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NVIDIA-Omniverse/PhysX/blast/source/shared/stress_solver/inertia.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2022-2023 NVIDIA Corporation. All rights reserved.
#pragma once
#include "solver_types.h"
#include "NvCMath.h"
/**
* Holds an inertia component and a mass component.
* The inertial component is represented by a TensorType, which may be a float (representing a multiple of
* the unit matrix), an NvcVec3 (representing the non-zero components of a diagonal inertia tensor), or a
* 3x3 symmetric matrix representing a general inertia tensor.
*
* This structure might also be used to store reciprocals, or powers (e.g. square roots) of these quantities.
*/
template <typename TensorType>
struct Inertia
{
TensorType I;
float m;
};
typedef Inertia<float> InertiaS;
typedef Inertia<NvcVec3> InertiaD;
typedef Inertia<NvcMat33> InertiaG;
template<typename Scalar = Float_Scalar>
struct InertiaMatrixOps
{
/**
* Matrix-vector multiply y = I*x.
*
* Apply a block-diagonal inertia matrix I to a vector of AngLin6 elements.
* x and y may be the same vector.
*
* \param[out] y Resulting column vector of length N.
* \param[in] I Input inertia matrix representation.
* \param[in] x Input column vector of length N.
* \param[in] N Number of columns in x and y, and the square size of I.
*
* x and y may be the same vector.
*/
inline void
mul(AngLin6* y, const InertiaS* I, const AngLin6* x, uint32_t N)
{
for (uint32_t i = 0; i < N; ++i)
{
const InertiaS& I_i = I[i];
const AngLin6& x_i = x[i];
AngLin6& y_i = y[i];
y_i.ang = I_i.I*x_i.ang;
y_i.lin = I_i.m*x_i.lin;
}
}
};
template<>
struct InertiaMatrixOps<SIMD_Scalar>
{
/**
* Matrix-vector multiply y = I*x.
*
* Apply a block-diagonal inertia matrix I to a vector of AngLin6 elements.
*
* \param[out] y Resulting column vector of length N.
* \param[in] I Input inertia matrix representation.
* \param[in] x Input column vector of length N.
* \param[in] N Number of columns in x and y, and the square size of I.
*
* x and y may be the same vector.
*/
inline void
mul(AngLin6* y, const InertiaS* I, const AngLin6* x, uint32_t N)
{
for (uint32_t i = 0; i < N; ++i)
{
const InertiaS& I_i = I[i];
const AngLin6& x_i = x[i];
AngLin6& y_i = y[i];
__m256 _x = _mm256_load_ps(&x_i.ang.x);
__m128 _Il = _mm_load1_ps(&I_i.I);
__m128 _Ih = _mm_load1_ps(&I_i.m);
__m256 _I = _mm256_set_m128(_Ih,_Il);
__m256 _y = _mm256_mul_ps(_I, _x);
_mm256_store_ps(&y_i.ang.x, _y);
}
}
};
| 4,263 | C | 35.444444 | 109 | 0.645555 |
NVIDIA-Omniverse/PhysX/blast/source/shared/stress_solver/anglin6.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2022-2023 NVIDIA Corporation. All rights reserved.
#pragma once
#include "NvCMath.h"
#include "simd/simd.h"
/**
* Holds an angular and linear component, for angular and linear velocities, accelerations, impulses, torques and forces, etc.
*/
SIMD_ALIGN_32(
struct AngLin6
{
SIMD_ALIGN_16(NvcVec3 ang);
SIMD_ALIGN_16(NvcVec3 lin);
}
);
/**
* Holds the angular and linear components of the calculated error.
*/
struct AngLin6ErrorSq
{
float ang, lin;
};
/**
* SISD AngLin6 operations.
*/
template<typename Scalar = float>
struct AngLin6Ops
{
/** r = x + y */
inline void add(AngLin6& r, const AngLin6& x, const AngLin6& y) { r.ang = x.ang + y.ang; r.lin = x.lin + y.lin; }
/** r = x - y */
inline void sub(AngLin6& r, const AngLin6& x, const AngLin6& y) { r.ang = x.ang - y.ang; r.lin = x.lin - y.lin; }
/** r = c*x + y */
inline void madd(AngLin6& r, float c, const AngLin6& x, const AngLin6& y) { r.ang = c*x.ang + y.ang; r.lin = c*x.lin + y.lin; }
/** r = -c*x + y */
inline void nmadd(AngLin6& r, float c, const AngLin6& x, const AngLin6& y) { r.ang = y.ang - c*x.ang; r.lin = y.lin - c*x.lin; }
/** Vector add */
inline void vadd(AngLin6* r, const AngLin6* x, const AngLin6* y, uint32_t N) { while (N--) add(*r++, *x++, *y++); }
/** Vector sub */
inline void vsub(AngLin6* r, const AngLin6* x, const AngLin6* y, uint32_t N) { while (N--) sub(*r++, *x++, *y++); }
/** Vector madd */
inline void vmadd(AngLin6* r, float c, const AngLin6* x, const AngLin6* y, uint32_t N) { while (N--) madd(*r++, c, *x++, *y++); }
/** Vector nmadd */
inline void vnmadd(AngLin6* r, float c, const AngLin6* x, const AngLin6* y, uint32_t N) { while (N--) nmadd(*r++, c, *x++, *y++); }
/**
* Vector-of-vectors dot product.
*
* \param[in] v Vector of AngLin6, of length N.
* \param[in] w Vector of AngLin6, of length N.
* \param[in] N Number of elements in v and w.
*
* return (v|w).
*/
inline float
dot(const AngLin6* v, const AngLin6* w, uint32_t N)
{
float result = 0.0f;
for (uint32_t i = 0; i < N; ++i)
{
const AngLin6& v_i = v[i];
const AngLin6& w_i = w[i];
result += (v_i.ang|w_i.ang) + (v_i.lin|w_i.lin);
}
return result;
}
/**
* Vector-of-vectors length squared.
*
* Equivalent to dot(v, v N), but could be faster in some cases
*
* \param[in] v Vector of AngLin6, of length N.
* \param[in] N Number of elements in v.
*
* return |v|^2.
*/
inline float
length_sq(const AngLin6* v, uint32_t N)
{
float result = 0.0f;
for (uint32_t i = 0; i < N; ++i)
{
const AngLin6& v_i = v[i];
result += (v_i.ang|v_i.ang) + (v_i.lin|v_i.lin);
}
return result;
}
/**
* Vector-of-vectors length squared, split into angular and linear contributions.
*
* \param[out] error_sq Sum of the squared angular and linear parts of v.
* \param[in] v Vector of AngLin6, of length N.
* \param[in] N Number of elements in v.
*
* \return the sum of the squared angular and linear errors, error.ang + error.lin.
*/
inline float
calculate_error(AngLin6ErrorSq& error_sq, const AngLin6* v, uint32_t N)
{
error_sq.ang = error_sq.lin = 0.0f;
for (uint32_t i = 0; i < N; ++i)
{
const AngLin6& v_i = v[i];
error_sq.ang += v_i.ang|v_i.ang;
error_sq.lin += v_i.lin|v_i.lin;
}
return error_sq.ang + error_sq.lin;
}
};
/**
* SIMD AngLin6 operations.
*/
template<>
struct AngLin6Ops<__m128>
{
/** r = x + y */
inline void
add(AngLin6& r, const AngLin6& x, const AngLin6& y)
{
__m256 _x = _mm256_load_ps(&x.ang.x);
__m256 _y = _mm256_load_ps(&y.ang.x);
__m256 _r = _mm256_add_ps(_x, _y);
_mm256_store_ps(&r.ang.x, _r);
}
/** r = x - y */
inline void
sub(AngLin6& r, const AngLin6& x, const AngLin6& y)
{
__m256 _x = _mm256_load_ps(&x.ang.x);
__m256 _y = _mm256_load_ps(&y.ang.x);
__m256 _r = _mm256_sub_ps(_x, _y);
_mm256_store_ps(&r.ang.x, _r);
}
/** r = c*x + y */
inline void
madd(AngLin6& r, __m128 c, const AngLin6& x, const AngLin6& y)
{
__m256 _c = _mm256_set_m128(c, c);
__m256 _x = _mm256_load_ps(&x.ang.x);
__m256 _y = _mm256_load_ps(&y.ang.x);
__m256 _r = _mm256_fmadd_ps(_c, _x, _y);
_mm256_store_ps(&r.ang.x, _r);
}
/** r = -c*x + y */
inline void
nmadd(AngLin6& r, __m128 c, const AngLin6& x, const AngLin6& y)
{
__m256 _c = _mm256_set_m128(c, c);
__m256 _x = _mm256_load_ps(&x.ang.x);
__m256 _y = _mm256_load_ps(&y.ang.x);
__m256 _r = _mm256_fnmadd_ps(_c, _x, _y);
_mm256_store_ps(&r.ang.x, _r);
}
/** Vector add */
inline void vadd(AngLin6* r, const AngLin6* x, const AngLin6* y, uint32_t N) { while (N--) add(*r++, *x++, *y++); }
/** Vector sub */
inline void vsub(AngLin6* r, const AngLin6* x, const AngLin6* y, uint32_t N) { while (N--) sub(*r++, *x++, *y++); }
/** Vector madd */
inline void vmadd(AngLin6* r, __m128 c, const AngLin6* x, const AngLin6* y, uint32_t N) { while (N--) madd(*r++, c, *x++, *y++); }
/** Vector nmadd */
inline void vnmadd(AngLin6* r, __m128 c, const AngLin6* x, const AngLin6* y, uint32_t N) { while (N--) nmadd(*r++, c, *x++, *y++); }
/**
* Vector-of-vectors dot product.
*
* \param[in] v Vector of AngLin6, of length N.
* \param[in] w Vector of AngLin6, of length N.
* \param[in] N Number of elements in v and w.
*
* return (v|w).
*/
inline __m128
dot(const AngLin6* v, const AngLin6* w, uint32_t N)
{
__m256 _res = _mm256_setzero_ps();
for (uint32_t i = 0; i < N; ++i)
{
__m256 _v = _mm256_load_ps((const float*)(v+i));
__m256 _w = _mm256_load_ps((const float*)(w+i));
_res = _mm256_add_ps(_res, _mm256_dp_ps(_v, _w, 0x7f));
}
return _mm_add_ps(_mm256_castps256_ps128(_res), _mm256_extractf128_ps(_res, 1));
}
/**
* Vector-of-vectors length squared.
*
* Equivalent to dot(v, v N), but could be faster in some cases
*
* \param[in] v Vector of AngLin6, of length N.
* \param[in] N Number of elements in v.
*
* return |v|^2.
*/
inline __m128
length_sq(const AngLin6* v, uint32_t N)
{
__m256 _res = _mm256_setzero_ps();
for (uint32_t i = 0; i < N; ++i)
{
__m256 _v = _mm256_load_ps((const float*)(v+i));
_res = _mm256_add_ps(_res, _mm256_dp_ps(_v, _v, 0x7f));
}
return _mm_add_ps(_mm256_castps256_ps128(_res), _mm256_extractf128_ps(_res, 1));
}
/**
* Vector-of-vectors length squared, split into angular and linear contributions.
*
* \param[out] error_sq Sum of the squared angular and linear parts of v.
* \param[in] v Vector of AngLin6, of length N.
* \param[in] N Number of elements in v.
*
* \return the sum of the squared angular and linear errors, error.ang + error.lin.
*/
inline __m128
calculate_error(AngLin6ErrorSq& error_sq, const AngLin6* v, uint32_t N)
{
__m256 _res = _mm256_setzero_ps();
for (uint32_t i = 0; i < N; ++i)
{
__m256 _v = _mm256_load_ps((const float*)(v+i));
_res = _mm256_add_ps(_res, _mm256_dp_ps(_v, _v, 0x7f));
}
__m128 _ang_sq = _mm256_castps256_ps128(_res);
__m128 _lin_sq = _mm256_extractf128_ps(_res, 1);
_mm_store_ss(&error_sq.ang, _ang_sq);
_mm_store_ss(&error_sq.lin, _lin_sq);
return _mm_add_ps(_ang_sq, _lin_sq);
}
};
| 9,664 | C | 33.151943 | 139 | 0.552566 |
NVIDIA-Omniverse/PhysX/blast/source/shared/stress_solver/stress.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2022-2023 NVIDIA Corporation. All rights reserved.
#include "stress.h"
#include "math/cgnr.h"
#include "simd/simd_device_query.h"
#include <algorithm>
#include <cmath>
#define MASS_AND_LENGTH_SCALING 1
typedef CGNR<AngLin6, AngLin6Ops<Float_Scalar>, BondMatrixS, BondMatrixOpsS<Float_Scalar>, Float_Scalar, AngLin6ErrorSq> CGNR_SISD;
typedef CGNR<AngLin6, AngLin6Ops<SIMD_Scalar>, BondMatrixS, BondMatrixOpsS<SIMD_Scalar>, SIMD_Scalar, AngLin6ErrorSq> CGNR_SIMD;
/**
* StressProcessor static members
*/
// Check for SSE, FMA3, and AVX support
const bool
StressProcessor::s_use_simd =
device_supports_instruction_set(InstructionSet::SSE) && // Basic SSE
device_supports_instruction_set(InstructionSet::FMA3) && // Fused Multiply-Add instructions
device_supports_instruction_set(InstructionSet::OSXSAVE) && // OS uses XSAVE and XRSTORE instructions allowing saving YMM registers on context switch
device_supports_instruction_set(InstructionSet::AVX) && // Advanced Vector Extensions (256 bit operations)
os_supports_avx_restore(); // OS has enabled the required extended state for AVX
/**
* StressProcessor methods
*/
void
StressProcessor::prepare(const SolverNodeS* nodes, uint32_t N_nodes, const SolverBond* bonds, uint32_t N_bonds, const DataParams& params)
{
m_recip_sqrt_I.resize(N_nodes);
m_couplings.resize(N_bonds);
m_rhs.resize(N_nodes);
m_B_scratch.resize(N_nodes);
m_solver_cache.resize(s_use_simd ? CGNR_SIMD().required_cache_size(N_nodes, N_bonds) : CGNR_SISD().required_cache_size(N_nodes, N_bonds));
m_can_resume = false;
// Calculate bond offsets and length scale
uint32_t offsets_to_scale = 0;
m_length_scale = 0.0f;
for (uint32_t i = 0; i < N_bonds; ++i)
{
const SolverBond& bond = bonds[i];
const uint32_t b0 = bond.nodes[0];
const uint32_t b1 = bond.nodes[1];
Coupling& c = m_couplings[i];
NvcVec3 offset0, offset1;
if (!params.centerBonds)
{
offset0 = nodes[b0].mass > 0 ? bond.centroid - nodes[b0].CoM : nodes[b1].CoM - bond.centroid;
offset1 = nodes[b1].mass > 0 ? bond.centroid - nodes[b1].CoM : nodes[b0].CoM - bond.centroid;
}
else
{
if (nodes[b0].mass <= 0)
{
offset1 = bond.centroid - nodes[b1].CoM;
offset0 = -offset1;
}
else
if (nodes[b1].mass <= 0)
{
offset0 = bond.centroid - nodes[b0].CoM;
offset1 = -offset0;
}
else
{
offset0 = 0.5f*(nodes[b1].CoM - nodes[b0].CoM);
offset1 = -offset0;
}
}
if (nodes[b0].mass > 0.0f)
{
++offsets_to_scale;
m_length_scale += std::sqrt(offset0|offset0);
}
if (nodes[b1].mass > 0.0f)
{
++offsets_to_scale;
m_length_scale += std::sqrt(offset1|offset1);
}
c.offset0 = offset0;
c.node0 = bond.nodes[0];
c.offset1 = offset1;
c.node1 = bond.nodes[1];
}
#if MASS_AND_LENGTH_SCALING
m_length_scale = offsets_to_scale ? m_length_scale / offsets_to_scale : 1.0f;
#else
m_length_scale = 1.0f;
#endif
// Scale offsets by length scale
const float recip_length_scale = 1.0f/m_length_scale;
for (uint32_t j = 0; j < N_bonds; ++j)
{
Coupling& coupling = m_couplings[j];
coupling.offset0 *= recip_length_scale;
coupling.offset1 *= recip_length_scale;
}
// Set mass scale to geometric mean of the masses
m_mass_scale = 0.0f;
uint32_t nonzero_mass_count = 0;
for (uint32_t i = 0; i < N_nodes; ++i)
{
if (nodes[i].mass > 0.0f)
{
m_mass_scale += std::log(nodes[i].mass);
++nonzero_mass_count;
}
}
#if MASS_AND_LENGTH_SCALING
m_mass_scale = nonzero_mass_count ? std::exp(m_mass_scale / nonzero_mass_count) : 1.0f;
#else
m_mass_scale = 1.0f;
#endif
// Generate I^-1/2
std::vector<InertiaS> invI(N_nodes);
const float inertia_scale = m_mass_scale*m_length_scale*m_length_scale;
if (!params.equalizeMasses)
{
for (uint32_t i = 0; i < N_nodes; ++i)
{
invI[i] =
{
nodes[i].inertia > 0.0f ? inertia_scale/nodes[i].inertia : 0.0f,
nodes[i].mass > 0.0f ? m_mass_scale/nodes[i].mass : 0.0f
};
m_recip_sqrt_I[i] = { std::sqrt(invI[i].I), std::sqrt(invI[i].m) };
}
}
else
{
for (uint32_t i = 0; i < N_nodes; ++i)
{
invI[i] =
{
nodes[i].inertia > 0.0f ? 1.0f : 0.0f,
nodes[i].mass > 0.0f ? 1.0f : 0.0f
};
m_recip_sqrt_I[i] = { std::sqrt(invI[i].I), std::sqrt(invI[i].m) };
}
}
// Create sparse matrix representation for B = (I^-1/2)*C
m_B.set(m_couplings.data(), m_recip_sqrt_I.data(), m_B_scratch.data(), N_nodes, N_bonds);
}
int
StressProcessor::solve(AngLin6* impulses, const AngLin6* velocities, const SolverParams& params, AngLin6ErrorSq* error_sq /* = nullptr */, bool resume /* = false */)
{
const InertiaS* sqrt_I_inv = m_recip_sqrt_I.data();
const uint32_t N_nodes = getNodeCount();
const uint32_t N_bonds = getBondCount();
void* cache = m_solver_cache.data();
const float recip_length_scale = 1.0f/m_length_scale;
// Apply length and mass scaling to impulses if warm-starting
if (params.warmStart)
{
const float recip_mass_scale = 1.0f/m_mass_scale;
const float recip_linear_impulse_scale = recip_length_scale*recip_mass_scale;
const float recip_angular_impulse_scale = recip_length_scale*recip_linear_impulse_scale;
for (uint32_t j = 0; j < N_bonds; ++j)
{
impulses[j].ang *= recip_angular_impulse_scale;
impulses[j].lin *= recip_linear_impulse_scale;
}
}
// Calculate r.h.s. vector b = -(I^1/2)*velocities
AngLin6* b = m_rhs.data();
for (uint32_t i = 0; i < N_nodes; ++i)
{
const InertiaS& I_i = sqrt_I_inv[i];
const AngLin6& v_i = velocities[i];
AngLin6& b_i = b[i];
b_i.ang = v_i.ang/(-(I_i.I > 0 ? I_i.I : 1.0f));
b_i.lin = (-recip_length_scale/(I_i.m > 0 ? I_i.m : 1.0f))*v_i.lin;
}
// Solve B*J = b for J, where B = (I^-1/2)*C and b = -(I^1/2)*v.
// Since CGNR does this by solving (B^T)*B*J = (B^T)*b, this actually solves
// (C^T)*(I^-1)*C*J = -(C^T)*v for J, which is the equation we really wanted to solve.
const uint32_t maxIter = params.maxIter ? params.maxIter : 6*std::max(N_nodes, N_bonds);
// Set solver warmth
const unsigned warmth = params.warmStart ? (m_can_resume && resume ? 2 : 1) : 0;
// Choose solver based on parameters
const int result = s_use_simd ?
CGNR_SIMD().solve(impulses, m_B, b, N_nodes, N_bonds, cache, error_sq, params.tolerance, maxIter, warmth) :
CGNR_SISD().solve(impulses, m_B, b, N_nodes, N_bonds, cache, error_sq, params.tolerance, maxIter, warmth);
// Undo length and mass scaling
const float linear_impulse_scale = m_length_scale*m_mass_scale;
const float angular_impulse_scale = m_length_scale*linear_impulse_scale;
for (uint32_t j = 0; j < N_bonds; ++j)
{
impulses[j].ang *= angular_impulse_scale;
impulses[j].lin *= linear_impulse_scale;
}
m_can_resume = true;
return result;
}
bool
StressProcessor::removeBond(uint32_t bondIndex)
{
if (bondIndex >= getBondCount()) return false;
m_couplings[bondIndex] = m_couplings.back();
m_couplings.pop_back();
--m_B.N;
m_can_resume = false;
return true;
}
| 9,381 | C++ | 34.94636 | 165 | 0.609636 |
NVIDIA-Omniverse/PhysX/blast/source/shared/stress_solver/math/cgnr.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2022-2023 NVIDIA Corporation. All rights reserved.
#pragma once
#include <stdint.h>
#include <cstring> // for memcpy, memset
#include "simd/simd.h"
template<typename Elem, typename ElemOps, typename Mat, typename MatOps, typename Scalar = float, typename Error = float>
struct CGNR
{
/**
* Conjugate Gradient Normal Equation Residual (CGNR) solver for systems of M equations and N unknowns.
*
* Based on Matrix Computations (4th ed.) by Golub and Van Loan, section 11.3.9.
*
* Solves A*x = b.
*
* Template arguments:
* Elem: the type of element used in the vectors x and b, and (implicitly) in the matrix A.
*
* ElemOps: a class which defines various functions on Elem type and vectors of Elem type.
*
* Mat: the explicit type used to represent the matrix, allowing e.g. for sparse representations.
*
* MatOps: a class which defines the functions rmul and lmul, which multiply a matrix of type Mat
* by an Elem-typed vector on the right and left, respectively. The function signatures must be:
*
* void rmul(Elem* y, const Mat& A, const Elem* x, uint32_t M, uint32_t N); // y = A*x
* void lmul(Elem* y, const Elem* x, const Mat& A, uint32_t M, uint32_t N); // y = x*A
*
* Scalar: set to float by default. May be used to keep all operations in a particular representation, e.g. SIMD registers.
*
* \param[out] x User-supplied Elem vector of length N, filled with the solution upon exit (if successful).
* \param[in] A System M x N matrix of type Mat.
* \param[in] b Right hand side of equation to be solved, an Elem vector of length M.
* \param[in] M The number of rows in A and elements in b.
* \param[in] N The number of columns in A and elements in x.
* \param[in] cache Cache memory provided by the user, must be at least required_cache_size(M, N) bytes, and sizeof(Elem)-byte aligned.
* \param[out] error_ptr If not null, returns the square magnitude error calculated from residual.
* \param[in] tol (Optional) relative convergence threshold for |(A^T)*(A*x-b)|/|b|. Default value is 10^-6.
* \param[in] max_it (Optional) the maximum number of internal iterations. If set to 0, the maximum is N. Default value is 0.
* \param[in] warmth (Optional) valid values are 0, 1, and 2. 0 => cold, clears the x vector and ignores the cache.
* 1 => warm, uses the x vector as a starting solution, but still ignores the cache. 2 => hot, uses the x
* vector as a starting solution, and the cache must be valid. Default value is 0.
* N.B. if warmth == 2, then this function must have been called previously, and the equation values
* (x, A, b, M, and N) as well as the cache must not have been changed since the last call.
*
* return the number of iterations taken to converge, if it converges. Otherwise, returns minus the number of iterations before exiting.
*/
int
solve
(
Elem* x,
const Mat& A,
const Elem* b,
uint32_t M,
uint32_t N,
void* cache,
Error* error_ptr = nullptr,
float tol = 1.e-6f,
uint32_t max_it = 0,
unsigned warmth = 0
)
{
// Cache and temporary storage
static_assert(sizeof(Elem) >= sizeof(Scalar), "sizeof(Elem) must be at least as great as sizeof(Scalar).");
float* z_last_sq_mem = (float*)cache; cache = (Elem*)z_last_sq_mem + 1; // Elem-sized storage
float* delta_sq_mem = (float*)cache; cache = (Elem*)delta_sq_mem + 1; // Elem-sized storage
Elem* z = (Elem*)cache; cache = z + N; // Array of length N
Elem* p = (Elem*)cache; cache = p + N; // Array of length N
Elem* r = (Elem*)cache; cache = r + M; // Array of length M
Elem* s = (Elem*)cache; // Array of length M
Scalar z_last_sq, delta_sq;
load_float(z_last_sq, z_last_sq_mem);
load_float(delta_sq, delta_sq_mem);
if (warmth < 2) // Not hot
{
delta_sq = mul(tol*tol, ElemOps().length_sq(b, M)); // Calculate allowed residual length squared and cache it
store_float(delta_sq_mem, delta_sq);
memcpy(r, b, sizeof(Elem)*M); // Initialize residual r = b
if (warmth) // Warm start, r = b - A*x
{
MatOps().rmul(s, A, x, M, N);
ElemOps().vsub(r, r, s, M);
}
else memset(x, 0, sizeof(Elem)*N); // Cold start, x = 0 so r = b
warmth = 0; // This lets p be initialized in the loop below
}
Error error;
// Iterate
if (!max_it) max_it = N; // Default to a maximum of N iterations
uint32_t it = 0;
do
{
MatOps().lmul(z, r, A, M, N); // Set z = (A^T)*r
const Scalar z_sq = ElemOps().calculate_error(error, z, N); // Calculate residual (of modified equation) length squared
if (le(z_sq, delta_sq)) break; // Terminate (convergence) if within tolerance
if (warmth || warmth++) ElemOps().vmadd(p, div(z_sq, z_last_sq), p, z, N); // If not cold set p = z + (|z|^2/|z_last|^2)*p, and make warm hereafter
else memcpy(p, z, sizeof(Elem)*N); // If cold set p = z
z_last_sq = z_sq;
MatOps().rmul(s, A, p, M, N); // Calculate s = A*p
const Scalar mu = div(z_sq, ElemOps().length_sq(s, M)); // mu = |z|^2 / |A*p|^2
ElemOps().vmadd(x, mu, p, x, N); // x += mu*p
ElemOps().vnmadd(r, mu, s, r, M); // r -= mu*s
} while (++it < max_it);
// Store off remainder of state (the rest was maintained in memory with array operations)
store_float(z_last_sq_mem, z_last_sq);
// Store off the error if requested
if (error_ptr) *error_ptr = error;
// Return the number of iterations used if successful. Otherwise return minus the number of iterations performed
return it < max_it ? (int)it : -(int)it;
}
/**
* \param[in] M See solve(...) for a description.
* \param[in] N See solve(...) for a description.
*
* \return the required cache size (in bytes) for the given values of M and N.
*/
size_t required_cache_size(uint32_t M, uint32_t N) { return 2*(M+N+1)*sizeof(Elem); }
};
| 8,613 | C | 54.217948 | 160 | 0.574132 |
NVIDIA-Omniverse/PhysX/blast/source/shared/stress_solver/simd/simd.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2022-2023 NVIDIA Corporation. All rights reserved.
#pragma once
#include <xmmintrin.h>
#include <emmintrin.h>
#include <immintrin.h>
#if defined(__GNUC__) // missing with gcc
#define _mm256_set_m128(vh, vl) _mm256_insertf128_ps(_mm256_castps128_ps256(vl), (vh), 1)
#endif
#define SIMD_ALIGN_16(code) NV_ALIGN_PREFIX(16) code NV_ALIGN_SUFFIX(16)
#define SIMD_ALIGN_32(code) NV_ALIGN_PREFIX(32) code NV_ALIGN_SUFFIX(32)
inline __m128 add(const __m128& a, const __m128& b) { return _mm_add_ps(a, b); }
inline __m128 add(float a, const __m128& b) { return _mm_add_ps(_mm_load1_ps(&a), b); }
inline __m128 add(const __m128& a, float b) { return _mm_add_ps(a, _mm_load1_ps(&b)); }
inline float add(float a, float b) { return a + b; }
inline __m128 sub(const __m128& a, const __m128& b) { return _mm_sub_ps(a, b); }
inline __m128 sub(float a, const __m128& b) { return _mm_sub_ps(_mm_load1_ps(&a), b); }
inline __m128 sub(const __m128& a, float b) { return _mm_sub_ps(a, _mm_load1_ps(&b)); }
inline float sub(float a, float b) { return a - b; }
inline __m128 mul(const __m128& a, const __m128& b) { return _mm_mul_ps(a, b); }
inline __m128 mul(float a, const __m128& b) { return _mm_mul_ps(_mm_load1_ps(&a), b); }
inline __m128 mul(const __m128& a, float b) { return _mm_mul_ps(a, _mm_load1_ps(&b)); }
inline float mul(float a, float b) { return a * b; }
inline __m128 div(const __m128& a, const __m128& b) { return _mm_div_ps(a, b); }
inline __m128 div(float a, const __m128& b) { return _mm_div_ps(_mm_load1_ps(&a), b); }
inline __m128 div(const __m128& a, float b) { return _mm_div_ps(a, _mm_load1_ps(&b)); }
inline float div(float a, float b) { return a / b; }
inline bool lt(const __m128& a, const __m128& b) { return !!_mm_comilt_ss(a, b); }
inline bool gt(const __m128& a, const __m128& b) { return !!_mm_comigt_ss(a, b); }
inline bool le(const __m128& a, const __m128& b) { return !!_mm_comile_ss(a, b); }
inline bool ge(const __m128& a, const __m128& b) { return !!_mm_comige_ss(a, b); }
inline bool eq(const __m128& a, const __m128& b) { return !!_mm_comieq_ss(a, b); }
inline bool ne(const __m128& a, const __m128& b) { return !!_mm_comineq_ss(a, b); }
inline bool lt(const float a, const float b) { return a < b; }
inline bool gt(const float a, const float b) { return a > b; }
inline bool le(const float a, const float b) { return a <= b; }
inline bool ge(const float a, const float b) { return a >= b; }
inline bool eq(const float a, const float b) { return a == b; }
inline bool ne(const float a, const float b) { return a != b; }
inline float to_float(const __m128& x) { float f; _mm_store_ss(&f, x); return f; }
inline float to_float(float x) { return x; }
inline void from_float(__m128& x, float y) { x = _mm_load1_ps(&y); }
inline void from_float(float& x, float y) { x = y; }
inline void set_zero(__m128& x) { x = _mm_setzero_ps(); }
inline void set_zero(float& x) { x = 0.0f; }
inline void store_float(float* mem, const __m128& f) { _mm_store_ps(mem, f); }
inline void store_float(float* mem, float f) { *mem = f; }
inline void load_float(__m128& f, const float* mem) { f = _mm_load_ps(mem); }
inline void load_float(float& f, const float* mem) { f = *mem; }
inline __m128 prep_cross3(const __m128& v) { return _mm_shuffle_ps(v, v, 0xc9); } // w z y x -> w x z y
inline __m128
cross3(const __m128& v0, const __m128& v1)
{
__m128 prep0 = prep_cross3(v0);
__m128 prep1 = prep_cross3(v1);
__m128 res_shuffled = _mm_sub_ps(_mm_mul_ps(v0, prep1), _mm_mul_ps(prep0, v1));
return _mm_shuffle_ps(res_shuffled, res_shuffled, 0xc9);
}
inline __m128
cross3_prep0(const __m128& v0, const __m128& prep0, const __m128& v1)
{
__m128 prep1 = prep_cross3(v1);
__m128 res_shuffled = _mm_sub_ps(_mm_mul_ps(v0, prep1), _mm_mul_ps(prep0, v1));
return _mm_shuffle_ps(res_shuffled, res_shuffled, 0xc9);
}
inline __m128
cross3_prep1(const __m128& v0, const __m128& v1, const __m128& prep1)
{
__m128 prep0 = prep_cross3(v0);
__m128 res_shuffled = _mm_sub_ps(_mm_mul_ps(v0, prep1), _mm_mul_ps(prep0, v1));
return _mm_shuffle_ps(res_shuffled, res_shuffled, 0xc9);
}
| 5,930 | C | 50.12931 | 103 | 0.631872 |
NVIDIA-Omniverse/PhysX/blast/source/shared/stress_solver/simd/simd_device_query.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2022-2023 NVIDIA Corporation. All rights reserved.
#pragma once
#include <utility>
#include <stdio.h>
inline static constexpr uint32_t
instSetCode(uint8_t fn, uint8_t bitset, uint8_t bit)
{
return (uint32_t)fn << 16 | (uint32_t)bitset << 8 | (uint32_t)bit;
}
inline static void
extractInstSetBitsetAndBit(int& fn, int& bitset, int& bit, uint32_t code)
{
fn = (int)(code >> 16);
bitset = (int)(code >> 8)&0xff;
bit = (int)(code & 0xff);
}
struct InstructionSet
{
enum Enum
{
MMX = instSetCode(1, 3, 23),
SSE = instSetCode(1, 3, 25),
SSE2 = instSetCode(1, 3, 26),
SSE3 = instSetCode(1, 2, 0),
SSSE3 = instSetCode(1, 2, 9),
SSE4_1 = instSetCode(1, 2, 19),
SSE4_2 = instSetCode(1, 2, 20),
OSXSAVE = instSetCode(1, 2, 27),
AVX = instSetCode(1, 2, 28),
AVX2 = instSetCode(7, 1, 5),
FMA3 = instSetCode(1, 2, 12),
AVX512F = instSetCode(7, 1, 16),
AVX512PF = instSetCode(7, 1, 26),
AVX512ER = instSetCode(7, 1, 27),
AVX512CD = instSetCode(7, 1, 28)
};
};
#define InstructionSetEntry(_name) { #_name, InstructionSet::_name }
constexpr std::pair<const char*, uint32_t> sInstructionSetLookup[] =
{
InstructionSetEntry(MMX),
InstructionSetEntry(SSE),
InstructionSetEntry(SSE2),
InstructionSetEntry(SSE3),
InstructionSetEntry(SSSE3),
InstructionSetEntry(SSE4_1),
InstructionSetEntry(SSE4_2),
InstructionSetEntry(OSXSAVE),
InstructionSetEntry(AVX),
InstructionSetEntry(AVX2),
InstructionSetEntry(FMA3),
InstructionSetEntry(AVX512F),
InstructionSetEntry(AVX512PF),
InstructionSetEntry(AVX512ER),
InstructionSetEntry(AVX512CD),
};
#if NV_WINDOWS_FAMILY
#include <intrin.h> // for __cpuidex
inline void cpuid(int cpui[4], int fn) { __cpuidex(cpui, fn, 0); }
inline bool os_supports_avx_restore() { return ((uint32_t)_xgetbv(0) & 6) == 6; }
#else
#include <cpuid.h> // for __cpuid_count
inline void cpuid(int cpui[4], int fn) { __cpuid_count(fn, 0, cpui[0], cpui[1], cpui[2], cpui[3]); }
inline bool os_supports_avx_restore()
{
uint32_t xcr0;
__asm__("xgetbv" : "=a" (xcr0) : "c" (0) : "%edx");
return (xcr0 & 6) == 6;
}
#endif
static bool
device_supports_instruction_set(uint32_t inst_set)
{
int fn, bitset, bit;
extractInstSetBitsetAndBit(fn, bitset, bit, inst_set);
int cpui[4];
cpuid(cpui, 0);
if (cpui[0] < fn) return false;
cpuid(cpui, fn);
return !!((cpui[bitset] >> bit) & 1);
}
static void
print_supported_instruction_sets()
{
printf("Supported instruction sets:\n");
for (std::pair<const char*, uint32_t> entry : sInstructionSetLookup)
{
printf("%s: %s\n", entry.first, device_supports_instruction_set(entry.second) ? "yes" : "no");
}
}
| 4,326 | C | 32.284615 | 102 | 0.676375 |
NVIDIA-Omniverse/PhysX/blast/source/shared/NsFileBuffer/include/NsMemoryBuffer.h | /*
* Copyright 2009-2011 NVIDIA Corporation. All rights reserved.
*
* NOTICE TO USER:
*
* This source code is subject to NVIDIA ownership rights under U.S. and
* international Copyright laws. Users and possessors of this source code
* are hereby granted a nonexclusive, royalty-free license to use this code
* in individual and commercial software.
*
* NVIDIA MAKES NO REPRESENTATION ABOUT THE SUITABILITY OF THIS SOURCE
* CODE FOR ANY PURPOSE. IT IS PROVIDED "AS IS" WITHOUT EXPRESS OR
* IMPLIED WARRANTY OF ANY KIND. NVIDIA DISCLAIMS ALL WARRANTIES WITH
* REGARD TO THIS SOURCE CODE, INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY, NONINFRINGEMENT, AND FITNESS FOR A PARTICULAR PURPOSE.
* IN NO EVENT SHALL NVIDIA BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL,
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE
* OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE
* OR PERFORMANCE OF THIS SOURCE CODE.
*
* U.S. Government End Users. This source code is a "commercial item" as
* that term is defined at 48 C.F.R. 2.101 (OCT 1995), consisting of
* "commercial computer software" and "commercial computer software
* documentation" as such terms are used in 48 C.F.R. 12.212 (SEPT 1995)
* and is provided to the U.S. Government only as a commercial end item.
* Consistent with 48 C.F.R.12.212 and 48 C.F.R. 227.7202-1 through
* 227.7202-4 (JUNE 1995), all U.S. Government End Users acquire the
* source code with only those rights set forth herein.
*
* Any use of this source code in individual and commercial software must
* include, in the user documentation and internal comments to the code,
* the above Disclaimer and U.S. Government End Users Notice.
*/
#ifndef NS_MEMORY_BUFFER_H
#define NS_MEMORY_BUFFER_H
#include "Ns.h"
#include "NsUserAllocated.h"
#include "NsAlignedMalloc.h"
#include "NvFileBuf.h"
#include "NvAssert.h"
namespace nvidia
{
namespace general_NvIOStream2
{
using namespace shdfnd;
const uint32_t BUFFER_SIZE_DEFAULT = 4096;
//Use this class if you want to use your own allocator
template<class Allocator>
class NvMemoryBufferBase : public NvFileBuf, public Allocator
{
NV_NOCOPY(NvMemoryBufferBase)
void init(const void *readMem, uint32_t readLen)
{
mAllocator = this;
mReadBuffer = mReadLoc = static_cast<const uint8_t *>(readMem);
mReadStop = &mReadLoc[readLen];
mWriteBuffer = mWriteLoc = mWriteStop = NULL;
mWriteBufferSize = 0;
mDefaultWriteBufferSize = BUFFER_SIZE_DEFAULT;
mOpenMode = OPEN_READ_ONLY;
mSeekType = SEEKABLE_READ;
}
void init(uint32_t defaultWriteBufferSize)
{
mAllocator = this;
mReadBuffer = mReadLoc = mReadStop = NULL;
mWriteBuffer = mWriteLoc = mWriteStop = NULL;
mWriteBufferSize = 0;
mDefaultWriteBufferSize = defaultWriteBufferSize;
mOpenMode = OPEN_READ_WRITE_NEW;
mSeekType = SEEKABLE_READWRITE;
}
public:
NvMemoryBufferBase(const void *readMem,uint32_t readLen)
{
init(readMem, readLen);
}
NvMemoryBufferBase(const void *readMem,uint32_t readLen, const Allocator &alloc): Allocator(alloc)
{
init(readMem, readLen);
}
NvMemoryBufferBase(uint32_t defaultWriteBufferSize = BUFFER_SIZE_DEFAULT)
{
init(defaultWriteBufferSize);
}
NvMemoryBufferBase(uint32_t defaultWriteBufferSize, const Allocator &alloc): Allocator(alloc)
{
init(defaultWriteBufferSize);
}
virtual ~NvMemoryBufferBase(void)
{
reset();
}
void setAllocator(Allocator *allocator)
{
mAllocator = allocator;
}
void initWriteBuffer(uint32_t size)
{
if ( mWriteBuffer == NULL )
{
if ( size < mDefaultWriteBufferSize ) size = mDefaultWriteBufferSize;
mWriteBuffer = static_cast<uint8_t *>(mAllocator->allocate(size));
NV_ASSERT( mWriteBuffer );
mWriteLoc = mWriteBuffer;
mWriteStop = &mWriteBuffer[size];
mWriteBufferSize = size;
mReadBuffer = mWriteBuffer;
mReadStop = &mWriteBuffer[size];
mReadLoc = mWriteBuffer;
}
}
void reset(void)
{
mAllocator->deallocate(mWriteBuffer);
mWriteBuffer = NULL;
mWriteBufferSize = 0;
mWriteLoc = NULL;
mWriteStop = NULL;
mReadBuffer = NULL;
mReadStop = NULL;
mReadLoc = NULL;
}
virtual OpenMode getOpenMode(void) const
{
return mOpenMode;
}
SeekType isSeekable(void) const
{
return mSeekType;
}
virtual uint32_t read(void* buffer, uint32_t size)
{
if ( (mReadLoc+size) > mReadStop )
{
size = uint32_t(mReadStop - mReadLoc);
}
if ( size != 0 )
{
memmove(buffer,mReadLoc,size);
mReadLoc+=size;
}
return size;
}
virtual uint32_t peek(void* buffer, uint32_t size)
{
if ( (mReadLoc+size) > mReadStop )
{
size = uint32_t(mReadStop - mReadLoc);
}
if ( size != 0 )
{
memmove(buffer,mReadLoc,size);
}
return size;
}
virtual uint32_t write(const void* buffer, uint32_t size)
{
NV_ASSERT( mOpenMode == OPEN_READ_WRITE_NEW );
if ( mOpenMode == OPEN_READ_WRITE_NEW )
{
if ( (mWriteLoc+size) > mWriteStop )
growWriteBuffer(size);
memmove(mWriteLoc,buffer,size);
mWriteLoc+=size;
mReadStop = mWriteLoc;
}
else
{
size = 0;
}
return size;
}
NV_INLINE const uint8_t * getReadLoc(void) const { return mReadLoc; }
NV_INLINE void advanceReadLoc(uint32_t len)
{
NV_ASSERT(mReadBuffer);
if ( mReadBuffer )
{
mReadLoc+=len;
if ( mReadLoc >= mReadStop )
{
mReadLoc = mReadStop;
}
}
}
virtual uint32_t tellRead(void) const
{
uint32_t ret=0;
if ( mReadBuffer )
{
ret = uint32_t(mReadLoc-mReadBuffer);
}
return ret;
}
virtual uint32_t tellWrite(void) const
{
return uint32_t(mWriteLoc-mWriteBuffer);
}
virtual uint32_t seekRead(uint32_t loc)
{
uint32_t ret = 0;
NV_ASSERT(mReadBuffer);
if ( mReadBuffer )
{
mReadLoc = &mReadBuffer[loc];
if ( mReadLoc >= mReadStop )
{
mReadLoc = mReadStop;
}
ret = uint32_t(mReadLoc-mReadBuffer);
}
return ret;
}
virtual uint32_t seekWrite(uint32_t loc)
{
uint32_t ret = 0;
NV_ASSERT( mOpenMode == OPEN_READ_WRITE_NEW );
if ( mWriteBuffer )
{
if ( loc > mWriteBufferSize )
{
mWriteLoc = mWriteStop;
growWriteBuffer(loc - mWriteBufferSize);
}
mWriteLoc = &mWriteBuffer[loc];
ret = uint32_t(mWriteLoc-mWriteBuffer);
}
return ret;
}
virtual void flush(void)
{
}
virtual uint32_t getFileLength(void) const
{
uint32_t ret = 0;
if ( mReadBuffer )
{
ret = uint32_t(mReadStop-mReadBuffer);
}
else if ( mWriteBuffer )
{
ret = uint32_t(mWriteLoc-mWriteBuffer);
}
return ret;
}
uint32_t getWriteBufferSize(void) const
{
return uint32_t(mWriteLoc-mWriteBuffer);
}
void setWriteLoc(uint8_t *writeLoc)
{
NV_ASSERT(writeLoc >= mWriteBuffer && writeLoc < mWriteStop );
mWriteLoc = writeLoc;
mReadStop = mWriteLoc;
}
const uint8_t * getWriteBuffer(void) const
{
return mWriteBuffer;
}
/**
* Attention: if you use aligned allocator you cannot free memory with NV_FREE macros instead use deallocate method from base
*/
uint8_t * getWriteBufferOwnership(uint32_t &dataLen) // return the write buffer, and zero it out, the caller is taking ownership of the memory
{
uint8_t *ret = mWriteBuffer;
dataLen = uint32_t(mWriteLoc-mWriteBuffer);
mWriteBuffer = NULL;
mWriteLoc = NULL;
mWriteStop = NULL;
mWriteBufferSize = 0;
return ret;
}
void alignRead(uint32_t a)
{
uint32_t loc = tellRead();
uint32_t aloc = ((loc+(a-1))/a)*a;
if ( aloc != loc )
{
seekRead(aloc);
}
}
void alignWrite(uint32_t a)
{
uint32_t loc = tellWrite();
uint32_t aloc = ((loc+(a-1))/a)*a;
if ( aloc != loc )
{
seekWrite(aloc);
}
}
private:
// double the size of the write buffer or at least as large as the 'size' value passed in.
void growWriteBuffer(uint32_t size)
{
if ( mWriteBuffer == NULL )
{
if ( size < mDefaultWriteBufferSize ) size = mDefaultWriteBufferSize;
initWriteBuffer(size);
}
else
{
uint32_t oldWriteIndex = uint32_t(mWriteLoc - mWriteBuffer);
uint32_t newSize = mWriteBufferSize*2;
uint32_t avail = newSize-oldWriteIndex;
if ( size >= avail ) newSize = newSize+size;
uint8_t *writeBuffer = static_cast<uint8_t *>(mAllocator->allocate(newSize));
NV_ASSERT( writeBuffer );
memmove(writeBuffer,mWriteBuffer,mWriteBufferSize);
mAllocator->deallocate(mWriteBuffer);
mWriteBuffer = writeBuffer;
mWriteBufferSize = newSize;
mWriteLoc = &mWriteBuffer[oldWriteIndex];
mWriteStop = &mWriteBuffer[mWriteBufferSize];
uint32_t oldReadLoc = uint32_t(mReadLoc-mReadBuffer);
mReadBuffer = mWriteBuffer;
mReadStop = mWriteLoc;
mReadLoc = &mReadBuffer[oldReadLoc];
}
}
const uint8_t *mReadBuffer;
const uint8_t *mReadLoc;
const uint8_t *mReadStop;
uint8_t *mWriteBuffer;
uint8_t *mWriteLoc;
uint8_t *mWriteStop;
uint32_t mWriteBufferSize;
uint32_t mDefaultWriteBufferSize;
Allocator *mAllocator;
OpenMode mOpenMode;
SeekType mSeekType;
};
class NvMemoryBufferAllocator
{
public:
NvMemoryBufferAllocator(uint32_t a = 0) : alignment(a) {}
virtual void * allocate(uint32_t size)
{
switch(alignment)
{
case 0:
return NV_ALLOC(size, NV_DEBUG_EXP("NvMemoryBufferAllocator"));
case 16 :
return nvidia::AlignedAllocator<16>().allocate(size, __FILE__, __LINE__);
case 32 :
return nvidia::AlignedAllocator<32>().allocate(size, __FILE__, __LINE__);
case 64 :
return nvidia::AlignedAllocator<64>().allocate(size, __FILE__, __LINE__);
case 128 :
return nvidia::AlignedAllocator<128>().allocate(size, __FILE__, __LINE__);
default :
NV_ASSERT(0);
}
return NULL;
}
virtual void deallocate(void *mem)
{
switch(alignment)
{
case 0:
NV_FREE(mem);
break;
case 16 :
nvidia::AlignedAllocator<16>().deallocate(mem);
break;
case 32 :
nvidia::AlignedAllocator<32>().deallocate(mem);
break;
case 64 :
nvidia::AlignedAllocator<64>().deallocate(mem);
break;
case 128 :
nvidia::AlignedAllocator<128>().deallocate(mem);
break;
default :
NV_ASSERT(0);
}
}
virtual ~NvMemoryBufferAllocator(void) {}
private:
NvMemoryBufferAllocator& operator=(const NvMemoryBufferAllocator&);
const uint32_t alignment;
};
//Use this class if you want to use PhysX memory allocator
class NsMemoryBuffer: public NvMemoryBufferBase<NvMemoryBufferAllocator>, public UserAllocated
{
NV_NOCOPY(NsMemoryBuffer)
typedef NvMemoryBufferBase<NvMemoryBufferAllocator> BaseClass;
public:
NsMemoryBuffer(const void *readMem,uint32_t readLen): BaseClass(readMem, readLen) {}
NsMemoryBuffer(const void *readMem,uint32_t readLen, uint32_t alignment): BaseClass(readMem, readLen, NvMemoryBufferAllocator(alignment)) {}
NsMemoryBuffer(uint32_t defaultWriteBufferSize=BUFFER_SIZE_DEFAULT): BaseClass(defaultWriteBufferSize) {}
NsMemoryBuffer(uint32_t defaultWriteBufferSize,uint32_t alignment): BaseClass(defaultWriteBufferSize, NvMemoryBufferAllocator(alignment)) {}
};
}
using namespace general_NvIOStream2;
}
#endif // NV_MEMORY_BUFFER_H
| 13,123 | C | 27.655022 | 146 | 0.592776 |
NVIDIA-Omniverse/PhysX/blast/source/shared/NsFileBuffer/include/NvFileBuf.h | /*
* Copyright 2009-2011 NVIDIA Corporation. All rights reserved.
*
* NOTICE TO USER:
*
* This source code is subject to NVIDIA ownership rights under U.S. and
* international Copyright laws. Users and possessors of this source code
* are hereby granted a nonexclusive, royalty-free license to use this code
* in individual and commercial software.
*
* NVIDIA MAKES NO REPRESENTATION ABOUT THE SUITABILITY OF THIS SOURCE
* CODE FOR ANY PURPOSE. IT IS PROVIDED "AS IS" WITHOUT EXPRESS OR
* IMPLIED WARRANTY OF ANY KIND. NVIDIA DISCLAIMS ALL WARRANTIES WITH
* REGARD TO THIS SOURCE CODE, INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY, NONINFRINGEMENT, AND FITNESS FOR A PARTICULAR PURPOSE.
* IN NO EVENT SHALL NVIDIA BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL,
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE
* OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE
* OR PERFORMANCE OF THIS SOURCE CODE.
*
* U.S. Government End Users. This source code is a "commercial item" as
* that term is defined at 48 C.F.R. 2.101 (OCT 1995), consisting of
* "commercial computer software" and "commercial computer software
* documentation" as such terms are used in 48 C.F.R. 12.212 (SEPT 1995)
* and is provided to the U.S. Government only as a commercial end item.
* Consistent with 48 C.F.R.12.212 and 48 C.F.R. 227.7202-1 through
* 227.7202-4 (JUNE 1995), all U.S. Government End Users acquire the
* source code with only those rights set forth herein.
*
* Any use of this source code in individual and commercial software must
* include, in the user documentation and internal comments to the code,
* the above Disclaimer and U.S. Government End Users Notice.
*/
#ifndef NV_FILE_BUF_H
#define NV_FILE_BUF_H
#include "NvCTypes.h"
/** \addtogroup foundation
@{
*/
namespace nvidia
{
namespace general_NvIOStream2
{
NV_PUSH_PACK_DEFAULT
/**
\brief Callback class for data serialization.
The user needs to supply an NvFileBuf implementation to a number of methods to allow the SDK to read or write
chunks of binary data. This allows flexibility for the source/destination of the data. For example the NvFileBuf
could store data in a file, memory buffer or custom file format.
\note It is the users responsibility to ensure that the data is written to the appropriate offset.
*/
class NvFileBuf
{
public:
enum EndianMode
{
ENDIAN_NONE = 0, // do no conversion for endian mode
ENDIAN_BIG = 1, // always read/write data as natively big endian (Power PC, etc.)
ENDIAN_LITTLE = 2 // always read/write data as natively little endian (Intel, etc.) Default Behavior!
};
NvFileBuf(EndianMode mode=ENDIAN_LITTLE)
{
setEndianMode(mode);
}
virtual ~NvFileBuf(void)
{
}
/**
\brief Declares a constant to seek to the end of the stream.
*
* Does not support streams longer than 32 bits
*/
static const uint32_t STREAM_SEEK_END=0xFFFFFFFF;
enum OpenMode
{
OPEN_FILE_NOT_FOUND,
OPEN_READ_ONLY, // open file buffer stream for read only access
OPEN_WRITE_ONLY, // open file buffer stream for write only access
OPEN_READ_WRITE_NEW, // open a new file for both read/write access
OPEN_READ_WRITE_EXISTING // open an existing file for both read/write access
};
virtual OpenMode getOpenMode(void) const = 0;
bool isOpen(void) const
{
return getOpenMode()!=OPEN_FILE_NOT_FOUND;
}
enum SeekType
{
SEEKABLE_NO = 0,
SEEKABLE_READ = 0x1,
SEEKABLE_WRITE = 0x2,
SEEKABLE_READWRITE = 0x3
};
virtual SeekType isSeekable(void) const = 0;
void setEndianMode(EndianMode e)
{
mEndianMode = e;
if ( (e==ENDIAN_BIG && !isBigEndian() ) ||
(e==ENDIAN_LITTLE && isBigEndian() ) )
{
mEndianSwap = true;
}
else
{
mEndianSwap = false;
}
}
EndianMode getEndianMode(void) const
{
return mEndianMode;
}
virtual uint32_t getFileLength(void) const = 0;
/**
\brief Seeks the stream to a particular location for reading
*
* If the location passed exceeds the length of the stream, then it will seek to the end.
* Returns the location it ended up at (useful if you seek to the end) to get the file position
*/
virtual uint32_t seekRead(uint32_t loc) = 0;
/**
\brief Seeks the stream to a particular location for writing
*
* If the location passed exceeds the length of the stream, then it will seek to the end.
* Returns the location it ended up at (useful if you seek to the end) to get the file position
*/
virtual uint32_t seekWrite(uint32_t loc) = 0;
/**
\brief Reads from the stream into a buffer.
\param[out] mem The buffer to read the stream into.
\param[in] len The number of bytes to stream into the buffer
\return Returns the actual number of bytes read. If not equal to the length requested, then reached end of stream.
*/
virtual uint32_t read(void *mem,uint32_t len) = 0;
/**
\brief Reads from the stream into a buffer but does not advance the read location.
\param[out] mem The buffer to read the stream into.
\param[in] len The number of bytes to stream into the buffer
\return Returns the actual number of bytes read. If not equal to the length requested, then reached end of stream.
*/
virtual uint32_t peek(void *mem,uint32_t len) = 0;
/**
\brief Writes a buffer of memory to the stream
\param[in] mem The address of a buffer of memory to send to the stream.
\param[in] len The number of bytes to send to the stream.
\return Returns the actual number of bytes sent to the stream. If not equal to the length specific, then the stream is full or unable to write for some reason.
*/
virtual uint32_t write(const void *mem,uint32_t len) = 0;
/**
\brief Reports the current stream location read aqccess.
\return Returns the current stream read location.
*/
virtual uint32_t tellRead(void) const = 0;
/**
\brief Reports the current stream location for write access.
\return Returns the current stream write location.
*/
virtual uint32_t tellWrite(void) const = 0;
/**
\brief Causes any temporarily cached data to be flushed to the stream.
*/
virtual void flush(void) = 0;
/**
\brief Close the stream.
*/
virtual void close(void) {}
void release(void)
{
delete this;
}
static NV_INLINE bool isBigEndian()
{
int32_t i = 1;
return *(reinterpret_cast<char*>(&i))==0;
}
NV_INLINE void swap2Bytes(void* _data) const
{
char *data = static_cast<char *>(_data);
char one_byte;
one_byte = data[0]; data[0] = data[1]; data[1] = one_byte;
}
NV_INLINE void swap4Bytes(void* _data) const
{
char *data = static_cast<char *>(_data);
char one_byte;
one_byte = data[0]; data[0] = data[3]; data[3] = one_byte;
one_byte = data[1]; data[1] = data[2]; data[2] = one_byte;
}
NV_INLINE void swap8Bytes(void *_data) const
{
char *data = static_cast<char *>(_data);
char one_byte;
one_byte = data[0]; data[0] = data[7]; data[7] = one_byte;
one_byte = data[1]; data[1] = data[6]; data[6] = one_byte;
one_byte = data[2]; data[2] = data[5]; data[5] = one_byte;
one_byte = data[3]; data[3] = data[4]; data[4] = one_byte;
}
NV_INLINE void storeDword(uint32_t v)
{
if ( mEndianSwap )
swap4Bytes(&v);
write(&v,sizeof(v));
}
NV_INLINE void storeFloat(float v)
{
if ( mEndianSwap )
swap4Bytes(&v);
write(&v,sizeof(v));
}
NV_INLINE void storeDouble(double v)
{
if ( mEndianSwap )
swap8Bytes(&v);
write(&v,sizeof(v));
}
NV_INLINE void storeByte(uint8_t b)
{
write(&b,sizeof(b));
}
NV_INLINE void storeWord(uint16_t w)
{
if ( mEndianSwap )
swap2Bytes(&w);
write(&w,sizeof(w));
}
uint8_t readByte(void)
{
uint8_t v=0;
read(&v,sizeof(v));
return v;
}
uint16_t readWord(void)
{
uint16_t v=0;
read(&v,sizeof(v));
if ( mEndianSwap )
swap2Bytes(&v);
return v;
}
uint32_t readDword(void)
{
uint32_t v=0;
read(&v,sizeof(v));
if ( mEndianSwap )
swap4Bytes(&v);
return v;
}
float readFloat(void)
{
float v=0;
read(&v,sizeof(v));
if ( mEndianSwap )
swap4Bytes(&v);
return v;
}
double readDouble(void)
{
double v=0;
read(&v,sizeof(v));
if ( mEndianSwap )
swap8Bytes(&v);
return v;
}
private:
bool mEndianSwap; // whether or not the endian should be swapped on the current platform
EndianMode mEndianMode; // the current endian mode behavior for the stream
};
NV_POP_PACK
} // end of namespace
using namespace general_NvIOStream2;
namespace general_NvIOStream = general_NvIOStream2;
} // end of namespace
#endif // NV_FILE_BUF_H
| 9,603 | C | 27.330383 | 164 | 0.622514 |
NVIDIA-Omniverse/PhysX/blast/source/shared/NsFoundation/include/NsArray.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2023 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2023 NovodeX AG. All rights reserved.
#ifndef NV_NSFOUNDATION_NSARRAY_H
#define NV_NSFOUNDATION_NSARRAY_H
#include "NvAssert.h"
#include "NsAllocator.h"
#include "NsBasicTemplates.h"
#include "NvIntrinsics.h"
#if NV_LINUX || NV_ANDROID || (NV_IOS && !NV_A64) || NV_OSX || NV_PS3 || NV_PSP2 || NV_WIIU
#include <tr1/type_traits>
#elif NV_WINRT || NV_XBOXONE || (NV_IOS && NV_A64) || NV_WIN64 || NV_X360 || NV_WIN32 || NV_PS4
#include <type_traits>
#if NV_IOS && NV_A64
namespace std { namespace tr1 { using std::is_pod; } }
#endif
#else
#error "OS with no defined path to type_traits.h"
#endif
#if NV_VC == 9 || NV_VC == 10
#pragma warning(push)
#pragma warning(disable : 4347) // behavior change: 'function template' is called instead of 'function'
#endif
namespace nvidia
{
namespace shdfnd
{
template <class Serializer>
void exportArray(Serializer& stream, const void* data, uint32_t size, uint32_t sizeOfElement, uint32_t capacity);
char* importArray(char* address, void** data, uint32_t size, uint32_t sizeOfElement, uint32_t capacity);
/*!
An array is a sequential container.
Implementation note
* entries between 0 and size are valid objects
* we use inheritance to build this because the array is included inline in a lot
of objects and we want the allocator to take no space if it's not stateful, which
aggregation doesn't allow. Also, we want the metadata at the front for the inline
case where the allocator contains some inline storage space
*/
template <class T, class Alloc = typename AllocatorTraits<T>::Type>
class Array : protected Alloc
{
public:
typedef T* Iterator;
typedef const T* ConstIterator;
explicit Array(const NvEMPTY v) : Alloc(v)
{
if(mData)
mCapacity |= NV_SIGN_BITMASK;
}
/*!
Default array constructor. Initialize an empty array
*/
NV_INLINE explicit Array(const Alloc& alloc = Alloc()) : Alloc(alloc), mData(0), mSize(0), mCapacity(0)
{
}
/*!
Initialize array with given capacity
*/
NV_INLINE explicit Array(uint32_t size, const T& a = T(), const Alloc& alloc = Alloc())
: Alloc(alloc), mData(0), mSize(0), mCapacity(0)
{
resize(size, a);
}
/*!
Copy-constructor. Copy all entries from other array
*/
template <class A>
NV_INLINE explicit Array(const Array<T, A>& other, const Alloc& alloc = Alloc())
: Alloc(alloc)
{
copy(other);
}
// This is necessary else the basic default copy constructor is used in the case of both arrays being of the same
// template instance
// The C++ standard clearly states that a template constructor is never a copy constructor [2]. In other words,
// the presence of a template constructor does not suppress the implicit declaration of the copy constructor.
// Also never make a copy constructor explicit, or copy-initialization* will no longer work. This is because
// 'binding an rvalue to a const reference requires an accessible copy constructor' (http://gcc.gnu.org/bugs/)
// *http://stackoverflow.com/questions/1051379/is-there-a-difference-in-c-between-copy-initialization-and-assignment-initializ
NV_INLINE Array(const Array& other, const Alloc& alloc = Alloc()) : Alloc(alloc)
{
copy(other);
}
/*!
Initialize array with given length
*/
NV_INLINE explicit Array(const T* first, const T* last, const Alloc& alloc = Alloc())
: Alloc(alloc), mSize(last < first ? 0 : uint32_t(last - first)), mCapacity(mSize)
{
mData = allocate(mSize);
copy(mData, mData + mSize, first);
}
/*!
Destructor
*/
NV_INLINE ~Array()
{
destroy(mData, mData + mSize);
if(capacity() && !isInUserMemory())
deallocate(mData);
}
/*!
Assignment operator. Copy content (deep-copy)
*/
template <class A>
NV_INLINE Array& operator=(const Array<T, A>& rhs)
{
if(&rhs == this)
return *this;
clear();
reserve(rhs.mSize);
copy(mData, mData + rhs.mSize, rhs.mData);
mSize = rhs.mSize;
return *this;
}
NV_INLINE Array& operator=(const Array& t) // Needs to be declared, see comment at copy-constructor
{
return operator=<Alloc>(t);
}
NV_FORCE_INLINE static bool isArrayOfPOD()
{
#if NV_VC>=14
return std::is_trivially_copyable<T>::value;
#else
return std::tr1::is_pod<T>::value;
#endif
}
/*!
Array indexing operator.
\param i
The index of the element that will be returned.
\return
The element i in the array.
*/
NV_FORCE_INLINE const T& operator[](uint32_t i) const
{
NV_ASSERT(i < mSize);
return mData[i];
}
/*!
Array indexing operator.
\param i
The index of the element that will be returned.
\return
The element i in the array.
*/
NV_FORCE_INLINE T& operator[](uint32_t i)
{
NV_ASSERT(i < mSize);
return mData[i];
}
/*!
Returns a pointer to the initial element of the array.
\return
a pointer to the initial element of the array.
*/
NV_FORCE_INLINE ConstIterator begin() const
{
return mData;
}
NV_FORCE_INLINE Iterator begin()
{
return mData;
}
/*!
Returns an iterator beyond the last element of the array. Do not dereference.
\return
a pointer to the element beyond the last element of the array.
*/
NV_FORCE_INLINE ConstIterator end() const
{
return mData + mSize;
}
NV_FORCE_INLINE Iterator end()
{
return mData + mSize;
}
/*!
Returns a reference to the first element of the array. Undefined if the array is empty.
\return a reference to the first element of the array
*/
NV_FORCE_INLINE const T& front() const
{
NV_ASSERT(mSize);
return mData[0];
}
NV_FORCE_INLINE T& front()
{
NV_ASSERT(mSize);
return mData[0];
}
/*!
Returns a reference to the last element of the array. Undefined if the array is empty
\return a reference to the last element of the array
*/
NV_FORCE_INLINE const T& back() const
{
NV_ASSERT(mSize);
return mData[mSize - 1];
}
NV_FORCE_INLINE T& back()
{
NV_ASSERT(mSize);
return mData[mSize - 1];
}
/*!
Returns the number of entries in the array. This can, and probably will,
differ from the array capacity.
\return
The number of of entries in the array.
*/
NV_FORCE_INLINE uint32_t size() const
{
return mSize;
}
/*!
Clears the array.
*/
NV_INLINE void clear()
{
destroy(mData, mData + mSize);
mSize = 0;
}
/*!
Returns whether the array is empty (i.e. whether its size is 0).
\return
true if the array is empty
*/
NV_FORCE_INLINE bool empty() const
{
return mSize == 0;
}
/*!
Finds the first occurrence of an element in the array.
\param a
The element to find.
*/
NV_INLINE Iterator find(const T& a)
{
uint32_t index;
for(index = 0; index < mSize && mData[index] != a; index++)
;
return mData + index;
}
NV_INLINE ConstIterator find(const T& a) const
{
uint32_t index;
for(index = 0; index < mSize && mData[index] != a; index++)
;
return mData + index;
}
/////////////////////////////////////////////////////////////////////////
/*!
Adds one element to the end of the array. Operation is O(1).
\param a
The element that will be added to this array.
*/
/////////////////////////////////////////////////////////////////////////
NV_FORCE_INLINE T& pushBack(const T& a)
{
if(capacity() <= mSize)
return growAndPushBack(a);
NV_PLACEMENT_NEW(reinterpret_cast<void*>(mData + mSize), T)(a);
return mData[mSize++];
}
/////////////////////////////////////////////////////////////////////////
/*!
Returns the element at the end of the array. Only legal if the array is non-empty.
*/
/////////////////////////////////////////////////////////////////////////
NV_INLINE T popBack()
{
NV_ASSERT(mSize);
T t = mData[mSize - 1];
if (!isArrayOfPOD())
{
mData[--mSize].~T();
}
else
{
--mSize;
}
return t;
}
/////////////////////////////////////////////////////////////////////////
/*!
Construct one element at the end of the array. Operation is O(1).
*/
/////////////////////////////////////////////////////////////////////////
NV_INLINE T& insert()
{
if(capacity() <= mSize)
grow(capacityIncrement());
T* ptr = mData + mSize++;
new (ptr) T; // not 'T()' because PODs should not get default-initialized.
return *ptr;
}
/////////////////////////////////////////////////////////////////////////
/*!
Subtracts the element on position i from the array and replace it with
the last element.
Operation is O(1)
\param i
The position of the element that will be subtracted from this array.
*/
/////////////////////////////////////////////////////////////////////////
NV_INLINE void replaceWithLast(uint32_t i)
{
NV_ASSERT(i < mSize);
mData[i] = mData[--mSize];
if (!isArrayOfPOD())
{
mData[mSize].~T();
}
}
NV_INLINE void replaceWithLast(Iterator i)
{
replaceWithLast(static_cast<uint32_t>(i - mData));
}
/////////////////////////////////////////////////////////////////////////
/*!
Replaces the first occurrence of the element a with the last element
Operation is O(n)
\param a
The position of the element that will be subtracted from this array.
\return true if the element has been removed.
*/
/////////////////////////////////////////////////////////////////////////
NV_INLINE bool findAndReplaceWithLast(const T& a)
{
uint32_t index = 0;
while(index < mSize && mData[index] != a)
++index;
if(index == mSize)
return false;
replaceWithLast(index);
return true;
}
/////////////////////////////////////////////////////////////////////////
/*!
Subtracts the element on position i from the array. Shift the entire
array one step.
Operation is O(n)
\param i
The position of the element that will be subtracted from this array.
*/
/////////////////////////////////////////////////////////////////////////
NV_INLINE void remove(uint32_t i)
{
NV_ASSERT(i < mSize);
if (isArrayOfPOD())
{
if (i + 1 != mSize)
{
nvidia::intrinsics::memMove(mData + i, mData + i + 1, (mSize - i - 1) * sizeof(T));
}
}
else
{
for(T* it = mData + i; it->~T(), ++i < mSize; ++it)
new (it) T(mData[i]);
}
--mSize;
}
/////////////////////////////////////////////////////////////////////////
/*!
Removes a range from the array. Shifts the array so order is maintained.
Operation is O(n)
\param begin
The starting position of the element that will be subtracted from this array.
\param count
The number of elments that will be subtracted from this array.
*/
/////////////////////////////////////////////////////////////////////////
NV_INLINE void removeRange(uint32_t begin, uint32_t count)
{
NV_ASSERT(begin < mSize);
NV_ASSERT((begin + count) <= mSize);
if (!isArrayOfPOD())
{
for(uint32_t i = 0; i < count; i++)
{
mData[begin + i].~T(); // call the destructor on the ones being removed first.
}
}
T* dest = &mData[begin]; // location we are copying the tail end objects to
T* src = &mData[begin + count]; // start of tail objects
uint32_t move_count = mSize - (begin + count); // compute remainder that needs to be copied down
if (isArrayOfPOD())
{
nvidia::intrinsics::memMove(dest, src, move_count * sizeof(T));
}
else
{
for(uint32_t i = 0; i < move_count; i++)
{
new (dest) T(*src); // copy the old one to the new location
src->~T(); // call the destructor on the old location
dest++;
src++;
}
}
mSize -= count;
}
//////////////////////////////////////////////////////////////////////////
/*!
Resize array
*/
//////////////////////////////////////////////////////////////////////////
NV_NOINLINE void resize(const uint32_t size, const T& a = T());
NV_NOINLINE void resizeUninitialized(const uint32_t size);
//////////////////////////////////////////////////////////////////////////
/*!
Resize array such that only as much memory is allocated to hold the
existing elements
*/
//////////////////////////////////////////////////////////////////////////
NV_INLINE void shrink()
{
recreate(mSize);
}
//////////////////////////////////////////////////////////////////////////
/*!
Deletes all array elements and frees memory.
*/
//////////////////////////////////////////////////////////////////////////
NV_INLINE void reset()
{
resize(0);
shrink();
}
//////////////////////////////////////////////////////////////////////////
/*!
Ensure that the array has at least size capacity.
*/
//////////////////////////////////////////////////////////////////////////
NV_INLINE void reserve(const uint32_t capacity)
{
if(capacity > this->capacity())
grow(capacity);
}
//////////////////////////////////////////////////////////////////////////
/*!
Query the capacity(allocated mem) for the array.
*/
//////////////////////////////////////////////////////////////////////////
NV_FORCE_INLINE uint32_t capacity() const
{
return mCapacity & ~NV_SIGN_BITMASK;
}
//////////////////////////////////////////////////////////////////////////
/*!
Unsafe function to force the size of the array
*/
//////////////////////////////////////////////////////////////////////////
NV_FORCE_INLINE void forceSize_Unsafe(uint32_t size)
{
NV_ASSERT(size <= mCapacity);
mSize = size;
}
//////////////////////////////////////////////////////////////////////////
/*!
Swap contents of an array without allocating temporary storage
*/
//////////////////////////////////////////////////////////////////////////
NV_INLINE void swap(Array<T, Alloc>& other)
{
shdfnd::swap(mData, other.mData);
shdfnd::swap(mSize, other.mSize);
shdfnd::swap(mCapacity, other.mCapacity);
}
//////////////////////////////////////////////////////////////////////////
/*!
Assign a range of values to this vector (resizes to length of range)
*/
//////////////////////////////////////////////////////////////////////////
NV_INLINE void assign(const T* first, const T* last)
{
resizeUninitialized(uint32_t(last - first));
copy(begin(), end(), first);
}
// We need one bit to mark arrays that have been deserialized from a user-provided memory block.
// For alignment & memory saving purpose we store that bit in the rarely used capacity member.
NV_FORCE_INLINE uint32_t isInUserMemory() const
{
return mCapacity & NV_SIGN_BITMASK;
}
/// return reference to allocator
NV_INLINE Alloc& getAllocator()
{
return *this;
}
protected:
// constructor for where we don't own the memory
Array(T* memory, uint32_t size, uint32_t capacity, const Alloc& alloc = Alloc())
: Alloc(alloc), mData(memory), mSize(size), mCapacity(capacity | NV_SIGN_BITMASK)
{
}
template <class A>
NV_NOINLINE void copy(const Array<T, A>& other);
NV_INLINE T* allocate(uint32_t size)
{
if(size > 0)
{
T* p = reinterpret_cast<T*>(Alloc::allocate(sizeof(T) * size, __FILE__, __LINE__));
/**
Mark a specified amount of memory with 0xcd pattern. This is used to check that the meta data
definition for serialized classes is complete in checked builds.
*/
#if NV_CHECKED
if(p)
{
for(uint32_t i = 0; i < (sizeof(T) * size); ++i)
reinterpret_cast<uint8_t*>(p)[i] = 0xcd;
}
#endif
return p;
}
return 0;
}
NV_INLINE void deallocate(void* mem)
{
Alloc::deallocate(mem);
}
static NV_INLINE bool isZeroInit(const T& object)
{
char ZeroBuffOnStack[sizeof(object)] = {};
return memcmp(&object, ZeroBuffOnStack, sizeof(object)) == 0;
}
static NV_INLINE void create(T* first, T* last, const T& a)
{
if (isArrayOfPOD() && isZeroInit(a))
{
if(last>first)
nvidia::intrinsics::memZero(first, uint32_t((last-first) * sizeof(T)));
}
else
{
for(; first<last; ++first)
::new(first)T(a);
}
}
static NV_INLINE void copy(T* first, T* last, const T* src)
{
if (last <= first)
return;
if (isArrayOfPOD())
{
nvidia::intrinsics::memCopy(first, src, uint32_t((last-first) * sizeof(T)));
}
else
{
for(; first<last; ++first, ++src)
::new (first)T(*src);
}
}
static NV_INLINE void destroy(T* first, T* last)
{
if (!isArrayOfPOD())
{
for(; first < last; ++first)
first->~T();
}
}
/*!
Called when pushBack() needs to grow the array.
\param a The element that will be added to this array.
*/
NV_NOINLINE T& growAndPushBack(const T& a);
/*!
Resizes the available memory for the array.
\param capacity
The number of entries that the set should be able to hold.
*/
NV_INLINE void grow(uint32_t capacity)
{
NV_ASSERT(this->capacity() < capacity);
recreate(capacity);
}
/*!
Creates a new memory block, copies all entries to the new block and destroys old entries.
\param capacity
The number of entries that the set should be able to hold.
*/
NV_NOINLINE void recreate(uint32_t capacity);
// The idea here is to prevent accidental bugs with pushBack or insert. Unfortunately
// it interacts badly with InlineArrays with smaller inline allocations.
// TODO(dsequeira): policy template arg, this is exactly what they're for.
NV_INLINE uint32_t capacityIncrement() const
{
const uint32_t capacity = this->capacity();
return capacity == 0 ? 1 : capacity * 2;
}
T* mData;
uint32_t mSize;
uint32_t mCapacity;
};
template <class T, class Alloc>
NV_NOINLINE void Array<T, Alloc>::resize(const uint32_t size, const T& a)
{
reserve(size);
create(mData + mSize, mData + size, a);
destroy(mData + size, mData + mSize);
mSize = size;
}
template <class T, class Alloc>
template <class A>
NV_NOINLINE void Array<T, Alloc>::copy(const Array<T, A>& other)
{
if(!other.empty())
{
mData = allocate(mSize = mCapacity = other.size());
copy(mData, mData + mSize, other.begin());
}
else
{
mData = NULL;
mSize = 0;
mCapacity = 0;
}
// mData = allocate(other.mSize);
// mSize = other.mSize;
// mCapacity = other.mSize;
// copy(mData, mData + mSize, other.mData);
}
template <class T, class Alloc>
NV_NOINLINE void Array<T, Alloc>::resizeUninitialized(const uint32_t size)
{
reserve(size);
mSize = size;
}
template <class T, class Alloc>
NV_NOINLINE T& Array<T, Alloc>::growAndPushBack(const T& a)
{
uint32_t capacity = capacityIncrement();
T* newData = allocate(capacity);
NV_ASSERT((!capacity) || (newData && (newData != mData)));
copy(newData, newData + mSize, mData);
// inserting element before destroying old array
// avoids referencing destroyed object when duplicating array element.
NV_PLACEMENT_NEW(reinterpret_cast<void*>(newData + mSize), T)(a);
destroy(mData, mData + mSize);
if(!isInUserMemory())
deallocate(mData);
mData = newData;
mCapacity = capacity;
return mData[mSize++];
}
template <class T, class Alloc>
NV_NOINLINE void Array<T, Alloc>::recreate(uint32_t capacity)
{
T* newData = allocate(capacity);
NV_ASSERT((!capacity) || (newData && (newData != mData)));
copy(newData, newData + mSize, mData);
destroy(mData, mData + mSize);
if(!isInUserMemory())
deallocate(mData);
mData = newData;
mCapacity = capacity;
}
template <class T, class Alloc>
NV_INLINE void swap(Array<T, Alloc>& x, Array<T, Alloc>& y)
{
x.swap(y);
}
} // namespace shdfnd
} // namespace nvidia
#if NV_VC == 9 || NV_VC == 10
#pragma warning(pop)
#endif
#endif // #ifndef NV_NSFOUNDATION_NSARRAY_H
| 23,231 | C | 28.003745 | 130 | 0.536697 |
NVIDIA-Omniverse/PhysX/blast/source/shared/NsFoundation/include/NsIntrinsics.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2023 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2023 NovodeX AG. All rights reserved.
#ifndef NV_NSFOUNDATION_NSINTRINSICS_H
#define NV_NSFOUNDATION_NSINTRINSICS_H
#include "NvPreprocessor.h"
#if(NV_WINDOWS_FAMILY || NV_WINRT)
#include "platform/windows/NsWindowsIntrinsics.h"
#elif NV_X360
#include "xbox360/NsXbox360Intrinsics.h"
#elif(NV_LINUX || NV_ANDROID || NV_APPLE_FAMILY || NV_PS4)
#include "platform/unix/NsUnixIntrinsics.h"
#elif NV_PS3
#include "ps3/NsPS3Intrinsics.h"
#elif NV_PSP2
#include "psp2/NsPSP2Intrinsics.h"
#elif NV_WIIU
#include "wiiu/NsWiiUIntrinsics.h"
#elif NV_XBOXONE
#include "XboxOne/NsXboxOneIntrinsics.h"
#else
#error "Platform not supported!"
#endif
#endif // #ifndef NV_NSFOUNDATION_NSINTRINSICS_H
| 2,345 | C | 43.26415 | 74 | 0.76887 |
NVIDIA-Omniverse/PhysX/blast/source/shared/NsFoundation/include/NsHashInternals.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2023 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2023 NovodeX AG. All rights reserved.
#ifndef NV_NSFOUNDATION_NSHASHINTERNALS_H
#define NV_NSFOUNDATION_NSHASHINTERNALS_H
#include "NsBasicTemplates.h"
#include "NsArray.h"
#include "NsBitUtils.h"
#include "NsHash.h"
#include "NvIntrinsics.h"
#if NV_VC
#pragma warning(push)
#pragma warning(disable : 4127) // conditional expression is constant
#endif
namespace nvidia
{
namespace shdfnd
{
namespace internal
{
template <class Entry, class Key, class HashFn, class GetKey, class Allocator, bool compacting>
class HashBase : private Allocator
{
void init(uint32_t initialTableSize, float loadFactor)
{
mBuffer = NULL;
mEntries = NULL;
mEntriesNext = NULL;
mHash = NULL;
mEntriesCapacity = 0;
mHashSize = 0;
mLoadFactor = loadFactor;
mFreeList = uint32_t(EOL);
mTimestamp = 0;
mEntriesCount = 0;
if(initialTableSize)
reserveInternal(initialTableSize);
}
public:
typedef Entry EntryType;
HashBase(uint32_t initialTableSize = 64, float loadFactor = 0.75f) : Allocator(NV_DEBUG_EXP("hashBase"))
{
init(initialTableSize, loadFactor);
}
HashBase(uint32_t initialTableSize, float loadFactor, const Allocator& alloc) : Allocator(alloc)
{
init(initialTableSize, loadFactor);
}
HashBase(const Allocator& alloc) : Allocator(alloc)
{
init(64, 0.75f);
}
~HashBase()
{
destroy(); // No need to clear()
if(mBuffer)
Allocator::deallocate(mBuffer);
}
static const uint32_t EOL = 0xffffffff;
NV_INLINE Entry* create(const Key& k, bool& exists)
{
uint32_t h = 0;
if(mHashSize)
{
h = hash(k);
uint32_t index = mHash[h];
while(index != EOL && !HashFn().equal(GetKey()(mEntries[index]), k))
index = mEntriesNext[index];
exists = index != EOL;
if(exists)
return mEntries + index;
}
else
exists = false;
if(freeListEmpty())
{
grow();
h = hash(k);
}
uint32_t entryIndex = freeListGetNext();
mEntriesNext[entryIndex] = mHash[h];
mHash[h] = entryIndex;
mEntriesCount++;
mTimestamp++;
return mEntries + entryIndex;
}
NV_INLINE const Entry* find(const Key& k) const
{
if(!mHashSize)
return NULL;
const uint32_t h = hash(k);
uint32_t index = mHash[h];
while(index != EOL && !HashFn().equal(GetKey()(mEntries[index]), k))
index = mEntriesNext[index];
return index != EOL ? mEntries + index : NULL;
}
NV_INLINE bool erase(const Key& k)
{
if(!mHashSize)
return false;
const uint32_t h = hash(k);
uint32_t* ptr = mHash + h;
while(*ptr != EOL && !HashFn().equal(GetKey()(mEntries[*ptr]), k))
ptr = mEntriesNext + *ptr;
if(*ptr == EOL)
return false;
const uint32_t index = *ptr;
*ptr = mEntriesNext[index];
mEntries[index].~Entry();
mEntriesCount--;
mTimestamp++;
if(compacting && index != mEntriesCount)
replaceWithLast(index);
freeListAdd(index);
return true;
}
NV_INLINE uint32_t size() const
{
return mEntriesCount;
}
NV_INLINE uint32_t capacity() const
{
return mHashSize;
}
void clear()
{
if(!mHashSize || mEntriesCount == 0)
return;
destroy();
intrinsics::memSet(mHash, EOL, mHashSize * sizeof(uint32_t));
const uint32_t sizeMinus1 = mEntriesCapacity - 1;
for(uint32_t i = 0; i < sizeMinus1; i++)
{
prefetchLine(mEntriesNext + i, 128);
mEntriesNext[i] = i + 1;
}
mEntriesNext[mEntriesCapacity - 1] = uint32_t(EOL);
mFreeList = 0;
mEntriesCount = 0;
}
void reserve(uint32_t size)
{
if(size > mHashSize)
reserveInternal(size);
}
NV_INLINE const Entry* getEntries() const
{
return mEntries;
}
NV_INLINE Entry* insertUnique(const Key& k)
{
NV_ASSERT(find(k) == NULL);
uint32_t h = hash(k);
uint32_t entryIndex = freeListGetNext();
mEntriesNext[entryIndex] = mHash[h];
mHash[h] = entryIndex;
mEntriesCount++;
mTimestamp++;
return mEntries + entryIndex;
}
private:
void destroy()
{
for(uint32_t i = 0; i < mHashSize; i++)
{
for(uint32_t j = mHash[i]; j != EOL; j = mEntriesNext[j])
mEntries[j].~Entry();
}
}
template <typename HK, typename GK, class A, bool comp>
NV_NOINLINE void copy(const HashBase<Entry, Key, HK, GK, A, comp>& other);
// free list management - if we're coalescing, then we use mFreeList to hold
// the top of the free list and it should always be equal to size(). Otherwise,
// we build a free list in the next() pointers.
NV_INLINE void freeListAdd(uint32_t index)
{
if(compacting)
{
mFreeList--;
NV_ASSERT(mFreeList == mEntriesCount);
}
else
{
mEntriesNext[index] = mFreeList;
mFreeList = index;
}
}
NV_INLINE void freeListAdd(uint32_t start, uint32_t end)
{
if(!compacting)
{
for(uint32_t i = start; i < end - 1; i++) // add the new entries to the free list
mEntriesNext[i] = i + 1;
// link in old free list
mEntriesNext[end - 1] = mFreeList;
NV_ASSERT(mFreeList != end - 1);
mFreeList = start;
}
else if(mFreeList == EOL) // don't reset the free ptr for the compacting hash unless it's empty
mFreeList = start;
}
NV_INLINE uint32_t freeListGetNext()
{
NV_ASSERT(!freeListEmpty());
if(compacting)
{
NV_ASSERT(mFreeList == mEntriesCount);
return mFreeList++;
}
else
{
uint32_t entryIndex = mFreeList;
mFreeList = mEntriesNext[mFreeList];
return entryIndex;
}
}
NV_INLINE bool freeListEmpty() const
{
if(compacting)
return mEntriesCount == mEntriesCapacity;
else
return mFreeList == EOL;
}
NV_INLINE void replaceWithLast(uint32_t index)
{
NV_PLACEMENT_NEW(mEntries + index, Entry)(mEntries[mEntriesCount]);
mEntries[mEntriesCount].~Entry();
mEntriesNext[index] = mEntriesNext[mEntriesCount];
uint32_t h = hash(GetKey()(mEntries[index]));
uint32_t* ptr;
for(ptr = mHash + h; *ptr != mEntriesCount; ptr = mEntriesNext + *ptr)
NV_ASSERT(*ptr != EOL);
*ptr = index;
}
NV_INLINE uint32_t hash(const Key& k, uint32_t hashSize) const
{
return HashFn()(k) & (hashSize - 1);
}
NV_INLINE uint32_t hash(const Key& k) const
{
return hash(k, mHashSize);
}
void reserveInternal(uint32_t size)
{
if(!isPowerOfTwo(size))
size = nextPowerOfTwo(size);
NV_ASSERT(!(size & (size - 1)));
// decide whether iteration can be done on the entries directly
bool resizeCompact = compacting || freeListEmpty();
// define new table sizes
uint32_t oldEntriesCapacity = mEntriesCapacity;
uint32_t newEntriesCapacity = uint32_t(float(size) * mLoadFactor);
uint32_t newHashSize = size;
// allocate new common buffer and setup pointers to new tables
uint8_t* newBuffer;
uint32_t* newHash;
uint32_t* newEntriesNext;
Entry* newEntries;
{
uint32_t newHashByteOffset = 0;
uint32_t newEntriesNextBytesOffset = newHashByteOffset + newHashSize * sizeof(uint32_t);
uint32_t newEntriesByteOffset = newEntriesNextBytesOffset + newEntriesCapacity * sizeof(uint32_t);
newEntriesByteOffset += (16 - (newEntriesByteOffset & 15)) & 15;
uint32_t newBufferByteSize = newEntriesByteOffset + newEntriesCapacity * sizeof(Entry);
newBuffer = reinterpret_cast<uint8_t*>(Allocator::allocate(newBufferByteSize, __FILE__, __LINE__));
NV_ASSERT(newBuffer);
newHash = reinterpret_cast<uint32_t*>(newBuffer + newHashByteOffset);
newEntriesNext = reinterpret_cast<uint32_t*>(newBuffer + newEntriesNextBytesOffset);
newEntries = reinterpret_cast<Entry*>(newBuffer + newEntriesByteOffset);
}
// initialize new hash table
intrinsics::memSet(newHash, uint32_t(EOL), newHashSize * sizeof(uint32_t));
// iterate over old entries, re-hash and create new entries
if(resizeCompact)
{
// check that old free list is empty - we don't need to copy the next entries
NV_ASSERT(compacting || mFreeList == EOL);
for(uint32_t index = 0; index < mEntriesCount; ++index)
{
uint32_t h = hash(GetKey()(mEntries[index]), newHashSize);
newEntriesNext[index] = newHash[h];
newHash[h] = index;
NV_PLACEMENT_NEW(newEntries + index, Entry)(mEntries[index]);
mEntries[index].~Entry();
}
}
else
{
// copy old free list, only required for non compact resizing
intrinsics::memCopy(newEntriesNext, mEntriesNext, mEntriesCapacity * sizeof(uint32_t));
for(uint32_t bucket = 0; bucket < mHashSize; bucket++)
{
uint32_t index = mHash[bucket];
while(index != EOL)
{
uint32_t h = hash(GetKey()(mEntries[index]), newHashSize);
newEntriesNext[index] = newHash[h];
NV_ASSERT(index != newHash[h]);
newHash[h] = index;
NV_PLACEMENT_NEW(newEntries + index, Entry)(mEntries[index]);
mEntries[index].~Entry();
index = mEntriesNext[index];
}
}
}
// swap buffer and pointers
Allocator::deallocate(mBuffer);
mBuffer = newBuffer;
mHash = newHash;
mHashSize = newHashSize;
mEntriesNext = newEntriesNext;
mEntries = newEntries;
mEntriesCapacity = newEntriesCapacity;
freeListAdd(oldEntriesCapacity, newEntriesCapacity);
}
void grow()
{
NV_ASSERT((mFreeList == EOL) || (compacting && (mEntriesCount == mEntriesCapacity)));
uint32_t size = mHashSize == 0 ? 16 : mHashSize * 2;
reserve(size);
}
uint8_t* mBuffer;
Entry* mEntries;
uint32_t* mEntriesNext; // same size as mEntries
uint32_t* mHash;
uint32_t mEntriesCapacity;
uint32_t mHashSize;
float mLoadFactor;
uint32_t mFreeList;
uint32_t mTimestamp;
uint32_t mEntriesCount; // number of entries
public:
class Iter
{
public:
NV_INLINE Iter(HashBase& b) : mBucket(0), mEntry(uint32_t(b.EOL)), mTimestamp(b.mTimestamp), mBase(b)
{
if(mBase.mEntriesCapacity > 0)
{
mEntry = mBase.mHash[0];
skip();
}
}
NV_INLINE void check() const
{
NV_ASSERT(mTimestamp == mBase.mTimestamp);
}
NV_INLINE Entry operator*() const
{
check();
return mBase.mEntries[mEntry];
}
NV_INLINE Entry* operator->() const
{
check();
return mBase.mEntries + mEntry;
}
NV_INLINE Iter operator++()
{
check();
advance();
return *this;
}
NV_INLINE Iter operator++(int)
{
check();
Iter i = *this;
advance();
return i;
}
NV_INLINE bool done() const
{
check();
return mEntry == mBase.EOL;
}
private:
NV_INLINE void advance()
{
mEntry = mBase.mEntriesNext[mEntry];
skip();
}
NV_INLINE void skip()
{
while(mEntry == mBase.EOL)
{
if(++mBucket == mBase.mHashSize)
break;
mEntry = mBase.mHash[mBucket];
}
}
Iter& operator=(const Iter&);
uint32_t mBucket;
uint32_t mEntry;
uint32_t mTimestamp;
HashBase& mBase;
};
};
template <class Entry, class Key, class HashFn, class GetKey, class Allocator, bool compacting>
template <typename HK, typename GK, class A, bool comp>
NV_NOINLINE void
HashBase<Entry, Key, HashFn, GetKey, Allocator, compacting>::copy(const HashBase<Entry, Key, HK, GK, A, comp>& other)
{
reserve(other.mEntriesCount);
for(uint32_t i = 0; i < other.mEntriesCount; i++)
{
for(uint32_t j = other.mHash[i]; j != EOL; j = other.mEntriesNext[j])
{
const Entry& otherEntry = other.mEntries[j];
bool exists;
Entry* newEntry = create(GK()(otherEntry), exists);
NV_ASSERT(!exists);
NV_PLACEMENT_NEW(newEntry, Entry)(otherEntry);
}
}
}
template <class Key, class HashFn, class Allocator = typename AllocatorTraits<Key>::Type, bool Coalesced = false>
class HashSetBase
{
NV_NOCOPY(HashSetBase)
public:
struct GetKey
{
NV_INLINE const Key& operator()(const Key& e)
{
return e;
}
};
typedef HashBase<Key, Key, HashFn, GetKey, Allocator, Coalesced> BaseMap;
typedef typename BaseMap::Iter Iterator;
HashSetBase(uint32_t initialTableSize, float loadFactor, const Allocator& alloc)
: mBase(initialTableSize, loadFactor, alloc)
{
}
HashSetBase(const Allocator& alloc) : mBase(64, 0.75f, alloc)
{
}
HashSetBase(uint32_t initialTableSize = 64, float loadFactor = 0.75f) : mBase(initialTableSize, loadFactor)
{
}
bool insert(const Key& k)
{
bool exists;
Key* e = mBase.create(k, exists);
if(!exists)
NV_PLACEMENT_NEW(e, Key)(k);
return !exists;
}
NV_INLINE bool contains(const Key& k) const
{
return mBase.find(k) != 0;
}
NV_INLINE bool erase(const Key& k)
{
return mBase.erase(k);
}
NV_INLINE uint32_t size() const
{
return mBase.size();
}
NV_INLINE uint32_t capacity() const
{
return mBase.capacity();
}
NV_INLINE void reserve(uint32_t size)
{
mBase.reserve(size);
}
NV_INLINE void clear()
{
mBase.clear();
}
protected:
BaseMap mBase;
};
template <class Key, class Value, class HashFn, class Allocator = typename AllocatorTraits<Pair<const Key, Value> >::Type>
class HashMapBase
{
NV_NOCOPY(HashMapBase)
public:
typedef Pair<const Key, Value> Entry;
struct GetKey
{
NV_INLINE const Key& operator()(const Entry& e)
{
return e.first;
}
};
typedef HashBase<Entry, Key, HashFn, GetKey, Allocator, true> BaseMap;
typedef typename BaseMap::Iter Iterator;
HashMapBase(uint32_t initialTableSize, float loadFactor, const Allocator& alloc)
: mBase(initialTableSize, loadFactor, alloc)
{
}
HashMapBase(const Allocator& alloc) : mBase(64, 0.75f, alloc)
{
}
HashMapBase(uint32_t initialTableSize = 64, float loadFactor = 0.75f) : mBase(initialTableSize, loadFactor)
{
}
bool insert(const Key /*&*/ k, const Value /*&*/ v)
{
bool exists;
Entry* e = mBase.create(k, exists);
if(!exists)
NV_PLACEMENT_NEW(e, Entry)(k, v);
return !exists;
}
Value& operator[](const Key& k)
{
bool exists;
Entry* e = mBase.create(k, exists);
if(!exists)
NV_PLACEMENT_NEW(e, Entry)(k, Value());
return e->second;
}
NV_INLINE const Entry* find(const Key& k) const
{
return mBase.find(k);
}
NV_INLINE bool erase(const Key& k)
{
return mBase.erase(k);
}
NV_INLINE uint32_t size() const
{
return mBase.size();
}
NV_INLINE uint32_t capacity() const
{
return mBase.capacity();
}
NV_INLINE Iterator getIterator()
{
return Iterator(mBase);
}
NV_INLINE void reserve(uint32_t size)
{
mBase.reserve(size);
}
NV_INLINE void clear()
{
mBase.clear();
}
protected:
BaseMap mBase;
};
}
} // namespace shdfnd
} // namespace nvidia
#if NV_VC
#pragma warning(pop)
#endif
#endif // #ifndef NV_NSFOUNDATION_NSHASHINTERNALS_H
| 18,702 | C | 26.464023 | 122 | 0.574537 |
NVIDIA-Omniverse/PhysX/blast/source/shared/NsFoundation/include/NsInlineAllocator.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2023 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2023 NovodeX AG. All rights reserved.
#ifndef NV_NSFOUNDATION_NSINLINEALLOCATOR_H
#define NV_NSFOUNDATION_NSINLINEALLOCATOR_H
#include "NsUserAllocated.h"
namespace nvidia
{
namespace shdfnd
{
// this is used by the array class to allocate some space for a small number
// of objects along with the metadata
template <uint32_t N, typename BaseAllocator>
class InlineAllocator : private BaseAllocator
{
public:
InlineAllocator(const NvEMPTY v) : BaseAllocator(v)
{
}
InlineAllocator(const BaseAllocator& alloc = BaseAllocator()) : BaseAllocator(alloc), mBufferUsed(false)
{
}
InlineAllocator(const InlineAllocator& aloc) : BaseAllocator(aloc), mBufferUsed(false)
{
}
void* allocate(uint32_t size, const char* filename, int line)
{
if(!mBufferUsed && size <= N)
{
mBufferUsed = true;
return mBuffer;
}
return BaseAllocator::allocate(size, filename, line);
}
void deallocate(void* ptr)
{
if(ptr == mBuffer)
mBufferUsed = false;
else
BaseAllocator::deallocate(ptr);
}
NV_FORCE_INLINE uint8_t* getInlineBuffer()
{
return mBuffer;
}
NV_FORCE_INLINE bool isBufferUsed() const
{
return mBufferUsed;
}
protected:
uint8_t mBuffer[N];
bool mBufferUsed;
};
} // namespace shdfnd
} // namespace nvidia
#endif // #ifndef NV_NSFOUNDATION_NSINLINEALLOCATOR_H
| 3,118 | C | 33.274725 | 108 | 0.713278 |
NVIDIA-Omniverse/PhysX/blast/source/shared/NsFoundation/include/NsHash.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2023 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2023 NovodeX AG. All rights reserved.
#ifndef NV_NSFOUNDATION_NSHASH_H
#define NV_NSFOUNDATION_NSHASH_H
#include "Ns.h"
#include "NsBasicTemplates.h"
#if NV_VC
#pragma warning(push)
#pragma warning(disable : 4302)
#endif
#if NV_LINUX
#include "NvSimpleTypes.h"
#endif
/*!
Central definition of hash functions
*/
namespace nvidia
{
namespace shdfnd
{
// Hash functions
// Thomas Wang's 32 bit mix
// http://www.cris.com/~Ttwang/tech/inthash.htm
NV_FORCE_INLINE uint32_t hash(const uint32_t key)
{
uint32_t k = key;
k += ~(k << 15);
k ^= (k >> 10);
k += (k << 3);
k ^= (k >> 6);
k += ~(k << 11);
k ^= (k >> 16);
return uint32_t(k);
}
NV_FORCE_INLINE uint32_t hash(const int32_t key)
{
return hash(uint32_t(key));
}
// Thomas Wang's 64 bit mix
// http://www.cris.com/~Ttwang/tech/inthash.htm
NV_FORCE_INLINE uint32_t hash(const uint64_t key)
{
uint64_t k = key;
k += ~(k << 32);
k ^= (k >> 22);
k += ~(k << 13);
k ^= (k >> 8);
k += (k << 3);
k ^= (k >> 15);
k += ~(k << 27);
k ^= (k >> 31);
return uint32_t(UINT32_MAX & k);
}
#if NV_APPLE_FAMILY
// hash for size_t, to make gcc happy
NV_INLINE uint32_t hash(const size_t key)
{
#if NV_P64_FAMILY
return hash(uint64_t(key));
#else
return hash(uint32_t(key));
#endif
}
#endif
// Hash function for pointers
NV_INLINE uint32_t hash(const void* ptr)
{
#if NV_P64_FAMILY
return hash(uint64_t(ptr));
#else
return hash(uint32_t(UINT32_MAX & size_t(ptr)));
#endif
}
// Hash function for pairs
template <typename F, typename S>
NV_INLINE uint32_t hash(const Pair<F, S>& p)
{
uint32_t seed = 0x876543;
uint32_t m = 1000007;
return hash(p.second) ^ (m * (hash(p.first) ^ (m * seed)));
}
// hash object for hash map template parameter
template <class Key>
struct Hash
{
uint32_t operator()(const Key& k) const
{
return hash(k);
}
bool equal(const Key& k0, const Key& k1) const
{
return k0 == k1;
}
};
// specialization for strings
template <>
struct Hash<const char*>
{
public:
uint32_t operator()(const char* _string) const
{
// "DJB" string hash
const uint8_t* string = reinterpret_cast<const uint8_t*>(_string);
uint32_t h = 5381;
for(const uint8_t* ptr = string; *ptr; ptr++)
h = ((h << 5) + h) ^ uint32_t(*ptr);
return h;
}
bool equal(const char* string0, const char* string1) const
{
return !strcmp(string0, string1);
}
};
} // namespace shdfnd
} // namespace nvidia
#if NV_VC
#pragma warning(pop)
#endif
#endif // #ifndef NV_NSFOUNDATION_NSHASH_H
| 4,292 | C | 25.5 | 74 | 0.662162 |
NVIDIA-Omniverse/PhysX/blast/source/shared/NsFoundation/include/NsFPU.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2023 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2023 NovodeX AG. All rights reserved.
#ifndef NV_NSFOUNDATION_NSFPU_H
#define NV_NSFOUNDATION_NSFPU_H
#include "Ns.h"
#include "NsIntrinsics.h"
// unsigned integer representation of a floating-point value.
#if NV_PS3
NV_FORCE_INLINE unsigned int NV_IR(const float x)
{
union
{
int i;
float f;
} u;
u.f = x;
return u.i;
}
NV_FORCE_INLINE int NV_SIR(const float x)
{
union
{
int i;
float f;
} u;
u.f = x;
return u.i;
}
NV_FORCE_INLINE float NV_FR(const unsigned int x)
{
union
{
unsigned int i;
float f;
} u;
u.i = x;
return u.f;
}
#else
#define NV_IR(x) ((uint32_t&)(x))
#define NV_SIR(x) ((int32_t&)(x))
#define NV_FR(x) ((float&)(x))
#endif
// signed integer representation of a floating-point value.
// Floating-point representation of a integer value.
#define NV_SIGN_BITMASK 0x80000000
#define NV_FPU_GUARD shdfnd::FPUGuard scopedFpGuard;
#define NV_SIMD_GUARD shdfnd::SIMDGuard scopedFpGuard;
#define NV_SUPPORT_GUARDS (NV_WINDOWS_FAMILY || NV_XBOXONE || NV_LINUX || NV_PS4 || NV_OSX)
namespace nvidia
{
namespace shdfnd
{
// sets the default SDK state for scalar and SIMD units
class NV_FOUNDATION_API FPUGuard
{
public:
FPUGuard(); // set fpu control word for PhysX
~FPUGuard(); // restore fpu control word
private:
uint32_t mControlWords[8];
};
// sets default SDK state for simd unit only, lighter weight than FPUGuard
class SIMDGuard
{
public:
NV_INLINE SIMDGuard(); // set simd control word for PhysX
NV_INLINE ~SIMDGuard(); // restore simd control word
private:
#if NV_SUPPORT_GUARDS
uint32_t mControlWord;
#endif
};
/**
\brief Enables floating point exceptions for the scalar and SIMD unit
*/
NV_FOUNDATION_API void enableFPExceptions();
/**
\brief Disables floating point exceptions for the scalar and SIMD unit
*/
NV_FOUNDATION_API void disableFPExceptions();
} // namespace shdfnd
} // namespace nvidia
#if NV_WINDOWS_FAMILY || NV_XBOXONE
#include "platform/windows/NsWindowsFPU.h"
#elif NV_LINUX || NV_PS4 || NV_OSX
#include "platform/unix/NsUnixFPU.h"
#else
NV_INLINE nvidia::shdfnd::SIMDGuard::SIMDGuard()
{
}
NV_INLINE nvidia::shdfnd::SIMDGuard::~SIMDGuard()
{
}
#endif
#endif // #ifndef NV_NSFOUNDATION_NSFPU_H
| 3,951 | C | 26.830986 | 91 | 0.715515 |
NVIDIA-Omniverse/PhysX/blast/source/shared/NsFoundation/include/NsAllocator.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2023 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2023 NovodeX AG. All rights reserved.
#ifndef NV_NSFOUNDATION_NSALLOCATOR_H
#define NV_NSFOUNDATION_NSALLOCATOR_H
#include "NvAllocatorCallback.h"
#include "Ns.h"
#include "NsGlobals.h"
#if(NV_WINDOWS_FAMILY || NV_WINRT || NV_X360 || NV_XBOXONE)
#include <exception>
#include <typeinfo.h>
#endif
#if(NV_APPLE_FAMILY)
#include <typeinfo>
#endif
#if NV_WIIU
#pragma ghs nowarning 193 // warning #193-D: zero used for undefined preprocessing identifier
#endif
#include <new>
#if NV_WIIU
#pragma ghs endnowarning
#endif
// Allocation macros going through user allocator
#if NV_CHECKED
#define NV_ALLOC(n, name) nvidia::shdfnd::NamedAllocator(name).allocate(n, __FILE__, __LINE__)
#else
#define NV_ALLOC(n, name) nvidia::shdfnd::NonTrackingAllocator().allocate(n, __FILE__, __LINE__)
#endif
#define NV_ALLOC_TEMP(n, name) NV_ALLOC(n, name)
#define NV_FREE(x) nvidia::shdfnd::NonTrackingAllocator().deallocate(x)
#define NV_FREE_AND_RESET(x) \
{ \
NV_FREE(x); \
x = 0; \
}
// The following macros support plain-old-types and classes derived from UserAllocated.
#define NV_NEW(T) new (nvidia::shdfnd::ReflectionAllocator<T>(), __FILE__, __LINE__) T
#define NV_NEW_TEMP(T) NV_NEW(T)
#define NV_DELETE(x) delete x
#define NV_DELETE_AND_RESET(x) \
{ \
NV_DELETE(x); \
x = 0; \
}
#define NV_DELETE_POD(x) \
{ \
NV_FREE(x); \
x = 0; \
}
#define NV_DELETE_ARRAY(x) \
{ \
NV_DELETE([] x); \
x = 0; \
}
// aligned allocation
#define NV_ALIGNED16_ALLOC(n) nvidia::shdfnd::AlignedAllocator<16>().allocate(n, __FILE__, __LINE__)
#define NV_ALIGNED16_FREE(x) nvidia::shdfnd::AlignedAllocator<16>().deallocate(x)
//! placement new macro to make it easy to spot bad use of 'new'
#define NV_PLACEMENT_NEW(p, T) new (p) T
#if NV_DEBUG || NV_CHECKED
#define NV_USE_NAMED_ALLOCATOR 1
#else
#define NV_USE_NAMED_ALLOCATOR 0
#endif
// Don't use inline for alloca !!!
#if NV_WINDOWS_FAMILY || NV_WINRT
#include <malloc.h>
#define NvAlloca(x) _alloca(x)
#elif NV_LINUX || NV_ANDROID
#include <malloc.h>
#define NvAlloca(x) alloca(x)
#elif NV_PSP2
#include <alloca.h>
#define NvAlloca(x) alloca(x)
#elif NV_APPLE_FAMILY
#include <alloca.h>
#define NvAlloca(x) alloca(x)
#elif NV_PS3
#include <alloca.h>
#define NvAlloca(x) alloca(x)
#elif NV_X360
#include <malloc.h>
#define NvAlloca(x) _alloca(x)
#elif NV_WIIU
#include <alloca.h>
#define NvAlloca(x) alloca(x)
#elif NV_PS4
#include <memory.h>
#define NvAlloca(x) alloca(x)
#elif NV_XBOXONE
#include <malloc.h>
#define NvAlloca(x) alloca(x)
#endif
#define NvAllocaAligned(x, alignment) ((size_t(NvAlloca(x + alignment)) + (alignment - 1)) & ~size_t(alignment - 1))
namespace nvidia
{
namespace shdfnd
{
/*
* Bootstrap allocator using malloc/free.
* Don't use unless your objects get allocated before foundation is initialized.
*/
class RawAllocator
{
public:
RawAllocator(const char* = 0)
{
}
void* allocate(size_t size, const char*, int)
{
// malloc returns valid pointer for size==0, no need to check
return ::malloc(size);
}
void deallocate(void* ptr)
{
// free(0) is guaranteed to have no side effect, no need to check
::free(ptr);
}
};
/*
* Allocator that simply calls straight back to the application without tracking.
* This is used by the heap (Foundation::mNamedAllocMap) that tracks allocations
* because it needs to be able to grow as a result of an allocation.
* Making the hash table re-entrant to deal with this may not make sense.
*/
class NonTrackingAllocator
{
public:
NV_FORCE_INLINE NonTrackingAllocator(const char* = 0)
{
}
NV_FORCE_INLINE void* allocate(size_t size, const char* file, int line)
{
return !size ? 0 : getAllocator().allocate(size, "NonTrackedAlloc", file, line);
}
NV_FORCE_INLINE void deallocate(void* ptr)
{
if(ptr)
getAllocator().deallocate(ptr);
}
};
/**
Allocator used to access the global NvAllocatorCallback instance using a dynamic name.
*/
void initializeNamedAllocatorGlobals();
void terminateNamedAllocatorGlobals();
#if NV_USE_NAMED_ALLOCATOR // can be slow, so only use in debug/checked
class NV_FOUNDATION_API NamedAllocator
{
public:
NamedAllocator(const NvEMPTY);
NamedAllocator(const char* name = 0); // todo: should not have default argument!
NamedAllocator(const NamedAllocator&);
~NamedAllocator();
NamedAllocator& operator=(const NamedAllocator&);
void* allocate(size_t size, const char* filename, int line);
void deallocate(void* ptr);
};
#else
class NamedAllocator;
#endif // NV_DEBUG
/**
Allocator used to access the global NvAllocatorCallback instance using a static name derived from T.
*/
template <typename T>
class ReflectionAllocator
{
static const char* getName()
{
if(!getReflectionAllocatorReportsNames())
return "<allocation names disabled>";
#if NV_GCC_FAMILY
return __PRETTY_FUNCTION__;
#else
// name() calls malloc(), raw_name() wouldn't
return typeid(T).name();
#endif
}
public:
ReflectionAllocator(const NvEMPTY)
{
}
ReflectionAllocator(const char* = 0)
{
}
inline ReflectionAllocator(const ReflectionAllocator&)
{
}
void* allocate(size_t size, const char* filename, int line)
{
return size ? getAllocator().allocate(size, getName(), filename, line) : 0;
}
void deallocate(void* ptr)
{
if(ptr)
getAllocator().deallocate(ptr);
}
};
template <typename T>
struct AllocatorTraits
{
#if NV_USE_NAMED_ALLOCATOR
typedef NamedAllocator Type;
#else
typedef ReflectionAllocator<T> Type;
#endif
};
// if you get a build error here, you are trying to NV_NEW a class
// that is neither plain-old-type nor derived from UserAllocated
template <typename T, typename X>
union EnableIfPod
{
int i;
T t;
typedef X Type;
};
} // namespace shdfnd
} // namespace nvidia
// Global placement new for ReflectionAllocator templated by
// plain-old-type. Allows using NV_NEW for pointers and built-in-types.
//
// ATTENTION: You need to use NV_DELETE_POD or NV_FREE to deallocate
// memory, not NV_DELETE. NV_DELETE_POD redirects to NV_FREE.
//
// Rationale: NV_DELETE uses global operator delete(void*), which we dont' want to overload.
// Any other definition of NV_DELETE couldn't support array syntax 'NV_DELETE([]a);'.
// NV_DELETE_POD was preferred over NV_DELETE_ARRAY because it is used
// less often and applies to both single instances and arrays.
template <typename T>
NV_INLINE void* operator new(size_t size, nvidia::shdfnd::ReflectionAllocator<T> alloc, const char* fileName,
typename nvidia::shdfnd::EnableIfPod<T, int>::Type line)
{
return alloc.allocate(size, fileName, line);
}
template <typename T>
NV_INLINE void* operator new [](size_t size, nvidia::shdfnd::ReflectionAllocator<T> alloc, const char* fileName,
typename nvidia::shdfnd::EnableIfPod<T, int>::Type line)
{ return alloc.allocate(size, fileName, line); }
// If construction after placement new throws, this placement delete is being called.
template <typename T>
NV_INLINE void operator delete(void* ptr, nvidia::shdfnd::ReflectionAllocator<T> alloc, const char* fileName,
typename nvidia::shdfnd::EnableIfPod<T, int>::Type line)
{
NV_UNUSED(fileName);
NV_UNUSED(line);
alloc.deallocate(ptr);
}
// If construction after placement new throws, this placement delete is being called.
template <typename T>
NV_INLINE void operator delete [](void* ptr, nvidia::shdfnd::ReflectionAllocator<T> alloc, const char* fileName,
typename nvidia::shdfnd::EnableIfPod<T, int>::Type line)
{
NV_UNUSED(fileName);
NV_UNUSED(line);
alloc.deallocate(ptr);
}
#endif // #ifndef NV_NSFOUNDATION_NSALLOCATOR_H
| 11,235 | C | 35.01282 | 120 | 0.594304 |
NVIDIA-Omniverse/PhysX/blast/source/shared/NsFoundation/include/NsVecMathAoSScalar.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2023 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2023 NovodeX AG. All rights reserved.
#ifndef NV_PHYSICS_COMMON_VECMATH_INLINE_SCALAR
#define NV_PHYSICS_COMMON_VECMATH_INLINE_SCALAR
#if COMPILE_VECTOR_INTRINSICS
#error Scalar version should not be included when using vector intrinsics.
#endif
//Remove this define when all platforms use simd solver.
#define NV_SUPPORT_SIMD
struct VecU8V;
struct VecI16V;
struct VecU16V;
struct VecI32V;
struct VecU32V;
struct Vec4V;
typedef Vec4V QuatV;
NV_ALIGN_PREFIX(16)
struct FloatV
{
float x;
float pad[3];
FloatV(){}
FloatV(const float _x)
: x(_x)
{
}
}
NV_ALIGN_SUFFIX(16);
NV_ALIGN_PREFIX(16)
struct Vec4V
{
float x, y, z, w;
Vec4V(){}
Vec4V(const float _x, const float _y, const float _z, const float _w)
: x(_x),
y(_y),
z(_z),
w(_w)
{
}
}
NV_ALIGN_SUFFIX(16);
NV_ALIGN_PREFIX(16)
struct Vec3V
{
float x,y,z;
float pad;
Vec3V(){}
Vec3V(const float _x, const float _y, const float _z)
: x(_x),
y(_y),
z(_z),
pad(0.0f)
{
}
}
NV_ALIGN_SUFFIX(16);
NV_ALIGN_PREFIX(16)
struct BoolV
{
uint32_t ux, uy, uz, uw;
BoolV(){}
BoolV(const uint32_t _x, const uint32_t _y, const uint32_t _z, const uint32_t _w)
: ux(_x),
uy(_y),
uz(_z),
uw(_w)
{
}
}
NV_ALIGN_SUFFIX(16);
struct Mat33V
{
Mat33V(){}
Mat33V(const Vec3V& c0, const Vec3V& c1, const Vec3V& c2)
: col0(c0),
col1(c1),
col2(c2)
{
}
Vec3V col0;
Vec3V col1;
Vec3V col2;
};
struct Mat34V
{
Mat34V(){}
Mat34V(const Vec3V& c0, const Vec3V& c1, const Vec3V& c2, const Vec3V& c3)
: col0(c0),
col1(c1),
col2(c2),
col3(c3)
{
}
Vec3V col0;
Vec3V col1;
Vec3V col2;
Vec3V col3;
};
struct Mat43V
{
Mat43V(){}
Mat43V(const Vec4V& c0, const Vec4V& c1, const Vec4V& c2)
: col0(c0),
col1(c1),
col2(c2)
{
}
Vec4V col0;
Vec4V col1;
Vec4V col2;
};
struct Mat44V
{
Mat44V(){}
Mat44V(const Vec4V& c0, const Vec4V& c1, const Vec4V& c2, const Vec4V& c3)
: col0(c0),
col1(c1),
col2(c2),
col3(c3)
{
}
Vec4V col0;
Vec4V col1;
Vec4V col2;
Vec4V col3;
};
NV_ALIGN_PREFIX(16)
struct VecU32V
{
uint32_t u32[4];
NV_FORCE_INLINE VecU32V() {}
NV_FORCE_INLINE VecU32V(uint32_t a, uint32_t b, uint32_t c, uint32_t d) { u32[0] = a; u32[1] = b; u32[2] = c; u32[3] = d; }
}
NV_ALIGN_SUFFIX(16);
NV_ALIGN_PREFIX(16)
struct VecI32V
{
int32_t i32[4];
NV_FORCE_INLINE VecI32V() {}
NV_FORCE_INLINE VecI32V(int32_t a, int32_t b, int32_t c, int32_t d) { i32[0] = a; i32[1] = b; i32[2] = c; i32[3] = d; }
}
NV_ALIGN_SUFFIX(16);
NV_ALIGN_PREFIX(16)
struct VecI16V
{
int16_t i16[8];
NV_FORCE_INLINE VecI16V() {}
NV_FORCE_INLINE VecI16V(int16_t a, int16_t b, int16_t c, int16_t d, int16_t e, int16_t f, int16_t g, int16_t h)
{ i16[0] = a; i16[1] = b; i16[2] = c; i16[3] = d; i16[4] = e; i16[5] = f; i16[6] = g; i16[7] = h; }
}
NV_ALIGN_SUFFIX(16);
NV_ALIGN_PREFIX(16)
struct VecU16V
{
union { uint16_t u16[8]; int16_t i16[8]; };
NV_FORCE_INLINE VecU16V() {}
NV_FORCE_INLINE VecU16V(uint16_t a, uint16_t b, uint16_t c, uint16_t d, uint16_t e, uint16_t f, uint16_t g, uint16_t h)
{ u16[0] = a; u16[1] = b; u16[2] = c; u16[3] = d; u16[4] = e; u16[5] = f; u16[6] = g; u16[7] = h; }
}
NV_ALIGN_SUFFIX(16);
NV_ALIGN_PREFIX(16)
struct VecU8V
{
uint8_t u8[8];
NV_FORCE_INLINE VecU8V() {}
NV_FORCE_INLINE VecU8V(uint8_t a, uint8_t b, uint8_t c, uint8_t d) { u8[0] = a; u8[1] = b; u8[2] = c; u8[3] = d; }
}
NV_ALIGN_SUFFIX(16);
#define FloatVArg FloatV&
#define Vec3VArg Vec3V&
#define Vec4VArg Vec4V&
#define BoolVArg BoolV&
#define VecU32VArg VecU32V&
#define VecI32VArg VecI32V&
#define VecU16VArg VecU16V&
#define VecI16VArg VecI16V&
#define VecU8VArg VecU8V&
#define QuatVArg QuatV&
#define VecCrossV Vec3V
typedef VecI32V VecShiftV;
#define VecShiftVArg VecShiftV&
#endif //NV_PHYSICS_COMMON_VECMATH_INLINE_SCALAR
| 5,842 | C | 23.86383 | 127 | 0.629921 |
NVIDIA-Omniverse/PhysX/blast/source/shared/NsFoundation/include/NsVecMathAoSScalarInline.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2023 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2023 NovodeX AG. All rights reserved.
#ifndef NV_PHYSICS_COMMON_VECMATH_SCALAR_INLINE
#define NV_PHYSICS_COMMON_VECMATH_SCALAR_INLINE
#if COMPILE_VECTOR_INTRINSICS
#error Scalar version should not be included when using vector intrinsics.
#endif
/////////////////////////////////////////////////////////////////////
////INTERNAL USE ONLY AND TESTS
/////////////////////////////////////////////////////////////////////
namespace internalScalarSimd
{
NV_FORCE_INLINE bool hasZeroElementInFloatV(const FloatV a)
{
return (0==a.x);
}
NV_FORCE_INLINE bool hasZeroElementInVec3V(const Vec3V a)
{
return (0==a.x || 0==a.y || 0==a.z);
}
NV_FORCE_INLINE bool hasZeroElementInVec4V(const Vec4V a)
{
return (0==a.x || 0==a.y || 0==a.z || 0==a.w);
}
}
namespace _VecMathTests
{
NV_FORCE_INLINE bool allElementsEqualFloatV(const FloatV a, const FloatV b)
{
return (a.x==b.x);
}
NV_FORCE_INLINE bool allElementsEqualVec3V(const Vec3V a, const Vec3V b)
{
return (a.x==b.x && a.y==b.y && a.z==b.z);
}
NV_FORCE_INLINE bool allElementsEqualVec4V(const Vec4V a, const Vec4V b)
{
return (a.x==b.x && a.y==b.y && a.z==b.z && a.w==b.w);
}
NV_FORCE_INLINE bool allElementsEqualBoolV(const BoolV a, const BoolV b)
{
return (a.ux==b.ux && a.uy==b.uy && a.uz==b.uz && a.uw==b.uw);
}
NV_FORCE_INLINE bool allElementsEqualVecU32V(const VecU32V a, const VecU32V b)
{
return (a.u32[0]==b.u32[0] && a.u32[1]==b.u32[1] && a.u32[2]==b.u32[2] && a.u32[3]==b.u32[3]);
}
NV_FORCE_INLINE bool allElementsEqualVecI32V(const VecI32V a, const VecI32V b)
{
return (a.i32[0]==b.i32[0] && a.i32[1]==b.i32[1] && a.i32[2]==b.i32[2] && a.i32[3]==b.i32[3]);
}
#define VECMATH_AOS_EPSILON (1e-3f)
NV_FORCE_INLINE bool allElementsNearEqualFloatV(const FloatV a, const FloatV b)
{
const float cx=a.x-b.x;
return (cx>-VECMATH_AOS_EPSILON && cx<VECMATH_AOS_EPSILON);
}
NV_FORCE_INLINE bool allElementsNearEqualVec3V(const Vec3V a, const Vec3V b)
{
const float cx=a.x-b.x;
const float cy=a.y-b.y;
const float cz=a.z-b.z;
return
(
cx>-VECMATH_AOS_EPSILON && cx<VECMATH_AOS_EPSILON &&
cy>-VECMATH_AOS_EPSILON && cy<VECMATH_AOS_EPSILON &&
cz>-VECMATH_AOS_EPSILON && cz<VECMATH_AOS_EPSILON
);
}
NV_FORCE_INLINE bool allElementsNearEqualVec4V(const Vec4V a, const Vec4V b)
{
const float cx=a.x-b.x;
const float cy=a.y-b.y;
const float cz=a.z-b.z;
const float cw=a.w-b.w;
return
(
cx>-VECMATH_AOS_EPSILON && cx<VECMATH_AOS_EPSILON &&
cy>-VECMATH_AOS_EPSILON && cy<VECMATH_AOS_EPSILON &&
cz>-VECMATH_AOS_EPSILON && cz<VECMATH_AOS_EPSILON &&
cw>-VECMATH_AOS_EPSILON && cw<VECMATH_AOS_EPSILON
);
}
}
///////////////////////////////////////////////////////
NV_FORCE_INLINE bool isValidVec3V(const Vec3V a)
{
return a.pad == 0.f;
}
NV_FORCE_INLINE bool isFiniteFloatV(const FloatV a)
{
return NvIsFinite(a.x);
}
NV_FORCE_INLINE bool isFiniteVec3V(const Vec3V a)
{
return NvIsFinite(a.x) && NvIsFinite(a.y) && NvIsFinite(a.z);
}
NV_FORCE_INLINE bool isFiniteVec4V(const Vec4V a)
{
return NvIsFinite(a.x) && NvIsFinite(a.y) && NvIsFinite(a.z) && NvIsFinite(a.w);
}
/////////////////////////////////////////////////////////////////////
////VECTORISED FUNCTION IMPLEMENTATIONS
/////////////////////////////////////////////////////////////////////
NV_FORCE_INLINE FloatV FLoad(const float f)
{
return FloatV(f);
}
NV_FORCE_INLINE Vec3V V3Load(const float f)
{
return Vec3V(f,f,f);
}
NV_FORCE_INLINE Vec4V V4Load(const float f)
{
return Vec4V(f,f,f,f);
}
NV_FORCE_INLINE BoolV BLoad(const bool f)
{
#if NV_ARM
// SD: Android ARM builds fail if this is done with a cast.
// Might also fail because of something else but the select
// operator here seems to fix everything that failed in release builds.
return f ? BTTTT() : BFFFF();
#else
uint32_t i=-(int32_t)f;
return BoolV(i,i,i,i);
#endif
}
NV_FORCE_INLINE Vec3V V3LoadA(const NvVec3& f)
{
VECMATHAOS_ASSERT(0 == (reinterpret_cast<uint64_t>(&f) & 0x0f));
return Vec3V(f.x,f.y,f.z);
}
NV_FORCE_INLINE Vec3V V3LoadU(const NvVec3& f)
{
return Vec3V(f.x,f.y,f.z);
}
NV_FORCE_INLINE Vec3V V3LoadUnsafeA(const NvVec3& f)
{
return Vec3V(f.x,f.y,f.z);
}
NV_FORCE_INLINE Vec3V V3LoadA(const float* const f)
{
return Vec3V(f[0], f[1], f[2]);
}
NV_FORCE_INLINE Vec3V V3LoadU(const float* const f)
{
return Vec3V(f[0], f[1], f[2]);
}
NV_FORCE_INLINE Vec3V Vec3V_From_Vec4V(Vec4V f)
{
return Vec3V(f.x,f.y,f.z);
}
NV_FORCE_INLINE Vec3V Vec3V_From_Vec4V_WUndefined(const Vec4V v)
{
return Vec3V(v.x, v.y, v.z);
}
NV_FORCE_INLINE Vec4V Vec4V_From_Vec3V(Vec3V f)
{
return Vec4V(f.x,f.y,f.z, 0.0f);
}
NV_FORCE_INLINE Vec4V Vec4V_From_FloatV(FloatV f)
{
return Vec4V(f.x,f.x,f.x,f.x);
}
NV_FORCE_INLINE Vec3V Vec3V_From_FloatV(FloatV f)
{
return Vec3V(f.x,f.x,f.x);
}
NV_FORCE_INLINE Vec3V Vec3V_From_FloatV_WUndefined(FloatV f)
{
return Vec3V(f.x,f.x,f.x);
}
NV_FORCE_INLINE Vec4V V4LoadA(const float* const f)
{
VECMATHAOS_ASSERT(0 == ((uint64_t)f & 0x0f));
return Vec4V(f[0],f[1],f[2],f[3]);
}
NV_FORCE_INLINE void V4StoreA(const Vec4V a, float* f)
{
VECMATHAOS_ASSERT(0 == ((uint64_t)f & 0x0f));
*reinterpret_cast<Vec4V*>(f) = a;
}
NV_FORCE_INLINE void V4StoreU(const Vec4V a, float* f)
{
*reinterpret_cast<Vec4V*>(f) = a;
}
NV_FORCE_INLINE void BStoreA(const BoolV a, uint32_t* f)
{
VECMATHAOS_ASSERT(0 == ((uint64_t)f & 0x0f));
*reinterpret_cast<BoolV*>(f) = a;
}
NV_FORCE_INLINE void U4StoreA(const VecU32V uv, uint32_t* u)
{
VECMATHAOS_ASSERT(0 == ((uint64_t)u & 0x0f));
*reinterpret_cast<VecU32V*>(u) = uv;
}
NV_FORCE_INLINE void I4StoreA(const VecI32V iv, int32_t* i)
{
VECMATHAOS_ASSERT(0 == ((uint64_t)i & 0x0f));
*reinterpret_cast<VecI32V*>(i) = iv;
}
NV_FORCE_INLINE Vec4V V4LoadU(const float* const f)
{
return Vec4V(f[0],f[1],f[2],f[3]);
}
NV_FORCE_INLINE Vec4V Vec4V_From_NvVec3_WUndefined(const NvVec3& f)
{
return Vec4V(f[0],f[1],f[2],0.f);
}
NV_FORCE_INLINE BoolV BLoad(const bool* const f)
{
return BoolV(-(int32_t)f[0],-(int32_t)f[1],-(int32_t)f[2],-(int32_t)f[3]);
}
NV_FORCE_INLINE float FStore(const FloatV a)
{
return a.x;
}
NV_FORCE_INLINE void FStore(const FloatV a, float* NV_RESTRICT f)
{
*f = a.x;
}
NV_FORCE_INLINE void V3StoreA(const Vec3V a, NvVec3& f)
{
f=NvVec3(a.x,a.y,a.z);
}
NV_FORCE_INLINE void V3StoreU(const Vec3V a, NvVec3& f)
{
f=NvVec3(a.x,a.y,a.z);
}
//////////////////////////
//FLOATV
//////////////////////////
NV_FORCE_INLINE FloatV FZero()
{
return FLoad(0.0f);
}
NV_FORCE_INLINE FloatV FOne()
{
return FLoad(1.0f);
}
NV_FORCE_INLINE FloatV FHalf()
{
return FLoad(0.5f);
}
NV_FORCE_INLINE FloatV FEps()
{
return FLoad(NV_EPS_REAL);
}
NV_FORCE_INLINE FloatV FEps6()
{
return FLoad(1e-6f);
}
NV_FORCE_INLINE FloatV FMax()
{
return FLoad(NV_MAX_REAL);
}
NV_FORCE_INLINE FloatV FNegMax()
{
return FLoad(-NV_MAX_REAL);
}
NV_FORCE_INLINE FloatV FNeg(const FloatV f)
{
return FloatV(-f.x);
}
NV_FORCE_INLINE FloatV FAdd(const FloatV a, const FloatV b)
{
return FloatV(a.x+b.x);
}
NV_FORCE_INLINE FloatV FSub(const FloatV a, const FloatV b)
{
return FloatV(a.x-b.x);
}
NV_FORCE_INLINE FloatV FMul(const FloatV a, const FloatV b)
{
return FloatV(a.x*b.x);
}
NV_FORCE_INLINE FloatV FDiv(const FloatV a, const FloatV b)
{
VECMATHAOS_ASSERT(!internalScalarSimd::hasZeroElementInFloatV(b));
return FloatV(a.x/b.x);
}
NV_FORCE_INLINE FloatV FDivFast(const FloatV a, const FloatV b)
{
VECMATHAOS_ASSERT(!internalScalarSimd::hasZeroElementInFloatV(b));
return FloatV(a.x/b.x);
}
NV_FORCE_INLINE FloatV FRecip(const FloatV a)
{
VECMATHAOS_ASSERT(!internalScalarSimd::hasZeroElementInFloatV(a));
return (1.0f/a.x);
}
NV_FORCE_INLINE FloatV FRecipFast(const FloatV a)
{
VECMATHAOS_ASSERT(!internalScalarSimd::hasZeroElementInFloatV(a));
return (1.0f/a.x);
}
NV_FORCE_INLINE FloatV FRsqrt(const FloatV a)
{
VECMATHAOS_ASSERT(!internalScalarSimd::hasZeroElementInFloatV(a));
return NvRecipSqrt(a.x);
}
NV_FORCE_INLINE FloatV FSqrt(const FloatV a)
{
VECMATHAOS_ASSERT(!internalScalarSimd::hasZeroElementInFloatV(a));
return NvSqrt(a.x);
}
NV_FORCE_INLINE FloatV FRsqrtFast(const FloatV a)
{
VECMATHAOS_ASSERT(!internalScalarSimd::hasZeroElementInFloatV(a));
return NvRecipSqrt(a.x);
}
NV_FORCE_INLINE FloatV FScaleAdd(const FloatV a, const FloatV b, const FloatV c)
{
return FAdd(FMul(a,b),c);
}
NV_FORCE_INLINE FloatV FNegScaleSub(const FloatV a, const FloatV b, const FloatV c)
{
return FSub(c,FMul(a,b));
}
NV_FORCE_INLINE FloatV FAbs(const FloatV a)
{
return FloatV(NvAbs(a.x));
}
NV_FORCE_INLINE FloatV FSel(const BoolV c, const FloatV a, const FloatV b)
{
return FloatV(c.ux ? a.x : b.x);
}
NV_FORCE_INLINE BoolV FIsGrtr(const FloatV a, const FloatV b)
{
return BLoad(a.x>b.x);
}
NV_FORCE_INLINE BoolV FIsGrtrOrEq(const FloatV a, const FloatV b)
{
return BLoad(a.x>=b.x);
}
NV_FORCE_INLINE BoolV FIsEq(const FloatV a, const FloatV b)
{
return BLoad(a.x==b.x);
}
NV_FORCE_INLINE FloatV FMax(const FloatV a, const FloatV b)
{
return (a.x>b.x ? FloatV(a.x) : FloatV(b.x));
}
NV_FORCE_INLINE FloatV FMin(const FloatV a, const FloatV b)
{
return (a.x>b.x ? FloatV(b.x) : FloatV(a.x));
}
NV_FORCE_INLINE FloatV FClamp(const FloatV a, const FloatV minV, const FloatV maxV)
{
return FMax(FMin(a,maxV),minV);
}
NV_FORCE_INLINE uint32_t FAllGrtr(const FloatV a, const FloatV b)
{
return (a.x > b.x);
}
NV_FORCE_INLINE uint32_t FAllGrtrOrEq(const FloatV a, const FloatV b)
{
return (a.x >= b.x);
}
NV_FORCE_INLINE uint32_t FAllEq(const FloatV a, const FloatV b)
{
return(a.x == b.x);
}
NV_FORCE_INLINE FloatV FRound(const FloatV a)
{
return floor(a.x + 0.5f);
}
NV_FORCE_INLINE FloatV FSin(const FloatV a)
{
return sinf(a.x);
}
NV_FORCE_INLINE FloatV FCos(const FloatV a)
{
return cosf(a.x);
}
NV_FORCE_INLINE uint32_t FOutOfBounds(const FloatV a, const FloatV min, const FloatV max)
{
return (a.x>max.x || a.x<min.x);
}
NV_FORCE_INLINE uint32_t FInBounds(const FloatV a, const FloatV min, const FloatV max)
{
return (a.x>=min.x && a.x<=max.x);
}
NV_FORCE_INLINE uint32_t FOutOfBounds(const FloatV a, const FloatV bounds)
{
return FOutOfBounds(a, FNeg(bounds), bounds);
}
NV_FORCE_INLINE uint32_t FInBounds(const FloatV a, const FloatV bounds)
{
return FInBounds(a, FNeg(bounds), bounds);
}
/////////////////////
//VEC3V
/////////////////////
NV_FORCE_INLINE Vec3V V3Splat(const FloatV f)
{
return Vec3V(f.x,f.x,f.x);
}
NV_FORCE_INLINE Vec3V V3Merge(const FloatVArg x, const FloatVArg y, const FloatVArg z)
{
return Vec3V(x.x,y.x,z.x);
}
NV_FORCE_INLINE Vec3V V3UnitX()
{
return Vec3V(1.0f,0.0f,0.0f);
}
NV_FORCE_INLINE Vec3V V3UnitY()
{
return Vec3V(0.0f,1.0f,0.0f);
}
NV_FORCE_INLINE Vec3V V3UnitZ()
{
return Vec3V(0.0f,0.0f,1.0f);
}
NV_FORCE_INLINE FloatV V3GetX(const Vec3V f)
{
return FloatV(f.x);
}
NV_FORCE_INLINE FloatV V3GetY(const Vec3V f)
{
return FloatV(f.y);
}
NV_FORCE_INLINE FloatV V3GetZ(const Vec3V f)
{
return FloatV(f.z);
}
NV_FORCE_INLINE Vec3V V3SetX(const Vec3V v, const FloatV f)
{
return Vec3V(f.x,v.y,v.z);
}
NV_FORCE_INLINE Vec3V V3SetY(const Vec3V v, const FloatV f)
{
return Vec3V(v.x,f.x,v.z);
}
NV_FORCE_INLINE Vec3V V3SetZ(const Vec3V v, const FloatV f)
{
return Vec3V(v.x,v.y,f.x);
}
NV_FORCE_INLINE Vec3V V3ColX(const Vec3V a, const Vec3V b, const Vec3V c)
{
return Vec3V(a.x,b.x,c.x);
}
NV_FORCE_INLINE Vec3V V3ColY(const Vec3V a, const Vec3V b, const Vec3V c)
{
return Vec3V(a.y,b.y,c.y);
}
NV_FORCE_INLINE Vec3V V3ColZ(const Vec3V a, const Vec3V b, const Vec3V c)
{
return Vec3V(a.z,b.z,c.z);
}
NV_FORCE_INLINE Vec3V V3Zero()
{
return V3Load(0.0f);
}
NV_FORCE_INLINE Vec3V V3One()
{
return V3Load(1.0f);
}
NV_FORCE_INLINE Vec3V V3Eps()
{
return V3Load(NV_EPS_REAL);
}
NV_FORCE_INLINE Vec3V V3Neg(const Vec3V c)
{
return Vec3V(-c.x,-c.y,-c.z);
}
NV_FORCE_INLINE Vec3V V3Add(const Vec3V a, const Vec3V b)
{
return Vec3V(a.x+b.x,a.y+b.y,a.z+b.z);
}
NV_FORCE_INLINE Vec3V V3Sub(const Vec3V a, const Vec3V b)
{
return Vec3V(a.x-b.x,a.y-b.y,a.z-b.z);
}
NV_FORCE_INLINE Vec3V V3Scale(const Vec3V a, const FloatV b)
{
return Vec3V(a.x*b.x,a.y*b.x,a.z*b.x);
}
NV_FORCE_INLINE Vec3V V3Mul(const Vec3V a, const Vec3V b)
{
return Vec3V(a.x*b.x,a.y*b.y,a.z*b.z);
}
NV_FORCE_INLINE Vec3V V3ScaleInv(const Vec3V a, const FloatV b)
{
const float bInv=1.0f/b.x;
return Vec3V(a.x*bInv,a.y*bInv,a.z*bInv);
}
NV_FORCE_INLINE Vec3V V3Div(const Vec3V a, const Vec3V b)
{
return Vec3V(a.x/b.x,a.y/b.y,a.z/b.z);
}
NV_FORCE_INLINE Vec3V V3ScaleInvFast(const Vec3V a, const FloatV b)
{
const float bInv=1.0f/b.x;
return Vec3V(a.x*bInv,a.y*bInv,a.z*bInv);
}
NV_FORCE_INLINE Vec3V V3DivFast(const Vec3V a, const Vec3V b)
{
return Vec3V(a.x/b.x,a.y/b.y,a.z/b.z);
}
NV_FORCE_INLINE Vec3V V3Recip(const Vec3V a)
{
return Vec3V(1.0f/a.x,1.0f/a.y,1.0f/a.z);
}
NV_FORCE_INLINE Vec3V V3RecipFast(const Vec3V a)
{
return Vec3V(1.0f/a.x,1.0f/a.y,1.0f/a.z);
}
NV_FORCE_INLINE Vec3V V3Rsqrt(const Vec3V a)
{
return Vec3V(NvRecipSqrt(a.x),NvRecipSqrt(a.y),NvRecipSqrt(a.z));
}
NV_FORCE_INLINE Vec3V V3RsqrtFast(const Vec3V a)
{
return Vec3V(NvRecipSqrt(a.x),NvRecipSqrt(a.y),NvRecipSqrt(a.z));
}
NV_FORCE_INLINE Vec3V V3ScaleAdd(const Vec3V a, const FloatV b, const Vec3V c)
{
return V3Add(V3Scale(a,b),c);
}
NV_FORCE_INLINE Vec3V V3NegScaleSub(const Vec3V a, const FloatV b, const Vec3V c)
{
return V3Sub(c,V3Scale(a,b));
}
NV_FORCE_INLINE Vec3V V3MulAdd(const Vec3V a, const Vec3V b, const Vec3V c)
{
return V3Add(V3Mul(a,b),c);
}
NV_FORCE_INLINE Vec3V V3NegMulSub(const Vec3V a, const Vec3V b, const Vec3V c)
{
return V3Sub(c,V3Mul(a,b));
}
NV_FORCE_INLINE FloatV V3Dot(const Vec3V a, const Vec3V b)
{
return FloatV(a.x*b.x+a.y*b.y+a.z*b.z);
}
NV_FORCE_INLINE VecCrossV V3PrepareCross(const Vec3VArg normal)
{
return normal;
}
NV_FORCE_INLINE Vec3V V3Cross(const Vec3V a, const Vec3V b)
{
return Vec3V
(
a.y*b.z-a.z*b.y,
a.z*b.x-a.x*b.z,
a.x*b.y-a.y*b.x
);
}
NV_FORCE_INLINE FloatV V3Length(const Vec3V a)
{
return FloatV(NvSqrt(a.x*a.x + a.y*a.y + a.z*a.z));
}
NV_FORCE_INLINE FloatV V3LengthSq(const Vec3V a)
{
return FloatV(a.x*a.x + a.y*a.y + a.z*a.z);
}
NV_FORCE_INLINE Vec3V V3Normalize(const Vec3V a)
{
VECMATHAOS_ASSERT(a.x!=0 || a.y!=0 || a.z!=0);
const float lengthInv=1.0f/(NvSqrt(a.x*a.x + a.y*a.y + a.z*a.z));
return Vec3V(a.x*lengthInv,a.y*lengthInv,a.z*lengthInv);
}
NV_FORCE_INLINE Vec3V V3NormalizeSafe(const Vec3V a)
{
const float length=NvSqrt(a.x*a.x + a.y*a.y + a.z*a.z);
if(NV_EPS_REAL >= length)
{
return Vec3V(0.0f,0.0f,0.0f);
}
else
{
const float lengthInv=1.0f/length;
return Vec3V(a.x*lengthInv,a.y*lengthInv,a.z*lengthInv);
}
}
NV_FORCE_INLINE Vec3V V3NormalizeFast(const Vec3V a)
{
VECMATHAOS_ASSERT(a.x!=0 || a.y!=0 || a.z!=0);
const float lengthInv=1.0f/(NvSqrt(a.x*a.x + a.y*a.y + a.z*a.z));
return Vec3V(a.x*lengthInv,a.y*lengthInv,a.z*lengthInv);
}
NV_FORCE_INLINE Vec3V V3Sel(const BoolV c, const Vec3V a, const Vec3V b)
{
return Vec3V(c.ux ? a.x : b.x, c.uy ? a.y : b.y, c.uz ? a.z : b.z);
}
NV_FORCE_INLINE BoolV V3IsGrtr(const Vec3V a, const Vec3V b)
{
return BoolV(a.x>b.x ? -1 : 0, a.y>b.y ? -1 : 0, a.z>b.z ? -1 : 0, 0);
}
NV_FORCE_INLINE BoolV V3IsGrtrOrEq(const Vec3V a, const Vec3V b)
{
return BoolV(a.x>=b.x ? (uint32_t)-1 : 0, a.y>=b.y ? (uint32_t)-1 : 0, a.z>=b.z ? (uint32_t)-1 : 0, (uint32_t)-1);
}
NV_FORCE_INLINE BoolV V3IsEq(const Vec3V a, const Vec3V b)
{
return BoolV(a.x==b.x ? (uint32_t)-1 : 0, a.y==b.y ? (uint32_t)-1 : 0, a.z==b.z ? (uint32_t)-1 : 0, (uint32_t)-1);
}
NV_FORCE_INLINE Vec3V V3Max(const Vec3V a, const Vec3V b)
{
return Vec3V(a.x>b.x ? a.x : b.x, a.y>b.y ? a.y : b.y, a.z>b.z ? a.z : b.z);
}
NV_FORCE_INLINE Vec3V V3Min(const Vec3V a, const Vec3V b)
{
return Vec3V(a.x<b.x ? a.x : b.x, a.y<b.y ? a.y : b.y, a.z<b.z ? a.z : b.z);
}
//Extract the maximum value from a
NV_FORCE_INLINE FloatV V3ExtractMax(const Vec3V a)
{
const float t0 = (a.x >= a.y) ? a.x : a.y;
return t0 >= a.z ? t0 : a.z;
}
//Extract the maximum value from a
NV_FORCE_INLINE FloatV V3ExtractMin(const Vec3V a)
{
const float t0 = (a.x <= a.y) ? a.x : a.y;
return t0 <= a.z ? t0 : a.z;
}
//return (a >= 0.0f) ? 1.0f : -1.0f;
NV_FORCE_INLINE Vec3V V3Sign(const Vec3V a)
{
return Vec3V((a.x >= 0.f ? 1.f : -1.f), (a.y >= 0.f ? 1.f : -1.f), (a.z >= 0.f ? 1.f : -1.f));
}
NV_FORCE_INLINE Vec3V V3Clamp(const Vec3V a, const Vec3V minV, const Vec3V maxV)
{
return V3Max(V3Min(a,maxV),minV);
}
NV_FORCE_INLINE Vec3V V3Abs(const Vec3V a)
{
return V3Max(a,V3Neg(a));
}
NV_FORCE_INLINE uint32_t V3AllGrtr(const Vec3V a, const Vec3V b)
{
return ((a.x > b.x) & (a.y > b.y) & (a.z > b.z)) ? 1 : 0;
}
NV_FORCE_INLINE uint32_t V3AllGrtrOrEq(const Vec3V a, const Vec3V b)
{
return ((a.x >= b.x) & (a.y >= b.y) & (a.z >= b.z)) ? 1 : 0;
}
NV_FORCE_INLINE uint32_t V3AllEq(const Vec3V a, const Vec3V b)
{
return ((a.x == b.x) & (a.y == b.y) & (a.z == b.z)) ? 1 : 0;
}
NV_FORCE_INLINE Vec3V V3Round(const Vec3V a)
{
return Vec3V(floor(a.x + 0.5f), floor(a.y + 0.5f), floor(a.z + 0.5f));
}
NV_FORCE_INLINE Vec3V V3Sin(const Vec3V a)
{
return Vec3V(sinf(a.x), sinf(a.y), sinf(a.z));
}
NV_FORCE_INLINE Vec3V V3Cos(const Vec3V a)
{
return Vec3V(cosf(a.x), cosf(a.y), cosf(a.z));
}
NV_FORCE_INLINE Vec3V V3PermYZZ(const Vec3V a)
{
return Vec3V(a.y,a.z,a.z);
}
NV_FORCE_INLINE Vec3V V3PermXYX(const Vec3V a)
{
return Vec3V(a.x,a.y,a.x);
}
NV_FORCE_INLINE Vec3V V3PermYZX(const Vec3V a)
{
return Vec3V(a.y,a.z,a.x);
}
NV_FORCE_INLINE Vec3V V3PermZXY(const Vec3V a)
{
return Vec3V(a.z,a.x,a.y);
}
NV_FORCE_INLINE Vec3V V3PermZZY(const Vec3V a)
{
return Vec3V(a.z,a.z,a.y);
}
NV_FORCE_INLINE Vec3V V3PermYXX(const Vec3V a)
{
return Vec3V(a.y,a.x,a.x);
}
NV_FORCE_INLINE Vec3V V3Perm_Zero_1Z_0Y(const Vec3V v0, const Vec3V v1)
{
return Vec3V(0.0f, v1.z, v0.y);
}
NV_FORCE_INLINE Vec3V V3Perm_0Z_Zero_1X(const Vec3V v0, const Vec3V v1)
{
return Vec3V(v0.z, 0.0f, v1.x);
}
NV_FORCE_INLINE Vec3V V3Perm_1Y_0X_Zero(const Vec3V v0, const Vec3V v1)
{
return Vec3V(v1.y, v0.x, 0.0f);
}
NV_FORCE_INLINE FloatV V3SumElems(const Vec3V a)
{
return FloatV(a.x + a.y + a.z);
}
NV_FORCE_INLINE uint32_t V3OutOfBounds(const Vec3V a, const Vec3V min, const Vec3V max)
{
return (a.x>max.x || a.y>max.y || a.z>max.z ||
a.x<min.x || a.y<min.y || a.z<min.z);
}
NV_FORCE_INLINE uint32_t V3InBounds(const Vec3V a, const Vec3V min, const Vec3V max)
{
return (a.x<=max.x && a.y<=max.y && a.z<=max.z &&
a.x>=min.x && a.y>=min.y && a.z>=min.z);
}
NV_FORCE_INLINE uint32_t V3OutOfBounds(const Vec3V a, const Vec3V bounds)
{
return V3OutOfBounds(a, V3Neg(bounds), bounds);
}
NV_FORCE_INLINE uint32_t V3InBounds(const Vec3V a, const Vec3V bounds)
{
return V3InBounds(a, V3Neg(bounds), bounds);
}
/////////////////////////
//VEC4V
/////////////////////////
NV_FORCE_INLINE Vec4V V4Splat(const FloatV f)
{
return Vec4V(f.x,f.x,f.x,f.x);
}
NV_FORCE_INLINE Vec4V V4Merge(const FloatV* const floatVArray)
{
return Vec4V(floatVArray[0].x,floatVArray[1].x,floatVArray[2].x,floatVArray[3].x);
}
NV_FORCE_INLINE Vec4V V4Merge(const FloatVArg x,const FloatVArg y, const FloatVArg z, const FloatVArg w)
{
return Vec4V(x.x,y.x,z.x,w.x);
}
NV_FORCE_INLINE Vec4V V4MergeW(const Vec4VArg x, const Vec4VArg y, const Vec4VArg z, const Vec4VArg w)
{
return Vec4V(x.w, y.w, z.w, w.w);
}
NV_FORCE_INLINE Vec4V V4MergeZ(const Vec4VArg x, const Vec4VArg y, const Vec4VArg z, const Vec4VArg w)
{
return Vec4V(x.z, y.z, z.z, w.z);
}
NV_FORCE_INLINE Vec4V V4MergeY(const Vec4VArg x, const Vec4VArg y, const Vec4VArg z, const Vec4VArg w)
{
return Vec4V(x.y, y.y, z.y, w.y);
}
NV_FORCE_INLINE Vec4V V4MergeX(const Vec4VArg x, const Vec4VArg y, const Vec4VArg z, const Vec4VArg w)
{
return Vec4V(x.x, y.x, z.x, w.x);
}
NV_FORCE_INLINE Vec4V V4UnpackXY(const Vec4VArg a, const Vec4VArg b)
{
return Vec4V(a.x, b.x, a.y, b.y);
}
NV_FORCE_INLINE Vec4V V4UnpackZW(const Vec4VArg a, const Vec4VArg b)
{
return Vec4V(a.z, b.z, a.w, b.w);
}
NV_FORCE_INLINE Vec4V V4UnitX()
{
return Vec4V(1.0f,0.0f,0.0f,0.0f);
}
NV_FORCE_INLINE Vec4V V4UnitY()
{
return Vec4V(0.0f,1.0f,0.0f,0.0f);
}
NV_FORCE_INLINE Vec4V V4UnitZ()
{
return Vec4V(0.0f,0.0f,1.0f,0.0f);
}
NV_FORCE_INLINE Vec4V V4UnitW()
{
return Vec4V(0.0f,0.0f,0.0f,1.0f);
}
NV_FORCE_INLINE FloatV V4GetX(const Vec4V f)
{
return FloatV(f.x);
}
NV_FORCE_INLINE FloatV V4GetY(const Vec4V f)
{
return FloatV(f.y);
}
NV_FORCE_INLINE FloatV V4GetZ(const Vec4V f)
{
return FloatV(f.z);
}
NV_FORCE_INLINE FloatV V4GetW(const Vec4V f)
{
return FloatV(f.w);
}
NV_FORCE_INLINE Vec4V V4SetX(const Vec4V v, const FloatV f)
{
return Vec4V(f.x,v.y,v.z,v.w);
}
NV_FORCE_INLINE Vec4V V4SetY(const Vec4V v, const FloatV f)
{
return Vec4V(v.x,f.x,v.z,v.w);
}
NV_FORCE_INLINE Vec4V V4SetZ(const Vec4V v, const FloatV f)
{
return Vec4V(v.x,v.y,f.x,v.w);
}
NV_FORCE_INLINE Vec4V V4SetW(const Vec4V v, const FloatV f)
{
return Vec4V(v.x,v.y,v.z,f.x);
}
NV_FORCE_INLINE Vec4V V4SetW(const Vec3V v, const FloatV f)
{
return Vec4V(v.x,v.y,v.z,f.x);
}
NV_FORCE_INLINE Vec4V V4ClearW(const Vec4V v)
{
return Vec4V(v.x,v.y,v.z,0);
}
NV_FORCE_INLINE Vec4V V4Perm_YXWZ(const Vec4V v)
{
return Vec4V(v.y, v.x, v.w, v.z);
}
NV_FORCE_INLINE Vec4V V4Perm_XZXZ(const Vec4V v)
{
return Vec4V(v.x, v.z, v.x, v.z);
}
NV_FORCE_INLINE Vec4V V4Perm_YWYW(const Vec4V v)
{
return Vec4V(v.y, v.w, v.y, v.w);
}
template<uint8_t _x, uint8_t _y, uint8_t _z, uint8_t _w> NV_FORCE_INLINE Vec4V V4Perm(const Vec4V v)
{
const float f[4] = {v.x,v.y,v.z,v.w};
return Vec4V(f[_x], f[_y], f[_z], f[_w]);
}
NV_FORCE_INLINE Vec4V V4Zero()
{
return V4Load(0.0f);
}
NV_FORCE_INLINE Vec4V V4One()
{
return V4Load(1.0f);
}
NV_FORCE_INLINE Vec4V V4Eps()
{
return V4Load(NV_EPS_REAL);
}
NV_FORCE_INLINE Vec4V V4Neg(const Vec4V c)
{
return Vec4V(-c.x,-c.y,-c.z,-c.w);
}
NV_FORCE_INLINE Vec4V V4Add(const Vec4V a, const Vec4V b)
{
return Vec4V(a.x+b.x,a.y+b.y,a.z+b.z,a.w+b.w);
}
NV_FORCE_INLINE Vec4V V4Sub(const Vec4V a, const Vec4V b)
{
return Vec4V(a.x-b.x,a.y-b.y,a.z-b.z,a.w-b.w);
}
NV_FORCE_INLINE Vec4V V4Scale(const Vec4V a, const FloatV b)
{
return Vec4V(a.x*b.x,a.y*b.x,a.z*b.x,a.w*b.x);
}
NV_FORCE_INLINE Vec4V V4Mul(const Vec4V a, const Vec4V b)
{
return Vec4V(a.x*b.x,a.y*b.y,a.z*b.z,a.w*b.w);
}
NV_FORCE_INLINE Vec4V V4ScaleInv(const Vec4V a, const FloatV b)
{
const float bInv=1.0f/b.x;
return Vec4V(a.x*bInv,a.y*bInv,a.z*bInv,a.w*bInv);
}
NV_FORCE_INLINE Vec4V V4Div(const Vec4V a, const Vec4V b)
{
VECMATHAOS_ASSERT(b.x!=0 && b.y!=0 && b.z!=0 && b.w!=0);
return Vec4V(a.x/b.x,a.y/b.y,a.z/b.z,a.w/b.w);
}
NV_FORCE_INLINE Vec4V V4ScaleInvFast(const Vec4V a, const FloatV b)
{
const float bInv=1.0f/b.x;
return Vec4V(a.x*bInv,a.y*bInv,a.z*bInv,a.w*bInv);
}
NV_FORCE_INLINE Vec4V V4DivFast(const Vec4V a, const Vec4V b)
{
return Vec4V(a.x/b.x,a.y/b.y,a.z/b.z,a.w/b.w);
}
NV_FORCE_INLINE Vec4V V4Recip(const Vec4V a)
{
return Vec4V(1.0f/a.x,1.0f/a.y,1.0f/a.z,1.0f/a.w);
}
NV_FORCE_INLINE Vec4V V4RecipFast(const Vec4V a)
{
return Vec4V(1.0f/a.x,1.0f/a.y,1.0f/a.z,1.0f/a.w);
}
NV_FORCE_INLINE Vec4V V4Rsqrt(const Vec4V a)
{
return Vec4V(NvRecipSqrt(a.x),NvRecipSqrt(a.y),NvRecipSqrt(a.z),NvRecipSqrt(a.w));
}
NV_FORCE_INLINE Vec4V V4RsqrtFast(const Vec4V a)
{
return Vec4V(NvRecipSqrt(a.x),NvRecipSqrt(a.y),NvRecipSqrt(a.z),NvRecipSqrt(a.w));
}
NV_FORCE_INLINE Vec4V V4Sqrt(const Vec4V a)
{
return Vec4V(NvSqrt(a.x),NvSqrt(a.y),NvSqrt(a.z),NvSqrt(a.w));
}
NV_FORCE_INLINE Vec4V V4ScaleAdd(const Vec4V a, const FloatV b, const Vec4V c)
{
return V4Add(V4Scale(a,b),c);
}
NV_FORCE_INLINE Vec4V V4NegScaleSub(const Vec4V a, const FloatV b, const Vec4V c)
{
return V4Sub(c,V4Scale(a,b));
}
NV_FORCE_INLINE Vec4V V4MulAdd(const Vec4V a, const Vec4V b, const Vec4V c)
{
return V4Add(V4Mul(a,b),c);
}
NV_FORCE_INLINE Vec4V V4NegMulSub(const Vec4V a, const Vec4V b, const Vec4V c)
{
return V4Sub(c,V4Mul(a,b));
}
NV_FORCE_INLINE FloatV V4SumElements(const Vec4V a)
{
return FloatV(a.x + a.y + a.z + a.w);
}
NV_FORCE_INLINE FloatV V4Dot(const Vec4V a, const Vec4V b)
{
return FloatV(a.x*b.x+a.y*b.y+a.z*b.z+a.w*b.w);
}
NV_FORCE_INLINE FloatV V4Length(const Vec4V a)
{
return FloatV(NvSqrt(a.x*a.x + a.y*a.y +a.z*a.z + a.w*a.w));
}
NV_FORCE_INLINE FloatV V4LengthSq(const Vec4V a)
{
return V4Dot(a,a);
}
NV_FORCE_INLINE Vec4V V4Normalize(const Vec4V a)
{
VECMATHAOS_ASSERT(0!=a.x || 0!=a.y || 0!=a.z || 0!=a.w);
const FloatV length=FloatV(V4Length(a));
return V4ScaleInv(a,length);
}
NV_FORCE_INLINE Vec4V V4NormalizeSafe(const Vec4V a)
{
const FloatV length=FloatV(V4Length(a));
if(NV_EPS_REAL>=length.x)
{
return Vec4V(0.0f,0.0f,0.0f,0.0f);
}
else
{
return V4ScaleInv(a,length);
}
}
NV_FORCE_INLINE Vec4V V4NormalizeFast(const Vec4V a)
{
VECMATHAOS_ASSERT(0!=a.x || 0!=a.y || 0!=a.z || 0!=a.w);
const FloatV length=FloatV(V4Length(a));
return V4ScaleInv(a,length);
}
NV_FORCE_INLINE Vec4V V4Sel(const BoolV c, const Vec4V a, const Vec4V b)
{
return Vec4V(c.ux ? a.x : b.x, c.uy ? a.y : b.y, c.uz ? a.z : b.z, c.uw ? a.w : b.w);
}
NV_FORCE_INLINE BoolV V4IsGrtr(const Vec4V a, const Vec4V b)
{
return BoolV(a.x>b.x ? -1 : 0, a.y>b.y ? -1 : 0, a.z>b.z ? -1 : 0, a.w>b.w ? -1 : 0);
};
NV_FORCE_INLINE BoolV V4IsGrtrOrEq(const Vec4V a, const Vec4V b)
{
return BoolV(a.x>=b.x ? -1 : 0, a.y>=b.y ? -1 : 0, a.z>=b.z ? -1 : 0, a.w>=b.w ? -1 : 0);
}
NV_FORCE_INLINE BoolV V4IsEq(const Vec4V a, const Vec4V b)
{
return BoolV(a.x==b.x ? -1 : 0, a.y==b.y ? -1 : 0, a.z==b.z ? -1 : 0, a.w==b.w ? -1 : 0);
}
NV_FORCE_INLINE Vec4V V4Max(const Vec4V a, const Vec4V b)
{
return Vec4V(a.x>b.x ? a.x : b.x, a.y>b.y ? a.y : b.y, a.z>b.z ? a.z : b.z, a.w>b.w ? a.w : b.w);
}
NV_FORCE_INLINE Vec4V V4Min(const Vec4V a, const Vec4V b)
{
return Vec4V(a.x<b.x ? a.x : b.x, a.y<b.y ? a.y : b.y, a.z<b.z ? a.z : b.z, a.w<b.w ? a.w : b.w);
}
//Extract the maximum value from a
NV_FORCE_INLINE FloatV V4ExtractMax(const Vec4V a)
{
const float t0 = (a.x >= a.y) ? a.x : a.y;
const float t1 = (a.z >= a.w) ? a.x : a.w;
return t0 >= t1 ? t0 : t1;
}
//Extract the maximum value from a
NV_FORCE_INLINE FloatV V4ExtractMin(const Vec4V a)
{
const float t0 = (a.x <= a.y) ? a.x : a.y;
const float t1 = (a.z <= a.w) ? a.x : a.w;
return t0 <= t1 ? t0 : t1;
}
NV_FORCE_INLINE Vec4V V4Clamp(const Vec4V a, const Vec4V minV, const Vec4V maxV)
{
return V4Max(V4Min(a,maxV),minV);
}
NV_FORCE_INLINE Vec4V V4Round(const Vec4V a)
{
return Vec4V(floor(a.x + 0.5f), floor(a.y + 0.5f), floor(a.z + 0.5f), floor(a.w + 0.5f));
}
NV_FORCE_INLINE Vec4V V4Sin(const Vec4V a)
{
return Vec4V(sinf(a.x), sinf(a.y), sinf(a.z), sinf(a.w));
}
NV_FORCE_INLINE Vec4V V4Cos(const Vec4V a)
{
return Vec4V(cosf(a.x), cosf(a.y), cosf(a.z), cosf(a.w));
}
NV_FORCE_INLINE uint32_t V4AllGrtr(const Vec4V a, const Vec4V b)
{
return ((a.x > b.x) & (a.y > b.y) & (a.z > b.z) & (a.w > b.w)) ? 1 : 0;
}
NV_FORCE_INLINE uint32_t V4AllGrtrOrEq(const Vec4V a, const Vec4V b)
{
return ((a.x >= b.x) & (a.y >= b.y) & (a.z >= b.z) & (a.w >= b.w)) ? 1 : 0;
}
NV_FORCE_INLINE uint32_t V4AllEq(const Vec4V a, const Vec4V b)
{
return ((a.x == b.x) & (a.y == b.y) & (a.z == b.z) & (a.w == b.w)) ? 1 : 0;
}
NV_FORCE_INLINE void V4Transpose(Vec4V& col0, Vec4V& col1, Vec4V& col2, Vec4V& col3)
{
const float t01 = col0.y, t02 = col0.z, t03 = col0.w;
const float t12 = col1.z, t13 = col1.w;
const float t23 = col2.w;
col0.y = col1.x;
col0.z = col2.x;
col0.w = col3.x;
col1.z = col2.y;
col1.w = col3.y;
col2.w = col3.z;
col1.x = t01;
col2.x = t02;
col3.x = t03;
col2.y = t12;
col3.y = t13;
col3.z = t23;
}
NV_FORCE_INLINE BoolV BFFFF()
{
return BoolV(0, 0, 0, 0);
}
NV_FORCE_INLINE BoolV BFFFT()
{
return BoolV(0, 0, 0, (uint32_t)-1);
}
NV_FORCE_INLINE BoolV BFFTF()
{
return BoolV(0, 0, (uint32_t)-1, 0);
}
NV_FORCE_INLINE BoolV BFFTT()
{
return BoolV(0, 0, (uint32_t)-1, (uint32_t)-1);
}
NV_FORCE_INLINE BoolV BFTFF()
{
return BoolV(0, (uint32_t)-1, 0, 0);
}
NV_FORCE_INLINE BoolV BFTFT()
{
return BoolV(0, (uint32_t)-1, 0, (uint32_t)-1);
}
NV_FORCE_INLINE BoolV BFTTF()
{
return BoolV(0, (uint32_t)-1, (uint32_t)-1, 0);
}
NV_FORCE_INLINE BoolV BFTTT()
{
return BoolV(0, (uint32_t)-1, (uint32_t)-1, (uint32_t)-1);
}
NV_FORCE_INLINE BoolV BTFFF()
{
return BoolV((uint32_t)-1, 0, 0, 0);
}
NV_FORCE_INLINE BoolV BTFFT()
{
return BoolV((uint32_t)-1, 0, 0, (uint32_t)-1);
}
NV_FORCE_INLINE BoolV BTFTF()
{
return BoolV ((uint32_t)-1, 0, (uint32_t)-1, 0);
}
NV_FORCE_INLINE BoolV BTFTT()
{
return BoolV((uint32_t)-1, 0, (uint32_t)-1, (uint32_t)-1);
}
NV_FORCE_INLINE BoolV BTTFF()
{
return BoolV((uint32_t)-1, (uint32_t)-1, 0, 0);
}
NV_FORCE_INLINE BoolV BTTFT()
{
return BoolV((uint32_t)-1, (uint32_t)-1, 0, (uint32_t)-1);
}
NV_FORCE_INLINE BoolV BTTTF()
{
return BoolV((uint32_t)-1, (uint32_t)-1, (uint32_t)-1, 0);
}
NV_FORCE_INLINE BoolV BTTTT()
{
return BoolV((uint32_t)-1, (uint32_t)-1, (uint32_t)-1, (uint32_t)-1);
}
NV_FORCE_INLINE BoolV BXMask() {return BTFFF();}
NV_FORCE_INLINE BoolV BYMask() {return BFTFF();}
NV_FORCE_INLINE BoolV BZMask() {return BFFTF();}
NV_FORCE_INLINE BoolV BWMask() {return BFFFT();}
NV_FORCE_INLINE BoolV BGetX(const BoolV a)
{
return BoolV(a.ux, a.ux, a.ux, a.ux);
}
NV_FORCE_INLINE BoolV BGetY(const BoolV a)
{
return BoolV(a.uy, a.uy, a.uy, a.uy);
}
NV_FORCE_INLINE BoolV BGetZ(const BoolV a)
{
return BoolV(a.uz, a.uz, a.uz, a.uz);
}
NV_FORCE_INLINE BoolV BGetW(const BoolV a)
{
return BoolV(a.uw, a.uw, a.uw, a.uw);
}
NV_FORCE_INLINE BoolV BSetX(const BoolV v, const BoolV f)
{
return BoolV(f.ux,v.uy,v.uz,v.uw);
}
NV_FORCE_INLINE BoolV BSetY(const BoolV v, const BoolV f)
{
return BoolV(v.ux, f.uy, v.uz, v.uw);
}
NV_FORCE_INLINE BoolV BSetZ(const BoolV v, const BoolV f)
{
return BoolV(v.ux, v.uy, f.uz, v.uw);
}
NV_FORCE_INLINE BoolV BSetW(const BoolV v, const BoolV f)
{
return BoolV(v.ux, v.uy, v.uz, f.uw);
}
template<int index> BoolV BSplatElement(BoolV a)
{
uint32_t* b=(uint32_t*)&a;
return BoolV(b[index], b[index], b[index], b[index]);
}
NV_FORCE_INLINE BoolV BAnd(const BoolV a, const BoolV b)
{
return BoolV(a.ux && b.ux ? (uint32_t)-1 : 0, a.uy && b.uy ? (uint32_t)-1 : 0, a.uz && b.uz ? (uint32_t)-1 : 0, a.uw && b.uw ? (uint32_t)-1 : 0);
}
NV_FORCE_INLINE BoolV BAndNot(const BoolV a, const BoolV b)
{
return BoolV(a.ux & ~b.ux, a.uy & ~b.uy, a.uz & ~b.uz, a.uw & ~b.uw);
}
NV_FORCE_INLINE BoolV BNot(const BoolV a)
{
return BoolV(~a.ux, ~a.uy, ~a.uz, ~a.uw);
}
NV_FORCE_INLINE BoolV BOr(const BoolV a, const BoolV b)
{
return BoolV(a.ux || b.ux ? (uint32_t)-1 : 0, a.uy || b.uy ? (uint32_t)-1 : 0, a.uz || b.uz ? (uint32_t)-1 : 0, a.uw || b.uw ? (uint32_t)-1 : 0);
}
NV_FORCE_INLINE uint32_t BAllEq(const BoolV a, const BoolV b)
{
return (a.ux==b.ux && a.uy==b.uy && a.uz==b.uz && a.uw==b.uw ? 1 : 0);
}
NV_FORCE_INLINE BoolV BAllTrue4(const BoolV a)
{
return (a.ux & a.uy & a.uz & a.uw) ? BTTTT() : BFFFF();
}
NV_FORCE_INLINE BoolV BAnyTrue4(const BoolV a)
{
return (a.ux | a.uy | a.uz | a.uw) ? BTTTT() : BFFFF();
}
NV_FORCE_INLINE BoolV BAllTrue3(const BoolV a)
{
return (a.ux & a.uy & a.uz) ? BTTTT() : BFFFF();
}
NV_FORCE_INLINE BoolV BAnyTrue3(const BoolV a)
{
return (a.ux | a.uy | a.uz) ? BTTTT() : BFFFF();
}
NV_FORCE_INLINE uint32_t BAllEqTTTT(const BoolV a)
{
return BAllEq(a, BTTTT());
}
NV_FORCE_INLINE uint32_t BAllEqFFFF(const BoolV a)
{
return BAllEq(a, BFFFF());
}
NV_FORCE_INLINE uint32_t BGetBitMask(const BoolV a)
{
return (a.ux & 1) | (a.uy & 2) | (a.uz & 4) | (a.uw & 8);
}
//////////////////////////////////
//MAT33V
//////////////////////////////////
NV_FORCE_INLINE Vec3V M33MulV3(const Mat33V& a, const Vec3V b)
{
return Vec3V
(
a.col0.x*b.x + a.col1.x*b.y + a.col2.x*b.z,
a.col0.y*b.x + a.col1.y*b.y + a.col2.y*b.z,
a.col0.z*b.x + a.col1.z*b.y + a.col2.z*b.z
);
}
NV_FORCE_INLINE Vec3V M33TrnspsMulV3(const Mat33V& a, const Vec3V b)
{
return Vec3V
(
a.col0.x*b.x + a.col0.y*b.y + a.col0.z*b.z,
a.col1.x*b.x + a.col1.y*b.y + a.col1.z*b.z,
a.col2.x*b.x + a.col2.y*b.y + a.col2.z*b.z
);
}
NV_FORCE_INLINE Vec3V M33MulV3AddV3(const Mat33V& A, const Vec3V b, const Vec3V c)
{
const FloatV x=V3GetX(b);
const FloatV y=V3GetY(b);
const FloatV z=V3GetZ(b);
Vec3V result = V3ScaleAdd(A.col0, x, c);
result = V3ScaleAdd(A.col1, y, result);
return V3ScaleAdd(A.col2, z, result);
}
NV_FORCE_INLINE Mat33V M33MulM33(const Mat33V& a, const Mat33V& b)
{
return Mat33V(M33MulV3(a,b.col0),M33MulV3(a,b.col1),M33MulV3(a,b.col2));
}
NV_FORCE_INLINE Mat33V M33Add(const Mat33V& a, const Mat33V& b)
{
return Mat33V(V3Add(a.col0,b.col0),V3Add(a.col1,b.col1),V3Add(a.col2,b.col2));
}
NV_FORCE_INLINE Mat33V M33Scale(const Mat33V& a, const FloatV& b)
{
return Mat33V(V3Scale(a.col0,b),V3Scale(a.col1,b),V3Scale(a.col2,b));
}
NV_FORCE_INLINE Mat33V M33Sub(const Mat33V& a, const Mat33V& b)
{
return Mat33V(V3Sub(a.col0,b.col0),V3Sub(a.col1,b.col1),V3Sub(a.col2,b.col2));
}
NV_FORCE_INLINE Mat33V M33Neg(const Mat33V& a)
{
return Mat33V(V3Neg(a.col0),V3Neg(a.col1),V3Neg(a.col2));
}
NV_FORCE_INLINE Mat33V M33Abs(const Mat33V& a)
{
return Mat33V(V3Abs(a.col0),V3Abs(a.col1),V3Abs(a.col2));
}
NV_FORCE_INLINE Mat33V M33Diagonal(const Vec3VArg d)
{
const Vec3V x = V3Mul(V3UnitX(), d);
const Vec3V y = V3Mul(V3UnitY(), d);
const Vec3V z = V3Mul(V3UnitZ(), d);
return Mat33V(x, y, z);
}
NV_FORCE_INLINE Mat33V M33Inverse(const Mat33V& a)
{
const float det = a.col0.x*(a.col1.y*a.col2.z - a.col1.z*a.col2.y)
-a.col1.x*(a.col0.y*a.col2.z - a.col2.y*a.col0.z)
+a.col2.x*(a.col0.y*a.col1.z - a.col1.y*a.col0.z);
const float invDet = 1.0f/det;
Mat33V ret;
ret.col0.x = invDet*(a.col1.y*a.col2.z - a.col2.y*a.col1.z);
ret.col0.y = invDet*(a.col2.y*a.col0.z - a.col0.y*a.col2.z);
ret.col0.z = invDet*(a.col0.y*a.col1.z - a.col1.y*a.col0.z);
ret.col1.x = invDet*(a.col2.x*a.col1.z - a.col1.x*a.col2.z);
ret.col1.y = invDet*(a.col0.x*a.col2.z - a.col2.x*a.col0.z);
ret.col1.z = invDet*(a.col1.x*a.col0.z - a.col0.x*a.col1.z);
ret.col2.x = invDet*(a.col1.x*a.col2.y - a.col2.x*a.col1.y);
ret.col2.y = invDet*(a.col2.x*a.col0.y - a.col0.x*a.col2.y);
ret.col2.z = invDet*(a.col0.x*a.col1.y - a.col1.x*a.col0.y);
return ret;
}
NV_FORCE_INLINE Mat33V Mat33V_From_NvMat33(const NvMat33 &m)
{
return Mat33V(V3LoadU(m.column0),
V3LoadU(m.column1),
V3LoadU(m.column2));
}
NV_FORCE_INLINE void NvMat33_From_Mat33V(const Mat33V &m, NvMat33 &out)
{
NV_ASSERT((size_t(&out)&15)==0);
V3StoreU(m.col0, out.column0);
V3StoreU(m.col1, out.column1);
V3StoreU(m.col2, out.column2);
}
NV_FORCE_INLINE Mat33V M33Trnsps(const Mat33V& a)
{
return Mat33V(Vec3V(a.col0.x,a.col1.x,a.col2.x),Vec3V(a.col0.y,a.col1.y,a.col2.y),Vec3V(a.col0.z,a.col1.z,a.col2.z));
}
NV_FORCE_INLINE Mat33V M33Identity()
{
return Mat33V
(
V3UnitX(),
V3UnitY(),
V3UnitZ()
);
}
//////////////////////////////////
//MAT34V
//////////////////////////////////
NV_FORCE_INLINE Vec3V M34MulV3(const Mat34V& a, const Vec3V b)
{
return Vec3V
(
a.col0.x*b.x + a.col1.x*b.y + a.col2.x*b.z + a.col3.x,
a.col0.y*b.x + a.col1.y*b.y + a.col2.y*b.z + a.col3.y,
a.col0.z*b.x + a.col1.z*b.y + a.col2.z*b.z + a.col3.z
);
}
NV_FORCE_INLINE Vec3V M34Mul33V3(const Mat34V& a, const Vec3V b)
{
return Vec3V
(
a.col0.x*b.x + a.col1.x*b.y + a.col2.x*b.z,
a.col0.y*b.x + a.col1.y*b.y + a.col2.y*b.z,
a.col0.z*b.x + a.col1.z*b.y + a.col2.z*b.z
);
}
NV_FORCE_INLINE Vec3V M34TrnspsMul33V3(const Mat34V& a, const Vec3V b)
{
return Vec3V
(
a.col0.x*b.x + a.col0.y*b.y + a.col0.z*b.z,
a.col1.x*b.x + a.col1.y*b.y + a.col1.z*b.z,
a.col2.x*b.x + a.col2.y*b.y + a.col2.z*b.z
);
}
NV_FORCE_INLINE Mat34V M34MulM34(const Mat34V& a, const Mat34V& b)
{
return Mat34V(M34Mul33V3(a,b.col0),M34Mul33V3(a,b.col1),M34Mul33V3(a,b.col2),M34MulV3(a,b.col3));
}
NV_FORCE_INLINE Mat33V M34MulM33(const Mat34V& a, const Mat33V& b)
{
return Mat33V(M34Mul33V3(a,b.col0),M34Mul33V3(a,b.col1),M34Mul33V3(a,b.col2));
}
NV_FORCE_INLINE Mat33V M34Mul33V3(const Mat34V& a, const Mat33V& b)
{
return Mat33V(M34Mul33V3(a,b.col0),M34Mul33V3(a,b.col1),M34Mul33V3(a,b.col2));
}
NV_FORCE_INLINE Mat33V M34Mul33MM34(const Mat34V& a, const Mat34V& b)
{
return Mat33V(M34Mul33V3(a,b.col0),M34Mul33V3(a,b.col1),M34Mul33V3(a,b.col2));
}
NV_FORCE_INLINE Mat34V M34Add(const Mat34V& a, const Mat34V& b)
{
return Mat34V(V3Add(a.col0,b.col0),V3Add(a.col1,b.col1),V3Add(a.col2,b.col2),V3Add(a.col3,b.col3));
}
NV_FORCE_INLINE Mat33V M34Trnsps33(const Mat34V& a)
{
return Mat33V(Vec3V(a.col0.x,a.col1.x,a.col2.x),Vec3V(a.col0.y,a.col1.y,a.col2.y),Vec3V(a.col0.z,a.col1.z,a.col2.z));
}
//////////////////////////////////
//MAT44V
//////////////////////////////////
NV_FORCE_INLINE Vec4V M44MulV4(const Mat44V& a, const Vec4V b)
{
return Vec4V
(
a.col0.x*b.x + a.col1.x*b.y + a.col2.x*b.z + a.col3.x*b.w,
a.col0.y*b.x + a.col1.y*b.y + a.col2.y*b.z + a.col3.y*b.w,
a.col0.z*b.x + a.col1.z*b.y + a.col2.z*b.z + a.col3.z*b.w,
a.col0.w*b.x + a.col1.w*b.y + a.col2.w*b.z + a.col3.w*b.w
);
}
NV_FORCE_INLINE Vec4V M44TrnspsMulV4(const Mat44V& a, const Vec4V b)
{
return Vec4V
(
a.col0.x*b.x + a.col0.y*b.y + a.col0.z*b.z + a.col0.w*b.w,
a.col1.x*b.x + a.col1.y*b.y + a.col1.z*b.z + a.col1.w*b.w,
a.col2.x*b.x + a.col2.y*b.y + a.col2.z*b.z + a.col2.w*b.w,
a.col3.x*b.x + a.col3.y*b.y + a.col3.z*b.z + a.col3.w*b.w
);
}
NV_FORCE_INLINE Mat44V M44MulM44(const Mat44V& a, const Mat44V& b)
{
return Mat44V(M44MulV4(a,b.col0),M44MulV4(a,b.col1),M44MulV4(a,b.col2),M44MulV4(a,b.col3));
}
NV_FORCE_INLINE Mat44V M44Add(const Mat44V& a, const Mat44V& b)
{
return Mat44V(V4Add(a.col0,b.col0),V4Add(a.col1,b.col1),V4Add(a.col2,b.col2),V4Add(a.col3,b.col3));
}
NV_FORCE_INLINE Mat44V M44Inverse(const Mat44V& a)
{
float tmp[12];
float dst[16];
float det;
const float src[16] =
{
a.col0.x, a.col0.y, a.col0.z, a.col0.w,
a.col1.x, a.col1.y, a.col1.z, a.col1.w,
a.col2.x, a.col2.y, a.col2.z, a.col2.w,
a.col3.x, a.col3.y, a.col3.z, a.col3.w
};
tmp[0] = src[10] * src[15];
tmp[1] = src[11] * src[14];
tmp[2] = src[9] * src[15];
tmp[3] = src[11] * src[13];
tmp[4] = src[9] * src[14];
tmp[5] = src[10] * src[13];
tmp[6] = src[8] * src[15];
tmp[7] = src[11] * src[12];
tmp[8] = src[8] * src[14];
tmp[9] = src[10] * src[12];
tmp[10] = src[8] * src[13];
tmp[11] = src[9] * src[12];
dst[0] = tmp[0]*src[5] + tmp[3]*src[6] + tmp[4]*src[7];
dst[0] -= tmp[1]*src[5] + tmp[2]*src[6] + tmp[5]*src[7];
dst[1] = tmp[1]*src[4] + tmp[6]*src[6] + tmp[9]*src[7];
dst[1] -= tmp[0]*src[4] + tmp[7]*src[6] + tmp[8]*src[7];
dst[2] = tmp[2]*src[4] + tmp[7]*src[5] + tmp[10]*src[7];
dst[2] -= tmp[3]*src[4] + tmp[6]*src[5] + tmp[11]*src[7];
dst[3] = tmp[5]*src[4] + tmp[8]*src[5] + tmp[11]*src[6];
dst[3] -= tmp[4]*src[4] + tmp[9]*src[5] + tmp[10]*src[6];
dst[4] = tmp[1]*src[1] + tmp[2]*src[2] + tmp[5]*src[3];
dst[4] -= tmp[0]*src[1] + tmp[3]*src[2] + tmp[4]*src[3];
dst[5] = tmp[0]*src[0] + tmp[7]*src[2] + tmp[8]*src[3];
dst[5] -= tmp[1]*src[0] + tmp[6]*src[2] + tmp[9]*src[3];
dst[6] = tmp[3]*src[0] + tmp[6]*src[1] + tmp[11]*src[3];
dst[6] -= tmp[2]*src[0] + tmp[7]*src[1] + tmp[10]*src[3];
dst[7] = tmp[4]*src[0] + tmp[9]*src[1] + tmp[10]*src[2];
dst[7] -= tmp[5]*src[0] + tmp[8]*src[1] + tmp[11]*src[2];
tmp[0] = src[2]*src[7];
tmp[1] = src[3]*src[6];
tmp[2] = src[1]*src[7];
tmp[3] = src[3]*src[5];
tmp[4] = src[1]*src[6];
tmp[5] = src[2]*src[5];
tmp[6] = src[0]*src[7];
tmp[7] = src[3]*src[4];
tmp[8] = src[0]*src[6];
tmp[9] = src[2]*src[4];
tmp[10] = src[0]*src[5];
tmp[11] = src[1]*src[4];
dst[8] = tmp[0]*src[13] + tmp[3]*src[14] + tmp[4]*src[15];
dst[8] -= tmp[1]*src[13] + tmp[2]*src[14] + tmp[5]*src[15];
dst[9] = tmp[1]*src[12] + tmp[6]*src[14] + tmp[9]*src[15];
dst[9] -= tmp[0]*src[12] + tmp[7]*src[14] + tmp[8]*src[15];
dst[10] = tmp[2]*src[12] + tmp[7]*src[13] + tmp[10]*src[15];
dst[10]-= tmp[3]*src[12] + tmp[6]*src[13] + tmp[11]*src[15];
dst[11] = tmp[5]*src[12] + tmp[8]*src[13] + tmp[11]*src[14];
dst[11]-= tmp[4]*src[12] + tmp[9]*src[13] + tmp[10]*src[14];
dst[12] = tmp[2]*src[10] + tmp[5]*src[11] + tmp[1]*src[9];
dst[12]-= tmp[4]*src[11] + tmp[0]*src[9] + tmp[3]*src[10];
dst[13] = tmp[8]*src[11] + tmp[0]*src[8] + tmp[7]*src[10];
dst[13]-= tmp[6]*src[10] + tmp[9]*src[11] + tmp[1]*src[8];
dst[14] = tmp[6]*src[9] + tmp[11]*src[11] + tmp[3]*src[8];
dst[14]-= tmp[10]*src[11] + tmp[2]*src[8] + tmp[7]*src[9];
dst[15] = tmp[10]*src[10] + tmp[4]*src[8] + tmp[9]*src[9];
dst[15]-= tmp[8]*src[9] + tmp[11]*src[10] + tmp[5]*src[8];
det=src[0]*dst[0]+src[1]*dst[1]+src[2]*dst[2]+src[3]*dst[3];
det = 1.0f/det;
for(uint32_t j=0;j<16;j++)
{
dst[j] *= det;
}
return Mat44V
(
Vec4V(dst[0],dst[4],dst[8],dst[12]),
Vec4V(dst[1],dst[5],dst[9],dst[13]),
Vec4V(dst[2],dst[6],dst[10],dst[14]),
Vec4V(dst[3],dst[7],dst[11],dst[15])
);
}
NV_FORCE_INLINE Mat44V M44Trnsps(const Mat44V& a)
{
return Mat44V
(
Vec4V(a.col0.x,a.col1.x,a.col2.x,a.col3.x),
Vec4V(a.col0.y,a.col1.y,a.col2.y,a.col3.y),
Vec4V(a.col0.z,a.col1.z,a.col2.z,a.col3.z),
Vec4V(a.col0.w,a.col1.w,a.col2.w,a.col3.w)
);
}
NV_FORCE_INLINE Vec4V V4LoadXYZW(const float& x, const float& y, const float& z, const float& w)
{
return Vec4V(x, y, z, w);
}
/*
NV_FORCE_INLINE VecU16V V4U32PK(VecU32V a, VecU32V b)
{
return VecU16V(
uint16_t(NvClamp<uint32_t>((a).u32[0], 0, 0xFFFF)),
uint16_t(NvClamp<uint32_t>((a).u32[1], 0, 0xFFFF)),
uint16_t(NvClamp<uint32_t>((a).u32[2], 0, 0xFFFF)),
uint16_t(NvClamp<uint32_t>((a).u32[3], 0, 0xFFFF)),
uint16_t(NvClamp<uint32_t>((b).u32[0], 0, 0xFFFF)),
uint16_t(NvClamp<uint32_t>((b).u32[1], 0, 0xFFFF)),
uint16_t(NvClamp<uint32_t>((b).u32[2], 0, 0xFFFF)),
uint16_t(NvClamp<uint32_t>((b).u32[3], 0, 0xFFFF)));
}
*/
NV_FORCE_INLINE VecU32V V4U32Sel(const BoolV c, const VecU32V a, const VecU32V b)
{
return VecU32V(
c.ux ? a.u32[0] : b.u32[0],
c.uy ? a.u32[1] : b.u32[1],
c.uz ? a.u32[2] : b.u32[2],
c.uw ? a.u32[3] : b.u32[3]
);
}
NV_FORCE_INLINE VecU32V V4U32or(VecU32V a, VecU32V b)
{
return VecU32V((a).u32[0]|(b).u32[0], (a).u32[1]|(b).u32[1], (a).u32[2]|(b).u32[2], (a).u32[3]|(b).u32[3]);
}
NV_FORCE_INLINE VecU32V V4U32and(VecU32V a, VecU32V b)
{
return VecU32V((a).u32[0]&(b).u32[0], (a).u32[1]&(b).u32[1], (a).u32[2]&(b).u32[2], (a).u32[3]&(b).u32[3]);
}
NV_FORCE_INLINE VecU32V V4U32Andc(VecU32V a, VecU32V b)
{
return VecU32V((a).u32[0]&~(b).u32[0], (a).u32[1]&~(b).u32[1], (a).u32[2]&~(b).u32[2], (a).u32[3]&~(b).u32[3]);
}
/*
NV_FORCE_INLINE VecU16V V4U16Or(VecU16V a, VecU16V b)
{
return VecU16V(
(a).u16[0]|(b).u16[0], (a).u16[1]|(b).u16[1], (a).u16[2]|(b).u16[2], (a).u16[3]|(b).u16[3],
(a).u16[4]|(b).u16[4], (a).u16[5]|(b).u16[5], (a).u16[6]|(b).u16[6], (a).u16[7]|(b).u16[7]);
}
*/
/*
NV_FORCE_INLINE VecU16V V4U16And(VecU16V a, VecU16V b)
{
return VecU16V(
(a).u16[0]&(b).u16[0], (a).u16[1]&(b).u16[1], (a).u16[2]&(b).u16[2], (a).u16[3]&(b).u16[3],
(a).u16[4]&(b).u16[4], (a).u16[5]&(b).u16[5], (a).u16[6]&(b).u16[6], (a).u16[7]&(b).u16[7]);
}
*/
/*
NV_FORCE_INLINE VecU16V V4U16Andc(VecU16V a, VecU16V b)
{
return VecU16V(
(a).u16[0]&~(b).u16[0], (a).u16[1]&~(b).u16[1], (a).u16[2]&~(b).u16[2], (a).u16[3]&~(b).u16[3],
(a).u16[4]&~(b).u16[4], (a).u16[5]&~(b).u16[5], (a).u16[6]&~(b).u16[6], (a).u16[7]&~(b).u16[7]);
}
*/
/*
template<int a> NV_FORCE_INLINE VecI32V V4ISplat()
{
return VecI32V(a, a, a, a);
}
template<uint32_t a> NV_FORCE_INLINE VecU32V V4USplat()
{
return VecU32V(a, a, a, a);
}
*/
/*
NV_FORCE_INLINE void V4U16StoreAligned(VecU16V val, VecU16V* address)
{
*address = val;
}
*/
NV_FORCE_INLINE void V4U32StoreAligned(VecU32V val, VecU32V* address)
{
*address = val;
}
NV_FORCE_INLINE Vec4V V4Andc(const Vec4V a, const VecU32V b)
{
VecU32V r = V4U32Andc(*reinterpret_cast<const VecU32V*>(&a),b);
return (*reinterpret_cast<const Vec4V*>(&r));
}
NV_FORCE_INLINE VecU32V V4IsGrtrV32u(const Vec4V a, const Vec4V b)
{
return VecU32V(
a.x > b.x ? 0xFFFFffff : 0,
a.y > b.y ? 0xFFFFffff : 0,
a.z > b.z ? 0xFFFFffff : 0,
a.w > b.w ? 0xFFFFffff : 0);
}
NV_FORCE_INLINE VecU16V V4U16LoadAligned(VecU16V* addr)
{
return *addr;
}
NV_FORCE_INLINE VecU16V V4U16LoadUnaligned(VecU16V* addr)
{
return *addr;
}
NV_FORCE_INLINE VecU16V V4U16CompareGt(VecU16V a, VecU16V b)
{
return VecU16V(
(a).u16[0]>(b).u16[0], (a).u16[1]>(b).u16[1], (a).u16[2]>(b).u16[2], (a).u16[3]>(b).u16[3],
(a).u16[4]>(b).u16[4], (a).u16[5]>(b).u16[5], (a).u16[6]>(b).u16[6], (a).u16[7]>(b).u16[7]);
}
NV_FORCE_INLINE VecU16V V4I16CompareGt(VecU16V a, VecU16V b)
{
return VecU16V(
(a).i16[0]>(b).i16[0], (a).i16[1]>(b).i16[1], (a).i16[2]>(b).i16[2], (a).i16[3]>(b).i16[3],
(a).i16[4]>(b).i16[4], (a).i16[5]>(b).i16[5], (a).i16[6]>(b).i16[6], (a).i16[7]>(b).i16[7]);
}
NV_FORCE_INLINE Vec4V Vec4V_From_VecU32V(VecU32V a)
{
return Vec4V(float((a).u32[0]), float((a).u32[1]), float((a).u32[2]), float((a).u32[3]));
}
NV_FORCE_INLINE Vec4V Vec4V_From_VecI32V(VecI32V a)
{
return Vec4V(float((a).i32[0]), float((a).i32[1]), float((a).i32[2]), float((a).i32[3]));
}
NV_FORCE_INLINE VecI32V VecI32V_From_Vec4V(Vec4V a)
{
float* data = (float*)&a;
return VecI32V(int32_t(data[0]), int32_t(data[1]), int32_t(data[2]), int32_t(data[3]));
}
NV_FORCE_INLINE Vec4V Vec4V_ReinterpretFrom_VecU32V(VecU32V a)
{
Vec4V b = *reinterpret_cast<Vec4V*>(&a);
return b;
}
NV_FORCE_INLINE Vec4V Vec4V_ReinterpretFrom_VecI32V(VecI32V a)
{
Vec4V b = *reinterpret_cast<Vec4V*>(&a);
return b;
}
NV_FORCE_INLINE VecU32V VecU32V_ReinterpretFrom_Vec4V(Vec4V a)
{
VecU32V b = *reinterpret_cast<VecU32V*>(&a);
return b;
}
NV_FORCE_INLINE VecI32V VecI32V_ReinterpretFrom_Vec4V(Vec4V a)
{
VecI32V b= *reinterpret_cast<VecI32V*>(&a);
return b;
}
template<int index> NV_FORCE_INLINE VecU32V V4U32SplatElement(VecU32V a)
{
return VecU32V((a).u32[index], (a).u32[index], (a).u32[index], (a).u32[index]);
}
template<int index> NV_FORCE_INLINE VecU32V V4U32SplatElement(BoolV a)
{
const uint32_t u = (&a.ux)[index];
return VecU32V(u, u, u, u);
}
template<int index> NV_FORCE_INLINE Vec4V V4SplatElement(Vec4V a)
{
float* data = (float*)&a;
return Vec4V(data[index], data[index], data[index], data[index]);
}
template<int index> NV_FORCE_INLINE VecU16V V4U16SplatElement(VecU16V a)
{
return VecU16V(
(a).u16[index], (a).u16[index], (a).u16[index], (a).u16[index],
(a).u16[index], (a).u16[index], (a).u16[index], (a).u16[index]);
}
template<int imm> NV_FORCE_INLINE VecI16V V4I16SplatImmediate()
{
return VecI16V(imm, imm, imm, imm, imm, imm, imm, imm);
}
template<uint16_t imm> NV_FORCE_INLINE VecU16V V4U16SplatImmediate()
{
return VecU16V(imm, imm, imm, imm, imm, imm, imm, imm);
}
NV_FORCE_INLINE VecU16V V4U16SubtractModulo(VecU16V a, VecU16V b)
{
return VecU16V(
(a).u16[0] - (b).u16[0], (a).u16[1] - (b).u16[1], (a).u16[2] - (b).u16[2], (a).u16[3] - (b).u16[3],
(a).u16[4] - (b).u16[4], (a).u16[5] - (b).u16[5], (a).u16[6] - (b).u16[6], (a).u16[7] - (b).u16[7]);
}
NV_FORCE_INLINE VecU16V V4U16AddModulo(VecU16V a, VecU16V b)
{
return VecU16V(
(a).u16[0] + (b).u16[0], (a).u16[1] + (b).u16[1], (a).u16[2] + (b).u16[2], (a).u16[3] + (b).u16[3],
(a).u16[4] + (b).u16[4], (a).u16[5] + (b).u16[5], (a).u16[6] + (b).u16[6], (a).u16[7] + (b).u16[7]);
}
NV_FORCE_INLINE VecU32V V4U16GetLo16(VecU16V a)
{
return VecU32V((a).u16[0], (a).u16[2], (a).u16[4], (a).u16[6]);
}
NV_FORCE_INLINE VecU32V V4U16GetHi16(VecU16V a)
{
return VecU32V((a).u16[1], (a).u16[3], (a).u16[5], (a).u16[7]);
}
NV_FORCE_INLINE VecU32V VecU32VLoadXYZW(uint32_t x, uint32_t y, uint32_t z, uint32_t w)
{
return VecU32V(x, y, z, w);
}
NV_FORCE_INLINE Vec4V V4Abs(const Vec4V a)
{
return V4Max(a,V4Neg(a));
}
NV_FORCE_INLINE BoolV V4IsEqU32(const VecU32V a, const VecU32V b)
{
return BoolV(a.u32[0]==b.u32[0] ? -1 : 0, a.u32[1]==b.u32[1] ? -1 : 0, a.u32[2]==b.u32[2] ? -1 : 0, a.u32[3]==b.u32[3] ? -1 : 0);
}
NV_FORCE_INLINE VecU32V U4Load(const uint32_t i)
{
return VecU32V(i, i, i, i);
}
NV_FORCE_INLINE VecU32V U4LoadU(const uint32_t* i)
{
return VecU32V(i[0], i[1], i[2], i[3]);
}
NV_FORCE_INLINE VecU32V U4LoadA(const uint32_t* i)
{
return VecU32V(i[0], i[1], i[2], i[3]);
}
NV_FORCE_INLINE VecI32V I4Load(const int32_t i)
{
return VecI32V(i, i, i, i);
}
NV_FORCE_INLINE VecI32V I4LoadU(const int32_t* i)
{
return VecI32V(i[0], i[1], i[2], i[3]);
}
NV_FORCE_INLINE VecI32V I4LoadA(const int32_t* i)
{
return VecI32V(i[0], i[1], i[2], i[3]);
}
NV_FORCE_INLINE VecI32V VecI32V_Add(const VecI32VArg a, const VecI32VArg b)
{
return VecI32V(a.i32[0] + b.i32[0], a.i32[1] + b.i32[1], a.i32[2] + b.i32[2], a.i32[3] + b.i32[3]);
}
NV_FORCE_INLINE VecI32V VecI32V_Sub(const VecI32VArg a, const VecI32VArg b)
{
return VecI32V(a.i32[0] - b.i32[0], a.i32[1] - b.i32[1], a.i32[2] - b.i32[2], a.i32[3] - b.i32[3]);
}
NV_FORCE_INLINE BoolV VecI32V_IsGrtr(const VecI32VArg a, const VecI32VArg b)
{
return BoolV(a.i32[0] > b.i32[0] ? -1 : 0, a.i32[1] > b.i32[1] ? -1 : 0, a.i32[2] > b.i32[2] ? -1 : 0, a.i32[3] > b.i32[3] ? -1 : 0);
}
NV_FORCE_INLINE BoolV VecI32V_IsEq(const VecI32VArg a, const VecI32VArg b)
{
return BoolV(a.i32[0] == b.i32[0] ? -1 : 0, a.i32[1] == b.i32[1] ? -1 : 0, a.i32[2] == b.i32[2] ? -1 : 0, a.i32[3] == b.i32[3] ? -1 : 0);
}
NV_FORCE_INLINE VecI32V V4I32Sel(const BoolV c, const VecI32V a, const VecI32V b)
{
return VecI32V(
c.ux ? a.i32[0] : b.i32[0],
c.uy ? a.i32[1] : b.i32[1],
c.uz ? a.i32[2] : b.i32[2],
c.uw ? a.i32[3] : b.i32[3]
);
}
NV_FORCE_INLINE VecI32V VecI32V_Zero()
{
return VecI32V(0,0,0,0);
}
NV_FORCE_INLINE VecI32V VecI32V_One()
{
return VecI32V(1,1,1,1);
}
NV_FORCE_INLINE VecI32V VecI32V_Two()
{
return VecI32V(2,2,2,2);
}
NV_FORCE_INLINE VecI32V VecI32V_MinusOne()
{
return VecI32V(-1,-1,-1,-1);
}
NV_FORCE_INLINE VecU32V U4Zero()
{
return VecU32V(0,0,0,0);
}
NV_FORCE_INLINE VecU32V U4One()
{
return VecU32V(1,1,1,1);
}
NV_FORCE_INLINE VecU32V U4Two()
{
return VecU32V(2,2,2,2);
}
NV_FORCE_INLINE VecShiftV VecI32V_PrepareShift(const VecI32VArg shift)
{
return shift;
}
NV_FORCE_INLINE VecI32V VecI32V_LeftShift(const VecI32VArg a, const VecShiftVArg count)
{
return VecI32V(a.i32[0] << count.i32[0], a.i32[1] << count.i32[1], a.i32[2] << count.i32[2], a.i32[3] << count.i32[3]);
}
NV_FORCE_INLINE VecI32V VecI32V_RightShift(const VecI32VArg a, const VecShiftVArg count)
{
return VecI32V(a.i32[0] >> count.i32[0], a.i32[1] >> count.i32[1], a.i32[2] >> count.i32[2], a.i32[3] >> count.i32[3]);
}
NV_FORCE_INLINE VecI32V VecI32V_And(const VecI32VArg a, const VecI32VArg b)
{
return VecI32V(a.i32[0]&b.i32[0], a.i32[1]&b.i32[1], a.i32[2]&b.i32[2], a.i32[3]&b.i32[3]);
}
NV_FORCE_INLINE VecI32V VecI32V_Or(const VecI32VArg a, const VecI32VArg b)
{
return VecI32V(a.i32[0]|b.i32[0], a.i32[1]|b.i32[1], a.i32[2]|b.i32[2], a.i32[3]|b.i32[3]);
}
NV_FORCE_INLINE VecI32V VecI32V_GetX(const VecI32VArg a)
{
return VecI32V(a.i32[0], a.i32[0], a.i32[0], a.i32[0]);
}
NV_FORCE_INLINE VecI32V VecI32V_GetY(const VecI32VArg a)
{
return VecI32V(a.i32[1], a.i32[1], a.i32[1], a.i32[1]);
}
NV_FORCE_INLINE VecI32V VecI32V_GetZ(const VecI32VArg a)
{
return VecI32V(a.i32[2], a.i32[2], a.i32[2], a.i32[2]);
}
NV_FORCE_INLINE VecI32V VecI32V_GetW(const VecI32VArg a)
{
return VecI32V(a.i32[3], a.i32[3], a.i32[3], a.i32[3]);
}
NV_FORCE_INLINE VecI32V VecI32V_Sel(const BoolV c, const VecI32VArg a, const VecI32VArg b)
{
return VecI32V(c.ux ? a.i32[0] : b.i32[0], c.uy ? a.i32[1] : b.i32[1], c.uz ? a.i32[2] : b.i32[2], c.uw ? a.i32[3] : b.i32[3]);
}
NV_FORCE_INLINE VecI32V VecI32V_Merge(const VecI32VArg a, const VecI32VArg b, const VecI32VArg c, const VecI32VArg d)
{
return VecI32V(a.i32[0], b.i32[0], c.i32[0], d.i32[0]);
}
NV_FORCE_INLINE void NvI32_From_VecI32V(const VecI32VArg a, int32_t* i)
{
*i = a.i32[0];
}
NV_FORCE_INLINE VecI32V VecI32V_From_BoolV(const BoolVArg b)
{
return VecI32V(b.ux, b.uy, b.uz, b.uw);
}
NV_FORCE_INLINE VecU32V VecU32V_From_BoolV(const BoolVArg b)
{
return VecU32V(b.ux, b.uy, b.uz, b.uw);
}
//not used
/*
NV_FORCE_INLINE Vec4V V4LoadAligned(Vec4V* addr)
{
return *addr;
}
*/
/*
NV_FORCE_INLINE Vec4V V4LoadUnaligned(Vec4V* addr)
{
return *addr;
}
*/
/*
NV_FORCE_INLINE Vec4V V4Ceil(const Vec4V a)
{
return Vec4V(NvCeil(a.x), NvCeil(a.y), NvCeil(a.z), NvCeil(a.w));
}
NV_FORCE_INLINE Vec4V V4Floor(const Vec4V a)
{
return Vec4V(NvFloor(a.x), NvFloor(a.y), NvFloor(a.z), NvFloor(a.w));
}
*/
/*
NV_FORCE_INLINE VecU32V V4ConvertToU32VSaturate(const Vec4V a, uint32_t power)
{
NV_ASSERT(power == 0 && "Non-zero power not supported in convertToU32VSaturate");
NV_UNUSED(power); // prevent warning in release builds
float ffffFFFFasFloat = float(0xFFFF0000);
return VecU32V(
uint32_t(NvClamp<float>((a).x, 0.0f, ffffFFFFasFloat)),
uint32_t(NvClamp<float>((a).y, 0.0f, ffffFFFFasFloat)),
uint32_t(NvClamp<float>((a).z, 0.0f, ffffFFFFasFloat)),
uint32_t(NvClamp<float>((a).w, 0.0f, ffffFFFFasFloat)));
}
*/
#endif //NV_PHYSICS_COMMON_VECMATH_SCALAR_INLINE
| 57,653 | C | 24.309043 | 150 | 0.606317 |
NVIDIA-Omniverse/PhysX/blast/source/shared/NsFoundation/include/NsAlignedMalloc.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2023 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2023 NovodeX AG. All rights reserved.
