x = (((x >> 2) & 0x33333333) + (x & 0x33333333)); x = (((x >> 4) + x) & 0x0f0f0f0f); x += (x >> 8); x += (x >> 16); return(x & 0x0000003f); } }//namespace detail // Henry Gordon Dietz: http://aggregate.org/MAGIC/ /* GLM_FUNC_QUALIFIER unsigned int floor_log2(unsigned int x) { x |= (x >> 1); x |= (x >> 2); x |= (x >> 4); x |= (x >> 8); x |= (x >> 16); return _detail::ones32(x) >> 1; } */ // mod GLM_FUNC_QUALIFIER int mod(int x, int y) { return ((x % y) + y) % y; } // factorial (!12 max, integer only) template GLM_FUNC_QUALIFIER genType factorial(genType const& x) { genType Temp = x; genType Result; for(Result = 1; Temp > 1; --Temp) Result *= Temp; return Result; } template GLM_FUNC_QUALIFIER vec<2, T, Q> factorial( vec<2, T, Q> const& x) { return vec<2, T, Q>( factorial(x.x), factorial(x.y)); } template GLM_FUNC_QUALIFIER vec<3, T, Q> factorial( vec<3, T, Q> const& x) { return vec<3, T, Q>( factorial(x.x), factorial(x.y), factorial(x.z)); } template GLM_FUNC_QUALIFIER vec<4, T, Q> factorial( vec<4, T, Q> const& x) { return vec<4, T, Q>( factorial(x.x), factorial(x.y), factorial(x.z), factorial(x.w)); } GLM_FUNC_QUALIFIER uint pow(uint x, uint y) { if (y == 0) return 1u; uint result = x; for(uint i = 1; i < y; ++i) result *= x; return result; } GLM_FUNC_QUALIFIER uint sqrt(uint x) { if(x <= 1) return x; uint NextTrial = x >> 1; uint CurrentAnswer; do { CurrentAnswer = NextTrial; NextTrial = (NextTrial + x / NextTrial) >> 1; } while(NextTrial < CurrentAnswer); return CurrentAnswer; } GLM_FUNC_QUALIFIER uint mod(uint x, uint y) { return x - y * (x / y); } #if(GLM_COMPILER & (GLM_COMPILER_VC | GLM_COMPILER_GCC)) GLM_FUNC_QUALIFIER unsigned int nlz(unsigned int x) { return 31u - findMSB(x); } #else // Hackers Delight: http://www.hackersdelight.org/HDcode/nlz.c.txt GLM_FUNC_QUALIFIER unsigned int nlz(unsigned int x) { int y, m, n; y = -int(x >> 16); // If left half of x is 0, m = (y >> 16) & 16; // set n = 16. If left half n = 16 - m; // is nonzero, set n = 0 and x = x >> m; // shift x right 16. // Now x is of the form 0000xxxx. y = x - 0x100; // If positions 8-15 are 0, m = (y >> 16) & 8; // add 8 to n and shift x left 8. n = n + m; x = x << m; y = x - 0x1000; // If positions 12-15 are 0, m = (y >> 16) & 4; // add 4 to n and shift x left 4. n = n + m; x = x << m; y = x - 0x4000; // If positions 14-15 are 0, m = (y >> 16) & 2; // add 2 to n and shift x left 2. n = n + m; x = x << m; y = x >> 14; // Set y = 0, 1, 2, or 3. m = y & ~(y >> 1); // Set m = 0, 1, 2, or 2 resp. return unsigned(n + 2 - m); } #endif//(GLM_COMPILER) }//namespace glm ================================================ FILE: third_party/glm/gtx/intersect.hpp ================================================ /// @ref gtx_intersect /// @file glm/gtx/intersect.hpp /// /// @see core (dependence) /// @see gtx_closest_point (dependence) /// /// @defgroup gtx_intersect GLM_GTX_intersect /// @ingroup gtx /// /// Include to use the features of this extension. /// /// Add intersection functions #pragma once // Dependency: #include #include #include "../glm.hpp" #include "../geometric.hpp" #include "../gtx/closest_point.hpp" #include "../gtx/vector_query.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # ifndef GLM_ENABLE_EXPERIMENTAL # pragma message("GLM: GLM_GTX_closest_point is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") # else # pragma message("GLM: GLM_GTX_closest_point extension included") # endif #endif namespace glm { /// @addtogroup gtx_intersect /// @{ //! Compute the intersection of a ray and a plane. //! Ray direction and plane normal must be unit length. //! From GLM_GTX_intersect extension. template GLM_FUNC_DECL bool intersectRayPlane( genType const& orig, genType const& dir, genType const& planeOrig, genType const& planeNormal, typename genType::value_type & intersectionDistance); //! Compute the intersection of a ray and a triangle. /// Based om Tomas Möller implementation http://fileadmin.cs.lth.se/cs/Personal/Tomas_Akenine-Moller/raytri/ //! From GLM_GTX_intersect extension. template GLM_FUNC_DECL bool intersectRayTriangle( vec<3, T, Q> const& orig, vec<3, T, Q> const& dir, vec<3, T, Q> const& v0, vec<3, T, Q> const& v1, vec<3, T, Q> const& v2, vec<2, T, Q>& baryPosition, T& distance); //! Compute the intersection of a line and a triangle. //! From GLM_GTX_intersect extension. template GLM_FUNC_DECL bool intersectLineTriangle( genType const& orig, genType const& dir, genType const& vert0, genType const& vert1, genType const& vert2, genType & position); //! Compute the intersection distance of a ray and a sphere. //! The ray direction vector is unit length. //! From GLM_GTX_intersect extension. template GLM_FUNC_DECL bool intersectRaySphere( genType const& rayStarting, genType const& rayNormalizedDirection, genType const& sphereCenter, typename genType::value_type const sphereRadiusSquered, typename genType::value_type & intersectionDistance); //! Compute the intersection of a ray and a sphere. //! From GLM_GTX_intersect extension. template GLM_FUNC_DECL bool intersectRaySphere( genType const& rayStarting, genType const& rayNormalizedDirection, genType const& sphereCenter, const typename genType::value_type sphereRadius, genType & intersectionPosition, genType & intersectionNormal); //! Compute the intersection of a line and a sphere. //! From GLM_GTX_intersect extension template GLM_FUNC_DECL bool intersectLineSphere( genType const& point0, genType const& point1, genType const& sphereCenter, typename genType::value_type sphereRadius, genType & intersectionPosition1, genType & intersectionNormal1, genType & intersectionPosition2 = genType(), genType & intersectionNormal2 = genType()); /// @} }//namespace glm #include "intersect.inl" ================================================ FILE: third_party/glm/gtx/intersect.inl ================================================ /// @ref gtx_intersect namespace glm { template GLM_FUNC_QUALIFIER bool intersectRayPlane ( genType const& orig, genType const& dir, genType const& planeOrig, genType const& planeNormal, typename genType::value_type & intersectionDistance ) { typename genType::value_type d = glm::dot(dir, planeNormal); typename genType::value_type Epsilon = std::numeric_limits::epsilon(); if(glm::abs(d) > Epsilon) // if dir and planeNormal are not perpendicular { typename genType::value_type const tmp_intersectionDistance = glm::dot(planeOrig - orig, planeNormal) / d; if (tmp_intersectionDistance > static_cast(0)) { // allow only intersections intersectionDistance = tmp_intersectionDistance; return true; } } return false; } template GLM_FUNC_QUALIFIER bool intersectRayTriangle ( vec<3, T, Q> const& orig, vec<3, T, Q> const& dir, vec<3, T, Q> const& vert0, vec<3, T, Q> const& vert1, vec<3, T, Q> const& vert2, vec<2, T, Q>& baryPosition, T& distance ) { // find vectors for two edges sharing vert0 vec<3, T, Q> const edge1 = vert1 - vert0; vec<3, T, Q> const edge2 = vert2 - vert0; // begin calculating determinant - also used to calculate U parameter vec<3, T, Q> const p = glm::cross(dir, edge2); // if determinant is near zero, ray lies in plane of triangle T const det = glm::dot(edge1, p); vec<3, T, Q> Perpendicular(0); if(det > std::numeric_limits::epsilon()) { // calculate distance from vert0 to ray origin vec<3, T, Q> const dist = orig - vert0; // calculate U parameter and test bounds baryPosition.x = glm::dot(dist, p); if(baryPosition.x < static_cast(0) || baryPosition.x > det) return false; // prepare to test V parameter Perpendicular = glm::cross(dist, edge1); // calculate V parameter and test bounds baryPosition.y = glm::dot(dir, Perpendicular); if((baryPosition.y < static_cast(0)) || ((baryPosition.x + baryPosition.y) > det)) return false; } else if(det < -std::numeric_limits::epsilon()) { // calculate distance from vert0 to ray origin vec<3, T, Q> const dist = orig - vert0; // calculate U parameter and test bounds baryPosition.x = glm::dot(dist, p); if((baryPosition.x > static_cast(0)) || (baryPosition.x < det)) return false; // prepare to test V parameter Perpendicular = glm::cross(dist, edge1); // calculate V parameter and test bounds baryPosition.y = glm::dot(dir, Perpendicular); if((baryPosition.y > static_cast(0)) || (baryPosition.x + baryPosition.y < det)) return false; } else return false; // ray is parallel to the plane of the triangle T inv_det = static_cast(1) / det; // calculate distance, ray intersects triangle distance = glm::dot(edge2, Perpendicular) * inv_det; baryPosition *= inv_det; return true; } template GLM_FUNC_QUALIFIER bool intersectLineTriangle ( genType const& orig, genType const& dir, genType const& vert0, genType const& vert1, genType const& vert2, genType & position ) { typename genType::value_type Epsilon = std::numeric_limits::epsilon(); genType edge1 = vert1 - vert0; genType edge2 = vert2 - vert0; genType Perpendicular = cross(dir, edge2); float det = dot(edge1, Perpendicular); if (det > -Epsilon && det < Epsilon) return false; typename genType::value_type inv_det = typename genType::value_type(1) / det; genType Tengant = orig - vert0; position.y = dot(Tengant, Perpendicular) * inv_det; if (position.y < typename genType::value_type(0) || position.y > typename genType::value_type(1)) return false; genType Cotengant = cross(Tengant, edge1); position.z = dot(dir, Cotengant) * inv_det; if (position.z < typename genType::value_type(0) || position.y + position.z > typename genType::value_type(1)) return false; position.x = dot(edge2, Cotengant) * inv_det; return true; } template GLM_FUNC_QUALIFIER bool intersectRaySphere ( genType const& rayStarting, genType const& rayNormalizedDirection, genType const& sphereCenter, const typename genType::value_type sphereRadiusSquered, typename genType::value_type & intersectionDistance ) { typename genType::value_type Epsilon = std::numeric_limits::epsilon(); genType diff = sphereCenter - rayStarting; typename genType::value_type t0 = dot(diff, rayNormalizedDirection); typename genType::value_type dSquared = dot(diff, diff) - t0 * t0; if( dSquared > sphereRadiusSquered ) { return false; } typename genType::value_type t1 = sqrt( sphereRadiusSquered - dSquared ); intersectionDistance = t0 > t1 + Epsilon ? t0 - t1 : t0 + t1; return intersectionDistance > Epsilon; } template GLM_FUNC_QUALIFIER bool intersectRaySphere ( genType const& rayStarting, genType const& rayNormalizedDirection, genType const& sphereCenter, const typename genType::value_type sphereRadius, genType & intersectionPosition, genType & intersectionNormal ) { typename genType::value_type distance; if( intersectRaySphere( rayStarting, rayNormalizedDirection, sphereCenter, sphereRadius * sphereRadius, distance ) ) { intersectionPosition = rayStarting + rayNormalizedDirection * distance; intersectionNormal = (intersectionPosition - sphereCenter) / sphereRadius; return true; } return false; } template GLM_FUNC_QUALIFIER bool intersectLineSphere ( genType const& point0, genType const& point1, genType const& sphereCenter, typename genType::value_type sphereRadius, genType & intersectionPoint1, genType & intersectionNormal1, genType & intersectionPoint2, genType & intersectionNormal2 ) { typename genType::value_type Epsilon = std::numeric_limits::epsilon(); genType dir = normalize(point1 - point0); genType diff = sphereCenter - point0; typename genType::value_type t0 = dot(diff, dir); typename genType::value_type dSquared = dot(diff, diff) - t0 * t0; if( dSquared > sphereRadius * sphereRadius ) { return false; } typename genType::value_type t1 = sqrt( sphereRadius * sphereRadius - dSquared ); if( t0 < t1 + Epsilon ) t1 = -t1; intersectionPoint1 = point0 + dir * (t0 - t1); intersectionNormal1 = (intersectionPoint1 - sphereCenter) / sphereRadius; intersectionPoint2 = point0 + dir * (t0 + t1); intersectionNormal2 = (intersectionPoint2 - sphereCenter) / sphereRadius; return true; } }//namespace glm ================================================ FILE: third_party/glm/gtx/io.hpp ================================================ /// @ref gtx_io /// @file glm/gtx/io.hpp /// @author Jan P Springer (regnirpsj@gmail.com) /// /// @see core (dependence) /// @see gtc_matrix_access (dependence) /// @see gtc_quaternion (dependence) /// /// @defgroup gtx_io GLM_GTX_io /// @ingroup gtx /// /// Include to use the features of this extension. /// /// std::[w]ostream support for glm types /// /// std::[w]ostream support for glm types + qualifier/width/etc. manipulators /// based on howard hinnant's std::chrono io proposal /// [http://home.roadrunner.com/~hinnant/bloomington/chrono_io.html] #pragma once // Dependency: #include "../glm.hpp" #include "../gtx/quaternion.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # ifndef GLM_ENABLE_EXPERIMENTAL # pragma message("GLM: GLM_GTX_io is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") # else # pragma message("GLM: GLM_GTX_io extension included") # endif #endif #include // std::basic_ostream<> (fwd) #include // std::locale, std::locale::facet, std::locale::id #include // std::pair<> namespace glm { /// @addtogroup gtx_io /// @{ namespace io { enum order_type { column_major, row_major}; template class format_punct : public std::locale::facet { typedef CTy char_type; public: static std::locale::id id; bool formatted; unsigned precision; unsigned width; char_type separator; char_type delim_left; char_type delim_right; char_type space; char_type newline; order_type order; GLM_FUNC_DECL explicit format_punct(size_t a = 0); GLM_FUNC_DECL explicit format_punct(format_punct const&); }; template > class basic_state_saver { public: GLM_FUNC_DECL explicit basic_state_saver(std::basic_ios&); GLM_FUNC_DECL ~basic_state_saver(); private: typedef ::std::basic_ios state_type; typedef typename state_type::char_type char_type; typedef ::std::ios_base::fmtflags flags_type; typedef ::std::streamsize streamsize_type; typedef ::std::locale const locale_type; state_type& state_; flags_type flags_; streamsize_type precision_; streamsize_type width_; char_type fill_; locale_type locale_; GLM_FUNC_DECL basic_state_saver& operator=(basic_state_saver const&); }; typedef basic_state_saver state_saver; typedef basic_state_saver wstate_saver; template > class basic_format_saver { public: GLM_FUNC_DECL explicit basic_format_saver(std::basic_ios&); GLM_FUNC_DECL ~basic_format_saver(); private: basic_state_saver const bss_; GLM_FUNC_DECL basic_format_saver& operator=(basic_format_saver const&); }; typedef basic_format_saver format_saver; typedef basic_format_saver wformat_saver; struct precision { unsigned value; GLM_FUNC_DECL explicit precision(unsigned); }; struct width { unsigned value; GLM_FUNC_DECL explicit width(unsigned); }; template struct delimeter { CTy value[3]; GLM_FUNC_DECL explicit delimeter(CTy /* left */, CTy /* right */, CTy /* separator */ = ','); }; struct order { order_type value; GLM_FUNC_DECL explicit order(order_type); }; // functions, inlined (inline) template FTy const& get_facet(std::basic_ios&); template std::basic_ios& formatted(std::basic_ios&); template std::basic_ios& unformattet(std::basic_ios&); template std::basic_ostream& operator<<(std::basic_ostream&, precision const&); template std::basic_ostream& operator<<(std::basic_ostream&, width const&); template std::basic_ostream& operator<<(std::basic_ostream&, delimeter const&); template std::basic_ostream& operator<<(std::basic_ostream&, order const&); }//namespace io template GLM_FUNC_DECL std::basic_ostream& operator<<(std::basic_ostream&, qua const&); template GLM_FUNC_DECL std::basic_ostream& operator<<(std::basic_ostream&, vec<1, T, Q> const&); template GLM_FUNC_DECL std::basic_ostream& operator<<(std::basic_ostream&, vec<2, T, Q> const&); template GLM_FUNC_DECL std::basic_ostream& operator<<(std::basic_ostream&, vec<3, T, Q> const&); template GLM_FUNC_DECL std::basic_ostream& operator<<(std::basic_ostream&, vec<4, T, Q> const&); template GLM_FUNC_DECL std::basic_ostream& operator<<(std::basic_ostream&, mat<2, 2, T, Q> const&); template GLM_FUNC_DECL std::basic_ostream& operator<<(std::basic_ostream&, mat<2, 3, T, Q> const&); template GLM_FUNC_DECL std::basic_ostream& operator<<(std::basic_ostream&, mat<2, 4, T, Q> const&); template GLM_FUNC_DECL std::basic_ostream& operator<<(std::basic_ostream&, mat<3, 2, T, Q> const&); template GLM_FUNC_DECL std::basic_ostream& operator<<(std::basic_ostream&, mat<3, 3, T, Q> const&); template GLM_FUNC_DECL std::basic_ostream& operator<<(std::basic_ostream&, mat<3, 4, T, Q> const&); template GLM_FUNC_DECL std::basic_ostream& operator<<(std::basic_ostream&, mat<4, 2, T, Q> const&); template GLM_FUNC_DECL std::basic_ostream& operator<<(std::basic_ostream&, mat<4, 3, T, Q> const&); template GLM_FUNC_DECL std::basic_ostream& operator<<(std::basic_ostream&, mat<4, 4, T, Q> const&); template GLM_FUNC_DECL std::basic_ostream & operator<<(std::basic_ostream &, std::pair const, mat<4, 4, T, Q> const> const&); /// @} }//namespace glm #include "io.inl" ================================================ FILE: third_party/glm/gtx/io.inl ================================================ /// @ref gtx_io /// @author Jan P Springer (regnirpsj@gmail.com) #include // std::fixed, std::setfill<>, std::setprecision, std::right, std::setw #include // std::basic_ostream<> #include "../gtc/matrix_access.hpp" // glm::col, glm::row #include "../gtx/type_trait.hpp" // glm::type<> namespace glm{ namespace io { template GLM_FUNC_QUALIFIER format_punct::format_punct(size_t a) : std::locale::facet(a) , formatted(true) , precision(3) , width(1 + 4 + 1 + precision) , separator(',') , delim_left('[') , delim_right(']') , space(' ') , newline('\n') , order(column_major) {} template GLM_FUNC_QUALIFIER format_punct::format_punct(format_punct const& a) : std::locale::facet(0) , formatted(a.formatted) , precision(a.precision) , width(a.width) , separator(a.separator) , delim_left(a.delim_left) , delim_right(a.delim_right) , space(a.space) , newline(a.newline) , order(a.order) {} template std::locale::id format_punct::id; template GLM_FUNC_QUALIFIER basic_state_saver::basic_state_saver(std::basic_ios& a) : state_(a) , flags_(a.flags()) , precision_(a.precision()) , width_(a.width()) , fill_(a.fill()) , locale_(a.getloc()) {} template GLM_FUNC_QUALIFIER basic_state_saver::~basic_state_saver() { state_.imbue(locale_); state_.fill(fill_); state_.width(width_); state_.precision(precision_); state_.flags(flags_); } template GLM_FUNC_QUALIFIER basic_format_saver::basic_format_saver(std::basic_ios& a) : bss_(a) { a.imbue(std::locale(a.getloc(), new format_punct(get_facet >(a)))); } template GLM_FUNC_QUALIFIER basic_format_saver::~basic_format_saver() {} GLM_FUNC_QUALIFIER precision::precision(unsigned a) : value(a) {} GLM_FUNC_QUALIFIER width::width(unsigned a) : value(a) {} template GLM_FUNC_QUALIFIER delimeter::delimeter(CTy a, CTy b, CTy c) : value() { value[0] = a; value[1] = b; value[2] = c; } GLM_FUNC_QUALIFIER order::order(order_type a) : value(a) {} template GLM_FUNC_QUALIFIER FTy const& get_facet(std::basic_ios& ios) { if(!std::has_facet(ios.getloc())) ios.imbue(std::locale(ios.getloc(), new FTy)); return std::use_facet(ios.getloc()); } template GLM_FUNC_QUALIFIER std::basic_ios& formatted(std::basic_ios& ios) { const_cast&>(get_facet >(ios)).formatted = true; return ios; } template GLM_FUNC_QUALIFIER std::basic_ios& unformatted(std::basic_ios& ios) { const_cast&>(get_facet >(ios)).formatted = false; return ios; } template GLM_FUNC_QUALIFIER std::basic_ostream& operator<<(std::basic_ostream& os, precision const& a) { const_cast&>(get_facet >(os)).precision = a.value; return os; } template GLM_FUNC_QUALIFIER std::basic_ostream& operator<<(std::basic_ostream& os, width const& a) { const_cast&>(get_facet >(os)).width = a.value; return os; } template GLM_FUNC_QUALIFIER std::basic_ostream& operator<<(std::basic_ostream& os, delimeter const& a) { format_punct & fmt(const_cast&>(get_facet >(os))); fmt.delim_left = a.value[0]; fmt.delim_right = a.value[1]; fmt.separator = a.value[2]; return os; } template GLM_FUNC_QUALIFIER std::basic_ostream& operator<<(std::basic_ostream& os, order const& a) { const_cast&>(get_facet >(os)).order = a.value; return os; } } // namespace io namespace detail { template GLM_FUNC_QUALIFIER std::basic_ostream& print_vector_on(std::basic_ostream& os, V const& a) { typename std::basic_ostream::sentry const cerberus(os); if(cerberus) { io::format_punct const& fmt(io::get_facet >(os)); length_t const& components(type::components); if(fmt.formatted) { io::basic_state_saver const bss(os); os << std::fixed << std::right << std::setprecision(fmt.precision) << std::setfill(fmt.space) << fmt.delim_left; for(length_t i(0); i < components; ++i) { os << std::setw(fmt.width) << a[i]; if(components-1 != i) os << fmt.separator; } os << fmt.delim_right; } else { for(length_t i(0); i < components; ++i) { os << a[i]; if(components-1 != i) os << fmt.space; } } } return os; } }//namespace detail template GLM_FUNC_QUALIFIER std::basic_ostream& operator<<(std::basic_ostream& os, qua const& a) { return detail::print_vector_on(os, a); } template GLM_FUNC_QUALIFIER std::basic_ostream& operator<<(std::basic_ostream& os, vec<1, T, Q> const& a) { return detail::print_vector_on(os, a); } template GLM_FUNC_QUALIFIER std::basic_ostream& operator<<(std::basic_ostream& os, vec<2, T, Q> const& a) { return detail::print_vector_on(os, a); } template GLM_FUNC_QUALIFIER std::basic_ostream& operator<<(std::basic_ostream& os, vec<3, T, Q> const& a) { return detail::print_vector_on(os, a); } template GLM_FUNC_QUALIFIER std::basic_ostream& operator<<(std::basic_ostream& os, vec<4, T, Q> const& a) { return detail::print_vector_on(os, a); } namespace detail { template class M, length_t C, length_t R, typename T, qualifier Q> GLM_FUNC_QUALIFIER std::basic_ostream& print_matrix_on(std::basic_ostream& os, M const& a) { typename std::basic_ostream::sentry const cerberus(os); if(cerberus) { io::format_punct const& fmt(io::get_facet >(os)); length_t const& cols(type >::cols); length_t const& rows(type >::rows); if(fmt.formatted) { os << fmt.newline << fmt.delim_left; switch(fmt.order) { case io::column_major: { for(length_t i(0); i < rows; ++i) { if (0 != i) os << fmt.space; os << row(a, i); if(rows-1 != i) os << fmt.newline; } } break; case io::row_major: { for(length_t i(0); i < cols; ++i) { if(0 != i) os << fmt.space; os << column(a, i); if(cols-1 != i) os << fmt.newline; } } break; } os << fmt.delim_right; } else { switch (fmt.order) { case io::column_major: { for(length_t i(0); i < cols; ++i) { os << column(a, i); if(cols - 1 != i) os << fmt.space; } } break; case io::row_major: { for (length_t i(0); i < rows; ++i) { os << row(a, i); if (rows-1 != i) os << fmt.space; } } break; } } } return os; } }//namespace detail template GLM_FUNC_QUALIFIER std::basic_ostream& operator<<(std::basic_ostream& os, mat<2, 2, T, Q> const& a) { return detail::print_matrix_on(os, a); } template GLM_FUNC_QUALIFIER std::basic_ostream& operator<<(std::basic_ostream& os, mat<2, 3, T, Q> const& a) { return detail::print_matrix_on(os, a); } template GLM_FUNC_QUALIFIER std::basic_ostream& operator<<(std::basic_ostream& os, mat<2, 4, T, Q> const& a) { return detail::print_matrix_on(os, a); } template GLM_FUNC_QUALIFIER std::basic_ostream& operator<<(std::basic_ostream& os, mat<3, 2, T, Q> const& a) { return detail::print_matrix_on(os, a); } template GLM_FUNC_QUALIFIER std::basic_ostream& operator<<(std::basic_ostream& os, mat<3, 3, T, Q> const& a) { return detail::print_matrix_on(os, a); } template GLM_FUNC_QUALIFIER std::basic_ostream & operator<<(std::basic_ostream& os, mat<3, 4, T, Q> const& a) { return detail::print_matrix_on(os, a); } template GLM_FUNC_QUALIFIER std::basic_ostream & operator<<(std::basic_ostream& os, mat<4, 2, T, Q> const& a) { return detail::print_matrix_on(os, a); } template GLM_FUNC_QUALIFIER std::basic_ostream & operator<<(std::basic_ostream& os, mat<4, 3, T, Q> const& a) { return detail::print_matrix_on(os, a); } template GLM_FUNC_QUALIFIER std::basic_ostream & operator<<(std::basic_ostream& os, mat<4, 4, T, Q> const& a) { return detail::print_matrix_on(os, a); } namespace detail { template class M, length_t C, length_t R, typename T, qualifier Q> GLM_FUNC_QUALIFIER std::basic_ostream& print_matrix_pair_on(std::basic_ostream& os, std::pair const, M const> const& a) { typename std::basic_ostream::sentry const cerberus(os); if(cerberus) { io::format_punct const& fmt(io::get_facet >(os)); M const& ml(a.first); M const& mr(a.second); length_t const& cols(type >::cols); length_t const& rows(type >::rows); if(fmt.formatted) { os << fmt.newline << fmt.delim_left; switch(fmt.order) { case io::column_major: { for(length_t i(0); i < rows; ++i) { if(0 != i) os << fmt.space; os << row(ml, i) << ((rows-1 != i) ? fmt.space : fmt.delim_right) << fmt.space << ((0 != i) ? fmt.space : fmt.delim_left) << row(mr, i); if(rows-1 != i) os << fmt.newline; } } break; case io::row_major: { for(length_t i(0); i < cols; ++i) { if(0 != i) os << fmt.space; os << column(ml, i) << ((cols-1 != i) ? fmt.space : fmt.delim_right) << fmt.space << ((0 != i) ? fmt.space : fmt.delim_left) << column(mr, i); if(cols-1 != i) os << fmt.newline; } } break; } os << fmt.delim_right; } else { os << ml << fmt.space << mr; } } return os; } }//namespace detail template GLM_FUNC_QUALIFIER std::basic_ostream& operator<<( std::basic_ostream & os, std::pair const, mat<4, 4, T, Q> const> const& a) { return detail::print_matrix_pair_on(os, a); } }//namespace glm ================================================ FILE: third_party/glm/gtx/log_base.hpp ================================================ /// @ref gtx_log_base /// @file glm/gtx/log_base.hpp /// /// @see core (dependence) /// /// @defgroup gtx_log_base GLM_GTX_log_base /// @ingroup gtx /// /// Include to use the features of this extension. /// /// Logarithm for any base. base can be a vector or a scalar. #pragma once // Dependency: #include "../glm.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # ifndef GLM_ENABLE_EXPERIMENTAL # pragma message("GLM: GLM_GTX_log_base is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") # else # pragma message("GLM: GLM_GTX_log_base extension included") # endif #endif namespace glm { /// @addtogroup gtx_log_base /// @{ /// Logarithm for any base. /// From GLM_GTX_log_base. template GLM_FUNC_DECL genType log( genType const& x, genType const& base); /// Logarithm for any base. /// From GLM_GTX_log_base. template GLM_FUNC_DECL vec sign( vec const& x, vec const& base); /// @} }//namespace glm #include "log_base.inl" ================================================ FILE: third_party/glm/gtx/log_base.inl ================================================ /// @ref gtx_log_base namespace glm { template GLM_FUNC_QUALIFIER genType log(genType const& x, genType const& base) { return glm::log(x) / glm::log(base); } template GLM_FUNC_QUALIFIER vec log(vec const& x, vec const& base) { return glm::log(x) / glm::log(base); } }//namespace glm ================================================ FILE: third_party/glm/gtx/matrix_cross_product.hpp ================================================ /// @ref gtx_matrix_cross_product /// @file glm/gtx/matrix_cross_product.hpp /// /// @see core (dependence) /// @see gtx_extented_min_max (dependence) /// /// @defgroup gtx_matrix_cross_product GLM_GTX_matrix_cross_product /// @ingroup gtx /// /// Include to use the features of this extension. /// /// Build cross product matrices #pragma once // Dependency: #include "../glm.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # ifndef GLM_ENABLE_EXPERIMENTAL # pragma message("GLM: GLM_GTX_matrix_cross_product is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") # else # pragma message("GLM: GLM_GTX_matrix_cross_product extension included") # endif #endif namespace glm { /// @addtogroup gtx_matrix_cross_product /// @{ //! Build a cross product matrix. //! From GLM_GTX_matrix_cross_product extension. template GLM_FUNC_DECL mat<3, 3, T, Q> matrixCross3( vec<3, T, Q> const& x); //! Build a cross product matrix. //! From GLM_GTX_matrix_cross_product extension. template GLM_FUNC_DECL mat<4, 4, T, Q> matrixCross4( vec<3, T, Q> const& x); /// @} }//namespace glm #include "matrix_cross_product.inl" ================================================ FILE: third_party/glm/gtx/matrix_cross_product.inl ================================================ /// @ref gtx_matrix_cross_product namespace glm { template GLM_FUNC_QUALIFIER mat<3, 3, T, Q> matrixCross3 ( vec<3, T, Q> const& x ) { mat<3, 3, T, Q> Result(T(0)); Result[0][1] = x.z; Result[1][0] = -x.z; Result[0][2] = -x.y; Result[2][0] = x.y; Result[1][2] = x.x; Result[2][1] = -x.x; return Result; } template GLM_FUNC_QUALIFIER mat<4, 4, T, Q> matrixCross4 ( vec<3, T, Q> const& x ) { mat<4, 4, T, Q> Result(T(0)); Result[0][1] = x.z; Result[1][0] = -x.z; Result[0][2] = -x.y; Result[2][0] = x.y; Result[1][2] = x.x; Result[2][1] = -x.x; return Result; } }//namespace glm ================================================ FILE: third_party/glm/gtx/matrix_decompose.hpp ================================================ /// @ref gtx_matrix_decompose /// @file glm/gtx/matrix_decompose.hpp /// /// @see core (dependence) /// /// @defgroup gtx_matrix_decompose GLM_GTX_matrix_decompose /// @ingroup gtx /// /// Include to use the features of this extension. /// /// Decomposes a model matrix to translations, rotation and scale components #pragma once // Dependencies #include "../mat4x4.hpp" #include "../vec3.hpp" #include "../vec4.hpp" #include "../geometric.hpp" #include "../gtc/quaternion.hpp" #include "../gtc/matrix_transform.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # ifndef GLM_ENABLE_EXPERIMENTAL # pragma message("GLM: GLM_GTX_matrix_decompose is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") # else # pragma message("GLM: GLM_GTX_matrix_decompose extension included") # endif #endif namespace glm { /// @addtogroup gtx_matrix_decompose /// @{ /// Decomposes a model matrix to translations, rotation and scale components /// @see gtx_matrix_decompose template GLM_FUNC_DECL bool decompose( mat<4, 4, T, Q> const& modelMatrix, vec<3, T, Q> & scale, qua & orientation, vec<3, T, Q> & translation, vec<3, T, Q> & skew, vec<4, T, Q> & perspective); /// @} }//namespace glm #include "matrix_decompose.inl" ================================================ FILE: third_party/glm/gtx/matrix_decompose.inl ================================================ /// @ref gtx_matrix_decompose #include "../gtc/constants.hpp" #include "../gtc/epsilon.hpp" namespace glm{ namespace detail { /// Make a linear combination of two vectors and return the result. // result = (a * ascl) + (b * bscl) template GLM_FUNC_QUALIFIER vec<3, T, Q> combine( vec<3, T, Q> const& a, vec<3, T, Q> const& b, T ascl, T bscl) { return (a * ascl) + (b * bscl); } template GLM_FUNC_QUALIFIER vec<3, T, Q> scale(vec<3, T, Q> const& v, T desiredLength) { return v * desiredLength / length(v); } }//namespace detail // Matrix decompose // http://www.opensource.apple.com/source/WebCore/WebCore-514/platform/graphics/transforms/TransformationMatrix.cpp // Decomposes the mode matrix to translations,rotation scale components template GLM_FUNC_QUALIFIER bool decompose(mat<4, 4, T, Q> const& ModelMatrix, vec<3, T, Q> & Scale, qua & Orientation, vec<3, T, Q> & Translation, vec<3, T, Q> & Skew, vec<4, T, Q> & Perspective) { mat<4, 4, T, Q> LocalMatrix(ModelMatrix); // Normalize the matrix. if(epsilonEqual(LocalMatrix[3][3], static_cast(0), epsilon())) return false; for(length_t i = 0; i < 4; ++i) for(length_t j = 0; j < 4; ++j) LocalMatrix[i][j] /= LocalMatrix[3][3]; // perspectiveMatrix is used to solve for perspective, but it also provides // an easy way to test for singularity of the upper 3x3 component. mat<4, 4, T, Q> PerspectiveMatrix(LocalMatrix); for(length_t i = 0; i < 3; i++) PerspectiveMatrix[i][3] = static_cast(0); PerspectiveMatrix[3][3] = static_cast(1); /// TODO: Fixme! if(epsilonEqual(determinant(PerspectiveMatrix), static_cast(0), epsilon())) return false; // First, isolate perspective. This is the messiest. if( epsilonNotEqual(LocalMatrix[0][3], static_cast(0), epsilon()) || epsilonNotEqual(LocalMatrix[1][3], static_cast(0), epsilon()) || epsilonNotEqual(LocalMatrix[2][3], static_cast(0), epsilon())) { // rightHandSide is the right hand side of the equation. vec<4, T, Q> RightHandSide; RightHandSide[0] = LocalMatrix[0][3]; RightHandSide[1] = LocalMatrix[1][3]; RightHandSide[2] = LocalMatrix[2][3]; RightHandSide[3] = LocalMatrix[3][3]; // Solve the equation by inverting PerspectiveMatrix and multiplying // rightHandSide by the inverse. (This is the easiest way, not // necessarily the best.) mat<4, 4, T, Q> InversePerspectiveMatrix = glm::inverse(PerspectiveMatrix);// inverse(PerspectiveMatrix, inversePerspectiveMatrix); mat<4, 4, T, Q> TransposedInversePerspectiveMatrix = glm::transpose(InversePerspectiveMatrix);// transposeMatrix4(inversePerspectiveMatrix, transposedInversePerspectiveMatrix); Perspective = TransposedInversePerspectiveMatrix * RightHandSide; // v4MulPointByMatrix(rightHandSide, transposedInversePerspectiveMatrix, perspectivePoint); // Clear the perspective partition LocalMatrix[0][3] = LocalMatrix[1][3] = LocalMatrix[2][3] = static_cast(0); LocalMatrix[3][3] = static_cast(1); } else { // No perspective. Perspective = vec<4, T, Q>(0, 0, 0, 1); } // Next take care of translation (easy). Translation = vec<3, T, Q>(LocalMatrix[3]); LocalMatrix[3] = vec<4, T, Q>(0, 0, 0, LocalMatrix[3].w); vec<3, T, Q> Row[3], Pdum3; // Now get scale and shear. for(length_t i = 0; i < 3; ++i) for(length_t j = 0; j < 3; ++j) Row[i][j] = LocalMatrix[i][j]; // Compute X scale factor and normalize first row. Scale.x = length(Row[0]);// v3Length(Row[0]); Row[0] = detail::scale(Row[0], static_cast(1)); // Compute XY shear factor and make 2nd row orthogonal to 1st. Skew.z = dot(Row[0], Row[1]); Row[1] = detail::combine(Row[1], Row[0], static_cast(1), -Skew.z); // Now, compute Y scale and normalize 2nd row. Scale.y = length(Row[1]); Row[1] = detail::scale(Row[1], static_cast(1)); Skew.z /= Scale.y; // Compute XZ and YZ shears, orthogonalize 3rd row. Skew.y = glm::dot(Row[0], Row[2]); Row[2] = detail::combine(Row[2], Row[0], static_cast(1), -Skew.y); Skew.x = glm::dot(Row[1], Row[2]); Row[2] = detail::combine(Row[2], Row[1], static_cast(1), -Skew.x); // Next, get Z scale and normalize 3rd row. Scale.z = length(Row[2]); Row[2] = detail::scale(Row[2], static_cast(1)); Skew.y /= Scale.z; Skew.x /= Scale.z; // At this point, the matrix (in rows[]) is orthonormal. // Check for a coordinate system flip. If the determinant // is -1, then negate the matrix and the scaling factors. Pdum3 = cross(Row[1], Row[2]); // v3Cross(row[1], row[2], Pdum3); if(dot(Row[0], Pdum3) < 0) { for(length_t i = 0; i < 3; i++) { Scale[i] *= static_cast(-1); Row[i] *= static_cast(-1); } } // Now, get the rotations out, as described in the gem. // FIXME - Add the ability to return either quaternions (which are // easier to recompose with) or Euler angles (rx, ry, rz), which // are easier for authors to deal with. The latter will only be useful // when we fix https://bugs.webkit.org/show_bug.cgi?id=23799, so I // will leave the Euler angle code here for now. // ret.rotateY = asin(-Row[0][2]); // if (cos(ret.rotateY) != 0) { // ret.rotateX = atan2(Row[1][2], Row[2][2]); // ret.rotateZ = atan2(Row[0][1], Row[0][0]); // } else { // ret.rotateX = atan2(-Row[2][0], Row[1][1]); // ret.rotateZ = 0; // } int i, j, k = 0; T root, trace = Row[0].x + Row[1].y + Row[2].z; if(trace > static_cast(0)) { root = sqrt(trace + static_cast(1.0)); Orientation.w = static_cast(0.5) * root; root = static_cast(0.5) / root; Orientation.x = root * (Row[1].z - Row[2].y); Orientation.y = root * (Row[2].x - Row[0].z); Orientation.z = root * (Row[0].y - Row[1].x); } // End if > 0 else { static int Next[3] = {1, 2, 0}; i = 0; if(Row[1].y > Row[0].x) i = 1; if(Row[2].z > Row[i][i]) i = 2; j = Next[i]; k = Next[j]; root = sqrt(Row[i][i] - Row[j][j] - Row[k][k] + static_cast(1.0)); Orientation[i] = static_cast(0.5) * root; root = static_cast(0.5) / root; Orientation[j] = root * (Row[i][j] + Row[j][i]); Orientation[k] = root * (Row[i][k] + Row[k][i]); Orientation.w = root * (Row[j][k] - Row[k][j]); } // End if <= 0 return true; } }//namespace glm ================================================ FILE: third_party/glm/gtx/matrix_factorisation.hpp ================================================ /// @ref gtx_matrix_factorisation /// @file glm/gtx/matrix_factorisation.hpp /// /// @see core (dependence) /// /// @defgroup gtx_matrix_factorisation GLM_GTX_matrix_factorisation /// @ingroup gtx /// /// Include to use the features of this extension. /// /// Functions to factor matrices in various forms #pragma once // Dependency: #include "../glm.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # ifndef GLM_ENABLE_EXPERIMENTAL # pragma message("GLM: GLM_GTX_matrix_factorisation is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") # else # pragma message("GLM: GLM_GTX_matrix_factorisation extension included") # endif #endif /* Suggestions: - Move helper functions flipud and fliplr to another file: They may be helpful in more general circumstances. - Implement other types of matrix factorisation, such as: QL and LQ, L(D)U, eigendecompositions, etc... */ namespace glm { /// @addtogroup gtx_matrix_factorisation /// @{ /// Flips the matrix rows up and down. /// /// From GLM_GTX_matrix_factorisation extension. template GLM_FUNC_DECL mat flipud(mat const& in); /// Flips the matrix columns right and left. /// /// From GLM_GTX_matrix_factorisation extension. template GLM_FUNC_DECL mat fliplr(mat const& in); /// Performs QR factorisation of a matrix. /// Returns 2 matrices, q and r, such that the columns of q are orthonormal and span the same subspace than those of the input matrix, r is an upper triangular matrix, and q*r=in. /// Given an n-by-m input matrix, q has dimensions min(n,m)-by-m, and r has dimensions n-by-min(n,m). /// /// From GLM_GTX_matrix_factorisation extension. template GLM_FUNC_DECL void qr_decompose(mat const& in, mat<(C < R ? C : R), R, T, Q>& q, mat& r); /// Performs RQ factorisation of a matrix. /// Returns 2 matrices, r and q, such that r is an upper triangular matrix, the rows of q are orthonormal and span the same subspace than those of the input matrix, and r*q=in. /// Note that in the context of RQ factorisation, the diagonal is seen as starting in the lower-right corner of the matrix, instead of the usual upper-left. /// Given an n-by-m input matrix, r has dimensions min(n,m)-by-m, and q has dimensions n-by-min(n,m). /// /// From GLM_GTX_matrix_factorisation extension. template GLM_FUNC_DECL void rq_decompose(mat const& in, mat<(C < R ? C : R), R, T, Q>& r, mat& q); /// @} } #include "matrix_factorisation.inl" ================================================ FILE: third_party/glm/gtx/matrix_factorisation.inl ================================================ /// @ref gtx_matrix_factorisation namespace glm { template GLM_FUNC_QUALIFIER mat flipud(mat const& in) { mat tin = transpose(in); tin = fliplr(tin); mat out = transpose(tin); return out; } template GLM_FUNC_QUALIFIER mat fliplr(mat const& in) { mat out; for (length_t i = 0; i < C; i++) { out[i] = in[(C - i) - 1]; } return out; } template GLM_FUNC_QUALIFIER void qr_decompose(mat const& in, mat<(C < R ? C : R), R, T, Q>& q, mat& r) { // Uses modified Gram-Schmidt method // Source: https://en.wikipedia.org/wiki/GramSchmidt_process // And https://en.wikipedia.org/wiki/QR_decomposition //For all the linearly independs columns of the input... // (there can be no more linearly independents columns than there are rows.) for (length_t i = 0; i < (C < R ? C : R); i++) { //Copy in Q the input's i-th column. q[i] = in[i]; //j = [0,i[ // Make that column orthogonal to all the previous ones by substracting to it the non-orthogonal projection of all the previous columns. // Also: Fill the zero elements of R for (length_t j = 0; j < i; j++) { q[i] -= dot(q[i], q[j])*q[j]; r[j][i] = 0; } //Now, Q i-th column is orthogonal to all the previous columns. Normalize it. q[i] = normalize(q[i]); //j = [i,C[ //Finally, compute the corresponding coefficients of R by computing the projection of the resulting column on the other columns of the input. for (length_t j = i; j < C; j++) { r[j][i] = dot(in[j], q[i]); } } } template GLM_FUNC_QUALIFIER void rq_decompose(mat const& in, mat<(C < R ? C : R), R, T, Q>& r, mat& q) { // From https://en.wikipedia.org/wiki/QR_decomposition: // The RQ decomposition transforms a matrix A into the product of an upper triangular matrix R (also known as right-triangular) and an orthogonal matrix Q. The only difference from QR decomposition is the order of these matrices. // QR decomposition is GramSchmidt orthogonalization of columns of A, started from the first column. // RQ decomposition is GramSchmidt orthogonalization of rows of A, started from the last row. mat tin = transpose(in); tin = fliplr(tin); mat tr; mat<(C < R ? C : R), C, T, Q> tq; qr_decompose(tin, tq, tr); tr = fliplr(tr); r = transpose(tr); r = fliplr(r); tq = fliplr(tq); q = transpose(tq); } } //namespace glm ================================================ FILE: third_party/glm/gtx/matrix_interpolation.hpp ================================================ /// @ref gtx_matrix_interpolation /// @file glm/gtx/matrix_interpolation.hpp /// @author Ghenadii Ursachi (the.asteroth@gmail.com) /// /// @see core (dependence) /// /// @defgroup gtx_matrix_interpolation GLM_GTX_matrix_interpolation /// @ingroup gtx /// /// Include to use the features of this extension. /// /// Allows to directly interpolate two matrices. #pragma once // Dependency: #include "../glm.