#ifndef NV_NSFOUNDATION_NSALIGNEDMALLOC_H
#define NV_NSFOUNDATION_NSALIGNEDMALLOC_H
#include "NsUserAllocated.h"
/*!
Allocate aligned memory.
Alignment must be a power of 2!
-- should be templated by a base allocator
*/
namespace nvidia
{
namespace shdfnd
{
/**
Allocator, which is used to access the global NvAllocatorCallback instance
(used for dynamic data types template instantiation), which can align memory
*/
// SCS: AlignedMalloc with 3 params not found, seems not used on PC either
// disabled for now to avoid GCC error
template <uint32_t N, typename BaseAllocator = NonTrackingAllocator>
class AlignedAllocator : public BaseAllocator
{
public:
AlignedAllocator(const BaseAllocator& base = BaseAllocator()) : BaseAllocator(base)
{
}
void* allocate(size_t size, const char* file, int line)
{
size_t pad = N - 1 + sizeof(size_t); // store offset for delete.
uint8_t* base = reinterpret_cast<uint8_t*>(BaseAllocator::allocate(size + pad, file, line));
if(!base)
return NULL;
uint8_t* ptr = reinterpret_cast<uint8_t*>(size_t(base + pad) & ~(size_t(N) - 1)); // aligned pointer, ensuring N is a size_t
// wide mask
reinterpret_cast<size_t*>(ptr)[-1] = size_t(ptr - base); // store offset
return ptr;
}
void deallocate(void* ptr)
{
if(ptr == NULL)
return;
uint8_t* base = reinterpret_cast<uint8_t*>(ptr) - reinterpret_cast<size_t*>(ptr)[-1];
BaseAllocator::deallocate(base);
}
};
} // namespace shdfnd
} // namespace nvidia
#endif // #ifndef NV_NSFOUNDATION_NSALIGNEDMALLOC_H
| 3,330 | C | 37.287356 | 132 | 0.717417 |
NVIDIA-Omniverse/PhysX/blast/source/shared/NsFoundation/include/NsBitUtils.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2023 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2023 NovodeX AG. All rights reserved.
#ifndef NV_NSFOUNDATION_NSBITUTILS_H
#define NV_NSFOUNDATION_NSBITUTILS_H
#include "NvIntrinsics.h"
#include "NsIntrinsics.h"
#include "NvAssert.h"
#include "Ns.h"
namespace nvidia
{
namespace shdfnd
{
NV_INLINE uint32_t bitCount(uint32_t v)
{
// from http://graphics.stanford.edu/~seander/bithacks.html#CountBitsSetParallel
uint32_t const w = v - ((v >> 1) & 0x55555555);
uint32_t const x = (w & 0x33333333) + ((w >> 2) & 0x33333333);
return (((x + (x >> 4)) & 0xF0F0F0F) * 0x1010101) >> 24;
}
NV_INLINE bool isPowerOfTwo(uint32_t x)
{
return x != 0 && (x & (x - 1)) == 0;
}
// "Next Largest Power of 2
// Given a binary integer value x, the next largest power of 2 can be computed by a SWAR algorithm
// that recursively "folds" the upper bits into the lower bits. This process yields a bit vector with
// the same most significant 1 as x, but all 1's below it. Adding 1 to that value yields the next
// largest power of 2. For a 32-bit value:"
NV_INLINE uint32_t nextPowerOfTwo(uint32_t x)
{
x |= (x >> 1);
x |= (x >> 2);
x |= (x >> 4);
x |= (x >> 8);
x |= (x >> 16);
return x + 1;
}
/*!
Return the index of the highest set bit. Not valid for zero arg.
*/
NV_INLINE uint32_t lowestSetBit(uint32_t x)
{
NV_ASSERT(x);
return lowestSetBitUnsafe(x);
}
/*!
Return the index of the highest set bit. Not valid for zero arg.
*/
NV_INLINE uint32_t highestSetBit(uint32_t x)
{
NV_ASSERT(x);
return highestSetBitUnsafe(x);
}
// Helper function to approximate log2 of an integer value
// assumes that the input is actually power of two.
// todo: replace 2 usages with 'highestSetBit'
NV_INLINE uint32_t ilog2(uint32_t num)
{
for(uint32_t i = 0; i < 32; i++)
{
num >>= 1;
if(num == 0)
return i;
}
NV_ASSERT(0);
return uint32_t(-1);
}
} // namespace shdfnd
} // namespace nvidia
#endif // #ifndef NV_NSFOUNDATION_NSBITUTILS_H
| 3,631 | C | 32.321101 | 101 | 0.699532 |
NVIDIA-Omniverse/PhysX/blast/source/shared/NsFoundation/include/NsVecMath.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2023 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2023 NovodeX AG. All rights reserved.
#ifndef NV_PHYSICS_COMMON_VECMATH
#define NV_PHYSICS_COMMON_VECMATH
#include "Ns.h"
#include "NsIntrinsics.h"
#include "NvPreprocessor.h"
#include "NvVec3.h"
#include "NvVec4.h"
#include "NvMat33.h"
#include "NvUnionCast.h"
//We can activate asserts in vectorised functions for testing.
//NEVER submit with asserts activated.
//Only activate asserts for local testing.
#define AOS_ASSERTS_ON 0
//We can opt to use the scalar version of vectorised functions.
//This can catch type safety issues and might even work out more optimal on pc.
//It will also be useful for benchmarking and testing.
//NEVER submit with vector intrinsics deactivated without good reason.
//AM: deactivating SIMD for debug win64 just so autobuild will also exercise
//non-SIMD path, until a dedicated non-SIMD platform sich as Arm comes online.
//TODO: dima: reference all platforms with SIMD support here,
//all unknown/experimental cases should better default to NO SIMD.
#if NV_X86 || NV_X64 || NV_WINRT || NV_PS3 || NV_X360 || (NV_LINUX && (NV_X86 || NV_X64)) || (NV_ANDROID && NV_NEON) || NV_XBOXONE
#define COMPILE_VECTOR_INTRINSICS 1 // use SIMD
#else
#define COMPILE_VECTOR_INTRINSICS 0 // do not use SIMD
#endif
#if AOS_ASSERTS_ON
#define VECMATHAOS_ASSERT NV_ASSERT
#else
#define VECMATHAOS_ASSERT(x) {}
#endif
#if COMPILE_VECTOR_INTRINSICS && (NV_X86 || NV_X64) && (NV_LINUX || NV_ANDROID || NV_APPLE || NV_PS4 || (NV_WINRT && NV_NEON))
// only SSE2 compatible platforms should reach this
#include <xmmintrin.h>
#endif
namespace nvidia
{
namespace shdfnd
{
namespace aos
{
//Basic AoS types are
//FloatV - 16-byte aligned representation of float.
//Vec3V - 16-byte aligned representation of NvVec3 stored as (x y z 0).
//Vec4V - 16-byte aligned representation of vector of 4 floats stored as (x y z w).
//BoolV - 16-byte aligned representation of vector of 4 bools stored as (x y z w).
//VecU32V - 16-byte aligned representation of 4 unsigned ints stored as (x y z w).
//VecI32V - 16-byte aligned representation of 4 signed ints stored as (x y z w).
//Mat33V - 16-byte aligned representation of any 3x3 matrix.
//Mat34V - 16-byte aligned representation of transformation matrix (rotation in col1,col2,col3 and translation in col4).
//Mat44V - 16-byte aligned representation of any 4x4 matrix.
#if COMPILE_VECTOR_INTRINSICS
#include "NsAoS.h"
#else
#include "NsVecMathAoSScalar.h"
#endif
//////////////////////////////////////////
//Construct a simd type from a scalar type
//////////////////////////////////////////
//FloatV
//(f,f,f,f)
NV_FORCE_INLINE FloatV FLoad(const float f);
//Vec3V
//(f,f,f,0)
NV_FORCE_INLINE Vec3V V3Load(const float f);
//(f.x,f.y,f.z,0)
NV_FORCE_INLINE Vec3V V3LoadU(const NvVec3& f);
//(f.x,f.y,f.z,0), f must be 16-byte aligned
NV_FORCE_INLINE Vec3V V3LoadA(const NvVec3& f);
//(f.x,f.y,f.z,w_undefined), f must be 16-byte aligned
NV_FORCE_INLINE Vec3V V3LoadUnsafeA(const NvVec3& f);
//(f.x,f.y,f.z,0)
NV_FORCE_INLINE Vec3V V3LoadU(const float* f);
//(f.x,f.y,f.z,0), f must be 16-byte aligned
NV_FORCE_INLINE Vec3V V3LoadA(const float* f);
//Vec4V
//(f,f,f,f)
NV_FORCE_INLINE Vec4V V4Load(const float f);
//(f[0],f[1],f[2],f[3])
NV_FORCE_INLINE Vec4V V4LoadU(const float* const f);
//(f[0],f[1],f[2],f[3]), f must be 16-byte aligned
NV_FORCE_INLINE Vec4V V4LoadA(const float* const f);
//(x,y,z,w)
NV_FORCE_INLINE Vec4V V4LoadXYZW(const float& x, const float& y, const float& z, const float& w);
//BoolV
//(f,f,f,f)
NV_FORCE_INLINE BoolV BLoad(const bool f);
//(f[0],f[1],f[2],f[3])
NV_FORCE_INLINE BoolV BLoad(const bool* const f);
//VecU32V
//(f,f,f,f)
NV_FORCE_INLINE VecU32V U4Load(const uint32_t f);
//(f[0],f[1],f[2],f[3])
NV_FORCE_INLINE VecU32V U4LoadU(const uint32_t* f);
//(f[0],f[1],f[2],f[3]), f must be 16-byte aligned
NV_FORCE_INLINE VecU32V U4LoadA(const uint32_t* f);
//((U32)x, (U32)y, (U32)z, (U32)w)
NV_DEPRECATED NV_FORCE_INLINE VecU32V VecU32VLoadXYZW(uint32_t x, uint32_t y, uint32_t z, uint32_t w);
//VecI32V
//(i,i,i,i)
NV_FORCE_INLINE VecI32V I4Load(const int32_t i);
//(i,i,i,i)
NV_FORCE_INLINE VecI32V I4LoadU(const int32_t* i);
//(i,i,i,i)
NV_FORCE_INLINE VecI32V I4LoadA(const int32_t* i);
//QuatV
//(x = v[0], y=v[1], z=v[2], w=v3[3]) and array don't need to aligned
NV_FORCE_INLINE QuatV QuatVLoadU(const float* v);
//(x = v[0], y=v[1], z=v[2], w=v3[3]) and array need to aligned, fast load
NV_FORCE_INLINE QuatV QuatVLoadA(const float* v);
//(x, y, z, w)
NV_DEPRECATED NV_FORCE_INLINE QuatV QuatVLoadXYZW(const float x, const float y, const float z, const float w);
//not added to public api
Vec4V Vec4V_From_NvVec3_WUndefined(const NvVec3& v);
///////////////////////////////////////////////////
//Construct a simd type from a different simd type
///////////////////////////////////////////////////
//Vec3V
//(v.x,v.y,v.z,0)
NV_FORCE_INLINE Vec3V Vec3V_From_Vec4V(Vec4V v) ;
//(v.x,v.y,v.z,undefined)
NV_FORCE_INLINE Vec3V Vec3V_From_Vec4V_WUndefined(const Vec4V v);
//Vec4V
//(f.x,f.y,f.z,f.w)
NV_FORCE_INLINE Vec4V Vec4V_From_Vec3V(Vec3V f);
//((float)f.x, (float)f.y, (float)f.z, (float)f.w)
NV_FORCE_INLINE Vec4V Vec4V_From_VecU32V(VecU32V a);
//((float)f.x, (float)f.y, (float)f.z, (float)f.w)
NV_FORCE_INLINE Vec4V Vec4V_From_VecI32V(VecI32V a);
//(*(reinterpret_cast<float*>(&f.x), (reinterpret_cast<float*>(&f.y), (reinterpret_cast<float*>(&f.z), (reinterpret_cast<float*>(&f.w))
NV_FORCE_INLINE Vec4V Vec4V_ReinterpretFrom_VecU32V(VecU32V a);
//(*(reinterpret_cast<float*>(&f.x), (reinterpret_cast<float*>(&f.y), (reinterpret_cast<float*>(&f.z), (reinterpret_cast<float*>(&f.w))
NV_FORCE_INLINE Vec4V Vec4V_ReinterpretFrom_VecI32V(VecI32V a);
//VecU32V
//(*(reinterpret_cast<uint32_t*>(&f.x), (reinterpret_cast<uint32_t*>(&f.y), (reinterpret_cast<uint32_t*>(&f.z), (reinterpret_cast<uint32_t*>(&f.w))
NV_FORCE_INLINE VecU32V VecU32V_ReinterpretFrom_Vec4V(Vec4V a);
//(b[0], b[1], b[2], b[3])
NV_DEPRECATED NV_FORCE_INLINE VecU32V VecU32V_From_BoolV(const BoolVArg b);
//VecI32V
//(*(reinterpret_cast<int32_t*>(&f.x), (reinterpret_cast<int32_t*>(&f.y), (reinterpret_cast<int32_t*>(&f.z), (reinterpret_cast<int32_t*>(&f.w))
NV_FORCE_INLINE VecI32V VecI32V_ReinterpretFrom_Vec4V(Vec4V a);
//((I32)a.x, (I32)a.y, (I32)a.z, (I32)a.w)
NV_DEPRECATED NV_FORCE_INLINE VecI32V VecI32V_From_Vec4V(Vec4V a);
//((I32)b.x, (I32)b.y, (I32)b.z, (I32)b.w)
NV_DEPRECATED NV_FORCE_INLINE VecI32V VecI32V_From_BoolV(const BoolVArg b);
///////////////////////////////////////////////////
//Convert from a simd type back to a scalar type
///////////////////////////////////////////////////
//FloatV
//a.x
NV_DEPRECATED NV_FORCE_INLINE float FStore(const FloatV a);
//a.x
NV_FORCE_INLINE void FStore(const FloatV a, float* NV_RESTRICT f);
//Vec3V
//(a.x,a.y,a.z)
NV_FORCE_INLINE void V3StoreA(const Vec3V a, NvVec3& f);
//(a.x,a.y,a.z)
NV_FORCE_INLINE void V3StoreU(const Vec3V a, NvVec3& f);
//Vec4V
NV_FORCE_INLINE void V4StoreA(const Vec4V a, float* f);
NV_FORCE_INLINE void V4StoreU(const Vec4V a, float* f);
//BoolV
NV_FORCE_INLINE void BStoreA(const BoolV b, uint32_t* f);
//VecU32V
NV_FORCE_INLINE void U4StoreA(const VecU32V uv, uint32_t* u);
//VecI32V
NV_FORCE_INLINE void I4StoreA(const VecI32V iv, int32_t* i);
//////////////////////////////////////////////////////////////////
//Test that simd types have elements in the floating point range
//////////////////////////////////////////////////////////////////
//check for each component is valid ie in floating point range
NV_FORCE_INLINE bool isFiniteFloatV(const FloatV a);
//check for each component is valid ie in floating point range
NV_FORCE_INLINE bool isFiniteVec3V(const Vec3V a);
//check for each component is valid ie in floating point range
NV_FORCE_INLINE bool isFiniteVec4V(const Vec4V a);
//Check that w-component is zero.
NV_FORCE_INLINE bool isValidVec3V(const Vec3V a);
//////////////////////////////////////////////////////////////////
//Tests that all elements of two 16-byte types are completely equivalent.
//Use these tests for unit testing and asserts only.
//////////////////////////////////////////////////////////////////
namespace _VecMathTests
{
NV_FORCE_INLINE bool allElementsEqualFloatV(const FloatV a, const FloatV b);
NV_FORCE_INLINE bool allElementsEqualVec3V(const Vec3V a, const Vec3V b);
NV_FORCE_INLINE bool allElementsEqualVec4V(const Vec4V a, const Vec4V b);
NV_FORCE_INLINE bool allElementsEqualBoolV(const BoolV a, const BoolV b);
NV_FORCE_INLINE bool allElementsEqualVecU32V(const VecU32V a, const VecU32V b);
NV_FORCE_INLINE bool allElementsEqualVecI32V(const VecI32V a, const VecI32V b);
NV_FORCE_INLINE bool allElementsEqualMat33V(const Mat33V& a, const Mat33V& b)
{
return
(
allElementsEqualVec3V(a.col0,b.col0) &&
allElementsEqualVec3V(a.col1,b.col1) &&
allElementsEqualVec3V(a.col2,b.col2)
);
}
NV_FORCE_INLINE bool allElementsEqualMat34V(const Mat34V& a, const Mat34V& b)
{
return
(
allElementsEqualVec3V(a.col0,b.col0) &&
allElementsEqualVec3V(a.col1,b.col1) &&
allElementsEqualVec3V(a.col2,b.col2) &&
allElementsEqualVec3V(a.col3,b.col3)
);
}
NV_FORCE_INLINE bool allElementsEqualMat44V(const Mat44V& a, const Mat44V& b)
{
return
(
allElementsEqualVec4V(a.col0,b.col0) &&
allElementsEqualVec4V(a.col1,b.col1) &&
allElementsEqualVec4V(a.col2,b.col2) &&
allElementsEqualVec4V(a.col3,b.col3)
);
}
NV_FORCE_INLINE bool allElementsNearEqualFloatV(const FloatV a, const FloatV b);
NV_FORCE_INLINE bool allElementsNearEqualVec3V(const Vec3V a, const Vec3V b);
NV_FORCE_INLINE bool allElementsNearEqualVec4V(const Vec4V a, const Vec4V b);
NV_FORCE_INLINE bool allElementsNearEqualMat33V(const Mat33V& a, const Mat33V& b)
{
return
(
allElementsNearEqualVec3V(a.col0,b.col0) &&
allElementsNearEqualVec3V(a.col1,b.col1) &&
allElementsNearEqualVec3V(a.col2,b.col2)
);
}
NV_FORCE_INLINE bool allElementsNearEqualMat34V(const Mat34V& a, const Mat34V& b)
{
return
(
allElementsNearEqualVec3V(a.col0,b.col0) &&
allElementsNearEqualVec3V(a.col1,b.col1) &&
allElementsNearEqualVec3V(a.col2,b.col2) &&
allElementsNearEqualVec3V(a.col3,b.col3)
);
}
NV_FORCE_INLINE bool allElementsNearEqualMat44V(const Mat44V& a, const Mat44V& b)
{
return
(
allElementsNearEqualVec4V(a.col0,b.col0) &&
allElementsNearEqualVec4V(a.col1,b.col1) &&
allElementsNearEqualVec4V(a.col2,b.col2) &&
allElementsNearEqualVec4V(a.col3,b.col3)
);
}
};
//////////////////////////////////////////////////////////////////
//Math operations on FloatV
//////////////////////////////////////////////////////////////////
//(0,0,0,0)
NV_FORCE_INLINE FloatV FZero();
//(1,1,1,1)
NV_FORCE_INLINE FloatV FOne();
//(0.5,0.5,0.5,0.5)
NV_FORCE_INLINE FloatV FHalf();
//(NV_EPS_REAL,NV_EPS_REAL,NV_EPS_REAL,NV_EPS_REAL)
NV_FORCE_INLINE FloatV FEps();
//(NV_MAX_REAL, NV_MAX_REAL, NV_MAX_REAL NV_MAX_REAL)
NV_FORCE_INLINE FloatV FMax();
//(-NV_MAX_REAL, -NV_MAX_REAL, -NV_MAX_REAL -NV_MAX_REAL)
NV_FORCE_INLINE FloatV FNegMax();
//(1e-6f, 1e-6f, 1e-6f, 1e-6f)
NV_FORCE_INLINE FloatV FEps6();
//((float*)&1, (float*)&1, (float*)&1, (float*)&1)
//-f (per component)
NV_FORCE_INLINE FloatV FNeg(const FloatV f) ;
//a+b (per component)
NV_FORCE_INLINE FloatV FAdd(const FloatV a, const FloatV b);
//a-b (per component)
NV_FORCE_INLINE FloatV FSub(const FloatV a, const FloatV b) ;
//a*b (per component)
NV_FORCE_INLINE FloatV FMul(const FloatV a, const FloatV b) ;
//a/b (per component)
NV_FORCE_INLINE FloatV FDiv(const FloatV a, const FloatV b);
//a/b (per component)
NV_FORCE_INLINE FloatV FDivFast(const FloatV a, const FloatV b);
//1.0f/a
NV_FORCE_INLINE FloatV FRecip(const FloatV a);
//1.0f/a
NV_FORCE_INLINE FloatV FRecipFast(const FloatV a);
//1.0f/sqrt(a)
NV_FORCE_INLINE FloatV FRsqrt(const FloatV a);
//1.0f/sqrt(a)
NV_FORCE_INLINE FloatV FRsqrtFast(const FloatV a);
//sqrt(a)
NV_FORCE_INLINE FloatV FSqrt(const FloatV a);
//a*b+c
NV_FORCE_INLINE FloatV FScaleAdd(const FloatV a, const FloatV b, const FloatV c);
//c-a*b
NV_FORCE_INLINE FloatV FNegScaleSub(const FloatV a, const FloatV b, const FloatV c);
//fabs(a)
NV_FORCE_INLINE FloatV FAbs(const FloatV a);
//c ? a : b (per component)
NV_FORCE_INLINE FloatV FSel(const BoolV c, const FloatV a, const FloatV b);
//a>b (per component)
NV_FORCE_INLINE BoolV FIsGrtr(const FloatV a, const FloatV b);
//a>=b (per component)
NV_FORCE_INLINE BoolV FIsGrtrOrEq(const FloatV a, const FloatV b);
//a==b (per component)
NV_FORCE_INLINE BoolV FIsEq(const FloatV a, const FloatV b);
//Max(a,b) (per component)
NV_FORCE_INLINE FloatV FMax(const FloatV a, const FloatV b);
//Min(a,b) (per component)
NV_FORCE_INLINE FloatV FMin(const FloatV a, const FloatV b);
//Clamp(a,b) (per component)
NV_FORCE_INLINE FloatV FClamp(const FloatV a, const FloatV minV, const FloatV maxV);
//a*b+c
NV_DEPRECATED NV_FORCE_INLINE FloatV FMulAdd(const FloatV a, const FloatV b, const FloatV c) { return FScaleAdd(a,b,c); }
//c-a*b
NV_DEPRECATED NV_FORCE_INLINE FloatV FNegMulSub(const FloatV a, const FloatV b, const FloatV c) { return FNegScaleSub(a,b,c); }
//a.x>b.x
NV_FORCE_INLINE uint32_t FAllGrtr(const FloatV a, const FloatV b);
//a.x>=b.x
NV_FORCE_INLINE uint32_t FAllGrtrOrEq(const FloatV a, const FloatV b);
//a.x==b.x
NV_FORCE_INLINE uint32_t FAllEq(const FloatV a, const FloatV b);
//a<min || a>max
NV_FORCE_INLINE uint32_t FOutOfBounds(const FloatV a, const FloatV min, const FloatV max);
//a>=min && a<=max
NV_FORCE_INLINE uint32_t FInBounds(const FloatV a, const FloatV min, const FloatV max);
//a<-bounds || a>bounds
NV_FORCE_INLINE uint32_t FOutOfBounds(const FloatV a, const FloatV bounds);
//a>=-bounds && a<=bounds
NV_FORCE_INLINE uint32_t FInBounds(const FloatV a, const FloatV bounds);
//round float a to the near int
NV_FORCE_INLINE FloatV FRound(const FloatV a);
//calculate the sin of float a
NV_FORCE_INLINE FloatV FSin(const FloatV a);
//calculate the cos of float b
NV_FORCE_INLINE FloatV FCos(const FloatV a);
//////////////////////////////////////////////////////////////////
//Math operations on Vec3V
//////////////////////////////////////////////////////////////////
//(f,f,f,f)
NV_FORCE_INLINE Vec3V V3Splat(const FloatV f);
//(x,y,z)
NV_FORCE_INLINE Vec3V V3Merge(const FloatVArg x, const FloatVArg y, const FloatVArg z);
//(1,0,0,0)
NV_FORCE_INLINE Vec3V V3UnitX();
//(0,1,0,0)
NV_FORCE_INLINE Vec3V V3UnitY();
//(0,0,1,0)
NV_FORCE_INLINE Vec3V V3UnitZ();
//(f.x,f.x,f.x,f.x)
NV_FORCE_INLINE FloatV V3GetX(const Vec3V f);
//(f.y,f.y,f.y,f.y)
NV_FORCE_INLINE FloatV V3GetY(const Vec3V f);
//(f.z,f.z,f.z,f.z)
NV_FORCE_INLINE FloatV V3GetZ(const Vec3V f);
//(f,v.y,v.z,v.w)
NV_FORCE_INLINE Vec3V V3SetX(const Vec3V v, const FloatV f);
//(v.x,f,v.z,v.w)
NV_FORCE_INLINE Vec3V V3SetY(const Vec3V v, const FloatV f);
//(v.x,v.y,f,v.w)
NV_FORCE_INLINE Vec3V V3SetZ(const Vec3V v, const FloatV f);
//v.x=f
NV_FORCE_INLINE void V3WriteX(Vec3V& v, const float f);
//v.y=f
NV_FORCE_INLINE void V3WriteY(Vec3V& v, const float f);
//v.z=f
NV_FORCE_INLINE void V3WriteZ(Vec3V& v, const float f);
//v.x=f.x, v.y=f.y, v.z=f.z
NV_FORCE_INLINE void V3WriteXYZ(Vec3V& v, const NvVec3& f);
//return v.x
NV_FORCE_INLINE float V3ReadX(const Vec3V& v);
//return v.y
NV_FORCE_INLINE float V3ReadY(const Vec3V& v);
//return v.y
NV_FORCE_INLINE float V3ReadZ(const Vec3V& v);
//return (v.x,v.y,v.z)
NV_FORCE_INLINE const NvVec3& V3ReadXYZ(const Vec3V& v);
//(a.x, b.x, c.x)
NV_FORCE_INLINE Vec3V V3ColX(const Vec3V a, const Vec3V b, const Vec3V c);
//(a.y, b.y, c.y)
NV_FORCE_INLINE Vec3V V3ColY(const Vec3V a, const Vec3V b, const Vec3V c);
//(a.z, b.z, c.z)
NV_FORCE_INLINE Vec3V V3ColZ(const Vec3V a, const Vec3V b, const Vec3V c);
//(0,0,0,0)
NV_FORCE_INLINE Vec3V V3Zero();
//(1,1,1,1)
NV_FORCE_INLINE Vec3V V3One();
//(NV_EPS_REAL,NV_EPS_REAL,NV_EPS_REAL,NV_EPS_REAL)
NV_FORCE_INLINE Vec3V V3Eps();
//-c (per component)
NV_FORCE_INLINE Vec3V V3Neg(const Vec3V c);
//a+b (per component)
NV_FORCE_INLINE Vec3V V3Add(const Vec3V a, const Vec3V b);
//a-b (per component)
NV_FORCE_INLINE Vec3V V3Sub(const Vec3V a, const Vec3V b);
//a*b (per component)
NV_FORCE_INLINE Vec3V V3Scale(const Vec3V a, const FloatV b);
//a*b (per component)
NV_FORCE_INLINE Vec3V V3Mul(const Vec3V a, const Vec3V b);
//a/b (per component)
NV_FORCE_INLINE Vec3V V3ScaleInv(const Vec3V a, const FloatV b);
//a/b (per component)
NV_FORCE_INLINE Vec3V V3Div(const Vec3V a, const Vec3V b);
//a/b (per component)
NV_FORCE_INLINE Vec3V V3ScaleInvFast(const Vec3V a, const FloatV b);
//a/b (per component)
NV_FORCE_INLINE Vec3V V3DivFast(const Vec3V a, const Vec3V b);
//1.0f/a
NV_FORCE_INLINE Vec3V V3Recip(const Vec3V a);
//1.0f/a
NV_FORCE_INLINE Vec3V V3RecipFast(const Vec3V a);
//1.0f/sqrt(a)
NV_FORCE_INLINE Vec3V V3Rsqrt(const Vec3V a);
//1.0f/sqrt(a)
NV_FORCE_INLINE Vec3V V3RsqrtFast(const Vec3V a);
//a*b+c
NV_FORCE_INLINE Vec3V V3ScaleAdd(const Vec3V a, const FloatV b, const Vec3V c);
//c-a*b
NV_FORCE_INLINE Vec3V V3NegScaleSub(const Vec3V a, const FloatV b, const Vec3V c);
//a*b+c
NV_FORCE_INLINE Vec3V V3MulAdd(const Vec3V a, const Vec3V b, const Vec3V c);
//c-a*b
NV_FORCE_INLINE Vec3V V3NegMulSub(const Vec3V a, const Vec3V b, const Vec3V c);
//fabs(a)
NV_FORCE_INLINE Vec3V V3Abs(const Vec3V a);
//a.b
NV_FORCE_INLINE FloatV V3Dot(const Vec3V a, const Vec3V b);
//aXb
NV_FORCE_INLINE Vec3V V3Cross(const Vec3V a, const Vec3V b);
//|a.a|^1/2
NV_FORCE_INLINE FloatV V3Length(const Vec3V a);
//a.a
NV_FORCE_INLINE FloatV V3LengthSq(const Vec3V a);
//a*|a.a|^-1/2
NV_FORCE_INLINE Vec3V V3Normalize(const Vec3V a);
//a.a>0 ? a*|a.a|^-1/2 : (0,0,0,0)
NV_FORCE_INLINE FloatV V3Length(const Vec3V a);
//a*|a.a|^-1/2
NV_FORCE_INLINE Vec3V V3NormalizeSafe(const Vec3V a);
//a.x + a.y +a.z
NV_FORCE_INLINE FloatV V3SumElems(const Vec3V a);
//c ? a : b (per component)
NV_FORCE_INLINE Vec3V V3Sel(const BoolV c, const Vec3V a, const Vec3V b);
//a>b (per component)
NV_FORCE_INLINE BoolV V3IsGrtr(const Vec3V a, const Vec3V b);
//a>=b (per component)
NV_FORCE_INLINE BoolV V3IsGrtrOrEq(const Vec3V a, const Vec3V b);
//a==b (per component)
NV_FORCE_INLINE BoolV V3IsEq(const Vec3V a, const Vec3V b);
//Max(a,b) (per component)
NV_FORCE_INLINE Vec3V V3Max(const Vec3V a, const Vec3V b);
//Min(a,b) (per component)
NV_FORCE_INLINE Vec3V V3Min(const Vec3V a, const Vec3V b);
//Extract the maximum value from a
NV_FORCE_INLINE FloatV V3ExtractMax(const Vec3V a);
//Extract the maximum value from a
NV_FORCE_INLINE FloatV V3ExtractMin(const Vec3V a);
//Clamp(a,b) (per component)
NV_FORCE_INLINE Vec3V V3Clamp(const Vec3V a, const Vec3V minV, const Vec3V maxV);
//Extract the sign for each component
NV_FORCE_INLINE Vec3V V3Sign(const Vec3V a);
//Test all components.
//(a.x>b.x && a.y>b.y && a.z>b.z)
NV_FORCE_INLINE uint32_t V3AllGrtr(const Vec3V a, const Vec3V b);
//(a.x>=b.x && a.y>=b.y && a.z>=b.z)
NV_FORCE_INLINE uint32_t V3AllGrtrOrEq(const Vec3V a, const Vec3V b);
//(a.x==b.x && a.y==b.y && a.z==b.z)
NV_FORCE_INLINE uint32_t V3AllEq(const Vec3V a, const Vec3V b);
//a.x<min.x || a.y<min.y || a.z<min.z || a.x>max.x || a.y>max.y || a.z>max.z
NV_FORCE_INLINE uint32_t V3OutOfBounds(const Vec3V a, const Vec3V min, const Vec3V max);
//a.x>=min.x && a.y>=min.y && a.z>=min.z && a.x<=max.x && a.y<=max.y && a.z<=max.z
NV_FORCE_INLINE uint32_t V3InBounds(const Vec3V a, const Vec3V min, const Vec3V max);
//a.x<-bounds.x || a.y<=-bounds.y || a.z<bounds.z || a.x>bounds.x || a.y>bounds.y || a.z>bounds.z
NV_FORCE_INLINE uint32_t V3OutOfBounds(const Vec3V a, const Vec3V bounds);
//a.x>=-bounds.x && a.y>=-bounds.y && a.z>=-bounds.z && a.x<=bounds.x && a.y<=bounds.y && a.z<=bounds.z
NV_FORCE_INLINE uint32_t V3InBounds(const Vec3V a, const Vec3V bounds);
//(floor(a.x + 0.5f), floor(a.y + 0.5f), floor(a.z + 0.5f))
NV_FORCE_INLINE Vec3V V3Round(const Vec3V a);
//(sinf(a.x), sinf(a.y), sinf(a.z))
NV_FORCE_INLINE Vec3V V3Sin(const Vec3V a);
//(cosf(a.x), cosf(a.y), cosf(a.z))
NV_FORCE_INLINE Vec3V V3Cos(const Vec3V a);
//(a.y,a.z,a.z)
NV_FORCE_INLINE Vec3V V3PermYZZ(const Vec3V a);
//(a.x,a.y,a.x)
NV_FORCE_INLINE Vec3V V3PermXYX(const Vec3V a);
//(a.y,a.z,a.x)
NV_FORCE_INLINE Vec3V V3PermYZX(const Vec3V a);
//(a.z, a.x, a.y)
NV_FORCE_INLINE Vec3V V3PermZXY(const Vec3V a);
//(a.z,a.z,a.y)
NV_FORCE_INLINE Vec3V V3PermZZY(const Vec3V a);
//(a.y,a.x,a.x)
NV_FORCE_INLINE Vec3V V3PermYXX(const Vec3V a);
//(0, v1.z, v0.y)
NV_FORCE_INLINE Vec3V V3Perm_Zero_1Z_0Y(const Vec3V v0, const Vec3V v1);
//(v0.z, 0, v1.x)
NV_FORCE_INLINE Vec3V V3Perm_0Z_Zero_1X(const Vec3V v0, const Vec3V v1);
//(v1.y, v0.x, 0)
NV_FORCE_INLINE Vec3V V3Perm_1Y_0X_Zero(const Vec3V v0, const Vec3V v1);
//////////////////////////////////////////////////////////////////
//Math operations on Vec4V
//////////////////////////////////////////////////////////////////
//(f,f,f,f)
NV_FORCE_INLINE Vec4V V4Splat(const FloatV f);
//(f[0],f[1],f[2],f[3])
NV_FORCE_INLINE Vec4V V4Merge(const FloatV* const f);
//(x,y,z,w)
NV_FORCE_INLINE Vec4V V4Merge(const FloatVArg x, const FloatVArg y, const FloatVArg z, const FloatVArg w);
//(x.w, y.w, z.w, w.w)
NV_FORCE_INLINE Vec4V V4MergeW(const Vec4VArg x, const Vec4VArg y, const Vec4VArg z, const Vec4VArg w);
//(x.z, y.z, z.z, w.z)
NV_FORCE_INLINE Vec4V V4MergeZ(const Vec4VArg x, const Vec4VArg y, const Vec4VArg z, const Vec4VArg w);
//(x.y, y.y, z.y, w.y)
NV_FORCE_INLINE Vec4V V4MergeY(const Vec4VArg x, const Vec4VArg y, const Vec4VArg z, const Vec4VArg w);
//(x.x, y.x, z.x, w.x)
NV_FORCE_INLINE Vec4V V4MergeX(const Vec4VArg x, const Vec4VArg y, const Vec4VArg z, const Vec4VArg w);
//(a.x, b.x, a.y, b.y)
NV_FORCE_INLINE Vec4V V4UnpackXY(const Vec4VArg a, const Vec4VArg b);
//(a.z, b.z, a.w, b.w)
NV_FORCE_INLINE Vec4V V4UnpackZW(const Vec4VArg a, const Vec4VArg b);
//(1,0,0,0)
NV_FORCE_INLINE Vec4V V4UnitW();
//(0,1,0,0)
NV_FORCE_INLINE Vec4V V4UnitY();
//(0,0,1,0)
NV_FORCE_INLINE Vec4V V4UnitZ();
//(0,0,0,1)
NV_FORCE_INLINE Vec4V V4UnitW();
//(f.x,f.x,f.x,f.x)
NV_FORCE_INLINE FloatV V4GetX(const Vec4V f);
//(f.y,f.y,f.y,f.y)
NV_FORCE_INLINE FloatV V4GetY(const Vec4V f);
//(f.z,f.z,f.z,f.z)
NV_FORCE_INLINE FloatV V4GetZ(const Vec4V f);
//(f.w,f.w,f.w,f.w)
NV_FORCE_INLINE FloatV V4GetW(const Vec4V f);
//(f,v.y,v.z,v.w)
NV_FORCE_INLINE Vec4V V4SetX(const Vec4V v, const FloatV f);
//(v.x,f,v.z,v.w)
NV_FORCE_INLINE Vec4V V4SetY(const Vec4V v, const FloatV f);
//(v.x,v.y,f,v.w)
NV_FORCE_INLINE Vec4V V4SetZ(const Vec4V v, const FloatV f);
//(v.x,v.y,v.z,f)
NV_FORCE_INLINE Vec4V V4SetW(const Vec4V v, const FloatV f);
//(v.x,v.y,v.z,0)
NV_FORCE_INLINE Vec4V V4ClearW(const Vec4V v);
//(a[elementIndex], a[elementIndex], a[elementIndex], a[elementIndex])
template<int elementIndex> NV_FORCE_INLINE Vec4V V4SplatElement(Vec4V a);
//v.x=f
NV_FORCE_INLINE void V4WriteX(Vec4V& v, const float f);
//v.y=f
NV_FORCE_INLINE void V4WriteY(Vec4V& v, const float f);
//v.z=f
NV_FORCE_INLINE void V4WriteZ(Vec4V& v, const float f);
//v.w=f
NV_FORCE_INLINE void V4WriteW(Vec4V& v, const float f);
//v.x=f.x, v.y=f.y, v.z=f.z
NV_FORCE_INLINE void V4WriteXYZ(Vec4V& v, const NvVec3& f);
//return v.x
NV_FORCE_INLINE float V4ReadX(const Vec4V& v);
//return v.y
NV_FORCE_INLINE float V4ReadY(const Vec4V& v);
//return v.z
NV_FORCE_INLINE float V4ReadZ(const Vec4V& v);
//return v.w
NV_FORCE_INLINE float V4ReadW(const Vec4V& v);
//return (v.x,v.y,v.z)
NV_FORCE_INLINE const NvVec3& V4ReadXYZ(const Vec4V& v);
//(0,0,0,0)
NV_FORCE_INLINE Vec4V V4Zero();
//(1,1,1,1)
NV_FORCE_INLINE Vec4V V4One();
//(NV_EPS_REAL,NV_EPS_REAL,NV_EPS_REAL,NV_EPS_REAL)
NV_FORCE_INLINE Vec4V V4Eps();
//-c (per component)
NV_FORCE_INLINE Vec4V V4Neg(const Vec4V c);
//a+b (per component)
NV_FORCE_INLINE Vec4V V4Add(const Vec4V a, const Vec4V b);
//a-b (per component)
NV_FORCE_INLINE Vec4V V4Sub(const Vec4V a, const Vec4V b);
//a*b (per component)
NV_FORCE_INLINE Vec4V V4Scale(const Vec4V a, const FloatV b);
//a*b (per component)
NV_FORCE_INLINE Vec4V V4Mul(const Vec4V a, const Vec4V b);
//a/b (per component)
NV_FORCE_INLINE Vec4V V4ScaleInv(const Vec4V a, const FloatV b);
//a/b (per component)
NV_FORCE_INLINE Vec4V V4Div(const Vec4V a, const Vec4V b);
//a/b (per component)
NV_FORCE_INLINE Vec4V V4ScaleInvFast(const Vec4V a, const FloatV b);
//a/b (per component)
NV_FORCE_INLINE Vec4V V4DivFast(const Vec4V a, const Vec4V b);
//1.0f/a
NV_FORCE_INLINE Vec4V V4Recip(const Vec4V a);
//1.0f/a
NV_FORCE_INLINE Vec4V V4RecipFast(const Vec4V a);
//1.0f/sqrt(a)
NV_FORCE_INLINE Vec4V V4Rsqrt(const Vec4V a);
//1.0f/sqrt(a)
NV_FORCE_INLINE Vec4V V4RsqrtFast(const Vec4V a);
//a*b+c
NV_FORCE_INLINE Vec4V V4ScaleAdd(const Vec4V a, const FloatV b, const Vec4V c);
//c-a*b
NV_FORCE_INLINE Vec4V V4NegScaleSub(const Vec4V a, const FloatV b, const Vec4V c);
//a*b+c
NV_FORCE_INLINE Vec4V V4MulAdd(const Vec4V a, const Vec4V b, const Vec4V c);
//c-a*b
NV_FORCE_INLINE Vec4V V4NegMulSub(const Vec4V a, const Vec4V b, const Vec4V c);
//fabs(a)
NV_FORCE_INLINE Vec4V V4Abs(const Vec4V a);
//bitwise a & ~b
NV_FORCE_INLINE Vec4V V4Andc(const Vec4V a, const VecU32V b);
//a.b
NV_FORCE_INLINE FloatV V4Dot(const Vec4V a, const Vec4V b);
//|a.a|^1/2
NV_FORCE_INLINE FloatV V4Length(const Vec4V a);
//a.a
NV_FORCE_INLINE FloatV V4LengthSq(const Vec4V a);
//a*|a.a|^-1/2
NV_FORCE_INLINE Vec4V V4Normalize(const Vec4V a);
//a.a>0 ? a*|a.a|^-1/2 : (0,0,0,0)
NV_FORCE_INLINE Vec4V V4NormalizeSafe(const Vec4V a);
//a*|a.a|^-1/2
NV_FORCE_INLINE Vec4V V4NormalizeFast(const Vec4V a);
//c ? a : b (per component)
NV_FORCE_INLINE Vec4V V4Sel(const BoolV c, const Vec4V a, const Vec4V b);
//a>b (per component)
NV_FORCE_INLINE BoolV V4IsGrtr(const Vec4V a, const Vec4V b);
//a>=b (per component)
NV_FORCE_INLINE BoolV V4IsGrtrOrEq(const Vec4V a, const Vec4V b);
//a==b (per component)
NV_FORCE_INLINE BoolV V4IsEq(const Vec4V a, const Vec4V b);
//Max(a,b) (per component)
NV_FORCE_INLINE Vec4V V4Max(const Vec4V a, const Vec4V b);
//Min(a,b) (per component)
NV_FORCE_INLINE Vec4V V4Min(const Vec4V a, const Vec4V b);
//Get the maximum component from a
NV_FORCE_INLINE FloatV V4ExtractMax(const Vec4V a);
//Get the minimum component from a
NV_FORCE_INLINE FloatV V4ExtractMin(const Vec4V a);
//Clamp(a,b) (per component)
NV_FORCE_INLINE Vec4V V4Clamp(const Vec4V a, const Vec4V minV, const Vec4V maxV);
//return 1 if all components of a are greater than all components of b.
NV_FORCE_INLINE uint32_t V4AllGrtr(const Vec4V a, const Vec4V b);
//return 1 if all components of a are greater than or equal to all components of b
NV_FORCE_INLINE uint32_t V4AllGrtrOrEq(const Vec4V a, const Vec4V b);
//return 1 if all components of a are equal to all components of b
NV_FORCE_INLINE uint32_t V4AllEq(const Vec4V a, const Vec4V b);
// round(a)(per component)
NV_FORCE_INLINE Vec4V V4Round(const Vec4V a);
// sin(a) (per component)
NV_FORCE_INLINE Vec4V V4Sin(const Vec4V a);
//cos(a) (per component)
NV_FORCE_INLINE Vec4V V4Cos(const Vec4V a);
//Permute v into a new vec4v with YXWZ format
NV_FORCE_INLINE Vec4V V4Perm_YXWZ(const Vec4V v);
//Permute v into a new vec4v with XZXZ format
NV_FORCE_INLINE Vec4V V4Perm_XZXZ(const Vec4V v);
//Permute v into a new vec4v with YWYW format
NV_FORCE_INLINE Vec4V V4Perm_YWYW(const Vec4V v);
//Permute v into a new vec4v with format {a[x], a[y], a[z], a[w]}
//V4Perm<1,3,1,3> is equal to V4Perm_YWYW
//V4Perm<0,2,0,2> is equal to V4Perm_XZXZ
//V3Perm<1,0,3,2> is equal to V4Perm_YXWZ
template<uint8_t x, uint8_t y, uint8_t z, uint8_t w> NV_FORCE_INLINE Vec4V V4Perm(const Vec4V a);
//q = cos(a/2) + u*sin(a/2)
NV_FORCE_INLINE QuatV QuatV_From_RotationAxisAngle(const Vec3V u, const FloatV a);
// convert q to a unit quaternion
NV_FORCE_INLINE QuatV QuatNormalize(const QuatV q);
//|q.q|^1/2
NV_FORCE_INLINE FloatV QuatLength(const QuatV q);
//q.q
NV_FORCE_INLINE FloatV QuatLengthSq(const QuatV q);
//a.b
NV_FORCE_INLINE FloatV QuatDot(const QuatV a, const QuatV b);
//(-q.x, -q.y, -q.z, q.w)
NV_FORCE_INLINE QuatV QuatConjugate(const QuatV q);
//(q.x, q.y, q.z)
NV_FORCE_INLINE Vec3V QuatGetImaginaryPart(const QuatV q);
//convert quaterion to matrix 33
NV_FORCE_INLINE Mat33V QuatGetMat33V(const QuatVArg q);
//convert matrix 33 to quaterion
NV_FORCE_INLINE QuatV Mat33GetQuatV(const Mat33V& a);
// brief computes rotation of x-axis
NV_FORCE_INLINE Vec3V QuatGetBasisVector0(const QuatV q);
// brief computes rotation of y-axis
NV_FORCE_INLINE Vec3V QuatGetBasisVector1(const QuatV q);
// brief computes rotation of z-axis
NV_FORCE_INLINE Vec3V QuatGetBasisVector2(const QuatV q);
// calculate the rotation vector from q and v
NV_FORCE_INLINE Vec3V QuatRotate(const QuatV q, const Vec3V v);
// calculate the roation vector from the conjuate quaterion and v
NV_FORCE_INLINE Vec3V QuatRotateInv(const QuatV q, const Vec3V v);
// quaternion multiplication
NV_FORCE_INLINE QuatV QuatMul(const QuatV a, const QuatV b);
// quaternion add
NV_FORCE_INLINE QuatV QuatAdd(const QuatV a, const QuatV b);
// (-q.x, -q.y, -q.z, -q.w)
NV_FORCE_INLINE QuatV QuatNeg(const QuatV q);
// (a.x - b.x, a.y-b.y, a.z-b.z, a.w-b.w )
NV_FORCE_INLINE QuatV QuatSub(const QuatV a, const QuatV b);
// (a.x*b, a.y*b, a.z*b, a.w*b)
NV_FORCE_INLINE QuatV QuatScale(const QuatV a, const FloatV b);
// (x = v[0], y = v[1], z = v[2], w =v[3])
NV_FORCE_INLINE QuatV QuatMerge(const FloatV* const v);
// (x = v[0], y = v[1], z = v[2], w =v[3])
NV_FORCE_INLINE QuatV QuatMerge(const FloatVArg x, const FloatVArg y, const FloatVArg z, const FloatVArg w);
// (x = 0.f, y = 0.f, z = 0.f, w = 1.f)
NV_FORCE_INLINE QuatV QuatIdentity();
//check for each component is valid
NV_FORCE_INLINE bool isFiniteQuatV(const QuatV q);
//check for each component is valid
NV_FORCE_INLINE bool isValidQuatV(const QuatV q);
//check for each component is valid
NV_FORCE_INLINE bool isSaneQuatV(const QuatV q);
//transpose 4x4 matrix represented by its columns
NV_FORCE_INLINE void V4Transpose(Vec4V& col0, Vec4V& col1, Vec4V& col2, Vec4V& col3);
//Math operations on 16-byte aligned booleans.
//x=false y=false z=false w=false
NV_FORCE_INLINE BoolV BFFFF();
//x=false y=false z=false w=true
NV_FORCE_INLINE BoolV BFFFT();
//x=false y=false z=true w=false
NV_FORCE_INLINE BoolV BFFTF();
//x=false y=false z=true w=true
NV_FORCE_INLINE BoolV BFFTT();
//x=false y=true z=false w=false
NV_FORCE_INLINE BoolV BFTFF();
//x=false y=true z=false w=true
NV_FORCE_INLINE BoolV BFTFT();
//x=false y=true z=true w=false
NV_FORCE_INLINE BoolV BFTTF();
//x=false y=true z=true w=true
NV_FORCE_INLINE BoolV BFTTT();
//x=true y=false z=false w=false
NV_FORCE_INLINE BoolV BTFFF();
//x=true y=false z=false w=true
NV_FORCE_INLINE BoolV BTFFT();
//x=true y=false z=true w=false
NV_FORCE_INLINE BoolV BTFTF();
//x=true y=false z=true w=true
NV_FORCE_INLINE BoolV BTFTT();
//x=true y=true z=false w=false
NV_FORCE_INLINE BoolV BTTFF();
//x=true y=true z=false w=true
NV_FORCE_INLINE BoolV BTTFT();
//x=true y=true z=true w=false
NV_FORCE_INLINE BoolV BTTTF();
//x=true y=true z=true w=true
NV_FORCE_INLINE BoolV BTTTT();
//x=false y=false z=false w=true
NV_FORCE_INLINE BoolV BWMask();
//x=true y=false z=false w=false
NV_FORCE_INLINE BoolV BXMask();
//x=false y=true z=false w=false
NV_FORCE_INLINE BoolV BYMask();
//x=false y=false z=true w=false
NV_FORCE_INLINE BoolV BZMask();
//get x component
NV_FORCE_INLINE BoolV BGetX(const BoolV f);
//get y component
NV_FORCE_INLINE BoolV BGetY(const BoolV f);
//get z component
NV_FORCE_INLINE BoolV BGetZ(const BoolV f);
//get w component
NV_FORCE_INLINE BoolV BGetW(const BoolV f);
//Use elementIndex to splat xxxx or yyyy or zzzz or wwww
template<int elementIndex> NV_FORCE_INLINE BoolV BSplatElement(Vec4V a);
//component-wise && (AND)
NV_FORCE_INLINE BoolV BAnd(const BoolV a, const BoolV b);
//component-wise || (OR)
NV_FORCE_INLINE BoolV BOr(const BoolV a, const BoolV b);
//component-wise not
NV_FORCE_INLINE BoolV BNot(const BoolV a);
//if all four components are true, return true, otherwise return false
NV_FORCE_INLINE BoolV BAllTrue4(const BoolV a);
//if any four components is true, return true, otherwise return false
NV_FORCE_INLINE BoolV BAnyTrue4(const BoolV a);
//if all three(0, 1, 2) components are true, return true, otherwise return false
NV_FORCE_INLINE BoolV BAllTrue3(const BoolV a);
//if any three (0, 1, 2) components is true, return true, otherwise return false
NV_FORCE_INLINE BoolV BAnyTrue3(const BoolV a);
//Return 1 if all components equal, zero otherwise.
NV_FORCE_INLINE uint32_t BAllEq(const BoolV a, const BoolV b);
// Specialized/faster BAllEq function for b==TTTT
NV_FORCE_INLINE uint32_t BAllEqTTTT(const BoolV a);
// Specialized/faster BAllEq function for b==FFFF
NV_FORCE_INLINE uint32_t BAllEqFFFF(const BoolV a);
/// Get BoolV as bits set in an uint32_t. A bit in the output is set if the element is 'true' in the input.
/// There is a bit for each element in a, with element 0s value held in bit0, element 1 in bit 1s and so forth.
/// If nothing is true in the input it will return 0, and if all are true if will return 0xf.
/// NOTE! That performance of the function varies considerably by platform, thus it is recommended to use
/// where your algorithm really needs a BoolV in an integer variable.
NV_FORCE_INLINE uint32_t BGetBitMask(const BoolV a);
//VecI32V stuff
NV_FORCE_INLINE VecI32V VecI32V_Zero();
NV_FORCE_INLINE VecI32V VecI32V_One();
NV_FORCE_INLINE VecI32V VecI32V_Two();
NV_FORCE_INLINE VecI32V VecI32V_MinusOne();
//Compute a shift parameter for VecI32V_LeftShift and VecI32V_RightShift
//Each element of shift must be identical ie the vector must have form {count, count, count, count} with count>=0
NV_FORCE_INLINE VecShiftV VecI32V_PrepareShift(const VecI32VArg shift);
//Shift each element of a leftwards by the same amount
//Compute shift with VecI32V_PrepareShift
//{a.x<<shift[0], a.y<<shift[0], a.z<<shift[0], a.w<<shift[0]}
NV_FORCE_INLINE VecI32V VecI32V_LeftShift(const VecI32VArg a, const VecShiftVArg shift);
//Shift each element of a rightwards by the same amount
//Compute shift with VecI32V_PrepareShift
//{a.x>>shift[0], a.y>>shift[0], a.z>>shift[0], a.w>>shift[0]}
NV_FORCE_INLINE VecI32V VecI32V_RightShift(const VecI32VArg a, const VecShiftVArg shift);
NV_FORCE_INLINE VecI32V VecI32V_Add(const VecI32VArg a, const VecI32VArg b);
NV_FORCE_INLINE VecI32V VecI32V_Or(const VecI32VArg a, const VecI32VArg b);
NV_FORCE_INLINE VecI32V VecI32V_GetX(const VecI32VArg a);
NV_FORCE_INLINE VecI32V VecI32V_GetY(const VecI32VArg a);
NV_FORCE_INLINE VecI32V VecI32V_GetZ(const VecI32VArg a);
NV_FORCE_INLINE VecI32V VecI32V_GetW(const VecI32VArg a);
NV_FORCE_INLINE VecI32V VecI32V_Sub(const VecI32VArg a, const VecI32VArg b);
NV_FORCE_INLINE BoolV VecI32V_IsGrtr(const VecI32VArg a, const VecI32VArg b);
NV_FORCE_INLINE BoolV VecI32V_IsEq(const VecI32VArg a, const VecI32VArg b);
NV_FORCE_INLINE VecI32V V4I32Sel(const BoolV c, const VecI32V a, const VecI32V b);
//VecU32V stuff
NV_FORCE_INLINE VecU32V U4Zero();
NV_FORCE_INLINE VecU32V U4One();
NV_FORCE_INLINE VecU32V U4Two();
NV_FORCE_INLINE BoolV V4IsEqU32(const VecU32V a, const VecU32V b);
NV_FORCE_INLINE VecU32V V4U32Sel(const BoolV c, const VecU32V a, const VecU32V b);
NV_FORCE_INLINE VecU32V V4U32or(VecU32V a, VecU32V b);
NV_FORCE_INLINE VecU32V V4U32and(VecU32V a, VecU32V b);
NV_FORCE_INLINE VecU32V V4U32Andc(VecU32V a, VecU32V b);
//VecU32 - why does this not return a bool?
NV_FORCE_INLINE VecU32V V4IsGrtrV32u(const Vec4V a, const Vec4V b);
//Math operations on 16-byte aligned Mat33s (represents any 3x3 matrix)
//a*b
NV_FORCE_INLINE Vec3V M33MulV3(const Mat33V& a, const Vec3V b);
//A*x + b
NV_FORCE_INLINE Vec3V M33MulV3AddV3(const Mat33V& A, const Vec3V b, const Vec3V c);
//transpose(a) * b
NV_FORCE_INLINE Vec3V M33TrnspsMulV3(const Mat33V& a, const Vec3V b);
//a*b
NV_FORCE_INLINE Mat33V M33MulM33(const Mat33V& a, const Mat33V& b);
//a+b
NV_FORCE_INLINE Mat33V M33Add(const Mat33V& a, const Mat33V& b);
//a+b
NV_FORCE_INLINE Mat33V M33Sub(const Mat33V& a, const Mat33V& b);
//-a
NV_FORCE_INLINE Mat33V M33Neg(const Mat33V& a);
//absolute value of the matrix
NV_FORCE_INLINE Mat33V M33Abs(const Mat33V& a);
//inverse mat
NV_FORCE_INLINE Mat33V M33Inverse(const Mat33V& a);
//transpose(a)
NV_FORCE_INLINE Mat33V M33Trnsps(const Mat33V& a);
//create an identity matrix
NV_FORCE_INLINE Mat33V M33Identity();
//create a vec3 to store the diagonal element of the M33
NV_FORCE_INLINE Mat33V M33Diagonal(const Vec3VArg);
//Not implemented
//return 1 if all components of a are equal to all components of b
//NV_FORCE_INLINE uint32_t V4U32AllEq(const VecU32V a, const VecU32V b);
//v.w=f
//NV_FORCE_INLINE void V3WriteW(Vec3V& v, const float f);
//NV_FORCE_INLINE float V3ReadW(const Vec3V& v);
//Not used
//NV_FORCE_INLINE Vec4V V4LoadAligned(Vec4V* addr);
//NV_FORCE_INLINE Vec4V V4LoadUnaligned(Vec4V* addr);
//floor(a)(per component)
//NV_FORCE_INLINE Vec4V V4Floor(Vec4V a);
//ceil(a) (per component)
//NV_FORCE_INLINE Vec4V V4Ceil(Vec4V a);
//NV_FORCE_INLINE VecU32V V4ConvertToU32VSaturate(const Vec4V a, uint32_t power);
//Math operations on 16-byte aligned Mat34s (represents transformation matrix - rotation and translation).
//namespace _Mat34V
//{
// //a*b
// NV_FORCE_INLINE Vec3V multiplyV(const Mat34V& a, const Vec3V b);
// //a_rotation * b
// NV_FORCE_INLINE Vec3V multiply3X3V(const Mat34V& a, const Vec3V b);
// //transpose(a_rotation)*b
// NV_FORCE_INLINE Vec3V multiplyTranspose3X3V(const Mat34V& a, const Vec3V b);
// //a*b
// NV_FORCE_INLINE Mat34V multiplyV(const Mat34V& a, const Mat34V& b);
// //a_rotation*b
// NV_FORCE_INLINE Mat33V multiply3X3V(const Mat34V& a, const Mat33V& b);
// //a_rotation*b_rotation
// NV_FORCE_INLINE Mat33V multiply3X3V(const Mat34V& a, const Mat34V& b);
// //a+b
// NV_FORCE_INLINE Mat34V addV(const Mat34V& a, const Mat34V& b);
// //a^-1
// NV_FORCE_INLINE Mat34V getInverseV(const Mat34V& a);
// //transpose(a_rotation)
// NV_FORCE_INLINE Mat33V getTranspose3X3(const Mat34V& a);
//}; //namespace _Mat34V
//a*b
//#define M34MulV3(a,b) (M34MulV3(a,b))
////a_rotation * b
//#define M34Mul33V3(a,b) (M34Mul33V3(a,b))
////transpose(a_rotation)*b
//#define M34TrnspsMul33V3(a,b) (M34TrnspsMul33V3(a,b))
////a*b
//#define M34MulM34(a,b) (_Mat34V::multiplyV(a,b))
//a_rotation*b
//#define M34MulM33(a,b) (M34MulM33(a,b))
//a_rotation*b_rotation
//#define M34Mul33MM34(a,b) (M34MulM33(a,b))
//a+b
//#define M34Add(a,b) (M34Add(a,b))
////a^-1
//#define M34Inverse(a,b) (M34Inverse(a))
//transpose(a_rotation)
//#define M34Trnsps33(a) (M33Trnsps3X3(a))
//Math operations on 16-byte aligned Mat44s (represents any 4x4 matrix)
//namespace _Mat44V
//{
// //a*b
// NV_FORCE_INLINE Vec4V multiplyV(const Mat44V& a, const Vec4V b);
// //transpose(a)*b
// NV_FORCE_INLINE Vec4V multiplyTransposeV(const Mat44V& a, const Vec4V b);
// //a*b
// NV_FORCE_INLINE Mat44V multiplyV(const Mat44V& a, const Mat44V& b);
// //a+b
// NV_FORCE_INLINE Mat44V addV(const Mat44V& a, const Mat44V& b);
// //a&-1
// NV_FORCE_INLINE Mat44V getInverseV(const Mat44V& a);
// //transpose(a)
// NV_FORCE_INLINE Mat44V getTransposeV(const Mat44V& a);
//}; //namespace _Mat44V
//namespace _VecU32V
//{
// // pack 8 U32s to 8 U16s with saturation
// NV_FORCE_INLINE VecU16V pack2U32VToU16VSaturate(VecU32V a, VecU32V b);
// NV_FORCE_INLINE VecU32V orV(VecU32V a, VecU32V b);
// NV_FORCE_INLINE VecU32V andV(VecU32V a, VecU32V b);
// NV_FORCE_INLINE VecU32V andcV(VecU32V a, VecU32V b);
// // conversion from integer to float
// NV_FORCE_INLINE Vec4V convertToVec4V(VecU32V a);
// // splat a[elementIndex] into all fields of a
// template<int elementIndex>
// NV_FORCE_INLINE VecU32V splatElement(VecU32V a);
// NV_FORCE_INLINE void storeAligned(VecU32V a, VecU32V* address);
//};
//namespace _VecI32V
//{
// template<int a> NV_FORCE_INLINE VecI32V splatI32();
//};
//
//namespace _VecU16V
//{
// NV_FORCE_INLINE VecU16V orV(VecU16V a, VecU16V b);
// NV_FORCE_INLINE VecU16V andV(VecU16V a, VecU16V b);
// NV_FORCE_INLINE VecU16V andcV(VecU16V a, VecU16V b);
// NV_FORCE_INLINE void storeAligned(VecU16V val, VecU16V *address);
// NV_FORCE_INLINE VecU16V loadAligned(VecU16V* addr);
// NV_FORCE_INLINE VecU16V loadUnaligned(VecU16V* addr);
// NV_FORCE_INLINE VecU16V compareGt(VecU16V a, VecU16V b);
// template<int elementIndex>
// NV_FORCE_INLINE VecU16V splatElement(VecU16V a);
// NV_FORCE_INLINE VecU16V subtractModulo(VecU16V a, VecU16V b);
// NV_FORCE_INLINE VecU16V addModulo(VecU16V a, VecU16V b);
// NV_FORCE_INLINE VecU32V getLo16(VecU16V a); // [0,2,4,6] 16-bit values to [0,1,2,3] 32-bit vector
// NV_FORCE_INLINE VecU32V getHi16(VecU16V a); // [1,3,5,7] 16-bit values to [0,1,2,3] 32-bit vector
//};
//
//namespace _VecI16V
//{
// template <int val> NV_FORCE_INLINE VecI16V splatImmediate();
//};
//
//namespace _VecU8V
//{
//};
//a*b
//#define M44MulV4(a,b) (M44MulV4(a,b))
////transpose(a)*b
//#define M44TrnspsMulV4(a,b) (M44TrnspsMulV4(a,b))
////a*b
//#define M44MulM44(a,b) (M44MulM44(a,b))
////a+b
//#define M44Add(a,b) (M44Add(a,b))
////a&-1
//#define M44Inverse(a) (M44Inverse(a))
////transpose(a)
//#define M44Trnsps(a) (M44Trnsps(a))
// dsequeira: these used to be assert'd out in SIMD builds, but they're necessary if
// we want to be able to write some scalar functions which run using SIMD data structures
NV_FORCE_INLINE void V3WriteX(Vec3V& v, const float f)
{
((NvVec3 &)v).x=f;
}
NV_FORCE_INLINE void V3WriteY(Vec3V& v, const float f)
{
((NvVec3 &)v).y=f;
}
NV_FORCE_INLINE void V3WriteZ(Vec3V& v, const float f)
{
((NvVec3 &)v).z=f;
}
NV_FORCE_INLINE void V3WriteXYZ(Vec3V& v, const NvVec3& f)
{
(NvVec3 &)v = f;
}
NV_FORCE_INLINE float V3ReadX(const Vec3V& v)
{
return ((NvVec3 &)v).x;
}
NV_FORCE_INLINE float V3ReadY(const Vec3V& v)
{
return ((NvVec3 &)v).y;
}
NV_FORCE_INLINE float V3ReadZ(const Vec3V& v)
{
return ((NvVec3 &)v).z;
}
NV_FORCE_INLINE const NvVec3& V3ReadXYZ(const Vec3V& v)
{
return (NvVec3&)v;
}
NV_FORCE_INLINE void V4WriteX(Vec4V& v, const float f)
{
((NvVec4&)v).x=f;
}
NV_FORCE_INLINE void V4WriteY(Vec4V& v, const float f)
{
((NvVec4&)v).y=f;
}
NV_FORCE_INLINE void V4WriteZ(Vec4V& v, const float f)
{
((NvVec4&)v).z=f;
}
NV_FORCE_INLINE void V4WriteW(Vec4V& v, const float f)
{
((NvVec4&)v).w=f;
}
NV_FORCE_INLINE void V4WriteXYZ(Vec4V& v, const NvVec3& f)
{
((NvVec3&)v)=f;
}
NV_FORCE_INLINE float V4ReadX(const Vec4V& v)
{
return ((NvVec4&)v).x;
}
NV_FORCE_INLINE float V4ReadY(const Vec4V& v)
{
return ((NvVec4&)v).y;
}
NV_FORCE_INLINE float V4ReadZ(const Vec4V& v)
{
return ((NvVec4&)v).z;
}
NV_FORCE_INLINE float V4ReadW(const Vec4V& v)
{
return ((NvVec4&)v).w;
}
NV_FORCE_INLINE const NvVec3& V4ReadXYZ(const Vec4V& v)
{
return (NvVec3&)v;
}
//this macro trnasposes 4 Vec4V into 3 Vec4V (assuming that the W component can be ignored
#define NV_TRANSPOSE_44_34(inA, inB, inC, inD, outA, outB, outC) \
outA = V4UnpackXY(inA, inC); \
inA = V4UnpackZW(inA, inC); \
inC = V4UnpackXY(inB, inD); \
inB = V4UnpackZW(inB, inD); \
outB = V4UnpackZW(outA, inC); \
outA = V4UnpackXY(outA, inC); \
outC = V4UnpackXY(inA, inB);
//this macro transposes 3 Vec4V into 4 Vec4V (with W components as garbage!)
#define NV_TRANSPOSE_34_44(inA, inB, inC, outA, outB, outC, outD) \
outA = V4UnpackXY(inA, inC); \
inA = V4UnpackZW(inA, inC); \
outC = V4UnpackXY(inB, inB); \
inC = V4UnpackZW(inB, inB); \
outB = V4UnpackZW(outA, outC); \
outA = V4UnpackXY(outA, outC); \
outC = V4UnpackXY(inA, inC); \
outD = V4UnpackZW(inA, inC);
#define NV_TRANSPOSE_44(inA, inB, inC, inD, outA, outB, outC, outD) \
outA = V4UnpackXY(inA, inC); \
inA = V4UnpackZW(inA, inC); \
inC = V4UnpackXY(inB, inD); \
inB = V4UnpackZW(inB, inD); \
outB = V4UnpackZW(outA, inC); \
outA = V4UnpackXY(outA, inC); \
outC = V4UnpackXY(inA, inB); \
outD = V4UnpackZW(inA, inB);
//In all platforms except 360, this is a fast way of calculating 4 dot product at once. On 360, it may be faster to call V3Dot 4 times because there is an
//instruction to perform a dot product that completes in 14 cycles
//It returns a Vec4V, where each element is the dot product of one pair of Vec3Vs
NV_FORCE_INLINE Vec4V V3Dot4(const Vec3VArg a0, const Vec3VArg b0, const Vec3VArg a1, const Vec3VArg b1, const Vec3VArg a2,
const Vec3VArg b2, const Vec3VArg a3, const Vec3VArg b3)
{
Vec4V a0b0 = Vec4V_From_Vec3V(V3Mul(a0, b0));
Vec4V a1b1 = Vec4V_From_Vec3V(V3Mul(a1, b1));
Vec4V a2b2 = Vec4V_From_Vec3V(V3Mul(a2, b2));
Vec4V a3b3 = Vec4V_From_Vec3V(V3Mul(a3, b3));
Vec4V aTrnsps, bTrnsps, cTrnsps;
NV_TRANSPOSE_44_34(a0b0, a1b1, a2b2, a3b3, aTrnsps, bTrnsps, cTrnsps);
return V4Add(V4Add(aTrnsps, bTrnsps), cTrnsps);
}
//Now for the cross-platform implementations of the 16-byte aligned maths functions (win32/360/ppu/spu etc).
#if COMPILE_VECTOR_INTRINSICS
#include "NsInlineAoS.h"
#else // #if COMPILE_VECTOR_INTRINSICS
#include "NsVecMathAoSScalarInline.h"
#endif // #if !COMPILE_VECTOR_INTRINSICS
#include "NsVecQuat.h"
} // namespace aos
} // namespace shdfnd
} // namespace nvidia
#endif //PS_VECMATH_H
| 48,663 | C | 35.561983 | 154 | 0.67351 |
NVIDIA-Omniverse/PhysX/blast/source/shared/NsFoundation/include/NsGlobals.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2023 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2023 NovodeX AG. All rights reserved.
#ifndef NV_NSFOUNDATION_NSGLOBALS_H
#define NV_NSFOUNDATION_NSGLOBALS_H
#include "NvErrors.h"
namespace nvidia
{
class NvAssertHandler;
class NvErrorCallback;
class NvAllocatorCallback;
class NvProfilerCallback;
namespace shdfnd
{
// note: it's illegal to initialize the shared foundation twice without terminating in between
NV_FOUNDATION_API void initializeSharedFoundation(uint32_t version, NvAllocatorCallback&, NvErrorCallback&);
NV_FOUNDATION_API bool sharedFoundationIsInitialized();
NV_FOUNDATION_API void terminateSharedFoundation();
// number of times foundation has been init'd. 0 means never initialized, so if we wrap we go from UINT32_MAX to 1. Used
// for things that happen at most once (e.g. some warnings)
NV_FOUNDATION_API uint32_t getInitializationCount();
NV_FOUNDATION_API NvAllocatorCallback& getAllocator();
NV_FOUNDATION_API NvErrorCallback& getErrorCallback();
// on some platforms (notably 360) the CRT does non-recoverable allocations when asked for type names. Hence
// we provide a mechanism to disable this capability
NV_FOUNDATION_API void setReflectionAllocatorReportsNames(bool val);
NV_FOUNDATION_API bool getReflectionAllocatorReportsNames();
NV_FOUNDATION_API NvProfilerCallback *getProfilerCallback();
NV_FOUNDATION_API void setProfilerCallback(NvProfilerCallback *profiler);
}
}
#endif // #ifndef NV_NSFOUNDATION_NSGLOBALS_H
| 3,074 | C | 41.708333 | 120 | 0.786597 |
NVIDIA-Omniverse/PhysX/blast/source/shared/NsFoundation/include/platform/unix/NsUnixTrigConstants.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2023 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2023 NovodeX AG. All rights reserved.
#ifndef PS_UNIX_TRIG_CONSTANTS_H
#define PS_UNIX_TRIG_CONSTANTS_H
//#define NV_GLOBALCONST extern const __declspec(selectany)
#if NV_WINRT
#define NV_GLOBALCONST extern const __declspec(selectany)
#else
#define NV_GLOBALCONST extern const __attribute__((weak))
#endif
NV_ALIGN_PREFIX(16)
struct NV_VECTORF32
{
float f[4];
} NV_ALIGN_SUFFIX(16);
NV_GLOBALCONST NV_VECTORF32 g_NVSinCoefficients0 = {{1.0f, -0.166666667f, 8.333333333e-3f, -1.984126984e-4f}};
NV_GLOBALCONST NV_VECTORF32 g_NVSinCoefficients1 = {{2.755731922e-6f, -2.505210839e-8f, 1.605904384e-10f, -7.647163732e-13f}};
NV_GLOBALCONST NV_VECTORF32 g_NVSinCoefficients2 = {{2.811457254e-15f, -8.220635247e-18f, 1.957294106e-20f, -3.868170171e-23f}};
NV_GLOBALCONST NV_VECTORF32 g_NVCosCoefficients0 = {{1.0f, -0.5f, 4.166666667e-2f, -1.388888889e-3f}};
NV_GLOBALCONST NV_VECTORF32 g_NVCosCoefficients1 = {{2.480158730e-5f, -2.755731922e-7f, 2.087675699e-9f, -1.147074560e-11f}};
NV_GLOBALCONST NV_VECTORF32 g_NVCosCoefficients2 = {{4.779477332e-14f, -1.561920697e-16f, 4.110317623e-19f, -8.896791392e-22f}};
NV_GLOBALCONST NV_VECTORF32 g_NVTanCoefficients0 = {{1.0f, 0.333333333f, 0.133333333f, 5.396825397e-2f}};
NV_GLOBALCONST NV_VECTORF32 g_NVTanCoefficients1 = {{2.186948854e-2f, 8.863235530e-3f, 3.592128167e-3f, 1.455834485e-3f}};
NV_GLOBALCONST NV_VECTORF32 g_NVTanCoefficients2 = {{5.900274264e-4f, 2.391290764e-4f, 9.691537707e-5f, 3.927832950e-5f}};
NV_GLOBALCONST NV_VECTORF32 g_NVASinCoefficients0 = {{-0.05806367563904f, -0.41861972469416f, 0.22480114791621f, 2.17337241360606f}};
NV_GLOBALCONST NV_VECTORF32 g_NVASinCoefficients1 = {{0.61657275907170f, 4.29696498283455f, -1.18942822255452f, -6.53784832094831f}};
NV_GLOBALCONST NV_VECTORF32 g_NVASinCoefficients2 = {{-1.36926553863413f, -4.48179294237210f, 1.41810672941833f, 5.48179257935713f}};
NV_GLOBALCONST NV_VECTORF32 g_NVATanCoefficients0 = {{1.0f, 0.333333334f, 0.2f, 0.142857143f}};
NV_GLOBALCONST NV_VECTORF32 g_NVATanCoefficients1 = {{1.111111111e-1f, 9.090909091e-2f, 7.692307692e-2f, 6.666666667e-2f}};
NV_GLOBALCONST NV_VECTORF32 g_NVATanCoefficients2 = {{5.882352941e-2f, 5.263157895e-2f, 4.761904762e-2f, 4.347826087e-2f}};
NV_GLOBALCONST NV_VECTORF32 g_NVSinEstCoefficients = {{1.0f, -1.66521856991541e-1f, 8.199913018755e-3f, -1.61475937228e-4f}};
NV_GLOBALCONST NV_VECTORF32 g_NVCosEstCoefficients = {{1.0f, -4.95348008918096e-1f, 3.878259962881e-2f, -9.24587976263e-4f}};
NV_GLOBALCONST NV_VECTORF32 g_NVTanEstCoefficients = {{2.484f, -1.954923183e-1f, 2.467401101f, NvInvPi}};
NV_GLOBALCONST NV_VECTORF32 g_NVATanEstCoefficients = {{7.689891418951e-1f, 1.104742493348f, 8.661844266006e-1f, NvPiDivTwo}};
NV_GLOBALCONST NV_VECTORF32 g_NVASinEstCoefficients = {{-1.36178272886711f, 2.37949493464538f, -8.08228565650486e-1f, 2.78440142746736e-1f}};
NV_GLOBALCONST NV_VECTORF32 g_NVASinEstConstants = {{1.00000011921f, NvPiDivTwo, 0.0f, 0.0f}};
NV_GLOBALCONST NV_VECTORF32 g_NVPiConstants0 = {{NvPi, NvTwoPi, NvInvPi, NvInvTwoPi}};
NV_GLOBALCONST NV_VECTORF32 g_NVReciprocalTwoPi = {{NvInvTwoPi, NvInvTwoPi, NvInvTwoPi, NvInvTwoPi}};
NV_GLOBALCONST NV_VECTORF32 g_NVTwoPi = {{NvTwoPi, NvTwoPi, NvTwoPi, NvTwoPi}};
#endif
| 4,945 | C | 67.694444 | 141 | 0.757735 |
NVIDIA-Omniverse/PhysX/blast/source/shared/NsFoundation/include/platform/unix/NsUnixIntrinsics.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2023 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2023 NovodeX AG. All rights reserved.
#ifndef NV_UNIX_NSUNIXINTRINSICS_H
#define NV_UNIX_NSUNIXINTRINSICS_H
#include "Ns.h"
#include "NvAssert.h"
#include <math.h>
#if NV_ANDROID
#include <signal.h> // for Ns::debugBreak() { raise(SIGTRAP); }
#endif
#if 0
#include <libkern/OSAtomic.h>
#endif
// this file is for internal intrinsics - that is, intrinsics that are used in
// cross platform code but do not appear in the API
#if !(NV_LINUX || NV_ANDROID || NV_PS4 || NV_APPLE_FAMILY)
#error "This file should only be included by unix builds!!"
#endif
namespace nvidia
{
namespace shdfnd
{
NV_FORCE_INLINE void memoryBarrier()
{
__sync_synchronize();
}
/*!
Return the index of the highest set bit. Undefined for zero arg.
*/
NV_INLINE uint32_t highestSetBitUnsafe(uint32_t v)
{
return 31 -__builtin_clz(v);
}
/*!
Return the index of the highest set bit. Undefined for zero arg.
*/
NV_INLINE int32_t lowestSetBitUnsafe(uint32_t v)
{
return __builtin_ctz(v);
}
/*!
Returns the index of the highest set bit. Undefined for zero arg.
*/
NV_INLINE uint32_t countLeadingZeros(uint32_t v)
{
return __builtin_clz(v);
}
/*!
Prefetch aligned 64B x86, 32b ARM around \c ptr+offset.
*/
NV_FORCE_INLINE void prefetchLine(const void* ptr, uint32_t offset = 0)
{
__builtin_prefetch(reinterpret_cast<const char * NV_RESTRICT>(ptr) + offset, 0, 3);
}
/*!
Prefetch \c count bytes starting at \c ptr.
*/
#if NV_ANDROID || NV_IOS
NV_FORCE_INLINE void prefetch(const void* ptr, uint32_t count = 1)
{
const char* cp = static_cast<const char*>(ptr);
size_t p = reinterpret_cast<size_t>(ptr);
uint32_t startLine = uint32_t(p >> 5), endLine = uint32_t((p + count - 1) >> 5);
uint32_t lines = endLine - startLine + 1;
do
{
prefetchLine(cp);
cp += 32;
} while(--lines);
}
#else
NV_FORCE_INLINE void prefetch(const void* ptr, uint32_t count = 1)
{
const char* cp = reinterpret_cast<const char*>(ptr);
uint64_t p = size_t(ptr);
uint64_t startLine = p >> 6, endLine = (p + count - 1) >> 6;
uint64_t lines = endLine - startLine + 1;
do
{
prefetchLine(cp);
cp += 64;
} while(--lines);
}
#endif
//! \brief platform-specific reciprocal
NV_CUDA_CALLABLE NV_FORCE_INLINE float recipFast(float a)
{
return 1.0f / a;
}
//! \brief platform-specific fast reciprocal square root
NV_CUDA_CALLABLE NV_FORCE_INLINE float recipSqrtFast(float a)
{
return 1.0f / ::sqrtf(a);
}
//! \brief platform-specific floor
NV_CUDA_CALLABLE NV_FORCE_INLINE float floatFloor(float x)
{
return ::floorf(x);
}
#define NS_EXPECT_TRUE(x) x
#define NS_EXPECT_FALSE(x) x
} // namespace shdfnd
} // namespace nvidia
#endif // #ifndef NV_UNIX_NSUNIXINTRINSICS_H
| 4,388 | C | 28.26 | 87 | 0.705333 |
NVIDIA-Omniverse/PhysX/blast/source/shared/NsFoundation/include/platform/unix/sse2/NsUnixSse2InlineAoS.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2023 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2023 NovodeX AG. All rights reserved.
#ifndef PS_UNIX_SSE2_INLINE_AOS_H
#define PS_UNIX_SSE2_INLINE_AOS_H
#if !COMPILE_VECTOR_INTRINSICS
#error Vector intrinsics should not be included when using scalar implementation.
#endif
//Remove this define when all platforms use simd solver.
#define NV_SUPPORT_SIMD
#ifdef __SSE4_2__
#include "smmintrin.h"
#endif
#define _NV_FPCLASS_SNAN 0x0001 /* signaling NaN */
#define _NV_FPCLASS_QNAN 0x0002 /* quiet NaN */
#define _NV_FPCLASS_NINF 0x0004 /* negative infinity */
#define _NV_FPCLASS_PINF 0x0200 /* positive infinity */
NV_FORCE_INLINE __m128 m128_I2F(__m128i n) { return _mm_castsi128_ps(n); }
NV_FORCE_INLINE __m128i m128_F2I(__m128 n) { return _mm_castps_si128(n); }
namespace internalUnitSSE2Simd
{
NV_FORCE_INLINE uint32_t BAllTrue4_R(const BoolV a)
{
const int32_t moveMask = _mm_movemask_ps(a);
return moveMask == (0xf);
}
NV_FORCE_INLINE uint32_t BAnyTrue4_R(const BoolV a)
{
const int32_t moveMask = _mm_movemask_ps(a);
return moveMask != (0x0);
}
NV_FORCE_INLINE uint32_t BAllTrue3_R(const BoolV a)
{
const int32_t moveMask = _mm_movemask_ps(a);
return (moveMask & 0x7) == (0x7);
}
NV_FORCE_INLINE uint32_t BAnyTrue3_R(const BoolV a)
{
const int32_t moveMask = _mm_movemask_ps(a);
return (moveMask & 0x7) != (0x0);
}
NV_FORCE_INLINE uint32_t FiniteTestEq(const Vec4V a, const Vec4V b)
{
//This is a bit of a bodge.
//_mm_comieq_ss returns 1 if either value is nan so we need to re-cast a and b with true encoded as a non-nan number.
//There must be a better way of doing this in sse.
const BoolV one = FOne();
const BoolV zero = FZero();
const BoolV a1 =V4Sel(a,one,zero);
const BoolV b1 =V4Sel(b,one,zero);
return
(
_mm_comieq_ss(a1, b1) &&
_mm_comieq_ss(_mm_shuffle_ps(a1, a1, _MM_SHUFFLE(1,1,1,1)),_mm_shuffle_ps(b1, b1, _MM_SHUFFLE(1,1,1,1))) &&
_mm_comieq_ss(_mm_shuffle_ps(a1, a1, _MM_SHUFFLE(2,2,2,2)),_mm_shuffle_ps(b1, b1, _MM_SHUFFLE(2,2,2,2))) &&
_mm_comieq_ss(_mm_shuffle_ps(a1, a1, _MM_SHUFFLE(3,3,3,3)),_mm_shuffle_ps(b1, b1, _MM_SHUFFLE(3,3,3,3)))
);
}
const NV_ALIGN(16, uint32_t gMaskXYZ[4])={0xffffffff, 0xffffffff, 0xffffffff, 0};
}
namespace _VecMathTests
{
NV_FORCE_INLINE bool allElementsEqualFloatV(const FloatV a, const FloatV b)
{
VECMATHAOS_ASSERT(isValidFloatV(a));
VECMATHAOS_ASSERT(isValidFloatV(b));
return(_mm_comieq_ss(a,b)!=0);
}
NV_FORCE_INLINE bool allElementsEqualVec3V(const Vec3V a, const Vec3V b)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
VECMATHAOS_ASSERT(isValidVec3V(b));
return V3AllEq(a, b) != 0;
}
NV_FORCE_INLINE bool allElementsEqualVec4V(const Vec4V a, const Vec4V b)
{
return V4AllEq(a, b) != 0;
}
NV_FORCE_INLINE bool allElementsEqualBoolV(const BoolV a, const BoolV b)
{
return internalUnitSSE2Simd::BAllTrue4_R(VecI32V_IsEq(a, b)) != 0;
}
NV_FORCE_INLINE bool allElementsEqualVecU32V(const VecU32V a, const VecU32V b)
{
return internalUnitSSE2Simd::BAllTrue4_R(V4IsEqU32(a, b)) != 0;
}
NV_FORCE_INLINE bool allElementsEqualVecI32V(const VecI32V a, const VecI32V b)
{
BoolV c = m128_I2F(_mm_cmpeq_epi32(m128_F2I(a), m128_F2I(b)));
return internalUnitSSE2Simd::BAllTrue4_R(c) != 0;
}
#define VECMATH_AOS_EPSILON (1e-3f)
NV_FORCE_INLINE bool allElementsNearEqualFloatV(const FloatV a, const FloatV b)
{
VECMATHAOS_ASSERT(isValidFloatV(a));
VECMATHAOS_ASSERT(isValidFloatV(b));
const FloatV c=FSub(a,b);
const FloatV minError=FLoad(-VECMATH_AOS_EPSILON);
const FloatV maxError=FLoad(VECMATH_AOS_EPSILON);
return (_mm_comigt_ss(c,minError) && _mm_comilt_ss(c,maxError));
}
NV_FORCE_INLINE bool allElementsNearEqualVec3V(const Vec3V a, const Vec3V b)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
VECMATHAOS_ASSERT(isValidVec3V(b));
const Vec3V c=V3Sub(a,b);
const Vec3V minError=V3Load(-VECMATH_AOS_EPSILON);
const Vec3V maxError=V3Load(VECMATH_AOS_EPSILON);
return
(
_mm_comigt_ss(_mm_shuffle_ps(c, c, _MM_SHUFFLE(0,0,0,0)),minError) &&
_mm_comilt_ss(_mm_shuffle_ps(c, c, _MM_SHUFFLE(0,0,0,0)),maxError) &&
_mm_comigt_ss(_mm_shuffle_ps(c, c, _MM_SHUFFLE(1,1,1,1)),minError) &&
_mm_comilt_ss(_mm_shuffle_ps(c, c, _MM_SHUFFLE(1,1,1,1)),maxError) &&
_mm_comigt_ss(_mm_shuffle_ps(c, c, _MM_SHUFFLE(2,2,2,2)),minError) &&
_mm_comilt_ss(_mm_shuffle_ps(c, c, _MM_SHUFFLE(2,2,2,2)),maxError)
);
}
NV_FORCE_INLINE bool allElementsNearEqualVec4V(const Vec4V a, const Vec4V b)
{
const Vec4V c=V4Sub(a,b);
const Vec4V minError=V4Load(-VECMATH_AOS_EPSILON);
const Vec4V maxError=V4Load(VECMATH_AOS_EPSILON);
return
(
_mm_comigt_ss(_mm_shuffle_ps(c, c, _MM_SHUFFLE(0,0,0,0)),minError) &&
_mm_comilt_ss(_mm_shuffle_ps(c, c, _MM_SHUFFLE(0,0,0,0)),maxError) &&
_mm_comigt_ss(_mm_shuffle_ps(c, c, _MM_SHUFFLE(1,1,1,1)),minError) &&
_mm_comilt_ss(_mm_shuffle_ps(c, c, _MM_SHUFFLE(1,1,1,1)),maxError) &&
_mm_comigt_ss(_mm_shuffle_ps(c, c, _MM_SHUFFLE(2,2,2,2)),minError) &&
_mm_comilt_ss(_mm_shuffle_ps(c, c, _MM_SHUFFLE(2,2,2,2)),maxError) &&
_mm_comigt_ss(_mm_shuffle_ps(c, c, _MM_SHUFFLE(3,3,3,3)),minError) &&
_mm_comilt_ss(_mm_shuffle_ps(c, c, _MM_SHUFFLE(3,3,3,3)),maxError)
);
}
}
/////////////////////////////////////////////////////////////////////
////FUNCTIONS USED ONLY FOR ASSERTS IN VECTORISED IMPLEMENTATIONS
/////////////////////////////////////////////////////////////////////
NV_FORCE_INLINE bool isValidFloatV(const FloatV a)
{
return
(
_mm_comieq_ss(_mm_shuffle_ps(a, a, _MM_SHUFFLE(0,0,0,0)),_mm_shuffle_ps(a, a, _MM_SHUFFLE(1,1,1,1))) &&
_mm_comieq_ss(_mm_shuffle_ps(a, a, _MM_SHUFFLE(0,0,0,0)),_mm_shuffle_ps(a, a, _MM_SHUFFLE(2,2,2,2))) &&
_mm_comieq_ss(_mm_shuffle_ps(a, a, _MM_SHUFFLE(0,0,0,0)),_mm_shuffle_ps(a, a, _MM_SHUFFLE(3,3,3,3)))
);
}
NV_FORCE_INLINE bool isValidVec3V(const Vec3V a)
{
return (_mm_comieq_ss(_mm_shuffle_ps(a, a, _MM_SHUFFLE(3,3,3,3)),FZero()) ? true : false);
}
NV_FORCE_INLINE bool isFiniteFloatV(const FloatV a)
{
float badNumber =
nvidia::NvUnionCast<float, uint32_t>(_NV_FPCLASS_SNAN | _NV_FPCLASS_QNAN | _NV_FPCLASS_NINF | _NV_FPCLASS_PINF);
const FloatV vBadNum = FLoad((float&)badNumber);
const BoolV vMask = BAnd(vBadNum, a);
return internalUnitSSE2Simd::FiniteTestEq(vMask, BFFFF()) == 1;
}
NV_FORCE_INLINE bool isFiniteVec3V(const Vec3V a)
{
float badNumber =
nvidia::NvUnionCast<float, uint32_t>(_NV_FPCLASS_SNAN | _NV_FPCLASS_QNAN | _NV_FPCLASS_NINF | _NV_FPCLASS_PINF);
const Vec3V vBadNum = V3Load((float&)badNumber);
const BoolV vMask = BAnd(BAnd(vBadNum, a), BTTTF());
return internalUnitSSE2Simd::FiniteTestEq(vMask, BFFFF()) == 1;
}
NV_FORCE_INLINE bool isFiniteVec4V(const Vec4V a)
{
/*Vec4V a;
NV_ALIGN(16, float f[4]);
F32Array_Aligned_From_Vec4V(a, f);
return NvIsFinite(f[0])
&& NvIsFinite(f[1])
&& NvIsFinite(f[2])
&& NvIsFinite(f[3]);*/
float badNumber =
nvidia::NvUnionCast<float, uint32_t>(_NV_FPCLASS_SNAN | _NV_FPCLASS_QNAN | _NV_FPCLASS_NINF | _NV_FPCLASS_PINF);
const Vec4V vBadNum = V4Load((float&)badNumber);
const BoolV vMask = BAnd(vBadNum, a);
return internalUnitSSE2Simd::FiniteTestEq(vMask, BFFFF()) == 1;
}
NV_FORCE_INLINE bool hasZeroElementinFloatV(const FloatV a)
{
VECMATHAOS_ASSERT(isValidFloatV(a));
return (_mm_comieq_ss(_mm_shuffle_ps(a, a, _MM_SHUFFLE(0,0,0,0)),FZero()) ? true : false);
}
NV_FORCE_INLINE bool hasZeroElementInVec3V(const Vec3V a)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
return
(
_mm_comieq_ss(_mm_shuffle_ps(a, a, _MM_SHUFFLE(0,0,0,0)),FZero()) ||
_mm_comieq_ss(_mm_shuffle_ps(a, a, _MM_SHUFFLE(1,1,1,1)),FZero()) ||
_mm_comieq_ss(_mm_shuffle_ps(a, a, _MM_SHUFFLE(2,2,2,2)),FZero())
);
}
NV_FORCE_INLINE bool hasZeroElementInVec4V(const Vec4V a)
{
return
(
_mm_comieq_ss(_mm_shuffle_ps(a, a, _MM_SHUFFLE(0,0,0,0)),FZero()) ||
_mm_comieq_ss(_mm_shuffle_ps(a, a, _MM_SHUFFLE(1,1,1,1)),FZero()) ||
_mm_comieq_ss(_mm_shuffle_ps(a, a, _MM_SHUFFLE(2,2,2,2)),FZero()) ||
_mm_comieq_ss(_mm_shuffle_ps(a, a, _MM_SHUFFLE(3,3,3,3)),FZero())
);
}
/////////////////////////////////////////////////////////////////////
////VECTORISED FUNCTION IMPLEMENTATIONS
/////////////////////////////////////////////////////////////////////
NV_FORCE_INLINE FloatV FLoad(const float f)
{
return (_mm_load1_ps(&f));
}
NV_FORCE_INLINE Vec3V V3Load(const float f)
{
return _mm_set_ps(0.0f,f,f,f);
}
NV_FORCE_INLINE Vec4V V4Load(const float f)
{
return (_mm_load1_ps(&f));
}
NV_FORCE_INLINE BoolV BLoad(const bool f)
{
const uint32_t i=-(int32_t)f;
return _mm_load1_ps((float*)&i);
}
NV_FORCE_INLINE Vec3V V3LoadA(const NvVec3& f)
{
VECMATHAOS_ASSERT(0 == ((size_t)&f & 0x0f));
return _mm_and_ps((Vec3V&)f, (VecI32V&)internalUnitSSE2Simd::gMaskXYZ);
}
NV_FORCE_INLINE Vec3V V3LoadU(const NvVec3& f)
{
return (_mm_set_ps(0.0f,f.z,f.y,f.x));
}
NV_FORCE_INLINE Vec3V V3LoadUnsafeA(const NvVec3& f)
{
return (_mm_set_ps(0.0f,f.z,f.y,f.x));
}
NV_FORCE_INLINE Vec3V V3LoadA(const float* const f)
{
VECMATHAOS_ASSERT(0 == ((uint64_t)f & 0x0f));
return _mm_and_ps((Vec3V&)*f, (VecI32V&)internalUnitSSE2Simd::gMaskXYZ);
}
NV_FORCE_INLINE Vec3V V3LoadU(const float* const i)
{
return (_mm_set_ps(0.0f,i[2],i[1],i[0]));
}
NV_FORCE_INLINE Vec3V Vec3V_From_Vec4V(Vec4V v)
{
return V4ClearW(v);
}
NV_FORCE_INLINE Vec3V Vec3V_From_Vec4V_WUndefined(const Vec4V v)
{
return v;
}
NV_FORCE_INLINE Vec4V Vec4V_From_Vec3V(Vec3V f)
{
return f; //ok if it is implemented as the same type.
}
NV_FORCE_INLINE Vec4V Vec4V_From_NvVec3_WUndefined(const NvVec3& f)
{
return (_mm_set_ps(0.0f,f.z,f.y,f.x));
}
NV_FORCE_INLINE Vec4V Vec4V_From_FloatV(FloatV f)
{
return f;
}
NV_FORCE_INLINE Vec3V Vec3V_From_FloatV(FloatV f)
{
return Vec3V_From_Vec4V(Vec4V_From_FloatV(f));
}
NV_FORCE_INLINE Vec3V Vec3V_From_FloatV_WUndefined(FloatV f)
{
return Vec3V_From_Vec4V_WUndefined(Vec4V_From_FloatV(f));
}
NV_FORCE_INLINE Mat33V Mat33V_From_NvMat33(const NvMat33 &m)
{
return Mat33V(V3LoadU(m.column0),
V3LoadU(m.column1),
V3LoadU(m.column2));
}
NV_FORCE_INLINE void NvMat33_From_Mat33V(const Mat33V &m, NvMat33 &out)
{
NV_ASSERT((size_t(&out)&15)==0);
V3StoreU(m.col0, out.column0);
V3StoreU(m.col1, out.column1);
V3StoreU(m.col2, out.column2);
}
NV_FORCE_INLINE Vec4V V4LoadA(const float* const f)
{
VECMATHAOS_ASSERT(0 == ((uint64_t)f & 0x0f));
return (_mm_load_ps(f));
}
NV_FORCE_INLINE void V4StoreA(Vec4V a, float* f)
{
VECMATHAOS_ASSERT(0 == ((uint64_t)f & 0x0f));
_mm_store_ps(f,a);
}
NV_FORCE_INLINE void V4StoreU(const Vec4V a, float* f)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
VECMATHAOS_ASSERT(0 == ((int)&a & 0x0F));
_mm_storeu_ps(f,a);
}
NV_FORCE_INLINE void BStoreA(const BoolV a, uint32_t* f)
{
VECMATHAOS_ASSERT(0 == ((uint64_t)f & 0x0f));
_mm_store_ps((float*)f,a);
}
NV_FORCE_INLINE void U4StoreA(const VecU32V uv, uint32_t* u)
{
VECMATHAOS_ASSERT(0 == ((uint64_t)u & 0x0f));
_mm_store_ps((float*)u,uv);
}
NV_FORCE_INLINE void I4StoreA(const VecI32V iv, int32_t* i)
{
VECMATHAOS_ASSERT(0 == ((uint64_t)i & 0x0f));
_mm_store_ps((float*)i,iv);
}
NV_FORCE_INLINE Vec4V V4LoadU(const float* const f)
{
return (_mm_loadu_ps(f));
}
NV_FORCE_INLINE BoolV BLoad(const bool* const f)
{
const NV_ALIGN(16, int32_t) b[4]={-(int32_t)f[0],-(int32_t)f[1],-(int32_t)f[2],-(int32_t)f[3]};
return _mm_load_ps((float*)&b);
}
NV_FORCE_INLINE float FStore(const FloatV a)
{
VECMATHAOS_ASSERT(isValidFloatV(a));
float f;
_mm_store_ss(&f,a);
return f;
}
NV_FORCE_INLINE void FStore(const FloatV a, float* NV_RESTRICT f)
{
VECMATHAOS_ASSERT(isValidFloatV(a));
_mm_store_ss(f,a);
}
NV_FORCE_INLINE void V3StoreA(const Vec3V a, NvVec3& f)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
VECMATHAOS_ASSERT(0 == ((int)&a & 0x0F));
VECMATHAOS_ASSERT(0 == ((int)&f & 0x0F));
NV_ALIGN(16,float) f2[4];
_mm_store_ps(f2,a);
f=NvVec3(f2[0],f2[1],f2[2]);
}
NV_FORCE_INLINE void V3StoreU(const Vec3V a, NvVec3& f)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
VECMATHAOS_ASSERT(0 == ((int)&a & 0x0F));
NV_ALIGN(16,float) f2[4];
_mm_store_ps(f2,a);
f=NvVec3(f2[0],f2[1],f2[2]);
}
NV_FORCE_INLINE VecI32V U4Load(const uint32_t i)
{
return (_mm_load1_ps((float*)&i));
}
NV_FORCE_INLINE VecU32V U4LoadU(const uint32_t* i)
{
return _mm_loadu_ps((float*)i);
}
NV_FORCE_INLINE VecU32V U4LoadA(const uint32_t* i)
{
VECMATHAOS_ASSERT(0==((size_t)i & 0x0f));
return _mm_load_ps((float*)i);
}
//////////////////////////////////
//FLOATV
//////////////////////////////////
NV_FORCE_INLINE FloatV FZero()
{
return FLoad(0.0f);
}
NV_FORCE_INLINE FloatV FOne()
{
return FLoad(1.0f);
}
NV_FORCE_INLINE FloatV FHalf()
{
return FLoad(0.5f);
}
NV_FORCE_INLINE FloatV FEps()
{
return FLoad(NV_EPS_REAL);
}
NV_FORCE_INLINE FloatV FEps6()
{
return FLoad(1e-6f);
}
NV_FORCE_INLINE FloatV FMax()
{
return FLoad(NV_MAX_REAL);
}
NV_FORCE_INLINE FloatV FNegMax()
{
return FLoad(-NV_MAX_REAL);
}
NV_FORCE_INLINE FloatV IZero()
{
const uint32_t zero = 0;
return _mm_load1_ps((float*)&zero);
}
NV_FORCE_INLINE FloatV IOne()
{
const uint32_t one = 1;
return _mm_load1_ps((float*)&one);
}
NV_FORCE_INLINE FloatV ITwo()
{
const uint32_t two = 2;
return _mm_load1_ps((float*)&two);
}
NV_FORCE_INLINE FloatV IThree()
{
const uint32_t three = 3;
return _mm_load1_ps((float*)&three);
}
NV_FORCE_INLINE FloatV IFour()
{
uint32_t four = 4;
return _mm_load1_ps((float*)&four);
}
NV_FORCE_INLINE FloatV FNeg(const FloatV f)
{
VECMATHAOS_ASSERT(isValidFloatV(f));
return _mm_sub_ps( _mm_setzero_ps(), f);
}
NV_FORCE_INLINE FloatV FAdd(const FloatV a, const FloatV b)
{
VECMATHAOS_ASSERT(isValidFloatV(a));
VECMATHAOS_ASSERT(isValidFloatV(b));
return _mm_add_ps(a,b);
}
NV_FORCE_INLINE FloatV FSub(const FloatV a, const FloatV b)
{
VECMATHAOS_ASSERT(isValidFloatV(a));
VECMATHAOS_ASSERT(isValidFloatV(b));
return _mm_sub_ps(a,b);
}
NV_FORCE_INLINE FloatV FMul(const FloatV a, const FloatV b)
{
VECMATHAOS_ASSERT(isValidFloatV(a));
VECMATHAOS_ASSERT(isValidFloatV(b));
return _mm_mul_ps(a,b);
}
NV_FORCE_INLINE FloatV FDiv(const FloatV a, const FloatV b)
{
VECMATHAOS_ASSERT(isValidFloatV(a));
VECMATHAOS_ASSERT(isValidFloatV(b));
return _mm_div_ps(a,b);
}
NV_FORCE_INLINE FloatV FDivFast(const FloatV a, const FloatV b)
{
VECMATHAOS_ASSERT(isValidFloatV(a));
VECMATHAOS_ASSERT(isValidFloatV(b));
return _mm_mul_ps(a,_mm_rcp_ps(b));
}
NV_FORCE_INLINE FloatV FRecip(const FloatV a)
{
VECMATHAOS_ASSERT(isValidFloatV(a));
return _mm_div_ps(FOne(),a);
}
NV_FORCE_INLINE FloatV FRecipFast(const FloatV a)
{
return _mm_rcp_ps(a);
}
NV_FORCE_INLINE FloatV FRsqrt(const FloatV a)
{
VECMATHAOS_ASSERT(isValidFloatV(a));
return _mm_div_ps(FOne(),_mm_sqrt_ps(a));
}
NV_FORCE_INLINE FloatV FSqrt(const FloatV a)
{
VECMATHAOS_ASSERT(isValidFloatV(a));
return _mm_sqrt_ps(a);
}
NV_FORCE_INLINE FloatV FRsqrtFast(const FloatV a)
{
return _mm_rsqrt_ps(a);
}
NV_FORCE_INLINE FloatV FScaleAdd(const FloatV a, const FloatV b, const FloatV c)
{
VECMATHAOS_ASSERT(isValidFloatV(a));
VECMATHAOS_ASSERT(isValidFloatV(b));
VECMATHAOS_ASSERT(isValidFloatV(c));
return FAdd(FMul(a,b),c);
}
NV_FORCE_INLINE FloatV FNegScaleSub(const FloatV a, const FloatV b, const FloatV c)
{
VECMATHAOS_ASSERT(isValidFloatV(a));
VECMATHAOS_ASSERT(isValidFloatV(b));
VECMATHAOS_ASSERT(isValidFloatV(c));
return FSub(c,FMul(a,b));
}
NV_FORCE_INLINE FloatV FAbs(const FloatV a)
{
VECMATHAOS_ASSERT(isValidFloatV(a));
NV_ALIGN(16,const uint32_t) absMask[4] = {0x7fFFffFF, 0x7fFFffFF, 0x7fFFffFF, 0x7fFFffFF};
return _mm_and_ps(a, _mm_load_ps((float*)absMask));
}
NV_FORCE_INLINE FloatV FSel(const BoolV c, const FloatV a, const FloatV b)
{
VECMATHAOS_ASSERT(_VecMathTests::allElementsEqualBoolV(c,BTTTT()) || _VecMathTests::allElementsEqualBoolV(c,BFFFF()));
VECMATHAOS_ASSERT(isValidFloatV(a));
VECMATHAOS_ASSERT(isValidFloatV(b));
return _mm_or_ps(_mm_andnot_ps(c, b), _mm_and_ps(c, a));
}
NV_FORCE_INLINE BoolV FIsGrtr(const FloatV a, const FloatV b)
{
VECMATHAOS_ASSERT(isValidFloatV(a));
VECMATHAOS_ASSERT(isValidFloatV(b));
return _mm_cmpgt_ps(a,b);
}
NV_FORCE_INLINE BoolV FIsGrtrOrEq(const FloatV a, const FloatV b)
{
VECMATHAOS_ASSERT(isValidFloatV(a));
VECMATHAOS_ASSERT(isValidFloatV(b));
return _mm_cmpge_ps(a,b);
}
NV_FORCE_INLINE BoolV FIsEq(const FloatV a, const FloatV b)
{
VECMATHAOS_ASSERT(isValidFloatV(a));
VECMATHAOS_ASSERT(isValidFloatV(b));
return _mm_cmpeq_ps(a,b);
}
NV_FORCE_INLINE FloatV FMax(const FloatV a, const FloatV b)
{
VECMATHAOS_ASSERT(isValidFloatV(a));
VECMATHAOS_ASSERT(isValidFloatV(b));
return _mm_max_ps(a, b);
}
NV_FORCE_INLINE FloatV FMin(const FloatV a, const FloatV b)
{
VECMATHAOS_ASSERT(isValidFloatV(a));
VECMATHAOS_ASSERT(isValidFloatV(b));
return _mm_min_ps(a, b);
}
NV_FORCE_INLINE FloatV FClamp(const FloatV a, const FloatV minV, const FloatV maxV)
{
VECMATHAOS_ASSERT(isValidFloatV(a));
VECMATHAOS_ASSERT(isValidFloatV(minV));
VECMATHAOS_ASSERT(isValidFloatV(maxV));
return FMax(FMin(a,maxV),minV);
}
NV_FORCE_INLINE uint32_t FAllGrtr(const FloatV a, const FloatV b)
{
VECMATHAOS_ASSERT(isValidFloatV(a));
VECMATHAOS_ASSERT(isValidFloatV(b));
return(_mm_comigt_ss(a,b));
}
NV_FORCE_INLINE uint32_t FAllGrtrOrEq(const FloatV a, const FloatV b)
{
VECMATHAOS_ASSERT(isValidFloatV(a));
VECMATHAOS_ASSERT(isValidFloatV(b));
return(_mm_comige_ss(a,b));
}
NV_FORCE_INLINE uint32_t FAllEq(const FloatV a, const FloatV b)
{
VECMATHAOS_ASSERT(isValidFloatV(a));
VECMATHAOS_ASSERT(isValidFloatV(b));
return(_mm_comieq_ss(a,b));
}
NV_FORCE_INLINE FloatV FRound(const FloatV a)
{
#ifdef __SSE4_2__
return _mm_round_ps( a, _MM_FROUND_TO_NEAREST_INT | _MM_FROUND_NO_EXC );
#else
//return _mm_round_ps(a, 0x0);
const FloatV half = FLoad(0.5f);
const __m128 signBit = _mm_cvtepi32_ps(_mm_srli_epi32(_mm_cvtps_epi32(a), 31));
const FloatV aRound = FSub(FAdd(a, half), signBit);
__m128i tmp = _mm_cvttps_epi32(aRound);
return _mm_cvtepi32_ps(tmp);
#endif
}
NV_FORCE_INLINE FloatV FSin(const FloatV a)
{
//Vec4V V1, V2, V3, V5, V7, V9, V11, V13, V15, V17, V19, V21, V23;
//Vec4V S1, S2, S3, S4, S5, S6, S7, S8, S9, S10, S11;
FloatV Result;
// Modulo the range of the given angles such that -XM_2PI <= Angles < XM_2PI
const FloatV recipTwoPi = V4LoadA(g_NVReciprocalTwoPi.f);
const FloatV twoPi = V4LoadA(g_NVTwoPi.f);
const FloatV tmp = FMul(a, recipTwoPi);
const FloatV b = FRound(tmp);
const FloatV V1 = FNegMulSub(twoPi, b, a);
// sin(V) ~= V - V^3 / 3! + V^5 / 5! - V^7 / 7! + V^9 / 9! - V^11 / 11! + V^13 / 13! -
// V^15 / 15! + V^17 / 17! - V^19 / 19! + V^21 / 21! - V^23 / 23! (for -PI <= V < PI)
const FloatV V2 = FMul(V1, V1);
const FloatV V3 = FMul(V2, V1);
const FloatV V5 = FMul(V3, V2);
const FloatV V7 = FMul(V5, V2);
const FloatV V9 = FMul(V7, V2);
const FloatV V11 = FMul(V9, V2);
const FloatV V13 = FMul(V11, V2);
const FloatV V15 = FMul(V13, V2);
const FloatV V17 = FMul(V15, V2);
const FloatV V19 = FMul(V17, V2);
const FloatV V21 = FMul(V19, V2);
const FloatV V23 = FMul(V21, V2);
const Vec4V sinCoefficients0 = V4LoadA(g_NVSinCoefficients0.f);
const Vec4V sinCoefficients1 = V4LoadA(g_NVSinCoefficients1.f);
const Vec4V sinCoefficients2 = V4LoadA(g_NVSinCoefficients2.f);
const FloatV S1 = V4GetY(sinCoefficients0);
const FloatV S2 = V4GetZ(sinCoefficients0);
const FloatV S3 = V4GetW(sinCoefficients0);
const FloatV S4 = V4GetX(sinCoefficients1);
const FloatV S5 = V4GetY(sinCoefficients1);
const FloatV S6 = V4GetZ(sinCoefficients1);
const FloatV S7 = V4GetW(sinCoefficients1);
const FloatV S8 = V4GetX(sinCoefficients2);
const FloatV S9 = V4GetY(sinCoefficients2);
const FloatV S10 = V4GetZ(sinCoefficients2);
const FloatV S11 = V4GetW(sinCoefficients2);
Result = FMulAdd(S1, V3, V1);
Result = FMulAdd(S2, V5, Result);
Result = FMulAdd(S3, V7, Result);
Result = FMulAdd(S4, V9, Result);
Result = FMulAdd(S5, V11, Result);
Result = FMulAdd(S6, V13, Result);
Result = FMulAdd(S7, V15, Result);
Result = FMulAdd(S8, V17, Result);
Result = FMulAdd(S9, V19, Result);
Result = FMulAdd(S10, V21, Result);
Result = FMulAdd(S11, V23, Result);
return Result;
}
NV_FORCE_INLINE FloatV FCos(const FloatV a)
{
//XMVECTOR V1, V2, V4, V6, V8, V10, V12, V14, V16, V18, V20, V22;
//XMVECTOR C1, C2, C3, C4, C5, C6, C7, C8, C9, C10, C11;
FloatV Result;
// Modulo the range of the given angles such that -XM_2PI <= Angles < XM_2PI
const FloatV recipTwoPi = V4LoadA(g_NVReciprocalTwoPi.f);
const FloatV twoPi = V4LoadA(g_NVTwoPi.f);
const FloatV tmp = FMul(a, recipTwoPi);
const FloatV b = FRound(tmp);
const FloatV V1 = FNegMulSub(twoPi, b, a);
// cos(V) ~= 1 - V^2 / 2! + V^4 / 4! - V^6 / 6! + V^8 / 8! - V^10 / 10! + V^12 / 12! -
// V^14 / 14! + V^16 / 16! - V^18 / 18! + V^20 / 20! - V^22 / 22! (for -PI <= V < PI)
const FloatV V2 = FMul(V1, V1);
const FloatV V4 = FMul(V2, V2);
const FloatV V6 = FMul(V4, V2);
const FloatV V8 = FMul(V4, V4);
const FloatV V10 = FMul(V6, V4);
const FloatV V12 = FMul(V6, V6);
const FloatV V14 = FMul(V8, V6);
const FloatV V16 = FMul(V8, V8);
const FloatV V18 = FMul(V10, V8);
const FloatV V20 = FMul(V10, V10);
const FloatV V22 = FMul(V12, V10);
const Vec4V cosCoefficients0 = V4LoadA(g_NVCosCoefficients0.f);
const Vec4V cosCoefficients1 = V4LoadA(g_NVCosCoefficients1.f);
const Vec4V cosCoefficients2 = V4LoadA(g_NVCosCoefficients2.f);
const FloatV C1 = V4GetY(cosCoefficients0);
const FloatV C2 = V4GetZ(cosCoefficients0);
const FloatV C3 = V4GetW(cosCoefficients0);
const FloatV C4 = V4GetX(cosCoefficients1);
const FloatV C5 = V4GetY(cosCoefficients1);
const FloatV C6 = V4GetZ(cosCoefficients1);
const FloatV C7 = V4GetW(cosCoefficients1);
const FloatV C8 = V4GetX(cosCoefficients2);
const FloatV C9 = V4GetY(cosCoefficients2);
const FloatV C10 = V4GetZ(cosCoefficients2);
const FloatV C11 = V4GetW(cosCoefficients2);
Result = FMulAdd(C1, V2, V4One());
Result = FMulAdd(C2, V4, Result);
Result = FMulAdd(C3, V6, Result);
Result = FMulAdd(C4, V8, Result);
Result = FMulAdd(C5, V10, Result);
Result = FMulAdd(C6, V12, Result);
Result = FMulAdd(C7, V14, Result);
Result = FMulAdd(C8, V16, Result);
Result = FMulAdd(C9, V18, Result);
Result = FMulAdd(C10, V20, Result);
Result = FMulAdd(C11, V22, Result);
return Result;
}
NV_FORCE_INLINE uint32_t FOutOfBounds(const FloatV a, const FloatV min, const FloatV max)
{
const BoolV ffff = BFFFF();
const BoolV c = BOr(FIsGrtr(a, max), FIsGrtr(min, a));
return !BAllEq(c, ffff);
}
NV_FORCE_INLINE uint32_t FInBounds(const FloatV a, const FloatV min, const FloatV max)
{
const BoolV tttt = BTTTT();
const BoolV c = BAnd(FIsGrtrOrEq(a, min), FIsGrtrOrEq(max, a));
return BAllEq(c, tttt);
}
NV_FORCE_INLINE uint32_t FOutOfBounds(const FloatV a, const FloatV bounds)
{
return FOutOfBounds(a, FNeg(bounds), bounds);
}
NV_FORCE_INLINE uint32_t FInBounds(const FloatV a, const FloatV bounds)
{
return FInBounds(a, FNeg(bounds), bounds);
}
//////////////////////////////////
//VEC3V
//////////////////////////////////
NV_FORCE_INLINE Vec3V V3Splat(const FloatV f)
{
VECMATHAOS_ASSERT(isValidFloatV(f));
const __m128 zero=FZero();
const __m128 fff0 = _mm_move_ss(f, zero);
return _mm_shuffle_ps(fff0, fff0, _MM_SHUFFLE(0,1,2,3));
}
NV_FORCE_INLINE Vec3V V3Merge(const FloatVArg x, const FloatVArg y, const FloatVArg z)
{
VECMATHAOS_ASSERT(isValidFloatV(x));
VECMATHAOS_ASSERT(isValidFloatV(y));
VECMATHAOS_ASSERT(isValidFloatV(z));
// static on zero causes compiler crash on x64 debug_opt
const __m128 zero=FZero();
const __m128 xy = _mm_move_ss(x, y);
const __m128 z0 = _mm_move_ss(zero, z);
return _mm_shuffle_ps(xy, z0, _MM_SHUFFLE(1,0,0,1));
}
NV_FORCE_INLINE Vec3V V3UnitX()
{
const NV_ALIGN(16,float) x[4]={1.0f,0.0f,0.0f,0.0f};
const __m128 x128=_mm_load_ps(x);
return x128;
}
NV_FORCE_INLINE Vec3V V3UnitY()
{
const NV_ALIGN(16,float) y[4]={0.0f,1.0f,0.0f,0.0f};
const __m128 y128=_mm_load_ps(y);
return y128;
}
NV_FORCE_INLINE Vec3V V3UnitZ()
{
const NV_ALIGN(16,float) z[4]={0.0f,0.0f,1.0f,0.0f};
const __m128 z128=_mm_load_ps(z);
return z128;
}
NV_FORCE_INLINE FloatV V3GetX(const Vec3V f)
{
VECMATHAOS_ASSERT(isValidVec3V(f));
return _mm_shuffle_ps(f, f, _MM_SHUFFLE(0,0,0,0));
}
NV_FORCE_INLINE FloatV V3GetY(const Vec3V f)
{
VECMATHAOS_ASSERT(isValidVec3V(f));
return _mm_shuffle_ps(f, f, _MM_SHUFFLE(1,1,1,1));
}
NV_FORCE_INLINE FloatV V3GetZ(const Vec3V f)
{
VECMATHAOS_ASSERT(isValidVec3V(f));
return _mm_shuffle_ps(f, f, _MM_SHUFFLE(2,2,2,2));
}
NV_FORCE_INLINE Vec3V V3SetX(const Vec3V v, const FloatV f)
{
VECMATHAOS_ASSERT(isValidVec3V(v));
VECMATHAOS_ASSERT(isValidFloatV(f));
return V3Sel(BFTTT(),v,f);
}
NV_FORCE_INLINE Vec3V V3SetY(const Vec3V v, const FloatV f)
{
VECMATHAOS_ASSERT(isValidVec3V(v));
VECMATHAOS_ASSERT(isValidFloatV(f));
return V3Sel(BTFTT(),v,f);
}
NV_FORCE_INLINE Vec3V V3SetZ(const Vec3V v, const FloatV f)
{
VECMATHAOS_ASSERT(isValidVec3V(v));
VECMATHAOS_ASSERT(isValidFloatV(f));
return V3Sel(BTTFT(),v,f);
}
NV_FORCE_INLINE Vec3V V3ColX(const Vec3V a, const Vec3V b, const Vec3V c)
{
Vec3V r = _mm_shuffle_ps(a,c,_MM_SHUFFLE(3,0,3,0));
return V3SetY(r, V3GetX(b));
}
NV_FORCE_INLINE Vec3V V3ColY(const Vec3V a, const Vec3V b, const Vec3V c)
{
Vec3V r = _mm_shuffle_ps(a,c,_MM_SHUFFLE(3,1,3,1));
return V3SetY(r, V3GetY(b));
}
NV_FORCE_INLINE Vec3V V3ColZ(const Vec3V a, const Vec3V b, const Vec3V c)
{
Vec3V r = _mm_shuffle_ps(a,c,_MM_SHUFFLE(3,2,3,2));
return V3SetY(r, V3GetZ(b));
}
NV_FORCE_INLINE Vec3V V3Zero()
{
return V3Load(0.0f);
}
NV_FORCE_INLINE Vec3V V3Eps()
{
return V3Load(NV_EPS_REAL);
}
NV_FORCE_INLINE Vec3V V3One()
{
return V3Load(1.0f);
}
NV_FORCE_INLINE Vec3V V3Neg(const Vec3V f)
{
VECMATHAOS_ASSERT(isValidVec3V(f));
return _mm_sub_ps( _mm_setzero_ps(), f);
}
NV_FORCE_INLINE Vec3V V3Add(const Vec3V a, const Vec3V b)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
VECMATHAOS_ASSERT(isValidVec3V(b));
return _mm_add_ps(a,b);
}
NV_FORCE_INLINE Vec3V V3Sub(const Vec3V a, const Vec3V b)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
VECMATHAOS_ASSERT(isValidVec3V(b));
return _mm_sub_ps(a,b);
}
NV_FORCE_INLINE Vec3V V3Scale(const Vec3V a, const FloatV b)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
VECMATHAOS_ASSERT(isValidFloatV(b));
return _mm_mul_ps(a,b);
}
NV_FORCE_INLINE Vec3V V3Mul(const Vec3V a, const Vec3V b)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
VECMATHAOS_ASSERT(isValidVec3V(b));
return _mm_mul_ps(a,b);
}
NV_FORCE_INLINE Vec3V V3ScaleInv(const Vec3V a, const FloatV b)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
VECMATHAOS_ASSERT(isValidFloatV(b));
return _mm_div_ps(a,b);
}
NV_FORCE_INLINE Vec3V V3Div(const Vec3V a, const Vec3V b)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
VECMATHAOS_ASSERT(isValidVec3V(b));
const __m128 one=V3One();
const __m128 tttf=BTTTF();
const __m128 b1=V3Sel(tttf,b,one);
return _mm_div_ps(a,b1);
}
NV_FORCE_INLINE Vec3V V3ScaleInvFast(const Vec3V a, const FloatV b)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
VECMATHAOS_ASSERT(isValidFloatV(b));
return _mm_mul_ps(a,_mm_rcp_ps(b));
}
NV_FORCE_INLINE Vec3V V3DivFast(const Vec3V a, const Vec3V b)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
VECMATHAOS_ASSERT(isValidVec3V(b));
const __m128 one=V3One();
const __m128 tttf=BTTTF();
const __m128 b1=V3Sel(tttf,b,one);
return _mm_mul_ps(a,_mm_rcp_ps(b1));
}
NV_FORCE_INLINE Vec3V V3Recip(const Vec3V a)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
const __m128 zero=V3Zero();
const __m128 tttf=BTTTF();
const __m128 recipA=_mm_div_ps(V3One(),a);
return V3Sel(tttf,recipA,zero);
}
NV_FORCE_INLINE Vec3V V3RecipFast(const Vec3V a)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
const __m128 zero=V3Zero();
const __m128 tttf=BTTTF();
const __m128 recipA=_mm_rcp_ps(a);
return V3Sel(tttf,recipA,zero);
}
NV_FORCE_INLINE Vec3V V3Rsqrt(const Vec3V a)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
const __m128 zero=V3Zero();
const __m128 tttf=BTTTF();
const __m128 recipA=_mm_div_ps(V3One(),_mm_sqrt_ps(a));
return V3Sel(tttf,recipA,zero);
}
NV_FORCE_INLINE Vec3V V3RsqrtFast(const Vec3V a)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
const __m128 zero=V3Zero();
const __m128 tttf=BTTTF();
const __m128 recipA=_mm_rsqrt_ps(a);
return V3Sel(tttf,recipA,zero);
}
NV_FORCE_INLINE Vec3V V3ScaleAdd(const Vec3V a, const FloatV b, const Vec3V c)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
VECMATHAOS_ASSERT(isValidFloatV(b));
VECMATHAOS_ASSERT(isValidVec3V(c));
return V3Add(V3Scale(a,b),c);
}
NV_FORCE_INLINE Vec3V V3NegScaleSub(const Vec3V a, const FloatV b, const Vec3V c)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
VECMATHAOS_ASSERT(isValidFloatV(b));
VECMATHAOS_ASSERT(isValidVec3V(c));
return V3Sub(c,V3Scale(a,b));
}
NV_FORCE_INLINE Vec3V V3MulAdd(const Vec3V a, const Vec3V b, const Vec3V c)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
VECMATHAOS_ASSERT(isValidVec3V(b));
VECMATHAOS_ASSERT(isValidVec3V(c));
return V3Add(V3Mul(a,b),c);
}
NV_FORCE_INLINE Vec3V V3NegMulSub(const Vec3V a, const Vec3V b, const Vec3V c)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
VECMATHAOS_ASSERT(isValidVec3V(b));
VECMATHAOS_ASSERT(isValidVec3V(c));
return V3Sub(c, V3Mul(a,b));
}
NV_FORCE_INLINE Vec3V V3Abs(const Vec3V a)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
return V3Max(a,V3Neg(a));
}
NV_FORCE_INLINE FloatV V3Dot(const Vec3V a, const Vec3V b)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
VECMATHAOS_ASSERT(isValidVec3V(b));
#ifdef __SSE4_2__
return _mm_dp_ps(a, b, 0x7f);
#else
__m128 dot1 = _mm_mul_ps(a, b); //w,z,y,x
__m128 shuf1 = _mm_shuffle_ps(dot1, dot1, _MM_SHUFFLE(0,0,0,0)); //z,y,x,w
__m128 shuf2 = _mm_shuffle_ps(dot1, dot1, _MM_SHUFFLE(1,1,1,1)); //y,x,w,z
__m128 shuf3 = _mm_shuffle_ps(dot1, dot1, _MM_SHUFFLE(2,2,2,2)); //x,w,z,y
return _mm_add_ps(_mm_add_ps(shuf1, shuf2), shuf3);
#endif
}
NV_FORCE_INLINE Vec3V V3Cross(const Vec3V a, const Vec3V b)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
VECMATHAOS_ASSERT(isValidVec3V(b));
__m128 r1 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(3, 1, 0, 2)); //z,x,y,w
__m128 r2 = _mm_shuffle_ps(b, b, _MM_SHUFFLE(3, 0, 2, 1)); //y,z,x,w
__m128 l1 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(3, 0, 2, 1)); //y,z,x,w
__m128 l2 = _mm_shuffle_ps(b, b, _MM_SHUFFLE(3, 1, 0, 2)); //z,x,y,w
return _mm_sub_ps(_mm_mul_ps(l1, l2), _mm_mul_ps(r1,r2));
}
NV_FORCE_INLINE VecCrossV V3PrepareCross(const Vec3V a)
{
VecCrossV v;
v.mR1 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(3, 1, 0, 2)); //z,x,y,w
v.mL1 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(3, 0, 2, 1)); //y,z,x,w
return v;
}
NV_FORCE_INLINE Vec3V V3Cross(const VecCrossV& a, const Vec3V b)
{
__m128 r2 = _mm_shuffle_ps(b, b, _MM_SHUFFLE(3, 0, 2, 1)); //y,z,x,w
__m128 l2 = _mm_shuffle_ps(b, b, _MM_SHUFFLE(3, 1, 0, 2)); //z,x,y,w
return _mm_sub_ps(_mm_mul_ps(a.mL1, l2), _mm_mul_ps(a.mR1, r2));
}
NV_FORCE_INLINE Vec3V V3Cross(const Vec3V a, const VecCrossV& b)
{
__m128 r2 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(3, 0, 2, 1)); //y,z,x,w
__m128 l2 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(3, 1, 0, 2)); //z,x,y,w
return _mm_sub_ps(_mm_mul_ps(b.mR1, r2), _mm_mul_ps(b.mL1, l2));
}
NV_FORCE_INLINE Vec3V V3Cross(const VecCrossV& a, const VecCrossV& b)
{
return _mm_sub_ps(_mm_mul_ps(a.mL1, b.mR1), _mm_mul_ps(a.mR1, b.mL1));
}
NV_FORCE_INLINE FloatV V3Length(const Vec3V a)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
return _mm_sqrt_ps(V3Dot(a,a));
}
NV_FORCE_INLINE FloatV V3LengthSq(const Vec3V a)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
return V3Dot(a,a);
}
NV_FORCE_INLINE Vec3V V3Normalize(const Vec3V a)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
VECMATHAOS_ASSERT(V3Dot(a,a)!=FZero())
return V3ScaleInv(a, _mm_sqrt_ps(V3Dot(a,a)));
}
NV_FORCE_INLINE Vec3V V3NormalizeFast(const Vec3V a)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
return V3Mul(a, _mm_rsqrt_ps(V3Dot(a,a)));
}
NV_FORCE_INLINE Vec3V V3NormalizeSafe(const Vec3V a)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
const __m128 zero=V3Zero();
const __m128 eps=V3Eps();
const __m128 length=V3Length(a);
const __m128 isGreaterThanZero=FIsGrtr(length,eps);
return V3Sel(isGreaterThanZero,V3ScaleInv(a,length),zero);
}
NV_FORCE_INLINE Vec3V V3Sel(const BoolV c, const Vec3V a, const Vec3V b)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
VECMATHAOS_ASSERT(isValidVec3V(b));
return _mm_or_ps(_mm_andnot_ps(c, b), _mm_and_ps(c, a));
}
NV_FORCE_INLINE BoolV V3IsGrtr(const Vec3V a, const Vec3V b)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
VECMATHAOS_ASSERT(isValidVec3V(b));
return _mm_cmpgt_ps(a,b);
}
NV_FORCE_INLINE BoolV V3IsGrtrOrEq(const Vec3V a, const Vec3V b)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
VECMATHAOS_ASSERT(isValidVec3V(b));
return _mm_cmpge_ps(a,b);
}
NV_FORCE_INLINE BoolV V3IsEq(const Vec3V a, const Vec3V b)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
VECMATHAOS_ASSERT(isValidVec3V(b));
return _mm_cmpeq_ps(a,b);
}
NV_FORCE_INLINE Vec3V V3Max(const Vec3V a, const Vec3V b)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
VECMATHAOS_ASSERT(isValidVec3V(b));
return _mm_max_ps(a, b);
}
NV_FORCE_INLINE Vec3V V3Min(const Vec3V a, const Vec3V b)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
VECMATHAOS_ASSERT(isValidVec3V(b));
return _mm_min_ps(a, b);
}
//Extract the maximum value from a
NV_FORCE_INLINE FloatV V3ExtractMax(const Vec3V a)
{
const __m128 shuf1 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(0,0,0,0));
const __m128 shuf2 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(1,1,1,1));
const __m128 shuf3 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(2,2,2,2));
return _mm_max_ps(_mm_max_ps(shuf1, shuf2), shuf3);
}
//Extract the maximum value from a
NV_FORCE_INLINE FloatV V3ExtractMin(const Vec3V a)
{
const __m128 shuf1 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(0,0,0,0));
const __m128 shuf2 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(1,1,1,1));
const __m128 shuf3 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(2,2,2,2));
return _mm_min_ps(_mm_min_ps(shuf1, shuf2), shuf3);
}
//return (a >= 0.0f) ? 1.0f : -1.0f;
NV_FORCE_INLINE Vec3V V3Sign(const Vec3V a)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
const __m128 zero = V3Zero();
const __m128 one = V3One();
const __m128 none = V3Neg(one);
return V3Sel(V3IsGrtrOrEq(a, zero), one, none);
}
NV_FORCE_INLINE Vec3V V3Clamp(const Vec3V a, const Vec3V minV, const Vec3V maxV)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
VECMATHAOS_ASSERT(isValidVec3V(minV));
VECMATHAOS_ASSERT(isValidVec3V(maxV));
return V3Max(V3Min(a,maxV),minV);
}
NV_FORCE_INLINE uint32_t V3AllGrtr(const Vec3V a, const Vec3V b)
{
return internalUnitSSE2Simd::BAllTrue3_R(V4IsGrtr(a, b));
}
NV_FORCE_INLINE uint32_t V3AllGrtrOrEq(const Vec3V a, const Vec3V b)
{
return internalUnitSSE2Simd::BAllTrue3_R(V4IsGrtrOrEq(a, b));
}
NV_FORCE_INLINE uint32_t V3AllEq(const Vec3V a, const Vec3V b)
{
return internalUnitSSE2Simd::BAllTrue3_R(V4IsEq(a, b));
}
NV_FORCE_INLINE Vec3V V3Round(const Vec3V a)
{
#ifdef __SSE4_2__
return _mm_round_ps( a, _MM_FROUND_TO_NEAREST_INT | _MM_FROUND_NO_EXC );
#else
//return _mm_round_ps(a, 0x0);
const Vec3V half = V3Load(0.5f);
const __m128 signBit = _mm_cvtepi32_ps(_mm_srli_epi32(_mm_cvtps_epi32(a), 31));
const Vec3V aRound = V3Sub(V3Add(a, half), signBit);
__m128i tmp = _mm_cvttps_epi32(aRound);
return _mm_cvtepi32_ps(tmp);
#endif
}
NV_FORCE_INLINE Vec3V V3Sin(const Vec3V a)
{
//Vec4V V1, V2, V3, V5, V7, V9, V11, V13, V15, V17, V19, V21, V23;
//Vec4V S1, S2, S3, S4, S5, S6, S7, S8, S9, S10, S11;
Vec3V Result;
// Modulo the range of the given angles such that -XM_2PI <= Angles < XM_2PI
const Vec3V recipTwoPi = V4LoadA(g_NVReciprocalTwoPi.f);
const Vec3V twoPi = V4LoadA(g_NVTwoPi.f);
const Vec3V tmp = V3Mul(a, recipTwoPi);
const Vec3V b = V3Round(tmp);
const Vec3V V1 = V3NegMulSub(twoPi, b, a);
// sin(V) ~= V - V^3 / 3! + V^5 / 5! - V^7 / 7! + V^9 / 9! - V^11 / 11! + V^13 / 13! -
// V^15 / 15! + V^17 / 17! - V^19 / 19! + V^21 / 21! - V^23 / 23! (for -PI <= V < PI)
const Vec3V V2 = V3Mul(V1, V1);
const Vec3V V3 = V3Mul(V2, V1);
const Vec3V V5 = V3Mul(V3, V2);
const Vec3V V7 = V3Mul(V5, V2);
const Vec3V V9 = V3Mul(V7, V2);
const Vec3V V11 = V3Mul(V9, V2);
const Vec3V V13 = V3Mul(V11, V2);
const Vec3V V15 = V3Mul(V13, V2);
const Vec3V V17 = V3Mul(V15, V2);
const Vec3V V19 = V3Mul(V17, V2);
const Vec3V V21 = V3Mul(V19, V2);
const Vec3V V23 = V3Mul(V21, V2);
const Vec4V sinCoefficients0 = V4LoadA(g_NVSinCoefficients0.f);
const Vec4V sinCoefficients1 = V4LoadA(g_NVSinCoefficients1.f);
const Vec4V sinCoefficients2 = V4LoadA(g_NVSinCoefficients2.f);
const FloatV S1 = V4GetY(sinCoefficients0);
const FloatV S2 = V4GetZ(sinCoefficients0);
const FloatV S3 = V4GetW(sinCoefficients0);
const FloatV S4 = V4GetX(sinCoefficients1);
const FloatV S5 = V4GetY(sinCoefficients1);
const FloatV S6 = V4GetZ(sinCoefficients1);
const FloatV S7 = V4GetW(sinCoefficients1);
const FloatV S8 = V4GetX(sinCoefficients2);
const FloatV S9 = V4GetY(sinCoefficients2);
const FloatV S10 = V4GetZ(sinCoefficients2);
const FloatV S11 = V4GetW(sinCoefficients2);
Result = V3MulAdd(S1, V3, V1);
Result = V3MulAdd(S2, V5, Result);
Result = V3MulAdd(S3, V7, Result);
Result = V3MulAdd(S4, V9, Result);
Result = V3MulAdd(S5, V11, Result);
Result = V3MulAdd(S6, V13, Result);
Result = V3MulAdd(S7, V15, Result);
Result = V3MulAdd(S8, V17, Result);
Result = V3MulAdd(S9, V19, Result);
Result = V3MulAdd(S10, V21, Result);
Result = V3MulAdd(S11, V23, Result);
return Result;
}
NV_FORCE_INLINE Vec3V V3Cos(const Vec3V a)
{
//XMVECTOR V1, V2, V4, V6, V8, V10, V12, V14, V16, V18, V20, V22;
//XMVECTOR C1, C2, C3, C4, C5, C6, C7, C8, C9, C10, C11;
Vec3V Result;
// Modulo the range of the given angles such that -XM_2PI <= Angles < XM_2PI
const Vec3V recipTwoPi = V4LoadA(g_NVReciprocalTwoPi.f);
const Vec3V twoPi = V4LoadA(g_NVTwoPi.f);
const Vec3V tmp = V3Mul(a, recipTwoPi);
const Vec3V b = V3Round(tmp);
const Vec3V V1 = V3NegMulSub(twoPi, b, a);
// cos(V) ~= 1 - V^2 / 2! + V^4 / 4! - V^6 / 6! + V^8 / 8! - V^10 / 10! + V^12 / 12! -
// V^14 / 14! + V^16 / 16! - V^18 / 18! + V^20 / 20! - V^22 / 22! (for -PI <= V < PI)
const Vec3V V2 = V3Mul(V1, V1);
const Vec3V V4 = V3Mul(V2, V2);
const Vec3V V6 = V3Mul(V4, V2);
const Vec3V V8 = V3Mul(V4, V4);
const Vec3V V10 = V3Mul(V6, V4);
const Vec3V V12 = V3Mul(V6, V6);
const Vec3V V14 = V3Mul(V8, V6);
const Vec3V V16 = V3Mul(V8, V8);
const Vec3V V18 = V3Mul(V10, V8);
const Vec3V V20 = V3Mul(V10, V10);
const Vec3V V22 = V3Mul(V12, V10);
const Vec4V cosCoefficients0 = V4LoadA(g_NVCosCoefficients0.f);
const Vec4V cosCoefficients1 = V4LoadA(g_NVCosCoefficients1.f);
const Vec4V cosCoefficients2 = V4LoadA(g_NVCosCoefficients2.f);
const FloatV C1 = V4GetY(cosCoefficients0);
const FloatV C2 = V4GetZ(cosCoefficients0);
const FloatV C3 = V4GetW(cosCoefficients0);
const FloatV C4 = V4GetX(cosCoefficients1);
const FloatV C5 = V4GetY(cosCoefficients1);
const FloatV C6 = V4GetZ(cosCoefficients1);
const FloatV C7 = V4GetW(cosCoefficients1);
const FloatV C8 = V4GetX(cosCoefficients2);
const FloatV C9 = V4GetY(cosCoefficients2);
const FloatV C10 = V4GetZ(cosCoefficients2);
const FloatV C11 = V4GetW(cosCoefficients2);
Result = V3MulAdd(C1, V2, V4One());
Result = V3MulAdd(C2, V4, Result);
Result = V3MulAdd(C3, V6, Result);
Result = V3MulAdd(C4, V8, Result);
Result = V3MulAdd(C5, V10, Result);
Result = V3MulAdd(C6, V12, Result);
Result = V3MulAdd(C7, V14, Result);
Result = V3MulAdd(C8, V16, Result);
Result = V3MulAdd(C9, V18, Result);
Result = V3MulAdd(C10, V20, Result);
Result = V3MulAdd(C11, V22, Result);
return Result;
}
NV_FORCE_INLINE Vec3V V3PermYZZ(const Vec3V a)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
return _mm_shuffle_ps(a,a,_MM_SHUFFLE(3,2,2,1));
}
NV_FORCE_INLINE Vec3V V3PermXYX(const Vec3V a)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
return _mm_shuffle_ps(a,a,_MM_SHUFFLE(3,0,1,0));
}
NV_FORCE_INLINE Vec3V V3PermYZX(const Vec3V a)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
return _mm_shuffle_ps(a,a,_MM_SHUFFLE(3,0,2,1));
}
NV_FORCE_INLINE Vec3V V3PermZXY(const Vec3V a)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
return _mm_shuffle_ps(a, a, _MM_SHUFFLE(3,1,0,2));
}
NV_FORCE_INLINE Vec3V V3PermZZY(const Vec3V a)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
return _mm_shuffle_ps(a, a, _MM_SHUFFLE(3,1,2,2));
}
NV_FORCE_INLINE Vec3V V3PermYXX(const Vec3V a)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
return _mm_shuffle_ps(a, a, _MM_SHUFFLE(3,0,0,1));
}
NV_FORCE_INLINE Vec3V V3Perm_Zero_1Z_0Y(const Vec3V v0, const Vec3V v1)
{
VECMATHAOS_ASSERT(isValidVec3V(v0));
VECMATHAOS_ASSERT(isValidVec3V(v1));
return _mm_shuffle_ps(v1, v0, _MM_SHUFFLE(3,1,2,3));
}
NV_FORCE_INLINE Vec3V V3Perm_0Z_Zero_1X(const Vec3V v0, const Vec3V v1)
{
VECMATHAOS_ASSERT(isValidVec3V(v0));
VECMATHAOS_ASSERT(isValidVec3V(v1));
return _mm_shuffle_ps(v0, v1, _MM_SHUFFLE(3,0,3,2));
}
NV_FORCE_INLINE Vec3V V3Perm_1Y_0X_Zero(const Vec3V v0, const Vec3V v1)
{
VECMATHAOS_ASSERT(isValidVec3V(v0));
VECMATHAOS_ASSERT(isValidVec3V(v1));
//There must be a better way to do this.
Vec3V v2=V3Zero();
FloatV y1=V3GetY(v1);
FloatV x0=V3GetX(v0);
v2=V3SetX(v2,y1);
return V3SetY(v2,x0);
}
NV_FORCE_INLINE FloatV V3SumElems(const Vec3V a)
{
#ifdef __SSE4_2__
Vec3V r = _mm_hadd_ps(a,a);
r = _mm_hadd_ps(r,r);
return r;
#else
VECMATHAOS_ASSERT(isValidVec3V(a));
__m128 shuf1 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(0,0,0,0)); //z,y,x,w
__m128 shuf2 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(1,1,1,1)); //y,x,w,z
__m128 shuf3 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(2,2,2,2)); //x,w,z,y
return _mm_add_ps(_mm_add_ps(shuf1, shuf2), shuf3);
#endif
}
NV_FORCE_INLINE uint32_t V3OutOfBounds(const Vec3V a, const Vec3V min, const Vec3V max)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
VECMATHAOS_ASSERT(isValidVec3V(min));
VECMATHAOS_ASSERT(isValidVec3V(max));
const BoolV ffff = BFFFF();
const BoolV c = BOr(V3IsGrtr(a, max), V3IsGrtr(min, a));
return !BAllEq(c, ffff);
}
NV_FORCE_INLINE uint32_t V3InBounds(const Vec3V a, const Vec3V min, const Vec3V max)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
VECMATHAOS_ASSERT(isValidVec3V(min));
VECMATHAOS_ASSERT(isValidVec3V(max));
const BoolV tttt = BTTTT();
const BoolV c = BAnd(V3IsGrtrOrEq(a, min), V3IsGrtrOrEq(max, a));
return BAllEq(c, tttt);
}
NV_FORCE_INLINE uint32_t V3OutOfBounds(const Vec3V a, const Vec3V bounds)
{
return V3OutOfBounds(a, V3Neg(bounds), bounds);
}
NV_FORCE_INLINE uint32_t V3InBounds(const Vec3V a, const Vec3V bounds)
{
return V3InBounds(a, V3Neg(bounds), bounds);
}
//////////////////////////////////
//VEC4V
//////////////////////////////////
NV_FORCE_INLINE Vec4V V4Splat(const FloatV f)
{
VECMATHAOS_ASSERT(isValidFloatV(f));
//return _mm_shuffle_ps(f, f, _MM_SHUFFLE(0,0,0,0));
return f;
}
NV_FORCE_INLINE Vec4V V4Merge(const FloatV* const floatVArray)
{
VECMATHAOS_ASSERT(isValidFloatV(floatVArray[0]));
VECMATHAOS_ASSERT(isValidFloatV(floatVArray[1]));
VECMATHAOS_ASSERT(isValidFloatV(floatVArray[2]));
VECMATHAOS_ASSERT(isValidFloatV(floatVArray[3]));
__m128 xw = _mm_move_ss(floatVArray[1], floatVArray[0]); //y, y, y, x
__m128 yz = _mm_move_ss(floatVArray[2], floatVArray[3]); //z, z, z, w
return (_mm_shuffle_ps(xw,yz,_MM_SHUFFLE(0,2,1,0)));
}
NV_FORCE_INLINE Vec4V V4Merge(const FloatVArg x, const FloatVArg y, const FloatVArg z, const FloatVArg w)
{
VECMATHAOS_ASSERT(isValidFloatV(x));
VECMATHAOS_ASSERT(isValidFloatV(y));
VECMATHAOS_ASSERT(isValidFloatV(z));
VECMATHAOS_ASSERT(isValidFloatV(w));
__m128 xw = _mm_move_ss(y, x); //y, y, y, x
__m128 yz = _mm_move_ss(z, w); //z, z, z, w
return (_mm_shuffle_ps(xw,yz,_MM_SHUFFLE(0,2,1,0)));
}
NV_FORCE_INLINE Vec4V V4MergeW(const Vec4VArg x, const Vec4VArg y, const Vec4VArg z, const Vec4VArg w)
{
const Vec4V xz = _mm_unpackhi_ps(x, z);
const Vec4V yw = _mm_unpackhi_ps(y, w);
return _mm_unpackhi_ps(xz, yw);
}
NV_FORCE_INLINE Vec4V V4MergeZ(const Vec4VArg x, const Vec4VArg y, const Vec4VArg z, const Vec4VArg w)
{
const Vec4V xz = _mm_unpackhi_ps(x, z);
const Vec4V yw = _mm_unpackhi_ps(y, w);
return _mm_unpacklo_ps(xz, yw);
}
NV_FORCE_INLINE Vec4V V4MergeY(const Vec4VArg x, const Vec4VArg y, const Vec4VArg z, const Vec4VArg w)
{
const Vec4V xz = _mm_unpacklo_ps(x, z);
const Vec4V yw = _mm_unpacklo_ps(y, w);
return _mm_unpackhi_ps(xz, yw);
}
NV_FORCE_INLINE Vec4V V4MergeX(const Vec4VArg x, const Vec4VArg y, const Vec4VArg z, const Vec4VArg w)
{
const Vec4V xz = _mm_unpacklo_ps(x, z);
const Vec4V yw = _mm_unpacklo_ps(y, w);
return _mm_unpacklo_ps(xz, yw);
}
NV_FORCE_INLINE Vec4V V4UnpackXY(const Vec4VArg a, const Vec4VArg b)
{
return _mm_unpacklo_ps(a, b);
}
NV_FORCE_INLINE Vec4V V4UnpackZW(const Vec4VArg a, const Vec4VArg b)
{
return _mm_unpackhi_ps(a, b);
}
NV_FORCE_INLINE Vec4V V4UnitW()
{
const NV_ALIGN(16,float) w[4]={0.0f,0.0f,0.0f,1.0f};
const __m128 w128=_mm_load_ps(w);
return w128;
}
NV_FORCE_INLINE Vec4V V4UnitX()
{
const NV_ALIGN(16,float) x[4]={1.0f,0.0f,0.0f,0.0f};
const __m128 x128=_mm_load_ps(x);
return x128;
}
NV_FORCE_INLINE Vec4V V4UnitY()
{
const NV_ALIGN(16,float) y[4]={0.0f,1.0f,0.0f,0.0f};
const __m128 y128=_mm_load_ps(y);
return y128;
}
NV_FORCE_INLINE Vec4V V4UnitZ()
{
const NV_ALIGN(16,float) z[4]={0.0f,0.0f,1.0f,0.0f};
const __m128 z128=_mm_load_ps(z);
return z128;
}
NV_FORCE_INLINE FloatV V4GetW(const Vec4V f)
{
return _mm_shuffle_ps(f, f, _MM_SHUFFLE(3,3,3,3));
}
NV_FORCE_INLINE FloatV V4GetX(const Vec4V f)
{
return _mm_shuffle_ps(f, f, _MM_SHUFFLE(0,0,0,0));
}
NV_FORCE_INLINE FloatV V4GetY(const Vec4V f)
{
return _mm_shuffle_ps(f, f, _MM_SHUFFLE(1,1,1,1));
}
NV_FORCE_INLINE FloatV V4GetZ(const Vec4V f)
{
return _mm_shuffle_ps(f, f, _MM_SHUFFLE(2,2,2,2));
}
NV_FORCE_INLINE Vec4V V4SetW(const Vec4V v, const FloatV f)
{
VECMATHAOS_ASSERT(isValidFloatV(f));
return V4Sel(BTTTF(),v,f);
}
NV_FORCE_INLINE Vec4V V4SetX(const Vec4V v, const FloatV f)
{
VECMATHAOS_ASSERT(isValidFloatV(f));
return V4Sel(BFTTT(),v,f);
}
NV_FORCE_INLINE Vec4V V4SetY(const Vec4V v, const FloatV f)
{
VECMATHAOS_ASSERT(isValidFloatV(f));
return V4Sel(BTFTT(),v,f);
}
NV_FORCE_INLINE Vec4V V4SetZ(const Vec4V v, const FloatV f)
{
VECMATHAOS_ASSERT(isValidVec3V(v));
VECMATHAOS_ASSERT(isValidFloatV(f));
return V4Sel(BTTFT(),v,f);
}
NV_FORCE_INLINE Vec4V V4ClearW(const Vec4V v)
{
return _mm_and_ps(v, (VecI32V&)internalUnitSSE2Simd::gMaskXYZ);
}
NV_FORCE_INLINE Vec4V V4Perm_YXWZ(const Vec4V a)
{
return _mm_shuffle_ps(a, a, _MM_SHUFFLE(2,3,0,1));
}
NV_FORCE_INLINE Vec4V V4Perm_XZXZ(const Vec4V a)
{
return _mm_shuffle_ps(a, a, _MM_SHUFFLE(2,0,2,0));
}
NV_FORCE_INLINE Vec4V V4Perm_YWYW(const Vec4V a)
{
return _mm_shuffle_ps(a, a, _MM_SHUFFLE(3,1,3,1));
}
template<uint8_t x, uint8_t y, uint8_t z, uint8_t w> NV_FORCE_INLINE Vec4V V4Perm(const Vec4V a)
{
return _mm_shuffle_ps(a, a, _MM_SHUFFLE(w, z, y, x));
}
NV_FORCE_INLINE Vec4V V4Zero()
{
return V4Load(0.0f);
}
NV_FORCE_INLINE Vec4V V4One()
{
return V4Load(1.0f);
}
NV_FORCE_INLINE Vec4V V4Eps()
{
return V4Load(NV_EPS_REAL);
}
NV_FORCE_INLINE Vec4V V4Neg(const Vec4V f)
{
return _mm_sub_ps( _mm_setzero_ps(), f);
}
NV_FORCE_INLINE Vec4V V4Add(const Vec4V a, const Vec4V b)
{
return _mm_add_ps(a,b);
}
NV_FORCE_INLINE Vec4V V4Sub(const Vec4V a, const Vec4V b)
{
return _mm_sub_ps(a,b);
}
NV_FORCE_INLINE Vec4V V4Scale(const Vec4V a, const FloatV b)
{
return _mm_mul_ps(a,b);
}
NV_FORCE_INLINE Vec4V V4Mul(const Vec4V a, const Vec4V b)
{
return _mm_mul_ps(a,b);
}
NV_FORCE_INLINE Vec4V V4ScaleInv(const Vec4V a, const FloatV b)
{
VECMATHAOS_ASSERT(isValidFloatV(b));
return _mm_div_ps(a,b);
}
NV_FORCE_INLINE Vec4V V4Div(const Vec4V a, const Vec4V b)
{
return _mm_div_ps(a,b);
}
NV_FORCE_INLINE Vec4V V4ScaleInvFast(const Vec4V a, const FloatV b)
{
VECMATHAOS_ASSERT(isValidFloatV(b));
return _mm_mul_ps(a,_mm_rcp_ps(b));
}
NV_FORCE_INLINE Vec4V V4DivFast(const Vec4V a, const Vec4V b)
{
return _mm_mul_ps(a,_mm_rcp_ps(b));
}
NV_FORCE_INLINE Vec4V V4Recip(const Vec4V a)
{
return _mm_div_ps(V4One(),a);
}
NV_FORCE_INLINE Vec4V V4RecipFast(const Vec4V a)
{
return _mm_rcp_ps(a);
}
NV_FORCE_INLINE Vec4V V4Rsqrt(const Vec4V a)
{
return _mm_div_ps(V4One(),_mm_sqrt_ps(a));
}
NV_FORCE_INLINE Vec4V V4RsqrtFast(const Vec4V a)
{
return _mm_rsqrt_ps(a);
}
NV_FORCE_INLINE Vec4V V4Sqrt(const Vec4V a)
{
return _mm_sqrt_ps(a);
}
NV_FORCE_INLINE Vec4V V4ScaleAdd(const Vec4V a, const FloatV b, const Vec4V c)
{
VECMATHAOS_ASSERT(isValidFloatV(b));
return V4Add(V4Scale(a,b),c);
}
NV_FORCE_INLINE Vec4V V4NegScaleSub(const Vec4V a, const FloatV b, const Vec4V c)
{
VECMATHAOS_ASSERT(isValidFloatV(b));
return V4Sub(c,V4Scale(a,b));
}
NV_FORCE_INLINE Vec4V V4MulAdd(const Vec4V a, const Vec4V b, const Vec4V c)
{
return V4Add(V4Mul(a,b),c);
}
NV_FORCE_INLINE Vec4V V4NegMulSub(const Vec4V a, const Vec4V b, const Vec4V c)
{
return V4Sub(c,V4Mul(a,b));
}
NV_FORCE_INLINE Vec4V V4Abs(const Vec4V a)
{
return V4Max(a,V4Neg(a));
}
NV_FORCE_INLINE FloatV V4SumElements(const Vec4V a)
{
#ifdef __SSE4_2__
Vec4V r = _mm_hadd_ps(a,a);
r = _mm_hadd_ps(r,r);
return r;
#else
const Vec4V xy = V4UnpackXY(a, a); //x,x,y,y
const Vec4V zw = V4UnpackZW(a, a); //z,z,w,w
const Vec4V xz_yw = V4Add(xy, zw); //x+z,x+z,y+w,y+w
const FloatV xz = V4GetX(xz_yw); //x+z
const FloatV yw = V4GetZ(xz_yw); //y+w
return FAdd(xz, yw); //sum
#endif
}
NV_FORCE_INLINE FloatV V4Dot(const Vec4V a, const Vec4V b)
{
#ifdef __SSE4_2__
return _mm_dp_ps(a, b, 0xff);
#else
__m128 dot1 = _mm_mul_ps(a, b); //x,y,z,w
__m128 shuf1 = _mm_shuffle_ps(dot1, dot1, _MM_SHUFFLE(2,1,0,3)); //w,x,y,z
__m128 shuf2 = _mm_shuffle_ps(dot1, dot1, _MM_SHUFFLE(1,0,3,2)); //z,w,x,y
__m128 shuf3 = _mm_shuffle_ps(dot1, dot1, _MM_SHUFFLE(0,3,2,1)); //y,z,w,x
return _mm_add_ps(_mm_add_ps(shuf2, shuf3), _mm_add_ps(dot1,shuf1));
#endif
}
NV_FORCE_INLINE FloatV V4Length(const Vec4V a)
{
return _mm_sqrt_ps(V4Dot(a,a));
}
NV_FORCE_INLINE FloatV V4LengthSq(const Vec4V a)
{
return V4Dot(a,a);
}
NV_FORCE_INLINE Vec4V V4Normalize(const Vec4V a)
{
VECMATHAOS_ASSERT(V4Dot(a,a)!=FZero())
return V4ScaleInv(a,_mm_sqrt_ps(V4Dot(a,a)));
}
NV_FORCE_INLINE Vec4V V4NormalizeFast(const Vec4V a)
{
return V4ScaleInvFast(a,_mm_sqrt_ps(V4Dot(a,a)));
}
NV_FORCE_INLINE Vec4V V4NormalizeSafe(const Vec4V a)
{
const __m128 zero=FZero();
const __m128 eps=V3Eps();
const __m128 length=V4Length(a);
const __m128 isGreaterThanZero=V4IsGrtr(length,eps);
return V4Sel(isGreaterThanZero,V4ScaleInv(a,length),zero);
}
NV_FORCE_INLINE BoolV V4IsEqU32(const VecU32V a, const VecU32V b)
{
return m128_I2F(_mm_cmpeq_epi32(m128_F2I(a), m128_F2I(b)));
}
NV_FORCE_INLINE Vec4V V4Sel(const BoolV c, const Vec4V a, const Vec4V b)
{
return _mm_or_ps(_mm_andnot_ps(c, b), _mm_and_ps(c, a));
}
NV_FORCE_INLINE BoolV V4IsGrtr(const Vec4V a, const Vec4V b)
{
return _mm_cmpgt_ps(a,b);
}
NV_FORCE_INLINE BoolV V4IsGrtrOrEq(const Vec4V a, const Vec4V b)
{
return _mm_cmpge_ps(a,b);
}
NV_FORCE_INLINE BoolV V4IsEq(const Vec4V a, const Vec4V b)
{
return _mm_cmpeq_ps(a,b);
}
NV_FORCE_INLINE Vec4V V4Max(const Vec4V a, const Vec4V b)
{
return _mm_max_ps(a, b);
}
NV_FORCE_INLINE Vec4V V4Min(const Vec4V a, const Vec4V b)
{
return _mm_min_ps(a, b);
}
NV_FORCE_INLINE FloatV V4ExtractMax(const Vec4V a)
{
__m128 shuf1 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(2,1,0,3));
__m128 shuf2 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(1,0,3,2));
__m128 shuf3 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(0,3,2,1));
return _mm_max_ps(_mm_max_ps(a, shuf1), _mm_max_ps(shuf2, shuf3));
}
NV_FORCE_INLINE FloatV V4ExtractMin(const Vec4V a)
{
__m128 shuf1 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(2,1,0,3));
__m128 shuf2 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(1,0,3,2));
__m128 shuf3 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(0,3,2,1));
return _mm_min_ps(_mm_min_ps(a, shuf1), _mm_min_ps(shuf2, shuf3));
}
NV_FORCE_INLINE Vec4V V4Clamp(const Vec4V a, const Vec4V minV, const Vec4V maxV)
{
return V4Max(V4Min(a,maxV),minV);
}
NV_FORCE_INLINE uint32_t V4AllGrtr(const Vec4V a, const Vec4V b)
{
return internalUnitSSE2Simd::BAllTrue4_R(V4IsGrtr(a, b));
}
NV_FORCE_INLINE uint32_t V4AllGrtrOrEq(const Vec4V a, const Vec4V b)
{
return internalUnitSSE2Simd::BAllTrue4_R(V4IsGrtrOrEq(a, b));
}
NV_FORCE_INLINE uint32_t V4AllEq(const Vec4V a, const Vec4V b)
{
return internalUnitSSE2Simd::BAllTrue4_R(V4IsEq(a, b));
}
NV_FORCE_INLINE Vec4V V4Round(const Vec4V a)
{
#ifdef __SSE4_2__
return _mm_round_ps( a, _MM_FROUND_TO_NEAREST_INT | _MM_FROUND_NO_EXC );
#else
//return _mm_round_ps(a, 0x0);
const Vec4V half = V4Load(0.5f);
const __m128 signBit = _mm_cvtepi32_ps(_mm_srli_epi32(_mm_cvtps_epi32(a), 31));
const Vec4V aRound = V4Sub(V4Add(a, half), signBit);
__m128i tmp = _mm_cvttps_epi32(aRound);
return _mm_cvtepi32_ps(tmp);
#endif
}
NV_FORCE_INLINE Vec4V V4Sin(const Vec4V a)
{
//Vec4V V1, V2, V3, V5, V7, V9, V11, V13, V15, V17, V19, V21, V23;
//Vec4V S1, S2, S3, S4, S5, S6, S7, S8, S9, S10, S11;
Vec4V Result;
const Vec4V recipTwoPi = V4LoadA(g_NVReciprocalTwoPi.f);
const Vec4V twoPi = V4LoadA(g_NVTwoPi.f);
const Vec4V tmp = V4Mul(a, recipTwoPi);
const Vec4V b = V4Round(tmp);
const Vec4V V1 = V4NegMulSub(twoPi, b, a);
// sin(V) ~= V - V^3 / 3! + V^5 / 5! - V^7 / 7! + V^9 / 9! - V^11 / 11! + V^13 / 13! -
// V^15 / 15! + V^17 / 17! - V^19 / 19! + V^21 / 21! - V^23 / 23! (for -PI <= V < PI)
const Vec4V V2 = V4Mul(V1, V1);
const Vec4V V3 = V4Mul(V2, V1);
const Vec4V V5 = V4Mul(V3, V2);
const Vec4V V7 = V4Mul(V5, V2);
const Vec4V V9 = V4Mul(V7, V2);
const Vec4V V11 = V4Mul(V9, V2);
const Vec4V V13 = V4Mul(V11, V2);
const Vec4V V15 = V4Mul(V13, V2);
const Vec4V V17 = V4Mul(V15, V2);
const Vec4V V19 = V4Mul(V17, V2);
const Vec4V V21 = V4Mul(V19, V2);
const Vec4V V23 = V4Mul(V21, V2);
const Vec4V sinCoefficients0 = V4LoadA(g_NVSinCoefficients0.f);
const Vec4V sinCoefficients1 = V4LoadA(g_NVSinCoefficients1.f);
const Vec4V sinCoefficients2 = V4LoadA(g_NVSinCoefficients2.f);
const FloatV S1 = V4GetY(sinCoefficients0);
const FloatV S2 = V4GetZ(sinCoefficients0);
const FloatV S3 = V4GetW(sinCoefficients0);
const FloatV S4 = V4GetX(sinCoefficients1);
const FloatV S5 = V4GetY(sinCoefficients1);
const FloatV S6 = V4GetZ(sinCoefficients1);
const FloatV S7 = V4GetW(sinCoefficients1);
const FloatV S8 = V4GetX(sinCoefficients2);
const FloatV S9 = V4GetY(sinCoefficients2);
const FloatV S10 = V4GetZ(sinCoefficients2);
const FloatV S11 = V4GetW(sinCoefficients2);
Result = V4MulAdd(S1, V3, V1);
Result = V4MulAdd(S2, V5, Result);
Result = V4MulAdd(S3, V7, Result);
Result = V4MulAdd(S4, V9, Result);
Result = V4MulAdd(S5, V11, Result);
Result = V4MulAdd(S6, V13, Result);
Result = V4MulAdd(S7, V15, Result);
Result = V4MulAdd(S8, V17, Result);
Result = V4MulAdd(S9, V19, Result);
Result = V4MulAdd(S10, V21, Result);
Result = V4MulAdd(S11, V23, Result);
return Result;
}
NV_FORCE_INLINE Vec4V V4Cos(const Vec4V a)
{
//XMVECTOR V1, V2, V4, V6, V8, V10, V12, V14, V16, V18, V20, V22;
//XMVECTOR C1, C2, C3, C4, C5, C6, C7, C8, C9, C10, C11;
Vec4V Result;
const Vec4V recipTwoPi = V4LoadA(g_NVReciprocalTwoPi.f);
const Vec4V twoPi = V4LoadA(g_NVTwoPi.f);
const Vec4V tmp = V4Mul(a, recipTwoPi);
const Vec4V b = V4Round(tmp);
const Vec4V V1 = V4NegMulSub(twoPi, b, a);
// cos(V) ~= 1 - V^2 / 2! + V^4 / 4! - V^6 / 6! + V^8 / 8! - V^10 / 10! + V^12 / 12! -
// V^14 / 14! + V^16 / 16! - V^18 / 18! + V^20 / 20! - V^22 / 22! (for -PI <= V < PI)
const Vec4V V2 = V4Mul(V1, V1);
const Vec4V V4 = V4Mul(V2, V2);
const Vec4V V6 = V4Mul(V4, V2);
const Vec4V V8 = V4Mul(V4, V4);
const Vec4V V10 = V4Mul(V6, V4);
const Vec4V V12 = V4Mul(V6, V6);
const Vec4V V14 = V4Mul(V8, V6);
const Vec4V V16 = V4Mul(V8, V8);
const Vec4V V18 = V4Mul(V10, V8);
const Vec4V V20 = V4Mul(V10, V10);
const Vec4V V22 = V4Mul(V12, V10);
const Vec4V cosCoefficients0 = V4LoadA(g_NVCosCoefficients0.f);
const Vec4V cosCoefficients1 = V4LoadA(g_NVCosCoefficients1.f);
const Vec4V cosCoefficients2 = V4LoadA(g_NVCosCoefficients2.f);
const FloatV C1 = V4GetY(cosCoefficients0);
const FloatV C2 = V4GetZ(cosCoefficients0);
const FloatV C3 = V4GetW(cosCoefficients0);
const FloatV C4 = V4GetX(cosCoefficients1);
const FloatV C5 = V4GetY(cosCoefficients1);
const FloatV C6 = V4GetZ(cosCoefficients1);
const FloatV C7 = V4GetW(cosCoefficients1);
const FloatV C8 = V4GetX(cosCoefficients2);
const FloatV C9 = V4GetY(cosCoefficients2);
const FloatV C10 = V4GetZ(cosCoefficients2);
const FloatV C11 = V4GetW(cosCoefficients2);
Result = V4MulAdd(C1, V2, V4One());
Result = V4MulAdd(C2, V4, Result);
Result = V4MulAdd(C3, V6, Result);
Result = V4MulAdd(C4, V8, Result);
Result = V4MulAdd(C5, V10, Result);
Result = V4MulAdd(C6, V12, Result);
Result = V4MulAdd(C7, V14, Result);
Result = V4MulAdd(C8, V16, Result);
Result = V4MulAdd(C9, V18, Result);
Result = V4MulAdd(C10, V20, Result);
Result = V4MulAdd(C11, V22, Result);
return Result;
}
NV_FORCE_INLINE void V4Transpose(Vec4V& col0, Vec4V& col1, Vec4V& col2, Vec4V& col3)
{
Vec4V tmp0 = _mm_unpacklo_ps(col0, col1);
Vec4V tmp2 = _mm_unpacklo_ps(col2, col3);
Vec4V tmp1 = _mm_unpackhi_ps(col0, col1);
Vec4V tmp3 = _mm_unpackhi_ps(col2, col3);
col0 = _mm_movelh_ps(tmp0, tmp2);
col1 = _mm_movehl_ps(tmp2, tmp0);
col2 = _mm_movelh_ps(tmp1, tmp3);
col3 = _mm_movehl_ps(tmp3, tmp1);
}
//////////////////////////////////
//BoolV
//////////////////////////////////
NV_FORCE_INLINE BoolV BFFFF()
{
return _mm_setzero_ps();
}
NV_FORCE_INLINE BoolV BFFFT()
{
/*const NV_ALIGN(16, uint32_t f[4])={0,0,0,0xFFFFFFFF};
const __m128 ffft=_mm_load_ps((float*)&f);
return ffft;*/
return m128_I2F(_mm_set_epi32(-1, 0, 0, 0));
}
NV_FORCE_INLINE BoolV BFFTF()
{
/*const NV_ALIGN(16, uint32_t f[4])={0,0,0xFFFFFFFF,0};
const __m128 fftf=_mm_load_ps((float*)&f);
return fftf;*/
return m128_I2F(_mm_set_epi32(0, -1, 0, 0));
}
NV_FORCE_INLINE BoolV BFFTT()
{
/*const NV_ALIGN(16, uint32_t f[4])={0,0,0xFFFFFFFF,0xFFFFFFFF};
const __m128 fftt=_mm_load_ps((float*)&f);
return fftt;*/
return m128_I2F(_mm_set_epi32(-1, -1, 0, 0));
}
NV_FORCE_INLINE BoolV BFTFF()
{
/*const NV_ALIGN(16, uint32_t f[4])={0,0xFFFFFFFF,0,0};
const __m128 ftff=_mm_load_ps((float*)&f);
return ftff;*/
return m128_I2F(_mm_set_epi32(0, 0, -1, 0));
}
NV_FORCE_INLINE BoolV BFTFT()
{
/*const NV_ALIGN(16, uint32_t f[4])={0,0xFFFFFFFF,0,0xFFFFFFFF};
const __m128 ftft=_mm_load_ps((float*)&f);
return ftft;*/
return m128_I2F(_mm_set_epi32(-1, 0, -1, 0));
}
NV_FORCE_INLINE BoolV BFTTF()
{
/*const NV_ALIGN(16, uint32_t f[4])={0,0xFFFFFFFF,0xFFFFFFFF,0};
const __m128 fttf=_mm_load_ps((float*)&f);
return fttf;*/
return m128_I2F(_mm_set_epi32(0, -1, -1, 0));
}
NV_FORCE_INLINE BoolV BFTTT()
{
/*const NV_ALIGN(16, uint32_t f[4])={0,0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF};
const __m128 fttt=_mm_load_ps((float*)&f);
return fttt;*/
return m128_I2F(_mm_set_epi32(-1, -1, -1, 0));
}
NV_FORCE_INLINE BoolV BTFFF()
{
//const NV_ALIGN(16, uint32_t f[4])={0xFFFFFFFF,0,0,0};
//const __m128 tfff=_mm_load_ps((float*)&f);
//return tfff;
return m128_I2F(_mm_set_epi32(0, 0, 0, -1));
}
NV_FORCE_INLINE BoolV BTFFT()
{
/*const NV_ALIGN(16, uint32_t f[4])={0xFFFFFFFF,0,0,0xFFFFFFFF};
const __m128 tfft=_mm_load_ps((float*)&f);
return tfft;*/
return m128_I2F(_mm_set_epi32(-1, 0, 0, -1));
}
NV_FORCE_INLINE BoolV BTFTF()
{
/*const NV_ALIGN(16, uint32_t f[4])={0xFFFFFFFF,0,0xFFFFFFFF,0};
const __m128 tftf=_mm_load_ps((float*)&f);
return tftf;*/
return m128_I2F(_mm_set_epi32(0, -1, 0, -1));
}
NV_FORCE_INLINE BoolV BTFTT()
{
/*const NV_ALIGN(16, uint32_t f[4])={0xFFFFFFFF,0,0xFFFFFFFF,0xFFFFFFFF};
const __m128 tftt=_mm_load_ps((float*)&f);
return tftt;*/
return m128_I2F(_mm_set_epi32(-1, -1, 0, -1));
}
NV_FORCE_INLINE BoolV BTTFF()
{
/*const NV_ALIGN(16, uint32_t f[4])={0xFFFFFFFF,0xFFFFFFFF,0,0};
const __m128 ttff=_mm_load_ps((float*)&f);
return ttff;*/
return m128_I2F(_mm_set_epi32(0, 0, -1, -1));
}
NV_FORCE_INLINE BoolV BTTFT()
{
/*const NV_ALIGN(16, uint32_t f[4])={0xFFFFFFFF,0xFFFFFFFF,0,0xFFFFFFFF};
const __m128 ttft=_mm_load_ps((float*)&f);
return ttft;*/
return m128_I2F(_mm_set_epi32(-1, 0, -1, -1));
}
NV_FORCE_INLINE BoolV BTTTF()
{
/*const NV_ALIGN(16, uint32_t f[4])={0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF,0};
const __m128 tttf=_mm_load_ps((float*)&f);
return tttf;*/
return m128_I2F(_mm_set_epi32(0, -1, -1, -1));
}
NV_FORCE_INLINE BoolV BTTTT()
{
/*const NV_ALIGN(16, uint32_t f[4])={0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF};
const __m128 tttt=_mm_load_ps((float*)&f);
return tttt;*/
return m128_I2F(_mm_set_epi32(-1, -1, -1, -1));
}
NV_FORCE_INLINE BoolV BXMask()
{
/*const NV_ALIGN(16, uint32_t f[4])={0xFFFFFFFF,0,0,0};
const __m128 tfff=_mm_load_ps((float*)&f);
return tfff;*/
return m128_I2F(_mm_set_epi32(0, 0, 0, -1));
}
NV_FORCE_INLINE BoolV BYMask()
{
/*const NV_ALIGN(16, uint32_t f[4])={0,0xFFFFFFFF,0,0};
const __m128 ftff=_mm_load_ps((float*)&f);
return ftff;*/
return m128_I2F(_mm_set_epi32(0, 0, -1, 0));
}
NV_FORCE_INLINE BoolV BZMask()
{
/*const NV_ALIGN(16, uint32_t f[4])={0,0,0xFFFFFFFF,0};
const __m128 fftf=_mm_load_ps((float*)&f);
return fftf;*/
return m128_I2F(_mm_set_epi32(0, -1, 0, 0));
}
NV_FORCE_INLINE BoolV BWMask()
{
/*const NV_ALIGN(16, uint32_t f[4])={0,0,0,0xFFFFFFFF};
const __m128 ffft=_mm_load_ps((float*)&f);
return ffft;*/
return m128_I2F(_mm_set_epi32(-1, 0, 0, 0));
}
NV_FORCE_INLINE BoolV BGetX(const BoolV f)
{
return _mm_shuffle_ps(f, f, _MM_SHUFFLE(0,0,0,0));
}
NV_FORCE_INLINE BoolV BGetY(const BoolV f)
{
return _mm_shuffle_ps(f, f, _MM_SHUFFLE(1,1,1,1));
}
NV_FORCE_INLINE BoolV BGetZ(const BoolV f)
{
return _mm_shuffle_ps(f, f, _MM_SHUFFLE(2,2,2,2));
}
NV_FORCE_INLINE BoolV BGetW(const BoolV f)
{
return _mm_shuffle_ps(f, f, _MM_SHUFFLE(3,3,3,3));
}
NV_FORCE_INLINE BoolV BSetX(const BoolV v, const BoolV f)
{
return V4Sel(BFTTT(),v,f);
}
NV_FORCE_INLINE BoolV BSetY(const BoolV v, const BoolV f)
{
return V4Sel(BTFTT(),v,f);
}
NV_FORCE_INLINE BoolV BSetZ(const BoolV v, const BoolV f)
{
return V4Sel(BTTFT(),v,f);
}
NV_FORCE_INLINE BoolV BSetW(const BoolV v, const BoolV f)
{
return V4Sel(BTTTF(),v,f);
}
NV_FORCE_INLINE BoolV BAnd(const BoolV a, const BoolV b)
{
return (_mm_and_ps(a,b));
}
NV_FORCE_INLINE BoolV BNot(const BoolV a)
{
const BoolV bAllTrue(BTTTT());
return _mm_xor_ps(a, bAllTrue);
}
NV_FORCE_INLINE BoolV BAndNot(const BoolV a, const BoolV b)
{
return (_mm_andnot_ps(b,a));
}
NV_FORCE_INLINE BoolV BOr(const BoolV a, const BoolV b)
{
return (_mm_or_ps(a,b));
}
NV_FORCE_INLINE BoolV BAllTrue4(const BoolV a)
{
const BoolV bTmp = _mm_and_ps(_mm_shuffle_ps(a, a, _MM_SHUFFLE(0,1,0,1)), _mm_shuffle_ps(a, a, _MM_SHUFFLE(2,3,2,3)));
return _mm_and_ps(_mm_shuffle_ps(bTmp, bTmp, _MM_SHUFFLE(0,0,0,0)), _mm_shuffle_ps(bTmp, bTmp, _MM_SHUFFLE(1,1,1,1)));
}
NV_FORCE_INLINE BoolV BAnyTrue4(const BoolV a)
{
const BoolV bTmp = _mm_or_ps(_mm_shuffle_ps(a, a, _MM_SHUFFLE(0,1,0,1)), _mm_shuffle_ps(a, a, _MM_SHUFFLE(2,3,2,3)));
return _mm_or_ps(_mm_shuffle_ps(bTmp, bTmp, _MM_SHUFFLE(0,0,0,0)), _mm_shuffle_ps(bTmp, bTmp, _MM_SHUFFLE(1,1,1,1)));
}
NV_FORCE_INLINE BoolV BAllTrue3(const BoolV a)
{
const BoolV bTmp = _mm_and_ps(_mm_shuffle_ps(a, a, _MM_SHUFFLE(0,1,0,1)), _mm_shuffle_ps(a, a, _MM_SHUFFLE(2,2,2,2)));
return _mm_and_ps(_mm_shuffle_ps(bTmp, bTmp, _MM_SHUFFLE(0,0,0,0)), _mm_shuffle_ps(bTmp, bTmp, _MM_SHUFFLE(1,1,1,1)));
}
NV_FORCE_INLINE BoolV BAnyTrue3(const BoolV a)
{
const BoolV bTmp = _mm_or_ps(_mm_shuffle_ps(a, a, _MM_SHUFFLE(0,1,0,1)), _mm_shuffle_ps(a, a, _MM_SHUFFLE(2,2,2,2)));
return _mm_or_ps(_mm_shuffle_ps(bTmp, bTmp, _MM_SHUFFLE(0,0,0,0)), _mm_shuffle_ps(bTmp, bTmp, _MM_SHUFFLE(1,1,1,1)));
}
NV_FORCE_INLINE uint32_t BAllEq(const BoolV a, const BoolV b)
{
const BoolV bTest = m128_I2F(_mm_cmpeq_epi32(m128_F2I(a), m128_F2I(b)));
return internalUnitSSE2Simd::BAllTrue4_R(bTest);
}
NV_FORCE_INLINE uint32_t BAllEqTTTT(const BoolV a)
{
return uint32_t(_mm_movemask_ps(a)==15);
}
NV_FORCE_INLINE uint32_t BAllEqFFFF(const BoolV a)
{
return uint32_t(_mm_movemask_ps(a)==0);
}
NV_FORCE_INLINE uint32_t BGetBitMask(const BoolV a)
{
return uint32_t(_mm_movemask_ps(a));
}
//////////////////////////////////
//MAT33V
//////////////////////////////////
NV_FORCE_INLINE Vec3V M33MulV3(const Mat33V& a, const Vec3V b)
{
const FloatV x=V3GetX(b);
const FloatV y=V3GetY(b);
const FloatV z=V3GetZ(b);
const Vec3V v0=V3Scale(a.col0,x);
const Vec3V v1=V3Scale(a.col1,y);
const Vec3V v2=V3Scale(a.col2,z);
const Vec3V v0PlusV1=V3Add(v0,v1);
return V3Add(v0PlusV1,v2);
}
NV_FORCE_INLINE Vec3V M33TrnspsMulV3(const Mat33V& a, const Vec3V b)
{
const FloatV x=V3Dot(a.col0,b);
const FloatV y=V3Dot(a.col1,b);
const FloatV z=V3Dot(a.col2,b);
return V3Merge(x,y,z);
}
NV_FORCE_INLINE Vec3V M33MulV3AddV3(const Mat33V& A, const Vec3V b, const Vec3V c)
{
const FloatV x=V3GetX(b);
const FloatV y=V3GetY(b);
const FloatV z=V3GetZ(b);
Vec3V result = V3MulAdd(A.col0, x, c);
result = V3MulAdd(A.col1, y, result);
return V3MulAdd(A.col2, z, result);
}
NV_FORCE_INLINE Mat33V M33MulM33(const Mat33V& a, const Mat33V& b)
{
return Mat33V(M33MulV3(a,b.col0),M33MulV3(a,b.col1),M33MulV3(a,b.col2));
}
NV_FORCE_INLINE Mat33V M33Add(const Mat33V& a, const Mat33V& b)
{
return Mat33V(V3Add(a.col0,b.col0),V3Add(a.col1,b.col1),V3Add(a.col2,b.col2));
}
NV_FORCE_INLINE Mat33V M33Scale(const Mat33V& a, const FloatV& b)
{
return Mat33V(V3Scale(a.col0,b),V3Scale(a.col1,b),V3Scale(a.col2,b));
}
NV_FORCE_INLINE Mat33V M33Inverse(const Mat33V& a)
{
const BoolV tfft=BTFFT();
const BoolV tttf=BTTTF();
const FloatV zero=FZero();
const Vec3V cross01 = V3Cross(a.col0,a.col1);
const Vec3V cross12 = V3Cross(a.col1,a.col2);
const Vec3V cross20 = V3Cross(a.col2,a.col0);
const FloatV dot = V3Dot(cross01,a.col2);
const FloatV invDet = _mm_rcp_ps(dot);
const Vec3V mergeh = _mm_unpacklo_ps(cross12,cross01);
const Vec3V mergel = _mm_unpackhi_ps(cross12,cross01);
Vec3V colInv0 = _mm_unpacklo_ps(mergeh,cross20);
colInv0 = _mm_or_ps(_mm_andnot_ps(tttf, zero), _mm_and_ps(tttf, colInv0));
const Vec3V zppd=_mm_shuffle_ps(mergeh,cross20,_MM_SHUFFLE(3,0,0,2));
const Vec3V pbwp=_mm_shuffle_ps(cross20,mergeh,_MM_SHUFFLE(3,3,1,0));
const Vec3V colInv1=_mm_or_ps(_mm_andnot_ps(BTFFT(), pbwp), _mm_and_ps(BTFFT(), zppd));
const Vec3V xppd=_mm_shuffle_ps(mergel,cross20,_MM_SHUFFLE(3,0,0,0));
const Vec3V pcyp=_mm_shuffle_ps(cross20,mergel,_MM_SHUFFLE(3,1,2,0));
const Vec3V colInv2=_mm_or_ps(_mm_andnot_ps(tfft, pcyp), _mm_and_ps(tfft, xppd));
return Mat33V
(
_mm_mul_ps(colInv0,invDet),
_mm_mul_ps(colInv1,invDet),
_mm_mul_ps(colInv2,invDet)
);
}
NV_FORCE_INLINE Mat33V M33Trnsps(const Mat33V& a)
{
return Mat33V
(
V3Merge(V3GetX(a.col0),V3GetX(a.col1),V3GetX(a.col2)),
V3Merge(V3GetY(a.col0),V3GetY(a.col1),V3GetY(a.col2)),
V3Merge(V3GetZ(a.col0),V3GetZ(a.col1),V3GetZ(a.col2))
);
}
NV_FORCE_INLINE Mat33V M33Identity()
{
return Mat33V
(
V3UnitX(),
V3UnitY(),
V3UnitZ()
);
}
NV_FORCE_INLINE Mat33V M33Sub(const Mat33V& a, const Mat33V& b)
{
return Mat33V(V3Sub(a.col0,b.col0),V3Sub(a.col1,b.col1),V3Sub(a.col2,b.col2));
}
NV_FORCE_INLINE Mat33V M33Neg(const Mat33V& a)
{
return Mat33V(V3Neg(a.col0),V3Neg(a.col1),V3Neg(a.col2));
}
NV_FORCE_INLINE Mat33V M33Abs(const Mat33V& a)
{
return Mat33V(V3Abs(a.col0),V3Abs(a.col1),V3Abs(a.col2));
}
NV_FORCE_INLINE Mat33V PromoteVec3V(const Vec3V v)
{
const BoolV bTFFF = BTFFF();
const BoolV bFTFF = BFTFF();
const BoolV bFFTF = BTFTF();
const Vec3V zero = V3Zero();
return Mat33V( V3Sel(bTFFF, v, zero),
V3Sel(bFTFF, v, zero),
V3Sel(bFFTF, v, zero));
}
NV_FORCE_INLINE Mat33V M33Diagonal(const Vec3VArg d)
{
const FloatV x = V3Mul(V3UnitX(), d);
const FloatV y = V3Mul(V3UnitY(), d);
const FloatV z = V3Mul(V3UnitZ(), d);
return Mat33V(x, y, z);
}
//////////////////////////////////
//MAT34V
//////////////////////////////////
NV_FORCE_INLINE Vec3V M34MulV3(const Mat34V& a, const Vec3V b)
{
const FloatV x=V3GetX(b);
const FloatV y=V3GetY(b);
const FloatV z=V3GetZ(b);
const Vec3V v0=V3Scale(a.col0,x);
const Vec3V v1=V3Scale(a.col1,y);
const Vec3V v2=V3Scale(a.col2,z);
const Vec3V v0PlusV1=V3Add(v0,v1);
const Vec3V v0PlusV1Plusv2=V3Add(v0PlusV1,v2);
return (V3Add(v0PlusV1Plusv2,a.col3));
}
NV_FORCE_INLINE Vec3V M34Mul33V3(const Mat34V& a, const Vec3V b)
{
const FloatV x=V3GetX(b);
const FloatV y=V3GetY(b);
const FloatV z=V3GetZ(b);
const Vec3V v0=V3Scale(a.col0,x);
const Vec3V v1=V3Scale(a.col1,y);
const Vec3V v2=V3Scale(a.col2,z);
const Vec3V v0PlusV1=V3Add(v0,v1);
return V3Add(v0PlusV1,v2);
}
NV_FORCE_INLINE Vec3V M34TrnspsMul33V3(const Mat34V& a, const Vec3V b)
{
const FloatV x=V3Dot(a.col0,b);
const FloatV y=V3Dot(a.col1,b);
const FloatV z=V3Dot(a.col2,b);
return V3Merge(x,y,z);
}
NV_FORCE_INLINE Mat34V M34MulM34(const Mat34V& a, const Mat34V& b)
{
return Mat34V(M34Mul33V3(a,b.col0), M34Mul33V3(a,b.col1),M34Mul33V3(a,b.col2),M34MulV3(a,b.col3));
}
NV_FORCE_INLINE Mat33V M34MulM33(const Mat34V& a, const Mat33V& b)
{
return Mat33V(M34Mul33V3(a,b.col0),M34Mul33V3(a,b.col1),M34Mul33V3(a,b.col2));
}
NV_FORCE_INLINE Mat33V M34Mul33MM34(const Mat34V& a, const Mat34V& b)
{
return Mat33V(M34Mul33V3(a,b.col0),M34Mul33V3(a,b.col1),M34Mul33V3(a,b.col2));
}
NV_FORCE_INLINE Mat34V M34Add(const Mat34V& a, const Mat34V& b)
{
return Mat34V(V3Add(a.col0,b.col0),V3Add(a.col1,b.col1),V3Add(a.col2,b.col2),V3Add(a.col3,b.col3));
}
NV_FORCE_INLINE Mat33V M34Trnsps33(const Mat34V& a)
{
return Mat33V
(
V3Merge(V3GetX(a.col0),V3GetX(a.col1),V3GetX(a.col2)),
V3Merge(V3GetY(a.col0),V3GetY(a.col1),V3GetY(a.col2)),
V3Merge(V3GetZ(a.col0),V3GetZ(a.col1),V3GetZ(a.col2))
);
}
//////////////////////////////////
//MAT44V
//////////////////////////////////
NV_FORCE_INLINE Vec4V M44MulV4(const Mat44V& a, const Vec4V b)
{
const FloatV x=V4GetX(b);
const FloatV y=V4GetY(b);
const FloatV z=V4GetZ(b);
const FloatV w=V4GetW(b);
const Vec4V v0=V4Scale(a.col0,x);
const Vec4V v1=V4Scale(a.col1,y);
const Vec4V v2=V4Scale(a.col2,z);
const Vec4V v3=V4Scale(a.col3,w);
const Vec4V v0PlusV1=V4Add(v0,v1);
const Vec4V v0PlusV1Plusv2=V4Add(v0PlusV1,v2);
return (V4Add(v0PlusV1Plusv2,v3));
}
NV_FORCE_INLINE Vec4V M44TrnspsMulV4(const Mat44V& a, const Vec4V b)
{
NV_ALIGN(16,FloatV) dotProdArray[4]=
{
V4Dot(a.col0,b),
V4Dot(a.col1,b),
V4Dot(a.col2,b),
V4Dot(a.col3,b)
};
return V4Merge(dotProdArray);
}
NV_FORCE_INLINE Mat44V M44MulM44(const Mat44V& a, const Mat44V& b)
{
return Mat44V(M44MulV4(a,b.col0),M44MulV4(a,b.col1),M44MulV4(a,b.col2),M44MulV4(a,b.col3));
}
NV_FORCE_INLINE Mat44V M44Add(const Mat44V& a, const Mat44V& b)
{
return Mat44V(V4Add(a.col0,b.col0),V4Add(a.col1,b.col1),V4Add(a.col2,b.col2),V4Add(a.col3,b.col3));
}
NV_FORCE_INLINE Mat44V M44Trnsps(const Mat44V& a)
{
const Vec4V v0 = _mm_unpacklo_ps(a.col0, a.col2);
const Vec4V v1 = _mm_unpackhi_ps(a.col0, a.col2);
const Vec4V v2 = _mm_unpacklo_ps(a.col1, a.col3);
const Vec4V v3 = _mm_unpackhi_ps(a.col1, a.col3);
return Mat44V( _mm_unpacklo_ps(v0, v2),_mm_unpackhi_ps(v0, v2),_mm_unpacklo_ps(v1, v3),_mm_unpackhi_ps(v1, v3));
}
NV_FORCE_INLINE Mat44V M44Inverse(const Mat44V& a)
{
__m128 minor0, minor1, minor2, minor3;
__m128 row0, row1, row2, row3;
__m128 det, tmp1;
tmp1=V4Zero();
row1=V4Zero();
row3=V4Zero();
row0=a.col0;
row1=_mm_shuffle_ps(a.col1,a.col1,_MM_SHUFFLE(1,0,3,2));
row2=a.col2;
row3=_mm_shuffle_ps(a.col3,a.col3,_MM_SHUFFLE(1,0,3,2));
tmp1 = _mm_mul_ps(row2, row3);
tmp1 = _mm_shuffle_ps(tmp1, tmp1, 0xB1);
minor0 = _mm_mul_ps(row1, tmp1);
minor1 = _mm_mul_ps(row0, tmp1);
tmp1 = _mm_shuffle_ps(tmp1, tmp1, 0x4E);
minor0 = _mm_sub_ps(_mm_mul_ps(row1, tmp1), minor0);
minor1 = _mm_sub_ps(_mm_mul_ps(row0, tmp1), minor1);
minor1 = _mm_shuffle_ps(minor1, minor1, 0x4E);
tmp1 = _mm_mul_ps(row1, row2);
tmp1 = _mm_shuffle_ps(tmp1, tmp1, 0xB1);
minor0 = _mm_add_ps(_mm_mul_ps(row3, tmp1), minor0);
minor3 = _mm_mul_ps(row0, tmp1);
tmp1 = _mm_shuffle_ps(tmp1, tmp1, 0x4E);
minor0 = _mm_sub_ps(minor0, _mm_mul_ps(row3, tmp1));
minor3 = _mm_sub_ps(_mm_mul_ps(row0, tmp1), minor3);
minor3 = _mm_shuffle_ps(minor3, minor3, 0x4E);
tmp1 = _mm_mul_ps(_mm_shuffle_ps(row1, row1, 0x4E), row3);
tmp1 = _mm_shuffle_ps(tmp1, tmp1, 0xB1);
row2 = _mm_shuffle_ps(row2, row2, 0x4E);
minor0 = _mm_add_ps(_mm_mul_ps(row2, tmp1), minor0);
minor2 = _mm_mul_ps(row0, tmp1);
tmp1 = _mm_shuffle_ps(tmp1, tmp1, 0x4E);
minor0 = _mm_sub_ps(minor0, _mm_mul_ps(row2, tmp1));
minor2 = _mm_sub_ps(_mm_mul_ps(row0, tmp1), minor2);
minor2 = _mm_shuffle_ps(minor2, minor2, 0x4E);
tmp1 = _mm_mul_ps(row0, row1);
tmp1 = _mm_shuffle_ps(tmp1, tmp1, 0xB1);
minor2 = _mm_add_ps(_mm_mul_ps(row3, tmp1), minor2);
minor3 = _mm_sub_ps(_mm_mul_ps(row2, tmp1), minor3);
tmp1 = _mm_shuffle_ps(tmp1, tmp1, 0x4E);
minor2 = _mm_sub_ps(_mm_mul_ps(row3, tmp1), minor2);
minor3 = _mm_sub_ps(minor3, _mm_mul_ps(row2, tmp1));
tmp1 = _mm_mul_ps(row0, row3);
tmp1 = _mm_shuffle_ps(tmp1, tmp1, 0xB1);
minor1 = _mm_sub_ps(minor1, _mm_mul_ps(row2, tmp1));
minor2 = _mm_add_ps(_mm_mul_ps(row1, tmp1), minor2);
tmp1 = _mm_shuffle_ps(tmp1, tmp1, 0x4E);
minor1 = _mm_add_ps(_mm_mul_ps(row2, tmp1), minor1);
minor2 = _mm_sub_ps(minor2, _mm_mul_ps(row1, tmp1));
tmp1 = _mm_mul_ps(row0, row2);
tmp1 = _mm_shuffle_ps(tmp1, tmp1, 0xB1);
minor1 = _mm_add_ps(_mm_mul_ps(row3, tmp1), minor1);
minor3 = _mm_sub_ps(minor3, _mm_mul_ps(row1, tmp1));
tmp1 = _mm_shuffle_ps(tmp1, tmp1, 0x4E);
minor1 = _mm_sub_ps(minor1, _mm_mul_ps(row3, tmp1));
minor3 = _mm_add_ps(_mm_mul_ps(row1, tmp1), minor3);
det = _mm_mul_ps(row0, minor0);
det = _mm_add_ps(_mm_shuffle_ps(det, det, 0x4E), det);
det = _mm_add_ss(_mm_shuffle_ps(det, det, 0xB1), det);
tmp1 = _mm_rcp_ss(det);
#if 0
det = _mm_sub_ss(_mm_add_ss(tmp1, tmp1), _mm_mul_ss(det, _mm_mul_ss(tmp1, tmp1)));
det = _mm_shuffle_ps(det, det, 0x00);
#else
det= _mm_shuffle_ps(tmp1, tmp1, _MM_SHUFFLE(0,0,0,0));
#endif
minor0 = _mm_mul_ps(det, minor0);
minor1 = _mm_mul_ps(det, minor1);
minor2 = _mm_mul_ps(det, minor2);
minor3 = _mm_mul_ps(det, minor3);
Mat44V invTrans(minor0,minor1,minor2,minor3);
return M44Trnsps(invTrans);
}
NV_FORCE_INLINE Vec4V V4LoadXYZW(const float& x, const float& y, const float& z, const float& w)
{
return _mm_set_ps(w, z, y, x);
}
/*
// AP: work in progress - use proper SSE intrinsics where possible
NV_FORCE_INLINE VecU16V V4U32PK(VecU32V a, VecU32V b)
{
VecU16V result;
result.m128_u16[0] = uint16_t(NvClamp<uint32_t>((a).m128_u32[0], 0, 0xFFFF));
result.m128_u16[1] = uint16_t(NvClamp<uint32_t>((a).m128_u32[1], 0, 0xFFFF));
result.m128_u16[2] = uint16_t(NvClamp<uint32_t>((a).m128_u32[2], 0, 0xFFFF));
result.m128_u16[3] = uint16_t(NvClamp<uint32_t>((a).m128_u32[3], 0, 0xFFFF));
result.m128_u16[4] = uint16_t(NvClamp<uint32_t>((b).m128_u32[0], 0, 0xFFFF));
result.m128_u16[5] = uint16_t(NvClamp<uint32_t>((b).m128_u32[1], 0, 0xFFFF));
result.m128_u16[6] = uint16_t(NvClamp<uint32_t>((b).m128_u32[2], 0, 0xFFFF));
result.m128_u16[7] = uint16_t(NvClamp<uint32_t>((b).m128_u32[3], 0, 0xFFFF));
return result;
}
*/
NV_FORCE_INLINE VecU32V V4U32Sel(const BoolV c, const VecU32V a, const VecU32V b)
{
return m128_I2F(_mm_or_si128(
_mm_andnot_si128(m128_F2I(c), m128_F2I(b)),
_mm_and_si128(m128_F2I(c), m128_F2I(a))
));
}
NV_FORCE_INLINE VecU32V V4U32or(VecU32V a, VecU32V b)
{
return m128_I2F(_mm_or_si128(m128_F2I(a), m128_F2I(b)));
}
NV_FORCE_INLINE VecU32V V4U32and(VecU32V a, VecU32V b)
{
return m128_I2F(_mm_and_si128(m128_F2I(a), m128_F2I(b)));
}
NV_FORCE_INLINE VecU32V V4U32Andc(VecU32V a, VecU32V b)
{
return m128_I2F(_mm_andnot_si128(m128_F2I(b), m128_F2I(a)));
}
/*
NV_FORCE_INLINE VecU16V V4U16Or(VecU16V a, VecU16V b)
{
return m128_I2F(_mm_or_si128(m128_F2I(a), m128_F2I(b)));
}
*/
/*
NV_FORCE_INLINE VecU16V V4U16And(VecU16V a, VecU16V b)
{
return m128_I2F(_mm_and_si128(m128_F2I(a), m128_F2I(b)));
}
*/
/*
NV_FORCE_INLINE VecU16V V4U16Andc(VecU16V a, VecU16V b)
{
return m128_I2F(_mm_andnot_si128(m128_F2I(b), m128_F2I(a)));
}
*/
NV_FORCE_INLINE VecI32V I4Load(const int32_t i)
{
return (_mm_load1_ps((float*)&i));
}
NV_FORCE_INLINE VecI32V I4LoadU(const int32_t* i)
{
return _mm_loadu_ps((float*)i);
}
NV_FORCE_INLINE VecI32V I4LoadA(const int32_t* i)
{
return _mm_load_ps((float*)i);
}
NV_FORCE_INLINE VecI32V VecI32V_Add(const VecI32VArg a, const VecI32VArg b)
{
return m128_I2F(_mm_add_epi32(m128_F2I(a), m128_F2I(b)));
}
NV_FORCE_INLINE VecI32V VecI32V_Sub(const VecI32VArg a, const VecI32VArg b)
{
return m128_I2F(_mm_sub_epi32(m128_F2I(a), m128_F2I(b)));
}
NV_FORCE_INLINE BoolV VecI32V_IsGrtr(const VecI32VArg a, const VecI32VArg b)
{
return m128_I2F(_mm_cmpgt_epi32(m128_F2I(a), m128_F2I(b)));
}
NV_FORCE_INLINE BoolV VecI32V_IsEq(const VecI32VArg a, const VecI32VArg b)
{
return m128_I2F(_mm_cmpeq_epi32(m128_F2I(a), m128_F2I(b)));
}
NV_FORCE_INLINE VecI32V V4I32Sel(const BoolV c, const VecI32V a, const VecI32V b)
{
return V4U32Sel(c, a, b);
}
NV_FORCE_INLINE VecI32V VecI32V_Zero()
{
return V4Zero();
}
NV_FORCE_INLINE VecI32V VecI32V_One()
{
return I4Load(1);
}
NV_FORCE_INLINE VecI32V VecI32V_Two()
{
return I4Load(2);
}
NV_FORCE_INLINE VecI32V VecI32V_MinusOne()
{
return I4Load(-1);
}
NV_FORCE_INLINE VecU32V U4Zero()
{
return U4Load(0);
}
NV_FORCE_INLINE VecU32V U4One()
{
return U4Load(1);
}
NV_FORCE_INLINE VecU32V U4Two()
{
return U4Load(2);
}
NV_FORCE_INLINE VecI32V VecI32V_Sel(const BoolV c, const VecI32VArg a, const VecI32VArg b)
{
VECMATHAOS_ASSERT(_VecMathTests::allElementsEqualBoolV(c,BTTTT()) || _VecMathTests::allElementsEqualBoolV(c,BFFFF()));
return _mm_or_ps(_mm_andnot_ps(c, b), _mm_and_ps(c, a));
}
NV_FORCE_INLINE VecShiftV VecI32V_PrepareShift(const VecI32VArg shift)
{
VecShiftV s;
s.shift = VecI32V_Sel(BTFFF(), shift, VecI32V_Zero());
return s;
}
NV_FORCE_INLINE VecI32V VecI32V_LeftShift(const VecI32VArg a, const VecShiftVArg count)
{
return m128_I2F(_mm_sll_epi32(m128_F2I(a), m128_F2I(count.shift)));
}
NV_FORCE_INLINE VecI32V VecI32V_RightShift(const VecI32VArg a, const VecShiftVArg count)
{
return m128_I2F(_mm_srl_epi32(m128_F2I(a), m128_F2I(count.shift)));
}
NV_FORCE_INLINE VecI32V VecI32V_And(const VecI32VArg a, const VecI32VArg b)
{
return _mm_and_ps(a, b);
}
NV_FORCE_INLINE VecI32V VecI32V_Or(const VecI32VArg a, const VecI32VArg b)
{
return _mm_or_ps(a, b);
}
NV_FORCE_INLINE VecI32V VecI32V_GetX(const VecI32VArg a)
{
return _mm_shuffle_ps(a, a, _MM_SHUFFLE(0,0,0,0));
}
NV_FORCE_INLINE VecI32V VecI32V_GetY(const VecI32VArg a)
{
return _mm_shuffle_ps(a, a, _MM_SHUFFLE(1,1,1,1));
}
NV_FORCE_INLINE VecI32V VecI32V_GetZ(const VecI32VArg a)
{
return _mm_shuffle_ps(a, a, _MM_SHUFFLE(2,2,2,2));
}
NV_FORCE_INLINE VecI32V VecI32V_GetW(const VecI32VArg a)
{
return _mm_shuffle_ps(a, a, _MM_SHUFFLE(3,3,3,3));
}
NV_FORCE_INLINE void NvI32_From_VecI32V(const VecI32VArg a, int32_t* i)
{
_mm_store_ss((float*)i,a);
}
NV_FORCE_INLINE VecI32V VecI32V_Merge(const VecI32VArg a, const VecI32VArg b, const VecI32VArg c, const VecI32VArg d)
{
return V4Merge(a, b, c, d);
}
NV_FORCE_INLINE VecI32V VecI32V_From_BoolV(const BoolVArg a)
{
return a;
}
NV_FORCE_INLINE VecU32V VecU32V_From_BoolV(const BoolVArg a)
{
return a;
}
/*
template<int a> NV_FORCE_INLINE VecI32V V4ISplat()
{
VecI32V result;
result.m128_i32[0] = a;
result.m128_i32[1] = a;
result.m128_i32[2] = a;
result.m128_i32[3] = a;
return result;
}
template<uint32_t a> NV_FORCE_INLINE VecU32V V4USplat()
{
VecU32V result;
result.m128_u32[0] = a;
result.m128_u32[1] = a;
result.m128_u32[2] = a;
result.m128_u32[3] = a;
return result;
}
*/
/*
NV_FORCE_INLINE void V4U16StoreAligned(VecU16V val, VecU16V* address)
{
*address = val;
}
*/
NV_FORCE_INLINE void V4U32StoreAligned(VecU32V val, VecU32V* address)
{
*address = val;
}
NV_FORCE_INLINE Vec4V V4LoadAligned(Vec4V* addr)
{
return *addr;
}
NV_FORCE_INLINE Vec4V V4LoadUnaligned(Vec4V* addr)
{
return V4LoadU((float*)addr);
}
NV_FORCE_INLINE Vec4V V4Andc(const Vec4V a, const VecU32V b)
{
VecU32V result32(a);
result32 = V4U32Andc(result32, b);
return Vec4V(result32);
}
NV_FORCE_INLINE VecU32V V4IsGrtrV32u(const Vec4V a, const Vec4V b)
{
return V4IsGrtr(a, b);
}
NV_FORCE_INLINE VecU16V V4U16LoadAligned(VecU16V* addr)
{
return *addr;
}
NV_FORCE_INLINE VecU16V V4U16LoadUnaligned(VecU16V* addr)
{
return *addr;
}
NV_FORCE_INLINE VecU16V V4U16CompareGt(VecU16V a, VecU16V b)
{
// _mm_cmpgt_epi16 doesn't work for unsigned values unfortunately
// return m128_I2F(_mm_cmpgt_epi16(m128_F2I(a), m128_F2I(b)));
VecU16V result;
result.m128_u16[0] = (a).m128_u16[0]>(b).m128_u16[0];
result.m128_u16[1] = (a).m128_u16[1]>(b).m128_u16[1];
result.m128_u16[2] = (a).m128_u16[2]>(b).m128_u16[2];
result.m128_u16[3] = (a).m128_u16[3]>(b).m128_u16[3];
result.m128_u16[4] = (a).m128_u16[4]>(b).m128_u16[4];
result.m128_u16[5] = (a).m128_u16[5]>(b).m128_u16[5];
result.m128_u16[6] = (a).m128_u16[6]>(b).m128_u16[6];
result.m128_u16[7] = (a).m128_u16[7]>(b).m128_u16[7];
return result;
}
NV_FORCE_INLINE VecU16V V4I16CompareGt(VecU16V a, VecU16V b)
{
return m128_I2F(_mm_cmpgt_epi16(m128_F2I(a), m128_F2I(b)));
}
NV_FORCE_INLINE Vec4V Vec4V_From_VecU32V(VecU32V a)
{
Vec4V result = V4LoadXYZW(float(a.m128_u32[0]), float(a.m128_u32[1]), float(a.m128_u32[2]), float(a.m128_u32[3]));
return result;
}
NV_FORCE_INLINE Vec4V Vec4V_From_VecI32V(VecI32V in)
{
return _mm_cvtepi32_ps(m128_F2I(in));
}
NV_FORCE_INLINE VecI32V VecI32V_From_Vec4V(Vec4V a)
{
return _mm_cvttps_epi32(a);
}
NV_FORCE_INLINE Vec4V Vec4V_ReinterpretFrom_VecU32V(VecU32V a)
{
return Vec4V(a);
}
NV_FORCE_INLINE Vec4V Vec4V_ReinterpretFrom_VecI32V(VecI32V a)
{
return Vec4V(a);
}
NV_FORCE_INLINE VecU32V VecU32V_ReinterpretFrom_Vec4V(Vec4V a)
{
return VecU32V(a);
}
NV_FORCE_INLINE VecI32V VecI32V_ReinterpretFrom_Vec4V(Vec4V a)
{
return VecI32V(a);
}
/*
template<int index> NV_FORCE_INLINE BoolV BSplatElement(BoolV a)
{
BoolV result;
result[0] = result[1] = result[2] = result[3] = a[index];
return result;
}
*/
template<int index> BoolV BSplatElement(BoolV a)
{
float* data = (float*)&a;
return V4Load(data[index]);
}
template<int index> NV_FORCE_INLINE VecU32V V4U32SplatElement(VecU32V a)
{
VecU32V result;
result.m128_u32[0] = result.m128_u32[1] = result.m128_u32[2] = result.m128_u32[3] = a.m128_u32[index];
return result;
}
template<int index> NV_FORCE_INLINE Vec4V V4SplatElement(Vec4V a)
{
float* data = (float*)&a;
return V4Load(data[index]);
}
template<int index> NV_FORCE_INLINE VecU16V V4U16SplatElement(VecU16V a)
{
VecU16V result;
for (int i = 0; i < 8; i ++)
result.m128_u16[i] = a.m128_u16[index];
return result;
}
template<int imm> NV_FORCE_INLINE VecI16V V4I16SplatImmediate()
{
VecI16V result;
result.m128_i16[0] = imm;
result.m128_i16[1] = imm;
result.m128_i16[2] = imm;
result.m128_i16[3] = imm;
result.m128_i16[4] = imm;
result.m128_i16[5] = imm;
result.m128_i16[6] = imm;
result.m128_i16[7] = imm;
return result;
}
template<uint16_t imm> NV_FORCE_INLINE VecU16V V4U16SplatImmediate()
{
VecU16V result;
result.m128_u16[0] = imm;
result.m128_u16[1] = imm;
result.m128_u16[2] = imm;
result.m128_u16[3] = imm;
result.m128_u16[4] = imm;
result.m128_u16[5] = imm;
result.m128_u16[6] = imm;
result.m128_u16[7] = imm;
return result;
}
NV_FORCE_INLINE VecU16V V4U16SubtractModulo(VecU16V a, VecU16V b)
{
return m128_I2F(_mm_sub_epi16(m128_F2I(a), m128_F2I(b)));
}
NV_FORCE_INLINE VecU16V V4U16AddModulo(VecU16V a, VecU16V b)
{
return m128_I2F(_mm_add_epi16(m128_F2I(a), m128_F2I(b)));
}
NV_FORCE_INLINE VecU32V V4U16GetLo16(VecU16V a)
{
VecU32V result;
result.m128_u32[0] = a.m128_u16[0];
result.m128_u32[1] = a.m128_u16[2];
result.m128_u32[2] = a.m128_u16[4];
result.m128_u32[3] = a.m128_u16[6];
return result;
}
NV_FORCE_INLINE VecU32V V4U16GetHi16(VecU16V a)
{
VecU32V result;
result.m128_u32[0] = a.m128_u16[1];
result.m128_u32[1] = a.m128_u16[3];
result.m128_u32[2] = a.m128_u16[5];
result.m128_u32[3] = a.m128_u16[7];
return result;
}
NV_FORCE_INLINE VecU32V VecU32VLoadXYZW(uint32_t x, uint32_t y, uint32_t z, uint32_t w)
{
VecU32V result;
result.m128_u32[0] = x;
result.m128_u32[1] = y;
result.m128_u32[2] = z;
result.m128_u32[3] = w;
return result;
}
NV_FORCE_INLINE Vec4V V4Ceil(const Vec4V in)
{
UnionM128 a(in);
return V4LoadXYZW(NvCeil(a.m128_f32[0]), NvCeil(a.m128_f32[1]), NvCeil(a.m128_f32[2]), NvCeil(a.m128_f32[3]));
}
NV_FORCE_INLINE Vec4V V4Floor(const Vec4V in)
{
UnionM128 a(in);
return V4LoadXYZW(NvFloor(a.m128_f32[0]), NvFloor(a.m128_f32[1]), NvFloor(a.m128_f32[2]), NvFloor(a.m128_f32[3]));
}
NV_FORCE_INLINE VecU32V V4ConvertToU32VSaturate(const Vec4V in, uint32_t power)
{
NV_ASSERT(power == 0 && "Non-zero power not supported in convertToU32VSaturate");
NV_UNUSED(power); // prevent warning in release builds
float ffffFFFFasFloat = float(0xFFFF0000);
UnionM128 a(in);
VecU32V result;
result.m128_u32[0] = uint32_t(NvClamp<float>((a).m128_f32[0], 0.0f, ffffFFFFasFloat));
result.m128_u32[1] = uint32_t(NvClamp<float>((a).m128_f32[1], 0.0f, ffffFFFFasFloat));
result.m128_u32[2] = uint32_t(NvClamp<float>((a).m128_f32[2], 0.0f, ffffFFFFasFloat));
result.m128_u32[3] = uint32_t(NvClamp<float>((a).m128_f32[3], 0.0f, ffffFFFFasFloat));
return result;
}
#endif //PS_UNIX_SSE2_INLINE_AOS_H
| 91,920 | C | 27.770266 | 125 | 0.64332 |
NVIDIA-Omniverse/PhysX/blast/source/shared/NsFoundation/include/platform/unix/sse2/NsUnixSse2AoS.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2023 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2023 NovodeX AG. All rights reserved.
#ifndef PS_UNIX_SSE2_AOS_H
#define PS_UNIX_SSE2_AOS_H
// no includes here! this file should be included from NvcVecMath.h only!!!
#if !COMPILE_VECTOR_INTRINSICS
#error Vector intrinsics should not be included when using scalar implementation.
#endif
typedef union UnionM128
{
UnionM128(){}
UnionM128(__m128 in)
{
m128 = in;
}
UnionM128(__m128i in)
{
m128i = in;
}
operator __m128()
{
return m128;
}
operator const __m128() const
{
return m128;
}
float m128_f32[4];
__int8_t m128_i8[16];
__int16_t m128_i16[8];
__int32_t m128_i32[4];
__int64_t m128_i64[2];
__uint16_t m128_u16[8];
__uint32_t m128_u32[4];
__uint64_t m128_u64[2];
__m128 m128;
__m128i m128i;
} UnionM128;
typedef __m128 FloatV;
typedef __m128 Vec3V;
typedef __m128 Vec4V;
typedef __m128 BoolV;
typedef __m128 QuatV;
//typedef __m128 VecU32V;
//typedef __m128 VecI32V;
//typedef __m128 VecU16V;
//typedef __m128 VecI16V;
//typedef __m128 VecU8V;
typedef UnionM128 VecU32V;
typedef UnionM128 VecI32V;
typedef UnionM128 VecU16V;
typedef UnionM128 VecI16V;
typedef UnionM128 VecU8V;
#define FloatVArg FloatV&
#define Vec3VArg Vec3V&
#define Vec4VArg Vec4V&
#define BoolVArg BoolV&
#define VecU32VArg VecU32V&
#define VecI32VArg VecI32V&
#define VecU16VArg VecU16V&
#define VecI16VArg VecI16V&
#define VecU8VArg VecU8V&
#define QuatVArg QuatV&
//Optimization for situations in which you cross product multiple vectors with the same vector.
//Avoids 2X shuffles per product
struct VecCrossV
{
Vec3V mL1;
Vec3V mR1;
};
struct VecShiftV
{
VecI32V shift;
};
#define VecShiftVArg VecShiftV&
NV_ALIGN_PREFIX(16)
struct Mat33V
{
Mat33V(){}
Mat33V(const Vec3V& c0, const Vec3V& c1, const Vec3V& c2)
: col0(c0),
col1(c1),
col2(c2)
{
}
Vec3V NV_ALIGN(16,col0);
Vec3V NV_ALIGN(16,col1);
Vec3V NV_ALIGN(16,col2);
}NV_ALIGN_SUFFIX(16);
NV_ALIGN_PREFIX(16)
struct Mat34V
{
Mat34V(){}
Mat34V(const Vec3V& c0, const Vec3V& c1, const Vec3V& c2, const Vec3V& c3)
: col0(c0),
col1(c1),
col2(c2),
col3(c3)
{
}
Vec3V NV_ALIGN(16,col0);
Vec3V NV_ALIGN(16,col1);
Vec3V NV_ALIGN(16,col2);
Vec3V NV_ALIGN(16,col3);
}NV_ALIGN_SUFFIX(16);
NV_ALIGN_PREFIX(16)
struct Mat43V
{
Mat43V(){}
Mat43V(const Vec4V& c0, const Vec4V& c1, const Vec4V& c2)
: col0(c0),
col1(c1),
col2(c2)
{
}
Vec4V NV_ALIGN(16,col0);
Vec4V NV_ALIGN(16,col1);
Vec4V NV_ALIGN(16,col2);
}NV_ALIGN_SUFFIX(16);
NV_ALIGN_PREFIX(16)
struct Mat44V
{
Mat44V(){}
Mat44V(const Vec4V& c0, const Vec4V& c1, const Vec4V& c2, const Vec4V& c3)
: col0(c0),
col1(c1),
col2(c2),
col3(c3)
{
}
Vec4V NV_ALIGN(16,col0);
Vec4V NV_ALIGN(16,col1);
Vec4V NV_ALIGN(16,col2);
Vec4V NV_ALIGN(16,col3);
}NV_ALIGN_SUFFIX(16);
#endif //PS_UNIX_SSE2_AOS_H
| 4,797 | C | 25.076087 | 95 | 0.664582 |
NVIDIA-Omniverse/PhysX/blast/source/shared/NsFoundation/include/platform/unix/neon/NsUnixNeonAoS.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2023 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2023 NovodeX AG. All rights reserved.
#ifndef PS_UNIX_NEON_AOS_H
#define PS_UNIX_NEON_AOS_H
// no includes here! this file should be included from NvcVecMath.h only!!!
#if !COMPILE_VECTOR_INTRINSICS
#error Vector intrinsics should not be included when using scalar implementation.
#endif
// only ARM NEON compatible platforms should reach this
#include <arm_neon.h>
typedef float32x2_t FloatV;
typedef float32x4_t Vec3V;
typedef float32x4_t Vec4V;
typedef uint32x4_t BoolV;
typedef float32x4_t QuatV;
typedef uint32x4_t VecU32V;
typedef int32x4_t VecI32V;
typedef uint16x8_t VecU16V;
typedef int16x8_t VecI16V;
typedef uint8x16_t VecU8V;
#define FloatVArg FloatV&
#define Vec3VArg Vec3V&
#define Vec4VArg Vec4V&
#define BoolVArg BoolV&
#define VecU32VArg VecU32V&
#define VecI32VArg VecI32V&
#define VecU16VArg VecU16V&
#define VecI16VArg VecI16V&
#define VecU8VArg VecU8V&
#define QuatVArg QuatV&
//KS - TODO - make an actual VecCrossV type for NEON
#define VecCrossV Vec3V
typedef VecI32V VecShiftV;
#define VecShiftVArg VecShiftV&
NV_ALIGN_PREFIX(16)
struct Mat33V
{
Mat33V(){}
Mat33V(const Vec3V& c0, const Vec3V& c1, const Vec3V& c2)
: col0(c0),
col1(c1),
col2(c2)
{
}
Vec3V NV_ALIGN(16,col0);
Vec3V NV_ALIGN(16,col1);
Vec3V NV_ALIGN(16,col2);
}NV_ALIGN_SUFFIX(16);
NV_ALIGN_PREFIX(16)
struct Mat34V
{
Mat34V(){}
Mat34V(const Vec3V& c0, const Vec3V& c1, const Vec3V& c2, const Vec3V& c3)
: col0(c0),
col1(c1),
col2(c2),
col3(c3)
{
}
Vec3V NV_ALIGN(16,col0);
Vec3V NV_ALIGN(16,col1);
Vec3V NV_ALIGN(16,col2);
Vec3V NV_ALIGN(16,col3);
}NV_ALIGN_SUFFIX(16);
NV_ALIGN_PREFIX(16)
struct Mat43V
{
Mat43V(){}
Mat43V(const Vec4V& c0, const Vec4V& c1, const Vec4V& c2)
: col0(c0),
col1(c1),
col2(c2)
{
}
Vec4V NV_ALIGN(16,col0);
Vec4V NV_ALIGN(16,col1);
Vec4V NV_ALIGN(16,col2);
}NV_ALIGN_SUFFIX(16);
NV_ALIGN_PREFIX(16)
struct Mat44V
{
Mat44V(){}
Mat44V(const Vec4V& c0, const Vec4V& c1, const Vec4V& c2, const Vec4V& c3)
: col0(c0),
col1(c1),
col2(c2),
col3(c3)
{
}
Vec4V NV_ALIGN(16,col0);
Vec4V NV_ALIGN(16,col1);
Vec4V NV_ALIGN(16,col2);
Vec4V NV_ALIGN(16,col3);
}NV_ALIGN_SUFFIX(16);
#endif //PS_UNIX_NEON_AOS_H
| 4,061 | C | 28.223021 | 81 | 0.69835 |
NVIDIA-Omniverse/PhysX/blast/source/shared/NsFoundation/include/platform/unix/neon/NsUnixNeonInlineAoS.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2023 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2023 NovodeX AG. All rights reserved.
#ifndef PS_UNIX_NEON_INLINE_AOS_H
#define PS_UNIX_NEON_INLINE_AOS_H
#if !COMPILE_VECTOR_INTRINSICS
#error Vector intrinsics should not be included when using scalar implementation.
#endif
// improved estimates
#define VRECIPEQ recipq_newton<1>
#define VRECIPE recip_newton<1>
#define VRECIPSQRTEQ rsqrtq_newton<1>
#define VRECIPSQRTE rsqrt_newton<1>
// "exact"
#define VRECIPQ recipq_newton<4>
#define VRECIP recip_newton<4>
#define VRECIPSQRTQ rsqrtq_newton<4>
#define VRECIPSQRT rsqrt_newton<4>
#define VECMATH_AOS_EPSILON (1e-3f)
//Remove this define when all platforms use simd solver.
#define NV_SUPPORT_SIMD
namespace internalUnitNeonSimd
{
NV_FORCE_INLINE uint32_t BAllTrue4_R(const BoolV a)
{
const uint16x4_t dHigh = vget_high_u16(vreinterpretq_u16_u32(a));
const uint16x4_t dLow = vmovn_u32(a);
uint16x8_t combined = vcombine_u16(dLow, dHigh);
const uint32x2_t finalReduce = vreinterpret_u32_u8(vmovn_u16(combined));
return uint32_t(vget_lane_u32(finalReduce, 0) == 0xffffFFFF);
}
NV_FORCE_INLINE uint32_t BAnyTrue4_R(const BoolV a)
{
const uint16x4_t dHigh = vget_high_u16(vreinterpretq_u16_u32(a));
const uint16x4_t dLow = vmovn_u32(a);
uint16x8_t combined = vcombine_u16(dLow, dHigh);
const uint32x2_t finalReduce = vreinterpret_u32_u8(vmovn_u16(combined));
return uint32_t(vget_lane_u32(finalReduce, 0) != 0x0);
}
NV_FORCE_INLINE uint32_t BAllTrue3_R(const BoolV a)
{
const uint16x4_t dHigh = vget_high_u16(vreinterpretq_u16_u32(a));
const uint16x4_t dLow = vmovn_u32(a);
uint16x8_t combined = vcombine_u16(dLow, dHigh);
const uint32x2_t finalReduce = vreinterpret_u32_u8(vmovn_u16(combined));
return uint32_t((vget_lane_u32(finalReduce, 0) & 0xffFFff) == 0xffFFff);
}
NV_FORCE_INLINE uint32_t BAnyTrue3_R(const BoolV a)
{
const uint16x4_t dHigh = vget_high_u16(vreinterpretq_u16_u32(a));
const uint16x4_t dLow = vmovn_u32(a);
uint16x8_t combined = vcombine_u16(dLow, dHigh);
const uint32x2_t finalReduce = vreinterpret_u32_u8(vmovn_u16(combined));
return uint32_t((vget_lane_u32(finalReduce, 0) & 0xffFFff) != 0);
}
}
namespace _VecMathTests
{
NV_FORCE_INLINE bool allElementsEqualFloatV(const FloatV a, const FloatV b)
{
VECMATHAOS_ASSERT(isValidFloatV(a));
VECMATHAOS_ASSERT(isValidFloatV(b));
return vget_lane_u32(vceq_f32(a, b), 0) != 0;
}
NV_FORCE_INLINE bool allElementsEqualVec3V(const Vec3V a, const Vec3V b)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
VECMATHAOS_ASSERT(isValidVec3V(b));
return V3AllEq(a, b) != 0;
}
NV_FORCE_INLINE bool allElementsEqualVec4V(const Vec4V a, const Vec4V b)
{
return V4AllEq(a, b) != 0;
}
NV_FORCE_INLINE bool allElementsEqualBoolV(const BoolV a, const BoolV b)
{
return internalUnitNeonSimd::BAllTrue4_R(vceqq_u32(a, b)) != 0;
}
NV_FORCE_INLINE uint32_t V4U32AllEq(const VecU32V a, const VecU32V b)
{
return internalUnitNeonSimd::BAllTrue4_R(V4IsEqU32(a, b));
}
NV_FORCE_INLINE bool allElementsEqualVecU32V(const VecU32V a, const VecU32V b)
{
return V4U32AllEq(a, b) != 0;
}
NV_FORCE_INLINE BoolV V4IsEqI32(const VecI32V a, const VecI32V b)
{
return vceqq_s32(a, b);
}
NV_FORCE_INLINE uint32_t V4I32AllEq(const VecI32V a, const VecI32V b)
{
return internalUnitNeonSimd::BAllTrue4_R(V4IsEqI32(a, b));
}
NV_FORCE_INLINE bool allElementsEqualVecI32V(const VecI32V a, const VecI32V b)
{
return V4I32AllEq(a, b) != 0;
}
NV_FORCE_INLINE bool allElementsNearEqualFloatV(const FloatV a, const FloatV b)
{
VECMATHAOS_ASSERT(isValidFloatV(a));
VECMATHAOS_ASSERT(isValidFloatV(b));
const float32x2_t c = vsub_f32(a, b);
const float32x2_t error = vdup_n_f32(VECMATH_AOS_EPSILON);
// absolute compare abs(error) > abs(c)
#if NV_WINRT
const uint32x2_t greater = vacgt_f32(error, c);
#else
const uint32x2_t greater = vcagt_f32(error, c);
#endif
const uint32x2_t min = vpmin_u32(greater, greater);
return vget_lane_u32(min, 0) != 0x0;
}
NV_FORCE_INLINE bool allElementsNearEqualVec3V(const Vec3V a, const Vec3V b)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
VECMATHAOS_ASSERT(isValidVec3V(b));
const float32x4_t c = vsubq_f32(a, b);
const float32x4_t error = vdupq_n_f32(VECMATH_AOS_EPSILON);
// absolute compare abs(error) > abs(c)
#if NV_WINRT
const uint32x4_t greater = vacgtq_f32(error, c);
#else
const uint32x4_t greater = vcagtq_f32(error, c);
#endif
return internalUnitNeonSimd::BAllTrue3_R(greater) != 0;
}
NV_FORCE_INLINE bool allElementsNearEqualVec4V(const Vec4V a, const Vec4V b)
{
const float32x4_t c = vsubq_f32(a, b);
const float32x4_t error = vdupq_n_f32(VECMATH_AOS_EPSILON);
// absolute compare abs(error) > abs(c)
#if NV_WINRT
const uint32x4_t greater = vacgtq_f32(error, c);
#else
const uint32x4_t greater = vcagtq_f32(error, c);
#endif
return internalUnitNeonSimd::BAllTrue4_R(greater) != 0x0;
}
}
#if 0 // debugging printfs
#include <stdio.h>
NV_FORCE_INLINE void printVec(const float32x4_t& v, const char* name)
{
NV_ALIGN(16, float32_t) data[4];
vst1q_f32(data, v);
printf("%s: (%f, %f, %f, %f)\n", name, data[0], data[1], data[2], data[3]);
}
NV_FORCE_INLINE void printVec(const float32x2_t& v, const char* name)
{
NV_ALIGN(16, float32_t) data[2];
vst1_f32(data, v);
printf("%s: (%f, %f)\n", name, data[0], data[1]);
}
NV_FORCE_INLINE void printVec(const uint32x4_t& v, const char* name)
{
NV_ALIGN(16, uint32_t) data[4];
vst1q_u32(data, v);
printf("%s: (0x%x, 0x%x, 0x%x, 0x%x)\n", name, data[0], data[1], data[2], data[3]);
}
NV_FORCE_INLINE void printVec(const uint16x8_t& v, const char* name)
{
NV_ALIGN(16, uint16_t) data[8];
vst1q_u16(data, v);
printf("%s: (0x%x, 0x%x, 0x%x, 0x%x, 0x%x, 0x%x, 0x%x, 0x%x)\n", name, data[0], data[1], data[2], data[3],
data[4], data[5], data[6], data[7]);
}
NV_FORCE_INLINE void printVec(const int32x4_t& v, const char* name)
{
NV_ALIGN(16, int32_t) data[4];
vst1q_s32(data, v);
printf("%s: (0x%x, 0x%x, 0x%x, 0x%x)\n", name, data[0], data[1], data[2], data[3]);
}
NV_FORCE_INLINE void printVec(const int16x8_t& v, const char* name)
{
NV_ALIGN(16, int16_t) data[8];
vst1q_s16(data, v);
printf("%s: (0x%x, 0x%x, 0x%x, 0x%x, 0x%x, 0x%x, 0x%x, 0x%x)\n", name, data[0], data[1], data[2], data[3],
data[4], data[5], data[6], data[7]);
}
NV_FORCE_INLINE void printVec(const uint16x4_t& v, const char* name)
{
NV_ALIGN(16, uint16_t) data[4];
vst1_u16(data, v);
printf("%s: (0x%x, 0x%x, 0x%x, 0x%x)\n", name, data[0], data[1], data[2], data[3]);
}
NV_FORCE_INLINE void printVec(const uint32x2_t& v, const char* name)
{
NV_ALIGN(16, uint32_t) data[2];
vst1_u32(data, v);
printf("%s: (0x%x, 0x%x)\n", name, data[0], data[1]);
}
NV_FORCE_INLINE void printVar(const uint32_t v, const char* name)
{
printf("%s: 0x%x\n", name, v);
}
NV_FORCE_INLINE void printVar(const float v, const char* name)
{
printf("%s: %f\n", name, v);
}
#define PRINT_VAR(X) printVar((X), #X)
#define PRINT_VEC(X) printVec((X), #X)
#define PRINT_VEC_TITLE(TITLE, X) printVec((X), TITLE #X)
#endif // debugging printf
/////////////////////////////////////////////////////////////////////
////FUNCTIONS USED ONLY FOR ASSERTS IN VECTORISED IMPLEMENTATIONS
/////////////////////////////////////////////////////////////////////
NV_FORCE_INLINE bool isValidFloatV(const FloatV a)
{
NV_ALIGN(16,float) data[4];
vst1_f32((float32_t*)data, a);
if(isFiniteFloatV(a))
return data[0] == data[1];
else
{
uint32_t* intData = (uint32_t*)data;
return intData[0] == intData[1];
}
}
NV_FORCE_INLINE bool isValidVec3V(const Vec3V a)
{
const float32_t w = vgetq_lane_f32(a, 3);
if(isFiniteVec3V(a))
return w == 0.0f;
else
{
NV_ALIGN(16,float) data[4];
vst1q_f32((float32_t*)data, a);
uint32_t* intData = (uint32_t*)data;
return !intData[3] || ((intData[0] == intData[1]) && (intData[0] == intData[2]) && (intData[0] == intData[3]));
}
}
NV_FORCE_INLINE bool isFiniteFloatV(const FloatV a)
{
NV_ALIGN(16,float) data[4];
vst1_f32((float32_t*)data, a);
return NvIsFinite(data[0]) && NvIsFinite(data[1]);
}
NV_FORCE_INLINE bool isFiniteVec3V(const Vec3V a)
{
NV_ALIGN(16,float) data[4];
vst1q_f32((float32_t*)data, a);
return NvIsFinite(data[0]) && NvIsFinite(data[1]) && NvIsFinite(data[2]);
}
NV_FORCE_INLINE bool isFiniteVec4V(const Vec4V a)
{
NV_ALIGN(16,float) data[4];
vst1q_f32((float32_t*)data, a);
return NvIsFinite(data[0]) && NvIsFinite(data[1]) && NvIsFinite(data[2]) && NvIsFinite(data[3]);
}
NV_FORCE_INLINE bool hasZeroElementinFloatV(const FloatV a)
{
VECMATHAOS_ASSERT(isValidFloatV(a));
return vget_lane_u32(vreinterpret_u32_f32(a), 0) == 0;
}
NV_FORCE_INLINE bool hasZeroElementInVec3V(const Vec3V a)
{
const uint32x2_t dLow = vget_low_u32(vreinterpretq_u32_f32(a));
const uint32x2_t dMin = vpmin_u32(dLow, dLow);
return vget_lane_u32(dMin, 0) == 0 || vgetq_lane_u32(vreinterpretq_u32_f32(a), 2) == 0;
}
NV_FORCE_INLINE bool hasZeroElementInVec4V(const Vec4V a)
{
const uint32x2_t dHigh = vget_high_u32(vreinterpretq_u32_f32(a));
const uint32x2_t dLow = vget_low_u32(vreinterpretq_u32_f32(a));
const uint32x2_t dMin = vmin_u32(dHigh, dLow);
const uint32x2_t pairMin = vpmin_u32(dMin, dMin);
return vget_lane_u32(pairMin, 0) == 0;
}
/////////////////////////////////////////////////////////////////////
////VECTORISED FUNCTION IMPLEMENTATIONS
/////////////////////////////////////////////////////////////////////
NV_FORCE_INLINE FloatV FLoad(const float f)
{
return vdup_n_f32(reinterpret_cast<const float32_t&>(f));
}
NV_FORCE_INLINE FloatV FLoadA(const float* const f)
{
VECMATHAOS_ASSERT(0 == ((uint64_t)f & 0x0f));
return vld1_f32((const float32_t*)f);
}
NV_FORCE_INLINE Vec3V V3Load(const float f)
{
NV_ALIGN(16, float) data[4] = {f, f, f, 0.0f};
return V4LoadA(data);
}
NV_FORCE_INLINE Vec4V V4Load(const float f)
{
return vdupq_n_f32(reinterpret_cast<const float32_t&>(f));
}
NV_FORCE_INLINE BoolV BLoad(const bool f)
{
const uint32_t i=uint32_t(-(int32_t)f);
return vdupq_n_u32(i);
}
NV_FORCE_INLINE Vec3V V3LoadA(const NvVec3& f)
{
VECMATHAOS_ASSERT(0 == ((size_t)&f & 0x0f));
NV_ALIGN(16, float) data[4] = {f.x, f.y, f.z, 0.0f};
return V4LoadA(data);
}
NV_FORCE_INLINE Vec3V V3LoadU(const NvVec3& f)
{
NV_ALIGN(16, float) data[4] = {f.x, f.y, f.z, 0.0f};
return V4LoadA(data);
}
NV_FORCE_INLINE Vec3V V3LoadUnsafeA(const NvVec3& f)
{
NV_ALIGN(16, float) data[4] = {f.x, f.y, f.z, 0.0f};
return V4LoadA(data);
}
NV_FORCE_INLINE Vec3V V3LoadA(const float* f)
{
VECMATHAOS_ASSERT(0 == ((size_t)&f & 0x0f));
NV_ALIGN(16, float) data[4] = {f[0], f[1], f[2], 0.0f};
return V4LoadA(data);
}
NV_FORCE_INLINE Vec3V V3LoadU(const float* f)
{
NV_ALIGN(16, float) data[4] = {f[0], f[1], f[2], 0.0f};
return V4LoadA(data);
}
NV_FORCE_INLINE Vec3V Vec3V_From_Vec4V(Vec4V v)
{
return vsetq_lane_f32(0.0f, v, 3);
}
NV_FORCE_INLINE Vec3V Vec3V_From_Vec4V_WUndefined(Vec4V v)
{
return v;
}
NV_FORCE_INLINE Vec4V Vec4V_From_Vec3V(Vec3V f)
{
return f; //ok if it is implemented as the same type.
}
NV_FORCE_INLINE Vec4V Vec4V_From_FloatV(FloatV f)
{
return vcombine_f32(f, f);
}
NV_FORCE_INLINE Vec3V Vec3V_From_FloatV(FloatV f)
{
return Vec3V_From_Vec4V(Vec4V_From_FloatV(f));
}
NV_FORCE_INLINE Vec3V Vec3V_From_FloatV_WUndefined(FloatV f)
{
return Vec3V_From_Vec4V_WUndefined(Vec4V_From_FloatV(f));
}
NV_FORCE_INLINE Vec4V Vec4V_From_NvVec3_WUndefined(const NvVec3& f)
{
NV_ALIGN(16, float) data[4] = {f.x, f.y, f.z, 0.0f};
return V4LoadA(data);
}
NV_FORCE_INLINE Mat33V Mat33V_From_NvMat33(const NvMat33 &m)
{
return Mat33V(V3LoadU(m.column0),
V3LoadU(m.column1),
V3LoadU(m.column2));
}
NV_FORCE_INLINE void NvMat33_From_Mat33V(const Mat33V &m, NvMat33 &out)
{
NV_ASSERT((size_t(&out)&15)==0);
V3StoreU(m.col0, out.column0);
V3StoreU(m.col1, out.column1);
V3StoreU(m.col2, out.column2);
}
NV_FORCE_INLINE Vec4V V4LoadA(const float* const f)
{
VECMATHAOS_ASSERT(0 == ((uint64_t)f & 0x0f));
return vld1q_f32((const float32_t*)f);
}
NV_FORCE_INLINE void V4StoreA(Vec4V a, float* f)
{
VECMATHAOS_ASSERT(0 == ((uint64_t)f & 0x0f));
vst1q_f32((float32_t*)f,a);
}
NV_FORCE_INLINE void V4StoreU(const Vec4V a, float* f)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
VECMATHAOS_ASSERT(0 == ((int)&a & 0x0F));
NV_ALIGN(16,float) f2[4];
vst1q_f32((float32_t*)f2, a);
f[0] = f2[0];
f[1] = f2[1];
f[2] = f2[2];
f[3] = f2[3];
}
NV_FORCE_INLINE void BStoreA(const BoolV a, uint32_t* u)
{
VECMATHAOS_ASSERT(0 == ((uint64_t)u & 0x0f));
vst1q_u32((uint32_t*)u,a);
}
NV_FORCE_INLINE void U4StoreA(const VecU32V uv, uint32_t* u)
{
VECMATHAOS_ASSERT(0 == ((uint64_t)u & 0x0f));
vst1q_u32((uint32_t*)u,uv);
}
NV_FORCE_INLINE void I4StoreA(const VecI32V iv, int32_t* i)
{
VECMATHAOS_ASSERT(0 == ((uint64_t)i & 0x0f));
vst1q_s32((int32_t*)i,iv);
}
NV_FORCE_INLINE Vec4V V4LoadU(const float* const f)
{
return vld1q_f32((const float32_t*)f);
}
NV_FORCE_INLINE BoolV BLoad(const bool* const f)
{
const NV_ALIGN(16, uint32_t) b[4]={(uint32_t)(-(int32_t)f[0]), (uint32_t)(-(int32_t)f[1]), (uint32_t)(-(int32_t)f[2]), (uint32_t)(-(int32_t)f[3])};
return vld1q_u32(b);
}
NV_FORCE_INLINE float FStore(const FloatV a)
{
VECMATHAOS_ASSERT(isValidFloatV(a));
float f = vget_lane_f32(a, 0);
return f;
}
NV_FORCE_INLINE void FStore(const FloatV a, float* NV_RESTRICT f)
{
VECMATHAOS_ASSERT(isValidFloatV(a));
//vst1q_lane_f32(f, a, 0); // causes vst1 alignment bug
*f = vget_lane_f32(a, 0);
}
NV_FORCE_INLINE void V3StoreA(const Vec3V a, NvVec3& f)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
VECMATHAOS_ASSERT(0 == ((int)&a & 0x0F));
VECMATHAOS_ASSERT(0 == ((int)&f & 0x0F));
NV_ALIGN(16,float) f2[4];
vst1q_f32((float32_t*)f2, a);
f = NvVec3(f2[0], f2[1], f2[2]);
}
NV_FORCE_INLINE void V3StoreU(const Vec3V a, NvVec3& f)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
VECMATHAOS_ASSERT(0 == ((int)&a & 0x0F));
NV_ALIGN(16,float) f2[4];
vst1q_f32((float32_t*)f2, a);
f = NvVec3(f2[0], f2[1], f2[2]);
}
//////////////////////////////////
//FLOATV
//////////////////////////////////
NV_FORCE_INLINE FloatV FZero()
{
return FLoad(0.0f);
}
NV_FORCE_INLINE FloatV FOne()
{
return FLoad(1.0f);
}
NV_FORCE_INLINE FloatV FHalf()
{
return FLoad(0.5f);
}
NV_FORCE_INLINE FloatV FEps()
{
return FLoad(NV_EPS_REAL);
}
NV_FORCE_INLINE FloatV FEps6()
{
return FLoad(1e-6f);
}
NV_FORCE_INLINE FloatV FMax()
{
return FLoad(NV_MAX_REAL);
}
NV_FORCE_INLINE FloatV FNegMax()
{
return FLoad(-NV_MAX_REAL);
}
NV_FORCE_INLINE FloatV IZero()
{
return vreinterpret_f32_u32(vdup_n_u32(0));
}
NV_FORCE_INLINE FloatV IOne()
{
return vreinterpret_f32_u32(vdup_n_u32(1));
}
NV_FORCE_INLINE FloatV ITwo()
{
return vreinterpret_f32_u32(vdup_n_u32(2));
}
NV_FORCE_INLINE FloatV IThree()
{
return vreinterpret_f32_u32(vdup_n_u32(3));
}
NV_FORCE_INLINE FloatV IFour()
{
return vreinterpret_f32_u32(vdup_n_u32(4));
}
NV_FORCE_INLINE FloatV FNeg(const FloatV f)
{
VECMATHAOS_ASSERT(isValidFloatV(f));
return vneg_f32(f);
}
NV_FORCE_INLINE FloatV FAdd(const FloatV a, const FloatV b)
{
VECMATHAOS_ASSERT(isValidFloatV(a));
VECMATHAOS_ASSERT(isValidFloatV(b));
return vadd_f32(a, b);
}
NV_FORCE_INLINE FloatV FSub(const FloatV a, const FloatV b)
{
VECMATHAOS_ASSERT(isValidFloatV(a));
VECMATHAOS_ASSERT(isValidFloatV(b));
return vsub_f32(a, b);
}
NV_FORCE_INLINE FloatV FMul(const FloatV a, const FloatV b)
{
VECMATHAOS_ASSERT(isValidFloatV(a));
VECMATHAOS_ASSERT(isValidFloatV(b));
return vmul_f32(a, b);
}
template <int n>
NV_FORCE_INLINE float32x2_t recip_newton(const float32x2_t& in)
{
float32x2_t recip = vrecpe_f32(in);
for(int i=0; i<n; ++i)
recip = vmul_f32(recip, vrecps_f32(in, recip));
return recip;
}
template <int n>
NV_FORCE_INLINE float32x4_t recipq_newton(const float32x4_t& in)
{
float32x4_t recip = vrecpeq_f32(in);
for(int i=0; i<n; ++i)
recip = vmulq_f32(recip, vrecpsq_f32(recip, in));
return recip;
}
template <int n>
NV_FORCE_INLINE float32x2_t rsqrt_newton(const float32x2_t& in)
{
float32x2_t rsqrt = vrsqrte_f32(in);
for(int i=0; i<n; ++i)
rsqrt = vmul_f32(rsqrt, vrsqrts_f32(vmul_f32(rsqrt, rsqrt), in));
return rsqrt;
}
template <int n>
NV_FORCE_INLINE float32x4_t rsqrtq_newton(const float32x4_t& in)
{
float32x4_t rsqrt = vrsqrteq_f32(in);
for(int i=0; i<n; ++i)
rsqrt = vmulq_f32(rsqrt, vrsqrtsq_f32(vmulq_f32(rsqrt, rsqrt), in));
return rsqrt;
}
NV_FORCE_INLINE FloatV FDiv(const FloatV a, const FloatV b)
{
VECMATHAOS_ASSERT(isValidFloatV(a));
VECMATHAOS_ASSERT(isValidFloatV(b));
return vmul_f32(a, VRECIP(b));
}
NV_FORCE_INLINE FloatV FDivFast(const FloatV a, const FloatV b)
{
VECMATHAOS_ASSERT(isValidFloatV(a));
VECMATHAOS_ASSERT(isValidFloatV(b));
return vmul_f32(a, VRECIPE(b));
}
NV_FORCE_INLINE FloatV FRecip(const FloatV a)
{
return VRECIP(a);
}
NV_FORCE_INLINE FloatV FRecipFast(const FloatV a)
{
return VRECIPE(a);
}
NV_FORCE_INLINE FloatV FRsqrt(const FloatV a)
{
return VRECIPSQRT(a);
}
NV_FORCE_INLINE FloatV FSqrt(const FloatV a)
{
return vmul_f32(a, VRECIPSQRT(a));
}
NV_FORCE_INLINE FloatV FRsqrtFast(const FloatV a)
{
return VRECIPSQRTE(a);
}
NV_FORCE_INLINE FloatV FScaleAdd(const FloatV a, const FloatV b, const FloatV c)
{
VECMATHAOS_ASSERT(isValidFloatV(a));
VECMATHAOS_ASSERT(isValidFloatV(b));
VECMATHAOS_ASSERT(isValidFloatV(c));
return vmla_f32(c, a, b);
}
NV_FORCE_INLINE FloatV FNegScaleSub(const FloatV a, const FloatV b, const FloatV c)
{
VECMATHAOS_ASSERT(isValidFloatV(a));
VECMATHAOS_ASSERT(isValidFloatV(b));
VECMATHAOS_ASSERT(isValidFloatV(c));
return vmls_f32(c, a, b);
}
NV_FORCE_INLINE FloatV FAbs(const FloatV a)
{
VECMATHAOS_ASSERT(isValidFloatV(a));
return vabs_f32(a);
}
NV_FORCE_INLINE FloatV FSel(const BoolV c, const FloatV a, const FloatV b)
{
VECMATHAOS_ASSERT(_VecMathTests::allElementsEqualBoolV(c,BTTTT()) || _VecMathTests::allElementsEqualBoolV(c,BFFFF()));
VECMATHAOS_ASSERT(isValidFloatV(a));
VECMATHAOS_ASSERT(isValidFloatV(b));
return vbsl_f32(vget_low_u32(c), a, b);
}
NV_FORCE_INLINE BoolV FIsGrtr(const FloatV a, const FloatV b)
{
VECMATHAOS_ASSERT(isValidFloatV(a));
VECMATHAOS_ASSERT(isValidFloatV(b));
return vdupq_lane_u32(vcgt_f32(a, b), 0);
}
NV_FORCE_INLINE BoolV FIsGrtrOrEq(const FloatV a, const FloatV b)
{
VECMATHAOS_ASSERT(isValidFloatV(a));
VECMATHAOS_ASSERT(isValidFloatV(b));
return vdupq_lane_u32(vcge_f32(a, b), 0);
}
NV_FORCE_INLINE BoolV FIsEq(const FloatV a, const FloatV b)
{
VECMATHAOS_ASSERT(isValidFloatV(a));
VECMATHAOS_ASSERT(isValidFloatV(b));
return vdupq_lane_u32(vceq_f32(a, b), 0);
}
NV_FORCE_INLINE FloatV FMax(const FloatV a, const FloatV b)
{
VECMATHAOS_ASSERT(isValidFloatV(a));
VECMATHAOS_ASSERT(isValidFloatV(b));
return vmax_f32(a, b);
}
NV_FORCE_INLINE FloatV FMin(const FloatV a, const FloatV b)
{
VECMATHAOS_ASSERT(isValidFloatV(a));
VECMATHAOS_ASSERT(isValidFloatV(b));
return vmin_f32(a, b);
}
NV_FORCE_INLINE FloatV FClamp(const FloatV a, const FloatV minV, const FloatV maxV)
{
VECMATHAOS_ASSERT(isValidFloatV(a));
VECMATHAOS_ASSERT(isValidFloatV(minV));
VECMATHAOS_ASSERT(isValidFloatV(maxV));
return FMax(FMin(a,maxV),minV);
}
NV_FORCE_INLINE uint32_t FAllGrtr(const FloatV a, const FloatV b)
{
VECMATHAOS_ASSERT(isValidFloatV(a));
VECMATHAOS_ASSERT(isValidFloatV(b));
return vget_lane_u32(vcgt_f32(a, b), 0);
}
NV_FORCE_INLINE uint32_t FAllGrtrOrEq(const FloatV a, const FloatV b)
{
VECMATHAOS_ASSERT(isValidFloatV(a));
VECMATHAOS_ASSERT(isValidFloatV(b));
return vget_lane_u32(vcge_f32(a, b), 0);
}
NV_FORCE_INLINE uint32_t FAllEq(const FloatV a, const FloatV b)
{
VECMATHAOS_ASSERT(isValidFloatV(a));
VECMATHAOS_ASSERT(isValidFloatV(b));
return vget_lane_u32(vceq_f32(a, b), 0);
}
NV_FORCE_INLINE FloatV FRound(const FloatV a)
{
//truncate(a + (0.5f - sign(a)))
const float32x2_t half = vdup_n_f32(0.5f);
const float32x2_t sign = vcvt_f32_u32((vshr_n_u32(vreinterpret_u32_f32(a), 31)));
const float32x2_t aPlusHalf = vadd_f32(a, half);
const float32x2_t aRound = vsub_f32(aPlusHalf, sign);
int32x2_t tmp = vcvt_s32_f32(aRound);
return vcvt_f32_s32(tmp);
}
NV_FORCE_INLINE FloatV FSin(const FloatV a)
{
//Vec4V V1, V2, V3, V5, V7, V9, V11, V13, V15, V17, V19, V21, V23;
//Vec4V S1, S2, S3, S4, S5, S6, S7, S8, S9, S10, S11;
FloatV Result;
// Modulo the range of the given angles such that -XM_2PI <= Angles < XM_2PI
const FloatV recipTwoPi = FLoadA(g_NVReciprocalTwoPi.f);
const FloatV twoPi = FLoadA(g_NVTwoPi.f);
const FloatV tmp = FMul(a, recipTwoPi);
const FloatV b = FRound(tmp);
const FloatV V1 = FNegMulSub(twoPi, b, a);
// sin(V) ~= V - V^3 / 3! + V^5 / 5! - V^7 / 7! + V^9 / 9! - V^11 / 11! + V^13 / 13! -
// V^15 / 15! + V^17 / 17! - V^19 / 19! + V^21 / 21! - V^23 / 23! (for -PI <= V < PI)
const FloatV V2 = FMul(V1, V1);
const FloatV V3 = FMul(V2, V1);
const FloatV V5 = FMul(V3, V2);
const FloatV V7 = FMul(V5, V2);
const FloatV V9 = FMul(V7, V2);
const FloatV V11 = FMul(V9, V2);
const FloatV V13 = FMul(V11, V2);
const FloatV V15 = FMul(V13, V2);
const FloatV V17 = FMul(V15, V2);
const FloatV V19 = FMul(V17, V2);
const FloatV V21 = FMul(V19, V2);
const FloatV V23 = FMul(V21, V2);
const Vec4V sinCoefficients0 = V4LoadA(g_NVSinCoefficients0.f);
const Vec4V sinCoefficients1 = V4LoadA(g_NVSinCoefficients1.f);
const Vec4V sinCoefficients2 = V4LoadA(g_NVSinCoefficients2.f);
const FloatV S1 = V4GetY(sinCoefficients0);
const FloatV S2 = V4GetZ(sinCoefficients0);
const FloatV S3 = V4GetW(sinCoefficients0);
const FloatV S4 = V4GetX(sinCoefficients1);
const FloatV S5 = V4GetY(sinCoefficients1);
const FloatV S6 = V4GetZ(sinCoefficients1);
const FloatV S7 = V4GetW(sinCoefficients1);
const FloatV S8 = V4GetX(sinCoefficients2);
const FloatV S9 = V4GetY(sinCoefficients2);
const FloatV S10 = V4GetZ(sinCoefficients2);
const FloatV S11 = V4GetW(sinCoefficients2);
Result = FMulAdd(S1, V3, V1);
Result = FMulAdd(S2, V5, Result);
Result = FMulAdd(S3, V7, Result);
Result = FMulAdd(S4, V9, Result);
Result = FMulAdd(S5, V11, Result);
Result = FMulAdd(S6, V13, Result);
Result = FMulAdd(S7, V15, Result);
Result = FMulAdd(S8, V17, Result);
Result = FMulAdd(S9, V19, Result);
Result = FMulAdd(S10, V21, Result);
Result = FMulAdd(S11, V23, Result);
return Result;
}
NV_FORCE_INLINE FloatV FCos(const FloatV a)
{
//XMVECTOR V1, V2, V4, V6, V8, V10, V12, V14, V16, V18, V20, V22;
//XMVECTOR C1, C2, C3, C4, C5, C6, C7, C8, C9, C10, C11;
FloatV Result;
// Modulo the range of the given angles such that -XM_2PI <= Angles < XM_2PI
const FloatV recipTwoPi = FLoadA(g_NVReciprocalTwoPi.f);
const FloatV twoPi = FLoadA(g_NVTwoPi.f);
const FloatV tmp = FMul(a, recipTwoPi);
const FloatV b = FRound(tmp);
const FloatV V1 = FNegMulSub(twoPi, b, a);
// cos(V) ~= 1 - V^2 / 2! + V^4 / 4! - V^6 / 6! + V^8 / 8! - V^10 / 10! + V^12 / 12! -
// V^14 / 14! + V^16 / 16! - V^18 / 18! + V^20 / 20! - V^22 / 22! (for -PI <= V < PI)
const FloatV V2 = FMul(V1, V1);
const FloatV V4 = FMul(V2, V2);
const FloatV V6 = FMul(V4, V2);
const FloatV V8 = FMul(V4, V4);
const FloatV V10 = FMul(V6, V4);
const FloatV V12 = FMul(V6, V6);
const FloatV V14 = FMul(V8, V6);
const FloatV V16 = FMul(V8, V8);
const FloatV V18 = FMul(V10, V8);
const FloatV V20 = FMul(V10, V10);
const FloatV V22 = FMul(V12, V10);
const Vec4V cosCoefficients0 = V4LoadA(g_NVCosCoefficients0.f);
const Vec4V cosCoefficients1 = V4LoadA(g_NVCosCoefficients1.f);
const Vec4V cosCoefficients2 = V4LoadA(g_NVCosCoefficients2.f);
const FloatV C1 = V4GetY(cosCoefficients0);
const FloatV C2 = V4GetZ(cosCoefficients0);
const FloatV C3 = V4GetW(cosCoefficients0);
const FloatV C4 = V4GetX(cosCoefficients1);
const FloatV C5 = V4GetY(cosCoefficients1);
const FloatV C6 = V4GetZ(cosCoefficients1);
const FloatV C7 = V4GetW(cosCoefficients1);
const FloatV C8 = V4GetX(cosCoefficients2);
const FloatV C9 = V4GetY(cosCoefficients2);
const FloatV C10 = V4GetZ(cosCoefficients2);
const FloatV C11 = V4GetW(cosCoefficients2);
Result = FMulAdd(C1, V2, FOne());
Result = FMulAdd(C2, V4, Result);
Result = FMulAdd(C3, V6, Result);
Result = FMulAdd(C4, V8, Result);
Result = FMulAdd(C5, V10, Result);
Result = FMulAdd(C6, V12, Result);
Result = FMulAdd(C7, V14, Result);
Result = FMulAdd(C8, V16, Result);
Result = FMulAdd(C9, V18, Result);
Result = FMulAdd(C10, V20, Result);
Result = FMulAdd(C11, V22, Result);
return Result;
}
NV_FORCE_INLINE uint32_t FOutOfBounds(const FloatV a, const FloatV min, const FloatV max)
{
const BoolV ffff = BFFFF();
const BoolV c = BOr(FIsGrtr(a, max), FIsGrtr(min, a));
return uint32_t(!BAllEq(c, ffff));
}
NV_FORCE_INLINE uint32_t FInBounds(const FloatV a, const FloatV min, const FloatV max)
{
const BoolV tttt = BTTTT();
const BoolV c = BAnd(FIsGrtrOrEq(a, min), FIsGrtrOrEq(max, a));
return uint32_t(BAllEq(c, tttt));
}
NV_FORCE_INLINE uint32_t FOutOfBounds(const FloatV a, const FloatV bounds)
{
#if NV_WINRT
const uint32x2_t greater = vacgt_f32(a, bounds);
#else
const uint32x2_t greater = vcagt_f32(a, bounds);
#endif
return vget_lane_u32(greater, 0);
}
NV_FORCE_INLINE uint32_t FInBounds(const FloatV a, const FloatV bounds)
{
#if NV_WINRT
const uint32x2_t geq = vacge_f32(bounds, a);
#else
const uint32x2_t geq = vcage_f32(bounds, a);
#endif
return vget_lane_u32(geq, 0);
}
//////////////////////////////////
//VEC3V
//////////////////////////////////
NV_FORCE_INLINE Vec3V V3Splat(const FloatV f)
{
VECMATHAOS_ASSERT(isValidFloatV(f));
#if NV_WINRT
const uint32x2_t mask = { 0x00000000ffffFFFFULL };
#else
const uint32x2_t mask = {0xffffFFFF, 0x0};
#endif
const uint32x2_t uHigh = vreinterpret_u32_f32(f);
const float32x2_t dHigh = vreinterpret_f32_u32(vand_u32(uHigh, mask));
return vcombine_f32(f, dHigh);
}
NV_FORCE_INLINE Vec3V V3Merge(const FloatVArg x, const FloatVArg y, const FloatVArg z)
{
VECMATHAOS_ASSERT(isValidFloatV(x));
VECMATHAOS_ASSERT(isValidFloatV(y));
VECMATHAOS_ASSERT(isValidFloatV(z));
#if NV_WINRT
const uint32x2_t mask = { 0x00000000ffffFFFFULL };
#else
const uint32x2_t mask = {0xffffFFFF, 0x0};
#endif
const uint32x2_t dHigh = vand_u32(vreinterpret_u32_f32(z), mask);
const uint32x2_t dLow = vext_u32(vreinterpret_u32_f32(x), vreinterpret_u32_f32(y), 1);
return vreinterpretq_f32_u32(vcombine_u32(dLow, dHigh));
}
NV_FORCE_INLINE Vec3V V3UnitX()
{
#if NV_WINRT
const float32x4_t x = { 0x000000003f800000ULL, 0x0ULL};
#else
const float32x4_t x = { 1.0f, 0.0f, 0.0f, 0.0f};
#endif // NV_WINRT
return x;
}
NV_FORCE_INLINE Vec3V V3UnitY()
{
#if NV_WINRT
const float32x4_t y = { 0x3f80000000000000ULL, 0x0ULL};
#else
const float32x4_t y = {0, 1.0f, 0, 0};
#endif
return y;
}
NV_FORCE_INLINE Vec3V V3UnitZ()
{
#if NV_WINRT
const float32x4_t z = { 0x0ULL, 0x000000003f800000ULL };
#else
const float32x4_t z = {0, 0, 1.0f, 0};
#endif
return z;
}
NV_FORCE_INLINE FloatV V3GetX(const Vec3V f)
{
const float32x2_t fLow = vget_low_f32(f);
return vdup_lane_f32(fLow, 0);
}
NV_FORCE_INLINE FloatV V3GetY(const Vec3V f)
{
const float32x2_t fLow = vget_low_f32(f);
return vdup_lane_f32(fLow, 1);
}
NV_FORCE_INLINE FloatV V3GetZ(const Vec3V f)
{
const float32x2_t fhigh = vget_high_f32(f);
return vdup_lane_f32(fhigh, 0);
}
NV_FORCE_INLINE Vec3V V3SetX(const Vec3V v, const FloatV f)
{
VECMATHAOS_ASSERT(isValidVec3V(v));
VECMATHAOS_ASSERT(isValidFloatV(f));
return V3Sel(BFTTT(),v, vcombine_f32(f, f));
}
NV_FORCE_INLINE Vec3V V3SetY(const Vec3V v, const FloatV f)
{
VECMATHAOS_ASSERT(isValidVec3V(v));
VECMATHAOS_ASSERT(isValidFloatV(f));
return V3Sel(BTFTT(),v,vcombine_f32(f, f));
}
NV_FORCE_INLINE Vec3V V3SetZ(const Vec3V v, const FloatV f)
{
VECMATHAOS_ASSERT(isValidVec3V(v));
VECMATHAOS_ASSERT(isValidFloatV(f));
return V3Sel(BTTFT(),v,vcombine_f32(f, f));
}
NV_FORCE_INLINE Vec3V V3ColX(const Vec3V a, const Vec3V b, const Vec3V c)
{
const float32x2_t aLow = vget_low_f32(a);
const float32x2_t bLow = vget_low_f32(b);
const float32x2_t cLow = vget_low_f32(c);
const float32x2_t zero = vdup_n_f32(0.0f);
const float32x2x2_t zipL = vzip_f32(aLow, bLow);
const float32x2x2_t zipH = vzip_f32(cLow, zero);
return vcombine_f32(zipL.val[0], zipH.val[0]);
}
NV_FORCE_INLINE Vec3V V3ColY(const Vec3V a, const Vec3V b, const Vec3V c)
{
const float32x2_t aLow = vget_low_f32(a);
const float32x2_t bLow = vget_low_f32(b);
const float32x2_t cLow = vget_low_f32(c);
const float32x2_t zero = vdup_n_f32(0.0f);
const float32x2x2_t zipL = vzip_f32(aLow, bLow);
const float32x2x2_t zipH = vzip_f32(cLow, zero);
return vcombine_f32(zipL.val[1], zipH.val[1]);
}
NV_FORCE_INLINE Vec3V V3ColZ(const Vec3V a, const Vec3V b, const Vec3V c)
{
const float32x2_t aHi = vget_high_f32(a);
const float32x2_t bHi = vget_high_f32(b);
const float32x2_t cHi = vget_high_f32(c);
const float32x2x2_t zipL = vzip_f32(aHi, bHi);
return vcombine_f32(zipL.val[0], cHi);
}
NV_FORCE_INLINE Vec3V V3Zero()
{
return vdupq_n_f32(0.0f);
}
NV_FORCE_INLINE Vec3V V3Eps()
{
return V3Load(NV_EPS_REAL);
}
NV_FORCE_INLINE Vec3V V3One()
{
return V3Load(1.0f);
}
NV_FORCE_INLINE Vec3V V3Neg(const Vec3V f)
{
VECMATHAOS_ASSERT(isValidVec3V(f));
return vnegq_f32(f);
}
NV_FORCE_INLINE Vec3V V3Add(const Vec3V a, const Vec3V b)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
VECMATHAOS_ASSERT(isValidFloatV(b));
return vaddq_f32(a, b);
}
NV_FORCE_INLINE Vec3V V3Add(const Vec3V a, const FloatV b)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
VECMATHAOS_ASSERT(isValidVec3V(b));
return vaddq_f32(a, Vec3V_From_FloatV(b));
}
NV_FORCE_INLINE Vec3V V3Sub(const Vec3V a, const Vec3V b)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
VECMATHAOS_ASSERT(isValidVec3V(b));
return vsubq_f32(a, b);
}
NV_FORCE_INLINE Vec3V V3Sub(const Vec3V a, const FloatV b)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
VECMATHAOS_ASSERT(isValidFloatV(b));
return vsubq_f32(a, Vec3V_From_FloatV(b));
}
NV_FORCE_INLINE Vec3V V3Scale(const Vec3V a, const FloatV b)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
VECMATHAOS_ASSERT(isValidFloatV(b));
return vmulq_lane_f32(a, b, 0);
}
NV_FORCE_INLINE Vec3V V3Mul(const Vec3V a, const Vec3V b)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
VECMATHAOS_ASSERT(isValidVec3V(b));
return vmulq_f32(a, b);
}
NV_FORCE_INLINE Vec3V V3ScaleInv(const Vec3V a, const FloatV b)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
VECMATHAOS_ASSERT(isValidFloatV(b));
float32x2_t invB = VRECIP(b);
return vsetq_lane_f32(0.0f, vmulq_lane_f32(a, invB, 0), 3);
}
NV_FORCE_INLINE Vec3V V3Div(const Vec3V a, const Vec3V b)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
VECMATHAOS_ASSERT(isValidVec3V(b));
float32x4_t invB = VRECIPQ(b);
invB = vsetq_lane_f32(0.0f, invB, 3);
return vmulq_f32(a, invB);
}
NV_FORCE_INLINE Vec3V V3ScaleInvFast(const Vec3V a, const FloatV b)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
VECMATHAOS_ASSERT(isValidFloatV(b));
const float32x2_t invB = VRECIPE(b);
return vmulq_lane_f32(a, invB, 0);
}
NV_FORCE_INLINE Vec3V V3DivFast(const Vec3V a, const Vec3V b)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
VECMATHAOS_ASSERT(isValidVec3V(b));
float32x4_t invB = VRECIPEQ(b);
invB = vsetq_lane_f32(0.0f, invB, 3);
return vmulq_f32(a, invB);
}
NV_FORCE_INLINE Vec3V V3Recip(const Vec3V a)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
const float32x4_t recipA = VRECIPQ(a);
return vsetq_lane_f32(0.0f, recipA, 3);
}
NV_FORCE_INLINE Vec3V V3RecipFast(const Vec3V a)
{
const float32x4_t recipA = VRECIPEQ(a);
return vsetq_lane_f32(0.0f, recipA, 3);
}
NV_FORCE_INLINE Vec3V V3Rsqrt(const Vec3V a)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
const float32x4_t rSqrA = VRECIPSQRTQ(a);
return vsetq_lane_f32(0.0f, rSqrA, 3);
}
NV_FORCE_INLINE Vec3V V3RsqrtFast(const Vec3V a)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
const float32x4_t rSqrA = VRECIPSQRTEQ(a);
return vsetq_lane_f32(0.0f, rSqrA, 3);
}
NV_FORCE_INLINE Vec3V V3ScaleAdd(const Vec3V a, const FloatV b, const Vec3V c)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
VECMATHAOS_ASSERT(isValidFloatV(b));
VECMATHAOS_ASSERT(isValidVec3V(c));
return vmlaq_lane_f32(c, a, b, 0);
}
NV_FORCE_INLINE Vec3V V3NegScaleSub(const Vec3V a, const FloatV b, const Vec3V c)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
VECMATHAOS_ASSERT(isValidFloatV(b));
VECMATHAOS_ASSERT(isValidVec3V(c));
return vmlsq_lane_f32(c, a, b, 0);
}
NV_FORCE_INLINE Vec3V V3MulAdd(const Vec3V a, const Vec3V b, const Vec3V c)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
VECMATHAOS_ASSERT(isValidVec3V(b));
VECMATHAOS_ASSERT(isValidVec3V(c));
return vmlaq_f32(c, a, b);
}
NV_FORCE_INLINE Vec3V V3NegMulSub(const Vec3V a, const Vec3V b, const Vec3V c)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
VECMATHAOS_ASSERT(isValidVec3V(b));
VECMATHAOS_ASSERT(isValidVec3V(c));
return vmlsq_f32(c, a, b);
}
NV_FORCE_INLINE Vec3V V3Abs(const Vec3V a)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
return vabsq_f32(a);
}
NV_FORCE_INLINE FloatV V3Dot(const Vec3V a, const Vec3V b)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
VECMATHAOS_ASSERT(isValidVec3V(b));
NV_ASSERT(isValidVec3V(a));
NV_ASSERT(isValidVec3V(b));
// const uint32x2_t mask = {0xffffFFFF, 0x0};
const float32x4_t tmp = vmulq_f32(a, b);
const float32x2_t low = vget_low_f32(tmp);
const float32x2_t high = vget_high_f32(tmp);
// const float32x2_t high = vreinterpret_f32_u32(vand_u32(vreinterpret_u32_f32(high_), mask));
const float32x2_t sumTmp = vpadd_f32(low, high); // = {0+z, x+y}
const float32x2_t sum0ZYX = vpadd_f32(sumTmp, sumTmp); // = {x+y+z, x+y+z}
return sum0ZYX;
}
NV_FORCE_INLINE Vec3V V3Cross(const Vec3V a, const Vec3V b)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
VECMATHAOS_ASSERT(isValidVec3V(b));
#if NV_WINRT
const uint32x2_t TF = { 0x00000000ffffFFFFULL };
#else
const uint32x2_t TF = {0xffffFFFF, 0x0};
#endif
const float32x2_t ay_ax = vget_low_f32(a); // d2
const float32x2_t aw_az = vget_high_f32(a); // d3
const float32x2_t by_bx = vget_low_f32(b); // d4
const float32x2_t bw_bz = vget_high_f32(b); // d5
// Hi, Lo
const float32x2_t bz_by = vext_f32(by_bx, bw_bz, 1); // bz, by
const float32x2_t az_ay = vext_f32(ay_ax, aw_az, 1); // az, ay
const float32x2_t azbx = vmul_f32(aw_az, by_bx); // 0, az*bx
const float32x2_t aybz_axby = vmul_f32(ay_ax, bz_by); // ay*bz, ax*by
const float32x2_t azbxSUBaxbz = vmls_f32(azbx, bw_bz, ay_ax); // 0, az*bx-ax*bz
const float32x2_t aybzSUBazby_axbySUBaybx = vmls_f32(aybz_axby, by_bx, az_ay); // ay*bz-az*by, ax*by-ay*bx
const float32x2_t retLow = vext_f32(aybzSUBazby_axbySUBaybx, azbxSUBaxbz, 1); // az*bx-ax*bz, ay*bz-az*by
const uint32x2_t retHigh = vand_u32(TF, vreinterpret_u32_f32(aybzSUBazby_axbySUBaybx)); // 0, ax*by-ay*bx
return vcombine_f32(retLow, vreinterpret_f32_u32(retHigh));
}
NV_FORCE_INLINE VecCrossV V3PrepareCross(const Vec3V a)
{
return a;
}
NV_FORCE_INLINE FloatV V3Length(const Vec3V a)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
NV_ASSERT(isValidVec3V(a));
// const uint32x2_t mask = {0xffffFFFF, 0x0};
const float32x4_t tmp = vmulq_f32(a, a);
const float32x2_t low = vget_low_f32(tmp);
const float32x2_t high = vget_high_f32(tmp);
// const float32x2_t high = vreinterpret_f32_u32(vand_u32(vreinterpret_u32_f32(high_), mask));
const float32x2_t sumTmp = vpadd_f32(low, high); // = {0+z, x+y}
const float32x2_t sum0ZYX = vpadd_f32(sumTmp, sumTmp); // = {x+y+z, x+y+z}
const float32x2_t len = vmul_f32(VRECIPSQRTE(sum0ZYX), sum0ZYX);
return len;
}
NV_FORCE_INLINE FloatV V3LengthSq(const Vec3V a)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
return V3Dot(a,a);
}
NV_FORCE_INLINE Vec3V V3Normalize(const Vec3V a)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
return V3ScaleInv(a, V3Length(a));
}
NV_FORCE_INLINE Vec3V V3NormalizeFast(const Vec3V a)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
return V3Scale(a, VRECIPSQRTE(V3Dot(a,a)));
}
NV_FORCE_INLINE Vec3V V3NormalizeSafe(const Vec3V a)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
const FloatV zero = vdup_n_f32(0.0f);
const FloatV length = V3Length(a);
const uint32x4_t isGreaterThanZero = FIsGrtr(length, zero);
return V3Sel(isGreaterThanZero, V3ScaleInv(a, length), vdupq_lane_f32(zero, 0));
}
NV_FORCE_INLINE Vec3V V3Sel(const BoolV c, const Vec3V a, const Vec3V b)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
VECMATHAOS_ASSERT(isValidVec3V(b));
return vbslq_f32(c, a, b);
}
NV_FORCE_INLINE BoolV V3IsGrtr(const Vec3V a, const Vec3V b)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
VECMATHAOS_ASSERT(isValidVec3V(b));
return vcgtq_f32(a, b);
}
NV_FORCE_INLINE BoolV V3IsGrtrOrEq(const Vec3V a, const Vec3V b)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
VECMATHAOS_ASSERT(isValidVec3V(b));
return vcgeq_f32(a, b);
}
NV_FORCE_INLINE BoolV V3IsEq(const Vec3V a, const Vec3V b)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
VECMATHAOS_ASSERT(isValidVec3V(b));
return vceqq_f32(a, b);
}
NV_FORCE_INLINE Vec3V V3Max(const Vec3V a, const Vec3V b)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
VECMATHAOS_ASSERT(isValidVec3V(b));
return vmaxq_f32(a, b);
}
NV_FORCE_INLINE Vec3V V3Min(const Vec3V a, const Vec3V b)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
VECMATHAOS_ASSERT(isValidVec3V(b));
return vminq_f32(a, b);
}
//Extract the maximum value from a
NV_FORCE_INLINE FloatV V3ExtractMax(const Vec3V a)
{
const float32x2_t low = vget_low_f32(a);
const float32x2_t high = vget_high_f32(a);
const float32x2_t zz = vdup_lane_f32(high, 0);
const float32x2_t max0 = vpmax_f32(zz, low);
const float32x2_t max1 = vpmax_f32(max0, max0);
return max1;
}
//Extract the maximum value from a
NV_FORCE_INLINE FloatV V3ExtractMin(const Vec3V a)
{
const float32x2_t low = vget_low_f32(a);
const float32x2_t high = vget_high_f32(a);
const float32x2_t zz = vdup_lane_f32(high, 0);
const float32x2_t min0 = vpmin_f32(zz, low);
const float32x2_t min1 = vpmin_f32(min0, min0);
return min1;
}
//return (a >= 0.0f) ? 1.0f : -1.0f;
NV_FORCE_INLINE Vec3V V3Sign(const Vec3V a)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
const Vec3V zero = V3Zero();
const Vec3V one = V3One();
const Vec3V none = V3Neg(one);
return V3Sel(V3IsGrtrOrEq(a, zero), one, none);
}
NV_FORCE_INLINE Vec3V V3Clamp(const Vec3V a, const Vec3V minV, const Vec3V maxV)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
VECMATHAOS_ASSERT(isValidVec3V(minV));
VECMATHAOS_ASSERT(isValidVec3V(maxV));
return V3Max(V3Min(a,maxV),minV);
}
NV_FORCE_INLINE uint32_t V3AllGrtr(const Vec3V a, const Vec3V b)
{
return internalUnitNeonSimd::BAllTrue3_R(V4IsGrtr(a, b));
}
NV_FORCE_INLINE uint32_t V3AllGrtrOrEq(const Vec3V a, const Vec3V b)
{
return internalUnitNeonSimd::BAllTrue3_R(V4IsGrtrOrEq(a, b));
}
NV_FORCE_INLINE uint32_t V3AllEq(const Vec3V a, const Vec3V b)
{
return internalUnitNeonSimd::BAllTrue3_R(V4IsEq(a, b));
}
NV_FORCE_INLINE Vec3V V3Round(const Vec3V a)
{
//truncate(a + (0.5f - sign(a)))
const Vec3V half = V3Load(0.5f);
const float32x4_t sign = vcvtq_f32_u32((vshrq_n_u32(vreinterpretq_u32_f32(a), 31)));
const Vec3V aPlusHalf = V3Add(a, half);
const Vec3V aRound = V3Sub(aPlusHalf, sign);
return vcvtq_f32_s32(vcvtq_s32_f32(aRound));
}
NV_FORCE_INLINE Vec3V V3Sin(const Vec3V a)
{
//Vec4V V1, V2, V3, V5, V7, V9, V11, V13, V15, V17, V19, V21, V23;
//Vec4V S1, S2, S3, S4, S5, S6, S7, S8, S9, S10, S11;
Vec3V Result;
// Modulo the range of the given angles such that -XM_2PI <= Angles < XM_2PI
const Vec3V recipTwoPi = V4LoadA(g_NVReciprocalTwoPi.f);
const Vec3V twoPi = V4LoadA(g_NVTwoPi.f);
const Vec3V tmp = V3Mul(a, recipTwoPi);
const Vec3V b = V3Round(tmp);
const Vec3V V1 = V3NegMulSub(twoPi, b, a);
// sin(V) ~= V - V^3 / 3! + V^5 / 5! - V^7 / 7! + V^9 / 9! - V^11 / 11! + V^13 / 13! -
// V^15 / 15! + V^17 / 17! - V^19 / 19! + V^21 / 21! - V^23 / 23! (for -PI <= V < PI)
const Vec3V V2 = V3Mul(V1, V1);
const Vec3V V3 = V3Mul(V2, V1);
const Vec3V V5 = V3Mul(V3, V2);
const Vec3V V7 = V3Mul(V5, V2);
const Vec3V V9 = V3Mul(V7, V2);
const Vec3V V11 = V3Mul(V9, V2);
const Vec3V V13 = V3Mul(V11, V2);
const Vec3V V15 = V3Mul(V13, V2);
const Vec3V V17 = V3Mul(V15, V2);
const Vec3V V19 = V3Mul(V17, V2);
const Vec3V V21 = V3Mul(V19, V2);
const Vec3V V23 = V3Mul(V21, V2);
const Vec4V sinCoefficients0 = V4LoadA(g_NVSinCoefficients0.f);
const Vec4V sinCoefficients1 = V4LoadA(g_NVSinCoefficients1.f);
const Vec4V sinCoefficients2 = V4LoadA(g_NVSinCoefficients2.f);
const FloatV S1 = V4GetY(sinCoefficients0);
const FloatV S2 = V4GetZ(sinCoefficients0);
const FloatV S3 = V4GetW(sinCoefficients0);
const FloatV S4 = V4GetX(sinCoefficients1);
const FloatV S5 = V4GetY(sinCoefficients1);
const FloatV S6 = V4GetZ(sinCoefficients1);
const FloatV S7 = V4GetW(sinCoefficients1);
const FloatV S8 = V4GetX(sinCoefficients2);
const FloatV S9 = V4GetY(sinCoefficients2);
const FloatV S10 = V4GetZ(sinCoefficients2);
const FloatV S11 = V4GetW(sinCoefficients2);
Result = V3ScaleAdd(V3, S1, V1);
Result = V3ScaleAdd(V5, S2, Result);
Result = V3ScaleAdd(V7, S3, Result);
Result = V3ScaleAdd(V9, S4, Result);
Result = V3ScaleAdd(V11, S5, Result);
Result = V3ScaleAdd(V13, S6, Result);
Result = V3ScaleAdd(V15, S7, Result);
Result = V3ScaleAdd(V17, S8, Result);
Result = V3ScaleAdd(V19, S9, Result);
Result = V3ScaleAdd(V21, S10,Result);
Result = V3ScaleAdd(V23, S11,Result);
return Result;
}
NV_FORCE_INLINE Vec3V V3Cos(const Vec3V a)
{
//XMVECTOR V1, V2, V4, V6, V8, V10, V12, V14, V16, V18, V20, V22;
//XMVECTOR C1, C2, C3, C4, C5, C6, C7, C8, C9, C10, C11;
Vec3V Result;
// Modulo the range of the given angles such that -XM_2PI <= Angles < XM_2PI
const Vec3V recipTwoPi = V4LoadA(g_NVReciprocalTwoPi.f);
const Vec3V twoPi = V4LoadA(g_NVTwoPi.f);
const Vec3V tmp = V3Mul(a, recipTwoPi);
const Vec3V b = V3Round(tmp);
const Vec3V V1 = V3NegMulSub(twoPi, b, a);
// cos(V) ~= 1 - V^2 / 2! + V^4 / 4! - V^6 / 6! + V^8 / 8! - V^10 / 10! + V^12 / 12! -
// V^14 / 14! + V^16 / 16! - V^18 / 18! + V^20 / 20! - V^22 / 22! (for -PI <= V < PI)
const Vec3V V2 = V3Mul(V1, V1);
const Vec3V V4 = V3Mul(V2, V2);
const Vec3V V6 = V3Mul(V4, V2);
const Vec3V V8 = V3Mul(V4, V4);
const Vec3V V10 = V3Mul(V6, V4);
const Vec3V V12 = V3Mul(V6, V6);
const Vec3V V14 = V3Mul(V8, V6);
const Vec3V V16 = V3Mul(V8, V8);
const Vec3V V18 = V3Mul(V10, V8);
const Vec3V V20 = V3Mul(V10, V10);
const Vec3V V22 = V3Mul(V12, V10);
const Vec4V cosCoefficients0 = V4LoadA(g_NVCosCoefficients0.f);
const Vec4V cosCoefficients1 = V4LoadA(g_NVCosCoefficients1.f);
const Vec4V cosCoefficients2 = V4LoadA(g_NVCosCoefficients2.f);
const FloatV C1 = V4GetY(cosCoefficients0);
const FloatV C2 = V4GetZ(cosCoefficients0);
const FloatV C3 = V4GetW(cosCoefficients0);
const FloatV C4 = V4GetX(cosCoefficients1);
const FloatV C5 = V4GetY(cosCoefficients1);
const FloatV C6 = V4GetZ(cosCoefficients1);
const FloatV C7 = V4GetW(cosCoefficients1);
const FloatV C8 = V4GetX(cosCoefficients2);
const FloatV C9 = V4GetY(cosCoefficients2);
const FloatV C10 = V4GetZ(cosCoefficients2);
const FloatV C11 = V4GetW(cosCoefficients2);
Result = V3ScaleAdd(V2, C1, V4One());
Result = V3ScaleAdd(V4, C2, Result);
Result = V3ScaleAdd(V6, C3, Result);
Result = V3ScaleAdd(V8, C4, Result);
Result = V3ScaleAdd(V10, C5, Result);
Result = V3ScaleAdd(V12, C6, Result);
Result = V3ScaleAdd(V14, C7, Result);
Result = V3ScaleAdd(V16, C8, Result);
Result = V3ScaleAdd(V18, C9, Result);
Result = V3ScaleAdd(V20, C10,Result);
Result = V3ScaleAdd(V22, C11,Result);
return Result;
}
NV_FORCE_INLINE Vec3V V3PermYZZ(const Vec3V a)
{
const float32x2_t xy = vget_low_f32(a);
const float32x2_t zw = vget_high_f32(a);
const float32x2_t yz = vext_f32(xy, zw, 1);
return vcombine_f32(yz, zw);
}
NV_FORCE_INLINE Vec3V V3PermXYX(const Vec3V a)
{
#if NV_WINRT
const uint32x2_t mask = { 0x00000000ffffFFFFULL };
#else
const uint32x2_t mask = {0xffffFFFF, 0x0};
#endif
const uint32x2_t xy = vget_low_u32(vreinterpretq_u32_f32(a));
const uint32x2_t xw = vand_u32(xy, mask);
return vreinterpretq_f32_u32(vcombine_u32(xy, xw));
}
NV_FORCE_INLINE Vec3V V3PermYZX(const Vec3V a)
{
#if NV_WINRT
const uint32x2_t mask = { 0x00000000ffffFFFFULL };
#else
const uint32x2_t mask = {0xffffFFFF, 0x0};
#endif
const uint32x2_t xy = vget_low_u32(vreinterpretq_u32_f32(a));
const uint32x2_t zw = vget_high_u32(vreinterpretq_u32_f32(a));
const uint32x2_t yz = vext_u32(xy, zw, 1);
const uint32x2_t xw = vand_u32(xy, mask);
return vreinterpretq_f32_u32(vcombine_u32(yz, xw));
}
NV_FORCE_INLINE Vec3V V3PermZXY(const Vec3V a)
{
const uint32x2_t xy = vget_low_u32(vreinterpretq_u32_f32(a));
const uint32x2_t zw = vget_high_u32(vreinterpretq_u32_f32(a));
const uint32x2_t wz = vrev64_u32(zw);
const uint32x2_t zx = vext_u32(wz, xy, 1);
const uint32x2_t yw = vext_u32(xy, wz, 1);
return vreinterpretq_f32_u32(vcombine_u32(zx, yw));
}
NV_FORCE_INLINE Vec3V V3PermZZY(const Vec3V a)
{
const uint32x2_t xy = vget_low_u32(vreinterpretq_u32_f32(a));
const uint32x2_t zw = vget_high_u32(vreinterpretq_u32_f32(a));
const uint32x2_t wz = vrev64_u32(zw);
const uint32x2_t yw = vext_u32(xy, wz, 1);
const uint32x2_t zz = vdup_lane_u32(wz, 1);
return vreinterpretq_f32_u32(vcombine_u32(zz, yw));
}
NV_FORCE_INLINE Vec3V V3PermYXX(const Vec3V a)
{
#if NV_WINRT
const uint32x2_t mask = { 0x00000000ffffFFFFULL };
#else
const uint32x2_t mask = {0xffffFFFF, 0x0};
#endif
const uint32x2_t xy = vget_low_u32(vreinterpretq_u32_f32(a));
const uint32x2_t yx = vrev64_u32(xy);
const uint32x2_t xw = vand_u32(xy, mask);
return vreinterpretq_f32_u32(vcombine_u32(yx, xw));
}
NV_FORCE_INLINE Vec3V V3Perm_Zero_1Z_0Y(const Vec3V v0, const Vec3V v1)
{
const uint32x2_t xy = vget_low_u32(vreinterpretq_u32_f32(v0));
const uint32x2_t zw = vget_high_u32(vreinterpretq_u32_f32(v1));
const uint32x2_t wz = vrev64_u32(zw);
const uint32x2_t yw = vext_u32(xy, wz, 1);
return vreinterpretq_f32_u32(vcombine_u32(wz, yw));
}
NV_FORCE_INLINE Vec3V V3Perm_0Z_Zero_1X(const Vec3V v0, const Vec3V v1)
{
#if NV_WINRT
const uint32x2_t mask = { 0x00000000ffffFFFFULL };
#else
const uint32x2_t mask = {0xffffFFFF, 0x0};
#endif
const uint32x2_t zw = vget_high_u32(vreinterpretq_u32_f32(v0));
const uint32x2_t xy = vget_low_u32(vreinterpretq_u32_f32(v1));
const uint32x2_t xw = vand_u32(xy, mask);
return vreinterpretq_f32_u32(vcombine_u32(zw, xw));
}
NV_FORCE_INLINE Vec3V V3Perm_1Y_0X_Zero(const Vec3V v0, const Vec3V v1)
{
const uint32x2_t axy = vget_low_u32(vreinterpretq_u32_f32(v0));
const uint32x2_t bxy = vget_low_u32(vreinterpretq_u32_f32(v1));
const uint32x2_t byax = vext_u32(bxy, axy, 1);
const uint32x2_t ww = vdup_n_u32(0);
return vreinterpretq_f32_u32(vcombine_u32(byax, ww));
}
NV_FORCE_INLINE FloatV V3SumElems(const Vec3V a)
{
VECMATHAOS_ASSERT(isValidVec3V(a));
NV_ASSERT(isValidVec3V(a));
//const uint32x2_t mask = {0xffffFFFF, 0x0};
const float32x2_t low = vget_low_f32(a);
const float32x2_t high = vget_high_f32(a);
//const float32x2_t high = vreinterpret_f32_u32(vand_u32(vreinterpret_u32_f32(high_), mask));
const float32x2_t sumTmp = vpadd_f32(low, high); // = {0+z, x+y}
const float32x2_t sum0ZYX = vpadd_f32(sumTmp, sumTmp); // = {x+y+z, x+y+z}
return sum0ZYX;
}
NV_FORCE_INLINE uint32_t V3OutOfBounds(const Vec3V a, const Vec3V min, const Vec3V max)
{
const BoolV c = BOr(V3IsGrtr(a, max), V3IsGrtr(min, a));
return internalUnitNeonSimd::BAnyTrue3_R(c);
}
NV_FORCE_INLINE uint32_t V3InBounds(const Vec3V a, const Vec3V min, const Vec3V max)
{
const BoolV c = BAnd(V3IsGrtrOrEq(a, min), V3IsGrtrOrEq(max, a));
return internalUnitNeonSimd::BAllTrue4_R(c);
}
NV_FORCE_INLINE uint32_t V3OutOfBounds(const Vec3V a, const Vec3V bounds)
{
#if NV_WINRT
const uint32x4_t greater = vacgtq_f32(a, bounds);
#else
const uint32x4_t greater = vcagtq_f32(a, bounds);
#endif
return internalUnitNeonSimd::BAnyTrue3_R(greater);
}
NV_FORCE_INLINE uint32_t V3InBounds(const Vec3V a, const Vec3V bounds)
{
#if NV_WINRT
const uint32x4_t geq = vacgeq_f32(bounds, a);
#else
const uint32x4_t geq = vcageq_f32(bounds, a);
#endif
return internalUnitNeonSimd::BAllTrue4_R(geq);
}
//////////////////////////////////
//VEC4V
//////////////////////////////////
NV_FORCE_INLINE Vec4V V4Splat(const FloatV f)
{
VECMATHAOS_ASSERT(isValidFloatV(f));
return vcombine_f32(f, f);
}
NV_FORCE_INLINE Vec4V V4Merge(const FloatV* const floatVArray)
{
VECMATHAOS_ASSERT(isValidFloatV(floatVArray[0]));
VECMATHAOS_ASSERT(isValidFloatV(floatVArray[1]));
VECMATHAOS_ASSERT(isValidFloatV(floatVArray[2]));
VECMATHAOS_ASSERT(isValidFloatV(floatVArray[3]));
const uint32x2_t xLow = vreinterpret_u32_f32(floatVArray[0]);
const uint32x2_t yLow = vreinterpret_u32_f32(floatVArray[1]);
const uint32x2_t zLow = vreinterpret_u32_f32(floatVArray[2]);
const uint32x2_t wLow = vreinterpret_u32_f32(floatVArray[3]);
const uint32x2_t dLow = vext_u32(xLow, yLow, 1);
const uint32x2_t dHigh = vext_u32(zLow, wLow, 1);
return vreinterpretq_f32_u32(vcombine_u32(dLow, dHigh));
}
NV_FORCE_INLINE Vec4V V4Merge(const FloatVArg x, const FloatVArg y, const FloatVArg z, const FloatVArg w)
{
VECMATHAOS_ASSERT(isValidFloatV(x));
VECMATHAOS_ASSERT(isValidFloatV(y));
VECMATHAOS_ASSERT(isValidFloatV(z));
VECMATHAOS_ASSERT(isValidFloatV(w));
const uint32x2_t xLow = vreinterpret_u32_f32(x);
const uint32x2_t yLow = vreinterpret_u32_f32(y);
const uint32x2_t zLow = vreinterpret_u32_f32(z);
const uint32x2_t wLow = vreinterpret_u32_f32(w);
const uint32x2_t dLow = vext_u32(xLow, yLow, 1);
const uint32x2_t dHigh = vext_u32(zLow, wLow, 1);
return vreinterpretq_f32_u32(vcombine_u32(dLow, dHigh));
}
NV_FORCE_INLINE Vec4V V4MergeW(const Vec4VArg x, const Vec4VArg y, const Vec4VArg z, const Vec4VArg w)
{
const float32x2_t xx = vget_high_f32(x);
const float32x2_t yy = vget_high_f32(y);
const float32x2_t zz = vget_high_f32(z);
const float32x2_t ww = vget_high_f32(w);
const float32x2x2_t zipL = vzip_f32(xx, yy);
const float32x2x2_t zipH = vzip_f32(zz, ww);
return vcombine_f32(zipL.val[1], zipH.val[1]);
}
NV_FORCE_INLINE Vec4V V4MergeZ(const Vec4VArg x, const Vec4VArg y, const Vec4VArg z, const Vec4VArg w)
{
const float32x2_t xx = vget_high_f32(x);
const float32x2_t yy = vget_high_f32(y);
const float32x2_t zz = vget_high_f32(z);
const float32x2_t ww = vget_high_f32(w);
const float32x2x2_t zipL = vzip_f32(xx, yy);
const float32x2x2_t zipH = vzip_f32(zz, ww);
return vcombine_f32(zipL.val[0], zipH.val[0]);
}
NV_FORCE_INLINE Vec4V V4MergeY(const Vec4VArg x, const Vec4VArg y, const Vec4VArg z, const Vec4VArg w)
{
const float32x2_t xx = vget_low_f32(x);
const float32x2_t yy = vget_low_f32(y);
const float32x2_t zz = vget_low_f32(z);
const float32x2_t ww = vget_low_f32(w);
const float32x2x2_t zipL = vzip_f32(xx, yy);
const float32x2x2_t zipH = vzip_f32(zz, ww);
return vcombine_f32(zipL.val[1], zipH.val[1]);
}
NV_FORCE_INLINE Vec4V V4MergeX(const Vec4VArg x, const Vec4VArg y, const Vec4VArg z, const Vec4VArg w)
{
const float32x2_t xx = vget_low_f32(x);
const float32x2_t yy = vget_low_f32(y);
const float32x2_t zz = vget_low_f32(z);
const float32x2_t ww = vget_low_f32(w);
const float32x2x2_t zipL = vzip_f32(xx, yy);
const float32x2x2_t zipH = vzip_f32(zz, ww);
return vcombine_f32(zipL.val[0], zipH.val[0]);
}
NV_FORCE_INLINE Vec4V V4UnpackXY(const Vec4VArg a, const Vec4VArg b)
{
return vzipq_f32(a, b).val[0];
}
NV_FORCE_INLINE Vec4V V4UnpackZW(const Vec4VArg a, const Vec4VArg b)
{
return vzipq_f32(a, b).val[1];
}
NV_FORCE_INLINE Vec4V V4UnitW()
{
const float32x2_t zeros = vreinterpret_f32_u32(vmov_n_u32(0));
const float32x2_t ones = vmov_n_f32(1.0f);
const float32x2_t zo = vext_f32(zeros, ones, 1);
return vcombine_f32(zeros, zo);
}
NV_FORCE_INLINE Vec4V V4UnitX()
{
const float32x2_t zeros = vreinterpret_f32_u32(vmov_n_u32(0));
const float32x2_t ones = vmov_n_f32(1.0f);
const float32x2_t oz = vext_f32(ones, zeros, 1);
return vcombine_f32(oz, zeros);
}
NV_FORCE_INLINE Vec4V V4UnitY()
{
const float32x2_t zeros = vreinterpret_f32_u32(vmov_n_u32(0));
const float32x2_t ones = vmov_n_f32(1.0f);
const float32x2_t zo = vext_f32(zeros, ones, 1);
return vcombine_f32(zo, zeros);
}
NV_FORCE_INLINE Vec4V V4UnitZ()
{
const float32x2_t zeros = vreinterpret_f32_u32(vmov_n_u32(0));
const float32x2_t ones = vmov_n_f32(1.0f);
const float32x2_t oz = vext_f32(ones, zeros, 1);
return vcombine_f32(zeros, oz);
}
NV_FORCE_INLINE FloatV V4GetW(const Vec4V f)
{
const float32x2_t fhigh = vget_high_f32(f);
return vdup_lane_f32(fhigh, 1);
}
NV_FORCE_INLINE FloatV V4GetX(const Vec4V f)
{
const float32x2_t fLow = vget_low_f32(f);
return vdup_lane_f32(fLow, 0);
}
NV_FORCE_INLINE FloatV V4GetY(const Vec4V f)
{
const float32x2_t fLow = vget_low_f32(f);
return vdup_lane_f32(fLow, 1);
}
NV_FORCE_INLINE FloatV V4GetZ(const Vec4V f)
{
const float32x2_t fhigh = vget_high_f32(f);
return vdup_lane_f32(fhigh, 0);
}
NV_FORCE_INLINE Vec4V V4SetW(const Vec4V v, const FloatV f)
{
VECMATHAOS_ASSERT(isValidFloatV(f));
return V4Sel(BTTTF(), v, vcombine_f32(f, f));
}
NV_FORCE_INLINE Vec4V V4SetX(const Vec4V v, const FloatV f)
{
VECMATHAOS_ASSERT(isValidFloatV(f));
return V4Sel(BFTTT(), v, vcombine_f32(f, f));
}
NV_FORCE_INLINE Vec4V V4SetY(const Vec4V v, const FloatV f)
{
VECMATHAOS_ASSERT(isValidFloatV(f));
return V4Sel(BTFTT(), v, vcombine_f32(f, f));
}
NV_FORCE_INLINE Vec4V V4SetZ(const Vec4V v, const FloatV f)
{
VECMATHAOS_ASSERT(isValidVec3V(v));
VECMATHAOS_ASSERT(isValidFloatV(f));
return V4Sel(BTTFT(), v, vcombine_f32(f, f));
}
NV_FORCE_INLINE Vec4V V4ClearW(const Vec4V v)
{
VECMATHAOS_ASSERT(isValidVec3V(v));
return V4Sel(BTTTF(), v, V4Zero());
}
NV_FORCE_INLINE Vec4V V4Perm_YXWZ(const Vec4V a)
{
const float32x2_t xy = vget_low_f32(a);
const float32x2_t zw = vget_high_f32(a);
const float32x2_t yx = vext_f32(xy, xy, 1);
const float32x2_t wz = vext_f32(zw, zw, 1);
return vcombine_f32(yx, wz);
}
NV_FORCE_INLINE Vec4V V4Perm_XZXZ(const Vec4V a)
{
const float32x2_t xy = vget_low_f32(a);
const float32x2_t zw = vget_high_f32(a);
const float32x2x2_t xzyw = vzip_f32(xy, zw);
return vcombine_f32(xzyw.val[0], xzyw.val[0]);
}
NV_FORCE_INLINE Vec4V V4Perm_YWYW(const Vec4V a)
{
const float32x2_t xy = vget_low_f32(a);
const float32x2_t zw = vget_high_f32(a);
const float32x2x2_t xzyw = vzip_f32(xy, zw);
return vcombine_f32(xzyw.val[1], xzyw.val[1]);
}
template<uint8_t E0, uint8_t E1, uint8_t E2, uint8_t E3> NV_FORCE_INLINE Vec4V V4Perm(const Vec4V V)
{
static const uint32_t ControlElement[ 4 ] =
{
#if 1
0x03020100, // XM_SWIZZLE_X
0x07060504, // XM_SWIZZLE_Y
0x0B0A0908, // XM_SWIZZLE_Z
0x0F0E0D0C, // XM_SWIZZLE_W
#else
0x00010203, // XM_SWIZZLE_X
0x04050607, // XM_SWIZZLE_Y
0x08090A0B, // XM_SWIZZLE_Z
0x0C0D0E0F, // XM_SWIZZLE_W
#endif
};
uint8x8x2_t tbl;
tbl.val[0] = vreinterpret_u8_f32(vget_low_f32(V));
tbl.val[1] = vreinterpret_u8_f32(vget_high_f32(V));
uint8x8_t idx = vcreate_u8( ((uint64_t)ControlElement[E0]) | (((uint64_t)ControlElement[E1]) << 32) );
const uint8x8_t rL = vtbl2_u8( tbl, idx );
idx = vcreate_u8( ((uint64_t)ControlElement[E2]) | (((uint64_t)ControlElement[E3]) << 32) );
const uint8x8_t rH = vtbl2_u8( tbl, idx );
return vreinterpretq_f32_u8(vcombine_u8( rL, rH ));
}
NV_FORCE_INLINE Vec4V V4Zero()
{
return vreinterpretq_f32_u32(vmovq_n_u32(0));
}
NV_FORCE_INLINE Vec4V V4One()
{
return vmovq_n_f32(1.0f);
}
NV_FORCE_INLINE Vec4V V4Eps()
{
return V4Load(NV_EPS_REAL);
}
NV_FORCE_INLINE Vec4V V4Neg(const Vec4V f)
{
return vnegq_f32(f);
}
NV_FORCE_INLINE Vec4V V4Add(const Vec4V a, const Vec4V b)
{
return vaddq_f32(a, b);
}
NV_FORCE_INLINE Vec4V V4Sub(const Vec4V a, const Vec4V b)
{
return vsubq_f32(a, b);
}
NV_FORCE_INLINE Vec4V V4Scale(const Vec4V a, const FloatV b)
{
return vmulq_lane_f32(a, b, 0);
}
NV_FORCE_INLINE Vec4V V4Mul(const Vec4V a, const Vec4V b)
{
return vmulq_f32(a, b);
}
NV_FORCE_INLINE Vec4V V4ScaleInv(const Vec4V a, const FloatV b)
{
VECMATHAOS_ASSERT(isValidFloatV(b));
const float32x2_t invB = VRECIP(b);
return vmulq_lane_f32(a, invB, 0);
}
NV_FORCE_INLINE Vec4V V4Div(const Vec4V a, const Vec4V b)
{
const float32x4_t invB = VRECIPQ(b);
return vmulq_f32(a, invB);
}
NV_FORCE_INLINE Vec4V V4ScaleInvFast(const Vec4V a, const FloatV b)
{
VECMATHAOS_ASSERT(isValidFloatV(b));
const float32x2_t invB = VRECIPE(b);
return vmulq_lane_f32(a, invB, 0);
}
NV_FORCE_INLINE Vec4V V4DivFast(const Vec4V a, const Vec4V b)
{
const float32x4_t invB = VRECIPEQ(b);
return vmulq_f32(a, invB);
}
NV_FORCE_INLINE Vec4V V4Recip(const Vec4V a)
{
return VRECIPQ(a);
}
NV_FORCE_INLINE Vec4V V4RecipFast(const Vec4V a)
{
return VRECIPEQ(a);
}
NV_FORCE_INLINE Vec4V V4Rsqrt(const Vec4V a)
{
return VRECIPSQRTQ(a);
}
NV_FORCE_INLINE Vec4V V4RsqrtFast(const Vec4V a)
{
return VRECIPSQRTEQ(a);
}
NV_FORCE_INLINE Vec4V V4Sqrt(const Vec4V a)
{
return V4Mul(a, VRECIPSQRTQ(a));
}
NV_FORCE_INLINE Vec4V V4ScaleAdd(const Vec4V a, const FloatV b, const Vec4V c)
{
VECMATHAOS_ASSERT(isValidFloatV(b));
return vmlaq_lane_f32(c, a, b, 0);
}
NV_FORCE_INLINE Vec4V V4NegScaleSub(const Vec4V a, const FloatV b, const Vec4V c)
{
VECMATHAOS_ASSERT(isValidFloatV(b));
return vmlsq_lane_f32(c, a, b, 0);
}
NV_FORCE_INLINE Vec4V V4MulAdd(const Vec4V a, const Vec4V b, const Vec4V c)
{
return vmlaq_f32(c, a, b);
}
NV_FORCE_INLINE Vec4V V4NegMulSub(const Vec4V a, const Vec4V b, const Vec4V c)
{
return vmlsq_f32(c, a, b);
}
NV_FORCE_INLINE Vec4V V4Abs(const Vec4V a)
{
return vabsq_f32(a);
}
NV_FORCE_INLINE FloatV V4SumElements(const Vec4V a)
{
const Vec4V xy = V4UnpackXY(a, a); //x,x,y,y
const Vec4V zw = V4UnpackZW(a, a); //z,z,w,w
const Vec4V xz_yw = V4Add(xy, zw); //x+z,x+z,y+w,y+w
const FloatV xz = V4GetX(xz_yw); //x+z
const FloatV yw = V4GetZ(xz_yw); //y+w
return FAdd(xz, yw); //sum
}
NV_FORCE_INLINE FloatV V4Dot(const Vec4V a, const Vec4V b)
{
const float32x4_t tmp = vmulq_f32(a, b);
const float32x2_t low = vget_low_f32(tmp);
const float32x2_t high = vget_high_f32(tmp);
const float32x2_t sumTmp = vpadd_f32(low, high); // = {z+w, x+y}
const float32x2_t sumWZYX = vpadd_f32(sumTmp, sumTmp); // = {x+y+z+w, x+y+z+w}
return sumWZYX;
}
NV_FORCE_INLINE FloatV V4Length(const Vec4V a)
{
const float32x4_t tmp = vmulq_f32(a, a);
const float32x2_t low = vget_low_f32(tmp);
const float32x2_t high = vget_high_f32(tmp);
const float32x2_t sumTmp = vpadd_f32(low, high); // = {0+z, x+y}
const float32x2_t sumWZYX = vpadd_f32(sumTmp, sumTmp); // = {x+y+z, x+y+z}
const float32x2_t len = vmul_f32(VRECIPSQRTE(sumWZYX), sumWZYX);
return len;
}
NV_FORCE_INLINE FloatV V4LengthSq(const Vec4V a)
{
return V4Dot(a,a);
}
NV_FORCE_INLINE Vec4V V4Normalize(const Vec4V a)
{
return V4ScaleInv(a, V4Length(a));
}
NV_FORCE_INLINE Vec4V V4NormalizeFast(const Vec4V a)
{
return V4Scale(a, FRsqrtFast(V4Dot(a,a)));
}
NV_FORCE_INLINE Vec4V V4NormalizeSafe(const Vec4V a)
{
const FloatV zero = FZero();
const FloatV length = V4Length(a);
const uint32x4_t isGreaterThanZero = FIsGrtr(length, zero);
return V4Sel(isGreaterThanZero, V4ScaleInv(a, length), vcombine_f32(zero, zero));
}
NV_FORCE_INLINE BoolV V4IsEqU32(const VecU32V a, const VecU32V b)
{
return vceqq_u32(a, b);
}
NV_FORCE_INLINE Vec4V V4Sel(const BoolV c, const Vec4V a, const Vec4V b)
{
return vbslq_f32(c, a, b);
}
NV_FORCE_INLINE BoolV V4IsGrtr(const Vec4V a, const Vec4V b)
{
return vcgtq_f32(a, b);
}
NV_FORCE_INLINE BoolV V4IsGrtrOrEq(const Vec4V a, const Vec4V b)
{
return vcgeq_f32(a, b);
}
NV_FORCE_INLINE BoolV V4IsEq(const Vec4V a, const Vec4V b)
{
return vceqq_f32(a, b);
}
NV_FORCE_INLINE Vec4V V4Max(const Vec4V a, const Vec4V b)
{
return vmaxq_f32(a, b);
}
NV_FORCE_INLINE Vec4V V4Min(const Vec4V a, const Vec4V b)
{
return vminq_f32(a, b);
}
NV_FORCE_INLINE FloatV V4ExtractMax(const Vec4V a)
{
const float32x2_t low = vget_low_f32(a);
const float32x2_t high = vget_high_f32(a);
const float32x2_t max0 = vpmax_f32(high, low);
const float32x2_t max1 = vpmax_f32(max0, max0);
return max1;
}
NV_FORCE_INLINE FloatV V4ExtractMin(const Vec4V a)
{
const float32x2_t low = vget_low_f32(a);
const float32x2_t high = vget_high_f32(a);
const float32x2_t min0 = vpmin_f32(high, low);
const float32x2_t min1 = vpmin_f32(min0, min0);
return min1;
}
NV_FORCE_INLINE Vec4V V4Clamp(const Vec4V a, const Vec4V minV, const Vec4V maxV)
{
return V4Max(V4Min(a,maxV),minV);
}
NV_FORCE_INLINE uint32_t V4AllGrtr(const Vec4V a, const Vec4V b)
{
return internalUnitNeonSimd::BAllTrue4_R(V4IsGrtr(a, b));
}
NV_FORCE_INLINE uint32_t V4AllGrtrOrEq(const Vec4V a, const Vec4V b)
{
return internalUnitNeonSimd::BAllTrue4_R(V4IsGrtrOrEq(a, b));
}
NV_FORCE_INLINE uint32_t V4AllEq(const Vec4V a, const Vec4V b)
{
return internalUnitNeonSimd::BAllTrue4_R(V4IsEq(a, b));
}
NV_FORCE_INLINE Vec4V V4Round(const Vec4V a)
{
//truncate(a + (0.5f - sign(a)))
const Vec4V half = V4Load(0.5f);
const float32x4_t sign = vcvtq_f32_u32((vshrq_n_u32(vreinterpretq_u32_f32(a), 31)));
const Vec4V aPlusHalf = V4Add(a, half);
const Vec4V aRound = V4Sub(aPlusHalf, sign);
return vcvtq_f32_s32(vcvtq_s32_f32(aRound));
}
NV_FORCE_INLINE Vec4V V4Sin(const Vec4V a)
{
//Vec4V V1, V2, V3, V5, V7, V9, V11, V13, V15, V17, V19, V21, V23;
//Vec4V S1, S2, S3, S4, S5, S6, S7, S8, S9, S10, S11;
Vec4V Result;
const Vec4V recipTwoPi = V4LoadA(g_NVReciprocalTwoPi.f);
const Vec4V twoPi = V4LoadA(g_NVTwoPi.f);
const Vec4V tmp = V4Mul(a, recipTwoPi);
const Vec4V b = V4Round(tmp);
const Vec4V V1 = V4NegMulSub(twoPi, b, a);
// sin(V) ~= V - V^3 / 3! + V^5 / 5! - V^7 / 7! + V^9 / 9! - V^11 / 11! + V^13 / 13! -
// V^15 / 15! + V^17 / 17! - V^19 / 19! + V^21 / 21! - V^23 / 23! (for -PI <= V < PI)
const Vec4V V2 = V4Mul(V1, V1);
const Vec4V V3 = V4Mul(V2, V1);
const Vec4V V5 = V4Mul(V3, V2);
const Vec4V V7 = V4Mul(V5, V2);
const Vec4V V9 = V4Mul(V7, V2);
const Vec4V V11 = V4Mul(V9, V2);
const Vec4V V13 = V4Mul(V11, V2);
const Vec4V V15 = V4Mul(V13, V2);
const Vec4V V17 = V4Mul(V15, V2);
const Vec4V V19 = V4Mul(V17, V2);
const Vec4V V21 = V4Mul(V19, V2);
const Vec4V V23 = V4Mul(V21, V2);
const Vec4V sinCoefficients0 = V4LoadA(g_NVSinCoefficients0.f);
const Vec4V sinCoefficients1 = V4LoadA(g_NVSinCoefficients1.f);
const Vec4V sinCoefficients2 = V4LoadA(g_NVSinCoefficients2.f);
const FloatV S1 = V4GetY(sinCoefficients0);
const FloatV S2 = V4GetZ(sinCoefficients0);
const FloatV S3 = V4GetW(sinCoefficients0);
const FloatV S4 = V4GetX(sinCoefficients1);
const FloatV S5 = V4GetY(sinCoefficients1);
const FloatV S6 = V4GetZ(sinCoefficients1);
const FloatV S7 = V4GetW(sinCoefficients1);
const FloatV S8 = V4GetX(sinCoefficients2);
const FloatV S9 = V4GetY(sinCoefficients2);
const FloatV S10 = V4GetZ(sinCoefficients2);
const FloatV S11 = V4GetW(sinCoefficients2);
Result = V4ScaleAdd(V3, S1, V1);
Result = V4ScaleAdd(V5, S2, Result);
Result = V4ScaleAdd(V7, S3, Result);
Result = V4ScaleAdd(V9, S4, Result);
Result = V4ScaleAdd(V11, S5, Result);
Result = V4ScaleAdd(V13, S6, Result);
Result = V4ScaleAdd(V15, S7, Result);
Result = V4ScaleAdd(V17, S8, Result);
Result = V4ScaleAdd(V19, S9, Result);
Result = V4ScaleAdd(V21, S10,Result);
Result = V4ScaleAdd(V23, S11,Result);
return Result;
}
NV_FORCE_INLINE Vec4V V4Cos(const Vec4V a)
{
//XMVECTOR V1, V2, V4, V6, V8, V10, V12, V14, V16, V18, V20, V22;
//XMVECTOR C1, C2, C3, C4, C5, C6, C7, C8, C9, C10, C11;
Vec4V Result;
const Vec4V recipTwoPi = V4LoadA(g_NVReciprocalTwoPi.f);
const Vec4V twoPi = V4LoadA(g_NVTwoPi.f);
const Vec4V tmp = V4Mul(a, recipTwoPi);
const Vec4V b = V4Round(tmp);
const Vec4V V1 = V4NegMulSub(twoPi, b, a);
// cos(V) ~= 1 - V^2 / 2! + V^4 / 4! - V^6 / 6! + V^8 / 8! - V^10 / 10! + V^12 / 12! -
// V^14 / 14! + V^16 / 16! - V^18 / 18! + V^20 / 20! - V^22 / 22! (for -PI <= V < PI)
const Vec4V V2 = V4Mul(V1, V1);
const Vec4V V4 = V4Mul(V2, V2);
const Vec4V V6 = V4Mul(V4, V2);
const Vec4V V8 = V4Mul(V4, V4);
const Vec4V V10 = V4Mul(V6, V4);
const Vec4V V12 = V4Mul(V6, V6);
const Vec4V V14 = V4Mul(V8, V6);
const Vec4V V16 = V4Mul(V8, V8);
const Vec4V V18 = V4Mul(V10, V8);
const Vec4V V20 = V4Mul(V10, V10);
const Vec4V V22 = V4Mul(V12, V10);
const Vec4V cosCoefficients0 = V4LoadA(g_NVCosCoefficients0.f);
const Vec4V cosCoefficients1 = V4LoadA(g_NVCosCoefficients1.f);
const Vec4V cosCoefficients2 = V4LoadA(g_NVCosCoefficients2.f);
const FloatV C1 = V4GetY(cosCoefficients0);
const FloatV C2 = V4GetZ(cosCoefficients0);
const FloatV C3 = V4GetW(cosCoefficients0);
const FloatV C4 = V4GetX(cosCoefficients1);
const FloatV C5 = V4GetY(cosCoefficients1);
const FloatV C6 = V4GetZ(cosCoefficients1);
const FloatV C7 = V4GetW(cosCoefficients1);
const FloatV C8 = V4GetX(cosCoefficients2);
const FloatV C9 = V4GetY(cosCoefficients2);
const FloatV C10 = V4GetZ(cosCoefficients2);
const FloatV C11 = V4GetW(cosCoefficients2);
Result = V4ScaleAdd(V2, C1, V4One());
Result = V4ScaleAdd(V4, C2, Result);
Result = V4ScaleAdd(V6, C3, Result);
Result = V4ScaleAdd(V8, C4, Result);
Result = V4ScaleAdd(V10, C5, Result);
Result = V4ScaleAdd(V12, C6, Result);
Result = V4ScaleAdd(V14, C7, Result);
Result = V4ScaleAdd(V16, C8, Result);
Result = V4ScaleAdd(V18, C9, Result);
Result = V4ScaleAdd(V20, C10,Result);
Result = V4ScaleAdd(V22, C11,Result);
return Result;
}
NV_FORCE_INLINE void V4Transpose(Vec4V& col0, Vec4V& col1, Vec4V& col2, Vec4V& col3)
{
const float32x4x2_t v0v1 = vzipq_f32(col0, col2);
const float32x4x2_t v2v3 = vzipq_f32(col1, col3);
const float32x4x2_t zip0 = vzipq_f32(v0v1.val[0], v2v3.val[0]);
const float32x4x2_t zip1 = vzipq_f32(v0v1.val[1], v2v3.val[1]);
col0 = zip0.val[0];
col1 = zip0.val[1];
col2 = zip1.val[0];
col3 = zip1.val[1];
}
//////////////////////////////////
//VEC4V
//////////////////////////////////
NV_FORCE_INLINE BoolV BFFFF()
{
return vmovq_n_u32(0);
}
NV_FORCE_INLINE BoolV BFFFT()
{
const uint32x2_t zeros = vmov_n_u32(0);
const uint32x2_t ones = vmov_n_u32(0xffffFFFF);
const uint32x2_t zo = vext_u32(zeros, ones, 1);
return vcombine_u32(zeros, zo);
}
NV_FORCE_INLINE BoolV BFFTF()
{
const uint32x2_t zeros = vmov_n_u32(0);
const uint32x2_t ones = vmov_n_u32(0xffffFFFF);
const uint32x2_t oz = vext_u32(ones, zeros, 1);
return vcombine_u32(zeros, oz);
}
NV_FORCE_INLINE BoolV BFFTT()
{
const uint32x2_t zeros = vmov_n_u32(0);
const uint32x2_t ones = vmov_n_u32(0xffffFFFF);
return vcombine_u32(zeros, ones);
}
NV_FORCE_INLINE BoolV BFTFF()
{
const uint32x2_t zeros = vmov_n_u32(0);
const uint32x2_t ones = vmov_n_u32(0xffffFFFF);
const uint32x2_t zo = vext_u32(zeros, ones, 1);
return vcombine_u32(zo, zeros);
}
NV_FORCE_INLINE BoolV BFTFT()
{
const uint32x2_t zeros = vmov_n_u32(0);
const uint32x2_t ones = vmov_n_u32(0xffffFFFF);
const uint32x2_t zo = vext_u32(zeros, ones, 1);
return vcombine_u32(zo, zo);
}
NV_FORCE_INLINE BoolV BFTTF()
{
const uint32x2_t zeros = vmov_n_u32(0);
const uint32x2_t ones = vmov_n_u32(0xffffFFFF);
const uint32x2_t zo = vext_u32(zeros, ones, 1);
const uint32x2_t oz = vext_u32(ones, zeros, 1);
return vcombine_u32(zo, oz);
}
NV_FORCE_INLINE BoolV BFTTT()
{
const uint32x2_t zeros = vmov_n_u32(0);
const uint32x2_t ones = vmov_n_u32(0xffffFFFF);
const uint32x2_t zo = vext_u32(zeros, ones, 1);
return vcombine_u32(zo, ones);
}
NV_FORCE_INLINE BoolV BTFFF()
{
const uint32x2_t zeros = vmov_n_u32(0);
const uint32x2_t ones = vmov_n_u32(0xffffFFFF);
//const uint32x2_t zo = vext_u32(zeros, ones, 1);
const uint32x2_t oz = vext_u32(ones, zeros, 1);
return vcombine_u32(oz, zeros);
}
NV_FORCE_INLINE BoolV BTFFT()
{
const uint32x2_t zeros = vmov_n_u32(0);
const uint32x2_t ones = vmov_n_u32(0xffffFFFF);
const uint32x2_t zo = vext_u32(zeros, ones, 1);
const uint32x2_t oz = vext_u32(ones, zeros, 1);
return vcombine_u32(oz, zo);
}
NV_FORCE_INLINE BoolV BTFTF()
{
const uint32x2_t zeros = vmov_n_u32(0);
const uint32x2_t ones = vmov_n_u32(0xffffFFFF);
const uint32x2_t oz = vext_u32(ones, zeros, 1);
return vcombine_u32(oz, oz);
}
NV_FORCE_INLINE BoolV BTFTT()
{
const uint32x2_t zeros = vmov_n_u32(0);
const uint32x2_t ones = vmov_n_u32(0xffffFFFF);
const uint32x2_t oz = vext_u32(ones, zeros, 1);
return vcombine_u32(oz, ones);
}
NV_FORCE_INLINE BoolV BTTFF()
{
const uint32x2_t zeros = vmov_n_u32(0);
const uint32x2_t ones = vmov_n_u32(0xffffFFFF);
return vcombine_u32(ones, zeros);
}
NV_FORCE_INLINE BoolV BTTFT()
{
const uint32x2_t zeros = vmov_n_u32(0);
const uint32x2_t ones = vmov_n_u32(0xffffFFFF);
const uint32x2_t zo = vext_u32(zeros, ones, 1);
return vcombine_u32(ones, zo);
}
NV_FORCE_INLINE BoolV BTTTF()
{
const uint32x2_t zeros = vmov_n_u32(0);
const uint32x2_t ones = vmov_n_u32(0xffffFFFF);
const uint32x2_t oz = vext_u32(ones, zeros, 1);
return vcombine_u32(ones, oz);
}
NV_FORCE_INLINE BoolV BTTTT()
{
return vmovq_n_u32(0xffffFFFF);
}
NV_FORCE_INLINE BoolV BXMask()
{
return BTFFF();
}
NV_FORCE_INLINE BoolV BYMask()
{
return BFTFF();
}
NV_FORCE_INLINE BoolV BZMask()
{
return BFFTF();
}
NV_FORCE_INLINE BoolV BWMask()
{
return BFFFT();
}
NV_FORCE_INLINE BoolV BGetX(const BoolV f)
{
const uint32x2_t fLow = vget_low_u32(f);
return vdupq_lane_u32(fLow, 0);
}
NV_FORCE_INLINE BoolV BGetY(const BoolV f)
{
const uint32x2_t fLow = vget_low_u32(f);
return vdupq_lane_u32(fLow, 1);
}
NV_FORCE_INLINE BoolV BGetZ(const BoolV f)
{
const uint32x2_t fHigh = vget_high_u32(f);
return vdupq_lane_u32(fHigh, 0);
}
NV_FORCE_INLINE BoolV BGetW(const BoolV f)
{
const uint32x2_t fHigh = vget_high_u32(f);
return vdupq_lane_u32(fHigh, 1);
}
NV_FORCE_INLINE BoolV BSetX(const BoolV v, const BoolV f)
{
return vbslq_u32(BFTTT(), v, f);
}
NV_FORCE_INLINE BoolV BSetY(const BoolV v, const BoolV f)
{
return vbslq_u32(BTFTT(), v, f);
}
NV_FORCE_INLINE BoolV BSetZ(const BoolV v, const BoolV f)
{
return vbslq_u32(BTTFT(), v, f);
}
NV_FORCE_INLINE BoolV BSetW(const BoolV v, const BoolV f)
{
return vbslq_u32(BTTTF(), v, f);
}
NV_FORCE_INLINE BoolV BAnd(const BoolV a, const BoolV b)
{
return vandq_u32(a, b);
}
NV_FORCE_INLINE BoolV BNot(const BoolV a)
{
return vmvnq_u32(a);
}
NV_FORCE_INLINE BoolV BAndNot(const BoolV a, const BoolV b)
{
//return vbicq_u32(a, b);
return vandq_u32(a, vmvnq_u32(b));
}
NV_FORCE_INLINE BoolV BOr(const BoolV a, const BoolV b)
{
return vorrq_u32(a, b);
}
NV_FORCE_INLINE BoolV BAllTrue4(const BoolV a)
{
const uint32x2_t allTrue = vmov_n_u32(0xffffFFFF);
const uint16x4_t dHigh = vget_high_u16(vreinterpretq_u16_u32(a));
const uint16x4_t dLow = vmovn_u32(a);
uint16x8_t combined = vcombine_u16(dLow, dHigh);
const uint32x2_t finalReduce = vreinterpret_u32_u8(vmovn_u16(combined));
const uint32x2_t result = vceq_u32(finalReduce, allTrue);
return vdupq_lane_u32(result, 0);
}
NV_FORCE_INLINE BoolV BAnyTrue4(const BoolV a)
{
const uint32x2_t allTrue = vmov_n_u32(0xffffFFFF);
const uint16x4_t dHigh = vget_high_u16(vreinterpretq_u16_u32(a));
const uint16x4_t dLow = vmovn_u32(a);
uint16x8_t combined = vcombine_u16(dLow, dHigh);
const uint32x2_t finalReduce = vreinterpret_u32_u8(vmovn_u16(combined));
const uint32x2_t result = vtst_u32(finalReduce, allTrue);
return vdupq_lane_u32(result, 0);
}
NV_FORCE_INLINE BoolV BAllTrue3(const BoolV a)
{
const uint32x2_t allTrue3 = vmov_n_u32(0x00ffFFFF);
const uint16x4_t dHigh = vget_high_u16(vreinterpretq_u16_u32(a));
const uint16x4_t dLow = vmovn_u32(a);
uint16x8_t combined = vcombine_u16(dLow, dHigh);
const uint32x2_t finalReduce = vreinterpret_u32_u8(vmovn_u16(combined));
const uint32x2_t result = vceq_u32(vand_u32(finalReduce,allTrue3), allTrue3);
return vdupq_lane_u32(result, 0);
}
NV_FORCE_INLINE BoolV BAnyTrue3(const BoolV a)
{
const uint32x2_t allTrue3 = vmov_n_u32(0x00ffFFFF);
const uint16x4_t dHigh = vget_high_u16(vreinterpretq_u16_u32(a));
const uint16x4_t dLow = vmovn_u32(a);
uint16x8_t combined = vcombine_u16(dLow, dHigh);
const uint32x2_t finalReduce = vreinterpret_u32_u8(vmovn_u16(combined));
const uint32x2_t result = vtst_u32(vand_u32(finalReduce,allTrue3), allTrue3);
return vdupq_lane_u32(result, 0);
}
NV_FORCE_INLINE uint32_t BAllEq(const BoolV a, const BoolV b)
{
const BoolV bTest = vceqq_u32(a, b);
return internalUnitNeonSimd::BAllTrue4_R(bTest);
}