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # ifndef GLM_ENABLE_EXPERIMENTAL # pragma message("GLM: GLM_GTX_matrix_interpolation is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") # else # pragma message("GLM: GLM_GTX_matrix_interpolation extension included") # endif #endif namespace glm { /// @addtogroup gtx_matrix_interpolation /// @{ /// Get the axis and angle of the rotation from a matrix. /// From GLM_GTX_matrix_interpolation extension. template GLM_FUNC_DECL void axisAngle( mat<4, 4, T, Q> const& Mat, vec<3, T, Q> & Axis, T & Angle); /// Build a matrix from axis and angle. /// From GLM_GTX_matrix_interpolation extension. template GLM_FUNC_DECL mat<4, 4, T, Q> axisAngleMatrix( vec<3, T, Q> const& Axis, T const Angle); /// Extracts the rotation part of a matrix. /// From GLM_GTX_matrix_interpolation extension. template GLM_FUNC_DECL mat<4, 4, T, Q> extractMatrixRotation( mat<4, 4, T, Q> const& Mat); /// Build a interpolation of 4 * 4 matrixes. /// From GLM_GTX_matrix_interpolation extension. /// Warning! works only with rotation and/or translation matrixes, scale will generate unexpected results. template GLM_FUNC_DECL mat<4, 4, T, Q> interpolate( mat<4, 4, T, Q> const& m1, mat<4, 4, T, Q> const& m2, T const Delta); /// @} }//namespace glm #include "matrix_interpolation.inl" ================================================ FILE: third_party/glm/gtx/matrix_interpolation.inl ================================================ /// @ref gtx_matrix_interpolation #include "../gtc/constants.hpp" namespace glm { template GLM_FUNC_QUALIFIER void axisAngle(mat<4, 4, T, Q> const& m, vec<3, T, Q> & axis, T& angle) { T epsilon = static_cast(0.01); T epsilon2 = static_cast(0.1); if((abs(m[1][0] - m[0][1]) < epsilon) && (abs(m[2][0] - m[0][2]) < epsilon) && (abs(m[2][1] - m[1][2]) < epsilon)) { if ((abs(m[1][0] + m[0][1]) < epsilon2) && (abs(m[2][0] + m[0][2]) < epsilon2) && (abs(m[2][1] + m[1][2]) < epsilon2) && (abs(m[0][0] + m[1][1] + m[2][2] - static_cast(3.0)) < epsilon2)) { angle = static_cast(0.0); axis.x = static_cast(1.0); axis.y = static_cast(0.0); axis.z = static_cast(0.0); return; } angle = static_cast(3.1415926535897932384626433832795); T xx = (m[0][0] + static_cast(1.0)) * static_cast(0.5); T yy = (m[1][1] + static_cast(1.0)) * static_cast(0.5); T zz = (m[2][2] + static_cast(1.0)) * static_cast(0.5); T xy = (m[1][0] + m[0][1]) * static_cast(0.25); T xz = (m[2][0] + m[0][2]) * static_cast(0.25); T yz = (m[2][1] + m[1][2]) * static_cast(0.25); if((xx > yy) && (xx > zz)) { if(xx < epsilon) { axis.x = static_cast(0.0); axis.y = static_cast(0.7071); axis.z = static_cast(0.7071); } else { axis.x = sqrt(xx); axis.y = xy / axis.x; axis.z = xz / axis.x; } } else if (yy > zz) { if(yy < epsilon) { axis.x = static_cast(0.7071); axis.y = static_cast(0.0); axis.z = static_cast(0.7071); } else { axis.y = sqrt(yy); axis.x = xy / axis.y; axis.z = yz / axis.y; } } else { if (zz < epsilon) { axis.x = static_cast(0.7071); axis.y = static_cast(0.7071); axis.z = static_cast(0.0); } else { axis.z = sqrt(zz); axis.x = xz / axis.z; axis.y = yz / axis.z; } } return; } T s = sqrt((m[2][1] - m[1][2]) * (m[2][1] - m[1][2]) + (m[2][0] - m[0][2]) * (m[2][0] - m[0][2]) + (m[1][0] - m[0][1]) * (m[1][0] - m[0][1])); if (glm::abs(s) < T(0.001)) s = static_cast(1); T const angleCos = (m[0][0] + m[1][1] + m[2][2] - static_cast(1)) * static_cast(0.5); if(angleCos - static_cast(1) < epsilon) angle = pi() * static_cast(0.25); else angle = acos(angleCos); axis.x = (m[1][2] - m[2][1]) / s; axis.y = (m[2][0] - m[0][2]) / s; axis.z = (m[0][1] - m[1][0]) / s; } template GLM_FUNC_QUALIFIER mat<4, 4, T, Q> axisAngleMatrix(vec<3, T, Q> const& axis, T const angle) { T c = cos(angle); T s = sin(angle); T t = static_cast(1) - c; vec<3, T, Q> n = normalize(axis); return mat<4, 4, T, Q>( t * n.x * n.x + c, t * n.x * n.y + n.z * s, t * n.x * n.z - n.y * s, static_cast(0.0), t * n.x * n.y - n.z * s, t * n.y * n.y + c, t * n.y * n.z + n.x * s, static_cast(0.0), t * n.x * n.z + n.y * s, t * n.y * n.z - n.x * s, t * n.z * n.z + c, static_cast(0.0), static_cast(0.0), static_cast(0.0), static_cast(0.0), static_cast(1.0)); } template GLM_FUNC_QUALIFIER mat<4, 4, T, Q> extractMatrixRotation(mat<4, 4, T, Q> const& m) { return mat<4, 4, T, Q>( m[0][0], m[0][1], m[0][2], static_cast(0.0), m[1][0], m[1][1], m[1][2], static_cast(0.0), m[2][0], m[2][1], m[2][2], static_cast(0.0), static_cast(0.0), static_cast(0.0), static_cast(0.0), static_cast(1.0)); } template GLM_FUNC_QUALIFIER mat<4, 4, T, Q> interpolate(mat<4, 4, T, Q> const& m1, mat<4, 4, T, Q> const& m2, T const delta) { mat<4, 4, T, Q> m1rot = extractMatrixRotation(m1); mat<4, 4, T, Q> dltRotation = m2 * transpose(m1rot); vec<3, T, Q> dltAxis; T dltAngle; axisAngle(dltRotation, dltAxis, dltAngle); mat<4, 4, T, Q> out = axisAngleMatrix(dltAxis, dltAngle * delta) * m1rot; out[3][0] = m1[3][0] + delta * (m2[3][0] - m1[3][0]); out[3][1] = m1[3][1] + delta * (m2[3][1] - m1[3][1]); out[3][2] = m1[3][2] + delta * (m2[3][2] - m1[3][2]); return out; } }//namespace glm ================================================ FILE: third_party/glm/gtx/matrix_major_storage.hpp ================================================ /// @ref gtx_matrix_major_storage /// @file glm/gtx/matrix_major_storage.hpp /// /// @see core (dependence) /// @see gtx_extented_min_max (dependence) /// /// @defgroup gtx_matrix_major_storage GLM_GTX_matrix_major_storage /// @ingroup gtx /// /// Include to use the features of this extension. /// /// Build matrices with specific matrix order, row or column #pragma once // Dependency: #include "../glm.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # ifndef GLM_ENABLE_EXPERIMENTAL # pragma message("GLM: GLM_GTX_matrix_major_storage is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") # else # pragma message("GLM: GLM_GTX_matrix_major_storage extension included") # endif #endif namespace glm { /// @addtogroup gtx_matrix_major_storage /// @{ //! Build a row major matrix from row vectors. //! From GLM_GTX_matrix_major_storage extension. template GLM_FUNC_DECL mat<2, 2, T, Q> rowMajor2( vec<2, T, Q> const& v1, vec<2, T, Q> const& v2); //! Build a row major matrix from other matrix. //! From GLM_GTX_matrix_major_storage extension. template GLM_FUNC_DECL mat<2, 2, T, Q> rowMajor2( mat<2, 2, T, Q> const& m); //! Build a row major matrix from row vectors. //! From GLM_GTX_matrix_major_storage extension. template GLM_FUNC_DECL mat<3, 3, T, Q> rowMajor3( vec<3, T, Q> const& v1, vec<3, T, Q> const& v2, vec<3, T, Q> const& v3); //! Build a row major matrix from other matrix. //! From GLM_GTX_matrix_major_storage extension. template GLM_FUNC_DECL mat<3, 3, T, Q> rowMajor3( mat<3, 3, T, Q> const& m); //! Build a row major matrix from row vectors. //! From GLM_GTX_matrix_major_storage extension. template GLM_FUNC_DECL mat<4, 4, T, Q> rowMajor4( vec<4, T, Q> const& v1, vec<4, T, Q> const& v2, vec<4, T, Q> const& v3, vec<4, T, Q> const& v4); //! Build a row major matrix from other matrix. //! From GLM_GTX_matrix_major_storage extension. template GLM_FUNC_DECL mat<4, 4, T, Q> rowMajor4( mat<4, 4, T, Q> const& m); //! Build a column major matrix from column vectors. //! From GLM_GTX_matrix_major_storage extension. template GLM_FUNC_DECL mat<2, 2, T, Q> colMajor2( vec<2, T, Q> const& v1, vec<2, T, Q> const& v2); //! Build a column major matrix from other matrix. //! From GLM_GTX_matrix_major_storage extension. template GLM_FUNC_DECL mat<2, 2, T, Q> colMajor2( mat<2, 2, T, Q> const& m); //! Build a column major matrix from column vectors. //! From GLM_GTX_matrix_major_storage extension. template GLM_FUNC_DECL mat<3, 3, T, Q> colMajor3( vec<3, T, Q> const& v1, vec<3, T, Q> const& v2, vec<3, T, Q> const& v3); //! Build a column major matrix from other matrix. //! From GLM_GTX_matrix_major_storage extension. template GLM_FUNC_DECL mat<3, 3, T, Q> colMajor3( mat<3, 3, T, Q> const& m); //! Build a column major matrix from column vectors. //! From GLM_GTX_matrix_major_storage extension. template GLM_FUNC_DECL mat<4, 4, T, Q> colMajor4( vec<4, T, Q> const& v1, vec<4, T, Q> const& v2, vec<4, T, Q> const& v3, vec<4, T, Q> const& v4); //! Build a column major matrix from other matrix. //! From GLM_GTX_matrix_major_storage extension. template GLM_FUNC_DECL mat<4, 4, T, Q> colMajor4( mat<4, 4, T, Q> const& m); /// @} }//namespace glm #include "matrix_major_storage.inl" ================================================ FILE: third_party/glm/gtx/matrix_major_storage.inl ================================================ /// @ref gtx_matrix_major_storage namespace glm { template GLM_FUNC_QUALIFIER mat<2, 2, T, Q> rowMajor2 ( vec<2, T, Q> const& v1, vec<2, T, Q> const& v2 ) { mat<2, 2, T, Q> Result; Result[0][0] = v1.x; Result[1][0] = v1.y; Result[0][1] = v2.x; Result[1][1] = v2.y; return Result; } template GLM_FUNC_QUALIFIER mat<2, 2, T, Q> rowMajor2( const mat<2, 2, T, Q>& m) { mat<2, 2, T, Q> Result; Result[0][0] = m[0][0]; Result[0][1] = m[1][0]; Result[1][0] = m[0][1]; Result[1][1] = m[1][1]; return Result; } template GLM_FUNC_QUALIFIER mat<3, 3, T, Q> rowMajor3( const vec<3, T, Q>& v1, const vec<3, T, Q>& v2, const vec<3, T, Q>& v3) { mat<3, 3, T, Q> Result; Result[0][0] = v1.x; Result[1][0] = v1.y; Result[2][0] = v1.z; Result[0][1] = v2.x; Result[1][1] = v2.y; Result[2][1] = v2.z; Result[0][2] = v3.x; Result[1][2] = v3.y; Result[2][2] = v3.z; return Result; } template GLM_FUNC_QUALIFIER mat<3, 3, T, Q> rowMajor3( const mat<3, 3, T, Q>& m) { mat<3, 3, T, Q> Result; Result[0][0] = m[0][0]; Result[0][1] = m[1][0]; Result[0][2] = m[2][0]; Result[1][0] = m[0][1]; Result[1][1] = m[1][1]; Result[1][2] = m[2][1]; Result[2][0] = m[0][2]; Result[2][1] = m[1][2]; Result[2][2] = m[2][2]; return Result; } template GLM_FUNC_QUALIFIER mat<4, 4, T, Q> rowMajor4( const vec<4, T, Q>& v1, const vec<4, T, Q>& v2, const vec<4, T, Q>& v3, const vec<4, T, Q>& v4) { mat<4, 4, T, Q> Result; Result[0][0] = v1.x; Result[1][0] = v1.y; Result[2][0] = v1.z; Result[3][0] = v1.w; Result[0][1] = v2.x; Result[1][1] = v2.y; Result[2][1] = v2.z; Result[3][1] = v2.w; Result[0][2] = v3.x; Result[1][2] = v3.y; Result[2][2] = v3.z; Result[3][2] = v3.w; Result[0][3] = v4.x; Result[1][3] = v4.y; Result[2][3] = v4.z; Result[3][3] = v4.w; return Result; } template GLM_FUNC_QUALIFIER mat<4, 4, T, Q> rowMajor4( const mat<4, 4, T, Q>& m) { mat<4, 4, T, Q> Result; Result[0][0] = m[0][0]; Result[0][1] = m[1][0]; Result[0][2] = m[2][0]; Result[0][3] = m[3][0]; Result[1][0] = m[0][1]; Result[1][1] = m[1][1]; Result[1][2] = m[2][1]; Result[1][3] = m[3][1]; Result[2][0] = m[0][2]; Result[2][1] = m[1][2]; Result[2][2] = m[2][2]; Result[2][3] = m[3][2]; Result[3][0] = m[0][3]; Result[3][1] = m[1][3]; Result[3][2] = m[2][3]; Result[3][3] = m[3][3]; return Result; } template GLM_FUNC_QUALIFIER mat<2, 2, T, Q> colMajor2( const vec<2, T, Q>& v1, const vec<2, T, Q>& v2) { return mat<2, 2, T, Q>(v1, v2); } template GLM_FUNC_QUALIFIER mat<2, 2, T, Q> colMajor2( const mat<2, 2, T, Q>& m) { return mat<2, 2, T, Q>(m); } template GLM_FUNC_QUALIFIER mat<3, 3, T, Q> colMajor3( const vec<3, T, Q>& v1, const vec<3, T, Q>& v2, const vec<3, T, Q>& v3) { return mat<3, 3, T, Q>(v1, v2, v3); } template GLM_FUNC_QUALIFIER mat<3, 3, T, Q> colMajor3( const mat<3, 3, T, Q>& m) { return mat<3, 3, T, Q>(m); } template GLM_FUNC_QUALIFIER mat<4, 4, T, Q> colMajor4( const vec<4, T, Q>& v1, const vec<4, T, Q>& v2, const vec<4, T, Q>& v3, const vec<4, T, Q>& v4) { return mat<4, 4, T, Q>(v1, v2, v3, v4); } template GLM_FUNC_QUALIFIER mat<4, 4, T, Q> colMajor4( const mat<4, 4, T, Q>& m) { return mat<4, 4, T, Q>(m); } }//namespace glm ================================================ FILE: third_party/glm/gtx/matrix_operation.hpp ================================================ /// @ref gtx_matrix_operation /// @file glm/gtx/matrix_operation.hpp /// /// @see core (dependence) /// /// @defgroup gtx_matrix_operation GLM_GTX_matrix_operation /// @ingroup gtx /// /// Include to use the features of this extension. /// /// Build diagonal matrices from vectors. #pragma once // Dependency: #include "../glm.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # ifndef GLM_ENABLE_EXPERIMENTAL # pragma message("GLM: GLM_GTX_matrix_operation is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") # else # pragma message("GLM: GLM_GTX_matrix_operation extension included") # endif #endif namespace glm { /// @addtogroup gtx_matrix_operation /// @{ //! Build a diagonal matrix. //! From GLM_GTX_matrix_operation extension. template GLM_FUNC_DECL mat<2, 2, T, Q> diagonal2x2( vec<2, T, Q> const& v); //! Build a diagonal matrix. //! From GLM_GTX_matrix_operation extension. template GLM_FUNC_DECL mat<2, 3, T, Q> diagonal2x3( vec<2, T, Q> const& v); //! Build a diagonal matrix. //! From GLM_GTX_matrix_operation extension. template GLM_FUNC_DECL mat<2, 4, T, Q> diagonal2x4( vec<2, T, Q> const& v); //! Build a diagonal matrix. //! From GLM_GTX_matrix_operation extension. template GLM_FUNC_DECL mat<3, 2, T, Q> diagonal3x2( vec<2, T, Q> const& v); //! Build a diagonal matrix. //! From GLM_GTX_matrix_operation extension. template GLM_FUNC_DECL mat<3, 3, T, Q> diagonal3x3( vec<3, T, Q> const& v); //! Build a diagonal matrix. //! From GLM_GTX_matrix_operation extension. template GLM_FUNC_DECL mat<3, 4, T, Q> diagonal3x4( vec<3, T, Q> const& v); //! Build a diagonal matrix. //! From GLM_GTX_matrix_operation extension. template GLM_FUNC_DECL mat<4, 2, T, Q> diagonal4x2( vec<2, T, Q> const& v); //! Build a diagonal matrix. //! From GLM_GTX_matrix_operation extension. template GLM_FUNC_DECL mat<4, 3, T, Q> diagonal4x3( vec<3, T, Q> const& v); //! Build a diagonal matrix. //! From GLM_GTX_matrix_operation extension. template GLM_FUNC_DECL mat<4, 4, T, Q> diagonal4x4( vec<4, T, Q> const& v); /// Build an adjugate matrix. /// From GLM_GTX_matrix_operation extension. template GLM_FUNC_DECL mat<2, 2, T, Q> adjugate(mat<2, 2, T, Q> const& m); /// Build an adjugate matrix. /// From GLM_GTX_matrix_operation extension. template GLM_FUNC_DECL mat<3, 3, T, Q> adjugate(mat<3, 3, T, Q> const& m); /// Build an adjugate matrix. /// From GLM_GTX_matrix_operation extension. template GLM_FUNC_DECL mat<4, 4, T, Q> adjugate(mat<4, 4, T, Q> const& m); /// @} }//namespace glm #include "matrix_operation.inl" ================================================ FILE: third_party/glm/gtx/matrix_operation.inl ================================================ /// @ref gtx_matrix_operation namespace glm { template GLM_FUNC_QUALIFIER mat<2, 2, T, Q> diagonal2x2 ( vec<2, T, Q> const& v ) { mat<2, 2, T, Q> Result(static_cast(1)); Result[0][0] = v[0]; Result[1][1] = v[1]; return Result; } template GLM_FUNC_QUALIFIER mat<2, 3, T, Q> diagonal2x3 ( vec<2, T, Q> const& v ) { mat<2, 3, T, Q> Result(static_cast(1)); Result[0][0] = v[0]; Result[1][1] = v[1]; return Result; } template GLM_FUNC_QUALIFIER mat<2, 4, T, Q> diagonal2x4 ( vec<2, T, Q> const& v ) { mat<2, 4, T, Q> Result(static_cast(1)); Result[0][0] = v[0]; Result[1][1] = v[1]; return Result; } template GLM_FUNC_QUALIFIER mat<3, 2, T, Q> diagonal3x2 ( vec<2, T, Q> const& v ) { mat<3, 2, T, Q> Result(static_cast(1)); Result[0][0] = v[0]; Result[1][1] = v[1]; return Result; } template GLM_FUNC_QUALIFIER mat<3, 3, T, Q> diagonal3x3 ( vec<3, T, Q> const& v ) { mat<3, 3, T, Q> Result(static_cast(1)); Result[0][0] = v[0]; Result[1][1] = v[1]; Result[2][2] = v[2]; return Result; } template GLM_FUNC_QUALIFIER mat<3, 4, T, Q> diagonal3x4 ( vec<3, T, Q> const& v ) { mat<3, 4, T, Q> Result(static_cast(1)); Result[0][0] = v[0]; Result[1][1] = v[1]; Result[2][2] = v[2]; return Result; } template GLM_FUNC_QUALIFIER mat<4, 4, T, Q> diagonal4x4 ( vec<4, T, Q> const& v ) { mat<4, 4, T, Q> Result(static_cast(1)); Result[0][0] = v[0]; Result[1][1] = v[1]; Result[2][2] = v[2]; Result[3][3] = v[3]; return Result; } template GLM_FUNC_QUALIFIER mat<4, 3, T, Q> diagonal4x3 ( vec<3, T, Q> const& v ) { mat<4, 3, T, Q> Result(static_cast(1)); Result[0][0] = v[0]; Result[1][1] = v[1]; Result[2][2] = v[2]; return Result; } template GLM_FUNC_QUALIFIER mat<4, 2, T, Q> diagonal4x2 ( vec<2, T, Q> const& v ) { mat<4, 2, T, Q> Result(static_cast(1)); Result[0][0] = v[0]; Result[1][1] = v[1]; return Result; } template GLM_FUNC_QUALIFIER mat<2, 2, T, Q> adjugate(mat<2, 2, T, Q> const& m) { return mat<2, 2, T, Q>( +m[1][1], -m[1][0], -m[0][1], +m[0][0]); } template GLM_FUNC_QUALIFIER mat<3, 3, T, Q> adjugate(mat<3, 3, T, Q> const& m) { T const m00 = determinant(mat<2, 2, T, Q>(m[1][1], m[2][1], m[1][2], m[2][2])); T const m01 = determinant(mat<2, 2, T, Q>(m[0][1], m[2][1], m[0][2], m[2][2])); T const m02 = determinant(mat<2, 2, T, Q>(m[0][1], m[1][1], m[0][2], m[1][2])); T const m10 = determinant(mat<2, 2, T, Q>(m[1][0], m[2][0], m[1][2], m[2][2])); T const m11 = determinant(mat<2, 2, T, Q>(m[0][0], m[2][0], m[0][2], m[2][2])); T const m12 = determinant(mat<2, 2, T, Q>(m[0][0], m[1][0], m[0][2], m[1][2])); T const m20 = determinant(mat<2, 2, T, Q>(m[1][0], m[2][0], m[1][1], m[2][1])); T const m21 = determinant(mat<2, 2, T, Q>(m[0][0], m[2][0], m[0][1], m[2][1])); T const m22 = determinant(mat<2, 2, T, Q>(m[0][0], m[1][0], m[0][1], m[1][1])); return mat<3, 3, T, Q>( +m00, -m01, +m02, -m10, +m11, -m12, +m20, -m21, +m22); } template GLM_FUNC_QUALIFIER mat<4, 4, T, Q> adjugate(mat<4, 4, T, Q> const& m) { T const m00 = determinant(mat<3, 3, T, Q>(m[1][1], m[1][2], m[1][3], m[2][1], m[2][2], m[2][3], m[3][1], m[3][2], m[3][3])); T const m01 = determinant(mat<3, 3, T, Q>(m[1][0], m[1][2], m[1][3], m[2][0], m[2][2], m[2][3], m[3][0], m[3][2], m[3][3])); T const m02 = determinant(mat<3, 3, T, Q>(m[1][0], m[1][1], m[1][3], m[2][0], m[2][2], m[2][3], m[3][0], m[3][1], m[3][3])); T const m03 = determinant(mat<3, 3, T, Q>(m[1][0], m[1][1], m[1][2], m[2][0], m[2][1], m[2][2], m[3][0], m[3][1], m[3][2])); T const m10 = determinant(mat<3, 3, T, Q>(m[0][1], m[0][2], m[0][3], m[2][1], m[2][2], m[2][3], m[3][1], m[3][2], m[3][3])); T const m11 = determinant(mat<3, 3, T, Q>(m[0][0], m[0][2], m[0][3], m[2][0], m[2][2], m[2][3], m[3][0], m[3][2], m[3][3])); T const m12 = determinant(mat<3, 3, T, Q>(m[0][0], m[0][1], m[0][3], m[2][0], m[2][1], m[2][3], m[3][0], m[3][1], m[3][3])); T const m13 = determinant(mat<3, 3, T, Q>(m[0][0], m[0][1], m[0][2], m[2][0], m[2][1], m[2][2], m[3][0], m[3][1], m[3][2])); T const m20 = determinant(mat<3, 3, T, Q>(m[0][1], m[0][2], m[0][3], m[1][1], m[1][2], m[1][3], m[3][1], m[3][2], m[3][3])); T const m21 = determinant(mat<3, 3, T, Q>(m[0][0], m[0][2], m[0][3], m[1][0], m[1][2], m[1][3], m[3][0], m[3][2], m[3][3])); T const m22 = determinant(mat<3, 3, T, Q>(m[0][0], m[0][1], m[0][3], m[1][0], m[1][1], m[1][3], m[3][0], m[3][1], m[3][3])); T const m23 = determinant(mat<3, 3, T, Q>(m[0][0], m[0][1], m[0][2], m[1][0], m[1][1], m[1][2], m[3][0], m[3][1], m[3][2])); T const m30 = determinant(mat<3, 3, T, Q>(m[0][1], m[0][2], m[0][3], m[1][1], m[1][2], m[1][3], m[2][1], m[2][2], m[2][3])); T const m31 = determinant(mat<3, 3, T, Q>(m[0][0], m[0][2], m[0][3], m[1][0], m[1][2], m[1][3], m[2][0], m[2][2], m[2][3])); T const m32 = determinant(mat<3, 3, T, Q>(m[0][0], m[0][1], m[0][3], m[1][0], m[1][1], m[1][3], m[2][0], m[2][1], m[2][3])); T const m33 = determinant(mat<3, 3, T, Q>(m[0][0], m[0][1], m[0][2], m[1][0], m[1][1], m[1][2], m[2][0], m[2][1], m[2][2])); return mat<4, 4, T, Q>( +m00, -m01, +m02, -m03, -m10, +m11, -m12, +m13, +m20, -m21, +m22, -m23, -m30, +m31, -m32, +m33); } }//namespace glm ================================================ FILE: third_party/glm/gtx/matrix_query.hpp ================================================ /// @ref gtx_matrix_query /// @file glm/gtx/matrix_query.hpp /// /// @see core (dependence) /// @see gtx_vector_query (dependence) /// /// @defgroup gtx_matrix_query GLM_GTX_matrix_query /// @ingroup gtx /// /// Include to use the features of this extension. /// /// Query to evaluate matrix properties #pragma once // Dependency: #include "../glm.hpp" #include "../gtx/vector_query.hpp" #include #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # ifndef GLM_ENABLE_EXPERIMENTAL # pragma message("GLM: GLM_GTX_matrix_query is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") # else # pragma message("GLM: GLM_GTX_matrix_query extension included") # endif #endif namespace glm { /// @addtogroup gtx_matrix_query /// @{ /// Return whether a matrix a null matrix. /// From GLM_GTX_matrix_query extension. template GLM_FUNC_DECL bool isNull(mat<2, 2, T, Q> const& m, T const& epsilon); /// Return whether a matrix a null matrix. /// From GLM_GTX_matrix_query extension. template GLM_FUNC_DECL bool isNull(mat<3, 3, T, Q> const& m, T const& epsilon); /// Return whether a matrix is a null matrix. /// From GLM_GTX_matrix_query extension. template GLM_FUNC_DECL bool isNull(mat<4, 4, T, Q> const& m, T const& epsilon); /// Return whether a matrix is an identity matrix. /// From GLM_GTX_matrix_query extension. template class matType> GLM_FUNC_DECL bool isIdentity(matType const& m, T const& epsilon); /// Return whether a matrix is a normalized matrix. /// From GLM_GTX_matrix_query extension. template GLM_FUNC_DECL bool isNormalized(mat<2, 2, T, Q> const& m, T const& epsilon); /// Return whether a matrix is a normalized matrix. /// From GLM_GTX_matrix_query extension. template GLM_FUNC_DECL bool isNormalized(mat<3, 3, T, Q> const& m, T const& epsilon); /// Return whether a matrix is a normalized matrix. /// From GLM_GTX_matrix_query extension. template GLM_FUNC_DECL bool isNormalized(mat<4, 4, T, Q> const& m, T const& epsilon); /// Return whether a matrix is an orthonormalized matrix. /// From GLM_GTX_matrix_query extension. template class matType> GLM_FUNC_DECL bool isOrthogonal(matType const& m, T const& epsilon); /// @} }//namespace glm #include "matrix_query.inl" ================================================ FILE: third_party/glm/gtx/matrix_query.inl ================================================ /// @ref gtx_matrix_query namespace glm { template GLM_FUNC_QUALIFIER bool isNull(mat<2, 2, T, Q> const& m, T const& epsilon) { bool result = true; for(length_t i = 0; result && i < m.length() ; ++i) result = isNull(m[i], epsilon); return result; } template GLM_FUNC_QUALIFIER bool isNull(mat<3, 3, T, Q> const& m, T const& epsilon) { bool result = true; for(length_t i = 0; result && i < m.length() ; ++i) result = isNull(m[i], epsilon); return result; } template GLM_FUNC_QUALIFIER bool isNull(mat<4, 4, T, Q> const& m, T const& epsilon) { bool result = true; for(length_t i = 0; result && i < m.length() ; ++i) result = isNull(m[i], epsilon); return result; } template GLM_FUNC_QUALIFIER bool isIdentity(mat const& m, T const& epsilon) { bool result = true; for(length_t i = 0; result && i < m[0].length() ; ++i) { for(length_t j = 0; result && j < i ; ++j) result = abs(m[i][j]) <= epsilon; if(result) result = abs(m[i][i] - 1) <= epsilon; for(length_t j = i + 1; result && j < m.length(); ++j) result = abs(m[i][j]) <= epsilon; } return result; } template GLM_FUNC_QUALIFIER bool isNormalized(mat<2, 2, T, Q> const& m, T const& epsilon) { bool result(true); for(length_t i = 0; result && i < m.length(); ++i) result = isNormalized(m[i], epsilon); for(length_t i = 0; result && i < m.length(); ++i) { typename mat<2, 2, T, Q>::col_type v; for(length_t j = 0; j < m.length(); ++j) v[j] = m[j][i]; result = isNormalized(v, epsilon); } return result; } template GLM_FUNC_QUALIFIER bool isNormalized(mat<3, 3, T, Q> const& m, T const& epsilon) { bool result(true); for(length_t i = 0; result && i < m.length(); ++i) result = isNormalized(m[i], epsilon); for(length_t i = 0; result && i < m.length(); ++i) { typename mat<3, 3, T, Q>::col_type v; for(length_t j = 0; j < m.length(); ++j) v[j] = m[j][i]; result = isNormalized(v, epsilon); } return result; } template GLM_FUNC_QUALIFIER bool isNormalized(mat<4, 4, T, Q> const& m, T const& epsilon) { bool result(true); for(length_t i = 0; result && i < m.length(); ++i) result = isNormalized(m[i], epsilon); for(length_t i = 0; result && i < m.length(); ++i) { typename mat<4, 4, T, Q>::col_type v; for(length_t j = 0; j < m.length(); ++j) v[j] = m[j][i]; result = isNormalized(v, epsilon); } return result; } template GLM_FUNC_QUALIFIER bool isOrthogonal(mat const& m, T const& epsilon) { bool result = true; for(length_t i(0); result && i < m.length() - 1; ++i) for(length_t j(i + 1); result && j < m.length(); ++j) result = areOrthogonal(m[i], m[j], epsilon); if(result) { mat tmp = transpose(m); for(length_t i(0); result && i < m.length() - 1 ; ++i) for(length_t j(i + 1); result && j < m.length(); ++j) result = areOrthogonal(tmp[i], tmp[j], epsilon); } return result; } }//namespace glm ================================================ FILE: third_party/glm/gtx/matrix_transform_2d.hpp ================================================ /// @ref gtx_matrix_transform_2d /// @file glm/gtx/matrix_transform_2d.hpp /// @author Miguel Ángel Pérez Martínez /// /// @see core (dependence) /// /// @defgroup gtx_matrix_transform_2d GLM_GTX_matrix_transform_2d /// @ingroup gtx /// /// Include to use the features of this extension. /// /// Defines functions that generate common 2d transformation matrices. #pragma once // Dependency: #include "../mat3x3.hpp" #include "../vec2.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # ifndef GLM_ENABLE_EXPERIMENTAL # pragma message("GLM: GLM_GTX_matrix_transform_2d is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") # else # pragma message("GLM: GLM_GTX_matrix_transform_2d extension included") # endif #endif namespace glm { /// @addtogroup gtx_matrix_transform_2d /// @{ /// Builds a translation 3 * 3 matrix created from a vector of 2 components. /// /// @param m Input matrix multiplied by this translation matrix. /// @param v Coordinates of a translation vector. template GLM_FUNC_QUALIFIER mat<3, 3, T, Q> translate( mat<3, 3, T, Q> const& m, vec<2, T, Q> const& v); /// Builds a rotation 3 * 3 matrix created from an angle. /// /// @param m Input matrix multiplied by this translation matrix. /// @param angle Rotation angle expressed in radians. template GLM_FUNC_QUALIFIER mat<3, 3, T, Q> rotate( mat<3, 3, T, Q> const& m, T angle); /// Builds a scale 3 * 3 matrix created from a vector of 2 components. /// /// @param m Input matrix multiplied by this translation matrix. /// @param v Coordinates of a scale vector. template GLM_FUNC_QUALIFIER mat<3, 3, T, Q> scale( mat<3, 3, T, Q> const& m, vec<2, T, Q> const& v); /// Builds an horizontal (parallel to the x axis) shear 3 * 3 matrix. /// /// @param m Input matrix multiplied by this translation matrix. /// @param y Shear factor. template GLM_FUNC_QUALIFIER mat<3, 3, T, Q> shearX( mat<3, 3, T, Q> const& m, T y); /// Builds a vertical (parallel to the y axis) shear 3 * 3 matrix. /// /// @param m Input matrix multiplied by this translation matrix. /// @param x Shear factor. template GLM_FUNC_QUALIFIER mat<3, 3, T, Q> shearY( mat<3, 3, T, Q> const& m, T x); /// @} }//namespace glm #include "matrix_transform_2d.inl" ================================================ FILE: third_party/glm/gtx/matrix_transform_2d.inl ================================================ /// @ref gtx_matrix_transform_2d /// @author Miguel Ángel Pérez Martínez #include "../trigonometric.hpp" namespace glm { template GLM_FUNC_QUALIFIER mat<3, 3, T, Q> translate( mat<3, 3, T, Q> const& m, vec<2, T, Q> const& v) { mat<3, 3, T, Q> Result(m); Result[2] = m[0] * v[0] + m[1] * v[1] + m[2]; return Result; } template GLM_FUNC_QUALIFIER mat<3, 3, T, Q> rotate( mat<3, 3, T, Q> const& m, T angle) { T const a = angle; T const c = cos(a); T const s = sin(a); mat<3, 3, T, Q> Result; Result[0] = m[0] * c + m[1] * s; Result[1] = m[0] * -s + m[1] * c; Result[2] = m[2]; return Result; } template GLM_FUNC_QUALIFIER mat<3, 3, T, Q> scale( mat<3, 3, T, Q> const& m, vec<2, T, Q> const& v) { mat<3, 3, T, Q> Result; Result[0] = m[0] * v[0]; Result[1] = m[1] * v[1]; Result[2] = m[2]; return Result; } template GLM_FUNC_QUALIFIER mat<3, 3, T, Q> shearX( mat<3, 3, T, Q> const& m, T y) { mat<3, 3, T, Q> Result(1); Result[0][1] = y; return m * Result; } template GLM_FUNC_QUALIFIER mat<3, 3, T, Q> shearY( mat<3, 3, T, Q> const& m, T x) { mat<3, 3, T, Q> Result(1); Result[1][0] = x; return m * Result; } }//namespace glm ================================================ FILE: third_party/glm/gtx/mixed_product.hpp ================================================ /// @ref gtx_mixed_product /// @file glm/gtx/mixed_product.hpp /// /// @see core (dependence) /// /// @defgroup gtx_mixed_product GLM_GTX_mixed_producte /// @ingroup gtx /// /// Include to use the features of this extension. /// /// Mixed product of 3 vectors. #pragma once // Dependency: #include "../glm.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # ifndef GLM_ENABLE_EXPERIMENTAL # pragma message("GLM: GLM_GTX_mixed_product is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") # else # pragma message("GLM: GLM_GTX_mixed_product extension included") # endif #endif namespace glm { /// @addtogroup gtx_mixed_product /// @{ /// @brief Mixed product of 3 vectors (from GLM_GTX_mixed_product extension) template GLM_FUNC_DECL T mixedProduct( vec<3, T, Q> const& v1, vec<3, T, Q> const& v2, vec<3, T, Q> const& v3); /// @} }// namespace glm #include "mixed_product.inl" ================================================ FILE: third_party/glm/gtx/mixed_product.inl ================================================ /// @ref gtx_mixed_product namespace glm { template GLM_FUNC_QUALIFIER T mixedProduct ( vec<3, T, Q> const& v1, vec<3, T, Q> const& v2, vec<3, T, Q> const& v3 ) { return dot(cross(v1, v2), v3); } }//namespace glm ================================================ FILE: third_party/glm/gtx/norm.hpp ================================================ /// @ref gtx_norm /// @file glm/gtx/norm.hpp /// /// @see core (dependence) /// @see gtx_quaternion (dependence) /// @see gtx_component_wise (dependence) /// /// @defgroup gtx_norm GLM_GTX_norm /// @ingroup gtx /// /// Include to use the features of this extension. /// /// Various ways to compute vector norms. #pragma once // Dependency: #include "../geometric.hpp" #include "../gtx/quaternion.hpp" #include "../gtx/component_wise.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # ifndef GLM_ENABLE_EXPERIMENTAL # pragma message("GLM: GLM_GTX_norm is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") # else # pragma message("GLM: GLM_GTX_norm extension included") # endif #endif namespace glm { /// @addtogroup gtx_norm /// @{ /// Returns the squared length of x. /// From GLM_GTX_norm extension. template GLM_FUNC_DECL T length2(vec const& x); /// Returns the squared distance between p0 and p1, i.e., length2(p0 - p1). /// From GLM_GTX_norm extension. template GLM_FUNC_DECL T distance2(vec const& p0, vec const& p1); //! Returns the L1 norm between x and y. //! From GLM_GTX_norm extension. template GLM_FUNC_DECL T l1Norm(vec<3, T, Q> const& x, vec<3, T, Q> const& y); //! Returns the L1 norm of v. //! From GLM_GTX_norm extension. template GLM_FUNC_DECL T l1Norm(vec<3, T, Q> const& v); //! Returns the L2 norm between x and y. //! From GLM_GTX_norm extension. template GLM_FUNC_DECL T l2Norm(vec<3, T, Q> const& x, vec<3, T, Q> const& y); //! Returns the L2 norm of v. //! From GLM_GTX_norm extension. template GLM_FUNC_DECL T l2Norm(vec<3, T, Q> const& x); //! Returns the L norm between x and y. //! From GLM_GTX_norm extension. template GLM_FUNC_DECL T lxNorm(vec<3, T, Q> const& x, vec<3, T, Q> const& y, unsigned int Depth); //! Returns the L norm of v. //! From GLM_GTX_norm extension. template GLM_FUNC_DECL T lxNorm(vec<3, T, Q> const& x, unsigned int Depth); //! Returns the LMax norm between x and y. //! From GLM_GTX_norm extension. template GLM_FUNC_DECL T lMaxNorm(vec<3, T, Q> const& x, vec<3, T, Q> const& y); //! Returns the LMax norm of v. //! From GLM_GTX_norm extension. template GLM_FUNC_DECL T lMaxNorm(vec<3, T, Q> const& x); /// @} }//namespace glm #include "norm.inl" ================================================ FILE: third_party/glm/gtx/norm.inl ================================================ /// @ref gtx_norm #include "../detail/qualifier.hpp" namespace glm{ namespace detail { template struct compute_length2 { GLM_FUNC_QUALIFIER static T call(vec const& v) { return dot(v, v); } }; }//namespace detail template GLM_FUNC_QUALIFIER genType length2(genType x) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'length2' accepts only floating-point inputs"); return x * x; } template GLM_FUNC_QUALIFIER T length2(vec const& v) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'length2' accepts only floating-point inputs"); return detail::compute_length2::value>::call(v); } template GLM_FUNC_QUALIFIER T distance2(T p0, T p1) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'distance2' accepts only floating-point inputs"); return length2(p1 - p0); } template GLM_FUNC_QUALIFIER T distance2(vec const& p0, vec const& p1) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'distance2' accepts only floating-point inputs"); return length2(p1 - p0); } template GLM_FUNC_QUALIFIER T l1Norm(vec<3, T, Q> const& a, vec<3, T, Q> const& b) { return abs(b.x - a.x) + abs(b.y - a.y) + abs(b.z - a.z); } template GLM_FUNC_QUALIFIER T l1Norm(vec<3, T, Q> const& v) { return abs(v.x) + abs(v.y) + abs(v.z); } template GLM_FUNC_QUALIFIER T l2Norm(vec<3, T, Q> const& a, vec<3, T, Q> const& b ) { return length(b - a); } template GLM_FUNC_QUALIFIER T l2Norm(vec<3, T, Q> const& v) { return length(v); } template GLM_FUNC_QUALIFIER T lxNorm(vec<3, T, Q> const& x, vec<3, T, Q> const& y, unsigned int Depth) { return pow(pow(abs(y.x - x.x), T(Depth)) + pow(abs(y.y - x.y), T(Depth)) + pow(abs(y.z - x.z), T(Depth)), T(1) / T(Depth)); } template GLM_FUNC_QUALIFIER T lxNorm(vec<3, T, Q> const& v, unsigned int Depth) { return pow(pow(abs(v.x), T(Depth)) + pow(abs(v.y), T(Depth)) + pow(abs(v.z), T(Depth)), T(1) / T(Depth)); } template GLM_FUNC_QUALIFIER T lMaxNorm(vec<3, T, Q> const& a, vec<3, T, Q> const& b) { return compMax(abs(b - a)); } template GLM_FUNC_QUALIFIER T lMaxNorm(vec<3, T, Q> const& v) { return compMax(abs(v)); } }//namespace glm ================================================ FILE: third_party/glm/gtx/normal.hpp ================================================ /// @ref gtx_normal /// @file glm/gtx/normal.hpp /// /// @see core (dependence) /// @see gtx_extented_min_max (dependence) /// /// @defgroup gtx_normal GLM_GTX_normal /// @ingroup gtx /// /// Include to use the features of this extension. /// /// Compute the normal of a triangle. #pragma once // Dependency: #include "../glm.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # ifndef GLM_ENABLE_EXPERIMENTAL # pragma message("GLM: GLM_GTX_normal is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") # else # pragma message("GLM: GLM_GTX_normal extension included") # endif #endif namespace glm { /// @addtogroup gtx_normal /// @{ /// Computes triangle normal from triangle points. /// /// @see gtx_normal template GLM_FUNC_DECL vec<3, T, Q> triangleNormal(vec<3, T, Q> const& p1, vec<3, T, Q> const& p2, vec<3, T, Q> const& p3); /// @} }//namespace glm #include "normal.inl" ================================================ FILE: third_party/glm/gtx/normal.inl ================================================ /// @ref gtx_normal namespace glm { template GLM_FUNC_QUALIFIER vec<3, T, Q> triangleNormal ( vec<3, T, Q> const& p1, vec<3, T, Q> const& p2, vec<3, T, Q> const& p3 ) { return normalize(cross(p1 - p2, p1 - p3)); } }//namespace glm ================================================ FILE: third_party/glm/gtx/normalize_dot.hpp ================================================ /// @ref gtx_normalize_dot /// @file glm/gtx/normalize_dot.hpp /// /// @see core (dependence) /// @see gtx_fast_square_root (dependence) /// /// @defgroup gtx_normalize_dot GLM_GTX_normalize_dot /// @ingroup gtx /// /// Include to use the features of this extension. /// /// Dot product of vectors that need to be normalize with a single square root. #pragma once // Dependency: #include "../gtx/fast_square_root.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # ifndef GLM_ENABLE_EXPERIMENTAL # pragma message("GLM: GLM_GTX_normalize_dot is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") # else # pragma message("GLM: GLM_GTX_normalize_dot extension included") # endif #endif namespace glm { /// @addtogroup gtx_normalize_dot /// @{ /// Normalize parameters and returns the dot product of x and y. /// It's faster that dot(normalize(x), normalize(y)). /// /// @see gtx_normalize_dot extension. template GLM_FUNC_DECL T normalizeDot(vec const& x, vec const& y); /// Normalize parameters and returns the dot product of x and y. /// Faster that dot(fastNormalize(x), fastNormalize(y)). /// /// @see gtx_normalize_dot extension. template GLM_FUNC_DECL T fastNormalizeDot(vec const& x, vec const& y); /// @} }//namespace glm #include "normalize_dot.inl" ================================================ FILE: third_party/glm/gtx/normalize_dot.inl ================================================ /// @ref gtx_normalize_dot namespace glm { template GLM_FUNC_QUALIFIER T normalizeDot(vec const& x, vec const& y) { return glm::dot(x, y) * glm::inversesqrt(glm::dot(x, x) * glm::dot(y, y)); } template GLM_FUNC_QUALIFIER T fastNormalizeDot(vec const& x, vec const& y) { return glm::dot(x, y) * glm::fastInverseSqrt(glm::dot(x, x) * glm::dot(y, y)); } }//namespace glm ================================================ FILE: third_party/glm/gtx/number_precision.hpp ================================================ /// @ref gtx_number_precision /// @file glm/gtx/number_precision.hpp /// /// @see core (dependence) /// @see gtc_type_precision (dependence) /// @see gtc_quaternion (dependence) /// /// @defgroup gtx_number_precision GLM_GTX_number_precision /// @ingroup gtx /// /// Include to use the features of this extension. /// /// Defined size types. #pragma once // Dependency: #include "../glm.hpp" #include "../gtc/type_precision.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # ifndef GLM_ENABLE_EXPERIMENTAL # pragma message("GLM: GLM_GTX_number_precision is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") # else # pragma message("GLM: GLM_GTX_number_precision extension included") # endif #endif namespace glm{ namespace gtx { ///////////////////////////// // Unsigned int vector types /// @addtogroup gtx_number_precision /// @{ typedef u8 u8vec1; //!< \brief 8bit unsigned integer scalar. (from GLM_GTX_number_precision extension) typedef u16 u16vec1; //!< \brief 16bit unsigned integer scalar. (from GLM_GTX_number_precision extension) typedef u32 u32vec1; //!< \brief 32bit unsigned integer scalar. (from GLM_GTX_number_precision extension) typedef u64 u64vec1; //!< \brief 64bit unsigned integer scalar. (from GLM_GTX_number_precision extension) ////////////////////// // Float vector types typedef f32 f32vec1; //!< \brief Single-qualifier floating-point scalar. (from GLM_GTX_number_precision extension) typedef f64 f64vec1; //!< \brief Single-qualifier floating-point scalar. (from GLM_GTX_number_precision extension) ////////////////////// // Float matrix types typedef f32 f32mat1; //!< \brief Single-qualifier floating-point scalar. (from GLM_GTX_number_precision extension) typedef f32 f32mat1x1; //!< \brief Single-qualifier floating-point scalar. (from GLM_GTX_number_precision extension) typedef f64 f64mat1; //!< \brief Double-qualifier floating-point scalar. (from GLM_GTX_number_precision extension) typedef f64 f64mat1x1; //!< \brief Double-qualifier floating-point scalar. (from GLM_GTX_number_precision extension) /// @} }//namespace gtx }//namespace glm #include "number_precision.inl" ================================================ FILE: third_party/glm/gtx/number_precision.inl ================================================ /// @ref gtx_number_precision namespace glm { } ================================================ FILE: third_party/glm/gtx/optimum_pow.hpp ================================================ /// @ref gtx_optimum_pow /// @file glm/gtx/optimum_pow.hpp /// /// @see core (dependence) /// /// @defgroup gtx_optimum_pow GLM_GTX_optimum_pow /// @ingroup gtx /// /// Include to use the features of this extension. /// /// Integer exponentiation of power functions. #pragma once // Dependency: #include "../glm.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # ifndef GLM_ENABLE_EXPERIMENTAL # pragma message("GLM: GLM_GTX_optimum_pow is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") # else # pragma message("GLM: GLM_GTX_optimum_pow extension included") # endif #endif namespace glm{ namespace gtx { /// @addtogroup gtx_optimum_pow /// @{ /// Returns x raised to the power of 2. /// /// @see gtx_optimum_pow template GLM_FUNC_DECL genType pow2(genType const& x); /// Returns x raised to the power of 3. /// /// @see gtx_optimum_pow template GLM_FUNC_DECL genType pow3(genType const& x); /// Returns x raised to the power of 4. /// /// @see gtx_optimum_pow template GLM_FUNC_DECL genType pow4(genType const& x); /// @} }//namespace gtx }//namespace glm #include "optimum_pow.inl" ================================================ FILE: third_party/glm/gtx/optimum_pow.inl ================================================ /// @ref gtx_optimum_pow namespace glm { template GLM_FUNC_QUALIFIER genType pow2(genType const& x) { return x * x; } template GLM_FUNC_QUALIFIER genType pow3(genType const& x) { return x * x * x; } template GLM_FUNC_QUALIFIER genType pow4(genType const& x) { return (x * x) * (x * x); } }//namespace glm ================================================ FILE: third_party/glm/gtx/orthonormalize.hpp ================================================ /// @ref gtx_orthonormalize /// @file glm/gtx/orthonormalize.hpp /// /// @see core (dependence) /// @see gtx_extented_min_max (dependence) /// /// @defgroup gtx_orthonormalize GLM_GTX_orthonormalize /// @ingroup gtx /// /// Include to use the features of this extension. /// /// Orthonormalize matrices. #pragma once // Dependency: #include "../vec3.hpp" #include "../mat3x3.hpp" #include "../geometric.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # ifndef GLM_ENABLE_EXPERIMENTAL # pragma message("GLM: GLM_GTX_orthonormalize is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") # else # pragma message("GLM: GLM_GTX_orthonormalize extension included") # endif #endif namespace glm { /// @addtogroup gtx_orthonormalize /// @{ /// Returns the orthonormalized matrix of m. /// /// @see gtx_orthonormalize template GLM_FUNC_DECL mat<3, 3, T, Q> orthonormalize(mat<3, 3, T, Q> const& m); /// Orthonormalizes x according y. /// /// @see gtx_orthonormalize template GLM_FUNC_DECL vec<3, T, Q> orthonormalize(vec<3, T, Q> const& x, vec<3, T, Q> const& y); /// @} }//namespace glm #include "orthonormalize.inl" ================================================ FILE: third_party/glm/gtx/orthonormalize.inl ================================================ /// @ref gtx_orthonormalize namespace glm { template GLM_FUNC_QUALIFIER mat<3, 3, T, Q> orthonormalize(mat<3, 3, T, Q> const& m) { mat<3, 3, T, Q> r = m; r[0] = normalize(r[0]); T d0 = dot(r[0], r[1]); r[1] -= r[0] * d0; r[1] = normalize(r[1]); T d1 = dot(r[1], r[2]); d0 = dot(r[0], r[2]); r[2] -= r[0] * d0 + r[1] * d1; r[2] = normalize(r[2]); return r; } template GLM_FUNC_QUALIFIER vec<3, T, Q> orthonormalize(vec<3, T, Q> const& x, vec<3, T, Q> const& y) { return normalize(x - y * dot(y, x)); } }//namespace glm ================================================ FILE: third_party/glm/gtx/perpendicular.hpp ================================================ /// @ref gtx_perpendicular /// @file glm/gtx/perpendicular.hpp /// /// @see core (dependence) /// @see gtx_projection (dependence) /// /// @defgroup gtx_perpendicular GLM_GTX_perpendicular /// @ingroup gtx /// /// Include to use the features of this extension. /// /// Perpendicular of a vector from other one #pragma once // Dependency: #include "../glm.hpp" #include "../gtx/projection.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # ifndef GLM_ENABLE_EXPERIMENTAL # pragma message("GLM: GLM_GTX_perpendicular is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") # else # pragma message("GLM: GLM_GTX_perpendicular extension included") # endif #endif namespace glm { /// @addtogroup gtx_perpendicular /// @{ //! Projects x a perpendicular axis of Normal. //! From GLM_GTX_perpendicular extension. template GLM_FUNC_DECL genType perp(genType const& x, genType const& Normal); /// @} }//namespace glm #include "perpendicular.inl" ================================================ FILE: third_party/glm/gtx/perpendicular.inl ================================================ /// @ref gtx_perpendicular namespace glm { template GLM_FUNC_QUALIFIER genType perp(genType const& x, genType const& Normal) { return x - proj(x, Normal); } }//namespace glm ================================================ FILE: third_party/glm/gtx/polar_coordinates.hpp ================================================ /// @ref gtx_polar_coordinates /// @file glm/gtx/polar_coordinates.hpp /// /// @see core (dependence) /// /// @defgroup gtx_polar_coordinates GLM_GTX_polar_coordinates /// @ingroup gtx /// /// Include to use the features of this extension. /// /// Conversion from Euclidean space to polar space and revert. #pragma once // Dependency: #include "../glm.