NV_FORCE_INLINE uint32_t BAllEqTTTT(const BoolV a)
{
return BAllEq(a, BTTTT());
}
NV_FORCE_INLINE uint32_t BAllEqFFFF(const BoolV a)
{
return BAllEq(a, BFFFF());
}
NV_FORCE_INLINE uint32_t BGetBitMask(const BoolV a)
{
static NV_ALIGN(16, const uint32_t) bitMaskData[4] = { 1, 2, 4, 8 };
const uint32x4_t bitMask = *(reinterpret_cast<const uint32x4_t*>(bitMaskData));
const uint32x4_t t0 = vandq_u32(a, bitMask);
const uint32x2_t t1 = vpadd_u32(vget_low_u32(t0), vget_high_u32(t0)); // Pairwise add (0 + 1), (2 + 3)
return uint32_t(vget_lane_u32(vpadd_u32(t1, t1), 0));
}
//////////////////////////////////
//MAT33V
//////////////////////////////////
NV_FORCE_INLINE Vec3V M33MulV3(const Mat33V& a, const Vec3V b)
{
const FloatV x=V3GetX(b);
const FloatV y=V3GetY(b);
const FloatV z=V3GetZ(b);
const Vec3V v0=V3Scale(a.col0,x);
const Vec3V v1=V3Scale(a.col1,y);
const Vec3V v2=V3Scale(a.col2,z);
const Vec3V v0PlusV1=V3Add(v0,v1);
return V3Add(v0PlusV1,v2);
}
NV_FORCE_INLINE Vec3V M33TrnspsMulV3(const Mat33V& a, const Vec3V b)
{
const FloatV x=V3Dot(a.col0,b);
const FloatV y=V3Dot(a.col1,b);
const FloatV z=V3Dot(a.col2,b);
return V3Merge(x,y,z);
}
NV_FORCE_INLINE Vec3V M33MulV3AddV3(const Mat33V& A, const Vec3V b, const Vec3V c)
{
const FloatV x=V3GetX(b);
const FloatV y=V3GetY(b);
const FloatV z=V3GetZ(b);
Vec3V result = V3ScaleAdd(A.col0, x, c);
result = V3ScaleAdd(A.col1, y, result);
return V3ScaleAdd(A.col2, z, result);
}
NV_FORCE_INLINE Mat33V M33MulM33(const Mat33V& a, const Mat33V& b)
{
return Mat33V(M33MulV3(a,b.col0),M33MulV3(a,b.col1),M33MulV3(a,b.col2));
}
NV_FORCE_INLINE Mat33V M33Add(const Mat33V& a, const Mat33V& b)
{
return Mat33V(V3Add(a.col0,b.col0),V3Add(a.col1,b.col1),V3Add(a.col2,b.col2));
}
NV_FORCE_INLINE Mat33V M33Scale(const Mat33V& a, const FloatV& b)
{
return Mat33V(V3Scale(a.col0,b),V3Scale(a.col1,b),V3Scale(a.col2,b));
}
NV_FORCE_INLINE Mat33V M33Inverse(const Mat33V& a)
{
const float32x2_t zeros = vreinterpret_f32_u32(vmov_n_u32(0));
const BoolV btttf = BTTTF();
const Vec3V cross01 = V3Cross(a.col0,a.col1);
const Vec3V cross12 = V3Cross(a.col1,a.col2);
const Vec3V cross20 = V3Cross(a.col2,a.col0);
const FloatV dot = V3Dot(cross01,a.col2);
const FloatV invDet = FRecipFast(dot);
const float32x4x2_t merge = vzipq_f32(cross12, cross01);
const float32x4_t mergeh = merge.val[0];
const float32x4_t mergel = merge.val[1];
//const Vec3V colInv0 = XMVectorPermute(mergeh,cross20,NvPermuteControl(0,4,1,7));
const float32x4_t colInv0_xxyy = vzipq_f32(mergeh, cross20).val[0];
const float32x4_t colInv0 = vreinterpretq_f32_u32(vandq_u32(vreinterpretq_u32_f32(colInv0_xxyy), btttf));
//const Vec3V colInv1 = XMVectorPermute(mergeh,cross20,NvPermuteControl(2,5,3,7));
const float32x2_t zw0 = vget_high_f32(mergeh);
const float32x2_t xy1 = vget_low_f32(cross20);
const float32x2_t yzero1 = vext_f32(xy1, zeros, 1);
const float32x2x2_t merge1 = vzip_f32(zw0, yzero1);
const float32x4_t colInv1 = vcombine_f32(merge1.val[0], merge1.val[1]);
//const Vec3V colInv2 = XMVectorPermute(mergel,cross20,NvPermuteControl(0,6,1,7));
const float32x2_t x0y0 = vget_low_f32(mergel);
const float32x2_t z1w1 = vget_high_f32(cross20);
const float32x2x2_t merge2 = vzip_f32(x0y0, z1w1);
const float32x4_t colInv2 = vcombine_f32(merge2.val[0], merge2.val[1]);
return Mat33V
(
vmulq_lane_f32(colInv0, invDet, 0),
vmulq_lane_f32(colInv1, invDet, 0),
vmulq_lane_f32(colInv2, invDet, 0)
);
}
NV_FORCE_INLINE Mat33V M33Trnsps(const Mat33V& a)
{
return Mat33V
(
V3Merge(V3GetX(a.col0),V3GetX(a.col1),V3GetX(a.col2)),
V3Merge(V3GetY(a.col0),V3GetY(a.col1),V3GetY(a.col2)),
V3Merge(V3GetZ(a.col0),V3GetZ(a.col1),V3GetZ(a.col2))
);
}
NV_FORCE_INLINE Mat33V M33Identity()
{
return Mat33V
(
V3UnitX(),
V3UnitY(),
V3UnitZ()
);
}
NV_FORCE_INLINE Mat33V M33Sub(const Mat33V& a, const Mat33V& b)
{
return Mat33V(V3Sub(a.col0,b.col0),V3Sub(a.col1,b.col1),V3Sub(a.col2,b.col2));
}
NV_FORCE_INLINE Mat33V M33Neg(const Mat33V& a)
{
return Mat33V(V3Neg(a.col0),V3Neg(a.col1),V3Neg(a.col2));
}
NV_FORCE_INLINE Mat33V M33Abs(const Mat33V& a)
{
return Mat33V(V3Abs(a.col0),V3Abs(a.col1),V3Abs(a.col2));
}
NV_FORCE_INLINE Mat33V PromoteVec3V(const Vec3V v)
{
const BoolV bTFFF = BTFFF();
const BoolV bFTFF = BFTFF();
const BoolV bFFTF = BTFTF();
const Vec3V zero = V3Zero();
return Mat33V( V3Sel(bTFFF, v, zero),
V3Sel(bFTFF, v, zero),
V3Sel(bFFTF, v, zero));
}
NV_FORCE_INLINE Mat33V M33Diagonal(const Vec3VArg d)
{
const Vec3V x = V3Mul(V3UnitX(), d);
const Vec3V y = V3Mul(V3UnitY(), d);
const Vec3V z = V3Mul(V3UnitZ(), d);
return Mat33V(x, y, z);
}
//////////////////////////////////
//MAT34V
//////////////////////////////////
NV_FORCE_INLINE Vec3V M34MulV3(const Mat34V& a, const Vec3V b)
{
const FloatV x=V3GetX(b);
const FloatV y=V3GetY(b);
const FloatV z=V3GetZ(b);
const Vec3V v0=V3Scale(a.col0,x);
const Vec3V v1=V3Scale(a.col1,y);
const Vec3V v2=V3Scale(a.col2,z);
const Vec3V v0PlusV1=V3Add(v0,v1);
const Vec3V v0PlusV1Plusv2=V3Add(v0PlusV1,v2);
return (V3Add(v0PlusV1Plusv2,a.col3));
}
NV_FORCE_INLINE Vec3V M34Mul33V3(const Mat34V& a, const Vec3V b)
{
const FloatV x=V3GetX(b);
const FloatV y=V3GetY(b);
const FloatV z=V3GetZ(b);
const Vec3V v0=V3Scale(a.col0,x);
const Vec3V v1=V3Scale(a.col1,y);
const Vec3V v2=V3Scale(a.col2,z);
const Vec3V v0PlusV1=V3Add(v0,v1);
return V3Add(v0PlusV1,v2);
}
NV_FORCE_INLINE Vec3V M34TrnspsMul33V3(const Mat34V& a, const Vec3V b)
{
const FloatV x=V3Dot(a.col0,b);
const FloatV y=V3Dot(a.col1,b);
const FloatV z=V3Dot(a.col2,b);
return V3Merge(x,y,z);
}
NV_FORCE_INLINE Mat34V M34MulM34(const Mat34V& a, const Mat34V& b)
{
return Mat34V(M34Mul33V3(a,b.col0), M34Mul33V3(a,b.col1),M34Mul33V3(a,b.col2),M34MulV3(a,b.col3));
}
NV_FORCE_INLINE Mat33V M34MulM33(const Mat34V& a, const Mat33V& b)
{
return Mat33V(M34Mul33V3(a,b.col0),M34Mul33V3(a,b.col1),M34Mul33V3(a,b.col2));
}
NV_FORCE_INLINE Mat33V M34Mul33MM34(const Mat34V& a, const Mat34V& b)
{
return Mat33V(M34Mul33V3(a,b.col0),M34Mul33V3(a,b.col1),M34Mul33V3(a,b.col2));
}
NV_FORCE_INLINE Mat34V M34Add(const Mat34V& a, const Mat34V& b)
{
return Mat34V(V3Add(a.col0,b.col0),V3Add(a.col1,b.col1),V3Add(a.col2,b.col2),V3Add(a.col3,b.col3));
}
NV_FORCE_INLINE Mat33V M34Trnsps33(const Mat34V& a)
{
return Mat33V
(
V3Merge(V3GetX(a.col0),V3GetX(a.col1),V3GetX(a.col2)),
V3Merge(V3GetY(a.col0),V3GetY(a.col1),V3GetY(a.col2)),
V3Merge(V3GetZ(a.col0),V3GetZ(a.col1),V3GetZ(a.col2))
);
}
//////////////////////////////////
//MAT44V
//////////////////////////////////
NV_FORCE_INLINE Vec4V M44MulV4(const Mat44V& a, const Vec4V b)
{
const FloatV x=V4GetX(b);
const FloatV y=V4GetY(b);
const FloatV z=V4GetZ(b);
const FloatV w=V4GetW(b);
const Vec4V v0=V4Scale(a.col0,x);
const Vec4V v1=V4Scale(a.col1,y);
const Vec4V v2=V4Scale(a.col2,z);
const Vec4V v3=V4Scale(a.col3,w);
const Vec4V v0PlusV1=V4Add(v0,v1);
const Vec4V v0PlusV1Plusv2=V4Add(v0PlusV1,v2);
return (V4Add(v0PlusV1Plusv2,v3));
}
NV_FORCE_INLINE Vec4V M44TrnspsMulV4(const Mat44V& a, const Vec4V b)
{
return V4Merge(V4Dot(a.col0,b), V4Dot(a.col1,b), V4Dot(a.col2,b), V4Dot(a.col3,b));
}
NV_FORCE_INLINE Mat44V M44MulM44(const Mat44V& a, const Mat44V& b)
{
return Mat44V(M44MulV4(a,b.col0),M44MulV4(a,b.col1),M44MulV4(a,b.col2),M44MulV4(a,b.col3));
}
NV_FORCE_INLINE Mat44V M44Add(const Mat44V& a, const Mat44V& b)
{
return Mat44V(V4Add(a.col0,b.col0),V4Add(a.col1,b.col1),V4Add(a.col2,b.col2),V4Add(a.col3,b.col3));
}
NV_FORCE_INLINE Mat44V M44Trnsps(const Mat44V& a)
{
// asm volatile(
// "vzip.f32 %q0, %q2 \n\t"
// "vzip.f32 %q1, %q3 \n\t"
// "vzip.f32 %q0, %q1 \n\t"
// "vzip.f32 %q2, %q3 \n\t"
// : "+w" (a.col0), "+w" (a.col1), "+w" (a.col2), "+w" a.col3));
const float32x4x2_t v0v1 = vzipq_f32(a.col0, a.col2);
const float32x4x2_t v2v3 = vzipq_f32(a.col1, a.col3);
const float32x4x2_t zip0 = vzipq_f32(v0v1.val[0], v2v3.val[0]);
const float32x4x2_t zip1 = vzipq_f32(v0v1.val[1], v2v3.val[1]);
return Mat44V(zip0.val[0], zip0.val[1], zip1.val[0], zip1.val[1]);
}
NV_FORCE_INLINE Mat44V M44Inverse(const Mat44V& a)
{
float32x4_t minor0, minor1, minor2, minor3;
float32x4_t row0, row1, row2, row3;
float32x4_t det, tmp1;
tmp1 = vmovq_n_f32(0.0f);
row1 = vmovq_n_f32(0.0f);
row3 = vmovq_n_f32(0.0f);
row0 = a.col0;
row1 = vextq_f32(a.col1, a.col1, 2);
row2 = a.col2;
row3 = vextq_f32(a.col3, a.col3, 2);
tmp1 = vmulq_f32(row2, row3);
tmp1 = vrev64q_f32(tmp1);
minor0 = vmulq_f32(row1, tmp1);
minor1 = vmulq_f32(row0, tmp1);
tmp1 = vextq_f32(tmp1, tmp1, 2);
minor0 = vsubq_f32(vmulq_f32(row1, tmp1), minor0);
minor1 = vsubq_f32(vmulq_f32(row0, tmp1), minor1);
minor1 = vextq_f32(minor1, minor1, 2);
tmp1 = vmulq_f32(row1, row2);
tmp1 = vrev64q_f32(tmp1);
minor0 = vaddq_f32(vmulq_f32(row3, tmp1), minor0);
minor3 = vmulq_f32(row0, tmp1);
tmp1 = vextq_f32(tmp1, tmp1, 2);
minor0 = vsubq_f32(minor0, vmulq_f32(row3, tmp1));
minor3 = vsubq_f32(vmulq_f32(row0, tmp1), minor3);
minor3 = vextq_f32(minor3, minor3, 2);
tmp1 = vmulq_f32(vextq_f32(row1, row1, 2), row3);
tmp1 = vrev64q_f32(tmp1);
row2 = vextq_f32(row2, row2, 2);
minor0 = vaddq_f32(vmulq_f32(row2, tmp1), minor0);
minor2 = vmulq_f32(row0, tmp1);
tmp1 = vextq_f32(tmp1, tmp1, 2);
minor0 = vsubq_f32(minor0, vmulq_f32(row2, tmp1));
minor2 = vsubq_f32(vmulq_f32(row0, tmp1), minor2);
minor2 = vextq_f32(minor2, minor2, 2);
tmp1 = vmulq_f32(row0, row1);
tmp1 = vrev64q_f32(tmp1);
minor2 = vaddq_f32(vmulq_f32(row3, tmp1), minor2);
minor3 = vsubq_f32(vmulq_f32(row2, tmp1), minor3);
tmp1 = vextq_f32(tmp1, tmp1, 2);
minor2 = vsubq_f32(vmulq_f32(row3, tmp1), minor2);
minor3 = vsubq_f32(minor3, vmulq_f32(row2, tmp1));
tmp1 = vmulq_f32(row0, row3);
tmp1 = vrev64q_f32(tmp1);
minor1 = vsubq_f32(minor1, vmulq_f32(row2, tmp1));
minor2 = vaddq_f32(vmulq_f32(row1, tmp1), minor2);
tmp1 = vextq_f32(tmp1, tmp1, 2);
minor1 = vaddq_f32(vmulq_f32(row2, tmp1), minor1);
minor2 = vsubq_f32(minor2, vmulq_f32(row1, tmp1));
tmp1 = vmulq_f32(row0, row2);
tmp1 = vrev64q_f32(tmp1);
minor1 = vaddq_f32(vmulq_f32(row3, tmp1), minor1);
minor3 = vsubq_f32(minor3, vmulq_f32(row1, tmp1));
tmp1 = vextq_f32(tmp1, tmp1, 2);
minor1 = vsubq_f32(minor1, vmulq_f32(row3, tmp1));
minor3 = vaddq_f32(vmulq_f32(row1, tmp1), minor3);
det = vmulq_f32(row0, minor0);
det = vaddq_f32(vextq_f32(det, det, 2), det);
det = vaddq_f32(vrev64q_f32(det), det);
det = vdupq_lane_f32(VRECIPE(vget_low_f32(det)), 0);
minor0 = vmulq_f32(det, minor0);
minor1 = vmulq_f32(det, minor1);
minor2 = vmulq_f32(det, minor2);
minor3 = vmulq_f32(det, minor3);
Mat44V invTrans(minor0,minor1,minor2,minor3);
return M44Trnsps(invTrans);
}
NV_FORCE_INLINE Vec4V V4LoadXYZW(const float& x, const float& y, const float& z, const float& w)
{
#if NV_WINRT
NV_ALIGN(16,float) r[4] = {x, y, z ,w};
return vld1q_f32((const float32_t*)r);
#else
const float32x4_t ret = {x, y, z, w};
return ret;
#endif // NV_WINRT
}
/*
NV_FORCE_INLINE VecU16V V4U32PK(VecU32V a, VecU32V b)
{
return vcombine_u16(vqmovn_u32(a), vqmovn_u32(b));
}
*/
NV_FORCE_INLINE VecU32V V4U32Sel(const BoolV c, const VecU32V a, const VecU32V b)
{
return vbslq_u32(c, a, b);
}
NV_FORCE_INLINE VecU32V V4U32or(VecU32V a, VecU32V b)
{
return vorrq_u32(a, b);
}
NV_FORCE_INLINE VecU32V V4U32and(VecU32V a, VecU32V b)
{
return vandq_u32(a, b);
}
NV_FORCE_INLINE VecU32V V4U32Andc(VecU32V a, VecU32V b)
{
//return vbicq_u32(a, b); // creates gcc compiler bug in RTreeQueries.cpp
return vandq_u32(a, vmvnq_u32(b));
}
/*
NV_FORCE_INLINE VecU16V V4U16Or(VecU16V a, VecU16V b)
{
return vorrq_u16(a, b);
}
*/
/*
NV_FORCE_INLINE VecU16V V4U16And(VecU16V a, VecU16V b)
{
return vandq_u16(a, b);
}
*/
/*
NV_FORCE_INLINE VecU16V V4U16Andc(VecU16V a, VecU16V b)
{
return vbicq_u16(a, b);
}
*/
NV_FORCE_INLINE VecI32V I4Load(const int32_t i)
{
return vdupq_n_s32(i);
}
NV_FORCE_INLINE VecI32V I4LoadU(const int32_t* i)
{
return vld1q_s32(i);
}
NV_FORCE_INLINE VecI32V I4LoadA(const int32_t* i)
{
return vld1q_s32(i);
}
NV_FORCE_INLINE VecI32V VecI32V_Add(const VecI32VArg a, const VecI32VArg b)
{
return vaddq_s32(a, b);
}
NV_FORCE_INLINE VecI32V VecI32V_Sub(const VecI32VArg a, const VecI32VArg b)
{
return vsubq_s32(a, b);
}
NV_FORCE_INLINE BoolV VecI32V_IsGrtr(const VecI32VArg a, const VecI32VArg b)
{
return vcgtq_s32(a, b);
}
NV_FORCE_INLINE BoolV VecI32V_IsEq(const VecI32VArg a, const VecI32VArg b)
{
return vceqq_s32(a, b);
}
NV_FORCE_INLINE VecI32V V4I32Sel(const BoolV c, const VecI32V a, const VecI32V b)
{
return vbslq_s32(c, a, b);
}
NV_FORCE_INLINE VecI32V VecI32V_Zero()
{
return vdupq_n_s32(0);
}
NV_FORCE_INLINE VecI32V VecI32V_One()
{
return vdupq_n_s32(1);
}
NV_FORCE_INLINE VecI32V VecI32V_Two()
{
return vdupq_n_s32(2);
}
NV_FORCE_INLINE VecI32V VecI32V_MinusOne()
{
return vdupq_n_s32(-1);
}
NV_FORCE_INLINE VecU32V U4Zero()
{
return U4Load(0);
}
NV_FORCE_INLINE VecU32V U4One()
{
return U4Load(1);
}
NV_FORCE_INLINE VecU32V U4Two()
{
return U4Load(2);
}
NV_FORCE_INLINE VecShiftV VecI32V_PrepareShift(const VecI32VArg shift)
{
return shift;
}
NV_FORCE_INLINE VecI32V VecI32V_LeftShift(const VecI32VArg a, const VecShiftVArg count)
{
return vshlq_s32(a, count);
}
NV_FORCE_INLINE VecI32V VecI32V_RightShift(const VecI32VArg a, const VecShiftVArg count)
{
return vshlq_s32(a, VecI32V_Sub(I4Load(0), count));
}
NV_FORCE_INLINE VecI32V VecI32V_And(const VecI32VArg a, const VecI32VArg b)
{
return vandq_s32(a, b);
}
NV_FORCE_INLINE VecI32V VecI32V_Or(const VecI32VArg a, const VecI32VArg b)
{
return vorrq_s32(a, b);
}
NV_FORCE_INLINE VecI32V VecI32V_GetX(const VecI32VArg f)
{
const int32x2_t fLow = vget_low_s32(f);
return vdupq_lane_s32(fLow, 0);
}
NV_FORCE_INLINE VecI32V VecI32V_GetY(const VecI32VArg f)
{
const int32x2_t fLow = vget_low_s32(f);
return vdupq_lane_s32(fLow, 1);
}
NV_FORCE_INLINE VecI32V VecI32V_GetZ(const VecI32VArg f)
{
const int32x2_t fHigh = vget_high_s32(f);
return vdupq_lane_s32(fHigh, 0);
}
NV_FORCE_INLINE VecI32V VecI32V_GetW(const VecI32VArg f)
{
const int32x2_t fHigh = vget_high_s32(f);
return vdupq_lane_s32(fHigh, 1);
}
NV_FORCE_INLINE VecI32V VecI32V_Sel(const BoolV c, const VecI32VArg a, const VecI32VArg b)
{
VECMATHAOS_ASSERT(_VecMathTests::allElementsEqualBoolV(c,BTTTT()) || _VecMathTests::allElementsEqualBoolV(c,BFFFF()));
return vbslq_s32(c, a, b);
}
NV_FORCE_INLINE void NvI32_From_VecI32V(const VecI32VArg a, int32_t* i)
{
*i = vgetq_lane_s32(a, 0);
}
NV_FORCE_INLINE VecI32V VecI32V_Merge(const VecI32VArg a, const VecI32VArg b, const VecI32VArg c, const VecI32VArg d)
{
const int32x2_t aLow = vget_low_s32(a);
const int32x2_t bLow = vget_low_s32(b);
const int32x2_t cLow = vget_low_s32(c);
const int32x2_t dLow = vget_low_s32(d);
const int32x2_t low = vext_s32(aLow, bLow, 1);
const int32x2_t high = vext_s32(cLow, dLow, 1);
return vcombine_s32(low, high);
}
NV_FORCE_INLINE VecI32V VecI32V_From_BoolV(const BoolVArg a)
{
return reinterpret_cast<const int32x4_t&>(a);
}
NV_FORCE_INLINE VecU32V VecU32V_From_BoolV(const BoolVArg a)
{
return reinterpret_cast<const uint32x4_t&>(a);
}
/*
template<int a> NV_FORCE_INLINE VecI32V V4ISplat()
{
return vdupq_n_s32(a);
}
template<uint32_t a> NV_FORCE_INLINE VecU32V V4USplat()
{
return vdupq_n_u32(a);
}
*/
/*
NV_FORCE_INLINE void V4U16StoreAligned(VecU16V val, VecU16V* address)
{
vst1q_u16((uint16_t*)address, val);
}
*/
NV_FORCE_INLINE void V4U32StoreAligned(VecU32V val, VecU32V* address)
{
vst1q_u32((uint32_t*)address, val);
}
NV_FORCE_INLINE Vec4V V4LoadAligned(Vec4V* addr)
{
return vld1q_f32((float32_t*)addr);
}
NV_FORCE_INLINE Vec4V V4LoadUnaligned(Vec4V* addr)
{
return vld1q_f32((float32_t*)addr);
}
NV_FORCE_INLINE Vec4V V4Andc(const Vec4V a, const VecU32V b)
{
return vreinterpretq_f32_u32(V4U32Andc(vreinterpretq_u32_f32(a), b));
}
NV_FORCE_INLINE VecU32V V4IsGrtrV32u(const Vec4V a, const Vec4V b)
{
return V4IsGrtr(a, b);
}
NV_FORCE_INLINE VecU16V V4U16LoadAligned(VecU16V* addr)
{
return vld1q_u16((uint16_t*)addr);
}
NV_FORCE_INLINE VecU16V V4U16LoadUnaligned(VecU16V* addr)
{
return vld1q_u16((uint16_t*)addr);
}
NV_FORCE_INLINE VecU16V V4U16CompareGt(VecU16V a, VecU16V b)
{
return vcgtq_u16(a, b);
}
NV_FORCE_INLINE VecU16V V4I16CompareGt(VecU16V a, VecU16V b)
{
return vcgtq_s16((VecI16V&)a, (VecI16V&)b);
}
NV_FORCE_INLINE Vec4V Vec4V_From_VecU32V(VecU32V a)
{
return vcvtq_f32_u32(a);
}
NV_FORCE_INLINE Vec4V Vec4V_From_VecI32V(VecI32V a)
{
return vcvtq_f32_s32(a);
}
NV_FORCE_INLINE VecI32V VecI32V_From_Vec4V(Vec4V a)
{
return vcvtq_s32_f32(a);
}
NV_FORCE_INLINE Vec4V Vec4V_ReinterpretFrom_VecU32V(VecU32V a)
{
return vreinterpretq_f32_u32(a);
}
NV_FORCE_INLINE Vec4V Vec4V_ReinterpretFrom_VecI32V(VecI32V a)
{
return vreinterpretq_f32_s32(a);
}
NV_FORCE_INLINE VecU32V VecU32V_ReinterpretFrom_Vec4V(Vec4V a)
{
return vreinterpretq_u32_f32(a);
}
NV_FORCE_INLINE VecI32V VecI32V_ReinterpretFrom_Vec4V(Vec4V a)
{
return vreinterpretq_s32_f32(a);
}
template<int index> NV_FORCE_INLINE BoolV BSplatElement(BoolV a)
{
#if NV_WINRT
if(index == 0)
{
return vdupq_lane_u32(vget_low_u32(a), 0);
}
else if (index == 1)
{
return vdupq_lane_u32(vget_low_u32(a), 1);
}
#else
if(index < 2)
{
return vdupq_lane_u32(vget_low_u32(a), index);
}
#endif
else if(index == 2)
{
return vdupq_lane_u32(vget_high_u32(a), 0);
}
else if(index == 3)
{
return vdupq_lane_u32(vget_high_u32(a), 1);
}
}
template<int index> NV_FORCE_INLINE VecU32V V4U32SplatElement(VecU32V a)
{
const int highIndex = index-2;
#if NV_WINRT
if(index == 0)
{
return vdupq_lane_u32(vget_low_u32(a), 0);
}
else if (index == 1)
{
return vdupq_lane_u32(vget_low_u32(a), 1);
}
#else
if(index < 2)
{
return vdupq_lane_u32(vget_low_u32(a), index);
}
#endif
else if(index == 2)
{
return vdupq_lane_u32(vget_high_u32(a), 0);
}
else if(index == 3)
{
return vdupq_lane_u32(vget_high_u32(a), 1);
}
}
template<int index> NV_FORCE_INLINE Vec4V V4SplatElement(Vec4V a)
{
#if NV_WINRT
if(index == 0)
{
return vdupq_lane_f32(vget_low_f32(a), 0);
}
else if (index == 1)
{
return vdupq_lane_f32(vget_low_f32(a), 1);
}
#else
if(index < 2)
{
return vdupq_lane_f32(vget_low_f32(a), index);
}
#endif
else if(index == 2)
{
return vdupq_lane_f32(vget_high_f32(a), 0);
}
else if(index == 3)
{
return vdupq_lane_f32(vget_high_f32(a), 1);
}
}
template<int index> NV_FORCE_INLINE VecU16V V4U16SplatElement(VecU16V a)
{
#if NV_WINRT
if(index == 0)
{
return vdupq_lane_u16(vget_low_u16(a), 0);
}
else if(index == 1)
{
return vdupq_lane_u16(vget_low_u16(a), 1);
}
else if(index == 2)
{
return vdupq_lane_u16(vget_low_u16(a), 2);
}
else if(index == 3)
{
return vdupq_lane_u16(vget_low_u16(a), 3);
}
#else
if(index < 4)
{
return vdupq_lane_u16(vget_low_u16(a),index);
}
#endif
else if(index == 4)
{
return vdupq_lane_u16(vget_high_u16(a), 0);
}
else if(index == 5)
{
return vdupq_lane_u16(vget_high_u16(a), 1);
}
else if(index == 6)
{
return vdupq_lane_u16(vget_high_u16(a), 2);
}
else if(index == 7)
{
return vdupq_lane_u16(vget_high_u16(a), 3);
}
}
template<int imm> NV_FORCE_INLINE VecI16V V4I16SplatImmediate()
{
return vdupq_n_s16(imm);
}
template<uint16_t imm> NV_FORCE_INLINE VecU16V V4U16SplatImmediate()
{
return vdupq_n_u16(imm);
}
NV_FORCE_INLINE VecU16V V4U16SubtractModulo(VecU16V a, VecU16V b)
{
return vsubq_u16(a, b);
}
NV_FORCE_INLINE VecU16V V4U16AddModulo(VecU16V a, VecU16V b)
{
return vaddq_u16(a, b);
}
NV_FORCE_INLINE VecU32V V4U16GetLo16(VecU16V a)
{
const uint16x4x2_t ret = vuzp_u16(vget_low_u16(a), vget_high_u16(a));
return vmovl_u16(ret.val[0]);
}
NV_FORCE_INLINE VecU32V V4U16GetHi16(VecU16V a)
{
const uint16x4x2_t ret = vuzp_u16(vget_low_u16(a), vget_high_u16(a));
return vmovl_u16(ret.val[1]);
}
NV_FORCE_INLINE VecU32V VecU32VLoadXYZW(uint32_t x, uint32_t y, uint32_t z, uint32_t w)
{
#if NV_WINRT
NV_ALIGN(16,uint32_t) r[4] = {x, y, z ,w};
return vld1q_u32((const uint32_t*)r);
#else
const uint32x4_t ret = {x, y, z, w};
return ret;
#endif
}
NV_FORCE_INLINE VecU32V U4Load(const uint32_t i)
{
return vdupq_n_u32(i);
}
NV_FORCE_INLINE VecU32V U4LoadU(const uint32_t* i)
{
return vld1q_u32(i);
}
NV_FORCE_INLINE VecU32V U4LoadA(const uint32_t* i)
{
return vld1q_u32(i);
}
NV_FORCE_INLINE Vec4V V4Ceil(const Vec4V in)
{
const float32x4_t ones = vdupq_n_f32(1.0f);
const float32x4_t rdToZero = vcvtq_f32_s32(vcvtq_s32_f32(in));
const float32x4_t rdToZeroPlusOne = vaddq_f32(rdToZero, ones);
const uint32x4_t gt = vcgtq_f32(in, rdToZero);
return vbslq_f32(gt, rdToZeroPlusOne, rdToZero);
}
NV_FORCE_INLINE Vec4V V4Floor(const Vec4V in)
{
const float32x4_t ones = vdupq_n_f32(1.0f);
const float32x4_t rdToZero = vcvtq_f32_s32(vcvtq_s32_f32(in));
const float32x4_t rdToZeroMinusOne = vsubq_f32(rdToZero, ones);
const uint32x4_t lt = vcltq_f32(in, rdToZero);
return vbslq_f32(lt, rdToZeroMinusOne, rdToZero);
}
NV_FORCE_INLINE VecU32V V4ConvertToU32VSaturate(const Vec4V in, uint32_t power)
{
NV_ASSERT(power == 0 && "Non-zero power not supported in convertToU32VSaturate");
NV_UNUSED(power); // prevent warning in release builds
return vcvtq_u32_f32(in);
}
#endif //PS_UNIX_NEON_INLINE_AOS_H
| 100,910 | C | 27.077629 | 151 | 0.655554 |
NVIDIA-Omniverse/PhysX/blast/source/shared/NsFoundation/include/platform/windows/NsWindowsIntrinsics.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2023 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2023 NovodeX AG. All rights reserved.
#ifndef NV_WINDOWS_NSWINDOWSINTRINSICS_H
#define NV_WINDOWS_NSWINDOWSINTRINSICS_H
#include "Ns.h"
#include "NvAssert.h"
// this file is for internal intrinsics - that is, intrinsics that are used in
// cross platform code but do not appear in the API
#if !(NV_WINDOWS_FAMILY || NV_WINRT)
#error "This file should only be included by Windows or WIN8ARM builds!!"
#endif
#pragma warning(push)
//'symbol' is not defined as a preprocessor macro, replacing with '0' for 'directives'
#pragma warning(disable : 4668)
#if NV_VC == 10
#pragma warning(disable : 4987) // nonstandard extension used: 'throw (...)'
#endif
#include <intrin.h>
#pragma warning(pop)
#pragma warning(push)
#pragma warning(disable : 4985) // 'symbol name': attributes not present on previous declaration
#include <math.h>
#pragma warning(pop)
#include <float.h>
#include <mmintrin.h>
#pragma intrinsic(_BitScanForward)
#pragma intrinsic(_BitScanReverse)
namespace nvidia
{
namespace shdfnd
{
/*
* Implements a memory barrier
*/
NV_FORCE_INLINE void memoryBarrier()
{
_ReadWriteBarrier();
/* long Barrier;
__asm {
xchg Barrier, eax
}*/
}
/*!
Returns the index of the highest set bit. Not valid for zero arg.
*/
NV_FORCE_INLINE uint32_t highestSetBitUnsafe(uint32_t v)
{
unsigned long retval;
_BitScanReverse(&retval, v);
return retval;
}
/*!
Returns the index of the highest set bit. Undefined for zero arg.
*/
NV_FORCE_INLINE uint32_t lowestSetBitUnsafe(uint32_t v)
{
unsigned long retval;
_BitScanForward(&retval, v);
return retval;
}
/*!
Returns the number of leading zeros in v. Returns 32 for v=0.
*/
NV_FORCE_INLINE uint32_t countLeadingZeros(uint32_t v)
{
if(v)
{
unsigned long bsr = (unsigned long)-1;
_BitScanReverse(&bsr, v);
return 31 - bsr;
}
else
return 32;
}
/*!
Prefetch aligned cache size around \c ptr+offset.
*/
#if !NV_ARM
NV_FORCE_INLINE void prefetchLine(const void* ptr, uint32_t offset = 0)
{
// cache line on X86/X64 is 64-bytes so a 128-byte prefetch would require 2 prefetches.
// However, we can only dispatch a limited number of prefetch instructions so we opt to prefetch just 1 cache line
/*_mm_prefetch(((const char*)ptr + offset), _MM_HINT_T0);*/
// We get slightly better performance prefetching to non-temporal addresses instead of all cache levels
_mm_prefetch(((const char*)ptr + offset), _MM_HINT_NTA);
}
#else
NV_FORCE_INLINE void prefetchLine(const void* ptr, uint32_t offset = 0)
{
// arm does have 32b cache line size
__prefetch(((const char*)ptr + offset));
}
#endif
/*!
Prefetch \c count bytes starting at \c ptr.
*/
#if !NV_ARM
NV_FORCE_INLINE void prefetch(const void* ptr, uint32_t count = 1)
{
const char* cp = (char*)ptr;
uint64_t p = size_t(ptr);
uint64_t startLine = p >> 6, endLine = (p + count - 1) >> 6;
uint64_t lines = endLine - startLine + 1;
do
{
prefetchLine(cp);
cp += 64;
} while(--lines);
}
#else
NV_FORCE_INLINE void prefetch(const void* ptr, uint32_t count = 1)
{
const char* cp = (char*)ptr;
uint32_t p = size_t(ptr);
uint32_t startLine = p >> 5, endLine = (p + count - 1) >> 5;
uint32_t lines = endLine - startLine + 1;
do
{
prefetchLine(cp);
cp += 32;
} while(--lines);
}
#endif
//! \brief platform-specific reciprocal
NV_CUDA_CALLABLE NV_FORCE_INLINE float recipFast(float a)
{
return 1.0f / a;
}
//! \brief platform-specific fast reciprocal square root
NV_CUDA_CALLABLE NV_FORCE_INLINE float recipSqrtFast(float a)
{
return 1.0f / ::sqrtf(a);
}
//! \brief platform-specific floor
NV_CUDA_CALLABLE NV_FORCE_INLINE float floatFloor(float x)
{
return ::floorf(x);
}
#define NS_EXPECT_TRUE(x) x
#define NS_EXPECT_FALSE(x) x
} // namespace shdfnd
} // namespace nvidia
#endif // #ifndef NV_WINDOWS_NSWINDOWSINTRINSICS_H
| 5,588 | C | 28.415789 | 118 | 0.700608 |
NVIDIA-Omniverse/PhysX/blast/source/shared/utils/AssetGenerator.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2016-2023 NVIDIA Corporation. All rights reserved.
#ifndef ASSETGENERATOR_H
#define ASSETGENERATOR_H
#include "NvBlast.h"
#include <vector>
#include <cmath>
class GeneratorAsset
{
public:
struct Vec3
{
float x, y, z;
Vec3() {}
Vec3(float x_, float y_, float z_) : x(x_), y(y_), z(z_) {}
Vec3 operator * (float v) const { return Vec3(x * v, y * v, z * v); }
Vec3 operator * (const Vec3& v) const { return Vec3(x * v.x, y * v.y, z * v.z); }
Vec3 operator + (const Vec3& v) const { return Vec3(x + v.x, y + v.y, z + v.z); }
Vec3 operator - (const Vec3& v) const { return Vec3(x - v.x, y - v.y, z - v.z); }
Vec3 getNormalized() const
{
return (*this)*(1.0f / sqrt(x*x + y*y + z*z));
}
};
struct BlastChunkCube
{
BlastChunkCube(Vec3 position_, Vec3 extents_)
{
position = position_;
extents = extents_;
}
Vec3 position;
Vec3 extents;
};
std::vector<NvBlastChunkDesc> solverChunks;
std::vector<NvBlastBondDesc> solverBonds;
std::vector<BlastChunkCube> chunks;
Vec3 extents;
};
class CubeAssetGenerator
{
public:
struct DepthInfo
{
DepthInfo(GeneratorAsset::Vec3 slices = GeneratorAsset::Vec3(1, 1, 1), NvBlastChunkDesc::Flags flag_ = NvBlastChunkDesc::Flags::NoFlags)
: slicesPerAxis(slices), flag(flag_) {}
GeneratorAsset::Vec3 slicesPerAxis;
NvBlastChunkDesc::Flags flag;
};
enum BondFlags
{
NO_BONDS = 0,
X_BONDS = 1 << 0,
Y_BONDS = 1 << 1,
Z_BONDS = 1 << 2,
X_PLUS_WORLD_BONDS = 1 << 3,
X_MINUS_WORLD_BONDS = 1 << 4,
Y_PLUS_WORLD_BONDS = 1 << 5,
Y_MINUS_WORLD_BONDS = 1 << 6,
Z_PLUS_WORLD_BONDS = 1 << 7,
Z_MINUS_WORLD_BONDS = 1 << 8,
ALL_INTERNAL_BONDS = X_BONDS | Y_BONDS | Z_BONDS
};
struct Settings
{
Settings() : bondFlags(BondFlags::ALL_INTERNAL_BONDS) {}
std::vector<DepthInfo> depths;
GeneratorAsset::Vec3 extents;
BondFlags bondFlags;
};
static void generate(GeneratorAsset& asset, const Settings& settings);
private:
static void fillBondDesc(std::vector<NvBlastBondDesc>& bondDescs, uint32_t id0, uint32_t id1, GeneratorAsset::Vec3 pos0, GeneratorAsset::Vec3 pos1, GeneratorAsset::Vec3 size, float area);
};
inline CubeAssetGenerator::BondFlags operator | (CubeAssetGenerator::BondFlags a, CubeAssetGenerator::BondFlags b)
{
return static_cast<CubeAssetGenerator::BondFlags>(static_cast<int>(a) | static_cast<int>(b));
}
#endif // #ifndef ASSETGENERATOR_H
| 4,248 | C | 33.266129 | 191 | 0.64807 |
NVIDIA-Omniverse/PhysX/blast/source/shared/utils/AssetGenerator.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2016-2023 NVIDIA Corporation. All rights reserved.
#include "AssetGenerator.h"
#include <cstring>
void CubeAssetGenerator::generate(GeneratorAsset& asset, const Settings& settings)
{
// cleanup
asset.solverChunks.clear();
asset.solverBonds.clear();
asset.chunks.clear();
// initial params
std::vector<uint32_t> depthStartIDs;
std::vector<GeneratorAsset::Vec3> depthSlicesPerAxisTotal;
uint32_t currentID = 0;
GeneratorAsset::Vec3 extents = settings.extents;
asset.extents = extents;
// Iterate over depths and create children
for (uint32_t depth = 0; depth < settings.depths.size(); depth++)
{
GeneratorAsset::Vec3 slicesPerAxis = settings.depths[depth].slicesPerAxis;
GeneratorAsset::Vec3 slicesPerAxisTotal = (depth == 0) ? slicesPerAxis : slicesPerAxis * (depthSlicesPerAxisTotal[depth - 1]);
depthSlicesPerAxisTotal.push_back(slicesPerAxisTotal);
depthStartIDs.push_back(currentID);
extents.x /= slicesPerAxis.x;
extents.y /= slicesPerAxis.y;
extents.z /= slicesPerAxis.z;
for (uint32_t z = 0; z < (uint32_t)slicesPerAxisTotal.z; ++z)
{
uint32_t parent_z = z / (uint32_t)slicesPerAxis.z;
for (uint32_t y = 0; y < (uint32_t)slicesPerAxisTotal.y; ++y)
{
uint32_t parent_y = y / (uint32_t)slicesPerAxis.y;
for (uint32_t x = 0; x < (uint32_t)slicesPerAxisTotal.x; ++x)
{
uint32_t parent_x = x / (uint32_t)slicesPerAxis.x;
uint32_t parentID = depth == 0 ? UINT32_MAX :
depthStartIDs[depth - 1] + parent_x + (uint32_t)depthSlicesPerAxisTotal[depth - 1].x*(parent_y + (uint32_t)depthSlicesPerAxisTotal[depth - 1].y*parent_z);
GeneratorAsset::Vec3 position;
position.x = ((float)x - (slicesPerAxisTotal.x / 2) + 0.5f) * extents.x;
position.y = ((float)y - (slicesPerAxisTotal.y / 2) + 0.5f) * extents.y;
position.z = ((float)z - (slicesPerAxisTotal.z / 2) + 0.5f) * extents.z;
NvBlastChunkDesc chunkDesc;
memcpy(chunkDesc.centroid, &position.x, 3 * sizeof(float));
chunkDesc.volume = extents.x * extents.y * extents.z;
chunkDesc.flags = settings.depths[depth].flag;
chunkDesc.userData = currentID++;
chunkDesc.parentChunkDescIndex = parentID;
asset.solverChunks.push_back(chunkDesc);
if (settings.depths[depth].flag & NvBlastChunkDesc::Flags::SupportFlag)
{
// Internal bonds
// x-neighbor
if (x > 0 && (settings.bondFlags & BondFlags::X_BONDS))
{
GeneratorAsset::Vec3 xNeighborPosition = position - GeneratorAsset::Vec3(extents.x, 0, 0);
uint32_t neighborID = chunkDesc.userData - 1;
fillBondDesc(asset.solverBonds, chunkDesc.userData, neighborID, position, xNeighborPosition, extents, extents.y * extents.z);
}
// y-neighbor
if (y > 0 && (settings.bondFlags & BondFlags::Y_BONDS))
{
GeneratorAsset::Vec3 yNeighborPosition = position - GeneratorAsset::Vec3(0, extents.y, 0);
uint32_t neighborID = chunkDesc.userData - (uint32_t)slicesPerAxisTotal.x;
fillBondDesc(asset.solverBonds, chunkDesc.userData, neighborID, position, yNeighborPosition, extents, extents.z * extents.x);
}
// z-neighbor
if (z > 0 && (settings.bondFlags & BondFlags::Z_BONDS))
{
GeneratorAsset::Vec3 zNeighborPosition = position - GeneratorAsset::Vec3(0, 0, extents.z);
uint32_t neighborID = chunkDesc.userData - (uint32_t)slicesPerAxisTotal.x*(uint32_t)slicesPerAxisTotal.y;
fillBondDesc(asset.solverBonds, chunkDesc.userData, neighborID, position, zNeighborPosition, extents, extents.x * extents.y);
}
// World bonds (only one per chunk is enough, otherwise they will be removed as duplicated, thus 'else if')
// -x world bond
if (x == 0 && (settings.bondFlags & BondFlags::X_MINUS_WORLD_BONDS))
{
GeneratorAsset::Vec3 xNeighborPosition = position - GeneratorAsset::Vec3(extents.x, 0, 0);
fillBondDesc(asset.solverBonds, chunkDesc.userData, UINT32_MAX, position, xNeighborPosition, extents, extents.y * extents.z);
}
// +x world bond
else if (x == slicesPerAxisTotal.x - 1 && (settings.bondFlags & BondFlags::X_PLUS_WORLD_BONDS))
{
GeneratorAsset::Vec3 xNeighborPosition = position + GeneratorAsset::Vec3(extents.x, 0, 0);
fillBondDesc(asset.solverBonds, chunkDesc.userData, UINT32_MAX, position, xNeighborPosition, extents, extents.y * extents.z);
}
// -y world bond
else if (y == 0 && (settings.bondFlags & BondFlags::Y_MINUS_WORLD_BONDS))
{
GeneratorAsset::Vec3 yNeighborPosition = position - GeneratorAsset::Vec3(0, extents.y, 0);
fillBondDesc(asset.solverBonds, chunkDesc.userData, UINT32_MAX, position, yNeighborPosition, extents, extents.z * extents.x);
}
// +y world bond
else if (y == slicesPerAxisTotal.y - 1 && (settings.bondFlags & BondFlags::Y_PLUS_WORLD_BONDS))
{
GeneratorAsset::Vec3 yNeighborPosition = position + GeneratorAsset::Vec3(0, extents.y, 0);
fillBondDesc(asset.solverBonds, chunkDesc.userData, UINT32_MAX, position, yNeighborPosition, extents, extents.z * extents.x);
}
// -z world bond
else if (z == 0 && (settings.bondFlags & BondFlags::Z_MINUS_WORLD_BONDS))
{
GeneratorAsset::Vec3 zNeighborPosition = position - GeneratorAsset::Vec3(0, 0, extents.z);
fillBondDesc(asset.solverBonds, chunkDesc.userData, UINT32_MAX, position, zNeighborPosition, extents, extents.x * extents.y);
}
// +z world bond
else if (z == slicesPerAxisTotal.z - 1 && (settings.bondFlags & BondFlags::Z_PLUS_WORLD_BONDS))
{
GeneratorAsset::Vec3 zNeighborPosition = position + GeneratorAsset::Vec3(0, 0, extents.z);
fillBondDesc(asset.solverBonds, chunkDesc.userData, UINT32_MAX, position, zNeighborPosition, extents, extents.x * extents.y);
}
}
asset.chunks.push_back(GeneratorAsset::BlastChunkCube(position, extents/*isStatic*/));
}
}
}
}
// Reorder chunks
std::vector<uint32_t> chunkReorderMap(asset.solverChunks.size());
std::vector<char> scratch(asset.solverChunks.size() * sizeof(NvBlastChunkDesc));
NvBlastBuildAssetDescChunkReorderMap(chunkReorderMap.data(), asset.solverChunks.data(), (uint32_t)asset.solverChunks.size(), scratch.data(), nullptr);
std::vector<GeneratorAsset::BlastChunkCube> chunksTemp = asset.chunks;
for (uint32_t i = 0; i < chunkReorderMap.size(); ++i)
{
asset.chunks[chunkReorderMap[i]] = chunksTemp[i];
}
NvBlastApplyAssetDescChunkReorderMapInPlace(asset.solverChunks.data(), (uint32_t)asset.solverChunks.size(), asset.solverBonds.data(), (uint32_t)asset.solverBonds.size(), chunkReorderMap.data(), true, scratch.data(), nullptr);
}
void CubeAssetGenerator::fillBondDesc(std::vector<NvBlastBondDesc>& bondDescs, uint32_t id0, uint32_t id1, GeneratorAsset::Vec3 pos0, GeneratorAsset::Vec3 pos1, GeneratorAsset::Vec3 size, float area)
{
NV_UNUSED(size);
NvBlastBondDesc bondDesc = NvBlastBondDesc();
bondDesc.chunkIndices[0] = id0;
bondDesc.chunkIndices[1] = id1;
bondDesc.bond.area = area;
GeneratorAsset::Vec3 centroid = (pos0 + pos1) * 0.5f;
bondDesc.bond.centroid[0] = centroid.x;
bondDesc.bond.centroid[1] = centroid.y;
bondDesc.bond.centroid[2] = centroid.z;
GeneratorAsset::Vec3 normal = (pos0 - pos1).getNormalized();
bondDesc.bond.normal[0] = normal.x;
bondDesc.bond.normal[1] = normal.y;
bondDesc.bond.normal[2] = normal.z;
bondDescs.push_back(bondDesc);
}
| 10,612 | C++ | 54.565445 | 229 | 0.595929 |
NVIDIA-Omniverse/PhysX/blast/include/extensions/authoring/NvBlastExtAuthoringFractureTool.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2016-2023 NVIDIA Corporation. All rights reserved.
//! @file
//!
//! @brief Defines the API for the NvBlastExtAuthoring blast sdk extension's FractureTool
#ifndef NVBLASTAUTHORINGFRACTURETOOL_H
#define NVBLASTAUTHORINGFRACTURETOOL_H
#include "NvBlastExtAuthoringTypes.h"
namespace Nv
{
namespace Blast
{
class SpatialAccelerator;
class Triangulator;
class Mesh;
class CutoutSet;
/*
Transform used for chunk scaling (uniform scale + translation only)
*/
struct TransformST
{
NvcVec3 t; // Translation
float s; // Uniform scale
static TransformST identity() { return {{0.0f, 0.0f, 0.0f}, 1.0f}; }
/* Point and vector transformations. Note, normals are invariant (up to normalization) under TransformST transformations. */
NvcVec3 transformPos(const NvcVec3& p) const { return {s * p.x + t.x, s * p.y + t.y, s * p.z + t.z}; }
NvcVec3 transformDir(const NvcVec3& d) const { return {s * d.x, s * d.y, s * d.z}; }
NvcVec3 invTransformPos(const NvcVec3& p) const { return {(p.x - t.x) / s, (p.y - t.y) / s, (p.z - t.z) / s}; }
NvcVec3 invTransformDir(const NvcVec3& d) const { return {d.x / s, d.y / s, d.z / s}; }
};
/*
Chunk data, chunks with parentChunkId == -1 are the source meshes.
*/
struct ChunkInfo
{
ChunkInfo();
enum ChunkFlags
{
NO_FLAGS = 0,
APPROXIMATE_BONDING = 1 // Created by island splitting or chunk merge, etc. and should check for inexact bonds
};
protected:
/**
* The mesh is transformed to fit within a unit cube centered at the origin.
* This transform puts the mesh back into its original space.
* These fields are protected so that only an authoring class can access them.
* It is important that the tmToWorld be set based upon the mesh bounds and parent tmToWorld.
*/
TransformST tmToWorld;
Mesh* meshData;
/**
* Parent ID is set to this value initially, as opposed to -1 (which is a valid parent ID denoting "no parent")
*/
enum { UninitializedID = INT32_MIN };
public:
int32_t parentChunkId;
int32_t chunkId;
uint32_t flags;
bool isLeaf;
bool isChanged;
const TransformST& getTmToWorld() const { return tmToWorld; }
Mesh* getMesh() const { return meshData; }
};
inline ChunkInfo::ChunkInfo() :
tmToWorld(TransformST::identity()),
meshData(nullptr),
parentChunkId(UninitializedID),
chunkId(-1),
flags(NO_FLAGS),
isLeaf(false),
isChanged(true)
{
}
/**
Abstract base class for user-defined random value generator.
*/
class RandomGeneratorBase
{
public:
// Generates uniformly distributed value in [0, 1] range.
virtual float getRandomValue() = 0;
// Seeds random value generator
virtual void seed(int32_t seed) = 0;
virtual ~RandomGeneratorBase(){};
};
/*
Noise fracturing configuration for chunks's faces
*/
struct NoiseConfiguration
{
/**
Noisy slicing configutaion:
Amplitude of cutting surface noise. If it is 0 - noise is disabled.
*/
float amplitude = 0.f;
/**
Frequencey of cutting surface noise.
*/
float frequency = 1.f;
/**
Octave number in slicing surface noise.
*/
uint32_t octaveNumber = 1;
/**
Sampling interval for surface grid.
*/
NvcVec3 samplingInterval = { 1, 1, 1 };
};
/*
Slicing fracturing configuration
*/
struct SlicingConfiguration
{
/**
Number of slices in each direction
*/
int32_t x_slices = 1, y_slices = 1, z_slices = 1;
/**
Offset variation, value in [0, 1]
*/
float offset_variations = 0.f;
/**
Angle variation, value in [0, 1]
*/
float angle_variations = 0.f;
/*
Noise parameters for faces between sliced chunks
*/
NoiseConfiguration noise;
};
/**
Cutout fracturing configuration
*/
struct CutoutConfiguration
{
/**
Set of grouped convex loop patterns for cutout in normal direction.
Not required for PLANE_ONLY mode
*/
CutoutSet* cutoutSet = nullptr;
/**
Transform for initial pattern position and orientation.
By default 2d pattern lies in XY plane (Y is up) the center of pattern is (0, 0)
*/
NvcTransform transform = {{0, 0, 0, 1}, {0, 0, 0}};
/**
Scale for pattern. Unscaled pattern has size (1, 1).
For negative scale pattern will be placed at the center of chunk and scaled with max distance between points of
its AABB
*/
NvcVec2 scale = { -1, -1 };
/**
Conic aperture in degree, for cylindric cutout set it to 0.
*/
float aperture = 0.f;
/**
If relative transform is set - position will be displacement vector from chunk's center. Otherwise from global
origin.
*/
bool isRelativeTransform = true;
/**
Add generatad faces to the same smoothing group as original face without noise
*/
bool useSmoothing = false;
/**
Noise parameters for cutout surface, see NoiseConfiguration.
*/
NoiseConfiguration noise;
};
/**
Class for voronoi sites generation inside supplied mesh.
*/
class VoronoiSitesGenerator
{
public:
virtual ~VoronoiSitesGenerator() {}
/**
Release VoronoiSitesGenerator memory
*/
virtual void release() = 0;
/**
Set base fracture mesh
*/
virtual void setBaseMesh(const Mesh* mesh) = 0;
/**
Access to generated voronoi sites.
\param[out] Pointer to generated voronoi sites
\return Count of generated voronoi sites.
*/
virtual uint32_t getVoronoiSites(const NvcVec3*& sites) = 0;
/**
Add site in particular point
\param[in] site Site coordinates
*/
virtual void addSite(const NvcVec3& site) = 0;
/**
Uniformly generate sites inside the mesh
\param[in] numberOfSites Number of generated sites
*/
virtual void uniformlyGenerateSitesInMesh(uint32_t numberOfSites) = 0;
/**
Generate sites in clustered fashion
\param[in] numberOfClusters Number of generated clusters
\param[in] sitesPerCluster Number of sites in each cluster
\param[in] clusterRadius Voronoi cells cluster radius
*/
virtual void clusteredSitesGeneration(uint32_t numberOfClusters, uint32_t sitesPerCluster, float clusterRadius) = 0;
/**
Radial pattern of sites generation
\param[in] center Center of generated pattern
\param[in] normal Normal to plane in which sites are generated
\param[in] radius Pattern radius
\param[in] angularSteps Number of angular steps
\param[in] radialSteps Number of radial steps
\param[in] angleOffset Angle offset at each radial step
\param[in] variability Randomness of sites distribution
*/
virtual void radialPattern(const NvcVec3& center, const NvcVec3& normal, float radius, int32_t angularSteps,
int32_t radialSteps, float angleOffset = 0.0f, float variability = 0.0f) = 0;
/**
Generate sites inside sphere
\param[in] count Count of generated sites
\param[in] radius Radius of sphere
\param[in] center Center of sphere
*/
virtual void generateInSphere(const uint32_t count, const float radius, const NvcVec3& center) = 0;
/**
Set stencil mesh. With stencil mesh sites are generated only inside both of fracture and stencil meshes.
\param[in] stencil Stencil mesh.
*/
virtual void setStencil(const Mesh* stencil) = 0;
/**
Removes stencil mesh
*/
virtual void clearStencil() = 0;
/**
Deletes sites inside supplied sphere
\param[in] radius Radius of sphere
\param[in] center Center of sphere
\param[in] eraserProbability Probability of removing some particular site
*/
virtual void deleteInSphere(const float radius, const NvcVec3& center, const float eraserProbability = 1) = 0;
};
/**
FractureTool class provides methods to fracture provided mesh and generate Blast asset data
*/
class FractureTool
{
public:
virtual ~FractureTool() {}
/**
Release FractureTool memory
*/
virtual void release() = 0;
/**
Reset FractureTool state.
*/
virtual void reset() = 0;
/**
Set input meshes which will be fractured, FractureTool will be reset.
If ids != nullptr, it must point to an array of length meshSizes.
Each mesh will be assigned to a chunk with ID given by the corresponding element in ids.
If the corresponding element is negative, or ids is NULL, then the chunk will be assigned
an arbitrary (but currently unused) ID.
Returns true iff all meshes were assigned chunks with valid IDs.
*/
virtual bool setSourceMeshes(Mesh const * const * meshes, uint32_t meshesSize, const int32_t* ids = nullptr) = 0;
/**
Set chunk mesh, parentId should be valid, return id of new chunk.
*/
virtual int32_t setChunkMesh(const Mesh* mesh, int32_t parentId, int32_t chunkId = -1) = 0;
/**
Set the material id to use for new interior faces. Defaults to kMaterialInteriorId
*/
virtual void setInteriorMaterialId(int32_t materialId) = 0;
/**
Gets the material id to use for new interior faces
*/
virtual int32_t getInteriorMaterialId() const = 0;
/**
Replaces an material id on faces with a new one
*/
virtual void replaceMaterialId(int32_t oldMaterialId, int32_t newMaterialId) = 0;
/**
Get chunk mesh in polygonal representation. User's code should release it after usage.
This function welds vertices based upon vertex position and normal. If splitUVs == true,
UV coordinates are also considered in vertex welding.
*/
virtual Mesh* createChunkMesh(int32_t chunkInfoIndex, bool splitUVs = true) = 0;
/**
Fractures specified chunk with voronoi method.
\param[in] chunkId Chunk to fracture
\param[in] cellPoints Array of voronoi sites
\param[in] replaceChunk if 'true', newly generated chunks will replace source chunk, if 'false', newly
generated chunks will be at next depth level, source chunk will be parent for them. Case replaceChunk == true &&
chunkId == 0 considered as wrong input parameters \return If 0, fracturing is successful.
*/
virtual int32_t
voronoiFracturing(uint32_t chunkId, uint32_t cellCount, const NvcVec3* cellPoints, bool replaceChunk) = 0;
/**
Fractures specified chunk with voronoi method. Cells can be scaled along x,y,z axes.
\param[in] chunkId Chunk to fracture
\param[in] cellPoints Array of voronoi sites
\param[in] cellPoints Array of voronoi sites
\param[in] scale Voronoi cells scaling factor
\param[in] rotation Voronoi cells rotation. Has no effect without cells scale factor
\param[in] replaceChunk if 'true', newly generated chunks will replace source chunk, if 'false', newly
generated chunks will be at next depth level, source chunk will be parent for them. Case replaceChunk == true &&
chunkId == 0 considered as wrong input parameters \return If 0, fracturing is successful.
*/
virtual int32_t voronoiFracturing(uint32_t chunkId, uint32_t cellCount, const NvcVec3* cellPoints,
const NvcVec3& scale, const NvcQuat& rotation, bool replaceChunk) = 0;
/**
Fractures specified chunk with slicing method.
\param[in] chunkId Chunk to fracture
\param[in] conf Slicing parameters, see SlicingConfiguration.
\param[in] replaceChunk if 'true', newly generated chunks will replace source chunk, if 'false', newly
generated chunks will be at next depth level, source chunk will be parent for
them. Case replaceChunk == true && chunkId == 0 considered as wrong input parameters
\param[in] rnd User supplied random number generator
\return If 0, fracturing is successful.
*/
virtual int32_t
slicing(uint32_t chunkId, const SlicingConfiguration& conf, bool replaceChunk, RandomGeneratorBase* rnd) = 0;
/**
Cut chunk with plane.
\param[in] chunkId Chunk to fracture
\param[in] normal Plane normal
\param[in] position Point on plane
\param[in] noise Noise configuration for plane-chunk intersection, see NoiseConfiguration.
\param[in] replaceChunk if 'true', newly generated chunks will replace source chunk, if 'false', newly
generated chunks will be at next depth level, source chunk will be parent for
them. Case replaceChunk == true && chunkId == 0 considered as wrong input parameters
\param[in] rnd User supplied random number generator
\return If 0, fracturing is successful.
*/
virtual int32_t cut(uint32_t chunkId, const NvcVec3& normal, const NvcVec3& position,
const NoiseConfiguration& noise, bool replaceChunk, RandomGeneratorBase* rnd) = 0;
/**
Cutout fracture for specified chunk.
\param[in] chunkId Chunk to fracture
\param[in] conf Cutout parameters, see CutoutConfiguration.
\param[in] replaceChunk if 'true', newly generated chunks will replace source chunk, if 'false', newly
\param[in] replaceChunk if 'true', newly generated chunks will replace source chunk, if 'false', newly
generated chunks will be at next depth level, source chunk will be parent for
them. Case replaceChunk == true && chunkId == 0 considered as wrong input parameters
\param[in] rnd User supplied random number generator
\return If 0, fracturing is successful.
*/
virtual int32_t cutout(uint32_t chunkId, CutoutConfiguration conf, bool replaceChunk, RandomGeneratorBase* rnd) = 0;
/**
Creates resulting fractured mesh geometry from intermediate format
*/
virtual void finalizeFracturing() = 0;
/**
Returns overall number of chunks in fracture.
*/
virtual uint32_t getChunkCount() const = 0;
/**
Get chunk information
*/
virtual const ChunkInfo& getChunkInfo(int32_t chunkInfoIndex) = 0;
/**
Get percentage of mesh overlap.
percentage computed as volume(intersection(meshA , meshB)) / volume (meshA)
\param[in] meshA Mesh A
\param[in] meshB Mesh B
\return mesh overlap percentage
*/
virtual float getMeshOverlap(const Mesh& meshA, const Mesh& meshB) = 0;
/**
Get chunk base mesh
\param[in] chunkIndex Chunk index
\param[out] output Array of triangles to be filled
\return number of triangles in base mesh
*/
virtual uint32_t getBaseMesh(int32_t chunkIndex, Triangle*& output) = 0;
/**
Update chunk base mesh
\note Doesn't allocates output array, Triangle* output should be preallocated by user
\param[in] chunkIndex Chunk index
\param[out] output Array of triangles to be filled
\return number of triangles in base mesh
*/
virtual uint32_t updateBaseMesh(int32_t chunkIndex, Triangle* output) = 0;
/**
Return info index of chunk with specified chunkId
\param[in] chunkId Chunk ID
\return Chunk info index in internal buffer, if not exist -1 is returned.
*/
virtual int32_t getChunkInfoIndex(int32_t chunkId) const = 0;
/**
Return id of chunk with specified info index.
\param[in] chunkInfoIndex Chunk info index
\return Chunk id or -1 if there is no such chunk.
*/
virtual int32_t getChunkId(int32_t chunkInfoIndex) const = 0;
/**
Return depth level of the given chunk
\param[in] chunkId Chunk ID
\return Chunk depth or -1 if there is no such chunk.
*/
virtual int32_t getChunkDepth(int32_t chunkId) const = 0;
/**
Return array of chunks IDs with given depth.
\param[in] depth Chunk depth
\param[out] Pointer to array of chunk IDs
\return Number of chunks in array
*/
virtual uint32_t getChunksIdAtDepth(uint32_t depth, int32_t*& chunkIds) const = 0;
/**
Get result geometry without noise as vertex and index buffers, where index buffers contain series of triplets
which represent triangles.
\param[out] vertexBuffer Array of vertices to be filled
\param[out] indexBuffer Array of indices to be filled
\param[out] indexBufferOffsets Array of offsets in indexBuffer for each base mesh.
Contains getChunkCount() + 1 elements. Last one is indexBuffer size
\return Number of vertices in vertexBuffer
*/
virtual uint32_t
getBufferedBaseMeshes(Vertex*& vertexBuffer, uint32_t*& indexBuffer, uint32_t*& indexBufferOffsets) = 0;
/**
Set automatic islands removing. May cause instabilities.
\param[in] isRemoveIslands Flag whether remove or not islands.
*/
virtual void setRemoveIslands(bool isRemoveIslands) = 0;
/**
Try find islands and remove them on some specifical chunk. If chunk has childs, island removing can lead to
wrong results! Apply it before further chunk splitting. \param[in] chunkId Chunk ID which should be checked for
islands \return Number of found islands is returned
*/
virtual int32_t islandDetectionAndRemoving(int32_t chunkId, bool createAtNewDepth = false) = 0;
/**
Check if input mesh contains open edges. Open edges can lead to wrong fracturing results.
\return true if mesh contains open edges
*/
virtual bool isMeshContainOpenEdges(const Mesh* input) = 0;
/**
Delete all children for specified chunk (also recursively delete chidren of children).
\param[in] chunkId Chunk ID which children should be deleted
\param[in] deleteRoot (optional) If true, deletes the given chunk too
\return true if one or more chunks were removed
*/
virtual bool deleteChunkSubhierarchy(int32_t chunkId, bool deleteRoot = false) = 0;
/**
Optimize chunk hierarhy for better runtime performance.
It tries to unite chunks to groups of some size in order to transform flat hierarchy (all chunks are children of
single root) to tree like hieracrhy with limited number of children for each chunk.
\param[in] threshold If number of children of some chunk less then maxAtLevel then it would be considered as already
optimized and skipped.
\param[in] targetClusterSize Target number of children for processed chunks.
\param[in] chunksToMerge Which chunks are merge candidate. If NULL, all chunks will be a merge candidate.
\param[in] mergeChunkCount size of chunksToMerge array, if chunksToMerge != NULL.
\param[in] adjChunks Optional index pairs to describe chunk adjacency. May be NULL.
\param[in] adjChunksSize If 'adjChunks' is not NULL, the number of index pairs in the adjChunks array.
\param[in] removeOriginalChunks If true, original chunks that are merged are removed.
*/
virtual void uniteChunks(uint32_t threshold, uint32_t targetClusterSize,
const uint32_t* chunksToMerge, uint32_t mergeChunkCount,
const NvcVec2i* adjChunks, uint32_t adjChunksSize,
bool removeOriginalChunks = false) = 0;
/**
Set the APPROXIMATE_BONDING flag in the chunk's ChunkInfo
\param[in] chunkInfoIndex chunk info index - use getChunkInfoIndex(ID)
\param[in] useApproximateBonding value of flag to set
\return true if the chunk ID is found, false otherwise
*/
virtual bool setApproximateBonding(uint32_t chunkInfoIndex, bool useApproximateBonding) = 0;
/**
Rescale interior uv coordinates of given chunk to fit square of given size.
\param[in] side Size of square side
\param[in] chunkId Chunk ID for which UVs should be scaled.
*/
virtual void fitUvToRect(float side, uint32_t chunkId) = 0;
/**
Rescale interior uv coordinates of all existing chunks to fit square of given size, relative sizes will be
preserved. \param[in] side Size of square side
*/
virtual void fitAllUvToRect(float side) = 0;
};
} // namespace Blast
} // namespace Nv
#endif // ifndef NVBLASTAUTHORINGFRACTURETOOL_H
| 22,590 | C | 37.031986 | 129 | 0.656662 |
NVIDIA-Omniverse/PhysX/blast/include/extensions/authoring/NvBlastExtAuthoringBooleanTool.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2016-2023 NVIDIA Corporation. All rights reserved.
//! @file
//!
//! @brief Defines the API for the NvBlastExtAuthoring blast sdk extension's BooleanTool
#ifndef NVBLASTAUTHORINGBOOLEANTOOL_H
#define NVBLASTAUTHORINGBOOLEANTOOL_H
#include "NvBlastExtAuthoringTypes.h"
namespace Nv
{
namespace Blast
{
// Forward declaration
class Mesh;
class SpatialAccelerator;
/**
Tool for performing boolean operations on polygonal meshes.
Tool supports only closed meshes. Performing boolean on meshes with holes can lead to unexpected behavior, e.g. holes in result geometry.
*/
class BooleanTool
{
public:
virtual ~BooleanTool() {}
/**
* Release BooleanTool memory
*/
virtual void release() = 0;
/**
* Operation to perform
*/
enum Op
{
Intersection,
Union,
Difference
};
/**
* Perform boolean operation on two polygonal meshes (A and B).
* \param[in] meshA Mesh A
* \param[in] accelA Spatial accelerator for meshA. Can be nullptr.
* \param[in] meshB Mesh B
* \param[in] accelB Spatial accelerator for meshB. Can be nullptr.
* \param[in] op Boolean operation type (see BooleanTool::Op)
* \return new mesh result of the boolean operation. If nullptr, result is the empty set.
*/
virtual Mesh* performBoolean(const Mesh* meshA, SpatialAccelerator* accelA, const Mesh* meshB, SpatialAccelerator* accelB, Op op) = 0;
/**
* Test whether point contained in mesh.
* \param[in] mesh Mesh geometry
* \param[in] accel Spatial accelerator for mesh. Can be nullptr.
* \param[in] point Point which should be tested
* \return true iff point is inside of mesh
*/
virtual bool pointInMesh(const Mesh* mesh, SpatialAccelerator* accel, const NvcVec3& point) = 0;
};
} // namespace Blast
} // namespace Nv
#endif // ifndef NVBLASTAUTHORINGBOOLEANTOOL_H
| 3,463 | C | 35.851063 | 141 | 0.711522 |
NVIDIA-Omniverse/PhysX/blast/include/extensions/authoring/NvBlastExtAuthoringBondGenerator.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2022-2023 NVIDIA Corporation. All rights reserved.
//! @file
//!
//! @brief Defines the API for the NvBlastExtAuthoring blast sdk extension's BlastBondGenerator
#ifndef NVBLASTEXTAUTHORINGBONDGENERATOR_H
#define NVBLASTEXTAUTHORINGBONDGENERATOR_H
#include "NvBlastExtAuthoringTypes.h"
struct NvBlastBondDesc;
struct NvBlastChunkDesc;
struct NvBlastBond;
namespace Nv
{
namespace Blast
{
// Forward declarations
class FractureTool;
class TriangleProcessor;
struct PlaneChunkIndexer;
/**
Bond interface generation configuration
EXACT - common surface will be searched
AVERAGE - Inerface is approximated by projections or intersecitons with midplane
maxSeparation - for AVERAGE mode. Maximum distance between chunks and midplane used in decision whether create bond or chunks are too far from each other.
*/
struct BondGenerationConfig
{
enum BondGenMode { EXACT, AVERAGE };
float maxSeparation;
BondGenMode bondMode;
};
struct PlaneChunkIndexer
{
int32_t chunkId;
int32_t trId;
NvcPlane plane;
};
/**
Tool for gathering bond information from provided mesh geometry
*/
class BlastBondGenerator
{
public:
virtual ~BlastBondGenerator() {}
/**
Release BlastBondGenerator memory
*/
virtual void release() = 0;
/**
This method based on marking triangles during fracture process, so can be used only with internally fractured meshes.
\note User should call NVBLAST_FREE for resultBondDescs when it not needed anymore
\param[in] tool FractureTool which contains chunks representation, tool->finalizeFracturing() should be called before.
\param[in] chunkIsSupport Pointer to array of flags, if true - chunk is support. Array size should be equal to chunk count in tool.
\param[out] resultBondDescs Pointer to array of created bond descriptors.
\param[out] resultChunkDescriptors Pointer to array of created chunk descriptors.
\return Number of created bonds
*/
virtual int32_t buildDescFromInternalFracture(FractureTool* tool, const bool* chunkIsSupport,
NvBlastBondDesc*& resultBondDescs, NvBlastChunkDesc*& resultChunkDescriptors) = 0;
/**
Creates bond description between two meshes
\param[in] meshACount Number of triangles in mesh A
\param[in] meshA Pointer to array of triangles of mesh A.
\param[in] meshBCount Number of triangles in mesh B
\param[in] meshB Pointer to array of triangles of mesh B.
\param[out] resultBond Result bond description.
\param[in] conf Bond creation mode.
\return 0 if success
*/
virtual int32_t createBondBetweenMeshes(uint32_t meshACount, const Triangle* meshA, uint32_t meshBCount, const Triangle* meshB,
NvBlastBond& resultBond, BondGenerationConfig conf) = 0;
/**
Creates bond description between number of meshes
\note User should call NVBLAST_FREE for resultBondDescs when it not needed anymore
\param[in] meshCount Number of meshes
\param[in] geometryOffset Pointer to array of triangle offsets for each mesh.
Containts meshCount + 1 element, last one is total number of triangles in geometry
\param[in] geometry Pointer to array of triangles.
Triangles from geometryOffset[i] to geometryOffset[i+1] correspond to i-th mesh.
\param[in] overlapsCount Number of overlaps
\param[in] overlaps Pointer to array of pairs - indexes of chunks, for which bond should be created.
\param[out] resultBond Pointer to array of result bonds.
\param[in] cfg Bond creation mode.
\return Number of created bonds
*/
virtual int32_t createBondBetweenMeshes(uint32_t meshCount, const uint32_t* geometryOffset, const Triangle* geometry,
uint32_t overlapsCount, const uint32_t* overlapsA, const uint32_t* overlapsB,
NvBlastBondDesc*& resultBond, BondGenerationConfig cfg) = 0;
/**
Creates bond description for prefractured meshes, when there is no info about which chunks should be connected with bond.
\note User should call NVBLAST_FREE for resultBondDescs when it not needed anymore
\param[in] meshCount Number of meshes
\param[in] geometryOffset Pointer to array of triangle offsets for each mesh.
Containts meshCount + 1 element, last one is total number of triangles in geometry
\param[in] geometry Pointer to array of triangles.
Triangles from geometryOffset[i] to geometryOffset[i+1] correspond to i-th mesh.
\param[in] chunkIsSupport Pointer to array of flags, if true - chunk is support. Array size should be equal to chunk count in tool.
\param[out] resultBondDescs Pointer to array of result bonds.
\param[in] conf Bond creation mode.
\return Number of created bonds
*/
virtual int32_t bondsFromPrefractured(uint32_t meshCount, const uint32_t* geometryOffset, const Triangle* geometry,
const bool* chunkIsSupport, NvBlastBondDesc*& resultBondDescs,
BondGenerationConfig conf) = 0;
/**
Creates bond description for prefractured meshes, when there is no info about which chunks should be connected with bond.
This uses the same process as bondsFromPrefractured using the BondGenMode::AVERAGE mode however the existing collision data is used.
\note User should call NVBLAST_FREE for resultBondDescs when it not needed anymore.
\param[in] meshCount Number of meshes
\param[in] convexHullOffset Pointer to array of convex hull offsets for each mesh.
Containts meshCount + 1 element, last one is total number of hulls in the geometry
\param[in] chunkHulls Pointer to array of convex hulls.
Hulls from convexHullOffset[i] to convexHullOffset[i+1] correspond to i-th mesh.
\param[in] chunkIsSupport Pointer to array of flags, if true - chunk is support. Array size should be equal to chunk count in tool.
\param[in] meshGroups Pointer to array of group ids for each mesh, bonds will not be generated between meshs of the same group. If null each mesh is assumed to be in it's own group.
\param[out] resultBondDescs Pointer to array of result bonds.
\return Number of created bonds
*/
virtual int32_t bondsFromPrefractured(uint32_t meshCount, const uint32_t* convexHullOffset, const CollisionHull** chunkHulls,
const bool* chunkIsSupport, const uint32_t* meshGroups, NvBlastBondDesc*& resultBondDescs, float maxSeparation) = 0;
};
} // namespace Blast
} // namespace Nv
#endif // NVBLASTEXTAUTHORINGBONDGENERATOR_H | 8,626 | C | 49.156976 | 195 | 0.695224 |
NVIDIA-Omniverse/PhysX/blast/include/extensions/authoring/NvBlastExtAuthoringCutout.h | // THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
//
// Information and code furnished is believed to be accurate and reliable.
// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
// information or for any infringement of patents or other rights of third parties that may
// result from its use. No license is granted by implication or otherwise under any patent
// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
// This code supersedes and replaces all information previously supplied.
// NVIDIA Corporation products are not authorized for use as critical
// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// Copyright (c) 2016-2023 NVIDIA Corporation. All rights reserved.
//! @file
//!
//! @brief Defines the API for the NvBlastExtAuthoring blast sdk extension's CutoutSet, used for cutout fracturing
#ifndef NVBLASTAUTHORINGCUTOUT_H
#define NVBLASTAUTHORINGCUTOUT_H
#include "NvBlastExtAuthoringTypes.h"
namespace Nv
{
namespace Blast
{
/**
Interface to a "cutout set," used with chippable fracturing. A cutout set is created from a bitmap. The
result is turned into cutouts which are applied to the mesh. For example, a bitmap which looks like a brick
pattern will generate a cutout for each "brick," forming the cutout set.
Each cutout is a 2D entity, meant to be projected onto various faces of a mesh. They are represented
by a set of 2D vertices, which form closed loops. More than one loop may represent a single cutout, if
the loops are forced to be convex. Otherwise, a cutout is represented by a single loop.
*/
class CutoutSet
{
public:
/** Returns the number of cutouts in the set. */
virtual uint32_t getCutoutCount() const = 0;
/**
Applies to the cutout indexed by cutoutIndex:
Returns the number of vertices in the cutout.
*/
virtual uint32_t getCutoutVertexCount(uint32_t cutoutIndex, uint32_t loopIndex) const = 0;
/**
Applies to the cutout indexed by cutoutIndex:
Returns the number of loops in this cutout.
*/
virtual uint32_t getCutoutLoopCount(uint32_t cutoutIndex) const = 0;
/**
Applies to the cutout indexed by cutoutIndex:
Returns the vertex indexed by vertexIndex. (Only the X and Y coordinates are used.)
*/
virtual const NvcVec3& getCutoutVertex(uint32_t cutoutIndex, uint32_t loopIndex, uint32_t vertexIndex) const = 0;
/**
If smoothing group should be changed for adjacent to this vertex faces return true
*/
virtual bool isCutoutVertexToggleSmoothingGroup(uint32_t cutoutIndex, uint32_t loopIndex, uint32_t vertexIndex) const = 0;
/**
Whether or not this cutout set is to be tiled.
*/
virtual bool isPeriodic() const = 0;
/**
The dimensions of the fracture map used to create the cutout set.
*/
virtual const NvcVec2& getDimensions() const = 0;
/** Releases all memory and deletes itself. */
virtual void release() = 0;
protected:
/** Protected destructor. Use the release() method. */
virtual ~CutoutSet() {}
};
} // namespace Blast
} // namespace Nv
#endif // idndef NVBLASTAUTHORINGCUTOUT_H
| 3,464 | C | 36.663043 | 145 | 0.707852 |
NVIDIA-Omniverse/PhysX/blast/include/extensions/authoring/NvBlastExtAuthoring.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2016-2023 NVIDIA Corporation. All rights reserved.
//! @file
//!
//! @brief Defines the API for the NvBlastExtAuthoring blast sdk extension
#ifndef NVBLASTAUTHORING_H
#define NVBLASTAUTHORING_H
#include "NvBlastExtAuthoringTypes.h"
namespace Nv
{
namespace Blast
{
class Mesh;
class VoronoiSitesGenerator;
class CutoutSet;
class RandomGeneratorBase;
class FractureTool;
class ConvexMeshBuilder;
class BlastBondGenerator;
class MeshCleaner;
class PatternGenerator;
class SpatialGrid;
class SpatialAccelerator;
class BooleanTool;
} // namespace Blast
} // namespace Nv
struct NvBlastExtAssetUtilsBondDesc;
/**
Constructs mesh object from array of triangles.
User should call release() after usage.
\param[in] positions Array for vertex positions, 3 * verticesCount floats will be read
\param[in] normals Array for vertex normals, 3 * verticesCount floats will be read
\param[in] uv Array for vertex uv coordinates, 2 * verticesCount floats will be read
\param[in] verticesCount Number of vertices in mesh
\param[in] indices Array of vertex indices. Indices contain vertex index triplets which form a mesh triangle.
\param[in] indicesCount Indices count (should be equal to numberOfTriangles * 3)
\return pointer to Nv::Blast::Mesh if it was created succefully otherwise return nullptr
*/
NV_C_API Nv::Blast::Mesh*
NvBlastExtAuthoringCreateMesh(const NvcVec3* positions, const NvcVec3* normals, const NvcVec2* uv,
uint32_t verticesCount, const uint32_t* indices, uint32_t indicesCount);
/**
Constructs mesh object from triangles represented as arrays of vertices, indices and per facet material.
User should call Mesh::release() after usage.
\param[in] vertices Array for vertex positions, 3 * verticesCount floats will be read
\param[in] verticesCount Number of vertices in mesh
\param[in] indices Array of vertex indices. Indices contain vertex index triplets which form a mesh triangle.
\param[in] indicesCount Indices count (should be equal to numberOfTriangles * 3)
\param[in] materials Array of material indices per triangle. If not set default material (0) will be assigned.
\param[in] materialStride Stride for material indices
\return pointer to Nv::Blast::Mesh if it was created succefully otherwise return nullptr
*/
NV_C_API Nv::Blast::Mesh*
NvBlastExtAuthoringCreateMeshOnlyTriangles(const void* vertices, uint32_t verticesCount, uint32_t* indices,
uint32_t indexCount, void* materials = nullptr, uint32_t materialStride = 4);
/**
Constructs mesh object from array of vertices, edges and facets.
User should call release() after usage.
\param[in] vertices Array for Nv::Blast::Vertex
\param[in] edges Array for Nv::Blast::Edge
\param[in] facets Array for Nv::Blast::Facet
\param[in] verticesCount Number of vertices in mesh
\param[in] edgesCount Number of edges in mesh
\param[in] facetsCount Number of facets in mesh
\return pointer to Nv::Blast::Mesh if it was created succefully otherwise return nullptr
*/
NV_C_API Nv::Blast::Mesh*
NvBlastExtAuthoringCreateMeshFromFacets(const void* vertices, const void* edges, const void* facets,
uint32_t verticesCount, uint32_t edgesCount, uint32_t facetsCount);
/**
Voronoi sites should not be generated outside of the fractured mesh, so VoronoiSitesGenerator
should be supplied with fracture mesh.
\param[in] mesh Fracture mesh
\param[in] rnd User supplied random value generator.
\return Pointer to VoronoiSitesGenerator. User's code should release it after usage.
*/
NV_C_API Nv::Blast::VoronoiSitesGenerator*
NvBlastExtAuthoringCreateVoronoiSitesGenerator(Nv::Blast::Mesh* mesh, Nv::Blast::RandomGeneratorBase* rng);
/** Instantiates a blank CutoutSet */
NV_C_API Nv::Blast::CutoutSet* NvBlastExtAuthoringCreateCutoutSet();
/**
Builds a cutout set (which must have been initially created by createCutoutSet()).
Uses a bitmap described by pixelBuffer, bufferWidth, and bufferHeight. Each pixel is represented
by one byte in the buffer.
\param cutoutSet the CutoutSet to build
\param pixelBuffer pointer to be beginning of the pixel buffer
\param bufferWidth the width of the buffer in pixels
\param bufferHeight the height of the buffer in pixels
\param segmentationErrorThreshold Reduce the number of vertices on curve untill segmentation error is smaller then
specified. By default set it to 0.001. \param snapThreshold the pixel distance at which neighboring cutout vertices and
segments may be fudged into alignment. By default set it to 1.
\param periodic whether or not to use periodic boundary conditions when creating cutouts from the map
\param expandGaps expand cutout regions to gaps or keep it as is
*/
NV_C_API void
NvBlastExtAuthoringBuildCutoutSet(Nv::Blast::CutoutSet& cutoutSet, const uint8_t* pixelBuffer, uint32_t bufferWidth,
uint32_t bufferHeight, float segmentationErrorThreshold, float snapThreshold,
bool periodic, bool expandGaps);
/**
Create FractureTool object.
\return Pointer to create FractureTool. User's code should release it after usage.
*/
NV_C_API Nv::Blast::FractureTool* NvBlastExtAuthoringCreateFractureTool();
/**
Create BlastBondGenerator
\return Pointer to created BlastBondGenerator. User's code should release it after usage.
*/
NV_C_API Nv::Blast::BlastBondGenerator* NvBlastExtAuthoringCreateBondGenerator(Nv::Blast::ConvexMeshBuilder* builder);
/**
Build convex mesh decomposition.
\param[in] mesh Triangle mesh to decompose.
\param[in] triangleCount Number of triangles in mesh.
\param[in] params Parameters for convex mesh decomposition builder.
\param[out] convexes The resulting convex hulls.
\return Number of created convex hulls.
*/
NV_C_API int32_t NvBlastExtAuthoringBuildMeshConvexDecomposition(Nv::Blast::ConvexMeshBuilder* cmb,
const Nv::Blast::Triangle* mesh,
uint32_t triangleCount,
const Nv::Blast::ConvexDecompositionParams& params,
Nv::Blast::CollisionHull**& convexes);
/**
Convex geometry trimming.
Using slicing with noised slicing surface can result in intersecting collision geometry.
It leads to unstable behaviour of rigid body simulation.
This method trims all intersecting parts of collision geometry.
As a drawback, trimming collision geometry can lead to penetrating render meshes during simulation.
\param[in] chunksCount Number of chunks
\param[in,out] in ConvexHull geometry which should be clipped.
\param[in] chunkDepth Array of depth levels of convex hulls corresponding chunks.
*/
NV_C_API void NvBlastExtAuthoringTrimCollisionGeometry(Nv::Blast::ConvexMeshBuilder* cmb, uint32_t chunksCount,
Nv::Blast::CollisionHull** in, const uint32_t* chunkDepth);
/**
Transforms collision hull in place using scale, rotation, transform.
\param[in, out] hull Pointer to the hull to be transformed (modified).
\param[in] scale Pointer to scale to be applied. Can be nullptr.
\param[in] rotation Pointer to rotation to be applied. Can be nullptr.
\param[in] translation Pointer to translation to be applied. Can be nullptr.
*/
NV_C_API void NvBlastExtAuthoringTransformCollisionHullInPlace(Nv::Blast::CollisionHull* hull, const NvcVec3* scaling,
const NvcQuat* rotation, const NvcVec3* translation);
/**
Transforms collision hull in place using scale, rotation, transform.
\param[in] hull Pointer to the hull to be transformed (modified).
\param[in] scale Pointer to scale to be applied. Can be nullptr.
\param[in] rotation Pointer to rotation to be applied. Can be nullptr.
\param[in] translation Pointer to translation to be applied. Can be nullptr.
*/
NV_C_API Nv::Blast::CollisionHull*
NvBlastExtAuthoringTransformCollisionHull(const Nv::Blast::CollisionHull* hull, const NvcVec3* scaling,
const NvcQuat* rotation, const NvcVec3* translation);
/**
Performs pending fractures and generates fractured asset, render and collision geometry
\param[in] fTool Fracture tool created by NvBlastExtAuthoringCreateFractureTool
\param[in] bondGenerator Bond generator created by NvBlastExtAuthoringCreateBondGenerator
\param[in] collisionBuilder Collision builder created by NvBlastExtAuthoringCreateConvexMeshBuilder
\param[in] defaultSupportDepth All new chunks will be marked as support if its depth equal to defaultSupportDepth.
By default leaves (chunks without children) marked as support.
\param[in] collisionParam Parameters of collision hulls generation.
\return Authoring result
*/
NV_C_API Nv::Blast::AuthoringResult*
NvBlastExtAuthoringProcessFracture(Nv::Blast::FractureTool& fTool, Nv::Blast::BlastBondGenerator& bondGenerator,
Nv::Blast::ConvexMeshBuilder& collisionBuilder,
const Nv::Blast::ConvexDecompositionParams& collisionParam,
int32_t defaultSupportDepth = -1);
/**
Releases collision data for AuthoringResult. AuthoringResult should be created by NvBlast.
*/
NV_C_API void NvBlastExtAuthoringReleaseAuthoringResultCollision(Nv::Blast::ConvexMeshBuilder& collisionBuilder, Nv::Blast::AuthoringResult* ar);
/**
Releases AuthoringResult data. AuthoringResult should be created by NvBlast.
*/
NV_C_API void NvBlastExtAuthoringReleaseAuthoringResult(Nv::Blast::ConvexMeshBuilder& collisionBuilder, Nv::Blast::AuthoringResult* ar);
/**
Updates graphics mesh only
\param[in] fTool Fracture tool created by NvBlastExtAuthoringCreateFractureTool
\param[out] ares AuthoringResult object which contains chunks, for which rendermeshes will be updated
(e.g. to tweak UVs). Initially should be created by NvBlastExtAuthoringProcessFracture.
*/
NV_C_API void NvBlastExtAuthoringUpdateGraphicsMesh(Nv::Blast::FractureTool& fTool, Nv::Blast::AuthoringResult& ares);
/**
Build collision meshes
\param[in,out] ares AuthoringResult object which contains chunks, for which collision meshes will be
built. \param[in] collisionBuilder Reference to ConvexMeshBuilder instance. \param[in] collisionParam
Parameters of collision hulls generation.
\param[in] chunksToProcessCount Number of chunk indices in chunksToProcess memory buffer.
\param[in] chunksToProcess Chunk indices for which collision mesh should be built.
*/
NV_C_API void NvBlastExtAuthoringBuildCollisionMeshes(Nv::Blast::AuthoringResult& ares,
Nv::Blast::ConvexMeshBuilder& collisionBuilder,
const Nv::Blast::ConvexDecompositionParams& collisionParam,
uint32_t chunksToProcessCount, uint32_t* chunksToProcess);
/**
Creates MeshCleaner object
\return pointer to Nv::Blast::Mesh if it was created succefully otherwise return nullptr
*/
NV_C_API Nv::Blast::MeshCleaner* NvBlastExtAuthoringCreateMeshCleaner();
/**
Finds bonds connecting chunks in a list of assets
New bond descriptors may be given to bond support chunks from different components.
An NvBlastAsset may appear more than once in the components array.
NOTE: This function allocates memory using the allocator in NvBlastGlobals, to create the new bond
descriptor arrays returned. The user must free this memory after use with NVBLAST_FREE
\param[in] components An array of assets to merge, of size componentCount.
\param[in] scales If not NULL, an array of size componentCount of scales to apply to the geometric data in
the chunks and bonds. If NULL, no scaling is applied.
\param[in] rotations If not NULL, an array of size componentCount of rotations to apply to the geometric data
in the chunks and bonds. The quaternions MUST be normalized. If NULL, no rotations are applied.
\param[in] translations If not NULL, an array of of size componentCount of translations to apply to the
geometric data in the chunks and bonds. If NULL, no translations are applied.
\param[in] convexHullOffsets For each component, an array of chunkSize+1 specifying the start of the convex hulls for that
chunk inside the chunkHulls array for that component.
\param[in] chunkHulls For each component, an array of CollisionHull* specifying the collision geometry for the
chunks in that component.
\param[in] componentCount The size of the components and relativeTransforms arrays.
\param[out] newBondDescs Descriptors of type NvBlastExtAssetUtilsBondDesc for new bonds between components.
\param[in] maxSeparation Maximal distance between chunks which can be connected by bond.
\return the number of bonds in newBondDescs
*/
NV_C_API uint32_t NvBlastExtAuthoringFindAssetConnectingBonds(
const NvBlastAsset** components, const NvcVec3* scales, const NvcQuat* rotations, const NvcVec3* translations,
const uint32_t** convexHullOffsets, const Nv::Blast::CollisionHull*** chunkHulls, uint32_t componentCount,
NvBlastExtAssetUtilsBondDesc*& newBondDescs, float maxSeparation = 0.0f);
/**
Returns pattern generator used for generating fracture patterns.
*/
NV_C_API Nv::Blast::PatternGenerator* NvBlastExtAuthoringCreatePatternGenerator();
/**
Create spatial grid for mesh.
Release using Nv::Blast::SpatialGrid::release()
*/
NV_C_API Nv::Blast::SpatialGrid* NvBlastExtAuthoringCreateSpatialGrid(uint32_t resolution, const Nv::Blast::Mesh* m);
/**
Create GridAccelerator - SpatialAccelerator which use Grid for faster mesh sampling.
Release using Nv::Blast::SpatialAccelerator::release()
*/
NV_C_API Nv::Blast::SpatialAccelerator* NvBlastExtAuthoringCreateGridAccelerator(Nv::Blast::SpatialGrid* parent);
/**
Create SweepingAccelerator - SpatialAccelerator which uses a sweep algorithm.
Release using Nv::Blast::SpatialAccelerator::release()
*/
NV_C_API Nv::Blast::SpatialAccelerator* NvBlastExtAuthoringCreateSweepingAccelerator(const Nv::Blast::Mesh* m);
/**
Create BBoxBasedAccelerator - SpatialAccelerator which uses a bbox/grid algorithm.
Release using Nv::Blast::SpatialAccelerator::release()
*/
NV_C_API Nv::Blast::SpatialAccelerator* NvBlastExtAuthoringCreateBBoxBasedAccelerator(uint32_t resolution, const Nv::Blast::Mesh* m);
#define kBBoxBasedAcceleratorDefaultResolution 10
/**
Create BooleanTool object.
\return Pointer to created BooleanTool. User's code should release it after usage.
*/
NV_C_API Nv::Blast::BooleanTool* NvBlastExtAuthoringCreateBooleanTool();
#endif // ifndef NVBLASTAUTHORING_H
| 16,932 | C | 49.395833 | 145 | 0.723482 |
NVIDIA-Omniverse/PhysX/blast/include/extensions/assetutils/NvBlastExtAssetUtils.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2016-2023 NVIDIA Corporation. All rights reserved.
//! @file
//!
//! @brief Defines the API for the NvBlastExtAssetUtils blast sdk extension
#ifndef NVBLASTEXTASSETUTILS_H
#define NVBLASTEXTASSETUTILS_H
#include "NvBlastTypes.h"
#include "NvCTypes.h"
#include <stdint.h>
/**
Reauthor the provided asset to create external bonds in the specified support chunks.
\param[in] asset Pointer to the original asset. Won't be modified.
\param[in] externalBoundChunks Array of support chunk indices which are to be bound to the external body.
\param[in] externalBoundChunksCount Size of externalBoundChunks array.
\param[in] bondDirections Array of normals for each bond (size externalBoundChunksCount)
\param[in] bondUserData Array of user data values for the new bonds, of size externalBoundChunksCount. May be NULL. If NULL, bond user data will be set to zero.
\return a new asset with added bonds if successful, NULL otherwise.
*/
NV_C_API NvBlastAsset* NvBlastExtAssetUtilsAddExternalBonds
(
const NvBlastAsset* asset,
const uint32_t* externalBoundChunks,
uint32_t externalBoundChunkCount,
const NvcVec3* bondDirections,
const uint32_t* bondUserData
);
// DEPRICATED: remove on next major version bump
#define NvBlastExtAssetUtilsAddWorldBonds NvBlastExtAssetUtilsAddExternalBonds
/**
Bond descriptor used to merge assets.
In addition to the NvBlastBondDesc fields, adds "component" indices to indicate
to which component asset the chunk indices in NvBlastBondDesc refer. Used in the
function NvBlastExtAssetUtilsMergeAssets.
*/
struct NvBlastExtAssetUtilsBondDesc : public NvBlastBondDesc
{
uint32_t componentIndices[2]; //!< The asset component for the corresponding chunkIndices[2] value.
};
/**
Creates an asset descriptor from an asset.
NOTE: This function allocates memory using the allocator in NvBlastGlobals, to create the new chunk and bond
descriptor arrays referenced in the returned NvBlastAssetDesc. The user must free this memory after use with
NVBLAST_FREE appied to the pointers in the returned NvBlastAssetDesc.
\param[in] asset The asset from which to create a descriptor.
\return an asset descriptor that will build an exact duplicate of the input asset.
*/
NV_C_API NvBlastAssetDesc NvBlastExtAssetUtilsCreateDesc(const NvBlastAsset* asset);
/**
Creates an asset descriptor which will build an asset that merges several assets. Each asset (or component)
is given a transform, applied to the geometric information in the chunk and bond descriptors.
New bond descriptors may be given to bond support chunks from different components.
An NvBlastAsset may appear more than once in the components array.
This function will call NvBlastEnsureAssetExactSupportCoverage on the returned chunk descriptors. It will also
call NvBlastReorderAssetDescChunks if the user passes in valid arrays for chunkReorderMap and chunkReorderMapSize.
Otherwise, the user must ensure that the returned chunk descriptors are in a valid order is valid before using them.
NOTE: This function allocates memory using the allocator in NvBlastGlobals, to create the new chunk and bond
descriptor arrays referenced in the returned NvBlastAssetDesc. The user must free this memory after use with
NVBLAST_FREE appied to the pointers in the returned NvBlastAssetDesc.
\param[in] components An array of assets to merge, of size componentCount.
\param[in] scales An array of scales to apply to the geometric data in the chunks and bonds.
If NULL, no scales are applied. If not NULL, the array must be of size componentCount.
\param[in] rotations An array of rotations to apply to the geometric data in the chunks and bonds,
stored quaternion format. The quaternions MUST be normalized. If NULL, no rotations are applied.
If not NULL, the array must be of size componentCount.
\param[in] translations An array of translations to apply to the geometric data in the chunks and bonds.
If NULL, no translations are applied. If not NULL, the array must be of size componentCount.
\param[in] componentCount The size of the components and relativeTransforms arrays.
\param[in] newBondDescs Descriptors of type NvBlastExtAssetUtilsBondDesc for new bonds between components, of size newBondCount. If NULL, newBondCount must be 0.
\param[in] newBondCount The size of the newBondDescs array.
\param[in] chunkIndexOffsets If not NULL, must point to a uin32_t array of size componentCount. It will be filled with the starting elements in chunkReorderMap corresponding to
each component.
\param[in] chunkReorderMap If not NULL, the returned descriptor is run through NvBlastReorderAssetDescChunks, to ensure that it is a valid asset descriptor. In the process, chunks
may be reordered (in addition to their natural re-indexing due to them all being placed in one array). To map from the old chunk indexing for the various
component assets to the chunk indexing used in the returned descriptor, set chunkReorderMap to point to a uin32_t array of size equal to the total number
of chunks in all components, and pass in a non-NULL value to chunkIndexOffsets as described above. Then, for component index c and chunk index k within
that component, the new chunk index is given by: index = chunkReorderMap[ k + chunkIndexOffsets[c] ].
\param[in] chunkReorderMapSize The size of the array passed into chunkReorderMap, if chunkReorderMap is not NULL. This is for safety, so that this function does not overwrite chunkReorderMap.
\return an asset descriptor that will build an asset which merges the components, using NvBlastCreateAsset.
*/
NV_C_API NvBlastAssetDesc NvBlastExtAssetUtilsMergeAssets
(
const NvBlastAsset** components,
const NvcVec3* scales,
const NvcQuat* rotations,
const NvcVec3* translations,
uint32_t componentCount,
const NvBlastExtAssetUtilsBondDesc* newBondDescs,
uint32_t newBondCount,
uint32_t* chunkIndexOffsets,
uint32_t* chunkReorderMap,
uint32_t chunkReorderMapSize
);
/**
Transforms asset in place using scale, rotation, transform.
Chunk centroids, chunk bond centroids and bond normals are being transformed.
Chunk volume and bond area are changed accordingly.
\param[in, out] asset Pointer to the asset to be transformed (modified).
\param[in] scale Pointer to scale to be applied. Can be nullptr.
\param[in] rotation Pointer to rotation to be applied. Can be nullptr.
\param[in] translation Pointer to translation to be applied. Can be nullptr.
*/
NV_C_API void NvBlastExtAssetTransformInPlace
(
NvBlastAsset* asset,
const NvcVec3* scale,
const NvcQuat* rotation,
const NvcVec3* translation
);
#endif // ifndef NVBLASTEXTASSETUTILS_H
| 8,605 | C | 51.797546 | 193 | 0.750261 |
NVIDIA-Omniverse/PhysX/blast/include/extensions/stress/NvBlastExtStressSolver.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2016-2023 NVIDIA Corporation. All rights reserved.
//! @file
//!
//! @brief NvBlastExtStressSolver blast extension, provides functionality to calculate stress on a destructible
#ifndef NVBLASTEXTSTRESSSOLVER_H
#define NVBLASTEXTSTRESSSOLVER_H
#include "NvBlastTypes.h"
#include "NvCTypes.h"
namespace Nv
{
namespace Blast
{
/**
Stress Solver Settings
Stress on every bond is calculated with these components:
compression/tension (parallel to bond normal)
shear (perpendicular to bond normal)
Damage is done based on the limits defined in this structure to simulate micro bonds in the material breaking
Units for all limits are in pascals
Support graph reduction:
graphReductionLevel is the number of node merge passes. The resulting graph will be
roughly 2^graphReductionLevel times smaller than the original.
NOTE: the reduction is currently fairly random and can lead to interlocked actors when solver bonds break.
If we are going to keep the feature, the algorithm for combining bonds should be revisited to take locality into account.
*/
struct ExtStressSolverSettings
{
uint32_t maxSolverIterationsPerFrame;//!< the maximum number of iterations to perform per frame
uint32_t graphReductionLevel; //!< graph reduction level
// stress pressure limits
float compressionElasticLimit; //!< below this compression pressure no damage is done to bonds. Also used as the default for shear and tension if they aren't provided.
float compressionFatalLimit; //!< above this compression pressure the bond is immediately broken. Also used as the default for shear and tension if they aren't provided.
float tensionElasticLimit; //!< below this tension pressure no damage is done to bonds. Use a negative value to fall back on compression limit.
float tensionFatalLimit; //!< above this tension pressure the bond is immediately broken. Use a negative value to fall back on compression limit.
float shearElasticLimit; //!< below this shear pressure no damage is done to bonds. Use a negative value to fall back on compression limit.
float shearFatalLimit; //!< above this shear pressure the bond is immediately broken. Use a negative value to fall back on compression limit.
ExtStressSolverSettings() :
maxSolverIterationsPerFrame(25),
graphReductionLevel(0),
// stress pressure limits
compressionElasticLimit(1.0f),
compressionFatalLimit(2.0f),
tensionElasticLimit(-1.0f),
tensionFatalLimit(-1.0f),
shearElasticLimit(-1.0f),
shearFatalLimit(-1.0f)
{}
};
/**
Parameter to addForce() calls, determines the exact operation that is carried out.
@see ExtStressSolver.addForce()
*/
struct ExtForceMode
{
enum Enum
{
FORCE, //!< parameter has unit of mass * distance / time^2
ACCELERATION, //!< parameter has unit of distance / time^2, i.e. the effect is mass independent
};
};
/**
Stress Solver.
Uses NvBlastFamily, allocates and prepares its graph once when it's created. Then it's being quickly updated on every
actor split.
It uses NvBlastAsset support graph, you can apply forces on nodes and stress on bonds will be calculated as the result.
When stress on bond exceeds it's health bond is considered broken (overstressed).
Basic usage:
1. Create it with create function once for family
2. Fill node info for every node in support graph or use setAllNodesInfoFromLL() function.
3. Use notifyActorCreated / notifyActorDestroyed whenever actors are created and destroyed in family.
4. Every frame: Apply forces (there are different functions for it see @addForce)
5. Every frame: Call update() for actual solver to process.
6. If getOverstressedBondCount() > 0 use generateFractureCommands() functions to get FractureCommands with bonds fractured
*/
class NV_DLL_EXPORT ExtStressSolver
{
public:
//////// creation ////////
/**
Create a new ExtStressSolver.
\param[in] family The NvBlastFamily instance to calculate stress on.
\param[in] settings The settings to be set on ExtStressSolver.
\return the new ExtStressSolver if successful, NULL otherwise.
*/
static ExtStressSolver* create(const NvBlastFamily& family, const ExtStressSolverSettings& settings = ExtStressSolverSettings());
//////// interface ////////
/**
Release this stress solver.
*/
virtual void release() = 0;
/**
Set node info.
All the required info per node for stress solver is set with this function. Call it for every node in graph or use setAllNodesInfoFromLL().
\param[in] graphNodeIndex Index of the node in support graph. see NvBlastSupportGraph.
\param[in] mass Node mass. For static node it is must be zero.
\param[in] volume Node volume. For static node it is irrelevant.
\param[in] localPosition Node local position.
*/
virtual void setNodeInfo(uint32_t graphNodeIndex, float mass, float volume, NvcVec3 localPosition) = 0;
/**
Set all nodes info using low level NvBlastAsset data.
Uses NvBlastChunk's centroid and volume.
Uses 'external' node to mark nodes as static.
\param[in] density Density. Used to convert volume to mass.
*/
virtual void setAllNodesInfoFromLL(float density = 1.0f) = 0;
/**
Set stress solver settings.
Changing graph reduction level will lead to graph being rebuilt (which is fast, but still not recommended).
All other settings are applied instantly and can be changed every frame.
\param[in] settings The settings to be set on ExtStressSolver.
*/
virtual void setSettings(const ExtStressSolverSettings& settings) = 0;
/**
Get stress solver settings.
\return the pointer to stress solver settings currently set.
*/
virtual const ExtStressSolverSettings& getSettings() const = 0;
/**
Notify stress solver on newly created actor.
Call this function for all initial actors present in family and later upon every actor split.
\param[in] actor The actor created.
\return true if actor will take part in stress solver process. false if actor doesn't contain any bonds.
*/
virtual bool notifyActorCreated(const NvBlastActor& actor) = 0;
/**
Notify stress solver on destroyed actor.
Call this function when actor is destroyed (split futher) or deactivated.
\param[in] actor The actor destroyed.
*/
virtual void notifyActorDestroyed(const NvBlastActor& actor) = 0;
/**
Apply external impulse on particular actor of family. This function will find nearest actor's graph node to apply impulse on.
\param[in] actor The actor to apply impulse on.
\param[in] localPosition Local position in actor's coordinates to apply impulse on.
\param[in] localForce Force to apply in local actor's coordinates.
\param[in] mode The mode to use when applying the force/impulse(see #ExtForceMode)
\return true iff node was found and force applied.
*/
virtual bool addForce(const NvBlastActor& actor, NvcVec3 localPosition, NvcVec3 localForce, ExtForceMode::Enum mode = ExtForceMode::FORCE) = 0;
/**
Apply external impulse on particular node.
\param[in] graphNodeIndex The graph node index to apply impulse on. See #NvBlastSupportGraph.
\param[in] localForce Force to apply in local actor's coordinates.
\param[in] mode The mode to use when applying the force/impulse(see #ExtForceMode)
*/
virtual void addForce(uint32_t graphNodeIndex, NvcVec3 localForce, ExtForceMode::Enum mode = ExtForceMode::FORCE) = 0;
/**
Apply external gravity on particular actor of family. This function applies gravity on every node withing actor, so it makes sense only for static actors.
\param[in] actor The actor to apply gravitational acceleration on.
\param[in] localGravity Gravity to apply in local actor's coordinates. ExtForceMode::ACCELERATION is used.
\return true iff acceleration was applied on at least one node.
*/
virtual bool addGravity(const NvBlastActor& actor, NvcVec3 localGravity) = 0;
/**
Apply centrifugal acceleration produced by actor's angular movement.
\param[in] actor The actor to apply impulse on.
\param[in] localCenterMass Actor's local center of mass.
\param[in] localAngularVelocity Local angular velocity of an actor.
\return true iff force was applied on at least one node.
*/
virtual bool addCentrifugalAcceleration(const NvBlastActor& actor, NvcVec3 localCenterMass, NvcVec3 localAngularVelocity) = 0;
/**
Update stress solver.
Actual performance of stress calculation happens there. Call it after all relevant forces were applied, usually every frame.
*/
virtual void update() = 0;
/**
Get overstressed/broken bonds count.
This count is updated after every update() call. Number of overstressed bond directly hints if any bond fracture is recommended by stress solver.
\return the overstressed bonds count.
*/
virtual uint32_t getOverstressedBondCount() const = 0;
/**
Generate fracture commands for particular actor.
Calling this function if getOverstressedBondCount() == 0 or actor has no bond doesn't make sense, bondFractureCount will be '0'.
Filled fracture commands buffer can be passed directly to NvBlastActorApplyFracture.
IMPORTANT: NvBlastFractureBuffers::bondFractures will point to internal stress solver memory which will be valid till next call
of any of generateFractureCommands() functions or stress solver release() call.
\param[in] actor The actor to fill fracture commands for.
\param[in] commands Pointer to command buffer to fill.
*/
virtual void generateFractureCommands(const NvBlastActor& actor, NvBlastFractureBuffers& commands) = 0;
/**
Generate fracture commands for every actor in family.
Actors and commands buffer must be passed in order to be filled. It's recommended for bufferSize to be the count of actor with more then one bond in family.
Calling this function if getOverstressedBondCount() == 0 or actor has no bond doesn't make sense, '0' will be returned.
IMPORTANT: NvBlastFractureBuffers::bondFractures will point to internal stress solver memory which will be valid till next call
of any of generateFractureCommands() functions or stress solver release() call.
\param[out] buffer A user-supplied array of NvBlastActor pointers to fill.
\param[out] commandsBuffer A user-supplied array of NvBlastFractureBuffers to fill.
\param[in] bufferSize The number of elements available to write into buffer.
\return the number of actors and command buffers written to the buffer.
*/
virtual uint32_t generateFractureCommandsPerActor(const NvBlastActor** actorBuffer, NvBlastFractureBuffers* commandsBuffer, uint32_t bufferSize) = 0;
/**
Reset stress solver.
Stress solver uses warm start internally, calling this function will flush all previous data calculated and also zeros frame count.
This function is to be used for debug purposes.
*/
virtual void reset() = 0;
/**
Get stress solver linear error.
\return the total linear error of stress calculation.
*/
virtual float getStressErrorLinear() const = 0;
/**
Get stress solver angular error.
\return the total angular error of stress calculation.
*/
virtual float getStressErrorAngular() const = 0;
/**
Whether or not the solver converged to a solution within the desired error.
\return true iff the solver converged.
*/
virtual bool converged() const = 0;
/**
Get stress solver total frames count (update() calls) since it was created (or reset).
\return the frames count.
*/
virtual uint32_t getFrameCount() const = 0;
/**
Get stress solver bonds count, after graph reduction was applied.
\return the bonds count.
*/
virtual uint32_t getBondCount() const = 0;
/**
Get stress solver excess force related to broken bonds for the given actor.
This is intended to be called after damage is applied to bonds and actors are split, but before the next call to 'update()'.
Force is intended to be applied to the center of mass, torque due to linear forces that happen away from the COM are converted
to torque as part of this function.
\return true if data was gathered, false otherwise.
*/
virtual bool getExcessForces(uint32_t actorIndex, const NvcVec3& com, NvcVec3& force, NvcVec3& torque) = 0;
/**
Debug Render Mode
*/
enum DebugRenderMode
{
STRESS_PCT_MAX = 0, //!< render the maximum of the compression, tension, and shear stress percentages
STRESS_PCT_COMPRESSION = 1, //!< render the compression stress percentage
STRESS_PCT_TENSION = 2, //!< render the tension stress percentage
STRESS_PCT_SHEAR = 3, //!< render the shear stress percentage
};
/**
Used to store a single line and colour for debug rendering.
*/
struct DebugLine
{
DebugLine(const NvcVec3& p0, const NvcVec3& p1, const uint32_t& c)
: pos0(p0), color0(c), pos1(p1), color1(c) {}
NvcVec3 pos0;
uint32_t color0;
NvcVec3 pos1;
uint32_t color1;
};
/**
Debug Buffer
*/
struct DebugBuffer
{
const DebugLine* lines;
uint32_t lineCount;
};
/**
Fill debug render for passed array of support graph nodes.
NOTE: Returned DebugBuffer points into internal memory which is valid till next fillDebugRender() call.
\param[in] nodes Node indices of support graph to debug render for.
\param[in] nodeCount Node indices count.
\param[in] mode Debug render mode.
\param[in] scale Scale to be applied on impulses.
\return debug buffer with array of lines
*/
virtual const DebugBuffer fillDebugRender(const uint32_t* nodes, uint32_t nodeCount, DebugRenderMode mode, float scale = 1.0f) = 0;
};
} // namespace Blast
} // namespace Nv
#endif // ifndef NVBLASTEXTSTRESSSOLVER_H
| 16,622 | C | 41.190355 | 188 | 0.683071 |
NVIDIA-Omniverse/PhysX/blast/include/extensions/shaders/NvBlastExtDamageShaders.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2016-2023 NVIDIA Corporation. All rights reserved.
//! @file
//!
//! @brief NvBlastExtDamageShaders blast extension, provides damage shaders for applying damage to destructibles
#ifndef NVBLASTEXTDAMAGESHADERS_H
#define NVBLASTEXTDAMAGESHADERS_H
#include "NvBlastTypes.h"
#include "NvBlastDebugRender.h"
/**
A few example damage shader implementations.
*/
///////////////////////////////////////////////////////////////////////////////
// Damage Accelerator
///////////////////////////////////////////////////////////////////////////////
class NvBlastExtDamageAccelerator
{
public:
virtual void release() = 0;
virtual Nv::Blast::DebugBuffer fillDebugRender(int depth = -1, bool segments = false) = 0;
};
NV_C_API NvBlastExtDamageAccelerator* NvBlastExtDamageAcceleratorCreate(const NvBlastAsset* asset, int type);
///////////////////////////////////////////////////////////////////////////////
// Damage Program
///////////////////////////////////////////////////////////////////////////////
/**
Damage program params.
Custom user params to be passed in shader functions. This structure hints recommended parameters layout, but it
doesn't required to be this way.
The idea of this 'hint' is that damage parameters are basically 2 entities: material + damage description.
1. Material is something that describes an actor properties (e.g. mass, stiffness, fragility) which are not expected to be changed often.
2. Damage description is something that describes particular damage event (e.g. position, radius and force of explosion).
Also this damage program hints that there could be more than one damage event happening and processed per one shader call (for efficiency reasons).
So different damage descriptions can be stacked and passed in one shader call (while material is kept the same obviously).
*/
struct NvBlastExtProgramParams
{
NvBlastExtProgramParams(const void* desc, const void* material_ = nullptr, NvBlastExtDamageAccelerator* accelerator_ = nullptr)
: damageDesc(desc), material(material_), accelerator(accelerator_) {}
const void* damageDesc; //!< array of damage descriptions
const void* material; //!< pointer to material
NvBlastExtDamageAccelerator* accelerator;
};
///////////////////////////////////////////////////////////////////////////////
// Common Material
///////////////////////////////////////////////////////////////////////////////
/**
Example of simple material. It is passed into damage shader, thus it is not used
currently in any of them. The user can use it to filter and normalize before applying.
Material function implementers may choose their own set.
*/
struct NvBlastExtMaterial
{
NvBlastExtMaterial() : health(100.f), minDamageThreshold(0.0f), maxDamageThreshold(1.0f) {}
float health; //!< health
float minDamageThreshold; //!< min damage fraction threshold to be applied. Range [0, 1]. For example 0.1 filters all damage below 10% of health.
float maxDamageThreshold; //!< max damage fraction threshold to be applied. Range [0, 1]. For example 0.8 won't allow more then 80% of health damage to be applied.
/**
Helper to normalize damage.
Pass damage defined in health, damage in range [0, 1] is returned, where 0 basically
indicates that the threshold wasn't reached and there is no point in applying it.
\param[in] damageInHealth Damage defined in terms of health amount to be reduced.
\return normalized damage
*/
float getNormalizedDamage(float damageInHealth) const
{
const float damage = health > 0.f ? damageInHealth / health : 1.0f;
return damage > minDamageThreshold ? (damage < maxDamageThreshold ? damage : maxDamageThreshold) : 0.f;
}
};
///////////////////////////////////////////////////////////////////////////////
// Point Radial Damage
///////////////////////////////////////////////////////////////////////////////
/**
Radial Damage Desc
*/
struct NvBlastExtRadialDamageDesc
{
float damage; //!< normalized damage amount, range: [0, 1] (maximum health value to be reduced)
float position[3]; //!< origin of damage action
float minRadius; //!< inner radius of damage action
float maxRadius; //!< outer radius of damage action
};
/**
Radial Falloff and Radial Cutter damage for both graph and subgraph shaders.
NOTE: The signature of shader functions are equal to NvBlastGraphShaderFunction and NvBlastSubgraphShaderFunction respectively.
They are not expected to be called directly.
@see NvBlastGraphShaderFunction, NvBlastSubgraphShaderFunction
*/
NV_C_API void NvBlastExtFalloffGraphShader(NvBlastFractureBuffers* commandBuffers, const NvBlastGraphShaderActor* actor, const void* params);
NV_C_API void NvBlastExtFalloffSubgraphShader(NvBlastFractureBuffers* commandBuffers, const NvBlastSubgraphShaderActor* actor, const void* params);
NV_C_API void NvBlastExtCutterGraphShader(NvBlastFractureBuffers* commandBuffers, const NvBlastGraphShaderActor* actor, const void* params);
NV_C_API void NvBlastExtCutterSubgraphShader(NvBlastFractureBuffers* commandBuffers, const NvBlastSubgraphShaderActor* actor, const void* params);
///////////////////////////////////////////////////////////////////////////////
// Capsule Radial Damage
///////////////////////////////////////////////////////////////////////////////
/**
Capsule Radial Damage Desc
*/
struct NvBlastExtCapsuleRadialDamageDesc
{
float damage; //!< normalized damage amount, range: [0, 1] (maximum health value to be reduced)
float position0[3]; //!< damage segment point A position
float position1[3]; //!< damage segment point B position
float minRadius; //!< inner radius of damage action
float maxRadius; //!< outer radius of damage action
};
/**
Capsule Radial Falloff damage for both graph and subgraph shaders.
For every bond/chunk damage is calculated from the distance to line segment AB described in NvBlastExtCapsuleRadialDamageDesc.
If distance is smaller then minRadius, full compressive amount of damage is applied. From minRadius to maxRaidus it linearly falls off to zero.
NOTE: The signature of shader functions are equal to NvBlastGraphShaderFunction and NvBlastSubgraphShaderFunction respectively.
They are not expected to be called directly.
@see NvBlastGraphShaderFunction, NvBlastSubgraphShaderFunction
*/
NV_C_API void NvBlastExtCapsuleFalloffGraphShader(NvBlastFractureBuffers* commandBuffers, const NvBlastGraphShaderActor* actor, const void* params);
NV_C_API void NvBlastExtCapsuleFalloffSubgraphShader(NvBlastFractureBuffers* commandBuffers, const NvBlastSubgraphShaderActor* actor, const void* params);
///////////////////////////////////////////////////////////////////////////////
// Shear Damage
///////////////////////////////////////////////////////////////////////////////
/**
Shear Damage Desc
*/
struct NvBlastExtShearDamageDesc
{
float damage; //!< normalized damage amount, range: [0, 1] (maximum health value to be reduced)
float normal[3]; //!< directional damage component
float position[3]; //!< origin of damage action
float minRadius; //!< inner radius of damage action
float maxRadius; //!< outer radius of damage action
};
/**
Shear Damage Shaders
NOTE: The signature of shader functions are equal to NvBlastGraphShaderFunction and NvBlastSubgraphShaderFunction respectively.
They are not expected to be called directly.
@see NvBlastGraphShaderFunction, NvBlastSubgraphShaderFunction
*/
NV_C_API void NvBlastExtShearGraphShader(NvBlastFractureBuffers* commandBuffers, const NvBlastGraphShaderActor* actor, const void* params);
NV_C_API void NvBlastExtShearSubgraphShader(NvBlastFractureBuffers* commandBuffers, const NvBlastSubgraphShaderActor* actor, const void* params);
///////////////////////////////////////////////////////////////////////////////
// Triangle Intersection Damage
///////////////////////////////////////////////////////////////////////////////
/**
Triangle Intersection Damage Desc
*/
struct NvBlastExtTriangleIntersectionDamageDesc
{
float damage; //!< normalized damage amount, range: [0, 1] (maximum health value to be reduced)
NvcVec3 position0; //!< triangle point A position
NvcVec3 position1; //!< triangle point B position
NvcVec3 position2; //!< triangle point C position
};
/**
Triangle Intersection damage for both graph and subgraph shaders.
Every bond is considered to be a segment connecting two chunk centroids. For every bond (segment) intersection with passed triangle is checked. If intersects
full damage is applied on bond.
For subgraph shader segments are formed as connections between it's subchunks centroids. Intersection is check in the same fashion.
The idea is that if you want to cut an object say with the laser sword, you can form a triangle by taking the position of a sword on this timeframe and on previous one.
So that nothing will be missed in terms of space and time. By sweeping sword through whole object it will be cut in halves inevitably, since all bonds segments form connected graph.
NOTE: The signature of shader functions are equal to NvBlastGraphShaderFunction and NvBlastSubgraphShaderFunction respectively.
They are not expected to be called directly.
@see NvBlastGraphShaderFunction, NvBlastSubgraphShaderFunction
*/
NV_C_API void NvBlastExtTriangleIntersectionGraphShader(NvBlastFractureBuffers* commandBuffers, const NvBlastGraphShaderActor* actor, const void* params);
NV_C_API void NvBlastExtTriangleIntersectionSubgraphShader(NvBlastFractureBuffers* commandBuffers, const NvBlastSubgraphShaderActor* actor, const void* params);
///////////////////////////////////////////////////////////////////////////////
// Impact Spread
///////////////////////////////////////////////////////////////////////////////
/**
Impact Spread Damage Desc
*/
struct NvBlastExtImpactSpreadDamageDesc
{
float damage; //!< normalized damage amount, range: [0, 1] (maximum health value to be reduced)
float position[3]; //!< origin of damage action
float minRadius; //!< inner radius of damage action
float maxRadius; //!< outer radius of damage action
};
/**
Impact Spread Damage Shaders.
It assumes that position is somewhere on the chunk and looks for nearest chunk to this position and damages it.
Then it does breadth-first support graph traversal. For radial falloff metric distance is measured along the edges of the graph.
That allows to avoid damaging parts which are near in space but disjointed topologically. For example if you hit one column of an arc
it would take much bigger radius for damage to travel to the other column than in the simple radial damage.
Shader is designed to be used with impact damage, where it is know in advance that actual hit happened.
This shader requires NvBlastExtDamageAccelerator passed in, it request scratch memory from it, therefore it is also designed to work
only in single threaded mode. It can easily be changed by passing scratch memory as a part of NvBlastExtProgramParams if required.
NOTE: The signature of shader functions are equal to NvBlastGraphShaderFunction and NvBlastSubgraphShaderFunction respectively.
They are not expected to be called directly.
@see NvBlastGraphShaderFunction, NvBlastSubgraphShaderFunction
*/
NV_C_API void NvBlastExtImpactSpreadGraphShader(NvBlastFractureBuffers* commandBuffers, const NvBlastGraphShaderActor* actor, const void* params);
NV_C_API void NvBlastExtImpactSpreadSubgraphShader(NvBlastFractureBuffers* commandBuffers, const NvBlastSubgraphShaderActor* actor, const void* params);
#endif // NVBLASTEXTDAMAGESHADERS_H
| 13,416 | C | 46.917857 | 181 | 0.690817 |
NVIDIA-Omniverse/PhysX/blast/include/extensions/serialization/NvBlastExtSerialization.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2022-2023 NVIDIA Corporation. All rights reserved.
//! @file
//!
//! @brief Defines basic types for the NvBlastExtSerialization blast extension, which handles versioned serialization of blast objects in different formats
#pragma once
#include "NvBlastGlobals.h"
namespace Nv
{
namespace Blast
{
/**
Serialization manager interface
*/
class ExtSerialization
{
public:
/** Standard Encoding IDs */
struct EncodingID
{
enum Enum
{
CapnProtoBinary = NVBLAST_FOURCC('C', 'P', 'N', 'B'),
RawBinary = NVBLAST_FOURCC('R', 'A', 'W', ' '),
};
};
/** Buffer provider API, used to request a buffer for serialization. */
class BufferProvider
{
public:
virtual void* requestBuffer(size_t size) = 0;
};
/**
Set the serialization encoding to use. (See EncodingID.)
\return true iff successful.
*/
virtual bool setSerializationEncoding(uint32_t encodingID) = 0;
/**
Retrieve the current serialization encoding being used. Note, by default this is set to the encoding of the first
serializer registered by a module. Currently this is done automatically by the NvBlastExtLlExtension module.
\return the current serialization encoding (zero if none is set).
*/
virtual uint32_t getSerializationEncoding() const = 0;
/**
Set the buffer provider callback to use. (See BufferProvider.) If not set, a default provider using NVBLAST_ALLOC (see
NvBlastGlobals.h) is used, which may be freed using NvBLAST_FREE.
\param[in] bufferProvider Buffer provider callback to use. If NULL, uses the default provider using the allocator given
in NvBlastGlobals.
*/
virtual void setBufferProvider(BufferProvider* bufferProvider) = 0;
/**
Reads information from a buffer, returning the contained object type ID, encoding ID, and data size.
\param[out] objectTypeID If not NULL, the object type ID is written to *objectTypeID.
\param[out] encodingID If not NULL, the encoding ID is written to *encodingID.
\param[out] dataSize If not NULL, the data size is written to *dataSize. (Does not include the size of the header.)
\param[in] buffer Pointer to the buffer to read.
\param[in] bufferSize Size of the buffer to read.
\return true iff the header is successfully read.
*/
virtual bool peekHeader(uint32_t* objectTypeID, uint32_t* encodingID, uint64_t* dataSize, const void* buffer, uint64_t bufferSize) = 0;
/**
Determines the current object in the buffer and returns the position in the buffer immediately after the object.
\param[in, out] bufferSize Size of the buffer to read on input, on output the remaining buffer size given the return buffer value.
\param[in] buffer Pointer to the buffer to read.
\return a pointer to the new position in the buffer after the skipped object if successful, NULL otherwise. The bufferSize field is only updated if a valid pointer is returned.
*/
virtual const void* skipObject(uint64_t& bufferSize, const void* buffer) = 0;
/**
Deserialize from a buffer into a newly allocated object.
\param[in] buffer Pointer to the buffer to read.
\param[in] bufferSize Size of the buffer to read.
\param[out] objectTypeIDPtr Optional, if not NULL then *objectTypeIDPtr will be filled with the deserialized object's
type ID if deserialization is successful, or 0 if unsuccessful.
\return object pointer; returns null if failed to deserialize.
*/
virtual void* deserializeFromBuffer(const void* buffer, uint64_t bufferSize, uint32_t* objectTypeIDPtr = nullptr) = 0;
/**
Serialize into a buffer. Allocates the buffer internally using the callack set in setBufferProvider.
\param[out] buffer Pointer to the buffer created.
\param[in] object Object pointer.
\param[in] objectTypeID Object type ID.
\return the number of bytes serialized into the buffer (zero if unsuccessful).
*/
virtual uint64_t serializeIntoBuffer(void*& buffer, const void* object, uint32_t objectTypeID) = 0;
/**
Release the serialization manager and all contained objects.
*/
virtual void release() = 0;
protected:
/**
Destructor is virtual and not public - use the release() method instead of explicitly deleting the serialization manager
*/
virtual ~ExtSerialization() {}
};
} // namespace Blast
} // namespace Nv
//////// Global API to create serialization ////////
/**
Create a new serialization manager. To release it, use its release() method.
This uses the global allocator set in NvBlastGlobals.h.
\return a new serialization manager.
*/
NV_C_API Nv::Blast::ExtSerialization* NvBlastExtSerializationCreate();
| 6,444 | C | 39.534591 | 181 | 0.702048 |
NVIDIA-Omniverse/PhysX/blast/include/extensions/serialization/NvBlastExtTkSerialization.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2022-2023 NVIDIA Corporation. All rights reserved.
//! @file
//!
//! @brief Defines blast toolkit (Tk) serialization support for the NvBlastExtSerialization blast extension
#pragma once
#include "NvBlastGlobals.h"
/**
Blast High-level serialization support. Contains serializers which can be used by the ExtSerialization manager.
*/
namespace Nv
{
namespace Blast
{
// Forward declarations
class ExtSerialization;
class TkFramework;
class TkAsset;
/** Standard Object Type IDs */
struct TkObjectTypeID
{
enum Enum
{
Asset = NVBLAST_FOURCC('T', 'K', 'A', 'S'),
};
};
} // namespace Blast
} // namespace Nv
/**
Load all high-level serializers into the ExtSerialization manager.
It does no harm to call this function more than once; serializers already loaded will not be loaded again.
\param[in] serialization Serialization manager into which to load serializers.
\return the number of serializers loaded.
*/
NV_C_API size_t NvBlastExtTkSerializerLoadSet(Nv::Blast::TkFramework& framework, Nv::Blast::ExtSerialization& serialization);
/**
Utility wrapper function to serialize a TkAsset. Allocates the buffer internally using the
callack set in ExtSerialization::setBufferProvider.
Equivalent to:
serialization.serializeIntoBuffer(buffer, asset, Nv::Blast::TkObjectTypeID::Asset);
\param[out] buffer Pointer to the buffer created.
\param[in] serialization Serialization manager.
\param[in] asset Pointer to the TkAsset to serialize.
\return the number of bytes serialized into the buffer (zero if unsuccessful).
*/
NV_C_API uint64_t NvBlastExtSerializationSerializeTkAssetIntoBuffer(void*& buffer, Nv::Blast::ExtSerialization& serialization, const Nv::Blast::TkAsset* asset);
| 3,271 | C | 34.565217 | 163 | 0.756955 |
NVIDIA-Omniverse/PhysX/blast/include/extensions/serialization/NvBlastExtLlSerialization.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2022-2023 NVIDIA Corporation. All rights reserved.
//! @file
//!
//! @brief Defines low-level serialization support for the NvBlastExtSerialization blast extension
#pragma once
#include "NvBlastGlobals.h"
/**
Blast Low-level serialization support. Contains serializers which can be used by the ExtSerialization manager.
*/
// Forward declarations
struct NvBlastAsset;
struct NvBlastFamily;
namespace Nv
{
namespace Blast
{
// Forward declarations
class ExtSerialization;
/** Standard Object Type IDs */
struct LlObjectTypeID
{
enum Enum
{
Asset = NVBLAST_FOURCC('L', 'L', 'A', 'S'),
Family = NVBLAST_FOURCC('L', 'L', 'F', 'A'),
};
};
} // namespace Blast
} // namespace Nv
/**
Load all low-level serializers into the ExtSerialization manager. *N.B.* This is done automatically when
the ExtSerialization manager is created via NvBlastExtSerializationCreate(), so currently this public function
is unnecessary. Note also that other modules' serializers (e.g. ExtTkSerialization) are _not_ loaded
automatically, and need to be explicitly loaded by the user using their respective load functions.
It does no harm to call this function more than once; serializers already loaded will not be loaded again.
\param[in] serialization Serialization manager into which to load serializers.
\return the number of serializers loaded.
*/
NV_C_API size_t NvBlastExtLlSerializerLoadSet(Nv::Blast::ExtSerialization& serialization);
/**
Utility wrapper function to serialize an NvBlastAsset. Allocates the buffer internally using the
callack set in ExtSerialization::setBufferProvider.
Equivalent to:
serialization.serializeIntoBuffer(buffer, asset, Nv::Blast::LlObjectTypeID::Asset);
\param[out] buffer Pointer to the buffer created.
\param[in] serialization Serialization manager.
\param[in] asset Pointer to the NvBlastAsset to serialize.
\return the number of bytes serialized into the buffer (zero if unsuccessful).
*/
NV_C_API uint64_t NvBlastExtSerializationSerializeAssetIntoBuffer(void*& buffer, Nv::Blast::ExtSerialization& serialization, const NvBlastAsset* asset);
/**
Utility wrapper function to serialize an NvBlastFamily. Allocates the buffer internally using the
callack set in ExtSerialization::setBufferProvider.
Equivalent to:
serialization.serializeIntoBuffer(buffer, family, Nv::Blast::LlObjectTypeID::Family);
\param[out] buffer Pointer to the buffer created.
\param[in] serialization Serialization manager.
\param[in] family Pointer to the NvBlastFamily to serialize.
\return the number of bytes serialized into the buffer (zero if unsuccessful).
*/
NV_C_API uint64_t NvBlastExtSerializationSerializeFamilyIntoBuffer(void*& buffer, Nv::Blast::ExtSerialization& serialization, const NvBlastFamily* family);
| 4,363 | C | 36.620689 | 158 | 0.760944 |
NVIDIA-Omniverse/PhysX/blast/include/extensions/authoringCommon/NvBlastExtAuthoringAccelerator.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2016-2023 NVIDIA Corporation. All rights reserved.
//! @file
//!
//! @brief Defines the SpatialAccelerator API used by the BooleanTool
#ifndef NVBLASTEXTAUTHORINGACCELERATOR_H
#define NVBLASTEXTAUTHORINGACCELERATOR_H
#include "NvBlastExtAuthoringTypes.h"
namespace Nv
{
namespace Blast
{
class Mesh;
/**
Acceleration structure interface.
*/
class SpatialAccelerator
{
public:
/**
Set state of accelerator to return all facets which possibly can intersect given facet bound.
\param[in] pos Vertex buffer
\param[in] ed Edge buffer
\param[in] fc Facet which should be tested.
*/
virtual void setState(const NvcBounds3* bounds) = 0;
/**
Set state of accelerator to return all facets which possibly can intersect given facet.
\param[in] pos Vertex buffer
\param[in] ed Edge buffer
\param[in] fc Facet which should be tested.
*/
virtual void setState(const Vertex* pos, const Edge* ed, const Facet& fc) = 0;
/**
Set state of accelerator to return all facets which possibly can cover given point. Needed for testing whether point is inside mesh.
\param[in] point Point which should be tested.
*/
virtual void setState(const NvcVec3& point) = 0;
/**
Recieve next facet for setted state.
\return Next facet index, or -1 if no facets left.
*/
virtual int32_t getNextFacet() = 0;
virtual void setPointCmpDirection(int32_t dir) = 0;
virtual void release() = 0;
virtual ~SpatialAccelerator() {}
};
/**
Used for some implementations of spatial accelerators.
*/
class SpatialGrid
{
public:
virtual void setMesh(const Nv::Blast::Mesh* m) = 0;
virtual void release() = 0;
};
} // namespace Blast
} // namsepace Nv
#endif // ifndef NVBLASTEXTAUTHORINGACCELERATOR_H
| 3,732 | C | 36.33 | 148 | 0.645498 |
NVIDIA-Omniverse/PhysX/blast/include/extensions/authoringCommon/NvBlastExtAuthoringMesh.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2016-2023 NVIDIA Corporation. All rights reserved.
//! @file
//!
//! @brief Defines the Mesh API used by the authoring tools
#ifndef NVBLASTAUTHORINGMESH_H
#define NVBLASTAUTHORINGMESH_H
#include "NvBlastExtAuthoringTypes.h"
namespace Nv
{
namespace Blast
{
/**
Class for internal mesh representation
*/
class Mesh
{
public:
virtual ~Mesh() {}
/**
Release Mesh memory
*/
virtual void release() = 0;
/**
Return true if mesh is valid
*/
virtual bool isValid() const = 0;
/**
Return writable pointer on vertices array
*/
virtual Vertex* getVerticesWritable() = 0;
/**
Return pointer on vertices array
*/
virtual const Vertex* getVertices() const = 0;
/**
Return writable pointer on edges array
*/
virtual Edge* getEdgesWritable() = 0;
/**
Return pointer on edges array
*/
virtual const Edge* getEdges() const = 0;
/**
Return writable pointer on facets array
*/
virtual Facet* getFacetsBufferWritable() = 0;
/**
Return pointer on facets array
*/
virtual const Facet* getFacetsBuffer() const = 0;
/**
Return writable pointer on specified facet
*/
virtual Facet* getFacetWritable(int32_t facet) = 0;
/**
Return pointer on specified facet
*/
virtual const Facet* getFacet(int32_t facet) const = 0;
/**
Return edges count
*/
virtual uint32_t getEdgesCount() const = 0;
/**
Return vertices count
*/
virtual uint32_t getVerticesCount() const = 0;
/**
Return facet count
*/
virtual uint32_t getFacetCount() const = 0;
/**
Return reference on mesh bounding box.
*/
virtual const NvcBounds3& getBoundingBox() const = 0;
/**
Return writable reference on mesh bounding box.
*/
virtual NvcBounds3& getBoundingBoxWritable() = 0;
/**
Set per-facet material id.
*/
virtual void setMaterialId(const int32_t* materialIds) = 0;
/**
Replaces an material id on faces with a new one
*/
virtual void replaceMaterialId(int32_t oldMaterialId, int32_t newMaterialId) = 0;
/**
Set per-facet smoothing group.
*/
virtual void setSmoothingGroup(const int32_t* smoothingGroups) = 0;
/**
Recalculate bounding box
*/
virtual void recalculateBoundingBox() = 0;
/**
Compute mesh volume and centroid. Assumes mesh has outward normals and no holes.
*/
virtual float getMeshVolumeAndCentroid(NvcVec3& centroid) const = 0;
/**
Calculate per-facet bounding boxes.
*/
virtual void calcPerFacetBounds() = 0;
/**
Get pointer on facet bounding box, if not calculated return nullptr.
*/
virtual const NvcBounds3* getFacetBound(uint32_t index) const = 0;
};
} // namespace Blast
} // namespace Nv
#endif // ifndef NVBLASTAUTHORINGMESH_H
| 4,669 | C | 26.797619 | 89 | 0.642536 |
NVIDIA-Omniverse/PhysX/blast/include/extensions/authoringCommon/NvBlastExtAuthoringPatternGenerator.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2016-2023 NVIDIA Corporation. All rights reserved.
//! @file
//!
//! @brief Defines the PatternGenerator API used by the authoring tools, allowing the user to create fracture patterns
#ifndef NVBLASTEXTAUTHORINGPATTERNGENERATOR_H
#define NVBLASTEXTAUTHORINGPATTERNGENERATOR_H
#include "NvBlastGlobals.h"
namespace Nv
{
namespace Blast
{
typedef float (*RNG_CALLBACK)(void);
struct PatternDescriptor
{
RNG_CALLBACK RNG = nullptr;
uint32_t interiorMaterialId = 1000;
};
struct UniformPatternDesc : public PatternDescriptor
{
uint32_t cellsCount = 2;
float radiusMin = 0.0f;
float radiusMax = 1.0f;
float radiusDistr = 1.0f;
float debrisRadiusMult = 1.0f;
};
struct BeamPatternDesc : public PatternDescriptor
{
uint32_t cellsCount;
float radiusMin;
float radiusMax;
};
struct RegularRadialPatternDesc : public PatternDescriptor
{
float radiusMin = 0.0f;
float radiusMax = 1.0f;
uint32_t radialSteps = 3;
uint32_t angularSteps = 8;
float aperture = .0f;
float angularNoiseAmplitude = 0.0f;
float radialNoiseAmplitude = 0.0f;
float radialNoiseFrequency = 0.0f;
float debrisRadiusMult = 1.0f;
};
struct DamagePattern
{
/**
Used to compute activated chunks.
*/
float activationRadius;
float angle; // For cone shape activation
enum ActivationDistanceType
{
Point = 0,
Line,
Cone
};
ActivationDistanceType activationType = Point;
// ----------------------------------------------
uint32_t cellsCount;
class Mesh** cellsMeshes = nullptr;
virtual void release() = 0;
};
class PatternGenerator
{
public:
virtual DamagePattern* generateUniformPattern(const UniformPatternDesc* desc) = 0;
virtual DamagePattern* generateBeamPattern(const BeamPatternDesc* desc) = 0;
virtual DamagePattern* generateRegularRadialPattern(const RegularRadialPatternDesc* desc) = 0;
virtual DamagePattern* generateVoronoiPattern(uint32_t pointCount, const NvcVec3* points, int32_t interiorMaterialId) = 0;
virtual void release() = 0;
};
NV_C_API void savePatternToObj(DamagePattern* pattern);
} // namespace Blast
} // namespace Nv
#endif // ifndef NVBLASTEXTAUTHORINGMESHCLEANER_H | 4,300 | C | 32.601562 | 134 | 0.636047 |
NVIDIA-Omniverse/PhysX/blast/include/extensions/authoringCommon/NvBlastExtAuthoringConvexMeshBuilder.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2016-2023 NVIDIA Corporation. All rights reserved.
//! @file
//!
//! @brief Defines the ConvexMeshBuilder API used by the authoring tools, allowing the user to specify a convex hull description for a chunk
#ifndef NVBLASTEXTAUTHORINGCONVEXMESHBUILDER_H
#define NVBLASTEXTAUTHORINGCONVEXMESHBUILDER_H
#include "NvCTypes.h"
namespace Nv
{
namespace Blast
{
struct CollisionHull;
/**
ConvexMeshBuilder provides routine to build collision hulls from array of vertices.
Collision hull is built as convex hull of provided point set.
If due to some reason building of convex hull is failed, collision hull is built as bounding box of vertex set.
*/
class ConvexMeshBuilder
{
public:
/**
Release ConvexMeshBuilder memory
*/
virtual void release() = 0;
/**
Method creates CollisionHull from provided array of vertices.
\param[in] verticesCount Number of vertices
\param[in] vertexData Vertex array of some object, for which collision geometry should be built
\param[out] output Reference on CollisionHull object in which generated geometry should be saved
*/
virtual CollisionHull* buildCollisionGeometry(uint32_t verticesCount, const NvcVec3* vertexData) = 0;
/**
Release CollisionHull memory.
*/
virtual void releaseCollisionHull(CollisionHull* hull) const = 0;
};
} // namespace Blast
} // namespace Nv
#endif // ifndef NVBLASTEXTAUTHORINGCONVEXMESHBUILDER_H
| 3,009 | C | 38.605263 | 140 | 0.744101 |
NVIDIA-Omniverse/PhysX/blast/include/extensions/authoringCommon/NvBlastExtAuthoringTypes.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2016-2023 NVIDIA Corporation. All rights reserved.
//! @file
//!
//! @brief Defines basic types used by NvBlastExtAuthoring
#ifndef NVBLASTAUTHORINGTYPES_H
#define NVBLASTAUTHORINGTYPES_H
#include "NvBlastTypes.h"
#include "NvCTypes.h"
namespace Nv
{
namespace Blast
{
/**
Default material id assigned to interior faces (faces which created between 2 fractured chunks)
*/
const uint32_t kMaterialInteriorId = 1000;
/**
Default smoothing group id assigned to interior faces
*/
const uint32_t kSmoothingGroupInteriorId = 1000;
/**
Vertex index which considired by NvBlast as not valid.
*/
const uint32_t kNotValidVertexIndex = UINT32_MAX;
/**
Edge representation
*/
struct Edge
{
Edge(uint32_t s = kNotValidVertexIndex, uint32_t e = kNotValidVertexIndex) : s(s), e(e) {}
uint32_t s;
uint32_t e;
};
/**
Mesh vertex representation
*/
struct Vertex
{
Vertex() {};
Vertex(const NvcVec3& p, const NvcVec3& n, const NvcVec2& _uv) : p(p), n(n) { uv[0] = _uv; }
NvcVec3 p; // Position
NvcVec3 n; // Normal
NvcVec2 uv[1]; // UV-coordinates array, currently supported only one UV coordinate.
};
/**
Mesh triangle representation
*/
struct Triangle
{
Triangle() {};
Triangle(const Vertex& a, const Vertex& b, const Vertex& c, int32_t ud = 0, int32_t mid = 0, int32_t sid = 0)
: a(a), b(b), c(c), userData(ud), materialId(mid), smoothingGroup(sid) {}
Vertex a, b, c;
int32_t userData;
int32_t materialId;
int32_t smoothingGroup;
};
/**
Index based triangle
*/
struct TriangleIndexed
{
TriangleIndexed(uint32_t ea, uint32_t eb, uint32_t ec, int32_t mid = 0, int32_t sid = 0, int32_t ud = 0)
: ea(ea), eb(eb), ec(ec), materialId(mid), smoothingGroup(sid), userData(ud) {}
uint32_t ea, eb, ec;
int32_t materialId;
int32_t smoothingGroup;
int32_t userData;
};
/**
Mesh facet representation
*/
struct Facet
{
Facet(int32_t fen = 0, uint32_t ec = 0, int64_t ud = 0, int32_t mid = 0, int32_t sid = 0)
: firstEdgeNumber(fen), edgesCount(ec), userData(ud), materialId(mid), smoothingGroup(sid) {}
int32_t firstEdgeNumber;
uint32_t edgesCount;
int64_t userData;
int32_t materialId;
int32_t smoothingGroup;
};
/**
Collision hull geometry format.
*/
struct HullPolygon
{
// Polygon base plane
float plane[4];
// Number vertices in polygon
uint16_t vertexCount;
// First index in CollisionHull.indices array for this polygon
uint16_t indexBase;
};
/**
Collsion hull geometry.
*/
struct CollisionHull
{
uint32_t pointsCount;
uint32_t indicesCount;
uint32_t polygonDataCount;
NvcVec3* points;
uint32_t* indices;
HullPolygon* polygonData;
};
/**
Authoring results. Which contains NvBlastAsset, render and collision meshes.
If it was created by NvBlast it should be released with NvBlastExtAuthoringReleaseAuthoringResult
For releasing just collsion geometry call NvBlastExtAuthoringReleaseAuthoringResultCollision
*/
struct AuthoringResult
{
uint32_t chunkCount; // Number of chunks in Blast asset
uint32_t bondCount; // Number of bonds in Blast asset
NvBlastAsset* asset; // Blast asset
/**
assetToFractureChunkIdMap used for getting internal FractureChunkId with FractureTool::getChunkId.
FractureChunkId = FractureTool.getChunkId(aResult.assetToFractureChunkIdMap(AssetChunkId);
*/
uint32_t* assetToFractureChunkIdMap;
/**
Offsets for render mesh geometry. Contains chunkCount + 1 element.
First triangle for i-th chunk: aResult.geometry[aResult.geometryOffset[i]]
aResult.geometryOffset[chunkCount+1] is total number of triangles in geometry
*/
uint32_t* geometryOffset;
Triangle* geometry; // Raw array of Triangle for all chunks
NvBlastChunkDesc* chunkDescs; // Array of chunk descriptors. Contains chunkCount elements
NvBlastBondDesc* bondDescs; // Array of bond descriptors. Contains bondCount elements
/**
Collision hull offsets. Contains chunkCount + 1 element.
First collision hull for i-th chunk: aResult.collisionHull[aResult.collisionHullOffset[i]]
aResult.collisionHullOffset[chunkCount+1] is total number of collision hulls in collisionHull
*/
uint32_t* collisionHullOffset;
CollisionHull** collisionHull; // Raw array of pointers to collision hull for all chunks.
/**
Array of material names.
*/
const char** materialNames;
/**
Size of array of material names.
*/
uint32_t materialCount;
};
struct ConvexDecompositionParams
{
uint32_t maximumNumberOfHulls = 8; // Maximum number of convex hull generated for one chunk. If equal to 1 convex
// decomposition is disabled.
uint32_t maximumNumberOfVerticesPerHull = 64; // Controls the maximum number of triangles per convex-hull
// (default=64, range=4-1024)
uint32_t voxelGridResolution = 1000000; // Voxel grid resolution used for chunk convex decomposition
// (default=1,000,000, range=10,000-16,000,000).
float concavity = 0.0025f; // Value between 0 and 1, controls how accurate hull generation is
};
} // namespace Blast
} // namespace Nv
#endif // ifndef NVBLASTAUTHORINGTYPES_H
| 6,948 | C | 31.624413 | 118 | 0.694876 |
NVIDIA-Omniverse/PhysX/blast/include/toolkit/NvBlastTkActor.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2016-2023 NVIDIA Corporation. All rights reserved.
//! @file
//!
//! @brief Defines the API for the NvBlastExtTkActor class
#ifndef NVBLASTTKACTOR_H
#define NVBLASTTKACTOR_H
#include "NvBlastTkObject.h"
#include "NvBlastTypes.h"
// Forward declarations
struct NvBlastActor;
struct NvBlastFamily;
namespace Nv
{
namespace Blast
{
// Forward declarations
class TkAsset;
class TkFamily;
class TkGroup;
class TkJoint;
/**
The BlastTk entity which encapsulates an NvBlastActor. Every TkActor represents a group
of chunks which may correspond to a single physical rigid body. TkActors are created
using TkFramework::createActor.
*/
class TkActor : public TkObject
{
public:
/**
Access to underlying low-level actor.
\return a pointer to the (const) low-level NvBlastActor object.
*/
virtual const NvBlastActor* getActorLL() const = 0;
/**
Every actor is part of an actor family, even if that family contains a single actor.
This function returns a reference to the actor's TkFamily.
\return a pointer to the actor's TkFamily.
*/
virtual TkFamily& getFamily() const = 0;
/**
Every actor has a unique index within a family. This function returns that index.
*/
virtual uint32_t getIndex() const = 0;
/**
Actors may be part of (no more than) one group. See TkGroup for the functions to add and remove actors.
This function returns a pointer to the actor's group, or NULL if it is not in a group.
*/
virtual TkGroup* getGroup() const = 0;
/**
Remove this actor from its group, if it is in one.
\return the actor's former group if successful, NULL otherwise.
*/
virtual TkGroup* removeFromGroup() = 0;
/**
Every actor has an associated asset.
\return a pointer to the (const) TkAsset object.
*/
virtual const TkAsset* getAsset() const = 0;
/**
Get the number of visible chunks for this actor. May be used in conjunction with getVisibleChunkIndices.
NOTE: Wrapper function over low-level function call, see NvBlastActorGetVisibleChunkCount for details.
\return the number of visible chunk indices for the actor.
*/
virtual uint32_t getVisibleChunkCount() const = 0;
/**
Retrieve a list of visible chunk indices for the actor into the given array.
NOTE: Wrapper function over low-level function call, see NvBlastActorGetVisibleChunkIndices for details.
\param[in] visibleChunkIndices User-supplied array to be filled in with indices of visible chunks for this actor.
\param[in] visibleChunkIndicesSize The size of the visibleChunkIndices array. To receive all visible chunk indices, the size must be at least that given by getVisibleChunkCount().
\return the number of indices written to visibleChunkIndices. This will not exceed visibleChunkIndicesSize.
*/
virtual uint32_t getVisibleChunkIndices(uint32_t* visibleChunkIndices, uint32_t visibleChunkIndicesSize) const = 0;
/**
Get the number of graph nodes for this actor. May be used in conjunction with getGraphNodeIndices.
NOTE: Wrapper function over low-level function call, see NvBlastActorGetGraphNodeCount for details.
\return the number of graph node indices for the actor.
*/
virtual uint32_t getGraphNodeCount() const = 0;
/**
Retrieve a list of graph node indices for the actor into the given array.
NOTE: Wrapper function over low-level function call, see NvBlastActorGetGraphNodeIndices for details.
\param[in] graphNodeIndices User-supplied array to be filled in with indices of graph nodes for this actor.
\param[in] graphNodeIndicesSize The size of the graphNodeIndices array. To receive all graph node indices, the size must be at least that given by getGraphNodeCount().
\return the number of indices written to graphNodeIndices. This will not exceed graphNodeIndicesSize.
*/
virtual uint32_t getGraphNodeIndices(uint32_t* graphNodeIndices, uint32_t graphNodeIndicesSize) const = 0;
/**
Access the bond health data for an actor.
NOTE: Wrapper function over low-level function call, see NvBlastActorGetBondHealths for details.
\return the array of bond healths for the actor's family, or NULL if the actor is invalid.
*/
virtual const float* getBondHealths() const = 0;
/**
Returns the upper-bound number of actors which can be created by splitting this actor.
NOTE: Wrapper function over low-level function call, see NvBlastActorGetMaxActorCountForSplit for details.
\return the upper-bound number of actors which can be created by splitting this actor.
*/
virtual uint32_t getSplitMaxActorCount() const = 0;
/**
Report whether this actor is in 'pending' state. Being in 'pending' state leads to actor being processed by group.
\return true iff actor is in 'pending' state.
*/
virtual bool isPending() const = 0;
/**
Apply damage to this actor.
Actual damage processing is deferred till the group worker process() call. Sets actor in 'pending' state.
It's the user's responsibility to keep programParams pointer alive until the group endProcess() call.
\param[in] program A NvBlastDamageProgram containing damage shaders.
\param[in] programParams Parameters for the NvBlastDamageProgram.
*/
virtual void damage(const NvBlastDamageProgram& program, const void* programParams) = 0;
/**
Creates fracture commands for the actor using an NvBlastMaterialFunction.
Cannot be called during group processing, in that case a warning will be raised and function will do nothing.
NOTE: Wrapper function over low-level function call, see NvBlastActorGenerateFracture for details.
\param[in,out] commands Target buffers to hold generated commands.
To avoid data loss, provide an entry for every support chunk and every bond in the original actor.
\param[in] program A NvBlastDamageProgram containing damage shaders.
\param[in] programParams Parameters for the NvBlastDamageProgram.
*/
virtual void generateFracture(NvBlastFractureBuffers* commands, const NvBlastDamageProgram& program, const void* programParams) const = 0;
/**
Function applies the direct fracture and breaks graph bonds/edges as necessary. Sets actor in 'pending' state if any bonds or chunks were damaged. Dispatches FractureCommand events.
NOTE: Calls NvBlastActorApplyFracture internally. see NvBlastActorApplyFracture for details.
\param[in,out] eventBuffers Target buffers to hold applied fracture events. May be NULL, in which case events are not reported.
To avoid data loss, provide an entry for every lower-support chunk and every bond in the original actor.
\param[in] commands The fracture commands to process.
*/
virtual void applyFracture(NvBlastFractureBuffers* eventBuffers, const NvBlastFractureBuffers* commands) = 0;
/**
The number of joints currently attached to this actor.
\return the number of TkJoints that are currently attached to this actor.
*/
virtual uint32_t getJointCount() const = 0;
/**
Retrieve an array of pointers (into the user-supplied buffer) to joints.
\param[out] joints A user-supplied array of TkJoint pointers.
\param[in] jointsSize The number of elements available to write into the joints array.
\return the number of TkJoint pointers written to the joints array.
*/
virtual uint32_t getJoints(TkJoint** joints, uint32_t jointsSize) const = 0;
/**
Whether or not this actor is bound to an external body using a bond with an invalid chunk index to represent the NRF.
NOTE: Wrapper function over low-level function call NvBlastActorHasExternalBonds.
\return true iff this actor contains the "external" support graph node, created when a bond contains the UINT32_MAX value for one of their chunkIndices.
*/
virtual bool hasExternalBonds() const = 0;
// DEPRICATED: remove on next major version bump
inline bool isBoundToWorld() const { return this->hasExternalBonds(); };
};
} // namespace Blast
} // namespace Nv
#endif // ifndef NVBLASTTKACTOR_H
| 10,038 | C | 40.655601 | 185 | 0.715581 |
NVIDIA-Omniverse/PhysX/blast/include/toolkit/NvBlastTkType.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2016-2023 NVIDIA Corporation. All rights reserved.
#ifndef NVBLASTTKTYPE_H
#define NVBLASTTKTYPE_H
#include "NvBlastTypes.h"
//! @file
//!
//! @brief Defines the API for the NvBlastExtTkType class
namespace Nv
{
namespace Blast
{
/**
Interface for static (class) type data. This data is used for identification in streams,
class-specific object queries in TkFramework, etc. Only classes derived from TkIdentifiable
use TkType data.
*/
class TkType
{
public:
/**
The class name.
\return the class name.
*/
virtual const char* getName() const = 0;
/**
The data format version for this class. When deserializing, this version must match the
current version. If not, the user may convert the data format using the format conversion
extension.
\return the version number.
*/
virtual uint32_t getVersion() const = 0;
/**
Test for equality. This type is used in static (per-class) data, so types are equal exactly
when their addresses are equal.
\param[in] type The TkType to compare with this TkType.
\return true if this type equals the input type, false otherwise.
*/
bool operator == (const TkType& type) const
{
return &type == this;
}
};
} // namespace Blast
} // namespace Nv
#endif // ifndef NVBLASTTKTYPE_H
| 2,854 | C | 32.588235 | 96 | 0.724597 |
NVIDIA-Omniverse/PhysX/blast/include/toolkit/NvBlastTkJoint.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2016-2023 NVIDIA Corporation. All rights reserved.
//! @file
//!
//! @brief Defines the API for the NvBlastExtTkJoint class
#ifndef NVBLASTTKJOINT_H
#define NVBLASTTKJOINT_H
#include "NvBlastTkObject.h"
#include "NvVec3.h"
namespace Nv
{
namespace Blast
{
/**
The data contained in a TkJoint.
*/
struct TkJointData
{
TkActor* actors[2]; //!< The TkActor objects joined by the joint
uint32_t chunkIndices[2]; //!< The chunk indices within the corresponding TkActor objects joined by the joint. The indexed chunks will be support chunks.
nvidia::NvVec3 attachPositions[2]; //!< The position of the joint relative to each TkActor
};
/**
The TkJoint is may join two different TkActors, or be created internally within a single TkActor.
When a TkActor is created from a TkAsset with jointed bonds (the asset is created using a TkAssetDesc with joint flags on bonds, see TkActorDesc) then
internal TkJoint objects are created and associated with every TkActor created from that TkAsset. The user only gets notification of the internal TkJoint
objects when the TkActor is split into separate TkActor objects that hold the support chunks joined by an internal TkJoint.
The user will be notified when the TkActor objects that are attached to TkJoint objects change, or are released. In that case, a TkEvent with
a TkJointUpdateEvent payload is dispatched to TkEventListener objects registered with the TkFamily objects to which the actors belong.
*/
class TkJoint : public TkObject
{
public:
/**
Retrieve data in this joint.
\return a TkJointData containing this joint's data.
*/
virtual const TkJointData getData() const = 0;
};
} // namespace Blast
} // namespace Nv
#endif // ifndef NVBLASTTKJOINT_H
| 3,284 | C | 39.555555 | 168 | 0.757308 |
NVIDIA-Omniverse/PhysX/blast/include/toolkit/NvBlastTkFramework.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2016-2023 NVIDIA Corporation. All rights reserved.
//! @file
//!
//! @brief Defines the API for the NvBlastExtTkFramework class
#ifndef NVBLASTTKFRAMEWORK_H
#define NVBLASTTKFRAMEWORK_H
#include "NvBlastTkType.h"
#include "NvBlastTkEvent.h"
#include "NvPreprocessor.h"
#include "NvBlastTypes.h"
#include "NvVec3.h"
namespace Nv
{
namespace Blast
{
// Forward declarations
class TkObject;
class TkEventDispatcher;
class TkAsset;
struct TkGroupDesc;
class TkGroup;
class TkActor;
class TkJoint;
class TkIdentifiable;
struct TkAssetJointDesc;
/**
Descriptor for asset creation
Used to create a TkAsset. This may be used by an authoring tool to describe the asset to be created.
The TkAssetDesc is a simple extension of the low-level NvBlastAsset descriptor, NvBlastAssetDesc.
*/
struct TkAssetDesc : public NvBlastAssetDesc
{
/**
Flags which may be associated with each bond described in the base NvBlastAssetDesc.
*/
enum BondFlags
{
NoFlags = 0,
/**
If this flag is set then a TkJoint will be created joining the support chunks jointed by the bond.
These joints will remain "quiet" until the actor is split in such a way that the joint joins two
different actors. In that case, a TkJointUpdateEvent will be dispatched with subtype External.
(See TkJointUpdateEvent.)
*/
BondJointed = (1 << 0)
};
/**
An array of size bondCount, see BondFlags.
If NULL, all flags are assumed to be NoFlags.
*/
const uint8_t* bondFlags;
/** Constructor sets sane default values. The zero chunkCount will cause TkFramework::createAsset(...) to fail, though gracefully. */
TkAssetDesc() : bondFlags(nullptr)
{
chunkCount = bondCount = 0;
chunkDescs = nullptr;
bondDescs = nullptr;
}
};
/**
Descriptor for actor creation.
The TkActorDesc is a simple extension of the low-level NvBlastActor descriptor, NvBlastActorDesc.
*/
struct TkActorDesc : public NvBlastActorDesc
{
const TkAsset* asset; //!< The TkAsset to instance
/** Constructor sets sane default values */
TkActorDesc(const TkAsset* inAsset = nullptr) : asset(inAsset)
{
uniformInitialBondHealth = uniformInitialLowerSupportChunkHealth = 1.0f;
initialBondHealths = initialSupportChunkHealths = nullptr;
}
};
/**
Descriptor for joint creation.
*/
struct TkJointDesc
{
TkFamily* families[2]; //!< The TkFamily objects containing the chunks joined by the joint
uint32_t chunkIndices[2]; //!< The chunk indices within the corresponding TkFamily objects joined by the joint. The indexed chunks will be support chunks.
nvidia::NvVec3 attachPositions[2]; //!< The position of the joint relative to each TkActor which owns the chunks jointed by this joint
};
/**
Struct-enum to index object types handled by the framework
*/
struct TkTypeIndex
{
enum Enum
{
Asset = 0, //!< TkAsset object type
Family, //!< TkFamily object type
Group, //!< TkGroup object type
TypeCount
};
};
/**
BlastTk Framework.
The framework exists as a singleton and is used to create objects, deserialize object streams, and hold references
to identified objects (TkAsset, TkFamily, and TkGroup) which may be recalled by their GUIDs.
*/
class TkFramework
{
public:
/**
Release this framework and all contained objects.
Global singleton is set to NULL.
*/
virtual void release() = 0;
/**
To find the type information for a given TkIdentifiable-derived class, use this funtion with the TkTypeIndex::Enum
corresponding to the desired class name.
\param[in] typeIndex Enumerated object type (see TkTypeIndex).
\return type object associated with the object's class.
*/
virtual const TkType* getType(TkTypeIndex::Enum typeIndex) const = 0;
/**
Look up an object derived from TkIdentifiable by its ID.
\param[in] id The ID of the object to look up (see NvBlastID).
\return pointer the object if it exists, NULL otherwise.
*/
virtual TkIdentifiable* findObjectByID(const NvBlastID& id) const = 0;
/**
The number of TkIdentifiable-derived objects in the framework of the given type.
\param[in] type The type object for the given type.
\return the number of objects that currently exist of the given type.
*/
virtual uint32_t getObjectCount(const TkType& type) const = 0;
/**
Retrieve an array of pointers (into the user-supplied buffer) to TkIdentifiable-derived objects of the given type.
\param[out] buffer A user-supplied array of TkIdentifiable pointers.
\param[in] bufferSize The number of elements available to write into buffer.
\param[in] type The type object for the given type.
\param[in] indexStart The starting index of the object.
\return the number of TkIdentifiable pointers written to the buffer.
*/
virtual uint32_t getObjects(TkIdentifiable** buffer, uint32_t bufferSize, const TkType& type, uint32_t indexStart = 0) const = 0;
//////// Asset creation ////////
/**
Helper function to build and apply chunk reorder map, so that chunk descriptors are properly ordered for the createAsset function.
This is a convenience wrapper for the low-level NvBlastReorderAssetDescChunks function.
This function may modify both the chunkDescs and bondDescs array, since rearranging chunk descriptors requires re-indexing within the bond descriptors.
\param[in] chunkDescs Array of chunk descriptors of size chunkCount. It will be updated accordingly.
\param[in] chunkCount The number of chunk descriptors.
\param[in] bondDescs Array of bond descriptors of size chunkCount. It will be updated accordingly.
\param[in] bondCount The number of bond descriptors.
\param[in] chunkReorderMap If not NULL, must be a pointer to a uint32_t array of size desc.chunkCount. Maps old chunk indices to the reordered chunk indices.
\param[in] keepBondNormalChunkOrder If true, bond normals will be flipped if their chunk index order was reveresed by the reorder map.
\return true iff the chunks did not require reordering (chunkReorderMap is the identity map).
*/
virtual bool reorderAssetDescChunks(NvBlastChunkDesc* chunkDescs, uint32_t chunkCount, NvBlastBondDesc* bondDescs, uint32_t bondCount, uint32_t* chunkReorderMap = nullptr, bool keepBondNormalChunkOrder = false) const = 0;
/**
Helper function to ensure (check and update) support coverage of chunks, required for asset creation via the createAsset function.
This is a convenience wrapper for the low-level NvBlastEnsureAssetExactSupportCoverage function.
The chunk descriptors may have their support flags be modified to ensure exact coverage.
\param[in] chunkDescs An array of chunk descriptors.
\param[in] chunkCount The size of the chunkDescs array.
\return true iff coverage was already exact.
*/
virtual bool ensureAssetExactSupportCoverage(NvBlastChunkDesc* chunkDescs, uint32_t chunkCount) const = 0;
/**
Create an asset from the given descriptor.
\param[in] desc The asset descriptor (see TkAssetDesc).
\return the created asset, if the descriptor was valid and memory was available for the operation. Otherwise, returns NULL.
*/
virtual TkAsset* createAsset(const TkAssetDesc& desc) = 0;
/**
Create an asset from a low-level NvBlastAsset.
\param[in] assetLL The low-level NvBlastAsset to encapsulate.
\param[in] jointDescs Optional joint descriptors to add to the new asset.
\param[in] jointDescCount The number of joint descriptors in the jointDescs array. If non-zero, jointDescs cannot be NULL.
\param[in] ownsAsset Does this TkAsset own the NvBlastAsset and thus is responsible for freeing it.
\return the created asset, if memory was available for the operation. Otherwise, returns NULL.
*/
virtual TkAsset* createAsset(const NvBlastAsset* assetLL, Nv::Blast::TkAssetJointDesc* jointDescs = nullptr, uint32_t jointDescCount = 0, bool ownsAsset = false) = 0;
//////// Group creation ////////
/**
Create a group from the given descriptor. A group is a processing unit, to which the user may add TkActors. New actors generated
from splitting a TkActor are automatically put into the same group. However, any actor may be removed from its group and optionally
placed into another group, or left groupless.
\param[in] desc The group descriptor (see TkGroupDesc).
\return the created group, if the descriptor was valid and memory was available for the operation. Otherwise, returns NULL.
*/
virtual TkGroup* createGroup(const TkGroupDesc& desc) = 0;
//////// Actor creation ////////
/**
Create an actor from the given descriptor. The actor will be the first member of a new TkFamily.
\param[in] desc The actor descriptor (see TkActorDesc).
\return the created actor, if the descriptor was valid and memory was available for the operation. Otherwise, returns NULL.
*/
virtual TkActor* createActor(const TkActorDesc& desc) = 0;
//////// Joint creation ////////
/**
Create a joint from the given descriptor. The following restrictions apply:
* Only one joint may be created between any two support chunks.
* A joint cannot be created between chunks within the same actor using this method. See TkAssetDesc for a description of
bond joint flags, which will create internal joints within an actor.
\param[in] desc The joint descriptor (see TkJointDesc).
\return the created joint, if the descriptor was valid and memory was available for the operation. Otherwise, returns NULL.
*/
virtual TkJoint* createJoint(const TkJointDesc& desc) = 0;
protected:
/**
Destructor is virtual and not public - use the release() method instead of explicitly deleting the TkFramework
*/
virtual ~TkFramework() {}
};
} // namespace Blast
} // namespace Nv
//////// Global API to Create and Access Framework ////////
/**
Create a new TkFramework. This creates a global singleton, and will fail if a TkFramework object already exists.
\return the new TkFramework if successful, NULL otherwise.
*/
NV_C_API Nv::Blast::TkFramework* NvBlastTkFrameworkCreate();
/**
Retrieve a pointer to the global TkFramework singleton (if it exists).
\return the pointer to the global TkFramework (NULL if none exists).
*/
NV_C_API Nv::Blast::TkFramework* NvBlastTkFrameworkGet();
#endif // ifndef NVBLASTTKFRAMEWORK_H
| 12,383 | C | 37.104615 | 236 | 0.711379 |
NVIDIA-Omniverse/PhysX/blast/include/toolkit/NvBlastTkGroup.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2016-2023 NVIDIA Corporation. All rights reserved.
//! @file
//!
//! @brief Defines the API for the NvBlastExtTkGroup class
#ifndef NVBLASTTKGROUP_H
#define NVBLASTTKGROUP_H
#include "NvBlastTkIdentifiable.h"
namespace Nv
{
namespace Blast
{
// Forward declarations
class TkActor;
/**
Descriptor for a TkGroup. TkGroup uses a number of TkGroupWorker to process its actors.
@see TkGroupWorker, TkGroup::setWorkerCount
*/
struct TkGroupDesc
{
uint32_t workerCount; //!< The number of expected TkWorkers to process the TkGroup concurrently.
};
/**
Used to collect internal counters using TkGroup::getStats (for profile builds only)
@see TkGroup::getStats()
*/
struct TkGroupStats
{
NvBlastTimers timers; //!< Accumulated time spent in blast low-level functions, see NvBlastTimers
uint32_t processedActorsCount; //!< Accumulated number of processed actors in all TkWorker
int64_t workerTime; //!< Accumulated time spent executing TkWorker::run. Unit is ticks, see NvBlastTimers.
};
/**
A worker as provided by TkGroup::acquireWorker(). It manages the necessary memory for parallel processing.
The group can be processed concurrently by calling process() from different threads using a different TkGroupWorker each.
TkActors that have been damaged with applyFracture() such that they may be split into separate
actors are split by this function. TkActors that have damage queued through the actor's damage() function
will be fractured and split by this function.
*/
class TkGroupWorker
{
public:
/**
Process a job of this worker's TkGroup.
/param[in] jobId a job id in the range (0, TkGroup::startProcess()]
*/
virtual void process(uint32_t jobId) = 0;
};
/**
A group is a processing unit, to which the user may add TkActors. New actors generated from splitting a TkActor
are automatically put into the same group. However, any actor may be removed from its group and placed into
another group (or no group) by the user's choice.
When the group's process function is called, all actors' damage buffers will be processed and turned into fracture events
and the actor is split if applicable.
This work can be done in multiple threads with the help of TkGroupWorker:
Instead of calling the process function, commence the procedure with startProcess which returns the number of jobs to process.
Each concurrent thread uses an acquired TkGroupWorker to process the jobs.
Over the whole procedure, each job must be processed once and only once.
Jobs can be processed in any order. TkGroupWorkers can be returned and acquired later by another task.
After processing every job and returning all the workers to the group, endProcess concludes the procedure.
*/
class TkGroup : public TkIdentifiable
{
public:
/**
Add the actor to this group, if the actor does not currently belong to a group.
\param[in] actor The actor to add.
\return true if successful, false otherwise.
*/
virtual bool addActor(TkActor& actor) = 0;
/**
The number of actors currently in this group.
\return the number of TkActors that currently exist in this group.
*/
virtual uint32_t getActorCount() const = 0;
/**
Retrieve an array of pointers (into the user-supplied buffer) to actors.
\param[out] buffer A user-supplied array of TkActor pointers.
\param[in] bufferSize The number of elements available to write into buffer.
\param[in] indexStart The starting index of the actor.
\return the number of TkActor pointers written to the buffer.
*/
virtual uint32_t getActors(TkActor** buffer, uint32_t bufferSize, uint32_t indexStart = 0) const = 0;
/**
Lock this group for processing concurrently with TkGroupWorker. The group is unlocked again with the endProcess() function.
\return The number of jobs to process. TkGroupWorker::process must be called once for each jobID from 0 to this number-1.
See TkGroup::process for a single threaded example.
*/
virtual uint32_t startProcess() = 0;
/**
Unlock this group after all jobs were processed with TkGroupWorker. All workers must have been returned with returnWorker().
This function gathers the results of the split operations on the actors in this group. Events will be dispatched
to notify listeners of new and deleted actors.
Note that groups concurrently dispatching events for the same TkFamily require synchronization in the TkFamily's Listener.
However, concurrent use of endProcess is not recommended in this version. It should be called from the main thread.
\return true if the group was processing
*/
virtual bool endProcess() = 0;
/**
Set the expected number of concurrent worker threads that will process this group concurrently.
*/
virtual void setWorkerCount(uint32_t workerCount) = 0;
/**
\return The total amount of workers allocated for this group.
*/
virtual uint32_t getWorkerCount() const = 0;
/**
Acquire one worker to process the group concurrently on a thread.
The worker must be returned with returnWorker() before endProcess() is called on its group.
\return A worker for this group (at most getWorkerCount) or nullptr if none is available.
*/
virtual TkGroupWorker* acquireWorker() = 0;
/**
Return a worker previously acquired with acquireWorker() to this TkGroup.
\param[in] The TkGroupWorker previously acquired from this TkGroup.
*/
virtual void returnWorker(TkGroupWorker*) = 0;
/**
Helper function to process the group synchronously on a single thread.
*/
void process();
/**
For profile builds only, request stats of the last successful processing. Inactive in other builds.
The times and counters reported account for all the TkWorker (accumulated) taking part in the processing.
\param[in] stats The struct to be filled in.
*/
virtual void getStats(TkGroupStats& stats) const = 0;
};
} // namespace Blast
} // namespace Nv
NV_INLINE void Nv::Blast::TkGroup::process()
{
uint32_t jobCount = startProcess();
if (jobCount > 0)
{
TkGroupWorker* worker = acquireWorker();
for (uint32_t i = 0; i < jobCount; i++)
{
worker->process(i);
}
returnWorker(worker);
}
endProcess();
}
#endif // ifndef NVBLASTTKGROUP_H
| 8,081 | C | 36.943662 | 130 | 0.716495 |
NVIDIA-Omniverse/PhysX/blast/include/toolkit/NvBlastTkAsset.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2016-2023 NVIDIA Corporation. All rights reserved.
//! @file
//!
//! @brief Defines the API for the NvBlastExtTkAsset class
#ifndef NVBLASTTKASSET_H
#define NVBLASTTKASSET_H
#include "NvBlastTkIdentifiable.h"
#include "NvBlastTypes.h"
#include "NvVec3.h"
// Forward declarations
struct NvBlastAsset;
namespace Nv
{
namespace Blast
{
/**
A descriptor stored by a TkAsset for an internal joint. Internal joints are created when a TkAsset is instanced into a TkActor.
*/
struct TkAssetJointDesc
{
uint32_t nodeIndices[2]; //!< The graph node indices corresponding to the support chunks joined by a joint
nvidia::NvVec3 attachPositions[2]; //!< The joint's attachment positions in asset-local space
};
/**
The static data associated with a destructible actor. TkAsset encapsulates an NvBlastAsset. In addition to the NvBlastAsset,
the TkAsset stores joint descriptors (see TkAssetJointDesc).
*/
class TkAsset : public TkIdentifiable
{
public:
/**
Access to underlying low-level asset.
\return a pointer to the (const) low-level NvBlastAsset object.
*/
virtual const NvBlastAsset* getAssetLL() const = 0;
/**
Get the number of chunks in this asset.
NOTE: Wrapper function over low-level function call, see NvBlastAssetGetChunkCount for details.
\return the number of chunks in the asset.
*/
virtual uint32_t getChunkCount() const = 0;
/**
Get the number of leaf chunks in the given asset.
NOTE: Wrapper function over low-level function call, see NvBlastAssetGetLeafChunkCount for details.
\return the number of leaf chunks in the asset.
*/
virtual uint32_t getLeafChunkCount() const = 0;
/**
Get the number of bonds in the given asset.
NOTE: Wrapper function over low-level function call, see NvBlastAssetGetBondCount for details.
\return the number of bonds in the asset.
*/
virtual uint32_t getBondCount() const = 0;
/**
Access an array of chunks of the given asset.
NOTE: Wrapper function over low-level function call, see NvBlastAssetGetChunks for details.
\return a pointer to an array of chunks of the asset.
*/
virtual const NvBlastChunk* getChunks() const = 0;
/**
Access an array of bonds of the given asset.
NOTE: Wrapper function over low-level function call, see NvBlastAssetGetBonds for details.
\return a pointer to an array of bonds of the asset.
*/
virtual const NvBlastBond* getBonds() const = 0;
/**
Access an support graph for the given asset.
NOTE: Wrapper function over low-level function call, see NvBlastAssetGetSupportGraph for details.
\return a struct of support graph for the given asset.
*/
virtual const NvBlastSupportGraph getGraph() const = 0;
/**
Retrieve the size (in bytes) of the LL asset.
NOTE: Wrapper function over low-level function call, see NvBlastAssetGetSize for details.
\return the size of the data block (in bytes).
*/
virtual uint32_t getDataSize() const = 0;
/**
The number of internal TkJoint objects that will be created when this asset is instanced into a TkActor
(see TkFramework::createActor). These joints will not trigger TkJointUpdateEvent events
until this actor is split into actors such that a joint connects two actors. At this time the actor's family
will dispatch a TkJointUpdateEvent::External event during a call to TkGroup::endProcess() (see TkGroup).
\return the number of descriptors for internal joints.
*/
virtual uint32_t getJointDescCount() const = 0;
/**
The descriptors for the internal joints created when this asset is instanced. (See getJointDescCount.)
\return a pointer to the array of descriptors for internal joints.
*/
virtual const TkAssetJointDesc* getJointDescs() const = 0;
};
} // namespace Blast
} // namespace Nv
#endif // ifndef NVBLASTTKASSET_H
| 5,579 | C | 34.541401 | 128 | 0.713748 |
NVIDIA-Omniverse/PhysX/blast/include/toolkit/NvBlastTkIdentifiable.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2016-2023 NVIDIA Corporation. All rights reserved.
//! @file
//!
//! @brief Defines the API for the NvBlastExtTkIdentifiable abstract base class
#ifndef NVBLASTTKIDENTIFIABLE_H
#define NVBLASTTKIDENTIFIABLE_H
#include "NvBlastTkObject.h"
#include "NvBlastTypes.h"
namespace Nv
{
namespace Blast
{
// Forward declarations
class TkType;
/**
TkIdentifiable objects have getID and setID methods for individual objects. They also have a type (class) identification.
*/
class TkIdentifiable : public TkObject
{
public:
// Identifiable API
/**
Return the ID associated with this object.
\return the ID for this object.
*/
virtual const NvBlastID& getID() const = 0;
/**
Set the ID for this object.
*/
virtual void setID(const NvBlastID& id) = 0;
/**
Access to the static (class) type data for this object.
\return the static type data for this object type.
*/
virtual const TkType& getType() const = 0;
/**
Integer field available to the user which may be serialized.
*/
uint64_t userIntData;
};
} // namespace Blast
} // namespace Nv
#endif // ifndef NVBLASTTKIDENTIFIABLE_H
| 2,703 | C | 30.080459 | 122 | 0.72697 |
NVIDIA-Omniverse/PhysX/blast/include/toolkit/NvBlastTkGroupTaskManager.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2016-2023 NVIDIA Corporation. All rights reserved.
//! @file
//!
//! @brief Defines a task manager API for multithreading Tk operations
#ifndef NVBLASTTKGROUPTASKMANAGER_H
#define NVBLASTTKGROUPTASKMANAGER_H
#include "NvBlastTypes.h"
// Forward declarations
namespace nvidia
{
namespace task
{
class NvTaskManager;
}
}
namespace Nv
{
namespace Blast
{
// Forward declarations
class TkGroup;
/**
Uses a nvidia::task::NvTaskManager to process a TkGroup concurrently.
*/
class NV_DLL_EXPORT TkGroupTaskManager
{
protected:
virtual ~TkGroupTaskManager() {}
public:
/**
Construct using existing nvidia::task::NvTaskManager and TkGroup. The TkGroup can be set later with setGroup().
*/
static TkGroupTaskManager* create(nvidia::task::NvTaskManager&, TkGroup* = nullptr);
/**
Set the group to process. Cannot be changed while a group being processed.
*/
virtual void setGroup(TkGroup*) = 0;
/**
Start processing the group.
The parallelizing strategy is to have all worker tasks running concurrently.
The number of started tasks may be smaller than the requested value,
when the task manager's dispatcher thread count or the number of group jobs are
smaller.
\param[in] workerCount The number of worker tasks to start,
0 uses the dispatcher's worker thread count.
\return The number of worker tasks started.
If 0, processing did not start and wait() will never return true.
*/
virtual uint32_t process(uint32_t workerCount = 0) = 0;
/**
Wait for the group to end processing. When processing has finished, TkGroup::endProcess is executed.
\param[in] block true: does not return until the group has been processed.
false: return immediately if workers are still processing the group.
\return true if group processing was completed (and the group was actually processing)
*/
virtual bool wait(bool block = true) = 0;
/**
Release this object.
*/
virtual void release() = 0;
};
} // namespace Blast
} // namespace Nv
#endif // NVBLASTTKGROUPTASKMANAGER_H
| 3,747 | C | 32.765765 | 115 | 0.708834 |
NVIDIA-Omniverse/PhysX/blast/include/toolkit/NvBlastTkFamily.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2016-2023 NVIDIA Corporation. All rights reserved.
//! @file
//!
//! @brief Defines the API for the NvBlastExtTkFamily class
#ifndef NVBLASTTKFAMILY_H
#define NVBLASTTKFAMILY_H
#include "NvBlastTkIdentifiable.h"
// Forward declarations
struct NvBlastFamily;
namespace Nv
{
namespace Blast
{
// Forward declarations
class TkActor;
class TkAsset;
class TkEventListener;
/**
The TkFamily is associated with the TkActor that is instanced from a TkAsset, as well as all descendent TkActors generated
by spliting TkActors within the family. It encapsulates an NvBlastFamily, and also holds a material which will be used
by default on all TkActors during damage functions.
*/
class TkFamily : public TkIdentifiable
{
public:
/**
Access to underlying low-level family.
\return a pointer to the (const) low-level NvBlastFamily object.
*/
virtual const NvBlastFamily* getFamilyLL() const = 0;
/**
Every family has an associated asset (the TkAsset which was instanced to create the first member of the family).
\return a pointer to the (const) TkAsset object.
*/
virtual const TkAsset* getAsset() const = 0;
/**
The number of actors currently in this family.
\return the number of TkActors that currently exist in this family.
*/
virtual uint32_t getActorCount() const = 0;
/**
Retrieve an array of pointers (into the user-supplied buffer) to actors.
\param[out] buffer A user-supplied array of TkActor pointers.
\param[in] bufferSize The number of elements available to write into buffer.
\param[in] indexStart The starting index of the actor.
\return the number of TkActor pointers written to the buffer.
*/
virtual uint32_t getActors(TkActor** buffer, uint32_t bufferSize, uint32_t indexStart = 0) const = 0;
/**
Add a user implementation of TkEventListener to this family's list of listeners. These listeners will receive
all split and fracture events generated by TkActor objects in this family. They will also receive joint update events
when TkJoint objects are updated that are (or were) associated with a TkActor in this family.
\param[in] l The event listener to add.
*/
virtual void addListener(TkEventListener& l) = 0;
/**
Remove a TkEventReciever from this family's list of listeners.
\param[in] l The event listener to remove.
*/
virtual void removeListener(TkEventListener& l) = 0;
/**
This function applies fracture buffers on relevant actors (actor which contains corresponding bond/chunk) in family.
\param[in] commands The fracture commands to process.
*/
virtual void applyFracture(const NvBlastFractureBuffers* commands) = 0;
/**
A function to reinitialize this family with new family. The Family must be created from the same low-level asset, but can be
in any other state. As a result split events (TkEvent::Split) will be dispatched reflecting the resulting changes (created and removed actors)
Afterwards the family will contain a copy of the new family and all actors' low-level actor pointers will be updated.
\param[in] newFamily The NvBlastFamily to use to reinitialize this family.
\param[in] group The group for new actors to be placed in.
*/
virtual void reinitialize(const NvBlastFamily* newFamily, TkGroup* group = nullptr) = 0;
};
} // namespace Blast
} // namespace Nv
#endif // ifndef NVBLASTTKFAMILY_H
| 5,137 | C | 38.221374 | 147 | 0.716761 |
NVIDIA-Omniverse/PhysX/blast/include/toolkit/NvBlastTkEvent.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2016-2023 NVIDIA Corporation. All rights reserved.
//! @file
//!
//! @brief Defines the API for the NvBlastExtTkEvent class
#ifndef NVBLASTTKEVENT_H
#define NVBLASTTKEVENT_H
#include <vector>
#include "NvBlastTypes.h"
namespace Nv
{
namespace Blast
{
// Forward declarations
class TkObject;
class TkActor;
class TkFamily;
class TkJoint;
/**
By the time events are dispatched, a specific TkActor may have been split and became invalid.
This structure caches the state before invalidation happened.
*/
struct TkActorData
{
TkFamily* family; //!< TkFamily of the originating TkActor
void* userData; //!< TkActor.userData of the originating TkActor
uint32_t index; //!< TkActor::getIndex() of the originating TkActor
};
/**
Event data dispatched to TkEventListener objects. The user may implement the abstract TkEventListener interface
and pass the listener object to a BlastTk object which dispatches events. (See for example TkFamily.)
*/
struct TkEvent
{
// Enums
enum Type
{
Split, //!< Sent when a TkActor is split. See TkSplitEvent.
FractureCommand, //!< Sent when a TkActor generated fracture commands using TkActor::generateFracture.
FractureEvent, //!< Sent when a TkActor is fractured using TkActor::applyFracture.
JointUpdate, //!< Sent when TkJoints change their attachment state. See TkJointUpdateEvent.
TypeCount
};
// Data
const void* payload; //!< Type-dependent payload data
Type type; //!< See the Type enum, above
/**
Casts the payload data into its type-dependent format.
\return the payload for an event of type T
*/
template<typename T>
const T* getPayload() const { return reinterpret_cast<const T*>(payload); }
};
/**
Payload for TkEvent::Split events
When this event is sent, the parent TkActor that was split is no longer valid. Therefore it is not referenced
directly in the event data. Instead, its TkFamily, index within the TkFamily, and userData are stored. In addition,
this event gives the child TkActors generated by the split.
*/
struct TkSplitEvent
{
enum { EVENT_TYPE = TkEvent::Split };
TkActorData parentData; //!< The data of parent TkActor that was split
uint32_t numChildren; //!< The number of children into which the parent TkActor was split
TkActor** children; //!< An array of pointers to the children into which the TkActor was split
};
/**
Payload for the TkEvent::FractureCommand events
Fracture Commands used to apply fracture to a TkActor.
*/
struct TkFractureCommands
{
enum { EVENT_TYPE = TkEvent::FractureCommand };
TkActorData tkActorData; //!< The data of TkActor that received the fracture command
NvBlastFractureBuffers buffers; //!< The fracture commands used to modify the TkActor
};
/**
Payload for the TkEvent::FractureEvent events
Fracture Events resulting from applying fracture to a TkActor.
*/
struct TkFractureEvents
{
enum { EVENT_TYPE = TkEvent::FractureEvent };
TkActorData tkActorData; //!< The data of TkActor that received the fracture command
NvBlastFractureBuffers buffers; //!< The fracture result of the modified TkActor
uint32_t bondsDamaged; //!< number of damaged bonds (health remains)
uint32_t bondsBroken; //!< number of broken bonds (health exhausted)
uint32_t chunksDamaged; //!< number of damaged chunks (health remains) including child chunks
uint32_t chunksBroken; //!< number of broken chunks (health exhausted) including child chunks
};
/**
Payload for the TkEvent::JointUpdate events
Event type sent when a TkJoint's TkActor references change. This may indicate a joint becoming external,
simply changing actors when split events occur on one or both of the actors, or when one or both of the actors
are destroyed.
*/
struct TkJointUpdateEvent
{
enum { EVENT_TYPE = TkEvent::JointUpdate };
enum Subtype
{
External, //!< A joint that used to be internal to a single TkActor now joins two different TkActors
Changed, //!< One or both of the joint's attached TkActors has changed. The previous TkActors were distinct, however, differentiating this from the JointExternal case
Unreferenced //!< The joint's actors have been set to NULL. The joint will not be used again, and the user may release the TkJoint at this time
};
TkJoint* joint; //!< The joint being updated
Subtype subtype; //!< The type of update event this is (see Subtype)
};
/**
Interface for a listener of TkEvent data. The user must implement this interface and pass it
to the object which will dispatch the events.
*/
class TkEventListener
{
public:
/**
Interface to be implemented by the user. Events will be sent by BlastTk through a call to this function.
\param[in] events The array of events being dispatched.
\param[in] eventCount The number of events in the array.
*/
virtual void receive(const TkEvent* events, uint32_t eventCount) = 0;
};
} // namespace Blast
} // namespace Nv
#endif // ifndef NVBLASTTKEVENT_H
| 6,806 | C | 35.401069 | 182 | 0.710403 |
NVIDIA-Omniverse/PhysX/blast/include/globals/NvCMath.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2016-2023 NVIDIA Corporation. All rights reserved.
//! @file
//!
//! @brief Vector math utility functions
#ifndef NVCMATH_H
#define NVCMATH_H
#include "NvCTypes.h"
/**
* Some basic operators for NvcVec2 and NvcVec3
*/
/* NvcVec2 operators */
// Vector sum
inline NvcVec2 operator + (const NvcVec2& v, const NvcVec2& w)
{
return { v.x + w.x, v.y + w.y };
}
// Vector difference
inline NvcVec2 operator - (const NvcVec2& v, const NvcVec2& w)
{
return { v.x - w.x, v.y - w.y };
}
// Vector component product
inline NvcVec2 operator * (const NvcVec2& v, const NvcVec2& w)
{
return { v.x * w.x, v.y * w.y };
}
// Vector component quotient
inline NvcVec2 operator / (const NvcVec2& v, const NvcVec2& w)
{
return { v.x / w.x, v.y / w.y };
}
// Vector product with scalar (on right)
inline NvcVec2 operator * (const NvcVec2& v, float f)
{
return { v.x * f, v.y * f };
}
// Vector product with scalar (on left)
inline NvcVec2 operator * (float f, const NvcVec2& v)
{
return { f * v.x, f * v.y };
}
// Vector quotient with scalar (on right)
inline NvcVec2 operator / (const NvcVec2& v, float f)
{
return { v.x / f, v.y / f };
}
// Vector quotient with scalar (on left)
inline NvcVec2 operator / (float f, const NvcVec2& v)
{
return { f / v.x, f / v.y };
}
// Inner product
inline float operator | (const NvcVec2& v, const NvcVec2& w)
{
return v.x * w.x + v.y * w.y;
}
// Vector negation
inline NvcVec2 operator - (const NvcVec2& v)
{
return { -v.x, -v.y };
}
/* NvcVec2 assignment operators */
// Vector sum with assignment
inline NvcVec2& operator += (NvcVec2& v, const NvcVec2& w)
{
return v = v + w;
}
// Vector difference with assignment
inline NvcVec2& operator -= (NvcVec2& v, const NvcVec2& w)
{
return v = v - w;
}
// Vector component product with assignment
inline NvcVec2& operator *= (NvcVec2& v, const NvcVec2& w)
{
return v = v * w;
}
// Vector component quotient with assignment
inline NvcVec2& operator /= (NvcVec2& v, const NvcVec2& w)
{
return v = v / w;
}
// Vector product with scalar with assignment
inline NvcVec2& operator *= (NvcVec2& v, float f)
{
return v = v * f;
}
// Vector quotient with scalar with assignment
inline NvcVec2& operator /= (NvcVec2& v, float f)
{
return v = v / f;
}
/* NvcVec3 operators */
// Vector sum
inline NvcVec3 operator + (const NvcVec3& v, const NvcVec3& w)
{
return { v.x + w.x, v.y + w.y, v.z + w.z };
}
// Vector difference
inline NvcVec3 operator - (const NvcVec3& v, const NvcVec3& w)
{
return { v.x - w.x, v.y - w.y, v.z - w.z };
}
// Vector component product
inline NvcVec3 operator * (const NvcVec3& v, const NvcVec3& w)
{
return { v.x * w.x, v.y * w.y, v.z * w.z };
}
// Vector component quotient
inline NvcVec3 operator / (const NvcVec3& v, const NvcVec3& w)
{
return { v.x / w.x, v.y / w.y, v.z / w.z };
}
// Vector product with scalar (on right)
inline NvcVec3 operator * (const NvcVec3& v, float f)
{
return { v.x * f, v.y * f, v.z * f };
}
// Vector product with scalar (on left)
inline NvcVec3 operator * (float f, const NvcVec3& v)
{
return { f * v.x, f * v.y, f * v.z };
}
// Vector quotient with scalar (on right)
inline NvcVec3 operator / (const NvcVec3& v, float f)
{
return { v.x / f, v.y / f, v.z / f };
}
// Vector quotient with scalar (on left)
inline NvcVec3 operator / (float f, const NvcVec3& v)
{
return { f / v.x, f / v.y, f / v.z };
}
// Inner product
inline float operator | (const NvcVec3& v, const NvcVec3& w)
{
return v.x * w.x + v.y * w.y + v.z * w.z;
}
// Cross product
inline NvcVec3 operator ^ (const NvcVec3& v, const NvcVec3& w)
{
return { v.y * w.z - v.z * w.y, v.z * w.x - v.x * w.z, v.x * w.y - v.y * w.x };
}
// Vector negation
inline NvcVec3 operator - (const NvcVec3& v)
{
return { -v.x, -v.y, -v.z };
}
/* NvcVec3 assignment operators */
// Vector sum with assignment
inline NvcVec3& operator += (NvcVec3& v, const NvcVec3& w)
{
return v = v + w;
}
// Vector difference with assignment
inline NvcVec3& operator -= (NvcVec3& v, const NvcVec3& w)
{
return v = v - w;
}
// Vector component product with assignment
inline NvcVec3& operator *= (NvcVec3& v, const NvcVec3& w)
{
return v = v * w;
}
// Vector component quotient with assignment
inline NvcVec3& operator /= (NvcVec3& v, const NvcVec3& w)
{
return v = v / w;
}
// Vector product with scalar with assignment
inline NvcVec3& operator *= (NvcVec3& v, float f)
{
return v = v * f;
}
// Vector quotient with scalar with assignment
inline NvcVec3& operator /= (NvcVec3& v, float f)
{
return v = v / f;
}
#endif // #ifndef NVCMATH_H
| 6,164 | C | 23.759036 | 83 | 0.660772 |
NVIDIA-Omniverse/PhysX/blast/include/globals/NvBlastGlobals.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2016-2023 NVIDIA Corporation. All rights reserved.
#ifndef NVBLASTGLOBALS_H
#define NVBLASTGLOBALS_H
#include <new>
#include "NvBlastTypes.h"
#include "NvAllocatorCallback.h"
#include "NvErrorCallback.h"
#include "NvProfiler.h"
//! @file
//!
//! @brief API for the NvBlastGlobals library
//////// Global API to Access Global nvidia::NvAllocatorCallback, nvidia::NvErrorCallback, and nvidia::NvProfilerCallback ////////
/**
Retrieve a pointer to the global nvidia::NvAllocatorCallback. Default implementation with std allocator is used if user didn't provide
their own. It always exists, 'nullptr' will never be returned.
\return the pointer to the global nvidia::NvAllocatorCallback.
*/
NV_C_API nvidia::NvAllocatorCallback* NvBlastGlobalGetAllocatorCallback();
/**
Set global nvidia::NvAllocatorCallback. If 'nullptr' is passed the default nvidia::NvAllocatorCallback with std allocator is set.
*/
NV_C_API void NvBlastGlobalSetAllocatorCallback(nvidia::NvAllocatorCallback* allocatorCallback);
/**
Retrieve a pointer to the global nvidia::NvErrorCallback. Default implementation which writes messages to stdout is used if user didn't provide
their own. It always exists, 'nullptr' will never be returned.
\return the pointer to the global nvidia::NvErrorCallback.
*/
NV_C_API nvidia::NvErrorCallback* NvBlastGlobalGetErrorCallback();
/**
Set global nvidia::NvErrorCallback. If 'nullptr' is passed the default nvidia::NvErrorCallback that writes messages to stdout is set.
*/
NV_C_API void NvBlastGlobalSetErrorCallback(nvidia::NvErrorCallback* errorCallback);
/**
Retrieve a pointer to the global nvidia::NvProfilerCallback. Returns nullptr if none is set.
\return the pointer to the global nvidia::NvProfilerCallback.
*/
NV_C_API nvidia::NvProfilerCallback* NvBlastGlobalGetProfilerCallback();
/**
Set a custom profiler callback. May be nullptr (the default).
*/
NV_C_API void NvBlastGlobalSetProfilerCallback(nvidia::NvProfilerCallback* profilerCallback);
//////// Helper Global Functions ////////
namespace Nv
{
namespace Blast
{
/**
Logging wrapper compatible with NvBlastLog. @see NvBlastLog.
Pass this function to LowLevel function calls in order to get logging into global nvidia::NvErrorCallback.
*/
NV_INLINE void logLL(int type, const char* msg, const char* file, int line)
{
nvidia::NvErrorCode::Enum errorCode = nvidia::NvErrorCode::eNO_ERROR;
switch (type)
{
case NvBlastMessage::Error: errorCode = nvidia::NvErrorCode::eINVALID_OPERATION; break;
case NvBlastMessage::Warning: errorCode = nvidia::NvErrorCode::eDEBUG_WARNING; break;
case NvBlastMessage::Info: errorCode = nvidia::NvErrorCode::eDEBUG_INFO; break;
case NvBlastMessage::Debug: errorCode = nvidia::NvErrorCode::eNO_ERROR; break;
}
NvBlastGlobalGetErrorCallback()->reportError(errorCode, msg, file, line);
}
} // namespace Blast
} // namespace Nv
//////// Allocator macros ////////
/**
Alloc/Free macros that use global nvidia::NvAllocatorCallback. Thus allocated memory is 16-byte aligned.
*/
#define NVBLAST_ALLOC(_size) NvBlastGlobalGetAllocatorCallback()->allocate(_size, nullptr, __FILE__, __LINE__)
#define NVBLAST_ALLOC_NAMED(_size, _name) NvBlastGlobalGetAllocatorCallback()->allocate(_size, _name, __FILE__, __LINE__)
#define NVBLAST_FREE(_mem) NvBlastGlobalGetAllocatorCallback()->deallocate(_mem)
/**
Placement new.
Example: Foo* foo = NVBLAST_NEW(Foo) (params);
*/
#define NVBLAST_NEW(T) new (NvBlastGlobalGetAllocatorCallback()->allocate(sizeof(T), #T, __FILE__, __LINE__)) T
/**
Respective delete to NVBLAST_NEW
The obj pointer may be NULL (to match the behavior of standard C++ delete)
Example: NVBLAST_DELETE(foo, Foo);
*/
#define NVBLAST_DELETE(obj, T) \
do \
{ \
if ((obj) != nullptr) \
{ \
(obj)->~T(); \
NvBlastGlobalGetAllocatorCallback()->deallocate(obj); \
} \
} while (false)
//////// Log macros ////////
/**
Logging macros that use global nvidia::NvAllocatorCallback.
*/
#define NVBLAST_LOG(_code, _msg) NvBlastGlobalGetErrorCallback()->reportError(_code, _msg, __FILE__, __LINE__)
#define NVBLAST_LOG_ERROR(_msg) NVBLAST_LOG(nvidia::NvErrorCode::eINVALID_OPERATION, _msg)
#define NVBLAST_LOG_WARNING(_msg) NVBLAST_LOG(nvidia::NvErrorCode::eDEBUG_WARNING, _msg)
#define NVBLAST_LOG_INFO(_msg) NVBLAST_LOG(nvidia::NvErrorCode::eDEBUG_INFO, _msg)
#define NVBLAST_LOG_DEBUG(_msg) NVBLAST_LOG(nvidia::NvErrorCode::eNO_ERROR, _msg)
/**
Check macros that use global nvidia::NvAllocatorCallback. The idea is that you pass an expression to check, if it fails
it logs and calls '_onFail' code you passed.
*/
#define NVBLAST_CHECK(_code, _expr, _msg, _onFail) \
{ \
if(!(_expr)) \
{ \
NVBLAST_LOG(_code, _msg); \
{ _onFail; }; \
} \
}
#define NVBLAST_CHECK_ERROR(_expr, _msg, _onFail) NVBLAST_CHECK(nvidia::NvErrorCode::eINVALID_OPERATION, _expr, _msg, _onFail)
#define NVBLAST_CHECK_WARNING(_expr, _msg, _onFail) NVBLAST_CHECK(nvidia::NvErrorCode::eDEBUG_WARNING, _expr, _msg, _onFail)
#define NVBLAST_CHECK_INFO(_expr, _msg, _onFail) NVBLAST_CHECK(nvidia::NvErrorCode::eDEBUG_INFO, _expr, _msg, _onFail)
#define NVBLAST_CHECK_DEBUG(_expr, _msg, _onFail) NVBLAST_CHECK(nvidia::NvErrorCode::eNO_ERROR, _expr, _msg, _onFail)
//////// Misc ////////
// Macro to load a uint32_t (or larger) with four characters
#define NVBLAST_FOURCC(_a, _b, _c, _d) ( (uint32_t)(_a) | (uint32_t)(_b)<<8 | (uint32_t)(_c)<<16 | (uint32_t)(_d)<<24 )
#endif // ifndef NVBLASTGLOBALS_H
| 8,321 | C | 43.983784 | 143 | 0.617354 |
NVIDIA-Omniverse/PhysX/blast/include/shared/NvFoundation/NvCTypes.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2023 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2023 NovodeX AG. All rights reserved.
#ifndef NV_C_TYPES_H
#define NV_C_TYPES_H
#include "NvPreprocessor.h"
#ifdef _MSC_VER
#ifndef _INTPTR
#define _INTPTR 0
#endif
#endif
#include <stdint.h>
/** C type for 2-float vectors */
typedef struct
{
float x, y;
} NvcVec2;
/** C type for 3-float vectors */
typedef struct
{
float x, y, z;
} NvcVec3;
/** C type for 4-float vectors */
typedef struct
{
float x, y, z, w;
} NvcVec4;
/** C type for quaternions */
typedef struct
{
float x, y, z, w;
} NvcQuat;
/** C type for transforms */
typedef struct
{
NvcQuat q;
NvcVec3 p;
} NvcTransform;
/** C type for 3x3 matrices */
typedef struct
{
NvcVec3 column0, column1, column2, column3;
} NvcMat34;
/** C type for 3x3 matrices */
typedef struct
{
NvcVec3 column0, column1, column2;
} NvcMat33;
/** C type for 4x4 matrices */
typedef struct
{
NvcVec4 column0, column1, column2, column3;
} NvcMat44;
/** C type for 3d bounding box */
typedef struct
{
NvcVec3 minimum;
NvcVec3 maximum;
} NvcBounds3;
/** C type for a plane */
typedef struct
{
NvcVec3 n;
float d;
} NvcPlane;
/** C type for 2-integer vectors */
typedef struct
{
int32_t x, y;
} NvcVec2i;
/** C type for 3-integer vectors */
typedef struct
{
int32_t x, y, z;
} NvcVec3i;
/** C type for 4-integer vectors */
typedef struct
{
int32_t x, y, z, w;
} NvcVec4i;
/** @} */
#endif // NV_C_TYPES_H
| 3,088 | C | 23.91129 | 74 | 0.705635 |
NVIDIA-Omniverse/PhysX/blast/include/shared/NvFoundation/NvProfiler.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2023 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2023 NovodeX AG. All rights reserved.
#ifndef NV_PROFILER_H
#define NV_PROFILER_H
#include <NvSimpleTypes.h>
namespace nvidia
{
class NvProfilerCallback;
namespace shdfnd
{
NV_FOUNDATION_API NvProfilerCallback *getProfilerCallback();
NV_FOUNDATION_API void setProfilerCallback(NvProfilerCallback *profiler);
}
}
namespace nvidia
{
struct NvProfileContext
{
enum Enum
{
eNONE = 0 //!< value for no specific profile context. \see NvProfilerCallback::zoneAt
};
};
/**
\brief The pure virtual callback interface for general purpose instrumentation and profiling of GameWorks modules as well as applications
*/
class NvProfilerCallback
{
protected:
virtual ~NvProfilerCallback() {}
public:
/**************************************************************************************************************************
Instrumented profiling events
***************************************************************************************************************************/
/**
\brief Mark the beginning of a nested profile block
\param[in] eventName Event name. Must be a persistent const char *
\param[in] detached True for cross thread events
\param[in] contextId the context id of this zone. Zones with the same id belong to the same group. 0 is used for no specific group.
\return Returns implementation-specific profiler data for this event
*/
virtual void* zoneStart(const char* eventName, bool detached, uint64_t contextId) = 0;
/**
\brief Mark the end of a nested profile block
\param[in] profilerData The data returned by the corresponding zoneStart call (or NULL if not available)
\param[in] eventName The name of the zone ending, must match the corresponding name passed with 'zoneStart'. Must be a persistent const char *.
\param[in] detached True for cross thread events. Should match the value passed to zoneStart.
\param[in] contextId The context of this zone. Should match the value passed to zoneStart.
\note eventName plus contextId can be used to uniquely match up start and end of a zone.
*/
virtual void zoneEnd(void* profilerData, const char* eventName, bool detached, uint64_t contextId) = 0;
};
class NvProfileScoped
{
public:
NV_FORCE_INLINE NvProfileScoped(const char* eventName, bool detached, uint64_t contextId)
: mCallback(nvidia::shdfnd::getProfilerCallback())
{
if (mCallback)
{
mEventName = eventName;
mDetached = detached;
mContextId = contextId;
mProfilerData = mCallback->zoneStart(mEventName, mDetached, mContextId);
}
}
~NvProfileScoped(void)
{
if (mCallback)
{
mCallback->zoneEnd(mProfilerData, mEventName, mDetached, mContextId);
}
}
nvidia::NvProfilerCallback* mCallback;
void* mProfilerData;
const char* mEventName;
bool mDetached;
uint64_t mContextId;
};
} // end of NVIDIA namespace
#if NV_DEBUG || NV_CHECKED || NV_PROFILE
#define NV_PROFILE_ZONE(name,context_id) nvidia::NvProfileScoped NV_CONCAT(_scoped,__LINE__)(name,false,context_id)
#define NV_PROFILE_START_CROSSTHREAD(name,context_id) if ( nvidia::shdfnd::getProfilerCallback() ) nvidia::shdfnd::getProfilerCallback()->zoneStart(name,true,context_id)
#define NV_PROFILE_STOP_CROSSTHREAD(name,context_id) if ( nvidia::shdfnd::getProfilerCallback() ) nvidia::shdfnd::getProfilerCallback()->zoneEnd(nullptr,name,true,context_id)
#else
#define NV_PROFILE_ZONE(name,context_id)
#define NV_PROFILE_START_CROSSTHREAD(name,context_id)
#define NV_PROFILE_STOP_CROSSTHREAD(name,context_id)
#endif
#define NV_PROFILE_POINTER_TO_U64( pointer ) static_cast<uint64_t>(reinterpret_cast<size_t>(pointer))
#endif
| 5,488 | C | 37.654929 | 174 | 0.693331 |
NVIDIA-Omniverse/PhysX/blast/include/shared/NvFoundation/NvVec3.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2023 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2023 NovodeX AG. All rights reserved.
#ifndef NV_NVFOUNDATION_NVVEC3_H
#define NV_NVFOUNDATION_NVVEC3_H
/** \addtogroup foundation
@{
*/
#include "NvMath.h"
#if !NV_DOXYGEN
namespace nvidia
{
#endif
/**
\brief 3 Element vector class.
This is a 3-dimensional vector class with public data members.
*/
class NvVec3
{
public:
/**
\brief default constructor leaves data uninitialized.
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec3()
{
}
/**
\brief zero constructor.
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec3(NvZERO r) : x(0.0f), y(0.0f), z(0.0f)
{
NV_UNUSED(r);
}
/**
\brief Assigns scalar parameter to all elements.
Useful to initialize to zero or one.
\param[in] a Value to assign to elements.
*/
explicit NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec3(float a) : x(a), y(a), z(a)
{
}
/**
\brief Initializes from 3 scalar parameters.
\param[in] nx Value to initialize X component.
\param[in] ny Value to initialize Y component.
\param[in] nz Value to initialize Z component.
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec3(float nx, float ny, float nz) : x(nx), y(ny), z(nz)
{
}
/**
\brief Copy ctor.
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec3(const NvVec3& v) : x(v.x), y(v.y), z(v.z)
{
}
// Operators
/**
\brief Assignment operator
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec3& operator=(const NvVec3& p)
{
x = p.x;
y = p.y;
z = p.z;
return *this;
}
/**
\brief element access
*/
NV_DEPRECATED NV_CUDA_CALLABLE NV_FORCE_INLINE float& operator[](unsigned int index)
{
NV_ASSERT(index <= 2);
return reinterpret_cast<float*>(this)[index];
}
/**
\brief element access
*/
NV_DEPRECATED NV_CUDA_CALLABLE NV_FORCE_INLINE const float& operator[](unsigned int index) const
{
NV_ASSERT(index <= 2);
return reinterpret_cast<const float*>(this)[index];
}
/**
\brief returns true if the two vectors are exactly equal.
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE bool operator==(const NvVec3& v) const
{
return x == v.x && y == v.y && z == v.z;
}
/**
\brief returns true if the two vectors are not exactly equal.
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE bool operator!=(const NvVec3& v) const
{
return x != v.x || y != v.y || z != v.z;
}
/**
\brief tests for exact zero vector
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE bool isZero() const
{
return x == 0.0f && y == 0.0f && z == 0.0f;
}
/**
\brief returns true if all 3 elems of the vector are finite (not NAN or INF, etc.)
*/
NV_CUDA_CALLABLE NV_INLINE bool isFinite() const
{
return NvIsFinite(x) && NvIsFinite(y) && NvIsFinite(z);
}
/**
\brief is normalized - used by API parameter validation
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE bool isNormalized() const
{
const float unitTolerance = 1e-4f;
return isFinite() && NvAbs(magnitude() - 1) < unitTolerance;
}
/**
\brief returns the squared magnitude
Avoids calling NvSqrt()!
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE float magnitudeSquared() const
{
return x * x + y * y + z * z;
}
/**
\brief returns the magnitude
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE float magnitude() const
{
return NvSqrt(magnitudeSquared());
}
/**
\brief negation
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec3 operator-() const
{
return NvVec3(-x, -y, -z);
}
/**
\brief vector addition
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec3 operator+(const NvVec3& v) const
{
return NvVec3(x + v.x, y + v.y, z + v.z);
}
/**
\brief vector difference
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec3 operator-(const NvVec3& v) const
{
return NvVec3(x - v.x, y - v.y, z - v.z);
}
/**
\brief scalar post-multiplication
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec3 operator*(float f) const
{
return NvVec3(x * f, y * f, z * f);
}
/**
\brief scalar division
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec3 operator/(float f) const
{
f = 1.0f / f;
return NvVec3(x * f, y * f, z * f);
}
/**
\brief vector addition
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec3& operator+=(const NvVec3& v)
{
x += v.x;
y += v.y;
z += v.z;
return *this;
}
/**
\brief vector difference
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec3& operator-=(const NvVec3& v)
{
x -= v.x;
y -= v.y;
z -= v.z;
return *this;
}
/**
\brief scalar multiplication
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec3& operator*=(float f)
{
x *= f;
y *= f;
z *= f;
return *this;
}
/**
\brief scalar division
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec3& operator/=(float f)
{
f = 1.0f / f;
x *= f;
y *= f;
z *= f;
return *this;
}
/**
\brief returns the scalar product of this and other.
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE float dot(const NvVec3& v) const
{
return x * v.x + y * v.y + z * v.z;
}
/**
\brief cross product
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec3 cross(const NvVec3& v) const
{
return NvVec3(y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x);
}
/** return a unit vector */
NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec3 getNormalized() const
{
const float m = magnitudeSquared();
return m > 0.0f ? *this * NvRecipSqrt(m) : NvVec3(0, 0, 0);
}
/**
\brief normalizes the vector in place
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE float normalize()
{
const float m = magnitude();
if(m > 0.0f)
*this /= m;
return m;
}
/**
\brief normalizes the vector in place. Does nothing if vector magnitude is under NV_NORMALIZATION_EPSILON.
Returns vector magnitude if >= NV_NORMALIZATION_EPSILON and 0.0f otherwise.
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE float normalizeSafe()
{
const float mag = magnitude();
if(mag < NV_NORMALIZATION_EPSILON)
return 0.0f;
*this *= 1.0f / mag;
return mag;
}
/**
\brief normalizes the vector in place. Asserts if vector magnitude is under NV_NORMALIZATION_EPSILON.
returns vector magnitude.
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE float normalizeFast()
{
const float mag = magnitude();
NV_ASSERT(mag >= NV_NORMALIZATION_EPSILON);
*this *= 1.0f / mag;
return mag;
}
/**
\brief a[i] * b[i], for all i.
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec3 multiply(const NvVec3& a) const
{
return NvVec3(x * a.x, y * a.y, z * a.z);
}
/**
\brief element-wise minimum
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec3 minimum(const NvVec3& v) const
{
return NvVec3(NvMin(x, v.x), NvMin(y, v.y), NvMin(z, v.z));
}
/**
\brief returns MIN(x, y, z);
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE float minElement() const
{
return NvMin(x, NvMin(y, z));
}
/**
\brief element-wise maximum
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec3 maximum(const NvVec3& v) const
{
return NvVec3(NvMax(x, v.x), NvMax(y, v.y), NvMax(z, v.z));
}
/**
\brief returns MAX(x, y, z);
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE float maxElement() const
{
return NvMax(x, NvMax(y, z));
}
/**
\brief returns absolute values of components;
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec3 abs() const
{
return NvVec3(NvAbs(x), NvAbs(y), NvAbs(z));
}
float x, y, z;
};
NV_CUDA_CALLABLE static NV_FORCE_INLINE NvVec3 operator*(float f, const NvVec3& v)
{
return NvVec3(f * v.x, f * v.y, f * v.z);
}
#if !NV_DOXYGEN
} // namespace nvidia
#endif
/** @} */
#endif // #ifndef NV_NVFOUNDATION_NVVEC3_H
| 9,875 | C | 24.129771 | 110 | 0.593418 |
NVIDIA-Omniverse/PhysX/blast/include/shared/NvFoundation/NvAssert.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2023 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2023 NovodeX AG. All rights reserved.
#ifndef NV_NVFOUNDATION_NVASSERT_H
#define NV_NVFOUNDATION_NVASSERT_H
/** \addtogroup foundation
@{ */
#include "Nv.h"
#if !NV_DOXYGEN
namespace nvidia
{
#endif
/* Base class to handle assert failures */
class NvAssertHandler
{
public:
virtual ~NvAssertHandler()
{
}
virtual void operator()(const char* exp, const char* file, int line, bool& ignore) = 0;
};
NV_FOUNDATION_API NvAssertHandler& NvGetAssertHandler();
NV_FOUNDATION_API void NvSetAssertHandler(NvAssertHandler& handler);
#if !NV_DOXYGEN
} // namespace nvidia
#endif
#if !NV_ENABLE_ASSERTS
#define NV_ASSERT(exp) ((void)0)
#define NV_ALWAYS_ASSERT_MESSAGE(exp) ((void)0)
#define NV_ASSERT_WITH_MESSAGE(condition, message) ((void)0)
#elif NV_SPU
#include "ps3/NvPS3Assert.h"
#else
#if NV_VC
#define NV_CODE_ANALYSIS_ASSUME(exp) \
__analysis_assume(!!(exp)) // This macro will be used to get rid of analysis warning messages if a NV_ASSERT is used
// to "guard" illegal mem access, for example.
#else
#define NV_CODE_ANALYSIS_ASSUME(exp)
#endif
#define NV_ASSERT(exp) \
{ \
static bool _ignore = false; \
((void)((!!(exp)) || (!_ignore && (nvidia::NvGetAssertHandler()(#exp, __FILE__, __LINE__, _ignore), false)))); \
NV_CODE_ANALYSIS_ASSUME(exp); \
}
#define NV_ALWAYS_ASSERT_MESSAGE(exp) \
{ \
static bool _ignore = false; \
if(!_ignore) \
nvidia::NvGetAssertHandler()(exp, __FILE__, __LINE__, _ignore); \
}
#define NV_ASSERT_WITH_MESSAGE(exp, message) \
{ \
static bool _ignore = false; \
((void)((!!(exp)) || (!_ignore && (nvidia::NvGetAssertHandler()(message, __FILE__, __LINE__, _ignore), false)))); \
NV_CODE_ANALYSIS_ASSUME(exp); \
}
#endif
#define NV_ALWAYS_ASSERT() NV_ASSERT(0)
/** @} */
#endif // #ifndef NV_NVFOUNDATION_NVASSERT_H
| 4,764 | C | 48.123711 | 123 | 0.519731 |
NVIDIA-Omniverse/PhysX/blast/include/shared/NvFoundation/NvMath.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2023 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2023 NovodeX AG. All rights reserved.
#ifndef NV_NVFOUNDATION_NVMATH_H
#define NV_NVFOUNDATION_NVMATH_H
/** \addtogroup foundation
@{
*/
#include "NvPreprocessor.h"
#if NV_VC
#pragma warning(push)
#pragma warning(disable : 4985) // 'symbol name': attributes not present on previous declaration
#endif
#include <math.h>
#if NV_VC
#pragma warning(pop)
#endif
#include <float.h>
#include "NvIntrinsics.h"
#include "NvAssert.h"
#if !NV_DOXYGEN
namespace nvidia
{
#endif
// constants
static const float NvPi = float(3.141592653589793);
static const float NvHalfPi = float(1.57079632679489661923);
static const float NvTwoPi = float(6.28318530717958647692);
static const float NvInvPi = float(0.31830988618379067154);
static const float NvInvTwoPi = float(0.15915494309189533577);
static const float NvPiDivTwo = float(1.57079632679489661923);
static const float NvPiDivFour = float(0.78539816339744830962);
/**
\brief The return value is the greater of the two specified values.
*/
template <class T>
NV_CUDA_CALLABLE NV_FORCE_INLINE T NvMax(T a, T b)
{
return a < b ? b : a;
}
//! overload for float to use fsel on xbox
template <>
NV_CUDA_CALLABLE NV_FORCE_INLINE float NvMax(float a, float b)
{
return intrinsics::selectMax(a, b);
}
/**
\brief The return value is the lesser of the two specified values.
*/
template <class T>
NV_CUDA_CALLABLE NV_FORCE_INLINE T NvMin(T a, T b)
{
return a < b ? a : b;
}
template <>
//! overload for float to use fsel on xbox
NV_CUDA_CALLABLE NV_FORCE_INLINE float NvMin(float a, float b)
{
return intrinsics::selectMin(a, b);
}
/*
Many of these are just implemented as NV_CUDA_CALLABLE NV_FORCE_INLINE calls to the C lib right now,
but later we could replace some of them with some approximations or more
clever stuff.
*/
/**
\brief abs returns the absolute value of its argument.
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE float NvAbs(float a)
{
return intrinsics::abs(a);
}
NV_CUDA_CALLABLE NV_FORCE_INLINE bool NvEquals(float a, float b, float eps)
{
return (NvAbs(a - b) < eps);
}
/**
\brief abs returns the absolute value of its argument.
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE double NvAbs(double a)
{
return ::fabs(a);
}
/**
\brief abs returns the absolute value of its argument.
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE int32_t NvAbs(int32_t a)
{
return ::abs(a);
}
/**
\brief Clamps v to the range [hi,lo]
*/
template <class T>
NV_CUDA_CALLABLE NV_FORCE_INLINE T NvClamp(T v, T lo, T hi)
{
NV_ASSERT(lo <= hi);
return NvMin(hi, NvMax(lo, v));
}
//! \brief Square root.
NV_CUDA_CALLABLE NV_FORCE_INLINE float NvSqrt(float a)
{
return intrinsics::sqrt(a);
}
//! \brief Square root.
NV_CUDA_CALLABLE NV_FORCE_INLINE double NvSqrt(double a)
{
return ::sqrt(a);
}
//! \brief reciprocal square root.
NV_CUDA_CALLABLE NV_FORCE_INLINE float NvRecipSqrt(float a)
{
return intrinsics::recipSqrt(a);
}
//! \brief reciprocal square root.
NV_CUDA_CALLABLE NV_FORCE_INLINE double NvRecipSqrt(double a)
{
return 1 / ::sqrt(a);
}
//! trigonometry -- all angles are in radians.
//! \brief Sine of an angle ( <b>Unit:</b> Radians )
NV_CUDA_CALLABLE NV_FORCE_INLINE float NvSin(float a)
{
return intrinsics::sin(a);
}
//! \brief Sine of an angle ( <b>Unit:</b> Radians )
NV_CUDA_CALLABLE NV_FORCE_INLINE double NvSin(double a)
{
return ::sin(a);
}
//! \brief Cosine of an angle (<b>Unit:</b> Radians)
NV_CUDA_CALLABLE NV_FORCE_INLINE float NvCos(float a)
{
return intrinsics::cos(a);
}
//! \brief Cosine of an angle (<b>Unit:</b> Radians)
NV_CUDA_CALLABLE NV_FORCE_INLINE double NvCos(double a)
{
return ::cos(a);
}
/**
\brief Tangent of an angle.
<b>Unit:</b> Radians
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE float NvTan(float a)
{
return ::tanf(a);
}
/**
\brief Tangent of an angle.
<b>Unit:</b> Radians
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE double NvTan(double a)
{
return ::tan(a);
}
/**
\brief Arcsine.
Returns angle between -PI/2 and PI/2 in radians
<b>Unit:</b> Radians
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE float NvAsin(float f)
{
return ::asinf(NvClamp(f, -1.0f, 1.0f));
}
/**
\brief Arcsine.
Returns angle between -PI/2 and PI/2 in radians
<b>Unit:</b> Radians
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE double NvAsin(double f)
{
return ::asin(NvClamp(f, -1.0, 1.0));
}
/**
\brief Arccosine.
Returns angle between 0 and PI in radians
<b>Unit:</b> Radians
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE float NvAcos(float f)
{
return ::acosf(NvClamp(f, -1.0f, 1.0f));
}
/**
\brief Arccosine.
Returns angle between 0 and PI in radians
<b>Unit:</b> Radians
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE double NvAcos(double f)
{
return ::acos(NvClamp(f, -1.0, 1.0));
}
/**
\brief ArcTangent.
Returns angle between -PI/2 and PI/2 in radians
<b>Unit:</b> Radians
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE float NvAtan(float a)
{
return ::atanf(a);
}
/**
\brief ArcTangent.
Returns angle between -PI/2 and PI/2 in radians
<b>Unit:</b> Radians
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE double NvAtan(double a)
{
return ::atan(a);
}
/**
\brief Arctangent of (x/y) with correct sign.
Returns angle between -PI and PI in radians
<b>Unit:</b> Radians
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE float NvAtan2(float x, float y)
{
return ::atan2f(x, y);
}
/**
\brief Arctangent of (x/y) with correct sign.
Returns angle between -PI and PI in radians
<b>Unit:</b> Radians
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE double NvAtan2(double x, double y)
{
return ::atan2(x, y);
}
//! \brief returns true if the passed number is a finite floating point number as opposed to INF, NAN, etc.
NV_CUDA_CALLABLE NV_FORCE_INLINE bool NvIsFinite(float f)
{
return intrinsics::isFinite(f);
}
//! \brief returns true if the passed number is a finite floating point number as opposed to INF, NAN, etc.
NV_CUDA_CALLABLE NV_FORCE_INLINE bool NvIsFinite(double f)
{
return intrinsics::isFinite(f);
}
NV_CUDA_CALLABLE NV_FORCE_INLINE float NvFloor(float a)
{
return ::floorf(a);
}
NV_CUDA_CALLABLE NV_FORCE_INLINE float NvExp(float a)
{
return ::expf(a);
}
NV_CUDA_CALLABLE NV_FORCE_INLINE float NvCeil(float a)
{
return ::ceilf(a);
}
NV_CUDA_CALLABLE NV_FORCE_INLINE float NvSign(float a)
{
return nvidia::intrinsics::sign(a);
}
NV_CUDA_CALLABLE NV_FORCE_INLINE float NvPow(float x, float y)
{
return ::powf(x, y);
}
NV_CUDA_CALLABLE NV_FORCE_INLINE float NvLog(float x)
{
return ::logf(x);
}
#if !NV_DOXYGEN
} // namespace nvidia
#endif
/** @} */
#endif // #ifndef NV_NVFOUNDATION_NVMATH_H
| 8,157 | C | 23.136095 | 107 | 0.708349 |
NVIDIA-Omniverse/PhysX/blast/include/shared/NvFoundation/NvMat44.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2023 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2023 NovodeX AG. All rights reserved.
#ifndef NV_NVFOUNDATION_NVMAT44_H
#define NV_NVFOUNDATION_NVMAT44_H
/** \addtogroup foundation
@{
*/
#include "NvQuat.h"
#include "NvVec4.h"
#include "NvMat33.h"
#include "NvTransform.h"
#if !NV_DOXYGEN
namespace nvidia
{
#endif
/*!
\brief 4x4 matrix class
This class is layout-compatible with D3D and OpenGL matrices. More notes on layout are given in the NvMat33
@see NvMat33 NvTransform
*/
class NvMat44
{
public:
//! Default constructor
NV_CUDA_CALLABLE NV_INLINE NvMat44()
{
}
//! identity constructor
NV_CUDA_CALLABLE NV_INLINE NvMat44(NvIDENTITY r)
: column0(1.0f, 0.0f, 0.0f, 0.0f)
, column1(0.0f, 1.0f, 0.0f, 0.0f)
, column2(0.0f, 0.0f, 1.0f, 0.0f)
, column3(0.0f, 0.0f, 0.0f, 1.0f)
{
NV_UNUSED(r);
}
//! zero constructor
NV_CUDA_CALLABLE NV_INLINE NvMat44(NvZERO r) : column0(NvZero), column1(NvZero), column2(NvZero), column3(NvZero)
{
NV_UNUSED(r);
}
//! Construct from four 4-vectors
NV_CUDA_CALLABLE NvMat44(const NvVec4& col0, const NvVec4& col1, const NvVec4& col2, const NvVec4& col3)
: column0(col0), column1(col1), column2(col2), column3(col3)
{
}
//! constructor that generates a multiple of the identity matrix
explicit NV_CUDA_CALLABLE NV_INLINE NvMat44(float r)
: column0(r, 0.0f, 0.0f, 0.0f)
, column1(0.0f, r, 0.0f, 0.0f)
, column2(0.0f, 0.0f, r, 0.0f)
, column3(0.0f, 0.0f, 0.0f, r)
{
}
//! Construct from three base vectors and a translation
NV_CUDA_CALLABLE NvMat44(const NvVec3& col0, const NvVec3& col1, const NvVec3& col2, const NvVec3& col3)
: column0(col0, 0), column1(col1, 0), column2(col2, 0), column3(col3, 1.0f)
{
}
//! Construct from float[16]
explicit NV_CUDA_CALLABLE NV_INLINE NvMat44(float values[])
: column0(values[0], values[1], values[2], values[3])
, column1(values[4], values[5], values[6], values[7])
, column2(values[8], values[9], values[10], values[11])
, column3(values[12], values[13], values[14], values[15])
{
}
//! Construct from a quaternion
explicit NV_CUDA_CALLABLE NV_INLINE NvMat44(const NvQuat& q)
{
const float x = q.x;
const float y = q.y;
const float z = q.z;
const float w = q.w;
const float x2 = x + x;
const float y2 = y + y;
const float z2 = z + z;
const float xx = x2 * x;
const float yy = y2 * y;
const float zz = z2 * z;
const float xy = x2 * y;
const float xz = x2 * z;
const float xw = x2 * w;
const float yz = y2 * z;
const float yw = y2 * w;
const float zw = z2 * w;
column0 = NvVec4(1.0f - yy - zz, xy + zw, xz - yw, 0.0f);
column1 = NvVec4(xy - zw, 1.0f - xx - zz, yz + xw, 0.0f);
column2 = NvVec4(xz + yw, yz - xw, 1.0f - xx - yy, 0.0f);
column3 = NvVec4(0.0f, 0.0f, 0.0f, 1.0f);
}
//! Construct from a diagonal vector
explicit NV_CUDA_CALLABLE NV_INLINE NvMat44(const NvVec4& diagonal)
: column0(diagonal.x, 0.0f, 0.0f, 0.0f)
, column1(0.0f, diagonal.y, 0.0f, 0.0f)
, column2(0.0f, 0.0f, diagonal.z, 0.0f)
, column3(0.0f, 0.0f, 0.0f, diagonal.w)
{
}
//! Construct from Mat33 and a translation
NV_CUDA_CALLABLE NvMat44(const NvMat33& axes, const NvVec3& position)
: column0(axes.column0, 0.0f), column1(axes.column1, 0.0f), column2(axes.column2, 0.0f), column3(position, 1.0f)
{
}
NV_CUDA_CALLABLE NvMat44(const NvTransform& t)
{
*this = NvMat44(NvMat33(t.q), t.p);
}
/**
\brief returns true if the two matrices are exactly equal
*/
NV_CUDA_CALLABLE NV_INLINE bool operator==(const NvMat44& m) const
{
return column0 == m.column0 && column1 == m.column1 && column2 == m.column2 && column3 == m.column3;
}
//! Copy constructor
NV_CUDA_CALLABLE NV_INLINE NvMat44(const NvMat44& other)
: column0(other.column0), column1(other.column1), column2(other.column2), column3(other.column3)
{
}
//! Assignment operator
NV_CUDA_CALLABLE NV_INLINE const NvMat44& operator=(const NvMat44& other)
{
column0 = other.column0;
column1 = other.column1;
column2 = other.column2;
column3 = other.column3;
return *this;
}
//! Get transposed matrix
NV_CUDA_CALLABLE NV_INLINE NvMat44 getTranspose() const
{
return NvMat44(
NvVec4(column0.x, column1.x, column2.x, column3.x), NvVec4(column0.y, column1.y, column2.y, column3.y),
NvVec4(column0.z, column1.z, column2.z, column3.z), NvVec4(column0.w, column1.w, column2.w, column3.w));
}
//! Unary minus
NV_CUDA_CALLABLE NV_INLINE NvMat44 operator-() const
{
return NvMat44(-column0, -column1, -column2, -column3);
}
//! Add
NV_CUDA_CALLABLE NV_INLINE NvMat44 operator+(const NvMat44& other) const
{
return NvMat44(column0 + other.column0, column1 + other.column1, column2 + other.column2,
column3 + other.column3);
}
//! Subtract
NV_CUDA_CALLABLE NV_INLINE NvMat44 operator-(const NvMat44& other) const
{
return NvMat44(column0 - other.column0, column1 - other.column1, column2 - other.column2,
column3 - other.column3);
}
//! Scalar multiplication
NV_CUDA_CALLABLE NV_INLINE NvMat44 operator*(float scalar) const
{
return NvMat44(column0 * scalar, column1 * scalar, column2 * scalar, column3 * scalar);
}
friend NvMat44 operator*(float, const NvMat44&);
//! Matrix multiplication
NV_CUDA_CALLABLE NV_INLINE NvMat44 operator*(const NvMat44& other) const
{
// Rows from this <dot> columns from other
// column0 = transform(other.column0) etc
return NvMat44(transform(other.column0), transform(other.column1), transform(other.column2),
transform(other.column3));
}
// a <op>= b operators
//! Equals-add
NV_CUDA_CALLABLE NV_INLINE NvMat44& operator+=(const NvMat44& other)
{
column0 += other.column0;
column1 += other.column1;
column2 += other.column2;
column3 += other.column3;
return *this;
}
//! Equals-sub
NV_CUDA_CALLABLE NV_INLINE NvMat44& operator-=(const NvMat44& other)
{
column0 -= other.column0;
column1 -= other.column1;
column2 -= other.column2;
column3 -= other.column3;
return *this;
}
//! Equals scalar multiplication
NV_CUDA_CALLABLE NV_INLINE NvMat44& operator*=(float scalar)
{
column0 *= scalar;
column1 *= scalar;
column2 *= scalar;
column3 *= scalar;
return *this;
}
//! Equals matrix multiplication
NV_CUDA_CALLABLE NV_INLINE NvMat44& operator*=(const NvMat44& other)
{
*this = *this * other;
return *this;
}
//! Element access, mathematical way!
NV_DEPRECATED NV_CUDA_CALLABLE NV_FORCE_INLINE float operator()(unsigned int row, unsigned int col) const
{
return (*this)[col][row];
}
//! Element access, mathematical way!
NV_DEPRECATED NV_CUDA_CALLABLE NV_FORCE_INLINE float& operator()(unsigned int row, unsigned int col)
{
return (*this)[col][row];
}
//! Transform vector by matrix, equal to v' = M*v
NV_CUDA_CALLABLE NV_INLINE NvVec4 transform(const NvVec4& other) const
{
return column0 * other.x + column1 * other.y + column2 * other.z + column3 * other.w;
}
//! Transform vector by matrix, equal to v' = M*v
NV_CUDA_CALLABLE NV_INLINE NvVec3 transform(const NvVec3& other) const
{
return transform(NvVec4(other, 1.0f)).getXYZ();
}
//! Rotate vector by matrix, equal to v' = M*v
NV_CUDA_CALLABLE NV_INLINE const NvVec4 rotate(const NvVec4& other) const
{
return column0 * other.x + column1 * other.y + column2 * other.z; // + column3*0;
}
//! Rotate vector by matrix, equal to v' = M*v
NV_CUDA_CALLABLE NV_INLINE const NvVec3 rotate(const NvVec3& other) const
{
return rotate(NvVec4(other, 1.0f)).getXYZ();
}
NV_CUDA_CALLABLE NV_INLINE NvVec3 getBasis(int num) const
{
NV_ASSERT(num >= 0 && num < 3);
return (&column0)[num].getXYZ();
}
NV_CUDA_CALLABLE NV_INLINE NvVec3 getPosition() const
{
return column3.getXYZ();
}
NV_CUDA_CALLABLE NV_INLINE void setPosition(const NvVec3& position)
{
column3.x = position.x;
column3.y = position.y;
column3.z = position.z;
}
NV_CUDA_CALLABLE NV_FORCE_INLINE const float* front() const
{
return &column0.x;
}
NV_DEPRECATED NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec4& operator[](unsigned int num)
{
return (&column0)[num];
}
NV_DEPRECATED NV_CUDA_CALLABLE NV_FORCE_INLINE const NvVec4& operator[](unsigned int num) const
{
return (&column0)[num];
}
NV_CUDA_CALLABLE NV_INLINE void scale(const NvVec4& p)
{
column0 *= p.x;
column1 *= p.y;
column2 *= p.z;
column3 *= p.w;
}
NV_CUDA_CALLABLE NV_INLINE NvMat44 inverseRT(void) const
{
NvVec3 r0(column0.x, column1.x, column2.x), r1(column0.y, column1.y, column2.y),
r2(column0.z, column1.z, column2.z);
return NvMat44(r0, r1, r2, -(r0 * column3.x + r1 * column3.y + r2 * column3.z));
}
NV_CUDA_CALLABLE NV_INLINE bool isFinite() const
{
return column0.isFinite() && column1.isFinite() && column2.isFinite() && column3.isFinite();
}
// Data, see above for format!
NvVec4 column0, column1, column2, column3; // the four base vectors
};
// implementation from NvTransform.h
NV_CUDA_CALLABLE NV_FORCE_INLINE NvTransform::NvTransform(const NvMat44& m)
{
NvVec3 column0 = NvVec3(m.column0.x, m.column0.y, m.column0.z);
NvVec3 column1 = NvVec3(m.column1.x, m.column1.y, m.column1.z);
NvVec3 column2 = NvVec3(m.column2.x, m.column2.y, m.column2.z);
q = NvQuat(NvMat33(column0, column1, column2));
p = NvVec3(m.column3.x, m.column3.y, m.column3.z);
}
#if !NV_DOXYGEN
} // namespace nvidia
#endif
/** @} */
#endif // #ifndef NV_NVFOUNDATION_NVMAT44_H
| 12,025 | C | 30.984042 | 117 | 0.631933 |
NVIDIA-Omniverse/PhysX/blast/include/shared/NvFoundation/NvMat33.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2023 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2023 NovodeX AG. All rights reserved.
#ifndef NV_NVFOUNDATION_NVMAT33_H
#define NV_NVFOUNDATION_NVMAT33_H
/** \addtogroup foundation
@{
*/
#include "NvVec3.h"
#include "NvQuat.h"
#if !NV_DOXYGEN
namespace nvidia
{
#endif
/*!
\brief 3x3 matrix class
Some clarifications, as there have been much confusion about matrix formats etc in the past.
Short:
- Matrix have base vectors in columns (vectors are column matrices, 3x1 matrices).
- Matrix is physically stored in column major format
- Matrices are concaternated from left
Long:
Given three base vectors a, b and c the matrix is stored as
|a.x b.x c.x|
|a.y b.y c.y|
|a.z b.z c.z|
Vectors are treated as columns, so the vector v is
|x|
|y|
|z|
And matrices are applied _before_ the vector (pre-multiplication)
v' = M*v
|x'| |a.x b.x c.x| |x| |a.x*x + b.x*y + c.x*z|
|y'| = |a.y b.y c.y| * |y| = |a.y*x + b.y*y + c.y*z|
|z'| |a.z b.z c.z| |z| |a.z*x + b.z*y + c.z*z|
Physical storage and indexing:
To be compatible with popular 3d rendering APIs (read D3d and OpenGL)
the physical indexing is
|0 3 6|
|1 4 7|
|2 5 8|
index = column*3 + row
which in C++ translates to M[column][row]
The mathematical indexing is M_row,column and this is what is used for _-notation
so _12 is 1st row, second column and operator(row, column)!
*/
class NvMat33
{
public:
//! Default constructor
NV_CUDA_CALLABLE NV_FORCE_INLINE NvMat33()
{
}
//! identity constructor
NV_CUDA_CALLABLE NV_INLINE NvMat33(NvIDENTITY r)
: column0(1.0f, 0.0f, 0.0f), column1(0.0f, 1.0f, 0.0f), column2(0.0f, 0.0f, 1.0f)
{
NV_UNUSED(r);
}
//! zero constructor
NV_CUDA_CALLABLE NV_INLINE NvMat33(NvZERO r) : column0(0.0f), column1(0.0f), column2(0.0f)
{
NV_UNUSED(r);
}
//! Construct from three base vectors
NV_CUDA_CALLABLE NvMat33(const NvVec3& col0, const NvVec3& col1, const NvVec3& col2)
: column0(col0), column1(col1), column2(col2)
{
}
//! constructor from a scalar, which generates a multiple of the identity matrix
explicit NV_CUDA_CALLABLE NV_INLINE NvMat33(float r)
: column0(r, 0.0f, 0.0f), column1(0.0f, r, 0.0f), column2(0.0f, 0.0f, r)
{
}
//! Construct from float[9]
explicit NV_CUDA_CALLABLE NV_INLINE NvMat33(float values[])
: column0(values[0], values[1], values[2])
, column1(values[3], values[4], values[5])
, column2(values[6], values[7], values[8])
{
}
//! Construct from a quaternion
explicit NV_CUDA_CALLABLE NV_FORCE_INLINE NvMat33(const NvQuat& q)
{
const float x = q.x;
const float y = q.y;
const float z = q.z;
const float w = q.w;
const float x2 = x + x;
const float y2 = y + y;
const float z2 = z + z;
const float xx = x2 * x;
const float yy = y2 * y;
const float zz = z2 * z;
const float xy = x2 * y;
const float xz = x2 * z;
const float xw = x2 * w;
const float yz = y2 * z;
const float yw = y2 * w;
const float zw = z2 * w;
column0 = NvVec3(1.0f - yy - zz, xy + zw, xz - yw);
column1 = NvVec3(xy - zw, 1.0f - xx - zz, yz + xw);
column2 = NvVec3(xz + yw, yz - xw, 1.0f - xx - yy);
}
//! Copy constructor
NV_CUDA_CALLABLE NV_INLINE NvMat33(const NvMat33& other)
: column0(other.column0), column1(other.column1), column2(other.column2)
{
}
//! Assignment operator
NV_CUDA_CALLABLE NV_FORCE_INLINE NvMat33& operator=(const NvMat33& other)
{
column0 = other.column0;
column1 = other.column1;
column2 = other.column2;
return *this;
}
//! Construct from diagonal, off-diagonals are zero.
NV_CUDA_CALLABLE NV_INLINE static NvMat33 createDiagonal(const NvVec3& d)
{
return NvMat33(NvVec3(d.x, 0.0f, 0.0f), NvVec3(0.0f, d.y, 0.0f), NvVec3(0.0f, 0.0f, d.z));
}
/**
\brief returns true if the two matrices are exactly equal
*/
NV_CUDA_CALLABLE NV_INLINE bool operator==(const NvMat33& m) const
{
return column0 == m.column0 && column1 == m.column1 && column2 == m.column2;
}
//! Get transposed matrix
NV_CUDA_CALLABLE NV_FORCE_INLINE NvMat33 getTranspose() const
{
const NvVec3 v0(column0.x, column1.x, column2.x);
const NvVec3 v1(column0.y, column1.y, column2.y);
const NvVec3 v2(column0.z, column1.z, column2.z);
return NvMat33(v0, v1, v2);
}
//! Get the real inverse
NV_CUDA_CALLABLE NV_INLINE NvMat33 getInverse() const
{
const float det = getDeterminant();
NvMat33 inverse;
if(det != 0)
{
const float invDet = 1.0f / det;
inverse.column0.x = invDet * (column1.y * column2.z - column2.y * column1.z);
inverse.column0.y = invDet * -(column0.y * column2.z - column2.y * column0.z);
inverse.column0.z = invDet * (column0.y * column1.z - column0.z * column1.y);
inverse.column1.x = invDet * -(column1.x * column2.z - column1.z * column2.x);
inverse.column1.y = invDet * (column0.x * column2.z - column0.z * column2.x);
inverse.column1.z = invDet * -(column0.x * column1.z - column0.z * column1.x);
inverse.column2.x = invDet * (column1.x * column2.y - column1.y * column2.x);
inverse.column2.y = invDet * -(column0.x * column2.y - column0.y * column2.x);
inverse.column2.z = invDet * (column0.x * column1.y - column1.x * column0.y);
return inverse;
}
else
{
return NvMat33(NvIdentity);
}
}
//! Get determinant
NV_CUDA_CALLABLE NV_INLINE float getDeterminant() const
{
return column0.dot(column1.cross(column2));
}
//! Unary minus
NV_CUDA_CALLABLE NV_INLINE NvMat33 operator-() const
{
return NvMat33(-column0, -column1, -column2);
}
//! Add
NV_CUDA_CALLABLE NV_INLINE NvMat33 operator+(const NvMat33& other) const
{
return NvMat33(column0 + other.column0, column1 + other.column1, column2 + other.column2);
}
//! Subtract
NV_CUDA_CALLABLE NV_INLINE NvMat33 operator-(const NvMat33& other) const
{
return NvMat33(column0 - other.column0, column1 - other.column1, column2 - other.column2);
}
//! Scalar multiplication
NV_CUDA_CALLABLE NV_INLINE NvMat33 operator*(float scalar) const
{
return NvMat33(column0 * scalar, column1 * scalar, column2 * scalar);
}
friend NvMat33 operator*(float, const NvMat33&);
//! Matrix vector multiplication (returns 'this->transform(vec)')
NV_CUDA_CALLABLE NV_INLINE NvVec3 operator*(const NvVec3& vec) const
{
return transform(vec);
}
// a <op>= b operators
//! Matrix multiplication
NV_CUDA_CALLABLE NV_FORCE_INLINE NvMat33 operator*(const NvMat33& other) const
{
// Rows from this <dot> columns from other
// column0 = transform(other.column0) etc
return NvMat33(transform(other.column0), transform(other.column1), transform(other.column2));
}
//! Equals-add
NV_CUDA_CALLABLE NV_INLINE NvMat33& operator+=(const NvMat33& other)
{
column0 += other.column0;
column1 += other.column1;
column2 += other.column2;
return *this;
}
//! Equals-sub
NV_CUDA_CALLABLE NV_INLINE NvMat33& operator-=(const NvMat33& other)
{
column0 -= other.column0;
column1 -= other.column1;
column2 -= other.column2;
return *this;
}
//! Equals scalar multiplication
NV_CUDA_CALLABLE NV_INLINE NvMat33& operator*=(float scalar)
{
column0 *= scalar;
column1 *= scalar;
column2 *= scalar;
return *this;
}
//! Equals matrix multiplication
NV_CUDA_CALLABLE NV_INLINE NvMat33& operator*=(const NvMat33& other)
{
*this = *this * other;
return *this;
}
//! Element access, mathematical way!
NV_DEPRECATED NV_CUDA_CALLABLE NV_FORCE_INLINE float operator()(unsigned int row, unsigned int col) const
{
return (*this)[col][row];
}
//! Element access, mathematical way!
NV_DEPRECATED NV_CUDA_CALLABLE NV_FORCE_INLINE float& operator()(unsigned int row, unsigned int col)
{
return (*this)[col][row];
}
// Transform etc
//! Transform vector by matrix, equal to v' = M*v
NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec3 transform(const NvVec3& other) const
{
return column0 * other.x + column1 * other.y + column2 * other.z;
}
//! Transform vector by matrix transpose, v' = M^t*v
NV_CUDA_CALLABLE NV_INLINE NvVec3 transformTranspose(const NvVec3& other) const
{
return NvVec3(column0.dot(other), column1.dot(other), column2.dot(other));
}
NV_CUDA_CALLABLE NV_FORCE_INLINE const float* front() const
{
return &column0.x;
}
NV_DEPRECATED NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec3& operator[](unsigned int num)
{
return (&column0)[num];
}
NV_DEPRECATED NV_CUDA_CALLABLE NV_FORCE_INLINE const NvVec3& operator[](unsigned int num) const
{
return (&column0)[num];
}
// Data, see above for format!
NvVec3 column0, column1, column2; // the three base vectors
};
// implementation from NvQuat.h
NV_CUDA_CALLABLE NV_INLINE NvQuat::NvQuat(const NvMat33& m)
{
if (m.column2.z < 0)
{
if (m.column0.x > m.column1.y)
{
float t = 1 + m.column0.x - m.column1.y - m.column2.z;
*this = NvQuat(t, m.column0.y + m.column1.x, m.column2.x + m.column0.z, m.column1.z - m.column2.y) * (0.5f / NvSqrt(t));
}
else
{
float t = 1 - m.column0.x + m.column1.y - m.column2.z;
*this = NvQuat(m.column0.y + m.column1.x, t, m.column1.z + m.column2.y, m.column2.x - m.column0.z) * (0.5f / NvSqrt(t));
}
}
else
{
if (m.column0.x < -m.column1.y)
{
float t = 1 - m.column0.x - m.column1.y + m.column2.z;
*this = NvQuat(m.column2.x + m.column0.z, m.column1.z + m.column2.y, t, m.column0.y - m.column1.x) * (0.5f / NvSqrt(t));
}
else
{
float t = 1 + m.column0.x + m.column1.y + m.column2.z;
*this = NvQuat(m.column1.z - m.column2.y, m.column2.x - m.column0.z, m.column0.y - m.column1.x, t) * (0.5f / NvSqrt(t));
}
}
}
#if !NV_DOXYGEN
} // namespace nvidia
#endif
/** @} */
#endif // #ifndef NV_NVFOUNDATION_NVMAT33_H
| 12,269 | C | 30.30102 | 132 | 0.622056 |
NVIDIA-Omniverse/PhysX/blast/include/shared/NvFoundation/NvPlane.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2023 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2023 NovodeX AG. All rights reserved.
#ifndef NV_NVFOUNDATION_NVPLANE_H
#define NV_NVFOUNDATION_NVPLANE_H
/** \addtogroup foundation
@{
*/
#include "NvMath.h"
#include "NvVec3.h"
#if !NV_DOXYGEN
namespace nvidia
{
#endif
/**
\brief Representation of a plane.
Plane equation used: n.dot(v) + d = 0
*/
class NvPlane
{
public:
/**
\brief Constructor
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE NvPlane()
{
}
/**
\brief Constructor from a normal and a distance
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE NvPlane(float nx, float ny, float nz, float distance) : n(nx, ny, nz), d(distance)
{
}
/**
\brief Constructor from a normal and a distance
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE NvPlane(const NvVec3& normal, float distance) : n(normal), d(distance)
{
}
/**
\brief Constructor from a point on the plane and a normal
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE NvPlane(const NvVec3& point, const NvVec3& normal)
: n(normal), d(-point.dot(n)) // p satisfies normal.dot(p) + d = 0
{
}
/**
\brief Constructor from three points
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE NvPlane(const NvVec3& p0, const NvVec3& p1, const NvVec3& p2)
{
n = (p1 - p0).cross(p2 - p0).getNormalized();
d = -p0.dot(n);
}
/**
\brief returns true if the two planes are exactly equal
*/
NV_CUDA_CALLABLE NV_INLINE bool operator==(const NvPlane& p) const
{
return n == p.n && d == p.d;
}
NV_CUDA_CALLABLE NV_FORCE_INLINE float distance(const NvVec3& p) const
{
return p.dot(n) + d;
}
NV_CUDA_CALLABLE NV_FORCE_INLINE bool contains(const NvVec3& p) const
{
return NvAbs(distance(p)) < (1.0e-7f);
}
/**
\brief projects p into the plane
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec3 project(const NvVec3& p) const
{
return p - n * distance(p);
}
/**
\brief find an arbitrary point in the plane
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec3 pointInPlane() const
{
return -n * d;
}
/**
\brief equivalent plane with unit normal
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE void normalize()
{
float denom = 1.0f / n.magnitude();
n *= denom;
d *= denom;
}
NvVec3 n; //!< The normal to the plane
float d; //!< The distance from the origin
};
#if !NV_DOXYGEN
} // namespace nvidia
#endif
/** @} */
#endif // #ifndef NV_NVFOUNDATION_NVPLANE_H
| 4,165 | C | 27.731034 | 119 | 0.664586 |
NVIDIA-Omniverse/PhysX/blast/include/shared/NvFoundation/NvVec2.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2023 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2023 NovodeX AG. All rights reserved.
#ifndef NV_NVFOUNDATION_NVVEC2_H
#define NV_NVFOUNDATION_NVVEC2_H
/** \addtogroup foundation
@{
*/
#include "NvMath.h"
#if !NV_DOXYGEN
namespace nvidia
{
#endif
/**
\brief 2 Element vector class.
This is a 2-dimensional vector class with public data members.
*/
class NvVec2
{
public:
/**
\brief default constructor leaves data uninitialized.
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec2()
{
}
/**
\brief zero constructor.
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec2(NvZERO r) : x(0.0f), y(0.0f)
{
NV_UNUSED(r);
}
/**
\brief Assigns scalar parameter to all elements.
Useful to initialize to zero or one.
\param[in] a Value to assign to elements.
*/
explicit NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec2(float a) : x(a), y(a)
{
}
/**
\brief Initializes from 2 scalar parameters.
\param[in] nx Value to initialize X component.
\param[in] ny Value to initialize Y component.
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec2(float nx, float ny) : x(nx), y(ny)
{
}
/**
\brief Copy ctor.
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec2(const NvVec2& v) : x(v.x), y(v.y)
{
}
// Operators
/**
\brief Assignment operator
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec2& operator=(const NvVec2& p)
{
x = p.x;
y = p.y;
return *this;
}
/**
\brief element access
*/
NV_DEPRECATED NV_CUDA_CALLABLE NV_FORCE_INLINE float& operator[](int index)
{
NV_ASSERT(index >= 0 && index <= 1);
return reinterpret_cast<float*>(this)[index];
}
/**
\brief element access
*/
NV_DEPRECATED NV_CUDA_CALLABLE NV_FORCE_INLINE const float& operator[](int index) const
{
NV_ASSERT(index >= 0 && index <= 1);
return reinterpret_cast<const float*>(this)[index];
}
/**
\brief returns true if the two vectors are exactly equal.
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE bool operator==(const NvVec2& v) const
{
return x == v.x && y == v.y;
}
/**
\brief returns true if the two vectors are not exactly equal.
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE bool operator!=(const NvVec2& v) const
{
return x != v.x || y != v.y;
}
/**
\brief tests for exact zero vector
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE bool isZero() const
{
return x == 0.0f && y == 0.0f;
}
/**
\brief returns true if all 2 elems of the vector are finite (not NAN or INF, etc.)
*/
NV_CUDA_CALLABLE NV_INLINE bool isFinite() const
{
return NvIsFinite(x) && NvIsFinite(y);
}
/**
\brief is normalized - used by API parameter validation
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE bool isNormalized() const
{
const float unitTolerance = 1e-4f;
return isFinite() && NvAbs(magnitude() - 1) < unitTolerance;
}
/**
\brief returns the squared magnitude
Avoids calling NvSqrt()!
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE float magnitudeSquared() const
{
return x * x + y * y;
}
/**
\brief returns the magnitude
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE float magnitude() const
{
return NvSqrt(magnitudeSquared());
}
/**
\brief negation
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec2 operator-() const
{
return NvVec2(-x, -y);
}
/**
\brief vector addition
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec2 operator+(const NvVec2& v) const
{
return NvVec2(x + v.x, y + v.y);
}
/**
\brief vector difference
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec2 operator-(const NvVec2& v) const
{
return NvVec2(x - v.x, y - v.y);
}
/**
\brief scalar post-multiplication
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec2 operator*(float f) const
{
return NvVec2(x * f, y * f);
}
/**
\brief scalar division
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec2 operator/(float f) const
{
f = 1.0f / f; // PT: inconsistent notation with operator /=
return NvVec2(x * f, y * f);
}
/**
\brief vector addition
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec2& operator+=(const NvVec2& v)
{
x += v.x;
y += v.y;
return *this;
}
/**
\brief vector difference
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec2& operator-=(const NvVec2& v)
{
x -= v.x;
y -= v.y;
return *this;
}
/**
\brief scalar multiplication
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec2& operator*=(float f)
{
x *= f;
y *= f;
return *this;
}
/**
\brief scalar division
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec2& operator/=(float f)
{
f = 1.0f / f; // PT: inconsistent notation with operator /
x *= f;
y *= f;
return *this;
}
/**
\brief returns the scalar product of this and other.
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE float dot(const NvVec2& v) const
{
return x * v.x + y * v.y;
}
/** return a unit vector */
NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec2 getNormalized() const
{
const float m = magnitudeSquared();
return m > 0.0f ? *this * NvRecipSqrt(m) : NvVec2(0, 0);
}
/**
\brief normalizes the vector in place
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE float normalize()
{
const float m = magnitude();
if(m > 0.0f)
*this /= m;
return m;
}
/**
\brief a[i] * b[i], for all i.
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec2 multiply(const NvVec2& a) const
{
return NvVec2(x * a.x, y * a.y);
}
/**
\brief element-wise minimum
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec2 minimum(const NvVec2& v) const
{
return NvVec2(NvMin(x, v.x), NvMin(y, v.y));
}
/**
\brief returns MIN(x, y);
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE float minElement() const
{
return NvMin(x, y);
}
/**
\brief element-wise maximum
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec2 maximum(const NvVec2& v) const
{
return NvVec2(NvMax(x, v.x), NvMax(y, v.y));
}
/**
\brief returns MAX(x, y);
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE float maxElement() const
{
return NvMax(x, y);
}
float x, y;
};
NV_CUDA_CALLABLE static NV_FORCE_INLINE NvVec2 operator*(float f, const NvVec2& v)
{
return NvVec2(f * v.x, f * v.y);
}
#if !NV_DOXYGEN
} // namespace nvidia
#endif
/** @} */
#endif // #ifndef NV_NVFOUNDATION_NVVEC2_H
| 8,423 | C | 23.276657 | 91 | 0.602398 |
NVIDIA-Omniverse/PhysX/blast/include/shared/NvFoundation/NvFlags.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2023 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2023 NovodeX AG. All rights reserved.
#ifndef NV_NVFOUNDATION_NVFLAGS_H
#define NV_NVFOUNDATION_NVFLAGS_H
/** \addtogroup foundation
@{
*/
#include "Nv.h"
#if !NV_DOXYGEN
namespace nvidia
{
#endif
/**
\brief Container for bitfield flag variables associated with a specific enum type.
This allows for type safe manipulation for bitfields.
<h3>Example</h3>
// enum that defines each bit...
struct MyEnum
{
enum Enum
{
eMAN = 1,
eBEAR = 2,
ePIG = 4,
};
};
// implements some convenient global operators.
NV_FLAGS_OPERATORS(MyEnum::Enum, uint8_t);
NvFlags<MyEnum::Enum, uint8_t> myFlags;
myFlags |= MyEnum::eMAN;
myFlags |= MyEnum::eBEAR | MyEnum::ePIG;
if(myFlags & MyEnum::eBEAR)
{
doSomething();
}
*/
template <typename enumtype, typename storagetype = uint32_t>
class NvFlags
{
public:
typedef storagetype InternalType;
NV_INLINE explicit NvFlags(const NvEMPTY)
{
}
NV_INLINE NvFlags(void);
NV_INLINE NvFlags(enumtype e);
NV_INLINE NvFlags(const NvFlags<enumtype, storagetype>& f);
NV_INLINE explicit NvFlags(storagetype b);
NV_INLINE bool isSet(enumtype e) const;
NV_INLINE NvFlags<enumtype, storagetype>& set(enumtype e);
NV_INLINE bool operator==(enumtype e) const;
NV_INLINE bool operator==(const NvFlags<enumtype, storagetype>& f) const;
NV_INLINE bool operator==(bool b) const;
NV_INLINE bool operator!=(enumtype e) const;
NV_INLINE bool operator!=(const NvFlags<enumtype, storagetype>& f) const;
NV_INLINE NvFlags<enumtype, storagetype>& operator=(const NvFlags<enumtype, storagetype>& f);
NV_INLINE NvFlags<enumtype, storagetype>& operator=(enumtype e);
NV_INLINE NvFlags<enumtype, storagetype>& operator|=(enumtype e);
NV_INLINE NvFlags<enumtype, storagetype>& operator|=(const NvFlags<enumtype, storagetype>& f);
NV_INLINE NvFlags<enumtype, storagetype> operator|(enumtype e) const;
NV_INLINE NvFlags<enumtype, storagetype> operator|(const NvFlags<enumtype, storagetype>& f) const;
NV_INLINE NvFlags<enumtype, storagetype>& operator&=(enumtype e);
NV_INLINE NvFlags<enumtype, storagetype>& operator&=(const NvFlags<enumtype, storagetype>& f);
NV_INLINE NvFlags<enumtype, storagetype> operator&(enumtype e) const;
NV_INLINE NvFlags<enumtype, storagetype> operator&(const NvFlags<enumtype, storagetype>& f) const;
NV_INLINE NvFlags<enumtype, storagetype>& operator^=(enumtype e);
NV_INLINE NvFlags<enumtype, storagetype>& operator^=(const NvFlags<enumtype, storagetype>& f);
NV_INLINE NvFlags<enumtype, storagetype> operator^(enumtype e) const;
NV_INLINE NvFlags<enumtype, storagetype> operator^(const NvFlags<enumtype, storagetype>& f) const;
NV_INLINE NvFlags<enumtype, storagetype> operator~(void) const;
NV_INLINE operator bool(void) const;
NV_INLINE operator uint8_t(void) const;
NV_INLINE operator uint16_t(void) const;
NV_INLINE operator uint32_t(void) const;
NV_INLINE void clear(enumtype e);
public:
friend NV_INLINE NvFlags<enumtype, storagetype> operator&(enumtype a, NvFlags<enumtype, storagetype>& b)
{
NvFlags<enumtype, storagetype> out;
out.mBits = a & b.mBits;
return out;
}
private:
storagetype mBits;
};
#define NV_FLAGS_OPERATORS(enumtype, storagetype) \
NV_INLINE NvFlags<enumtype, storagetype> operator|(enumtype a, enumtype b) \
{ \
NvFlags<enumtype, storagetype> r(a); \
r |= b; \
return r; \
} \
NV_INLINE NvFlags<enumtype, storagetype> operator&(enumtype a, enumtype b) \
{ \
NvFlags<enumtype, storagetype> r(a); \
r &= b; \
return r; \
} \
NV_INLINE NvFlags<enumtype, storagetype> operator~(enumtype a) \
{ \
return ~NvFlags<enumtype, storagetype>(a); \
}
#define NV_FLAGS_TYPEDEF(x, y) \
typedef NvFlags<x::Enum, y> x##s; \
NV_FLAGS_OPERATORS(x::Enum, y)
template <typename enumtype, typename storagetype>
NV_INLINE NvFlags<enumtype, storagetype>::NvFlags(void)
{
mBits = 0;
}
template <typename enumtype, typename storagetype>
NV_INLINE NvFlags<enumtype, storagetype>::NvFlags(enumtype e)
{
mBits = static_cast<storagetype>(e);
}
template <typename enumtype, typename storagetype>
NV_INLINE NvFlags<enumtype, storagetype>::NvFlags(const NvFlags<enumtype, storagetype>& f)
{
mBits = f.mBits;
}
template <typename enumtype, typename storagetype>
NV_INLINE NvFlags<enumtype, storagetype>::NvFlags(storagetype b)
{
mBits = b;
}
template <typename enumtype, typename storagetype>
NV_INLINE bool NvFlags<enumtype, storagetype>::isSet(enumtype e) const
{
return (mBits & static_cast<storagetype>(e)) == static_cast<storagetype>(e);
}
template <typename enumtype, typename storagetype>
NV_INLINE NvFlags<enumtype, storagetype>& NvFlags<enumtype, storagetype>::set(enumtype e)
{
mBits = static_cast<storagetype>(e);
return *this;
}
template <typename enumtype, typename storagetype>
NV_INLINE bool NvFlags<enumtype, storagetype>::operator==(enumtype e) const
{
return mBits == static_cast<storagetype>(e);
}
template <typename enumtype, typename storagetype>
NV_INLINE bool NvFlags<enumtype, storagetype>::operator==(const NvFlags<enumtype, storagetype>& f) const
{
return mBits == f.mBits;
}
template <typename enumtype, typename storagetype>
NV_INLINE bool NvFlags<enumtype, storagetype>::operator==(bool b) const
{
return bool(*this) == b;
}
template <typename enumtype, typename storagetype>
NV_INLINE bool NvFlags<enumtype, storagetype>::operator!=(enumtype e) const
{
return mBits != static_cast<storagetype>(e);
}
template <typename enumtype, typename storagetype>
NV_INLINE bool NvFlags<enumtype, storagetype>::operator!=(const NvFlags<enumtype, storagetype>& f) const
{
return mBits != f.mBits;
}
template <typename enumtype, typename storagetype>
NV_INLINE NvFlags<enumtype, storagetype>& NvFlags<enumtype, storagetype>::operator=(enumtype e)
{
mBits = static_cast<storagetype>(e);
return *this;
}
template <typename enumtype, typename storagetype>
NV_INLINE NvFlags<enumtype, storagetype>& NvFlags<enumtype, storagetype>::operator=(const NvFlags<enumtype, storagetype>& f)
{
mBits = f.mBits;
return *this;
}
template <typename enumtype, typename storagetype>
NV_INLINE NvFlags<enumtype, storagetype>& NvFlags<enumtype, storagetype>::operator|=(enumtype e)
{
mBits |= static_cast<storagetype>(e);
return *this;
}
template <typename enumtype, typename storagetype>
NV_INLINE NvFlags<enumtype, storagetype>& NvFlags<enumtype, storagetype>::
operator|=(const NvFlags<enumtype, storagetype>& f)
{
mBits |= f.mBits;
return *this;
}
template <typename enumtype, typename storagetype>
NV_INLINE NvFlags<enumtype, storagetype> NvFlags<enumtype, storagetype>::operator|(enumtype e) const
{
NvFlags<enumtype, storagetype> out(*this);
out |= e;
return out;
}
template <typename enumtype, typename storagetype>
NV_INLINE NvFlags<enumtype, storagetype> NvFlags<enumtype, storagetype>::
operator|(const NvFlags<enumtype, storagetype>& f) const
{
NvFlags<enumtype, storagetype> out(*this);
out |= f;
return out;
}
template <typename enumtype, typename storagetype>
NV_INLINE NvFlags<enumtype, storagetype>& NvFlags<enumtype, storagetype>::operator&=(enumtype e)
{
mBits &= static_cast<storagetype>(e);
return *this;
}
template <typename enumtype, typename storagetype>
NV_INLINE NvFlags<enumtype, storagetype>& NvFlags<enumtype, storagetype>::
operator&=(const NvFlags<enumtype, storagetype>& f)
{
mBits &= f.mBits;
return *this;
}
template <typename enumtype, typename storagetype>
NV_INLINE NvFlags<enumtype, storagetype> NvFlags<enumtype, storagetype>::operator&(enumtype e) const
{
NvFlags<enumtype, storagetype> out = *this;
out.mBits &= static_cast<storagetype>(e);
return out;
}
template <typename enumtype, typename storagetype>
NV_INLINE NvFlags<enumtype, storagetype> NvFlags<enumtype, storagetype>::
operator&(const NvFlags<enumtype, storagetype>& f) const
{
NvFlags<enumtype, storagetype> out = *this;
out.mBits &= f.mBits;
return out;
}
template <typename enumtype, typename storagetype>
NV_INLINE NvFlags<enumtype, storagetype>& NvFlags<enumtype, storagetype>::operator^=(enumtype e)
{
mBits ^= static_cast<storagetype>(e);
return *this;
}
template <typename enumtype, typename storagetype>
NV_INLINE NvFlags<enumtype, storagetype>& NvFlags<enumtype, storagetype>::
operator^=(const NvFlags<enumtype, storagetype>& f)
{
mBits ^= f.mBits;
return *this;
}
template <typename enumtype, typename storagetype>
NV_INLINE NvFlags<enumtype, storagetype> NvFlags<enumtype, storagetype>::operator^(enumtype e) const
{
NvFlags<enumtype, storagetype> out = *this;
out.mBits ^= static_cast<storagetype>(e);
return out;
}
template <typename enumtype, typename storagetype>
NV_INLINE NvFlags<enumtype, storagetype> NvFlags<enumtype, storagetype>::
operator^(const NvFlags<enumtype, storagetype>& f) const
{
NvFlags<enumtype, storagetype> out = *this;
out.mBits ^= f.mBits;
return out;
}
template <typename enumtype, typename storagetype>
NV_INLINE NvFlags<enumtype, storagetype> NvFlags<enumtype, storagetype>::operator~(void) const
{
NvFlags<enumtype, storagetype> out;
out.mBits = storagetype(~mBits);
return out;
}
template <typename enumtype, typename storagetype>
NV_INLINE NvFlags<enumtype, storagetype>::operator bool(void) const
{
return mBits ? true : false;
}
template <typename enumtype, typename storagetype>
NV_INLINE NvFlags<enumtype, storagetype>::operator uint8_t(void) const
{
return static_cast<uint8_t>(mBits);
}
template <typename enumtype, typename storagetype>
NV_INLINE NvFlags<enumtype, storagetype>::operator uint16_t(void) const
{
return static_cast<uint16_t>(mBits);
}
template <typename enumtype, typename storagetype>
NV_INLINE NvFlags<enumtype, storagetype>::operator uint32_t(void) const
{
return static_cast<uint32_t>(mBits);
}
template <typename enumtype, typename storagetype>
NV_INLINE void NvFlags<enumtype, storagetype>::clear(enumtype e)
{
mBits &= ~static_cast<storagetype>(e);
}
#if !NV_DOXYGEN
} // namespace nvidia
#endif
/** @} */
#endif // #ifndef NV_NVFOUNDATION_NVFLAGS_H
| 13,632 | C | 35.354667 | 124 | 0.640112 |
NVIDIA-Omniverse/PhysX/blast/include/shared/NvFoundation/NvPreprocessor.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2023 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2023 NovodeX AG. All rights reserved.
#ifndef NV_NVFOUNDATION_NVPREPROCESSOR_H
#define NV_NVFOUNDATION_NVPREPROCESSOR_H
#include <stddef.h>
/** \addtogroup foundation
@{
*/
/*
The following preprocessor identifiers specify compiler, OS, and architecture.
All definitions have a value of 1 or 0, use '#if' instead of '#ifdef'.
*/
/**
Compiler defines, see http://sourceforge.net/p/predef/wiki/Compilers/
*/
#if defined(_MSC_VER)
#if _MSC_VER >= 1900
#define NV_VC 14
#elif _MSC_VER >= 1800
#define NV_VC 12
#elif _MSC_VER >= 1700
#define NV_VC 11
#elif _MSC_VER >= 1600
#define NV_VC 10
#elif _MSC_VER >= 1500
#define NV_VC 9
#else
#error "Unknown VC version"
#endif
#elif defined(__clang__)
#define NV_CLANG 1
#elif defined(__SNC__)
#define NV_SNC 1
#elif defined(__ghs__)
#define NV_GHS 1
#elif defined(__GNUC__) // note: __clang__, __SNC__, or __ghs__ imply __GNUC__
#define NV_GCC 1
#else
#error "Unknown compiler"
#endif
/**
Operating system defines, see http://sourceforge.net/p/predef/wiki/OperatingSystems/
*/
#if defined(WINAPI_FAMILY) && WINAPI_FAMILY == WINAPI_PARTITION_APP
#define NV_WINRT 1 // Windows Runtime, either on Windows RT or Windows 8
#elif defined(XBOXONE)
#define NV_XBOXONE 1
#elif defined(_WIN64) // note: XBOXONE implies _WIN64
#define NV_WIN64 1
#elif defined(_M_PPC)
#define NV_X360 1
#elif defined(_WIN32) // note: _M_PPC implies _WIN32
#define NV_WIN32 1
#elif defined(__ANDROID__)
#define NV_ANDROID 1
#elif defined(__linux__) // note: __ANDROID__ implies __linux__
#define NV_LINUX 1
#elif defined(__APPLE__) && (defined(__arm__) || defined(__arm64__))
#define NV_IOS 1
#elif defined(__APPLE__)
#define NV_OSX 1
#elif defined(__CELLOS_LV2__)
#define NV_PS3 1
#elif defined(__ORBIS__)
#define NV_PS4 1
#elif defined(__SNC__) && defined(__arm__)
#define NV_PSP2 1
#elif defined(__ghs__)
#define NV_WIIU 1
#else
#error "Unknown operating system"
#endif
/**
Architecture defines, see http://sourceforge.net/p/predef/wiki/Architectures/
*/
#if defined(__x86_64__) || defined(_M_X64) // ps4 compiler defines _M_X64 without value
#define NV_X64 1
#elif defined(__i386__) || defined(_M_IX86)
#define NV_X86 1
#elif defined(__arm64__) || defined(__aarch64__)
#define NV_A64 1
#elif defined(__arm__) || defined(_M_ARM)
#define NV_ARM 1
#elif defined(__SPU__)
#define NV_SPU 1
#elif defined(__ppc__) || defined(_M_PPC) || defined(__CELLOS_LV2__)
#define NV_PPC 1
#else
#error "Unknown architecture"
#endif
/**
SIMD defines
*/
#if defined(__i386__) || defined(_M_IX86) || defined(__x86_64__) || defined(_M_X64)
#define NV_SSE2 1
#endif
#if defined(_M_ARM) || defined(__ARM_NEON__)
#define NV_NEON 1
#endif
#if defined(_M_PPC) || defined(__CELLOS_LV2__)
#define NV_VMX 1
#endif
/**
define anything not defined on this platform to 0
*/
#ifndef NV_VC
#define NV_VC 0
#endif
#ifndef NV_CLANG
#define NV_CLANG 0
#endif
#ifndef NV_SNC
#define NV_SNC 0
#endif
#ifndef NV_GHS
#define NV_GHS 0
#endif
#ifndef NV_GCC
#define NV_GCC 0
#endif
#ifndef NV_WINRT
#define NV_WINRT 0
#endif
#ifndef NV_XBOXONE
#define NV_XBOXONE 0
#endif
#ifndef NV_WIN64
#define NV_WIN64 0
#endif
#ifndef NV_X360
#define NV_X360 0
#endif
#ifndef NV_WIN32
#define NV_WIN32 0
#endif
#ifndef NV_ANDROID
#define NV_ANDROID 0
#endif
#ifndef NV_LINUX
#define NV_LINUX 0
#endif
#ifndef NV_IOS
#define NV_IOS 0
#endif
#ifndef NV_OSX
#define NV_OSX 0
#endif
#ifndef NV_PS3
#define NV_PS3 0
#endif
#ifndef NV_PS4
#define NV_PS4 0
#endif
#ifndef NV_PSP2
#define NV_PSP2 0
#endif
#ifndef NV_WIIU
#define NV_WIIU 0
#endif
#ifndef NV_X64
#define NV_X64 0
#endif
#ifndef NV_X86
#define NV_X86 0
#endif
#ifndef NV_A64
#define NV_A64 0
#endif
#ifndef NV_ARM
#define NV_ARM 0
#endif
#ifndef NV_SPU
#define NV_SPU 0
#endif
#ifndef NV_PPC
#define NV_PPC 0
#endif
#ifndef NV_SSE2
#define NV_SSE2 0
#endif
#ifndef NV_NEON
#define NV_NEON 0
#endif
#ifndef NV_VMX
#define NV_VMX 0
#endif
/*
define anything not defined through the command line to 0
*/
#ifndef NV_DEBUG
#define NV_DEBUG 0
#endif
#ifndef NV_CHECKED
#define NV_CHECKED 0
#endif
#ifndef NV_PROFILE
#define NV_PROFILE 0
#endif
#ifndef NV_NVTX
#define NV_NVTX 0
#endif
#ifndef NV_DOXYGEN
#define NV_DOXYGEN 0
#endif
/**
family shortcuts
*/
// compiler
#define NV_GCC_FAMILY (NV_CLANG || NV_SNC || NV_GHS || NV_GCC)
// os
#define NV_WINDOWS_FAMILY (NV_WINRT || NV_WIN32 || NV_WIN64)
#define NV_MICROSOFT_FAMILY (NV_XBOXONE || NV_X360 || NV_WINDOWS_FAMILY)
#define NV_LINUX_FAMILY (NV_LINUX || NV_ANDROID)
#define NV_APPLE_FAMILY (NV_IOS || NV_OSX) // equivalent to #if __APPLE__
#define NV_UNIX_FAMILY (NV_LINUX_FAMILY || NV_APPLE_FAMILY) // shortcut for unix/posix platforms
// architecture
#define NV_INTEL_FAMILY (NV_X64 || NV_X86)
#define NV_ARM_FAMILY (NV_ARM || NV_A64)
#define NV_P64_FAMILY (NV_X64 || NV_A64) // shortcut for 64-bit architectures
// shortcut for PS3 PPU
#define NV_PPU (NV_PS3&& NV_PPC)
/**
Assert macro
*/
#ifndef NV_ENABLE_ASSERTS
#if NV_DEBUG && !defined(__CUDACC__)
#define NV_ENABLE_ASSERTS 1
#else
#define NV_ENABLE_ASSERTS 0
#endif
#endif
/**
DLL export macros
*/
#ifndef NV_C_EXPORT
#if NV_WINDOWS_FAMILY || NV_LINUX
#define NV_C_EXPORT extern "C"
#else
#define NV_C_EXPORT
#endif
#endif
#if NV_UNIX_FAMILY&& __GNUC__ >= 4
#define NV_UNIX_EXPORT __attribute__((visibility("default")))
#else
#define NV_UNIX_EXPORT
#endif
#if NV_WINDOWS_FAMILY
#define NV_DLL_EXPORT __declspec(dllexport)
#define NV_DLL_IMPORT __declspec(dllimport)
#else
#define NV_DLL_EXPORT NV_UNIX_EXPORT
#define NV_DLL_IMPORT
#endif
/**
Define API function declaration
NV_FOUNDATION_DLL=1 - used by the DLL library (PhysXCommon) to export the API
NV_FOUNDATION_DLL=0 - for windows configurations where the NV_FOUNDATION_API is linked through standard static linking
no definition - this will allow DLLs and libraries to use the exported API from PhysXCommon
*/
#if NV_WINDOWS_FAMILY && !NV_ARM_FAMILY || NV_WINRT
#ifndef NV_FOUNDATION_DLL
#define NV_FOUNDATION_API NV_DLL_IMPORT
#elif NV_FOUNDATION_DLL
#define NV_FOUNDATION_API NV_DLL_EXPORT
#endif
#elif NV_UNIX_FAMILY
#ifdef NV_FOUNDATION_DLL
#define NV_FOUNDATION_API NV_UNIX_EXPORT
#endif
#endif
#ifndef NV_FOUNDATION_API
#define NV_FOUNDATION_API
#endif
/**
Calling convention
*/
#ifndef NV_CALL_CONV
#if NV_MICROSOFT_FAMILY
#define NV_CALL_CONV __cdecl
#else
#define NV_CALL_CONV
#endif
#endif
/**
Pack macros - disabled on SPU because they are not supported
*/
#if NV_VC
#define NV_PUSH_PACK_DEFAULT __pragma(pack(push, 8))
#define NV_POP_PACK __pragma(pack(pop))
#elif NV_GCC_FAMILY && !NV_SPU
#define NV_PUSH_PACK_DEFAULT _Pragma("pack(push, 8)")
#define NV_POP_PACK _Pragma("pack(pop)")
#else
#define NV_PUSH_PACK_DEFAULT
#define NV_POP_PACK
#endif
/**
Inline macro
*/
#define NV_INLINE inline
#if NV_MICROSOFT_FAMILY
#pragma inline_depth(255)
#endif
/**
Force inline macro
*/
#if NV_VC
#define NV_FORCE_INLINE __forceinline
#elif NV_LINUX // Workaround; Fedora Core 3 do not agree with force inline and NvcPool
#define NV_FORCE_INLINE inline
#elif NV_GCC_FAMILY
#define NV_FORCE_INLINE inline __attribute__((always_inline))
#else
#define NV_FORCE_INLINE inline
#endif
/**
Noinline macro
*/
#if NV_MICROSOFT_FAMILY
#define NV_NOINLINE __declspec(noinline)
#elif NV_GCC_FAMILY
#define NV_NOINLINE __attribute__((noinline))
#else
#define NV_NOINLINE
#endif
/**
Restrict macro
*/
#if defined(__CUDACC__)
#define NV_RESTRICT __restrict__
#else
#define NV_RESTRICT __restrict
#endif
/**
Noalias macro
*/
#if NV_MICROSOFT_FAMILY
#define NV_NOALIAS __declspec(noalias)
#else
#define NV_NOALIAS
#endif
/**
Alignment macros
NV_ALIGN_PREFIX and NV_ALIGN_SUFFIX can be used for type alignment instead of aligning individual variables as follows:
NV_ALIGN_PREFIX(16)
struct A {
...
} NV_ALIGN_SUFFIX(16);
This declaration style is parsed correctly by Visual Assist.
*/
#ifndef NV_ALIGN
#if NV_MICROSOFT_FAMILY
#define NV_ALIGN(alignment, decl) __declspec(align(alignment)) decl
#define NV_ALIGN_PREFIX(alignment) __declspec(align(alignment))
#define NV_ALIGN_SUFFIX(alignment)
#elif NV_GCC_FAMILY
#define NV_ALIGN(alignment, decl) decl __attribute__((aligned(alignment)))
#define NV_ALIGN_PREFIX(alignment)
#define NV_ALIGN_SUFFIX(alignment) __attribute__((aligned(alignment)))
#else
#define NV_ALIGN(alignment, decl)
#define NV_ALIGN_PREFIX(alignment)
#define NV_ALIGN_SUFFIX(alignment)
#endif
#endif
/**
Deprecated macro
- To deprecate a function: Place NV_DEPRECATED at the start of the function header (leftmost word).
- To deprecate a 'typedef', a 'struct' or a 'class': Place NV_DEPRECATED directly after the keywords ('typdef',
'struct', 'class').
Use these macro definitions to create warnings for deprecated functions
#define NV_DEPRECATED __declspec(deprecated) // Microsoft
#define NV_DEPRECATED __attribute__((deprecated())) // GCC
*/
#define NV_DEPRECATED
/**
General defines
*/
// static assert
#if defined(__GNUC__) && (__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 7)) || defined(__ORBIS__)
#define NV_COMPILE_TIME_ASSERT(exp) typedef char NvCompileTimeAssert_Dummy[(exp) ? 1 : -1] __attribute__((unused))
#else
#define NV_COMPILE_TIME_ASSERT(exp) typedef char NvCompileTimeAssert_Dummy[(exp) ? 1 : -1]
#endif
#if NV_GCC_FAMILY && !NV_SNC && !NV_GHS
#define NV_OFFSET_OF(X, Y) __builtin_offsetof(X, Y)
#else
#define NV_OFFSET_OF(X, Y) offsetof(X, Y)
#endif
#define NV_OFFSETOF_BASE 0x100 // casting the null ptr takes a special-case code path, which we don't want
#define NV_OFFSET_OF_RT(Class, Member) \
(reinterpret_cast<size_t>(&reinterpret_cast<Class*>(NV_OFFSETOF_BASE)->Member) - size_t(NV_OFFSETOF_BASE))
// check that exactly one of NDEBUG and _DEBUG is defined
#if !defined(NDEBUG) ^ defined(_DEBUG)
#error Exactly one of NDEBUG and _DEBUG needs to be defined!
#endif
// make sure NV_CHECKED is defined in all _DEBUG configurations as well
#if !NV_CHECKED && NV_DEBUG
#error NV_CHECKED must be defined when NV_DEBUG is defined
#endif
#ifdef __CUDACC__
#define NV_CUDA_CALLABLE __host__ __device__
#else
#define NV_CUDA_CALLABLE
#endif
// avoid unreferenced parameter warning
// preferred solution: omit the parameter's name from the declaration
template <class T>
NV_CUDA_CALLABLE NV_INLINE void NV_UNUSED(T const&)
{
}
// Ensure that the application hasn't tweaked the pack value to less than 8, which would break
// matching between the API headers and the binaries
// This assert works on win32/win64/360/ps3, but may need further specialization on other platforms.
// Some GCC compilers need the compiler flag -malign-double to be set.
// Apparently the apple-clang-llvm compiler doesn't support malign-double.
#if NV_PS4 || NV_APPLE_FAMILY
struct NvPackValidation
{
char _;
long a;
};
#elif NV_ANDROID
struct NvPackValidation
{
char _;
double a;
};
#else
struct NvPackValidation
{
char _;
long long a;
};
#endif
#if !NV_APPLE_FAMILY
NV_COMPILE_TIME_ASSERT(NV_OFFSET_OF(NvPackValidation, a) == 8);
#endif
// use in a cpp file to suppress LNK4221
#if NV_VC
#define NV_DUMMY_SYMBOL \
namespace \
{ \
char NvDummySymbol; \
}
#else
#define NV_DUMMY_SYMBOL
#endif
#if NV_GCC_FAMILY && !NV_GHS
#define NV_WEAK_SYMBOL __attribute__((weak)) // this is to support SIMD constant merging in template specialization
#else
#define NV_WEAK_SYMBOL
#endif
// Macro for avoiding default assignment and copy, because doing this by inheritance can increase class size on some
// platforms.
#define NV_NOCOPY(Class) \
\
protected: \
Class(const Class&); \
Class& operator=(const Class&);
#define NV_STRINGIZE_HELPER(X) #X
#define NV_STRINGIZE(X) NV_STRINGIZE_HELPER(X)
#define NV_CONCAT_HELPER(X, Y) X##Y
#define NV_CONCAT(X, Y) NV_CONCAT_HELPER(X, Y)
// C-style API declaration.
#define NV_C_API NV_C_EXPORT NV_DLL_EXPORT
/** @} */
#endif // #ifndef NV_NVFOUNDATION_NVPREPROCESSOR_H
| 14,246 | C | 25.237569 | 120 | 0.67977 |
NVIDIA-Omniverse/PhysX/blast/include/shared/NvFoundation/NvErrors.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2023 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2023 NovodeX AG. All rights reserved.
#ifndef NV_NVFOUNDATION_NVERRORS_H
#define NV_NVFOUNDATION_NVERRORS_H
/** \addtogroup foundation
@{
*/
#include "Nv.h"
#if !NV_DOXYGEN
namespace nvidia
{
#endif
/**
\brief Error codes
These error codes are passed to #NvErrorCallback
@see NvErrorCallback
*/
struct NvErrorCode
{
enum Enum
{
eNO_ERROR = 0,
//! \brief An informational message.
eDEBUG_INFO = 1,
//! \brief a warning message for the user to help with debugging
eDEBUG_WARNING = 2,
//! \brief method called with invalid parameter(s)
eINVALID_PARAMETER = 4,
//! \brief method was called at a time when an operation is not possible
eINVALID_OPERATION = 8,
//! \brief method failed to allocate some memory
eOUT_OF_MEMORY = 16,
/** \brief The library failed for some reason.
Possibly you have passed invalid values like NaNs, which are not checked for.
*/
eINTERNAL_ERROR = 32,
//! \brief An unrecoverable error, execution should be halted and log output flushed
eABORT = 64,
//! \brief The SDK has determined that an operation may result in poor performance.
ePERF_WARNING = 128,
//! \brief A bit mask for including all errors
eMASK_ALL = -1
};
};
#if !NV_DOXYGEN
} // namespace nvidia
#endif
/** @} */
#endif // #ifndef NV_NVFOUNDATION_NVERRORS_H
| 3,153 | C | 32.913978 | 92 | 0.692991 |
NVIDIA-Omniverse/PhysX/blast/include/shared/NvFoundation/NvBounds3.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2023 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2023 NovodeX AG. All rights reserved.
#ifndef NV_NVFOUNDATION_NVBOUNDS3_H
#define NV_NVFOUNDATION_NVBOUNDS3_H
/** \addtogroup foundation
@{
*/
#include "NvTransform.h"
#include "NvMat33.h"
#if !NV_DOXYGEN
namespace nvidia
{
#endif
// maximum extents defined such that floating point exceptions are avoided for standard use cases
#define NV_MAX_BOUNDS_EXTENTS (NV_MAX_REAL * 0.25f)
/**
\brief Class representing 3D range or axis aligned bounding box.
Stored as minimum and maximum extent corners. Alternate representation
would be center and dimensions.
May be empty or nonempty. For nonempty bounds, minimum <= maximum has to hold for all axes.
Empty bounds have to be represented as minimum = NV_MAX_BOUNDS_EXTENTS and maximum = -NV_MAX_BOUNDS_EXTENTS for all
axes.
All other representations are invalid and the behavior is undefined.
*/
class NvBounds3
{
public:
/**
\brief Default constructor, not performing any initialization for performance reason.
\remark Use empty() function below to construct empty bounds.
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE NvBounds3()
{
}
/**
\brief Construct from two bounding points
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE NvBounds3(const NvVec3& minimum, const NvVec3& maximum);
/**
\brief Return empty bounds.
*/
static NV_CUDA_CALLABLE NV_FORCE_INLINE NvBounds3 empty();
/**
\brief returns the AABB containing v0 and v1.
\param v0 first point included in the AABB.
\param v1 second point included in the AABB.
*/
static NV_CUDA_CALLABLE NV_FORCE_INLINE NvBounds3 boundsOfPoints(const NvVec3& v0, const NvVec3& v1);
/**
\brief returns the AABB from center and extents vectors.
\param center Center vector
\param extent Extents vector
*/
static NV_CUDA_CALLABLE NV_FORCE_INLINE NvBounds3 centerExtents(const NvVec3& center, const NvVec3& extent);
/**
\brief Construct from center, extent, and (not necessarily orthogonal) basis
*/
static NV_CUDA_CALLABLE NV_INLINE NvBounds3
basisExtent(const NvVec3& center, const NvMat33& basis, const NvVec3& extent);
/**
\brief Construct from pose and extent
*/
static NV_CUDA_CALLABLE NV_INLINE NvBounds3 poseExtent(const NvTransform& pose, const NvVec3& extent);
/**
\brief gets the transformed bounds of the passed AABB (resulting in a bigger AABB).
This version is safe to call for empty bounds.
\param[in] matrix Transform to apply, can contain scaling as well
\param[in] bounds The bounds to transform.
*/
static NV_CUDA_CALLABLE NV_INLINE NvBounds3 transformSafe(const NvMat33& matrix, const NvBounds3& bounds);
/**
\brief gets the transformed bounds of the passed AABB (resulting in a bigger AABB).
Calling this method for empty bounds leads to undefined behavior. Use #transformSafe() instead.
\param[in] matrix Transform to apply, can contain scaling as well
\param[in] bounds The bounds to transform.
*/
static NV_CUDA_CALLABLE NV_INLINE NvBounds3 transformFast(const NvMat33& matrix, const NvBounds3& bounds);
/**
\brief gets the transformed bounds of the passed AABB (resulting in a bigger AABB).
This version is safe to call for empty bounds.
\param[in] transform Transform to apply, can contain scaling as well
\param[in] bounds The bounds to transform.
*/
static NV_CUDA_CALLABLE NV_INLINE NvBounds3 transformSafe(const NvTransform& transform, const NvBounds3& bounds);
/**
\brief gets the transformed bounds of the passed AABB (resulting in a bigger AABB).
Calling this method for empty bounds leads to undefined behavior. Use #transformSafe() instead.
\param[in] transform Transform to apply, can contain scaling as well
\param[in] bounds The bounds to transform.
*/
static NV_CUDA_CALLABLE NV_INLINE NvBounds3 transformFast(const NvTransform& transform, const NvBounds3& bounds);
/**
\brief Sets empty to true
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE void setEmpty();
/**
\brief Sets the bounds to maximum size [-NV_MAX_BOUNDS_EXTENTS, NV_MAX_BOUNDS_EXTENTS].
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE void setMaximal();
/**
\brief expands the volume to include v
\param v Point to expand to.
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE void include(const NvVec3& v);
/**
\brief expands the volume to include b.
\param b Bounds to perform union with.
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE void include(const NvBounds3& b);
NV_CUDA_CALLABLE NV_FORCE_INLINE bool isEmpty() const;
/**
\brief indicates whether the intersection of this and b is empty or not.
\param b Bounds to test for intersection.
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE bool intersects(const NvBounds3& b) const;
/**
\brief computes the 1D-intersection between two AABBs, on a given axis.
\param a the other AABB
\param axis the axis (0, 1, 2)
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE bool intersects1D(const NvBounds3& a, uint32_t axis) const;
/**
\brief indicates if these bounds contain v.
\param v Point to test against bounds.
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE bool contains(const NvVec3& v) const;
/**
\brief checks a box is inside another box.
\param box the other AABB
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE bool isInside(const NvBounds3& box) const;
/**
\brief returns the center of this axis aligned box.
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec3 getCenter() const;
/**
\brief get component of the box's center along a given axis
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE float getCenter(uint32_t axis) const;
/**
\brief get component of the box's extents along a given axis
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE float getExtents(uint32_t axis) const;
/**
\brief returns the dimensions (width/height/depth) of this axis aligned box.
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec3 getDimensions() const;
/**
\brief returns the extents, which are half of the width/height/depth.
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec3 getExtents() const;
/**
\brief scales the AABB.
This version is safe to call for empty bounds.
\param scale Factor to scale AABB by.
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE void scaleSafe(float scale);
/**
\brief scales the AABB.
Calling this method for empty bounds leads to undefined behavior. Use #scaleSafe() instead.
\param scale Factor to scale AABB by.
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE void scaleFast(float scale);
/**
fattens the AABB in all 3 dimensions by the given distance.
This version is safe to call for empty bounds.
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE void fattenSafe(float distance);
/**
fattens the AABB in all 3 dimensions by the given distance.
Calling this method for empty bounds leads to undefined behavior. Use #fattenSafe() instead.
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE void fattenFast(float distance);
/**
checks that the AABB values are not NaN
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE bool isFinite() const;
/**
checks that the AABB values describe a valid configuration.
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE bool isValid() const;
NvVec3 minimum, maximum;
};
NV_CUDA_CALLABLE NV_FORCE_INLINE NvBounds3::NvBounds3(const NvVec3& minimum_, const NvVec3& maximum_)
: minimum(minimum_), maximum(maximum_)
{
}
NV_CUDA_CALLABLE NV_FORCE_INLINE NvBounds3 NvBounds3::empty()
{
return NvBounds3(NvVec3(NV_MAX_BOUNDS_EXTENTS), NvVec3(-NV_MAX_BOUNDS_EXTENTS));
}
NV_CUDA_CALLABLE NV_FORCE_INLINE bool NvBounds3::isFinite() const
{
return minimum.isFinite() && maximum.isFinite();
}
NV_CUDA_CALLABLE NV_FORCE_INLINE NvBounds3 NvBounds3::boundsOfPoints(const NvVec3& v0, const NvVec3& v1)
{
return NvBounds3(v0.minimum(v1), v0.maximum(v1));
}
NV_CUDA_CALLABLE NV_FORCE_INLINE NvBounds3 NvBounds3::centerExtents(const NvVec3& center, const NvVec3& extent)
{
return NvBounds3(center - extent, center + extent);
}
NV_CUDA_CALLABLE NV_INLINE NvBounds3
NvBounds3::basisExtent(const NvVec3& center, const NvMat33& basis, const NvVec3& extent)
{
// extended basis vectors
NvVec3 c0 = basis.column0 * extent.x;
NvVec3 c1 = basis.column1 * extent.y;
NvVec3 c2 = basis.column2 * extent.z;
NvVec3 w;
// find combination of base vectors that produces max. distance for each component = sum of abs()
w.x = NvAbs(c0.x) + NvAbs(c1.x) + NvAbs(c2.x);
w.y = NvAbs(c0.y) + NvAbs(c1.y) + NvAbs(c2.y);
w.z = NvAbs(c0.z) + NvAbs(c1.z) + NvAbs(c2.z);
return NvBounds3(center - w, center + w);
}
NV_CUDA_CALLABLE NV_INLINE NvBounds3 NvBounds3::poseExtent(const NvTransform& pose, const NvVec3& extent)
{
return basisExtent(pose.p, NvMat33(pose.q), extent);
}
NV_CUDA_CALLABLE NV_FORCE_INLINE void NvBounds3::setEmpty()
{
minimum = NvVec3(NV_MAX_BOUNDS_EXTENTS);
maximum = NvVec3(-NV_MAX_BOUNDS_EXTENTS);
}
NV_CUDA_CALLABLE NV_FORCE_INLINE void NvBounds3::setMaximal()
{
minimum = NvVec3(-NV_MAX_BOUNDS_EXTENTS);
maximum = NvVec3(NV_MAX_BOUNDS_EXTENTS);
}
NV_CUDA_CALLABLE NV_FORCE_INLINE void NvBounds3::include(const NvVec3& v)
{
NV_ASSERT(isValid());
minimum = minimum.minimum(v);
maximum = maximum.maximum(v);
}
NV_CUDA_CALLABLE NV_FORCE_INLINE void NvBounds3::include(const NvBounds3& b)
{
NV_ASSERT(isValid());
minimum = minimum.minimum(b.minimum);
maximum = maximum.maximum(b.maximum);
}
NV_CUDA_CALLABLE NV_FORCE_INLINE bool NvBounds3::isEmpty() const
{
NV_ASSERT(isValid());
return minimum.x > maximum.x;
}
NV_CUDA_CALLABLE NV_FORCE_INLINE bool NvBounds3::intersects(const NvBounds3& b) const
{
NV_ASSERT(isValid() && b.isValid());
return !(b.minimum.x > maximum.x || minimum.x > b.maximum.x || b.minimum.y > maximum.y || minimum.y > b.maximum.y ||
b.minimum.z > maximum.z || minimum.z > b.maximum.z);
}
NV_CUDA_CALLABLE NV_FORCE_INLINE bool NvBounds3::intersects1D(const NvBounds3& a, uint32_t axis) const
{
NV_ASSERT(isValid() && a.isValid());
return maximum[axis] >= a.minimum[axis] && a.maximum[axis] >= minimum[axis];
}
NV_CUDA_CALLABLE NV_FORCE_INLINE bool NvBounds3::contains(const NvVec3& v) const
{
NV_ASSERT(isValid());
return !(v.x < minimum.x || v.x > maximum.x || v.y < minimum.y || v.y > maximum.y || v.z < minimum.z ||
v.z > maximum.z);
}
NV_CUDA_CALLABLE NV_FORCE_INLINE bool NvBounds3::isInside(const NvBounds3& box) const
{
NV_ASSERT(isValid() && box.isValid());
if(box.minimum.x > minimum.x)
return false;
if(box.minimum.y > minimum.y)
return false;
if(box.minimum.z > minimum.z)
return false;
if(box.maximum.x < maximum.x)
return false;
if(box.maximum.y < maximum.y)
return false;
if(box.maximum.z < maximum.z)
return false;
return true;
}
NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec3 NvBounds3::getCenter() const
{
NV_ASSERT(isValid());
return (minimum + maximum) * 0.5f;
}
NV_CUDA_CALLABLE NV_FORCE_INLINE float NvBounds3::getCenter(uint32_t axis) const
{
NV_ASSERT(isValid());
return (minimum[axis] + maximum[axis]) * 0.5f;
}
NV_CUDA_CALLABLE NV_FORCE_INLINE float NvBounds3::getExtents(uint32_t axis) const
{
NV_ASSERT(isValid());
return (maximum[axis] - minimum[axis]) * 0.5f;
}
NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec3 NvBounds3::getDimensions() const
{
NV_ASSERT(isValid());
return maximum - minimum;
}
NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec3 NvBounds3::getExtents() const
{
NV_ASSERT(isValid());
return getDimensions() * 0.5f;
}
NV_CUDA_CALLABLE NV_FORCE_INLINE void NvBounds3::scaleSafe(float scale)
{
NV_ASSERT(isValid());
if(!isEmpty())
scaleFast(scale);
}
NV_CUDA_CALLABLE NV_FORCE_INLINE void NvBounds3::scaleFast(float scale)
{
NV_ASSERT(isValid());
*this = centerExtents(getCenter(), getExtents() * scale);
}
NV_CUDA_CALLABLE NV_FORCE_INLINE void NvBounds3::fattenSafe(float distance)
{
NV_ASSERT(isValid());
if(!isEmpty())
fattenFast(distance);
}
NV_CUDA_CALLABLE NV_FORCE_INLINE void NvBounds3::fattenFast(float distance)
{
NV_ASSERT(isValid());
minimum.x -= distance;
minimum.y -= distance;
minimum.z -= distance;
maximum.x += distance;
maximum.y += distance;
maximum.z += distance;
}
NV_CUDA_CALLABLE NV_INLINE NvBounds3 NvBounds3::transformSafe(const NvMat33& matrix, const NvBounds3& bounds)
{
NV_ASSERT(bounds.isValid());
return !bounds.isEmpty() ? transformFast(matrix, bounds) : bounds;
}
NV_CUDA_CALLABLE NV_INLINE NvBounds3 NvBounds3::transformFast(const NvMat33& matrix, const NvBounds3& bounds)
{
NV_ASSERT(bounds.isValid());
return NvBounds3::basisExtent(matrix * bounds.getCenter(), matrix, bounds.getExtents());
}
NV_CUDA_CALLABLE NV_INLINE NvBounds3 NvBounds3::transformSafe(const NvTransform& transform, const NvBounds3& bounds)
{
NV_ASSERT(bounds.isValid());
return !bounds.isEmpty() ? transformFast(transform, bounds) : bounds;
}
NV_CUDA_CALLABLE NV_INLINE NvBounds3 NvBounds3::transformFast(const NvTransform& transform, const NvBounds3& bounds)
{
NV_ASSERT(bounds.isValid());
return NvBounds3::basisExtent(transform.transform(bounds.getCenter()), NvMat33(transform.q), bounds.getExtents());
}
NV_CUDA_CALLABLE NV_FORCE_INLINE bool NvBounds3::isValid() const
{
return (isFinite() && (((minimum.x <= maximum.x) && (minimum.y <= maximum.y) && (minimum.z <= maximum.z)) ||
((minimum.x == NV_MAX_BOUNDS_EXTENTS) && (minimum.y == NV_MAX_BOUNDS_EXTENTS) &&
(minimum.z == NV_MAX_BOUNDS_EXTENTS) && (maximum.x == -NV_MAX_BOUNDS_EXTENTS) &&
(maximum.y == -NV_MAX_BOUNDS_EXTENTS) && (maximum.z == -NV_MAX_BOUNDS_EXTENTS))));
}
#if !NV_DOXYGEN
} // namespace nvidia
#endif
/** @} */
#endif // #ifndef NV_NVFOUNDATION_NVBOUNDS3_H
| 15,751 | C | 31.816667 | 120 | 0.69494 |
NVIDIA-Omniverse/PhysX/blast/include/shared/NvFoundation/NvTransform.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2023 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2023 NovodeX AG. All rights reserved.