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # ifndef GLM_ENABLE_EXPERIMENTAL # pragma message("GLM: GLM_GTX_polar_coordinates is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") # else # pragma message("GLM: GLM_GTX_polar_coordinates extension included") # endif #endif namespace glm { /// @addtogroup gtx_polar_coordinates /// @{ /// Convert Euclidean to Polar coordinates, x is the latitude, y the longitude and z the xz distance. /// /// @see gtx_polar_coordinates template GLM_FUNC_DECL vec<3, T, Q> polar( vec<3, T, Q> const& euclidean); /// Convert Polar to Euclidean coordinates. /// /// @see gtx_polar_coordinates template GLM_FUNC_DECL vec<3, T, Q> euclidean( vec<2, T, Q> const& polar); /// @} }//namespace glm #include "polar_coordinates.inl" ================================================ FILE: third_party/glm/gtx/polar_coordinates.inl ================================================ /// @ref gtx_polar_coordinates namespace glm { template GLM_FUNC_QUALIFIER vec<3, T, Q> polar ( vec<3, T, Q> const& euclidean ) { T const Length(length(euclidean)); vec<3, T, Q> const tmp(euclidean / Length); T const xz_dist(sqrt(tmp.x * tmp.x + tmp.z * tmp.z)); return vec<3, T, Q>( asin(tmp.y), // latitude atan(tmp.x, tmp.z), // longitude xz_dist); // xz distance } template GLM_FUNC_QUALIFIER vec<3, T, Q> euclidean ( vec<2, T, Q> const& polar ) { T const latitude(polar.x); T const longitude(polar.y); return vec<3, T, Q>( cos(latitude) * sin(longitude), sin(latitude), cos(latitude) * cos(longitude)); } }//namespace glm ================================================ FILE: third_party/glm/gtx/projection.hpp ================================================ /// @ref gtx_projection /// @file glm/gtx/projection.hpp /// /// @see core (dependence) /// /// @defgroup gtx_projection GLM_GTX_projection /// @ingroup gtx /// /// Include to use the features of this extension. /// /// Projection of a vector to other one #pragma once // Dependency: #include "../geometric.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # ifndef GLM_ENABLE_EXPERIMENTAL # pragma message("GLM: GLM_GTX_projection is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") # else # pragma message("GLM: GLM_GTX_projection extension included") # endif #endif namespace glm { /// @addtogroup gtx_projection /// @{ /// Projects x on Normal. /// /// @param[in] x A vector to project /// @param[in] Normal A normal that doesn't need to be of unit length. /// /// @see gtx_projection template GLM_FUNC_DECL genType proj(genType const& x, genType const& Normal); /// @} }//namespace glm #include "projection.inl" ================================================ FILE: third_party/glm/gtx/projection.inl ================================================ /// @ref gtx_projection namespace glm { template GLM_FUNC_QUALIFIER genType proj(genType const& x, genType const& Normal) { return glm::dot(x, Normal) / glm::dot(Normal, Normal) * Normal; } }//namespace glm ================================================ FILE: third_party/glm/gtx/quaternion.hpp ================================================ /// @ref gtx_quaternion /// @file glm/gtx/quaternion.hpp /// /// @see core (dependence) /// @see gtx_extented_min_max (dependence) /// /// @defgroup gtx_quaternion GLM_GTX_quaternion /// @ingroup gtx /// /// Include to use the features of this extension. /// /// Extented quaternion types and functions #pragma once // Dependency: #include "../glm.hpp" #include "../gtc/constants.hpp" #include "../gtc/quaternion.hpp" #include "../ext/quaternion_exponential.hpp" #include "../gtx/norm.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # ifndef GLM_ENABLE_EXPERIMENTAL # pragma message("GLM: GLM_GTX_quaternion is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") # else # pragma message("GLM: GLM_GTX_quaternion extension included") # endif #endif namespace glm { /// @addtogroup gtx_quaternion /// @{ /// Create an identity quaternion. /// /// @see gtx_quaternion template GLM_FUNC_DECL GLM_CONSTEXPR qua quat_identity(); /// Compute a cross product between a quaternion and a vector. /// /// @see gtx_quaternion template GLM_FUNC_DECL vec<3, T, Q> cross( qua const& q, vec<3, T, Q> const& v); //! Compute a cross product between a vector and a quaternion. /// /// @see gtx_quaternion template GLM_FUNC_DECL vec<3, T, Q> cross( vec<3, T, Q> const& v, qua const& q); //! Compute a point on a path according squad equation. //! q1 and q2 are control points; s1 and s2 are intermediate control points. /// /// @see gtx_quaternion template GLM_FUNC_DECL qua squad( qua const& q1, qua const& q2, qua const& s1, qua const& s2, T const& h); //! Returns an intermediate control point for squad interpolation. /// /// @see gtx_quaternion template GLM_FUNC_DECL qua intermediate( qua const& prev, qua const& curr, qua const& next); //! Returns quarternion square root. /// /// @see gtx_quaternion //template //qua sqrt( // qua const& q); //! Rotates a 3 components vector by a quaternion. /// /// @see gtx_quaternion template GLM_FUNC_DECL vec<3, T, Q> rotate( qua const& q, vec<3, T, Q> const& v); /// Rotates a 4 components vector by a quaternion. /// /// @see gtx_quaternion template GLM_FUNC_DECL vec<4, T, Q> rotate( qua const& q, vec<4, T, Q> const& v); /// Extract the real component of a quaternion. /// /// @see gtx_quaternion template GLM_FUNC_DECL T extractRealComponent( qua const& q); /// Converts a quaternion to a 3 * 3 matrix. /// /// @see gtx_quaternion template GLM_FUNC_DECL mat<3, 3, T, Q> toMat3( qua const& x){return mat3_cast(x);} /// Converts a quaternion to a 4 * 4 matrix. /// /// @see gtx_quaternion template GLM_FUNC_DECL mat<4, 4, T, Q> toMat4( qua const& x){return mat4_cast(x);} /// Converts a 3 * 3 matrix to a quaternion. /// /// @see gtx_quaternion template GLM_FUNC_DECL qua toQuat( mat<3, 3, T, Q> const& x){return quat_cast(x);} /// Converts a 4 * 4 matrix to a quaternion. /// /// @see gtx_quaternion template GLM_FUNC_DECL qua toQuat( mat<4, 4, T, Q> const& x){return quat_cast(x);} /// Quaternion interpolation using the rotation short path. /// /// @see gtx_quaternion template GLM_FUNC_DECL qua shortMix( qua const& x, qua const& y, T const& a); /// Quaternion normalized linear interpolation. /// /// @see gtx_quaternion template GLM_FUNC_DECL qua fastMix( qua const& x, qua const& y, T const& a); /// Compute the rotation between two vectors. /// @param orig vector, needs to be normalized /// @param dest vector, needs to be normalized /// /// @see gtx_quaternion template GLM_FUNC_DECL qua rotation( vec<3, T, Q> const& orig, vec<3, T, Q> const& dest); /// Returns the squared length of x. /// /// @see gtx_quaternion template GLM_FUNC_DECL GLM_CONSTEXPR T length2(qua const& q); /// @} }//namespace glm #include "quaternion.inl" ================================================ FILE: third_party/glm/gtx/quaternion.inl ================================================ /// @ref gtx_quaternion #include #include "../gtc/constants.hpp" namespace glm { template GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua quat_identity() { return qua(static_cast(1), static_cast(0), static_cast(0), static_cast(0)); } template GLM_FUNC_QUALIFIER vec<3, T, Q> cross(vec<3, T, Q> const& v, qua const& q) { return inverse(q) * v; } template GLM_FUNC_QUALIFIER vec<3, T, Q> cross(qua const& q, vec<3, T, Q> const& v) { return q * v; } template GLM_FUNC_QUALIFIER qua squad ( qua const& q1, qua const& q2, qua const& s1, qua const& s2, T const& h) { return mix(mix(q1, q2, h), mix(s1, s2, h), static_cast(2) * (static_cast(1) - h) * h); } template GLM_FUNC_QUALIFIER qua intermediate ( qua const& prev, qua const& curr, qua const& next ) { qua invQuat = inverse(curr); return exp((log(next * invQuat) + log(prev * invQuat)) / static_cast(-4)) * curr; } template GLM_FUNC_QUALIFIER vec<3, T, Q> rotate(qua const& q, vec<3, T, Q> const& v) { return q * v; } template GLM_FUNC_QUALIFIER vec<4, T, Q> rotate(qua const& q, vec<4, T, Q> const& v) { return q * v; } template GLM_FUNC_QUALIFIER T extractRealComponent(qua const& q) { T w = static_cast(1) - q.x * q.x - q.y * q.y - q.z * q.z; if(w < T(0)) return T(0); else return -sqrt(w); } template GLM_FUNC_QUALIFIER GLM_CONSTEXPR T length2(qua const& q) { return q.x * q.x + q.y * q.y + q.z * q.z + q.w * q.w; } template GLM_FUNC_QUALIFIER qua shortMix(qua const& x, qua const& y, T const& a) { if(a <= static_cast(0)) return x; if(a >= static_cast(1)) return y; T fCos = dot(x, y); qua y2(y); //BUG!!! qua y2; if(fCos < static_cast(0)) { y2 = -y; fCos = -fCos; } //if(fCos > 1.0f) // problem T k0, k1; if(fCos > (static_cast(1) - epsilon())) { k0 = static_cast(1) - a; k1 = static_cast(0) + a; //BUG!!! 1.0f + a; } else { T fSin = sqrt(T(1) - fCos * fCos); T fAngle = atan(fSin, fCos); T fOneOverSin = static_cast(1) / fSin; k0 = sin((static_cast(1) - a) * fAngle) * fOneOverSin; k1 = sin((static_cast(0) + a) * fAngle) * fOneOverSin; } return qua( k0 * x.w + k1 * y2.w, k0 * x.x + k1 * y2.x, k0 * x.y + k1 * y2.y, k0 * x.z + k1 * y2.z); } template GLM_FUNC_QUALIFIER qua fastMix(qua const& x, qua const& y, T const& a) { return glm::normalize(x * (static_cast(1) - a) + (y * a)); } template GLM_FUNC_QUALIFIER qua rotation(vec<3, T, Q> const& orig, vec<3, T, Q> const& dest) { T cosTheta = dot(orig, dest); vec<3, T, Q> rotationAxis; if(cosTheta >= static_cast(1) - epsilon()) { // orig and dest point in the same direction return quat_identity(); } if(cosTheta < static_cast(-1) + epsilon()) { // special case when vectors in opposite directions : // there is no "ideal" rotation axis // So guess one; any will do as long as it's perpendicular to start // This implementation favors a rotation around the Up axis (Y), // since it's often what you want to do. rotationAxis = cross(vec<3, T, Q>(0, 0, 1), orig); if(length2(rotationAxis) < epsilon()) // bad luck, they were parallel, try again! rotationAxis = cross(vec<3, T, Q>(1, 0, 0), orig); rotationAxis = normalize(rotationAxis); return angleAxis(pi(), rotationAxis); } // Implementation from Stan Melax's Game Programming Gems 1 article rotationAxis = cross(orig, dest); T s = sqrt((T(1) + cosTheta) * static_cast(2)); T invs = static_cast(1) / s; return qua( s * static_cast(0.5f), rotationAxis.x * invs, rotationAxis.y * invs, rotationAxis.z * invs); } }//namespace glm ================================================ FILE: third_party/glm/gtx/range.hpp ================================================ /// @ref gtx_range /// @file glm/gtx/range.hpp /// @author Joshua Moerman /// /// @defgroup gtx_range GLM_GTX_range /// @ingroup gtx /// /// Include to use the features of this extension. /// /// Defines begin and end for vectors and matrices. Useful for range-based for loop. /// The range is defined over the elements, not over columns or rows (e.g. mat4 has 16 elements). #pragma once // Dependencies #include "../detail/setup.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # ifndef GLM_ENABLE_EXPERIMENTAL # pragma message("GLM: GLM_GTX_range is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") # else # pragma message("GLM: GLM_GTX_range extension included") # endif #endif #include "../gtc/type_ptr.hpp" #include "../gtc/vec1.hpp" namespace glm { /// @addtogroup gtx_range /// @{ # if GLM_COMPILER & GLM_COMPILER_VC # pragma warning(push) # pragma warning(disable : 4100) // unreferenced formal parameter # endif template inline length_t components(vec<1, T, Q> const& v) { return v.length(); } template inline length_t components(vec<2, T, Q> const& v) { return v.length(); } template inline length_t components(vec<3, T, Q> const& v) { return v.length(); } template inline length_t components(vec<4, T, Q> const& v) { return v.length(); } template inline length_t components(genType const& m) { return m.length() * m[0].length(); } template inline typename genType::value_type const * begin(genType const& v) { return value_ptr(v); } template inline typename genType::value_type const * end(genType const& v) { return begin(v) + components(v); } template inline typename genType::value_type * begin(genType& v) { return value_ptr(v); } template inline typename genType::value_type * end(genType& v) { return begin(v) + components(v); } # if GLM_COMPILER & GLM_COMPILER_VC # pragma warning(pop) # endif /// @} }//namespace glm ================================================ FILE: third_party/glm/gtx/raw_data.hpp ================================================ /// @ref gtx_raw_data /// @file glm/gtx/raw_data.hpp /// /// @see core (dependence) /// /// @defgroup gtx_raw_data GLM_GTX_raw_data /// @ingroup gtx /// /// Include to use the features of this extension. /// /// Projection of a vector to other one #pragma once // Dependencies #include "../ext/scalar_uint_sized.hpp" #include "../detail/setup.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # ifndef GLM_ENABLE_EXPERIMENTAL # pragma message("GLM: GLM_GTX_raw_data is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") # else # pragma message("GLM: GLM_GTX_raw_data extension included") # endif #endif namespace glm { /// @addtogroup gtx_raw_data /// @{ //! Type for byte numbers. //! From GLM_GTX_raw_data extension. typedef detail::uint8 byte; //! Type for word numbers. //! From GLM_GTX_raw_data extension. typedef detail::uint16 word; //! Type for dword numbers. //! From GLM_GTX_raw_data extension. typedef detail::uint32 dword; //! Type for qword numbers. //! From GLM_GTX_raw_data extension. typedef detail::uint64 qword; /// @} }// namespace glm #include "raw_data.inl" ================================================ FILE: third_party/glm/gtx/raw_data.inl ================================================ /// @ref gtx_raw_data ================================================ FILE: third_party/glm/gtx/rotate_normalized_axis.hpp ================================================ /// @ref gtx_rotate_normalized_axis /// @file glm/gtx/rotate_normalized_axis.hpp /// /// @see core (dependence) /// @see gtc_matrix_transform /// @see gtc_quaternion /// /// @defgroup gtx_rotate_normalized_axis GLM_GTX_rotate_normalized_axis /// @ingroup gtx /// /// Include to use the features of this extension. /// /// Quaternions and matrices rotations around normalized axis. #pragma once // Dependency: #include "../glm.hpp" #include "../gtc/epsilon.hpp" #include "../gtc/quaternion.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # ifndef GLM_ENABLE_EXPERIMENTAL # pragma message("GLM: GLM_GTX_rotate_normalized_axis is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") # else # pragma message("GLM: GLM_GTX_rotate_normalized_axis extension included") # endif #endif namespace glm { /// @addtogroup gtx_rotate_normalized_axis /// @{ /// Builds a rotation 4 * 4 matrix created from a normalized axis and an angle. /// /// @param m Input matrix multiplied by this rotation matrix. /// @param angle Rotation angle expressed in radians. /// @param axis Rotation axis, must be normalized. /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. /// /// @see gtx_rotate_normalized_axis /// @see - rotate(T angle, T x, T y, T z) /// @see - rotate(mat<4, 4, T, Q> const& m, T angle, T x, T y, T z) /// @see - rotate(T angle, vec<3, T, Q> const& v) template GLM_FUNC_DECL mat<4, 4, T, Q> rotateNormalizedAxis( mat<4, 4, T, Q> const& m, T const& angle, vec<3, T, Q> const& axis); /// Rotates a quaternion from a vector of 3 components normalized axis and an angle. /// /// @param q Source orientation /// @param angle Angle expressed in radians. /// @param axis Normalized axis of the rotation, must be normalized. /// /// @see gtx_rotate_normalized_axis template GLM_FUNC_DECL qua rotateNormalizedAxis( qua const& q, T const& angle, vec<3, T, Q> const& axis); /// @} }//namespace glm #include "rotate_normalized_axis.inl" ================================================ FILE: third_party/glm/gtx/rotate_normalized_axis.inl ================================================ /// @ref gtx_rotate_normalized_axis namespace glm { template GLM_FUNC_QUALIFIER mat<4, 4, T, Q> rotateNormalizedAxis ( mat<4, 4, T, Q> const& m, T const& angle, vec<3, T, Q> const& v ) { T const a = angle; T const c = cos(a); T const s = sin(a); vec<3, T, Q> const axis(v); vec<3, T, Q> const temp((static_cast(1) - c) * axis); mat<4, 4, T, Q> Rotate; Rotate[0][0] = c + temp[0] * axis[0]; Rotate[0][1] = 0 + temp[0] * axis[1] + s * axis[2]; Rotate[0][2] = 0 + temp[0] * axis[2] - s * axis[1]; Rotate[1][0] = 0 + temp[1] * axis[0] - s * axis[2]; Rotate[1][1] = c + temp[1] * axis[1]; Rotate[1][2] = 0 + temp[1] * axis[2] + s * axis[0]; Rotate[2][0] = 0 + temp[2] * axis[0] + s * axis[1]; Rotate[2][1] = 0 + temp[2] * axis[1] - s * axis[0]; Rotate[2][2] = c + temp[2] * axis[2]; mat<4, 4, T, Q> Result; Result[0] = m[0] * Rotate[0][0] + m[1] * Rotate[0][1] + m[2] * Rotate[0][2]; Result[1] = m[0] * Rotate[1][0] + m[1] * Rotate[1][1] + m[2] * Rotate[1][2]; Result[2] = m[0] * Rotate[2][0] + m[1] * Rotate[2][1] + m[2] * Rotate[2][2]; Result[3] = m[3]; return Result; } template GLM_FUNC_QUALIFIER qua rotateNormalizedAxis ( qua const& q, T const& angle, vec<3, T, Q> const& v ) { vec<3, T, Q> const Tmp(v); T const AngleRad(angle); T const Sin = sin(AngleRad * T(0.5)); return q * qua(cos(AngleRad * static_cast(0.5)), Tmp.x * Sin, Tmp.y * Sin, Tmp.z * Sin); //return gtc::quaternion::cross(q, tquat(cos(AngleRad * T(0.5)), Tmp.x * fSin, Tmp.y * fSin, Tmp.z * fSin)); } }//namespace glm ================================================ FILE: third_party/glm/gtx/rotate_vector.hpp ================================================ /// @ref gtx_rotate_vector /// @file glm/gtx/rotate_vector.hpp /// /// @see core (dependence) /// @see gtx_transform (dependence) /// /// @defgroup gtx_rotate_vector GLM_GTX_rotate_vector /// @ingroup gtx /// /// Include to use the features of this extension. /// /// Function to directly rotate a vector #pragma once // Dependency: #include "../gtx/transform.hpp" #include "../gtc/epsilon.hpp" #include "../ext/vector_relational.hpp" #include "../glm.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # ifndef GLM_ENABLE_EXPERIMENTAL # pragma message("GLM: GLM_GTX_rotate_vector is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") # else # pragma message("GLM: GLM_GTX_rotate_vector extension included") # endif #endif namespace glm { /// @addtogroup gtx_rotate_vector /// @{ /// Returns Spherical interpolation between two vectors /// /// @param x A first vector /// @param y A second vector /// @param a Interpolation factor. The interpolation is defined beyond the range [0, 1]. /// /// @see gtx_rotate_vector template GLM_FUNC_DECL vec<3, T, Q> slerp( vec<3, T, Q> const& x, vec<3, T, Q> const& y, T const& a); //! Rotate a two dimensional vector. //! From GLM_GTX_rotate_vector extension. template GLM_FUNC_DECL vec<2, T, Q> rotate( vec<2, T, Q> const& v, T const& angle); //! Rotate a three dimensional vector around an axis. //! From GLM_GTX_rotate_vector extension. template GLM_FUNC_DECL vec<3, T, Q> rotate( vec<3, T, Q> const& v, T const& angle, vec<3, T, Q> const& normal); //! Rotate a four dimensional vector around an axis. //! From GLM_GTX_rotate_vector extension. template GLM_FUNC_DECL vec<4, T, Q> rotate( vec<4, T, Q> const& v, T const& angle, vec<3, T, Q> const& normal); //! Rotate a three dimensional vector around the X axis. //! From GLM_GTX_rotate_vector extension. template GLM_FUNC_DECL vec<3, T, Q> rotateX( vec<3, T, Q> const& v, T const& angle); //! Rotate a three dimensional vector around the Y axis. //! From GLM_GTX_rotate_vector extension. template GLM_FUNC_DECL vec<3, T, Q> rotateY( vec<3, T, Q> const& v, T const& angle); //! Rotate a three dimensional vector around the Z axis. //! From GLM_GTX_rotate_vector extension. template GLM_FUNC_DECL vec<3, T, Q> rotateZ( vec<3, T, Q> const& v, T const& angle); //! Rotate a four dimensional vector around the X axis. //! From GLM_GTX_rotate_vector extension. template GLM_FUNC_DECL vec<4, T, Q> rotateX( vec<4, T, Q> const& v, T const& angle); //! Rotate a four dimensional vector around the Y axis. //! From GLM_GTX_rotate_vector extension. template GLM_FUNC_DECL vec<4, T, Q> rotateY( vec<4, T, Q> const& v, T const& angle); //! Rotate a four dimensional vector around the Z axis. //! From GLM_GTX_rotate_vector extension. template GLM_FUNC_DECL vec<4, T, Q> rotateZ( vec<4, T, Q> const& v, T const& angle); //! Build a rotation matrix from a normal and a up vector. //! From GLM_GTX_rotate_vector extension. template GLM_FUNC_DECL mat<4, 4, T, Q> orientation( vec<3, T, Q> const& Normal, vec<3, T, Q> const& Up); /// @} }//namespace glm #include "rotate_vector.inl" ================================================ FILE: third_party/glm/gtx/rotate_vector.inl ================================================ /// @ref gtx_rotate_vector namespace glm { template GLM_FUNC_QUALIFIER vec<3, T, Q> slerp ( vec<3, T, Q> const& x, vec<3, T, Q> const& y, T const& a ) { // get cosine of angle between vectors (-1 -> 1) T CosAlpha = dot(x, y); // get angle (0 -> pi) T Alpha = acos(CosAlpha); // get sine of angle between vectors (0 -> 1) T SinAlpha = sin(Alpha); // this breaks down when SinAlpha = 0, i.e. Alpha = 0 or pi T t1 = sin((static_cast(1) - a) * Alpha) / SinAlpha; T t2 = sin(a * Alpha) / SinAlpha; // interpolate src vectors return x * t1 + y * t2; } template GLM_FUNC_QUALIFIER vec<2, T, Q> rotate ( vec<2, T, Q> const& v, T const& angle ) { vec<2, T, Q> Result; T const Cos(cos(angle)); T const Sin(sin(angle)); Result.x = v.x * Cos - v.y * Sin; Result.y = v.x * Sin + v.y * Cos; return Result; } template GLM_FUNC_QUALIFIER vec<3, T, Q> rotate ( vec<3, T, Q> const& v, T const& angle, vec<3, T, Q> const& normal ) { return mat<3, 3, T, Q>(glm::rotate(angle, normal)) * v; } /* template GLM_FUNC_QUALIFIER vec<3, T, Q> rotateGTX( const vec<3, T, Q>& x, T angle, const vec<3, T, Q>& normal) { const T Cos = cos(radians(angle)); const T Sin = sin(radians(angle)); return x * Cos + ((x * normal) * (T(1) - Cos)) * normal + cross(x, normal) * Sin; } */ template GLM_FUNC_QUALIFIER vec<4, T, Q> rotate ( vec<4, T, Q> const& v, T const& angle, vec<3, T, Q> const& normal ) { return rotate(angle, normal) * v; } template GLM_FUNC_QUALIFIER vec<3, T, Q> rotateX ( vec<3, T, Q> const& v, T const& angle ) { vec<3, T, Q> Result(v); T const Cos(cos(angle)); T const Sin(sin(angle)); Result.y = v.y * Cos - v.z * Sin; Result.z = v.y * Sin + v.z * Cos; return Result; } template GLM_FUNC_QUALIFIER vec<3, T, Q> rotateY ( vec<3, T, Q> const& v, T const& angle ) { vec<3, T, Q> Result = v; T const Cos(cos(angle)); T const Sin(sin(angle)); Result.x = v.x * Cos + v.z * Sin; Result.z = -v.x * Sin + v.z * Cos; return Result; } template GLM_FUNC_QUALIFIER vec<3, T, Q> rotateZ ( vec<3, T, Q> const& v, T const& angle ) { vec<3, T, Q> Result = v; T const Cos(cos(angle)); T const Sin(sin(angle)); Result.x = v.x * Cos - v.y * Sin; Result.y = v.x * Sin + v.y * Cos; return Result; } template GLM_FUNC_QUALIFIER vec<4, T, Q> rotateX ( vec<4, T, Q> const& v, T const& angle ) { vec<4, T, Q> Result = v; T const Cos(cos(angle)); T const Sin(sin(angle)); Result.y = v.y * Cos - v.z * Sin; Result.z = v.y * Sin + v.z * Cos; return Result; } template GLM_FUNC_QUALIFIER vec<4, T, Q> rotateY ( vec<4, T, Q> const& v, T const& angle ) { vec<4, T, Q> Result = v; T const Cos(cos(angle)); T const Sin(sin(angle)); Result.x = v.x * Cos + v.z * Sin; Result.z = -v.x * Sin + v.z * Cos; return Result; } template GLM_FUNC_QUALIFIER vec<4, T, Q> rotateZ ( vec<4, T, Q> const& v, T const& angle ) { vec<4, T, Q> Result = v; T const Cos(cos(angle)); T const Sin(sin(angle)); Result.x = v.x * Cos - v.y * Sin; Result.y = v.x * Sin + v.y * Cos; return Result; } template GLM_FUNC_QUALIFIER mat<4, 4, T, Q> orientation ( vec<3, T, Q> const& Normal, vec<3, T, Q> const& Up ) { if(all(equal(Normal, Up, epsilon()))) return mat<4, 4, T, Q>(static_cast(1)); vec<3, T, Q> RotationAxis = cross(Up, Normal); T Angle = acos(dot(Normal, Up)); return rotate(Angle, RotationAxis); } }//namespace glm ================================================ FILE: third_party/glm/gtx/scalar_multiplication.hpp ================================================ /// @ref gtx /// @file glm/gtx/scalar_multiplication.hpp /// @author Joshua Moerman /// /// Include to use the features of this extension. /// /// Enables scalar multiplication for all types /// /// Since GLSL is very strict about types, the following (often used) combinations do not work: /// double * vec4 /// int * vec4 /// vec4 / int /// So we'll fix that! Of course "float * vec4" should remain the same (hence the enable_if magic) #pragma once #include "../detail/setup.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # ifndef GLM_ENABLE_EXPERIMENTAL # pragma message("GLM: GLM_GTX_scalar_multiplication is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") # else # pragma message("GLM: GLM_GTX_scalar_multiplication extension included") # endif #endif #include "../vec2.hpp" #include "../vec3.hpp" #include "../vec4.hpp" #include "../mat2x2.hpp" #include namespace glm { template using return_type_scalar_multiplication = typename std::enable_if< !std::is_same::value // T may not be a float && std::is_arithmetic::value, Vec // But it may be an int or double (no vec3 or mat3, ...) >::type; #define GLM_IMPLEMENT_SCAL_MULT(Vec) \ template \ return_type_scalar_multiplication \ operator*(T const& s, Vec rh){ \ return rh *= static_cast(s); \ } \ \ template \ return_type_scalar_multiplication \ operator*(Vec lh, T const& s){ \ return lh *= static_cast(s); \ } \ \ template \ return_type_scalar_multiplication \ operator/(Vec lh, T const& s){ \ return lh *= 1.0f / static_cast(s); \ } GLM_IMPLEMENT_SCAL_MULT(vec2) GLM_IMPLEMENT_SCAL_MULT(vec3) GLM_IMPLEMENT_SCAL_MULT(vec4) GLM_IMPLEMENT_SCAL_MULT(mat2) GLM_IMPLEMENT_SCAL_MULT(mat2x3) GLM_IMPLEMENT_SCAL_MULT(mat2x4) GLM_IMPLEMENT_SCAL_MULT(mat3x2) GLM_IMPLEMENT_SCAL_MULT(mat3) GLM_IMPLEMENT_SCAL_MULT(mat3x4) GLM_IMPLEMENT_SCAL_MULT(mat4x2) GLM_IMPLEMENT_SCAL_MULT(mat4x3) GLM_IMPLEMENT_SCAL_MULT(mat4) #undef GLM_IMPLEMENT_SCAL_MULT } // namespace glm ================================================ FILE: third_party/glm/gtx/scalar_relational.hpp ================================================ /// @ref gtx_scalar_relational /// @file glm/gtx/scalar_relational.hpp /// /// @see core (dependence) /// /// @defgroup gtx_scalar_relational GLM_GTX_scalar_relational /// @ingroup gtx /// /// Include to use the features of this extension. /// /// Extend a position from a source to a position at a defined length. #pragma once // Dependency: #include "../glm.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # ifndef GLM_ENABLE_EXPERIMENTAL # pragma message("GLM: GLM_GTX_extend is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") # else # pragma message("GLM: GLM_GTX_extend extension included") # endif #endif namespace glm { /// @addtogroup gtx_scalar_relational /// @{ /// @} }//namespace glm #include "scalar_relational.inl" ================================================ FILE: third_party/glm/gtx/scalar_relational.inl ================================================ /// @ref gtx_scalar_relational namespace glm { template GLM_FUNC_QUALIFIER bool lessThan ( T const& x, T const& y ) { return x < y; } template GLM_FUNC_QUALIFIER bool lessThanEqual ( T const& x, T const& y ) { return x <= y; } template GLM_FUNC_QUALIFIER bool greaterThan ( T const& x, T const& y ) { return x > y; } template GLM_FUNC_QUALIFIER bool greaterThanEqual ( T const& x, T const& y ) { return x >= y; } template GLM_FUNC_QUALIFIER bool equal ( T const& x, T const& y ) { return detail::compute_equal::is_iec559>::call(x, y); } template GLM_FUNC_QUALIFIER bool notEqual ( T const& x, T const& y ) { return !detail::compute_equal::is_iec559>::call(x, y); } GLM_FUNC_QUALIFIER bool any ( bool const& x ) { return x; } GLM_FUNC_QUALIFIER bool all ( bool const& x ) { return x; } GLM_FUNC_QUALIFIER bool not_ ( bool const& x ) { return !x; } }//namespace glm ================================================ FILE: third_party/glm/gtx/spline.hpp ================================================ /// @ref gtx_spline /// @file glm/gtx/spline.hpp /// /// @see core (dependence) /// /// @defgroup gtx_spline GLM_GTX_spline /// @ingroup gtx /// /// Include to use the features of this extension. /// /// Spline functions #pragma once // Dependency: #include "../glm.hpp" #include "../gtx/optimum_pow.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # ifndef GLM_ENABLE_EXPERIMENTAL # pragma message("GLM: GLM_GTX_spline is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") # else # pragma message("GLM: GLM_GTX_spline extension included") # endif #endif namespace glm { /// @addtogroup gtx_spline /// @{ /// Return a point from a catmull rom curve. /// @see gtx_spline extension. template GLM_FUNC_DECL genType catmullRom( genType const& v1, genType const& v2, genType const& v3, genType const& v4, typename genType::value_type const& s); /// Return a point from a hermite curve. /// @see gtx_spline extension. template GLM_FUNC_DECL genType hermite( genType const& v1, genType const& t1, genType const& v2, genType const& t2, typename genType::value_type const& s); /// Return a point from a cubic curve. /// @see gtx_spline extension. template GLM_FUNC_DECL genType cubic( genType const& v1, genType const& v2, genType const& v3, genType const& v4, typename genType::value_type const& s); /// @} }//namespace glm #include "spline.inl" ================================================ FILE: third_party/glm/gtx/spline.inl ================================================ /// @ref gtx_spline namespace glm { template GLM_FUNC_QUALIFIER genType catmullRom ( genType const& v1, genType const& v2, genType const& v3, genType const& v4, typename genType::value_type const& s ) { typename genType::value_type s2 = pow2(s); typename genType::value_type s3 = pow3(s); typename genType::value_type f1 = -s3 + typename genType::value_type(2) * s2 - s; typename genType::value_type f2 = typename genType::value_type(3) * s3 - typename genType::value_type(5) * s2 + typename genType::value_type(2); typename genType::value_type f3 = typename genType::value_type(-3) * s3 + typename genType::value_type(4) * s2 + s; typename genType::value_type f4 = s3 - s2; return (f1 * v1 + f2 * v2 + f3 * v3 + f4 * v4) / typename genType::value_type(2); } template GLM_FUNC_QUALIFIER genType hermite ( genType const& v1, genType const& t1, genType const& v2, genType const& t2, typename genType::value_type const& s ) { typename genType::value_type s2 = pow2(s); typename genType::value_type s3 = pow3(s); typename genType::value_type f1 = typename genType::value_type(2) * s3 - typename genType::value_type(3) * s2 + typename genType::value_type(1); typename genType::value_type f2 = typename genType::value_type(-2) * s3 + typename genType::value_type(3) * s2; typename genType::value_type f3 = s3 - typename genType::value_type(2) * s2 + s; typename genType::value_type f4 = s3 - s2; return f1 * v1 + f2 * v2 + f3 * t1 + f4 * t2; } template GLM_FUNC_QUALIFIER genType cubic ( genType const& v1, genType const& v2, genType const& v3, genType const& v4, typename genType::value_type const& s ) { return ((v1 * s + v2) * s + v3) * s + v4; } }//namespace glm ================================================ FILE: third_party/glm/gtx/std_based_type.hpp ================================================ /// @ref gtx_std_based_type /// @file glm/gtx/std_based_type.hpp /// /// @see core (dependence) /// @see gtx_extented_min_max (dependence) /// /// @defgroup gtx_std_based_type GLM_GTX_std_based_type /// @ingroup gtx /// /// Include to use the features of this extension. /// /// Adds vector types based on STL value types. #pragma once // Dependency: #include "../glm.hpp" #include #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # ifndef GLM_ENABLE_EXPERIMENTAL # pragma message("GLM: GLM_GTX_std_based_type is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") # else # pragma message("GLM: GLM_GTX_std_based_type extension included") # endif #endif namespace glm { /// @addtogroup gtx_std_based_type /// @{ /// Vector type based of one std::size_t component. /// @see GLM_GTX_std_based_type typedef vec<1, std::size_t, defaultp> size1; /// Vector type based of two std::size_t components. /// @see GLM_GTX_std_based_type typedef vec<2, std::size_t, defaultp> size2; /// Vector type based of three std::size_t components. /// @see GLM_GTX_std_based_type typedef vec<3, std::size_t, defaultp> size3; /// Vector type based of four std::size_t components. /// @see GLM_GTX_std_based_type typedef vec<4, std::size_t, defaultp> size4; /// Vector type based of one std::size_t component. /// @see GLM_GTX_std_based_type typedef vec<1, std::size_t, defaultp> size1_t; /// Vector type based of two std::size_t components. /// @see GLM_GTX_std_based_type typedef vec<2, std::size_t, defaultp> size2_t; /// Vector type based of three std::size_t components. /// @see GLM_GTX_std_based_type typedef vec<3, std::size_t, defaultp> size3_t; /// Vector type based of four std::size_t components. /// @see GLM_GTX_std_based_type typedef vec<4, std::size_t, defaultp> size4_t; /// @} }//namespace glm #include "std_based_type.inl" ================================================ FILE: third_party/glm/gtx/std_based_type.inl ================================================ /// @ref gtx_std_based_type namespace glm { } ================================================ FILE: third_party/glm/gtx/string_cast.hpp ================================================ /// @ref gtx_string_cast /// @file glm/gtx/string_cast.hpp /// /// @see core (dependence) /// @see gtx_integer (dependence) /// @see gtx_quaternion (dependence) /// /// @defgroup gtx_string_cast GLM_GTX_string_cast /// @ingroup gtx /// /// Include to use the features of this extension. /// /// Setup strings for GLM type values /// /// This extension is not supported with CUDA #pragma once // Dependency: #include "../glm.hpp" #include "../gtc/type_precision.hpp" #include "../gtc/quaternion.hpp" #include "../gtx/dual_quaternion.hpp" #include #include #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # ifndef GLM_ENABLE_EXPERIMENTAL # pragma message("GLM: GLM_GTX_string_cast is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") # else # pragma message("GLM: GLM_GTX_string_cast extension included") # endif #endif #if(GLM_COMPILER & GLM_COMPILER_CUDA) # error "GLM_GTX_string_cast is not supported on CUDA compiler" #endif namespace glm { /// @addtogroup gtx_string_cast /// @{ /// Create a string from a GLM vector or matrix typed variable. /// @see gtx_string_cast extension. template GLM_FUNC_DECL std::string to_string(genType const& x); /// @} }//namespace glm #include "string_cast.inl" ================================================ FILE: third_party/glm/gtx/string_cast.inl ================================================ /// @ref gtx_string_cast #include #include namespace glm{ namespace detail { template struct cast { typedef T value_type; }; template <> struct cast { typedef double value_type; }; GLM_FUNC_QUALIFIER std::string format(const char* msg, ...) { std::size_t const STRING_BUFFER(4096); char text[STRING_BUFFER]; va_list list; if(msg == GLM_NULLPTR) return std::string(); va_start(list, msg); # if (GLM_COMPILER & GLM_COMPILER_VC) vsprintf_s(text, STRING_BUFFER, msg, list); # else// std::vsprintf(text, msg, list); # endif// va_end(list); return std::string(text); } static const char* LabelTrue = "true"; static const char* LabelFalse = "false"; template struct literal { GLM_FUNC_QUALIFIER static char const * value() {return "%d";} }; template struct literal { GLM_FUNC_QUALIFIER static char const * value() {return "%f";} }; # if GLM_MODEL == GLM_MODEL_32 && GLM_COMPILER && GLM_COMPILER_VC template<> struct literal { GLM_FUNC_QUALIFIER static char const * value() {return "%lld";} }; template<> struct literal { GLM_FUNC_QUALIFIER static char const * value() {return "%lld";} }; # endif//GLM_MODEL == GLM_MODEL_32 && GLM_COMPILER && GLM_COMPILER_VC template struct prefix{}; template<> struct prefix { GLM_FUNC_QUALIFIER static char const * value() {return "";} }; template<> struct prefix { GLM_FUNC_QUALIFIER static char const * value() {return "d";} }; template<> struct prefix { GLM_FUNC_QUALIFIER static char const * value() {return "b";} }; template<> struct prefix { GLM_FUNC_QUALIFIER static char const * value() {return "u8";} }; template<> struct prefix { GLM_FUNC_QUALIFIER static char const * value() {return "i8";} }; template<> struct prefix { GLM_FUNC_QUALIFIER static char const * value() {return "u16";} }; template<> struct prefix { GLM_FUNC_QUALIFIER static char const * value() {return "i16";} }; template<> struct prefix { GLM_FUNC_QUALIFIER static char const * value() {return "u";} }; template<> struct prefix { GLM_FUNC_QUALIFIER static char const * value() {return "i";} }; template<> struct prefix { GLM_FUNC_QUALIFIER static char const * value() {return "u64";} }; template<> struct prefix { GLM_FUNC_QUALIFIER static char const * value() {return "i64";} }; template struct compute_to_string {}; template struct compute_to_string > { GLM_FUNC_QUALIFIER static std::string call(vec<1, bool, Q> const& x) { return detail::format("bvec1(%s)", x[0] ? detail::LabelTrue : detail::LabelFalse); } }; template struct compute_to_string > { GLM_FUNC_QUALIFIER static std::string call(vec<2, bool, Q> const& x) { return detail::format("bvec2(%s, %s)", x[0] ? detail::LabelTrue : detail::LabelFalse, x[1] ? detail::LabelTrue : detail::LabelFalse); } }; template struct compute_to_string > { GLM_FUNC_QUALIFIER static std::string call(vec<3, bool, Q> const& x) { return detail::format("bvec3(%s, %s, %s)", x[0] ? detail::LabelTrue : detail::LabelFalse, x[1] ? detail::LabelTrue : detail::LabelFalse, x[2] ? detail::LabelTrue : detail::LabelFalse); } }; template struct compute_to_string > { GLM_FUNC_QUALIFIER static std::string call(vec<4, bool, Q> const& x) { return detail::format("bvec4(%s, %s, %s, %s)", x[0] ? detail::LabelTrue : detail::LabelFalse, x[1] ? detail::LabelTrue : detail::LabelFalse, x[2] ? detail::LabelTrue : detail::LabelFalse, x[3] ? detail::LabelTrue : detail::LabelFalse); } }; template struct compute_to_string > { GLM_FUNC_QUALIFIER static std::string call(vec<1, T, Q> const& x) { char const * PrefixStr = prefix::value(); char const * LiteralStr = literal::is_iec559>::value(); std::string FormatStr(detail::format("%svec1(%s)", PrefixStr, LiteralStr)); return detail::format(FormatStr.c_str(), static_cast::value_type>(x[0])); } }; template struct compute_to_string > { GLM_FUNC_QUALIFIER static std::string call(vec<2, T, Q> const& x) { char const * PrefixStr = prefix::value(); char const * LiteralStr = literal::is_iec559>::value(); std::string FormatStr(detail::format("%svec2(%s, %s)", PrefixStr, LiteralStr, LiteralStr)); return detail::format(FormatStr.c_str(), static_cast::value_type>(x[0]), static_cast::value_type>(x[1])); } }; template struct compute_to_string > { GLM_FUNC_QUALIFIER static std::string call(vec<3, T, Q> const& x) { char const * PrefixStr = prefix::value(); char const * LiteralStr = literal::is_iec559>::value(); std::string FormatStr(detail::format("%svec3(%s, %s, %s)", PrefixStr, LiteralStr, LiteralStr, LiteralStr)); return detail::format(FormatStr.c_str(), static_cast::value_type>(x[0]), static_cast::value_type>(x[1]), static_cast::value_type>(x[2])); } }; template struct compute_to_string > { GLM_FUNC_QUALIFIER static std::string call(vec<4, T, Q> const& x) { char const * PrefixStr = prefix::value(); char const * LiteralStr = literal::is_iec559>::value(); std::string FormatStr(detail::format("%svec4(%s, %s, %s, %s)", PrefixStr, LiteralStr, LiteralStr, LiteralStr, LiteralStr)); return detail::format(FormatStr.c_str(), static_cast::value_type>(x[0]), static_cast::value_type>(x[1]), static_cast::value_type>(x[2]), static_cast::value_type>(x[3])); } }; template struct compute_to_string > { GLM_FUNC_QUALIFIER static std::string call(mat<2, 2, T, Q> const& x) { char const * PrefixStr = prefix::value(); char const * LiteralStr = literal::is_iec559>::value(); std::string FormatStr(detail::format("%smat2x2((%s, %s), (%s, %s))", PrefixStr, LiteralStr, LiteralStr, LiteralStr, LiteralStr)); return detail::format(FormatStr.c_str(), static_cast::value_type>(x[0][0]), static_cast::value_type>(x[0][1]), static_cast::value_type>(x[1][0]), static_cast::value_type>(x[1][1])); } }; template struct compute_to_string > { GLM_FUNC_QUALIFIER static std::string call(mat<2, 3, T, Q> const& x) { char const * PrefixStr = prefix::value(); char const * LiteralStr = literal::is_iec559>::value(); std::string FormatStr(detail::format("%smat2x3((%s, %s, %s), (%s, %s, %s))", PrefixStr, LiteralStr, LiteralStr, LiteralStr, LiteralStr, LiteralStr, LiteralStr)); return detail::format(FormatStr.c_str(), static_cast::value_type>(x[0][0]), static_cast::value_type>(x[0][1]), static_cast::value_type>(x[0][2]), static_cast::value_type>(x[1][0]), static_cast::value_type>(x[1][1]), static_cast::value_type>(x[1][2])); } }; template struct compute_to_string > { GLM_FUNC_QUALIFIER static std::string call(mat<2, 4, T, Q> const& x) { char const * PrefixStr = prefix::value(); char const * LiteralStr = literal::is_iec559>::value(); std::string FormatStr(detail::format("%smat2x4((%s, %s, %s, %s), (%s, %s, %s, %s))", PrefixStr, LiteralStr, LiteralStr, LiteralStr, LiteralStr, LiteralStr, LiteralStr, LiteralStr, LiteralStr)); return detail::format(FormatStr.c_str(), static_cast::value_type>(x[0][0]), static_cast::value_type>(x[0][1]), static_cast::value_type>(x[0][2]), static_cast::value_type>(x[0][3]), static_cast::value_type>(x[1][0]), static_cast::value_type>(x[1][1]), static_cast::value_type>(x[1][2]), static_cast::value_type>(x[1][3])); } }; template struct compute_to_string > { GLM_FUNC_QUALIFIER static std::string call(mat<3, 2, T, Q> const& x) { char const * PrefixStr = prefix::value(); char const * LiteralStr = literal::is_iec559>::value(); std::string FormatStr(detail::format("%smat3x2((%s, %s), (%s, %s), (%s, %s))", PrefixStr, LiteralStr, LiteralStr, LiteralStr, LiteralStr, LiteralStr, LiteralStr)); return detail::format(FormatStr.c_str(), static_cast::value_type>(x[0][0]), static_cast::value_type>(x[0][1]), static_cast::value_type>(x[1][0]), static_cast::value_type>(x[1][1]), static_cast::value_type>(x[2][0]), static_cast::value_type>(x[2][1])); } }; template struct compute_to_string > { GLM_FUNC_QUALIFIER static std::string call(mat<3, 3, T, Q> const& x) { char const * PrefixStr = prefix::value(); char const * LiteralStr = literal::is_iec559>::value(); std::string FormatStr(detail::format("%smat3x3((%s, %s, %s), (%s, %s, %s), (%s, %s, %s))", PrefixStr, LiteralStr, LiteralStr, LiteralStr, LiteralStr, LiteralStr, LiteralStr, LiteralStr, LiteralStr, LiteralStr)); return detail::format(FormatStr.c_str(), static_cast::value_type>(x[0][0]), static_cast::value_type>(x[0][1]), static_cast::value_type>(x[0][2]), static_cast::value_type>(x[1][0]), static_cast::value_type>(x[1][1]), static_cast::value_type>(x[1][2]), static_cast::value_type>(x[2][0]), static_cast::value_type>(x[2][1]), static_cast::value_type>(x[2][2])); } }; template struct compute_to_string > { GLM_FUNC_QUALIFIER static std::string call(mat<3, 4, T, Q> const& x) { char const * PrefixStr = prefix::value(); char const * LiteralStr = literal::is_iec559>::value(); std::string FormatStr(detail::format("%smat3x4((%s, %s, %s, %s), (%s, %s, %s, %s), (%s, %s, %s, %s))", PrefixStr, LiteralStr, LiteralStr, LiteralStr, LiteralStr, LiteralStr, LiteralStr, LiteralStr, LiteralStr, LiteralStr, LiteralStr, LiteralStr, LiteralStr)); return detail::format(FormatStr.c_str(), static_cast::value_type>(x[0][0]), static_cast::value_type>(x[0][1]), static_cast::value_type>(x[0][2]), static_cast::value_type>(x[0][3]), static_cast::value_type>(x[1][0]), static_cast::value_type>(x[1][1]), static_cast::value_type>(x[1][2]), static_cast::value_type>(x[1][3]), static_cast::value_type>(x[2][0]), static_cast::value_type>(x[2][1]), static_cast::value_type>(x[2][2]), static_cast::value_type>(x[2][3])); } }; template struct compute_to_string > { GLM_FUNC_QUALIFIER static std::string call(mat<4, 2, T, Q> const& x) { char const * PrefixStr = prefix::value(); char const * LiteralStr = literal::is_iec559>::value(); std::string FormatStr(detail::format("%smat4x2((%s, %s), (%s, %s), (%s, %s), (%s, %s))", PrefixStr, LiteralStr, LiteralStr, LiteralStr, LiteralStr, LiteralStr, LiteralStr, LiteralStr, LiteralStr)); return detail::format(FormatStr.c_str(), static_cast::value_type>(x[0][0]), static_cast::value_type>(x[0][1]), static_cast::value_type>(x[1][0]), static_cast::value_type>(x[1][1]), static_cast::value_type>(x[2][0]), static_cast::value_type>(x[2][1]), static_cast::value_type>(x[3][0]), static_cast::value_type>(x[3][1])); } }; template struct compute_to_string > { GLM_FUNC_QUALIFIER static std::string call(mat<4, 3, T, Q> const& x) { char const * PrefixStr = prefix::value(); char const * LiteralStr = literal::is_iec559>::value(); std::string FormatStr(detail::format("%smat4x3((%s, %s, %s), (%s, %s, %s), (%s, %s, %s), (%s, %s, %s))", PrefixStr, LiteralStr, LiteralStr, LiteralStr, LiteralStr, LiteralStr, LiteralStr, LiteralStr, LiteralStr, LiteralStr, LiteralStr, LiteralStr, LiteralStr)); return detail::format(FormatStr.c_str(), static_cast::value_type>(x[0][0]), static_cast::value_type>(x[0][1]), static_cast::value_type>(x[0][2]), static_cast::value_type>(x[1][0]), static_cast::value_type>(x[1][1]), static_cast::value_type>(x[1][2]), static_cast::value_type>(x[2][0]), static_cast::value_type>(x[2][1]), static_cast::value_type>(x[2][2]), static_cast::value_type>(x[3][0]), static_cast::value_type>(x[3][1]), static_cast::value_type>(x[3][2])); } }; template struct compute_to_string > { GLM_FUNC_QUALIFIER static std::string call(mat<4, 4, T, Q> const& x) { char const * PrefixStr = prefix::value(); char const * LiteralStr = literal::is_iec559>::value(); std::string FormatStr(detail::format("%smat4x4((%s, %s, %s, %s), (%s, %s, %s, %s), (%s, %s, %s, %s), (%s, %s, %s, %s))", PrefixStr, LiteralStr, LiteralStr, LiteralStr, LiteralStr, LiteralStr, LiteralStr, LiteralStr, LiteralStr, LiteralStr, LiteralStr, LiteralStr, LiteralStr, LiteralStr, LiteralStr, LiteralStr, LiteralStr)); return detail::format(FormatStr.c_str(), static_cast::value_type>(x[0][0]), static_cast::value_type>(x[0][1]), static_cast::value_type>(x[0][2]), static_cast::value_type>(x[0][3]), static_cast::value_type>(x[1][0]), static_cast::value_type>(x[1][1]), static_cast::value_type>(x[1][2]), static_cast::value_type>(x[1][3]), static_cast::value_type>(x[2][0]), static_cast::value_type>(x[2][1]), static_cast::value_type>(x[2][2]), static_cast::value_type>(x[2][3]), static_cast::value_type>(x[3][0]), static_cast::value_type>(x[3][1]), static_cast::value_type>(x[3][2]), static_cast::value_type>(x[3][3])); } }; template struct compute_to_string > { GLM_FUNC_QUALIFIER static std::string call(qua const& q) { char const * PrefixStr = prefix::value(); char const * LiteralStr = literal::is_iec559>::value(); std::string FormatStr(detail::format("%squat(%s, {%s, %s, %s})", PrefixStr, LiteralStr, LiteralStr, LiteralStr, LiteralStr)); return detail::format(FormatStr.c_str(), static_cast::value_type>(q.w), static_cast::value_type>(q.x), static_cast::value_type>(q.y), static_cast::value_type>(q.z)); } }; template struct compute_to_string > { GLM_FUNC_QUALIFIER static std::string call(tdualquat const& x) { char const * PrefixStr = prefix::value(); char const * LiteralStr = literal::is_iec559>::value(); std::string FormatStr(detail::format("%sdualquat((%s, {%s, %s, %s}), (%s, {%s, %s, %s}))", PrefixStr, LiteralStr, LiteralStr, LiteralStr, LiteralStr, LiteralStr, LiteralStr, LiteralStr, LiteralStr)); return detail::format(FormatStr.c_str(), static_cast::value_type>(x.real.w), static_cast::value_type>(x.real.x), static_cast::value_type>(x.real.y), static_cast::value_type>(x.real.z), static_cast::value_type>(x.dual.w), static_cast::value_type>(x.dual.x), static_cast::value_type>(x.dual.y), static_cast::value_type>(x.dual.z)); } }; }//namespace detail template GLM_FUNC_QUALIFIER std::string to_string(matType const& x) { return detail::compute_to_string::call(x); } }//namespace glm ================================================ FILE: third_party/glm/gtx/texture.hpp ================================================ /// @ref gtx_texture /// @file glm/gtx/texture.hpp /// /// @see core (dependence) /// /// @defgroup gtx_texture GLM_GTX_texture /// @ingroup gtx /// /// Include to use the features of this extension. /// /// Wrapping mode of texture coordinates. #pragma once // Dependency: #include "../glm.hpp" #include "../gtc/integer.hpp" #include "../gtx/component_wise.