#ifndef NV_NVFOUNDATION_NVTRANSFORM_H
#define NV_NVFOUNDATION_NVTRANSFORM_H
/** \addtogroup foundation
@{
*/
#include "NvQuat.h"
#include "NvPlane.h"
#if !NV_DOXYGEN
namespace nvidia
{
#endif
/*!
\brief class representing a rigid euclidean transform as a quaternion and a vector
*/
class NvTransform
{
public:
NvQuat q;
NvVec3 p;
NV_CUDA_CALLABLE NV_FORCE_INLINE NvTransform()
{
}
NV_CUDA_CALLABLE NV_FORCE_INLINE explicit NvTransform(const NvVec3& position) : q(NvIdentity), p(position)
{
}
NV_CUDA_CALLABLE NV_FORCE_INLINE explicit NvTransform(NvIDENTITY r) : q(NvIdentity), p(NvZero)
{
NV_UNUSED(r);
}
NV_CUDA_CALLABLE NV_FORCE_INLINE explicit NvTransform(const NvQuat& orientation) : q(orientation), p(0)
{
NV_ASSERT(orientation.isSane());
}
NV_CUDA_CALLABLE NV_FORCE_INLINE NvTransform(float x, float y, float z, NvQuat aQ = NvQuat(NvIdentity))
: q(aQ), p(x, y, z)
{
}
NV_CUDA_CALLABLE NV_FORCE_INLINE NvTransform(const NvVec3& p0, const NvQuat& q0) : q(q0), p(p0)
{
NV_ASSERT(q0.isSane());
}
NV_CUDA_CALLABLE NV_FORCE_INLINE explicit NvTransform(const NvMat44& m); // defined in NvMat44.h
/**
\brief returns true if the two transforms are exactly equal
*/
NV_CUDA_CALLABLE NV_INLINE bool operator==(const NvTransform& t) const
{
return p == t.p && q == t.q;
}
NV_CUDA_CALLABLE NV_FORCE_INLINE NvTransform operator*(const NvTransform& x) const
{
NV_ASSERT(x.isSane());
return transform(x);
}
//! Equals matrix multiplication
NV_CUDA_CALLABLE NV_INLINE NvTransform& operator*=(NvTransform& other)
{
*this = *this * other;
return *this;
}
NV_CUDA_CALLABLE NV_FORCE_INLINE NvTransform getInverse() const
{
NV_ASSERT(isFinite());
return NvTransform(q.rotateInv(-p), q.getConjugate());
}
NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec3 transform(const NvVec3& input) const
{
NV_ASSERT(isFinite());
return q.rotate(input) + p;
}
NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec3 transformInv(const NvVec3& input) const
{
NV_ASSERT(isFinite());
return q.rotateInv(input - p);
}
NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec3 rotate(const NvVec3& input) const
{
NV_ASSERT(isFinite());
return q.rotate(input);
}
NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec3 rotateInv(const NvVec3& input) const
{
NV_ASSERT(isFinite());
return q.rotateInv(input);
}
//! Transform transform to parent (returns compound transform: first src, then *this)
NV_CUDA_CALLABLE NV_FORCE_INLINE NvTransform transform(const NvTransform& src) const
{
NV_ASSERT(src.isSane());
NV_ASSERT(isSane());
// src = [srct, srcr] -> [r*srct + t, r*srcr]
return NvTransform(q.rotate(src.p) + p, q * src.q);
}
/**
\brief returns true if finite and q is a unit quaternion
*/
NV_CUDA_CALLABLE bool isValid() const
{
return p.isFinite() && q.isFinite() && q.isUnit();
}
/**
\brief returns true if finite and quat magnitude is reasonably close to unit to allow for some accumulation of error
vs isValid
*/
NV_CUDA_CALLABLE bool isSane() const
{
return isFinite() && q.isSane();
}
/**
\brief returns true if all elems are finite (not NAN or INF, etc.)
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE bool isFinite() const
{
return p.isFinite() && q.isFinite();
}
//! Transform transform from parent (returns compound transform: first src, then this->inverse)
NV_CUDA_CALLABLE NV_FORCE_INLINE NvTransform transformInv(const NvTransform& src) const
{
NV_ASSERT(src.isSane());
NV_ASSERT(isFinite());
// src = [srct, srcr] -> [r^-1*(srct-t), r^-1*srcr]
NvQuat qinv = q.getConjugate();
return NvTransform(qinv.rotate(src.p - p), qinv * src.q);
}
/**
\brief transform plane
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE NvPlane transform(const NvPlane& plane) const
{
NvVec3 transformedNormal = rotate(plane.n);
return NvPlane(transformedNormal, plane.d - p.dot(transformedNormal));
}
/**
\brief inverse-transform plane
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE NvPlane inverseTransform(const NvPlane& plane) const
{
NvVec3 transformedNormal = rotateInv(plane.n);
return NvPlane(transformedNormal, plane.d + p.dot(plane.n));
}
/**
\brief return a normalized transform (i.e. one in which the quaternion has unit magnitude)
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE NvTransform getNormalized() const
{
return NvTransform(p, q.getNormalized());
}
};
#if !NV_DOXYGEN
} // namespace nvidia
#endif
/** @} */
#endif // #ifndef NV_NVFOUNDATION_NVTRANSFORM_H
| 6,621 | C | 29.8 | 120 | 0.66425 |
NVIDIA-Omniverse/PhysX/blast/include/shared/NvFoundation/NvQuat.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2023 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2023 NovodeX AG. All rights reserved.
#ifndef NV_NVFOUNDATION_NVQUAT_H
#define NV_NVFOUNDATION_NVQUAT_H
/** \addtogroup foundation
@{
*/
#include "NvVec3.h"
#if !NV_DOXYGEN
namespace nvidia
{
#endif
/**
\brief This is a quaternion class. For more information on quaternion mathematics
consult a mathematics source on complex numbers.
*/
class NvQuat
{
public:
/**
\brief Default constructor, does not do any initialization.
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE NvQuat()
{
}
//! identity constructor
NV_CUDA_CALLABLE NV_INLINE NvQuat(NvIDENTITY r) : x(0.0f), y(0.0f), z(0.0f), w(1.0f)
{
NV_UNUSED(r);
}
/**
\brief Constructor from a scalar: sets the real part w to the scalar value, and the imaginary parts (x,y,z) to zero
*/
explicit NV_CUDA_CALLABLE NV_FORCE_INLINE NvQuat(float r) : x(0.0f), y(0.0f), z(0.0f), w(r)
{
}
/**
\brief Constructor. Take note of the order of the elements!
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE NvQuat(float nx, float ny, float nz, float nw) : x(nx), y(ny), z(nz), w(nw)
{
}
/**
\brief Creates from angle-axis representation.
Axis must be normalized!
Angle is in radians!
<b>Unit:</b> Radians
*/
NV_CUDA_CALLABLE NV_INLINE NvQuat(float angleRadians, const NvVec3& unitAxis)
{
NV_ASSERT(NvAbs(1.0f - unitAxis.magnitude()) < 1e-3f);
const float a = angleRadians * 0.5f;
const float s = NvSin(a);
w = NvCos(a);
x = unitAxis.x * s;
y = unitAxis.y * s;
z = unitAxis.z * s;
}
/**
\brief Copy ctor.
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE NvQuat(const NvQuat& v) : x(v.x), y(v.y), z(v.z), w(v.w)
{
}
/**
\brief Creates from orientation matrix.
\param[in] m Rotation matrix to extract quaternion from.
*/
NV_CUDA_CALLABLE NV_INLINE explicit NvQuat(const NvMat33& m); /* defined in NvMat33.h */
/**
\brief returns true if quat is identity
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE bool isIdentity() const
{
return x==0.0f && y==0.0f && z==0.0f && w==1.0f;
}
/**
\brief returns true if all elements are finite (not NAN or INF, etc.)
*/
NV_CUDA_CALLABLE bool isFinite() const
{
return NvIsFinite(x) && NvIsFinite(y) && NvIsFinite(z) && NvIsFinite(w);
}
/**
\brief returns true if finite and magnitude is close to unit
*/
NV_CUDA_CALLABLE bool isUnit() const
{
const float unitTolerance = 1e-4f;
return isFinite() && NvAbs(magnitude() - 1) < unitTolerance;
}
/**
\brief returns true if finite and magnitude is reasonably close to unit to allow for some accumulation of error vs
isValid
*/
NV_CUDA_CALLABLE bool isSane() const
{
const float unitTolerance = 1e-2f;
return isFinite() && NvAbs(magnitude() - 1) < unitTolerance;
}
/**
\brief returns true if the two quaternions are exactly equal
*/
NV_CUDA_CALLABLE NV_INLINE bool operator==(const NvQuat& q) const
{
return x == q.x && y == q.y && z == q.z && w == q.w;
}
/**
\brief converts this quaternion to angle-axis representation
*/
NV_CUDA_CALLABLE NV_INLINE void toRadiansAndUnitAxis(float& angle, NvVec3& axis) const
{
const float quatEpsilon = 1.0e-8f;
const float s2 = x * x + y * y + z * z;
if(s2 < quatEpsilon * quatEpsilon) // can't extract a sensible axis
{
angle = 0.0f;
axis = NvVec3(1.0f, 0.0f, 0.0f);
}
else
{
const float s = NvRecipSqrt(s2);
axis = NvVec3(x, y, z) * s;
angle = NvAbs(w) < quatEpsilon ? NvPi : NvAtan2(s2 * s, w) * 2.0f;
}
}
/**
\brief Gets the angle between this quat and the identity quaternion.
<b>Unit:</b> Radians
*/
NV_CUDA_CALLABLE NV_INLINE float getAngle() const
{
return NvAcos(w) * 2.0f;
}
/**
\brief Gets the angle between this quat and the argument
<b>Unit:</b> Radians
*/
NV_CUDA_CALLABLE NV_INLINE float getAngle(const NvQuat& q) const
{
return NvAcos(dot(q)) * 2.0f;
}
/**
\brief This is the squared 4D vector length, should be 1 for unit quaternions.
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE float magnitudeSquared() const
{
return x * x + y * y + z * z + w * w;
}
/**
\brief returns the scalar product of this and other.
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE float dot(const NvQuat& v) const
{
return x * v.x + y * v.y + z * v.z + w * v.w;
}
NV_CUDA_CALLABLE NV_INLINE NvQuat getNormalized() const
{
const float s = 1.0f / magnitude();
return NvQuat(x * s, y * s, z * s, w * s);
}
NV_CUDA_CALLABLE NV_INLINE float magnitude() const
{
return NvSqrt(magnitudeSquared());
}
// modifiers:
/**
\brief maps to the closest unit quaternion.
*/
NV_CUDA_CALLABLE NV_INLINE float normalize() // convert this NvQuat to a unit quaternion
{
const float mag = magnitude();
if(mag != 0.0f)
{
const float imag = 1.0f / mag;
x *= imag;
y *= imag;
z *= imag;
w *= imag;
}
return mag;
}
/*
\brief returns the conjugate.
\note for unit quaternions, this is the inverse.
*/
NV_CUDA_CALLABLE NV_INLINE NvQuat getConjugate() const
{
return NvQuat(-x, -y, -z, w);
}
/*
\brief returns imaginary part.
*/
NV_CUDA_CALLABLE NV_INLINE NvVec3 getImaginaryPart() const
{
return NvVec3(x, y, z);
}
/** brief computes rotation of x-axis */
NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec3 getBasisVector0() const
{
const float x2 = x * 2.0f;
const float w2 = w * 2.0f;
return NvVec3((w * w2) - 1.0f + x * x2, (z * w2) + y * x2, (-y * w2) + z * x2);
}
/** brief computes rotation of y-axis */
NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec3 getBasisVector1() const
{
const float y2 = y * 2.0f;
const float w2 = w * 2.0f;
return NvVec3((-z * w2) + x * y2, (w * w2) - 1.0f + y * y2, (x * w2) + z * y2);
}
/** brief computes rotation of z-axis */
NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec3 getBasisVector2() const
{
const float z2 = z * 2.0f;
const float w2 = w * 2.0f;
return NvVec3((y * w2) + x * z2, (-x * w2) + y * z2, (w * w2) - 1.0f + z * z2);
}
/**
rotates passed vec by this (assumed unitary)
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE const NvVec3 rotate(const NvVec3& v) const
{
const float vx = 2.0f * v.x;
const float vy = 2.0f * v.y;
const float vz = 2.0f * v.z;
const float w2 = w * w - 0.5f;
const float dot2 = (x * vx + y * vy + z * vz);
return NvVec3((vx * w2 + (y * vz - z * vy) * w + x * dot2), (vy * w2 + (z * vx - x * vz) * w + y * dot2),
(vz * w2 + (x * vy - y * vx) * w + z * dot2));
}
/**
inverse rotates passed vec by this (assumed unitary)
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE const NvVec3 rotateInv(const NvVec3& v) const
{
const float vx = 2.0f * v.x;
const float vy = 2.0f * v.y;
const float vz = 2.0f * v.z;
const float w2 = w * w - 0.5f;
const float dot2 = (x * vx + y * vy + z * vz);
return NvVec3((vx * w2 - (y * vz - z * vy) * w + x * dot2), (vy * w2 - (z * vx - x * vz) * w + y * dot2),
(vz * w2 - (x * vy - y * vx) * w + z * dot2));
}
/**
\brief Assignment operator
*/
NV_CUDA_CALLABLE NV_FORCE_INLINE NvQuat& operator=(const NvQuat& p)
{
x = p.x;
y = p.y;
z = p.z;
w = p.w;
return *this;
}
NV_CUDA_CALLABLE NV_FORCE_INLINE NvQuat& operator*=(const NvQuat& q)
{
const float tx = w * q.x + q.w * x + y * q.z - q.y * z;
const float ty = w * q.y + q.w * y + z * q.x - q.z * x;
const float tz = w * q.z + q.w * z + x * q.y - q.x * y;
w = w * q.w - q.x * x - y * q.y - q.z * z;
x = tx;
y = ty;
z = tz;
return *this;
}
NV_CUDA_CALLABLE NV_FORCE_INLINE NvQuat& operator+=(const NvQuat& q)
{
x += q.x;
y += q.y;
z += q.z;
w += q.w;
return *this;
}
NV_CUDA_CALLABLE NV_FORCE_INLINE NvQuat& operator-=(const NvQuat& q)
{
x -= q.x;
y -= q.y;
z -= q.z;
w -= q.w;
return *this;
}
NV_CUDA_CALLABLE NV_FORCE_INLINE NvQuat& operator*=(const float s)
{
x *= s;
y *= s;
z *= s;
w *= s;
return *this;
}
/** quaternion multiplication */
NV_CUDA_CALLABLE NV_INLINE NvQuat operator*(const NvQuat& q) const
{
return NvQuat(w * q.x + q.w * x + y * q.z - q.y * z, w * q.y + q.w * y + z * q.x - q.z * x,
w * q.z + q.w * z + x * q.y - q.x * y, w * q.w - x * q.x - y * q.y - z * q.z);
}
/** quaternion addition */
NV_CUDA_CALLABLE NV_FORCE_INLINE NvQuat operator+(const NvQuat& q) const
{
return NvQuat(x + q.x, y + q.y, z + q.z, w + q.w);
}
/** quaternion subtraction */
NV_CUDA_CALLABLE NV_FORCE_INLINE NvQuat operator-() const
{
return NvQuat(-x, -y, -z, -w);
}
NV_CUDA_CALLABLE NV_FORCE_INLINE NvQuat operator-(const NvQuat& q) const
{
return NvQuat(x - q.x, y - q.y, z - q.z, w - q.w);
}
NV_CUDA_CALLABLE NV_FORCE_INLINE NvQuat operator*(float r) const
{
return NvQuat(x * r, y * r, z * r, w * r);
}
/** the quaternion elements */
float x, y, z, w;
};
#if !NV_DOXYGEN
} // namespace nvidia
#endif
/** @} */
#endif // #ifndef NV_NVFOUNDATION_NVQUAT_H
| 11,597 | C | 27.566502 | 119 | 0.563508 |
NVIDIA-Omniverse/PhysX/blast/include/shared/NvFoundation/platform/unix/NvUnixIntrinsics.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2023 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2023 NovodeX AG. All rights reserved.
#ifndef NV_UNIX_NVUNIXINTRINSICS_H
#define NV_UNIX_NVUNIXINTRINSICS_H
#include "Nv.h"
#include "NvAssert.h"
#if !(NV_LINUX || NV_ANDROID || NV_PS4 || NV_APPLE_FAMILY)
#error "This file should only be included by Unix builds!!"
#endif
#include <math.h>
#include <float.h>
namespace nvidia
{
namespace intrinsics
{
//! \brief platform-specific absolute value
NV_CUDA_CALLABLE NV_FORCE_INLINE float abs(float a)
{
return ::fabsf(a);
}
//! \brief platform-specific select float
NV_CUDA_CALLABLE NV_FORCE_INLINE float fsel(float a, float b, float c)
{
return (a >= 0.0f) ? b : c;
}
//! \brief platform-specific sign
NV_CUDA_CALLABLE NV_FORCE_INLINE float sign(float a)
{
return (a >= 0.0f) ? 1.0f : -1.0f;
}
//! \brief platform-specific reciprocal
NV_CUDA_CALLABLE NV_FORCE_INLINE float recip(float a)
{
return 1.0f / a;
}
//! \brief platform-specific reciprocal estimate
NV_CUDA_CALLABLE NV_FORCE_INLINE float recipFast(float a)
{
return 1.0f / a;
}
//! \brief platform-specific square root
NV_CUDA_CALLABLE NV_FORCE_INLINE float sqrt(float a)
{
return ::sqrtf(a);
}
//! \brief platform-specific reciprocal square root
NV_CUDA_CALLABLE NV_FORCE_INLINE float recipSqrt(float a)
{
return 1.0f / ::sqrtf(a);
}
NV_CUDA_CALLABLE NV_FORCE_INLINE float recipSqrtFast(float a)
{
return 1.0f / ::sqrtf(a);
}
//! \brief platform-specific sine
NV_CUDA_CALLABLE NV_FORCE_INLINE float sin(float a)
{
return ::sinf(a);
}
//! \brief platform-specific cosine
NV_CUDA_CALLABLE NV_FORCE_INLINE float cos(float a)
{
return ::cosf(a);
}
//! \brief platform-specific minimum
NV_CUDA_CALLABLE NV_FORCE_INLINE float selectMin(float a, float b)
{
return a < b ? a : b;
}
//! \brief platform-specific maximum
NV_CUDA_CALLABLE NV_FORCE_INLINE float selectMax(float a, float b)
{
return a > b ? a : b;
}
//! \brief platform-specific finiteness check (not INF or NAN)
NV_CUDA_CALLABLE NV_FORCE_INLINE bool isFinite(float a)
{
return !!isfinite(a);
}
//! \brief platform-specific finiteness check (not INF or NAN)
NV_CUDA_CALLABLE NV_FORCE_INLINE bool isFinite(double a)
{
return !!isfinite(a);
}
/*!
Sets \c count bytes starting at \c dst to zero.
*/
NV_FORCE_INLINE void* memZero(void* NV_RESTRICT dest, uint32_t count)
{
return memset(dest, 0, count);
}
/*!
Sets \c count bytes starting at \c dst to \c c.
*/
NV_FORCE_INLINE void* memSet(void* NV_RESTRICT dest, int32_t c, uint32_t count)
{
return memset(dest, c, count);
}
/*!
Copies \c count bytes from \c src to \c dst. User memMove if regions overlap.
*/
NV_FORCE_INLINE void* memCopy(void* NV_RESTRICT dest, const void* NV_RESTRICT src, uint32_t count)
{
return memcpy(dest, src, count);
}
/*!
Copies \c count bytes from \c src to \c dst. Supports overlapping regions.
*/
NV_FORCE_INLINE void* memMove(void* NV_RESTRICT dest, const void* NV_RESTRICT src, uint32_t count)
{
return memmove(dest, src, count);
}
/*!
Set 128B to zero starting at \c dst+offset. Must be aligned.
*/
NV_FORCE_INLINE void memZero128(void* NV_RESTRICT dest, uint32_t offset = 0)
{
NV_ASSERT(((size_t(dest) + offset) & 0x7f) == 0);
memSet(reinterpret_cast<char * NV_RESTRICT>(dest) + offset, 0, 128);
}
} // namespace intrinsics
} // namespace nvidia
#endif // #ifndef NV_UNIX_NVUNIXINTRINSICS_H
| 4,995 | C | 27.712644 | 98 | 0.716116 |
NVIDIA-Omniverse/PhysX/blast/include/lowlevel/NvBlast.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2016-2023 NVIDIA Corporation. All rights reserved.
//! @file
//!
//! @brief Defines the API for the low-level blast library.
#ifndef NVBLAST_H
#define NVBLAST_H
#include "NvBlastTypes.h"
///////////////////////////////////////////////////////////////////////////////
// NvBlastAsset functions
///////////////////////////////////////////////////////////////////////////////
///@{
/**
Calculates the memory requirements for an asset based upon its descriptor.
Use this function when building an asset with NvBlastCreateAsset.
\param[in] desc Asset descriptor (see NvBlastAssetDesc). Used to calculate node count.
\param[in] logFn User-supplied message function (see NvBlastLog definition). May be NULL.
\return the memory size (in bytes) required for the asset, or zero if desc is invalid.
*/
NV_C_API size_t NvBlastGetAssetMemorySize(const NvBlastAssetDesc* desc, NvBlastLog logFn);
/**
Calculates the memory requirements for an asset based upon supplied sized data.
Used primarily with serialization.
\param[in] sizeData Alternate form where all size data is already known.
\param[in] logFn User-supplied message function (see NvBlastLog definition). May be NULL.
\return the memory size (in bytes) required for the asset, or zero if data is invalid.
*/
NV_C_API size_t NvBlastGetAssetMemorySizeFromSizeData(const NvBlastAssetMemSizeData& sizeData, NvBlastLog logFn);
/**
Returns the number of bytes of scratch memory that the user must supply to NvBlastCreateAsset,
based upon the descriptor that will be passed into that function.
\param[in] desc The asset descriptor that will be passed into NvBlastCreateAsset.
\param[in] logFn User-supplied message function (see NvBlastLog definition). May be NULL.
\return the number of bytes of scratch memory required for a call to NvBlastCreateAsset with that descriptor.
*/
NV_C_API size_t NvBlastGetRequiredScratchForCreateAsset(const NvBlastAssetDesc* desc, NvBlastLog logFn);
/**
Asset-building function.
Constructs an NvBlastAsset in-place at the address given by the user. The address must point to a block
of memory of at least the size given by NvBlastGetAssetMemorySize(desc, logFn), and must be 16-byte aligned.
Support chunks (marked in the NvBlastChunkDesc struct) must provide full coverage over the asset.
This means that from any leaf chunk to the root node, exactly one chunk must be support. If this condition
is not met the function fails to create an asset.
Any bonds described by NvBlastBondDesc descriptors that reference non-support chunks will be removed.
Duplicate bonds will be removed as well (bonds that are between the same chunk pairs).
Chunks in the asset should be arranged such that sibling chunks (chunks with the same parent) are contiguous.
Chunks are also should be arranged such that leaf chunks (chunks with no children) are at the end of the chunk list.
If chunks aren't arranged properly the function fails to create an asset.
\param[in] mem Pointer to block of memory of at least the size given by NvBlastGetAssetMemorySize(desc, logFn). Must be 16-byte aligned.
\param[in] desc Asset descriptor (see NvBlastAssetDesc).
\param[in] scratch User-supplied scratch memory of size NvBlastGetRequiredScratchForCreateAsset(desc) bytes.
\param[in] logFn User-supplied message function (see NvBlastLog definition). May be NULL.
\return pointer to new NvBlastAsset (will be the same address as mem), or NULL if unsuccessful.
*/
NV_C_API NvBlastAsset* NvBlastCreateAsset(void* mem, const NvBlastAssetDesc* desc, void* scratch, NvBlastLog logFn);
/**
Calculates the memory requirements for a family based upon an asset.
Use this function when building a family with NvBlastAssetCreateFamily.
\param[in] asset Asset used to build the family (see NvBlastAsset).
\param[in] logFn User-supplied message function (see NvBlastLog definition). May be NULL.
\return the memory size (in bytes) required for the family, or zero if asset is invalid.
*/
NV_C_API size_t NvBlastAssetGetFamilyMemorySize(const NvBlastAsset* asset, NvBlastLog logFn);
/**
Calculates the memory requirements for a family based upon supplied sized data.
Used primarily with serialization.
\param[in] sizeData Alternate form where all size data is already known.
\param[in] logFn User-supplied message function (see NvBlastLog definition). May be NULL.
\return the memory size (in bytes) required for the family, or zero if data is invalid.
*/
NV_C_API size_t NvBlastAssetGetFamilyMemorySizeFromSizeData(const NvBlastAssetMemSizeData& sizeData, NvBlastLog logFn);
/**
Fill out the size data from the provided asset
\param[in] asset Asset to pull the size data from (see NvBlastAsset).
\return Filled out size data struct.
*/
NV_C_API NvBlastAssetMemSizeData NvBlastAssetMemSizeDataFromAsset(const NvBlastAsset* asset);
/**
Family-building function.
Constructs an NvBlastFamily in-place at the address given by the user. The address must point to a block
of memory of at least the size given by NvBlastAssetGetFamilyMemorySize(asset, logFn), and must be 16-byte aligned.
\param[in] mem Pointer to block of memory of at least the size given by NvBlastAssetGetFamilyMemorySize(asset, logFn). Must be 16-byte aligned.
\param[in] asset Asset to instance.
\param[in] logFn User-supplied message function (see NvBlastLog definition). May be NULL.
\return the family.
*/
NV_C_API NvBlastFamily* NvBlastAssetCreateFamily(void* mem, const NvBlastAsset* asset, NvBlastLog logFn);
/**
Family-building function.
Constructs an NvBlastFamily in-place at the address given by the user. The address must point to a block
of memory of at least the size given by NvBlastAssetGetFamilyMemorySize(sizeData, logFn), and must be 16-byte aligned.
\param[in] mem Pointer to block of memory of at least the size given by NvBlastAssetGetFamilyMemorySize(asset, logFn). Must be 16-byte aligned.
\param[in] sizeData Data used to init buffer sizes.
\param[in] logFn User-supplied message function (see NvBlastLog definition). May be NULL.
\return the family.
*/
NV_C_API NvBlastFamily* NvBlastAssetCreateFamilyFromSizeData(void* mem, const NvBlastAssetMemSizeData& sizeData, NvBlastLog logFn);
/**
Retrieve the asset ID.
\param[in] asset The given asset.
\param[in] logFn User-supplied message function (see NvBlastLog definition). May be NULL.
\return the ID of the asset.
*/
NV_C_API NvBlastID NvBlastAssetGetID(const NvBlastAsset* asset, NvBlastLog logFn);
/**
Set an asset's ID
\param[in] asset The given asset.
\param[in] id A pointer to the id to copy into the asset.
\param[in] logFn User-supplied message function (see NvBlastLog definition). May be NULL.
\return true iff the id is successfully set.
*/
NV_C_API bool NvBlastAssetSetID(NvBlastAsset* asset, const NvBlastID* id, NvBlastLog logFn);
/**
Retrieve the data format version for the given asset
\param[in] asset The asset. Cannot be NULL.
\param[in] logFn User-supplied message function (see NvBlastLog definition). May be NULL.
\return the data format version (NvBlastAssetDataFormat).
*/
NV_C_API uint32_t NvBlastAssetGetFormatVersion(const NvBlastAsset* asset, NvBlastLog logFn);
/**
Retrieve the memory size (in bytes) of the given data asset
\param[in] asset The asset. Cannot be NULL.
\param[in] logFn User-supplied message function (see NvBlastLog definition). May be NULL.
\return the memory size of the asset (in bytes).
*/
NV_C_API uint32_t NvBlastAssetGetSize(const NvBlastAsset* asset, NvBlastLog logFn);
/**
Get the number of chunks in the given asset.
\param[in] asset The asset.
\param[in] logFn User-supplied message function (see NvBlastLog definition). May be NULL.
\return the number of chunks in the asset.
*/
NV_C_API uint32_t NvBlastAssetGetChunkCount(const NvBlastAsset* asset, NvBlastLog logFn);
/**
Get the number of support chunks in the given asset. This will equal the number of graph nodes in
NvBlastSupportGraph::nodeCount returned by NvBlastAssetGetSupportGraph only if no extra "external" node was created.
If such bonds were created, then an extra "external" graph node is added,
and this function will return NvBlastSupportGraph::nodeCount - 1.
\param[in] asset The asset.
\param[in] logFn User-supplied message function (see NvBlastLog definition). May be NULL.
\return the number of chunks in the asset.
*/
NV_C_API uint32_t NvBlastAssetGetSupportChunkCount(const NvBlastAsset* asset, NvBlastLog logFn);
/**
Get the number of leaf chunks in the given asset.
\param[in] asset The asset.
\param[in] logFn User-supplied message function (see NvBlastLog definition). May be NULL.
\return the number of leaf chunks in the asset.
*/
NV_C_API uint32_t NvBlastAssetGetLeafChunkCount(const NvBlastAsset* asset, NvBlastLog logFn);
/**
Get the first subsupport chunk index in the given asset. Chunks are sorted such that subsupport chunks
come last. This is the first subsupport chunk index. Equals to total chunk count if there are no subsupport
chunks.
\param[in] asset The asset.
\param[in] logFn User-supplied message function (see NvBlastLog definition). May be NULL.
\return the first subsupport chunk index in the asset.
*/
NV_C_API uint32_t NvBlastAssetGetFirstSubsupportChunkIndex(const NvBlastAsset* asset, NvBlastLog logFn);
/**
Get the number of bonds in the given asset.
\param[in] asset The asset.
\param[in] logFn User-supplied message function (see NvBlastLog definition). May be NULL.
\return the number of bonds in the asset.
*/
NV_C_API uint32_t NvBlastAssetGetBondCount(const NvBlastAsset* asset, NvBlastLog logFn);
/**
Access the support graph for the given asset.
\param[in] asset The asset.
\param[in] logFn User-supplied message function (see NvBlastLog definition). May be NULL.
\return a struct of support graph for the given asset.
*/
NV_C_API const NvBlastSupportGraph NvBlastAssetGetSupportGraph(const NvBlastAsset* asset, NvBlastLog logFn);
/**
Access a map from chunk index to graph node index.
Returned map is valid in the domain [0, NvBlastAssetGetChunkCount(asset, logFn)).
Non-support chunks are mapped to the invalid index 0xFFFFFFFF.
\param[in] asset The asset.
\param[in] logFn User-supplied message function (see NvBlastLog definition). May be NULL.
\return an array of uint32_t values defining the map, of size NvBlastAssetGetChunkCount(asset, logFn).
*/
NV_C_API const uint32_t* NvBlastAssetGetChunkToGraphNodeMap(const NvBlastAsset* asset, NvBlastLog logFn);
/**
Access an array of chunks of the given asset.
\param[in] asset The asset.
\param[in] logFn User - supplied message function(see NvBlastLog definition).May be NULL.
\return a pointer to an array of chunks of the asset.
*/
NV_C_API const NvBlastChunk* NvBlastAssetGetChunks(const NvBlastAsset* asset, NvBlastLog logFn);
/**
Access an array of bonds of the given asset.
\param[in] asset The asset.
\param[in] logFn User - supplied message function(see NvBlastLog definition).May be NULL.
\return a pointer to an array of bonds of the asset.
*/
NV_C_API const NvBlastBond* NvBlastAssetGetBonds(const NvBlastAsset* asset, NvBlastLog logFn);
/**
A buffer size sufficient to serialize an actor instanced from a given asset.
This function is faster than NvBlastActorGetSerializationSize, and can be used to create a reusable buffer
for actor serialization.
\param[in] asset The asset.
\param[in] logFn User-supplied message function (see NvBlastLog definition). May be NULL.
\return the required buffer size in bytes.
*/
NV_C_API uint32_t NvBlastAssetGetActorSerializationSizeUpperBound(const NvBlastAsset* asset, NvBlastLog logFn);
///@} End NvBlastAsset functions
///////////////////////////////////////////////////////////////////////////////
// NvBlastAsset helper functions
///////////////////////////////////////////////////////////////////////////////
///@{
/**
Function to ensure (check and update) support coverage of chunks.
Support chunks (marked in the NvBlastChunkDesc struct) must provide full coverage over the asset.
This means that from any leaf chunk to the root node, exactly one chunk must be support. If this condition
is not met, the actual support chunks will be adjusted accordingly.
Chunk order depends on support coverage, so this function should be called before chunk reordering.
\param[in] chunkDescs Array of chunk descriptors of size chunkCount. It will be updated accordingly.
\param[in] chunkCount The number of chunk descriptors.
\param[in] scratch User-supplied scratch storage, must point to chunkCount valid bytes of memory.
\param[in] logFn User-supplied message function (see NvBlastLog definition). May be NULL.
\return true iff coverage was already exact.
*/
NV_C_API bool NvBlastEnsureAssetExactSupportCoverage(NvBlastChunkDesc* chunkDescs, uint32_t chunkCount, void* scratch, NvBlastLog logFn);
/**
Build chunk reorder map.
NvBlastCreateAsset function requires NvBlastChunkDesc array to be in correct oder:
1. Root chunks (chunks with invalid parent index) must be first in the asset's chunk list.
2. Chunks in the asset must be arranged such that sibling chunks (chunks with the same parent) are contiguous.
3. Chunks must be arranged such that upper-support chunks (support chunks and their parent chunks) go first in
chunk list.
This function builds chunk reorder map which can be used to order chunk descs. Reordering chunk's descriptors
according to generated map places them in correct order for NvBlastCreateAsset to succeed.
Iff chunks are already ordered correctly, function returns 'true' and identity chunk reorder map. Otherwise 'false' is returned.
\param[out] chunkReorderMap User-supplied map of size chunkCount to fill. For every chunk index this array will contain new chunk position (index).
\param[in] chunkDescs Array of chunk descriptors of size chunkCount.
\param[in] chunkCount The number of chunk descriptors.
\param[in] scratch User-supplied scratch storage, must point to 3 * chunkCount * sizeof(uint32_t) valid bytes of memory.
\param[in] logFn User-supplied message function (see NvBlastLog definition). May be NULL.
\return true iff the chunks did not require reordering (chunkReorderMap is the identity map).
*/
NV_C_API bool NvBlastBuildAssetDescChunkReorderMap(uint32_t* chunkReorderMap, const NvBlastChunkDesc* chunkDescs, uint32_t chunkCount, void* scratch, NvBlastLog logFn);
/**
Apply chunk reorder map.
Function applies reorder map on NvBlastChunkDesc and NvBlastBondDesc arrays. It reorders chunks, replaces their 'parentChunkIndex' field
with new indices. Bonds are kept in the same order, but their 'chunkIndices' field is updated with proper indices.
@see NvBlastBuildAssetDescChunkReorderMap
\param[out] reorderedChunkDescs User-supplied array of size chunkCount to fill with new reordered NvBlastChunkDesc's.
\param[in] chunkDescs Array of chunk descriptors of size chunkCount.
\param[in] chunkCount The number of chunk descriptors.
\param[in] bondDescs Array of bond descriptors of size chunkCount. It will be updated accordingly.
\param[in] bondCount The number of bond descriptors.
\param[in] chunkReorderMap Chunk reorder map to use, must be of size chunkCount.
\param[in] keepBondNormalChunkOrder If true, bond normals will be flipped if their chunk index order was reveresed by the reorder map.
\param[in] logFn User-supplied message function (see NvBlastLog definition). May be NULL.
*/
NV_C_API void NvBlastApplyAssetDescChunkReorderMap
(
NvBlastChunkDesc* reorderedChunkDescs,
const NvBlastChunkDesc* chunkDescs,
uint32_t chunkCount,
NvBlastBondDesc* bondDescs,
uint32_t bondCount,
const uint32_t* chunkReorderMap,
bool keepBondNormalChunkOrder,
NvBlastLog logFn
);
/**
Apply chunk reorder map.
Function applies reorder map on NvBlastChunkDesc and NvBlastBondDesc arrays. It reorders chunks, replaces their 'parentChunkIndex' field
with new indices. Bonds are kept in the same order, but their 'chunkIndices' field is updated with proper indices.
This overload of function reorders chunks in place.
@see NvBlastBuildAssetDescChunkReorderMap
\param[in] chunkDescs Array of chunk descriptors of size chunkCount. It will be updated accordingly.
\param[in] chunkCount The number of chunk descriptors.
\param[in] bondDescs Array of bond descriptors of size chunkCount. It will be updated accordingly.
\param[in] bondCount The number of bond descriptors.
\param[in] chunkReorderMap Chunk reorder map to use, must be of size chunkCount.
\param[in] keepBondNormalChunkOrder If true, bond normals will be flipped if their chunk index order was reveresed by the reorder map.
\param[in] scratch User-supplied scratch storage, must point to chunkCount * sizeof(NvBlastChunkDesc) valid bytes of memory.
\param[in] logFn User-supplied message function (see NvBlastLog definition). May be NULL.
*/
NV_C_API void NvBlastApplyAssetDescChunkReorderMapInPlace
(
NvBlastChunkDesc* chunkDescs,
uint32_t chunkCount,
NvBlastBondDesc* bondDescs,
uint32_t bondCount,
const uint32_t* chunkReorderMap,
bool keepBondNormalChunkOrder,
void* scratch,
NvBlastLog logFn
);
/**
Build and apply chunk reorder map.
Function basically calls NvBlastBuildAssetDescChunkReorderMap and NvBlastApplyAssetDescChunkReorderMap. Used for Convenience.
\param[in] chunkDescs Array of chunk descriptors of size chunkCount. It will be updated accordingly.
\param[in] chunkCount The number of chunk descriptors.
\param[in] bondDescs Array of bond descriptors of size chunkCount. It will be updated accordingly.
\param[in] bondCount The number of bond descriptors.
\param[in] chunkReorderMap Chunk reorder map to fill, must be of size chunkCount.
\param[in] keepBondNormalChunkOrder If true, bond normals will be flipped if their chunk index order was reveresed by the reorder map.
\param[in] scratch User-supplied scratch storage, must point to chunkCount * sizeof(NvBlastChunkDesc) valid bytes of memory.
\param[in] logFn User-supplied message function (see NvBlastLog definition). May be NULL.
\return true iff the chunks did not require reordering (chunkReorderMap is the identity map).
*/
NV_C_API bool NvBlastReorderAssetDescChunks
(
NvBlastChunkDesc* chunkDescs,
uint32_t chunkCount,
NvBlastBondDesc* bondDescs,
uint32_t bondCount,
uint32_t* chunkReorderMap,
bool keepBondNormalChunkOrder,
void* scratch,
NvBlastLog logFn
);
///@} End NvBlastAsset helper functions
///////////////////////////////////////////////////////////////////////////////
// NvBlastFamily functions
///////////////////////////////////////////////////////////////////////////////
///@{
/**
Retrieve the data format version for the given family.
\param[in] family The family.
\param[in] logFn User-supplied message function (see NvBlastLog definition). May be NULL.
\return the family format version.
*/
NV_C_API uint32_t NvBlastFamilyGetFormatVersion(const NvBlastFamily* family, NvBlastLog logFn);
/**
Retrieve the asset of the given family.
\param[in] family The family.
\param[in] logFn User-supplied message function (see NvBlastLog definition). May be NULL.
\return pointer to the asset associated with the family.
*/
NV_C_API const NvBlastAsset* NvBlastFamilyGetAsset(const NvBlastFamily* family, NvBlastLog logFn);
/**
Set asset to the family. It should be the same asset as the one family was created from (same ID).
\param[in] family The family.
\param[in] asset Asset to instance.
\param[in] logFn User-supplied message function (see NvBlastLog definition). May be NULL.
*/
NV_C_API void NvBlastFamilySetAsset(NvBlastFamily* family, const NvBlastAsset* asset, NvBlastLog logFn);
/**
Retrieve the size (in bytes) of the given family.
\param[in] family The family.
\param[in] logFn User-supplied message function (see NvBlastLog definition). May be NULL.
\return the size of the family (in bytes).
*/
NV_C_API uint32_t NvBlastFamilyGetSize(const NvBlastFamily* family, NvBlastLog logFn);
/**
Retrieve the asset ID of the given family.
\param[in] family The family.
\param[in] logFn User-supplied message function (see NvBlastLog definition). May be NULL.
\return the ID of the asset associated with the family.
*/
NV_C_API NvBlastID NvBlastFamilyGetAssetID(const NvBlastFamily* family, NvBlastLog logFn);
/**
Returns the number of bytes of scratch memory that the user must supply to NvBlastFamilyCreateFirstActor.
\param[in] family The family from which the first actor will be instanced.
\param[in] logFn User-supplied message function (see NvBlastLog definition). May be NULL.
\return the number of bytes of scratch memory required for a call to NvBlastFamilyCreateFirstActor.
*/
NV_C_API size_t NvBlastFamilyGetRequiredScratchForCreateFirstActor(const NvBlastFamily* family, NvBlastLog logFn);
/**
Instance the family's asset into a new, unfractured actor.
\param[in] family Family in which to create a new actor. The family must have no other actors in it. (See NvBlastAssetCreateFamily.)
\param[in] desc Actor descriptor (see NvBlastActorDesc).
\param[in] scratch User-supplied scratch memory of size NvBlastFamilyGetRequiredScratchForCreateFirstActor(asset) bytes, where 'asset' is the NvBlastAsset from which the family was created.
\param[in] logFn User-supplied message function (see NvBlastLog definition). May be NULL.
\return pointer to new NvBlastActor if successful (the actor was successfully inserted into the family), or NULL if unsuccessful.
*/
NV_C_API NvBlastActor* NvBlastFamilyCreateFirstActor(NvBlastFamily* family, const NvBlastActorDesc* desc, void* scratch, NvBlastLog logFn);
/**
Retrieve the number of active actors associated with the given family.
\param[in] family The family.
\param[in] logFn User-supplied message function (see NvBlastLog definition). May be NULL.
\return the number of active actors in the family.
*/
NV_C_API uint32_t NvBlastFamilyGetActorCount(const NvBlastFamily* family, NvBlastLog logFn);
/**
Deserialize a single Actor from a buffer into the given family. The actor will be inserted if it
is compatible with the current family state. That is, it must not share any chunks or internal
IDs with the actors already present in the family.
\param[in] family Family in which to deserialize the actor.
\param[in] buffer User-supplied buffer containing the actor to deserialize.
\param[in] logFn User-supplied message function (see NvBlastLog definition). May be NULL.
\return the deserialized actor if successful, NULL otherwise.
*/
NV_C_API NvBlastActor* NvBlastFamilyDeserializeActor(NvBlastFamily* family, const void* buffer, NvBlastLog logFn);
/**
Retrieve the active actors associated with the given family.
\param[out] actors User-supplied array to be filled with the returned actor pointers.
\param[out] actorsSize The size of the actors array. To receive all actor pointers, the size must be at least that given by NvBlastFamilyGetActorCount(family).
\param[in] family The family.
\param[in] logFn User-supplied message function (see NvBlastLog definition). May be NULL.
\return the number of actor pointers written to actors. This will not exceed actorsSize.
*/
NV_C_API uint32_t NvBlastFamilyGetActors(NvBlastActor** actors, uint32_t actorsSize, const NvBlastFamily* family, NvBlastLog logFn);
/**
Retrieve the actor associated with the given actor index.
\param[in] family The family.
\param[in] actorIndex The index of actor.
\param[in] logFn User-supplied message function (see NvBlastLog definition). May be NULL.
\return pointer to actor associated with given actor index. NULL if there is no such actor or it is inactive.
*/
NV_C_API NvBlastActor* NvBlastFamilyGetActorByIndex(const NvBlastFamily* family, uint32_t actorIndex, NvBlastLog logFn);
/**
Retrieve the actor associated with the given chunk.
\param[in] family The family.
\param[in] chunkIndex The index of chunk.
\param[in] logFn User-supplied message function (see NvBlastLog definition). May be NULL.
\return pointer to actor associated with given chunk. NULL if there is no such actor.
*/
NV_C_API NvBlastActor* NvBlastFamilyGetChunkActor(const NvBlastFamily* family, uint32_t chunkIndex, NvBlastLog logFn);
/**
Retrieve the actor indices associated with chunks.
NOTE: the returned array size equals the number of support chunks in the asset.
\param[in] family The family.
\param[in] logFn User-supplied message function (see NvBlastLog definition). May be NULL.
\return pointer to actor associated with given chunk. NULL if there is no such actor.
*/
NV_C_API uint32_t* NvBlastFamilyGetChunkActorIndices(const NvBlastFamily* family, NvBlastLog logFn);
/**
Retrieve the max active actor count family could have.
\param[in] family The family.
\param[in] logFn User-supplied message function (see NvBlastLog definition). May be NULL.
\return the max number of active actors family could have.
*/
NV_C_API uint32_t NvBlastFamilyGetMaxActorCount(const NvBlastFamily* family, NvBlastLog logFn);
///@} End NvBlastFamily functions
///////////////////////////////////////////////////////////////////////////////////////
// NvBlastActor accessor, serialization, and deactivation functions
///////////////////////////////////////////////////////////////////////////////////////
///@{
/**
Get the number of visible chunks for this actor. May be used in conjunction with NvBlastActorGetVisibleChunkIndices.
\param[in] actor The actor.
\param[in] logFn User-supplied message function (see NvBlastLog definition). May be NULL.
\return the number of visible chunk indices for the actor.
*/
NV_C_API uint32_t NvBlastActorGetVisibleChunkCount(const NvBlastActor* actor, NvBlastLog logFn);
/**
Retrieve a list of visible chunk indices for the actor into the given array.
\param[in] visibleChunkIndices User-supplied array to be filled in with indices of visible chunks for this actor.
\param[in] visibleChunkIndicesSize The size of the visibleChunkIndices array. To receive all visible chunk indices, the size must be at least that given by NvBlastActorGetVisibleChunkCount(actor).
\param[in] actor The actor.
\param[in] logFn User-supplied message function (see NvBlastLog definition). May be NULL.
\return the number of indices written to visibleChunkIndices. This will not exceed visibleChunkIndicesSize.
*/
NV_C_API uint32_t NvBlastActorGetVisibleChunkIndices(uint32_t* visibleChunkIndices, uint32_t visibleChunkIndicesSize, const NvBlastActor* actor, NvBlastLog logFn);
/**
Get the number of graph nodes for this actor. May be used in conjunction with NvBlastActorGetGraphNodeIndices.
\param[in] actor The actor.
\param[in] logFn User-supplied message function (see NvBlastLog definition). May be NULL.
\return the number of graph node indices for the actor.
*/
NV_C_API uint32_t NvBlastActorGetGraphNodeCount(const NvBlastActor* actor, NvBlastLog logFn);
/**
Retrieve a list of graph node indices for the actor into the given array.
\param[in] graphNodeIndices User-supplied array to be filled in with indices of graph nodes for this actor.
\param[in] graphNodeIndicesSize The size of the graphNodeIndices array. To receive all graph node indices, the size must be at least that given by NvBlastActorGetGraphNodeCount(actor).
\param[in] actor The actor.
\param[in] logFn User-supplied message function (see NvBlastLog definition). May be NULL.
\return the number of indices written to graphNodeIndices. This will not exceed graphNodeIndicesSize.
*/
NV_C_API uint32_t NvBlastActorGetGraphNodeIndices(uint32_t* graphNodeIndices, uint32_t graphNodeIndicesSize, const NvBlastActor* actor, NvBlastLog logFn);
/**
Access the bond health data for an actor.
This function returns a pointer to the head of an array of bond healths (floats). This array is the same for any actor that
has been created from repeated fracturing of the same original instance of an asset (in the same instance family).
The indices obtained from NvBlastSupportGraph::adjacentBondIndices in the asset may be used to access this array.
The size of the array returned is NvBlastAssetGetBondCount(asset, logFn), where 'asset' is the NvBlastAsset
that was used to create the actor.
This array is valid as long as any actor in the instance family for the input actor exists.
If the input actor is invalid, NULL will be returned.
\param[in] actor The actor.
\param[in] logFn User-supplied message function (see NvBlastLog definition). May be NULL.
\return the array of bond healths for the actor's instance family, or NULL if the actor is invalid.
*/
NV_C_API const float* NvBlastActorGetBondHealths(const NvBlastActor* actor, NvBlastLog logFn);
/**
Access the cached bond health data for an actor. It is intended to be populated with pre-damage health values.
This function returns a pointer to the head of an array of bond healths (floats). This array is the same for any actor that
has been created from repeated fracturing of the same original instance of an asset (in the same instance family).
The indices obtained from NvBlastSupportGraph::adjacentBondIndices in the asset may be used to access this array.
The size of the array returned is NvBlastAssetGetBondCount(asset, logFn), where 'asset' is the NvBlastAsset
that was used to create the actor.
This array is valid as long as any actor in the instance family for the input actor exists.
If the input actor is invalid, NULL will be returned.
\param[in] actor The actor.
\param[in] logFn User-supplied message function (see NvBlastLog definition). May be NULL.
\return the array of bond healths for the actor's instance family, or NULL if the actor is invalid.
*/
NV_C_API const float* NvBlastActorGetCachedBondHeaths(const NvBlastActor* actor, NvBlastLog logFn);
/**
Tell the system to cache the bond health for the given bond index.
\param[in] actor The actor.
\param[in] bondIndex The bond to cache the health value.
\param[in] logFn User-supplied message function (see NvBlastLog definition). May be NULL.
\return true if value was cached, false otherwise
*/
NV_C_API bool NvBlastActorCacheBondHeath(const NvBlastActor* actor, uint32_t bondIndex, NvBlastLog logFn);
/**
The buffer size needed to serialize a single actor. This will give the exact size needed. For an upper bound
on the buffer size needed for any actor instanced from an NvBlastAsset, use NvBlastAssetGetActorSerializationSizeUpperBound.
\param[in] actor The actor.
\param[in] logFn User-supplied message function (see NvBlastLog definition). May be NULL.
\return the required buffer size in bytes.
*/
NV_C_API uint32_t NvBlastActorGetSerializationSize(const NvBlastActor* actor, NvBlastLog logFn);
/**
Serialize a single actor to a buffer.
\param[out] buffer User-supplied buffer, must be at least of size given by NvBlastActorGetSerializationSize(actor).
\param[in] bufferSize The size of the user-supplied buffer.
\param[in] actor The actor.
\param[in] logFn User-supplied message function (see NvBlastLog definition). May be NULL.
\return the number of bytes written to the buffer, or 0 if there is an error (such as an under-sized buffer).
*/
NV_C_API uint32_t NvBlastActorSerialize(void* buffer, uint32_t bufferSize, const NvBlastActor* actor, NvBlastLog logFn);
/**
Access to an actor's family.
\param[in] actor The actor.
\param[in] logFn User-supplied message function (see NvBlastLog definition). May be NULL.
\return the family with which the actor is associated.
*/
NV_C_API NvBlastFamily* NvBlastActorGetFamily(const NvBlastActor* actor, NvBlastLog logFn);
/**
Access to an actor's internal index.
\param[in] actor The actor.
\param[in] logFn User-supplied message function (see NvBlastLog definition). May be NULL.
\return actor's internal index in family.
*/
NV_C_API uint32_t NvBlastActorGetIndex(const NvBlastActor* actor, NvBlastLog logFn);
/**
Deactivate an actor within its family. Conceptually this is "destroying" the actor, however memory will not be released until the family is released.
\param[in] actor Points to a user-supplied actor struct. May be NULL, in which case this function no-ops.
\param[in] logFn User-supplied message function (see NvBlastLog definition). May be NULL.
\return true iff successful (actor was active).
*/
NV_C_API bool NvBlastActorDeactivate(NvBlastActor* actor, NvBlastLog logFn);
///@} End NvBlastActor accessor, serialization, and deactivation functions
///////////////////////////////////////////////////////////////////////////////
// NvBlastActor damage and fracturing functions
///////////////////////////////////////////////////////////////////////////////
///@{
/**
Creates fracture commands for the actor using a damage program and program parameters (material and damage descriptions).
\param[in,out] commandBuffers Target buffers to hold generated commands.
To avoid data loss, provide an entry for every support chunk and every bond in the original actor.
\param[in] actor The NvBlastActor to create fracture commands for.
\param[in] program A NvBlastDamageProgram containing damage shaders.
\param[in] programParams Parameters for the NvBlastDamageProgram.
\param[in] logFn User-supplied message function (see NvBlastLog definition). May be NULL.
\param[in,out] timers If non-NULL this struct will be filled out with profiling information for the step, in profile build configurations.
Interpretation of NvBlastFractureBuffers:
As input:
Counters denote available entries for FractureData.
Chunk and Bond userdata are not used.
Health values are not used.
As output:
Counters denote valid entires in FractureData arrays.
Chunks and Bond userdata reflect the respective userdata set during asset initialization, where implemented by the material function.
Health values denote how much damage is to be applied.
*/
NV_C_API void NvBlastActorGenerateFracture
(
NvBlastFractureBuffers* commandBuffers,
const NvBlastActor* actor,
const NvBlastDamageProgram program,
const void* programParams,
NvBlastLog logFn,
NvBlastTimers* timers
);
/**
Applies the direct fracture and breaks graph bonds/edges as necessary.
Chunks damaged beyond their respective health fracture their children recursively, creating a NvBlastChunkFractureData for each.
\param[in,out] eventBuffers Target buffers to hold applied fracture events. May be NULL, in which case events are not reported.
To avoid data loss, provide an entry for every lower-support chunk and every bond in the original actor.
\param[in,out] actor The NvBlastActor to apply fracture to.
\param[in] commands The fracture commands to process.
\param[in] logFn User-supplied message function (see NvBlastLog definition). May be NULL.
\param[in,out] timers If non-NULL this struct will be filled out with profiling information for the step, in profile build configurations.
Interpretation of NvBlastFractureBuffers:
commands:
Counters denote the number of command entries to process.
Chunk and Bond userdata are not used.
Health values denote the amount of damage to apply, as a positive value.
eventBuffers as input:
Counters denote available entries for FractureData.
Chunk and Bond userdata are not used.
Health values are not used.
eventBuffers as output:
Counters denote valid entires in FractureData arrays.
Chunks and Bond userdata reflect the respective userdata set during asset initialization.
Health values denote how much health is remaining for the damaged element.
Broken elements report a negative value corresponding to the superfluous health damage.
commands and eventBuffers may point to the same memory.
*/
NV_C_API void NvBlastActorApplyFracture
(
NvBlastFractureBuffers* eventBuffers,
NvBlastActor* actor,
const NvBlastFractureBuffers* commands,
NvBlastLog logFn,
NvBlastTimers* timers
);
/**
Releases the oldActor and creates its children newActors if necessary.
\param[out] result The list of deleted and created NvBlastActor objects.
\param[in] actor The actor to split.
\param[in] newActorsMaxCount Number of available NvBlastActor slots. In the worst case, one NvBlastActor may be created for every chunk in the asset.
\param[in] scratch Scratch Memory used during processing. NvBlastActorGetRequiredScratchForSplit provides the necessary size.
\param[in] logFn User-supplied message function (see NvBlastLog definition). May be NULL.
\param[in,out] timers If non-NULL this struct will be filled out with profiling information for the step, in profile build configurations
\return 1..n: new actors were created
\return 0: oldActor is unchanged
*/
NV_C_API uint32_t NvBlastActorSplit
(
NvBlastActorSplitEvent* result,
NvBlastActor* actor,
uint32_t newActorsMaxCount,
void* scratch,
NvBlastLog logFn,
NvBlastTimers* timers
);
/**
Returns the number of bytes of scratch memory that the user must supply to NvBlastActorSplit,
based upon the actor that will be passed into that function.
\param[in] actor The actor that will be passed into NvBlastActorSplit.
\param[in] logFn User-supplied message function (see NvBlastLog definition). May be NULL.
\return the number of bytes of scratch memory required for a call to NvBlastActorSplit with that actor.
*/
NV_C_API size_t NvBlastActorGetRequiredScratchForSplit(const NvBlastActor* actor, NvBlastLog logFn);
/**
Returns the upper-bound number of actors which can be created by calling NvBlastActorSplit with that actor, this
value can't exceed chunk count.
\param[in] actor The actor.
\param[in] logFn User-supplied message function (see NvBlastLog definition). May be NULL.
\return the upper-bound number of actors which can be created by calling NvBlastActorSplit with that actor.
*/
NV_C_API uint32_t NvBlastActorGetMaxActorCountForSplit(const NvBlastActor* actor, NvBlastLog logFn);
/**
Determines if the actor can fracture further.
\param[in] actor The actor potentially being fractured.
\param[in] logFn User-supplied message function (see NvBlastLog definition). May be NULL.
\return true if any result can be expected from fracturing the actor. false if no further change to the actor is possible.
*/
NV_C_API bool NvBlastActorCanFracture(const NvBlastActor* actor, NvBlastLog logFn);
/**
Determines if the actor is damaged (was fractured) and split call is required.
The actor could be damaged by calling NvBlastActorApplyFracture and NvBlastActorSplit is expected after.
This function gives a hint that NvBlastActorSplit will have some work to be done and actor could potentially be split.
If actor is not damaged calling NvBlastActorSplit will make no effect.
\return true iff split call is required for this actor.
*/
NV_C_API bool NvBlastActorIsSplitRequired(const NvBlastActor* actor, NvBlastLog logFn);
/**
\return true iff this actor contains the "external" support graph node, created when a bond contains the UINT32_MAX value for one of their chunkIndices.
*/
NV_C_API bool NvBlastActorHasExternalBonds(const NvBlastActor* actor, NvBlastLog logFn);
// DEPRICATED: remove on next major version bump
#define NvBlastActorIsBoundToWorld NvBlastActorHasExternalBonds
///@} End NvBlastActor damage and fracturing functions
///////////////////////////////////////////////////////////////////////////////
// NvBlastTimers functions and helpers
///////////////////////////////////////////////////////////////////////////////
///@{
/**
Resets all values in the given NvBlastTimers struct to zero.
\param[in] timers The NvBlastTimers to set to zero.
*/
NV_C_API void NvBlastTimersReset(NvBlastTimers* timers);
/**
Convert a tick value from NvBlastTimers to seconds.
\param[in] ticks The tick value.
\return the seconds correposnding to the input tick value.
*/
NV_C_API double NvBlastTicksToSeconds(int64_t ticks);
///@} End NvBlastTimers functions and helpers
#endif // ifndef NVBLAST_H
| 42,600 | C | 41.601 | 198 | 0.742723 |
NVIDIA-Omniverse/PhysX/blast/include/lowlevel/NvBlastTypes.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2016-2023 NVIDIA Corporation. All rights reserved.
//! @file
//!
//! @brief Basic data types for the blast sdk APIs
#ifndef NVBLASTTYPES_H
#define NVBLASTTYPES_H
#include "NvPreprocessor.h"
#include <float.h>
#include <stdint.h>
///////////////////////////////////////////////////////////////////////////////
// NvBlast common types
///////////////////////////////////////////////////////////////////////////////
///@{
/**
Types of log messages.
*/
struct NvBlastMessage
{
enum Type
{
Error, //!< Error messages
Warning, //!< Warning messages
Info, //!< Information messages
Debug //!< Used only in debug version of dll
};
};
/**
Function pointer type for logging.
When a function with this signature is passed into Blast functions with an NvBlastLog argument,
Blast will use it to report errors, warnings, and other information.
*/
typedef void(*NvBlastLog)(int type, const char* msg, const char* file, int line);
/**
ID used to identify assets.
*/
struct NvBlastID
{
char data[16];
};
/**
Time spent (in ticks) in various parts of Blast.
These values may be filled in during the execution of various API functions.
To convert to seconds, use NvBlastTicksToSeconds(ticks).
In profile build configurations, if a pointer to an instance of this struct is passed into
Blast functions with an NvBlastTimers argument, then Blast will add to appropriate fields
the time measured in corresponding sections of code. The user must clear the timer fields
with NvBlastTimersReset to initialize or reset.
*/
struct NvBlastTimers
{
int64_t material; //!< Time spent in material function
int64_t fracture; //!< Time spent applying damage
int64_t island; //!< Time spent discovering islands
int64_t partition; //!< Time spent partitioning the graph
int64_t visibility; //!< Time spent updating visibility
};
/**
Generic data block header for all data blocks.
*/
struct NvBlastDataBlock
{
/**
Enum of data block types
*/
enum Type
{
AssetDataBlock,
FamilyDataBlock,
Count
};
/**
A data type keeps value from Type enum
*/
uint32_t dataType;
/**
A number which is incremented every time the data layout changes. Depending on dataType corresponding data
format is kept. See NvBlastAssetDataFormat, NvBlastFamilyDataFormat enum.
*/
uint32_t formatVersion;
/**
The size of the family, including this header.
Memory sizes are restricted to 32-bit representable values.
*/
uint32_t size;
/**
Reserved to be possibly used in future versions
*/
uint32_t reserved;
};
///@} End NvBlast common types
///////////////////////////////////////////////////////////////////////////////
// NvBlastAsset related types
///////////////////////////////////////////////////////////////////////////////
///@{
/**
Represents a piece of a destructible asset which may be realized as an entity with a physical and graphical component.
Chunks may form a hierarchical decomposition of the asset. They contain parent and child chunk index information which
defines the hierarchy. The parent and child chunk indices are their positions with the NvBlastAsset::chunks array.
Child chunk indices are contiguous, starting at firstChildIndex and ending with childIndexStop - 1.
*/
struct NvBlastChunk
{
/**
Central position for the chunk's volume
*/
float centroid[3];
/**
Volume of the chunk
*/
float volume;
/**
Index of parent (UINT32_MAX denotes no parent)
*/
uint32_t parentChunkIndex;
/**
Index of first child
*/
uint32_t firstChildIndex;
/**
Stop for child indices
*/
uint32_t childIndexStop;
/**
Field for user to associate with external data
*/
uint32_t userData;
};
/**
Represents the interface between two chunks. At most one bond is created for a chunk pair.
*/
struct NvBlastBond
{
/**
Interface average normal
*/
float normal[3];
/**
Area of interface
*/
float area;
/**
Central position on the interface between chunks
*/
float centroid[3];
/**
Extra data associated with bond, e.g. whether or not to create a joint
*/
uint32_t userData;
};
/**
Describes the connectivity between support chunks via bonds.
Vertices in the support graph are termed "nodes," and represent particular chunks (NvBlastChunk) in an NvBlastAsset.
The indexing for nodes is not the same as that for chunks. Only some chunks are represented by nodes in the graph,
and these chunks are called "support chunks."
Adjacent node indices and adjacent bond indices are stored for each node, and therefore each bond is represented twice in this graph,
going from node[i] -> node[j] and from node[j] -> node[i]. Therefore the size of the adjacentNodeIndices and adjacentBondIndices
arrays are twice the number of bonds stored in the corresponding NvBlastAsset.
The graph is used as follows. Given a NvBlastSupportGraph "graph" and node index i, (0 <= i < graph.nodeCount), one may find all
adjacent bonds and nodes using:
// adj is the lookup value in graph.adjacentNodeIndices and graph.adjacentBondIndices
for (uint32_t adj = graph.adjacencyPartition[i]; adj < graph.adjacencyPartition[i+1]; ++adj)
{
// An adjacent node:
uint32_t adjacentNodeIndex = graph.adjacentNodeIndices[adj];
// The corresponding bond (that connects node index i with node indexed adjacentNodeIndex:
uint32_t adjacentBondIndex = graph.adjacentBondIndices[adj];
}
For a graph node with index i, the corresponding asset chunk index is found using graph.chunkIndices[i]. The reverse mapping
(obtaining a graph node index from an asset chunk index) can be done using the
NvBlastAssetGetChunkToGraphNodeMap(asset, logFn)
function. See the documentation for its use. The returned "node index" for a non-support chunk is the invalid value 0xFFFFFFFF.
*/
struct NvBlastSupportGraph
{
/**
Total number of nodes in the support graph.
*/
uint32_t nodeCount;
/**
Indices of chunks represented by the nodes, an array of size nodeCount.
*/
uint32_t* chunkIndices;
/**
Partitions both the adjacentNodeIndices and the adjacentBondIndices arrays into subsets corresponding to each node.
The size of this array is nodeCount+1.
For 0 <= i < nodeCount, adjacencyPartition[i] is the index of the first element in adjacentNodeIndices (or adjacentBondIndices) for nodes adjacent to the node with index i.
adjacencyPartition[nodeCount] is the size of the adjacentNodeIndices and adjacentBondIndices arrays.
This allows one to easily count the number of nodes adjacent to a node with index i, using adjacencyPartition[i+1] - adjacencyPartition[i].
*/
uint32_t* adjacencyPartition;
/**
Array composed of subarrays holding the indices of nodes adjacent to a given node. The subarrays may be accessed through the adjacencyPartition array.
*/
uint32_t* adjacentNodeIndices;
/**
Array composed of subarrays holding the indices of bonds (NvBlastBond) for a given node. The subarrays may be accessed through the adjacencyPartition array.
*/
uint32_t* adjacentBondIndices;
};
/**
Asset (opaque)
Static destructible data, used to create actor families.
Pointer to this struct can be created with NvBlastCreateAsset.
The NvBlastAsset includes a ID which may be used to match it with physics and graphics data.
*/
struct NvBlastAsset {};
/**
Chunk descriptor used to build an asset. See NvBlastAssetDesc.
*/
struct NvBlastChunkDesc
{
enum Flags
{
NoFlags = 0,
/** If this flag is set then the chunk will become a support chunk, unless an ancestor chunk is also marked as support. */
SupportFlag = (1 << 0)
};
/** Central position in chunk. */
float centroid[3];
/** Volume of chunk. */
float volume;
/** Index of this chunk's parent. If this is a root chunk, then this value must be UINT32_MAX. */
uint32_t parentChunkDescIndex;
/** See Flags enum for possible flags. */
uint32_t flags;
/** User-supplied data which will be accessible to the user in chunk fracture events. */
uint32_t userData;
};
/**
Chunk bond descriptor used to build an asset. See NvBlastAssetDesc.
*/
struct NvBlastBondDesc
{
/** Bond data (see NvBlastBond). */
NvBlastBond bond;
/**
The indices of the chunks linked by this bond. They must be different support chunk indices.
If one of the chunk indices is the invalid index (UINT32_MAX), then this will create a bond between
the chunk indexed by the other index (which must be valid) and something external. Any actor containing
this bond will cause the function NvBlastActorHasExternalBonds to return true.
*/
uint32_t chunkIndices[2];
};
/**
Asset descriptor, used to build an asset with NvBlastCreateAsset
A valid asset descriptor must have a non-zero chunkCount and valid chunkDescs.
The user may create an asset with no bonds (e.g. a single-chunk asset). In this case bondCount should be
zero and bondDescs is ignored.
*/
struct NvBlastAssetDesc
{
/** The number of chunk descriptors. */
uint32_t chunkCount;
/** Array of chunk descriptors of size chunkCount. */
const NvBlastChunkDesc* chunkDescs;
/** The number of bond descriptors. */
uint32_t bondCount;
/** Array of bond descriptors of size bondCount. */
const NvBlastBondDesc* bondDescs;
};
/**
Info used to construct an Asset or Family instance
*/
struct NvBlastAssetMemSizeData
{
public:
uint32_t bondCount;
uint32_t chunkCount;
uint32_t nodeCount;
uint32_t lowerSupportChunkCount;
uint32_t upperSupportChunkCount;
};
///@} End NvBlastAsset related types
///////////////////////////////////////////////////////////////////////////////
// NvBlastActor related types
///////////////////////////////////////////////////////////////////////////////
///@{
/**
Family (opaque)
A family can be created by the NvBlastAssetCreateFamily function. Family is needed to create first actor.
All the following actors which can be created with NvBlastActorSplit function (as a result of fracture)
will share the same family block. NvBlastFamilyGetActorCount can be used to know if family can be safely released.
*/
struct NvBlastFamily {};
/**
Actor (opaque)
Actors can be generated by the NvBlastFamilyCreateFirstActor
and NvBlastActorSplit functions. Opaque NvBlastActor pointers reference data within the family
generated during NvBlastFamilyCreateFirstActor, and represent the actor in all actor-related API
functions.
*/
struct NvBlastActor {};
namespace Nv
{
namespace Blast
{
const float kUnbreakableLimit = (0.5f * FLT_MAX);
}
}
inline bool canTakeDamage(float health) { return (health > 0.0f && health < Nv::Blast::kUnbreakableLimit); }
/**
Actor descriptor, used to create an instance of an NvBlastAsset with NvBlastFamilyCreateFirstActor
See NvBlastFamilyCreateFirstActor.
*/
struct NvBlastActorDesc
{
/**
Initial health of all bonds, if initialBondHealths is NULL (see initialBondHealths).
*/
float uniformInitialBondHealth;
/**
Initial bond healths. If not NULL, this array must be of length NvBlastAssetGetBondCount(asset, logFn).
Setting it above Nv::Blast::kUnbreakableLimit will make the bond unbreakable.
If NULL, uniformInitialBondHealth must be set.
*/
const float* initialBondHealths;
/**
Initial health of all lower-support chunks, if initialSupportChunkHealths is NULL (see initialSupportChunkHealths).
*/
float uniformInitialLowerSupportChunkHealth;
/**
Initial health of all support chunks. If not NULL, this must be of length
NvBlastAssetGetSupportChunkCount(asset, logFn).nodeCount. The elements in the initialSupportChunkHealth
array will correspond to the chunk indices in the NvBlastAssetGetSupportGraph(asset, logFn).chunkIndices
array. Every descendent of a support chunk will have its health initialized to its ancestor support
chunk's health, so this initializes all lower-support chunk healths.
Setting it above Nv::Blast::kUnbreakableLimit will make the chunk unbreakable.
If NULL, uniformInitialLowerSupportChunkHealth must be set.
*/
const float* initialSupportChunkHealths;
};
///@} End NvBlastActor related types
///////////////////////////////////////////////////////////////////////////////
// Types used for damage and fracturing
///////////////////////////////////////////////////////////////////////////////
///@{
/**
Fracture Data for Chunks
Data interpretation varies depending on the function used.
@see NvBlastActorGenerateFracture NvBlastActorApplyFracture NvBlastFractureBuffers
*/
struct NvBlastChunkFractureData
{
uint32_t userdata; //!< chunk's user data
uint32_t chunkIndex; //!< asset chunk index
float health; //!< health value (damage or remains)
};
/**
Fracture Data for Bonds
Data interpretation varies depending on the function used.
@see NvBlastActorGenerateFracture NvBlastActorApplyFracture NvBlastFractureBuffers
*/
struct NvBlastBondFractureData
{
uint32_t userdata; //!< bond's user data
uint32_t nodeIndex0; //!< graph node index of bond
uint32_t nodeIndex1; //!< pair graph node index of bond
float health; //!< health value (damage or remains)
};
/**
Memory to be used by fracture functions.
Used as input and output target.
@see NvBlastActorGenerateFracture NvBlastActorApplyFracture
*/
struct NvBlastFractureBuffers
{
uint32_t bondFractureCount; //!< available elements in bondFractures
uint32_t chunkFractureCount; //!< available elements in chunkFractures
NvBlastBondFractureData* bondFractures; //!< memory to be filled by fracture functions
NvBlastChunkFractureData* chunkFractures; //!< memory to be filled by fracture functions
};
/**
Description of a NvBlastActorSplit result.
This tells the user about changes in the actor, or creation of children.
*/
struct NvBlastActorSplitEvent
{
NvBlastActor* deletedActor; //!< deleted actor or nullptr if actor has not changed
NvBlastActor** newActors; //!< list of created actors
};
/**
A single actor's representation used by NvBlastGraphShaderFunction.
*/
struct NvBlastGraphShaderActor
{
uint32_t actorIndex; //!< Actor's index.
uint32_t graphNodeCount; //!< Actor's graph node count.
uint32_t assetNodeCount; //!< Asset node count.
uint32_t firstGraphNodeIndex; //!< Entry index for graphNodeIndexLinks
const uint32_t* graphNodeIndexLinks; //!< Linked index list of connected nodes. Traversable with nextIndex = graphNodeIndexLinks[currentIndex], terminates with 0xFFFFFFFF.
const uint32_t* chunkIndices; //!< Graph's map from node index to support chunk index.
const uint32_t* adjacencyPartition; //!< See NvBlastSupportGraph::adjacencyPartition.
const uint32_t* adjacentNodeIndices; //!< See NvBlastSupportGraph::adjacentNodeIndices.
const uint32_t* adjacentBondIndices; //!< See NvBlastSupportGraph::adjacentBondIndices.
const NvBlastBond* assetBonds; //!< NvBlastBonds geometry in the NvBlastAsset.
const NvBlastChunk* assetChunks; //!< NvBlastChunks geometry in the NvBlastAsset.
const float* familyBondHealths; //!< Actual bond health values for broken bond detection.
const float* supportChunkHealths; //!< Actual chunk health values for dead chunk detection.
const uint32_t* nodeActorIndices; //!< Family's map from node index to actor index.
};
/**
A single actor's representation used by NvBlastSubgraphShaderFunction.
*/
struct NvBlastSubgraphShaderActor
{
uint32_t chunkIndex; //!< Index of chunk represented by this actor.
const NvBlastChunk* assetChunks; //!< NvBlastChunks geometry in the NvBlastAsset.
};
/**
Damage shader for actors with more then one node in support graph.
From a an input actor data (NvBlastGraphShaderActor) and user custom data (params),
creates a list of NvBlastFractureCommand to be applied to the respective NvBlastActor.
\param[in,out] commandBuffers The resulting health damage to apply.
Typically requires an array of size (number of support chunks) + (number of bonds) of the processed asset
but may depend on the actual implementation.
\param[in] actor The actor representation used for creating commands.
\param[in] programParams A set of parameters defined by the damage shader implementer.
Interpretation of NvBlastFractureBuffers:
As input:
Counters denote available entries for FractureData.
Chunk and Bond userdata are not used.
Health values are not used.
As output:
Counters denote valid entires in FractureData arrays.
Chunks and Bond userdata reflect the respective userdata set during asset initialization.
Health values denote how much damage is to be applied.
@see NvBlastFractureBuffers NvBlastGraphShaderActor
*/
typedef void(*NvBlastGraphShaderFunction)(NvBlastFractureBuffers* commandBuffers, const NvBlastGraphShaderActor* actor, const void* programParams);
/**
Damage shader for actors with single chunk.
From a an input actor data (NvBlastSubgraphShaderActor) and user custom data (params),
creates a list of NvBlastFractureCommand to be applied to the respective NvBlastActor.
\param[in,out] commandBuffers The resulting health damage to apply.
Typically requires an array of size (number of support chunks) + (number of bonds) of the processed asset
but may depend on the actual implementation.
\param[in] actor The actor representation used for creating commands.
\param[in] programParams A set of parameters defined by the damage shader implementer.
Interpretation of NvBlastFractureBuffers:
As input:
Counters denote available entries for FractureData.
Chunk and Bond userdata are not used.
Health values are not used.
As output:
Counters denote valid entires in FractureData arrays.
Chunks and Bond userdata reflect the respective userdata set during asset initialization.
Health values denote how much damage is to be applied.
@see NvBlastFractureBuffers NvBlastSubgraphShaderActor
*/
typedef void(*NvBlastSubgraphShaderFunction)(NvBlastFractureBuffers* commandBuffers, const NvBlastSubgraphShaderActor* actor, const void* programParams);
/**
Damage Program.
Contains both graph and subgraph shader. When used on actor appropriate shader will be called.
Any shader can be nullptr to be skipped.
@see NvBlastGraphShaderFunction NvBlastSubgraphShaderFunction
*/
struct NvBlastDamageProgram
{
NvBlastGraphShaderFunction graphShaderFunction;
NvBlastSubgraphShaderFunction subgraphShaderFunction;
};
///@} End of types used for damage and fracturing
#endif // ifndef NVBLASTTYPES_H
| 21,138 | C | 33.040258 | 186 | 0.691551 |
NVIDIA-Omniverse/PhysX/blast/docs/CHANGELOG.md | # Changelog
## [5.0.4] - 22-January-2024
### Bugfixes
- Fixed issue https://github.com/NVIDIA-Omniverse/PhysX/issues/207, Island removal doesn't work as expected
## [5.0.3] - 1-November-2023
### Bugfixes
- Fixed memory leak in NvBlastExtAuthoringFindAssetConnectingBonds reported in issue #185.
## [5.0.2] - 25-July-2023
### Bugfixes
- Fixed slice fracturing bug which set the local chunk transform to the identity in some cases
## [5.0.1] - 22-June-2023
### Bugfixes
- Use proper constructors for NvTransform and NvVec3 to avoid using garbage data
## [5.0.0] - 23-Jan-2023
### Changes
- Removed all PhysX dependencies from code outside of the ExtPx extension
- Replaced Px types with NvShared types
- NvFoundation headers in include/shared/NvFoundation
- Includes NvPreprocessor.h and NvcTypes.h (formerly in include/lowlevel)
- Include basic Nv types, such as NvVec3 (used by the Tk library)
- Consolidated header structure
- include/lowlevel/NvBlastPreprocessor.h is gone
- Previously-defined NVBLAST_API has been renamed NV_C_API and is now defined in NvPreprocessor.h
## [4.0.2] - 31-Aug-2022
### Bugfixes
- Stress solver Linux crash fix. Explicitly allocating aligned data buffers for use with simd data.
## [4.0.1] - 10-Aug-2022
### Bugfixes
- Stress solver fixes:
- More robust conversion from angular pressures to linear pressures.
- Better error tolerance checking.
- Force sign consistency.
## [4.0.0] - 31-May-2022
### New Features
- Fully integrated stress-damage system. A stress solver is used to determine how bond forces react to impacts and other externally-supplied accelerations.
Stress limits (elastic and fatal) determine how bond health (area) deteriorates with bond force. When bonds break and new actors are generated,
excess forces are applied to the previously joined bodies. Using a new stress solver with better convergence properties.
- Documentation publishing.
## [3.1.3] - 28-Feb-2022
### Changes
- Update triangulation ear clipping algorithm to avoid outputting triangle slivers.
## [3.1.2] - 24-Feb-2022
### Changes
- Change ExtStressSolver::create() (and downstream functions/classes) to take const NvBlastFamily.
- Change the order colors are compressed in PxVec4ToU32Color()
### Bug Fixes
- Fixed triangulation ear clipping bug that could cause input verts to not be used in output triangulation, leading to T junctions.
## [3.1.1] - 2022-01-12
### Changes
- Exposing NvcVec2 and NvcVec3 operators in new file include/globals/NvCMath.h.
## [3.1.0] - 2022-01-10
### Changes
- Exposing boolean tool API, along with spatial accelerators used with the tool.
- include/extensions/authoring/NvBlastExtAuthoringBooleanTool.h contains virtual API class Nv::Blast::BooleanTool.
- include/extensions/authoringCommon/NvBlastExtAuthoringAccelerator.h contains virtual API classes Nv::Blast::SpatialAccelerator and SpatialGrid.
- include/extensions/authoring/NvBlastExtAuthoring.h has global functions:
- NvBlastExtAuthoringCreateBooleanTool()
- NvBlastExtAuthoringCreateSpatialGrid(...)
- NvBlastExtAuthoringCreateGridAccelerator(...)
- NvBlastExtAuthoringCreateSweepingAccelerator(...)
- NvBlastExtAuthoringCreateBBoxBasedAccelerator(...)
## [3.0.0] - 2021-10-13
### Changes
- Rearranged folder layout. Public include files are now under a top-level "include" folder.
## [2.1.7] - 2021-07-18
### Bug Fixes
- Fixed edge case with convex hull overlap test in processWithMidplanes(), so that (0,0,0) normals aren't generated.
- Prevented crash when no viable chunk is found by findClosestNode(), leading to lookup by invalid chunk index in damage shaders.
## [2.1.6] - 2021-06-24
### Changes
- Prioritize convex hulls over triangles in processWithMidplanes()
- Store local convex hulls longer in createFullBondListAveraged() so they can be used in processWithMidplanes()
- Fix bug with buildDescFromInternalFracture() when there are multiple root chunks.
## [2.1.5] - 2021-05-10
### Changes
- Bond centroid and normal calculations improved when splitting a child chunk. The normal will only be different from before with non-planar splitting surfaces.
- Mesh facet user data, which stores a splitting plane (or surface) identifier, will stay unique if the split mesh is fed back into a new instance of the fracture tool. The new IDs generated will be larger than any ID input using FractureTool::setChunkMesh(...).
## [2.1.4] - 2021-04-08
### Bug Fixes
- OM-29933: Crash fracturing dynamic attachment
## [2.1.3] - 2021-04-05
### Bug Fixes
- Bond area calculation was producing values twice the correct value.
- Fixed exception in TkGroupImpl.
## [2.1.2] - 2021-03-15
### Bug Fixes
- MR #18: Fix asset joint serialization (BlastTk)
- MR #19: Fix index out of bounds (BlastTk)
## [2.1.1] - 2021-03-02
### Changes
- Added Cap'n Proto serialization path for Family to match Asset.
- Fix bug with BlastAsset::getSupportChunkHealthMax() returning the wrong value.
- Add get/set/size data interface to FixedBoolArray.
- Allocate asset memory based on how much space it needs, not serialized data size.
- Release asset memory if deserialization fails.
- Removed FamilyHeader::getActorBufferSize(), use FamilyHeader::getActorsArraySize() instead.
## [2.0.1] - 2021-03-01
### Changes
- Added .pdb files to windows package.
- Bumping version to update dependency chain with linux built from gcc 5.5.0 (for CentOS7 compatibility).
## [2.0.0] - 2021-02-19
### Changes
- Add optional chunkId params to FractureTool::setSourceMeshes() and FractureTool::setChunkMesh()
- Rename functions and variables to better indicate what the indices are used for instead of using generic "chunkIndex" for everything
## [1.4.7] - 2020-10-20
### Changes
- Don't include bonds that can't take damage (already broken or unbreakable) in results when applying damage
### Bug Fixes
- Make sure all fields (specifically userData) on NvBlastBondDesc are initialized when creating bonds
## [1.4.6] - 2020-10-08
### Changes
- Updated license file
- Updated copyright dates
### Bug Fixes
- Pull request #15 "Fix Blast bond generation"
- Pull request #16 "Fix invalid pointer access in authoring tools"
## [1.4.5] - 2020-09-30
### Bug Fixes
- Allocate on heap instead of stack in importerHullsInProximityApexFree() to prevent crash
## [1.4.4] - 2020-09-29
### Changes
- Support unbreakable bonds and chunks by setting their health above Nv::Blast::kUnbreakableLimit
- Consolidate code when node is removed
## [1.4.3] - 2020-09-26
### Changes
- Per-chunk internal scaling. ChunkInfo contains the struct TransformST (scale & translation)
### Bug Fixes
- Fixes many fracturing instabilities with per-chunk scaling
## [1.4.2] - 2020-08-28
### Bug Fixes
- Fixed mesh generation bug when using FractureToolImpl::createChunkMesh
## [1.4.1] - 2020-06-26
### Changes
- Change API references to 'external' instead of 'world' bonds
- Deprecate 'world' versions, should be removed on next major version bump
## [1.2.0] - 2020-01-23
### Changes
- Removed BlastTool
- Removed ApexImporter tool
- Removed ExtImport extension (for Apex)
### New Features
- Reenabling runtime fracture
### Known Issues
- Damage shaders in extensions can miss bonds if the damage volume is too small.
- Authoring code does not use the user-defined allocator (NvBlastGlobals) exclusively.
## [1.1.5] - 2019-09-16
### Changes
- Extensions API refactored to eliminate use of Px types.
- Numerous API ### changes to meet new coding conventions.
- Packman package manager updated to v. 5.7.2, cleaned up dependency files.
- Chunks created from islands use padded bounds to determine connectivity.
- FractureTool::deleteAllChildrenOfChunk renamed FractureTool::deleteChunkSubhierarchy, added ability to delete chunks.
- NvBlastAsset::testForValidChunkOrder (used when creating an NvBlastAsset) is now more strict, requiring parent chunk descriptors to come before their children. It is still less strict than the order created by NvBlastBuildAssetDescChunkReorderMap.
### New Features
- Authoring tools:
- Ability to pass chunk connectivity info to uniteChunks function, enabling chunks split by island detection to be united.
- Option to remove original merged chunks in uniteChunks function.
- The function uniteChunks allows the user to specify a chunk set to merge. Chunks from that set, and all descendants, are considered for merging.
- Ability to delete chunks (see note about FractureTool::deleteChunkSubhierarchy in ### Changes section, above).
- Added FractureTool::setApproximateBonding function. Signals the tool to create bonds by proximity instead of just using cut plane data.
### Bug Fixes
- Authoring tools:
- Fixed chunk reordering bug in BlastTool.
- Chunks which have been merged using the uniteChunks function may be merged again
- Restored chunk volume calculation
- NvBlastBuildAssetDescChunkReorderMap failure cases fixed.
### Known Issues
- Damage shaders in extensions can miss bonds if the damage volume is too small.
- Authoring code does not use the user-defined allocator (NvBlastGlobals) exclusively.
## [1.1.4] - 2018-10-24
### Changes
- Unity plugin example updated to work with latest Blast SDK.
### New Features
- Authoring tools:
- Island detection function islandDetectionAndRemoving has a new parameter, createAtNewDepth.
- Bonds created between island-based chunks.
- Added "agg" (aggregate) commandline switch to AuthoringTool. This allows multiple convex hulls per chunk to be generated.
- Damage pattern authoring interface.
### Bug Fixes
- Build working on later C++ versions (e.g. deprecated UINT32_MAX removed).
- Authoring tools:
- Fixed .obj material loading when obj folder is same as working directory.
- Degenerate face generation fix.
- Fixed memory leak in FractureTool.
- Proper memory releasing in samples.
- Single-actor serialization bugfix when actor has world bonds.
- Updated PhysX package for Win64 (vc14 and vc15) and Linux64 to 3.4.24990349, improving GRB behavior and fixing GRB crash/failure on Volta and Turing.
- Documented JSON collision export option introduced in previous version.
### Known Issues
- Damage shaders in extensions can miss bonds if the damage volume is too small.
- Authoring code does not use the user-defined allocator (NvBlastGlobals) exclusively.
## [1.1.3] - 2018-05-30
### Changes
- No longer testing Win32 project scripts. Note generate_projects_vc14win32.bat has been renamed generate_projects_vc14win32_untested.bat.
- Using a PhysX Packman package that no longer includes APEX.
- Updated documentation:
- Authoring documentation mentions restrictions for meshes to be fractured.
- Added BlastTool reference to README.md.
- Updated documentation paths in README.md.
- Using Packman5 for external packages.
- Authoring tools:
- In NoiseConfiguration, surfaceResolution changed to samplingInterval. The latter is reciprocal of resolution and defined for all 3 axes.
- Improved cutout robustness.
- Exporter (used by both authoring tools and ApexImporter) has a JSON collision export option.
### New Features
- VC15 Win64 project scripts. Run generate_projects_vc15win64.bat.
- Authoring tools:
- Noisy cutout fracture.
- Conic cutout option (tapers cut planes relative to central point).
- Cutout option "useSmoothing." Add generatad faces to the same smoothing group as original face without noise.
- Periodic cutout boundary conditions.
### Bug Fixes
- Packman target platform dependencies no longer pulling windows packages into other platforms.
- Fixed bond generation for cutout fracture.
### Known Issues
- Damage shaders in extensions can miss bonds if the damage volume is too small.
- Authoring code does not use the user-defined allocator (NvBlastGlobals) exclusively.
## [1.1.2] - 2018-01-26
### Changes
- Improvements to uniteChunks for hierarchy optimization.
- NvBlastExtAuthoringFindAssetConnectingBonds optimized.
- APEX dependency has been removed (ExtImport used it). Now ExtImport has a built-in NvParameterized read that can load an APEX Destructible asset.
### New Features
- FractureTool::setChunkMesh method.
- Distance threshold added to NvBlastExtAuthoringFindAssetConnectingBonds.
- NvBlastExtExporter: IMeshFileWriter::setInteriorIndex function, for control of interior material.
- Cutout and cut fracture methods: NvBlastExtAuthoringCreateCutoutSet and Nv::Blast::CutoutSet API, FractureTool::cut and FractureTool::cutout APIs.
- NvBlastExtAuthoring:
- NvBlastExtAuthoringCreateMeshFromFacets function.
- NvBlastExtUpdateGraphicsMesh function.
- NvBlastExtAuthoringBuildCollisionMeshes function.
- UV fitting on interior materials using new FractureTool::fitUvToRect and FractureTool::fitAllUvToRect functions.
- Multi-material support in OBJ file format.
### Bug Fixes
- Fixed bug causing normals on every other depth level to be flipped when exporting Blast meshes.
- Fixed bug where faces are missed after hierarchy optimization on a sliced mesh.
- Fixed subtree chunk count generated in Nv::Blast::Asset::Create (led to a crash in authoring tools, fracturing a pre-fractured mesh).
- Fixed a crash when loading an obj with bad material indices.
- Fixed Actor::split so that visibility lists are correctly updated even when the number of split actors exceeds newActorsMaxCount.
### Known Issues
- Damage shaders in extensions can miss bonds if the damage volume is too small.
- Authoring code does not use the user-defined allocator (NvBlastGlobals) exclusively.
## [1.1.1] - 2017-10-10
### Changes
- NvBlastProgramParams moved to NvBlastExtDamageShaders
- Materials removed from NvBlastTk
### New Features
- Damage shader acceleration structure
- Extended support structures via new asset merge functions in NvBlastExtAssetUtils
- Ability to scale asset components when merging assets with NvBlastExtAssetUtilsMergeAssets
- NvBlastExtAuthoring
- Option to fit multiple convex hulls to a chunk (uses VHACD)
- deleteAllChildrenOfChunk and uniteChunks APIs
- Triangle damage shader for swept segments
- Impact damage spread shaders
### Bug Fixes
- Linux build fixes
- NvBlastExtAuthoring
- Fracturing tools chunk index fix
- VoronoiSitesGeneratorImpl::generateInSphere fix
- More consistent use of NVBLAST_ALLOC and NVBLAST_FREE
- Boolean tool bug fix
### Known Issues
- Damage shaders in extensions can miss bonds if the damage volume is too small.
- Authoring code does not use the user-defined allocator (NvBlastGlobals) exclusively.
## [1.1.0] - 2017-08-28
### Changes
- VC12 is no longer supported.
- New license header, consistent with PhysX license header.
- New serialization extension. NvBlastExtSerialization is now a modular serialization manager. It loads serializers sets for low-level, Tk, and ExtPx. Each serializer handles a particular file format and object type. Currently the universally available format for all object types is Cap'n Proto binary. The file format is universal, as it uses a header to inform the serialization manager which serializer is needed to deserialize the contained data. All authoring and import tools write using this format to files with a ".blast" filename extension.
- Corresponding to the new serialization, the old formats have been deprecated. In particular, the DataConverter tool has been removed. Instead see LegacyConverter in the ### New Features section.
- TkSerializable virtual base class has been removed. TkAsset and TkFamily are now derived directly from TkIdentifiable. Serialization functions have been removed, replaced by the new serialization extension.
- ExtPxAsset serialization functions have been removed, replaced by the new serialization extension.
- World bonds. A bond descriptor can now take the invalid index for one of its chunkIndices. This will cause an additional support graph node to be created within an asset being created with this descriptor. This node will not correspond to any chunk (it maps to the invalid index in the graph's chunkIndices array). Actors that contain this new "world node" may be kept static by the user, emulating world attachment. This is easily tested using the new low-level function NvBlastActorIsBoundToWorld.
- With the addition of world bonds (see above), the NvBlastExtImport extension no longer creates an extra "earth chunk" to bind chunks to the world. Instead, it creates world bonds.
- ExtPxAsset now contains an NvBlastActorDesc, which is used as the default actor descriptor when creating an ExtPxFamily from the asset.
- TkFramework no longer has its own allocator and message handler. Instead, this is part of a new NvBlastGlobals API. This way, extensions and TkFramework may share the same allocator.
- SampleAssetViewer
- Physics simulation now runs concurrently with graphics and some of the sample/blast logic.
- New Damage tool added: line segment damage
- Damage tool radius can be set individually for each tool (radial, cutter, line segment, hierarchical).
- Cubes now removed when a scene is reloaded.
- Cube throw velocity can be "charged" by holding down the 'F' key.
- New damage system built around "health," see API ### changes in NvBlastExtShaders and ### changes in NvBlastExtImpactDamageManager.
- NvBlastExtShearGraphShader uses a chunk-based method to find the closest graph node, improving performance.
- TkGroup no longer uses physx::PxTaskManager interface for task management. Instead, a TkGroupWorker interface has been added. The NvBlastExtPhysX extension uses the physx::PxTaskManager to implement this interface.
- Better error handling in AuthoringTool (stderr and user error handler).
- More consistent commandline switches in AuthoringTool and ApexImporter (--ll, --tk, --px flags).
- Various small clean-ups.
### New Features
- NvBlastExtAssetUtils extension
- Merge multiple assets into one.
- Add "world bonds" to an asset (see "World bonds" in the ### Changes section).
- Transform an NvBlastAsset's geometric data in-place.
- NvBlastExtAuthoring
- Open edge detection.
- Rotation of voronoi cells used for fracturing.
- "Globals" code (under sdk/globals). Includes a global allocator, message handler, and profiler API used by TkFramework and extensions.
- NvBlastExtStress extension, a PhysX-independent API for performing stress calculations with low-level Blast actors.
- NvBlastActorIsSplitRequired() function for low-level actors. If this function returns false, NvBlastActorSplit() may be skipped as it will have no effect.
- NvBlastExtShaders
- New "Segment Radial Damage" shader. Damages everything within a given distance of a line segment.
- New NvBlastExtExporter extension, used commonly by import and authoring tools. Allows collision data to be stored in one of three ways:
- JSON format.
- FBX mesh format (seprate file).
- FBX mesh format in a second "collision" layer, alongside the graphics mesh nodes corresponding to Blast chunks.
- LegacyConverter tool has been added, which converts .llasset, .tkasset, .bpxa, .pllasset, .ptkasset, and .pbpxa asset files to the new .blast format using the universal serialization scheme in the new NvBlastExtSerialization extension.
- NvBlastExtAuthoring
- Mesh cleaner, tries to remove self intersections and open edges in the interior of a mesh.
- Ability to set interior material to existing (external) material, or a new material id.
- Material ID remapping API.
### Bug Fixes
- NvBlastExtAuthoring
- Slicing normals fix.
- Various instances of &array[0] to get the data buffer from a std::vector now use data() member function. This had led to some crashes with empty vectors.
- SampleAssetViewer
- Fixed dragging kinematic actor.
- Now loads the commandline-defined asset also when sample resources were not downloaded yet.
- Serialization documented.
- Fixed smoothing groups in FBX exporter code.
- Impulse passing from parent to child chunks fixed.
- Reading unskinned fbx meshes correctly.
- Collision hull generation from fbx meshes fixed.
- Win32/64 PerfTest crash fix.
### Known Issues
- Damage shaders in extensions can miss bonds if the damage volume is too small.
- Authoring extension does not perform convex decomposition to fit chunks with multiple collision hulls.
- Authoring code does not use the user-defined allocator (NvBlastGlobals) exclusively.
## [1.0.0] - 2017-02-24
### Changes
- tclap, imgui, moved to Packman package
- Models and textures for the sample application have been moved to Packman
- Packman packages with platform-specific sections have been split into platform-specific packages
- Improvements to fracturing tools
- TkJoint events no longer contain actor data
- API cleanup:
- NvBlastActorCreate -> NvBlastFamilyCreateFirstActor
- NvBlastActorRelease -> NvBlastActorDeactivate
- NvBlastActorDeserialize -> NvBlastFamilyDeserializeActor
- Functions that operate on an object start with NvBlast[ObjectName]
- Functions that create an object purely from a desc start with NvBlastCreate
- Functions that get scratch start with NvBlast[Object]GetScratchFor[functionname], etc.
- Object functions take the object as the first input parameter (non-optional output parameters always come first)
- Removal of NvBlastCommon.h
- More consistent parameter checking in low-level API
- NvBlastAlloc and NvBlastFree functions have been removed. Blast low-level no longer does (de)allocation. All memory is passed in and managed by the user
- All Blast low-level functions take a log (NvBlastLog) function pointer (which may still be NULL)
- Authoring tool now handles FBX mesh format
- Constructor for TkAssetDesc sets sane defaults
- Sample uses skinning for the 38k tower, for perf improvement
- Further optimzations to sample, including using 4 instead of 2 CPU cores and capping the actor count at 40k
- Linux build (SDK and tests)
- Renamed TkJointUpdateEvent::eventSubtype -> TkJointUpdateEvent::subtype
- "LowLevel" extension renamed "ConvertLL"
- Renamed TkEventReceiver -> TkEventListener
### New Features
- Serialization enabled for XBoxOne
### Bug Fixes
- Can change worker thread count in CPU dispatcher
- TkJoints created from the TkFramework::createJoint function are now released when the TkFramework is released
- Various fixes to unit tests
- Crash fix in CPU dispatcher
- Returning enough buffer space to handle hierarchical fracturing cases
### Known Issues
- Serialization requires documentation
## [1.0.0-beta] - 2017-01-24
### Changes
- Material API simplified (NvBlastProgramParams)
- Nv::Blast::ExtPhysics renamed Nv::Blast::ExtPx
- Various small ### changes to the low-level API (function renaming, argument list ### changes, etc.)
- Extensions libraries reconfigured according to major dependencies and functionality:
- Authoring
- Import (depends on PhysX and APEX)
- PhysX (depends on PhysX)
- Serialization (depends on PhysX and Cap'n Proto)
- Shaders
- Source folder reorganization: low-level, Tk, and extensions all under an sdk folder
### New Features
- TkFamily serialization
- Versioned data serialization extensions for both low-level and Tk, based on Cap'n Proto
- TkJoint API, can create joints at runtime, attachments to Newtonian Reference Frame supported
- CMake projects
- PackMan used for dependencies
- Per-bond and per-chunk health initialization
- XBoxOne and Windows support for perf zones
- Timers in Tk
- Stress solver (automatic bond breaking)
- ExtPx asset serialization, combined TkAsset + PhysX collision meshes (.bpxa files)
### Removed Features
- TkComposite objects. Composites may be created using the new TkJoint API in the TkFramework
### Known Issues
- Serialization requires documentation
## [1.0.0-alpha] - 2016-10-21
### Features
- Blast (low-level) library
- BlastTk (high-level) library
- BlastExt (extensions) library including:
- AssetAuthoring
- DataConverter
- BlastID Utilities
- ApexImporter Utilities
- Materials
- Physics Manager
- Sync Layer
- Tools:
- ApexImporter
- DataConverter
- AuthoringTool
- Samples:
- SampleAssetViewer
### Known Issues
- Documentation incomplete
- TkFamily cannot be serialized
- Data conversion utility for Tk library does not exist
- Material API is still changing
| 24,267 | Markdown | 42.104796 | 557 | 0.774838 |
NVIDIA-Omniverse/PhysX/flow/PACKAGE-INFO.yaml | Package : nvflow
Maintainers : [email protected]
Description : Flow SDK
SWIPAT NvBug :
Repository : P4://sw/devrel/libdev/turbulence2/NvFlow2/dev/main/
| 157 | YAML | 25.333329 | 64 | 0.783439 |
NVIDIA-Omniverse/PhysX/flow/external/glfw/include/GLFW/glfw3native.h | /*************************************************************************
* GLFW 3.2 - www.glfw.org
* A library for OpenGL, window and input
*------------------------------------------------------------------------
* Copyright (c) 2002-2006 Marcus Geelnard
* Copyright (c) 2006-2016 Camilla Berglund <[email protected]>
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would
* be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not
* be misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*
*************************************************************************/
#ifndef _glfw3_native_h_
#define _glfw3_native_h_
#ifdef __cplusplus
extern "C" {
#endif
/*************************************************************************
* Doxygen documentation
*************************************************************************/
/*! @file glfw3native.h
* @brief The header of the native access functions.
*
* This is the header file of the native access functions. See @ref native for
* more information.
*/
/*! @defgroup native Native access
*
* **By using the native access functions you assert that you know what you're
* doing and how to fix problems caused by using them. If you don't, you
* shouldn't be using them.**
*
* Before the inclusion of @ref glfw3native.h, you may define exactly one
* window system API macro and zero or more context creation API macros.
*
* The chosen backends must match those the library was compiled for. Failure
* to do this will cause a link-time error.
*
* The available window API macros are:
* * `GLFW_EXPOSE_NATIVE_WIN32`
* * `GLFW_EXPOSE_NATIVE_COCOA`
* * `GLFW_EXPOSE_NATIVE_X11`
* * `GLFW_EXPOSE_NATIVE_WAYLAND`
* * `GLFW_EXPOSE_NATIVE_MIR`
*
* The available context API macros are:
* * `GLFW_EXPOSE_NATIVE_WGL`
* * `GLFW_EXPOSE_NATIVE_NSGL`
* * `GLFW_EXPOSE_NATIVE_GLX`
* * `GLFW_EXPOSE_NATIVE_EGL`
*
* These macros select which of the native access functions that are declared
* and which platform-specific headers to include. It is then up your (by
* definition platform-specific) code to handle which of these should be
* defined.
*/
/*************************************************************************
* System headers and types
*************************************************************************/
#if defined(GLFW_EXPOSE_NATIVE_WIN32)
// This is a workaround for the fact that glfw3.h needs to export APIENTRY (for
// example to allow applications to correctly declare a GL_ARB_debug_output
// callback) but windows.h assumes no one will define APIENTRY before it does
#undef APIENTRY
#include <windows.h>
#elif defined(GLFW_EXPOSE_NATIVE_COCOA)
#include <ApplicationServices/ApplicationServices.h>
#if defined(__OBJC__)
#import <Cocoa/Cocoa.h>
#else
typedef void* id;
#endif
#elif defined(GLFW_EXPOSE_NATIVE_X11)
#include <X11/Xlib.h>
#include <X11/extensions/Xrandr.h>
#elif defined(GLFW_EXPOSE_NATIVE_WAYLAND)
#include <wayland-client.h>
#elif defined(GLFW_EXPOSE_NATIVE_MIR)
#include <mir_toolkit/mir_client_library.h>
#endif
#if defined(GLFW_EXPOSE_NATIVE_WGL)
/* WGL is declared by windows.h */
#endif
#if defined(GLFW_EXPOSE_NATIVE_NSGL)
/* NSGL is declared by Cocoa.h */
#endif
#if defined(GLFW_EXPOSE_NATIVE_GLX)
#include <GL/glx.h>
#endif
#if defined(GLFW_EXPOSE_NATIVE_EGL)
#include <EGL/egl.h>
#endif
/*************************************************************************
* Functions
*************************************************************************/
#if defined(GLFW_EXPOSE_NATIVE_WIN32)
/*! @brief Returns the adapter device name of the specified monitor.
*
* @return The UTF-8 encoded adapter device name (for example `\\.\DISPLAY1`)
* of the specified monitor, or `NULL` if an [error](@ref error_handling)
* occurred.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.1.
*
* @ingroup native
*/
GLFWAPI const char* glfwGetWin32Adapter(GLFWmonitor* monitor);
/*! @brief Returns the display device name of the specified monitor.
*
* @return The UTF-8 encoded display device name (for example
* `\\.\DISPLAY1\Monitor0`) of the specified monitor, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.1.
*
* @ingroup native
*/
GLFWAPI const char* glfwGetWin32Monitor(GLFWmonitor* monitor);
/*! @brief Returns the `HWND` of the specified window.
*
* @return The `HWND` of the specified window, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.0.
*
* @ingroup native
*/
GLFWAPI HWND glfwGetWin32Window(GLFWwindow* window);
#endif
#if defined(GLFW_EXPOSE_NATIVE_WGL)
/*! @brief Returns the `HGLRC` of the specified window.
*
* @return The `HGLRC` of the specified window, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.0.
*
* @ingroup native
*/
GLFWAPI HGLRC glfwGetWGLContext(GLFWwindow* window);
#endif
#if defined(GLFW_EXPOSE_NATIVE_COCOA)
/*! @brief Returns the `CGDirectDisplayID` of the specified monitor.
*
* @return The `CGDirectDisplayID` of the specified monitor, or
* `kCGNullDirectDisplay` if an [error](@ref error_handling) occurred.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.1.
*
* @ingroup native
*/
GLFWAPI CGDirectDisplayID glfwGetCocoaMonitor(GLFWmonitor* monitor);
/*! @brief Returns the `NSWindow` of the specified window.
*
* @return The `NSWindow` of the specified window, or `nil` if an
* [error](@ref error_handling) occurred.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.0.
*
* @ingroup native
*/
GLFWAPI id glfwGetCocoaWindow(GLFWwindow* window);
#endif
#if defined(GLFW_EXPOSE_NATIVE_NSGL)
/*! @brief Returns the `NSOpenGLContext` of the specified window.
*
* @return The `NSOpenGLContext` of the specified window, or `nil` if an
* [error](@ref error_handling) occurred.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.0.
*
* @ingroup native
*/
GLFWAPI id glfwGetNSGLContext(GLFWwindow* window);
#endif
#if defined(GLFW_EXPOSE_NATIVE_X11)
/*! @brief Returns the `Display` used by GLFW.
*
* @return The `Display` used by GLFW, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.0.
*
* @ingroup native
*/
GLFWAPI Display* glfwGetX11Display(void);
/*! @brief Returns the `RRCrtc` of the specified monitor.
*
* @return The `RRCrtc` of the specified monitor, or `None` if an
* [error](@ref error_handling) occurred.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.1.
*
* @ingroup native
*/
GLFWAPI RRCrtc glfwGetX11Adapter(GLFWmonitor* monitor);
/*! @brief Returns the `RROutput` of the specified monitor.
*
* @return The `RROutput` of the specified monitor, or `None` if an
* [error](@ref error_handling) occurred.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.1.
*
* @ingroup native
*/
GLFWAPI RROutput glfwGetX11Monitor(GLFWmonitor* monitor);
/*! @brief Returns the `Window` of the specified window.
*
* @return The `Window` of the specified window, or `None` if an
* [error](@ref error_handling) occurred.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.0.
*
* @ingroup native
*/
GLFWAPI Window glfwGetX11Window(GLFWwindow* window);
#endif
#if defined(GLFW_EXPOSE_NATIVE_GLX)
/*! @brief Returns the `GLXContext` of the specified window.
*
* @return The `GLXContext` of the specified window, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.0.
*
* @ingroup native
*/
GLFWAPI GLXContext glfwGetGLXContext(GLFWwindow* window);
/*! @brief Returns the `GLXWindow` of the specified window.
*
* @return The `GLXWindow` of the specified window, or `None` if an
* [error](@ref error_handling) occurred.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.2.
*
* @ingroup native
*/
GLFWAPI GLXWindow glfwGetGLXWindow(GLFWwindow* window);
#endif
#if defined(GLFW_EXPOSE_NATIVE_WAYLAND)
/*! @brief Returns the `struct wl_display*` used by GLFW.
*
* @return The `struct wl_display*` used by GLFW, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.2.
*
* @ingroup native
*/
GLFWAPI struct wl_display* glfwGetWaylandDisplay(void);
/*! @brief Returns the `struct wl_output*` of the specified monitor.
*
* @return The `struct wl_output*` of the specified monitor, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.2.
*
* @ingroup native
*/
GLFWAPI struct wl_output* glfwGetWaylandMonitor(GLFWmonitor* monitor);
/*! @brief Returns the main `struct wl_surface*` of the specified window.
*
* @return The main `struct wl_surface*` of the specified window, or `NULL` if
* an [error](@ref error_handling) occurred.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.2.
*
* @ingroup native
*/
GLFWAPI struct wl_surface* glfwGetWaylandWindow(GLFWwindow* window);
#endif
#if defined(GLFW_EXPOSE_NATIVE_MIR)
/*! @brief Returns the `MirConnection*` used by GLFW.
*
* @return The `MirConnection*` used by GLFW, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.2.
*
* @ingroup native
*/
GLFWAPI MirConnection* glfwGetMirDisplay(void);
/*! @brief Returns the Mir output ID of the specified monitor.
*
* @return The Mir output ID of the specified monitor, or zero if an
* [error](@ref error_handling) occurred.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.2.
*
* @ingroup native
*/
GLFWAPI int glfwGetMirMonitor(GLFWmonitor* monitor);
/*! @brief Returns the `MirSurface*` of the specified window.
*
* @return The `MirSurface*` of the specified window, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.2.
*
* @ingroup native
*/
GLFWAPI MirSurface* glfwGetMirWindow(GLFWwindow* window);
#endif
#if defined(GLFW_EXPOSE_NATIVE_EGL)
/*! @brief Returns the `EGLDisplay` used by GLFW.
*
* @return The `EGLDisplay` used by GLFW, or `EGL_NO_DISPLAY` if an
* [error](@ref error_handling) occurred.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.0.
*
* @ingroup native
*/
GLFWAPI EGLDisplay glfwGetEGLDisplay(void);
/*! @brief Returns the `EGLContext` of the specified window.
*
* @return The `EGLContext` of the specified window, or `EGL_NO_CONTEXT` if an
* [error](@ref error_handling) occurred.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.0.
*
* @ingroup native
*/
GLFWAPI EGLContext glfwGetEGLContext(GLFWwindow* window);
/*! @brief Returns the `EGLSurface` of the specified window.
*
* @return The `EGLSurface` of the specified window, or `EGL_NO_SURFACE` if an
* [error](@ref error_handling) occurred.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.0.
*
* @ingroup native
*/
GLFWAPI EGLSurface glfwGetEGLSurface(GLFWwindow* window);
#endif
#ifdef __cplusplus
}
#endif
#endif /* _glfw3_native_h_ */
| 13,594 | C | 28.748359 | 80 | 0.668015 |
NVIDIA-Omniverse/PhysX/flow/external/glfw/include/GLFW/glfw3.h | /*************************************************************************
* GLFW 3.2 - www.glfw.org
* A library for OpenGL, window and input
*------------------------------------------------------------------------
* Copyright (c) 2002-2006 Marcus Geelnard
* Copyright (c) 2006-2016 Camilla Berglund <[email protected]>
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would
* be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not
* be misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*
*************************************************************************/
#ifndef _glfw3_h_
#define _glfw3_h_
#ifdef __cplusplus
extern "C" {
#endif
/*************************************************************************
* Doxygen documentation
*************************************************************************/
/*! @file glfw3.h
* @brief The header of the GLFW 3 API.
*
* This is the header file of the GLFW 3 API. It defines all its types and
* declares all its functions.
*
* For more information about how to use this file, see @ref build_include.
*/
/*! @defgroup context Context reference
*
* This is the reference documentation for OpenGL and OpenGL ES context related
* functions. For more task-oriented information, see the @ref context_guide.
*/
/*! @defgroup vulkan Vulkan reference
*
* This is the reference documentation for Vulkan related functions and types.
* For more task-oriented information, see the @ref vulkan_guide.
*/
/*! @defgroup init Initialization, version and error reference
*
* This is the reference documentation for initialization and termination of
* the library, version management and error handling. For more task-oriented
* information, see the @ref intro_guide.
*/
/*! @defgroup input Input reference
*
* This is the reference documentation for input related functions and types.
* For more task-oriented information, see the @ref input_guide.
*/
/*! @defgroup monitor Monitor reference
*
* This is the reference documentation for monitor related functions and types.
* For more task-oriented information, see the @ref monitor_guide.
*/
/*! @defgroup window Window reference
*
* This is the reference documentation for window related functions and types,
* including creation, deletion and event polling. For more task-oriented
* information, see the @ref window_guide.
*/
/*************************************************************************
* Compiler- and platform-specific preprocessor work
*************************************************************************/
/* If we are we on Windows, we want a single define for it.
*/
#if !defined(_WIN32) && (defined(__WIN32__) || defined(WIN32) || defined(__MINGW32__))
#define _WIN32
#endif /* _WIN32 */
/* It is customary to use APIENTRY for OpenGL function pointer declarations on
* all platforms. Additionally, the Windows OpenGL header needs APIENTRY.
*/
#ifndef APIENTRY
#ifdef _WIN32
#define APIENTRY __stdcall
#else
#define APIENTRY
#endif
#endif /* APIENTRY */
/* Some Windows OpenGL headers need this.
*/
#if !defined(WINGDIAPI) && defined(_WIN32)
#define WINGDIAPI __declspec(dllimport)
#define GLFW_WINGDIAPI_DEFINED
#endif /* WINGDIAPI */
/* Some Windows GLU headers need this.
*/
#if !defined(CALLBACK) && defined(_WIN32)
#define CALLBACK __stdcall
#define GLFW_CALLBACK_DEFINED
#endif /* CALLBACK */
/* Include because most Windows GLU headers need wchar_t and
* the OS X OpenGL header blocks the definition of ptrdiff_t by glext.h.
* Include it unconditionally to avoid surprising side-effects.
*/
#include <stddef.h>
/* Include because it is needed by Vulkan and related functions.
*/
#include <stdint.h>
/* Include the chosen client API headers.
*/
#if defined(__APPLE__)
#if defined(GLFW_INCLUDE_GLCOREARB)
#include <OpenGL/gl3.h>
#if defined(GLFW_INCLUDE_GLEXT)
#include <OpenGL/gl3ext.h>
#endif
#elif !defined(GLFW_INCLUDE_NONE)
#if !defined(GLFW_INCLUDE_GLEXT)
#define GL_GLEXT_LEGACY
#endif
#include <OpenGL/gl.h>
#endif
#if defined(GLFW_INCLUDE_GLU)
#include <OpenGL/glu.h>
#endif
#else
#if defined(GLFW_INCLUDE_GLCOREARB)
#include <GL/glcorearb.h>
#elif defined(GLFW_INCLUDE_ES1)
#include <GLES/gl.h>
#if defined(GLFW_INCLUDE_GLEXT)
#include <GLES/glext.h>
#endif
#elif defined(GLFW_INCLUDE_ES2)
#include <GLES2/gl2.h>
#if defined(GLFW_INCLUDE_GLEXT)
#include <GLES2/gl2ext.h>
#endif
#elif defined(GLFW_INCLUDE_ES3)
#include <GLES3/gl3.h>
#if defined(GLFW_INCLUDE_GLEXT)
#include <GLES2/gl2ext.h>
#endif
#elif defined(GLFW_INCLUDE_ES31)
#include <GLES3/gl31.h>
#if defined(GLFW_INCLUDE_GLEXT)
#include <GLES2/gl2ext.h>
#endif
#elif defined(GLFW_INCLUDE_VULKAN)
#include <vulkan/vulkan.h>
#elif !defined(GLFW_INCLUDE_NONE)
#include <GL/gl.h>
#if defined(GLFW_INCLUDE_GLEXT)
#include <GL/glext.h>
#endif
#endif
#if defined(GLFW_INCLUDE_GLU)
#include <GL/glu.h>
#endif
#endif
#if defined(GLFW_DLL) && defined(_GLFW_BUILD_DLL)
/* GLFW_DLL must be defined by applications that are linking against the DLL
* version of the GLFW library. _GLFW_BUILD_DLL is defined by the GLFW
* configuration header when compiling the DLL version of the library.
*/
#error "You must not have both GLFW_DLL and _GLFW_BUILD_DLL defined"
#endif
/* GLFWAPI is used to declare public API functions for export
* from the DLL / shared library / dynamic library.
*/
#if defined(_WIN32) && defined(_GLFW_BUILD_DLL)
/* We are building GLFW as a Win32 DLL */
#define GLFWAPI __declspec(dllexport)
#elif defined(_WIN32) && defined(GLFW_DLL)
/* We are calling GLFW as a Win32 DLL */
#define GLFWAPI __declspec(dllimport)
#elif defined(__GNUC__) && defined(_GLFW_BUILD_DLL)
/* We are building GLFW as a shared / dynamic library */
#define GLFWAPI __attribute__((visibility("default")))
#else
/* We are building or calling GLFW as a static library */
#define GLFWAPI
#endif
/*************************************************************************
* GLFW API tokens
*************************************************************************/
/*! @name GLFW version macros
* @{ */
/*! @brief The major version number of the GLFW library.
*
* This is incremented when the API is changed in non-compatible ways.
* @ingroup init
*/
#define GLFW_VERSION_MAJOR 3
/*! @brief The minor version number of the GLFW library.
*
* This is incremented when features are added to the API but it remains
* backward-compatible.
* @ingroup init
*/
#define GLFW_VERSION_MINOR 2
/*! @brief The revision number of the GLFW library.
*
* This is incremented when a bug fix release is made that does not contain any
* API changes.
* @ingroup init
*/
#define GLFW_VERSION_REVISION 1
/*! @} */
/*! @name Boolean values
* @{ */
/*! @brief One.
*
* One. Seriously. You don't _need_ to use this symbol in your code. It's
* just semantic sugar for the number 1. You can use `1` or `true` or `_True`
* or `GL_TRUE` or whatever you want.
*/
#define GLFW_TRUE 1
/*! @brief Zero.
*
* Zero. Seriously. You don't _need_ to use this symbol in your code. It's
* just just semantic sugar for the number 0. You can use `0` or `false` or
* `_False` or `GL_FALSE` or whatever you want.
*/
#define GLFW_FALSE 0
/*! @} */
/*! @name Key and button actions
* @{ */
/*! @brief The key or mouse button was released.
*
* The key or mouse button was released.
*
* @ingroup input
*/
#define GLFW_RELEASE 0
/*! @brief The key or mouse button was pressed.
*
* The key or mouse button was pressed.
*
* @ingroup input
*/
#define GLFW_PRESS 1
/*! @brief The key was held down until it repeated.
*
* The key was held down until it repeated.
*
* @ingroup input
*/
#define GLFW_REPEAT 2
/*! @} */
/*! @defgroup keys Keyboard keys
*
* See [key input](@ref input_key) for how these are used.
*
* These key codes are inspired by the _USB HID Usage Tables v1.12_ (p. 53-60),
* but re-arranged to map to 7-bit ASCII for printable keys (function keys are
* put in the 256+ range).
*
* The naming of the key codes follow these rules:
* - The US keyboard layout is used
* - Names of printable alpha-numeric characters are used (e.g. "A", "R",
* "3", etc.)
* - For non-alphanumeric characters, Unicode:ish names are used (e.g.
* "COMMA", "LEFT_SQUARE_BRACKET", etc.). Note that some names do not
* correspond to the Unicode standard (usually for brevity)
* - Keys that lack a clear US mapping are named "WORLD_x"
* - For non-printable keys, custom names are used (e.g. "F4",
* "BACKSPACE", etc.)
*
* @ingroup input
* @{
*/
/* The unknown key */
#define GLFW_KEY_UNKNOWN -1
/* Printable keys */
#define GLFW_KEY_SPACE 32
#define GLFW_KEY_APOSTROPHE 39 /* ' */
#define GLFW_KEY_COMMA 44 /* , */
#define GLFW_KEY_MINUS 45 /* - */
#define GLFW_KEY_PERIOD 46 /* . */
#define GLFW_KEY_SLASH 47 /* / */
#define GLFW_KEY_0 48
#define GLFW_KEY_1 49
#define GLFW_KEY_2 50
#define GLFW_KEY_3 51
#define GLFW_KEY_4 52
#define GLFW_KEY_5 53
#define GLFW_KEY_6 54
#define GLFW_KEY_7 55
#define GLFW_KEY_8 56
#define GLFW_KEY_9 57
#define GLFW_KEY_SEMICOLON 59 /* ; */
#define GLFW_KEY_EQUAL 61 /* = */
#define GLFW_KEY_A 65
#define GLFW_KEY_B 66
#define GLFW_KEY_C 67
#define GLFW_KEY_D 68
#define GLFW_KEY_E 69
#define GLFW_KEY_F 70
#define GLFW_KEY_G 71
#define GLFW_KEY_H 72
#define GLFW_KEY_I 73
#define GLFW_KEY_J 74
#define GLFW_KEY_K 75
#define GLFW_KEY_L 76
#define GLFW_KEY_M 77
#define GLFW_KEY_N 78
#define GLFW_KEY_O 79
#define GLFW_KEY_P 80
#define GLFW_KEY_Q 81
#define GLFW_KEY_R 82
#define GLFW_KEY_S 83
#define GLFW_KEY_T 84
#define GLFW_KEY_U 85
#define GLFW_KEY_V 86
#define GLFW_KEY_W 87
#define GLFW_KEY_X 88
#define GLFW_KEY_Y 89
#define GLFW_KEY_Z 90
#define GLFW_KEY_LEFT_BRACKET 91 /* [ */
#define GLFW_KEY_BACKSLASH 92 /* \ */
#define GLFW_KEY_RIGHT_BRACKET 93 /* ] */
#define GLFW_KEY_GRAVE_ACCENT 96 /* ` */
#define GLFW_KEY_WORLD_1 161 /* non-US #1 */
#define GLFW_KEY_WORLD_2 162 /* non-US #2 */
/* Function keys */
#define GLFW_KEY_ESCAPE 256
#define GLFW_KEY_ENTER 257
#define GLFW_KEY_TAB 258
#define GLFW_KEY_BACKSPACE 259
#define GLFW_KEY_INSERT 260
#define GLFW_KEY_DELETE 261
#define GLFW_KEY_RIGHT 262
#define GLFW_KEY_LEFT 263
#define GLFW_KEY_DOWN 264
#define GLFW_KEY_UP 265
#define GLFW_KEY_PAGE_UP 266
#define GLFW_KEY_PAGE_DOWN 267
#define GLFW_KEY_HOME 268
#define GLFW_KEY_END 269
#define GLFW_KEY_CAPS_LOCK 280
#define GLFW_KEY_SCROLL_LOCK 281
#define GLFW_KEY_NUM_LOCK 282
#define GLFW_KEY_PRINT_SCREEN 283
#define GLFW_KEY_PAUSE 284
#define GLFW_KEY_F1 290
#define GLFW_KEY_F2 291
#define GLFW_KEY_F3 292
#define GLFW_KEY_F4 293
#define GLFW_KEY_F5 294
#define GLFW_KEY_F6 295
#define GLFW_KEY_F7 296
#define GLFW_KEY_F8 297
#define GLFW_KEY_F9 298
#define GLFW_KEY_F10 299
#define GLFW_KEY_F11 300
#define GLFW_KEY_F12 301
#define GLFW_KEY_F13 302
#define GLFW_KEY_F14 303
#define GLFW_KEY_F15 304
#define GLFW_KEY_F16 305
#define GLFW_KEY_F17 306
#define GLFW_KEY_F18 307
#define GLFW_KEY_F19 308
#define GLFW_KEY_F20 309
#define GLFW_KEY_F21 310
#define GLFW_KEY_F22 311
#define GLFW_KEY_F23 312
#define GLFW_KEY_F24 313
#define GLFW_KEY_F25 314
#define GLFW_KEY_KP_0 320
#define GLFW_KEY_KP_1 321
#define GLFW_KEY_KP_2 322
#define GLFW_KEY_KP_3 323
#define GLFW_KEY_KP_4 324
#define GLFW_KEY_KP_5 325
#define GLFW_KEY_KP_6 326
#define GLFW_KEY_KP_7 327
#define GLFW_KEY_KP_8 328
#define GLFW_KEY_KP_9 329
#define GLFW_KEY_KP_DECIMAL 330
#define GLFW_KEY_KP_DIVIDE 331
#define GLFW_KEY_KP_MULTIPLY 332
#define GLFW_KEY_KP_SUBTRACT 333
#define GLFW_KEY_KP_ADD 334
#define GLFW_KEY_KP_ENTER 335
#define GLFW_KEY_KP_EQUAL 336
#define GLFW_KEY_LEFT_SHIFT 340
#define GLFW_KEY_LEFT_CONTROL 341
#define GLFW_KEY_LEFT_ALT 342
#define GLFW_KEY_LEFT_SUPER 343
#define GLFW_KEY_RIGHT_SHIFT 344
#define GLFW_KEY_RIGHT_CONTROL 345
#define GLFW_KEY_RIGHT_ALT 346
#define GLFW_KEY_RIGHT_SUPER 347
#define GLFW_KEY_MENU 348
#define GLFW_KEY_LAST GLFW_KEY_MENU
/*! @} */
/*! @defgroup mods Modifier key flags
*
* See [key input](@ref input_key) for how these are used.
*
* @ingroup input
* @{ */
/*! @brief If this bit is set one or more Shift keys were held down.
*/
#define GLFW_MOD_SHIFT 0x0001
/*! @brief If this bit is set one or more Control keys were held down.
*/
#define GLFW_MOD_CONTROL 0x0002
/*! @brief If this bit is set one or more Alt keys were held down.
*/
#define GLFW_MOD_ALT 0x0004
/*! @brief If this bit is set one or more Super keys were held down.
*/
#define GLFW_MOD_SUPER 0x0008
/*! @} */
/*! @defgroup buttons Mouse buttons
*
* See [mouse button input](@ref input_mouse_button) for how these are used.
*
* @ingroup input
* @{ */
#define GLFW_MOUSE_BUTTON_1 0
#define GLFW_MOUSE_BUTTON_2 1
#define GLFW_MOUSE_BUTTON_3 2
#define GLFW_MOUSE_BUTTON_4 3
#define GLFW_MOUSE_BUTTON_5 4
#define GLFW_MOUSE_BUTTON_6 5
#define GLFW_MOUSE_BUTTON_7 6
#define GLFW_MOUSE_BUTTON_8 7
#define GLFW_MOUSE_BUTTON_LAST GLFW_MOUSE_BUTTON_8
#define GLFW_MOUSE_BUTTON_LEFT GLFW_MOUSE_BUTTON_1
#define GLFW_MOUSE_BUTTON_RIGHT GLFW_MOUSE_BUTTON_2
#define GLFW_MOUSE_BUTTON_MIDDLE GLFW_MOUSE_BUTTON_3
/*! @} */
/*! @defgroup joysticks Joysticks
*
* See [joystick input](@ref joystick) for how these are used.
*
* @ingroup input
* @{ */
#define GLFW_JOYSTICK_1 0
#define GLFW_JOYSTICK_2 1
#define GLFW_JOYSTICK_3 2
#define GLFW_JOYSTICK_4 3
#define GLFW_JOYSTICK_5 4
#define GLFW_JOYSTICK_6 5
#define GLFW_JOYSTICK_7 6
#define GLFW_JOYSTICK_8 7
#define GLFW_JOYSTICK_9 8
#define GLFW_JOYSTICK_10 9
#define GLFW_JOYSTICK_11 10
#define GLFW_JOYSTICK_12 11
#define GLFW_JOYSTICK_13 12
#define GLFW_JOYSTICK_14 13
#define GLFW_JOYSTICK_15 14
#define GLFW_JOYSTICK_16 15
#define GLFW_JOYSTICK_LAST GLFW_JOYSTICK_16
/*! @} */
/*! @defgroup errors Error codes
*
* See [error handling](@ref error_handling) for how these are used.
*
* @ingroup init
* @{ */
/*! @brief GLFW has not been initialized.
*
* This occurs if a GLFW function was called that must not be called unless the
* library is [initialized](@ref intro_init).
*
* @analysis Application programmer error. Initialize GLFW before calling any
* function that requires initialization.
*/
#define GLFW_NOT_INITIALIZED 0x00010001
/*! @brief No context is current for this thread.
*
* This occurs if a GLFW function was called that needs and operates on the
* current OpenGL or OpenGL ES context but no context is current on the calling
* thread. One such function is @ref glfwSwapInterval.
*
* @analysis Application programmer error. Ensure a context is current before
* calling functions that require a current context.
*/
#define GLFW_NO_CURRENT_CONTEXT 0x00010002
/*! @brief One of the arguments to the function was an invalid enum value.
*
* One of the arguments to the function was an invalid enum value, for example
* requesting [GLFW_RED_BITS](@ref window_hints_fb) with @ref
* glfwGetWindowAttrib.
*
* @analysis Application programmer error. Fix the offending call.
*/
#define GLFW_INVALID_ENUM 0x00010003
/*! @brief One of the arguments to the function was an invalid value.
*
* One of the arguments to the function was an invalid value, for example
* requesting a non-existent OpenGL or OpenGL ES version like 2.7.
*
* Requesting a valid but unavailable OpenGL or OpenGL ES version will instead
* result in a @ref GLFW_VERSION_UNAVAILABLE error.
*
* @analysis Application programmer error. Fix the offending call.
*/
#define GLFW_INVALID_VALUE 0x00010004
/*! @brief A memory allocation failed.
*
* A memory allocation failed.
*
* @analysis A bug in GLFW or the underlying operating system. Report the bug
* to our [issue tracker](https://github.com/glfw/glfw/issues).
*/
#define GLFW_OUT_OF_MEMORY 0x00010005
/*! @brief GLFW could not find support for the requested API on the system.
*
* GLFW could not find support for the requested API on the system.
*
* @analysis The installed graphics driver does not support the requested
* API, or does not support it via the chosen context creation backend.
* Below are a few examples.
*
* @par
* Some pre-installed Windows graphics drivers do not support OpenGL. AMD only
* supports OpenGL ES via EGL, while Nvidia and Intel only support it via
* a WGL or GLX extension. OS X does not provide OpenGL ES at all. The Mesa
* EGL, OpenGL and OpenGL ES libraries do not interface with the Nvidia binary
* driver. Older graphics drivers do not support Vulkan.
*/
#define GLFW_API_UNAVAILABLE 0x00010006
/*! @brief The requested OpenGL or OpenGL ES version is not available.
*
* The requested OpenGL or OpenGL ES version (including any requested context
* or framebuffer hints) is not available on this machine.
*
* @analysis The machine does not support your requirements. If your
* application is sufficiently flexible, downgrade your requirements and try
* again. Otherwise, inform the user that their machine does not match your
* requirements.
*
* @par
* Future invalid OpenGL and OpenGL ES versions, for example OpenGL 4.8 if 5.0
* comes out before the 4.x series gets that far, also fail with this error and
* not @ref GLFW_INVALID_VALUE, because GLFW cannot know what future versions
* will exist.
*/
#define GLFW_VERSION_UNAVAILABLE 0x00010007
/*! @brief A platform-specific error occurred that does not match any of the
* more specific categories.
*
* A platform-specific error occurred that does not match any of the more
* specific categories.
*
* @analysis A bug or configuration error in GLFW, the underlying operating
* system or its drivers, or a lack of required resources. Report the issue to
* our [issue tracker](https://github.com/glfw/glfw/issues).
*/
#define GLFW_PLATFORM_ERROR 0x00010008
/*! @brief The requested format is not supported or available.
*
* If emitted during window creation, the requested pixel format is not
* supported.
*
* If emitted when querying the clipboard, the contents of the clipboard could
* not be converted to the requested format.
*
* @analysis If emitted during window creation, one or more
* [hard constraints](@ref window_hints_hard) did not match any of the
* available pixel formats. If your application is sufficiently flexible,
* downgrade your requirements and try again. Otherwise, inform the user that
* their machine does not match your requirements.
*
* @par
* If emitted when querying the clipboard, ignore the error or report it to
* the user, as appropriate.
*/
#define GLFW_FORMAT_UNAVAILABLE 0x00010009
/*! @brief The specified window does not have an OpenGL or OpenGL ES context.
*
* A window that does not have an OpenGL or OpenGL ES context was passed to
* a function that requires it to have one.
*
* @analysis Application programmer error. Fix the offending call.
*/
#define GLFW_NO_WINDOW_CONTEXT 0x0001000A
/*! @} */
#define GLFW_FOCUSED 0x00020001
#define GLFW_ICONIFIED 0x00020002
#define GLFW_RESIZABLE 0x00020003
#define GLFW_VISIBLE 0x00020004
#define GLFW_DECORATED 0x00020005
#define GLFW_AUTO_ICONIFY 0x00020006
#define GLFW_FLOATING 0x00020007
#define GLFW_MAXIMIZED 0x00020008
#define GLFW_RED_BITS 0x00021001
#define GLFW_GREEN_BITS 0x00021002
#define GLFW_BLUE_BITS 0x00021003
#define GLFW_ALPHA_BITS 0x00021004
#define GLFW_DEPTH_BITS 0x00021005
#define GLFW_STENCIL_BITS 0x00021006
#define GLFW_ACCUM_RED_BITS 0x00021007
#define GLFW_ACCUM_GREEN_BITS 0x00021008
#define GLFW_ACCUM_BLUE_BITS 0x00021009
#define GLFW_ACCUM_ALPHA_BITS 0x0002100A
#define GLFW_AUX_BUFFERS 0x0002100B
#define GLFW_STEREO 0x0002100C
#define GLFW_SAMPLES 0x0002100D
#define GLFW_SRGB_CAPABLE 0x0002100E
#define GLFW_REFRESH_RATE 0x0002100F
#define GLFW_DOUBLEBUFFER 0x00021010
#define GLFW_CLIENT_API 0x00022001
#define GLFW_CONTEXT_VERSION_MAJOR 0x00022002
#define GLFW_CONTEXT_VERSION_MINOR 0x00022003
#define GLFW_CONTEXT_REVISION 0x00022004
#define GLFW_CONTEXT_ROBUSTNESS 0x00022005
#define GLFW_OPENGL_FORWARD_COMPAT 0x00022006
#define GLFW_OPENGL_DEBUG_CONTEXT 0x00022007
#define GLFW_OPENGL_PROFILE 0x00022008
#define GLFW_CONTEXT_RELEASE_BEHAVIOR 0x00022009
#define GLFW_CONTEXT_NO_ERROR 0x0002200A
#define GLFW_CONTEXT_CREATION_API 0x0002200B
#define GLFW_NO_API 0
#define GLFW_OPENGL_API 0x00030001
#define GLFW_OPENGL_ES_API 0x00030002
#define GLFW_NO_ROBUSTNESS 0
#define GLFW_NO_RESET_NOTIFICATION 0x00031001
#define GLFW_LOSE_CONTEXT_ON_RESET 0x00031002
#define GLFW_OPENGL_ANY_PROFILE 0
#define GLFW_OPENGL_CORE_PROFILE 0x00032001
#define GLFW_OPENGL_COMPAT_PROFILE 0x00032002
#define GLFW_CURSOR 0x00033001
#define GLFW_STICKY_KEYS 0x00033002
#define GLFW_STICKY_MOUSE_BUTTONS 0x00033003
#define GLFW_CURSOR_NORMAL 0x00034001
#define GLFW_CURSOR_HIDDEN 0x00034002
#define GLFW_CURSOR_DISABLED 0x00034003
#define GLFW_ANY_RELEASE_BEHAVIOR 0
#define GLFW_RELEASE_BEHAVIOR_FLUSH 0x00035001
#define GLFW_RELEASE_BEHAVIOR_NONE 0x00035002
#define GLFW_NATIVE_CONTEXT_API 0x00036001
#define GLFW_EGL_CONTEXT_API 0x00036002
/*! @defgroup shapes Standard cursor shapes
*
* See [standard cursor creation](@ref cursor_standard) for how these are used.
*
* @ingroup input
* @{ */
/*! @brief The regular arrow cursor shape.
*
* The regular arrow cursor.
*/
#define GLFW_ARROW_CURSOR 0x00036001
/*! @brief The text input I-beam cursor shape.
*
* The text input I-beam cursor shape.
*/
#define GLFW_IBEAM_CURSOR 0x00036002
/*! @brief The crosshair shape.
*
* The crosshair shape.
*/
#define GLFW_CROSSHAIR_CURSOR 0x00036003
/*! @brief The hand shape.
*
* The hand shape.
*/
#define GLFW_HAND_CURSOR 0x00036004
/*! @brief The horizontal resize arrow shape.
*
* The horizontal resize arrow shape.
*/
#define GLFW_HRESIZE_CURSOR 0x00036005
/*! @brief The vertical resize arrow shape.
*
* The vertical resize arrow shape.
*/
#define GLFW_VRESIZE_CURSOR 0x00036006
/*! @} */
#define GLFW_CONNECTED 0x00040001
#define GLFW_DISCONNECTED 0x00040002
#define GLFW_DONT_CARE -1
/*************************************************************************
* GLFW API types
*************************************************************************/
/*! @brief Client API function pointer type.
*
* Generic function pointer used for returning client API function pointers
* without forcing a cast from a regular pointer.
*
* @sa @ref context_glext
* @sa glfwGetProcAddress
*
* @since Added in version 3.0.
* @ingroup context
*/
typedef void (*GLFWglproc)(void);
/*! @brief Vulkan API function pointer type.
*
* Generic function pointer used for returning Vulkan API function pointers
* without forcing a cast from a regular pointer.
*
* @sa @ref vulkan_proc
* @sa glfwGetInstanceProcAddress
*
* @since Added in version 3.2.
*
* @ingroup vulkan
*/
typedef void (*GLFWvkproc)(void);
/*! @brief Opaque monitor object.
*
* Opaque monitor object.
*
* @see @ref monitor_object
*
* @since Added in version 3.0.
*
* @ingroup monitor
*/
typedef struct GLFWmonitor GLFWmonitor;
/*! @brief Opaque window object.
*
* Opaque window object.
*
* @see @ref window_object
*
* @since Added in version 3.0.
*
* @ingroup window
*/
typedef struct GLFWwindow GLFWwindow;
/*! @brief Opaque cursor object.
*
* Opaque cursor object.
*
* @see @ref cursor_object
*
* @since Added in version 3.1.
*
* @ingroup cursor
*/
typedef struct GLFWcursor GLFWcursor;
/*! @brief The function signature for error callbacks.
*
* This is the function signature for error callback functions.
*
* @param[in] error An [error code](@ref errors).
* @param[in] description A UTF-8 encoded string describing the error.
*
* @sa @ref error_handling
* @sa glfwSetErrorCallback
*
* @since Added in version 3.0.
*
* @ingroup init
*/
typedef void (* GLFWerrorfun)(int,const char*);
/*! @brief The function signature for window position callbacks.
*
* This is the function signature for window position callback functions.
*
* @param[in] window The window that was moved.
* @param[in] xpos The new x-coordinate, in screen coordinates, of the
* upper-left corner of the client area of the window.
* @param[in] ypos The new y-coordinate, in screen coordinates, of the
* upper-left corner of the client area of the window.
*
* @sa @ref window_pos
* @sa glfwSetWindowPosCallback
*
* @since Added in version 3.0.
*
* @ingroup window
*/
typedef void (* GLFWwindowposfun)(GLFWwindow*,int,int);
/*! @brief The function signature for window resize callbacks.
*
* This is the function signature for window size callback functions.
*
* @param[in] window The window that was resized.
* @param[in] width The new width, in screen coordinates, of the window.
* @param[in] height The new height, in screen coordinates, of the window.
*
* @sa @ref window_size
* @sa glfwSetWindowSizeCallback
*
* @since Added in version 1.0.
* @glfw3 Added window handle parameter.
*
* @ingroup window
*/
typedef void (* GLFWwindowsizefun)(GLFWwindow*,int,int);
/*! @brief The function signature for window close callbacks.
*
* This is the function signature for window close callback functions.
*
* @param[in] window The window that the user attempted to close.
*
* @sa @ref window_close
* @sa glfwSetWindowCloseCallback
*
* @since Added in version 2.5.
* @glfw3 Added window handle parameter.
*
* @ingroup window
*/
typedef void (* GLFWwindowclosefun)(GLFWwindow*);
/*! @brief The function signature for window content refresh callbacks.
*
* This is the function signature for window refresh callback functions.
*
* @param[in] window The window whose content needs to be refreshed.
*
* @sa @ref window_refresh
* @sa glfwSetWindowRefreshCallback
*
* @since Added in version 2.5.
* @glfw3 Added window handle parameter.
*
* @ingroup window
*/
typedef void (* GLFWwindowrefreshfun)(GLFWwindow*);
/*! @brief The function signature for window focus/defocus callbacks.
*
* This is the function signature for window focus callback functions.
*
* @param[in] window The window that gained or lost input focus.
* @param[in] focused `GLFW_TRUE` if the window was given input focus, or
* `GLFW_FALSE` if it lost it.
*
* @sa @ref window_focus
* @sa glfwSetWindowFocusCallback
*
* @since Added in version 3.0.
*
* @ingroup window
*/
typedef void (* GLFWwindowfocusfun)(GLFWwindow*,int);
/*! @brief The function signature for window iconify/restore callbacks.
*
* This is the function signature for window iconify/restore callback
* functions.
*
* @param[in] window The window that was iconified or restored.
* @param[in] iconified `GLFW_TRUE` if the window was iconified, or
* `GLFW_FALSE` if it was restored.
*
* @sa @ref window_iconify
* @sa glfwSetWindowIconifyCallback
*
* @since Added in version 3.0.
*
* @ingroup window
*/
typedef void (* GLFWwindowiconifyfun)(GLFWwindow*,int);
/*! @brief The function signature for framebuffer resize callbacks.
*
* This is the function signature for framebuffer resize callback
* functions.
*
* @param[in] window The window whose framebuffer was resized.
* @param[in] width The new width, in pixels, of the framebuffer.
* @param[in] height The new height, in pixels, of the framebuffer.
*
* @sa @ref window_fbsize
* @sa glfwSetFramebufferSizeCallback
*
* @since Added in version 3.0.
*
* @ingroup window
*/
typedef void (* GLFWframebuffersizefun)(GLFWwindow*,int,int);
/*! @brief The function signature for mouse button callbacks.
*
* This is the function signature for mouse button callback functions.
*
* @param[in] window The window that received the event.
* @param[in] button The [mouse button](@ref buttons) that was pressed or
* released.
* @param[in] action One of `GLFW_PRESS` or `GLFW_RELEASE`.
* @param[in] mods Bit field describing which [modifier keys](@ref mods) were
* held down.
*
* @sa @ref input_mouse_button
* @sa glfwSetMouseButtonCallback
*
* @since Added in version 1.0.
* @glfw3 Added window handle and modifier mask parameters.
*
* @ingroup input
*/
typedef void (* GLFWmousebuttonfun)(GLFWwindow*,int,int,int);
/*! @brief The function signature for cursor position callbacks.
*
* This is the function signature for cursor position callback functions.
*
* @param[in] window The window that received the event.
* @param[in] xpos The new cursor x-coordinate, relative to the left edge of
* the client area.
* @param[in] ypos The new cursor y-coordinate, relative to the top edge of the
* client area.
*
* @sa @ref cursor_pos
* @sa glfwSetCursorPosCallback
*
* @since Added in version 3.0. Replaces `GLFWmouseposfun`.
*
* @ingroup input
*/
typedef void (* GLFWcursorposfun)(GLFWwindow*,double,double);
/*! @brief The function signature for cursor enter/leave callbacks.
*
* This is the function signature for cursor enter/leave callback functions.
*
* @param[in] window The window that received the event.
* @param[in] entered `GLFW_TRUE` if the cursor entered the window's client
* area, or `GLFW_FALSE` if it left it.
*
* @sa @ref cursor_enter
* @sa glfwSetCursorEnterCallback
*
* @since Added in version 3.0.
*
* @ingroup input
*/
typedef void (* GLFWcursorenterfun)(GLFWwindow*,int);
/*! @brief The function signature for scroll callbacks.
*
* This is the function signature for scroll callback functions.
*
* @param[in] window The window that received the event.
* @param[in] xoffset The scroll offset along the x-axis.
* @param[in] yoffset The scroll offset along the y-axis.
*
* @sa @ref scrolling
* @sa glfwSetScrollCallback
*
* @since Added in version 3.0. Replaces `GLFWmousewheelfun`.
*
* @ingroup input
*/
typedef void (* GLFWscrollfun)(GLFWwindow*,double,double);
/*! @brief The function signature for keyboard key callbacks.
*
* This is the function signature for keyboard key callback functions.
*
* @param[in] window The window that received the event.
* @param[in] key The [keyboard key](@ref keys) that was pressed or released.
* @param[in] scancode The system-specific scancode of the key.
* @param[in] action `GLFW_PRESS`, `GLFW_RELEASE` or `GLFW_REPEAT`.
* @param[in] mods Bit field describing which [modifier keys](@ref mods) were
* held down.
*
* @sa @ref input_key
* @sa glfwSetKeyCallback
*
* @since Added in version 1.0.
* @glfw3 Added window handle, scancode and modifier mask parameters.
*
* @ingroup input
*/
typedef void (* GLFWkeyfun)(GLFWwindow*,int,int,int,int);
/*! @brief The function signature for Unicode character callbacks.
*
* This is the function signature for Unicode character callback functions.
*
* @param[in] window The window that received the event.
* @param[in] codepoint The Unicode code point of the character.
*
* @sa @ref input_char
* @sa glfwSetCharCallback
*
* @since Added in version 2.4.
* @glfw3 Added window handle parameter.
*
* @ingroup input
*/
typedef void (* GLFWcharfun)(GLFWwindow*,unsigned int);
/*! @brief The function signature for Unicode character with modifiers
* callbacks.
*
* This is the function signature for Unicode character with modifiers callback
* functions. It is called for each input character, regardless of what
* modifier keys are held down.
*
* @param[in] window The window that received the event.
* @param[in] codepoint The Unicode code point of the character.
* @param[in] mods Bit field describing which [modifier keys](@ref mods) were
* held down.
*
* @sa @ref input_char
* @sa glfwSetCharModsCallback
*
* @since Added in version 3.1.
*
* @ingroup input
*/
typedef void (* GLFWcharmodsfun)(GLFWwindow*,unsigned int,int);
/*! @brief The function signature for file drop callbacks.
*
* This is the function signature for file drop callbacks.
*
* @param[in] window The window that received the event.
* @param[in] count The number of dropped files.
* @param[in] paths The UTF-8 encoded file and/or directory path names.
*
* @sa @ref path_drop
* @sa glfwSetDropCallback
*
* @since Added in version 3.1.
*
* @ingroup input
*/
typedef void (* GLFWdropfun)(GLFWwindow*,int,const char**);
/*! @brief The function signature for monitor configuration callbacks.
*
* This is the function signature for monitor configuration callback functions.
*
* @param[in] monitor The monitor that was connected or disconnected.
* @param[in] event One of `GLFW_CONNECTED` or `GLFW_DISCONNECTED`.
*
* @sa @ref monitor_event
* @sa glfwSetMonitorCallback
*
* @since Added in version 3.0.
*
* @ingroup monitor
*/
typedef void (* GLFWmonitorfun)(GLFWmonitor*,int);
/*! @brief The function signature for joystick configuration callbacks.
*
* This is the function signature for joystick configuration callback
* functions.
*
* @param[in] joy The joystick that was connected or disconnected.
* @param[in] event One of `GLFW_CONNECTED` or `GLFW_DISCONNECTED`.
*
* @sa @ref joystick_event
* @sa glfwSetJoystickCallback
*
* @since Added in version 3.2.
*
* @ingroup input
*/
typedef void (* GLFWjoystickfun)(int,int);
/*! @brief Video mode type.
*
* This describes a single video mode.
*
* @sa @ref monitor_modes
* @sa glfwGetVideoMode glfwGetVideoModes
*
* @since Added in version 1.0.
* @glfw3 Added refresh rate member.
*
* @ingroup monitor
*/
typedef struct GLFWvidmode
{
/*! The width, in screen coordinates, of the video mode.
*/
int width;
/*! The height, in screen coordinates, of the video mode.
*/
int height;
/*! The bit depth of the red channel of the video mode.
*/
int redBits;
/*! The bit depth of the green channel of the video mode.
*/
int greenBits;
/*! The bit depth of the blue channel of the video mode.
*/
int blueBits;
/*! The refresh rate, in Hz, of the video mode.
*/
int refreshRate;
} GLFWvidmode;
/*! @brief Gamma ramp.
*
* This describes the gamma ramp for a monitor.
*
* @sa @ref monitor_gamma
* @sa glfwGetGammaRamp glfwSetGammaRamp
*
* @since Added in version 3.0.
*
* @ingroup monitor
*/
typedef struct GLFWgammaramp
{
/*! An array of value describing the response of the red channel.
*/
unsigned short* red;
/*! An array of value describing the response of the green channel.
*/
unsigned short* green;
/*! An array of value describing the response of the blue channel.
*/
unsigned short* blue;
/*! The number of elements in each array.
*/
unsigned int size;
} GLFWgammaramp;
/*! @brief Image data.
*
* @sa @ref cursor_custom
* @sa @ref window_icon
*
* @since Added in version 2.1.
* @glfw3 Removed format and bytes-per-pixel members.
*/
typedef struct GLFWimage
{
/*! The width, in pixels, of this image.
*/
int width;
/*! The height, in pixels, of this image.
*/
int height;
/*! The pixel data of this image, arranged left-to-right, top-to-bottom.
*/
unsigned char* pixels;
} GLFWimage;
/*************************************************************************
* GLFW API functions
*************************************************************************/
/*! @brief Initializes the GLFW library.
*
* This function initializes the GLFW library. Before most GLFW functions can
* be used, GLFW must be initialized, and before an application terminates GLFW
* should be terminated in order to free any resources allocated during or
* after initialization.
*
* If this function fails, it calls @ref glfwTerminate before returning. If it
* succeeds, you should call @ref glfwTerminate before the application exits.
*
* Additional calls to this function after successful initialization but before
* termination will return `GLFW_TRUE` immediately.
*
* @return `GLFW_TRUE` if successful, or `GLFW_FALSE` if an
* [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_PLATFORM_ERROR.
*
* @remark @osx This function will change the current directory of the
* application to the `Contents/Resources` subdirectory of the application's
* bundle, if present. This can be disabled with a
* [compile-time option](@ref compile_options_osx).
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref intro_init
* @sa glfwTerminate
*
* @since Added in version 1.0.
*
* @ingroup init
*/
GLFWAPI int glfwInit(void);
/*! @brief Terminates the GLFW library.
*
* This function destroys all remaining windows and cursors, restores any
* modified gamma ramps and frees any other allocated resources. Once this
* function is called, you must again call @ref glfwInit successfully before
* you will be able to use most GLFW functions.
*
* If GLFW has been successfully initialized, this function should be called
* before the application exits. If initialization fails, there is no need to
* call this function, as it is called by @ref glfwInit before it returns
* failure.
*
* @errors Possible errors include @ref GLFW_PLATFORM_ERROR.
*
* @remark This function may be called before @ref glfwInit.
*
* @warning The contexts of any remaining windows must not be current on any
* other thread when this function is called.
*
* @reentrancy This function must not be called from a callback.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref intro_init
* @sa glfwInit
*
* @since Added in version 1.0.
*
* @ingroup init
*/
GLFWAPI void glfwTerminate(void);
/*! @brief Retrieves the version of the GLFW library.
*
* This function retrieves the major, minor and revision numbers of the GLFW
* library. It is intended for when you are using GLFW as a shared library and
* want to ensure that you are using the minimum required version.
*
* Any or all of the version arguments may be `NULL`.
*
* @param[out] major Where to store the major version number, or `NULL`.
* @param[out] minor Where to store the minor version number, or `NULL`.
* @param[out] rev Where to store the revision number, or `NULL`.
*
* @errors None.
*
* @remark This function may be called before @ref glfwInit.
*
* @thread_safety This function may be called from any thread.
*
* @sa @ref intro_version
* @sa glfwGetVersionString
*
* @since Added in version 1.0.
*
* @ingroup init
*/
GLFWAPI void glfwGetVersion(int* major, int* minor, int* rev);
/*! @brief Returns a string describing the compile-time configuration.
*
* This function returns the compile-time generated
* [version string](@ref intro_version_string) of the GLFW library binary. It
* describes the version, platform, compiler and any platform-specific
* compile-time options. It should not be confused with the OpenGL or OpenGL
* ES version string, queried with `glGetString`.
*
* __Do not use the version string__ to parse the GLFW library version. The
* @ref glfwGetVersion function provides the version of the running library
* binary in numerical format.
*
* @return The ASCII encoded GLFW version string.
*
* @errors None.
*
* @remark This function may be called before @ref glfwInit.
*
* @pointer_lifetime The returned string is static and compile-time generated.
*
* @thread_safety This function may be called from any thread.
*
* @sa @ref intro_version
* @sa glfwGetVersion
*
* @since Added in version 3.0.
*
* @ingroup init
*/
GLFWAPI const char* glfwGetVersionString(void);
/*! @brief Sets the error callback.
*
* This function sets the error callback, which is called with an error code
* and a human-readable description each time a GLFW error occurs.
*
* The error callback is called on the thread where the error occurred. If you
* are using GLFW from multiple threads, your error callback needs to be
* written accordingly.
*
* Because the description string may have been generated specifically for that
* error, it is not guaranteed to be valid after the callback has returned. If
* you wish to use it after the callback returns, you need to make a copy.
*
* Once set, the error callback remains set even after the library has been
* terminated.
*
* @param[in] cbfun The new callback, or `NULL` to remove the currently set
* callback.
* @return The previously set callback, or `NULL` if no callback was set.
*
* @errors None.
*
* @remark This function may be called before @ref glfwInit.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref error_handling
*
* @since Added in version 3.0.
*
* @ingroup init
*/
GLFWAPI GLFWerrorfun glfwSetErrorCallback(GLFWerrorfun cbfun);
/*! @brief Returns the currently connected monitors.
*
* This function returns an array of handles for all currently connected
* monitors. The primary monitor is always first in the returned array. If no
* monitors were found, this function returns `NULL`.
*
* @param[out] count Where to store the number of monitors in the returned
* array. This is set to zero if an error occurred.
* @return An array of monitor handles, or `NULL` if no monitors were found or
* if an [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
*
* @pointer_lifetime The returned array is allocated and freed by GLFW. You
* should not free it yourself. It is guaranteed to be valid only until the
* monitor configuration changes or the library is terminated.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref monitor_monitors
* @sa @ref monitor_event
* @sa glfwGetPrimaryMonitor
*
* @since Added in version 3.0.
*
* @ingroup monitor
*/
GLFWAPI GLFWmonitor** glfwGetMonitors(int* count);
/*! @brief Returns the primary monitor.
*
* This function returns the primary monitor. This is usually the monitor
* where elements like the task bar or global menu bar are located.
*
* @return The primary monitor, or `NULL` if no monitors were found or if an
* [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
*
* @thread_safety This function must only be called from the main thread.
*
* @remark The primary monitor is always first in the array returned by @ref
* glfwGetMonitors.
*
* @sa @ref monitor_monitors
* @sa glfwGetMonitors
*
* @since Added in version 3.0.
*
* @ingroup monitor
*/
GLFWAPI GLFWmonitor* glfwGetPrimaryMonitor(void);
/*! @brief Returns the position of the monitor's viewport on the virtual screen.
*
* This function returns the position, in screen coordinates, of the upper-left
* corner of the specified monitor.
*
* Any or all of the position arguments may be `NULL`. If an error occurs, all
* non-`NULL` position arguments will be set to zero.
*
* @param[in] monitor The monitor to query.
* @param[out] xpos Where to store the monitor x-coordinate, or `NULL`.
* @param[out] ypos Where to store the monitor y-coordinate, or `NULL`.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_PLATFORM_ERROR.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref monitor_properties
*
* @since Added in version 3.0.
*
* @ingroup monitor
*/
GLFWAPI void glfwGetMonitorPos(GLFWmonitor* monitor, int* xpos, int* ypos);
/*! @brief Returns the physical size of the monitor.
*
* This function returns the size, in millimetres, of the display area of the
* specified monitor.
*
* Some systems do not provide accurate monitor size information, either
* because the monitor
* [EDID](https://en.wikipedia.org/wiki/Extended_display_identification_data)
* data is incorrect or because the driver does not report it accurately.
*
* Any or all of the size arguments may be `NULL`. If an error occurs, all
* non-`NULL` size arguments will be set to zero.
*
* @param[in] monitor The monitor to query.
* @param[out] widthMM Where to store the width, in millimetres, of the
* monitor's display area, or `NULL`.
* @param[out] heightMM Where to store the height, in millimetres, of the
* monitor's display area, or `NULL`.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
*
* @remark @win32 calculates the returned physical size from the
* current resolution and system DPI instead of querying the monitor EDID data.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref monitor_properties
*
* @since Added in version 3.0.
*
* @ingroup monitor
*/
GLFWAPI void glfwGetMonitorPhysicalSize(GLFWmonitor* monitor, int* widthMM, int* heightMM);
/*! @brief Returns the name of the specified monitor.
*
* This function returns a human-readable name, encoded as UTF-8, of the
* specified monitor. The name typically reflects the make and model of the
* monitor and is not guaranteed to be unique among the connected monitors.
*
* @param[in] monitor The monitor to query.
* @return The UTF-8 encoded name of the monitor, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
*
* @pointer_lifetime The returned string is allocated and freed by GLFW. You
* should not free it yourself. It is valid until the specified monitor is
* disconnected or the library is terminated.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref monitor_properties
*
* @since Added in version 3.0.
*
* @ingroup monitor
*/
GLFWAPI const char* glfwGetMonitorName(GLFWmonitor* monitor);
/*! @brief Sets the monitor configuration callback.
*
* This function sets the monitor configuration callback, or removes the
* currently set callback. This is called when a monitor is connected to or
* disconnected from the system.
*
* @param[in] cbfun The new callback, or `NULL` to remove the currently set
* callback.
* @return The previously set callback, or `NULL` if no callback was set or the
* library had not been [initialized](@ref intro_init).
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref monitor_event
*
* @since Added in version 3.0.
*
* @ingroup monitor
*/
GLFWAPI GLFWmonitorfun glfwSetMonitorCallback(GLFWmonitorfun cbfun);
/*! @brief Returns the available video modes for the specified monitor.
*
* This function returns an array of all video modes supported by the specified
* monitor. The returned array is sorted in ascending order, first by color
* bit depth (the sum of all channel depths) and then by resolution area (the
* product of width and height).
*
* @param[in] monitor The monitor to query.
* @param[out] count Where to store the number of video modes in the returned
* array. This is set to zero if an error occurred.
* @return An array of video modes, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_PLATFORM_ERROR.
*
* @pointer_lifetime The returned array is allocated and freed by GLFW. You
* should not free it yourself. It is valid until the specified monitor is
* disconnected, this function is called again for that monitor or the library
* is terminated.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref monitor_modes
* @sa glfwGetVideoMode
*
* @since Added in version 1.0.
* @glfw3 Changed to return an array of modes for a specific monitor.
*
* @ingroup monitor
*/
GLFWAPI const GLFWvidmode* glfwGetVideoModes(GLFWmonitor* monitor, int* count);
/*! @brief Returns the current mode of the specified monitor.
*
* This function returns the current video mode of the specified monitor. If
* you have created a full screen window for that monitor, the return value
* will depend on whether that window is iconified.
*
* @param[in] monitor The monitor to query.
* @return The current mode of the monitor, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_PLATFORM_ERROR.
*
* @pointer_lifetime The returned array is allocated and freed by GLFW. You
* should not free it yourself. It is valid until the specified monitor is
* disconnected or the library is terminated.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref monitor_modes
* @sa glfwGetVideoModes
*
* @since Added in version 3.0. Replaces `glfwGetDesktopMode`.
*
* @ingroup monitor
*/
GLFWAPI const GLFWvidmode* glfwGetVideoMode(GLFWmonitor* monitor);
/*! @brief Generates a gamma ramp and sets it for the specified monitor.
*
* This function generates a 256-element gamma ramp from the specified exponent
* and then calls @ref glfwSetGammaRamp with it. The value must be a finite
* number greater than zero.
*
* @param[in] monitor The monitor whose gamma ramp to set.
* @param[in] gamma The desired exponent.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
* GLFW_INVALID_VALUE and @ref GLFW_PLATFORM_ERROR.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref monitor_gamma
*
* @since Added in version 3.0.
*
* @ingroup monitor
*/
GLFWAPI void glfwSetGamma(GLFWmonitor* monitor, float gamma);
/*! @brief Returns the current gamma ramp for the specified monitor.
*
* This function returns the current gamma ramp of the specified monitor.
*
* @param[in] monitor The monitor to query.
* @return The current gamma ramp, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_PLATFORM_ERROR.
*
* @pointer_lifetime The returned structure and its arrays are allocated and
* freed by GLFW. You should not free them yourself. They are valid until the
* specified monitor is disconnected, this function is called again for that
* monitor or the library is terminated.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref monitor_gamma
*
* @since Added in version 3.0.
*
* @ingroup monitor
*/
GLFWAPI const GLFWgammaramp* glfwGetGammaRamp(GLFWmonitor* monitor);
/*! @brief Sets the current gamma ramp for the specified monitor.
*
* This function sets the current gamma ramp for the specified monitor. The
* original gamma ramp for that monitor is saved by GLFW the first time this
* function is called and is restored by @ref glfwTerminate.
*
* @param[in] monitor The monitor whose gamma ramp to set.
* @param[in] ramp The gamma ramp to use.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_PLATFORM_ERROR.
*
* @remark Gamma ramp sizes other than 256 are not supported by all platforms
* or graphics hardware.
*
* @remark @win32 The gamma ramp size must be 256.
*
* @pointer_lifetime The specified gamma ramp is copied before this function
* returns.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref monitor_gamma
*
* @since Added in version 3.0.
*
* @ingroup monitor
*/
GLFWAPI void glfwSetGammaRamp(GLFWmonitor* monitor, const GLFWgammaramp* ramp);
/*! @brief Resets all window hints to their default values.
*
* This function resets all window hints to their
* [default values](@ref window_hints_values).
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref window_hints
* @sa glfwWindowHint
*
* @since Added in version 3.0.
*
* @ingroup window
*/
GLFWAPI void glfwDefaultWindowHints(void);
/*! @brief Sets the specified window hint to the desired value.
*
* This function sets hints for the next call to @ref glfwCreateWindow. The
* hints, once set, retain their values until changed by a call to @ref
* glfwWindowHint or @ref glfwDefaultWindowHints, or until the library is
* terminated.
*
* This function does not check whether the specified hint values are valid.
* If you set hints to invalid values this will instead be reported by the next
* call to @ref glfwCreateWindow.
*
* @param[in] hint The [window hint](@ref window_hints) to set.
* @param[in] value The new value of the window hint.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_INVALID_ENUM.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref window_hints
* @sa glfwDefaultWindowHints
*
* @since Added in version 3.0. Replaces `glfwOpenWindowHint`.
*
* @ingroup window
*/
GLFWAPI void glfwWindowHint(int hint, int value);
/*! @brief Creates a window and its associated context.
*
* This function creates a window and its associated OpenGL or OpenGL ES
* context. Most of the options controlling how the window and its context
* should be created are specified with [window hints](@ref window_hints).
*
* Successful creation does not change which context is current. Before you
* can use the newly created context, you need to
* [make it current](@ref context_current). For information about the `share`
* parameter, see @ref context_sharing.
*
* The created window, framebuffer and context may differ from what you
* requested, as not all parameters and hints are
* [hard constraints](@ref window_hints_hard). This includes the size of the
* window, especially for full screen windows. To query the actual attributes
* of the created window, framebuffer and context, see @ref
* glfwGetWindowAttrib, @ref glfwGetWindowSize and @ref glfwGetFramebufferSize.
*
* To create a full screen window, you need to specify the monitor the window
* will cover. If no monitor is specified, the window will be windowed mode.
* Unless you have a way for the user to choose a specific monitor, it is
* recommended that you pick the primary monitor. For more information on how
* to query connected monitors, see @ref monitor_monitors.
*
* For full screen windows, the specified size becomes the resolution of the
* window's _desired video mode_. As long as a full screen window is not
* iconified, the supported video mode most closely matching the desired video
* mode is set for the specified monitor. For more information about full
* screen windows, including the creation of so called _windowed full screen_
* or _borderless full screen_ windows, see @ref window_windowed_full_screen.
*
* Once you have created the window, you can switch it between windowed and
* full screen mode with @ref glfwSetWindowMonitor. If the window has an
* OpenGL or OpenGL ES context, it will be unaffected.
*
* By default, newly created windows use the placement recommended by the
* window system. To create the window at a specific position, make it
* initially invisible using the [GLFW_VISIBLE](@ref window_hints_wnd) window
* hint, set its [position](@ref window_pos) and then [show](@ref window_hide)
* it.
*
* As long as at least one full screen window is not iconified, the screensaver
* is prohibited from starting.
*
* Window systems put limits on window sizes. Very large or very small window
* dimensions may be overridden by the window system on creation. Check the
* actual [size](@ref window_size) after creation.
*
* The [swap interval](@ref buffer_swap) is not set during window creation and
* the initial value may vary depending on driver settings and defaults.
*
* @param[in] width The desired width, in screen coordinates, of the window.
* This must be greater than zero.
* @param[in] height The desired height, in screen coordinates, of the window.
* This must be greater than zero.
* @param[in] title The initial, UTF-8 encoded window title.
* @param[in] monitor The monitor to use for full screen mode, or `NULL` for
* windowed mode.
* @param[in] share The window whose context to share resources with, or `NULL`
* to not share resources.
* @return The handle of the created window, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
* GLFW_INVALID_ENUM, @ref GLFW_INVALID_VALUE, @ref GLFW_API_UNAVAILABLE, @ref
* GLFW_VERSION_UNAVAILABLE, @ref GLFW_FORMAT_UNAVAILABLE and @ref
* GLFW_PLATFORM_ERROR.
*
* @remark @win32 Window creation will fail if the Microsoft GDI software
* OpenGL implementation is the only one available.
*
* @remark @win32 If the executable has an icon resource named `GLFW_ICON,` it
* will be set as the initial icon for the window. If no such icon is present,
* the `IDI_WINLOGO` icon will be used instead. To set a different icon, see
* @ref glfwSetWindowIcon.
*
* @remark @win32 The context to share resources with must not be current on
* any other thread.
*
* @remark @osx The GLFW window has no icon, as it is not a document
* window, but the dock icon will be the same as the application bundle's icon.
* For more information on bundles, see the
* [Bundle Programming Guide](https://developer.apple.com/library/mac/documentation/CoreFoundation/Conceptual/CFBundles/)
* in the Mac Developer Library.
*
* @remark @osx The first time a window is created the menu bar is populated
* with common commands like Hide, Quit and About. The About entry opens
* a minimal about dialog with information from the application's bundle. The
* menu bar can be disabled with a
* [compile-time option](@ref compile_options_osx).
*
* @remark @osx On OS X 10.10 and later the window frame will not be rendered
* at full resolution on Retina displays unless the `NSHighResolutionCapable`
* key is enabled in the application bundle's `Info.plist`. For more
* information, see
* [High Resolution Guidelines for OS X](https://developer.apple.com/library/mac/documentation/GraphicsAnimation/Conceptual/HighResolutionOSX/Explained/Explained.html)
* in the Mac Developer Library. The GLFW test and example programs use
* a custom `Info.plist` template for this, which can be found as
* `CMake/MacOSXBundleInfo.plist.in` in the source tree.
*
* @remark @x11 Some window managers will not respect the placement of
* initially hidden windows.
*
* @remark @x11 Due to the asynchronous nature of X11, it may take a moment for
* a window to reach its requested state. This means you may not be able to
* query the final size, position or other attributes directly after window
* creation.
*
* @reentrancy This function must not be called from a callback.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref window_creation
* @sa glfwDestroyWindow
*
* @since Added in version 3.0. Replaces `glfwOpenWindow`.
*
* @ingroup window
*/
GLFWAPI GLFWwindow* glfwCreateWindow(int width, int height, const char* title, GLFWmonitor* monitor, GLFWwindow* share);
/*! @brief Destroys the specified window and its context.
*
* This function destroys the specified window and its context. On calling
* this function, no further callbacks will be called for that window.
*
* If the context of the specified window is current on the main thread, it is
* detached before being destroyed.
*
* @param[in] window The window to destroy.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_PLATFORM_ERROR.
*
* @note The context of the specified window must not be current on any other
* thread when this function is called.
*
* @reentrancy This function must not be called from a callback.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref window_creation
* @sa glfwCreateWindow
*
* @since Added in version 3.0. Replaces `glfwCloseWindow`.
*
* @ingroup window
*/
GLFWAPI void glfwDestroyWindow(GLFWwindow* window);
/*! @brief Checks the close flag of the specified window.
*
* This function returns the value of the close flag of the specified window.
*
* @param[in] window The window to query.
* @return The value of the close flag.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @sa @ref window_close
*
* @since Added in version 3.0.
*
* @ingroup window
*/
GLFWAPI int glfwWindowShouldClose(GLFWwindow* window);
/*! @brief Sets the close flag of the specified window.
*
* This function sets the value of the close flag of the specified window.
* This can be used to override the user's attempt to close the window, or
* to signal that it should be closed.
*
* @param[in] window The window whose flag to change.
* @param[in] value The new value.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @sa @ref window_close
*
* @since Added in version 3.0.
*
* @ingroup window
*/
GLFWAPI void glfwSetWindowShouldClose(GLFWwindow* window, int value);
/*! @brief Sets the title of the specified window.
*
* This function sets the window title, encoded as UTF-8, of the specified
* window.
*
* @param[in] window The window whose title to change.
* @param[in] title The UTF-8 encoded window title.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_PLATFORM_ERROR.
*
* @remark @osx The window title will not be updated until the next time you
* process events.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref window_title
*
* @since Added in version 1.0.
* @glfw3 Added window handle parameter.
*
* @ingroup window
*/
GLFWAPI void glfwSetWindowTitle(GLFWwindow* window, const char* title);
/*! @brief Sets the icon for the specified window.
*
* This function sets the icon of the specified window. If passed an array of
* candidate images, those of or closest to the sizes desired by the system are
* selected. If no images are specified, the window reverts to its default
* icon.
*
* The desired image sizes varies depending on platform and system settings.
* The selected images will be rescaled as needed. Good sizes include 16x16,
* 32x32 and 48x48.
*
* @param[in] window The window whose icon to set.
* @param[in] count The number of images in the specified array, or zero to
* revert to the default window icon.
* @param[in] images The images to create the icon from. This is ignored if
* count is zero.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_PLATFORM_ERROR.
*
* @pointer_lifetime The specified image data is copied before this function
* returns.
*
* @remark @osx The GLFW window has no icon, as it is not a document
* window, so this function does nothing. The dock icon will be the same as
* the application bundle's icon. For more information on bundles, see the
* [Bundle Programming Guide](https://developer.apple.com/library/mac/documentation/CoreFoundation/Conceptual/CFBundles/)
* in the Mac Developer Library.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref window_icon
*
* @since Added in version 3.2.
*
* @ingroup window
*/
GLFWAPI void glfwSetWindowIcon(GLFWwindow* window, int count, const GLFWimage* images);
/*! @brief Retrieves the position of the client area of the specified window.
*
* This function retrieves the position, in screen coordinates, of the
* upper-left corner of the client area of the specified window.
*
* Any or all of the position arguments may be `NULL`. If an error occurs, all
* non-`NULL` position arguments will be set to zero.
*
* @param[in] window The window to query.
* @param[out] xpos Where to store the x-coordinate of the upper-left corner of
* the client area, or `NULL`.
* @param[out] ypos Where to store the y-coordinate of the upper-left corner of
* the client area, or `NULL`.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_PLATFORM_ERROR.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref window_pos
* @sa glfwSetWindowPos
*
* @since Added in version 3.0.
*
* @ingroup window
*/
GLFWAPI void glfwGetWindowPos(GLFWwindow* window, int* xpos, int* ypos);
/*! @brief Sets the position of the client area of the specified window.
*
* This function sets the position, in screen coordinates, of the upper-left
* corner of the client area of the specified windowed mode window. If the
* window is a full screen window, this function does nothing.
*
* __Do not use this function__ to move an already visible window unless you
* have very good reasons for doing so, as it will confuse and annoy the user.
*
* The window manager may put limits on what positions are allowed. GLFW
* cannot and should not override these limits.
*
* @param[in] window The window to query.
* @param[in] xpos The x-coordinate of the upper-left corner of the client area.
* @param[in] ypos The y-coordinate of the upper-left corner of the client area.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_PLATFORM_ERROR.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref window_pos
* @sa glfwGetWindowPos
*
* @since Added in version 1.0.
* @glfw3 Added window handle parameter.
*
* @ingroup window
*/
GLFWAPI void glfwSetWindowPos(GLFWwindow* window, int xpos, int ypos);
/*! @brief Retrieves the size of the client area of the specified window.
*
* This function retrieves the size, in screen coordinates, of the client area
* of the specified window. If you wish to retrieve the size of the
* framebuffer of the window in pixels, see @ref glfwGetFramebufferSize.
*
* Any or all of the size arguments may be `NULL`. If an error occurs, all
* non-`NULL` size arguments will be set to zero.
*
* @param[in] window The window whose size to retrieve.
* @param[out] width Where to store the width, in screen coordinates, of the
* client area, or `NULL`.
* @param[out] height Where to store the height, in screen coordinates, of the
* client area, or `NULL`.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_PLATFORM_ERROR.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref window_size
* @sa glfwSetWindowSize
*
* @since Added in version 1.0.
* @glfw3 Added window handle parameter.
*
* @ingroup window
*/
GLFWAPI void glfwGetWindowSize(GLFWwindow* window, int* width, int* height);
/*! @brief Sets the size limits of the specified window.
*
* This function sets the size limits of the client area of the specified
* window. If the window is full screen, the size limits only take effect
* once it is made windowed. If the window is not resizable, this function
* does nothing.
*
* The size limits are applied immediately to a windowed mode window and may
* cause it to be resized.
*
* The maximum dimensions must be greater than or equal to the minimum
* dimensions and all must be greater than or equal to zero.
*
* @param[in] window The window to set limits for.
* @param[in] minwidth The minimum width, in screen coordinates, of the client
* area, or `GLFW_DONT_CARE`.
* @param[in] minheight The minimum height, in screen coordinates, of the
* client area, or `GLFW_DONT_CARE`.
* @param[in] maxwidth The maximum width, in screen coordinates, of the client
* area, or `GLFW_DONT_CARE`.
* @param[in] maxheight The maximum height, in screen coordinates, of the
* client area, or `GLFW_DONT_CARE`.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
* GLFW_INVALID_VALUE and @ref GLFW_PLATFORM_ERROR.
*
* @remark If you set size limits and an aspect ratio that conflict, the
* results are undefined.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref window_sizelimits
* @sa glfwSetWindowAspectRatio
*
* @since Added in version 3.2.
*
* @ingroup window
*/
GLFWAPI void glfwSetWindowSizeLimits(GLFWwindow* window, int minwidth, int minheight, int maxwidth, int maxheight);
/*! @brief Sets the aspect ratio of the specified window.
*
* This function sets the required aspect ratio of the client area of the
* specified window. If the window is full screen, the aspect ratio only takes
* effect once it is made windowed. If the window is not resizable, this
* function does nothing.
*
* The aspect ratio is specified as a numerator and a denominator and both
* values must be greater than zero. For example, the common 16:9 aspect ratio
* is specified as 16 and 9, respectively.
*
* If the numerator and denominator is set to `GLFW_DONT_CARE` then the aspect
* ratio limit is disabled.
*
* The aspect ratio is applied immediately to a windowed mode window and may
* cause it to be resized.
*
* @param[in] window The window to set limits for.
* @param[in] numer The numerator of the desired aspect ratio, or
* `GLFW_DONT_CARE`.
* @param[in] denom The denominator of the desired aspect ratio, or
* `GLFW_DONT_CARE`.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
* GLFW_INVALID_VALUE and @ref GLFW_PLATFORM_ERROR.
*
* @remark If you set size limits and an aspect ratio that conflict, the
* results are undefined.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref window_sizelimits
* @sa glfwSetWindowSizeLimits
*
* @since Added in version 3.2.
*
* @ingroup window
*/
GLFWAPI void glfwSetWindowAspectRatio(GLFWwindow* window, int numer, int denom);
/*! @brief Sets the size of the client area of the specified window.
*
* This function sets the size, in screen coordinates, of the client area of
* the specified window.
*
* For full screen windows, this function updates the resolution of its desired
* video mode and switches to the video mode closest to it, without affecting
* the window's context. As the context is unaffected, the bit depths of the
* framebuffer remain unchanged.
*
* If you wish to update the refresh rate of the desired video mode in addition
* to its resolution, see @ref glfwSetWindowMonitor.
*
* The window manager may put limits on what sizes are allowed. GLFW cannot
* and should not override these limits.
*
* @param[in] window The window to resize.
* @param[in] width The desired width, in screen coordinates, of the window
* client area.
* @param[in] height The desired height, in screen coordinates, of the window
* client area.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_PLATFORM_ERROR.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref window_size
* @sa glfwGetWindowSize
* @sa glfwSetWindowMonitor
*
* @since Added in version 1.0.
* @glfw3 Added window handle parameter.
*
* @ingroup window
*/
GLFWAPI void glfwSetWindowSize(GLFWwindow* window, int width, int height);
/*! @brief Retrieves the size of the framebuffer of the specified window.
*
* This function retrieves the size, in pixels, of the framebuffer of the
* specified window. If you wish to retrieve the size of the window in screen
* coordinates, see @ref glfwGetWindowSize.
*
* Any or all of the size arguments may be `NULL`. If an error occurs, all
* non-`NULL` size arguments will be set to zero.
*
* @param[in] window The window whose framebuffer to query.
* @param[out] width Where to store the width, in pixels, of the framebuffer,
* or `NULL`.
* @param[out] height Where to store the height, in pixels, of the framebuffer,
* or `NULL`.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_PLATFORM_ERROR.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref window_fbsize
* @sa glfwSetFramebufferSizeCallback
*
* @since Added in version 3.0.
*
* @ingroup window
*/
GLFWAPI void glfwGetFramebufferSize(GLFWwindow* window, int* width, int* height);
/*! @brief Retrieves the size of the frame of the window.
*
* This function retrieves the size, in screen coordinates, of each edge of the
* frame of the specified window. This size includes the title bar, if the
* window has one. The size of the frame may vary depending on the
* [window-related hints](@ref window_hints_wnd) used to create it.
*
* Because this function retrieves the size of each window frame edge and not
* the offset along a particular coordinate axis, the retrieved values will
* always be zero or positive.
*
* Any or all of the size arguments may be `NULL`. If an error occurs, all
* non-`NULL` size arguments will be set to zero.
*
* @param[in] window The window whose frame size to query.
* @param[out] left Where to store the size, in screen coordinates, of the left
* edge of the window frame, or `NULL`.
* @param[out] top Where to store the size, in screen coordinates, of the top
* edge of the window frame, or `NULL`.
* @param[out] right Where to store the size, in screen coordinates, of the
* right edge of the window frame, or `NULL`.
* @param[out] bottom Where to store the size, in screen coordinates, of the
* bottom edge of the window frame, or `NULL`.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_PLATFORM_ERROR.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref window_size
*
* @since Added in version 3.1.
*
* @ingroup window
*/
GLFWAPI void glfwGetWindowFrameSize(GLFWwindow* window, int* left, int* top, int* right, int* bottom);
/*! @brief Iconifies the specified window.
*
* This function iconifies (minimizes) the specified window if it was
* previously restored. If the window is already iconified, this function does
* nothing.
*
* If the specified window is a full screen window, the original monitor
* resolution is restored until the window is restored.
*
* @param[in] window The window to iconify.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_PLATFORM_ERROR.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref window_iconify
* @sa glfwRestoreWindow
* @sa glfwMaximizeWindow
*
* @since Added in version 2.1.
* @glfw3 Added window handle parameter.
*
* @ingroup window
*/
GLFWAPI void glfwIconifyWindow(GLFWwindow* window);
/*! @brief Restores the specified window.
*
* This function restores the specified window if it was previously iconified
* (minimized) or maximized. If the window is already restored, this function
* does nothing.
*
* If the specified window is a full screen window, the resolution chosen for
* the window is restored on the selected monitor.
*
* @param[in] window The window to restore.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_PLATFORM_ERROR.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref window_iconify
* @sa glfwIconifyWindow
* @sa glfwMaximizeWindow
*
* @since Added in version 2.1.
* @glfw3 Added window handle parameter.
*
* @ingroup window
*/
GLFWAPI void glfwRestoreWindow(GLFWwindow* window);
/*! @brief Maximizes the specified window.
*
* This function maximizes the specified window if it was previously not
* maximized. If the window is already maximized, this function does nothing.
*
* If the specified window is a full screen window, this function does nothing.
*
* @param[in] window The window to maximize.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_PLATFORM_ERROR.
*
* @par Thread Safety
* This function may only be called from the main thread.
*
* @sa @ref window_iconify
* @sa glfwIconifyWindow
* @sa glfwRestoreWindow
*
* @since Added in GLFW 3.2.
*
* @ingroup window
*/
GLFWAPI void glfwMaximizeWindow(GLFWwindow* window);
/*! @brief Makes the specified window visible.
*
* This function makes the specified window visible if it was previously
* hidden. If the window is already visible or is in full screen mode, this
* function does nothing.
*
* @param[in] window The window to make visible.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_PLATFORM_ERROR.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref window_hide
* @sa glfwHideWindow
*
* @since Added in version 3.0.
*
* @ingroup window
*/
GLFWAPI void glfwShowWindow(GLFWwindow* window);
/*! @brief Hides the specified window.
*
* This function hides the specified window if it was previously visible. If
* the window is already hidden or is in full screen mode, this function does
* nothing.
*
* @param[in] window The window to hide.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_PLATFORM_ERROR.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref window_hide
* @sa glfwShowWindow
*
* @since Added in version 3.0.
*
* @ingroup window
*/
GLFWAPI void glfwHideWindow(GLFWwindow* window);
/*! @brief Brings the specified window to front and sets input focus.
*
* This function brings the specified window to front and sets input focus.
* The window should already be visible and not iconified.
*
* By default, both windowed and full screen mode windows are focused when
* initially created. Set the [GLFW_FOCUSED](@ref window_hints_wnd) to disable
* this behavior.
*
* __Do not use this function__ to steal focus from other applications unless
* you are certain that is what the user wants. Focus stealing can be
* extremely disruptive.
*
* @param[in] window The window to give input focus.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_PLATFORM_ERROR.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref window_focus
*
* @since Added in version 3.2.
*
* @ingroup window
*/
GLFWAPI void glfwFocusWindow(GLFWwindow* window);
/*! @brief Returns the monitor that the window uses for full screen mode.
*
* This function returns the handle of the monitor that the specified window is
* in full screen on.
*
* @param[in] window The window to query.
* @return The monitor, or `NULL` if the window is in windowed mode or an
* [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref window_monitor
* @sa glfwSetWindowMonitor
*
* @since Added in version 3.0.
*
* @ingroup window
*/
GLFWAPI GLFWmonitor* glfwGetWindowMonitor(GLFWwindow* window);
/*! @brief Sets the mode, monitor, video mode and placement of a window.
*
* This function sets the monitor that the window uses for full screen mode or,
* if the monitor is `NULL`, makes it windowed mode.
*
* When setting a monitor, this function updates the width, height and refresh
* rate of the desired video mode and switches to the video mode closest to it.
* The window position is ignored when setting a monitor.
*
* When the monitor is `NULL`, the position, width and height are used to
* place the window client area. The refresh rate is ignored when no monitor
* is specified.
*
* If you only wish to update the resolution of a full screen window or the
* size of a windowed mode window, see @ref glfwSetWindowSize.
*
* When a window transitions from full screen to windowed mode, this function
* restores any previous window settings such as whether it is decorated,
* floating, resizable, has size or aspect ratio limits, etc..
*
* @param[in] window The window whose monitor, size or video mode to set.
* @param[in] monitor The desired monitor, or `NULL` to set windowed mode.
* @param[in] xpos The desired x-coordinate of the upper-left corner of the
* client area.
* @param[in] ypos The desired y-coordinate of the upper-left corner of the
* client area.
* @param[in] width The desired with, in screen coordinates, of the client area
* or video mode.
* @param[in] height The desired height, in screen coordinates, of the client
* area or video mode.
* @param[in] refreshRate The desired refresh rate, in Hz, of the video mode,
* or `GLFW_DONT_CARE`.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_PLATFORM_ERROR.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref window_monitor
* @sa @ref window_full_screen
* @sa glfwGetWindowMonitor
* @sa glfwSetWindowSize
*
* @since Added in version 3.2.
*
* @ingroup window
*/
GLFWAPI void glfwSetWindowMonitor(GLFWwindow* window, GLFWmonitor* monitor, int xpos, int ypos, int width, int height, int refreshRate);
/*! @brief Returns an attribute of the specified window.
*
* This function returns the value of an attribute of the specified window or
* its OpenGL or OpenGL ES context.
*
* @param[in] window The window to query.
* @param[in] attrib The [window attribute](@ref window_attribs) whose value to
* return.
* @return The value of the attribute, or zero if an
* [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
* GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.
*
* @remark Framebuffer related hints are not window attributes. See @ref
* window_attribs_fb for more information.
*
* @remark Zero is a valid value for many window and context related
* attributes so you cannot use a return value of zero as an indication of
* errors. However, this function should not fail as long as it is passed
* valid arguments and the library has been [initialized](@ref intro_init).
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref window_attribs
*
* @since Added in version 3.0. Replaces `glfwGetWindowParam` and
* `glfwGetGLVersion`.
*
* @ingroup window
*/
GLFWAPI int glfwGetWindowAttrib(GLFWwindow* window, int attrib);
/*! @brief Sets the user pointer of the specified window.
*
* This function sets the user-defined pointer of the specified window. The
* current value is retained until the window is destroyed. The initial value
* is `NULL`.
*
* @param[in] window The window whose pointer to set.
* @param[in] pointer The new value.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @sa @ref window_userptr
* @sa glfwGetWindowUserPointer
*
* @since Added in version 3.0.
*
* @ingroup window
*/
GLFWAPI void glfwSetWindowUserPointer(GLFWwindow* window, void* pointer);
/*! @brief Returns the user pointer of the specified window.
*
* This function returns the current value of the user-defined pointer of the
* specified window. The initial value is `NULL`.
*
* @param[in] window The window whose pointer to return.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @sa @ref window_userptr
* @sa glfwSetWindowUserPointer
*
* @since Added in version 3.0.
*
* @ingroup window
*/
GLFWAPI void* glfwGetWindowUserPointer(GLFWwindow* window);
/*! @brief Sets the position callback for the specified window.
*
* This function sets the position callback of the specified window, which is
* called when the window is moved. The callback is provided with the screen
* position of the upper-left corner of the client area of the window.
*
* @param[in] window The window whose callback to set.
* @param[in] cbfun The new callback, or `NULL` to remove the currently set
* callback.
* @return The previously set callback, or `NULL` if no callback was set or the
* library had not been [initialized](@ref intro_init).
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref window_pos
*
* @since Added in version 3.0.
*
* @ingroup window
*/
GLFWAPI GLFWwindowposfun glfwSetWindowPosCallback(GLFWwindow* window, GLFWwindowposfun cbfun);
/*! @brief Sets the size callback for the specified window.
*
* This function sets the size callback of the specified window, which is
* called when the window is resized. The callback is provided with the size,
* in screen coordinates, of the client area of the window.
*
* @param[in] window The window whose callback to set.
* @param[in] cbfun The new callback, or `NULL` to remove the currently set
* callback.
* @return The previously set callback, or `NULL` if no callback was set or the
* library had not been [initialized](@ref intro_init).
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref window_size
*
* @since Added in version 1.0.
* @glfw3 Added window handle parameter and return value.
*
* @ingroup window
*/
GLFWAPI GLFWwindowsizefun glfwSetWindowSizeCallback(GLFWwindow* window, GLFWwindowsizefun cbfun);
/*! @brief Sets the close callback for the specified window.
*
* This function sets the close callback of the specified window, which is
* called when the user attempts to close the window, for example by clicking
* the close widget in the title bar.
*
* The close flag is set before this callback is called, but you can modify it
* at any time with @ref glfwSetWindowShouldClose.
*
* The close callback is not triggered by @ref glfwDestroyWindow.
*
* @param[in] window The window whose callback to set.
* @param[in] cbfun The new callback, or `NULL` to remove the currently set
* callback.
* @return The previously set callback, or `NULL` if no callback was set or the
* library had not been [initialized](@ref intro_init).
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
*
* @remark @osx Selecting Quit from the application menu will trigger the close
* callback for all windows.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref window_close
*
* @since Added in version 2.5.
* @glfw3 Added window handle parameter and return value.
*
* @ingroup window
*/
GLFWAPI GLFWwindowclosefun glfwSetWindowCloseCallback(GLFWwindow* window, GLFWwindowclosefun cbfun);
/*! @brief Sets the refresh callback for the specified window.
*
* This function sets the refresh callback of the specified window, which is
* called when the client area of the window needs to be redrawn, for example
* if the window has been exposed after having been covered by another window.
*
* On compositing window systems such as Aero, Compiz or Aqua, where the window
* contents are saved off-screen, this callback may be called only very
* infrequently or never at all.
*
* @param[in] window The window whose callback to set.
* @param[in] cbfun The new callback, or `NULL` to remove the currently set
* callback.
* @return The previously set callback, or `NULL` if no callback was set or the
* library had not been [initialized](@ref intro_init).
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref window_refresh
*
* @since Added in version 2.5.
* @glfw3 Added window handle parameter and return value.
*
* @ingroup window
*/
GLFWAPI GLFWwindowrefreshfun glfwSetWindowRefreshCallback(GLFWwindow* window, GLFWwindowrefreshfun cbfun);
/*! @brief Sets the focus callback for the specified window.
*
* This function sets the focus callback of the specified window, which is
* called when the window gains or loses input focus.
*
* After the focus callback is called for a window that lost input focus,
* synthetic key and mouse button release events will be generated for all such
* that had been pressed. For more information, see @ref glfwSetKeyCallback
* and @ref glfwSetMouseButtonCallback.
*
* @param[in] window The window whose callback to set.
* @param[in] cbfun The new callback, or `NULL` to remove the currently set
* callback.
* @return The previously set callback, or `NULL` if no callback was set or the
* library had not been [initialized](@ref intro_init).
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref window_focus
*
* @since Added in version 3.0.
*
* @ingroup window
*/
GLFWAPI GLFWwindowfocusfun glfwSetWindowFocusCallback(GLFWwindow* window, GLFWwindowfocusfun cbfun);
/*! @brief Sets the iconify callback for the specified window.
*
* This function sets the iconification callback of the specified window, which
* is called when the window is iconified or restored.
*
* @param[in] window The window whose callback to set.
* @param[in] cbfun The new callback, or `NULL` to remove the currently set
* callback.
* @return The previously set callback, or `NULL` if no callback was set or the
* library had not been [initialized](@ref intro_init).
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref window_iconify
*
* @since Added in version 3.0.
*
* @ingroup window
*/
GLFWAPI GLFWwindowiconifyfun glfwSetWindowIconifyCallback(GLFWwindow* window, GLFWwindowiconifyfun cbfun);
/*! @brief Sets the framebuffer resize callback for the specified window.
*
* This function sets the framebuffer resize callback of the specified window,
* which is called when the framebuffer of the specified window is resized.
*
* @param[in] window The window whose callback to set.
* @param[in] cbfun The new callback, or `NULL` to remove the currently set
* callback.
* @return The previously set callback, or `NULL` if no callback was set or the
* library had not been [initialized](@ref intro_init).
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref window_fbsize
*
* @since Added in version 3.0.
*
* @ingroup window
*/
GLFWAPI GLFWframebuffersizefun glfwSetFramebufferSizeCallback(GLFWwindow* window, GLFWframebuffersizefun cbfun);
/*! @brief Processes all pending events.
*
* This function processes only those events that are already in the event
* queue and then returns immediately. Processing events will cause the window
* and input callbacks associated with those events to be called.
*
* On some platforms, a window move, resize or menu operation will cause event
* processing to block. This is due to how event processing is designed on
* those platforms. You can use the
* [window refresh callback](@ref window_refresh) to redraw the contents of
* your window when necessary during such operations.
*
* On some platforms, certain events are sent directly to the application
* without going through the event queue, causing callbacks to be called
* outside of a call to one of the event processing functions.
*
* Event processing is not required for joystick input to work.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_PLATFORM_ERROR.
*
* @reentrancy This function must not be called from a callback.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref events
* @sa glfwWaitEvents
* @sa glfwWaitEventsTimeout
*
* @since Added in version 1.0.
*
* @ingroup window
*/
GLFWAPI void glfwPollEvents(void);
/*! @brief Waits until events are queued and processes them.
*
* This function puts the calling thread to sleep until at least one event is
* available in the event queue. Once one or more events are available,
* it behaves exactly like @ref glfwPollEvents, i.e. the events in the queue
* are processed and the function then returns immediately. Processing events
* will cause the window and input callbacks associated with those events to be
* called.
*
* Since not all events are associated with callbacks, this function may return
* without a callback having been called even if you are monitoring all
* callbacks.
*
* On some platforms, a window move, resize or menu operation will cause event
* processing to block. This is due to how event processing is designed on
* those platforms. You can use the
* [window refresh callback](@ref window_refresh) to redraw the contents of
* your window when necessary during such operations.
*
* On some platforms, certain callbacks may be called outside of a call to one
* of the event processing functions.
*
* If no windows exist, this function returns immediately. For synchronization
* of threads in applications that do not create windows, use your threading
* library of choice.
*
* Event processing is not required for joystick input to work.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_PLATFORM_ERROR.
*
* @reentrancy This function must not be called from a callback.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref events
* @sa glfwPollEvents
* @sa glfwWaitEventsTimeout
*
* @since Added in version 2.5.
*
* @ingroup window
*/
GLFWAPI void glfwWaitEvents(void);
/*! @brief Waits with timeout until events are queued and processes them.
*
* This function puts the calling thread to sleep until at least one event is
* available in the event queue, or until the specified timeout is reached. If
* one or more events are available, it behaves exactly like @ref
* glfwPollEvents, i.e. the events in the queue are processed and the function
* then returns immediately. Processing events will cause the window and input
* callbacks associated with those events to be called.
*
* The timeout value must be a positive finite number.
*
* Since not all events are associated with callbacks, this function may return
* without a callback having been called even if you are monitoring all
* callbacks.
*
* On some platforms, a window move, resize or menu operation will cause event
* processing to block. This is due to how event processing is designed on
* those platforms. You can use the
* [window refresh callback](@ref window_refresh) to redraw the contents of
* your window when necessary during such operations.
*
* On some platforms, certain callbacks may be called outside of a call to one
* of the event processing functions.
*
* If no windows exist, this function returns immediately. For synchronization
* of threads in applications that do not create windows, use your threading
* library of choice.
*
* Event processing is not required for joystick input to work.
*
* @param[in] timeout The maximum amount of time, in seconds, to wait.
*
* @reentrancy This function must not be called from a callback.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref events
* @sa glfwPollEvents
* @sa glfwWaitEvents
*
* @since Added in version 3.2.
*
* @ingroup window
*/
GLFWAPI void glfwWaitEventsTimeout(double timeout);
/*! @brief Posts an empty event to the event queue.
*
* This function posts an empty event from the current thread to the event
* queue, causing @ref glfwWaitEvents or @ref glfwWaitEventsTimeout to return.
*
* If no windows exist, this function returns immediately. For synchronization
* of threads in applications that do not create windows, use your threading
* library of choice.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_PLATFORM_ERROR.
*
* @thread_safety This function may be called from any thread.
*
* @sa @ref events
* @sa glfwWaitEvents
* @sa glfwWaitEventsTimeout
*
* @since Added in version 3.1.
*
* @ingroup window
*/
GLFWAPI void glfwPostEmptyEvent(void);
/*! @brief Returns the value of an input option for the specified window.
*
* This function returns the value of an input option for the specified window.
* The mode must be one of `GLFW_CURSOR`, `GLFW_STICKY_KEYS` or
* `GLFW_STICKY_MOUSE_BUTTONS`.
*
* @param[in] window The window to query.
* @param[in] mode One of `GLFW_CURSOR`, `GLFW_STICKY_KEYS` or
* `GLFW_STICKY_MOUSE_BUTTONS`.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_INVALID_ENUM.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa glfwSetInputMode
*
* @since Added in version 3.0.
*
* @ingroup input
*/
GLFWAPI int glfwGetInputMode(GLFWwindow* window, int mode);
/*! @brief Sets an input option for the specified window.
*
* This function sets an input mode option for the specified window. The mode
* must be one of `GLFW_CURSOR`, `GLFW_STICKY_KEYS` or
* `GLFW_STICKY_MOUSE_BUTTONS`.
*
* If the mode is `GLFW_CURSOR`, the value must be one of the following cursor
* modes:
* - `GLFW_CURSOR_NORMAL` makes the cursor visible and behaving normally.
* - `GLFW_CURSOR_HIDDEN` makes the cursor invisible when it is over the client
* area of the window but does not restrict the cursor from leaving.
* - `GLFW_CURSOR_DISABLED` hides and grabs the cursor, providing virtual
* and unlimited cursor movement. This is useful for implementing for
* example 3D camera controls.
*
* If the mode is `GLFW_STICKY_KEYS`, the value must be either `GLFW_TRUE` to
* enable sticky keys, or `GLFW_FALSE` to disable it. If sticky keys are
* enabled, a key press will ensure that @ref glfwGetKey returns `GLFW_PRESS`
* the next time it is called even if the key had been released before the
* call. This is useful when you are only interested in whether keys have been
* pressed but not when or in which order.
*
* If the mode is `GLFW_STICKY_MOUSE_BUTTONS`, the value must be either
* `GLFW_TRUE` to enable sticky mouse buttons, or `GLFW_FALSE` to disable it.
* If sticky mouse buttons are enabled, a mouse button press will ensure that
* @ref glfwGetMouseButton returns `GLFW_PRESS` the next time it is called even
* if the mouse button had been released before the call. This is useful when
* you are only interested in whether mouse buttons have been pressed but not
* when or in which order.
*
* @param[in] window The window whose input mode to set.
* @param[in] mode One of `GLFW_CURSOR`, `GLFW_STICKY_KEYS` or
* `GLFW_STICKY_MOUSE_BUTTONS`.
* @param[in] value The new value of the specified input mode.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
* GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa glfwGetInputMode
*
* @since Added in version 3.0. Replaces `glfwEnable` and `glfwDisable`.
*
* @ingroup input
*/
GLFWAPI void glfwSetInputMode(GLFWwindow* window, int mode, int value);
/*! @brief Returns the localized name of the specified printable key.
*
* This function returns the localized name of the specified printable key.
* This is intended for displaying key bindings to the user.
*
* If the key is `GLFW_KEY_UNKNOWN`, the scancode is used instead, otherwise
* the scancode is ignored. If a non-printable key or (if the key is
* `GLFW_KEY_UNKNOWN`) a scancode that maps to a non-printable key is
* specified, this function returns `NULL`.
*
* This behavior allows you to pass in the arguments passed to the
* [key callback](@ref input_key) without modification.
*
* The printable keys are:
* - `GLFW_KEY_APOSTROPHE`
* - `GLFW_KEY_COMMA`
* - `GLFW_KEY_MINUS`
* - `GLFW_KEY_PERIOD`
* - `GLFW_KEY_SLASH`
* - `GLFW_KEY_SEMICOLON`
* - `GLFW_KEY_EQUAL`
* - `GLFW_KEY_LEFT_BRACKET`
* - `GLFW_KEY_RIGHT_BRACKET`
* - `GLFW_KEY_BACKSLASH`
* - `GLFW_KEY_WORLD_1`
* - `GLFW_KEY_WORLD_2`
* - `GLFW_KEY_0` to `GLFW_KEY_9`
* - `GLFW_KEY_A` to `GLFW_KEY_Z`
* - `GLFW_KEY_KP_0` to `GLFW_KEY_KP_9`
* - `GLFW_KEY_KP_DECIMAL`
* - `GLFW_KEY_KP_DIVIDE`
* - `GLFW_KEY_KP_MULTIPLY`
* - `GLFW_KEY_KP_SUBTRACT`
* - `GLFW_KEY_KP_ADD`
* - `GLFW_KEY_KP_EQUAL`
*
* @param[in] key The key to query, or `GLFW_KEY_UNKNOWN`.
* @param[in] scancode The scancode of the key to query.
* @return The localized name of the key, or `NULL`.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_PLATFORM_ERROR.
*
* @pointer_lifetime The returned string is allocated and freed by GLFW. You
* should not free it yourself. It is valid until the next call to @ref
* glfwGetKeyName, or until the library is terminated.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref input_key_name
*
* @since Added in version 3.2.
*
* @ingroup input
*/
GLFWAPI const char* glfwGetKeyName(int key, int scancode);
/*! @brief Returns the last reported state of a keyboard key for the specified
* window.
*
* This function returns the last state reported for the specified key to the
* specified window. The returned state is one of `GLFW_PRESS` or
* `GLFW_RELEASE`. The higher-level action `GLFW_REPEAT` is only reported to
* the key callback.
*
* If the `GLFW_STICKY_KEYS` input mode is enabled, this function returns
* `GLFW_PRESS` the first time you call it for a key that was pressed, even if
* that key has already been released.
*
* The key functions deal with physical keys, with [key tokens](@ref keys)
* named after their use on the standard US keyboard layout. If you want to
* input text, use the Unicode character callback instead.
*
* The [modifier key bit masks](@ref mods) are not key tokens and cannot be
* used with this function.
*
* __Do not use this function__ to implement [text input](@ref input_char).
*
* @param[in] window The desired window.
* @param[in] key The desired [keyboard key](@ref keys). `GLFW_KEY_UNKNOWN` is
* not a valid key for this function.
* @return One of `GLFW_PRESS` or `GLFW_RELEASE`.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_INVALID_ENUM.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref input_key
*
* @since Added in version 1.0.
* @glfw3 Added window handle parameter.
*
* @ingroup input
*/
GLFWAPI int glfwGetKey(GLFWwindow* window, int key);
/*! @brief Returns the last reported state of a mouse button for the specified
* window.
*
* This function returns the last state reported for the specified mouse button
* to the specified window. The returned state is one of `GLFW_PRESS` or
* `GLFW_RELEASE`.
*
* If the `GLFW_STICKY_MOUSE_BUTTONS` input mode is enabled, this function
* `GLFW_PRESS` the first time you call it for a mouse button that was pressed,
* even if that mouse button has already been released.
*
* @param[in] window The desired window.
* @param[in] button The desired [mouse button](@ref buttons).
* @return One of `GLFW_PRESS` or `GLFW_RELEASE`.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_INVALID_ENUM.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref input_mouse_button
*
* @since Added in version 1.0.
* @glfw3 Added window handle parameter.
*
* @ingroup input
*/
GLFWAPI int glfwGetMouseButton(GLFWwindow* window, int button);
/*! @brief Retrieves the position of the cursor relative to the client area of
* the window.
*
* This function returns the position of the cursor, in screen coordinates,
* relative to the upper-left corner of the client area of the specified
* window.
*
* If the cursor is disabled (with `GLFW_CURSOR_DISABLED`) then the cursor
* position is unbounded and limited only by the minimum and maximum values of
* a `double`.
*
* The coordinate can be converted to their integer equivalents with the
* `floor` function. Casting directly to an integer type works for positive
* coordinates, but fails for negative ones.
*
* Any or all of the position arguments may be `NULL`. If an error occurs, all
* non-`NULL` position arguments will be set to zero.
*
* @param[in] window The desired window.
* @param[out] xpos Where to store the cursor x-coordinate, relative to the
* left edge of the client area, or `NULL`.
* @param[out] ypos Where to store the cursor y-coordinate, relative to the to
* top edge of the client area, or `NULL`.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_PLATFORM_ERROR.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref cursor_pos
* @sa glfwSetCursorPos
*
* @since Added in version 3.0. Replaces `glfwGetMousePos`.
*
* @ingroup input
*/
GLFWAPI void glfwGetCursorPos(GLFWwindow* window, double* xpos, double* ypos);
/*! @brief Sets the position of the cursor, relative to the client area of the
* window.
*
* This function sets the position, in screen coordinates, of the cursor
* relative to the upper-left corner of the client area of the specified
* window. The window must have input focus. If the window does not have
* input focus when this function is called, it fails silently.
*
* __Do not use this function__ to implement things like camera controls. GLFW
* already provides the `GLFW_CURSOR_DISABLED` cursor mode that hides the
* cursor, transparently re-centers it and provides unconstrained cursor
* motion. See @ref glfwSetInputMode for more information.
*
* If the cursor mode is `GLFW_CURSOR_DISABLED` then the cursor position is
* unconstrained and limited only by the minimum and maximum values of
* a `double`.
*
* @param[in] window The desired window.
* @param[in] xpos The desired x-coordinate, relative to the left edge of the
* client area.
* @param[in] ypos The desired y-coordinate, relative to the top edge of the
* client area.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_PLATFORM_ERROR.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref cursor_pos
* @sa glfwGetCursorPos
*
* @since Added in version 3.0. Replaces `glfwSetMousePos`.
*
* @ingroup input
*/
GLFWAPI void glfwSetCursorPos(GLFWwindow* window, double xpos, double ypos);
/*! @brief Creates a custom cursor.
*
* Creates a new custom cursor image that can be set for a window with @ref
* glfwSetCursor. The cursor can be destroyed with @ref glfwDestroyCursor.
* Any remaining cursors are destroyed by @ref glfwTerminate.
*
* The pixels are 32-bit, little-endian, non-premultiplied RGBA, i.e. eight
* bits per channel. They are arranged canonically as packed sequential rows,
* starting from the top-left corner.
*
* The cursor hotspot is specified in pixels, relative to the upper-left corner
* of the cursor image. Like all other coordinate systems in GLFW, the X-axis
* points to the right and the Y-axis points down.
*
* @param[in] image The desired cursor image.
* @param[in] xhot The desired x-coordinate, in pixels, of the cursor hotspot.
* @param[in] yhot The desired y-coordinate, in pixels, of the cursor hotspot.
* @return The handle of the created cursor, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_PLATFORM_ERROR.
*
* @pointer_lifetime The specified image data is copied before this function
* returns.
*
* @reentrancy This function must not be called from a callback.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref cursor_object
* @sa glfwDestroyCursor
* @sa glfwCreateStandardCursor
*
* @since Added in version 3.1.
*
* @ingroup input
*/
GLFWAPI GLFWcursor* glfwCreateCursor(const GLFWimage* image, int xhot, int yhot);
/*! @brief Creates a cursor with a standard shape.
*
* Returns a cursor with a [standard shape](@ref shapes), that can be set for
* a window with @ref glfwSetCursor.
*
* @param[in] shape One of the [standard shapes](@ref shapes).
* @return A new cursor ready to use or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
* GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.
*
* @reentrancy This function must not be called from a callback.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref cursor_object
* @sa glfwCreateCursor
*
* @since Added in version 3.1.
*
* @ingroup input
*/
GLFWAPI GLFWcursor* glfwCreateStandardCursor(int shape);
/*! @brief Destroys a cursor.
*
* This function destroys a cursor previously created with @ref
* glfwCreateCursor. Any remaining cursors will be destroyed by @ref
* glfwTerminate.
*
* @param[in] cursor The cursor object to destroy.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_PLATFORM_ERROR.
*
* @reentrancy This function must not be called from a callback.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref cursor_object
* @sa glfwCreateCursor
*
* @since Added in version 3.1.
*
* @ingroup input
*/
GLFWAPI void glfwDestroyCursor(GLFWcursor* cursor);
/*! @brief Sets the cursor for the window.
*
* This function sets the cursor image to be used when the cursor is over the
* client area of the specified window. The set cursor will only be visible
* when the [cursor mode](@ref cursor_mode) of the window is
* `GLFW_CURSOR_NORMAL`.
*
* On some platforms, the set cursor may not be visible unless the window also
* has input focus.
*
* @param[in] window The window to set the cursor for.
* @param[in] cursor The cursor to set, or `NULL` to switch back to the default
* arrow cursor.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_PLATFORM_ERROR.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref cursor_object
*
* @since Added in version 3.1.
*
* @ingroup input
*/
GLFWAPI void glfwSetCursor(GLFWwindow* window, GLFWcursor* cursor);
/*! @brief Sets the key callback.
*
* This function sets the key callback of the specified window, which is called
* when a key is pressed, repeated or released.
*
* The key functions deal with physical keys, with layout independent
* [key tokens](@ref keys) named after their values in the standard US keyboard
* layout. If you want to input text, use the
* [character callback](@ref glfwSetCharCallback) instead.
*
* When a window loses input focus, it will generate synthetic key release
* events for all pressed keys. You can tell these events from user-generated
* events by the fact that the synthetic ones are generated after the focus
* loss event has been processed, i.e. after the
* [window focus callback](@ref glfwSetWindowFocusCallback) has been called.
*
* The scancode of a key is specific to that platform or sometimes even to that
* machine. Scancodes are intended to allow users to bind keys that don't have
* a GLFW key token. Such keys have `key` set to `GLFW_KEY_UNKNOWN`, their
* state is not saved and so it cannot be queried with @ref glfwGetKey.
*
* Sometimes GLFW needs to generate synthetic key events, in which case the
* scancode may be zero.
*
* @param[in] window The window whose callback to set.
* @param[in] cbfun The new key callback, or `NULL` to remove the currently
* set callback.
* @return The previously set callback, or `NULL` if no callback was set or the
* library had not been [initialized](@ref intro_init).
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref input_key
*
* @since Added in version 1.0.
* @glfw3 Added window handle parameter and return value.
*
* @ingroup input
*/
GLFWAPI GLFWkeyfun glfwSetKeyCallback(GLFWwindow* window, GLFWkeyfun cbfun);
/*! @brief Sets the Unicode character callback.
*
* This function sets the character callback of the specified window, which is
* called when a Unicode character is input.
*
* The character callback is intended for Unicode text input. As it deals with
* characters, it is keyboard layout dependent, whereas the
* [key callback](@ref glfwSetKeyCallback) is not. Characters do not map 1:1
* to physical keys, as a key may produce zero, one or more characters. If you
* want to know whether a specific physical key was pressed or released, see
* the key callback instead.
*
* The character callback behaves as system text input normally does and will
* not be called if modifier keys are held down that would prevent normal text
* input on that platform, for example a Super (Command) key on OS X or Alt key
* on Windows. There is a
* [character with modifiers callback](@ref glfwSetCharModsCallback) that
* receives these events.
*
* @param[in] window The window whose callback to set.
* @param[in] cbfun The new callback, or `NULL` to remove the currently set
* callback.
* @return The previously set callback, or `NULL` if no callback was set or the
* library had not been [initialized](@ref intro_init).
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref input_char
*
* @since Added in version 2.4.
* @glfw3 Added window handle parameter and return value.
*
* @ingroup input
*/
GLFWAPI GLFWcharfun glfwSetCharCallback(GLFWwindow* window, GLFWcharfun cbfun);
/*! @brief Sets the Unicode character with modifiers callback.
*
* This function sets the character with modifiers callback of the specified
* window, which is called when a Unicode character is input regardless of what
* modifier keys are used.
*
* The character with modifiers callback is intended for implementing custom
* Unicode character input. For regular Unicode text input, see the
* [character callback](@ref glfwSetCharCallback). Like the character
* callback, the character with modifiers callback deals with characters and is
* keyboard layout dependent. Characters do not map 1:1 to physical keys, as
* a key may produce zero, one or more characters. If you want to know whether
* a specific physical key was pressed or released, see the
* [key callback](@ref glfwSetKeyCallback) instead.
*
* @param[in] window The window whose callback to set.
* @param[in] cbfun The new callback, or `NULL` to remove the currently set
* callback.
* @return The previously set callback, or `NULL` if no callback was set or an
* [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref input_char
*
* @since Added in version 3.1.
*
* @ingroup input
*/
GLFWAPI GLFWcharmodsfun glfwSetCharModsCallback(GLFWwindow* window, GLFWcharmodsfun cbfun);
/*! @brief Sets the mouse button callback.
*
* This function sets the mouse button callback of the specified window, which
* is called when a mouse button is pressed or released.
*
* When a window loses input focus, it will generate synthetic mouse button
* release events for all pressed mouse buttons. You can tell these events
* from user-generated events by the fact that the synthetic ones are generated
* after the focus loss event has been processed, i.e. after the
* [window focus callback](@ref glfwSetWindowFocusCallback) has been called.
*
* @param[in] window The window whose callback to set.
* @param[in] cbfun The new callback, or `NULL` to remove the currently set
* callback.
* @return The previously set callback, or `NULL` if no callback was set or the
* library had not been [initialized](@ref intro_init).
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref input_mouse_button
*
* @since Added in version 1.0.
* @glfw3 Added window handle parameter and return value.
*
* @ingroup input
*/
GLFWAPI GLFWmousebuttonfun glfwSetMouseButtonCallback(GLFWwindow* window, GLFWmousebuttonfun cbfun);
/*! @brief Sets the cursor position callback.
*
* This function sets the cursor position callback of the specified window,
* which is called when the cursor is moved. The callback is provided with the
* position, in screen coordinates, relative to the upper-left corner of the
* client area of the window.
*
* @param[in] window The window whose callback to set.
* @param[in] cbfun The new callback, or `NULL` to remove the currently set
* callback.
* @return The previously set callback, or `NULL` if no callback was set or the
* library had not been [initialized](@ref intro_init).
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref cursor_pos
*
* @since Added in version 3.0. Replaces `glfwSetMousePosCallback`.
*
* @ingroup input
*/
GLFWAPI GLFWcursorposfun glfwSetCursorPosCallback(GLFWwindow* window, GLFWcursorposfun cbfun);
/*! @brief Sets the cursor enter/exit callback.
*
* This function sets the cursor boundary crossing callback of the specified
* window, which is called when the cursor enters or leaves the client area of
* the window.
*
* @param[in] window The window whose callback to set.
* @param[in] cbfun The new callback, or `NULL` to remove the currently set
* callback.
* @return The previously set callback, or `NULL` if no callback was set or the
* library had not been [initialized](@ref intro_init).
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref cursor_enter
*
* @since Added in version 3.0.
*
* @ingroup input
*/
GLFWAPI GLFWcursorenterfun glfwSetCursorEnterCallback(GLFWwindow* window, GLFWcursorenterfun cbfun);
/*! @brief Sets the scroll callback.
*
* This function sets the scroll callback of the specified window, which is
* called when a scrolling device is used, such as a mouse wheel or scrolling
* area of a touchpad.
*
* The scroll callback receives all scrolling input, like that from a mouse
* wheel or a touchpad scrolling area.
*
* @param[in] window The window whose callback to set.
* @param[in] cbfun The new scroll callback, or `NULL` to remove the currently
* set callback.
* @return The previously set callback, or `NULL` if no callback was set or the
* library had not been [initialized](@ref intro_init).
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref scrolling
*
* @since Added in version 3.0. Replaces `glfwSetMouseWheelCallback`.
*
* @ingroup input
*/
GLFWAPI GLFWscrollfun glfwSetScrollCallback(GLFWwindow* window, GLFWscrollfun cbfun);
/*! @brief Sets the file drop callback.
*
* This function sets the file drop callback of the specified window, which is
* called when one or more dragged files are dropped on the window.
*
* Because the path array and its strings may have been generated specifically
* for that event, they are not guaranteed to be valid after the callback has
* returned. If you wish to use them after the callback returns, you need to
* make a deep copy.
*
* @param[in] window The window whose callback to set.
* @param[in] cbfun The new file drop callback, or `NULL` to remove the
* currently set callback.
* @return The previously set callback, or `NULL` if no callback was set or the
* library had not been [initialized](@ref intro_init).
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref path_drop
*
* @since Added in version 3.1.
*
* @ingroup input
*/
GLFWAPI GLFWdropfun glfwSetDropCallback(GLFWwindow* window, GLFWdropfun cbfun);
/*! @brief Returns whether the specified joystick is present.
*
* This function returns whether the specified joystick is present.
*
* @param[in] joy The [joystick](@ref joysticks) to query.
* @return `GLFW_TRUE` if the joystick is present, or `GLFW_FALSE` otherwise.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
* GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref joystick
*
* @since Added in version 3.0. Replaces `glfwGetJoystickParam`.
*
* @ingroup input
*/
GLFWAPI int glfwJoystickPresent(int joy);
/*! @brief Returns the values of all axes of the specified joystick.
*
* This function returns the values of all axes of the specified joystick.
* Each element in the array is a value between -1.0 and 1.0.
*
* Querying a joystick slot with no device present is not an error, but will
* cause this function to return `NULL`. Call @ref glfwJoystickPresent to
* check device presence.
*
* @param[in] joy The [joystick](@ref joysticks) to query.
* @param[out] count Where to store the number of axis values in the returned
* array. This is set to zero if the joystick is not present or an error
* occurred.
* @return An array of axis values, or `NULL` if the joystick is not present or
* an [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
* GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.
*
* @pointer_lifetime The returned array is allocated and freed by GLFW. You
* should not free it yourself. It is valid until the specified joystick is
* disconnected, this function is called again for that joystick or the library
* is terminated.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref joystick_axis
*
* @since Added in version 3.0. Replaces `glfwGetJoystickPos`.
*
* @ingroup input
*/
GLFWAPI const float* glfwGetJoystickAxes(int joy, int* count);
/*! @brief Returns the state of all buttons of the specified joystick.
*
* This function returns the state of all buttons of the specified joystick.
* Each element in the array is either `GLFW_PRESS` or `GLFW_RELEASE`.
*
* Querying a joystick slot with no device present is not an error, but will
* cause this function to return `NULL`. Call @ref glfwJoystickPresent to
* check device presence.
*
* @param[in] joy The [joystick](@ref joysticks) to query.
* @param[out] count Where to store the number of button states in the returned
* array. This is set to zero if the joystick is not present or an error
* occurred.
* @return An array of button states, or `NULL` if the joystick is not present
* or an [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
* GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.
*
* @pointer_lifetime The returned array is allocated and freed by GLFW. You
* should not free it yourself. It is valid until the specified joystick is
* disconnected, this function is called again for that joystick or the library
* is terminated.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref joystick_button
*
* @since Added in version 2.2.
* @glfw3 Changed to return a dynamic array.
*
* @ingroup input
*/
GLFWAPI const unsigned char* glfwGetJoystickButtons(int joy, int* count);
/*! @brief Returns the name of the specified joystick.
*
* This function returns the name, encoded as UTF-8, of the specified joystick.
* The returned string is allocated and freed by GLFW. You should not free it
* yourself.
*
* Querying a joystick slot with no device present is not an error, but will
* cause this function to return `NULL`. Call @ref glfwJoystickPresent to
* check device presence.
*
* @param[in] joy The [joystick](@ref joysticks) to query.
* @return The UTF-8 encoded name of the joystick, or `NULL` if the joystick
* is not present or an [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
* GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.
*
* @pointer_lifetime The returned string is allocated and freed by GLFW. You
* should not free it yourself. It is valid until the specified joystick is
* disconnected, this function is called again for that joystick or the library
* is terminated.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref joystick_name
*
* @since Added in version 3.0.
*
* @ingroup input
*/
GLFWAPI const char* glfwGetJoystickName(int joy);
/*! @brief Sets the joystick configuration callback.
*
* This function sets the joystick configuration callback, or removes the
* currently set callback. This is called when a joystick is connected to or
* disconnected from the system.
*
* @param[in] cbfun The new callback, or `NULL` to remove the currently set
* callback.
* @return The previously set callback, or `NULL` if no callback was set or the
* library had not been [initialized](@ref intro_init).
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref joystick_event
*
* @since Added in version 3.2.
*
* @ingroup input
*/
GLFWAPI GLFWjoystickfun glfwSetJoystickCallback(GLFWjoystickfun cbfun);
/*! @brief Sets the clipboard to the specified string.
*
* This function sets the system clipboard to the specified, UTF-8 encoded
* string.
*
* @param[in] window The window that will own the clipboard contents.
* @param[in] string A UTF-8 encoded string.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_PLATFORM_ERROR.
*
* @pointer_lifetime The specified string is copied before this function
* returns.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref clipboard
* @sa glfwGetClipboardString
*
* @since Added in version 3.0.
*
* @ingroup input
*/
GLFWAPI void glfwSetClipboardString(GLFWwindow* window, const char* string);
/*! @brief Returns the contents of the clipboard as a string.
*
* This function returns the contents of the system clipboard, if it contains
* or is convertible to a UTF-8 encoded string. If the clipboard is empty or
* if its contents cannot be converted, `NULL` is returned and a @ref
* GLFW_FORMAT_UNAVAILABLE error is generated.
*
* @param[in] window The window that will request the clipboard contents.
* @return The contents of the clipboard as a UTF-8 encoded string, or `NULL`
* if an [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_PLATFORM_ERROR.
*
* @pointer_lifetime The returned string is allocated and freed by GLFW. You
* should not free it yourself. It is valid until the next call to @ref
* glfwGetClipboardString or @ref glfwSetClipboardString, or until the library
* is terminated.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref clipboard
* @sa glfwSetClipboardString
*
* @since Added in version 3.0.
*
* @ingroup input
*/
GLFWAPI const char* glfwGetClipboardString(GLFWwindow* window);
/*! @brief Returns the value of the GLFW timer.
*
* This function returns the value of the GLFW timer. Unless the timer has
* been set using @ref glfwSetTime, the timer measures time elapsed since GLFW
* was initialized.
*
* The resolution of the timer is system dependent, but is usually on the order
* of a few micro- or nanoseconds. It uses the highest-resolution monotonic
* time source on each supported platform.
*
* @return The current value, in seconds, or zero if an
* [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
*
* @thread_safety This function may be called from any thread. Reading and
* writing of the internal timer offset is not atomic, so it needs to be
* externally synchronized with calls to @ref glfwSetTime.
*
* @sa @ref time
*
* @since Added in version 1.0.
*
* @ingroup input
*/
GLFWAPI double glfwGetTime(void);
/*! @brief Sets the GLFW timer.
*
* This function sets the value of the GLFW timer. It then continues to count
* up from that value. The value must be a positive finite number less than
* or equal to 18446744073.0, which is approximately 584.5 years.
*
* @param[in] time The new value, in seconds.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_INVALID_VALUE.
*
* @remark The upper limit of the timer is calculated as
* floor((2<sup>64</sup> - 1) / 10<sup>9</sup>) and is due to implementations
* storing nanoseconds in 64 bits. The limit may be increased in the future.
*
* @thread_safety This function may be called from any thread. Reading and
* writing of the internal timer offset is not atomic, so it needs to be
* externally synchronized with calls to @ref glfwGetTime.
*
* @sa @ref time
*
* @since Added in version 2.2.
*
* @ingroup input
*/
GLFWAPI void glfwSetTime(double time);
/*! @brief Returns the current value of the raw timer.
*
* This function returns the current value of the raw timer, measured in
* 1 / frequency seconds. To get the frequency, call @ref
* glfwGetTimerFrequency.
*
* @return The value of the timer, or zero if an
* [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
*
* @thread_safety This function may be called from any thread.
*
* @sa @ref time
* @sa glfwGetTimerFrequency
*
* @since Added in version 3.2.
*
* @ingroup input
*/
GLFWAPI uint64_t glfwGetTimerValue(void);
/*! @brief Returns the frequency, in Hz, of the raw timer.
*
* This function returns the frequency, in Hz, of the raw timer.
*
* @return The frequency of the timer, in Hz, or zero if an
* [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
*
* @thread_safety This function may be called from any thread.
*
* @sa @ref time
* @sa glfwGetTimerValue
*
* @since Added in version 3.2.
*
* @ingroup input
*/
GLFWAPI uint64_t glfwGetTimerFrequency(void);
/*! @brief Makes the context of the specified window current for the calling
* thread.
*
* This function makes the OpenGL or OpenGL ES context of the specified window
* current on the calling thread. A context can only be made current on
* a single thread at a time and each thread can have only a single current
* context at a time.
*
* By default, making a context non-current implicitly forces a pipeline flush.
* On machines that support `GL_KHR_context_flush_control`, you can control
* whether a context performs this flush by setting the
* [GLFW_CONTEXT_RELEASE_BEHAVIOR](@ref window_hints_ctx) window hint.
*
* The specified window must have an OpenGL or OpenGL ES context. Specifying
* a window without a context will generate a @ref GLFW_NO_WINDOW_CONTEXT
* error.
*
* @param[in] window The window whose context to make current, or `NULL` to
* detach the current context.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
* GLFW_NO_WINDOW_CONTEXT and @ref GLFW_PLATFORM_ERROR.
*
* @thread_safety This function may be called from any thread.
*
* @sa @ref context_current
* @sa glfwGetCurrentContext
*
* @since Added in version 3.0.
*
* @ingroup context
*/
GLFWAPI void glfwMakeContextCurrent(GLFWwindow* window);
/*! @brief Returns the window whose context is current on the calling thread.
*
* This function returns the window whose OpenGL or OpenGL ES context is
* current on the calling thread.
*
* @return The window whose context is current, or `NULL` if no window's
* context is current.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
*
* @thread_safety This function may be called from any thread.
*
* @sa @ref context_current
* @sa glfwMakeContextCurrent
*
* @since Added in version 3.0.
*
* @ingroup context
*/
GLFWAPI GLFWwindow* glfwGetCurrentContext(void);
/*! @brief Swaps the front and back buffers of the specified window.
*
* This function swaps the front and back buffers of the specified window when
* rendering with OpenGL or OpenGL ES. If the swap interval is greater than
* zero, the GPU driver waits the specified number of screen updates before
* swapping the buffers.
*
* The specified window must have an OpenGL or OpenGL ES context. Specifying
* a window without a context will generate a @ref GLFW_NO_WINDOW_CONTEXT
* error.
*
* This function does not apply to Vulkan. If you are rendering with Vulkan,
* see `vkQueuePresentKHR` instead.
*
* @param[in] window The window whose buffers to swap.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
* GLFW_NO_WINDOW_CONTEXT and @ref GLFW_PLATFORM_ERROR.
*
* @remark __EGL:__ The context of the specified window must be current on the
* calling thread.
*
* @thread_safety This function may be called from any thread.
*
* @sa @ref buffer_swap
* @sa glfwSwapInterval
*
* @since Added in version 1.0.
* @glfw3 Added window handle parameter.
*
* @ingroup window
*/
GLFWAPI void glfwSwapBuffers(GLFWwindow* window);
/*! @brief Sets the swap interval for the current context.
*
* This function sets the swap interval for the current OpenGL or OpenGL ES
* context, i.e. the number of screen updates to wait from the time @ref
* glfwSwapBuffers was called before swapping the buffers and returning. This
* is sometimes called _vertical synchronization_, _vertical retrace
* synchronization_ or just _vsync_.
*
* Contexts that support either of the `WGL_EXT_swap_control_tear` and
* `GLX_EXT_swap_control_tear` extensions also accept negative swap intervals,
* which allow the driver to swap even if a frame arrives a little bit late.
* You can check for the presence of these extensions using @ref
* glfwExtensionSupported. For more information about swap tearing, see the
* extension specifications.
*
* A context must be current on the calling thread. Calling this function
* without a current context will cause a @ref GLFW_NO_CURRENT_CONTEXT error.
*
* This function does not apply to Vulkan. If you are rendering with Vulkan,
* see the present mode of your swapchain instead.
*
* @param[in] interval The minimum number of screen updates to wait for
* until the buffers are swapped by @ref glfwSwapBuffers.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
* GLFW_NO_CURRENT_CONTEXT and @ref GLFW_PLATFORM_ERROR.
*
* @remark This function is not called during context creation, leaving the
* swap interval set to whatever is the default on that platform. This is done
* because some swap interval extensions used by GLFW do not allow the swap
* interval to be reset to zero once it has been set to a non-zero value.
*
* @remark Some GPU drivers do not honor the requested swap interval, either
* because of a user setting that overrides the application's request or due to
* bugs in the driver.
*
* @thread_safety This function may be called from any thread.
*
* @sa @ref buffer_swap
* @sa glfwSwapBuffers
*
* @since Added in version 1.0.
*
* @ingroup context
*/
GLFWAPI void glfwSwapInterval(int interval);
/*! @brief Returns whether the specified extension is available.
*
* This function returns whether the specified
* [API extension](@ref context_glext) is supported by the current OpenGL or
* OpenGL ES context. It searches both for client API extension and context
* creation API extensions.
*
* A context must be current on the calling thread. Calling this function
* without a current context will cause a @ref GLFW_NO_CURRENT_CONTEXT error.
*
* As this functions retrieves and searches one or more extension strings each
* call, it is recommended that you cache its results if it is going to be used
* frequently. The extension strings will not change during the lifetime of
* a context, so there is no danger in doing this.
*
* This function does not apply to Vulkan. If you are using Vulkan, see @ref
* glfwGetRequiredInstanceExtensions, `vkEnumerateInstanceExtensionProperties`
* and `vkEnumerateDeviceExtensionProperties` instead.
*
* @param[in] extension The ASCII encoded name of the extension.
* @return `GLFW_TRUE` if the extension is available, or `GLFW_FALSE`
* otherwise.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
* GLFW_NO_CURRENT_CONTEXT, @ref GLFW_INVALID_VALUE and @ref
* GLFW_PLATFORM_ERROR.
*
* @thread_safety This function may be called from any thread.
*
* @sa @ref context_glext
* @sa glfwGetProcAddress
*
* @since Added in version 1.0.
*
* @ingroup context
*/
GLFWAPI int glfwExtensionSupported(const char* extension);
/*! @brief Returns the address of the specified function for the current
* context.
*
* This function returns the address of the specified OpenGL or OpenGL ES
* [core or extension function](@ref context_glext), if it is supported
* by the current context.
*
* A context must be current on the calling thread. Calling this function
* without a current context will cause a @ref GLFW_NO_CURRENT_CONTEXT error.
*
* This function does not apply to Vulkan. If you are rendering with Vulkan,
* see @ref glfwGetInstanceProcAddress, `vkGetInstanceProcAddr` and
* `vkGetDeviceProcAddr` instead.
*
* @param[in] procname The ASCII encoded name of the function.
* @return The address of the function, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
* GLFW_NO_CURRENT_CONTEXT and @ref GLFW_PLATFORM_ERROR.
*
* @remark The address of a given function is not guaranteed to be the same
* between contexts.
*
* @remark This function may return a non-`NULL` address despite the
* associated version or extension not being available. Always check the
* context version or extension string first.
*
* @pointer_lifetime The returned function pointer is valid until the context
* is destroyed or the library is terminated.
*
* @thread_safety This function may be called from any thread.
*
* @sa @ref context_glext
* @sa glfwExtensionSupported
*
* @since Added in version 1.0.
*
* @ingroup context
*/
GLFWAPI GLFWglproc glfwGetProcAddress(const char* procname);
/*! @brief Returns whether the Vulkan loader has been found.
*
* This function returns whether the Vulkan loader has been found. This check
* is performed by @ref glfwInit.
*
* The availability of a Vulkan loader does not by itself guarantee that window
* surface creation or even device creation is possible. Call @ref
* glfwGetRequiredInstanceExtensions to check whether the extensions necessary
* for Vulkan surface creation are available and @ref
* glfwGetPhysicalDevicePresentationSupport to check whether a queue family of
* a physical device supports image presentation.
*
* @return `GLFW_TRUE` if Vulkan is available, or `GLFW_FALSE` otherwise.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
*
* @thread_safety This function may be called from any thread.
*
* @sa @ref vulkan_support
*
* @since Added in version 3.2.
*
* @ingroup vulkan
*/
GLFWAPI int glfwVulkanSupported(void);
/*! @brief Returns the Vulkan instance extensions required by GLFW.
*
* This function returns an array of names of Vulkan instance extensions required
* by GLFW for creating Vulkan surfaces for GLFW windows. If successful, the
* list will always contains `VK_KHR_surface`, so if you don't require any
* additional extensions you can pass this list directly to the
* `VkInstanceCreateInfo` struct.
*
* If Vulkan is not available on the machine, this function returns `NULL` and
* generates a @ref GLFW_API_UNAVAILABLE error. Call @ref glfwVulkanSupported
* to check whether Vulkan is available.
*
* If Vulkan is available but no set of extensions allowing window surface
* creation was found, this function returns `NULL`. You may still use Vulkan
* for off-screen rendering and compute work.
*
* @param[out] count Where to store the number of extensions in the returned
* array. This is set to zero if an error occurred.
* @return An array of ASCII encoded extension names, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_API_UNAVAILABLE.
*
* @remarks Additional extensions may be required by future versions of GLFW.
* You should check if any extensions you wish to enable are already in the
* returned array, as it is an error to specify an extension more than once in
* the `VkInstanceCreateInfo` struct.
*
* @pointer_lifetime The returned array is allocated and freed by GLFW. You
* should not free it yourself. It is guaranteed to be valid only until the
* library is terminated.
*
* @thread_safety This function may be called from any thread.
*
* @sa @ref vulkan_ext
* @sa glfwCreateWindowSurface
*
* @since Added in version 3.2.
*
* @ingroup vulkan
*/
GLFWAPI const char** glfwGetRequiredInstanceExtensions(uint32_t* count);
#if defined(VK_VERSION_1_0)
/*! @brief Returns the address of the specified Vulkan instance function.
*
* This function returns the address of the specified Vulkan core or extension
* function for the specified instance. If instance is set to `NULL` it can
* return any function exported from the Vulkan loader, including at least the
* following functions:
*
* - `vkEnumerateInstanceExtensionProperties`
* - `vkEnumerateInstanceLayerProperties`
* - `vkCreateInstance`
* - `vkGetInstanceProcAddr`
*
* If Vulkan is not available on the machine, this function returns `NULL` and
* generates a @ref GLFW_API_UNAVAILABLE error. Call @ref glfwVulkanSupported
* to check whether Vulkan is available.
*
* This function is equivalent to calling `vkGetInstanceProcAddr` with
* a platform-specific query of the Vulkan loader as a fallback.
*
* @param[in] instance The Vulkan instance to query, or `NULL` to retrieve
* functions related to instance creation.
* @param[in] procname The ASCII encoded name of the function.
* @return The address of the function, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_API_UNAVAILABLE.
*
* @pointer_lifetime The returned function pointer is valid until the library
* is terminated.
*
* @thread_safety This function may be called from any thread.
*
* @sa @ref vulkan_proc
*
* @since Added in version 3.2.
*
* @ingroup vulkan
*/
GLFWAPI GLFWvkproc glfwGetInstanceProcAddress(VkInstance instance, const char* procname);
/*! @brief Returns whether the specified queue family can present images.
*
* This function returns whether the specified queue family of the specified
* physical device supports presentation to the platform GLFW was built for.
*
* If Vulkan or the required window surface creation instance extensions are
* not available on the machine, or if the specified instance was not created
* with the required extensions, this function returns `GLFW_FALSE` and
* generates a @ref GLFW_API_UNAVAILABLE error. Call @ref glfwVulkanSupported
* to check whether Vulkan is available and @ref
* glfwGetRequiredInstanceExtensions to check what instance extensions are
* required.
*
* @param[in] instance The instance that the physical device belongs to.
* @param[in] device The physical device that the queue family belongs to.
* @param[in] queuefamily The index of the queue family to query.
* @return `GLFW_TRUE` if the queue family supports presentation, or
* `GLFW_FALSE` otherwise.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
* GLFW_API_UNAVAILABLE and @ref GLFW_PLATFORM_ERROR.
*
* @thread_safety This function may be called from any thread. For
* synchronization details of Vulkan objects, see the Vulkan specification.
*
* @sa @ref vulkan_present
*
* @since Added in version 3.2.
*
* @ingroup vulkan
*/
GLFWAPI int glfwGetPhysicalDevicePresentationSupport(VkInstance instance, VkPhysicalDevice device, uint32_t queuefamily);
/*! @brief Creates a Vulkan surface for the specified window.
*
* This function creates a Vulkan surface for the specified window.
*
* If the Vulkan loader was not found at initialization, this function returns
* `VK_ERROR_INITIALIZATION_FAILED` and generates a @ref GLFW_API_UNAVAILABLE
* error. Call @ref glfwVulkanSupported to check whether the Vulkan loader was
* found.
*
* If the required window surface creation instance extensions are not
* available or if the specified instance was not created with these extensions
* enabled, this function returns `VK_ERROR_EXTENSION_NOT_PRESENT` and
* generates a @ref GLFW_API_UNAVAILABLE error. Call @ref
* glfwGetRequiredInstanceExtensions to check what instance extensions are
* required.
*
* The window surface must be destroyed before the specified Vulkan instance.
* It is the responsibility of the caller to destroy the window surface. GLFW
* does not destroy it for you. Call `vkDestroySurfaceKHR` to destroy the
* surface.
*
* @param[in] instance The Vulkan instance to create the surface in.
* @param[in] window The window to create the surface for.
* @param[in] allocator The allocator to use, or `NULL` to use the default
* allocator.
* @param[out] surface Where to store the handle of the surface. This is set
* to `VK_NULL_HANDLE` if an error occurred.
* @return `VK_SUCCESS` if successful, or a Vulkan error code if an
* [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
* GLFW_API_UNAVAILABLE and @ref GLFW_PLATFORM_ERROR.
*
* @remarks If an error occurs before the creation call is made, GLFW returns
* the Vulkan error code most appropriate for the error. Appropriate use of
* @ref glfwVulkanSupported and @ref glfwGetRequiredInstanceExtensions should
* eliminate almost all occurrences of these errors.
*
* @thread_safety This function may be called from any thread. For
* synchronization details of Vulkan objects, see the Vulkan specification.
*
* @sa @ref vulkan_surface
* @sa glfwGetRequiredInstanceExtensions
*
* @since Added in version 3.2.
*
* @ingroup vulkan
*/
GLFWAPI VkResult glfwCreateWindowSurface(VkInstance instance, GLFWwindow* window, const VkAllocationCallbacks* allocator, VkSurfaceKHR* surface);
#endif /*VK_VERSION_1_0*/
/*************************************************************************
* Global definition cleanup
*************************************************************************/
/* ------------------- BEGIN SYSTEM/COMPILER SPECIFIC -------------------- */
#ifdef GLFW_WINGDIAPI_DEFINED
#undef WINGDIAPI
#undef GLFW_WINGDIAPI_DEFINED
#endif
#ifdef GLFW_CALLBACK_DEFINED
#undef CALLBACK
#undef GLFW_CALLBACK_DEFINED
#endif
/* -------------------- END SYSTEM/COMPILER SPECIFIC --------------------- */
#ifdef __cplusplus
}
#endif
#endif /* _glfw3_h_ */
| 152,470 | C | 34.883973 | 168 | 0.700741 |
NVIDIA-Omniverse/PhysX/flow/external/imgui/imgui.h | // dear imgui, v1.72b
// (headers)
// See imgui.cpp file for documentation.
// Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code.
// Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase.
// Get latest version at https://github.com/ocornut/imgui
/*
Index of this file:
// Header mess
// Forward declarations and basic types
// ImGui API (Dear ImGui end-user API)
// Flags & Enumerations
// Memory allocations macros
// ImVector<>
// ImGuiStyle
// ImGuiIO
// Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload)
// Obsolete functions
// Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor)
// Draw List API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData)
// Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont)
*/
#pragma once
// Configuration file with compile-time options (edit imconfig.h or define IMGUI_USER_CONFIG to your own filename)
#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
//-----------------------------------------------------------------------------
// Header mess
//-----------------------------------------------------------------------------
#include <float.h> // FLT_MAX
#include <stdarg.h> // va_list
#include <stddef.h> // ptrdiff_t, NULL
#include <string.h> // 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 "1.72b"
#define IMGUI_VERSION_NUM 17202
#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
// 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 bindings files (imgui_impl_xxx.h)
// 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.
#ifndef IMGUI_API
#define IMGUI_API
#endif
#ifndef IMGUI_IMPL_API
#define IMGUI_IMPL_API IMGUI_API
#endif
// Helper Macros
#ifndef IM_ASSERT
#include <assert.h>
#define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h
#endif
#if defined(__clang__) || defined(__GNUC__)
#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1))) // Apply printf-style warnings to user functions.
#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0)))
#else
#define IM_FMTARGS(FMT)
#define IM_FMTLIST(FMT)
#endif
#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR)/sizeof(*_ARR))) // Size of a static C-style array. Don't use on pointers!
#define IM_OFFSETOF(_TYPE,_MEMBER) ((size_t)&(((_TYPE*)0)->_MEMBER)) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in modern C++.
#define IM_UNUSED(_VAR) ((void)_VAR) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds.
// Warnings
#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
//-----------------------------------------------------------------------------
// Forward declarations and basic types
//-----------------------------------------------------------------------------
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 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 ImGuiListClipper; // Helper to manually clip large list of items
struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame, used by IMGUI_ONCE_UPON_A_FRAME macro
struct ImGuiPayload; // User data payload for drag and drop operations
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 ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder)
struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbb][,ccccc]")
// Typedefs and Enums/Flags (declared as int for compatibility with old C++, to allow using as flags and to not pollute the top of this file)
// Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists.
#ifndef ImTextureID
typedef void* ImTextureID; // User data to identify a texture (this is whatever to you want it to be! read the FAQ about ImTextureID in imgui.cpp)
#endif
typedef unsigned int ImGuiID; // Unique ID used by widgets (typically hashed from a stack of string)
typedef unsigned short ImWchar; // A single U16 character for keyboard input/display. We encode them as multi bytes UTF-8 when used in strings.
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 (ImGui-side enum)
typedef int ImGuiNavInput; // -> enum ImGuiNavInput_ // Enum: An input identifier for navigation
typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor identifier
typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling
typedef int ImDrawCornerFlags; // -> enum ImDrawCornerFlags_ // Flags: for ImDrawList::AddRect(), AddRectFilled() etc.
typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList
typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas
typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags
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 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 ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable()
typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar()
typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem()
typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader()
typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild()
typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData *data);
typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data);
// Scalar data types
typedef signed char ImS8; // 8-bit signed integer == char
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)
#if defined(_MSC_VER) && !defined(__clang__)
typedef signed __int64 ImS64; // 64-bit signed integer (pre and post C++11 with Visual Studio)
typedef unsigned __int64 ImU64; // 64-bit unsigned integer (pre and post C++11 with Visual Studio)
#elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100)
#include <stdint.h>
typedef int64_t ImS64; // 64-bit signed integer (pre C++11)
typedef uint64_t ImU64; // 64-bit unsigned integer (pre C++11)
#else
typedef signed long long ImS64; // 64-bit signed integer (post C++11)
typedef unsigned long long ImU64; // 64-bit unsigned integer (post C++11)
#endif
// 2D vector (often used to store positions, sizes, etc.)
struct ImVec2
{
float x, y;
ImVec2() { x = y = 0.0f; }
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
};
// 4D vector (often used to store floating-point colors)
struct ImVec4
{
float x, y, z, w;
ImVec4() { x = y = z = w = 0.0f; }
ImVec4(float _x, float _y, float _z, float _w) { x = _x; y = _y; z = _z; w = _w; }
#ifdef IM_VEC4_CLASS_EXTRA
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
};
//-----------------------------------------------------------------------------
// ImGui: Dear ImGui end-user API
// (Inside a namespace so you can add extra functions in your own separate file. Please don't modify imgui.cpp/.h!)
//-----------------------------------------------------------------------------
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 imgui contexts.
// All those functions are not reliant on the current context.
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);
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);
// 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(), you likely don't need to call that yourself directly. If you don't need to render data (skipping rendering) you may call EndFrame() but you'll have wasted CPU already! If you don't need to render, better to not create any imgui windows and not call NewFrame() at all!
IMGUI_API void Render(); // ends the Dear ImGui frame, finalize the draw data. You can get call GetDrawData() to obtain it and run your rendering function. (Obsolete: this used to call io.RenderDrawListsFn(). Nowadays, we allow and prefer calling your render function yourself.)
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 (previously called ShowTestWindow). demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information.
IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Metrics/Debug window. display Dear ImGui internals: draw commands (with individual draw calls and vertices), window list, basic internal state, etc.
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. "1.23" (essentially the compiled value for IMGUI_VERSION)
// Styles
IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default)
IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style
IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL); // best used with borders and a custom, thicker font
// Windows
// - Begin() = push window to the stack and start appending to it. End() = pop window from the stack.
// - You may append multiple times to the same window during the same frame.
// - 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.
// - 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!
// [this is due to legacy reason and 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.]
// - 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 [this is due to legacy reason and 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.]
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 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)
// 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 modify ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground.
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); // 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
// - Those functions are bound to be redesigned soon (they are confusing, incomplete and return values in local window coordinates which increases confusion)
IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates
IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos()
IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min (roughly (0,0)-Scroll), in window coordinates
IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates
IMGUI_API float GetWindowContentRegionWidth(); //
// Windows Scrolling
IMGUI_API float GetScrollX(); // get scrolling amount [0..GetScrollMaxX()]
IMGUI_API float GetScrollY(); // get scrolling amount [0..GetScrollMaxY()]
IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.X - WindowSize.X
IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.Y - WindowSize.Y
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 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);
IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col);
IMGUI_API void PopStyleColor(int count = 1);
IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val);
IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val);
IMGUI_API void PopStyleVar(int count = 1);
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.
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
IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied
IMGUI_API ImU32 GetColorU32(ImU32 col); // retrieve given color with style alpha applied
// Parameters stacks (current window)
IMGUI_API void PushItemWidth(float item_width); // set 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 -1.0f always align width to the right side). 0.0f = default to ~2/3 of windows width,
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 -1.0f 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); // word-wrapping for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space
IMGUI_API void PopTextWrapPos();
IMGUI_API void PushAllowKeyboardFocus(bool allow_keyboard_focus); // 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();
// 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.
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 style.IndentSpacing or indent_w if != 0
IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by style.IndentSpacing or indent_w if != 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 screen coordinates [0..io.DisplaySize] (useful to work with ImDrawList API)
IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute screen coordinates [0..io.DisplaySize]
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 for more details about how ID are handled in dear imgui. 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.
// - The resulting ID are hashes of the entire stack.
// - 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 and 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); // simple 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
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); // 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, 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(-1,0), const char* overlay = NULL);
IMGUI_API void Bullet(); // draw a small circle and keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses
// Widgets: Combo Box
// - The new 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.
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: Drags
// - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped and can go off-bounds.
// - 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.
// - 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).
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", float power = 1.0f); // If v_min >= v_max we have no bound
IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f);
IMGUI_API bool DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f);
IMGUI_API bool DragFloat4(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f);
IMGUI_API bool DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", const char* format_max = NULL, float power = 1.0f);
IMGUI_API bool DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d"); // 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");
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");
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");
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);
IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* v, float v_speed, const void* v_min = NULL, const void* v_max = NULL, const char* format = NULL, float power = 1.0f);
IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* v, int components, float v_speed, const void* v_min = NULL, const void* v_max = NULL, const char* format = NULL, float power = 1.0f);
// Widgets: Sliders
// - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped and can go off-bounds.
// - 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.
IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format = "%.3f", float power = 1.0f); // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display. Use power!=1.0 for power curve sliders
IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
IMGUI_API bool SliderAngle(const char* label, float* v_rad, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f, const char* format = "%.0f deg");
IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d");
IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d");
IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d");
IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d");
IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f);
IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f);
IMGUI_API bool VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%d");
IMGUI_API bool VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f);
// Widgets: Input with Keyboard
// - If you want to use InputText() with a dynamic string type such as std::string or your own, see misc/cpp/imgui_stdlib.h
// - 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* v, const void* step = NULL, const void* step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);
IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* step = NULL, const void* step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);
// Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little colored preview 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, ImVec2 size = ImVec2(0,0)); // display a colored 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_open, ImGuiTreeNodeFlags flags = 0); // when 'p_open' isn't NULL, display an additional small close button on upper right of 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.
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
// - FIXME: To be consistent with all the newer API, ListBoxHeader/ListBoxFooter should in reality be called BeginListBox/EndListBox. Will rename them.
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);
IMGUI_API bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0,0)); // use if you want to reimplement ListBox() will custom data or interactions. if the function return true, you can output elements then call ListBoxFooter() afterwards.
IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // "
IMGUI_API void ListBoxFooter(); // terminate the scrolling region. only call ListBoxFooter() if ListBoxHeader() returned true!
// Widgets: Data Plotting
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
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 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 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. shortcuts are displayed for convenience but not processed by ImGui at the moment
IMGUI_API bool MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true); // return true when activated + toggle (*p_selected) if p_selected != NULL
// Tooltips
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
// 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 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.
IMGUI_API void OpenPopup(const char* str_id); // call to mark popup as open (don't call every frame!). popups are closed when user click outside, or if CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. By default, Selectable()/MenuItem() are calling CloseCurrentPopup(). Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
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. only call EndPopup() if BeginPopup() returns true!
IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, int mouse_button = 1); // helper to open and begin popup when clicked on last item. if you can pass a NULL str_id only if the previous item had an id. 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, int mouse_button = 1, bool also_over_items = true); // helper to open and begin popup when clicked on current window.
IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, int mouse_button = 1); // helper to open and begin popup when clicked in void (where there are no imgui windows).
IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // modal dialog (regular window with title bar, block interactions behind the modal window, can't close the modal window by clicking outside)
IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true!
IMGUI_API bool OpenPopupOnItemClick(const char* str_id = NULL, int mouse_button = 1); // helper to open popup when clicked on last item (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors). return true when just opened.
IMGUI_API bool IsPopupOpen(const char* str_id); // return true if the popup is open at the current begin-ed level of the popup stack.
IMGUI_API void CloseCurrentPopup(); // close the popup we have begin-ed into. clicking on a MenuItem or Selectable automatically close the current popup.
// Columns
// - You can also use SameLine(pos_x) to mimic simplified columns.
// - The columns API is work-in-progress and rather lacking (columns are arguably the worst part of dear imgui at the moment!)
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
// [BETA API] API may evolve!
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 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.
// 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)
// Drag and Drop
// [BETA API] API may evolve!
IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call when the current item is active. If 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.
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.
// Clipping
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
// - Most of the functions are referring to the last/previous item we 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(int mouse_button = 0); // is the last item clicked? (e.g. button/node just clicked on) == IsMouseClicked(mouse_button) && IsItemHovered()
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 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.
// 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 ImDrawList* GetBackgroundDrawList(); // this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents.
IMGUI_API ImDrawList* GetForegroundDrawList(); // this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.
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 ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // calculate coarse clipping for large list of evenly sized items. Prefer using the ImGuiListClipper higher-level helper if you can.
IMGUI_API bool BeginChildFrame(ImGuiID id, const ImVec2& size, 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)
// 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
IMGUI_API int GetKeyIndex(ImGuiKey imgui_key); // map ImGuiKey_* values into user's key index. == io.KeyMap[key]
IMGUI_API bool IsKeyDown(int user_key_index); // is key being held. == io.KeysDown[user_key_index]. note that imgui doesn't know the semantic of each entry of io.KeysDown[]. Use your own indices/enums according to how your backend/engine stored them into io.KeysDown[]!
IMGUI_API bool IsKeyPressed(int user_key_index, bool repeat = true); // was key pressed (went from !Down to Down). if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
IMGUI_API bool IsKeyReleased(int user_key_index); // was key released (went from Down to !Down)..
IMGUI_API int GetKeyPressedAmount(int key_index, 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 bool IsMouseDown(int button); // is mouse button held (0=left, 1=right, 2=middle)
IMGUI_API bool IsAnyMouseDown(); // is any mouse button held
IMGUI_API bool IsMouseClicked(int button, bool repeat = false); // did mouse button clicked (went from !Down to Down) (0=left, 1=right, 2=middle)
IMGUI_API bool IsMouseDoubleClicked(int button); // did mouse button double-clicked. a double-click returns false in IsMouseClicked(). uses io.MouseDoubleClickTime.
IMGUI_API bool IsMouseReleased(int button); // did mouse button released (went from Down to !Down)
IMGUI_API bool IsMouseDragging(int button = 0, float lock_threshold = -1.0f); // is mouse dragging. if lock_threshold < -1.0f uses io.MouseDraggingThreshold
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
IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve backup of mouse position at the time of opening popup we have BeginPopup() into
IMGUI_API ImVec2 GetMouseDragDelta(int 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(int 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 type); // set desired cursor type
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.
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 or 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.
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.
// Memory Allocators
// - All those functions are not reliant on the current context.
// - If you reload the contents of imgui.cpp at runtime, you may need to call SetCurrentContext() + SetAllocatorFunctions() again because we use global storage for those.
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);
IMGUI_API void* MemAlloc(size_t size);
IMGUI_API void MemFree(void* ptr);
} // namespace ImGui
//-----------------------------------------------------------------------------
// 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
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, // Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. When used in a tab/docking context, tab is selected on closure and closure is deferred by one frame to allow code to cancel the closure (with a confirmation popup, etc.) without flicker.
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] Allow gamepad/keyboard navigation to cross over parent border to this child (only use on child that have no scrolling!)
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()
// [Obsolete]
//ImGuiWindowFlags_ShowBorders = 1 << 7, // --> Set style.FrameBorderSize=1.0f / style.WindowBorderSize=1.0f to enable borders around windows and items
//ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // --> Set io.ConfigWindowsResizeFromEdges and make sure mouse cursors are supported by back-end (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_AlwaysInsertMode = 1 << 13, // Insert 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)
// [Internal]
ImGuiInputTextFlags_Multiline = 1 << 20, // For internal use by InputTextMultiline()
ImGuiInputTextFlags_NoMarkEdited = 1 << 21 // For internal use by functions using InputText() before reformatting data
};
// Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()
enum ImGuiTreeNodeFlags_
{
ImGuiTreeNodeFlags_None = 0,
ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected
ImGuiTreeNodeFlags_Framed = 1 << 1, // Full colored frame (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_SpanAllAvailWidth = 1 << 11, // FIXME: TODO: Extend hit box horizontally even if not framed
//ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 12, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
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_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog
// Obsolete names (will be removed)
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
, ImGuiTreeNodeFlags_AllowOverlapMode = ImGuiTreeNodeFlags_AllowItemOverlap // [renamed in 1.53]
#endif
};
// 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
};
// 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, // Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. Also: tab is selected on closure and closure is deferred by one frame to allow code to undo it without flicker.
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()
};
// Flags for ImGui::IsWindowFocused()
enum ImGuiFocusedFlags_
{
ImGuiFocusedFlags_None = 0,
ImGuiFocusedFlags_ChildWindows = 1 << 0, // IsWindowFocused(): Return true if any children of the window is focused
ImGuiFocusedFlags_RootWindow = 1 << 1, // IsWindowFocused(): Test from root window (top most parent of the current hierarchy)
ImGuiFocusedFlags_AnyWindow = 1 << 2, // IsWindowFocused(): 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 ImGui::GetIO().WantCaptureMouse instead.
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 imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that. 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_AllowWhenBlockedByPopup = 1 << 3, // Return true even if a popup window is normally blocking access to this item/window
//ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 4, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 5, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
ImGuiHoveredFlags_AllowWhenOverlapped = 1 << 6, // Return true even if the position is obstructed or overlapped by another window
ImGuiHoveredFlags_AllowWhenDisabled = 1 << 7, // Return true even if the item is disabled
ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped,
ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows
};
// 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
};
// User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array
enum ImGuiKey_
{
ImGuiKey_Tab,
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_KeyPadEnter,
ImGuiKey_A, // for text edit CTRL+A: select all
ImGuiKey_C, // for text edit CTRL+C: copy
ImGuiKey_V, // for text edit CTRL+V: paste
ImGuiKey_X, // for text edit CTRL+X: cut
ImGuiKey_Y, // for text edit CTRL+Y: redo
ImGuiKey_Z, // for text edit CTRL+Z: undo
ImGuiKey_COUNT
};
// Gamepad/Keyboard directional navigation
// Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays.
// Gamepad: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Back-end: 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://goo.gl/9LgVZW.
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, // next window (w/ PadMenu) // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
ImGuiNavInput_FocusNext, // 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 io.KeysDown[] instead of io.NavInputs[].
ImGuiNavInput_KeyMenu_, // toggle menu // = io.KeyAlt
ImGuiNavInput_KeyTab_, // tab // = Tab key
ImGuiNavInput_KeyLeft_, // move left // = Arrow keys
ImGuiNavInput_KeyRight_, // move right
ImGuiNavInput_KeyUp_, // move up
ImGuiNavInput_KeyDown_, // move down
ImGuiNavInput_COUNT,
ImGuiNavInput_InternalStart_ = ImGuiNavInput_KeyMenu_
};
// 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.KeysDown[].
ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. This is mostly to instruct your imgui back-end to fill io.NavInputs[]. Back-end 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 binding, 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 back-end.
ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct back-end to not alter mouse cursor shape and visibility. Use if the back-end 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.
// User storage (to allow your back-end/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.
};
// Back-end capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom back-end.
enum ImGuiBackendFlags_
{
ImGuiBackendFlags_None = 0,
ImGuiBackendFlags_HasGamepad = 1 << 0, // Back-end Platform supports gamepad and currently has one connected.
ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Back-end Platform supports honoring GetMouseCursor() value to change the OS cursor shape.
ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Back-end Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set).
ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3 // Back-end Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bits indices.
};
// 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_PlotLines,
ImGuiCol_PlotLinesHovered,
ImGuiCol_PlotHistogram,
ImGuiCol_PlotHistogramHovered,
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
// Obsolete names (will be removed)
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
, ImGuiCol_ModalWindowDarkening = ImGuiCol_ModalWindowDimBg // [renamed in 1.63]
, ImGuiCol_ChildWindowBg = ImGuiCol_ChildBg // [renamed in 1.53]
//ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered, // [unused since 1.60+] the close button now uses regular button colors.
//ImGuiCol_ComboBg, // [unused since 1.53+] ComboBg has been merged with PopupBg, so a redirect isn't accurate.
#endif
};
// Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure.
// NB: the enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code. During initialization, feel free to just poke into ImGuiStyle directly.
// NB: if 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_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_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
// Obsolete names (will be removed)
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
, ImGuiStyleVar_Count_ = ImGuiStyleVar_COUNT // [renamed in 1.60]
, ImGuiStyleVar_ChildWindowRounding = ImGuiStyleVar_ChildRounding // [renamed in 1.53]
#endif
};
// 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 colored square.
ImGuiColorEditFlags_NoOptions = 1 << 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview.
ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable colored 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 colored 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 colored square preview instead.
ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source.
// 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__OptionsDefault = 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)
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
, ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69]
#endif
};
// Enumeration for GetMouseCursor()
// User code may request binding 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_COUNT
// Obsolete names (will be removed)
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
, ImGuiMouseCursor_Count_ = ImGuiMouseCursor_COUNT // [renamed in 1.60]
#endif
};
// Enumateration 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_Always = 1 << 0, // Set the variable
ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call with 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)
};
//-----------------------------------------------------------------------------
// Helpers: Memory allocations macros
// 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 dummy parameter allows us to bypass including <new> which on some platforms complains when user has disabled exceptions.
//-----------------------------------------------------------------------------
struct ImNewDummy {};
inline void* operator new(size_t, ImNewDummy, void* ptr) { return ptr; }
inline void operator delete(void*, ImNewDummy, 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(ImNewDummy(), _PTR)
#define IM_NEW(_TYPE) new(ImNewDummy(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE
template<typename T> void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } }
//-----------------------------------------------------------------------------
// Helper: 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 data structures are relying on it.
// 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.
//-----------------------------------------------------------------------------
template<typename T>
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<T>& src) { Size = Capacity = 0; Data = NULL; operator=(src); }
inline ImVector<T>& operator=(const ImVector<T>& src) { clear(); resize(src.Size); memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; }
inline ~ImVector() { if (Data) IM_FREE(Data); }
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 capacity() const { return Capacity; }
inline T& operator[](int i) { IM_ASSERT(i < Size); return Data[i]; }
inline const T& operator[](int i) const { IM_ASSERT(i < Size); return Data[i]; }
inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } }
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<T>& 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 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 - 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 int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it <= Data+Size); const ptrdiff_t off = it - Data; return (int)off; }
};
//-----------------------------------------------------------------------------
// 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.
ImVec2 WindowPadding; // Padding within a window.
float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows.
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 (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 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 TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
float TabBorderSize; // Thickness of border around tabs.
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 when selectable is larger than text. Defaults to (0.0f, 0.0f) (top-left aligned).
ImVec2 DisplayWindowPadding; // Window position are clamped to be visible within the display area 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). May be removed later.
bool AntiAliasedLines; // Enable anti-aliasing on lines/borders. Disable if you are really tight on CPU/GPU.
bool AntiAliasedFill; // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.)
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.
ImVec4 Colors[ImGuiCol_COUNT];
IMGUI_API ImGuiStyle();
IMGUI_API void ScaleAllSizes(float scale_factor);
};
//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
struct ImGuiIO
{
//------------------------------------------------------------------
// Configuration (fill once) // 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 back-end (imgui_impl_xxx files or custom back-end) to communicate features supported by the back-end.
ImVec2 DisplaySize; // <unset> // Main display size, in pixels.
float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds.
float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds.
const char* IniFilename; // = "imgui.ini" // Path to .ini file. Set NULL to disable automatic .ini loading/saving, if e.g. you want to manually load/save from memory.
const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds.
float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels.
float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging.
int KeyMap[ImGuiKey_COUNT]; // <unset> // Map of indices into the KeysDown[512] entries array which represent your "native" keyboard state.
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; // <auto> // 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.
// 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 back-end 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 (was called io.OptMacOSXBehaviors prior to 1.63)
bool ConfigInputTextCursorBlink; // = true // Set to false to disable blinking cursor, for users who consider it distracting. (was called: io.OptCursorBlink prior to 1.63)
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 // [BETA] Set to true to only allow moving windows when clicked+dragged from the title bar. Windows without a title bar are not affected.
//------------------------------------------------------------------
// Platform Functions
// (the imgui_impl_xxxx back-end files are setting those up for you)
//------------------------------------------------------------------
// Optional: Platform/Renderer back-end name (informational only! will be displayed in About Window) + User data for back-end/wrappers to store their own stuff.
const char* BackendPlatformName; // = NULL
const char* BackendRendererName; // = NULL
void* BackendPlatformUserData; // = NULL
void* BackendRendererUserData; // = NULL
void* BackendLanguageUserData; // = NULL
// 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 (*ImeSetInputScreenPosFn)(int x, int y);
void* ImeWindowHandle; // = NULL // (Windows) Set this to your HWND to get automatic IME cursor positioning.
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
// [OBSOLETE since 1.60+] Rendering function, will be automatically called in Render(). Please call your rendering function yourself now!
// You can obtain the ImDrawData* by calling ImGui::GetDrawData() after Render(). See example applications if you are unsure of how to implement this.
void (*RenderDrawListsFn)(ImDrawData* data);
#else
// This is only here to keep ImGuiIO the same size/layout, so that IMGUI_DISABLE_OBSOLETE_FUNCTIONS can exceptionally be used outside of imconfig.h.
void* RenderDrawListsFnUnused;
#endif
//------------------------------------------------------------------
// Input - Fill before calling NewFrame()
//------------------------------------------------------------------
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. ImGui itself mostly only uses left button (BeginPopupContext** are using right button). Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
float MouseWheel; // Mouse wheel 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 back-ends.
bool KeyCtrl; // Keyboard modifier pressed: Control
bool KeyShift; // Keyboard modifier pressed: Shift
bool KeyAlt; // Keyboard modifier pressed: Alt
bool KeySuper; // Keyboard modifier pressed: Cmd/Super/Windows
bool KeysDown[512]; // 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).
float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame().
// Functions
IMGUI_API void AddInputCharacter(unsigned int c); // Queue new character input
IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue new characters input from an UTF-8 string
IMGUI_API void ClearInputCharacters(); // Clear the text input buffer manually
//------------------------------------------------------------------
// Output - Retrieve after calling NewFrame()
//------------------------------------------------------------------
bool WantCaptureMouse; // When io.WantCaptureMouse is true, imgui will use the mouse inputs, do not dispatch them to your main game/application (in both cases, 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; // When io.WantCaptureKeyboard is true, imgui will use the keyboard inputs, do not dispatch them to your main game/application (in both cases, 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 io.WantTextInput is true, you may display an on-screen keyboard. This is set by ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active).
bool WantSetMousePos; // MousePos has been altered, back-end should reposition mouse on next frame. 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: You need to clear io.WantSaveIniSettings yourself.
bool NavActive; // Directional navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
bool NavVisible; // Directional navigation is visible and allowed (will handle ImGuiKey_NavXXX events).
float Framerate; // Application framerate estimation, 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.
//------------------------------------------------------------------
// [Internal] ImGui will maintain those fields. Forward compatibility not guaranteed!
//------------------------------------------------------------------
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
bool MouseDoubleClicked[5]; // Has mouse button been double-clicked?
bool MouseReleased[5]; // Mouse button went from Down to !Down
bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window. We don't request mouse capture from the application if click started outside ImGui bounds.
bool MouseDownWasDoubleClick[5]; // Track if button down was a double-click
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
float KeysDownDuration[512]; // Duration the keyboard key has been down (0.0f == just pressed)
float KeysDownDurationPrev[512]; // Previous duration the key has been down
float NavInputsDownDuration[ImGuiNavInput_COUNT];
float NavInputsDownDurationPrev[ImGuiNavInput_COUNT];
ImVector<ImWchar> InputQueueCharacters; // Queue of _characters_ input (obtained by platform back-end). Fill using AddInputCharacter() helper.
IMGUI_API ImGuiIO();
};
//-----------------------------------------------------------------------------
// 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_CallbackCompletion: Callback on pressing TAB
// - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows
// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration
// - 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);
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.
};
// 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; }
};
//-----------------------------------------------------------------------------
// Obsolete functions (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.
//-----------------------------------------------------------------------------
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
namespace ImGui
{
// OBSOLETED in 1.72 (from July 2019)
static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); }
// OBSOLETED in 1.71 (from June 2019)
static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); }
// OBSOLETED in 1.70 (from May 2019)
static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; }
// OBSOLETED in 1.69 (from Mar 2019)
static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); }
// OBSOLETED in 1.66 (from Sep 2018)
static inline void SetScrollHere(float center_ratio=0.5f){ SetScrollHereY(center_ratio); }
// OBSOLETED in 1.63 (between Aug 2018 and Sept 2018)
static inline bool IsItemDeactivatedAfterChange() { return IsItemDeactivatedAfterEdit(); }
// OBSOLETED in 1.61 (between Apr 2018 and Aug 2018)
IMGUI_API bool InputFloat(const char* label, float* v, float step, float step_fast, int decimal_precision, ImGuiInputTextFlags flags = 0); // Use the 'const char* format' version instead of 'decimal_precision'!
IMGUI_API bool InputFloat2(const char* label, float v[2], int decimal_precision, ImGuiInputTextFlags flags = 0);
IMGUI_API bool InputFloat3(const char* label, float v[3], int decimal_precision, ImGuiInputTextFlags flags = 0);
IMGUI_API bool InputFloat4(const char* label, float v[4], int decimal_precision, ImGuiInputTextFlags flags = 0);
// OBSOLETED in 1.60 (between Dec 2017 and Apr 2018)
static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); }
static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); }
static inline ImVec2 CalcItemRectClosestPoint(const ImVec2& pos, bool on_edge = false, float outward = 0.f) { IM_UNUSED(on_edge); IM_UNUSED(outward); IM_ASSERT(0); return pos; }
// OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
static inline void ShowTestWindow() { return ShowDemoWindow(); }
static inline bool IsRootWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); }
static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); }
static inline void SetNextWindowContentWidth(float w) { SetNextWindowContentSize(ImVec2(w, 0.0f)); }
static inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); }
// OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
IMGUI_API bool Begin(const char* name, bool* p_open, const ImVec2& size_on_first_use, float bg_alpha_override = -1.0f, ImGuiWindowFlags flags = 0); // Use SetNextWindowSize(size, ImGuiCond_FirstUseEver) + SetNextWindowBgAlpha() instead.
static inline bool IsRootWindowOrAnyChildHovered() { return IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); }
static inline void AlignFirstTextHeightToWidgets() { AlignTextToFramePadding(); }
static inline void SetNextWindowPosCenter(ImGuiCond c=0) { ImGuiIO& io = GetIO(); SetNextWindowPos(ImVec2(io.DisplaySize.x * 0.5f, io.DisplaySize.y * 0.5f), c, ImVec2(0.5f, 0.5f)); }
}
typedef ImGuiInputTextCallback ImGuiTextEditCallback; // OBSOLETED in 1.63 (from Aug 2018): made the names consistent
typedef ImGuiInputTextCallbackData ImGuiTextEditCallbackData;
#endif
//-----------------------------------------------------------------------------
// Helpers
//-----------------------------------------------------------------------------
// 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<ImGuiTextRange>* out) const;
};
char InputBuf[256];
ImVector<ImGuiTextRange>Filters;
int CountGrep;
};
// Helper: Growable text buffer for logging/accumulating text
// (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder')
struct ImGuiTextBuffer
{
ImVector<char> Buf;
IMGUI_API static char EmptyString[1];
ImGuiTextBuffer() { }
inline char operator[](int i) { 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() { 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<ImGuiStoragePair> 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 are submitting lots of evenly spaced items and you have a random access to the list, you can perform coarse clipping based on visibility to save yourself from processing those items at all.
// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.
// ImGui already clip items based on their bounds but it needs to measure text size to do so. Coarse clipping before submission makes this cost and your own data fetching/submission cost null.
// Usage:
// ImGuiListClipper clipper(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);
// - Step 0: the clipper let you process the first element, regardless of it being visible or not, so we can measure the element height (step skipped if we passed a known height as second arg to constructor).
// - Step 1: the clipper infer height from first element, calculate the actual range of elements to display, and position the cursor before the first element.
// - (Step 2: dummy step only required if an explicit items_height was passed to constructor or Begin() and user call Step(). Does nothing and switch to Step 3.)
// - Step 3: 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.
struct ImGuiListClipper
{
float StartPosY;
float ItemsHeight;
int ItemsCount, StepNo, DisplayStart, DisplayEnd;
// items_count: Use -1 to ignore (you can call Begin later). 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().
// If you don't specify an items_height, you NEED to call Step(). If you specify items_height you may call the old Begin()/End() api directly, but prefer calling Step().
ImGuiListClipper(int items_count = -1, float items_height = -1.0f) { Begin(items_count, items_height); } // NB: Begin() initialize every fields (as we allow user to call Begin/End multiple times on a same instance if they want).
~ImGuiListClipper() { IM_ASSERT(ItemsCount == -1); } // Assert if user forgot to call End() or Step() until false.
IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
IMGUI_API void Begin(int items_count, float items_height = -1.0f); // Automatically called by constructor if you passed 'items_count' or by Step() in Step 1.
IMGUI_API void End(); // Automatically called on the last call of Step() that returns false.
};
// Helpers macros to generate 32-bits encoded colors
#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
#define IM_COL32(R,G,B,A) (((ImU32)(A)<<IM_COL32_A_SHIFT) | ((ImU32)(B)<<IM_COL32_B_SHIFT) | ((ImU32)(G)<<IM_COL32_G_SHIFT) | ((ImU32)(R)<<IM_COL32_R_SHIFT))
#define IM_COL32_WHITE IM_COL32(255,255,255,255) // Opaque white = 0xFFFFFFFF
#define IM_COL32_BLACK IM_COL32(0,0,0,255) // Opaque black
#define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0) // Transparent black = 0x00000000
// Helper: ImColor() implicitly converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
// Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
// **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE.
// **None of the ImGui API are using ImColor directly but you can use it as a convenience to pass colors in either ImU32 or ImVec4 formats. Explicitly cast to ImU32 or ImVec4 if needed.
struct ImColor
{
ImVec4 Value;
ImColor() { Value.x = Value.y = Value.z = Value.w = 0.0f; }
ImColor(int r, int g, int b, int a = 255) { float sc = 1.0f/255.0f; Value.x = (float)r * sc; Value.y = (float)g * sc; Value.z = (float)b * sc; Value.w = (float)a * sc; }
ImColor(ImU32 rgba) { float sc = 1.0f/255.0f; Value.x = (float)((rgba>>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; }
ImColor(float r, float g, float b, float a = 1.0f) { Value.x = r; Value.y = g; Value.z = b; Value.w = a; }
ImColor(const ImVec4& col) { Value = col; }
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); }
};
//-----------------------------------------------------------------------------
// Draw List 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.
//-----------------------------------------------------------------------------
// Draw callbacks for advanced uses.
// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering,
// you can poke into the draw list for that! Draw callback 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 back-end accordingly.
#ifndef ImDrawCallback
typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
#endif
// Special Draw callback value to request renderer back-end to reset the graphics/render state.
// The renderer back-end 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)
// Pre 1.71 back-ends will typically ignore the VtxOffset/IdxOffset fields. When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset'
// is enabled, those fields allow us to render meshes larger than 64K vertices while keeping 16-bits indices.
struct ImDrawCmd
{
unsigned int ElemCount; // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[].
ImVec4 ClipRect; // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
ImTextureID TextureId; // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas.
unsigned int VtxOffset; // Start offset in vertex buffer. Pre-1.71 or without ImGuiBackendFlags_RendererHasVtxOffset: always 0. With ImGuiBackendFlags_RendererHasVtxOffset: may be >0 to support meshes larger than 64K vertices with 16-bits indices.
unsigned int IdxOffset; // Start offset in index buffer. Always equal to sum of ElemCount drawn so far.
ImDrawCallback UserCallback; // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
void* UserCallbackData; // The draw callback code can access this.
ImDrawCmd() { ElemCount = 0; ClipRect.x = ClipRect.y = ClipRect.z = ClipRect.w = 0.0f; TextureId = (ImTextureID)NULL; VtxOffset = IdxOffset = 0; UserCallback = NULL; UserCallbackData = NULL; }
};
// Vertex index
// (to allow large meshes with 16-bits indices: set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset in the renderer back-end)
// (to use 32-bits indices: override with '#define ImDrawIdx unsigned int' in imconfig.h)
#ifndef ImDrawIdx
typedef unsigned short ImDrawIdx;
#endif
// 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
// For use by ImDrawListSplitter.
struct ImDrawChannel
{
ImVector<ImDrawCmd> _CmdBuffer;
ImVector<ImDrawIdx> _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 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<ImDrawChannel> _Channels; // Draw channels (not resized down so _Count might be < Channels.Size)
inline ImDrawListSplitter() { Clear(); }
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);
};
enum ImDrawCornerFlags_
{
ImDrawCornerFlags_None = 0,
ImDrawCornerFlags_TopLeft = 1 << 0, // 0x1
ImDrawCornerFlags_TopRight = 1 << 1, // 0x2
ImDrawCornerFlags_BotLeft = 1 << 2, // 0x4
ImDrawCornerFlags_BotRight = 1 << 3, // 0x8
ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight, // 0x3
ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight, // 0xC
ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft, // 0x5
ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight, // 0xA
ImDrawCornerFlags_All = 0xF // In your function calls you may use ~0 (= all bits sets) instead of ImDrawCornerFlags_All, as a convenience
};
enum ImDrawListFlags_
{
ImDrawListFlags_None = 0,
ImDrawListFlags_AntiAliasedLines = 1 << 0, // Lines are anti-aliased (*2 the number of triangles for 1.0f wide line, otherwise *3 the number of triangles)
ImDrawListFlags_AntiAliasedFill = 1 << 1, // Filled shapes have anti-aliased edges (*2 the number of vertices)
ImDrawListFlags_AllowVtxOffset = 1 << 2 // 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.
// All positions are generally in pixel coordinates (top-left at (0,0), bottom-right at io.DisplaySize), but you are totally free to apply whatever transformation matrix to want to the data (if you apply such transformation you'll 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<ImDrawCmd> CmdBuffer; // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback.
ImVector<ImDrawIdx> IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those
ImVector<ImDrawVert> VtxBuffer; // Vertex buffer.
ImDrawListFlags Flags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive.
// [Internal, used while building lists]
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
unsigned int _VtxCurrentOffset; // [Internal] Always 0 unless 'Flags & ImDrawListFlags_AllowVtxOffset'.
unsigned int _VtxCurrentIdx; // [Internal] Generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0.
ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
ImVector<ImVec4> _ClipRectStack; // [Internal]
ImVector<ImTextureID> _TextureIdStack; // [Internal]
ImVector<ImVec2> _Path; // [Internal] current path building
ImDrawListSplitter _Splitter; // [Internal] for channels api
// 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) { _Data = shared_data; _OwnerName = NULL; Clear(); }
~ImDrawList() { ClearFreeMemory(); }
IMGUI_API void PushClipRect(ImVec2 clip_rect_min, 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
IMGUI_API void AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness = 1.0f);
IMGUI_API void AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size), rounding_corners_flags: 4-bits corresponding to which corner to round
IMGUI_API void AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All); // a: upper-left, b: lower-right (== upper-left + size)
IMGUI_API void AddRectFilledMultiColor(const ImVec2& a, const ImVec2& b, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left);
IMGUI_API void AddQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col, float thickness = 1.0f);
IMGUI_API void AddQuadFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col);
IMGUI_API void AddTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col, float thickness = 1.0f);
IMGUI_API void AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col);
IMGUI_API void AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12, float thickness = 1.0f);
IMGUI_API void AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12);
IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
IMGUI_API void AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL);
IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,1), ImU32 col = IM_COL32_WHITE);
IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,0), const ImVec2& uv_c = ImVec2(1,1), const ImVec2& uv_d = ImVec2(0,1), ImU32 col = IM_COL32_WHITE);
IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All);
IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, bool closed, float thickness);
IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order.
IMGUI_API void AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments = 0);
// Stateful path API, add points then finish with PathFillConvex() or PathStroke()
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; } // Note: Anti-aliased filling requires points to be in clockwise order.
inline void PathStroke(ImU32 col, bool closed, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness); _Path.Size = 0; }
IMGUI_API void PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments = 10);
IMGUI_API void PathArcToFast(const ImVec2& centre, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle
IMGUI_API void PathBezierCurveTo(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, int num_segments = 0);
IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All);
// 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 foreground primitives before background primitives)
// - Use to minimize draw calls (e.g. if going back-and-forth between multiple non-overlapping clipping rectangles, prefer to append into separate channels then merge at the end)
inline void ChannelsSplit(int count) { _Splitter.Split(this, count); }
inline void ChannelsMerge() { _Splitter.Merge(this); }
inline void ChannelsSetCurrent(int n) { _Splitter.SetCurrentChannel(this, n); }
// Internal helpers
// NB: all primitives needs to be reserved via PrimReserve() beforehand!
IMGUI_API void Clear();
IMGUI_API void ClearFreeMemory();
IMGUI_API void PrimReserve(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); }
IMGUI_API void UpdateClipRect();
IMGUI_API void UpdateTextureID();
};
// 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.
ImDrawList** CmdLists; // Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed to from here.
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
ImVec2 DisplayPos; // Upper-left position of the viewport to render (== upper-left of the orthogonal projection matrix to use)
ImVec2 DisplaySize; // Size of the viewport to render (== io.DisplaySize for the main viewport) (DisplayPos + DisplaySize == lower-right of the orthogonal projection matrix to use)
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.
// Functions
ImDrawData() { Valid = false; Clear(); }
~ImDrawData() { Clear(); }
void Clear() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; DisplayPos = DisplaySize = FramebufferScale = ImVec2(0.f, 0.f); } // 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.
};
//-----------------------------------------------------------------------------
// 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. 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. 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 RasterizerFlags; // 0x00 // Settings for custom font rasterizer (e.g. ImGuiFreeType). Leave as zero if you aren't using one.
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.
// [Internal]
char Name[40]; // Name (strictly to ease debugging)
ImFont* DstFont;
IMGUI_API ImFontConfig();
};
struct ImFontGlyph
{
ImWchar Codepoint; // 0x0000..0xFFFF
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<ImU32> UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used)
ImFontGlyphRangesBuilder() { Clear(); }
inline void Clear() { int size_in_bytes = 0x10000 / 8; UsedChars.resize(size_in_bytes / (int)sizeof(ImU32)); memset(UsedChars.Data, 0, (size_t)size_in_bytes); }
inline bool GetBit(int n) const { int off = (n >> 5); ImU32 mask = 1u << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array
inline void SetBit(int n) { int off = (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<ImWchar>* out_ranges); // Output new ranges
};
// See ImFontAtlas::AddCustomRectXXX functions.
struct ImFontAtlasCustomRect
{
unsigned int ID; // Input // User ID. Use <0x10000 to map into a font glyph, >=0x10000 for other/internal/custom texture data.
unsigned short Width, Height; // Input // Desired rectangle dimension
unsigned short X, Y; // Output // Packed position in Atlas
float GlyphAdvanceX; // Input // For custom font glyphs only (ID<0x10000): glyph xadvance
ImVec2 GlyphOffset; // Input // For custom font glyphs only (ID<0x10000): glyph display offset
ImFont* Font; // Input // For custom font glyphs only (ID<0x10000): target font
ImFontAtlasCustomRect() { ID = 0xFFFFFFFF; Width = Height = 0; X = Y = 0xFFFF; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0,0); Font = NULL; }
bool IsPacked() const { return X != 0xFFFF; }
};
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
};
// 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() { return Fonts.Size > 0 && (TexPixelsAlpha8 != NULL || TexPixelsRGBA32 != NULL); }
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 1946 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.
// 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 misc/fonts/README.txt for more details about using colorful icons.
IMGUI_API int AddCustomRectRegular(unsigned int id, int width, int height); // Id needs to be >= 0x10000. Id >= 0x80000000 are reserved for ImGui and ImDrawList
IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0,0)); // Id needs to be < 0x10000 to register a rectangle to map into a specific font.
const ImFontAtlasCustomRect*GetCustomRectByIndex(int index) const { if (index < 0) return NULL; return &CustomRects[index]; }
// [Internal]
IMGUI_API void CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max);
IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]);
//-------------------------------------------
// Members
//-------------------------------------------
bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert.
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.
// [Internal]
// NB: Access texture data via GetTexData*() calls! Which will setup a default font for you.
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<ImFont*> 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<ImFontAtlasCustomRect> CustomRects; // Rectangles for packing custom texture data into the atlas.
ImVector<ImFontConfig> ConfigData; // Internal data
int CustomRectIds[1]; // Identifiers of custom texture rectangle used by ImFontAtlas/ImDrawList
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+
typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+
#endif
};
// 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<float> 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 ~36/48 bytes (for CalcTextSize + render loop)
ImVector<ImWchar> IndexLookup; // 12-16 // out // // Sparse. Index glyphs by Unicode code-point.
ImVector<ImFontGlyph> Glyphs; // 12-16 // out // // All glyphs.
const ImFontGlyph* FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar)
ImVec2 DisplayOffset; // 8 // in // = (0,0) // Offset font rendering by xx pixels
// 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 // in // = '?' // Replacement glyph if one isn't found. Only set via SetFallbackChar()
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)
bool DirtyLookupTables; // 1 // out //
// 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 : "<unknown>"; }
// '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, ImVec2 pos, ImU32 col, ImWchar c) const;
IMGUI_API void RenderText(ImDrawList* draw_list, float size, 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(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 SetFallbackChar(ImWchar c);
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
typedef ImFontGlyph Glyph; // OBSOLETED in 1.52+
#endif
};
#if defined(__clang__)
#pragma clang diagnostic pop
#elif defined(__GNUC__)
#pragma GCC diagnostic 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
| 213,989 | C | 95.30513 | 456 | 0.649113 |
NVIDIA-Omniverse/PhysX/flow/external/imgui/imstb_rectpack.h | // [DEAR IMGUI]
// This is a slightly modified version of stb_rect_pack.h 0.99.
// Those changes would need to be pushed into nothings/stb:
// - Added STBRP__CDECL
// Grep for [DEAR IMGUI] to find the changes.
// stb_rect_pack.h - v0.99 - public domain - rectangle packing
// Sean Barrett 2014
//
// Useful for e.g. packing rectangular textures into an atlas.
// Does not do rotation.
//
// Not necessarily the awesomest packing method, but better than
// the totally naive one in stb_truetype (which is primarily what
// this is meant to replace).
//
// Has only had a few tests run, may have issues.
//
// More docs to come.
//
// No memory allocations; uses qsort() and assert() from stdlib.
// 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
//
// Version history:
//
// 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;
#ifdef STBRP_LARGE_RECTS
typedef int stbrp_coord;
#else
typedef unsigned short stbrp_coord;
#endif
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 <stdlib.h>
#define STBRP_SORT qsort
#endif
#ifndef STBRP_ASSERT
#include <assert.h>
#define STBRP_ASSERT assert
#endif
// [DEAR IMGUI] Added STBRP__CDECL
#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;
#ifndef STBRP_LARGE_RECTS
STBRP_ASSERT(width <= 0xffff && height <= 0xffff);
#endif
for (i=0; i < num_nodes-1; ++i)
nodes[i].next = &nodes[i+1];
nodes[i].next = NULL;
context->init_mode = STBRP__INIT_skyline;
context->heuristic = STBRP_HEURISTIC_Skyline_default;
context->free_head = &nodes[0];
context->active_head = &context->extra[0];
context->width = width;
context->height = height;
context->num_nodes = num_nodes;
stbrp_setup_allow_out_of_mem(context, 0);
// node 0 is the full width, node 1 is the sentinel (lets us not store width explicitly)
context->extra[0].x = 0;
context->extra[0].y = 0;
context->extra[0].next = &context->extra[1];
context->extra[1].x = (stbrp_coord) width;
#ifdef STBRP_LARGE_RECTS
context->extra[1].y = (1<<30);
#else
context->extra[1].y = 65535;
#endif
context->extra[1].next = NULL;
}
// find minimum y position if it starts at x1
static int stbrp__skyline_find_min_y(stbrp_context *c, stbrp_node *first, int x0, int width, int *pwaste)
{
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);
node = c->active_head;
prev = &c->active_head;
while (node->x + width <= c->width) {
int y,waste;
y = stbrp__skyline_find_min_y(c, node, node->x, width, &waste);
if (c->heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight) { // actually just want to test BL
// bottom left
if (y < best_y) {
best_y = y;
best = prev;
}
} else {
// best-fit
if (y + height <= c->height) {
// can only use it if it first vertically
if (y < best_y || (y == best_y && waste < best_waste)) {
best_y = y;
best_waste = waste;
best = prev;
}
}
}
prev = &node->next;
node = node->next;
}
best_x = (best == NULL) ? 0 : (*best)->x;
// if doing best-fit (BF), we also have to try aligning right edge to each node position
//
// e.g, if fitting
//
// ____________________
// |____________________|
//
// into
//
// | |
// | ____________|
// |____________|
//
// then right-aligned reduces waste, but bottom-left BL is always chooses left-aligned
//
// This makes BF take about 2x the time
if (c->heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight) {
tail = c->active_head;
node = c->active_head;
prev = &c->active_head;
// find first node that's admissible
while (tail->x < width)
tail = tail->next;
while (tail) {
int xpos = tail->x - width;
int y,waste;
STBRP_ASSERT(xpos >= 0);
// find the left position that matches this
while (node->next->x <= xpos) {
prev = &node->next;
node = node->next;
}
STBRP_ASSERT(node->next->x > xpos && node->x <= xpos);
y = stbrp__skyline_find_min_y(c, node, xpos, width, &waste);
if (y + height < c->height) {
if (y <= best_y) {
if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) {
best_x = xpos;
STBRP_ASSERT(y <= best_y);
best_y = y;
best_waste = waste;
best = prev;
}
}
}
tail = tail->next;
}
}
fr.prev_link = best;
fr.x = best_x;
fr.y = best_y;
return fr;
}
static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, int width, int height)
{
// find best position according to heuristic
stbrp__findresult res = stbrp__skyline_find_best_pos(context, width, height);
stbrp_node *node, *cur;
// bail if:
// 1. it failed
// 2. the best node doesn't fit (we don't always check this)
// 3. we're out of memory
if (res.prev_link == NULL || res.y + height > context->height || context->free_head == NULL) {
res.prev_link = NULL;
return res;
}
// on success, create new node
node = context->free_head;
node->x = (stbrp_coord) res.x;
node->y = (stbrp_coord) (res.y + height);
context->free_head = node->next;
// insert the new node into the right starting point, and
// let 'cur' point to the remaining nodes needing to be
// stiched back in
cur = *res.prev_link;
if (cur->x < res.x) {
// preserve the existing one, so start testing with the next one
stbrp_node *next = cur->next;
cur->next = node;
cur = next;
} else {
*res.prev_link = node;
}
// from here, traverse cur and free the nodes, until we get to one
// that shouldn't be freed
while (cur->next && cur->next->x <= res.x + width) {
stbrp_node *next = cur->next;
// move the current node to the free list
cur->next = context->free_head;
context->free_head = cur;
cur = next;
}
// stitch the list back in
node->next = cur;
if (cur->x < res.x + width)
cur->x = (stbrp_coord) (res.x + width);
#ifdef _DEBUG
cur = context->active_head;
while (cur->x < context->width) {
STBRP_ASSERT(cur->x < cur->next->x);
cur = cur->next;
}
STBRP_ASSERT(cur->next == NULL);
{
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;
}
// [DEAR IMGUI] Added STBRP__CDECL
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);
}
// [DEAR IMGUI] Added STBRP__CDECL
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);
}
#ifdef STBRP_LARGE_RECTS
#define STBRP__MAXVAL 0xffffffff
#else
#define STBRP__MAXVAL 0xffff
#endif
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.
------------------------------------------------------------------------------
*/
| 20,262 | C | 31.11252 | 128 | 0.61682 |
NVIDIA-Omniverse/PhysX/flow/external/imgui/imgui_demo.cpp | // dear imgui, v1.72b
// (demo code)
// Message to the person tempted to delete this file when integrating Dear ImGui into their code base:
// 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 an easy 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 other situation, whenever you have Dear ImGui available you probably want this to be available for reference.
// Thank you,
// -Your beloved friend, imgui_demo.cpp (that you won't delete)
// Message to beginner C/C++ programmers about the meaning of the 'static' keyword:
// In this demo code, we frequently we use 'static' variables inside functions. A static variable persist 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 is this file is designed to be easy to copy-and-paste in into your application!
// Because of this:
// - We never omit the ImGui:: namespace when calling functions, even though most of our code is already 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 it has been exposed in the public API (imgui.h).
// - We never use maths operators on ImVec2/ImVec4. For other imgui sources files, they are provided by imgui_internal.h w/ IMGUI_DEFINE_MATH_OPERATORS,
// 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 don't want to assume anything about your support of maths operators, we don't use them in imgui_demo.cpp.
/*
Index of this file:
// [SECTION] Forward Declarations, Helpers
// [SECTION] Demo Window / ShowDemoWindow()
// [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: Manipulating Window Titles / ShowExampleAppWindowTitles()
// [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering()
// [SECTION] Example App: Documents Handling / ShowExampleAppDocuments()
*/
#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
#define _CRT_SECURE_NO_WARNINGS
#endif
#include "imgui.h"
#include <ctype.h> // toupper
#include <limits.h> // INT_MIN, INT_MAX
#include <math.h> // sqrtf, powf, cosf, sinf, floorf, ceilf
#include <stdio.h> // vsnprintf, sscanf, printf
#include <stdlib.h> // NULL, malloc, free, atoi
#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
#include <stddef.h> // intptr_t
#else
#include <stdint.h> // intptr_t
#endif
#ifdef _MSC_VER
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
#endif
#if defined(__clang__)
#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 item.. // for strdup used in demo code (so user can copy & paste the code)
#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning : cast to 'void *' from smaller integer type 'int'
#pragma clang diagnostic ignored "-Wformat-security" // warning : 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 : warning: macro is not used // we define snprintf/vsnprintf on Windows so they are available, but not always used.
#if __has_warning("-Wzero-as-null-pointer-constant")
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning : zero as null pointer constant // some standard header variations use #define NULL 0
#endif
#if __has_warning("-Wdouble-promotion")
#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.
#endif
#if __has_warning("-Wreserved-id-macro")
#pragma clang diagnostic ignored "-Wreserved-id-macro" // warning : macro name is a reserved identifier //
#endif
#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. Notepad in 2017 still doesn't display text data with Unix-style \n.
#ifdef _WIN32
#define IM_NEWLINE "\r\n"
#define snprintf _snprintf
#define vsnprintf _vsnprintf
#else
#define IM_NEWLINE "\n"
#endif
#define IM_MAX(_A,_B) (((_A) >= (_B)) ? (_A) : (_B))
//-----------------------------------------------------------------------------
// [SECTION] Forward Declarations, Helpers
//-----------------------------------------------------------------------------
#if !defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) && defined(IMGUI_DISABLE_TEST_WINDOWS) && !defined(IMGUI_DISABLE_DEMO_WINDOWS) // Obsolete name since 1.53, TEST->DEMO
#define IMGUI_DISABLE_DEMO_WINDOWS
#endif
#if !defined(IMGUI_DISABLE_DEMO_WINDOWS)
// Forward Declarations
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 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 misc/fonts/README.txt)
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();
}
}
// 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 right corner to resize window\n(double-click to auto fit window to its contents).");
ImGui::BulletText("Click and drag on any empty space to move window.");
ImGui::BulletText("TAB/SHIFT+TAB to cycle through keyboard editable fields.");
ImGui::BulletText("CTRL+Click on a slider or drag box to input value as text.");
if (io.FontAllowUserScaling)
ImGui::BulletText("CTRL+Mouse Wheel to zoom window contents.");
ImGui::BulletText("Mouse Wheel to scroll.");
ImGui::BulletText("While editing text:\n");
ImGui::Indent();
ImGui::BulletText("Hold SHIFT or use mouse to select text.");
ImGui::BulletText("CTRL+Left/Right to word jump.");
ImGui::BulletText("CTRL+A or double-click to select all.");
ImGui::BulletText("CTRL+X,CTRL+C,CTRL+V to use clipboard.");
ImGui::BulletText("CTRL+Z,CTRL+Y to undo/redo.");
ImGui::BulletText("ESCAPE to revert.");
ImGui::BulletText("You can apply arithmetic operators +,*,/ on numerical values.\nUse +- to subtract.");
ImGui::Unindent();
}
//-----------------------------------------------------------------------------
// [SECTION] Demo Window / ShowDemoWindow()
//-----------------------------------------------------------------------------
// 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 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)
{
IM_ASSERT(ImGui::GetCurrentContext() != NULL && "Missing dear imgui context. Refer to examples app!"); // Exceptionally add an extra assert here for people confused with initial dear imgui setup
// Examples Apps (accessible from the "Examples" menu)
static bool show_app_documents = false;
static bool show_app_main_menu_bar = 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_window_titles = false;
static bool show_app_custom_rendering = false;
if (show_app_documents) ShowExampleAppDocuments(&show_app_documents);
if (show_app_main_menu_bar) ShowExampleAppMainMenuBar();
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_window_titles) ShowExampleAppWindowTitles(&show_app_window_titles);
if (show_app_custom_rendering) ShowExampleAppCustomRendering(&show_app_custom_rendering);
// Dear ImGui Apps (accessible from the "Help" menu)
static bool show_app_metrics = 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_style_editor) { ImGui::Begin("Style Editor", &show_app_style_editor); ImGui::ShowStyleEditor(); ImGui::End(); }
if (show_app_about) { ImGui::ShowAboutWindow(&show_app_about); }
// 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;
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_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. Typically this isn't required! We only do it to make the Demo applications a little more welcoming.
ImGui::SetNextWindowPos(ImVec2(650, 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.
//ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.65f); // Use 2/3 of the space for widgets and 1/3 for labels (default)
ImGui::PushItemWidth(ImGui::GetFontSize() * -12); // Use fixed width for labels (by passing a negative value), the rest goes to widgets. We choose a width proportional to our font size.
// Menu Bar
if (ImGui::BeginMenuBar())
{
if (ImGui::BeginMenu("Menu"))
{
ShowExampleMenuFile();
ImGui::EndMenu();
}
if (ImGui::BeginMenu("Examples"))
{
ImGui::MenuItem("Main menu bar", NULL, &show_app_main_menu_bar);
ImGui::MenuItem("Console", NULL, &show_app_console);
ImGui::MenuItem("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("Manipulating window titles", NULL, &show_app_window_titles);
ImGui::MenuItem("Custom rendering", NULL, &show_app_custom_rendering);
ImGui::MenuItem("Documents", NULL, &show_app_documents);
ImGui::EndMenu();
}
if (ImGui::BeginMenu("Help"))
{
ImGui::MenuItem("Metrics", NULL, &show_app_metrics);
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();
if (ImGui::CollapsingHeader("Help"))
{
ImGui::Text("PROGRAMMER GUIDE:");
ImGui::BulletText("Please see the ShowDemoWindow() code in imgui_demo.cpp. <- you are here!");
ImGui::BulletText("Please see the comments in imgui.cpp.");
ImGui::BulletText("Please see the examples/ in application.");
ImGui::BulletText("Enable 'io.ConfigFlags |= NavEnableKeyboard' for keyboard controls.");
ImGui::BulletText("Enable 'io.ConfigFlags |= NavEnableGamepad' for gamepad controls.");
ImGui::Separator();
ImGui::Text("USER GUIDE:");
ImGui::ShowUserGuide();
}
if (ImGui::CollapsingHeader("Configuration"))
{
ImGuiIO& io = ImGui::GetIO();
if (ImGui::TreeNode("Configuration##2"))
{
ImGui::CheckboxFlags("io.ConfigFlags: NavEnableKeyboard", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NavEnableKeyboard);
ImGui::CheckboxFlags("io.ConfigFlags: NavEnableGamepad", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NavEnableGamepad);
ImGui::SameLine(); HelpMarker("Required back-end to feed in gamepad inputs in io.NavInputs[] and set io.BackendFlags |= ImGuiBackendFlags_HasGamepad.\n\nRead instructions in imgui.cpp for details.");
ImGui::CheckboxFlags("io.ConfigFlags: NavEnableSetMousePos", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NavEnableSetMousePos);
ImGui::SameLine(); HelpMarker("Instruct navigation to move the mouse cursor. See comment for ImGuiConfigFlags_NavEnableSetMousePos.");
ImGui::CheckboxFlags("io.ConfigFlags: NoMouse", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NoMouse);
if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) // Create a way to restore this flag otherwise we could be stuck completely!
{
if (fmodf((float)ImGui::GetTime(), 0.40f) < 0.20f)
{
ImGui::SameLine();
ImGui::Text("<<PRESS SPACE TO DISABLE>>");
}
if (ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_Space)))
io.ConfigFlags &= ~ImGuiConfigFlags_NoMouse;
}
ImGui::CheckboxFlags("io.ConfigFlags: NoMouseCursorChange", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NoMouseCursorChange);
ImGui::SameLine(); HelpMarker("Instruct back-end to not alter mouse cursor shape and visibility.");
ImGui::Checkbox("io.ConfigInputTextCursorBlink", &io.ConfigInputTextCursorBlink);
ImGui::SameLine(); HelpMarker("Set to false to disable blinking cursor, for users who consider it distracting");
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 for you. 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::TreePop();
ImGui::Separator();
}
if (ImGui::TreeNode("Backend Flags"))
{
HelpMarker("Those flags are set by the back-ends (imgui_impl_xxx files) to specify their capabilities.");
ImGuiBackendFlags backend_flags = io.BackendFlags; // Make a local copy to avoid modifying actual back-end flags.
ImGui::CheckboxFlags("io.BackendFlags: HasGamepad", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasGamepad);
ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasMouseCursors);
ImGui::CheckboxFlags("io.BackendFlags: HasSetMousePos", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasSetMousePos);
ImGui::CheckboxFlags("io.BackendFlags: RendererHasVtxOffset", (unsigned int *)&backend_flags, ImGuiBackendFlags_RendererHasVtxOffset);
ImGui::TreePop();
ImGui::Separator();
}
if (ImGui::TreeNode("Style"))
{
ImGui::ShowStyleEditor();
ImGui::TreePop();
ImGui::Separator();
}
if (ImGui::TreeNode("Capture/Logging"))
{
ImGui::TextWrapped("The logging API redirects all text output so you can easily capture the content of a window or a block. Tree nodes can be automatically expanded.");
HelpMarker("Try opening any of the contents below in this window and then click one of the \"Log To\" button.");
ImGui::LogButtons();
ImGui::TextWrapped("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();
}
}
if (ImGui::CollapsingHeader("Window options"))
{
ImGui::Checkbox("No titlebar", &no_titlebar); ImGui::SameLine(150);
ImGui::Checkbox("No scrollbar", &no_scrollbar); ImGui::SameLine(300);
ImGui::Checkbox("No menu", &no_menu);
ImGui::Checkbox("No move", &no_move); ImGui::SameLine(150);
ImGui::Checkbox("No resize", &no_resize); ImGui::SameLine(300);
ImGui::Checkbox("No collapse", &no_collapse);
ImGui::Checkbox("No close", &no_close); ImGui::SameLine(150);
ImGui::Checkbox("No nav", &no_nav); ImGui::SameLine(300);
ImGui::Checkbox("No background", &no_background);
ImGui::Checkbox("No bring to front", &no_bring_to_front);
}
// All demo contents
ShowDemoWindowWidgets();
ShowDemoWindowLayout();
ShowDemoWindowPopups();
ShowDemoWindowColumns();
ShowDemoWindowMisc();
// End of ShowDemoWindow()
ImGui::End();
}
static void ShowDemoWindowWidgets()
{
if (!ImGui::CollapsingHeader("Widgets"))
return;
if (ImGui::TreeNode("Basic"))
{
static int clicked = 0;
if (ImGui::Button("Button"))
clicked++;
if (clicked & 1)
{
ImGui::SameLine();
ImGui::Text("Thanks for clicking me!");
}
static bool check = true;
ImGui::Checkbox("checkbox", &check);
static int e = 0;
ImGui::RadioButton("radio a", &e, 0); ImGui::SameLine();
ImGui::RadioButton("radio b", &e, 1); ImGui::SameLine();
ImGui::RadioButton("radio c", &e, 2);
// Color buttons, demonstrate using PushID() to add unique identifier in the ID stack, and changing style.
for (int i = 0; i < 7; i++)
{
if (i > 0)
ImGui::SameLine();
ImGui::PushID(i);
ImGui::PushStyleColor(ImGuiCol_Button, (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 elements (otherwise a Text+SameLine+Button sequence will have the text a little too high by default)
ImGui::AlignTextToFramePadding();
ImGui::Text("Hold to repeat:");
ImGui::SameLine();
// Arrow buttons with Repeater
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::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 complete BeginCombo()/EndCombo() api.
const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" };
static int item_current = 0;
ImGui::Combo("combo", &item_current, items, IM_ARRAYSIZE(items));
ImGui::SameLine(); HelpMarker("Refer to the \"Combo\" section below for an explanation of the full BeginCombo/EndCombo API, and demonstration of various flags.\n");
}
{
static char str0[128] = "Hello, world!";
ImGui::InputText("input text", str0, IM_ARRAYSIZE(str0));
ImGui::SameLine(); HelpMarker("USER:\nHold 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\nPROGRAMMER:\nYou 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));
static int i0 = 123;
ImGui::InputInt("input int", &i0);
ImGui::SameLine(); HelpMarker("You can apply arithmetic operators +,*,/ on numerical values.\n e.g. [ 100 ], input \'*2\', result becomes [ 200 ]\nUse +- to subtract.\n");
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\".\n");
static float vec4a[4] = { 0.10f, 0.20f, 0.30f, 0.44f };
ImGui::InputFloat3("input float3", vec4a);
}
{
static int i1 = 50, i2 = 42;
ImGui::DragInt("drag int", &i1, 1);
ImGui::SameLine(); HelpMarker("Click and drag to edit value.\nHold SHIFT/ALT for faster/slower edit.\nDouble-click or CTRL+click to input value.");
ImGui::DragInt("drag int 0..100", &i2, 1, 0, 100, "%d%%");
static float f1=1.00f, f2=0.0067f;
ImGui::DragFloat("drag float", &f1, 0.005f);
ImGui::DragFloat("drag small float", &f2, 0.0001f, 0.0f, 0.0f, "%.06f ns");
}
{
static int i1=0;
ImGui::SliderInt("slider int", &i1, -1, 3);
ImGui::SameLine(); 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 (curve)", &f2, -10.0f, 10.0f, "%.4f", 2.0f);
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().
enum Element { Element_Fire, Element_Earth, Element_Air, Element_Water, Element_COUNT };
const char* element_names[Element_COUNT] = { "Fire", "Earth", "Air", "Water" };
static int current_element = Element_Fire;
const char* current_element_name = (current_element >= 0 && current_element < Element_COUNT) ? element_names[current_element] : "Unknown";
ImGui::SliderInt("slider enum", ¤t_element, 0, Element_COUNT - 1, current_element_name);
ImGui::SameLine(); HelpMarker("Using the format string parameter to display a name instead of the underlying integer.");
}
{
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 colored square to open a color picker.\nClick and hold to use drag and drop.\nRight-click on the colored square to show options.\nCTRL+click on individual component to input value.\n");
ImGui::ColorEdit4("color 2", col2);
}
{
// List box
const char* listbox_items[] = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pineapple", "Strawberry", "Watermelon" };
static int listbox_item_current = 1;
ImGui::ListBox("listbox\n(single select)", &listbox_item_current, listbox_items, IM_ARRAYSIZE(listbox_items), 4);
//static int listbox_item_current2 = 2;
//ImGui::SetNextItemWidth(-1);
//ImGui::ListBox("##listbox2", &listbox_item_current2, listbox_items, IM_ARRAYSIZE(listbox_items), 4);
}
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.");
if (ImGui::TreeNode("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();
}
if (ImGui::TreeNode("Advanced, with Selectable nodes"))
{
HelpMarker("This is a more typical looking tree with selectable nodes.\nClick to select, CTRL+Click to toggle, click on arrows or double-click to open.");
static bool align_label_with_current_x_position = false;
ImGui::Checkbox("Align label with current X position)", &align_label_with_current_x_position);
ImGui::Text("Hello!");
if (align_label_with_current_x_position)
ImGui::Unindent(ImGui::GetTreeNodeToLabelSpacing());
static int selection_mask = (1 << 2); // Dumb representation of what may be user-side selection state. You may carry selection state inside or outside your objects in whatever format you see fit.
int node_clicked = -1; // 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.
ImGui::PushStyleVar(ImGuiStyleVar_IndentSpacing, ImGui::GetFontSize()*3); // Increase spacing to differentiate leaves from expanded contents.
for (int i = 0; i < 6; i++)
{
// Disable the default open on single-click behavior and pass in Selected flag according to our selection state.
ImGuiTreeNodeFlags node_flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick;
if (selection_mask & (1 << i))
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())
node_clicked = i;
if (node_open)
{
ImGui::Text("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())
node_clicked = i;
}
}
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, this commented bit preserve selection when clicking on item that is part of the selection
selection_mask = (1 << node_clicked); // Click to single-select
}
ImGui::PopStyleVar();
if (align_label_with_current_x_position)
ImGui::Indent(ImGui::GetTreeNodeToLabelSpacing());
ImGui::TreePop();
}
ImGui::TreePop();
}
if (ImGui::TreeNode("Collapsing Headers"))
{
static bool closable_group = true;
ImGui::Checkbox("Show 2nd header", &closable_group);
if (ImGui::CollapsingHeader("Header"))
{
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);
}
ImGui::TreePop();
}
if (ImGui::TreeNode("Bullets"))
{
ImGui::BulletText("Bullet point 1");
ImGui::BulletText("Bullet point 2\nOn multiple lines");
ImGui::Bullet(); ImGui::Text("Bullet point 3 (two calls)");
ImGui::Bullet(); ImGui::SmallButton("Button");
ImGui::TreePop();
}
if (ImGui::TreeNode("Text"))
{
if (ImGui::TreeNode("Colored Text"))
{
// Using shortcut. You can use PushStyleColor()/PopStyleColor() for more flexibility.
ImGui::TextColored(ImVec4(1.0f,0.0f,1.0f,1.0f), "Pink");
ImGui::TextColored(ImVec4(1.0f,1.0f,0.0f,1.0f), "Yellow");
ImGui::TextDisabled("Disabled");
ImGui::SameLine(); HelpMarker("The TextDisabled color is stored in ImGuiStyle.");
ImGui::TreePop();
}
if (ImGui::TreeNode("Word Wrapping"))
{
// Using shortcut. You can use PushTextWrapPos()/PopTextWrapPos() for more flexibility.
ImGui::TextWrapped("This text should automatically wrap on the edge of the window. The current implementation for text wrapping follows simple rules suitable for English and possibly other languages.");
ImGui::Spacing();
static float wrap_width = 200.0f;
ImGui::SliderFloat("Wrap width", &wrap_width, -20, 600, "%.0f");
ImGui::Text("Test paragraph 1:");
ImVec2 pos = ImGui::GetCursorScreenPos();
ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(pos.x + wrap_width, pos.y), ImVec2(pos.x + wrap_width + 10, pos.y + ImGui::GetTextLineHeight()), IM_COL32(255,0,255,255));
ImGui::PushTextWrapPos(ImGui::GetCursorPos().x + wrap_width);
ImGui::Text("The lazy dog is a good dog. This paragraph is made to fit within %.0f pixels. Testing a 1 character word. The quick brown fox jumps over the lazy dog.", wrap_width);
ImGui::GetWindowDrawList()->AddRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax(), IM_COL32(255,255,0,255));
ImGui::PopTextWrapPos();
ImGui::Text("Test paragraph 2:");
pos = ImGui::GetCursorScreenPos();
ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(pos.x + wrap_width, pos.y), ImVec2(pos.x + wrap_width + 10, pos.y + ImGui::GetTextLineHeight()), IM_COL32(255,0,255,255));
ImGui::PushTextWrapPos(ImGui::GetCursorPos().x + wrap_width);
ImGui::Text("aaaaaaaa bbbbbbbb, c cccccccc,dddddddd. d eeeeeeee ffffffff. gggggggg!hhhhhhhh");
ImGui::GetWindowDrawList()->AddRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax(), IM_COL32(255,255,0,255));
ImGui::PopTextWrapPos();
ImGui::TreePop();
}
if (ImGui::TreeNode("UTF-8 Text"))
{
// UTF-8 test with Japanese characters
// (Needs a suitable font, try Noto, or Arial Unicode, or M+ fonts. Read misc/fonts/README.txt 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. Visual Studio save your file 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.Font->AddFontFromFileTTF() manually to load extra character ranges. Read misc/fonts/README.txt 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();
}
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!");
// Here we are grabbing the font texture because that's the only one we have access to inside the demo code.
// Remember that ImTextureID is just storage for whatever you want it to be, it is essentially a value that will be passed to the render function inside the ImDrawCmd structure.
// If you use one of the default imgui_impl_XXXX.cpp renderer, they all have comments at the top of their 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_glfw_gl3.cpp renderer expect a GLuint OpenGL texture identifier etc.)
// 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.
// Using ShowMetricsWindow() as a "debugger" to inspect the draw data that are being passed to your render will help you debug issues if you are confused about this.
// Consider using the lower-level ImDrawList::AddImage() API, via ImGui::GetWindowDrawList()->AddImage().
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();
ImGui::Image(my_tex_id, ImVec2(my_tex_w, my_tex_h), ImVec2(0,0), ImVec2(1,1), ImVec4(1.0f,1.0f,1.0f,1.0f), ImVec4(1.0f,1.0f,1.0f,0.5f));
if (ImGui::IsItemHovered())
{
ImGui::BeginTooltip();
float region_sz = 32.0f;
float region_x = io.MousePos.x - pos.x - region_sz * 0.5f; 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;
float region_y = io.MousePos.y - pos.y - region_sz * 0.5f; 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;
float zoom = 4.0f;
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, ImVec4(1.0f, 1.0f, 1.0f, 1.0f), ImVec4(1.0f, 1.0f, 1.0f, 0.5f));
ImGui::EndTooltip();
}
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
if (ImGui::ImageButton(my_tex_id, ImVec2(32,32), ImVec2(0,0), ImVec2(32.0f/my_tex_w,32/my_tex_h), frame_padding, ImVec4(0.0f,0.0f,0.0f,1.0f)))
pressed_count += 1;
ImGui::PopID();
ImGui::SameLine();
}
ImGui::NewLine();
ImGui::Text("Pressed %d times.", pressed_count);
ImGui::TreePop();
}
if (ImGui::TreeNode("Combo"))
{
// Expose flags as checkbox for the demo
static ImGuiComboFlags flags = 0;
ImGui::CheckboxFlags("ImGuiComboFlags_PopupAlignLeft", (unsigned int*)&flags, ImGuiComboFlags_PopupAlignLeft);
ImGui::SameLine(); HelpMarker("Only makes a difference if the popup is larger than the combo");
if (ImGui::CheckboxFlags("ImGuiComboFlags_NoArrowButton", (unsigned int*)&flags, ImGuiComboFlags_NoArrowButton))
flags &= ~ImGuiComboFlags_NoPreview; // Clear the other flag, as we cannot combine both
if (ImGui::CheckboxFlags("ImGuiComboFlags_NoPreview", (unsigned int*)&flags, ImGuiComboFlags_NoPreview))
flags &= ~ImGuiComboFlags_NoArrowButton; // Clear the other flag, as we cannot combine both
// General BeginCombo() API, you have full control over your selection data and display type.
// (your selection data could be an index, a pointer to the object, an id for the object, a flag stored in the object itself, etc.)
const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" };
static const char* item_current = items[0]; // Here our selection is a single pointer stored outside the object.
if (ImGui::BeginCombo("combo 1", item_current, flags)) // The second parameter is the label previewed before opening the combo.
{
for (int n = 0; n < IM_ARRAYSIZE(items); n++)
{
bool is_selected = (item_current == items[n]);
if (ImGui::Selectable(items[n], is_selected))
item_current = items[n];
if (is_selected)
ImGui::SetItemDefaultFocus(); // Set the initial focus when opening the combo (scrolling + for keyboard navigation support in the upcoming navigation branch)
}
ImGui::EndCombo();
}
// Simplified one-liner Combo() API, using values packed in a single constant string
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*
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 FuncHolder { static bool ItemGetter(void* data, int idx, const char** out_str) { *out_str = ((const char**)data)[idx]; return true; } };
static int item_current_4 = 0;
ImGui::Combo("combo 4 (function)", &item_current_4, &FuncHolder::ItemGetter, items, IM_ARRAYSIZE(items));
ImGui::TreePop();
}
if (ImGui::TreeNode("Selectables"))
{
// Selectable() has 2 overloads:
// - The one taking "bool selected" as a read-only selection information. When Selectable() has been clicked is 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 a different manner (in flags within objects, as an external list, etc).
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("3. 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();
}
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();
}
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();
}
if (ImGui::TreeNode("Rendering more text into the same line"))
{
// Using the Selectable() override that takes "bool* p_selected" parameter and toggle your booleans 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();
}
if (ImGui::TreeNode("In columns"))
{
ImGui::Columns(3, NULL, false);
static bool selected[16] = { 0 };
for (int i = 0; i < 16; i++)
{
char label[32]; sprintf(label, "Item %d", i);
if (ImGui::Selectable(label, &selected[i])) {}
ImGui::NextColumn();
}
ImGui::Columns(1);
ImGui::TreePop();
}
if (ImGui::TreeNode("Grid"))
{
static bool selected[4*4] = { true, false, false, false, false, true, false, false, false, false, true, false, false, false, false, true };
for (int i = 0; i < 4*4; i++)
{
ImGui::PushID(i);
if (ImGui::Selectable("Sailor", &selected[i], 0, ImVec2(50,50)))
{
// Note: We _unnecessarily_ test for both x/y and i here only to silence some static analyzer. The second part of each test is unnecessary.
int x = i % 4;
int y = i / 4;
if (x > 0) { selected[i - 1] ^= 1; }
if (x < 3 && i < 15) { selected[i + 1] ^= 1; }
if (y > 0 && i > 3) { selected[i - 4] ^= 1; }
if (y < 3 && i < 12) { selected[i + 4] ^= 1; }
}
if ((i % 4) < 3) ImGui::SameLine();
ImGui::PopID();
}
ImGui::TreePop();
}
if (ImGui::TreeNode("Alignment"))
{
HelpMarker("Alignment applies when a selectable is larger than its text content.\nBy default, Selectables uses style.SelectableTextAlign but it can be overriden on a per-item basis using PushStyleVar().");
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();
}
if (ImGui::TreeNode("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)");
ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", (unsigned int*)&flags, ImGuiInputTextFlags_ReadOnly);
ImGui::CheckboxFlags("ImGuiInputTextFlags_AllowTabInput", (unsigned int*)&flags, ImGuiInputTextFlags_AllowTabInput);
ImGui::CheckboxFlags("ImGuiInputTextFlags_CtrlEnterForNewLine", (unsigned int*)&flags, ImGuiInputTextFlags_CtrlEnterForNewLine);
ImGui::InputTextMultiline("##source", text, IM_ARRAYSIZE(text), ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16), flags);
ImGui::TreePop();
}
if (ImGui::TreeNode("Filtered Text Input"))
{
static char buf1[64] = ""; ImGui::InputText("default", buf1, 64);
static char buf2[64] = ""; ImGui::InputText("decimal", buf2, 64, ImGuiInputTextFlags_CharsDecimal);
static char buf3[64] = ""; ImGui::InputText("hexadecimal", buf3, 64, ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase);
static char buf4[64] = ""; ImGui::InputText("uppercase", buf4, 64, ImGuiInputTextFlags_CharsUppercase);
static char buf5[64] = ""; ImGui::InputText("no blank", buf5, 64, ImGuiInputTextFlags_CharsNoBlank);
struct TextFilters { static int FilterImGuiLetters(ImGuiInputTextCallbackData* data) { if (data->EventChar < 256 && strchr("imgui", (char)data->EventChar)) return 0; return 1; } };
static char buf6[64] = ""; ImGui::InputText("\"imgui\" letters", buf6, 64, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterImGuiLetters);
ImGui::Text("Password input");
static char bufpass[64] = "password123";
ImGui::InputText("password", bufpass, 64, ImGuiInputTextFlags_Password | ImGuiInputTextFlags_CharsNoBlank);
ImGui::SameLine(); HelpMarker("Display all characters as '*'.\nDisable clipboard cut and copy.\nDisable logging.\n");
ImGui::InputTextWithHint("password (w/ hint)", "<password>", bufpass, 64, ImGuiInputTextFlags_Password | ImGuiInputTextFlags_CharsNoBlank);
ImGui::InputText("password (clear)", bufpass, 64, ImGuiInputTextFlags_CharsNoBlank);
ImGui::TreePop();
}
if (ImGui::TreeNode("Resize Callback"))
{
// If you have a custom string type you would typically create a ImGui::InputText() wrapper than takes your type as input.
// See misc/cpp/imgui_stdlib.h and .cpp for an implementation of this using std::string.
HelpMarker("Demonstrate using ImGuiInputTextFlags_CallbackResize to wire your resizable string type to InputText().\n\nSee 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<char>* my_str = (ImVector<char>*)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;
}
// Tip: Because ImGui:: is a namespace you would typicall add your own function into the namespace in your own source files.
// For example, you may add a function called ImGui::InputText(const char* label, MyString* my_str).
static bool MyInputTextMultiline(const char* label, ImVector<char>* 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<char> 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();
}
if (ImGui::TreeNode("Plots Widgets"))
{
static bool animate = true;
ImGui::Checkbox("Animate", &animate);
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));
// Create a dummy 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] = { 0 };
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 dummy 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;
}
ImGui::PlotLines("Lines", values, IM_ARRAYSIZE(values), values_offset, "avg 0.0", -1.0f, 1.0f, ImVec2(0,80));
ImGui::PlotHistogram("Histogram", arr, IM_ARRAYSIZE(arr), 0, NULL, 0.0f, 1.0f, ImVec2(0,80));
// 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(100);
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
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 = (progress < 0.0f) ? 0.0f : (progress > 1.0f) ? 1.0f : progress;
char buf[32];
sprintf(buf, "%d/%d", (int)(progress_saturated*1753), 1753);
ImGui::ProgressBar(progress, ImVec2(0.f,0.f), buf);
ImGui::TreePop();
}
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::Text("Color widget:");
ImGui::SameLine(); HelpMarker("Click on the colored square to open a color picker.\nCTRL+click on individual component to input value.\n");
ImGui::ColorEdit3("MyColor##1", (float*)&color, misc_flags);
ImGui::Text("Color widget HSV with Alpha:");
ImGui::ColorEdit4("MyColor##2", (float*)&color, ImGuiColorEditFlags_DisplayHSV | misc_flags);
ImGui::Text("Color widget with Float Display:");
ImGui::ColorEdit4("MyColor##2f", (float*)&color, ImGuiColorEditFlags_Float | misc_flags);
ImGui::Text("Color button with Picker:");
ImGui::SameLine(); HelpMarker("With the ImGuiColorEditFlags_NoInputs flag you can hide all the slider/text inputs.\nWith 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::Text("Color button with Custom Picker Popup:");
// Generate a dummy 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);
if (ImGui::ColorButton("##palette", saved_palette[n], ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_NoTooltip, 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 using ImGuiColorEditFlags_NoDragDrop)
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::Text("Color button only:");
ImGui::ColorButton("MyColor##3c", *(ImVec4*)&color, misc_flags, ImVec2(80,80));
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.\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::Combo("Picker Mode", &picker_mode, "Auto/Current\0Hue bar + SV rect\0Hue wheel + SV triangle\0");
ImGui::SameLine(); HelpMarker("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("Programmatically set defaults:");
ImGui::SameLine(); HelpMarker("SetColorEditOptions() is designed to allow you to set boot-time default.\nWe 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);
// HSV encoded support (to avoid RGB<>HSV round trips and singularities when S==0 or V==0)
static ImVec4 color_stored_as_hsv(0.23f, 1.0f, 1.0f, 1.0f);
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_stored_as_hsv, ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float);
ImGui::ColorEdit4("HSV shown as HSV##1", (float*)&color_stored_as_hsv, ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float);
ImGui::DragFloat4("Raw HSV values", (float*)&color_stored_as_hsv, 0.01f, 0.0f, 1.0f);
ImGui::TreePop();
}
if (ImGui::TreeNode("Range Widgets"))
{
static float begin = 10, end = 90;
static int begin_i = 100, end_i = 1000;
ImGui::DragFloatRange2("range", &begin, &end, 0.25f, 0.0f, 100.0f, "Min: %.1f %%", "Max: %.1f %%");
ImGui::DragIntRange2("range int (no bounds)", &begin_i, &end_i, 5, 0, 0, "Min: %d units", "Max: %d units");
ImGui::TreePop();
}
if (ImGui::TreeNode("Data Types"))
{
// The DragScalar/InputScalar/SliderScalar functions allow various data types: signed/unsigned int/long long and 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 address.
// 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);
// }
// Limits (as helper variables that we can take the address of)
// Note that the SliderScalar function has a maximum usable range of half the natural type maximum, hence the /2 below.
#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::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.\nYou 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 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", 1.0f);
ImGui::DragScalar("drag float ^2", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, &f32_one, "%f", 2.0f); ImGui::SameLine(); HelpMarker("You can use the 'power' parameter to increase tweaking precision on one side of the range.");
ImGui::DragScalar("drag double", ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, NULL, "%.10f grams", 1.0f);
ImGui::DragScalar("drag double ^2", ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, &f64_one, "0 < %.10f < 1", 2.0f);
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 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,"%I64d");
ImGui::SliderScalar("slider s64 high", ImGuiDataType_S64, &s64_v, &s64_hi_a, &s64_hi_b, "%I64d");
ImGui::SliderScalar("slider s64 full", ImGuiDataType_S64, &s64_v, &s64_min, &s64_max, "%I64d");
ImGui::SliderScalar("slider u64 low", ImGuiDataType_U64, &u64_v, &u64_zero, &u64_fifty,"%I64u ms");
ImGui::SliderScalar("slider u64 high", ImGuiDataType_U64, &u64_v, &u64_hi_a, &u64_hi_b, "%I64u ms");
ImGui::SliderScalar("slider u64 full", ImGuiDataType_U64, &u64_v, &u64_min, &u64_max, "%I64u ms");
ImGui::SliderScalar("slider float low", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one);
ImGui::SliderScalar("slider float low^2", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one, "%.10f", 2.0f);
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", 1.0f);
ImGui::SliderScalar("slider double low^2",ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one, "%.10f", 2.0f);
ImGui::SliderScalar("slider double high", ImGuiDataType_Double, &f64_v, &f64_lo_a, &f64_hi_a, "%e grams", 1.0f);
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, "%08X", ImGuiInputTextFlags_CharsHexadecimal);
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", ImGuiInputTextFlags_CharsHexadecimal);
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();
}
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();
}
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, (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();
}
if (ImGui::TreeNode("Drag and Drop"))
{
{
// 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 the demo in Color Picker -> Palette demo.
ImGui::BulletText("Drag and drop in standard widgets");
ImGui::Indent();
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::Unindent();
}
{
ImGui::BulletText("Drag and drop to copy/swap items");
ImGui::Indent();
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))
{
ImGui::SetDragDropPayload("DND_DEMO_CELL", &n, sizeof(int)); // Set payload to carry the index of our item (could be anything)
if (mode == Mode_Copy) { ImGui::Text("Copy %s", names[n]); } // 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_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::Unindent();
}
ImGui::TreePop();
}
if (ImGui::TreeNode("Querying Status (Active/Focused/Hovered etc.)"))
{
// Display the value of IsItemHovered() and other common item state functions. Note that the flags can be combined.
// (because BulletText is an item itself and that would affect the output of IsItemHovered() we pass all state in a single call to simplify the code).
static int item_type = 1;
static bool b = false;
static float col4f[4] = { 1.0f, 0.5, 0.0f, 1.0f };
static char str[16] = {};
ImGui::Combo("Item Type", &item_type, "Text\0Button\0Button (w/ repeat)\0Checkbox\0SliderFloat\0InputText\0InputFloat\0InputFloat3\0ColorEdit4\0MenuItem\0TreeNode (w/ double-click)\0ListBox\0");
ImGui::SameLine();
HelpMarker("Testing how various types of items are interacting with the IsItemXXX functions.");
bool ret = false;
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::InputFloat("ITEM: InputFloat", col4f, 1.0f); } // Testing +/- buttons on scalar input
if (item_type == 7) { ret = ImGui::InputFloat3("ITEM: InputFloat3", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged)
if (item_type == 8) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged)
if (item_type == 9) { ret = ImGui::MenuItem("ITEM: MenuItem"); } // Testing menu item (they use ImGuiButtonFlags_PressedOnRelease button policy)
if (item_type == 10){ ret = ImGui::TreeNodeEx("ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen); } // Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy.
if (item_type == 11){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", ¤t, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); }
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(_RectOnly) = %d\n"
"IsItemActive() = %d\n"
"IsItemEdited() = %d\n"
"IsItemActivated() = %d\n"
"IsItemDeactivated() = %d\n"
"IsItemDeactivatedAfterEdit() = %d\n"
"IsItemVisible() = %d\n"
"IsItemClicked() = %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_RectOnly),
ImGui::IsItemActive(),
ImGui::IsItemEdited(),
ImGui::IsItemActivated(),
ImGui::IsItemDeactivated(),
ImGui::IsItemDeactivatedAfterEdit(),
ImGui::IsItemVisible(),
ImGui::IsItemClicked(),
ImGui::GetItemRectMin().x, ImGui::GetItemRectMin().y,
ImGui::GetItemRectMax().x, ImGui::GetItemRectMax().y,
ImGui::GetItemRectSize().x, ImGui::GetItemRectSize().y
);
static bool embed_all_inside_a_child_window = false;
ImGui::Checkbox("Embed everything inside a child window (for additional testing)", &embed_all_inside_a_child_window);
if (embed_all_inside_a_child_window)
ImGui::BeginChild("outer_child", ImVec2(0, ImGui::GetFontSize() * 20), true);
// Testing IsWindowFocused() function with its various flags. Note that the flags can be combined.
ImGui::BulletText(
"IsWindowFocused() = %d\n"
"IsWindowFocused(_ChildWindows) = %d\n"
"IsWindowFocused(_ChildWindows|_RootWindow) = %d\n"
"IsWindowFocused(_RootWindow) = %d\n"
"IsWindowFocused(_AnyWindow) = %d\n",
ImGui::IsWindowFocused(),
ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows),
ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow),
ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow),
ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow));
// Testing IsWindowHovered() function with its various flags. Note that the flags can be combined.