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # ifndef GLM_ENABLE_EXPERIMENTAL # pragma message("GLM: GLM_GTX_texture is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") # else # pragma message("GLM: GLM_GTX_texture extension included") # endif #endif namespace glm { /// @addtogroup gtx_texture /// @{ /// Compute the number of mipmaps levels necessary to create a mipmap complete texture /// /// @param Extent Extent of the texture base level mipmap /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point or signed integer scalar types /// @tparam Q Value from qualifier enum template T levels(vec const& Extent); /// @} }// namespace glm #include "texture.inl" ================================================ FILE: third_party/glm/gtx/texture.inl ================================================ /// @ref gtx_texture namespace glm { template inline T levels(vec const& Extent) { return glm::log2(compMax(Extent)) + static_cast(1); } template inline T levels(T Extent) { return vec<1, T, defaultp>(Extent).x; } }//namespace glm ================================================ FILE: third_party/glm/gtx/transform.hpp ================================================ /// @ref gtx_transform /// @file glm/gtx/transform.hpp /// /// @see core (dependence) /// @see gtc_matrix_transform (dependence) /// @see gtx_transform /// @see gtx_transform2 /// /// @defgroup gtx_transform GLM_GTX_transform /// @ingroup gtx /// /// Include to use the features of this extension. /// /// Add transformation matrices #pragma once // Dependency: #include "../glm.hpp" #include "../gtc/matrix_transform.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # ifndef GLM_ENABLE_EXPERIMENTAL # pragma message("GLM: GLM_GTX_transform is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") # else # pragma message("GLM: GLM_GTX_transform extension included") # endif #endif namespace glm { /// @addtogroup gtx_transform /// @{ /// Transforms a matrix with a translation 4 * 4 matrix created from 3 scalars. /// @see gtc_matrix_transform /// @see gtx_transform template GLM_FUNC_DECL mat<4, 4, T, Q> translate( vec<3, T, Q> const& v); /// Builds a rotation 4 * 4 matrix created from an axis of 3 scalars and an angle expressed in radians. /// @see gtc_matrix_transform /// @see gtx_transform template GLM_FUNC_DECL mat<4, 4, T, Q> rotate( T angle, vec<3, T, Q> const& v); /// Transforms a matrix with a scale 4 * 4 matrix created from a vector of 3 components. /// @see gtc_matrix_transform /// @see gtx_transform template GLM_FUNC_DECL mat<4, 4, T, Q> scale( vec<3, T, Q> const& v); /// @} }// namespace glm #include "transform.inl" ================================================ FILE: third_party/glm/gtx/transform.inl ================================================ /// @ref gtx_transform namespace glm { template GLM_FUNC_QUALIFIER mat<4, 4, T, Q> translate(vec<3, T, Q> const& v) { return translate(mat<4, 4, T, Q>(static_cast(1)), v); } template GLM_FUNC_QUALIFIER mat<4, 4, T, Q> rotate(T angle, vec<3, T, Q> const& v) { return rotate(mat<4, 4, T, Q>(static_cast(1)), angle, v); } template GLM_FUNC_QUALIFIER mat<4, 4, T, Q> scale(vec<3, T, Q> const& v) { return scale(mat<4, 4, T, Q>(static_cast(1)), v); } }//namespace glm ================================================ FILE: third_party/glm/gtx/transform2.hpp ================================================ /// @ref gtx_transform2 /// @file glm/gtx/transform2.hpp /// /// @see core (dependence) /// @see gtx_transform (dependence) /// /// @defgroup gtx_transform2 GLM_GTX_transform2 /// @ingroup gtx /// /// Include to use the features of this extension. /// /// Add extra transformation matrices #pragma once // Dependency: #include "../glm.hpp" #include "../gtx/transform.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # ifndef GLM_ENABLE_EXPERIMENTAL # pragma message("GLM: GLM_GTX_transform2 is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") # else # pragma message("GLM: GLM_GTX_transform2 extension included") # endif #endif namespace glm { /// @addtogroup gtx_transform2 /// @{ //! Transforms a matrix with a shearing on X axis. //! From GLM_GTX_transform2 extension. template GLM_FUNC_DECL mat<3, 3, T, Q> shearX2D(mat<3, 3, T, Q> const& m, T y); //! Transforms a matrix with a shearing on Y axis. //! From GLM_GTX_transform2 extension. template GLM_FUNC_DECL mat<3, 3, T, Q> shearY2D(mat<3, 3, T, Q> const& m, T x); //! Transforms a matrix with a shearing on X axis //! From GLM_GTX_transform2 extension. template GLM_FUNC_DECL mat<4, 4, T, Q> shearX3D(mat<4, 4, T, Q> const& m, T y, T z); //! Transforms a matrix with a shearing on Y axis. //! From GLM_GTX_transform2 extension. template GLM_FUNC_DECL mat<4, 4, T, Q> shearY3D(mat<4, 4, T, Q> const& m, T x, T z); //! Transforms a matrix with a shearing on Z axis. //! From GLM_GTX_transform2 extension. template GLM_FUNC_DECL mat<4, 4, T, Q> shearZ3D(mat<4, 4, T, Q> const& m, T x, T y); //template GLM_FUNC_QUALIFIER mat<4, 4, T, Q> shear(const mat<4, 4, T, Q> & m, shearPlane, planePoint, angle) // Identity + tan(angle) * cross(Normal, OnPlaneVector) 0 // - dot(PointOnPlane, normal) * OnPlaneVector 1 // Reflect functions seem to don't work //template mat<3, 3, T, Q> reflect2D(const mat<3, 3, T, Q> & m, const vec<3, T, Q>& normal){return reflect2DGTX(m, normal);} //!< \brief Build a reflection matrix (from GLM_GTX_transform2 extension) //template mat<4, 4, T, Q> reflect3D(const mat<4, 4, T, Q> & m, const vec<3, T, Q>& normal){return reflect3DGTX(m, normal);} //!< \brief Build a reflection matrix (from GLM_GTX_transform2 extension) //! Build planar projection matrix along normal axis. //! From GLM_GTX_transform2 extension. template GLM_FUNC_DECL mat<3, 3, T, Q> proj2D(mat<3, 3, T, Q> const& m, vec<3, T, Q> const& normal); //! Build planar projection matrix along normal axis. //! From GLM_GTX_transform2 extension. template GLM_FUNC_DECL mat<4, 4, T, Q> proj3D(mat<4, 4, T, Q> const & m, vec<3, T, Q> const& normal); //! Build a scale bias matrix. //! From GLM_GTX_transform2 extension. template GLM_FUNC_DECL mat<4, 4, T, Q> scaleBias(T scale, T bias); //! Build a scale bias matrix. //! From GLM_GTX_transform2 extension. template GLM_FUNC_DECL mat<4, 4, T, Q> scaleBias(mat<4, 4, T, Q> const& m, T scale, T bias); /// @} }// namespace glm #include "transform2.inl" ================================================ FILE: third_party/glm/gtx/transform2.inl ================================================ /// @ref gtx_transform2 namespace glm { template GLM_FUNC_QUALIFIER mat<3, 3, T, Q> shearX2D(mat<3, 3, T, Q> const& m, T s) { mat<3, 3, T, Q> r(1); r[1][0] = s; return m * r; } template GLM_FUNC_QUALIFIER mat<3, 3, T, Q> shearY2D(mat<3, 3, T, Q> const& m, T s) { mat<3, 3, T, Q> r(1); r[0][1] = s; return m * r; } template GLM_FUNC_QUALIFIER mat<4, 4, T, Q> shearX3D(mat<4, 4, T, Q> const& m, T s, T t) { mat<4, 4, T, Q> r(1); r[0][1] = s; r[0][2] = t; return m * r; } template GLM_FUNC_QUALIFIER mat<4, 4, T, Q> shearY3D(mat<4, 4, T, Q> const& m, T s, T t) { mat<4, 4, T, Q> r(1); r[1][0] = s; r[1][2] = t; return m * r; } template GLM_FUNC_QUALIFIER mat<4, 4, T, Q> shearZ3D(mat<4, 4, T, Q> const& m, T s, T t) { mat<4, 4, T, Q> r(1); r[2][0] = s; r[2][1] = t; return m * r; } template GLM_FUNC_QUALIFIER mat<3, 3, T, Q> reflect2D(mat<3, 3, T, Q> const& m, vec<3, T, Q> const& normal) { mat<3, 3, T, Q> r(static_cast(1)); r[0][0] = static_cast(1) - static_cast(2) * normal.x * normal.x; r[0][1] = -static_cast(2) * normal.x * normal.y; r[1][0] = -static_cast(2) * normal.x * normal.y; r[1][1] = static_cast(1) - static_cast(2) * normal.y * normal.y; return m * r; } template GLM_FUNC_QUALIFIER mat<4, 4, T, Q> reflect3D(mat<4, 4, T, Q> const& m, vec<3, T, Q> const& normal) { mat<4, 4, T, Q> r(static_cast(1)); r[0][0] = static_cast(1) - static_cast(2) * normal.x * normal.x; r[0][1] = -static_cast(2) * normal.x * normal.y; r[0][2] = -static_cast(2) * normal.x * normal.z; r[1][0] = -static_cast(2) * normal.x * normal.y; r[1][1] = static_cast(1) - static_cast(2) * normal.y * normal.y; r[1][2] = -static_cast(2) * normal.y * normal.z; r[2][0] = -static_cast(2) * normal.x * normal.z; r[2][1] = -static_cast(2) * normal.y * normal.z; r[2][2] = static_cast(1) - static_cast(2) * normal.z * normal.z; return m * r; } template GLM_FUNC_QUALIFIER mat<3, 3, T, Q> proj2D( const mat<3, 3, T, Q>& m, const vec<3, T, Q>& normal) { mat<3, 3, T, Q> r(static_cast(1)); r[0][0] = static_cast(1) - normal.x * normal.x; r[0][1] = - normal.x * normal.y; r[1][0] = - normal.x * normal.y; r[1][1] = static_cast(1) - normal.y * normal.y; return m * r; } template GLM_FUNC_QUALIFIER mat<4, 4, T, Q> proj3D( const mat<4, 4, T, Q>& m, const vec<3, T, Q>& normal) { mat<4, 4, T, Q> r(static_cast(1)); r[0][0] = static_cast(1) - normal.x * normal.x; r[0][1] = - normal.x * normal.y; r[0][2] = - normal.x * normal.z; r[1][0] = - normal.x * normal.y; r[1][1] = static_cast(1) - normal.y * normal.y; r[1][2] = - normal.y * normal.z; r[2][0] = - normal.x * normal.z; r[2][1] = - normal.y * normal.z; r[2][2] = static_cast(1) - normal.z * normal.z; return m * r; } template GLM_FUNC_QUALIFIER mat<4, 4, T, Q> scaleBias(T scale, T bias) { mat<4, 4, T, Q> result; result[3] = vec<4, T, Q>(vec<3, T, Q>(bias), static_cast(1)); result[0][0] = scale; result[1][1] = scale; result[2][2] = scale; return result; } template GLM_FUNC_QUALIFIER mat<4, 4, T, Q> scaleBias(mat<4, 4, T, Q> const& m, T scale, T bias) { return m * scaleBias(scale, bias); } }//namespace glm ================================================ FILE: third_party/glm/gtx/type_aligned.hpp ================================================ /// @ref gtx_type_aligned /// @file glm/gtx/type_aligned.hpp /// /// @see core (dependence) /// @see gtc_quaternion (dependence) /// /// @defgroup gtx_type_aligned GLM_GTX_type_aligned /// @ingroup gtx /// /// Include to use the features of this extension. /// /// Defines aligned types. #pragma once // Dependency: #include "../gtc/type_precision.hpp" #include "../gtc/quaternion.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # ifndef GLM_ENABLE_EXPERIMENTAL # pragma message("GLM: GLM_GTX_type_aligned is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") # else # pragma message("GLM: GLM_GTX_type_aligned extension included") # endif #endif namespace glm { /////////////////////////// // Signed int vector types /// @addtogroup gtx_type_aligned /// @{ /// Low qualifier 8 bit signed integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(lowp_int8, aligned_lowp_int8, 1); /// Low qualifier 16 bit signed integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(lowp_int16, aligned_lowp_int16, 2); /// Low qualifier 32 bit signed integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(lowp_int32, aligned_lowp_int32, 4); /// Low qualifier 64 bit signed integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(lowp_int64, aligned_lowp_int64, 8); /// Low qualifier 8 bit signed integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(lowp_int8_t, aligned_lowp_int8_t, 1); /// Low qualifier 16 bit signed integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(lowp_int16_t, aligned_lowp_int16_t, 2); /// Low qualifier 32 bit signed integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(lowp_int32_t, aligned_lowp_int32_t, 4); /// Low qualifier 64 bit signed integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(lowp_int64_t, aligned_lowp_int64_t, 8); /// Low qualifier 8 bit signed integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(lowp_i8, aligned_lowp_i8, 1); /// Low qualifier 16 bit signed integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(lowp_i16, aligned_lowp_i16, 2); /// Low qualifier 32 bit signed integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(lowp_i32, aligned_lowp_i32, 4); /// Low qualifier 64 bit signed integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(lowp_i64, aligned_lowp_i64, 8); /// Medium qualifier 8 bit signed integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(mediump_int8, aligned_mediump_int8, 1); /// Medium qualifier 16 bit signed integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(mediump_int16, aligned_mediump_int16, 2); /// Medium qualifier 32 bit signed integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(mediump_int32, aligned_mediump_int32, 4); /// Medium qualifier 64 bit signed integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(mediump_int64, aligned_mediump_int64, 8); /// Medium qualifier 8 bit signed integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(mediump_int8_t, aligned_mediump_int8_t, 1); /// Medium qualifier 16 bit signed integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(mediump_int16_t, aligned_mediump_int16_t, 2); /// Medium qualifier 32 bit signed integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(mediump_int32_t, aligned_mediump_int32_t, 4); /// Medium qualifier 64 bit signed integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(mediump_int64_t, aligned_mediump_int64_t, 8); /// Medium qualifier 8 bit signed integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(mediump_i8, aligned_mediump_i8, 1); /// Medium qualifier 16 bit signed integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(mediump_i16, aligned_mediump_i16, 2); /// Medium qualifier 32 bit signed integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(mediump_i32, aligned_mediump_i32, 4); /// Medium qualifier 64 bit signed integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(mediump_i64, aligned_mediump_i64, 8); /// High qualifier 8 bit signed integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(highp_int8, aligned_highp_int8, 1); /// High qualifier 16 bit signed integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(highp_int16, aligned_highp_int16, 2); /// High qualifier 32 bit signed integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(highp_int32, aligned_highp_int32, 4); /// High qualifier 64 bit signed integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(highp_int64, aligned_highp_int64, 8); /// High qualifier 8 bit signed integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(highp_int8_t, aligned_highp_int8_t, 1); /// High qualifier 16 bit signed integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(highp_int16_t, aligned_highp_int16_t, 2); /// High qualifier 32 bit signed integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(highp_int32_t, aligned_highp_int32_t, 4); /// High qualifier 64 bit signed integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(highp_int64_t, aligned_highp_int64_t, 8); /// High qualifier 8 bit signed integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(highp_i8, aligned_highp_i8, 1); /// High qualifier 16 bit signed integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(highp_i16, aligned_highp_i16, 2); /// High qualifier 32 bit signed integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(highp_i32, aligned_highp_i32, 4); /// High qualifier 64 bit signed integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(highp_i64, aligned_highp_i64, 8); /// Default qualifier 8 bit signed integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(int8, aligned_int8, 1); /// Default qualifier 16 bit signed integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(int16, aligned_int16, 2); /// Default qualifier 32 bit signed integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(int32, aligned_int32, 4); /// Default qualifier 64 bit signed integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(int64, aligned_int64, 8); /// Default qualifier 8 bit signed integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(int8_t, aligned_int8_t, 1); /// Default qualifier 16 bit signed integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(int16_t, aligned_int16_t, 2); /// Default qualifier 32 bit signed integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(int32_t, aligned_int32_t, 4); /// Default qualifier 64 bit signed integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(int64_t, aligned_int64_t, 8); /// Default qualifier 8 bit signed integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(i8, aligned_i8, 1); /// Default qualifier 16 bit signed integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(i16, aligned_i16, 2); /// Default qualifier 32 bit signed integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(i32, aligned_i32, 4); /// Default qualifier 64 bit signed integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(i64, aligned_i64, 8); /// Default qualifier 32 bit signed integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(ivec1, aligned_ivec1, 4); /// Default qualifier 32 bit signed integer aligned vector of 2 components type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(ivec2, aligned_ivec2, 8); /// Default qualifier 32 bit signed integer aligned vector of 3 components type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(ivec3, aligned_ivec3, 16); /// Default qualifier 32 bit signed integer aligned vector of 4 components type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(ivec4, aligned_ivec4, 16); /// Default qualifier 8 bit signed integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(i8vec1, aligned_i8vec1, 1); /// Default qualifier 8 bit signed integer aligned vector of 2 components type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(i8vec2, aligned_i8vec2, 2); /// Default qualifier 8 bit signed integer aligned vector of 3 components type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(i8vec3, aligned_i8vec3, 4); /// Default qualifier 8 bit signed integer aligned vector of 4 components type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(i8vec4, aligned_i8vec4, 4); /// Default qualifier 16 bit signed integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(i16vec1, aligned_i16vec1, 2); /// Default qualifier 16 bit signed integer aligned vector of 2 components type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(i16vec2, aligned_i16vec2, 4); /// Default qualifier 16 bit signed integer aligned vector of 3 components type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(i16vec3, aligned_i16vec3, 8); /// Default qualifier 16 bit signed integer aligned vector of 4 components type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(i16vec4, aligned_i16vec4, 8); /// Default qualifier 32 bit signed integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(i32vec1, aligned_i32vec1, 4); /// Default qualifier 32 bit signed integer aligned vector of 2 components type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(i32vec2, aligned_i32vec2, 8); /// Default qualifier 32 bit signed integer aligned vector of 3 components type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(i32vec3, aligned_i32vec3, 16); /// Default qualifier 32 bit signed integer aligned vector of 4 components type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(i32vec4, aligned_i32vec4, 16); /// Default qualifier 64 bit signed integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(i64vec1, aligned_i64vec1, 8); /// Default qualifier 64 bit signed integer aligned vector of 2 components type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(i64vec2, aligned_i64vec2, 16); /// Default qualifier 64 bit signed integer aligned vector of 3 components type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(i64vec3, aligned_i64vec3, 32); /// Default qualifier 64 bit signed integer aligned vector of 4 components type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(i64vec4, aligned_i64vec4, 32); ///////////////////////////// // Unsigned int vector types /// Low qualifier 8 bit unsigned integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(lowp_uint8, aligned_lowp_uint8, 1); /// Low qualifier 16 bit unsigned integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(lowp_uint16, aligned_lowp_uint16, 2); /// Low qualifier 32 bit unsigned integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(lowp_uint32, aligned_lowp_uint32, 4); /// Low qualifier 64 bit unsigned integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(lowp_uint64, aligned_lowp_uint64, 8); /// Low qualifier 8 bit unsigned integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(lowp_uint8_t, aligned_lowp_uint8_t, 1); /// Low qualifier 16 bit unsigned integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(lowp_uint16_t, aligned_lowp_uint16_t, 2); /// Low qualifier 32 bit unsigned integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(lowp_uint32_t, aligned_lowp_uint32_t, 4); /// Low qualifier 64 bit unsigned integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(lowp_uint64_t, aligned_lowp_uint64_t, 8); /// Low qualifier 8 bit unsigned integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(lowp_u8, aligned_lowp_u8, 1); /// Low qualifier 16 bit unsigned integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(lowp_u16, aligned_lowp_u16, 2); /// Low qualifier 32 bit unsigned integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(lowp_u32, aligned_lowp_u32, 4); /// Low qualifier 64 bit unsigned integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(lowp_u64, aligned_lowp_u64, 8); /// Medium qualifier 8 bit unsigned integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(mediump_uint8, aligned_mediump_uint8, 1); /// Medium qualifier 16 bit unsigned integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(mediump_uint16, aligned_mediump_uint16, 2); /// Medium qualifier 32 bit unsigned integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(mediump_uint32, aligned_mediump_uint32, 4); /// Medium qualifier 64 bit unsigned integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(mediump_uint64, aligned_mediump_uint64, 8); /// Medium qualifier 8 bit unsigned integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(mediump_uint8_t, aligned_mediump_uint8_t, 1); /// Medium qualifier 16 bit unsigned integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(mediump_uint16_t, aligned_mediump_uint16_t, 2); /// Medium qualifier 32 bit unsigned integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(mediump_uint32_t, aligned_mediump_uint32_t, 4); /// Medium qualifier 64 bit unsigned integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(mediump_uint64_t, aligned_mediump_uint64_t, 8); /// Medium qualifier 8 bit unsigned integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(mediump_u8, aligned_mediump_u8, 1); /// Medium qualifier 16 bit unsigned integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(mediump_u16, aligned_mediump_u16, 2); /// Medium qualifier 32 bit unsigned integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(mediump_u32, aligned_mediump_u32, 4); /// Medium qualifier 64 bit unsigned integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(mediump_u64, aligned_mediump_u64, 8); /// High qualifier 8 bit unsigned integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(highp_uint8, aligned_highp_uint8, 1); /// High qualifier 16 bit unsigned integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(highp_uint16, aligned_highp_uint16, 2); /// High qualifier 32 bit unsigned integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(highp_uint32, aligned_highp_uint32, 4); /// High qualifier 64 bit unsigned integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(highp_uint64, aligned_highp_uint64, 8); /// High qualifier 8 bit unsigned integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(highp_uint8_t, aligned_highp_uint8_t, 1); /// High qualifier 16 bit unsigned integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(highp_uint16_t, aligned_highp_uint16_t, 2); /// High qualifier 32 bit unsigned integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(highp_uint32_t, aligned_highp_uint32_t, 4); /// High qualifier 64 bit unsigned integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(highp_uint64_t, aligned_highp_uint64_t, 8); /// High qualifier 8 bit unsigned integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(highp_u8, aligned_highp_u8, 1); /// High qualifier 16 bit unsigned integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(highp_u16, aligned_highp_u16, 2); /// High qualifier 32 bit unsigned integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(highp_u32, aligned_highp_u32, 4); /// High qualifier 64 bit unsigned integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(highp_u64, aligned_highp_u64, 8); /// Default qualifier 8 bit unsigned integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(uint8, aligned_uint8, 1); /// Default qualifier 16 bit unsigned integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(uint16, aligned_uint16, 2); /// Default qualifier 32 bit unsigned integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(uint32, aligned_uint32, 4); /// Default qualifier 64 bit unsigned integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(uint64, aligned_uint64, 8); /// Default qualifier 8 bit unsigned integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(uint8_t, aligned_uint8_t, 1); /// Default qualifier 16 bit unsigned integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(uint16_t, aligned_uint16_t, 2); /// Default qualifier 32 bit unsigned integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(uint32_t, aligned_uint32_t, 4); /// Default qualifier 64 bit unsigned integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(uint64_t, aligned_uint64_t, 8); /// Default qualifier 8 bit unsigned integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(u8, aligned_u8, 1); /// Default qualifier 16 bit unsigned integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(u16, aligned_u16, 2); /// Default qualifier 32 bit unsigned integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(u32, aligned_u32, 4); /// Default qualifier 64 bit unsigned integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(u64, aligned_u64, 8); /// Default qualifier 32 bit unsigned integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(uvec1, aligned_uvec1, 4); /// Default qualifier 32 bit unsigned integer aligned vector of 2 components type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(uvec2, aligned_uvec2, 8); /// Default qualifier 32 bit unsigned integer aligned vector of 3 components type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(uvec3, aligned_uvec3, 16); /// Default qualifier 32 bit unsigned integer aligned vector of 4 components type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(uvec4, aligned_uvec4, 16); /// Default qualifier 8 bit unsigned integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(u8vec1, aligned_u8vec1, 1); /// Default qualifier 8 bit unsigned integer aligned vector of 2 components type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(u8vec2, aligned_u8vec2, 2); /// Default qualifier 8 bit unsigned integer aligned vector of 3 components type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(u8vec3, aligned_u8vec3, 4); /// Default qualifier 8 bit unsigned integer aligned vector of 4 components type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(u8vec4, aligned_u8vec4, 4); /// Default qualifier 16 bit unsigned integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(u16vec1, aligned_u16vec1, 2); /// Default qualifier 16 bit unsigned integer aligned vector of 2 components type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(u16vec2, aligned_u16vec2, 4); /// Default qualifier 16 bit unsigned integer aligned vector of 3 components type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(u16vec3, aligned_u16vec3, 8); /// Default qualifier 16 bit unsigned integer aligned vector of 4 components type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(u16vec4, aligned_u16vec4, 8); /// Default qualifier 32 bit unsigned integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(u32vec1, aligned_u32vec1, 4); /// Default qualifier 32 bit unsigned integer aligned vector of 2 components type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(u32vec2, aligned_u32vec2, 8); /// Default qualifier 32 bit unsigned integer aligned vector of 3 components type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(u32vec3, aligned_u32vec3, 16); /// Default qualifier 32 bit unsigned integer aligned vector of 4 components type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(u32vec4, aligned_u32vec4, 16); /// Default qualifier 64 bit unsigned integer aligned scalar type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(u64vec1, aligned_u64vec1, 8); /// Default qualifier 64 bit unsigned integer aligned vector of 2 components type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(u64vec2, aligned_u64vec2, 16); /// Default qualifier 64 bit unsigned integer aligned vector of 3 components type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(u64vec3, aligned_u64vec3, 32); /// Default qualifier 64 bit unsigned integer aligned vector of 4 components type. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(u64vec4, aligned_u64vec4, 32); ////////////////////// // Float vector types /// 32 bit single-qualifier floating-point aligned scalar. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(float32, aligned_float32, 4); /// 32 bit single-qualifier floating-point aligned scalar. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(float32_t, aligned_float32_t, 4); /// 32 bit single-qualifier floating-point aligned scalar. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(float32, aligned_f32, 4); # ifndef GLM_FORCE_SINGLE_ONLY /// 64 bit double-qualifier floating-point aligned scalar. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(float64, aligned_float64, 8); /// 64 bit double-qualifier floating-point aligned scalar. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(float64_t, aligned_float64_t, 8); /// 64 bit double-qualifier floating-point aligned scalar. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(float64, aligned_f64, 8); # endif//GLM_FORCE_SINGLE_ONLY /// Single-qualifier floating-point aligned vector of 1 component. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(vec1, aligned_vec1, 4); /// Single-qualifier floating-point aligned vector of 2 components. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(vec2, aligned_vec2, 8); /// Single-qualifier floating-point aligned vector of 3 components. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(vec3, aligned_vec3, 16); /// Single-qualifier floating-point aligned vector of 4 components. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(vec4, aligned_vec4, 16); /// Single-qualifier floating-point aligned vector of 1 component. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(fvec1, aligned_fvec1, 4); /// Single-qualifier floating-point aligned vector of 2 components. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(fvec2, aligned_fvec2, 8); /// Single-qualifier floating-point aligned vector of 3 components. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(fvec3, aligned_fvec3, 16); /// Single-qualifier floating-point aligned vector of 4 components. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(fvec4, aligned_fvec4, 16); /// Single-qualifier floating-point aligned vector of 1 component. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(f32vec1, aligned_f32vec1, 4); /// Single-qualifier floating-point aligned vector of 2 components. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(f32vec2, aligned_f32vec2, 8); /// Single-qualifier floating-point aligned vector of 3 components. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(f32vec3, aligned_f32vec3, 16); /// Single-qualifier floating-point aligned vector of 4 components. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(f32vec4, aligned_f32vec4, 16); /// Double-qualifier floating-point aligned vector of 1 component. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(dvec1, aligned_dvec1, 8); /// Double-qualifier floating-point aligned vector of 2 components. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(dvec2, aligned_dvec2, 16); /// Double-qualifier floating-point aligned vector of 3 components. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(dvec3, aligned_dvec3, 32); /// Double-qualifier floating-point aligned vector of 4 components. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(dvec4, aligned_dvec4, 32); # ifndef GLM_FORCE_SINGLE_ONLY /// Double-qualifier floating-point aligned vector of 1 component. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(f64vec1, aligned_f64vec1, 8); /// Double-qualifier floating-point aligned vector of 2 components. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(f64vec2, aligned_f64vec2, 16); /// Double-qualifier floating-point aligned vector of 3 components. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(f64vec3, aligned_f64vec3, 32); /// Double-qualifier floating-point aligned vector of 4 components. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(f64vec4, aligned_f64vec4, 32); # endif//GLM_FORCE_SINGLE_ONLY ////////////////////// // Float matrix types /// Single-qualifier floating-point aligned 1x1 matrix. /// @see gtx_type_aligned //typedef detail::tmat1 mat1; /// Single-qualifier floating-point aligned 2x2 matrix. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(mat2, aligned_mat2, 16); /// Single-qualifier floating-point aligned 3x3 matrix. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(mat3, aligned_mat3, 16); /// Single-qualifier floating-point aligned 4x4 matrix. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(mat4, aligned_mat4, 16); /// Single-qualifier floating-point aligned 1x1 matrix. /// @see gtx_type_aligned //typedef detail::tmat1x1 mat1; /// Single-qualifier floating-point aligned 2x2 matrix. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(mat2x2, aligned_mat2x2, 16); /// Single-qualifier floating-point aligned 3x3 matrix. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(mat3x3, aligned_mat3x3, 16); /// Single-qualifier floating-point aligned 4x4 matrix. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(mat4x4, aligned_mat4x4, 16); /// Single-qualifier floating-point aligned 1x1 matrix. /// @see gtx_type_aligned //typedef detail::tmat1x1 fmat1; /// Single-qualifier floating-point aligned 2x2 matrix. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(fmat2x2, aligned_fmat2, 16); /// Single-qualifier floating-point aligned 3x3 matrix. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(fmat3x3, aligned_fmat3, 16); /// Single-qualifier floating-point aligned 4x4 matrix. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(fmat4x4, aligned_fmat4, 16); /// Single-qualifier floating-point aligned 1x1 matrix. /// @see gtx_type_aligned //typedef f32 fmat1x1; /// Single-qualifier floating-point aligned 2x2 matrix. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(fmat2x2, aligned_fmat2x2, 16); /// Single-qualifier floating-point aligned 2x3 matrix. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(fmat2x3, aligned_fmat2x3, 16); /// Single-qualifier floating-point aligned 2x4 matrix. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(fmat2x4, aligned_fmat2x4, 16); /// Single-qualifier floating-point aligned 3x2 matrix. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(fmat3x2, aligned_fmat3x2, 16); /// Single-qualifier floating-point aligned 3x3 matrix. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(fmat3x3, aligned_fmat3x3, 16); /// Single-qualifier floating-point aligned 3x4 matrix. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(fmat3x4, aligned_fmat3x4, 16); /// Single-qualifier floating-point aligned 4x2 matrix. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(fmat4x2, aligned_fmat4x2, 16); /// Single-qualifier floating-point aligned 4x3 matrix. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(fmat4x3, aligned_fmat4x3, 16); /// Single-qualifier floating-point aligned 4x4 matrix. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(fmat4x4, aligned_fmat4x4, 16); /// Single-qualifier floating-point aligned 1x1 matrix. /// @see gtx_type_aligned //typedef detail::tmat1x1 f32mat1; /// Single-qualifier floating-point aligned 2x2 matrix. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(f32mat2x2, aligned_f32mat2, 16); /// Single-qualifier floating-point aligned 3x3 matrix. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(f32mat3x3, aligned_f32mat3, 16); /// Single-qualifier floating-point aligned 4x4 matrix. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(f32mat4x4, aligned_f32mat4, 16); /// Single-qualifier floating-point aligned 1x1 matrix. /// @see gtx_type_aligned //typedef f32 f32mat1x1; /// Single-qualifier floating-point aligned 2x2 matrix. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(f32mat2x2, aligned_f32mat2x2, 16); /// Single-qualifier floating-point aligned 2x3 matrix. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(f32mat2x3, aligned_f32mat2x3, 16); /// Single-qualifier floating-point aligned 2x4 matrix. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(f32mat2x4, aligned_f32mat2x4, 16); /// Single-qualifier floating-point aligned 3x2 matrix. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(f32mat3x2, aligned_f32mat3x2, 16); /// Single-qualifier floating-point aligned 3x3 matrix. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(f32mat3x3, aligned_f32mat3x3, 16); /// Single-qualifier floating-point aligned 3x4 matrix. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(f32mat3x4, aligned_f32mat3x4, 16); /// Single-qualifier floating-point aligned 4x2 matrix. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(f32mat4x2, aligned_f32mat4x2, 16); /// Single-qualifier floating-point aligned 4x3 matrix. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(f32mat4x3, aligned_f32mat4x3, 16); /// Single-qualifier floating-point aligned 4x4 matrix. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(f32mat4x4, aligned_f32mat4x4, 16); # ifndef GLM_FORCE_SINGLE_ONLY /// Double-qualifier floating-point aligned 1x1 matrix. /// @see gtx_type_aligned //typedef detail::tmat1x1 f64mat1; /// Double-qualifier floating-point aligned 2x2 matrix. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(f64mat2x2, aligned_f64mat2, 32); /// Double-qualifier floating-point aligned 3x3 matrix. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(f64mat3x3, aligned_f64mat3, 32); /// Double-qualifier floating-point aligned 4x4 matrix. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(f64mat4x4, aligned_f64mat4, 32); /// Double-qualifier floating-point aligned 1x1 matrix. /// @see gtx_type_aligned //typedef f64 f64mat1x1; /// Double-qualifier floating-point aligned 2x2 matrix. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(f64mat2x2, aligned_f64mat2x2, 32); /// Double-qualifier floating-point aligned 2x3 matrix. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(f64mat2x3, aligned_f64mat2x3, 32); /// Double-qualifier floating-point aligned 2x4 matrix. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(f64mat2x4, aligned_f64mat2x4, 32); /// Double-qualifier floating-point aligned 3x2 matrix. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(f64mat3x2, aligned_f64mat3x2, 32); /// Double-qualifier floating-point aligned 3x3 matrix. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(f64mat3x3, aligned_f64mat3x3, 32); /// Double-qualifier floating-point aligned 3x4 matrix. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(f64mat3x4, aligned_f64mat3x4, 32); /// Double-qualifier floating-point aligned 4x2 matrix. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(f64mat4x2, aligned_f64mat4x2, 32); /// Double-qualifier floating-point aligned 4x3 matrix. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(f64mat4x3, aligned_f64mat4x3, 32); /// Double-qualifier floating-point aligned 4x4 matrix. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(f64mat4x4, aligned_f64mat4x4, 32); # endif//GLM_FORCE_SINGLE_ONLY ////////////////////////// // Quaternion types /// Single-qualifier floating-point aligned quaternion. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(quat, aligned_quat, 16); /// Single-qualifier floating-point aligned quaternion. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(quat, aligned_fquat, 16); /// Double-qualifier floating-point aligned quaternion. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(dquat, aligned_dquat, 32); /// Single-qualifier floating-point aligned quaternion. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(f32quat, aligned_f32quat, 16); # ifndef GLM_FORCE_SINGLE_ONLY /// Double-qualifier floating-point aligned quaternion. /// @see gtx_type_aligned GLM_ALIGNED_TYPEDEF(f64quat, aligned_f64quat, 32); # endif//GLM_FORCE_SINGLE_ONLY /// @} }//namespace glm #include "type_aligned.inl" ================================================ FILE: third_party/glm/gtx/type_aligned.inl ================================================ /// @ref gtc_type_aligned namespace glm { } ================================================ FILE: third_party/glm/gtx/type_trait.hpp ================================================ /// @ref gtx_type_trait /// @file glm/gtx/type_trait.hpp /// /// @see core (dependence) /// /// @defgroup gtx_type_trait GLM_GTX_type_trait /// @ingroup gtx /// /// Include to use the features of this extension. /// /// Defines traits for each type. #pragma once #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # ifndef GLM_ENABLE_EXPERIMENTAL # pragma message("GLM: GLM_GTX_type_trait is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") # else # pragma message("GLM: GLM_GTX_type_trait extension included") # endif #endif // Dependency: #include "../detail/qualifier.hpp" #include "../gtc/quaternion.hpp" #include "../gtx/dual_quaternion.hpp" namespace glm { /// @addtogroup gtx_type_trait /// @{ template struct type { static bool const is_vec = false; static bool const is_mat = false; static bool const is_quat = false; static length_t const components = 0; static length_t const cols = 0; static length_t const rows = 0; }; template struct type > { static bool const is_vec = true; static bool const is_mat = false; static bool const is_quat = false; static length_t const components = L; }; template struct type > { static bool const is_vec = false; static bool const is_mat = true; static bool const is_quat = false; static length_t const components = C; static length_t const cols = C; static length_t const rows = R; }; template struct type > { static bool const is_vec = false; static bool const is_mat = false; static bool const is_quat = true; static length_t const components = 4; }; template struct type > { static bool const is_vec = false; static bool const is_mat = false; static bool const is_quat = true; static length_t const components = 8; }; /// @} }//namespace glm #include "type_trait.inl" ================================================ FILE: third_party/glm/gtx/type_trait.inl ================================================ /// @ref gtx_type_trait namespace glm { template bool const type::is_vec; template bool const type::is_mat; template bool const type::is_quat; template length_t const type::components; template length_t const type::cols; template length_t const type::rows; // vec template bool const type >::is_vec; template bool const type >::is_mat; template bool const type >::is_quat; template length_t const type >::components; // mat template bool const type >::is_vec; template bool const type >::is_mat; template bool const type >::is_quat; template length_t const type >::components; template length_t const type >::cols; template length_t const type >::rows; // tquat template bool const type >::is_vec; template bool const type >::is_mat; template bool const type >::is_quat; template length_t const type >::components; // tdualquat template bool const type >::is_vec; template bool const type >::is_mat; template bool const type >::is_quat; template length_t const type >::components; }//namespace glm ================================================ FILE: third_party/glm/gtx/vec_swizzle.hpp ================================================ /// @ref gtx_vec_swizzle /// @file glm/gtx/vec_swizzle.hpp /// /// @see core (dependence) /// /// @defgroup gtx_vec_swizzle GLM_GTX_vec_swizzle /// @ingroup gtx /// /// Include to use the features of this extension. /// /// Functions to perform swizzle operation. #pragma once #include "../glm.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # ifndef GLM_ENABLE_EXPERIMENTAL # pragma message("GLM: GLM_GTX_vec_swizzle is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") # else # pragma message("GLM: GLM_GTX_vec_swizzle extension included") # endif #endif namespace glm { // xx template GLM_INLINE glm::vec<2, T, Q> xx(const glm::vec<1, T, Q> &v) { return glm::vec<2, T, Q>(v.x, v.x); } template GLM_INLINE glm::vec<2, T, Q> xx(const glm::vec<2, T, Q> &v) { return glm::vec<2, T, Q>(v.x, v.x); } template GLM_INLINE glm::vec<2, T, Q> xx(const glm::vec<3, T, Q> &v) { return glm::vec<2, T, Q>(v.x, v.x); } template GLM_INLINE glm::vec<2, T, Q> xx(const glm::vec<4, T, Q> &v) { return glm::vec<2, T, Q>(v.x, v.x); } // xy template GLM_INLINE glm::vec<2, T, Q> xy(const glm::vec<2, T, Q> &v) { return glm::vec<2, T, Q>(v.x, v.y); } template GLM_INLINE glm::vec<2, T, Q> xy(const glm::vec<3, T, Q> &v) { return glm::vec<2, T, Q>(v.x, v.y); } template GLM_INLINE glm::vec<2, T, Q> xy(const glm::vec<4, T, Q> &v) { return glm::vec<2, T, Q>(v.x, v.y); } // xz template GLM_INLINE glm::vec<2, T, Q> xz(const glm::vec<3, T, Q> &v) { return glm::vec<2, T, Q>(v.x, v.z); } template GLM_INLINE glm::vec<2, T, Q> xz(const glm::vec<4, T, Q> &v) { return glm::vec<2, T, Q>(v.x, v.z); } // xw template GLM_INLINE glm::vec<2, T, Q> xw(const glm::vec<4, T, Q> &v) { return glm::vec<2, T, Q>(v.x, v.w); } // yx template GLM_INLINE glm::vec<2, T, Q> yx(const glm::vec<2, T, Q> &v) { return glm::vec<2, T, Q>(v.y, v.x); } template GLM_INLINE glm::vec<2, T, Q> yx(const glm::vec<3, T, Q> &v) { return glm::vec<2, T, Q>(v.y, v.x); } template GLM_INLINE glm::vec<2, T, Q> yx(const glm::vec<4, T, Q> &v) { return glm::vec<2, T, Q>(v.y, v.x); } // yy template GLM_INLINE glm::vec<2, T, Q> yy(const glm::vec<2, T, Q> &v) { return glm::vec<2, T, Q>(v.y, v.y); } template GLM_INLINE glm::vec<2, T, Q> yy(const glm::vec<3, T, Q> &v) { return glm::vec<2, T, Q>(v.y, v.y); } template GLM_INLINE glm::vec<2, T, Q> yy(const glm::vec<4, T, Q> &v) { return glm::vec<2, T, Q>(v.y, v.y); } // yz template GLM_INLINE glm::vec<2, T, Q> yz(const glm::vec<3, T, Q> &v) { return glm::vec<2, T, Q>(v.y, v.z); } template GLM_INLINE glm::vec<2, T, Q> yz(const glm::vec<4, T, Q> &v) { return glm::vec<2, T, Q>(v.y, v.z); } // yw template GLM_INLINE glm::vec<2, T, Q> yw(const glm::vec<4, T, Q> &v) { return glm::vec<2, T, Q>(v.y, v.w); } // zx template GLM_INLINE glm::vec<2, T, Q> zx(const glm::vec<3, T, Q> &v) { return glm::vec<2, T, Q>(v.z, v.x); } template GLM_INLINE glm::vec<2, T, Q> zx(const glm::vec<4, T, Q> &v) { return glm::vec<2, T, Q>(v.z, v.x); } // zy template GLM_INLINE glm::vec<2, T, Q> zy(const glm::vec<3, T, Q> &v) { return glm::vec<2, T, Q>(v.z, v.y); } template GLM_INLINE glm::vec<2, T, Q> zy(const glm::vec<4, T, Q> &v) { return glm::vec<2, T, Q>(v.z, v.y); } // zz template GLM_INLINE glm::vec<2, T, Q> zz(const glm::vec<3, T, Q> &v) { return glm::vec<2, T, Q>(v.z, v.z); } template GLM_INLINE glm::vec<2, T, Q> zz(const glm::vec<4, T, Q> &v) { return glm::vec<2, T, Q>(v.z, v.z); } // zw template GLM_INLINE glm::vec<2, T, Q> zw(const glm::vec<4, T, Q> &v) { return glm::vec<2, T, Q>(v.z, v.w); } // wx template GLM_INLINE glm::vec<2, T, Q> wx(const glm::vec<4, T, Q> &v) { return glm::vec<2, T, Q>(v.w, v.x); } // wy template GLM_INLINE glm::vec<2, T, Q> wy(const glm::vec<4, T, Q> &v) { return glm::vec<2, T, Q>(v.w, v.y); } // wz template GLM_INLINE glm::vec<2, T, Q> wz(const glm::vec<4, T, Q> &v) { return glm::vec<2, T, Q>(v.w, v.z); } // ww template GLM_INLINE glm::vec<2, T, Q> ww(const glm::vec<4, T, Q> &v) { return glm::vec<2, T, Q>(v.w, v.w); } // xxx template GLM_INLINE glm::vec<3, T, Q> xxx(const glm::vec<1, T, Q> &v) { return glm::vec<3, T, Q>(v.x, v.x, v.x); } template GLM_INLINE glm::vec<3, T, Q> xxx(const glm::vec<2, T, Q> &v) { return glm::vec<3, T, Q>(v.x, v.x, v.x); } template GLM_INLINE glm::vec<3, T, Q> xxx(const glm::vec<3, T, Q> &v) { return glm::vec<3, T, Q>(v.x, v.x, v.x); } template GLM_INLINE glm::vec<3, T, Q> xxx(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.x, v.x, v.x); } // xxy template GLM_INLINE glm::vec<3, T, Q> xxy(const glm::vec<2, T, Q> &v) { return glm::vec<3, T, Q>(v.x, v.x, v.y); } template GLM_INLINE glm::vec<3, T, Q> xxy(const glm::vec<3, T, Q> &v) { return glm::vec<3, T, Q>(v.x, v.x, v.y); } template GLM_INLINE glm::vec<3, T, Q> xxy(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.x, v.x, v.y); } // xxz template GLM_INLINE glm::vec<3, T, Q> xxz(const glm::vec<3, T, Q> &v) { return glm::vec<3, T, Q>(v.x, v.x, v.z); } template GLM_INLINE glm::vec<3, T, Q> xxz(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.x, v.x, v.z); } // xxw template GLM_INLINE glm::vec<3, T, Q> xxw(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.x, v.x, v.w); } // xyx template GLM_INLINE glm::vec<3, T, Q> xyx(const glm::vec<2, T, Q> &v) { return glm::vec<3, T, Q>(v.x, v.y, v.x); } template GLM_INLINE glm::vec<3, T, Q> xyx(const glm::vec<3, T, Q> &v) { return glm::vec<3, T, Q>(v.x, v.y, v.x); } template GLM_INLINE glm::vec<3, T, Q> xyx(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.x, v.y, v.x); } // xyy template GLM_INLINE glm::vec<3, T, Q> xyy(const glm::vec<2, T, Q> &v) { return glm::vec<3, T, Q>(v.x, v.y, v.y); } template GLM_INLINE glm::vec<3, T, Q> xyy(const glm::vec<3, T, Q> &v) { return glm::vec<3, T, Q>(v.x, v.y, v.y); } template GLM_INLINE glm::vec<3, T, Q> xyy(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.x, v.y, v.y); } // xyz template GLM_INLINE glm::vec<3, T, Q> xyz(const glm::vec<3, T, Q> &v) { return glm::vec<3, T, Q>(v.x, v.y, v.z); } template GLM_INLINE glm::vec<3, T, Q> xyz(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.x, v.y, v.z); } // xyw template GLM_INLINE glm::vec<3, T, Q> xyw(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.x, v.y, v.w); } // xzx template GLM_INLINE glm::vec<3, T, Q> xzx(const glm::vec<3, T, Q> &v) { return glm::vec<3, T, Q>(v.x, v.z, v.x); } template GLM_INLINE glm::vec<3, T, Q> xzx(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.x, v.z, v.x); } // xzy template GLM_INLINE glm::vec<3, T, Q> xzy(const glm::vec<3, T, Q> &v) { return glm::vec<3, T, Q>(v.x, v.z, v.y); } template GLM_INLINE glm::vec<3, T, Q> xzy(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.x, v.z, v.y); } // xzz template GLM_INLINE glm::vec<3, T, Q> xzz(const glm::vec<3, T, Q> &v) { return glm::vec<3, T, Q>(v.x, v.z, v.z); } template GLM_INLINE glm::vec<3, T, Q> xzz(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.x, v.z, v.z); } // xzw template GLM_INLINE glm::vec<3, T, Q> xzw(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.x, v.z, v.w); } // xwx template GLM_INLINE glm::vec<3, T, Q> xwx(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.x, v.w, v.x); } // xwy template GLM_INLINE glm::vec<3, T, Q> xwy(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.x, v.w, v.y); } // xwz template GLM_INLINE glm::vec<3, T, Q> xwz(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.x, v.w, v.z); } // xww template GLM_INLINE glm::vec<3, T, Q> xww(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.x, v.w, v.w); } // yxx template GLM_INLINE glm::vec<3, T, Q> yxx(const glm::vec<2, T, Q> &v) { return glm::vec<3, T, Q>(v.y, v.x, v.x); } template GLM_INLINE glm::vec<3, T, Q> yxx(const glm::vec<3, T, Q> &v) { return glm::vec<3, T, Q>(v.y, v.x, v.x); } template GLM_INLINE glm::vec<3, T, Q> yxx(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.y, v.x, v.x); } // yxy template GLM_INLINE glm::vec<3, T, Q> yxy(const glm::vec<2, T, Q> &v) { return glm::vec<3, T, Q>(v.y, v.x, v.y); } template GLM_INLINE glm::vec<3, T, Q> yxy(const glm::vec<3, T, Q> &v) { return glm::vec<3, T, Q>(v.y, v.x, v.y); } template GLM_INLINE glm::vec<3, T, Q> yxy(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.y, v.x, v.y); } // yxz template GLM_INLINE glm::vec<3, T, Q> yxz(const glm::vec<3, T, Q> &v) { return glm::vec<3, T, Q>(v.y, v.x, v.z); } template GLM_INLINE glm::vec<3, T, Q> yxz(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.y, v.x, v.z); } // yxw template GLM_INLINE glm::vec<3, T, Q> yxw(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.y, v.x, v.w); } // yyx template GLM_INLINE glm::vec<3, T, Q> yyx(const glm::vec<2, T, Q> &v) { return glm::vec<3, T, Q>(v.y, v.y, v.x); } template GLM_INLINE glm::vec<3, T, Q> yyx(const glm::vec<3, T, Q> &v) { return glm::vec<3, T, Q>(v.y, v.y, v.x); } template GLM_INLINE glm::vec<3, T, Q> yyx(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.y, v.y, v.x); } // yyy template GLM_INLINE glm::vec<3, T, Q> yyy(const glm::vec<2, T, Q> &v) { return glm::vec<3, T, Q>(v.y, v.y, v.y); } template GLM_INLINE glm::vec<3, T, Q> yyy(const glm::vec<3, T, Q> &v) { return glm::vec<3, T, Q>(v.y, v.y, v.y); } template GLM_INLINE glm::vec<3, T, Q> yyy(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.y, v.y, v.y); } // yyz template GLM_INLINE glm::vec<3, T, Q> yyz(const glm::vec<3, T, Q> &v) { return glm::vec<3, T, Q>(v.y, v.y, v.z); } template GLM_INLINE glm::vec<3, T, Q> yyz(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.y, v.y, v.z); } // yyw template GLM_INLINE glm::vec<3, T, Q> yyw(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.y, v.y, v.w); } // yzx template GLM_INLINE glm::vec<3, T, Q> yzx(const glm::vec<3, T, Q> &v) { return glm::vec<3, T, Q>(v.y, v.z, v.x); } template GLM_INLINE glm::vec<3, T, Q> yzx(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.y, v.z, v.x); } // yzy template GLM_INLINE glm::vec<3, T, Q> yzy(const glm::vec<3, T, Q> &v) { return glm::vec<3, T, Q>(v.y, v.z, v.y); } template GLM_INLINE glm::vec<3, T, Q> yzy(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.y, v.z, v.y); } // yzz template GLM_INLINE glm::vec<3, T, Q> yzz(const glm::vec<3, T, Q> &v) { return glm::vec<3, T, Q>(v.y, v.z, v.z); } template GLM_INLINE glm::vec<3, T, Q> yzz(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.y, v.z, v.z); } // yzw template GLM_INLINE glm::vec<3, T, Q> yzw(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.y, v.z, v.w); } // ywx template GLM_INLINE glm::vec<3, T, Q> ywx(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.y, v.w, v.x); } // ywy template GLM_INLINE glm::vec<3, T, Q> ywy(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.y, v.w, v.y); } // ywz template GLM_INLINE glm::vec<3, T, Q> ywz(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.y, v.w, v.z); } // yww template GLM_INLINE glm::vec<3, T, Q> yww(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.y, v.w, v.w); } // zxx template GLM_INLINE glm::vec<3, T, Q> zxx(const glm::vec<3, T, Q> &v) { return glm::vec<3, T, Q>(v.z, v.x, v.x); } template GLM_INLINE glm::vec<3, T, Q> zxx(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.z, v.x, v.x); } // zxy template GLM_INLINE glm::vec<3, T, Q> zxy(const glm::vec<3, T, Q> &v) { return glm::vec<3, T, Q>(v.z, v.x, v.y); } template GLM_INLINE glm::vec<3, T, Q> zxy(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.z, v.x, v.y); } // zxz template GLM_INLINE glm::vec<3, T, Q> zxz(const glm::vec<3, T, Q> &v) { return glm::vec<3, T, Q>(v.z, v.x, v.z); } template GLM_INLINE glm::vec<3, T, Q> zxz(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.z, v.x, v.z); } // zxw template GLM_INLINE glm::vec<3, T, Q> zxw(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.z, v.x, v.w); } // zyx template GLM_INLINE glm::vec<3, T, Q> zyx(const glm::vec<3, T, Q> &v) { return glm::vec<3, T, Q>(v.z, v.y, v.x); } template GLM_INLINE glm::vec<3, T, Q> zyx(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.z, v.y, v.x); } // zyy template GLM_INLINE glm::vec<3, T, Q> zyy(const glm::vec<3, T, Q> &v) { return glm::vec<3, T, Q>(v.z, v.y, v.y); } template GLM_INLINE glm::vec<3, T, Q> zyy(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.z, v.y, v.y); } // zyz template GLM_INLINE glm::vec<3, T, Q> zyz(const glm::vec<3, T, Q> &v) { return glm::vec<3, T, Q>(v.z, v.y, v.z); } template GLM_INLINE glm::vec<3, T, Q> zyz(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.z, v.y, v.z); } // zyw template GLM_INLINE glm::vec<3, T, Q> zyw(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.z, v.y, v.w); } // zzx template GLM_INLINE glm::vec<3, T, Q> zzx(const glm::vec<3, T, Q> &v) { return glm::vec<3, T, Q>(v.z, v.z, v.x); } template GLM_INLINE glm::vec<3, T, Q> zzx(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.z, v.z, v.x); } // zzy template GLM_INLINE glm::vec<3, T, Q> zzy(const glm::vec<3, T, Q> &v) { return glm::vec<3, T, Q>(v.z, v.z, v.y); } template GLM_INLINE glm::vec<3, T, Q> zzy(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.z, v.z, v.y); } // zzz template GLM_INLINE glm::vec<3, T, Q> zzz(const glm::vec<3, T, Q> &v) { return glm::vec<3, T, Q>(v.z, v.z, v.z); } template GLM_INLINE glm::vec<3, T, Q> zzz(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.z, v.z, v.z); } // zzw template GLM_INLINE glm::vec<3, T, Q> zzw(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.z, v.z, v.w); } // zwx template GLM_INLINE glm::vec<3, T, Q> zwx(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.z, v.w, v.x); } // zwy template GLM_INLINE glm::vec<3, T, Q> zwy(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.z, v.w, v.y); } // zwz template GLM_INLINE glm::vec<3, T, Q> zwz(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.z, v.w, v.z); } // zww template GLM_INLINE glm::vec<3, T, Q> zww(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.z, v.w, v.w); } // wxx template GLM_INLINE glm::vec<3, T, Q> wxx(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.w, v.x, v.x); } // wxy template GLM_INLINE glm::vec<3, T, Q> wxy(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.w, v.x, v.y); } // wxz template GLM_INLINE glm::vec<3, T, Q> wxz(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.w, v.x, v.z); } // wxw template GLM_INLINE glm::vec<3, T, Q> wxw(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.w, v.x, v.w); } // wyx template GLM_INLINE glm::vec<3, T, Q> wyx(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.w, v.y, v.x); } // wyy template GLM_INLINE glm::vec<3, T, Q> wyy(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.w, v.y, v.y); } // wyz template GLM_INLINE glm::vec<3, T, Q> wyz(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.w, v.y, v.z); } // wyw template GLM_INLINE glm::vec<3, T, Q> wyw(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.w, v.y, v.w); } // wzx template GLM_INLINE glm::vec<3, T, Q> wzx(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.w, v.z, v.x); } // wzy template GLM_INLINE glm::vec<3, T, Q> wzy(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.w, v.z, v.y); } // wzz template GLM_INLINE glm::vec<3, T, Q> wzz(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.w, v.z, v.z); } // wzw template GLM_INLINE glm::vec<3, T, Q> wzw(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.w, v.z, v.w); } // wwx template GLM_INLINE glm::vec<3, T, Q> wwx(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.w, v.w, v.x); } // wwy template GLM_INLINE glm::vec<3, T, Q> wwy(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.w, v.w, v.y); } // wwz template GLM_INLINE glm::vec<3, T, Q> wwz(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.w, v.w, v.z); } // www template GLM_INLINE glm::vec<3, T, Q> www(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.w, v.w, v.w); } // xxxx template GLM_INLINE glm::vec<4, T, Q> xxxx(const glm::vec<1, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.x, v.x, v.x); } template GLM_INLINE glm::vec<4, T, Q> xxxx(const glm::vec<2, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.x, v.x, v.x); } template GLM_INLINE glm::vec<4, T, Q> xxxx(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.x, v.x, v.x); } template GLM_INLINE glm::vec<4, T, Q> xxxx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.x, v.x, v.x); } // xxxy template GLM_INLINE glm::vec<4, T, Q> xxxy(const glm::vec<2, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.x, v.x, v.y); } template GLM_INLINE glm::vec<4, T, Q> xxxy(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.x, v.x, v.y); } template GLM_INLINE glm::vec<4, T, Q> xxxy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.x, v.x, v.y); } // xxxz template GLM_INLINE glm::vec<4, T, Q> xxxz(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.x, v.x, v.z); } template GLM_INLINE glm::vec<4, T, Q> xxxz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.x, v.x, v.z); } // xxxw template GLM_INLINE glm::vec<4, T, Q> xxxw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.x, v.x, v.w); } // xxyx template GLM_INLINE glm::vec<4, T, Q> xxyx(const glm::vec<2, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.x, v.y, v.x); } template GLM_INLINE glm::vec<4, T, Q> xxyx(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.x, v.y, v.x); } template GLM_INLINE glm::vec<4, T, Q> xxyx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.x, v.y, v.x); } // xxyy template GLM_INLINE glm::vec<4, T, Q> xxyy(const glm::vec<2, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.x, v.y, v.y); } template GLM_INLINE glm::vec<4, T, Q> xxyy(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.x, v.y, v.y); } template GLM_INLINE glm::vec<4, T, Q> xxyy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.x, v.y, v.y); } // xxyz template GLM_INLINE glm::vec<4, T, Q> xxyz(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.x, v.y, v.z); } template GLM_INLINE glm::vec<4, T, Q> xxyz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.x, v.y, v.z); } // xxyw template GLM_INLINE glm::vec<4, T, Q> xxyw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.x, v.y, v.w); } // xxzx template GLM_INLINE glm::vec<4, T, Q> xxzx(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.x, v.z, v.x); } template GLM_INLINE glm::vec<4, T, Q> xxzx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.x, v.z, v.x); } // xxzy template GLM_INLINE glm::vec<4, T, Q> xxzy(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.x, v.z, v.y); } template GLM_INLINE glm::vec<4, T, Q> xxzy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.x, v.z, v.y); } // xxzz template GLM_INLINE glm::vec<4, T, Q> xxzz(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.x, v.z, v.z); } template GLM_INLINE glm::vec<4, T, Q> xxzz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.x, v.z, v.z); } // xxzw template GLM_INLINE glm::vec<4, T, Q> xxzw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.x, v.z, v.w); } // xxwx template GLM_INLINE glm::vec<4, T, Q> xxwx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.x, v.w, v.x); } // xxwy template GLM_INLINE glm::vec<4, T, Q> xxwy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.x, v.w, v.y); } // xxwz template GLM_INLINE glm::vec<4, T, Q> xxwz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.x, v.w, v.z); } // xxww template GLM_INLINE glm::vec<4, T, Q> xxww(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.x, v.w, v.w); } // xyxx template GLM_INLINE glm::vec<4, T, Q> xyxx(const glm::vec<2, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.y, v.x, v.x); } template GLM_INLINE glm::vec<4, T, Q> xyxx(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.y, v.x, v.x); } template GLM_INLINE glm::vec<4, T, Q> xyxx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.y, v.x, v.x); } // xyxy template GLM_INLINE glm::vec<4, T, Q> xyxy(const glm::vec<2, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.y, v.x, v.y); } template GLM_INLINE glm::vec<4, T, Q> xyxy(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.y, v.x, v.y); } template GLM_INLINE glm::vec<4, T, Q> xyxy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.y, v.x, v.y); } // xyxz template GLM_INLINE glm::vec<4, T, Q> xyxz(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.y, v.x, v.z); } template GLM_INLINE glm::vec<4, T, Q> xyxz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.y, v.x, v.z); } // xyxw template GLM_INLINE glm::vec<4, T, Q> xyxw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.y, v.x, v.w); } // xyyx template GLM_INLINE glm::vec<4, T, Q> xyyx(const glm::vec<2, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.y, v.y, v.x); } template GLM_INLINE glm::vec<4, T, Q> xyyx(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.y, v.y, v.x); } template GLM_INLINE glm::vec<4, T, Q> xyyx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.y, v.y, v.x); } // xyyy template GLM_INLINE glm::vec<4, T, Q> xyyy(const glm::vec<2, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.y, v.y, v.y); } template GLM_INLINE glm::vec<4, T, Q> xyyy(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.y, v.y, v.y); } template GLM_INLINE glm::vec<4, T, Q> xyyy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.y, v.y, v.y); } // xyyz template GLM_INLINE glm::vec<4, T, Q> xyyz(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.y, v.y, v.z); } template GLM_INLINE glm::vec<4, T, Q> xyyz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.y, v.y, v.z); } // xyyw template GLM_INLINE glm::vec<4, T, Q> xyyw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.y, v.y, v.w); } // xyzx template GLM_INLINE glm::vec<4, T, Q> xyzx(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.y, v.z, v.x); } template GLM_INLINE glm::vec<4, T, Q> xyzx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.y, v.z, v.x); } // xyzy template GLM_INLINE glm::vec<4, T, Q> xyzy(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.y, v.z, v.y); } template GLM_INLINE glm::vec<4, T, Q> xyzy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.y, v.z, v.y); } // xyzz template GLM_INLINE glm::vec<4, T, Q> xyzz(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.y, v.z, v.z); } template GLM_INLINE glm::vec<4, T, Q> xyzz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.y, v.z, v.z); } // xyzw template GLM_INLINE glm::vec<4, T, Q> xyzw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.y, v.z, v.w); } // xywx template GLM_INLINE glm::vec<4, T, Q> xywx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.y, v.w, v.x); } // xywy template GLM_INLINE glm::vec<4, T, Q> xywy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.y, v.w, v.y); } // xywz template GLM_INLINE glm::vec<4, T, Q> xywz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.y, v.w, v.z); } // xyww template GLM_INLINE glm::vec<4, T, Q> xyww(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.y, v.w, v.w); } // xzxx template GLM_INLINE glm::vec<4, T, Q> xzxx(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.z, v.x, v.x); } template GLM_INLINE glm::vec<4, T, Q> xzxx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.z, v.x, v.x); } // xzxy template GLM_INLINE glm::vec<4, T, Q> xzxy(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.z, v.x, v.y); } template GLM_INLINE glm::vec<4, T, Q> xzxy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.z, v.x, v.y); } // xzxz template GLM_INLINE glm::vec<4, T, Q> xzxz(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.z, v.x, v.z); } template GLM_INLINE glm::vec<4, T, Q> xzxz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.z, v.x, v.z); } // xzxw template GLM_INLINE glm::vec<4, T, Q> xzxw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.z, v.x, v.w); } // xzyx template GLM_INLINE glm::vec<4, T, Q> xzyx(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.z, v.y, v.x); } template GLM_INLINE glm::vec<4, T, Q> xzyx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.z, v.y, v.x); } // xzyy template GLM_INLINE glm::vec<4, T, Q> xzyy(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.z, v.y, v.y); } template GLM_INLINE glm::vec<4, T, Q> xzyy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.z, v.y, v.y); } // xzyz template GLM_INLINE glm::vec<4, T, Q> xzyz(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.z, v.y, v.z); } template GLM_INLINE glm::vec<4, T, Q> xzyz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.z, v.y, v.z); } // xzyw template GLM_INLINE glm::vec<4, T, Q> xzyw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.z, v.y, v.w); } // xzzx template GLM_INLINE glm::vec<4, T, Q> xzzx(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.z, v.z, v.x); } template GLM_INLINE glm::vec<4, T, Q> xzzx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.z, v.z, v.x); } // xzzy template GLM_INLINE glm::vec<4, T, Q> xzzy(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.z, v.z, v.y); } template GLM_INLINE glm::vec<4, T, Q> xzzy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.z, v.z, v.y); } // xzzz template GLM_INLINE glm::vec<4, T, Q> xzzz(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.z, v.z, v.z); } template GLM_INLINE glm::vec<4, T, Q> xzzz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.z, v.z, v.z); } // xzzw template GLM_INLINE glm::vec<4, T, Q> xzzw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.z, v.z, v.w); } // xzwx template GLM_INLINE glm::vec<4, T, Q> xzwx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.z, v.w, v.x); } // xzwy template GLM_INLINE glm::vec<4, T, Q> xzwy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.z, v.w, v.y); } // xzwz template GLM_INLINE glm::vec<4, T, Q> xzwz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.z, v.w, v.z); } // xzww template GLM_INLINE glm::vec<4, T, Q> xzww(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.z, v.w, v.w); } // xwxx template GLM_INLINE glm::vec<4, T, Q> xwxx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.w, v.x, v.x); } // xwxy template GLM_INLINE glm::vec<4, T, Q> xwxy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.w, v.x, v.y); } // xwxz template GLM_INLINE glm::vec<4, T, Q> xwxz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.w, v.x, v.z); } // xwxw template GLM_INLINE glm::vec<4, T, Q> xwxw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.w, v.x, v.w); } // xwyx template GLM_INLINE glm::vec<4, T, Q> xwyx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.w, v.y, v.x); } // xwyy template GLM_INLINE glm::vec<4, T, Q> xwyy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.w, v.y, v.y); } // xwyz template GLM_INLINE glm::vec<4, T, Q> xwyz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.w, v.y, v.z); } // xwyw template GLM_INLINE glm::vec<4, T, Q> xwyw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.w, v.y, v.w); } // xwzx template GLM_INLINE glm::vec<4, T, Q> xwzx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.w, v.z, v.x); } // xwzy template GLM_INLINE glm::vec<4, T, Q> xwzy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.w, v.z, v.y); } // xwzz template GLM_INLINE glm::vec<4, T, Q> xwzz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.w, v.z, v.z); } // xwzw template GLM_INLINE glm::vec<4, T, Q> xwzw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.w, v.z, v.w); } // xwwx template GLM_INLINE glm::vec<4, T, Q> xwwx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.w, v.w, v.x); } // xwwy template GLM_INLINE glm::vec<4, T, Q> xwwy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.w, v.w, v.y); } // xwwz template GLM_INLINE glm::vec<4, T, Q> xwwz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.w, v.w, v.z); } // xwww template GLM_INLINE glm::vec<4, T, Q> xwww(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.w, v.w, v.w); } // yxxx template GLM_INLINE glm::vec<4, T, Q> yxxx(const glm::vec<2, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.x, v.x, v.x); } template GLM_INLINE glm::vec<4, T, Q> yxxx(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.x, v.x, v.x); } template GLM_INLINE glm::vec<4, T, Q> yxxx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.x, v.x, v.x); } // yxxy template GLM_INLINE glm::vec<4, T, Q> yxxy(const glm::vec<2, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.x, v.x, v.y); } template GLM_INLINE glm::vec<4, T, Q> yxxy(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.x, v.x, v.y); } template GLM_INLINE glm::vec<4, T, Q> yxxy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.x, v.x, v.y); } // yxxz template GLM_INLINE glm::vec<4, T, Q> yxxz(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.x, v.x, v.z); } template GLM_INLINE glm::vec<4, T, Q> yxxz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.x, v.x, v.z); } // yxxw template GLM_INLINE glm::vec<4, T, Q> yxxw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.x, v.x, v.w); } // yxyx template GLM_INLINE glm::vec<4, T, Q> yxyx(const glm::vec<2, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.x, v.y, v.x); } template GLM_INLINE glm::vec<4, T, Q> yxyx(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.x, v.y, v.x); } template GLM_INLINE glm::vec<4, T, Q> yxyx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.x, v.y, v.x); } // yxyy template GLM_INLINE glm::vec<4, T, Q> yxyy(const glm::vec<2, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.x, v.y, v.y); } template GLM_INLINE glm::vec<4, T, Q> yxyy(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.x, v.y, v.y); } template GLM_INLINE glm::vec<4, T, Q> yxyy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.x, v.y, v.y); } // yxyz template GLM_INLINE glm::vec<4, T, Q> yxyz(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.x, v.y, v.z); } template GLM_INLINE glm::vec<4, T, Q> yxyz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.x, v.y, v.z); } // yxyw template GLM_INLINE glm::vec<4, T, Q> yxyw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.x, v.y, v.w); } // yxzx template GLM_INLINE glm::vec<4, T, Q> yxzx(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.x, v.z, v.x); } template GLM_INLINE glm::vec<4, T, Q> yxzx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.x, v.z, v.x); } // yxzy template GLM_INLINE glm::vec<4, T, Q> yxzy(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.x, v.z, v.y); } template GLM_INLINE glm::vec<4, T, Q> yxzy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.x, v.z, v.y); } // yxzz template GLM_INLINE glm::vec<4, T, Q> yxzz(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.x, v.z, v.z); } template GLM_INLINE glm::vec<4, T, Q> yxzz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.x, v.z, v.z); } // yxzw template GLM_INLINE glm::vec<4, T, Q> yxzw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.x, v.z, v.w); } // yxwx template GLM_INLINE glm::vec<4, T, Q> yxwx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.x, v.w, v.x); } // yxwy template GLM_INLINE glm::vec<4, T, Q> yxwy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.x, v.w, v.y); } // yxwz template GLM_INLINE glm::vec<4, T, Q> yxwz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.x, v.w, v.z); } // yxww template GLM_INLINE glm::vec<4, T, Q> yxww(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.x, v.w, v.w); } // yyxx template GLM_INLINE glm::vec<4, T, Q> yyxx(const glm::vec<2, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.y, v.x, v.x); } template GLM_INLINE glm::vec<4, T, Q> yyxx(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.y, v.x, v.x); } template GLM_INLINE glm::vec<4, T, Q> yyxx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.y, v.x, v.x); } // yyxy template GLM_INLINE glm::vec<4, T, Q> yyxy(const glm::vec<2, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.y, v.x, v.y); } template GLM_INLINE glm::vec<4, T, Q> yyxy(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.y, v.x, v.y); } template GLM_INLINE glm::vec<4, T, Q> yyxy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.y, v.x, v.y); } // yyxz template GLM_INLINE glm::vec<4, T, Q> yyxz(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.y, v.x, v.z); } template GLM_INLINE glm::vec<4, T, Q> yyxz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.y, v.x, v.z); } // yyxw template GLM_INLINE glm::vec<4, T, Q> yyxw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.y, v.x, v.w); } // yyyx template GLM_INLINE glm::vec<4, T, Q> yyyx(const glm::vec<2, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.y, v.y, v.x); } template GLM_INLINE glm::vec<4, T, Q> yyyx(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.y, v.y, v.x); } template GLM_INLINE glm::vec<4, T, Q> yyyx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.y, v.y, v.x); } // yyyy template GLM_INLINE glm::vec<4, T, Q> yyyy(const glm::vec<2, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.y, v.y, v.y); } template GLM_INLINE glm::vec<4, T, Q> yyyy(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.y, v.y, v.y); } template GLM_INLINE glm::vec<4, T, Q> yyyy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.y, v.y, v.y); } // yyyz template GLM_INLINE glm::vec<4, T, Q> yyyz(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.y, v.y, v.z); } template GLM_INLINE glm::vec<4, T, Q> yyyz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.y, v.y, v.z); } // yyyw template GLM_INLINE glm::vec<4, T, Q> yyyw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.y, v.y, v.w); } // yyzx template GLM_INLINE glm::vec<4, T, Q> yyzx(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.y, v.z, v.x); } template GLM_INLINE glm::vec<4, T, Q> yyzx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.y, v.z, v.x); } // yyzy template GLM_INLINE glm::vec<4, T, Q> yyzy(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.y, v.z, v.y); } template GLM_INLINE glm::vec<4, T, Q> yyzy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.y, v.z, v.y); } // yyzz template GLM_INLINE glm::vec<4, T, Q> yyzz(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.y, v.z, v.z); } template GLM_INLINE glm::vec<4, T, Q> yyzz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.y, v.z, v.z); } // yyzw template GLM_INLINE glm::vec<4, T, Q> yyzw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.y, v.z, v.w); } // yywx template GLM_INLINE glm::vec<4, T, Q> yywx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.y, v.w, v.x); } // yywy template GLM_INLINE glm::vec<4, T, Q> yywy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.y, v.w, v.y); } // yywz template GLM_INLINE glm::vec<4, T, Q> yywz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.y, v.w, v.z); } // yyww template GLM_INLINE glm::vec<4, T, Q> yyww(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.y, v.w, v.w); } // yzxx template GLM_INLINE glm::vec<4, T, Q> yzxx(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.z, v.x, v.x); } template GLM_INLINE glm::vec<4, T, Q> yzxx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.z, v.x, v.x); } // yzxy template GLM_INLINE glm::vec<4, T, Q> yzxy(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.z, v.x, v.y); } template GLM_INLINE glm::vec<4, T, Q> yzxy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.z, v.x, v.y); } // yzxz template GLM_INLINE glm::vec<4, T, Q> yzxz(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.z, v.x, v.z); } template GLM_INLINE glm::vec<4, T, Q> yzxz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.z, v.x, v.z); } // yzxw template GLM_INLINE glm::vec<4, T, Q> yzxw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.z, v.x, v.w); } // yzyx template GLM_INLINE glm::vec<4, T, Q> yzyx(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.z, v.y, v.x); } template GLM_INLINE glm::vec<4, T, Q> yzyx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.z, v.y, v.x); } // yzyy template GLM_INLINE glm::vec<4, T, Q> yzyy(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.z, v.y, v.y); } template GLM_INLINE glm::vec<4, T, Q> yzyy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.z, v.y, v.y); } // yzyz template GLM_INLINE glm::vec<4, T, Q> yzyz(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.z, v.y, v.z); } template GLM_INLINE glm::vec<4, T, Q> yzyz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.z, v.y, v.z); } // yzyw template GLM_INLINE glm::vec<4, T, Q> yzyw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.z, v.y, v.w); } // yzzx template GLM_INLINE glm::vec<4, T, Q> yzzx(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.z, v.z, v.x); } template GLM_INLINE glm::vec<4, T, Q> yzzx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.z, v.z, v.x); } // yzzy template GLM_INLINE glm::vec<4, T, Q> yzzy(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.z, v.z, v.y); } template GLM_INLINE glm::vec<4, T, Q> yzzy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.z, v.z, v.y); } // yzzz template GLM_INLINE glm::vec<4, T, Q> yzzz(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.z, v.z, v.z); } template GLM_INLINE glm::vec<4, T, Q> yzzz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.z, v.z, v.z); } // yzzw template GLM_INLINE glm::vec<4, T, Q> yzzw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.z, v.z, v.w); } // yzwx template GLM_INLINE glm::vec<4, T, Q> yzwx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.z, v.w, v.x); } // yzwy template GLM_INLINE glm::vec<4, T, Q> yzwy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.z, v.w, v.y); } // yzwz template GLM_INLINE glm::vec<4, T, Q> yzwz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.z, v.w, v.z); } // yzww template GLM_INLINE glm::vec<4, T, Q> yzww(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.z, v.w, v.w); } // ywxx template GLM_INLINE glm::vec<4, T, Q> ywxx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.w, v.x, v.x); } // ywxy template GLM_INLINE glm::vec<4, T, Q> ywxy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.w, v.x, v.y); } // ywxz template GLM_INLINE glm::vec<4, T, Q> ywxz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.w, v.x, v.z); } // ywxw template GLM_INLINE glm::vec<4, T, Q> ywxw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.w, v.x, v.w); } // ywyx template GLM_INLINE glm::vec<4, T, Q> ywyx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.w, v.y, v.x); } // ywyy template GLM_INLINE glm::vec<4, T, Q> ywyy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.w, v.y, v.y); } // ywyz template GLM_INLINE glm::vec<4, T, Q> ywyz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.w, v.y, v.z); } // ywyw template GLM_INLINE glm::vec<4, T, Q> ywyw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.w, v.y, v.w); } // ywzx template GLM_INLINE glm::vec<4, T, Q> ywzx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.w, v.z, v.x); } // ywzy template GLM_INLINE glm::vec<4, T, Q> ywzy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.w, v.z, v.y); } // ywzz template GLM_INLINE glm::vec<4, T, Q> ywzz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.w, v.z, v.z); } // ywzw template GLM_INLINE glm::vec<4, T, Q> ywzw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.w, v.z, v.w); } // ywwx template GLM_INLINE glm::vec<4, T, Q> ywwx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.w, v.w, v.x); } // ywwy template GLM_INLINE glm::vec<4, T, Q> ywwy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.w, v.w, v.y); } // ywwz template GLM_INLINE glm::vec<4, T, Q> ywwz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.w, v.w, v.z); } // ywww template GLM_INLINE glm::vec<4, T, Q> ywww(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.w, v.w, v.w); } // zxxx template GLM_INLINE glm::vec<4, T, Q> zxxx(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.x, v.x, v.x); } template GLM_INLINE glm::vec<4, T, Q> zxxx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.x, v.x, v.x); } // zxxy template GLM_INLINE glm::vec<4, T, Q> zxxy(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.x, v.x, v.y); } template GLM_INLINE glm::vec<4, T, Q> zxxy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.x, v.x, v.y); } // zxxz template GLM_INLINE glm::vec<4, T, Q> zxxz(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.x, v.x, v.z); } template GLM_INLINE glm::vec<4, T, Q> zxxz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.x, v.x, v.z); } // zxxw template GLM_INLINE glm::vec<4, T, Q> zxxw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.x, v.x, v.w); } // zxyx template GLM_INLINE glm::vec<4, T, Q> zxyx(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.x, v.y, v.x); } template GLM_INLINE glm::vec<4, T, Q> zxyx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.x, v.y, v.x); } // zxyy template GLM_INLINE glm::vec<4, T, Q> zxyy(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.x, v.y, v.y); } template GLM_INLINE glm::vec<4, T, Q> zxyy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.x, v.y, v.y); } // zxyz template GLM_INLINE glm::vec<4, T, Q> zxyz(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.x, v.y, v.z); } template GLM_INLINE glm::vec<4, T, Q> zxyz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.x, v.y, v.z); } // zxyw template GLM_INLINE glm::vec<4, T, Q> zxyw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.x, v.y, v.w); } // zxzx template GLM_INLINE glm::vec<4, T, Q> zxzx(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.x, v.z, v.x); } template GLM_INLINE glm::vec<4, T, Q> zxzx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.x, v.z, v.x); } // zxzy template GLM_INLINE glm::vec<4, T, Q> zxzy(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.x, v.z, v.y); } template GLM_INLINE glm::vec<4, T, Q> zxzy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.x, v.z, v.y); } // zxzz template GLM_INLINE glm::vec<4, T, Q> zxzz(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.x, v.z, v.z); } template GLM_INLINE glm::vec<4, T, Q> zxzz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.x, v.z, v.z); } // zxzw template GLM_INLINE glm::vec<4, T, Q> zxzw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.x, v.z, v.w); } // zxwx template GLM_INLINE glm::vec<4, T, Q> zxwx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.x, v.w, v.x); } // zxwy template GLM_INLINE glm::vec<4, T, Q> zxwy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.x, v.w, v.y); } // zxwz template GLM_INLINE glm::vec<4, T, Q> zxwz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.x, v.w, v.z); } // zxww template GLM_INLINE glm::vec<4, T, Q> zxww(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.x, v.w, v.w); } // zyxx template GLM_INLINE glm::vec<4, T, Q> zyxx(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.y, v.x, v.x); } template GLM_INLINE glm::vec<4, T, Q> zyxx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.y, v.x, v.x); } // zyxy template GLM_INLINE glm::vec<4, T, Q> zyxy(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.y, v.x, v.y); } template GLM_INLINE glm::vec<4, T, Q> zyxy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.y, v.x, v.y); } // zyxz template GLM_INLINE glm::vec<4, T, Q> zyxz(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.y, v.x, v.z); } template GLM_INLINE glm::vec<4, T, Q> zyxz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.y, v.x, v.z); } // zyxw template GLM_INLINE glm::vec<4, T, Q> zyxw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.y, v.x, v.w); } // zyyx template GLM_INLINE glm::vec<4, T, Q> zyyx(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.y, v.y, v.x); } template GLM_INLINE glm::vec<4, T, Q> zyyx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.y, v.y, v.x); } // zyyy template GLM_INLINE glm::vec<4, T, Q> zyyy(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.y, v.y, v.y); } template GLM_INLINE glm::vec<4, T, Q> zyyy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.y, v.y, v.y); } // zyyz template GLM_INLINE glm::vec<4, T, Q> zyyz(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.y, v.y, v.z); } template GLM_INLINE glm::vec<4, T, Q> zyyz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.y, v.y, v.z); } // zyyw template GLM_INLINE glm::vec<4, T, Q> zyyw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.y, v.y, v.w); } // zyzx template GLM_INLINE glm::vec<4, T, Q> zyzx(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.y, v.z, v.x); } template GLM_INLINE glm::vec<4, T, Q> zyzx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.y, v.z, v.x); } // zyzy template GLM_INLINE glm::vec<4, T, Q> zyzy(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.y, v.z, v.y); } template GLM_INLINE glm::vec<4, T, Q> zyzy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.y, v.z, v.y); } // zyzz template GLM_INLINE glm::vec<4, T, Q> zyzz(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.y, v.z, v.z); } template GLM_INLINE glm::vec<4, T, Q> zyzz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.y, v.z, v.z); } // zyzw template GLM_INLINE glm::vec<4, T, Q> zyzw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.y, v.z, v.w); } // zywx template GLM_INLINE glm::vec<4, T, Q> zywx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.y, v.w, v.x); } // zywy template GLM_INLINE glm::vec<4, T, Q> zywy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.y, v.w, v.y); } // zywz template GLM_INLINE glm::vec<4, T, Q> zywz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.y, v.w, v.z); } // zyww template GLM_INLINE glm::vec<4, T, Q> zyww(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.y, v.w, v.w); } // zzxx template GLM_INLINE glm::vec<4, T, Q> zzxx(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.z, v.x, v.x); } template GLM_INLINE glm::vec<4, T, Q> zzxx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.z, v.x, v.x); } // zzxy template GLM_INLINE glm::vec<4, T, Q> zzxy(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.z, v.x, v.y); } template GLM_INLINE glm::vec<4, T, Q> zzxy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.z, v.x, v.y); } // zzxz template GLM_INLINE glm::vec<4, T, Q> zzxz(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.z, v.x, v.z); } template GLM_INLINE glm::vec<4, T, Q> zzxz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.z, v.x, v.z); } // zzxw template GLM_INLINE glm::vec<4, T, Q> zzxw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.z, v.x, v.w); } // zzyx template GLM_INLINE glm::vec<4, T, Q> zzyx(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.z, v.y, v.x); } template GLM_INLINE glm::vec<4, T, Q> zzyx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.z, v.y, v.x); } // zzyy template GLM_INLINE glm::vec<4, T, Q> zzyy(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.z, v.y, v.y); } template GLM_INLINE glm::vec<4, T, Q> zzyy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.z, v.y, v.y); } // zzyz template GLM_INLINE glm::vec<4, T, Q> zzyz(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.z, v.y, v.z); } template GLM_INLINE glm::vec<4, T, Q> zzyz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.z, v.y, v.z); } // zzyw template GLM_INLINE glm::vec<4, T, Q> zzyw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.z, v.y, v.w); } // zzzx template GLM_INLINE glm::vec<4, T, Q> zzzx(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.z, v.z, v.x); } template GLM_INLINE glm::vec<4, T, Q> zzzx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.z, v.z, v.x); } // zzzy template GLM_INLINE glm::vec<4, T, Q> zzzy(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.z, v.z, v.y); } template GLM_INLINE glm::vec<4, T, Q> zzzy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.z, v.z, v.y); } // zzzz template GLM_INLINE glm::vec<4, T, Q> zzzz(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.z, v.z, v.z); } template GLM_INLINE glm::vec<4, T, Q> zzzz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.z, v.z, v.z); } // zzzw template GLM_INLINE glm::vec<4, T, Q> zzzw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.z, v.z, v.w); } // zzwx template GLM_INLINE glm::vec<4, T, Q> zzwx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.z, v.w, v.x); } // zzwy template GLM_INLINE glm::vec<4, T, Q> zzwy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.z, v.w, v.y); } // zzwz template GLM_INLINE glm::vec<4, T, Q> zzwz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.z, v.w, v.z); } // zzww template GLM_INLINE glm::vec<4, T, Q> zzww(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.z, v.w, v.w); } // zwxx template GLM_INLINE glm::vec<4, T, Q> zwxx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.w, v.x, v.x); } // zwxy template GLM_INLINE glm::vec<4, T, Q> zwxy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.w, v.x, v.y); } // zwxz template GLM_INLINE glm::vec<4, T, Q> zwxz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.w, v.x, v.z); } // zwxw template GLM_INLINE glm::vec<4, T, Q> zwxw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.w, v.x, v.w); } // zwyx template GLM_INLINE glm::vec<4, T, Q> zwyx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.w, v.y, v.x); } // zwyy template GLM_INLINE glm::vec<4, T, Q> zwyy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.w, v.y, v.y); } // zwyz template GLM_INLINE glm::vec<4, T, Q> zwyz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.w, v.y, v.z); } // zwyw template GLM_INLINE glm::vec<4, T, Q> zwyw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.w, v.y, v.w); } // zwzx template GLM_INLINE glm::vec<4, T, Q> zwzx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.w, v.z, v.x); } // zwzy template GLM_INLINE glm::vec<4, T, Q> zwzy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.w, v.z, v.y); } // zwzz template GLM_INLINE glm::vec<4, T, Q> zwzz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.w, v.z, v.z); } // zwzw template GLM_INLINE glm::vec<4, T, Q> zwzw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.w, v.z, v.w); } // zwwx template GLM_INLINE glm::vec<4, T, Q> zwwx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.w, v.w, v.x); } // zwwy template GLM_INLINE glm::vec<4, T, Q> zwwy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.w, v.w, v.y); } // zwwz template GLM_INLINE glm::vec<4, T, Q> zwwz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.w, v.w, v.z); } // zwww template GLM_INLINE glm::vec<4, T, Q> zwww(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.w, v.w, v.w); } // wxxx template GLM_INLINE glm::vec<4, T, Q> wxxx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.x, v.x, v.x); } // wxxy template GLM_INLINE glm::vec<4, T, Q> wxxy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.x, v.x, v.y); } // wxxz template GLM_INLINE glm::vec<4, T, Q> wxxz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.x, v.x, v.z); } // wxxw template GLM_INLINE glm::vec<4, T, Q> wxxw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.x, v.x, v.w); } // wxyx template GLM_INLINE glm::vec<4, T, Q> wxyx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.x, v.y, v.x); } // wxyy template GLM_INLINE glm::vec<4, T, Q> wxyy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.x, v.y, v.y); } // wxyz template GLM_INLINE glm::vec<4, T, Q> wxyz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.x, v.y, v.z); } // wxyw template GLM_INLINE glm::vec<4, T, Q> wxyw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.x, v.y, v.w); } // wxzx template GLM_INLINE glm::vec<4, T, Q> wxzx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.x, v.z, v.x); } // wxzy template GLM_INLINE glm::vec<4, T, Q> wxzy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.x, v.z, v.y); } // wxzz template GLM_INLINE glm::vec<4, T, Q> wxzz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.x, v.z, v.z); } // wxzw template GLM_INLINE glm::vec<4, T, Q> wxzw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.x, v.z, v.w); } // wxwx template GLM_INLINE glm::vec<4, T, Q> wxwx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.x, v.w, v.x); } // wxwy template GLM_INLINE glm::vec<4, T, Q> wxwy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.x, v.w, v.y); } // wxwz template GLM_INLINE glm::vec<4, T, Q> wxwz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.x, v.w, v.z); } // wxww template GLM_INLINE glm::vec<4, T, Q> wxww(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.x, v.w, v.w); } // wyxx template GLM_INLINE glm::vec<4, T, Q> wyxx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.y, v.x, v.x); } // wyxy template GLM_INLINE glm::vec<4, T, Q> wyxy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.y, v.x, v.y); } // wyxz template GLM_INLINE glm::vec<4, T, Q> wyxz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.y, v.x, v.z); } // wyxw template GLM_INLINE glm::vec<4, T, Q> wyxw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.y, v.x, v.w); } // wyyx template GLM_INLINE glm::vec<4, T, Q> wyyx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.y, v.y, v.x); } // wyyy template GLM_INLINE glm::vec<4, T, Q> wyyy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.y, v.y, v.y); } // wyyz template GLM_INLINE glm::vec<4, T, Q> wyyz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.y, v.y, v.z); } // wyyw template GLM_INLINE glm::vec<4, T, Q> wyyw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.y, v.y, v.w); } // wyzx template GLM_INLINE glm::vec<4, T, Q> wyzx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.y, v.z, v.x); } // wyzy template GLM_INLINE glm::vec<4, T, Q> wyzy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.y, v.z, v.y); } // wyzz template GLM_INLINE glm::vec<4, T, Q> wyzz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.y, v.z, v.z); } // wyzw template GLM_INLINE glm::vec<4, T, Q> wyzw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.y, v.z, v.w); } // wywx template GLM_INLINE glm::vec<4, T, Q> wywx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.y, v.w, v.x); } // wywy template GLM_INLINE glm::vec<4, T, Q> wywy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.y, v.w, v.y); } // wywz template GLM_INLINE glm::vec<4, T, Q> wywz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.y, v.w, v.z); } // wyww template GLM_INLINE glm::vec<4, T, Q> wyww(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.y, v.w, v.w); } // wzxx template GLM_INLINE glm::vec<4, T, Q> wzxx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.z, v.x, v.x); } // wzxy template GLM_INLINE glm::vec<4, T, Q> wzxy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.z, v.x, v.y); } // wzxz template GLM_INLINE glm::vec<4, T, Q> wzxz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.z, v.x, v.z); } // wzxw template GLM_INLINE glm::vec<4, T, Q> wzxw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.z, v.x, v.w); } // wzyx template GLM_INLINE glm::vec<4, T, Q> wzyx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.z, v.y, v.x); } // wzyy template GLM_INLINE glm::vec<4, T, Q> wzyy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.z, v.y, v.y); } // wzyz template GLM_INLINE glm::vec<4, T, Q> wzyz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.z, v.y, v.z); } // wzyw template GLM_INLINE glm::vec<4, T, Q> wzyw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.z, v.y, v.w); } // wzzx template GLM_INLINE glm::vec<4, T, Q> wzzx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.z, v.z, v.x); } // wzzy template GLM_INLINE glm::vec<4, T, Q> wzzy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.z, v.z, v.y); } // wzzz template GLM_INLINE glm::vec<4, T, Q> wzzz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.z, v.z, v.z); } // wzzw template GLM_INLINE glm::vec<4, T, Q> wzzw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.z, v.z, v.w); } // wzwx template GLM_INLINE glm::vec<4, T, Q> wzwx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.z, v.w, v.x); } // wzwy template GLM_INLINE glm::vec<4, T, Q> wzwy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.z, v.w, v.y); } // wzwz template GLM_INLINE glm::vec<4, T, Q> wzwz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.z, v.w, v.z); } // wzww template GLM_INLINE glm::vec<4, T, Q> wzww(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.z, v.w, v.w); } // wwxx template GLM_INLINE glm::vec<4, T, Q> wwxx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.w, v.x, v.x); } // wwxy template GLM_INLINE glm::vec<4, T, Q> wwxy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.w, v.x, v.y); } // wwxz template GLM_INLINE glm::vec<4, T, Q> wwxz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.w, v.x, v.z); } // wwxw template GLM_INLINE glm::vec<4, T, Q> wwxw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.w, v.x, v.w); } // wwyx template GLM_INLINE glm::vec<4, T, Q> wwyx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.w, v.y, v.x); } // wwyy template GLM_INLINE glm::vec<4, T, Q> wwyy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.w, v.y, v.y); } // wwyz template GLM_INLINE glm::vec<4, T, Q> wwyz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.w, v.y, v.z); } // wwyw template GLM_INLINE glm::vec<4, T, Q> wwyw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.w, v.y, v.w); } // wwzx template GLM_INLINE glm::vec<4, T, Q> wwzx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.w, v.z, v.x); } // wwzy template GLM_INLINE glm::vec<4, T, Q> wwzy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.w, v.z, v.y); } // wwzz template GLM_INLINE glm::vec<4, T, Q> wwzz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.w, v.z, v.z); } // wwzw template GLM_INLINE glm::vec<4, T, Q> wwzw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.w, v.z, v.w); } // wwwx template GLM_INLINE glm::vec<4, T, Q> wwwx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.w, v.w, v.x); } // wwwy template GLM_INLINE glm::vec<4, T, Q> wwwy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.w, v.w, v.y); } // wwwz template GLM_INLINE glm::vec<4, T, Q> wwwz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.w, v.w, v.z); } // wwww template GLM_INLINE glm::vec<4, T, Q> wwww(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.w, v.w, v.w); } } ================================================ FILE: third_party/glm/gtx/vector_angle.hpp ================================================ /// @ref gtx_vector_angle /// @file glm/gtx/vector_angle.hpp /// /// @see core (dependence) /// @see gtx_quaternion (dependence) /// @see gtx_epsilon (dependence) /// /// @defgroup gtx_vector_angle GLM_GTX_vector_angle /// @ingroup gtx /// /// Include to use the features of this extension. /// /// Compute angle between vectors #pragma once // Dependency: #include "../glm.hpp" #include "../gtc/epsilon.hpp" #include "../gtx/quaternion.hpp" #include "../gtx/rotate_vector.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # ifndef GLM_ENABLE_EXPERIMENTAL # pragma message("GLM: GLM_GTX_vector_angle is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") # else # pragma message("GLM: GLM_GTX_vector_angle extension included") # endif #endif namespace glm { /// @addtogroup gtx_vector_angle /// @{ //! Returns the absolute angle between two vectors. //! Parameters need to be normalized. /// @see gtx_vector_angle extension. template GLM_FUNC_DECL T angle(vec const& x, vec const& y); //! Returns the oriented angle between two 2d vectors. //! Parameters need to be normalized. /// @see gtx_vector_angle extension. template GLM_FUNC_DECL T orientedAngle(vec<2, T, Q> const& x, vec<2, T, Q> const& y); //! Returns the oriented angle between two 3d vectors based from a reference axis. //! Parameters need to be normalized. /// @see gtx_vector_angle extension. template GLM_FUNC_DECL T orientedAngle(vec<3, T, Q> const& x, vec<3, T, Q> const& y, vec<3, T, Q> const& ref); /// @} }// namespace glm #include "vector_angle.inl" ================================================ FILE: third_party/glm/gtx/vector_angle.inl ================================================ /// @ref gtx_vector_angle namespace glm { template GLM_FUNC_QUALIFIER genType angle ( genType const& x, genType const& y ) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'angle' only accept floating-point inputs"); return acos(clamp(dot(x, y), genType(-1), genType(1))); } template GLM_FUNC_QUALIFIER T angle(vec const& x, vec const& y) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'angle' only accept floating-point inputs"); return acos(clamp(dot(x, y), T(-1), T(1))); } //! \todo epsilon is hard coded to 0.01 template GLM_FUNC_QUALIFIER T orientedAngle(vec<2, T, Q> const& x, vec<2, T, Q> const& y) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'orientedAngle' only accept floating-point inputs"); T const Angle(acos(clamp(dot(x, y), T(-1), T(1)))); if(all(epsilonEqual(y, glm::rotate(x, Angle), T(0.0001)))) return Angle; else return -Angle; } template GLM_FUNC_QUALIFIER T orientedAngle(vec<3, T, Q> const& x, vec<3, T, Q> const& y, vec<3, T, Q> const& ref) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'orientedAngle' only accept floating-point inputs"); T const Angle(acos(clamp(dot(x, y), T(-1), T(1)))); return mix(Angle, -Angle, dot(ref, cross(x, y)) < T(0)); } }//namespace glm ================================================ FILE: third_party/glm/gtx/vector_query.hpp ================================================ /// @ref gtx_vector_query /// @file glm/gtx/vector_query.hpp /// /// @see core (dependence) /// /// @defgroup gtx_vector_query GLM_GTX_vector_query /// @ingroup gtx /// /// Include to use the features of this extension. /// /// Query informations of vector types #pragma once // Dependency: #include "../glm.hpp" #include #include #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # ifndef GLM_ENABLE_EXPERIMENTAL # pragma message("GLM: GLM_GTX_vector_query is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") # else # pragma message("GLM: GLM_GTX_vector_query extension included") # endif #endif namespace glm { /// @addtogroup gtx_vector_query /// @{ //! Check whether two vectors are collinears. /// @see gtx_vector_query extensions. template GLM_FUNC_DECL bool areCollinear(vec const& v0, vec const& v1, T const& epsilon); //! Check whether two vectors are orthogonals. /// @see gtx_vector_query extensions. template GLM_FUNC_DECL bool areOrthogonal(vec const& v0, vec const& v1, T const& epsilon); //! Check whether a vector is normalized. /// @see gtx_vector_query extensions. template GLM_FUNC_DECL bool isNormalized(vec const& v, T const& epsilon); //! Check whether a vector is null. /// @see gtx_vector_query extensions. template GLM_FUNC_DECL bool isNull(vec const& v, T const& epsilon); //! Check whether a each component of a vector is null. /// @see gtx_vector_query extensions. template GLM_FUNC_DECL vec isCompNull(vec const& v, T const& epsilon); //! Check whether two vectors are orthonormal. /// @see gtx_vector_query extensions. template GLM_FUNC_DECL bool areOrthonormal(vec const& v0, vec const& v1, T const& epsilon); /// @} }// namespace glm #include "vector_query.inl" ================================================ FILE: third_party/glm/gtx/vector_query.inl ================================================ /// @ref gtx_vector_query #include namespace glm{ namespace detail { template struct compute_areCollinear{}; template struct compute_areCollinear<2, T, Q> { GLM_FUNC_QUALIFIER static bool call(vec<2, T, Q> const& v0, vec<2, T, Q> const& v1, T const& epsilon) { return length(cross(vec<3, T, Q>(v0, static_cast(0)), vec<3, T, Q>(v1, static_cast(0)))) < epsilon; } }; template struct compute_areCollinear<3, T, Q> { GLM_FUNC_QUALIFIER static bool call(vec<3, T, Q> const& v0, vec<3, T, Q> const& v1, T const& epsilon) { return length(cross(v0, v1)) < epsilon; } }; template struct compute_areCollinear<4, T, Q> { GLM_FUNC_QUALIFIER static bool call(vec<4, T, Q> const& v0, vec<4, T, Q> const& v1, T const& epsilon) { return length(cross(vec<3, T, Q>(v0), vec<3, T, Q>(v1))) < epsilon; } }; template struct compute_isCompNull{}; template struct compute_isCompNull<2, T, Q> { GLM_FUNC_QUALIFIER static vec<2, bool, Q> call(vec<2, T, Q> const& v, T const& epsilon) { return vec<2, bool, Q>( (abs(v.x) < epsilon), (abs(v.y) < epsilon)); } }; template struct compute_isCompNull<3, T, Q> { GLM_FUNC_QUALIFIER static vec<3, bool, Q> call(vec<3, T, Q> const& v, T const& epsilon) { return vec<3, bool, Q>( (abs(v.x) < epsilon), (abs(v.y) < epsilon), (abs(v.z) < epsilon)); } }; template struct compute_isCompNull<4, T, Q> { GLM_FUNC_QUALIFIER static vec<4, bool, Q> call(vec<4, T, Q> const& v, T const& epsilon) { return vec<4, bool, Q>( (abs(v.x) < epsilon), (abs(v.y) < epsilon), (abs(v.z) < epsilon), (abs(v.w) < epsilon)); } }; }//namespace detail template GLM_FUNC_QUALIFIER bool areCollinear(vec const& v0, vec const& v1, T const& epsilon) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'areCollinear' only accept floating-point inputs"); return detail::compute_areCollinear::call(v0, v1, epsilon); } template GLM_FUNC_QUALIFIER bool areOrthogonal(vec const& v0, vec const& v1, T const& epsilon) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'areOrthogonal' only accept floating-point inputs"); return abs(dot(v0, v1)) <= max( static_cast(1), length(v0)) * max(static_cast(1), length(v1)) * epsilon; } template GLM_FUNC_QUALIFIER bool isNormalized(vec const& v, T const& epsilon) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'isNormalized' only accept floating-point inputs"); return abs(length(v) - static_cast(1)) <= static_cast(2) * epsilon; } template GLM_FUNC_QUALIFIER bool isNull(vec const& v, T const& epsilon) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'isNull' only accept floating-point inputs"); return length(v) <= epsilon; } template GLM_FUNC_QUALIFIER vec isCompNull(vec const& v, T const& epsilon) { GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'isCompNull' only accept floating-point inputs"); return detail::compute_isCompNull::call(v, epsilon); } template GLM_FUNC_QUALIFIER vec<2, bool, Q> isCompNull(vec<2, T, Q> const& v, T const& epsilon) { return vec<2, bool, Q>( abs(v.x) < epsilon, abs(v.y) < epsilon); } template GLM_FUNC_QUALIFIER vec<3, bool, Q> isCompNull(vec<3, T, Q> const& v, T const& epsilon) { return vec<3, bool, Q>( abs(v.x) < epsilon, abs(v.y) < epsilon, abs(v.z) < epsilon); } template GLM_FUNC_QUALIFIER vec<4, bool, Q> isCompNull(vec<4, T, Q> const& v, T const& epsilon) { return vec<4, bool, Q>( abs(v.x) < epsilon, abs(v.y) < epsilon, abs(v.z) < epsilon, abs(v.w) < epsilon); } template GLM_FUNC_QUALIFIER bool areOrthonormal(vec const& v0, vec const& v1, T const& epsilon) { return isNormalized(v0, epsilon) && isNormalized(v1, epsilon) && (abs(dot(v0, v1)) <= epsilon); } }//namespace glm ================================================ FILE: third_party/glm/gtx/wrap.hpp ================================================ /// @ref gtx_wrap /// @file glm/gtx/wrap.hpp /// /// @see core (dependence) /// /// @defgroup gtx_wrap GLM_GTX_wrap /// @ingroup gtx /// /// Include to use the features of this extension. /// /// Wrapping mode of texture coordinates. #pragma once // Dependency: #include "../glm.hpp" #include "../ext/scalar_common.hpp" #include "../ext/vector_common.hpp" #include "../gtc/vec1.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # ifndef GLM_ENABLE_EXPERIMENTAL # pragma message("GLM: GLM_GTX_wrap is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") # else # pragma message("GLM: GLM_GTX_wrap extension included") # endif #endif namespace glm { /// @addtogroup gtx_wrap /// @{ /// @} }// namespace glm #include "wrap.inl" ================================================ FILE: third_party/glm/gtx/wrap.inl ================================================ /// @ref gtx_wrap namespace glm { }//namespace glm ================================================ FILE: third_party/glm/integer.hpp ================================================ /// @ref core /// @file glm/integer.hpp /// /// @see GLSL 4.20.8 specification, section 8.8 Integer Functions /// /// @defgroup core_func_integer Integer functions /// @ingroup core /// /// Provides GLSL functions on integer types /// /// These all operate component-wise. The description is per component. /// The notation [a, b] means the set of bits from bit-number a through bit-number /// b, inclusive. The lowest-order bit is bit 0. /// /// Include to use these core features. #pragma once #include "detail/qualifier.hpp" #include "common.hpp" #include "vector_relational.hpp" namespace glm { /// @addtogroup core_func_integer /// @{ /// Adds 32-bit unsigned integer x and y, returning the sum /// modulo pow(2, 32). The value carry is set to 0 if the sum was /// less than pow(2, 32), or to 1 otherwise. /// /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector. /// /// @see GLSL uaddCarry man page /// @see GLSL 4.20.8 specification, section 8.8 Integer Functions template GLM_FUNC_DECL vec uaddCarry( vec const& x, vec const& y, vec & carry); /// Subtracts the 32-bit unsigned integer y from x, returning /// the difference if non-negative, or pow(2, 32) plus the difference /// otherwise. The value borrow is set to 0 if x >= y, or to 1 otherwise. /// /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector. /// /// @see GLSL usubBorrow man page /// @see GLSL 4.20.8 specification, section 8.8 Integer Functions template GLM_FUNC_DECL vec usubBorrow( vec const& x, vec const& y, vec & borrow); /// Multiplies 32-bit integers x and y, producing a 64-bit /// result. The 32 least-significant bits are returned in lsb. /// The 32 most-significant bits are returned in msb. /// /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector. /// /// @see GLSL umulExtended man page /// @see GLSL 4.20.8 specification, section 8.8 Integer Functions template GLM_FUNC_DECL void umulExtended( vec const& x, vec const& y, vec & msb, vec & lsb); /// Multiplies 32-bit integers x and y, producing a 64-bit /// result. The 32 least-significant bits are returned in lsb. /// The 32 most-significant bits are returned in msb. /// /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector. /// /// @see GLSL imulExtended man page /// @see GLSL 4.20.8 specification, section 8.8 Integer Functions template GLM_FUNC_DECL void imulExtended( vec const& x, vec const& y, vec & msb, vec & lsb); /// Extracts bits [offset, offset + bits - 1] from value, /// returning them in the least significant bits of the result. /// For unsigned data types, the most significant bits of the /// result will be set to zero. For signed data types, the /// most significant bits will be set to the value of bit offset + base - 1. /// /// If bits is zero, the result will be zero. The result will be /// undefined if offset or bits is negative, or if the sum of /// offset and bits is greater than the number of bits used /// to store the operand. /// /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector. /// @tparam T Signed or unsigned integer scalar types. /// /// @see GLSL bitfieldExtract man page /// @see GLSL 4.20.8 specification, section 8.8 Integer Functions template GLM_FUNC_DECL vec bitfieldExtract( vec const& Value, int Offset, int Bits); /// Returns the insertion the bits least-significant bits of insert into base. /// /// The result will have bits [offset, offset + bits - 1] taken /// from bits [0, bits - 1] of insert, and all other bits taken /// directly from the corresponding bits of base. If bits is /// zero, the result will simply be base. The result will be /// undefined if offset or bits is negative, or if the sum of /// offset and bits is greater than the number of bits used to /// store the operand. /// /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector. /// @tparam T Signed or unsigned integer scalar or vector types. /// /// @see GLSL bitfieldInsert man page /// @see GLSL 4.20.8 specification, section 8.8 Integer Functions template GLM_FUNC_DECL vec bitfieldInsert( vec const& Base, vec const& Insert, int Offset, int Bits); /// Returns the reversal of the bits of value. /// The bit numbered n of the result will be taken from bit (bits - 1) - n of value, /// where bits is the total number of bits used to represent value. /// /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector. /// @tparam T Signed or unsigned integer scalar or vector types. /// /// @see GLSL bitfieldReverse man page /// @see GLSL 4.20.8 specification, section 8.8 Integer Functions template GLM_FUNC_DECL vec bitfieldReverse(vec const& v); /// Returns the number of bits set to 1 in the binary representation of value. /// /// @tparam genType Signed or unsigned integer scalar or vector types. /// /// @see GLSL bitCount man page /// @see GLSL 4.20.8 specification, section 8.8 Integer Functions template GLM_FUNC_DECL int bitCount(genType v); /// Returns the number of bits set to 1 in the binary representation of value. /// /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector. /// @tparam T Signed or unsigned integer scalar or vector types. /// /// @see GLSL bitCount man page /// @see GLSL 4.20.8 specification, section 8.8 Integer Functions template GLM_FUNC_DECL vec bitCount(vec const& v); /// Returns the bit number of the least significant bit set to /// 1 in the binary representation of value. /// If value is zero, -1 will be returned. /// /// @tparam genIUType Signed or unsigned integer scalar types. /// /// @see GLSL findLSB man page /// @see GLSL 4.20.8 specification, section 8.8 Integer Functions template GLM_FUNC_DECL int findLSB(genIUType x); /// Returns the bit number of the least significant bit set to /// 1 in the binary representation of value. /// If value is zero, -1 will be returned. /// /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector. /// @tparam T Signed or unsigned integer scalar types. /// /// @see GLSL findLSB man page /// @see GLSL 4.20.8 specification, section 8.8 Integer Functions template GLM_FUNC_DECL vec findLSB(vec const& v); /// Returns the bit number of the most significant bit in the binary representation of value. /// For positive integers, the result will be the bit number of the most significant bit set to 1. /// For negative integers, the result will be the bit number of the most significant /// bit set to 0. For a value of zero or negative one, -1 will be returned. /// /// @tparam genIUType Signed or unsigned integer scalar types. /// /// @see GLSL findMSB man page /// @see GLSL 4.20.8 specification, section 8.8 Integer Functions template GLM_FUNC_DECL int findMSB(genIUType x); /// Returns the bit number of the most significant bit in the binary representation of value. /// For positive integers, the result will be the bit number of the most significant bit set to 1. /// For negative integers, the result will be the bit number of the most significant /// bit set to 0. For a value of zero or negative one, -1 will be returned. /// /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector. /// @tparam T Signed or unsigned integer scalar types. /// /// @see GLSL findMSB man page /// @see GLSL 4.20.8 specification, section 8.8 Integer Functions template GLM_FUNC_DECL vec findMSB(vec const& v); /// @} }//namespace glm #include "detail/func_integer.inl" ================================================ FILE: third_party/glm/mat2x2.hpp ================================================ /// @ref core /// @file glm/mat2x2.hpp #pragma once #include "./ext/matrix_double2x2.hpp" #include "./ext/matrix_double2x2_precision.hpp" #include "./ext/matrix_float2x2.hpp" #include "./ext/matrix_float2x2_precision.hpp" ================================================ FILE: third_party/glm/mat2x3.hpp ================================================ /// @ref core /// @file glm/mat2x3.hpp #pragma once #include "./ext/matrix_double2x3.hpp" #include "./ext/matrix_double2x3_precision.hpp" #include "./ext/matrix_float2x3.hpp" #include "./ext/matrix_float2x3_precision.hpp" ================================================ FILE: third_party/glm/mat2x4.hpp ================================================ /// @ref core /// @file glm/mat2x4.hpp #pragma once #include "./ext/matrix_double2x4.hpp" #include "./ext/matrix_double2x4_precision.hpp" #include "./ext/matrix_float2x4.hpp" #include "./ext/matrix_float2x4_precision.hpp" ================================================ FILE: third_party/glm/mat3x2.hpp ================================================ /// @ref core /// @file glm/mat3x2.hpp #pragma once #include "./ext/matrix_double3x2.hpp" #include "./ext/matrix_double3x2_precision.hpp" #include "./ext/matrix_float3x2.hpp" #include "./ext/matrix_float3x2_precision.hpp" ================================================ FILE: third_party/glm/mat3x3.hpp ================================================ /// @ref core /// @file glm/mat3x3.hpp #pragma once #include "./ext/matrix_double3x3.hpp" #include "./ext/matrix_double3x3_precision.hpp" #include "./ext/matrix_float3x3.hpp" #include "./ext/matrix_float3x3_precision.hpp" ================================================ FILE: third_party/glm/mat3x4.hpp ================================================ /// @ref core /// @file glm/mat3x4.hpp #pragma once #include "./ext/matrix_double3x4.hpp" #include "./ext/matrix_double3x4_precision.hpp" #include "./ext/matrix_float3x4.hpp" #include "./ext/matrix_float3x4_precision.hpp" ================================================ FILE: third_party/glm/mat4x2.hpp ================================================ /// @ref core /// @file glm/mat4x2.hpp #pragma once #include "./ext/matrix_double4x2.hpp" #include "./ext/matrix_double4x2_precision.hpp" #include "./ext/matrix_float4x2.hpp" #include "./ext/matrix_float4x2_precision.hpp" ================================================ FILE: third_party/glm/mat4x3.hpp ================================================ /// @ref core /// @file glm/mat4x3.hpp #pragma once #include "./ext/matrix_double4x3.hpp" #include "./ext/matrix_double4x3_precision.hpp" #include "./ext/matrix_float4x3.hpp" #include "./ext/matrix_float4x3_precision.hpp" ================================================ FILE: third_party/glm/mat4x4.hpp ================================================ /// @ref core /// @file glm/mat4x4.hpp #pragma once #include "./ext/matrix_double4x4.hpp" #include "./ext/matrix_double4x4_precision.hpp" #include "./ext/matrix_float4x4.hpp" #include "./ext/matrix_float4x4_precision.hpp" ================================================ FILE: third_party/glm/matrix.hpp ================================================ /// @ref core /// @file glm/matrix.hpp /// /// @see GLSL 4.20.8 specification, section 8.6 Matrix Functions /// /// @defgroup core_func_matrix Matrix functions /// @ingroup core /// /// Provides GLSL matrix functions. /// /// Include to use these core features. #pragma once // Dependencies #include "detail/qualifier.hpp" #include "detail/setup.hpp" #include "vec2.hpp" #include "vec3.hpp" #include "vec4.hpp" #include "mat2x2.hpp" #include "mat2x3.hpp" #include "mat2x4.hpp" #include "mat3x2.hpp" #include "mat3x3.hpp" #include "mat3x4.hpp" #include "mat4x2.hpp" #include "mat4x3.hpp" #include "mat4x4.hpp" namespace glm { namespace detail { template struct outerProduct_trait{}; template struct outerProduct_trait<2, 2, T, Q> { typedef mat<2, 2, T, Q> type; }; template struct outerProduct_trait<2, 3, T, Q> { typedef mat<3, 2, T, Q> type; }; template struct outerProduct_trait<2, 4, T, Q> { typedef mat<4, 2, T, Q> type; }; template struct outerProduct_trait<3, 2, T, Q> { typedef mat<2, 3, T, Q> type; }; template struct outerProduct_trait<3, 3, T, Q> { typedef mat<3, 3, T, Q> type; }; template struct outerProduct_trait<3, 4, T, Q> { typedef mat<4, 3, T, Q> type; }; template struct outerProduct_trait<4, 2, T, Q> { typedef mat<2, 4, T, Q> type; }; template struct outerProduct_trait<4, 3, T, Q> { typedef mat<3, 4, T, Q> type; }; template struct outerProduct_trait<4, 4, T, Q> { typedef mat<4, 4, T, Q> type; }; }//namespace detail /// @addtogroup core_func_matrix /// @{ /// Multiply matrix x by matrix y component-wise, i.e., /// result[i][j] is the scalar product of x[i][j] and y[i][j]. /// /// @tparam C Integer between 1 and 4 included that qualify the number a column /// @tparam R Integer between 1 and 4 included that qualify the number a row /// @tparam T Floating-point or signed integer scalar types /// @tparam Q Value from qualifier enum /// /// @see GLSL matrixCompMult man page /// @see GLSL 4.20.8 specification, section 8.6 Matrix Functions template GLM_FUNC_DECL mat matrixCompMult(mat const& x, mat const& y); /// Treats the first parameter c as a column vector /// and the second parameter r as a row vector /// and does a linear algebraic matrix multiply c * r. /// /// @tparam C Integer between 1 and 4 included that qualify the number a column /// @tparam R Integer between 1 and 4 included that qualify the number a row /// @tparam T Floating-point or signed integer scalar types /// @tparam Q Value from qualifier enum /// /// @see GLSL outerProduct man page /// @see GLSL 4.20.8 specification, section 8.6 Matrix Functions template GLM_FUNC_DECL typename detail::outerProduct_trait::type outerProduct(vec const& c, vec const& r); /// Returns the transposed matrix of x /// /// @tparam C Integer between 1 and 4 included that qualify the number a column /// @tparam R Integer between 1 and 4 included that qualify the number a row /// @tparam T Floating-point or signed integer scalar types /// @tparam Q Value from qualifier enum /// /// @see GLSL transpose man page /// @see GLSL 4.20.8 specification, section 8.6 Matrix Functions template GLM_FUNC_DECL typename mat::transpose_type transpose(mat const& x); /// Return the determinant of a squared matrix. /// /// @tparam C Integer between 1 and 4 included that qualify the number a column /// @tparam R Integer between 1 and 4 included that qualify the number a row /// @tparam T Floating-point or signed integer scalar types /// @tparam Q Value from qualifier enum /// /// @see GLSL determinant man page /// @see GLSL 4.20.8 specification, section 8.6 Matrix Functions template GLM_FUNC_DECL T determinant(mat const& m); /// Return the inverse of a squared matrix. /// /// @tparam C Integer between 1 and 4 included that qualify the number a column /// @tparam R Integer between 1 and 4 included that qualify the number a row /// @tparam T Floating-point or signed integer scalar types /// @tparam Q Value from qualifier enum /// /// @see GLSL inverse man page /// @see GLSL 4.20.8 specification, section 8.6 Matrix Functions template GLM_FUNC_DECL mat inverse(mat const& m); /// @} }//namespace glm #include "detail/func_matrix.inl" ================================================ FILE: third_party/glm/packing.hpp ================================================ /// @ref core /// @file glm/packing.hpp /// /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions /// @see gtc_packing /// /// @defgroup core_func_packing Floating-Point Pack and Unpack Functions /// @ingroup core /// /// Provides GLSL functions to pack and unpack half, single and double-precision floating point values into more compact integer types. /// /// These functions do not operate component-wise, rather as described in each case. /// /// Include to use these core features. #pragma once #include "./ext/vector_uint2.hpp" #include "./ext/vector_float2.hpp" #include "./ext/vector_float4.hpp" namespace glm { /// @addtogroup core_func_packing /// @{ /// First, converts each component of the normalized floating-point value v into 8- or 16-bit integer values. /// Then, the results are packed into the returned 32-bit unsigned integer. /// /// The conversion for component c of v to fixed point is done as follows: /// packUnorm2x16: round(clamp(c, 0, +1) * 65535.0) /// /// The first component of the vector will be written to the least significant bits of the output; /// the last component will be written to the most significant bits. /// /// @see GLSL packUnorm2x16 man page /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions GLM_FUNC_DECL uint packUnorm2x16(vec2 const& v); /// First, converts each component of the normalized floating-point value v into 8- or 16-bit integer values. /// Then, the results are packed into the returned 32-bit unsigned integer. /// /// The conversion for component c of v to fixed point is done as follows: /// packSnorm2x16: round(clamp(v, -1, +1) * 32767.0) /// /// The first component of the vector will be written to the least significant bits of the output; /// the last component will be written to the most significant bits. /// /// @see GLSL packSnorm2x16 man page /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions GLM_FUNC_DECL uint packSnorm2x16(vec2 const& v); /// First, converts each component of the normalized floating-point value v into 8- or 16-bit integer values. /// Then, the results are packed into the returned 32-bit unsigned integer. /// /// The conversion for component c of v to fixed point is done as follows: /// packUnorm4x8: round(clamp(c, 0, +1) * 255.0) /// /// The first component of the vector will be written to the least significant bits of the output; /// the last component will be written to the most significant bits. /// /// @see GLSL packUnorm4x8 man page /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions GLM_FUNC_DECL uint packUnorm4x8(vec4 const& v); /// First, converts each component of the normalized floating-point value v into 8- or 16-bit integer values. /// Then, the results are packed into the returned 32-bit unsigned integer. /// /// The conversion for component c of v to fixed point is done as follows: /// packSnorm4x8: round(clamp(c, -1, +1) * 127.0) /// /// The first component of the vector will be written to the least significant bits of the output; /// the last component will be written to the most significant bits. /// /// @see GLSL packSnorm4x8 man page /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions GLM_FUNC_DECL uint packSnorm4x8(vec4 const& v); /// First, unpacks a single 32-bit unsigned integer p into a pair of 16-bit unsigned integers, four 8-bit unsigned integers, or four 8-bit signed integers. /// Then, each component is converted to a normalized floating-point value to generate the returned two- or four-component vector. /// /// The conversion for unpacked fixed-point value f to floating point is done as follows: /// unpackUnorm2x16: f / 65535.0 /// /// The first component of the returned vector will be extracted from the least significant bits of the input; /// the last component will be extracted from the most significant bits. /// /// @see GLSL unpackUnorm2x16 man page /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions GLM_FUNC_DECL vec2 unpackUnorm2x16(uint p); /// First, unpacks a single 32-bit unsigned integer p into a pair of 16-bit unsigned integers, four 8-bit unsigned integers, or four 8-bit signed integers. /// Then, each component is converted to a normalized floating-point value to generate the returned two- or four-component vector. /// /// The conversion for unpacked fixed-point value f to floating point is done as follows: /// unpackSnorm2x16: clamp(f / 32767.0, -1, +1) /// /// The first component of the returned vector will be extracted from the least significant bits of the input; /// the last component will be extracted from the most significant bits. /// /// @see GLSL unpackSnorm2x16 man page /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions GLM_FUNC_DECL vec2 unpackSnorm2x16(uint p); /// First, unpacks a single 32-bit unsigned integer p into a pair of 16-bit unsigned integers, four 8-bit unsigned integers, or four 8-bit signed integers. /// Then, each component is converted to a normalized floating-point value to generate the returned two- or four-component vector. /// /// The conversion for unpacked fixed-point value f to floating point is done as follows: /// unpackUnorm4x8: f / 255.0 /// /// The first component of the returned vector will be extracted from the least significant bits of the input; /// the last component will be extracted from the most significant bits. /// /// @see GLSL unpackUnorm4x8 man page /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions GLM_FUNC_DECL vec4 unpackUnorm4x8(uint p); /// First, unpacks a single 32-bit unsigned integer p into a pair of 16-bit unsigned integers, four 8-bit unsigned integers, or four 8-bit signed integers. /// Then, each component is converted to a normalized floating-point value to generate the returned two- or four-component vector. /// /// The conversion for unpacked fixed-point value f to floating point is done as follows: /// unpackSnorm4x8: clamp(f / 127.0, -1, +1) /// /// The first component of the returned vector will be extracted from the least significant bits of the input; /// the last component will be extracted from the most significant bits. /// /// @see GLSL unpackSnorm4x8 man page /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions GLM_FUNC_DECL vec4 unpackSnorm4x8(uint p); /// Returns a double-qualifier value obtained by packing the components of v into a 64-bit value. /// If an IEEE 754 Inf or NaN is created, it will not signal, and the resulting floating point value is unspecified. /// Otherwise, the bit- level representation of v is preserved. /// The first vector component specifies the 32 least significant bits; /// the second component specifies the 32 most significant bits. /// /// @see GLSL packDouble2x32 man page /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions GLM_FUNC_DECL double packDouble2x32(uvec2 const& v); /// Returns a two-component unsigned integer vector representation of v. /// The bit-level representation of v is preserved. /// The first component of the vector contains the 32 least significant bits of the double; /// the second component consists the 32 most significant bits. /// /// @see GLSL unpackDouble2x32 man page /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions GLM_FUNC_DECL uvec2 unpackDouble2x32(double v); /// Returns an unsigned integer obtained by converting the components of a two-component floating-point vector /// to the 16-bit floating-point representation found in the OpenGL Specification, /// and then packing these two 16- bit integers into a 32-bit unsigned integer. /// The first vector component specifies the 16 least-significant bits of the result; /// the second component specifies the 16 most-significant bits. /// /// @see GLSL packHalf2x16 man page /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions GLM_FUNC_DECL uint packHalf2x16(vec2 const& v); /// Returns a two-component floating-point vector with components obtained by unpacking a 32-bit unsigned integer into a pair of 16-bit values, /// interpreting those values as 16-bit floating-point numbers according to the OpenGL Specification, /// and converting them to 32-bit floating-point values. /// The first component of the vector is obtained from the 16 least-significant bits of v; /// the second component is obtained from the 16 most-significant bits of v. /// /// @see GLSL unpackHalf2x16 man page /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions GLM_FUNC_DECL vec2 unpackHalf2x16(uint v); /// @} }//namespace glm #include "detail/func_packing.inl" ================================================ FILE: third_party/glm/simd/common.h ================================================ /// @ref simd /// @file glm/simd/common.h #pragma once #include "platform.h" #if GLM_ARCH & GLM_ARCH_SSE2_BIT GLM_FUNC_QUALIFIER glm_f32vec4 glm_vec4_add(glm_f32vec4 a, glm_f32vec4 b) { return _mm_add_ps(a, b); } GLM_FUNC_QUALIFIER glm_f32vec4 glm_vec1_add(glm_f32vec4 a, glm_f32vec4 b) { return _mm_add_ss(a, b); } GLM_FUNC_QUALIFIER glm_f32vec4 glm_vec4_sub(glm_f32vec4 a, glm_f32vec4 b) { return _mm_sub_ps(a, b); } GLM_FUNC_QUALIFIER glm_f32vec4 glm_vec1_sub(glm_f32vec4 a, glm_f32vec4 b) { return _mm_sub_ss(a, b); } GLM_FUNC_QUALIFIER glm_f32vec4 glm_vec4_mul(glm_f32vec4 a, glm_f32vec4 b) { return _mm_mul_ps(a, b); } GLM_FUNC_QUALIFIER glm_f32vec4 glm_vec1_mul(glm_f32vec4 a, glm_f32vec4 b) { return _mm_mul_ss(a, b); } GLM_FUNC_QUALIFIER glm_f32vec4 glm_vec4_div(glm_f32vec4 a, glm_f32vec4 b) { return _mm_div_ps(a, b); } GLM_FUNC_QUALIFIER glm_f32vec4 glm_vec1_div(glm_f32vec4 a, glm_f32vec4 b) { return _mm_div_ss(a, b); } GLM_FUNC_QUALIFIER glm_f32vec4 glm_vec4_div_lowp(glm_f32vec4 a, glm_f32vec4 b) { return glm_vec4_mul(a, _mm_rcp_ps(b)); } GLM_FUNC_QUALIFIER glm_f32vec4 glm_vec4_swizzle_xyzw(glm_f32vec4 a) { # if GLM_ARCH & GLM_ARCH_AVX2_BIT return _mm_permute_ps(a, _MM_SHUFFLE(3, 2, 1, 0)); # else return _mm_shuffle_ps(a, a, _MM_SHUFFLE(3, 2, 1, 0)); # endif } GLM_FUNC_QUALIFIER glm_f32vec4 glm_vec1_fma(glm_f32vec4 a, glm_f32vec4 b, glm_f32vec4 c) { # if (GLM_ARCH & GLM_ARCH_AVX2_BIT) && !(GLM_COMPILER & GLM_COMPILER_CLANG) return _mm_fmadd_ss(a, b, c); # else return _mm_add_ss(_mm_mul_ss(a, b), c); # endif } GLM_FUNC_QUALIFIER glm_f32vec4 glm_vec4_fma(glm_f32vec4 a, glm_f32vec4 b, glm_f32vec4 c) { # if (GLM_ARCH & GLM_ARCH_AVX2_BIT) && !(GLM_COMPILER & GLM_COMPILER_CLANG) return _mm_fmadd_ps(a, b, c); # else return glm_vec4_add(glm_vec4_mul(a, b), c); # endif } GLM_FUNC_QUALIFIER glm_f32vec4 glm_vec4_abs(glm_f32vec4 x) { return _mm_and_ps(x, _mm_castsi128_ps(_mm_set1_epi32(0x7FFFFFFF))); } GLM_FUNC_QUALIFIER glm_ivec4 glm_ivec4_abs(glm_ivec4 x) { # if GLM_ARCH & GLM_ARCH_SSSE3_BIT return _mm_sign_epi32(x, x); # else glm_ivec4 const sgn0 = _mm_srai_epi32(x, 31); glm_ivec4 const inv0 = _mm_xor_si128(x, sgn0); glm_ivec4 const sub0 = _mm_sub_epi32(inv0, sgn0); return sub0; # endif } GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_sign(glm_vec4 x) { glm_vec4 const zro0 = _mm_setzero_ps(); glm_vec4 const cmp0 = _mm_cmplt_ps(x, zro0); glm_vec4 const cmp1 = _mm_cmpgt_ps(x, zro0); glm_vec4 const and0 = _mm_and_ps(cmp0, _mm_set1_ps(-1.0f)); glm_vec4 const and1 = _mm_and_ps(cmp1, _mm_set1_ps(1.0f)); glm_vec4 const or0 = _mm_or_ps(and0, and1); return or0; } GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_round(glm_vec4 x) { # if GLM_ARCH & GLM_ARCH_SSE41_BIT return _mm_round_ps(x, _MM_FROUND_TO_NEAREST_INT); # else glm_vec4 const sgn0 = _mm_castsi128_ps(_mm_set1_epi32(int(0x80000000))); glm_vec4 const and0 = _mm_and_ps(sgn0, x); glm_vec4 const or0 = _mm_or_ps(and0, _mm_set_ps1(8388608.0f)); glm_vec4 const add0 = glm_vec4_add(x, or0); glm_vec4 const sub0 = glm_vec4_sub(add0, or0); return sub0; # endif } GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_floor(glm_vec4 x) { # if GLM_ARCH & GLM_ARCH_SSE41_BIT return _mm_floor_ps(x); # else glm_vec4 const rnd0 = glm_vec4_round(x); glm_vec4 const cmp0 = _mm_cmplt_ps(x, rnd0); glm_vec4 const and0 = _mm_and_ps(cmp0, _mm_set1_ps(1.0f)); glm_vec4 const sub0 = glm_vec4_sub(rnd0, and0); return sub0; # endif } /* trunc TODO GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_trunc(glm_vec4 x) { return glm_vec4(); } */ //roundEven GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_roundEven(glm_vec4 x) { glm_vec4 const sgn0 = _mm_castsi128_ps(_mm_set1_epi32(int(0x80000000))); glm_vec4 const and0 = _mm_and_ps(sgn0, x); glm_vec4 const or0 = _mm_or_ps(and0, _mm_set_ps1(8388608.0f)); glm_vec4 const add0 = glm_vec4_add(x, or0); glm_vec4 const sub0 = glm_vec4_sub(add0, or0); return sub0; } GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_ceil(glm_vec4 x) { # if GLM_ARCH & GLM_ARCH_SSE41_BIT return _mm_ceil_ps(x); # else glm_vec4 const rnd0 = glm_vec4_round(x); glm_vec4 const cmp0 = _mm_cmpgt_ps(x, rnd0); glm_vec4 const and0 = _mm_and_ps(cmp0, _mm_set1_ps(1.0f)); glm_vec4 const add0 = glm_vec4_add(rnd0, and0); return add0; # endif } GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_fract(glm_vec4 x) { glm_vec4 const flr0 = glm_vec4_floor(x); glm_vec4 const sub0 = glm_vec4_sub(x, flr0); return sub0; } GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_mod(glm_vec4 x, glm_vec4 y) { glm_vec4 const div0 = glm_vec4_div(x, y); glm_vec4 const flr0 = glm_vec4_floor(div0); glm_vec4 const mul0 = glm_vec4_mul(y, flr0); glm_vec4 const sub0 = glm_vec4_sub(x, mul0); return sub0; } GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_clamp(glm_vec4 v, glm_vec4 minVal, glm_vec4 maxVal) { glm_vec4 const min0 = _mm_min_ps(v, maxVal); glm_vec4 const max0 = _mm_max_ps(min0, minVal); return max0; } GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_mix(glm_vec4 v1, glm_vec4 v2, glm_vec4 a) { glm_vec4 const sub0 = glm_vec4_sub(_mm_set1_ps(1.0f), a); glm_vec4 const mul0 = glm_vec4_mul(v1, sub0); glm_vec4 const mad0 = glm_vec4_fma(v2, a, mul0); return mad0; } GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_step(glm_vec4 edge, glm_vec4 x) { glm_vec4 const cmp = _mm_cmple_ps(x, edge); return _mm_movemask_ps(cmp) == 0 ? _mm_set1_ps(1.0f) : _mm_setzero_ps(); } GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_smoothstep(glm_vec4 edge0, glm_vec4 edge1, glm_vec4 x) { glm_vec4 const sub0 = glm_vec4_sub(x, edge0); glm_vec4 const sub1 = glm_vec4_sub(edge1, edge0); glm_vec4 const div0 = glm_vec4_sub(sub0, sub1); glm_vec4 const clp0 = glm_vec4_clamp(div0, _mm_setzero_ps(), _mm_set1_ps(1.0f)); glm_vec4 const mul0 = glm_vec4_mul(_mm_set1_ps(2.0f), clp0); glm_vec4 const sub2 = glm_vec4_sub(_mm_set1_ps(3.0f), mul0); glm_vec4 const mul1 = glm_vec4_mul(clp0, clp0); glm_vec4 const mul2 = glm_vec4_mul(mul1, sub2); return mul2; } // Agner Fog method GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_nan(glm_vec4 x) { glm_ivec4 const t1 = _mm_castps_si128(x); // reinterpret as 32-bit integer glm_ivec4 const t2 = _mm_sll_epi32(t1, _mm_cvtsi32_si128(1)); // shift out sign bit glm_ivec4 const t3 = _mm_set1_epi32(int(0xFF000000)); // exponent mask glm_ivec4 const t4 = _mm_and_si128(t2, t3); // exponent glm_ivec4 const t5 = _mm_andnot_si128(t3, t2); // fraction glm_ivec4 const Equal = _mm_cmpeq_epi32(t3, t4); glm_ivec4 const Nequal = _mm_cmpeq_epi32(t5, _mm_setzero_si128()); glm_ivec4 const And = _mm_and_si128(Equal, Nequal); return _mm_castsi128_ps(And); // exponent = all 1s and fraction != 0 } // Agner Fog method GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_inf(glm_vec4 x) { glm_ivec4 const t1 = _mm_castps_si128(x); // reinterpret as 32-bit integer glm_ivec4 const t2 = _mm_sll_epi32(t1, _mm_cvtsi32_si128(1)); // shift out sign bit return _mm_castsi128_ps(_mm_cmpeq_epi32(t2, _mm_set1_epi32(int(0xFF000000)))); // exponent is all 1s, fraction is 0 } #endif//GLM_ARCH & GLM_ARCH_SSE2_BIT ================================================ FILE: third_party/glm/simd/exponential.h ================================================ /// @ref simd /// @file glm/simd/experimental.h #pragma once #include "platform.h" #if GLM_ARCH & GLM_ARCH_SSE2_BIT GLM_FUNC_QUALIFIER glm_f32vec4 glm_vec1_sqrt_lowp(glm_f32vec4 x) { return _mm_mul_ss(_mm_rsqrt_ss(x), x); } GLM_FUNC_QUALIFIER glm_f32vec4 glm_vec4_sqrt_lowp(glm_f32vec4 x) { return _mm_mul_ps(_mm_rsqrt_ps(x), x); } #endif//GLM_ARCH & GLM_ARCH_SSE2_BIT ================================================ FILE: third_party/glm/simd/geometric.h ================================================ /// @ref simd /// @file glm/simd/geometric.h #pragma once #include "common.h" #if GLM_ARCH & GLM_ARCH_SSE2_BIT GLM_FUNC_DECL glm_vec4 glm_vec4_dot(glm_vec4 v1, glm_vec4 v2); GLM_FUNC_DECL glm_vec4 glm_vec1_dot(glm_vec4 v1, glm_vec4 v2); GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_length(glm_vec4 x) { glm_vec4 const dot0 = glm_vec4_dot(x, x); glm_vec4 const sqt0 = _mm_sqrt_ps(dot0); return sqt0; } GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_distance(glm_vec4 p0, glm_vec4 p1) { glm_vec4 const sub0 = _mm_sub_ps(p0, p1); glm_vec4 const len0 = glm_vec4_length(sub0); return len0; } GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_dot(glm_vec4 v1, glm_vec4 v2) { # if GLM_ARCH & GLM_ARCH_AVX_BIT return _mm_dp_ps(v1, v2, 0xff); # elif GLM_ARCH & GLM_ARCH_SSE3_BIT glm_vec4 const mul0 = _mm_mul_ps(v1, v2); glm_vec4 const hadd0 = _mm_hadd_ps(mul0, mul0); glm_vec4 const hadd1 = _mm_hadd_ps(hadd0, hadd0); return hadd1; # else glm_vec4 const mul0 = _mm_mul_ps(v1, v2); glm_vec4 const swp0 = _mm_shuffle_ps(mul0, mul0, _MM_SHUFFLE(2, 3, 0, 1)); glm_vec4 const add0 = _mm_add_ps(mul0, swp0); glm_vec4 const swp1 = _mm_shuffle_ps(add0, add0, _MM_SHUFFLE(0, 1, 2, 3)); glm_vec4 const add1 = _mm_add_ps(add0, swp1); return add1; # endif } GLM_FUNC_QUALIFIER glm_vec4 glm_vec1_dot(glm_vec4 v1, glm_vec4 v2) { # if GLM_ARCH & GLM_ARCH_AVX_BIT return _mm_dp_ps(v1, v2, 0xff); # elif GLM_ARCH & GLM_ARCH_SSE3_BIT glm_vec4 const mul0 = _mm_mul_ps(v1, v2); glm_vec4 const had0 = _mm_hadd_ps(mul0, mul0); glm_vec4 const had1 = _mm_hadd_ps(had0, had0); return had1; # else glm_vec4 const mul0 = _mm_mul_ps(v1, v2); glm_vec4 const mov0 = _mm_movehl_ps(mul0, mul0); glm_vec4 const add0 = _mm_add_ps(mov0, mul0); glm_vec4 const swp1 = _mm_shuffle_ps(add0, add0, 1); glm_vec4 const add1 = _mm_add_ss(add0, swp1); return add1; # endif } GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_cross(glm_vec4 v1, glm_vec4 v2) { glm_vec4 const swp0 = _mm_shuffle_ps(v1, v1, _MM_SHUFFLE(3, 0, 2, 1)); glm_vec4 const swp1 = _mm_shuffle_ps(v1, v1, _MM_SHUFFLE(3, 1, 0, 2)); glm_vec4 const swp2 = _mm_shuffle_ps(v2, v2, _MM_SHUFFLE(3, 0, 2, 1)); glm_vec4 const swp3 = _mm_shuffle_ps(v2, v2, _MM_SHUFFLE(3, 1, 0, 2)); glm_vec4 const mul0 = _mm_mul_ps(swp0, swp3); glm_vec4 const mul1 = _mm_mul_ps(swp1, swp2); glm_vec4 const sub0 = _mm_sub_ps(mul0, mul1); return sub0; } GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_normalize(glm_vec4 v) { glm_vec4 const dot0 = glm_vec4_dot(v, v); glm_vec4 const isr0 = _mm_rsqrt_ps(dot0); glm_vec4 const mul0 = _mm_mul_ps(v, isr0); return mul0; } GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_faceforward(glm_vec4 N, glm_vec4 I, glm_vec4 Nref) { glm_vec4 const dot0 = glm_vec4_dot(Nref, I); glm_vec4 const sgn0 = glm_vec4_sign(dot0); glm_vec4 const mul0 = _mm_mul_ps(sgn0, _mm_set1_ps(-1.0f)); glm_vec4 const mul1 = _mm_mul_ps(N, mul0); return mul1; } GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_reflect(glm_vec4 I, glm_vec4 N) { glm_vec4 const dot0 = glm_vec4_dot(N, I); glm_vec4 const mul0 = _mm_mul_ps(N, dot0); glm_vec4 const mul1 = _mm_mul_ps(mul0, _mm_set1_ps(2.0f)); glm_vec4 const sub0 = _mm_sub_ps(I, mul1); return sub0; } GLM_FUNC_QUALIFIER __m128 glm_vec4_refract(glm_vec4 I, glm_vec4 N, glm_vec4 eta) { glm_vec4 const dot0 = glm_vec4_dot(N, I); glm_vec4 const mul0 = _mm_mul_ps(eta, eta); glm_vec4 const mul1 = _mm_mul_ps(dot0, dot0); glm_vec4 const sub0 = _mm_sub_ps(_mm_set1_ps(1.0f), mul0); glm_vec4 const sub1 = _mm_sub_ps(_mm_set1_ps(1.0f), mul1); glm_vec4 const mul2 = _mm_mul_ps(sub0, sub1); if(_mm_movemask_ps(_mm_cmplt_ss(mul2, _mm_set1_ps(0.0f))) == 0) return _mm_set1_ps(0.0f); glm_vec4 const sqt0 = _mm_sqrt_ps(mul2); glm_vec4 const mad0 = glm_vec4_fma(eta, dot0, sqt0); glm_vec4 const mul4 = _mm_mul_ps(mad0, N); glm_vec4 const mul5 = _mm_mul_ps(eta, I); glm_vec4 const sub2 = _mm_sub_ps(mul5, mul4); return sub2; } #endif//GLM_ARCH & GLM_ARCH_SSE2_BIT ================================================ FILE: third_party/glm/simd/integer.h ================================================ /// @ref simd /// @file glm/simd/integer.h #pragma once #if GLM_ARCH & GLM_ARCH_SSE2_BIT GLM_FUNC_QUALIFIER glm_uvec4 glm_i128_interleave(glm_uvec4 x) { glm_uvec4 const Mask4 = _mm_set1_epi32(0x0000FFFF); glm_uvec4 const Mask3 = _mm_set1_epi32(0x00FF00FF); glm_uvec4 const Mask2 = _mm_set1_epi32(0x0F0F0F0F); glm_uvec4 const Mask1 = _mm_set1_epi32(0x33333333); glm_uvec4 const Mask0 = _mm_set1_epi32(0x55555555); glm_uvec4 Reg1; glm_uvec4 Reg2; // REG1 = x; // REG2 = y; //Reg1 = _mm_unpacklo_epi64(x, y); Reg1 = x; //REG1 = ((REG1 << 16) | REG1) & glm::uint64(0x0000FFFF0000FFFF); //REG2 = ((REG2 << 16) | REG2) & glm::uint64(0x0000FFFF0000FFFF); Reg2 = _mm_slli_si128(Reg1, 2); Reg1 = _mm_or_si128(Reg2, Reg1); Reg1 = _mm_and_si128(Reg1, Mask4); //REG1 = ((REG1 << 8) | REG1) & glm::uint64(0x00FF00FF00FF00FF); //REG2 = ((REG2 << 8) | REG2) & glm::uint64(0x00FF00FF00FF00FF); Reg2 = _mm_slli_si128(Reg1, 1); Reg1 = _mm_or_si128(Reg2, Reg1); Reg1 = _mm_and_si128(Reg1, Mask3); //REG1 = ((REG1 << 4) | REG1) & glm::uint64(0x0F0F0F0F0F0F0F0F); //REG2 = ((REG2 << 4) | REG2) & glm::uint64(0x0F0F0F0F0F0F0F0F); Reg2 = _mm_slli_epi32(Reg1, 4); Reg1 = _mm_or_si128(Reg2, Reg1); Reg1 = _mm_and_si128(Reg1, Mask2); //REG1 = ((REG1 << 2) | REG1) & glm::uint64(0x3333333333333333); //REG2 = ((REG2 << 2) | REG2) & glm::uint64(0x3333333333333333); Reg2 = _mm_slli_epi32(Reg1, 2); Reg1 = _mm_or_si128(Reg2, Reg1); Reg1 = _mm_and_si128(Reg1, Mask1); //REG1 = ((REG1 << 1) | REG1) & glm::uint64(0x5555555555555555); //REG2 = ((REG2 << 1) | REG2) & glm::uint64(0x5555555555555555); Reg2 = _mm_slli_epi32(Reg1, 1); Reg1 = _mm_or_si128(Reg2, Reg1); Reg1 = _mm_and_si128(Reg1, Mask0); //return REG1 | (REG2 << 1); Reg2 = _mm_slli_epi32(Reg1, 1); Reg2 = _mm_srli_si128(Reg2, 8); Reg1 = _mm_or_si128(Reg1, Reg2); return Reg1; } GLM_FUNC_QUALIFIER glm_uvec4 glm_i128_interleave2(glm_uvec4 x, glm_uvec4 y) { glm_uvec4 const Mask4 = _mm_set1_epi32(0x0000FFFF); glm_uvec4 const Mask3 = _mm_set1_epi32(0x00FF00FF); glm_uvec4 const Mask2 = _mm_set1_epi32(0x0F0F0F0F); glm_uvec4 const Mask1 = _mm_set1_epi32(0x33333333); glm_uvec4 const Mask0 = _mm_set1_epi32(0x55555555); glm_uvec4 Reg1; glm_uvec4 Reg2; // REG1 = x; // REG2 = y; Reg1 = _mm_unpacklo_epi64(x, y); //REG1 = ((REG1 << 16) | REG1) & glm::uint64(0x0000FFFF0000FFFF); //REG2 = ((REG2 << 16) | REG2) & glm::uint64(0x0000FFFF0000FFFF); Reg2 = _mm_slli_si128(Reg1, 2); Reg1 = _mm_or_si128(Reg2, Reg1); Reg1 = _mm_and_si128(Reg1, Mask4); //REG1 = ((REG1 << 8) | REG1) & glm::uint64(0x00FF00FF00FF00FF); //REG2 = ((REG2 << 8) | REG2) & glm::uint64(0x00FF00FF00FF00FF); Reg2 = _mm_slli_si128(Reg1, 1); Reg1 = _mm_or_si128(Reg2, Reg1); Reg1 = _mm_and_si128(Reg1, Mask3); //REG1 = ((REG1 << 4) | REG1) & glm::uint64(0x0F0F0F0F0F0F0F0F); //REG2 = ((REG2 << 4) | REG2) & glm::uint64(0x0F0F0F0F0F0F0F0F); Reg2 = _mm_slli_epi32(Reg1, 4); Reg1 = _mm_or_si128(Reg2, Reg1); Reg1 = _mm_and_si128(Reg1, Mask2); //REG1 = ((REG1 << 2) | REG1) & glm::uint64(0x3333333333333333); //REG2 = ((REG2 << 2) | REG2) & glm::uint64(0x3333333333333333); Reg2 = _mm_slli_epi32(Reg1, 2); Reg1 = _mm_or_si128(Reg2, Reg1); Reg1 = _mm_and_si128(Reg1, Mask1); //REG1 = ((REG1 << 1) | REG1) & glm::uint64(0x5555555555555555); //REG2 = ((REG2 << 1) | REG2) & glm::uint64(0x5555555555555555); Reg2 = _mm_slli_epi32(Reg1, 1); Reg1 = _mm_or_si128(Reg2, Reg1); Reg1 = _mm_and_si128(Reg1, Mask0); //return REG1 | (REG2 << 1); Reg2 = _mm_slli_epi32(Reg1, 1); Reg2 = _mm_srli_si128(Reg2, 8); Reg1 = _mm_or_si128(Reg1, Reg2); return Reg1; } #endif//GLM_ARCH & GLM_ARCH_SSE2_BIT ================================================ FILE: third_party/glm/simd/matrix.h ================================================ /// @ref simd /// @file glm/simd/matrix.h #pragma once #include "geometric.h" #if GLM_ARCH & GLM_ARCH_SSE2_BIT GLM_FUNC_QUALIFIER void glm_mat4_matrixCompMult(glm_vec4 const in1[4], glm_vec4 const in2[4], glm_vec4 out[4]) { out[0] = _mm_mul_ps(in1[0], in2[0]); out[1] = _mm_mul_ps(in1[1], in2[1]); out[2] = _mm_mul_ps(in1[2], in2[2]); out[3] = _mm_mul_ps(in1[3], in2[3]); } GLM_FUNC_QUALIFIER void glm_mat4_add(glm_vec4 const in1[4], glm_vec4 const in2[4], glm_vec4 out[4]) { out[0] = _mm_add_ps(in1[0], in2[0]); out[1] = _mm_add_ps(in1[1], in2[1]); out[2] = _mm_add_ps(in1[2], in2[2]); out[3] = _mm_add_ps(in1[3], in2[3]); } GLM_FUNC_QUALIFIER void glm_mat4_sub(glm_vec4 const in1[4], glm_vec4 const in2[4], glm_vec4 out[4]) { out[0] = _mm_sub_ps(in1[0], in2[0]); out[1] = _mm_sub_ps(in1[1], in2[1]); out[2] = _mm_sub_ps(in1[2], in2[2]); out[3] = _mm_sub_ps(in1[3], in2[3]); } GLM_FUNC_QUALIFIER glm_vec4 glm_mat4_mul_vec4(glm_vec4 const m[4], glm_vec4 v) { __m128 v0 = _mm_shuffle_ps(v, v, _MM_SHUFFLE(0, 0, 0, 0)); __m128 v1 = _mm_shuffle_ps(v, v, _MM_SHUFFLE(1, 1, 1, 1)); __m128 v2 = _mm_shuffle_ps(v, v, _MM_SHUFFLE(2, 2, 2, 2)); __m128 v3 = _mm_shuffle_ps(v, v, _MM_SHUFFLE(3, 3, 3, 3)); __m128 m0 = _mm_mul_ps(m[0], v0); __m128 m1 = _mm_mul_ps(m[1], v1); __m128 m2 = _mm_mul_ps(m[2], v2); __m128 m3 = _mm_mul_ps(m[3], v3); __m128 a0 = _mm_add_ps(m0, m1); __m128 a1 = _mm_add_ps(m2, m3); __m128 a2 = _mm_add_ps(a0, a1); return a2; } GLM_FUNC_QUALIFIER __m128 glm_vec4_mul_mat4(glm_vec4 v, glm_vec4 const m[4]) { __m128 i0 = m[0]; __m128 i1 = m[1]; __m128 i2 = m[2]; __m128 i3 = m[3]; __m128 m0 = _mm_mul_ps(v, i0); __m128 m1 = _mm_mul_ps(v, i1); __m128 m2 = _mm_mul_ps(v, i2); __m128 m3 = _mm_mul_ps(v, i3); __m128 u0 = _mm_unpacklo_ps(m0, m1); __m128 u1 = _mm_unpackhi_ps(m0, m1); __m128 a0 = _mm_add_ps(u0, u1); __m128 u2 = _mm_unpacklo_ps(m2, m3); __m128 u3 = _mm_unpackhi_ps(m2, m3); __m128 a1 = _mm_add_ps(u2, u3); __m128 f0 = _mm_movelh_ps(a0, a1); __m128 f1 = _mm_movehl_ps(a1, a0); __m128 f2 = _mm_add_ps(f0, f1); return f2; } GLM_FUNC_QUALIFIER void glm_mat4_mul(glm_vec4 const in1[4], glm_vec4 const in2[4], glm_vec4 out[4]) { { __m128 e0 = _mm_shuffle_ps(in2[0], in2[0], _MM_SHUFFLE(0, 0, 0, 0)); __m128 e1 = _mm_shuffle_ps(in2[0], in2[0], _MM_SHUFFLE(1, 1, 1, 1)); __m128 e2 = _mm_shuffle_ps(in2[0], in2[0], _MM_SHUFFLE(2, 2, 2, 2)); __m128 e3 = _mm_shuffle_ps(in2[0], in2[0], _MM_SHUFFLE(3, 3, 3, 3)); __m128 m0 = _mm_mul_ps(in1[0], e0); __m128 m1 = _mm_mul_ps(in1[1], e1); __m128 m2 = _mm_mul_ps(in1[2], e2); __m128 m3 = _mm_mul_ps(in1[3], e3); __m128 a0 = _mm_add_ps(m0, m1); __m128 a1 = _mm_add_ps(m2, m3); __m128 a2 = _mm_add_ps(a0, a1); out[0] = a2; } { __m128 e0 = _mm_shuffle_ps(in2[1], in2[1], _MM_SHUFFLE(0, 0, 0, 0)); __m128 e1 = _mm_shuffle_ps(in2[1], in2[1], _MM_SHUFFLE(1, 1, 1, 1)); __m128 e2 = _mm_shuffle_ps(in2[1], in2[1], _MM_SHUFFLE(2, 2, 2, 2)); __m128 e3 = _mm_shuffle_ps(in2[1], in2[1], _MM_SHUFFLE(3, 3, 3, 3)); __m128 m0 = _mm_mul_ps(in1[0], e0); __m128 m1 = _mm_mul_ps(in1[1], e1); __m128 m2 = _mm_mul_ps(in1[2], e2); __m128 m3 = _mm_mul_ps(in1[3], e3); __m128 a0 = _mm_add_ps(m0, m1); __m128 a1 = _mm_add_ps(m2, m3); __m128 a2 = _mm_add_ps(a0, a1); out[1] = a2; } { __m128 e0 = _mm_shuffle_ps(in2[2], in2[2], _MM_SHUFFLE(0, 0, 0, 0)); __m128 e1 = _mm_shuffle_ps(in2[2], in2[2], _MM_SHUFFLE(1, 1, 1, 1)); __m128 e2 = _mm_shuffle_ps(in2[2], in2[2], _MM_SHUFFLE(2, 2, 2, 2)); __m128 e3 = _mm_shuffle_ps(in2[2], in2[2], _MM_SHUFFLE(3, 3, 3, 3)); __m128 m0 = _mm_mul_ps(in1[0], e0); __m128 m1 = _mm_mul_ps(in1[1], e1); __m128 m2 = _mm_mul_ps(in1[2], e2); __m128 m3 = _mm_mul_ps(in1[3], e3); __m128 a0 = _mm_add_ps(m0, m1); __m128 a1 = _mm_add_ps(m2, m3); __m128 a2 = _mm_add_ps(a0, a1); out[2] = a2; } { //(__m128&)_mm_shuffle_epi32(__m128i&)in2[0], _MM_SHUFFLE(3, 3, 3, 3)) __m128 e0 = _mm_shuffle_ps(in2[3], in2[3], _MM_SHUFFLE(0, 0, 0, 0)); __m128 e1 = _mm_shuffle_ps(in2[3], in2[3], _MM_SHUFFLE(1, 1, 1, 1)); __m128 e2 = _mm_shuffle_ps(in2[3], in2[3], _MM_SHUFFLE(2, 2, 2, 2)); __m128 e3 = _mm_shuffle_ps(in2[3], in2[3], _MM_SHUFFLE(3, 3, 3, 3)); __m128 m0 = _mm_mul_ps(in1[0], e0); __m128 m1 = _mm_mul_ps(in1[1], e1); __m128 m2 = _mm_mul_ps(in1[2], e2); __m128 m3 = _mm_mul_ps(in1[3], e3); __m128 a0 = _mm_add_ps(m0, m1); __m128 a1 = _mm_add_ps(m2, m3); __m128 a2 = _mm_add_ps(a0, a1); out[3] = a2; } } GLM_FUNC_QUALIFIER void glm_mat4_transpose(glm_vec4 const in[4], glm_vec4 out[4]) { __m128 tmp0 = _mm_shuffle_ps(in[0], in[1], 0x44); __m128 tmp2 = _mm_shuffle_ps(in[0], in[1], 0xEE); __m128 tmp1 = _mm_shuffle_ps(in[2], in[3], 0x44); __m128 tmp3 = _mm_shuffle_ps(in[2], in[3], 0xEE); out[0] = _mm_shuffle_ps(tmp0, tmp1, 0x88); out[1] = _mm_shuffle_ps(tmp0, tmp1, 0xDD); out[2] = _mm_shuffle_ps(tmp2, tmp3, 0x88); out[3] = _mm_shuffle_ps(tmp2, tmp3, 0xDD); } GLM_FUNC_QUALIFIER glm_vec4 glm_mat4_determinant_highp(glm_vec4 const in[4]) { __m128 Fac0; { // valType SubFactor00 = m[2][2] * m[3][3] - m[3][2] * m[2][3]; // valType SubFactor00 = m[2][2] * m[3][3] - m[3][2] * m[2][3]; // valType SubFactor06 = m[1][2] * m[3][3] - m[3][2] * m[1][3]; // valType SubFactor13 = m[1][2] * m[2][3] - m[2][2] * m[1][3]; __m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(3, 3, 3, 3)); __m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(2, 2, 2, 2)); __m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(2, 2, 2, 2)); __m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(3, 3, 3, 3)); __m128 Mul00 = _mm_mul_ps(Swp00, Swp01); __m128 Mul01 = _mm_mul_ps(Swp02, Swp03); Fac0 = _mm_sub_ps(Mul00, Mul01); } __m128 Fac1; { // valType SubFactor01 = m[2][1] * m[3][3] - m[3][1] * m[2][3]; // valType SubFactor01 = m[2][1] * m[3][3] - m[3][1] * m[2][3]; // valType SubFactor07 = m[1][1] * m[3][3] - m[3][1] * m[1][3]; // valType SubFactor14 = m[1][1] * m[2][3] - m[2][1] * m[1][3]; __m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(3, 3, 3, 3)); __m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(1, 1, 1, 1)); __m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(1, 1, 1, 1)); __m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(3, 3, 3, 3)); __m128 Mul00 = _mm_mul_ps(Swp00, Swp01); __m128 Mul01 = _mm_mul_ps(Swp02, Swp03); Fac1 = _mm_sub_ps(Mul00, Mul01); } __m128 Fac2; { // valType SubFactor02 = m[2][1] * m[3][2] - m[3][1] * m[2][2]; // valType SubFactor02 = m[2][1] * m[3][2] - m[3][1] * m[2][2]; // valType SubFactor08 = m[1][1] * m[3][2] - m[3][1] * m[1][2]; // valType SubFactor15 = m[1][1] * m[2][2] - m[2][1] * m[1][2]; __m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(2, 2, 2, 2)); __m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(1, 1, 1, 1)); __m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(1, 1, 1, 1)); __m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(2, 2, 2, 2)); __m128 Mul00 = _mm_mul_ps(Swp00, Swp01); __m128 Mul01 = _mm_mul_ps(Swp02, Swp03); Fac2 = _mm_sub_ps(Mul00, Mul01); } __m128 Fac3; { // valType SubFactor03 = m[2][0] * m[3][3] - m[3][0] * m[2][3]; // valType SubFactor03 = m[2][0] * m[3][3] - m[3][0] * m[2][3]; // valType SubFactor09 = m[1][0] * m[3][3] - m[3][0] * m[1][3]; // valType SubFactor16 = m[1][0] * m[2][3] - m[2][0] * m[1][3]; __m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(3, 3, 3, 3)); __m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(0, 0, 0, 0)); __m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(0, 0, 0, 0)); __m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(3, 3, 3, 3)); __m128 Mul00 = _mm_mul_ps(Swp00, Swp01); __m128 Mul01 = _mm_mul_ps(Swp02, Swp03); Fac3 = _mm_sub_ps(Mul00, Mul01); } __m128 Fac4; { // valType SubFactor04 = m[2][0] * m[3][2] - m[3][0] * m[2][2]; // valType SubFactor04 = m[2][0] * m[3][2] - m[3][0] * m[2][2]; // valType SubFactor10 = m[1][0] * m[3][2] - m[3][0] * m[1][2]; // valType SubFactor17 = m[1][0] * m[2][2] - m[2][0] * m[1][2]; __m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(2, 2, 2, 2)); __m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(0, 0, 0, 0)); __m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(0, 0, 0, 0)); __m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(2, 2, 2, 2)); __m128 Mul00 = _mm_mul_ps(Swp00, Swp01); __m128 Mul01 = _mm_mul_ps(Swp02, Swp03); Fac4 = _mm_sub_ps(Mul00, Mul01); } __m128 Fac5; { // valType SubFactor05 = m[2][0] * m[3][1] - m[3][0] * m[2][1]; // valType SubFactor05 = m[2][0] * m[3][1] - m[3][0] * m[2][1]; // valType SubFactor12 = m[1][0] * m[3][1] - m[3][0] * m[1][1]; // valType SubFactor18 = m[1][0] * m[2][1] - m[2][0] * m[1][1]; __m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(1, 1, 1, 1)); __m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(0, 0, 0, 0)); __m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(0, 0, 0, 0)); __m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(1, 1, 1, 1)); __m128 Mul00 = _mm_mul_ps(Swp00, Swp01); __m128 Mul01 = _mm_mul_ps(Swp02, Swp03); Fac5 = _mm_sub_ps(Mul00, Mul01); } __m128 SignA = _mm_set_ps( 1.0f,-1.0f, 1.0f,-1.0f); __m128 SignB = _mm_set_ps(-1.0f, 1.0f,-1.0f, 1.0f); // m[1][0] // m[0][0] // m[0][0] // m[0][0] __m128 Temp0 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(0, 0, 0, 0)); __m128 Vec0 = _mm_shuffle_ps(Temp0, Temp0, _MM_SHUFFLE(2, 2, 2, 0)); // m[1][1] // m[0][1] // m[0][1] // m[0][1] __m128 Temp1 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(1, 1, 1, 1)); __m128 Vec1 = _mm_shuffle_ps(Temp1, Temp1, _MM_SHUFFLE(2, 2, 2, 0)); // m[1][2] // m[0][2] // m[0][2] // m[0][2] __m128 Temp2 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(2, 2, 2, 2)); __m128 Vec2 = _mm_shuffle_ps(Temp2, Temp2, _MM_SHUFFLE(2, 2, 2, 0)); // m[1][3] // m[0][3] // m[0][3] // m[0][3] __m128 Temp3 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(3, 3, 3, 3)); __m128 Vec3 = _mm_shuffle_ps(Temp3, Temp3, _MM_SHUFFLE(2, 2, 2, 0)); // col0 // + (Vec1[0] * Fac0[0] - Vec2[0] * Fac1[0] + Vec3[0] * Fac2[0]), // - (Vec1[1] * Fac0[1] - Vec2[1] * Fac1[1] + Vec3[1] * Fac2[1]), // + (Vec1[2] * Fac0[2] - Vec2[2] * Fac1[2] + Vec3[2] * Fac2[2]), // - (Vec1[3] * Fac0[3] - Vec2[3] * Fac1[3] + Vec3[3] * Fac2[3]), __m128 Mul00 = _mm_mul_ps(Vec1, Fac0); __m128 Mul01 = _mm_mul_ps(Vec2, Fac1); __m128 Mul02 = _mm_mul_ps(Vec3, Fac2); __m128 Sub00 = _mm_sub_ps(Mul00, Mul01); __m128 Add00 = _mm_add_ps(Sub00, Mul02); __m128 Inv0 = _mm_mul_ps(SignB, Add00); // col1 // - (Vec0[0] * Fac0[0] - Vec2[0] * Fac3[0] + Vec3[0] * Fac4[0]), // + (Vec0[0] * Fac0[1] - Vec2[1] * Fac3[1] + Vec3[1] * Fac4[1]), // - (Vec0[0] * Fac0[2] - Vec2[2] * Fac3[2] + Vec3[2] * Fac4[2]), // + (Vec0[0] * Fac0[3] - Vec2[3] * Fac3[3] + Vec3[3] * Fac4[3]), __m128 Mul03 = _mm_mul_ps(Vec0, Fac0); __m128 Mul04 = _mm_mul_ps(Vec2, Fac3); __m128 Mul05 = _mm_mul_ps(Vec3, Fac4); __m128 Sub01 = _mm_sub_ps(Mul03, Mul04); __m128 Add01 = _mm_add_ps(Sub01, Mul05); __m128 Inv1 = _mm_mul_ps(SignA, Add01); // col2 // + (Vec0[0] * Fac1[0] - Vec1[0] * Fac3[0] + Vec3[0] * Fac5[0]), // - (Vec0[0] * Fac1[1] - Vec1[1] * Fac3[1] + Vec3[1] * Fac5[1]), // + (Vec0[0] * Fac1[2] - Vec1[2] * Fac3[2] + Vec3[2] * Fac5[2]), // - (Vec0[0] * Fac1[3] - Vec1[3] * Fac3[3] + Vec3[3] * Fac5[3]), __m128 Mul06 = _mm_mul_ps(Vec0, Fac1); __m128 Mul07 = _mm_mul_ps(Vec1, Fac3); __m128 Mul08 = _mm_mul_ps(Vec3, Fac5); __m128 Sub02 = _mm_sub_ps(Mul06, Mul07); __m128 Add02 = _mm_add_ps(Sub02, Mul08); __m128 Inv2 = _mm_mul_ps(SignB, Add02); // col3 // - (Vec1[0] * Fac2[0] - Vec1[0] * Fac4[0] + Vec2[0] * Fac5[0]), // + (Vec1[0] * Fac2[1] - Vec1[1] * Fac4[1] + Vec2[1] * Fac5[1]), // - (Vec1[0] * Fac2[2] - Vec1[2] * Fac4[2] + Vec2[2] * Fac5[2]), // + (Vec1[0] * Fac2[3] - Vec1[3] * Fac4[3] + Vec2[3] * Fac5[3])); __m128 Mul09 = _mm_mul_ps(Vec0, Fac2); __m128 Mul10 = _mm_mul_ps(Vec1, Fac4); __m128 Mul11 = _mm_mul_ps(Vec2, Fac5); __m128 Sub03 = _mm_sub_ps(Mul09, Mul10); __m128 Add03 = _mm_add_ps(Sub03, Mul11); __m128 Inv3 = _mm_mul_ps(SignA, Add03); __m128 Row0 = _mm_shuffle_ps(Inv0, Inv1, _MM_SHUFFLE(0, 0, 0, 0)); __m128 Row1 = _mm_shuffle_ps(Inv2, Inv3, _MM_SHUFFLE(0, 0, 0, 0)); __m128 Row2 = _mm_shuffle_ps(Row0, Row1, _MM_SHUFFLE(2, 0, 2, 0)); // valType Determinant = m[0][0] * Inverse[0][0] // + m[0][1] * Inverse[1][0] // + m[0][2] * Inverse[2][0] // + m[0][3] * Inverse[3][0]; __m128 Det0 = glm_vec4_dot(in[0], Row2); return Det0; } GLM_FUNC_QUALIFIER glm_vec4 glm_mat4_determinant_lowp(glm_vec4 const m[4]) { // _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128( //T SubFactor00 = m[2][2] * m[3][3] - m[3][2] * m[2][3]; //T SubFactor01 = m[2][1] * m[3][3] - m[3][1] * m[2][3]; //T SubFactor02 = m[2][1] * m[3][2] - m[3][1] * m[2][2]; //T SubFactor03 = m[2][0] * m[3][3] - m[3][0] * m[2][3]; //T SubFactor04 = m[2][0] * m[3][2] - m[3][0] * m[2][2]; //T SubFactor05 = m[2][0] * m[3][1] - m[3][0] * m[2][1]; // First 2 columns __m128 Swp2A = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(m[2]), _MM_SHUFFLE(0, 1, 1, 2))); __m128 Swp3A = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(m[3]), _MM_SHUFFLE(3, 2, 3, 3))); __m128 MulA = _mm_mul_ps(Swp2A, Swp3A); // Second 2 columns __m128 Swp2B = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(m[2]), _MM_SHUFFLE(3, 2, 3, 3))); __m128 Swp3B = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(m[3]), _MM_SHUFFLE(0, 1, 1, 2))); __m128 MulB = _mm_mul_ps(Swp2B, Swp3B); // Columns subtraction __m128 SubE = _mm_sub_ps(MulA, MulB); // Last 2 rows __m128 Swp2C = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(m[2]), _MM_SHUFFLE(0, 0, 1, 2))); __m128 Swp3C = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(m[3]), _MM_SHUFFLE(1, 2, 0, 0))); __m128 MulC = _mm_mul_ps(Swp2C, Swp3C); __m128 SubF = _mm_sub_ps(_mm_movehl_ps(MulC, MulC), MulC); //vec<4, T, Q> DetCof( // + (m[1][1] * SubFactor00 - m[1][2] * SubFactor01 + m[1][3] * SubFactor02), // - (m[1][0] * SubFactor00 - m[1][2] * SubFactor03 + m[1][3] * SubFactor04), // + (m[1][0] * SubFactor01 - m[1][1] * SubFactor03 + m[1][3] * SubFactor05), // - (m[1][0] * SubFactor02 - m[1][1] * SubFactor04 + m[1][2] * SubFactor05)); __m128 SubFacA = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(SubE), _MM_SHUFFLE(2, 1, 0, 0))); __m128 SwpFacA = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(m[1]), _MM_SHUFFLE(0, 0, 0, 1))); __m128 MulFacA = _mm_mul_ps(SwpFacA, SubFacA); __m128 SubTmpB = _mm_shuffle_ps(SubE, SubF, _MM_SHUFFLE(0, 0, 3, 1)); __m128 SubFacB = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(SubTmpB), _MM_SHUFFLE(3, 1, 1, 0)));//SubF[0], SubE[3], SubE[3], SubE[1]; __m128 SwpFacB = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(m[1]), _MM_SHUFFLE(1, 1, 2, 2))); __m128 MulFacB = _mm_mul_ps(SwpFacB, SubFacB); __m128 SubRes = _mm_sub_ps(MulFacA, MulFacB); __m128 SubTmpC = _mm_shuffle_ps(SubE, SubF, _MM_SHUFFLE(1, 0, 2, 2)); __m128 SubFacC = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(SubTmpC), _MM_SHUFFLE(3, 3, 2, 0))); __m128 SwpFacC = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(m[1]), _MM_SHUFFLE(2, 3, 3, 3))); __m128 MulFacC = _mm_mul_ps(SwpFacC, SubFacC); __m128 AddRes = _mm_add_ps(SubRes, MulFacC); __m128 DetCof = _mm_mul_ps(AddRes, _mm_setr_ps( 1.0f,-1.0f, 1.0f,-1.0f)); //return m[0][0] * DetCof[0] // + m[0][1] * DetCof[1] // + m[0][2] * DetCof[2] // + m[0][3] * DetCof[3]; return glm_vec4_dot(m[0], DetCof); } GLM_FUNC_QUALIFIER glm_vec4 glm_mat4_determinant(glm_vec4 const m[4]) { // _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(add) //T SubFactor00 = m[2][2] * m[3][3] - m[3][2] * m[2][3]; //T SubFactor01 = m[2][1] * m[3][3] - m[3][1] * m[2][3]; //T SubFactor02 = m[2][1] * m[3][2] - m[3][1] * m[2][2]; //T SubFactor03 = m[2][0] * m[3][3] - m[3][0] * m[2][3]; //T SubFactor04 = m[2][0] * m[3][2] - m[3][0] * m[2][2]; //T SubFactor05 = m[2][0] * m[3][1] - m[3][0] * m[2][1]; // First 2 columns __m128 Swp2A = _mm_shuffle_ps(m[2], m[2], _MM_SHUFFLE(0, 1, 1, 2)); __m128 Swp3A = _mm_shuffle_ps(m[3], m[3], _MM_SHUFFLE(3, 2, 3, 3)); __m128 MulA = _mm_mul_ps(Swp2A, Swp3A); // Second 2 columns __m128 Swp2B = _mm_shuffle_ps(m[2], m[2], _MM_SHUFFLE(3, 2, 3, 3)); __m128 Swp3B = _mm_shuffle_ps(m[3], m[3], _MM_SHUFFLE(0, 1, 1, 2)); __m128 MulB = _mm_mul_ps(Swp2B, Swp3B); // Columns subtraction __m128 SubE = _mm_sub_ps(MulA, MulB); // Last 2 rows __m128 Swp2C = _mm_shuffle_ps(m[2], m[2], _MM_SHUFFLE(0, 0, 1, 2)); __m128 Swp3C = _mm_shuffle_ps(m[3], m[3], _MM_SHUFFLE(1, 2, 0, 0)); __m128 MulC = _mm_mul_ps(Swp2C, Swp3C); __m128 SubF = _mm_sub_ps(_mm_movehl_ps(MulC, MulC), MulC); //vec<4, T, Q> DetCof( // + (m[1][1] * SubFactor00 - m[1][2] * SubFactor01 + m[1][3] * SubFactor02), // - (m[1][0] * SubFactor00 - m[1][2] * SubFactor03 + m[1][3] * SubFactor04), // + (m[1][0] * SubFactor01 - m[1][1] * SubFactor03 + m[1][3] * SubFactor05), // - (m[1][0] * SubFactor02 - m[1][1] * SubFactor04 + m[1][2] * SubFactor05)); __m128 SubFacA = _mm_shuffle_ps(SubE, SubE, _MM_SHUFFLE(2, 1, 0, 0)); __m128 SwpFacA = _mm_shuffle_ps(m[1], m[1], _MM_SHUFFLE(0, 0, 0, 1)); __m128 MulFacA = _mm_mul_ps(SwpFacA, SubFacA); __m128 SubTmpB = _mm_shuffle_ps(SubE, SubF, _MM_SHUFFLE(0, 0, 3, 1)); __m128 SubFacB = _mm_shuffle_ps(SubTmpB, SubTmpB, _MM_SHUFFLE(3, 1, 1, 0));//SubF[0], SubE[3], SubE[3], SubE[1]; __m128 SwpFacB = _mm_shuffle_ps(m[1], m[1], _MM_SHUFFLE(1, 1, 2, 2)); __m128 MulFacB = _mm_mul_ps(SwpFacB, SubFacB); __m128 SubRes = _mm_sub_ps(MulFacA, MulFacB); __m128 SubTmpC = _mm_shuffle_ps(SubE, SubF, _MM_SHUFFLE(1, 0, 2, 2)); __m128 SubFacC = _mm_shuffle_ps(SubTmpC, SubTmpC, _MM_SHUFFLE(3, 3, 2, 0)); __m128 SwpFacC = _mm_shuffle_ps(m[1], m[1], _MM_SHUFFLE(2, 3, 3, 3)); __m128 MulFacC = _mm_mul_ps(SwpFacC, SubFacC); __m128 AddRes = _mm_add_ps(SubRes, MulFacC); __m128 DetCof = _mm_mul_ps(AddRes, _mm_setr_ps( 1.0f,-1.0f, 1.0f,-1.0f)); //return m[0][0] * DetCof[0] // + m[0][1] * DetCof[1] // + m[0][2] * DetCof[2] // + m[0][3] * DetCof[3]; return glm_vec4_dot(m[0], DetCof); } GLM_FUNC_QUALIFIER void glm_mat4_inverse(glm_vec4 const in[4], glm_vec4 out[4]) { __m128 Fac0; { // valType SubFactor00 = m[2][2] * m[3][3] - m[3][2] * m[2][3]; // valType SubFactor00 = m[2][2] * m[3][3] - m[3][2] * m[2][3]; // valType SubFactor06 = m[1][2] * m[3][3] - m[3][2] * m[1][3]; // valType SubFactor13 = m[1][2] * m[2][3] - m[2][2] * m[1][3]; __m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(3, 3, 3, 3)); __m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(2, 2, 2, 2)); __m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(2, 2, 2, 2)); __m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(3, 3, 3, 3)); __m128 Mul00 = _mm_mul_ps(Swp00, Swp01); __m128 Mul01 = _mm_mul_ps(Swp02, Swp03); Fac0 = _mm_sub_ps(Mul00, Mul01); } __m128 Fac1; { // valType SubFactor01 = m[2][1] * m[3][3] - m[3][1] * m[2][3]; // valType SubFactor01 = m[2][1] * m[3][3] - m[3][1] * m[2][3]; // valType SubFactor07 = m[1][1] * m[3][3] - m[3][1] * m[1][3]; // valType SubFactor14 = m[1][1] * m[2][3] - m[2][1] * m[1][3]; __m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(3, 3, 3, 3)); __m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(1, 1, 1, 1)); __m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(1, 1, 1, 1)); __m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(3, 3, 3, 3)); __m128 Mul00 = _mm_mul_ps(Swp00, Swp01); __m128 Mul01 = _mm_mul_ps(Swp02, Swp03); Fac1 = _mm_sub_ps(Mul00, Mul01); } __m128 Fac2; { // valType SubFactor02 = m[2][1] * m[3][2] - m[3][1] * m[2][2]; // valType SubFactor02 = m[2][1] * m[3][2] - m[3][1] * m[2][2]; // valType SubFactor08 = m[1][1] * m[3][2] - m[3][1] * m[1][2]; // valType SubFactor15 = m[1][1] * m[2][2] - m[2][1] * m[1][2]; __m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(2, 2, 2, 2)); __m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(1, 1, 1, 1)); __m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(1, 1, 1, 1)); __m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(2, 2, 2, 2)); __m128 Mul00 = _mm_mul_ps(Swp00, Swp01); __m128 Mul01 = _mm_mul_ps(Swp02, Swp03); Fac2 = _mm_sub_ps(Mul00, Mul01); } __m128 Fac3; { // valType SubFactor03 = m[2][0] * m[3][3] - m[3][0] * m[2][3]; // valType SubFactor03 = m[2][0] * m[3][3] - m[3][0] * m[2][3]; // valType SubFactor09 = m[1][0] * m[3][3] - m[3][0] * m[1][3]; // valType SubFactor16 = m[1][0] * m[2][3] - m[2][0] * m[1][3]; __m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(3, 3, 3, 3)); __m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(0, 0, 0, 0)); __m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(0, 0, 0, 0)); __m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(3, 3, 3, 3)); __m128 Mul00 = _mm_mul_ps(Swp00, Swp01); __m128 Mul01 = _mm_mul_ps(Swp02, Swp03); Fac3 = _mm_sub_ps(Mul00, Mul01); } __m128 Fac4; { // valType SubFactor04 = m[2][0] * m[3][2] - m[3][0] * m[2][2]; // valType SubFactor04 = m[2][0] * m[3][2] - m[3][0] * m[2][2]; // valType SubFactor10 = m[1][0] * m[3][2] - m[3][0] * m[1][2]; // valType SubFactor17 = m[1][0] * m[2][2] - m[2][0] * m[1][2]; __m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(2, 2, 2, 2)); __m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(0, 0, 0, 0)); __m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(0, 0, 0, 0)); __m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(2, 2, 2, 2)); __m128 Mul00 = _mm_mul_ps(Swp00, Swp01); __m128 Mul01 = _mm_mul_ps(Swp02, Swp03); Fac4 = _mm_sub_ps(Mul00, Mul01); } __m128 Fac5; { // valType SubFactor05 = m[2][0] * m[3][1] - m[3][0] * m[2][1]; // valType SubFactor05 = m[2][0] * m[3][1] - m[3][0] * m[2][1]; // valType SubFactor12 = m[1][0] * m[3][1] - m[3][0] * m[1][1]; // valType SubFactor18 = m[1][0] * m[2][1] - m[2][0] * m[1][1]; __m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(1, 1, 1, 1)); __m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(0, 0, 0, 0)); __m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(0, 0, 0, 0)); __m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(1, 1, 1, 1)); __m128 Mul00 = _mm_mul_ps(Swp00, Swp01); __m128 Mul01 = _mm_mul_ps(Swp02, Swp03); Fac5 = _mm_sub_ps(Mul00, Mul01); } __m128 SignA = _mm_set_ps( 1.0f,-1.0f, 1.0f,-1.0f); __m128 SignB = _mm_set_ps(-1.0f, 1.0f,-1.0f, 1.0f); // m[1][0] // m[0][0] // m[0][0] // m[0][0] __m128 Temp0 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(0, 0, 0, 0)); __m128 Vec0 = _mm_shuffle_ps(Temp0, Temp0, _MM_SHUFFLE(2, 2, 2, 0)); // m[1][1] // m[0][1] // m[0][1] // m[0][1] __m128 Temp1 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(1, 1, 1, 1)); __m128 Vec1 = _mm_shuffle_ps(Temp1, Temp1, _MM_SHUFFLE(2, 2, 2, 0)); // m[1][2] // m[0][2] // m[0][2] // m[0][2] __m128 Temp2 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(2, 2, 2, 2)); __m128 Vec2 = _mm_shuffle_ps(Temp2, Temp2, _MM_SHUFFLE(2, 2, 2, 0)); // m[1][3] // m[0][3] // m[0][3] // m[0][3] __m128 Temp3 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(3, 3, 3, 3)); __m128 Vec3 = _mm_shuffle_ps(Temp3, Temp3, _MM_SHUFFLE(2, 2, 2, 0)); // col0 // + (Vec1[0] * Fac0[0] - Vec2[0] * Fac1[0] + Vec3[0] * Fac2[0]), // - (Vec1[1] * Fac0[1] - Vec2[1] * Fac1[1] + Vec3[1] * Fac2[1]), // + (Vec1[2] * Fac0[2] - Vec2[2] * Fac1[2] + Vec3[2] * Fac2[2]), // - (Vec1[3] * Fac0[3] - Vec2[3] * Fac1[3] + Vec3[3] * Fac2[3]), __m128 Mul00 = _mm_mul_ps(Vec1, Fac0); __m128 Mul01 = _mm_mul_ps(Vec2, Fac1); __m128 Mul02 = _mm_mul_ps(Vec3, Fac2); __m128 Sub00 = _mm_sub_ps(Mul00, Mul01); __m128 Add00 = _mm_add_ps(Sub00, Mul02); __m128 Inv0 = _mm_mul_ps(SignB, Add00); // col1 // - (Vec0[0] * Fac0[0] - Vec2[0] * Fac3[0] + Vec3[0] * Fac4[0]), // + (Vec0[0] * Fac0[1] - Vec2[1] * Fac3[1] + Vec3[1] * Fac4[1]), // - (Vec0[0] * Fac0[2] - Vec2[2] * Fac3[2] + Vec3[2] * Fac4[2]), // + (Vec0[0] * Fac0[3] - Vec2[3] * Fac3[3] + Vec3[3] * Fac4[3]), __m128 Mul03 = _mm_mul_ps(Vec0, Fac0); __m128 Mul04 = _mm_mul_ps(Vec2, Fac3); __m128 Mul05 = _mm_mul_ps(Vec3, Fac4); __m128 Sub01 = _mm_sub_ps(Mul03, Mul04); __m128 Add01 = _mm_add_ps(Sub01, Mul05); __m128 Inv1 = _mm_mul_ps(SignA, Add01); // col2 // + (Vec0[0] * Fac1[0] - Vec1[0] * Fac3[0] + Vec3[0] * Fac5[0]), // - (Vec0[0] * Fac1[1] - Vec1[1] * Fac3[1] + Vec3[1] * Fac5[1]), // + (Vec0[0] * Fac1[2] - Vec1[2] * Fac3[2] + Vec3[2] * Fac5[2]), // - (Vec0[0] * Fac1[3] - Vec1[3] * Fac3[3] + Vec3[3] * Fac5[3]), __m128 Mul06 = _mm_mul_ps(Vec0, Fac1); __m128 Mul07 = _mm_mul_ps(Vec1, Fac3); __m128 Mul08 = _mm_mul_ps(Vec3, Fac5); __m128 Sub02 = _mm_sub_ps(Mul06, Mul07); __m128 Add02 = _mm_add_ps(Sub02, Mul08); __m128 Inv2 = _mm_mul_ps(SignB, Add02); // col3 // - (Vec1[0] * Fac2[0] - Vec1[0] * Fac4[0] + Vec2[0] * Fac5[0]), // + (Vec1[0] * Fac2[1] - Vec1[1] * Fac4[1] + Vec2[1] * Fac5[1]), // - (Vec1[0] * Fac2[2] - Vec1[2] * Fac4[2] + Vec2[2] * Fac5[2]), // + (Vec1[0] * Fac2[3] - Vec1[3] * Fac4[3] + Vec2[3] * Fac5[3])); __m128 Mul09 = _mm_mul_ps(Vec0, Fac2); __m128 Mul10 = _mm_mul_ps(Vec1, Fac4); __m128 Mul11 = _mm_mul_ps(Vec2, Fac5); __m128 Sub03 = _mm_sub_ps(Mul09, Mul10); __m128 Add03 = _mm_add_ps(Sub03, Mul11); __m128 Inv3 = _mm_mul_ps(SignA, Add03); __m128 Row0 = _mm_shuffle_ps(Inv0, Inv1, _MM_SHUFFLE(0, 0, 0, 0)); __m128 Row1 = _mm_shuffle_ps(Inv2, Inv3, _MM_SHUFFLE(0, 0, 0, 0)); __m128 Row2 = _mm_shuffle_ps(Row0, Row1, _MM_SHUFFLE(2, 0, 2, 0)); // valType Determinant = m[0][0] * Inverse[0][0] // + m[0][1] * Inverse[1][0] // + m[0][2] * Inverse[2][0] // + m[0][3] * Inverse[3][0]; __m128 Det0 = glm_vec4_dot(in[0], Row2); __m128 Rcp0 = _mm_div_ps(_mm_set1_ps(1.0f), Det0); //__m128 Rcp0 = _mm_rcp_ps(Det0); // Inverse /= Determinant; out[0] = _mm_mul_ps(Inv0, Rcp0); out[1] = _mm_mul_ps(Inv1, Rcp0); out[2] = _mm_mul_ps(Inv2, Rcp0); out[3] = _mm_mul_ps(Inv3, Rcp0); } GLM_FUNC_QUALIFIER void glm_mat4_inverse_lowp(glm_vec4 const in[4], glm_vec4 out[4]) { __m128 Fac0; { // valType SubFactor00 = m[2][2] * m[3][3] - m[3][2] * m[2][3]; // valType SubFactor00 = m[2][2] * m[3][3] - m[3][2] * m[2][3]; // valType SubFactor06 = m[1][2] * m[3][3] - m[3][2] * m[1][3]; // valType SubFactor13 = m[1][2] * m[2][3] - m[2][2] * m[1][3]; __m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(3, 3, 3, 3)); __m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(2, 2, 2, 2)); __m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(2, 2, 2, 2)); __m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(3, 3, 3, 3)); __m128 Mul00 = _mm_mul_ps(Swp00, Swp01); __m128 Mul01 = _mm_mul_ps(Swp02, Swp03); Fac0 = _mm_sub_ps(Mul00, Mul01); } __m128 Fac1; { // valType SubFactor01 = m[2][1] * m[3][3] - m[3][1] * m[2][3]; // valType SubFactor01 = m[2][1] * m[3][3] - m[3][1] * m[2][3]; // valType SubFactor07 = m[1][1] * m[3][3] - m[3][1] * m[1][3]; // valType SubFactor14 = m[1][1] * m[2][3] - m[2][1] * m[1][3]; __m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(3, 3, 3, 3)); __m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(1, 1, 1, 1)); __m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(1, 1, 1, 1)); __m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(3, 3, 3, 3)); __m128 Mul00 = _mm_mul_ps(Swp00, Swp01); __m128 Mul01 = _mm_mul_ps(Swp02, Swp03); Fac1 = _mm_sub_ps(Mul00, Mul01); } __m128 Fac2; { // valType SubFactor02 = m[2][1] * m[3][2] - m[3][1] * m[2][2]; // valType SubFactor02 = m[2][1] * m[3][2] - m[3][1] * m[2][2]; // valType SubFactor08 = m[1][1] * m[3][2] - m[3][1] * m[1][2]; // valType SubFactor15 = m[1][1] * m[2][2] - m[2][1] * m[1][2]; __m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(2, 2, 2, 2)); __m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(1, 1, 1, 1)); __m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(1, 1, 1, 1)); __m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(2, 2, 2, 2)); __m128 Mul00 = _mm_mul_ps(Swp00, Swp01); __m128 Mul01 = _mm_mul_ps(Swp02, Swp03); Fac2 = _mm_sub_ps(Mul00, Mul01); } __m128 Fac3; { // valType SubFactor03 = m[2][0] * m[3][3] - m[3][0] * m[2][3]; // valType SubFactor03 = m[2][0] * m[3][3] - m[3][0] * m[2][3]; // valType SubFactor09 = m[1][0] * m[3][3] - m[3][0] * m[1][3]; // valType SubFactor16 = m[1][0] * m[2][3] - m[2][0] * m[1][3]; __m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(3, 3, 3, 3)); __m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(0, 0, 0, 0)); __m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(0, 0, 0, 0)); __m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(3, 3, 3, 3)); __m128 Mul00 = _mm_mul_ps(Swp00, Swp01); __m128 Mul01 = _mm_mul_ps(Swp02, Swp03); Fac3 = _mm_sub_ps(Mul00, Mul01); } __m128 Fac4; { // valType SubFactor04 = m[2][0] * m[3][2] - m[3][0] * m[2][2]; // valType SubFactor04 = m[2][0] * m[3][2] - m[3][0] * m[2][2]; // valType SubFactor10 = m[1][0] * m[3][2] - m[3][0] * m[1][2]; // valType SubFactor17 = m[1][0] * m[2][2] - m[2][0] * m[1][2]; __m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(2, 2, 2, 2)); __m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(0, 0, 0, 0)); __m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(0, 0, 0, 0)); __m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(2, 2, 2, 2)); __m128 Mul00 = _mm_mul_ps(Swp00, Swp01); __m128 Mul01 = _mm_mul_ps(Swp02, Swp03); Fac4 = _mm_sub_ps(Mul00, Mul01); } __m128 Fac5; { // valType SubFactor05 = m[2][0] * m[3][1] - m[3][0] * m[2][1]; // valType SubFactor05 = m[2][0] * m[3][1] - m[3][0] * m[2][1]; // valType SubFactor12 = m[1][0] * m[3][1] - m[3][0] * m[1][1]; // valType SubFactor18 = m[1][0] * m[2][1] - m[2][0] * m[1][1]; __m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(1, 1, 1, 1)); __m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(0, 0, 0, 0)); __m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(0, 0, 0, 0)); __m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(1, 1, 1, 1)); __m128 Mul00 = _mm_mul_ps(Swp00, Swp01); __m128 Mul01 = _mm_mul_ps(Swp02, Swp03); Fac5 = _mm_sub_ps(Mul00, Mul01); } __m128 SignA = _mm_set_ps( 1.0f,-1.0f, 1.0f,-1.0f); __m128 SignB = _mm_set_ps(-1.0f, 1.0f,-1.0f, 1.0f); // m[1][0] // m[0][0] // m[0][0] // m[0][0] __m128 Temp0 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(0, 0, 0, 0)); __m128 Vec0 = _mm_shuffle_ps(Temp0, Temp0, _MM_SHUFFLE(2, 2, 2, 0)); // m[1][1] // m[0][1] // m[0][1] // m[0][1] __m128 Temp1 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(1, 1, 1, 1)); __m128 Vec1 = _mm_shuffle_ps(Temp1, Temp1, _MM_SHUFFLE(2, 2, 2, 0)); // m[1][2] // m[0][2] // m[0][2] // m[0][2] __m128 Temp2 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(2, 2, 2, 2)); __m128 Vec2 = _mm_shuffle_ps(Temp2, Temp2, _MM_SHUFFLE(2, 2, 2, 0)); // m[1][3] // m[0][3] // m[0][3] // m[0][3] __m128 Temp3 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(3, 3, 3, 3)); __m128 Vec3 = _mm_shuffle_ps(Temp3, Temp3, _MM_SHUFFLE(2, 2, 2, 0)); // col0 // + (Vec1[0] * Fac0[0] - Vec2[0] * Fac1[0] + Vec3[0] * Fac2[0]), // - (Vec1[1] * Fac0[1] - Vec2[1] * Fac1[1] + Vec3[1] * Fac2[1]), // + (Vec1[2] * Fac0[2] - Vec2[2] * Fac1[2] + Vec3[2] * Fac2[2]), // - (Vec1[3] * Fac0[3] - Vec2[3] * Fac1[3] + Vec3[3] * Fac2[3]), __m128 Mul00 = _mm_mul_ps(Vec1, Fac0); __m128 Mul01 = _mm_mul_ps(Vec2, Fac1); __m128 Mul02 = _mm_mul_ps(Vec3, Fac2); __m128 Sub00 = _mm_sub_ps(Mul00, Mul01); __m128 Add00 = _mm_add_ps(Sub00, Mul02); __m128 Inv0 = _mm_mul_ps(SignB, Add00); // col1 // - (Vec0[0] * Fac0[0] - Vec2[0] * Fac3[0] + Vec3[0] * Fac4[0]), // + (Vec0[0] * Fac0[1] - Vec2[1] * Fac3[1] + Vec3[1] * Fac4[1]), // - (Vec0[0] * Fac0[2] - Vec2[2] * Fac3[2] + Vec3[2] * Fac4[2]), // + (Vec0[0] * Fac0[3] - Vec2[3] * Fac3[3] + Vec3[3] * Fac4[3]), __m128 Mul03 = _mm_mul_ps(Vec0, Fac0); __m128 Mul04 = _mm_mul_ps(Vec2, Fac3); __m128 Mul05 = _mm_mul_ps(Vec3, Fac4); __m128 Sub01 = _mm_sub_ps(Mul03, Mul04); __m128 Add01 = _mm_add_ps(Sub01, Mul05); __m128 Inv1 = _mm_mul_ps(SignA, Add01); // col2 // + (Vec0[0] * Fac1[0] - Vec1[0] * Fac3[0] + Vec3[0] * Fac5[0]), // - (Vec0[0] * Fac1[1] - Vec1[1] * Fac3[1] + Vec3[1] * Fac5[1]), // + (Vec0[0] * Fac1[2] - Vec1[2] * Fac3[2] + Vec3[2] * Fac5[2]), // - (Vec0[0] * Fac1[3] - Vec1[3] * Fac3[3] + Vec3[3] * Fac5[3]), __m128 Mul06 = _mm_mul_ps(Vec0, Fac1); __m128 Mul07 = _mm_mul_ps(Vec1, Fac3); __m128 Mul08 = _mm_mul_ps(Vec3, Fac5); __m128 Sub02 = _mm_sub_ps(Mul06, Mul07); __m128 Add02 = _mm_add_ps(Sub02, Mul08); __m128 Inv2 = _mm_mul_ps(SignB, Add02); // col3 // - (Vec1[0] * Fac2[0] - Vec1[0] * Fac4[0] + Vec2[0] * Fac5[0]), // + (Vec1[0] * Fac2[1] - Vec1[1] * Fac4[1] + Vec2[1] * Fac5[1]), // - (Vec1[0] * Fac2[2] - Vec1[2] * Fac4[2] + Vec2[2] * Fac5[2]), // + (Vec1[0] * Fac2[3] - Vec1[3] * Fac4[3] + Vec2[3] * Fac5[3])); __m128 Mul09 = _mm_mul_ps(Vec0, Fac2); __m128 Mul10 = _mm_mul_ps(Vec1, Fac4); __m128 Mul11 = _mm_mul_ps(Vec2, Fac5); __m128 Sub03 = _mm_sub_ps(Mul09, Mul10); __m128 Add03 = _mm_add_ps(Sub03, Mul11); __m128 Inv3 = _mm_mul_ps(SignA, Add03); __m128 Row0 = _mm_shuffle_ps(Inv0, Inv1, _MM_SHUFFLE(0, 0, 0, 0)); __m128 Row1 = _mm_shuffle_ps(Inv2, Inv3, _MM_SHUFFLE(0, 0, 0, 0)); __m128 Row2 = _mm_shuffle_ps(Row0, Row1, _MM_SHUFFLE(2, 0, 2, 0)); // valType Determinant = m[0][0] * Inverse[0][0] // + m[0][1] * Inverse[1][0] // + m[0][2] * Inverse[2][0] // + m[0][3] * Inverse[3][0]; __m128 Det0 = glm_vec4_dot(in[0], Row2); __m128 Rcp0 = _mm_rcp_ps(Det0); //__m128 Rcp0 = _mm_div_ps(one, Det0); // Inverse /= Determinant; out[0] = _mm_mul_ps(Inv0, Rcp0); out[1] = _mm_mul_ps(Inv1, Rcp0); out[2] = _mm_mul_ps(Inv2, Rcp0); out[3] = _mm_mul_ps(Inv3, Rcp0); } /* GLM_FUNC_QUALIFIER void glm_mat4_rotate(__m128 const in[4], float Angle, float const v[3], __m128 out[4]) { float a = glm::radians(Angle); float c = cos(a); float s = sin(a); glm::vec4 AxisA(v[0], v[1], v[2], float(0)); __m128 AxisB = _mm_set_ps(AxisA.w, AxisA.z, AxisA.y, AxisA.x); __m128 AxisC = detail::sse_nrm_ps(AxisB); __m128 Cos0 = _mm_set_ss(c); __m128 CosA = _mm_shuffle_ps(Cos0, Cos0, _MM_SHUFFLE(0, 0, 0, 0)); __m128 Sin0 = _mm_set_ss(s); __m128 SinA = _mm_shuffle_ps(Sin0, Sin0, _MM_SHUFFLE(0, 0, 0, 0)); // vec<3, T, Q> temp = (valType(1) - c) * axis; __m128 Temp0 = _mm_sub_ps(one, CosA); __m128 Temp1 = _mm_mul_ps(Temp0, AxisC); //Rotate[0][0] = c + temp[0] * axis[0]; //Rotate[0][1] = 0 + temp[0] * axis[1] + s * axis[2]; //Rotate[0][2] = 0 + temp[0] * axis[2] - s * axis[1]; __m128 Axis0 = _mm_shuffle_ps(AxisC, AxisC, _MM_SHUFFLE(0, 0, 0, 0)); __m128 TmpA0 = _mm_mul_ps(Axis0, AxisC); __m128 CosA0 = _mm_shuffle_ps(Cos0, Cos0, _MM_SHUFFLE(1, 1, 1, 0)); __m128 TmpA1 = _mm_add_ps(CosA0, TmpA0); __m128 SinA0 = SinA;//_mm_set_ps(0.0f, s, -s, 0.0f); __m128 TmpA2 = _mm_shuffle_ps(AxisC, AxisC, _MM_SHUFFLE(3, 1, 2, 3)); __m128 TmpA3 = _mm_mul_ps(SinA0, TmpA2); __m128 TmpA4 = _mm_add_ps(TmpA1, TmpA3); //Rotate[1][0] = 0 + temp[1] * axis[0] - s * axis[2]; //Rotate[1][1] = c + temp[1] * axis[1]; //Rotate[1][2] = 0 + temp[1] * axis[2] + s * axis[0]; __m128 Axis1 = _mm_shuffle_ps(AxisC, AxisC, _MM_SHUFFLE(1, 1, 1, 1)); __m128 TmpB0 = _mm_mul_ps(Axis1, AxisC); __m128 CosA1 = _mm_shuffle_ps(Cos0, Cos0, _MM_SHUFFLE(1, 1, 0, 1)); __m128 TmpB1 = _mm_add_ps(CosA1, TmpB0); __m128 SinB0 = SinA;//_mm_set_ps(-s, 0.0f, s, 0.0f); __m128 TmpB2 = _mm_shuffle_ps(AxisC, AxisC, _MM_SHUFFLE(3, 0, 3, 2)); __m128 TmpB3 = _mm_mul_ps(SinA0, TmpB2); __m128 TmpB4 = _mm_add_ps(TmpB1, TmpB3); //Rotate[2][0] = 0 + temp[2] * axis[0] + s * axis[1]; //Rotate[2][1] = 0 + temp[2] * axis[1] - s * axis[0]; //Rotate[2][2] = c + temp[2] * axis[2]; __m128 Axis2 = _mm_shuffle_ps(AxisC, AxisC, _MM_SHUFFLE(2, 2, 2, 2)); __m128 TmpC0 = _mm_mul_ps(Axis2, AxisC); __m128 CosA2 = _mm_shuffle_ps(Cos0, Cos0, _MM_SHUFFLE(1, 0, 1, 1)); __m128 TmpC1 = _mm_add_ps(CosA2, TmpC0); __m128 SinC0 = SinA;//_mm_set_ps(s, -s, 0.0f, 0.0f); __m128 TmpC2 = _mm_shuffle_ps(AxisC, AxisC, _MM_SHUFFLE(3, 3, 0, 1)); __m128 TmpC3 = _mm_mul_ps(SinA0, TmpC2); __m128 TmpC4 = _mm_add_ps(TmpC1, TmpC3); __m128 Result[4]; Result[0] = TmpA4; Result[1] = TmpB4; Result[2] = TmpC4; Result[3] = _mm_set_ps(1, 0, 0, 0); //mat<4, 4, valType> Result; //Result[0] = m[0] * Rotate[0][0] + m[1] * Rotate[0][1] + m[2] * Rotate[0][2]; //Result[1] = m[0] * Rotate[1][0] + m[1] * Rotate[1][1] + m[2] * Rotate[1][2]; //Result[2] = m[0] * Rotate[2][0] + m[1] * Rotate[2][1] + m[2] * Rotate[2][2]; //Result[3] = m[3]; //return Result; sse_mul_ps(in, Result, out); } */ GLM_FUNC_QUALIFIER void glm_mat4_outerProduct(__m128 const& c, __m128 const& r, __m128 out[4]) { out[0] = _mm_mul_ps(c, _mm_shuffle_ps(r, r, _MM_SHUFFLE(0, 0, 0, 0))); out[1] = _mm_mul_ps(c, _mm_shuffle_ps(r, r, _MM_SHUFFLE(1, 1, 1, 1))); out[2] = _mm_mul_ps(c, _mm_shuffle_ps(r, r, _MM_SHUFFLE(2, 2, 2, 2))); out[3] = _mm_mul_ps(c, _mm_shuffle_ps(r, r, _MM_SHUFFLE(3, 3, 3, 3))); } #endif//GLM_ARCH & GLM_ARCH_SSE2_BIT ================================================ FILE: third_party/glm/simd/neon.h ================================================ /// @ref simd_neon /// @file glm/simd/neon.h #pragma once #if GLM_ARCH & GLM_ARCH_NEON_BIT #include namespace glm { namespace neon { static float32x4_t dupq_lane(float32x4_t vsrc, int lane) { switch(lane) { #if GLM_ARCH & GLM_ARCH_ARMV8_BIT case 0: return vdupq_laneq_f32(vsrc, 0); case 1: return vdupq_laneq_f32(vsrc, 1); case 2: return vdupq_laneq_f32(vsrc, 2); case 3: return vdupq_laneq_f32(vsrc, 3); #else case 0: return vdupq_n_f32(vgetq_lane_f32(vsrc, 0)); case 1: return vdupq_n_f32(vgetq_lane_f32(vsrc, 1)); case 2: return vdupq_n_f32(vgetq_lane_f32(vsrc, 2)); case 3: return vdupq_n_f32(vgetq_lane_f32(vsrc, 3)); #endif } assert(!"Unreachable code executed!"); return vdupq_n_f32(0.0f); } static float32x2_t dup_lane(float32x4_t vsrc, int lane) { switch(lane) { #if GLM_ARCH & GLM_ARCH_ARMV8_BIT case 0: return vdup_laneq_f32(vsrc, 0); case 1: return vdup_laneq_f32(vsrc, 1); case 2: return vdup_laneq_f32(vsrc, 2); case 3: return vdup_laneq_f32(vsrc, 3); #else case 0: return vdup_n_f32(vgetq_lane_f32(vsrc, 0)); case 1: return vdup_n_f32(vgetq_lane_f32(vsrc, 1)); case 2: return vdup_n_f32(vgetq_lane_f32(vsrc, 2)); case 3: return vdup_n_f32(vgetq_lane_f32(vsrc, 3)); #endif } assert(!"Unreachable code executed!"); return vdup_n_f32(0.0f); } static float32x4_t copy_lane(float32x4_t vdst, int dlane, float32x4_t vsrc, int slane) { #if GLM_ARCH & GLM_ARCH_ARMV8_BIT switch(dlane) { case 0: switch(slane) { case 0: return vcopyq_laneq_f32(vdst, 0, vsrc, 0); case 1: return vcopyq_laneq_f32(vdst, 0, vsrc, 1); case 2: return vcopyq_laneq_f32(vdst, 0, vsrc, 2); case 3: return vcopyq_laneq_f32(vdst, 0, vsrc, 3); } assert(!"Unreachable code executed!"); case 1: switch(slane) { case 0: return vcopyq_laneq_f32(vdst, 1, vsrc, 0); case 1: return vcopyq_laneq_f32(vdst, 1, vsrc, 1); case 2: return vcopyq_laneq_f32(vdst, 1, vsrc, 2); case 3: return vcopyq_laneq_f32(vdst, 1, vsrc, 3); } assert(!"Unreachable code executed!"); case 2: switch(slane) { case 0: return vcopyq_laneq_f32(vdst, 2, vsrc, 0); case 1: return vcopyq_laneq_f32(vdst, 2, vsrc, 1); case 2: return vcopyq_laneq_f32(vdst, 2, vsrc, 2); case 3: return vcopyq_laneq_f32(vdst, 2, vsrc, 3); } assert(!"Unreachable code executed!"); case 3: switch(slane) { case 0: return vcopyq_laneq_f32(vdst, 3, vsrc, 0); case 1: return vcopyq_laneq_f32(vdst, 3, vsrc, 1); case 2: return vcopyq_laneq_f32(vdst, 3, vsrc, 2); case 3: return vcopyq_laneq_f32(vdst, 3, vsrc, 3); } assert(!"Unreachable code executed!"); } #else float l; switch(slane) { case 0: l = vgetq_lane_f32(vsrc, 0); break; case 1: l = vgetq_lane_f32(vsrc, 1); break; case 2: l = vgetq_lane_f32(vsrc, 2); break; case 3: l = vgetq_lane_f32(vsrc, 3); break; default: assert(!"Unreachable code executed!"); } switch(dlane) { case 0: return vsetq_lane_f32(l, vdst, 0); case 1: return vsetq_lane_f32(l, vdst, 1); case 2: return vsetq_lane_f32(l, vdst, 2); case 3: return vsetq_lane_f32(l, vdst, 3); } #endif assert(!"Unreachable code executed!"); return vdupq_n_f32(0.0f); } static float32x4_t mul_lane(float32x4_t v, float32x4_t vlane, int lane) { #if GLM_ARCH & GLM_ARCH_ARMV8_BIT switch(lane) { case 0: return vmulq_laneq_f32(v, vlane, 0); break; case 1: return vmulq_laneq_f32(v, vlane, 1); break; case 2: return vmulq_laneq_f32(v, vlane, 2); break; case 3: return vmulq_laneq_f32(v, vlane, 3); break; default: assert(!"Unreachable code executed!"); } assert(!"Unreachable code executed!"); return vdupq_n_f32(0.0f); #else return vmulq_f32(v, dupq_lane(vlane, lane)); #endif } static float32x4_t madd_lane(float32x4_t acc, float32x4_t v, float32x4_t vlane, int lane) { #if GLM_ARCH & GLM_ARCH_ARMV8_BIT #ifdef GLM_CONFIG_FORCE_FMA # define FMADD_LANE(acc, x, y, L) do { asm volatile ("fmla %0.4s, %1.4s, %2.4s" : "+w"(acc) : "w"(x), "w"(dup_lane(y, L))); } while(0) #else # define FMADD_LANE(acc, x, y, L) do { acc = vmlaq_laneq_f32(acc, x, y, L); } while(0) #endif switch(lane) { case 0: FMADD_LANE(acc, v, vlane, 0); return acc; case 1: FMADD_LANE(acc, v, vlane, 1); return acc; case 2: FMADD_LANE(acc, v, vlane, 2); return acc; case 3: FMADD_LANE(acc, v, vlane, 3); return acc; default: assert(!"Unreachable code executed!"); } assert(!"Unreachable code executed!"); return vdupq_n_f32(0.0f); # undef FMADD_LANE #else return vaddq_f32(acc, vmulq_f32(v, dupq_lane(vlane, lane))); #endif } } //namespace neon } // namespace glm #endif // GLM_ARCH & GLM_ARCH_NEON_BIT ================================================ FILE: third_party/glm/simd/packing.h ================================================ /// @ref simd /// @file glm/simd/packing.h #pragma once #if GLM_ARCH & GLM_ARCH_SSE2_BIT #endif//GLM_ARCH & GLM_ARCH_SSE2_BIT ================================================ FILE: third_party/glm/simd/platform.h ================================================ #pragma once /////////////////////////////////////////////////////////////////////////////////// // Platform #define GLM_PLATFORM_UNKNOWN 0x00000000 #define GLM_PLATFORM_WINDOWS 0x00010000 #define GLM_PLATFORM_LINUX 0x00020000 #define GLM_PLATFORM_APPLE 0x00040000 //#define GLM_PLATFORM_IOS 0x00080000 #define GLM_PLATFORM_ANDROID 0x00100000 #define GLM_PLATFORM_CHROME_NACL 0x00200000 #define GLM_PLATFORM_UNIX 0x00400000 #define GLM_PLATFORM_QNXNTO 0x00800000 #define GLM_PLATFORM_WINCE 0x01000000 #define GLM_PLATFORM_CYGWIN 0x02000000 #ifdef GLM_FORCE_PLATFORM_UNKNOWN # define GLM_PLATFORM GLM_PLATFORM_UNKNOWN #elif defined(__CYGWIN__) # define GLM_PLATFORM GLM_PLATFORM_CYGWIN #elif defined(__QNXNTO__) # define GLM_PLATFORM GLM_PLATFORM_QNXNTO #elif defined(__APPLE__) # define GLM_PLATFORM GLM_PLATFORM_APPLE #elif defined(WINCE) # define GLM_PLATFORM GLM_PLATFORM_WINCE #elif defined(_WIN32) # define GLM_PLATFORM GLM_PLATFORM_WINDOWS #elif defined(__native_client__) # define GLM_PLATFORM GLM_PLATFORM_CHROME_NACL #elif defined(__ANDROID__) # define GLM_PLATFORM GLM_PLATFORM_ANDROID #elif defined(__linux) # define GLM_PLATFORM GLM_PLATFORM_LINUX #elif defined(__unix) # define GLM_PLATFORM GLM_PLATFORM_UNIX #else # define GLM_PLATFORM GLM_PLATFORM_UNKNOWN #endif// /////////////////////////////////////////////////////////////////////////////////// // Compiler #define GLM_COMPILER_UNKNOWN 0x00000000 // Intel #define GLM_COMPILER_INTEL 0x00100000 #define GLM_COMPILER_INTEL14 0x00100040 #define GLM_COMPILER_INTEL15 0x00100050 #define GLM_COMPILER_INTEL16 0x00100060 #define GLM_COMPILER_INTEL17 0x00100070 // Visual C++ defines #define GLM_COMPILER_VC 0x01000000 #define GLM_COMPILER_VC12 0x01000001 #define GLM_COMPILER_VC14 0x01000002 #define GLM_COMPILER_VC15 0x01000003 #define GLM_COMPILER_VC15_3 0x01000004 #define GLM_COMPILER_VC15_5 0x01000005 #define GLM_COMPILER_VC15_6 0x01000006 #define GLM_COMPILER_VC15_7 0x01000007 #define GLM_COMPILER_VC15_8 0x01000008 #define GLM_COMPILER_VC15_9 0x01000009 #define GLM_COMPILER_VC16 0x0100000A // GCC defines #define GLM_COMPILER_GCC 0x02000000 #define GLM_COMPILER_GCC46 0x020000D0 #define GLM_COMPILER_GCC47 0x020000E0 #define GLM_COMPILER_GCC48 0x020000F0 #define GLM_COMPILER_GCC49 0x02000100 #define GLM_COMPILER_GCC5 0x02000200 #define GLM_COMPILER_GCC6 0x02000300 #define GLM_COMPILER_GCC7 0x02000400 #define GLM_COMPILER_GCC8 0x02000500 // CUDA #define GLM_COMPILER_CUDA 0x10000000 #define GLM_COMPILER_CUDA75 0x10000001 #define GLM_COMPILER_CUDA80 0x10000002 #define GLM_COMPILER_CUDA90 0x10000004 // SYCL #define GLM_COMPILER_SYCL 0x00300000 // Clang #define GLM_COMPILER_CLANG 0x20000000 #define GLM_COMPILER_CLANG34 0x20000050 #define GLM_COMPILER_CLANG35 0x20000060 #define GLM_COMPILER_CLANG36 0x20000070 #define GLM_COMPILER_CLANG37 0x20000080 #define GLM_COMPILER_CLANG38 0x20000090 #define GLM_COMPILER_CLANG39 0x200000A0 #define GLM_COMPILER_CLANG40 0x200000B0 #define GLM_COMPILER_CLANG41 0x200000C0 #define GLM_COMPILER_CLANG42 0x200000D0 // Build model #define GLM_MODEL_32 0x00000010 #define GLM_MODEL_64 0x00000020 // Force generic C++ compiler #ifdef GLM_FORCE_COMPILER_UNKNOWN # define GLM_COMPILER GLM_COMPILER_UNKNOWN #elif defined(__INTEL_COMPILER) # if __INTEL_COMPILER >= 1700 # define GLM_COMPILER GLM_COMPILER_INTEL17 # elif __INTEL_COMPILER >= 1600 # define GLM_COMPILER GLM_COMPILER_INTEL16 # elif __INTEL_COMPILER >= 1500 # define GLM_COMPILER GLM_COMPILER_INTEL15 # elif __INTEL_COMPILER >= 1400 # define GLM_COMPILER GLM_COMPILER_INTEL14 # elif __INTEL_COMPILER < 1400 # error "GLM requires ICC 2013 SP1 or newer" # endif // CUDA #elif defined(__CUDACC__) # if !defined(CUDA_VERSION) && !defined(GLM_FORCE_CUDA) # include // make sure version is defined since nvcc does not define it itself! # endif # if CUDA_VERSION >= 8000 # define GLM_COMPILER GLM_COMPILER_CUDA80 # elif CUDA_VERSION >= 7500 # define GLM_COMPILER GLM_COMPILER_CUDA75 # elif CUDA_VERSION >= 7000 # define GLM_COMPILER GLM_COMPILER_CUDA70 # elif CUDA_VERSION < 7000 # error "GLM requires CUDA 7.0 or higher" # endif // SYCL #elif defined(__SYCL_DEVICE_ONLY__) # define GLM_COMPILER GLM_COMPILER_SYCL // Clang #elif defined(__clang__) # if defined(__apple_build_version__) # if (__clang_major__ < 6) # error "GLM requires Clang 3.4 / Apple Clang 6.0 or higher" # elif __clang_major__ == 6 && __clang_minor__ == 0 # define GLM_COMPILER GLM_COMPILER_CLANG35 # elif __clang_major__ == 6 && __clang_minor__ >= 1 # define GLM_COMPILER GLM_COMPILER_CLANG36 # elif __clang_major__ >= 7 # define GLM_COMPILER GLM_COMPILER_CLANG37 # endif # else # if ((__clang_major__ == 3) && (__clang_minor__ < 4)) || (__clang_major__ < 3) # error "GLM requires Clang 3.4 or higher" # elif __clang_major__ == 3 && __clang_minor__ == 4 # define GLM_COMPILER GLM_COMPILER_CLANG34 # elif __clang_major__ == 3 && __clang_minor__ == 5 # define GLM_COMPILER GLM_COMPILER_CLANG35 # elif __clang_major__ == 3 && __clang_minor__ == 6 # define GLM_COMPILER GLM_COMPILER_CLANG36 # elif __clang_major__ == 3 && __clang_minor__ == 7 # define GLM_COMPILER GLM_COMPILER_CLANG37 # elif __clang_major__ == 3 && __clang_minor__ == 8 # define GLM_COMPILER GLM_COMPILER_CLANG38 # elif __clang_major__ == 3 && __clang_minor__ >= 9 # define GLM_COMPILER GLM_COMPILER_CLANG39 # elif __clang_major__ == 4 && __clang_minor__ == 0 # define GLM_COMPILER GLM_COMPILER_CLANG40 # elif __clang_major__ == 4 && __clang_minor__ == 1 # define GLM_COMPILER GLM_COMPILER_CLANG41 # elif __clang_major__ == 4 && __clang_minor__ >= 2 # define GLM_COMPILER GLM_COMPILER_CLANG42 # elif __clang_major__ >= 4 # define GLM_COMPILER GLM_COMPILER_CLANG42 # endif # endif // Visual C++ #elif defined(_MSC_VER) # if _MSC_VER >= 1920 # define GLM_COMPILER GLM_COMPILER_VC16 # elif _MSC_VER >= 1916 # define GLM_COMPILER GLM_COMPILER_VC15_9 # elif _MSC_VER >= 1915 # define GLM_COMPILER GLM_COMPILER_VC15_8 # elif _MSC_VER >= 1914 # define GLM_COMPILER GLM_COMPILER_VC15_7 # elif _MSC_VER >= 1913 # define GLM_COMPILER GLM_COMPILER_VC15_6 # elif _MSC_VER >= 1912 # define GLM_COMPILER GLM_COMPILER_VC15_5 # elif _MSC_VER >= 1911 # define GLM_COMPILER GLM_COMPILER_VC15_3 # elif _MSC_VER >= 1910 # define GLM_COMPILER GLM_COMPILER_VC15 # elif _MSC_VER >= 1900 # define GLM_COMPILER GLM_COMPILER_VC14 # elif _MSC_VER >= 1800 # define GLM_COMPILER GLM_COMPILER_VC12 # elif _MSC_VER < 1800 # error "GLM requires Visual C++ 12 - 2013 or higher" # endif//_MSC_VER // G++ #elif defined(__GNUC__) || defined(__MINGW32__) # if __GNUC__ >= 8 # define GLM_COMPILER GLM_COMPILER_GCC8 # elif __GNUC__ >= 7 # define GLM_COMPILER GLM_COMPILER_GCC7 # elif __GNUC__ >= 6 # define GLM_COMPILER GLM_COMPILER_GCC6 # elif __GNUC__ >= 5 # define GLM_COMPILER GLM_COMPILER_GCC5 # elif __GNUC__ == 4 && __GNUC_MINOR__ >= 9 # define GLM_COMPILER GLM_COMPILER_GCC49 # elif __GNUC__ == 4 && __GNUC_MINOR__ >= 8 # define GLM_COMPILER GLM_COMPILER_GCC48 # elif __GNUC__ == 4 && __GNUC_MINOR__ >= 7 # define GLM_COMPILER GLM_COMPILER_GCC47 # elif __GNUC__ == 4 && __GNUC_MINOR__ >= 6 # define GLM_COMPILER GLM_COMPILER_GCC46 # elif ((__GNUC__ == 4) && (__GNUC_MINOR__ < 6)) || (__GNUC__ < 4) # error "GLM requires GCC 4.6 or higher" # endif #else # define GLM_COMPILER GLM_COMPILER_UNKNOWN #endif #ifndef GLM_COMPILER # error "GLM_COMPILER undefined, your compiler may not be supported by GLM. Add #define GLM_COMPILER 0 to ignore this message." #endif//GLM_COMPILER /////////////////////////////////////////////////////////////////////////////////// // Instruction sets // User defines: GLM_FORCE_PURE GLM_FORCE_INTRINSICS GLM_FORCE_SSE2 GLM_FORCE_SSE3 GLM_FORCE_AVX GLM_FORCE_AVX2 GLM_FORCE_AVX2 #define GLM_ARCH_MIPS_BIT (0x10000000) #define GLM_ARCH_PPC_BIT (0x20000000) #define GLM_ARCH_ARM_BIT (0x40000000) #define GLM_ARCH_ARMV8_BIT (0x01000000) #define GLM_ARCH_X86_BIT (0x80000000) #define GLM_ARCH_SIMD_BIT (0x00001000) #define GLM_ARCH_NEON_BIT (0x00000001) #define GLM_ARCH_SSE_BIT (0x00000002) #define GLM_ARCH_SSE2_BIT (0x00000004) #define GLM_ARCH_SSE3_BIT (0x00000008) #define GLM_ARCH_SSSE3_BIT (0x00000010) #define GLM_ARCH_SSE41_BIT (0x00000020) #define GLM_ARCH_SSE42_BIT (0x00000040) #define GLM_ARCH_AVX_BIT (0x00000080) #define GLM_ARCH_AVX2_BIT (0x00000100) #define GLM_ARCH_UNKNOWN (0) #define GLM_ARCH_X86 (GLM_ARCH_X86_BIT) #define GLM_ARCH_SSE (GLM_ARCH_SSE_BIT | GLM_ARCH_SIMD_BIT | GLM_ARCH_X86) #define GLM_ARCH_SSE2 (GLM_ARCH_SSE2_BIT | GLM_ARCH_SSE) #define GLM_ARCH_SSE3 (GLM_ARCH_SSE3_BIT | GLM_ARCH_SSE2) #define GLM_ARCH_SSSE3 (GLM_ARCH_SSSE3_BIT | GLM_ARCH_SSE3) #define GLM_ARCH_SSE41 (GLM_ARCH_SSE41_BIT | GLM_ARCH_SSSE3) #define GLM_ARCH_SSE42 (GLM_ARCH_SSE42_BIT | GLM_ARCH_SSE41) #define GLM_ARCH_AVX (GLM_ARCH_AVX_BIT | GLM_ARCH_SSE42) #define GLM_ARCH_AVX2 (GLM_ARCH_AVX2_BIT | GLM_ARCH_AVX) #define GLM_ARCH_ARM (GLM_ARCH_ARM_BIT) #define GLM_ARCH_ARMV8 (GLM_ARCH_NEON_BIT | GLM_ARCH_SIMD_BIT | GLM_ARCH_ARM | GLM_ARCH_ARMV8_BIT) #define GLM_ARCH_NEON (GLM_ARCH_NEON_BIT | GLM_ARCH_SIMD_BIT | GLM_ARCH_ARM) #define GLM_ARCH_MIPS (GLM_ARCH_MIPS_BIT) #define GLM_ARCH_PPC (GLM_ARCH_PPC_BIT) #if defined(GLM_FORCE_ARCH_UNKNOWN) || defined(GLM_FORCE_PURE) # define GLM_ARCH GLM_ARCH_UNKNOWN #elif defined(GLM_FORCE_NEON) # if __ARM_ARCH >= 8 # define GLM_ARCH (GLM_ARCH_ARMV8) # else # define GLM_ARCH (GLM_ARCH_NEON) # endif # define GLM_FORCE_INTRINSICS #elif defined(GLM_FORCE_AVX2) # define GLM_ARCH (GLM_ARCH_AVX2) # define GLM_FORCE_INTRINSICS #elif defined(GLM_FORCE_AVX) # define GLM_ARCH (GLM_ARCH_AVX) # define GLM_FORCE_INTRINSICS #elif defined(GLM_FORCE_SSE42) # define GLM_ARCH (GLM_ARCH_SSE42) # define GLM_FORCE_INTRINSICS #elif defined(GLM_FORCE_SSE41) # define GLM_ARCH (GLM_ARCH_SSE41) # define GLM_FORCE_INTRINSICS #elif defined(GLM_FORCE_SSSE3) # define GLM_ARCH (GLM_ARCH_SSSE3) # define GLM_FORCE_INTRINSICS #elif defined(GLM_FORCE_SSE3) # define GLM_ARCH (GLM_ARCH_SSE3) # define GLM_FORCE_INTRINSICS #elif defined(GLM_FORCE_SSE2) # define GLM_ARCH (GLM_ARCH_SSE2) # define GLM_FORCE_INTRINSICS #elif defined(GLM_FORCE_SSE) # define GLM_ARCH (GLM_ARCH_SSE) # define GLM_FORCE_INTRINSICS #elif defined(GLM_FORCE_INTRINSICS) && !defined(GLM_FORCE_XYZW_ONLY) # if defined(__AVX2__) # define GLM_ARCH (GLM_ARCH_AVX2) # elif defined(__AVX__) # define GLM_ARCH (GLM_ARCH_AVX) # elif defined(__SSE4_2__) # define GLM_ARCH (GLM_ARCH_SSE42) # elif defined(__SSE4_1__) # define GLM_ARCH (GLM_ARCH_SSE41) # elif defined(__SSSE3__) # define GLM_ARCH (GLM_ARCH_SSSE3) # elif defined(__SSE3__) # define GLM_ARCH (GLM_ARCH_SSE3) # elif defined(__SSE2__) || defined(__x86_64__) || defined(_M_X64) || defined(_M_IX86_FP) # define GLM_ARCH (GLM_ARCH_SSE2) # elif defined(__i386__) # define GLM_ARCH (GLM_ARCH_X86) # elif defined(__ARM_ARCH) && (__ARM_ARCH >= 8) # define GLM_ARCH (GLM_ARCH_ARMV8) # elif defined(__ARM_NEON) # define GLM_ARCH (GLM_ARCH_ARM | GLM_ARCH_NEON) # elif defined(__arm__ ) || defined(_M_ARM) # define GLM_ARCH (GLM_ARCH_ARM) # elif defined(__mips__ ) # define GLM_ARCH (GLM_ARCH_MIPS) # elif defined(__powerpc__ ) || defined(_M_PPC) # define GLM_ARCH (GLM_ARCH_PPC) # else # define GLM_ARCH (GLM_ARCH_UNKNOWN) # endif #else # if defined(__x86_64__) || defined(_M_X64) || defined(_M_IX86) || defined(__i386__) # define GLM_ARCH (GLM_ARCH_X86) # elif defined(__arm__) || defined(_M_ARM) # define GLM_ARCH (GLM_ARCH_ARM) # elif defined(__powerpc__) || defined(_M_PPC) # define GLM_ARCH (GLM_ARCH_PPC) # elif defined(__mips__) # define GLM_ARCH (GLM_ARCH_MIPS) # else # define GLM_ARCH (GLM_ARCH_UNKNOWN) # endif #endif #if GLM_ARCH & GLM_ARCH_AVX2_BIT # include #elif GLM_ARCH & GLM_ARCH_AVX_BIT # include #elif GLM_ARCH & GLM_ARCH_SSE42_BIT # if GLM_COMPILER & GLM_COMPILER_CLANG # include # endif # include #elif GLM_ARCH & GLM_ARCH_SSE41_BIT # include #elif GLM_ARCH & GLM_ARCH_SSSE3_BIT # include #elif GLM_ARCH & GLM_ARCH_SSE3_BIT # include #elif GLM_ARCH & GLM_ARCH_SSE2_BIT # include #elif GLM_ARCH & GLM_ARCH_NEON_BIT # include "neon.h" #endif//GLM_ARCH #if GLM_ARCH & GLM_ARCH_SSE2_BIT typedef __m128 glm_f32vec4; typedef __m128i glm_i32vec4; typedef __m128i glm_u32vec4; typedef __m128d glm_f64vec2; typedef __m128i glm_i64vec2; typedef __m128i glm_u64vec2; typedef glm_f32vec4 glm_vec4; typedef glm_i32vec4 glm_ivec4; typedef glm_u32vec4 glm_uvec4; typedef glm_f64vec2 glm_dvec2; #endif #if GLM_ARCH & GLM_ARCH_AVX_BIT typedef __m256d glm_f64vec4; typedef glm_f64vec4 glm_dvec4; #endif #if GLM_ARCH & GLM_ARCH_AVX2_BIT typedef __m256i glm_i64vec4; typedef __m256i glm_u64vec4; #endif #if GLM_ARCH & GLM_ARCH_NEON_BIT typedef float32x4_t glm_f32vec4; typedef int32x4_t glm_i32vec4; typedef uint32x4_t glm_u32vec4; #endif ================================================ FILE: third_party/glm/simd/trigonometric.h ================================================ /// @ref simd /// @file glm/simd/trigonometric.h #pragma once #if GLM_ARCH & GLM_ARCH_SSE2_BIT #endif//GLM_ARCH & GLM_ARCH_SSE2_BIT ================================================ FILE: third_party/glm/simd/vector_relational.h ================================================ /// @ref simd /// @file glm/simd/vector_relational.h #pragma once #if GLM_ARCH & GLM_ARCH_SSE2_BIT #endif//GLM_ARCH & GLM_ARCH_SSE2_BIT ================================================ FILE: third_party/glm/trigonometric.hpp ================================================ /// @ref core /// @file glm/trigonometric.hpp /// /// @see GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions /// /// @defgroup core_func_trigonometric Angle and Trigonometry Functions /// @ingroup core /// /// Function parameters specified as angle are assumed to be in units of radians. /// In no case will any of these functions result in a divide by zero error. If /// the divisor of a ratio is 0, then results will be undefined. /// /// These all operate component-wise. The description is per component. /// /// Include to use these core features. /// /// @see ext_vector_trigonometric #pragma once #include "detail/setup.hpp" #include "detail/qualifier.hpp" namespace glm { /// @addtogroup core_func_trigonometric /// @{ /// Converts degrees to radians and returns the result. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum /// /// @see GLSL radians man page /// @see GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions template GLM_FUNC_DECL GLM_CONSTEXPR vec radians(vec const& degrees); /// Converts radians to degrees and returns the result. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum /// /// @see GLSL degrees man page /// @see GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions template GLM_FUNC_DECL GLM_CONSTEXPR vec degrees(vec const& radians); /// The standard trigonometric sine function. /// The values returned by this function will range from [-1, 1]. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum /// /// @see GLSL sin man page /// @see GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions template GLM_FUNC_DECL vec sin(vec const& angle); /// The standard trigonometric cosine function. /// The values returned by this function will range from [-1, 1]. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum /// /// @see GLSL cos man page /// @see GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions template GLM_FUNC_DECL vec cos(vec const& angle); /// The standard trigonometric tangent function. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum /// /// @see GLSL tan man page /// @see GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions template GLM_FUNC_DECL vec tan(vec const& angle); /// Arc sine. Returns an angle whose sine is x. /// The range of values returned by this function is [-PI/2, PI/2]. /// Results are undefined if |x| > 1. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum /// /// @see GLSL asin man page /// @see GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions template GLM_FUNC_DECL vec asin(vec const& x); /// Arc cosine. Returns an angle whose sine is x. /// The range of values returned by this function is [0, PI]. /// Results are undefined if |x| > 1. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum /// /// @see GLSL acos man page /// @see GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions template GLM_FUNC_DECL vec acos(vec const& x); /// Arc tangent. Returns an angle whose tangent is y/x. /// The signs of x and y are used to determine what /// quadrant the angle is in. The range of values returned /// by this function is [-PI, PI]. Results are undefined /// if x and y are both 0. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum /// /// @see GLSL atan man page /// @see GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions template GLM_FUNC_DECL vec atan(vec const& y, vec const& x); /// Arc tangent. Returns an angle whose tangent is y_over_x. /// The range of values returned by this function is [-PI/2, PI/2]. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum /// /// @see GLSL atan man page /// @see GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions template GLM_FUNC_DECL vec atan(vec const& y_over_x); /// Returns the hyperbolic sine function, (exp(x) - exp(-x)) / 2 /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum /// /// @see GLSL sinh man page /// @see GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions template GLM_FUNC_DECL vec sinh(vec const& angle); /// Returns the hyperbolic cosine function, (exp(x) + exp(-x)) / 2 /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum /// /// @see GLSL cosh man page /// @see GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions template GLM_FUNC_DECL vec cosh(vec const& angle); /// Returns the hyperbolic tangent function, sinh(angle) / cosh(angle) /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum /// /// @see GLSL tanh man page /// @see GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions template GLM_FUNC_DECL vec tanh(vec const& angle); /// Arc hyperbolic sine; returns the inverse of sinh. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum /// /// @see GLSL asinh man page /// @see GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions template GLM_FUNC_DECL vec asinh(vec const& x); /// Arc hyperbolic cosine; returns the non-negative inverse /// of cosh. Results are undefined if x < 1. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum /// /// @see GLSL acosh man page /// @see GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions template GLM_FUNC_DECL vec acosh(vec const& x); /// Arc hyperbolic tangent; returns the inverse of tanh. /// Results are undefined if abs(x) >= 1. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum /// /// @see GLSL atanh man page /// @see GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions template GLM_FUNC_DECL vec atanh(vec const& x); /// @} }//namespace glm #include "detail/func_trigonometric.inl" ================================================ FILE: third_party/glm/vec2.hpp ================================================ /// @ref core /// @file glm/vec2.hpp #pragma once #include "./ext/vector_bool2.hpp" #include "./ext/vector_bool2_precision.hpp" #include "./ext/vector_float2.hpp" #include "./ext/vector_float2_precision.hpp" #include "./ext/vector_double2.hpp" #include "./ext/vector_double2_precision.hpp" #include "./ext/vector_int2.hpp" #include "./ext/vector_int2_sized.hpp" #include "./ext/vector_uint2.hpp" #include "./ext/vector_uint2_sized.hpp" ================================================ FILE: third_party/glm/vec3.hpp ================================================ /// @ref core /// @file glm/vec3.hpp #pragma once #include "./ext/vector_bool3.hpp" #include "./ext/vector_bool3_precision.hpp" #include "./ext/vector_float3.hpp" #include "./ext/vector_float3_precision.hpp" #include "./ext/vector_double3.hpp" #include "./ext/vector_double3_precision.hpp" #include "./ext/vector_int3.hpp" #include "./ext/vector_int3_sized.hpp" #include "./ext/vector_uint3.hpp" #include "./ext/vector_uint3_sized.hpp" ================================================ FILE: third_party/glm/vec4.hpp ================================================ /// @ref core /// @file glm/vec4.hpp #pragma once #include "./ext/vector_bool4.hpp" #include "./ext/vector_bool4_precision.hpp" #include "./ext/vector_float4.hpp" #include "./ext/vector_float4_precision.hpp" #include "./ext/vector_double4.hpp" #include "./ext/vector_double4_precision.hpp" #include "./ext/vector_int4.hpp" #include "./ext/vector_int4_sized.hpp" #include "./ext/vector_uint4.hpp" #include "./ext/vector_uint4_sized.hpp" ================================================ FILE: third_party/glm/vector_relational.hpp ================================================ /// @ref core /// @file glm/vector_relational.hpp /// /// @see GLSL 4.20.8 specification, section 8.7 Vector Relational Functions /// /// @defgroup core_func_vector_relational Vector Relational Functions /// @ingroup core /// /// Relational and equality operators (<, <=, >, >=, ==, !=) are defined to /// operate on scalars and produce scalar Boolean results. For vector results, /// use the following built-in functions. /// /// In all cases, the sizes of all the input and return vectors for any particular /// call must match. /// /// Include to use these core features. /// /// @see ext_vector_relational #pragma once #include "detail/qualifier.hpp" #include "detail/setup.hpp" namespace glm { /// @addtogroup core_func_vector_relational /// @{ /// Returns the component-wise comparison result of x < y. /// /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector. /// @tparam T A floating-point or integer scalar type. /// /// @see GLSL lessThan man page /// @see GLSL 4.20.8 specification, section 8.7 Vector Relational Functions template GLM_FUNC_DECL GLM_CONSTEXPR vec lessThan(vec const& x, vec const& y); /// Returns the component-wise comparison of result x <= y. /// /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector. /// @tparam T A floating-point or integer scalar type. /// /// @see GLSL lessThanEqual man page /// @see GLSL 4.20.8 specification, section 8.7 Vector Relational Functions template GLM_FUNC_DECL GLM_CONSTEXPR vec lessThanEqual(vec const& x, vec const& y); /// Returns the component-wise comparison of result x > y. /// /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector. /// @tparam T A floating-point or integer scalar type. /// /// @see GLSL greaterThan man page /// @see GLSL 4.20.8 specification, section 8.7 Vector Relational Functions template GLM_FUNC_DECL GLM_CONSTEXPR vec greaterThan(vec const& x, vec const& y); /// Returns the component-wise comparison of result x >= y. /// /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector. /// @tparam T A floating-point or integer scalar type. /// /// @see GLSL greaterThanEqual man page /// @see GLSL 4.20.8 specification, section 8.7 Vector Relational Functions template GLM_FUNC_DECL GLM_CONSTEXPR vec greaterThanEqual(vec const& x, vec const& y); /// Returns the component-wise comparison of result x == y. /// /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector. /// @tparam T A floating-point, integer or bool scalar type. /// /// @see GLSL equal man page /// @see GLSL 4.20.8 specification, section 8.7 Vector Relational Functions template GLM_FUNC_DECL GLM_CONSTEXPR vec equal(vec const& x, vec const& y); /// Returns the component-wise comparison of result x != y. /// /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector. /// @tparam T A floating-point, integer or bool scalar type. /// /// @see GLSL notEqual man page /// @see GLSL 4.20.8 specification, section 8.7 Vector Relational Functions template GLM_FUNC_DECL GLM_CONSTEXPR vec notEqual(vec const& x, vec const& y); /// Returns true if any component of x is true. /// /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector. /// /// @see GLSL any man page /// @see GLSL 4.20.8 specification, section 8.7 Vector Relational Functions template GLM_FUNC_DECL GLM_CONSTEXPR bool any(vec const& v); /// Returns true if all components of x are true. /// /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector. /// /// @see GLSL all man page /// @see GLSL 4.20.8 specification, section 8.7 Vector Relational Functions template GLM_FUNC_DECL GLM_CONSTEXPR bool all(vec const& v); /// Returns the component-wise logical complement of x. /// /!\ Because of language incompatibilities between C++ and GLSL, GLM defines the function not but not_ instead. /// /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector. /// /// @see GLSL not man page /// @see GLSL 4.20.8 specification, section 8.7 Vector Relational Functions template GLM_FUNC_DECL GLM_CONSTEXPR vec not_(vec const& v); /// @} }//namespace glm #include "detail/func_vector_relational.inl"