ImGui::BulletText(
"IsWindowHovered() = %d\n"
"IsWindowHovered(_AllowWhenBlockedByPopup) = %d\n"
"IsWindowHovered(_AllowWhenBlockedByActiveItem) = %d\n"
"IsWindowHovered(_ChildWindows) = %d\n"
"IsWindowHovered(_ChildWindows|_RootWindow) = %d\n"
"IsWindowHovered(_ChildWindows|_AllowWhenBlockedByPopup) = %d\n"
"IsWindowHovered(_RootWindow) = %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_RootWindow),
ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_AllowWhenBlockedByPopup),
ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow),
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();
static char dummy_str[] = "This is a dummy field to be able to tab-out of the widgets above.";
ImGui::InputText("dummy", dummy_str, IM_ARRAYSIZE(dummy_str), ImGuiInputTextFlags_ReadOnly);
// 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 (with BeginPopupContextItem) associated to the title bar of a window.
static bool test_window = false;
ImGui::Checkbox("Hovered/Active tests after Begin() for title bar testing", &test_window);
if (test_window)
{
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();
}
}
static void ShowDemoWindowLayout()
{
if (!ImGui::CollapsingHeader("Layout"))
return;
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);
static int line = 50;
bool goto_line = ImGui::Button("Goto");
ImGui::SameLine();
ImGui::SetNextItemWidth(100);
goto_line |= ImGui::InputInt("##Line", &line, 0, 0, ImGuiInputTextFlags_EnterReturnsTrue);
// Child 1: no border, enable horizontal scrollbar
{
ImGuiWindowFlags window_flags = ImGuiWindowFlags_HorizontalScrollbar | (disable_mouse_wheel ? ImGuiWindowFlags_NoScrollWithMouse : 0);
ImGui::BeginChild("Child1", ImVec2(ImGui::GetWindowContentRegionWidth() * 0.5f, 260), false, window_flags);
for (int i = 0; i < 100; i++)
{
ImGui::Text("%04d: scrollable region", i);
if (goto_line && line == i)
ImGui::SetScrollHereY();
}
if (goto_line && line >= 100)
ImGui::SetScrollHereY();
ImGui::EndChild();
}
ImGui::SameLine();
// Child 2: rounded border
{
ImGuiWindowFlags window_flags = (disable_mouse_wheel ? ImGuiWindowFlags_NoScrollWithMouse : 0) | (disable_menu ? 0 : ImGuiWindowFlags_MenuBar);
ImGui::PushStyleVar(ImGuiStyleVar_ChildRounding, 5.0f);
ImGui::BeginChild("Child2", ImVec2(0, 260), true, window_flags);
if (!disable_menu && ImGui::BeginMenuBar())
{
if (ImGui::BeginMenu("Menu"))
{
ShowExampleMenuFile();
ImGui::EndMenu();
}
ImGui::EndMenuBar();
}
ImGui::Columns(2);
for (int i = 0; i < 100; i++)
{
char buf[32];
sprintf(buf, "%03d", i);
ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f));
ImGui::NextColumn();
}
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 the child window (because the child window is an item from the POV of the 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 "Widgets" -> "Querying Status (Active/Focused/Hovered etc.)" section for more details about this.
{
ImGui::SetCursorPosX(ImGui::GetCursorPosX() + 10);
ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(255, 0, 0, 100));
ImGui::BeginChild("blah", ImVec2(200, 100), true, ImGuiWindowFlags_None);
for (int n = 0; n < 50; n++)
ImGui::Text("Some test %d", n);
ImGui::EndChild();
ImVec2 child_rect_min = ImGui::GetItemRectMin();
ImVec2 child_rect_max = ImGui::GetItemRectMax();
ImGui::PopStyleColor();
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();
}
if (ImGui::TreeNode("Widgets Width"))
{
// Use SetNextItemWidth() to set the width of a single upcoming item.
// Use PushItemWidth()/PopItemWidth() to set the width of a group of items.
static float f = 0.0f;
ImGui::Text("SetNextItemWidth/PushItemWidth(100)");
ImGui::SameLine(); HelpMarker("Fixed width.");
ImGui::SetNextItemWidth(100);
ImGui::DragFloat("float##1", &f);
ImGui::Text("SetNextItemWidth/PushItemWidth(GetWindowWidth() * 0.5f)");
ImGui::SameLine(); HelpMarker("Half of window width.");
ImGui::SetNextItemWidth(ImGui::GetWindowWidth() * 0.5f);
ImGui::DragFloat("float##2", &f);
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::SetNextItemWidth(ImGui::GetContentRegionAvail().x * 0.5f);
ImGui::DragFloat("float##3", &f);
ImGui::Text("SetNextItemWidth/PushItemWidth(-100)");
ImGui::SameLine(); HelpMarker("Align to right edge minus 100");
ImGui::SetNextItemWidth(-100);
ImGui::DragFloat("float##4", &f);
// Demonstrate using PushItemWidth to surround three items. Calling SetNextItemWidth() before each of them would have the same effect.
ImGui::Text("SetNextItemWidth/PushItemWidth(-1)");
ImGui::SameLine(); HelpMarker("Align to right edge");
ImGui::PushItemWidth(-1);
ImGui::DragFloat("##float5a", &f);
ImGui::DragFloat("##float5b", &f);
ImGui::DragFloat("##float5c", &f);
ImGui::PopItemWidth();
ImGui::TreePop();
}
if (ImGui::TreeNode("Basic Horizontal Layout"))
{
ImGui::TextWrapped("(Use ImGui::SameLine() to keep adding items to the right of the preceding item)");
// Text
ImGui::Text("Two items: Hello"); ImGui::SameLine();
ImGui::TextColored(ImVec4(1,1,0,1), "Sailor");
// Adjust spacing
ImGui::Text("More spacing: Hello"); ImGui::SameLine(0, 20);
ImGui::TextColored(ImVec4(1,1,0,1), "Sailor");
// Button
ImGui::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::Text("Aligned");
ImGui::SameLine(150); ImGui::Text("x=150");
ImGui::SameLine(300); ImGui::Text("x=300");
ImGui::Text("Aligned");
ImGui::SameLine(150); ImGui::SmallButton("x=150");
ImGui::SameLine(300); ImGui::SmallButton("x=300");
// Checkbox
static bool c1 = false, c2 = false, c3 = false, c4 = false;
ImGui::Checkbox("My", &c1); ImGui::SameLine();
ImGui::Checkbox("Tailor", &c2); ImGui::SameLine();
ImGui::Checkbox("Is", &c3); ImGui::SameLine();
ImGui::Checkbox("Rich", &c4);
// Various
static float f0 = 1.0f, f1 = 2.0f, f2 = 3.0f;
ImGui::PushItemWidth(80);
const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD" };
static int item = -1;
ImGui::Combo("Combo", &item, items, IM_ARRAYSIZE(items)); ImGui::SameLine();
ImGui::SliderFloat("X", &f0, 0.0f, 5.0f); ImGui::SameLine();
ImGui::SliderFloat("Y", &f1, 0.0f, 5.0f); ImGui::SameLine();
ImGui::SliderFloat("Z", &f2, 0.0f, 5.0f);
ImGui::PopItemWidth();
ImGui::PushItemWidth(80);
ImGui::Text("Lists:");
static int selection[4] = { 0, 1, 2, 3 };
for (int i = 0; i < 4; i++)
{
if (i > 0) ImGui::SameLine();
ImGui::PushID(i);
ImGui::ListBox("", &selection[i], items, IM_ARRAYSIZE(items));
ImGui::PopID();
//if (ImGui::IsItemHovered()) ImGui::SetTooltip("ListBox %d hovered", i);
}
ImGui::PopItemWidth();
// Dummy
ImVec2 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::Text("Manually 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();
}
if (ImGui::TreeNode("Tabs"))
{
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();
}
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", (unsigned int*)&tab_bar_flags, ImGuiTabBarFlags_Reorderable);
ImGui::CheckboxFlags("ImGuiTabBarFlags_AutoSelectNewTabs", (unsigned int*)&tab_bar_flags, ImGuiTabBarFlags_AutoSelectNewTabs);
ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", (unsigned int*)&tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton);
ImGui::CheckboxFlags("ImGuiTabBarFlags_NoCloseWithMiddleMouseButton", (unsigned int*)&tab_bar_flags, ImGuiTabBarFlags_NoCloseWithMiddleMouseButton);
if ((tab_bar_flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0)
tab_bar_flags |= ImGuiTabBarFlags_FittingPolicyDefault_;
if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyResizeDown", (unsigned int*)&tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown))
tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown);
if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", (unsigned int*)&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]))
{
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::TreePop();
}
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::ListBoxHeader("List", size))
{
ImGui::Selectable("Selected", true);
ImGui::Selectable("Not Selected", false);
ImGui::ListBoxFooter();
}
ImGui::TreePop();
}
if (ImGui::TreeNode("Text Baseline Alignment"))
{
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 fit in less vertical spaces than lines with normal widgets.");
ImGui::Text("One\nTwo\nThree"); ImGui::SameLine();
ImGui::Text("Hello\nWorld"); ImGui::SameLine();
ImGui::Text("Banana");
ImGui::Text("Banana"); ImGui::SameLine();
ImGui::Text("Hello\nWorld"); ImGui::SameLine();
ImGui::Text("One\nTwo\nThree");
ImGui::Button("HOP##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::Button("TEST##1"); ImGui::SameLine();
ImGui::Text("TEST"); ImGui::SameLine();
ImGui::SmallButton("TEST##2");
ImGui::AlignTextToFramePadding(); // If your line starts with text, call this to align it to upcoming widgets.
ImGui::Text("Text aligned to Widget"); ImGui::SameLine();
ImGui::Button("Widget##1"); ImGui::SameLine();
ImGui::Text("Widget"); ImGui::SameLine();
ImGui::SmallButton("Widget##2"); ImGui::SameLine();
ImGui::Button("Widget##3");
// Tree
const float spacing = ImGui::GetStyle().ItemInnerSpacing.x;
ImGui::Button("Button##1");
ImGui::SameLine(0.0f, spacing);
if (ImGui::TreeNode("Node##1")) { for (int i = 0; i < 6; i++) ImGui::BulletText("Item %d..", i); ImGui::TreePop(); } // Dummy tree data
ImGui::AlignTextToFramePadding(); // Vertically align text node a bit lower so it'll be vertically centered with upcoming widget. Otherwise you can use SmallButton (smaller fit).
bool node_open = ImGui::TreeNode("Node##2"); // Common mistake to avoid: if we want to SameLine after TreeNode we need to do it before we add child content.
ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##2");
if (node_open) { for (int i = 0; i < 6; i++) ImGui::BulletText("Item %d..", i); ImGui::TreePop(); } // Dummy tree data
// 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::TreePop();
}
if (ImGui::TreeNode("Scrolling"))
{
// Vertical scroll functions
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::SameLine();
HelpMarker("We expose this for testing because scrolling sometimes had issues with window decoration such as menu-bars.");
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, 9999, "+%.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, 9999, "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]);
ImGuiWindowFlags child_flags = enable_extra_decorations ? ImGuiWindowFlags_MenuBar : 0;
ImGui::BeginChild(ImGui::GetID((void*)(intptr_t)i), 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);
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::Spacing();
HelpMarker("Use SetScrollHereX() or SetScrollFromPosX() to scroll to a given horizontal position.\n\nUsing the \"Scroll To Pos\" button above will make the discontinuity at edges visible: scrolling to the top/bottom/left/right-most item will add an additional WindowPadding to reflect on reaching the edge of the list.\n\nBecause 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);
ImGui::BeginChild(ImGui::GetID((void*)(intptr_t)i), 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);
for (int item = 0; item < 100; item++)
{
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);
}
ImGui::SameLine();
}
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
HelpMarker("Horizontal scrolling for a window has to be enabled explicitly via the ImGuiWindowFlags_HorizontalScrollbar flag.\n\nYou may want to explicitly specify content width by calling 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));
ImGui::BeginChild("scrolling", ImVec2(0, ImGui::GetFrameHeightWithSpacing() * 7 + 30), 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)
{
ImGui::BeginChild("scrolling"); // 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::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::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::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();
}
if (ImGui::TreeNode("Clipping"))
{
static ImVec2 size(100, 100), offset(50, 20);
ImGui::TextWrapped("On a per-widget basis we are occasionally clipping text CPU-side if it won't fit in its frame. Otherwise we are doing coarser clipping + passing a scissor rectangle to the renderer. The system is designed to try minimizing both execution and CPU/GPU rendering cost.");
ImGui::DragFloat2("size", (float*)&size, 0.5f, 1.0f, 200.0f, "%.0f");
ImGui::TextWrapped("(Click and drag)");
ImVec2 pos = ImGui::GetCursorScreenPos();
ImVec4 clip_rect(pos.x, pos.y, pos.x + size.x, pos.y + size.y);
ImGui::InvisibleButton("##dummy", size);
if (ImGui::IsItemActive() && ImGui::IsMouseDragging()) { offset.x += ImGui::GetIO().MouseDelta.x; offset.y += ImGui::GetIO().MouseDelta.y; }
ImGui::GetWindowDrawList()->AddRectFilled(pos, ImVec2(pos.x + size.x, pos.y + size.y), IM_COL32(90, 90, 120, 255));
ImGui::GetWindowDrawList()->AddText(ImGui::GetFont(), ImGui::GetFontSize()*2.0f, ImVec2(pos.x + offset.x, pos.y + offset.y), IM_COL32(255, 255, 255, 255), "Line 1 hello\nLine 2 clip me!", NULL, 0.0f, &clip_rect);
ImGui::TreePop();
}
}
static void ShowDemoWindowPopups()
{
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.
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 ? "<None>" : 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("File Menu.."))
ImGui::OpenPopup("my_file_popup");
if (ImGui::BeginPopup("my_file_popup"))
{
ShowExampleMenuFile();
ImGui::EndPopup();
}
ImGui::TreePop();
}
if (ImGui::TreeNode("Context menus"))
{
// BeginPopupContextItem() is a helper to provide common/simple popup behavior of essentially doing:
// if (IsItemHovered() && IsMouseReleased(0))
// OpenPopup(id);
// return BeginPopup(id);
// For more advanced uses you may want to replicate and cuztomize this code. This the comments inside BeginPopupContextItem() implementation.
static float value = 0.5f;
ImGui::Text("Value = %.3f (<-- right-click here)", value);
if (ImGui::BeginPopupContextItem("item context menu"))
{
if (ImGui::Selectable("Set to zero")) value = 0.0f;
if (ImGui::Selectable("Set to PI")) value = 3.1415f;
ImGui::SetNextItemWidth(-1);
ImGui::DragFloat("##Value", &value, 0.1f, 0.0f, 0.0f);
ImGui::EndPopup();
}
// We can also use OpenPopupOnItemClick() which is the same as BeginPopupContextItem() but without the Begin call.
// So here we will make it that clicking on the text field with the right mouse button (1) will toggle the visibility of the popup above.
ImGui::Text("(You can also right-click me to open the same popup as above.)");
ImGui::OpenPopupOnItemClick("item context menu", 1);
// When used after an item that has an ID (here the Button), we can skip providing an ID to BeginPopupContextItem().
// BeginPopupContextItem() will use the last item ID as the popup ID.
// In addition here, we want to include your editable label inside the button label. We use the ### operator to override the ID (read FAQ about ID for details)
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();
}
if (ImGui::TreeNode("Modals"))
{
ImGui::TextWrapped("Modal windows are like popups but the user cannot close them by clicking outside the window.");
if (ImGui::Button("Delete.."))
ImGui::OpenPopup("Delete?");
if (ImGui::BeginPopupModal("Delete?", NULL, ImGuiWindowFlags_AlwaysAutoResize))
{
ImGui::Text("All those beautiful files will be deleted.\nThis operation cannot be undone!\n\n");
ImGui::Separator();
//static int dummy_i = 0;
//ImGui::Combo("Combo", &dummy_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("Dummy 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 dummy_open = true;
if (ImGui::BeginPopupModal("Stacked 2", &dummy_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();
}
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();
// NB: 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();
}
}
static void ShowDemoWindowColumns()
{
if (!ImGui::CollapsingHeader("Columns"))
return;
ImGui::PushID("Columns");
static bool disable_indent = false;
ImGui::Checkbox("Disable tree indentation", &disable_indent);
ImGui::SameLine();
HelpMarker("Disable the indenting of tree nodes so demo columns can use the full window width.");
if (disable_indent)
ImGui::PushStyleVar(ImGuiStyleVar_IndentSpacing, 0.0f);
// Basic columns
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();
}
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
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
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();
}
// Scrolling columns
/*
if (ImGui::TreeNode("Vertical Scrolling"))
{
ImGui::BeginChild("##header", ImVec2(0, ImGui::GetTextLineHeightWithSpacing()+ImGui::GetStyle().ItemSpacing.y));
ImGui::Columns(3);
ImGui::Text("ID"); ImGui::NextColumn();
ImGui::Text("Name"); ImGui::NextColumn();
ImGui::Text("Path"); ImGui::NextColumn();
ImGui::Columns(1);
ImGui::Separator();
ImGui::EndChild();
ImGui::BeginChild("##scrollingregion", ImVec2(0, 60));
ImGui::Columns(3);
for (int i = 0; i < 10; i++)
{
ImGui::Text("%04d", i); ImGui::NextColumn();
ImGui::Text("Foobar"); ImGui::NextColumn();
ImGui::Text("/path/foobar/%04d/", i); ImGui::NextColumn();
}
ImGui::Columns(1);
ImGui::EndChild();
ImGui::TreePop();
}
*/
if (ImGui::TreeNode("Horizontal Scrolling"))
{
ImGui::SetNextWindowContentSize(ImVec2(1500.0f, 0.0f));
ImGui::BeginChild("##ScrollingRegion", ImVec2(0, ImGui::GetFontSize() * 20), false, ImGuiWindowFlags_HorizontalScrollbar);
ImGui::Columns(10);
int ITEMS_COUNT = 2000;
ImGuiListClipper clipper(ITEMS_COUNT); // Also demonstrate using the clipper for large list
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();
}
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();
}
if (disable_indent)
ImGui::PopStyleVar();
ImGui::PopID();
}
static void ShowDemoWindowMisc()
{
if (ImGui::CollapsingHeader("Filtering"))
{
static ImGuiTextFilter filter;
ImGui::Text("Filter usage:\n"
" \"\" display all lines\n"
" \"xxx\" display lines containing \"xxx\"\n"
" \"xxx,yyy\" display lines containing \"xxx\" or \"yyy\"\n"
" \"-xxx\" hide lines containing \"xxx\"");
filter.Draw();
const char* lines[] = { "aaa1.c", "bbb1.c", "ccc1.c", "aaa2.cpp", "bbb2.cpp", "ccc2.cpp", "abc.h", "hello, world" };
for (int i = 0; i < IM_ARRAYSIZE(lines); i++)
if (filter.PassFilter(lines[i]))
ImGui::BulletText("%s", lines[i]);
}
if (ImGui::CollapsingHeader("Inputs, Navigation & Focus"))
{
ImGuiIO& io = ImGui::GetIO();
ImGui::Text("WantCaptureMouse: %d", io.WantCaptureMouse);
ImGui::Text("WantCaptureKeyboard: %d", io.WantCaptureKeyboard);
ImGui::Text("WantTextInput: %d", io.WantTextInput);
ImGui::Text("WantSetMousePos: %d", io.WantSetMousePos);
ImGui::Text("NavActive: %d, NavVisible: %d", io.NavActive, io.NavVisible);
if (ImGui::TreeNode("Keyboard, Mouse & Navigation State"))
{
if (ImGui::IsMousePosValid())
ImGui::Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y);
else
ImGui::Text("Mouse pos: <INVALID>");
ImGui::Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y);
ImGui::Text("Mouse down:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (io.MouseDownDuration[i] >= 0.0f) { ImGui::SameLine(); ImGui::Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); }
ImGui::Text("Mouse clicked:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseClicked(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); }
ImGui::Text("Mouse dbl-clicked:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseDoubleClicked(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); }
ImGui::Text("Mouse released:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseReleased(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); }
ImGui::Text("Mouse wheel: %.1f", io.MouseWheel);
ImGui::Text("Keys down:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (io.KeysDownDuration[i] >= 0.0f) { ImGui::SameLine(); ImGui::Text("%d (0x%X) (%.02f secs)", i, i, io.KeysDownDuration[i]); }
ImGui::Text("Keys pressed:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (ImGui::IsKeyPressed(i)) { ImGui::SameLine(); ImGui::Text("%d (0x%X)", i, i); }
ImGui::Text("Keys release:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (ImGui::IsKeyReleased(i)) { ImGui::SameLine(); ImGui::Text("%d (0x%X)", i, i); }
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", i, io.NavInputs[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); }
ImGui::Text("NavInputs duration:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputsDownDuration[i] >= 0.0f) { ImGui::SameLine(); ImGui::Text("[%d] %.2f", i, io.NavInputsDownDuration[i]); }
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();
}
if (ImGui::TreeNode("Tabbing"))
{
ImGui::Text("Use TAB/SHIFT+TAB to cycle through keyboard editable fields.");
static char buf[32] = "dummy";
ImGui::InputText("1", buf, IM_ARRAYSIZE(buf));
ImGui::InputText("2", buf, IM_ARRAYSIZE(buf));
ImGui::InputText("3", buf, IM_ARRAYSIZE(buf));
ImGui::PushAllowKeyboardFocus(false);
ImGui::InputText("4 (tab skip)", buf, IM_ARRAYSIZE(buf));
//ImGui::SameLine(); HelpMarker("Use ImGui::PushAllowKeyboardFocus(bool)\nto disable tabbing through certain widgets.");
ImGui::PopAllowKeyboardFocus();
ImGui::InputText("5", buf, IM_ARRAYSIZE(buf));
ImGui::TreePop();
}
if (ImGui::TreeNode("Focus from code"))
{
bool focus_1 = ImGui::Button("Focus on 1"); ImGui::SameLine();
bool focus_2 = ImGui::Button("Focus on 2"); ImGui::SameLine();
bool focus_3 = ImGui::Button("Focus on 3");
int has_focus = 0;
static char buf[128] = "click on a button to set focus";
if (focus_1) ImGui::SetKeyboardFocusHere();
ImGui::InputText("1", buf, IM_ARRAYSIZE(buf));
if (ImGui::IsItemActive()) has_focus = 1;
if (focus_2) ImGui::SetKeyboardFocusHere();
ImGui::InputText("2", buf, IM_ARRAYSIZE(buf));
if (ImGui::IsItemActive()) has_focus = 2;
ImGui::PushAllowKeyboardFocus(false);
if (focus_3) ImGui::SetKeyboardFocusHere();
ImGui::InputText("3 (tab skip)", buf, IM_ARRAYSIZE(buf));
if (ImGui::IsItemActive()) has_focus = 3;
ImGui::PopAllowKeyboardFocus();
if (has_focus)
ImGui::Text("Item with focus: %d", has_focus);
else
ImGui::Text("Item with focus: <none>");
// 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();
}
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):\n w/ default threshold: %d,\n w/ zero threshold: %d\n w/ large threshold: %d",
button, ImGui::IsMouseDragging(button), ImGui::IsMouseDragging(button, 0.0f), 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):\n w/ default threshold: (%.1f, %.1f),\n w/ zero threshold: (%.1f, %.1f)\nMouseDelta: (%.1f, %.1f)", value_with_lock_threshold.x, value_with_lock_threshold.y, value_raw.x, value_raw.y, mouse_delta.x, mouse_delta.y);
ImGui::TreePop();
}
if (ImGui::TreeNode("Mouse cursors"))
{
const char* mouse_cursors_names[] = { "Arrow", "TextInput", "Move", "ResizeNS", "ResizeEW", "ResizeNESW", "ResizeNWSE", "Hand" };
IM_ASSERT(IM_ARRAYSIZE(mouse_cursors_names) == ImGuiMouseCursor_COUNT);
ImGui::Text("Current mouse cursor = %d: %s", ImGui::GetMouseCursor(), mouse_cursors_names[ImGui::GetMouseCursor()]);
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::IsItemFocused())
ImGui::SetMouseCursor(i);
}
ImGui::TreePop();
}
}
}
//-----------------------------------------------------------------------------
// [SECTION] About Window / ShowAboutWindow()
// Access from Dear ImGui Demo -> Help -> About
//-----------------------------------------------------------------------------
void ImGui::ShowAboutWindow(bool* p_open)
{
if (!ImGui::Begin("About Dear ImGui", p_open, ImGuiWindowFlags_AlwaysAutoResize))
{
ImGui::End();
return;
}
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");
ImGui::BeginChildFrame(ImGui::GetID("cfginfos"), ImVec2(0, ImGui::GetTextLineHeightWithSpacing() * 18), ImGuiWindowFlags_NoMove);
if (copy_to_clipboard)
ImGui::LogToClipboard();
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_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_FORMAT_STRING_FUNCTIONS
ImGui::Text("define: IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS");
#endif
#ifdef IMGUI_DISABLE_MATH_FUNCTIONS
ImGui::Text("define: IMGUI_DISABLE_MATH_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 __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
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.MouseDrawCursor) ImGui::Text("io.MouseDrawCursor");
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");
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_RendererHasVtxOffset) ImGui::Text(" RendererHasVtxOffset");
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::LogFinish();
ImGui::EndChildFrame();
}
ImGui::End();
}
//-----------------------------------------------------------------------------
// [SECTION] Style Editor / ShowStyleEditor()
//-----------------------------------------------------------------------------
// 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, "Classic\0Dark\0Light\0"))
{
switch (style_idx)
{
case 0: ImGui::StyleColorsClassic(); break;
case 1: ImGui::StyleColorsDark(); break;
case 2: ImGui::StyleColorsLight(); break;
}
return true;
}
return false;
}
// Demo helper function to select among loaded fonts.
// Here we use the regular BeginCombo()/EndCombo() api which is more 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 documentation in misc/fonts/ for more details.\n"
"- If you need to add/remove fonts at runtime (e.g. for DPI change), do it before calling NewFrame().");
}
void ImGui::ShowStyleEditor(ImGuiStyle* ref)
{
// You can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it compares to an internally stored 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
if (ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f"))
style.GrabRounding = style.FrameRounding; // Make GrabRounding always the same value as FrameRounding
{ bool window_border = (style.WindowBorderSize > 0.0f); if (ImGui::Checkbox("WindowBorder", &window_border)) style.WindowBorderSize = window_border ? 1.0f : 0.0f; }
ImGui::SameLine();
{ bool frame_border = (style.FrameBorderSize > 0.0f); if (ImGui::Checkbox("FrameBorder", &frame_border)) style.FrameBorderSize = frame_border ? 1.0f : 0.0f; }
ImGui::SameLine();
{ bool popup_border = (style.PopupBorderSize > 0.0f); if (ImGui::Checkbox("PopupBorder", &popup_border)) style.PopupBorderSize = popup_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 Colors\" 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("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("TabRounding", &style.TabRounding, 0.0f, 12.0f, "%.0f");
ImGui::Text("Alignment");
ImGui::SliderFloat2("WindowTitleAlign", (float*)&style.WindowTitleAlign, 0.0f, 1.0f, "%.2f");
ImGui::Combo("WindowMenuButtonPosition", (int*)&style.WindowMenuButtonPosition, "Left\0Right\0");
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 Unsaved"))
{
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;
ImGui::RadioButton("Opaque", &alpha_flags, 0); ImGui::SameLine();
ImGui::RadioButton("Alpha", &alpha_flags, ImGuiColorEditFlags_AlphaPreview); ImGui::SameLine();
ImGui::RadioButton("Both", &alpha_flags, ImGuiColorEditFlags_AlphaPreviewHalf); ImGui::SameLine();
HelpMarker("In the color list:\nLeft-click on colored square to open color picker,\nRight-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 misc/fonts/README.txt 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 misc/fonts/README.txt for details on font loading.");
ImGui::PushItemWidth(120);
for (int i = 0; i < atlas->Fonts.Size; i++)
{
ImFont* font = atlas->Fonts[i];
ImGui::PushID(font);
bool font_details_opened = ImGui::TreeNode(font, "Font %d: \"%s\"\n%.2f px, %d glyphs, %d file(s)", i, font->ConfigData ? font->ConfigData[0].Name : "", font->FontSize, font->Glyphs.Size, font->ConfigDataCount);
ImGui::SameLine(); if (ImGui::SmallButton("Set as default")) { io.FontDefault = font; }
if (font_details_opened)
{
ImGui::PushFont(font);
ImGui::Text("The quick brown fox jumps over the lazy dog");
ImGui::PopFont();
ImGui::DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f"); // Scale only this font
ImGui::SameLine(); HelpMarker("Note than the default embedded font is NOT meant to be scaled.\n\nFont 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 should hopefully be rewritten in the future to make scaling more natural and automatic.)");
ImGui::InputFloat("Font offset", &font->DisplayOffset.y, 1, 1, "%.0f");
ImGui::Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent);
ImGui::Text("Fallback character: '%c' (%d)", font->FallbackChar, font->FallbackChar);
const float surface_sqrt = sqrtf((float)font->MetricsTotalSurface);
ImGui::Text("Texture surface: %d pixels (approx) ~ %dx%d", font->MetricsTotalSurface, (int)surface_sqrt, (int)surface_sqrt);
for (int config_i = 0; config_i < font->ConfigDataCount; config_i++)
if (const ImFontConfig* cfg = &font->ConfigData[config_i])
ImGui::BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d", config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH);
if (ImGui::TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size))
{
// Display all glyphs of the fonts in separate pages of 256 characters
for (int base = 0; base < 0x10000; base += 256)
{
int count = 0;
for (int n = 0; n < 256; n++)
count += font->FindGlyphNoFallback((ImWchar)(base + n)) ? 1 : 0;
if (count > 0 && ImGui::TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, count > 1 ? "glyphs" : "glyph"))
{
float cell_size = font->FontSize * 1;
float cell_spacing = style.ItemSpacing.y;
ImVec2 base_pos = ImGui::GetCursorScreenPos();
ImDrawList* draw_list = ImGui::GetWindowDrawList();
for (int n = 0; n < 256; n++)
{
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, ImGui::GetColorU32(ImGuiCol_Text), (ImWchar)(base + n)); // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions available to generate a string.
if (glyph && ImGui::IsMouseHoveringRect(cell_p1, cell_p2))
{
ImGui::BeginTooltip();
ImGui::Text("Codepoint: U+%04X", base + n);
ImGui::Separator();
ImGui::Text("AdvanceX: %.1f", glyph->AdvanceX);
ImGui::Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1);
ImGui::Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1);
ImGui::EndTooltip();
}
}
ImGui::Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16));
ImGui::TreePop();
}
}
ImGui::TreePop();
}
ImGui::TreePop();
}
ImGui::PopID();
}
if (ImGui::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);
ImGui::Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0, 0), ImVec2(1, 1), tint_col, border_col);
ImGui::TreePop();
}
HelpMarker("Those are old settings provided for convenience.\nHowever, 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.");
static float window_scale = 1.0f;
if (ImGui::DragFloat("window scale", &window_scale, 0.005f, 0.3f, 2.0f, "%.2f")) // scale only this window
ImGui::SetWindowFontScale(window_scale);
ImGui::DragFloat("global scale", &io.FontGlobalScale, 0.005f, 0.3f, 2.0f, "%.2f"); // 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 fill", &style.AntiAliasedFill);
ImGui::PushItemWidth(100);
ImGui::DragFloat("Curve Tessellation Tolerance", &style.CurveTessellationTol, 0.02f, 0.10f, FLT_MAX, "%.2f", 2.0f);
if (style.CurveTessellationTol < 0.10f) style.CurveTessellationTol = 0.10f;
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::PopItemWidth();
ImGui::EndTabItem();
}
ImGui::EndTabBar();
}
ImGui::PopItemWidth();
}
//-----------------------------------------------------------------------------
// [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar()
//-----------------------------------------------------------------------------
// Demonstrate creating a "main" fullscreen menu bar and populating it.
// Note the difference between BeginMainMenuBar() and BeginMenuBar():
// - BeginMenuBar() = menu-bar inside current window we Begin()-ed into (the window 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 flags to BeginMenu to process shortcuts)
static void ShowExampleMenuFile()
{
ImGui::MenuItem("(dummy menu)", NULL, false, false);
if (ImGui::MenuItem("New")) {}
if (ImGui::MenuItem("Open", "Ctrl+O")) {}
if (ImGui::BeginMenu("Open Recent"))
{
ImGui::MenuItem("fish_hat.c");
ImGui::MenuItem("fish_hat.inl");
ImGui::MenuItem("fish_hat.h");
if (ImGui::BeginMenu("More.."))
{
ImGui::MenuItem("Hello");
ImGui::MenuItem("Sailor");
if (ImGui::BeginMenu("Recurse.."))
{
ShowExampleMenuFile();
ImGui::EndMenu();
}
ImGui::EndMenu();
}
ImGui::EndMenu();
}
if (ImGui::MenuItem("Save", "Ctrl+S")) {}
if (ImGui::MenuItem("Save As..")) {}
ImGui::Separator();
if (ImGui::BeginMenu("Options"))
{
static bool enabled = true;
ImGui::MenuItem("Enabled", "", &enabled);
ImGui::BeginChild("child", ImVec2(0, 60), true);
for (int i = 0; i < 10; i++)
ImGui::Text("Scrolling Text %d", i);
ImGui::EndChild();
static float f = 0.5f;
static int n = 0;
static bool b = true;
ImGui::SliderFloat("Value", &f, 0.0f, 1.0f);
ImGui::InputFloat("Input", &f, 0.1f);
ImGui::Combo("Combo", &n, "Yes\0No\0Maybe\0\0");
ImGui::Checkbox("Check", &b);
ImGui::EndMenu();
}
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();
}
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, here we are using a more C++ like approach of declaring a class to hold the data and the functions.
struct ExampleAppConsole
{
char InputBuf[256];
ImVector<char*> Items;
ImVector<const char*> Commands;
ImVector<char*> History;
int HistoryPos; // -1: new line, 0..History.Size-1 browsing history.
ImGuiTextFilter Filter;
bool AutoScroll;
bool ScrollToBottom;
ExampleAppConsole()
{
ClearLog();
memset(InputBuf, 0, sizeof(InputBuf));
HistoryPos = -1;
Commands.push_back("HELP");
Commands.push_back("HISTORY");
Commands.push_back("CLEAR");
Commands.push_back("CLASSIFY"); // "classify" is only here to provide an example of "C"+[tab] completing to "CL" and displaying matches.
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* str1, const char* str2) { int d; while ((d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; } return d; }
static int Strnicmp(const char* str1, const char* str2, int n) { int d = 0; while (n > 0 && (d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; n--; } return d; }
static char* Strdup(const char *str) { size_t len = strlen(str) + 1; void* buf = malloc(len); IM_ASSERT(buf); return (char*)memcpy(buf, (const void*)str, len); }
static void Strtrim(char* str) { char* str_end = str + strlen(str); while (str_end > str && 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 and history. A more elaborate implementation may want to store entries along with extra data such as timestamp, emitter, etc.");
ImGui::TextWrapped("Enter 'HELP' for help, press TAB to use text completion.");
// TODO: display items starting from the bottom
if (ImGui::SmallButton("Add Dummy Text")) { AddLog("%d some text", Items.Size); AddLog("some more text"); AddLog("display very important message here!"); } ImGui::SameLine();
if (ImGui::SmallButton("Add Dummy Error")) { AddLog("[error] something went wrong"); } ImGui::SameLine();
if (ImGui::SmallButton("Clear")) { ClearLog(); } 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();
const float footer_height_to_reserve = ImGui::GetStyle().ItemSpacing.y + ImGui::GetFrameHeightWithSpacing(); // 1 separator, 1 input text
ImGui::BeginChild("ScrollingRegion", ImVec2(0, -footer_height_to_reserve), false, ImGuiWindowFlags_HorizontalScrollbar); // Leave room for 1 separator + 1 InputText
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.
// You can seek and display only the lines that are visible using the ImGuiListClipper helper, if your elements are evenly spaced and you have cheap random access to the elements.
// To use the clipper we could replace the 'for (int i = 0; i < Items.Size; i++)' loop with:
// ImGuiListClipper clipper(Items.Size);
// while (clipper.Step())
// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
// However, note that you can not use 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 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 size you may want to implement code similar to what ImGuiListClipper does. Or split your data into fixed height items to allow random-seeking into your list.
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 (e.g. make Items[] an array of structure, store color/type etc.)
bool pop_color = false;
if (strstr(item, "[error]")) { ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(1.0f, 0.4f, 0.4f, 1.0f)); pop_color = true; }
else if (strncmp(item, "# ", 2) == 0) { ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(1.0f, 0.8f, 0.6f, 1.0f)); pop_color = true; }
ImGui::TextUnformatted(item);
if (pop_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;
if (ImGui::InputText("Input", InputBuf, IM_ARRAYSIZE(InputBuf), ImGuiInputTextFlags_EnterReturnsTrue|ImGuiInputTextFlags_CallbackCompletion|ImGuiInputTextFlags_CallbackHistory, &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 commad input, we scroll to bottom even if AutoScroll==false
ScrollToBottom = true;
}
static int TextEditCallbackStub(ImGuiInputTextCallbackData* data) // In C++11 you are better off using lambdas for this sort of forwarding callbacks
{
ExampleAppConsole* console = (ExampleAppConsole*)data->UserData;
return console->TextEditCallback(data);
}
int TextEditCallback(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<const char*> candidates;
for (int i = 0; i < Commands.Size; i++)
if (Strnicmp(Commands[i], word_start, (int)(word_end-word_start)) == 0)
candidates.push_back(Commands[i]);
if (candidates.Size == 0)
{
// No match
AddLog("No match for \"%.*s\"!\n", (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" will complete to "CL" and display "CLEAR" and "CLASSIFY"
int match_len = (int)(word_end - word_start);
for (;;)
{
int c = 0;
bool all_candidates_matches = true;
for (int i = 0; i < candidates.Size && all_candidates_matches; i++)
if (i == 0)
c = toupper(candidates[i][match_len]);
else if (c == 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<int> LineOffsets; // Index to lines offset. We maintain this with AddLog() calls, allowing us to have a random access on lines
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, and 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);
if (ImGui::SmallButton("[Debug] Add 5 entries"))
{
static int counter = 0;
for (int n = 0; n < 5; n++)
{
const char* categories[3] = { "info", "warn", "error" };
const char* words[] = { "Bumfuzzled", "Cattywampus", "Snickersnee", "Abibliophobia", "Absquatulate", "Nincompoop", "Pauciloquent" };
log.AddLog("[%05d] [%s] Hello, current time is %.1f, here's a word: '%s'\n",
ImGui::GetFrameCount(), categories[counter % IM_ARRAYSIZE(categories)], ImGui::GetTime(), words[counter % IM_ARRAYSIZE(words)]);
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))
{
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++)
{
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()
//-----------------------------------------------------------------------------
// 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;
}
HelpMarker("This example shows how you may implement a property editor using two columns.\nAll objects/fields data are dummies here.\nRemember that in many simple cases, you can use ImGui::SameLine(xxx) to position\nyour cursor horizontally instead of using the Columns() API.");
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2,2));
ImGui::Columns(2);
ImGui::Separator();
struct funcs
{
static void ShowDummyObject(const char* prefix, int uid)
{
ImGui::PushID(uid); // Use object uid as identifier. Most commonly you could also use the object pointer as a base ID.
ImGui::AlignTextToFramePadding(); // Text and Tree nodes are less high than regular widgets, here we add vertical spacing to make the tree lines equal high.
bool node_open = ImGui::TreeNode("Object", "%s_%u", prefix, uid);
ImGui::NextColumn();
ImGui::AlignTextToFramePadding();
ImGui::Text("my sailor is rich");
ImGui::NextColumn();
if (node_open)
{
static float dummy_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)
{
ShowDummyObject("Child", 424242);
}
else
{
// Here we use a TreeNode to highlight on hover (we could use e.g. Selectable as well)
ImGui::AlignTextToFramePadding();
ImGui::TreeNodeEx("Field", ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_Bullet, "Field_%d", i);
ImGui::NextColumn();
ImGui::SetNextItemWidth(-1);
if (i >= 5)
ImGui::InputFloat("##value", &dummy_members[i], 1.0f);
else
ImGui::DragFloat("##value", &dummy_members[i], 0.01f);
ImGui::NextColumn();
}
ImGui::PopID();
}
ImGui::TreePop();
}
ImGui::PopID();
}
};
// Iterate dummy objects with dummy members (all the same data)
for (int obj_i = 0; obj_i < 3; obj_i++)
funcs::ShowDummyObject("Object", obj_i);
ImGui::Columns(1);
ImGui::Separator();
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;
}
static int test_type = 0;
static ImGuiTextBuffer log;
static int lines = 0;
ImGui::Text("Printing unusually long amount of text.");
ImGui::Combo("Test type", &test_type, "Single call to TextUnformatted()\0Multiple calls to Text(), clipped\0Multiple 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(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;
}
static int lines = 10;
ImGui::Text("Window will resize every-frame to the size of its content.\nNote that you probably don't want to query the window size to\noutput your content because that would create a feedback loop.");
ImGui::SliderInt("Number of lines", &lines, 1, 20);
for (int i = 0; i < lines; i++)
ImGui::Text("%*sThis is line %d", i * 4, "", i); // Pad with space to extend size horizontally
ImGui::End();
}
//-----------------------------------------------------------------------------
// [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 = ImVec2(IM_MAX(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); }
};
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))
{
const char* desc[] =
{
"Resize vertical only",
"Resize horizontal only",
"Width > 100, Height > 100",
"Width 400-500",
"Height 400-500",
"Custom: Always Square",
"Custom: Fixed Steps (100)",
};
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, desc, IM_ARRAYSIZE(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)
{
const float DISTANCE = 10.0f;
static int corner = 0;
ImGuiIO& io = ImGui::GetIO();
if (corner != -1)
{
ImVec2 window_pos = ImVec2((corner & 1) ? io.DisplaySize.x - DISTANCE : DISTANCE, (corner & 2) ? io.DisplaySize.y - DISTANCE : DISTANCE);
ImVec2 window_pos_pivot = ImVec2((corner & 1) ? 1.0f : 0.0f, (corner & 2) ? 1.0f : 0.0f);
ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot);
}
ImGui::SetNextWindowBgAlpha(0.35f); // Transparent background
if (ImGui::Begin("Example: Simple overlay", p_open, (corner != -1 ? ImGuiWindowFlags_NoMove : 0) | ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav))
{
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: <invalid>");
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: 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? Can I have widget without a label? (Yes). A primer on the purpose of labels/IDs." for details.
static void ShowExampleAppWindowTitles(bool*)
{
// 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(100, 100), ImGuiCond_FirstUseEver);
ImGui::Begin("Same title as another window##1");
ImGui::Text("This is window 1.\nMy title is the same as window 2, but my identifier is unique.");
ImGui::End();
ImGui::SetNextWindowPos(ImVec2(100, 200), 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(100, 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)
{
ImGui::SetNextWindowSize(ImVec2(350, 560), ImGuiCond_FirstUseEver);
if (!ImGui::Begin("Example: Custom rendering", p_open))
{
ImGui::End();
return;
}
// Tip: If you do a lot of custom rendering, you probably want to use your own geometrical types and benefit of overloaded operators, etc.
// Define IM_VEC2_CLASS_EXTRA in imconfig.h to create implicit conversions between your types and ImVec2/ImVec4.
// ImGui defines overloaded operators but they are internal to imgui.cpp and not exposed outside (to avoid messing with your types)
// In this example we are not using the maths operators!
ImDrawList* draw_list = ImGui::GetWindowDrawList();
if (ImGui::BeginTabBar("##TabBar"))
{
// Primitives
if (ImGui::BeginTabItem("Primitives"))
{
static float sz = 36.0f;
static float thickness = 3.0f;
static ImVec4 colf = ImVec4(1.0f, 1.0f, 0.4f, 1.0f);
ImGui::DragFloat("Size", &sz, 0.2f, 2.0f, 72.0f, "%.0f");
ImGui::DragFloat("Thickness", &thickness, 0.05f, 1.0f, 8.0f, "%.02f");
ImGui::ColorEdit4("Color", &colf.x);
const ImVec2 p = ImGui::GetCursorScreenPos();
const ImU32 col = ImColor(colf);
float x = p.x + 4.0f, y = p.y + 4.0f;
float spacing = 10.0f;
ImDrawCornerFlags corners_none = 0;
ImDrawCornerFlags corners_all = ImDrawCornerFlags_All;
ImDrawCornerFlags corners_tl_br = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotRight;
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->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, 6, th); x += sz + spacing; // Hexagon
draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, 20, th); x += sz + spacing; // Circle
draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 0.0f, corners_none, th); x += sz + spacing; // Square
draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_all, th); x += sz + spacing; // Square with all rounded corners
draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, 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
draw_list->AddBezierCurve(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), col, th);
x = p.x + 4;
y += sz + spacing;
}
draw_list->AddCircleFilled(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, 6); x += sz + spacing; // Hexagon
draw_list->AddCircleFilled(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, 32); 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) * 9.8f, (sz + spacing) * 3));
ImGui::EndTabItem();
}
if (ImGui::BeginTabItem("Canvas"))
{
static ImVector<ImVec2> points;
static bool adding_line = false;
if (ImGui::Button("Clear")) points.clear();
if (points.Size >= 2) { ImGui::SameLine(); if (ImGui::Button("Undo")) { points.pop_back(); points.pop_back(); } }
ImGui::Text("Left-click and drag to add lines,\nRight-click to undo");
// Here we are using InvisibleButton() as a convenience to 1) advance the cursor and 2) allows us to use IsItemHovered()
// But you can also draw directly and poll mouse/keyboard by yourself. You can manipulate the cursor using GetCursorPos() and SetCursorPos().
// If you only use the ImDrawList API, you can notify the owner window of its extends by using SetCursorPos(max).
ImVec2 canvas_pos = ImGui::GetCursorScreenPos(); // ImDrawList API uses screen coordinates!
ImVec2 canvas_size = ImGui::GetContentRegionAvail(); // Resize canvas to what's available
if (canvas_size.x < 50.0f) canvas_size.x = 50.0f;
if (canvas_size.y < 50.0f) canvas_size.y = 50.0f;
draw_list->AddRectFilledMultiColor(canvas_pos, ImVec2(canvas_pos.x + canvas_size.x, canvas_pos.y + canvas_size.y), IM_COL32(50, 50, 50, 255), IM_COL32(50, 50, 60, 255), IM_COL32(60, 60, 70, 255), IM_COL32(50, 50, 60, 255));
draw_list->AddRect(canvas_pos, ImVec2(canvas_pos.x + canvas_size.x, canvas_pos.y + canvas_size.y), IM_COL32(255, 255, 255, 255));
bool adding_preview = false;
ImGui::InvisibleButton("canvas", canvas_size);
ImVec2 mouse_pos_in_canvas = ImVec2(ImGui::GetIO().MousePos.x - canvas_pos.x, ImGui::GetIO().MousePos.y - canvas_pos.y);
if (adding_line)
{
adding_preview = true;
points.push_back(mouse_pos_in_canvas);
if (!ImGui::IsMouseDown(0))
adding_line = adding_preview = false;
}
if (ImGui::IsItemHovered())
{
if (!adding_line && ImGui::IsMouseClicked(0))
{
points.push_back(mouse_pos_in_canvas);
adding_line = true;
}
if (ImGui::IsMouseClicked(1) && !points.empty())
{
adding_line = adding_preview = false;
points.pop_back();
points.pop_back();
}
}
draw_list->PushClipRect(canvas_pos, ImVec2(canvas_pos.x + canvas_size.x, canvas_pos.y + canvas_size.y), true); // clip lines within the canvas (if we resize it, etc.)
for (int i = 0; i < points.Size - 1; i += 2)
draw_list->AddLine(ImVec2(canvas_pos.x + points[i].x, canvas_pos.y + points[i].y), ImVec2(canvas_pos.x + points[i + 1].x, canvas_pos.y + points[i + 1].y), IM_COL32(255, 255, 0, 255), 2.0f);
draw_list->PopClipRect();
if (adding_preview)
points.pop_back();
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::Checkbox("Draw in Foreground draw list", &draw_fg);
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), 32, 10+4);
if (draw_fg)
ImGui::GetForegroundDrawList()->AddCircle(window_center, window_size.y * 0.6f, IM_COL32(0, 255, 0, 200), 32, 10);
ImGui::EndTabItem();
}
ImGui::EndTabBar();
}
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 the document is open (in this demo, we keep an array of all available documents to simplify the demo)
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 dummy 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<MyDocument> 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
static bool opt_reorderable = true;
static ImGuiTabBarFlags opt_fitting_flags = ImGuiTabBarFlags_FittingPolicyDefault_;
if (!ImGui::Begin("Example: Documents", p_open, ImGuiWindowFlags_MenuBar))
{
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::Separator();
// Submit Tab Bar and Tabs
{
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();
}
}
// Update closing queue
static ImVector<MyDocument*> 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?"))
{
ImGui::Text("Save change to the following items?");
ImGui::SetNextItemWidth(-1.0f);
if (ImGui::ListBoxHeader("##", close_queue_unsaved_documents, 6))
{
for (int n = 0; n < close_queue.Size; n++)
if (close_queue[n]->Dirty)
ImGui::Text("%s", close_queue[n]->Name);
ImGui::ListBoxFooter();
}
if (ImGui::Button("Yes", ImVec2(80, 0)))
{
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", ImVec2(80, 0)))
{
for (int n = 0; n < close_queue.Size; n++)
close_queue[n]->DoForceClose();
close_queue.clear();
ImGui::CloseCurrentPopup();
}
ImGui::SameLine();
if (ImGui::Button("Cancel", ImVec2(80, 0)))
{
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
| 243,522 | C++ | 50.957115 | 550 | 0.575311 |
NVIDIA-Omniverse/PhysX/flow/external/imgui/imgui_draw.cpp | // dear imgui, v1.72b
// (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] 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_DEFINE_MATH_OPERATORS
#define IMGUI_DEFINE_MATH_OPERATORS
#endif
#include "imgui_internal.h"
#include <stdio.h> // vsnprintf, sscanf, printf
#if !defined(alloca)
#if defined(__GLIBC__) || defined(__sun) || defined(__CYGWIN__) || defined(__APPLE__) || defined(__SWITCH__)
#include <alloca.h> // alloca (glibc uses <alloca.h>. Note that Cygwin may have _WIN32 defined, so the order matters here)
#elif defined(_WIN32)
#include <malloc.h> // alloca
#if !defined(alloca)
#define alloca _alloca // for clang with MS Codegen
#endif
#else
#include <stdlib.h> // 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
#endif
// Clang/GCC warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic ignored "-Wold-style-cast" // warning : use of old-style cast // yes, they are more terse.
#pragma clang diagnostic ignored "-Wfloat-equal" // warning : comparing floating point with == or != is unsafe // storing and comparing against same constants ok.
#pragma clang diagnostic ignored "-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 //
#if __has_warning("-Wzero-as-null-pointer-constant")
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning : zero as null pointer constant // some standard header variations use #define NULL 0
#endif
#if __has_warning("-Wcomma")
#pragma clang diagnostic ignored "-Wcomma" // warning : possible misuse of comma operator here //
#endif
#if __has_warning("-Wreserved-id-macro")
#pragma clang diagnostic ignored "-Wreserved-id-macro" // warning : macro name is a reserved identifier //
#endif
#if __has_warning("-Wdouble-promotion")
#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.
#endif
#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
//-------------------------------------------------------------------------
// 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
#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
#define STBRP_STATIC
#define STBRP_ASSERT(x) IM_ASSERT(x)
#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
#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
#define STBTT_malloc(x,u) ((void)(u), IM_ALLOC(x))
#define STBTT_free(x,u) ((void)(u), IM_FREE(x))
#define STBTT_assert(x) IM_ASSERT(x)
#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)ImFloorStd(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
#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, 0.25f);
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_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_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(0.26f, 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, 0.70f);
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, 0.16f);
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_PlotLines] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
colors[ImGuiCol_PlotLinesHovered] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f);
colors[ImGuiCol_TextSelectedBg] = ImVec4(0.00f, 0.00f, 1.00f, 0.35f);
colors[ImGuiCol_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(0.80f, 0.80f, 0.80f, 0.56f);
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_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_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);
}
//-----------------------------------------------------------------------------
// ImDrawList
//-----------------------------------------------------------------------------
ImDrawListSharedData::ImDrawListSharedData()
{
Font = NULL;
FontSize = 0.0f;
CurveTessellationTol = 0.0f;
ClipRectFullscreen = ImVec4(-8192.0f, -8192.0f, +8192.0f, +8192.0f);
InitialFlags = ImDrawListFlags_None;
// Const data
for (int i = 0; i < IM_ARRAYSIZE(CircleVtx12); i++)
{
const float a = ((float)i * 2 * IM_PI) / (float)IM_ARRAYSIZE(CircleVtx12);
CircleVtx12[i] = ImVec2(ImCos(a), ImSin(a));
}
}
void ImDrawList::Clear()
{
CmdBuffer.resize(0);
IdxBuffer.resize(0);
VtxBuffer.resize(0);
Flags = _Data ? _Data->InitialFlags : ImDrawListFlags_None;
_VtxCurrentOffset = 0;
_VtxCurrentIdx = 0;
_VtxWritePtr = NULL;
_IdxWritePtr = NULL;
_ClipRectStack.resize(0);
_TextureIdStack.resize(0);
_Path.resize(0);
_Splitter.Clear();
}
void ImDrawList::ClearFreeMemory()
{
CmdBuffer.clear();
IdxBuffer.clear();
VtxBuffer.clear();
_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;
}
// Using macros because C++ is a terrible language, we want guaranteed inline, no code in header, and no overhead in Debug builds
#define GetCurrentClipRect() (_ClipRectStack.Size ? _ClipRectStack.Data[_ClipRectStack.Size-1] : _Data->ClipRectFullscreen)
#define GetCurrentTextureId() (_TextureIdStack.Size ? _TextureIdStack.Data[_TextureIdStack.Size-1] : (ImTextureID)NULL)
void ImDrawList::AddDrawCmd()
{
ImDrawCmd draw_cmd;
draw_cmd.ClipRect = GetCurrentClipRect();
draw_cmd.TextureId = GetCurrentTextureId();
draw_cmd.VtxOffset = _VtxCurrentOffset;
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);
}
void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data)
{
ImDrawCmd* current_cmd = CmdBuffer.Size ? &CmdBuffer.back() : NULL;
if (!current_cmd || current_cmd->ElemCount != 0 || current_cmd->UserCallback != NULL)
{
AddDrawCmd();
current_cmd = &CmdBuffer.back();
}
current_cmd->UserCallback = callback;
current_cmd->UserCallbackData = callback_data;
AddDrawCmd(); // Force a new command after us (see comment below)
}
// 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::UpdateClipRect()
{
// If current command is used with different settings we need to add a new command
const ImVec4 curr_clip_rect = GetCurrentClipRect();
ImDrawCmd* curr_cmd = CmdBuffer.Size > 0 ? &CmdBuffer.Data[CmdBuffer.Size-1] : NULL;
if (!curr_cmd || (curr_cmd->ElemCount != 0 && memcmp(&curr_cmd->ClipRect, &curr_clip_rect, sizeof(ImVec4)) != 0) || curr_cmd->UserCallback != NULL)
{
AddDrawCmd();
return;
}
// Try to merge with previous command if it matches, else use current command
ImDrawCmd* prev_cmd = CmdBuffer.Size > 1 ? curr_cmd - 1 : NULL;
if (curr_cmd->ElemCount == 0 && prev_cmd && memcmp(&prev_cmd->ClipRect, &curr_clip_rect, sizeof(ImVec4)) == 0 && prev_cmd->TextureId == GetCurrentTextureId() && prev_cmd->UserCallback == NULL)
CmdBuffer.pop_back();
else
curr_cmd->ClipRect = curr_clip_rect;
}
void ImDrawList::UpdateTextureID()
{
// If current command is used with different settings we need to add a new command
const ImTextureID curr_texture_id = GetCurrentTextureId();
ImDrawCmd* curr_cmd = CmdBuffer.Size ? &CmdBuffer.back() : NULL;
if (!curr_cmd || (curr_cmd->ElemCount != 0 && curr_cmd->TextureId != curr_texture_id) || curr_cmd->UserCallback != NULL)
{
AddDrawCmd();
return;
}
// Try to merge with previous command if it matches, else use current command
ImDrawCmd* prev_cmd = CmdBuffer.Size > 1 ? curr_cmd - 1 : NULL;
if (curr_cmd->ElemCount == 0 && prev_cmd && prev_cmd->TextureId == curr_texture_id && memcmp(&prev_cmd->ClipRect, &GetCurrentClipRect(), sizeof(ImVec4)) == 0 && prev_cmd->UserCallback == NULL)
CmdBuffer.pop_back();
else
curr_cmd->TextureId = curr_texture_id;
}
#undef GetCurrentClipRect
#undef GetCurrentTextureId
// 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(ImVec2 cr_min, 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 && _ClipRectStack.Size)
{
ImVec4 current = _ClipRectStack.Data[_ClipRectStack.Size-1];
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);
UpdateClipRect();
}
void ImDrawList::PushClipRectFullScreen()
{
PushClipRect(ImVec2(_Data->ClipRectFullscreen.x, _Data->ClipRectFullscreen.y), ImVec2(_Data->ClipRectFullscreen.z, _Data->ClipRectFullscreen.w));
}
void ImDrawList::PopClipRect()
{
IM_ASSERT(_ClipRectStack.Size > 0);
_ClipRectStack.pop_back();
UpdateClipRect();
}
void ImDrawList::PushTextureID(ImTextureID texture_id)
{
_TextureIdStack.push_back(texture_id);
UpdateTextureID();
}
void ImDrawList::PopTextureID()
{
IM_ASSERT(_TextureIdStack.Size > 0);
_TextureIdStack.pop_back();
UpdateTextureID();
}
// NB: this can be called with negative count for removing primitives (as long as the result does not underflow)
void ImDrawList::PrimReserve(int idx_count, int vtx_count)
{
// Large mesh support (when enabled)
if (sizeof(ImDrawIdx) == 2 && (_VtxCurrentIdx + vtx_count >= (1 << 16)) && (Flags & ImDrawListFlags_AllowVtxOffset))
{
_VtxCurrentOffset = VtxBuffer.Size;
_VtxCurrentIdx = 0;
AddDrawCmd();
}
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;
}
// 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 superflous function calls to optimize debug/non-inlined builds.
// Those macros expects l-values.
#define IM_NORMALIZE2F_OVER_ZERO(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = 1.0f / ImSqrt(d2); VX *= inv_len; VY *= inv_len; } }
#define IM_FIXNORMAL2F(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 < 0.5f) d2 = 0.5f; float inv_lensq = 1.0f / d2; VX *= inv_lensq; VY *= inv_lensq; }
// 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, bool closed, float thickness)
{
if (points_count < 2)
return;
const ImVec2 uv = _Data->TexUvWhitePixel;
int count = points_count;
if (!closed)
count = points_count-1;
const bool thick_line = thickness > 1.0f;
if (Flags & ImDrawListFlags_AntiAliasedLines)
{
// Anti-aliased stroke
const float AA_SIZE = 1.0f;
const ImU32 col_trans = col & ~IM_COL32_A_MASK;
const int idx_count = thick_line ? count*18 : count*12;
const int vtx_count = thick_line ? points_count*4 : points_count*3;
PrimReserve(idx_count, vtx_count);
// Temporary buffer
ImVec2* temp_normals = (ImVec2*)alloca(points_count * (thick_line ? 5 : 3) * sizeof(ImVec2)); //-V630
ImVec2* temp_points = temp_normals + points_count;
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 (!thick_line)
{
if (!closed)
{
temp_points[0] = points[0] + temp_normals[0] * AA_SIZE;
temp_points[1] = points[0] - temp_normals[0] * AA_SIZE;
temp_points[(points_count-1)*2+0] = points[points_count-1] + temp_normals[points_count-1] * AA_SIZE;
temp_points[(points_count-1)*2+1] = points[points_count-1] - temp_normals[points_count-1] * AA_SIZE;
}
// FIXME-OPT: Merge the different loops, possibly remove the temporary buffer.
unsigned int idx1 = _VtxCurrentIdx;
for (int i1 = 0; i1 < count; i1++)
{
const int i2 = (i1+1) == points_count ? 0 : i1+1;
unsigned int idx2 = (i1+1) == points_count ? _VtxCurrentIdx : idx1+3;
// Average normals
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 *= AA_SIZE;
dm_y *= AA_SIZE;
// Add temporary vertexes
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;
// Add indexes
_IdxWritePtr[0] = (ImDrawIdx)(idx2+0); _IdxWritePtr[1] = (ImDrawIdx)(idx1+0); _IdxWritePtr[2] = (ImDrawIdx)(idx1+2);
_IdxWritePtr[3] = (ImDrawIdx)(idx1+2); _IdxWritePtr[4] = (ImDrawIdx)(idx2+2); _IdxWritePtr[5] = (ImDrawIdx)(idx2+0);
_IdxWritePtr[6] = (ImDrawIdx)(idx2+1); _IdxWritePtr[7] = (ImDrawIdx)(idx1+1); _IdxWritePtr[8] = (ImDrawIdx)(idx1+0);
_IdxWritePtr[9] = (ImDrawIdx)(idx1+0); _IdxWritePtr[10]= (ImDrawIdx)(idx2+0); _IdxWritePtr[11]= (ImDrawIdx)(idx2+1);
_IdxWritePtr += 12;
idx1 = idx2;
}
// Add vertexes
for (int i = 0; i < points_count; i++)
{
_VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;
_VtxWritePtr[1].pos = temp_points[i*2+0]; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans;
_VtxWritePtr[2].pos = temp_points[i*2+1]; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col_trans;
_VtxWritePtr += 3;
}
}
else
{
const float half_inner_thickness = (thickness - AA_SIZE) * 0.5f;
if (!closed)
{
temp_points[0] = points[0] + temp_normals[0] * (half_inner_thickness + AA_SIZE);
temp_points[1] = points[0] + temp_normals[0] * (half_inner_thickness);
temp_points[2] = points[0] - temp_normals[0] * (half_inner_thickness);
temp_points[3] = points[0] - temp_normals[0] * (half_inner_thickness + AA_SIZE);
temp_points[(points_count-1)*4+0] = points[points_count-1] + temp_normals[points_count-1] * (half_inner_thickness + AA_SIZE);
temp_points[(points_count-1)*4+1] = points[points_count-1] + temp_normals[points_count-1] * (half_inner_thickness);
temp_points[(points_count-1)*4+2] = points[points_count-1] - temp_normals[points_count-1] * (half_inner_thickness);
temp_points[(points_count-1)*4+3] = points[points_count-1] - temp_normals[points_count-1] * (half_inner_thickness + AA_SIZE);
}
// FIXME-OPT: Merge the different loops, possibly remove the temporary buffer.
unsigned int idx1 = _VtxCurrentIdx;
for (int i1 = 0; i1 < count; i1++)
{
const int i2 = (i1+1) == points_count ? 0 : i1+1;
unsigned int idx2 = (i1+1) == points_count ? _VtxCurrentIdx : idx1+4;
// Average normals
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 vertexes
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 vertexes
for (int i = 0; i < points_count; i++)
{
_VtxWritePtr[0].pos = temp_points[i*4+0]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col_trans;
_VtxWritePtr[1].pos = temp_points[i*4+1]; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col;
_VtxWritePtr[2].pos = temp_points[i*4+2]; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col;
_VtxWritePtr[3].pos = temp_points[i*4+3]; _VtxWritePtr[3].uv = uv; _VtxWritePtr[3].col = col_trans;
_VtxWritePtr += 4;
}
}
_VtxCurrentIdx += (ImDrawIdx)vtx_count;
}
else
{
// Non Anti-aliased Stroke
const int idx_count = count*6;
const int vtx_count = count*4; // FIXME-OPT: Not sharing edges
PrimReserve(idx_count, vtx_count);
for (int i1 = 0; i1 < count; i1++)
{
const int i2 = (i1+1) == points_count ? 0 : i1+1;
const ImVec2& p1 = points[i1];
const ImVec2& p2 = points[i2];
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 = uv; _VtxWritePtr[0].col = col;
_VtxWritePtr[1].pos.x = p2.x + dy; _VtxWritePtr[1].pos.y = p2.y - dx; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col;
_VtxWritePtr[2].pos.x = p2.x - dy; _VtxWritePtr[2].pos.y = p2.y + dx; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col;
_VtxWritePtr[3].pos.x = p1.x - dy; _VtxWritePtr[3].pos.y = p1.y + dx; _VtxWritePtr[3].uv = uv; _VtxWritePtr[3].col = col;
_VtxWritePtr += 4;
_IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx+1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx+2);
_IdxWritePtr[3] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[4] = (ImDrawIdx)(_VtxCurrentIdx+2); _IdxWritePtr[5] = (ImDrawIdx)(_VtxCurrentIdx+3);
_IdxWritePtr += 6;
_VtxCurrentIdx += 4;
}
}
}
// We intentionally avoid using ImVec2 and its math operators here to reduce cost to a minimum for debug/non-inlined builds.
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 = 1.0f;
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::PathArcToFast(const ImVec2& centre, float radius, int a_min_of_12, int a_max_of_12)
{
if (radius == 0.0f || a_min_of_12 > a_max_of_12)
{
_Path.push_back(centre);
return;
}
_Path.reserve(_Path.Size + (a_max_of_12 - a_min_of_12 + 1));
for (int a = a_min_of_12; a <= a_max_of_12; a++)
{
const ImVec2& c = _Data->CircleVtx12[a % IM_ARRAYSIZE(_Data->CircleVtx12)];
_Path.push_back(ImVec2(centre.x + c.x * radius, centre.y + c.y * radius));
}
}
void ImDrawList::PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments)
{
if (radius == 0.0f)
{
_Path.push_back(centre);
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(centre.x + ImCos(a) * radius, centre.y + ImSin(a) * radius));
}
}
static void PathBezierToCasteljau(ImVector<ImVec2>* 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;
PathBezierToCasteljau(path, x1,y1, x12,y12, x123,y123, x1234,y1234, tess_tol, level+1);
PathBezierToCasteljau(path, x1234,y1234, x234,y234, x34,y34, x4,y4, tess_tol, level+1);
}
}
void ImDrawList::PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments)
{
ImVec2 p1 = _Path.back();
if (num_segments == 0)
{
// Auto-tessellated
PathBezierToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, _Data->CurveTessellationTol, 0);
}
else
{
float t_step = 1.0f / (float)num_segments;
for (int i_step = 1; i_step <= num_segments; i_step++)
{
float t = t_step * i_step;
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;
_Path.push_back(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));
}
}
}
void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDrawCornerFlags rounding_corners)
{
rounding = ImMin(rounding, ImFabs(b.x - a.x) * ( ((rounding_corners & ImDrawCornerFlags_Top) == ImDrawCornerFlags_Top) || ((rounding_corners & ImDrawCornerFlags_Bot) == ImDrawCornerFlags_Bot) ? 0.5f : 1.0f ) - 1.0f);
rounding = ImMin(rounding, ImFabs(b.y - a.y) * ( ((rounding_corners & ImDrawCornerFlags_Left) == ImDrawCornerFlags_Left) || ((rounding_corners & ImDrawCornerFlags_Right) == ImDrawCornerFlags_Right) ? 0.5f : 1.0f ) - 1.0f);
if (rounding <= 0.0f || rounding_corners == 0)
{
PathLineTo(a);
PathLineTo(ImVec2(b.x, a.y));
PathLineTo(b);
PathLineTo(ImVec2(a.x, b.y));
}
else
{
const float rounding_tl = (rounding_corners & ImDrawCornerFlags_TopLeft) ? rounding : 0.0f;
const float rounding_tr = (rounding_corners & ImDrawCornerFlags_TopRight) ? rounding : 0.0f;
const float rounding_br = (rounding_corners & ImDrawCornerFlags_BotRight) ? rounding : 0.0f;
const float rounding_bl = (rounding_corners & ImDrawCornerFlags_BotLeft) ? 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& a, const ImVec2& b, ImU32 col, float thickness)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
PathLineTo(a + ImVec2(0.5f,0.5f));
PathLineTo(b + ImVec2(0.5f,0.5f));
PathStroke(col, false, thickness);
}
// a: upper-left, b: lower-right. we don't render 1 px sized rectangles properly.
void ImDrawList::AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners, float thickness)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
if (Flags & ImDrawListFlags_AntiAliasedLines)
PathRect(a + ImVec2(0.5f,0.5f), b - ImVec2(0.50f,0.50f), rounding, rounding_corners);
else
PathRect(a + ImVec2(0.5f,0.5f), b - ImVec2(0.49f,0.49f), rounding, rounding_corners); // Better looking lower-right corner and rounded non-AA shapes.
PathStroke(col, true, thickness);
}
void ImDrawList::AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
if (rounding > 0.0f)
{
PathRect(a, b, rounding, rounding_corners);
PathFillConvex(col);
}
else
{
PrimReserve(6, 4);
PrimRect(a, b, col);
}
}
void ImDrawList::AddRectFilledMultiColor(const ImVec2& a, const ImVec2& c, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left)
{
if (((col_upr_left | col_upr_right | col_bot_right | col_bot_left) & 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(a, uv, col_upr_left);
PrimWriteVtx(ImVec2(c.x, a.y), uv, col_upr_right);
PrimWriteVtx(c, uv, col_bot_right);
PrimWriteVtx(ImVec2(a.x, c.y), uv, col_bot_left);
}
void ImDrawList::AddQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col, float thickness)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
PathLineTo(a);
PathLineTo(b);
PathLineTo(c);
PathLineTo(d);
PathStroke(col, true, thickness);
}
void ImDrawList::AddQuadFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
PathLineTo(a);
PathLineTo(b);
PathLineTo(c);
PathLineTo(d);
PathFillConvex(col);
}
void ImDrawList::AddTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col, float thickness)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
PathLineTo(a);
PathLineTo(b);
PathLineTo(c);
PathStroke(col, true, thickness);
}
void ImDrawList::AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
PathLineTo(a);
PathLineTo(b);
PathLineTo(c);
PathFillConvex(col);
}
void ImDrawList::AddCircle(const ImVec2& centre, 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(centre, radius-0.5f, 0.0f, a_max, num_segments - 1);
PathStroke(col, true, thickness);
}
void ImDrawList::AddCircleFilled(const ImVec2& centre, 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(centre, radius, 0.0f, a_max, num_segments - 1);
PathFillConvex(col);
}
void ImDrawList::AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
PathLineTo(pos0);
PathBezierCurveTo(cp0, cp1, pos1, num_segments);
PathStroke(col, false, 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 == _TextureIdStack.back()); // Use high-level ImGui::PushFont() or low-level ImDrawList::PushTextureId() to change font.
ImVec4 clip_rect = _ClipRectStack.back();
if (cpu_fine_clip_rect)
{
clip_rect.x = ImMax(clip_rect.x, cpu_fine_clip_rect->x);
clip_rect.y = ImMax(clip_rect.y, cpu_fine_clip_rect->y);
clip_rect.z = ImMin(clip_rect.z, cpu_fine_clip_rect->z);
clip_rect.w = ImMin(clip_rect.w, cpu_fine_clip_rect->w);
}
font->RenderText(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& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
const bool push_texture_id = _TextureIdStack.empty() || user_texture_id != _TextureIdStack.back();
if (push_texture_id)
PushTextureID(user_texture_id);
PrimReserve(6, 4);
PrimRectUV(a, b, uv_a, uv_b, col);
if (push_texture_id)
PopTextureID();
}
void ImDrawList::AddImageQuad(ImTextureID user_texture_id, 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)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
const bool push_texture_id = _TextureIdStack.empty() || user_texture_id != _TextureIdStack.back();
if (push_texture_id)
PushTextureID(user_texture_id);
PrimReserve(6, 4);
PrimQuadUV(a, b, c, d, uv_a, uv_b, uv_c, uv_d, col);
if (push_texture_id)
PopTextureID();
}
void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
if (rounding <= 0.0f || (rounding_corners & ImDrawCornerFlags_All) == 0)
{
AddImage(user_texture_id, a, b, uv_a, uv_b, col);
return;
}
const bool push_texture_id = _TextureIdStack.empty() || user_texture_id != _TextureIdStack.back();
if (push_texture_id)
PushTextureID(user_texture_id);
int vert_start_idx = VtxBuffer.Size;
PathRect(a, b, rounding, rounding_corners);
PathFillConvex(col);
int vert_end_idx = VtxBuffer.Size;
ImGui::ShadeVertsLinearUV(this, vert_start_idx, vert_end_idx, a, b, uv_a, uv_b, true);
if (push_texture_id)
PopTextureID();
}
//-----------------------------------------------------------------------------
// 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_ASSERT(_Current == 0 && _Count <= 1);
int old_channels_count = _Channels.Size;
if (old_channels_count < channels_count)
_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);
}
if (_Channels[i]._CmdBuffer.Size == 0)
{
ImDrawCmd draw_cmd;
draw_cmd.ClipRect = draw_list->_ClipRectStack.back();
draw_cmd.TextureId = draw_list->_TextureIdStack.back();
_Channels[i]._CmdBuffer.push_back(draw_cmd);
}
}
}
static inline bool CanMergeDrawCommands(ImDrawCmd* a, ImDrawCmd* b)
{
return memcmp(&a->ClipRect, &b->ClipRect, sizeof(a->ClipRect)) == 0 && a->TextureId == b->TextureId && a->VtxOffset == b->VtxOffset && !a->UserCallback && !b->UserCallback;
}
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);
if (draw_list->CmdBuffer.Size != 0 && draw_list->CmdBuffer.back().ElemCount == 0)
draw_list->CmdBuffer.pop_back();
// 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.pop_back();
if (ch._CmdBuffer.Size > 0 && last_cmd != NULL && CanMergeDrawCommands(last_cmd, &ch._CmdBuffer[0]))
{
// Merge previous channel last draw command with current channel first draw command if matching.
last_cmd->ElemCount += ch._CmdBuffer[0].ElemCount;
idx_offset += ch._CmdBuffer[0].ElemCount;
ch._CmdBuffer.erase(ch._CmdBuffer.Data);
}
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;
draw_list->UpdateClipRect(); // We call this instead of AddDrawCmd(), so that empty channels won't produce an extra draw call.
_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;
}
//-----------------------------------------------------------------------------
// [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<ImDrawVert> new_vtx_buffer;
TotalVtxCount = TotalIdxCount = 0;
for (int i = 0; i < CmdListsCount; i++)
{
ImDrawList* cmd_list = CmdLists[i];
if (cmd_list->IdxBuffer.empty())
continue;
new_vtx_buffer.resize(cmd_list->IdxBuffer.Size);
for (int j = 0; j < cmd_list->IdxBuffer.Size; j++)
new_vtx_buffer[j] = cmd_list->VtxBuffer[cmd_list->IdxBuffer[j]];
cmd_list->VtxBuffer.swap(new_vtx_buffer);
cmd_list->IdxBuffer.resize(0);
TotalVtxCount += cmd_list->VtxBuffer.Size;
}
}
// 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;
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 = ImLerp((int)(col0 >> IM_COL32_R_SHIFT) & 0xFF, (int)(col1 >> IM_COL32_R_SHIFT) & 0xFF, t);
int g = ImLerp((int)(col0 >> IM_COL32_G_SHIFT) & 0xFF, (int)(col1 >> IM_COL32_G_SHIFT) & 0xFF, t);
int b = ImLerp((int)(col0 >> IM_COL32_B_SHIFT) & 0xFF, (int)(col1 >> IM_COL32_B_SHIFT) & 0xFF, 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()
{
FontData = NULL;
FontDataSize = 0;
FontDataOwnedByAtlas = true;
FontNo = 0;
SizePixels = 0.0f;
OversampleH = 3; // FIXME: 2 may be a better default?
OversampleV = 1;
PixelSnapH = false;
GlyphExtraSpacing = ImVec2(0.0f, 0.0f);
GlyphOffset = ImVec2(0.0f, 0.0f);
GlyphRanges = NULL;
GlyphMinAdvanceX = 0.0f;
GlyphMaxAdvanceX = FLT_MAX;
MergeMode = false;
RasterizerFlags = 0x00;
RasterizerMultiply = 1.0f;
memset(Name, 0, sizeof(Name));
DstFont = NULL;
}
//-----------------------------------------------------------------------------
// [SECTION] ImFontAtlas
//-----------------------------------------------------------------------------
// A work of art lies ahead! (. = white layer, X = black layer, others are blank)
// The white texels on the top left are the ones we'll use everywhere in Dear ImGui to render filled shapes.
const int FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF = 108;
const int FONT_ATLAS_DEFAULT_TEX_DATA_H = 27;
const unsigned int FONT_ATLAS_DEFAULT_TEX_DATA_ID = 0x80000000;
static const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF * FONT_ATLAS_DEFAULT_TEX_DATA_H + 1] =
{
"..- -XXXXXXX- X - X -XXXXXXX - XXXXXXX- XX "
"..- -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 "
"XX - 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 -XX X.X - X.X XX- X..X..XXX "
"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 -XXX 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...XXXXXX.XXXXXX...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......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
};
ImFontAtlas::ImFontAtlas()
{
Locked = false;
Flags = ImFontAtlasFlags_None;
TexID = (ImTextureID)NULL;
TexDesiredWidth = 0;
TexGlyphPadding = 1;
TexPixelsAlpha8 = NULL;
TexPixelsRGBA32 = NULL;
TexWidth = TexHeight = 0;
TexUvScale = ImVec2(0.0f, 0.0f);
TexUvWhitePixel = ImVec2(0.0f, 0.0f);
for (int n = 0; n < IM_ARRAYSIZE(CustomRectIds); n++)
CustomRectIds[n] = -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();
for (int n = 0; n < IM_ARRAYSIZE(CustomRectIds); n++)
CustomRectIds[n] = -1;
}
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;
}
void ImFontAtlas::ClearFonts()
{
IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
for (int i = 0; i < Fonts.Size; i++)
IM_DELETE(Fonts[i]);
Fonts.clear();
}
void ImFontAtlas::Clear()
{
ClearInputData();
ClearTexData();
ClearFonts();
}
void ImFontAtlas::GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel)
{
// Build atlas on demand
if (TexPixelsAlpha8 == NULL)
{
if (ConfigData.empty())
AddFontDefault();
Build();
}
*out_pixels = TexPixelsAlpha8;
if (out_width) *out_width = TexWidth;
if (out_height) *out_height = TexHeight;
if (out_bytes_per_pixel) *out_bytes_per_pixel = 1;
}
void ImFontAtlas::GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel)
{
// 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);
}
// Invalidate texture
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);
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);
font->DisplayOffset.y = 1.0f;
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(0); // Could not load 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;
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(unsigned int id, int width, int height)
{
IM_ASSERT(id >= 0x10000);
IM_ASSERT(width > 0 && width <= 0xFFFF);
IM_ASSERT(height > 0 && height <= 0xFFFF);
ImFontAtlasCustomRect r;
r.ID = id;
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)
{
IM_ASSERT(font != NULL);
IM_ASSERT(width > 0 && width <= 0xFFFF);
IM_ASSERT(height > 0 && height <= 0xFFFF);
ImFontAtlasCustomRect r;
r.ID = id;
r.Width = (unsigned short)width;
r.Height = (unsigned short)height;
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)
{
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(CustomRectIds[0] != -1);
ImFontAtlasCustomRect& r = CustomRects[CustomRectIds[0]];
IM_ASSERT(r.ID == FONT_ATLAS_DEFAULT_TEX_DATA_ID);
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_HALF + 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()!");
return ImFontAtlasBuildWithStbTruetype(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]];
}
// 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)
ImBoolVector GlyphsSet; // Glyph bit map (random access, 1-bit per codepoint. This will be a maximum of 8KB)
ImVector<int> 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;
ImBoolVector GlyphsSet; // This is used to resolve collision when multiple sources are merged into a same destination font.
};
static void UnpackBoolVectorToFlatIndexList(const ImBoolVector* in, ImVector<int>* out)
{
IM_ASSERT(sizeof(in->Storage.Data[0]) == sizeof(int));
const int* it_begin = in->Storage.begin();
const int* it_end = in->Storage.end();
for (const int* it = it_begin; it < it_end; it++)
if (int entries_32 = *it)
for (int bit_n = 0; bit_n < 32; bit_n++)
if (entries_32 & (1u << bit_n))
out->push_back((int)((it - it_begin) << 5) + bit_n);
}
bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
{
IM_ASSERT(atlas->ConfigData.Size > 0);
ImFontAtlasBuildRegisterDefaultCustomRects(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<ImFontBuildSrcData> src_tmp_array;
ImVector<ImFontBuildDstData> 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;
IM_ASSERT(src_tmp.DstIndex != -1); // cfg.DstFont not pointing within atlas->Fonts[] array?
if (src_tmp.DstIndex == -1)
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.Resize(src_tmp.GlyphsHighest + 1);
if (dst_tmp.GlyphsSet.Storage.empty())
dst_tmp.GlyphsSet.Resize(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 <= src_range[1]; codepoint++)
{
if (dst_tmp.GlyphsSet.GetBit(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, true);
dst_tmp.GlyphsSet.SetBit(codepoint, true);
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);
UnpackBoolVectorToFlatIndexList(&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<stbrp_rect> buf_rects;
ImVector<stbtt_packedchar> 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;
ImFontConfig& cfg = atlas->ConfigData[src_i];
ImFont* dst_font = cfg.DstFont; // We can have multiple input fonts writing into a same destination font (when using MergeMode=true)
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 + (float)(int)(dst_font->Ascent + 0.5f);
for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++)
{
const int codepoint = src_tmp.GlyphsList[glyph_i];
const stbtt_packedchar& pc = src_tmp.PackedChars[glyph_i];
const float char_advance_x_org = pc.xadvance;
const float char_advance_x_mod = ImClamp(char_advance_x_org, cfg.GlyphMinAdvanceX, cfg.GlyphMaxAdvanceX);
float char_off_x = font_off_x;
if (char_advance_x_org != char_advance_x_mod)
char_off_x += cfg.PixelSnapH ? (float)(int)((char_advance_x_mod - char_advance_x_org) * 0.5f) : (char_advance_x_mod - char_advance_x_org) * 0.5f;
// Register glyph
stbtt_aligned_quad q;
float dummy_x = 0.0f, dummy_y = 0.0f;
stbtt_GetPackedQuad(src_tmp.PackedChars, atlas->TexWidth, atlas->TexHeight, glyph_i, &dummy_x, &dummy_y, &q, 0);
dst_font->AddGlyph((ImWchar)codepoint, q.x0 + char_off_x, q.y0 + font_off_y, q.x1 + char_off_x, q.y1 + font_off_y, q.s0, q.t0, q.s1, q.t1, char_advance_x_mod);
}
}
// Cleanup temporary (ImVector doesn't honor destructor)
for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
src_tmp_array[src_i].~ImFontBuildSrcData();
ImFontAtlasBuildFinish(atlas);
return true;
}
void ImFontAtlasBuildRegisterDefaultCustomRects(ImFontAtlas* atlas)
{
if (atlas->CustomRectIds[0] >= 0)
return;
if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors))
atlas->CustomRectIds[0] = atlas->AddCustomRectRegular(FONT_ATLAS_DEFAULT_TEX_DATA_ID, FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF*2+1, FONT_ATLAS_DEFAULT_TEX_DATA_H);
else
atlas->CustomRectIds[0] = atlas->AddCustomRectRegular(FONT_ATLAS_DEFAULT_TEX_DATA_ID, 2, 2);
}
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->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<ImFontAtlasCustomRect>& 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<stbrp_rect> 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 = pack_rects[i].x;
user_rects[i].Y = 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);
}
}
static void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas)
{
IM_ASSERT(atlas->CustomRectIds[0] >= 0);
IM_ASSERT(atlas->TexPixelsAlpha8 != NULL);
ImFontAtlasCustomRect& r = atlas->CustomRects[atlas->CustomRectIds[0]];
IM_ASSERT(r.ID == FONT_ATLAS_DEFAULT_TEX_DATA_ID);
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_HALF * 2 + 1 && r.Height == FONT_ATLAS_DEFAULT_TEX_DATA_H);
for (int y = 0, n = 0; y < FONT_ATLAS_DEFAULT_TEX_DATA_H; y++)
for (int x = 0; x < FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF; x++, n++)
{
const int offset0 = (int)(r.X + x) + (int)(r.Y + y) * w;
const int offset1 = offset0 + FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF + 1;
atlas->TexPixelsAlpha8[offset0] = FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[n] == '.' ? 0xFF : 0x00;
atlas->TexPixelsAlpha8[offset1] = FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[n] == 'X' ? 0xFF : 0x00;
}
}
else
{
IM_ASSERT(r.Width == 2 && r.Height == 2);
const int offset = (int)(r.X) + (int)(r.Y) * w;
atlas->TexPixelsAlpha8[offset] = atlas->TexPixelsAlpha8[offset + 1] = atlas->TexPixelsAlpha8[offset + w] = atlas->TexPixelsAlpha8[offset + w + 1] = 0xFF;
}
atlas->TexUvWhitePixel = ImVec2((r.X + 0.5f) * atlas->TexUvScale.x, (r.Y + 0.5f) * atlas->TexUvScale.y);
}
void ImFontAtlasBuildFinish(ImFontAtlas* atlas)
{
// Render into our custom data block
ImFontAtlasBuildRenderDefaultTexData(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.ID > 0x10000)
continue;
IM_ASSERT(r.Font->ContainerAtlas == atlas);
ImVec2 uv0, uv1;
atlas->CalcCustomRectUV(&r, &uv0, &uv1);
r.Font->AddGlyph((ImWchar)r.ID, 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();
}
// 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, 0xD79D, // Korean characters
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
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
};
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()
{
// 1946 common ideograms code points for Japanese
// Sourced from http://theinstructionlimit.com/common-kanji-character-ranges-for-xna-spritefont-rendering
// FIXME: Source a list of the revised 2136 Joyo Kanji list from 2010 and rebuild this.
// 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[] =
{
0,1,2,4,1,1,1,1,2,1,6,2,2,1,8,5,7,11,1,2,10,10,8,2,4,20,2,11,8,2,1,2,1,6,2,1,7,5,3,7,1,1,13,7,9,1,4,6,1,2,1,10,1,1,9,2,2,4,5,6,14,1,1,9,3,18,
5,4,2,2,10,7,1,1,1,3,2,4,3,23,2,10,12,2,14,2,4,13,1,6,10,3,1,7,13,6,4,13,5,2,3,17,2,2,5,7,6,4,1,7,14,16,6,13,9,15,1,1,7,16,4,7,1,19,9,2,7,15,
2,6,5,13,25,4,14,13,11,25,1,1,1,2,1,2,2,3,10,11,3,3,1,1,4,4,2,1,4,9,1,4,3,5,5,2,7,12,11,15,7,16,4,5,16,2,1,1,6,3,3,1,1,2,7,6,6,7,1,4,7,6,1,1,
2,1,12,3,3,9,5,8,1,11,1,2,3,18,20,4,1,3,6,1,7,3,5,5,7,2,2,12,3,1,4,2,3,2,3,11,8,7,4,17,1,9,25,1,1,4,2,2,4,1,2,7,1,1,1,3,1,2,6,16,1,2,1,1,3,12,
20,2,5,20,8,7,6,2,1,1,1,1,6,2,1,2,10,1,1,6,1,3,1,2,1,4,1,12,4,1,3,1,1,1,1,1,10,4,7,5,13,1,15,1,1,30,11,9,1,15,38,14,1,32,17,20,1,9,31,2,21,9,
4,49,22,2,1,13,1,11,45,35,43,55,12,19,83,1,3,2,3,13,2,1,7,3,18,3,13,8,1,8,18,5,3,7,25,24,9,24,40,3,17,24,2,1,6,2,3,16,15,6,7,3,12,1,9,7,3,3,
3,15,21,5,16,4,5,12,11,11,3,6,3,2,31,3,2,1,1,23,6,6,1,4,2,6,5,2,1,1,3,3,22,2,6,2,3,17,3,2,4,5,1,9,5,1,1,6,15,12,3,17,2,14,2,8,1,23,16,4,2,23,
8,15,23,20,12,25,19,47,11,21,65,46,4,3,1,5,6,1,2,5,26,2,1,1,3,11,1,1,1,2,1,2,3,1,1,10,2,3,1,1,1,3,6,3,2,2,6,6,9,2,2,2,6,2,5,10,2,4,1,2,1,2,2,
3,1,1,3,1,2,9,23,9,2,1,1,1,1,5,3,2,1,10,9,6,1,10,2,31,25,3,7,5,40,1,15,6,17,7,27,180,1,3,2,2,1,1,1,6,3,10,7,1,3,6,17,8,6,2,2,1,3,5,5,8,16,14,
15,1,1,4,1,2,1,1,1,3,2,7,5,6,2,5,10,1,4,2,9,1,1,11,6,1,44,1,3,7,9,5,1,3,1,1,10,7,1,10,4,2,7,21,15,7,2,5,1,8,3,4,1,3,1,6,1,4,2,1,4,10,8,1,4,5,
1,5,10,2,7,1,10,1,1,3,4,11,10,29,4,7,3,5,2,3,33,5,2,19,3,1,4,2,6,31,11,1,3,3,3,1,8,10,9,12,11,12,8,3,14,8,6,11,1,4,41,3,1,2,7,13,1,5,6,2,6,12,
12,22,5,9,4,8,9,9,34,6,24,1,1,20,9,9,3,4,1,7,2,2,2,6,2,28,5,3,6,1,4,6,7,4,2,1,4,2,13,6,4,4,3,1,8,8,3,2,1,5,1,2,2,3,1,11,11,7,3,6,10,8,6,16,16,
22,7,12,6,21,5,4,6,6,3,6,1,3,2,1,2,8,29,1,10,1,6,13,6,6,19,31,1,13,4,4,22,17,26,33,10,4,15,12,25,6,67,10,2,3,1,6,10,2,6,2,9,1,9,4,4,1,2,16,2,
5,9,2,3,8,1,8,3,9,4,8,6,4,8,11,3,2,1,1,3,26,1,7,5,1,11,1,5,3,5,2,13,6,39,5,1,5,2,11,6,10,5,1,15,5,3,6,19,21,22,2,4,1,6,1,8,1,4,8,2,4,2,2,9,2,
1,1,1,4,3,6,3,12,7,1,14,2,4,10,2,13,1,17,7,3,2,1,3,2,13,7,14,12,3,1,29,2,8,9,15,14,9,14,1,3,1,6,5,9,11,3,38,43,20,7,7,8,5,15,12,19,15,81,8,7,
1,5,73,13,37,28,8,8,1,15,18,20,165,28,1,6,11,8,4,14,7,15,1,3,3,6,4,1,7,14,1,1,11,30,1,5,1,4,14,1,4,2,7,52,2,6,29,3,1,9,1,21,3,5,1,26,3,11,14,
11,1,17,5,1,2,1,3,2,8,1,2,9,12,1,1,2,3,8,3,24,12,7,7,5,17,3,3,3,1,23,10,4,4,6,3,1,16,17,22,3,10,21,16,16,6,4,10,2,1,1,2,8,8,6,5,3,3,3,39,25,
15,1,1,16,6,7,25,15,6,6,12,1,22,13,1,4,9,5,12,2,9,1,12,28,8,3,5,10,22,60,1,2,40,4,61,63,4,1,13,12,1,4,31,12,1,14,89,5,16,6,29,14,2,5,49,18,18,
5,29,33,47,1,17,1,19,12,2,9,7,39,12,3,7,12,39,3,1,46,4,12,3,8,9,5,31,15,18,3,2,2,66,19,13,17,5,3,46,124,13,57,34,2,5,4,5,8,1,1,1,4,3,1,17,5,
3,5,3,1,8,5,6,3,27,3,26,7,12,7,2,17,3,7,18,78,16,4,36,1,2,1,6,2,1,39,17,7,4,13,4,4,4,1,10,4,2,4,6,3,10,1,19,1,26,2,4,33,2,73,47,7,3,8,2,4,15,
18,1,29,2,41,14,1,21,16,41,7,39,25,13,44,2,2,10,1,13,7,1,7,3,5,20,4,8,2,49,1,10,6,1,6,7,10,7,11,16,3,12,20,4,10,3,1,2,11,2,28,9,2,4,7,2,15,1,
27,1,28,17,4,5,10,7,3,24,10,11,6,26,3,2,7,2,2,49,16,10,16,15,4,5,27,61,30,14,38,22,2,7,5,1,3,12,23,24,17,17,3,3,2,4,1,6,2,7,5,1,1,5,1,1,9,4,
1,3,6,1,8,2,8,4,14,3,5,11,4,1,3,32,1,19,4,1,13,11,5,2,1,8,6,8,1,6,5,13,3,23,11,5,3,16,3,9,10,1,24,3,198,52,4,2,2,5,14,5,4,22,5,20,4,11,6,41,
1,5,2,2,11,5,2,28,35,8,22,3,18,3,10,7,5,3,4,1,5,3,8,9,3,6,2,16,22,4,5,5,3,3,18,23,2,6,23,5,27,8,1,33,2,12,43,16,5,2,3,6,1,20,4,2,9,7,1,11,2,
10,3,14,31,9,3,25,18,20,2,5,5,26,14,1,11,17,12,40,19,9,6,31,83,2,7,9,19,78,12,14,21,76,12,113,79,34,4,1,1,61,18,85,10,2,2,13,31,11,50,6,33,159,
179,6,6,7,4,4,2,4,2,5,8,7,20,32,22,1,3,10,6,7,28,5,10,9,2,77,19,13,2,5,1,4,4,7,4,13,3,9,31,17,3,26,2,6,6,5,4,1,7,11,3,4,2,1,6,2,20,4,1,9,2,6,
3,7,1,1,1,20,2,3,1,6,2,3,6,2,4,8,1,5,13,8,4,11,23,1,10,6,2,1,3,21,2,2,4,24,31,4,10,10,2,5,192,15,4,16,7,9,51,1,2,1,1,5,1,1,2,1,3,5,3,1,3,4,1,
3,1,3,3,9,8,1,2,2,2,4,4,18,12,92,2,10,4,3,14,5,25,16,42,4,14,4,2,21,5,126,30,31,2,1,5,13,3,22,5,6,6,20,12,1,14,12,87,3,19,1,8,2,9,9,3,3,23,2,
3,7,6,3,1,2,3,9,1,3,1,6,3,2,1,3,11,3,1,6,10,3,2,3,1,2,1,5,1,1,11,3,6,4,1,7,2,1,2,5,5,34,4,14,18,4,19,7,5,8,2,6,79,1,5,2,14,8,2,9,2,1,36,28,16,
4,1,1,1,2,12,6,42,39,16,23,7,15,15,3,2,12,7,21,64,6,9,28,8,12,3,3,41,59,24,51,55,57,294,9,9,2,6,2,15,1,2,13,38,90,9,9,9,3,11,7,1,1,1,5,6,3,2,
1,2,2,3,8,1,4,4,1,5,7,1,4,3,20,4,9,1,1,1,5,5,17,1,5,2,6,2,4,1,4,5,7,3,18,11,11,32,7,5,4,7,11,127,8,4,3,3,1,10,1,1,6,21,14,1,16,1,7,1,3,6,9,65,
51,4,3,13,3,10,1,1,12,9,21,110,3,19,24,1,1,10,62,4,1,29,42,78,28,20,18,82,6,3,15,6,84,58,253,15,155,264,15,21,9,14,7,58,40,39,
};
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
};
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;
if (c < 0x10000)
AddChar((ImWchar)c);
}
}
void ImFontGlyphRangesBuilder::AddRanges(const ImWchar* ranges)
{
for (; ranges[0]; ranges += 2)
for (ImWchar c = ranges[0]; c <= ranges[1]; c++)
AddChar(c);
}
void ImFontGlyphRangesBuilder::BuildRanges(ImVector<ImWchar>* out_ranges)
{
int max_codepoint = 0x10000;
for (int n = 0; n < max_codepoint; n++)
if (GetBit(n))
{
out_ranges->push_back((ImWchar)n);
while (n < max_codepoint - 1 && 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)'?';
DisplayOffset = ImVec2(0.0f, 0.0f);
FallbackGlyph = NULL;
ContainerAtlas = NULL;
ConfigData = NULL;
ConfigDataCount = 0;
DirtyLookupTables = false;
Scale = 1.0f;
Ascent = Descent = 0.0f;
MetricsTotalSurface = 0;
}
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;
}
void ImFont::BuildLookupTable()
{
int max_codepoint = 0;
for (int i = 0; i != Glyphs.Size; i++)
max_codepoint = ImMax(max_codepoint, (int)Glyphs[i].Codepoint);
IM_ASSERT(Glyphs.Size < 0xFFFF); // -1 is reserved
IndexAdvanceX.clear();
IndexLookup.clear();
DirtyLookupTables = false;
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;
}
// 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
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);
}
FallbackGlyph = FindGlyphNoFallback(FallbackChar);
FallbackAdvanceX = FallbackGlyph ? FallbackGlyph->AdvanceX : 0.0f;
for (int i = 0; i < max_codepoint + 1; i++)
if (IndexAdvanceX[i] < 0.0f)
IndexAdvanceX[i] = FallbackAdvanceX;
}
void ImFont::SetFallbackChar(ImWchar c)
{
FallbackChar = c;
BuildLookupTable();
}
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).
void ImFont::AddGlyph(ImWchar codepoint, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x)
{
Glyphs.resize(Glyphs.Size + 1);
ImFontGlyph& glyph = Glyphs.back();
glyph.Codepoint = (ImWchar)codepoint;
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 + ConfigData->GlyphExtraSpacing.x; // Bake spacing into AdvanceX
if (ConfigData->PixelSnapH)
glyph.AdvanceX = (float)(int)(glyph.AdvanceX + 0.5f);
// Compute rough surface usage metrics (+1 to account for average padding, +0.99 to round)
DirtyLookupTables = true;
MetricsTotalSurface += (int)((glyph.U1 - glyph.U0) * ContainerAtlas->TexWidth + 1.99f) * (int)((glyph.V1 - glyph.V0) * ContainerAtlas->TexHeight + 1.99f);
}
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.
int index_size = 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 >= 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 >= 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;
}
void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const
{
if (c == ' ' || c == '\t' || c == '\n' || c == '\r') // Match behavior of RenderText(), those 4 codepoints are hard-coded.
return;
if (const ImFontGlyph* glyph = FindGlyph(c))
{
float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f;
pos.x = (float)(int)pos.x + DisplayOffset.x;
pos.y = (float)(int)pos.y + DisplayOffset.y;
draw_list->PrimReserve(6, 4);
draw_list->PrimRectUV(ImVec2(pos.x + glyph->X0 * scale, pos.y + glyph->Y0 * scale), ImVec2(pos.x + glyph->X1 * scale, pos.y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col);
}
}
void ImFont::RenderText(ImDrawList* draw_list, float size, 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
pos.x = (float)(int)pos.x + DisplayOffset.x;
pos.y = (float)(int)pos.y + DisplayOffset.y;
float x = pos.x;
float y = pos.y;
if (y > clip_rect.w)
return;
const float scale = size / FontSize;
const float line_height = FontSize * scale;
const bool word_wrap_enabled = (wrap_width > 0.0f);
const char* word_wrap_eol = NULL;
// 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;
while (s < text_end)
{
if (word_wrap_enabled)
{
// Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature.
if (!word_wrap_eol)
{
word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - (x - pos.x));
if (word_wrap_eol == s) // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity.
word_wrap_eol++; // +1 may not be a character start point in UTF-8 but it's ok because we use s >= word_wrap_eol below
}
if (s >= word_wrap_eol)
{
x = pos.x;
y += line_height;
word_wrap_eol = NULL;
// Wrapping skips upcoming blanks
while (s < text_end)
{
const char c = *s;
if (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 = pos.x;
y += line_height;
if (y > clip_rect.w)
break; // break out of main loop
continue;
}
if (c == '\r')
continue;
}
float char_width = 0.0f;
if (const ImFontGlyph* glyph = FindGlyph((ImWchar)c))
{
char_width = glyph->AdvanceX * scale;
// Arbitrarily assume that both space and tabs are empty glyphs as an optimization
if (c != ' ' && c != '\t')
{
// 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;
}
}
// 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 = col; vtx_write[0].uv.x = u1; vtx_write[0].uv.y = v1;
vtx_write[1].pos.x = x2; vtx_write[1].pos.y = y1; vtx_write[1].col = col; vtx_write[1].uv.x = u2; vtx_write[1].uv.y = v1;
vtx_write[2].pos.x = x2; vtx_write[2].pos.y = y2; vtx_write[2].col = col; vtx_write[2].uv.x = u2; vtx_write[2].uv.y = v2;
vtx_write[3].pos.x = x1; vtx_write[3].pos.y = y2; vtx_write[3].col = col; vtx_write[3].uv.x = u1; vtx_write[3].uv.y = v2;
vtx_write += 4;
vtx_current_idx += 4;
idx_write += 6;
}
}
}
}
x += char_width;
}
// Give back unused vertices
draw_list->VtxBuffer.resize((int)(vtx_write - draw_list->VtxBuffer.Data));
draw_list->IdxBuffer.resize((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] Internal Render Helpers
// (progressively moved from imgui.cpp to here when they are redesigned to stop accessing ImGui global state)
//-----------------------------------------------------------------------------
// - RenderMouseCursor()
// - RenderArrowPointingAt()
// - RenderRectFilledRangeH()
// - RenderPixelEllipsis()
//-----------------------------------------------------------------------------
void ImGui::RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor)
{
if (mouse_cursor == ImGuiMouseCursor_None)
return;
IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT);
const ImU32 col_shadow = IM_COL32(0, 0, 0, 48);
const ImU32 col_border = IM_COL32(0, 0, 0, 255); // Black
const ImU32 col_fill = IM_COL32(255, 255, 255, 255); // White
ImFontAtlas* font_atlas = draw_list->_Data->Font->ContainerAtlas;
ImVec2 offset, size, uv[4];
if (font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2]))
{
pos -= offset;
const 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)*scale + size*scale, uv[2], uv[3], col_shadow);
draw_list->AddImage(tex_id, pos + ImVec2(2,0)*scale, pos + ImVec2(2,0)*scale + 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();
}
}
// 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
}
}
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);
}
// FIXME: Rendering an ellipsis "..." is a surprisingly tricky problem for us... we cannot rely on font glyph having it,
// and regular dot are typically too wide. If we render a dot/shape ourselves it comes with the risk that it wouldn't match
// the boldness or positioning of what the font uses...
void ImGui::RenderPixelEllipsis(ImDrawList* draw_list, ImVec2 pos, ImU32 col, int count)
{
ImFont* font = draw_list->_Data->Font;
const float font_scale = draw_list->_Data->FontSize / font->FontSize;
pos.y += (float)(int)(font->DisplayOffset.y + font->Ascent * font_scale + 0.5f - 1.0f);
for (int dot_n = 0; dot_n < count; dot_n++)
draw_list->AddRectFilled(ImVec2(pos.x + dot_n * 2.0f, pos.y), ImVec2(pos.x + dot_n * 2.0f + 1.0f, pos.y + 1.0f), col);
}
//-----------------------------------------------------------------------------
// [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, i;
blocklen = buflen % 5552;
while (buflen) {
for (i=0; i + 7 < blocklen; i += 8) {
s1 += buffer[0], s2 += s1;
s1 += buffer[1], s2 += s1;
s1 += buffer[2], s2 += s1;
s1 += buffer[3], s2 += s1;
s1 += buffer[4], s2 += s1;
s1 += buffer[5], s2 += s1;
s1 += buffer[6], s2 += s1;
s1 += buffer[7], s2 += s1;
buffer += 8;
}
for (; i < blocklen; ++i)
s1 += *buffer++, s2 += s1;
s1 %= ADLER_MOD, s2 %= ADLER_MOD;
buflen -= blocklen;
blocklen = 5552;
}
return (unsigned int)(s2 << 16) + (unsigned int)s1;
}
static unsigned int stb_decompress(unsigned char *output, const unsigned char *i, unsigned int /*length*/)
{
unsigned int olen;
if (stb__in4(0) != 0x57bC0000) return 0;
if (stb__in4(4) != 0) return 0; // error! stream is > 4GB
olen = stb_decompress_length(i);
stb__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^`IWM9<Lh2TlS+f-s$o6Q<BWH`YiU.xfLq$N;$0iR/GX:U(jcW2p/W*q?-qmnUCI;jHSAiFWM.R*kU@C=GH?a9wp8f$e.-4^Qg1)Q-GL(lf(r/7GrRgwV%MS=C#"
"`8ND>Qo#t'X#(v#Y9w0#1D$CIf;W'#pWUPXOuxXuU(H9M(1<q-UE31#^-V'8IRUo7Qf./L>=Ke$$'5F%)]0^#[email protected]<r:QLtFsLcL6##lOj)#.Y5<-R&KgLwqJfLgN&;Q?gI^#DY2uL"
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"'/###xe7q.73rI3*pP/$1>s9)W,JrM7SN]'/4C#v$U`0#V.[0>xQsH$fEmPMgY2u7Kh(G%siIfLSoS+MK2eTM$=5,M8p`A.;_R%#u[K#$x4AG8.kK/HSB==-'Ie/QTtG?-.*^N-4B/ZM"
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"V8J'(1)G][68hW$5'q[GC&5j`TE?m'esFGNRM)j,ffZ?-qx8;->g4t*:CIP/[Qap7/9'#(1sao7w-.qNUdkJ)tCF&#B^;[email protected]$m%#QvQS8U@)2Z+3K:AKM5i"
"sZ88+dKQ)W6>J%CL<KE>`.d*(B`-n8D9oK<Up]c$X$(,)M8Zt7/[rdkqTgl-0cuGMv'?>-XV1q['-5k'cAZ69e;D_?$ZPP&s^+7])$*$#@QYi9,5P	r+$%CE=68>K8r0=dSC%%(@p7"
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static const char* GetDefaultCompressedFontDataTTFBase85()
{
return proggy_clean_ttf_compressed_data_base85;
}
| 166,967 | C++ | 48.707651 | 239 | 0.586457 |
NVIDIA-Omniverse/PhysX/flow/external/imgui/imstb_truetype.h | // [DEAR IMGUI]
// This is a slightly modified version of stb_truetype.h 1.20.
// Mostly fixing for compiler and static analyzer warnings.
// Grep for [DEAR IMGUI] to find the changes.
// stb_truetype.h - v1.20 - public domain
// authored from 2009-2016 by Sean Barrett / RAD Game Tools
//
// This library processes TrueType files:
// parse files
// extract glyph metrics
// extract glyph shapes
// render glyphs to one-channel bitmaps with antialiasing (box filter)
// 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
// Cass Everitt Martins Mozeiko
// stoiko (Haemimont Games) Cap Petschulat
// Brian Hook Omar Cornut
// Walter van Niftrik github:aloucks
// 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. github:oyvindjam
// Brian Costabile github:vassvik
//
// VERSION HISTORY
//
// 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 <current_point, baseline>. I.e. if it returns x0,y0,x1,y1,
// then the character should be displayed in the rectangle from
// <current_point+SF*x0, baseline+SF*y0> to <current_point+SF*x1,baseline+SF*y1).
//
// Advancing for the next character:
// Call GlyphHMetrics, and compute 'current_point += SF * advance'.
//
//
// ADVANCED USAGE
//
// Quality:
//
// - Use the functions with Subpixel at the end to allow your characters
// to have subpixel positioning. Since the font is anti-aliased, not
// hinted, this is very import for quality. (This is not possible with
// baked fonts.)
//
// - Kerning is now supported, and if you're supporting subpixel rendering
// then kerning is worth using to give your text a polished look.
//
// Performance:
//
// - Convert Unicode codepoints to glyph indexes and operate on the glyphs;
// if you don't do this, stb_truetype is forced to do the conversion on
// every call.
//
// - There are a lot of memory allocations. We should modify it to take
// a temp buffer and allocate from the temp buffer (without freeing),
// should help performance a lot.
//
// NOTES
//
// The system uses the raw data found in the .ttf file without changing it
// and without building auxiliary data structures. This is a bit inefficient
// on little-endian systems (the data is big-endian), but assuming you're
// caching the bitmaps or glyph shapes this shouldn't be a big deal.
//
// It appears to be very hard to programmatically determine what font a
// given file is in a general way. I provide an API for this, but I don't
// recommend it.
//
//
// SOURCE STATISTICS (based on v0.6c, 2050 LOC)
//
// Documentation & header file 520 LOC \___ 660 LOC documentation
// Sample code 140 LOC /
// Truetype parsing 620 LOC ---- 620 LOC TrueType
// Software rasterization 240 LOC \.
// Curve tessellation 120 LOC \__ 550 LOC Bitmap creation
// Bitmap management 100 LOC /
// Baked bitmap interface 70 LOC /
// Font name matching & access 150 LOC ---- 150
// C runtime library abstraction 60 LOC ---- 60
//
//
// PERFORMANCE MEASUREMENTS FOR 1.06:
//
// 32-bit 64-bit
// Previous release: 8.83 s 7.68 s
// Pool allocations: 7.72 s 6.34 s
// Inline sort : 6.54 s 5.65 s
// New rasterizer : 5.63 s 5.00 s
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
////
//// SAMPLE PROGRAMS
////
//
// Incomplete text-in-3d-api example, which draws quads properly aligned to be lossless
//
#if 0
#define STB_TRUETYPE_IMPLEMENTATION // force following include to generate implementation
#include "stb_truetype.h"
unsigned char ttf_buffer[1<<20];
unsigned char temp_bitmap[512*512];
stbtt_bakedchar cdata[96]; // ASCII 32..126 is 95 glyphs
GLuint ftex;
void my_stbtt_initfont(void)
{
fread(ttf_buffer, 1, 1<<20, fopen("c:/windows/fonts/times.ttf", "rb"));
stbtt_BakeFontBitmap(ttf_buffer,0, 32.0, temp_bitmap,512,512, 32,96, cdata); // no guarantee this fits!
// can free ttf_buffer at this point
glGenTextures(1, &ftex);
glBindTexture(GL_TEXTURE_2D, ftex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, 512,512, 0, GL_ALPHA, GL_UNSIGNED_BYTE, temp_bitmap);
// can free temp_bitmap at this point
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
void my_stbtt_print(float x, float y, char *text)
{
// assume orthographic projection with units = screen pixels, origin at top left
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, ftex);
glBegin(GL_QUADS);
while (*text) {
if (*text >= 32 && *text < 128) {
stbtt_aligned_quad q;
stbtt_GetBakedQuad(cdata, 512,512, *text-32, &x,&y,&q,1);//1=opengl & d3d10+,0=d3d9
glTexCoord2f(q.s0,q.t1); glVertex2f(q.x0,q.y0);
glTexCoord2f(q.s1,q.t1); glVertex2f(q.x1,q.y0);
glTexCoord2f(q.s1,q.t0); glVertex2f(q.x1,q.y1);
glTexCoord2f(q.s0,q.t0); glVertex2f(q.x0,q.y1);
}
++text;
}
glEnd();
}
#endif
//
//
//////////////////////////////////////////////////////////////////////////////
//
// Complete program (this compiles): get a single bitmap, print as ASCII art
//
#if 0
#include <stdio.h>
#define STB_TRUETYPE_IMPLEMENTATION // force following include to generate implementation
#include "stb_truetype.h"
char ttf_buffer[1<<25];
int main(int argc, char **argv)
{
stbtt_fontinfo font;
unsigned char *bitmap;
int w,h,i,j,c = (argc > 1 ? atoi(argv[1]) : 'a'), s = (argc > 2 ? atoi(argv[2]) : 20);
fread(ttf_buffer, 1, 1<<25, fopen(argc > 3 ? argv[3] : "c:/windows/fonts/arialbd.ttf", "rb"));
stbtt_InitFont(&font, ttf_buffer, stbtt_GetFontOffsetForIndex(ttf_buffer,0));
bitmap = stbtt_GetCodepointBitmap(&font, 0,stbtt_ScaleForPixelHeight(&font, s), c, &w, &h, 0,0);
for (j=0; j < h; ++j) {
for (i=0; i < w; ++i)
putchar(" .:ioVM@"[bitmap[j*w+i]>>5]);
putchar('\n');
}
return 0;
}
#endif
//
// Output:
//
// .ii.
// @@@@@@.
// V@Mio@@o
// :i. V@V
// :oM@@M
// :@@@MM@M
// @@o o@M
// :@@. M@M
// @@@o@@@@
// :M@@V:@@.
//
//////////////////////////////////////////////////////////////////////////////
//
// Complete program: print "Hello World!" banner, with bugs
//
#if 0
char buffer[24<<20];
unsigned char screen[20][79];
int main(int arg, char **argv)
{
stbtt_fontinfo font;
int i,j,ascent,baseline,ch=0;
float scale, xpos=2; // leave a little padding in case the character extends left
char *text = "Heljo World!"; // intentionally misspelled to show 'lj' brokenness
fread(buffer, 1, 1000000, fopen("c:/windows/fonts/arialbd.ttf", "rb"));
stbtt_InitFont(&font, buffer, 0);
scale = stbtt_ScaleForPixelHeight(&font, 15);
stbtt_GetFontVMetrics(&font, &ascent,0,0);
baseline = (int) (ascent*scale);
while (text[ch]) {
int advance,lsb,x0,y0,x1,y1;
float x_shift = xpos - (float) floor(xpos);
stbtt_GetCodepointHMetrics(&font, text[ch], &advance, &lsb);
stbtt_GetCodepointBitmapBoxSubpixel(&font, text[ch], scale,scale,x_shift,0, &x0,&y0,&x1,&y1);
stbtt_MakeCodepointBitmapSubpixel(&font, &screen[baseline + y0][(int) xpos + x0], x1-x0,y1-y0, 79, scale,scale,x_shift,0, text[ch]);
// note that this stomps the old data, so where character boxes overlap (e.g. 'lj') it's wrong
// because this API is really for baking character bitmaps into textures. if you want to render
// a sequence of characters, you really need to render each bitmap to a temp buffer, then
// "alpha blend" that into the working buffer
xpos += (advance * scale);
if (text[ch+1])
xpos += scale*stbtt_GetCodepointKernAdvance(&font, text[ch],text[ch+1]);
++ch;
}
for (j=0; j < 20; ++j) {
for (i=0; i < 78; ++i)
putchar(" .:ioVM@"[screen[j][i]>>5]);
putchar('\n');
}
return 0;
}
#endif
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
////
//// INTEGRATION WITH YOUR CODEBASE
////
//// The following sections allow you to supply alternate definitions
//// of C library functions used by stb_truetype, 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 <math.h>
#define STBTT_ifloor(x) ((int) floor(x))
#define STBTT_iceil(x) ((int) ceil(x))
#endif
#ifndef STBTT_sqrt
#include <math.h>
#define STBTT_sqrt(x) sqrt(x)
#define STBTT_pow(x,y) pow(x,y)
#endif
#ifndef STBTT_fmod
#include <math.h>
#define STBTT_fmod(x,y) fmod(x,y)
#endif
#ifndef STBTT_cos
#include <math.h>
#define STBTT_cos(x) cos(x)
#define STBTT_acos(x) acos(x)
#endif
#ifndef STBTT_fabs
#include <math.h>
#define STBTT_fabs(x) fabs(x)
#endif
// #define your own functions "STBTT_malloc" / "STBTT_free" to avoid malloc.h
#ifndef STBTT_malloc
#include <stdlib.h>
#define STBTT_malloc(x,u) ((void)(u),malloc(x))
#define STBTT_free(x,u) ((void)(u),free(x))
#endif
#ifndef STBTT_assert
#include <assert.h>
#define STBTT_assert(x) assert(x)
#endif
#ifndef STBTT_strlen
#include <string.h>
#define STBTT_strlen(x) strlen(x)
#endif
#ifndef STBTT_memcpy
#include <string.h>
#define STBTT_memcpy memcpy
#define STBTT_memset memset
#endif
#endif
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
////
//// INTERFACE
////
////
#ifndef __STB_INCLUDE_STB_TRUETYPE_H__
#define __STB_INCLUDE_STB_TRUETYPE_H__
#ifdef STBTT_STATIC
#define STBTT_DEF static
#else
#define STBTT_DEF extern
#endif
#ifdef __cplusplus
extern "C" {
#endif
// 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; // 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
//////////////////////////////////////////////////////////////////////////////
//
// 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
//////////////////////////////////////////////////////////////////////////////
//
// 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);
}
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;
// find a cmap encoding table we understand *now* to avoid searching
// later. (todo: could make this installable)
// the same regardless of glyph.
numTables = ttUSHORT(data + cmap + 2);
info->index_map = 0;
for (i=0; i < numTables; ++i) {
stbtt_uint32 encoding_record = cmap + 4 + 8 * i;
// find an encoding we understand:
switch(ttUSHORT(data+encoding_record)) {
case STBTT_PLATFORM_ID_MICROSOFT:
switch (ttUSHORT(data+encoding_record+2)) {
case STBTT_MS_EID_UNICODE_BMP:
case STBTT_MS_EID_UNICODE_FULL:
// MS/Unicode
info->index_map = cmap + ttULONG(data+encoding_record+4);
break;
}
break;
case STBTT_PLATFORM_ID_UNICODE:
// Mac/iOS has these
// all the encodingIDs are unicode, so we don't bother to check it
info->index_map = cmap + ttULONG(data+encoding_record+4);
break;
}
}
if (info->index_map == 0)
return 0;
info->indexToLocFormat = ttUSHORT(data+info->head + 50);
return 1;
}
STBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo *info, int unicode_codepoint)
{
stbtt_uint8 *data = info->data;
stbtt_uint32 index_map = info->index_map;
stbtt_uint16 format = ttUSHORT(data + index_map + 0);
if (format == 0) { // apple byte encoding
stbtt_int32 bytes = ttUSHORT(data + index_map + 2);
if (unicode_codepoint < bytes-6)
return ttBYTE(data + index_map + 6 + unicode_codepoint);
return 0;
} else if (format == 6) {
stbtt_uint32 first = ttUSHORT(data + index_map + 6);
stbtt_uint32 count = ttUSHORT(data + index_map + 8);
if ((stbtt_uint32) unicode_codepoint >= first && (stbtt_uint32) unicode_codepoint < first+count)
return ttUSHORT(data + index_map + 10 + (unicode_codepoint - first)*2);
return 0;
} else if (format == 2) {
STBTT_assert(0); // @TODO: high-byte mapping for japanese/chinese/korean
return 0;
} else if (format == 4) { // standard mapping for windows fonts: binary search collection of ranges
stbtt_uint16 segcount = ttUSHORT(data+index_map+6) >> 1;
stbtt_uint16 searchRange = ttUSHORT(data+index_map+8) >> 1;
stbtt_uint16 entrySelector = ttUSHORT(data+index_map+10);
stbtt_uint16 rangeShift = ttUSHORT(data+index_map+12) >> 1;
// do a binary search of the segments
stbtt_uint32 endCount = index_map + 14;
stbtt_uint32 search = endCount;
if (unicode_codepoint > 0xffff)
return 0;
// they lie from endCount .. endCount + segCount
// but searchRange is the nearest power of two, so...
if (unicode_codepoint >= ttUSHORT(data + search + rangeShift*2))
search += rangeShift*2;
// now decrement to bias correctly to find smallest
search -= 2;
while (entrySelector) {
stbtt_uint16 end;
searchRange >>= 1;
end = ttUSHORT(data + search + searchRange*2);
if (unicode_codepoint > end)
search += searchRange*2;
--entrySelector;
}
search += 2;
{
stbtt_uint16 offset, start;
stbtt_uint16 item = (stbtt_uint16) ((search - endCount) >> 1);
STBTT_assert(unicode_codepoint <= ttUSHORT(data + endCount + 2*item));
start = ttUSHORT(data + index_map + 14 + segcount*2 + 2 + 2*item);
if (unicode_codepoint < start)
return 0;
offset = ttUSHORT(data + index_map + 14 + segcount*6 + 2 + 2*item);
if (offset == 0)
return (stbtt_uint16) (unicode_codepoint + ttSHORT(data + index_map + 14 + segcount*4 + 2 + 2*item));
return ttUSHORT(data + offset + (unicode_codepoint-start)*2 + index_map + 14 + segcount*6 + 2 + 2*item);
}
} else if (format == 12 || format == 13) {
stbtt_uint32 ngroups = ttULONG(data+index_map+12);
stbtt_int32 low,high;
low = 0; high = (stbtt_int32)ngroups;
// Binary search the right group.
while (low < high) {
stbtt_int32 mid = low + ((high-low) >> 1); // rounds down, so low <= mid < high
stbtt_uint32 start_char = ttULONG(data+index_map+16+mid*12);
stbtt_uint32 end_char = ttULONG(data+index_map+16+mid*12+4);
if ((stbtt_uint32) unicode_codepoint < start_char)
high = mid;
else if ((stbtt_uint32) unicode_codepoint > end_char)
low = mid+1;
else {
stbtt_uint32 start_glyph = ttULONG(data+index_map+16+mid*12+8);
if (format == 12)
return start_glyph + unicode_codepoint-start_char;
else // format == 13
return start_glyph;
}
}
return 0; // not found
}
// @TODO
STBTT_assert(0);
return 0;
}
STBTT_DEF int stbtt_GetCodepointShape(const stbtt_fontinfo *info, int unicode_codepoint, stbtt_vertex **vertices)
{
return stbtt_GetGlyphShape(info, stbtt_FindGlyphIndex(info, unicode_codepoint), vertices);
}
static void stbtt_setvertex(stbtt_vertex *v, stbtt_uint8 type, stbtt_int32 x, stbtt_int32 y, stbtt_int32 cx, stbtt_int32 cy)
{
v->type = type;
v->x = (stbtt_int16) x;
v->y = (stbtt_int16) y;
v->cx = (stbtt_int16) cx;
v->cy = (stbtt_int16) cy;
}
static int stbtt__GetGlyfOffset(const stbtt_fontinfo *info, int glyph_index)
{
int g1,g2;
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 == -1) {
// Compound shapes.
int more = 1;
stbtt_uint8 *comp = data + g + 10;
num_vertices = 0;
vertices = 0;
while (more) {
stbtt_uint16 flags, gidx;
int comp_num_verts = 0, i;
stbtt_vertex *comp_verts = 0, *tmp = 0;
float mtx[6] = {1,0,0,1,0,0}, m, n;
flags = ttSHORT(comp); comp+=2;
gidx = ttSHORT(comp); comp+=2;
if (flags & 2) { // XY values
if (flags & 1) { // shorts
mtx[4] = ttSHORT(comp); comp+=2;
mtx[5] = ttSHORT(comp); comp+=2;
} else {
mtx[4] = ttCHAR(comp); comp+=1;
mtx[5] = ttCHAR(comp); comp+=1;
}
}
else {
// @TODO handle matching point
STBTT_assert(0);
}
if (flags & (1<<3)) { // WE_HAVE_A_SCALE
mtx[0] = mtx[3] = ttSHORT(comp)/16384.0f; comp+=2;
mtx[1] = mtx[2] = 0;
} else if (flags & (1<<6)) { // WE_HAVE_AN_X_AND_YSCALE
mtx[0] = ttSHORT(comp)/16384.0f; comp+=2;
mtx[1] = mtx[2] = 0;
mtx[3] = ttSHORT(comp)/16384.0f; comp+=2;
} else if (flags & (1<<7)) { // WE_HAVE_A_TWO_BY_TWO
mtx[0] = ttSHORT(comp)/16384.0f; comp+=2;
mtx[1] = ttSHORT(comp)/16384.0f; comp+=2;
mtx[2] = ttSHORT(comp)/16384.0f; comp+=2;
mtx[3] = ttSHORT(comp)/16384.0f; comp+=2;
}
// Find transformation scales.
m = (float) STBTT_sqrt(mtx[0]*mtx[0] + mtx[1]*mtx[1]);
n = (float) STBTT_sqrt(mtx[2]*mtx[2] + mtx[3]*mtx[3]);
// Get indexed glyph.
comp_num_verts = stbtt_GetGlyphShape(info, gidx, &comp_verts);
if (comp_num_verts > 0) {
// Transform vertices.
for (i = 0; i < comp_num_verts; ++i) {
stbtt_vertex* v = &comp_verts[i];
stbtt_vertex_type x,y;
x=v->x; y=v->y;
v->x = (stbtt_vertex_type)(m * (mtx[0]*x + mtx[2]*y + mtx[4]));
v->y = (stbtt_vertex_type)(n * (mtx[1]*x + mtx[3]*y + mtx[5]));
x=v->cx; y=v->cy;
v->cx = (stbtt_vertex_type)(m * (mtx[0]*x + mtx[2]*y + mtx[4]));
v->cy = (stbtt_vertex_type)(n * (mtx[1]*x + mtx[3]*y + mtx[5]));
}
// Append vertices.
tmp = (stbtt_vertex*)STBTT_malloc((num_vertices+comp_num_verts)*sizeof(stbtt_vertex), info->userdata);
if (!tmp) {
if (vertices) STBTT_free(vertices, info->userdata);
if (comp_verts) STBTT_free(comp_verts, info->userdata);
return 0;
}
if (num_vertices > 0) STBTT_memcpy(tmp, vertices, num_vertices*sizeof(stbtt_vertex)); //-V595
STBTT_memcpy(tmp+num_vertices, comp_verts, comp_num_verts*sizeof(stbtt_vertex));
if (vertices) STBTT_free(vertices, info->userdata);
vertices = tmp;
STBTT_free(comp_verts, info->userdata);
num_vertices += comp_num_verts;
}
// More components ?
more = flags & (1<<5);
}
} else if (numberOfContours < 0) {
// @TODO other compound variations?
STBTT_assert(0);
} else {
// numberOfCounters == 0, do nothing
}
*pvertices = vertices;
return num_vertices;
}
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 || b0 > 254)) //-V560
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));
}
}
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: {
// There are no other cases.
STBTT_assert(0);
} break;
}
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));
// [DEAR IMGUI] Commented to fix static analyzer warning
//classDefTable = classDef1ValueArray + 2 * glyphCount;
} 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);
}
// [DEAR IMGUI] Commented to fix static analyzer warning
//classDefTable = classRangeRecords + 6 * classRangeCount;
} break;
default: {
// There are no other cases.
STBTT_assert(0);
} break;
}
return -1;
}
// 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;
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<lookupCount; ++i) {
stbtt_uint16 lookupOffset = ttUSHORT(lookupList + 2 + 2 * i);
stbtt_uint8 *lookupTable = lookupList + lookupOffset;
stbtt_uint16 lookupType = ttUSHORT(lookupTable);
stbtt_uint16 subTableCount = ttUSHORT(lookupTable + 4);
stbtt_uint8 *subTableOffsets = lookupTable + 6;
switch(lookupType) {
case 2: { // Pair Adjustment Positioning Subtable
stbtt_int32 sti;
for (sti=0; sti<subTableCount; sti++) {
stbtt_uint16 subtableOffset = ttUSHORT(subTableOffsets + 2 * sti);
stbtt_uint8 *table = lookupTable + subtableOffset;
stbtt_uint16 posFormat = ttUSHORT(table);
stbtt_uint16 coverageOffset = ttUSHORT(table + 2);
stbtt_int32 coverageIndex = stbtt__GetCoverageIndex(table + coverageOffset, glyph1);
if (coverageIndex == -1) continue;
switch (posFormat) {
case 1: {
stbtt_int32 l, r, m;
int straw, needle;
stbtt_uint16 valueFormat1 = ttUSHORT(table + 4);
stbtt_uint16 valueFormat2 = ttUSHORT(table + 6);
stbtt_int32 valueRecordPairSizeInBytes = 2;
stbtt_uint16 pairSetCount = ttUSHORT(table + 8);
stbtt_uint16 pairPosOffset = ttUSHORT(table + 10 + 2 * coverageIndex);
stbtt_uint8 *pairValueTable = table + pairPosOffset;
stbtt_uint16 pairValueCount = ttUSHORT(pairValueTable);
stbtt_uint8 *pairValueArray = pairValueTable + 2;
// TODO: Support more formats.
STBTT_GPOS_TODO_assert(valueFormat1 == 4);
if (valueFormat1 != 4) return 0;
STBTT_GPOS_TODO_assert(valueFormat2 == 0);
if (valueFormat2 != 0) return 0;
STBTT_assert(coverageIndex < pairSetCount);
STBTT__NOTUSED(pairSetCount);
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;
}
}
} break;
case 2: {
stbtt_uint16 valueFormat1 = ttUSHORT(table + 4);
stbtt_uint16 valueFormat2 = ttUSHORT(table + 6);
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_assert(glyph1class < class1Count);
STBTT_assert(glyph2class < class2Count);
// TODO: Support more formats.
STBTT_GPOS_TODO_assert(valueFormat1 == 4);
if (valueFormat1 != 4) return 0;
STBTT_GPOS_TODO_assert(valueFormat2 == 0);
if (valueFormat2 != 0) return 0;
if (glyph1class >= 0 && glyph1class < class1Count && glyph2class >= 0 && glyph2class < class2Count) {
stbtt_uint8 *class1Records = table + 16;
stbtt_uint8 *class2Records = class1Records + 2 * (glyph1class * class2Count);
stbtt_int16 xAdvance = ttSHORT(class2Records + 2 * glyph2class);
return xAdvance;
}
} break;
default: {
// There are no other cases.
STBTT_assert(0);
break;
};
}
}
break;
};
default:
// TODO: Implement other stuff.
break;
}
}
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);
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);
}
//////////////////////////////////////////////////////////////////////////////
//
// 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 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;
STBTT_assert(x >= 0 && x < len);
scanline[x] += e->direction * (1-((x_top - x) + (x_bottom-x))/2) * height;
scanline_fill[x] += e->direction * height; // everything right of this pixel is filled
} else {
int x,x1,x2;
float y_crossing, step, sign, area;
// covers 2+ pixels
if (x_top > x_bottom) {
// flip scanline vertically; signed area is the same
float t;
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;
// [DEAR IMGUI] Fix static analyzer warning
(void)dx; // [ImGui: fix static analyzer warning]
}
x1 = (int) x_top;
x2 = (int) x_bottom;
// compute intersection with y axis at x1+1
y_crossing = (x1+1 - x0) * dy + y_top;
sign = e->direction;
// area of the rectangle covered from y0..y_crossing
area = sign * (y_crossing-sy0);
// area of the triangle (x_top,y0), (x+1,y0), (x+1,y_crossing)
scanline[x1] += area * (1-((x_top - x1)+(x1+1-x1))/2);
step = sign * dy;
for (x = x1+1; x < x2; ++x) {
scanline[x] += area + step/2;
area += step;
}
y_crossing += dy * (x2 - (x1+1));
STBTT_assert(STBTT_fabs(area) <= 1.01f);
scanline[x2] += area + sign * (1-((x2-x2)+(x_bottom-x2))/2) * (sy1-y_crossing);
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
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 && mid<n: 0>n => n; 0<n => 0 */
/* 0<mid && mid>n: 0>n => 0; 0<n => n */
z = (c == c12) ? 0 : n-1;
t = p[z];
p[z] = p[m];
p[m] = t;
}
/* now p[m] is the median-of-three */
/* swap it to the beginning so it won't move around */
t = p[0];
p[0] = p[m];
p[m] = t;
/* partition loop */
i=1;
j=n-1;
for(;;) {
/* handling of equality is crucial here */
/* for sentinels & efficiency with duplicates */
for (;;++i) {
if (!STBTT__COMPARE(&p[i], &p[0])) break;
}
for (;;--j) {
if (!STBTT__COMPARE(&p[0], &p[j])) break;
}
/* make sure we haven't crossed */
if (i >= j) break;
t = p[i];
p[i] = p[j];
p[j] = t;
++i;
--j;
}
/* recurse on smaller side, iterate on larger */
if (j < (n-i)) {
stbtt__sort_edges_quicksort(p,j);
p = p+i;
n = n-i;
} else {
stbtt__sort_edges_quicksort(p+i, n-i);
n = j;
}
}
}
static void stbtt__sort_edges(stbtt__edge *p, int n)
{
stbtt__sort_edges_quicksort(p, n);
stbtt__sort_edges_ins_sort(p, n);
}
typedef struct
{
float x,y;
} stbtt__point;
static void stbtt__rasterize(stbtt__bitmap *result, stbtt__point *pts, int *wcount, int windings, float scale_x, float scale_y, float shift_x, float shift_y, int off_x, int off_y, int invert, void *userdata)
{
float y_scale_inv = invert ? -scale_y : scale_y;
stbtt__edge *e;
int n,i,j,k,m;
#if STBTT_RASTERIZER_VERSION == 1
int vsubsample = result->h < 8 ? 15 : 5;
#elif STBTT_RASTERIZER_VERSION == 2
int vsubsample = 1;
#else
#error "Unrecognized value of STBTT_RASTERIZER_VERSION"
#endif
// vsubsample should divide 255 evenly; otherwise we won't reach full opacity
// now we have to blow out the windings into explicit edge lists
n = 0;
for (i=0; i < windings; ++i)
n += wcount[i];
e = (stbtt__edge *) STBTT_malloc(sizeof(*e) * (n+1), userdata); // add an extra one as a sentinel
if (e == 0) return;
n = 0;
m=0;
for (i=0; i < windings; ++i) {
stbtt__point *p = pts + m;
m += wcount[i];
j = wcount[i]-1;
for (k=0; k < wcount[i]; j=k++) {
int a=k,b=j;
// skip the edge if horizontal
if (p[j].y == p[k].y)
continue;
// add edge from j to k to the list
e[n].invert = 0;
if (invert ? p[j].y > p[k].y : p[j].y < p[k].y) {
e[n].invert = 1;
a=j,b=k;
}
e[n].x0 = p[a].x * scale_x + shift_x;
e[n].y0 = (p[a].y * y_scale_inv + shift_y) * vsubsample;
e[n].x1 = p[b].x * scale_x + shift_x;
e[n].y1 = (p[b].y * y_scale_inv + shift_y) * vsubsample;
++n;
}
}
// now sort the edges by their highest point (should snap to integer, and then by x)
//STBTT_sort(e, n, sizeof(e[0]), stbtt__edge_compare);
stbtt__sort_edges(e, n);
// now, traverse the scanlines and find the intersections on each scanline, use xor winding rule
stbtt__rasterize_sorted_edges(result, e, n, vsubsample, off_x, off_y, userdata);
STBTT_free(e, userdata);
}
static void stbtt__add_point(stbtt__point *points, int n, float x, float y)
{
if (!points) return; // during first pass, it's unallocated
points[n].x = x;
points[n].y = y;
}
// 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;
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) {
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);
}
++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, 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;
} 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 = 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;
orig[0] = x;
//orig[1] = y; // [DEAR IMGUI] commmented double assignment
// 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[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 + c*x^2 + b*x + a = 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 one scale is 0, use same scale for both
if (scale_x == 0) scale_x = scale_y;
if (scale_y == 0) {
if (scale_x == 0) return NULL; // if both scales are 0, return NULL
scale_y = scale_x;
}
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;
// check against every point here rather than inside line/curve primitives -- @TODO: wrong if multiple 'moves' in a row produce a garbage point, and given culling, probably more efficient to do within line/curve
float dist2 = (x0-sx)*(x0-sx) + (y0-sy)*(y0-sy);
if (dist2 < min_dist*min_dist)
min_dist = (float) STBTT_sqrt(dist2);
if (verts[i].type == STBTT_vline) {
float x1 = verts[i-1].x*scale_x, y1 = verts[i-1].y*scale_y;
// 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)
float 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],px,py,t,it;
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);
}
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
//
// 1.19 (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.
------------------------------------------------------------------------------
*/
| 192,417 | C | 38.236949 | 286 | 0.566494 |
NVIDIA-Omniverse/PhysX/flow/external/imgui/imstb_textedit.h | // [DEAR IMGUI]
// This is a slightly modified version of stb_textedit.h 1.13.
// 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 - v1.13 - 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
//
// 1.13 (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
//
// 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_UNDOSTATE_COUNT
// + sizeof(STB_TEXTEDIT_CHARTYPE) * STB_TEXTEDIT_UNDOCHAR_COUNT
//
//
// Implementation mode:
//
// If you define STB_TEXTEDIT_IMPLEMENTATION before including this, it
// will compile the implementation of the text edit widget, depending
// on a large number of symbols which must be defined before the include.
//
// The implementation is defined only as static functions. You will then
// need to provide your own APIs in the same file which will access the
// static functions.
//
// The basic concept is that you provide a "string" object which
// behaves like an array of characters. stb_textedit uses indices to
// refer to positions in the string, implicitly representing positions
// in the displayed textedit. This is true for both plain text and
// rich text; even with rich text stb_truetype interacts with your
// code as if there was an array of all the displayed characters.
//
// Symbols that must be the same in header-file and implementation mode:
//
// STB_TEXTEDIT_CHARTYPE the character type
// STB_TEXTEDIT_POSITIONTYPE small type that 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_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
//
// Todo:
// STB_TEXTEDIT_K_PGUP keyboard input to move cursor up a page
// STB_TEXTEDIT_K_PGDOWN keyboard input to move cursor down a page
//
// Keyboard input must be encoded as a single integer value; e.g. a character code
// and some bitflags that represent shift states. to simplify the interface, SHIFT must
// be a bitflag, so we can test the shifted state of cursor movements to allow selection,
// i.e. (STB_TEXTED_K_RIGHT|STB_TEXTEDIT_K_SHIFT) should be shifted right-arrow.
//
// You can encode other things, such as CONTROL or ALT, in additional bits, and
// then test for their presence in e.g. STB_TEXTEDIT_K_WORDLEFT. For example,
// my Windows implementations add an additional CONTROL bit, and an additional KEYDOWN
// bit. Then all of the STB_TEXTEDIT_K_ values bitwise-or in the KEYDOWN bit,
// and I pass both WM_KEYDOWN and WM_CHAR events to the "key" function in the
// API below. The control keys will only match WM_KEYDOWN events because of the
// keydown bit I add, and STB_TEXTEDIT_KEYTOTEXT only tests for the KEYDOWN
// bit so it only decodes WM_CHAR events.
//
// STB_TEXTEDIT_LAYOUTROW returns information about the shape of one displayed
// row of characters assuming they start on the i'th character--the width and
// the height and the number of characters consumed. This allows this library
// to traverse the entire layout incrementally. You need to compute word-wrapping
// here.
//
// Each textfield keeps its own insert mode state, which is not how normal
// applications work. To keep an app-wide insert mode, update/copy the
// "insert_mode" field of STB_TexteditState before/after calling API functions.
//
// API
//
// void stb_textedit_initialize_state(STB_TexteditState *state, int is_single_line)
//
// void stb_textedit_click(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y)
// void stb_textedit_drag(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y)
// int stb_textedit_cut(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)
// int stb_textedit_paste(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE *text, int len)
// void stb_textedit_key(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, 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
/////////////////////
//
// 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 <string.h>
#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;
}
// remove the undo since we didn't actually insert the characters
if (state->undostate.undo_point)
--state->undostate.undo_point;
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: {
StbFindState find;
StbTexteditRow row;
int i, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0;
if (state->single_line) {
// on windows, up&down in single-line behave like left&right
key = STB_TEXTEDIT_K_RIGHT | (key & STB_TEXTEDIT_K_SHIFT);
goto retry;
}
if (sel)
stb_textedit_prep_selection_at_cursor(state);
else if (STB_TEXT_HAS_SELECTION(state))
stb_textedit_move_to_last(str,state);
// compute current position of cursor point
stb_textedit_clamp(str, state);
stb_textedit_find_charpos(&find, str, state->cursor, state->single_line);
// now find character position down a row
if (find.length) {
float goal_x = state->has_preferred_x ? state->preferred_x : find.x;
float x;
int start = find.first_char + find.length;
state->cursor = start;
STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor);
x = row.x0;
for (i=0; i < row.num_chars; ++i) {
float dx = STB_TEXTEDIT_GETWIDTH(str, start, i);
#ifdef STB_TEXTEDIT_GETWIDTH_NEWLINE
if (dx == STB_TEXTEDIT_GETWIDTH_NEWLINE)
break;
#endif
x += dx;
if (x > goal_x)
break;
++state->cursor;
}
stb_textedit_clamp(str, state);
state->has_preferred_x = 1;
state->preferred_x = goal_x;
if (sel)
state->select_end = state->cursor;
}
break;
}
case STB_TEXTEDIT_K_UP:
case STB_TEXTEDIT_K_UP | STB_TEXTEDIT_K_SHIFT: {
StbFindState find;
StbTexteditRow row;
int i, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0;
if (state->single_line) {
// on windows, up&down become left&right
key = STB_TEXTEDIT_K_LEFT | (key & STB_TEXTEDIT_K_SHIFT);
goto retry;
}
if (sel)
stb_textedit_prep_selection_at_cursor(state);
else if (STB_TEXT_HAS_SELECTION(state))
stb_textedit_move_to_first(state);
// compute current position of cursor point
stb_textedit_clamp(str, state);
stb_textedit_find_charpos(&find, str, state->cursor, state->single_line);
// can only go up if there's a previous row
if (find.prev_first != find.first_char) {
// now find character position up a row
float goal_x = state->has_preferred_x ? state->preferred_x : find.x;
float x;
state->cursor = find.prev_first;
STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor);
x = row.x0;
for (i=0; i < row.num_chars; ++i) {
float dx = STB_TEXTEDIT_GETWIDTH(str, find.prev_first, i);
#ifdef STB_TEXTEDIT_GETWIDTH_NEWLINE
if (dx == STB_TEXTEDIT_GETWIDTH_NEWLINE)
break;
#endif
x += dx;
if (x > goal_x)
break;
++state->cursor;
}
stb_textedit_clamp(str, state);
state->has_preferred_x = 1;
state->preferred_x = goal_x;
if (sel)
state->select_end = state->cursor;
}
break;
}
case STB_TEXTEDIT_K_DELETE:
case STB_TEXTEDIT_K_DELETE | STB_TEXTEDIT_K_SHIFT:
if (STB_TEXT_HAS_SELECTION(state))
stb_textedit_delete_selection(str, state);
else {
int n = STB_TEXTEDIT_STRINGLEN(str);
if (state->cursor < n)
stb_textedit_delete(str, state, state->cursor, 1);
}
state->has_preferred_x = 0;
break;
case STB_TEXTEDIT_K_BACKSPACE:
case STB_TEXTEDIT_K_BACKSPACE | STB_TEXTEDIT_K_SHIFT:
if (STB_TEXT_HAS_SELECTION(state))
stb_textedit_delete_selection(str, state);
else {
stb_textedit_clamp(str, state);
if (state->cursor > 0) {
stb_textedit_delete(str, state, state->cursor-1, 1);
--state->cursor;
}
}
state->has_preferred_x = 0;
break;
#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;
}
// @TODO:
// STB_TEXTEDIT_K_PGUP - move cursor up a page
// STB_TEXTEDIT_K_PGDOWN - move cursor down a page
}
}
/////////////////////////////////////////////////////////////////////////////
//
// Undo processing
//
// @OPTIMIZE: the undo/redo buffer should be circular
static void stb_textedit_flush_redo(StbUndoState *state)
{
state->redo_point = STB_TEXTEDIT_UNDOSTATECOUNT;
state->redo_char_point = STB_TEXTEDIT_UNDOCHARCOUNT;
}
// discard the oldest entry in the undo list
static void stb_textedit_discard_undo(StbUndoState *state)
{
if (state->undo_point > 0) {
// if the 0th undo state has characters, clean those up
if (state->undo_rec[0].char_storage >= 0) {
int n = state->undo_rec[0].insert_length, i;
// delete n characters from all other records
state->undo_char_point -= 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;
}
// 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.
------------------------------------------------------------------------------
*/
| 53,444 | C | 36.690409 | 214 | 0.628434 |
NVIDIA-Omniverse/PhysX/flow/external/imgui/imgui.cpp | // dear imgui, v1.72b
// (main code and documentation)
// Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code.
// Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase.
// Get latest version at https://github.com/ocornut/imgui
// Releases change-log at https://github.com/ocornut/imgui/releases
// Technical Support for Getting Started https://discourse.dearimgui.org/c/getting-started
// Gallery (please post your screenshots/video there!): https://github.com/ocornut/imgui/issues/2529
// 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 I need your support to sustain development and maintenance.
// Businesses: you can support continued maintenance and development via support contracts or sponsoring, see docs/README.
// Individuals: you can support continued maintenance and development via donations or Patreon https://www.patreon.com/imgui.
// 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 me!)
- Read first.
- How to update to a newer version of Dear ImGui.
- Getting started with integrating Dear ImGui in your code/engine.
- This is how a simple application may look like (2 variations).
- This is 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), TIPS
- Where is the documentation?
- Which version should I get?
- Who uses Dear ImGui?
- Why the odd dual naming, "Dear ImGui" vs "ImGui"?
- How can I tell whether to dispatch mouse/keyboard to imgui or to my application?
- How can I display an image? What is ImTextureID, how does it works?
- Why are multiple widgets reacting when I interact with a single one? How can I have
multiple widgets with the same label or with an empty label? A primer on labels and the ID Stack...
- How can I use my own math types instead of ImVec2/ImVec4?
- How can I load a different font than the default?
- How can I easily use icons in my application?
- How can I load multiple fonts?
- How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic?
- How can I interact with standard C++ types (such as std::string and std::vector)?
- How can I use the drawing facilities without a Dear ImGui window? (using ImDrawList API)
- How can I use Dear ImGui on a platform that doesn't have a mouse or a keyboard? (input share, remoting, gamepad)
- I integrated Dear ImGui in my engine and the text or lines are blurry..
- I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around..
- How can I help?
CODE
(search for "[SECTION]" in the code to find them)
// [SECTION] FORWARD DECLARATIONS
// [SECTION] CONTEXT AND MEMORY ALLOCATORS
// [SECTION] MAIN USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)
// [SECTION] MISC HELPERS/UTILITIES (Maths, String, Format, Hash, File functions)
// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)
// [SECTION] MISC HELPERS/UTILITIES (Color functions)
// [SECTION] ImGuiStorage
// [SECTION] ImGuiTextFilter
// [SECTION] ImGuiTextBuffer
// [SECTION] ImGuiListClipper
// [SECTION] RENDER HELPERS
// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
// [SECTION] SCROLLING
// [SECTION] TOOLTIPS
// [SECTION] POPUPS
// [SECTION] KEYBOARD/GAMEPAD NAVIGATION
// [SECTION] DRAG AND DROP
// [SECTION] LOGGING/CAPTURING
// [SECTION] SETTINGS
// [SECTION] PLATFORM DEPENDENT HELPERS
// [SECTION] METRICS/DEBUG WINDOW
*/
//-----------------------------------------------------------------------------
// 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 screen real-estate usage.
- Minimize setup and maintenance.
- Minimize state storage on user side.
- Portable, minimize dependencies, run on target (consoles, phones, etc.).
- Efficient runtime and memory consumption (NB- we do allocate when "growing" content e.g. creating a window,.
opening a tree node for the first time, etc. but a typical frame should not allocate anything).
Designed for developers and content-creators, not the typical end-user! Some of the weaknesses includes:
- Doesn't look fancy, doesn't animate.
- Limited layout features, intricate layouts are typically crafted in code.
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.
- You can apply arithmetic operators +,*,/ on numerical values. Use +- to subtract (because - would set a negative 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://goo.gl/9LgVZW
PROGRAMMER GUIDE
================
READ FIRST:
- Read the FAQ below this section!
- 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, less 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 docs/README.md.
- 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 own 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 are 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 made modification to your copy of imconfig.h)
- Or maintain your own branch where you have imconfig.h modified.
- 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!
- 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.
- Add the Dear ImGui 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 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 informatioe are stored into command-lists that you will retrieve after calling ImGui::Render().
- Refer to the bindings 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 BINDINGS (imgui_impl_XXX.cpp files from the examples/ folder).
// 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 bindings (here we are using imgui_impl_win32 and imgui_impl_dx11)
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();
HOW A SIMPLE APPLICATION MAY LOOK LIKE:
EXHIBIT 2: IMPLEMENTING CUSTOM BINDING / 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 your 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 below for details about ImTextureID.
MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA32)
io.Fonts->TexID = (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 bindings)
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.MousePos = my_mouse_pos; // set the mouse position
io.MouseDown[0] = my_mouse_buttons[0]; // set the mouse button states
io.MouseDown[1] = my_mouse_buttons[1];
// 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 mainloop 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();
HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE:
void void MyImGuiRenderFunction(ImDrawData* draw_data)
{
// TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
// 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.
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
{
// The texture for the draw call is specified by pcmd->TextureId.
// The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization.
MyEngineBindTexture((MyTexture*)pcmd->TextureId);
// We are using scissoring to clip some objects. All low-level graphics API should supports 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 (from draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize)
// In a single viewport application, draw_data->DisplayPos will always be (0,0) and draw_data->DisplaySize will always be == io.DisplaySize.
// However, in the interest of supporting multi-viewport applications in the future (see 'viewport' 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)
ImVec2 pos = draw_data->DisplayPos;
MyEngineScissor((int)(pcmd->ClipRect.x - pos.x), (int)(pcmd->ClipRect.y - pos.y), (int)(pcmd->ClipRect.z - pos.x), (int)(pcmd->ClipRect.w - pos.y));
// Render 'pcmd->ElemCount/3' indexed triangles.
// By default the indices ImDrawIdx are 16-bits, you can change them to 32-bits in imconfig.h if your engine doesn't support 16-bits indices.
MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer, vtx_buffer);
}
idx_buffer += pcmd->ElemCount;
}
}
}
- The examples/ folders contains many actual implementation of the pseudo-codes above.
- When calling NewFrame(), the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags are updated.
They tell you if Dear ImGui intends to use your inputs. When a flag is set you want to hide the corresponding inputs from the
rest of your application. In every cases you need to pass on the inputs to Dear ImGui. Refer to the FAQ for more information.
- Please read the FAQ below!. Amusingly, it is called a FAQ because people frequently run into the same issues!
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.
- Gamepad:
- Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable.
- Backend: Set io.BackendFlags |= ImGuiBackendFlags_HasGamepad + fill the io.NavInputs[] fields before calling NewFrame().
Note that io.NavInputs[] is cleared by EndFrame().
- See 'enum ImGuiNavInput_' in imgui.h for a description of inputs. For each entry of io.NavInputs[], set the following values:
0.0f= not held. 1.0f= fully held. Pass intermediate 0.0f..1.0f values for analog triggers/sticks.
- We uses a simple >0.0f test for activation testing, and won't attempt to test for a dead-zone.
Your 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.).
- You can download PNG/PSD files depicting the gamepad controls for common controllers at: http://goo.gl/9LgVZW.
- If you need to share inputs between your game and the imgui parts, 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.
- Keyboard:
- Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable.
NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays.
- 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.
- Mouse:
- PS4 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 back-end NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the binding 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 as 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 a 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.
- 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.
- 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 a dummy 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 bindings will still work as is, however prefer using the separated bindings as they will be updated to support multi-viewports.
when adopting new bindings follow the main.cpp code of your preferred examples/ folder to know which functions to call.
in particular, note that old bindings 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 binding 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 binding 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.
If your TitleBg/TitleBgActive alpha was <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_XXXX.cpp provided in the example, you just need to update your copy and you can ignore the rest.
- the signature of the io.RenderDrawListsFn handler has changed!
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 be used. Sorry!
- 2015/05/31 (1.40) - renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline redirection function (will obsolete).
- 2015/05/31 (1.40) - renamed IsRectClipped() to IsRectVisible() for consistency. Note that return value is opposite! Kept inline redirection function (will obsolete).
- 2015/05/27 (1.40) - removed the third 'repeat_if_held' parameter from Button() - sorry! it was rarely used and inconsistent. Use PushButtonRepeat(true) / PopButtonRepeat() to enable repeat on desired buttons.
- 2015/05/11 (1.40) - changed BeginPopup() API, takes a string identifier instead of a bool. ImGui needs to manage the open/closed state of popups. Call OpenPopup() to actually set the "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.
(1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels.
font init: { const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); <..Upload texture to GPU..>; }
became: { unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); <..Upload texture to GPU>; io.Fonts->TexId = YourTextureIdentifier; }
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.
(1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to set io.Fonts->TexID.
(1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix)
(1.30) - removed ImGui::IsItemFocused() in favor of ImGui::IsItemActive() which handles all widgets
- 2014/12/10 (1.18) - removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver)
- 2014/11/28 (1.17) - moved IO.Font*** options to inside the IO.Font-> structure (FontYOffset, FontTexUvForWhite, FontBaseScale, FontFallbackGlyph)
- 2014/11/26 (1.17) - reworked syntax of IMGUI_ONCE_UPON_A_FRAME helper macro to increase compiler compatibility
- 2014/11/07 (1.15) - renamed IsHovered() to IsItemHovered()
- 2014/10/02 (1.14) - renamed IMGUI_INCLUDE_IMGUI_USER_CPP to IMGUI_INCLUDE_IMGUI_USER_INL and imgui_user.cpp to imgui_user.inl (more IDE friendly)
- 2014/09/25 (1.13) - removed 'text_end' parameter from IO.SetClipboardTextFn (the string is now always zero-terminated for simplicity)
- 2014/09/24 (1.12) - renamed SetFontScale() to SetWindowFontScale()
- 2014/09/24 (1.12) - moved IM_MALLOC/IM_REALLOC/IM_FREE preprocessor defines to IO.MemAllocFn/IO.MemReallocFn/IO.MemFreeFn
- 2014/08/30 (1.09) - removed IO.FontHeight (now computed automatically)
- 2014/08/30 (1.09) - moved IMGUI_FONT_TEX_UV_FOR_WHITE preprocessor define to IO.FontTexUvForWhite
- 2014/08/28 (1.09) - changed the behavior of IO.PixelCenterOffset following various rendering fixes
FREQUENTLY ASKED QUESTIONS (FAQ), TIPS
======================================
Q: Where is the documentation?
A: This library is poorly documented at the moment and expects of 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.
- Your programming IDE is your friend, find the type or function declaration to find comments
associated to it.
Q: Which version should I get?
A: I occasionally tag Releases (https://github.com/ocornut/imgui/releases) but it is generally safe
and recommended to sync to master/latest. The library is fairly stable and regressions tend to be
fixed fast when reported. You may also peak at the 'docking' branch which includes:
- Docking/Merging features (https://github.com/ocornut/imgui/issues/2109)
- Multi-viewport features (https://github.com/ocornut/imgui/issues/1542)
Many projects are using this branch and it is kept in sync with master regularly.
Q: Who uses Dear ImGui?
A: See "Quotes" (https://github.com/ocornut/imgui/wiki/Quotes) and
"Software using Dear ImGui" (https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages
for a list of games/software which are publicly known to use dear imgui. Please add yours if you can!
Q: Why the odd dual naming, "Dear ImGui" vs "ImGui"?
A: The library started its life as "ImGui" due to the fact that I didn't give it a proper name when
when I released 1.0, and had no particular expectation that it would take off. However, the term IMGUI
(immediate-mode graphical user interface) was coined before and is being used in variety of other
situations (e.g. Unity uses it own implementation of the IMGUI paradigm).
To reduce the ambiguity without affecting existing code bases, I have decided on an alternate,
longer name "Dear ImGui" that people can use to refer to this specific library.
Please try to refer to this library as "Dear ImGui".
Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or to my application?
A: You can read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags from the ImGuiIO structure (e.g. if (ImGui::GetIO().WantCaptureMouse) { ... } )
- When 'io.WantCaptureMouse' is set, imgui wants to use your mouse state, and you may want to discard/hide the inputs from the rest of your application.
- When 'io.WantCaptureKeyboard' is set, imgui wants to use your keyboard state, and you may want to discard/hide the inputs from the rest of your application.
- When 'io.WantTextInput' is set to may want to notify your OS to popup an on-screen keyboard, if available (e.g. on a mobile phone, or console OS).
Note: you should always pass your mouse/keyboard inputs to imgui, even when the io.WantCaptureXXX flag are set false.
This is because imgui needs to detect that you clicked in the void to unfocus its own windows.
Note: The 'io.WantCaptureMouse' is more accurate that any attempt to "check if the mouse is hovering a window" (don't do that!).
It handle mouse dragging correctly (both dragging that started over your application or over an imgui window) and handle e.g. modal windows blocking inputs.
Those flags are updated by ImGui::NewFrame(). Preferably read the flags after calling NewFrame() if you can afford it, but reading them before is also
perfectly fine, as the bool toggle fairly rarely. If you have on a touch device, you might find use for an early call to UpdateHoveredWindowAndCaptureFlags().
Note: Text input widget releases focus on "Return KeyDown", so the subsequent "Return KeyUp" event that your application receive will typically
have 'io.WantCaptureKeyboard=false'. Depending on your application logic it may or not be inconvenient. You might want to track which key-downs
were targeted for Dear ImGui, e.g. with an array of bool, and filter out the corresponding key-ups.)
Q: How can I display an image? What is ImTextureID, how does it works?
A: Short explanation:
- You may use functions such as ImGui::Image(), ImGui::ImageButton() or lower-level ImDrawList::AddImage() to emit draw calls that will use your own textures.
- Actual textures are identified in a way that is up to the user/engine. Those identifiers are stored and passed as ImTextureID (void*) value.
- Loading image files from the disk and turning them into a texture is not within the scope of Dear ImGui (for a good reason).
Please read documentations or tutorials on your graphics API to understand how to display textures on the screen before moving onward.
Long explanation:
- Dear ImGui's job is to create "meshes", defined in a renderer-agnostic format made of draw commands and vertices.
At the end of the frame those meshes (ImDrawList) will be displayed by your rendering function. They are made up of textured polygons and the code
to render them is generally fairly short (a few dozen lines). In the examples/ folder we provide functions for popular graphics API (OpenGL, DirectX, etc.).
- Each rendering function decides on a data type to represent "textures". The concept of what is a "texture" is entirely tied to your underlying engine/graphics API.
We carry the information to identify a "texture" in the ImTextureID type.
ImTextureID is nothing more that a void*, aka 4/8 bytes worth of data: just enough to store 1 pointer or 1 integer of your choice.
Dear ImGui doesn't know or understand what you are storing in ImTextureID, it merely pass ImTextureID values until they reach your rendering function.
- In the examples/ bindings, for each graphics API binding we decided on a type that is likely to be a good representation for specifying
an image from the end-user perspective. This is what the _examples_ rendering functions are using:
OpenGL: ImTextureID = GLuint (see ImGui_ImplGlfwGL3_RenderDrawData() function in imgui_impl_glfw_gl3.cpp)
DirectX9: ImTextureID = LPDIRECT3DTEXTURE9 (see ImGui_ImplDX9_RenderDrawData() function in imgui_impl_dx9.cpp)
DirectX11: ImTextureID = ID3D11ShaderResourceView* (see ImGui_ImplDX11_RenderDrawData() function in imgui_impl_dx11.cpp)
DirectX12: ImTextureID = D3D12_GPU_DESCRIPTOR_HANDLE (see ImGui_ImplDX12_RenderDrawData() function in imgui_impl_dx12.cpp)
For example, in the OpenGL example binding we store raw OpenGL texture identifier (GLuint) inside ImTextureID.
Whereas in the DirectX11 example binding we store a pointer to ID3D11ShaderResourceView inside ImTextureID, which is a higher-level structure
tying together both the texture and information about its format and how to read it.
- If you have a custom engine built over e.g. OpenGL, instead of passing GLuint around you may decide to use a high-level data type to carry information about
the texture as well as how to display it (shaders, etc.). The decision of what to use as ImTextureID can always be made better knowing how your codebase
is designed. If your engine has high-level data types for "textures" and "material" then you may want to use them.
If you are starting with OpenGL or DirectX or Vulkan and haven't built much of a rendering engine over them, keeping the default ImTextureID
representation suggested by the example bindings is probably the best choice.
(Advanced users may also decide to keep a low-level type in ImTextureID, and use ImDrawList callback and pass information to their renderer)
User code may do:
// Cast our texture type to ImTextureID / void*
MyTexture* texture = g_CoffeeTableTexture;
ImGui::Image((void*)texture, ImVec2(texture->Width, texture->Height));
The renderer function called after ImGui::Render() will receive that same value that the user code passed:
// Cast ImTextureID / void* stored in the draw command as our texture type
MyTexture* texture = (MyTexture*)pcmd->TextureId;
MyEngineBindTexture2D(texture);
Once you understand this design you will understand that loading image files and turning them into displayable textures is not within the scope of Dear ImGui.
This is by design and is actually a good thing, because it means your code has full control over your data types and how you display them.
If you want to display an image file (e.g. PNG file) into the screen, please refer to documentation and tutorials for the graphics API you are using.
Here's a simplified OpenGL example using stb_image.h:
// Use stb_image.h to load a PNG from disk and turn it into raw RGBA pixel data:
#define STB_IMAGE_IMPLEMENTATION
#include <stb_image.h>
[...]
int my_image_width, my_image_height;
unsigned char* my_image_data = stbi_load("my_image.png", &my_image_width, &my_image_height, NULL, 4);
// Turn the RGBA pixel data into an OpenGL texture:
GLuint my_opengl_texture;
glGenTextures(1, &my_opengl_texture);
glBindTexture(GL_TEXTURE_2D, my_opengl_texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image_width, image_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image_data);
// Now that we have an OpenGL texture, assuming our imgui rendering function (imgui_impl_xxx.cpp file) takes GLuint as ImTextureID, we can display it:
ImGui::Image((void*)(intptr_t)my_opengl_texture, ImVec2(my_image_width, my_image_height));
C/C++ tip: a void* is pointer-sized storage. You may safely store any pointer or integer into it by casting your value to ImTextureID / void*, and vice-versa.
Because both end-points (user code and rendering function) are under your control, you know exactly what is stored inside the ImTextureID / void*.
Examples:
GLuint my_tex = XXX;
void* my_void_ptr;
my_void_ptr = (void*)(intptr_t)my_tex; // cast a GLuint into a void* (we don't take its address! we literally store the value inside the pointer)
my_tex = (GLuint)(intptr_t)my_void_ptr; // cast a void* into a GLuint
ID3D11ShaderResourceView* my_dx11_srv = XXX;
void* my_void_ptr;
my_void_ptr = (void*)my_dx11_srv; // cast a ID3D11ShaderResourceView* into an opaque void*
my_dx11_srv = (ID3D11ShaderResourceView*)my_void_ptr; // cast a void* into a ID3D11ShaderResourceView*
Finally, you may call ImGui::ShowMetricsWindow() to explore/visualize/understand how the ImDrawList are generated.
Q: Why are multiple widgets reacting when I interact with a single one?
Q: How can I have multiple widgets with the same label or with an empty label?
A: A primer on labels and the ID Stack...
Dear ImGui internally need to uniquely identify UI elements.
Elements that are typically not clickable (such as calls to the Text functions) don't need an ID.
Interactive widgets (such as calls to Button buttons) need a unique ID.
Unique ID are used internally to track active widgets and occasionally associate state to widgets.
Unique ID are implicitly built from the hash of multiple elements that identify the "path" to the UI element.
- Unique ID are often derived from a string label:
Button("OK"); // Label = "OK", ID = hash of (..., "OK")
Button("Cancel"); // Label = "Cancel", ID = hash of (..., "Cancel")
- ID are uniquely scoped within windows, tree nodes, etc. which all pushes to the ID stack. Having
two buttons labeled "OK" in different windows or different tree locations is fine.
We used "..." above to signify whatever was already pushed to the ID stack previously:
Begin("MyWindow");
Button("OK"); // Label = "OK", ID = hash of ("MyWindow", "OK")
End();
Begin("MyOtherWindow");
Button("OK"); // Label = "OK", ID = hash of ("MyOtherWindow", "OK")
End();
- If you have a same ID twice in the same location, you'll have a conflict:
Button("OK");
Button("OK"); // ID collision! Interacting with either button will trigger the first one.
Fear not! this is easy to solve and there are many ways to solve it!
- Solving ID conflict in a simple/local context:
When passing a label you can optionally specify extra ID information within string itself.
Use "##" to pass a complement to the ID that won't be visible to the end-user.
This helps solving the simple collision cases when you know e.g. at compilation time which items
are going to be created:
Begin("MyWindow");
Button("Play"); // Label = "Play", ID = hash of ("MyWindow", "Play")
Button("Play##foo1"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo1") // Different from above
Button("Play##foo2"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo2") // Different from above
End();
- If you want to completely hide the label, but still need an ID:
Checkbox("##On", &b); // Label = "", ID = hash of (..., "##On") // No visible label, just a checkbox!
- Occasionally/rarely you might want change a label while preserving a constant ID. This allows
you to animate labels. For example you may want to include varying information in a window title bar,
but windows are uniquely identified by their ID. Use "###" to pass a label that isn't part of ID:
Button("Hello###ID"); // Label = "Hello", ID = hash of (..., "###ID")
Button("World###ID"); // Label = "World", ID = hash of (..., "###ID") // Same as above, even though the label looks different
sprintf(buf, "My game (%f FPS)###MyGame", fps);
Begin(buf); // Variable title, ID = hash of "MyGame"
- Solving ID conflict in a more general manner:
Use PushID() / PopID() to create scopes and manipulate the ID stack, as to avoid ID conflicts
within the same window. This is the most convenient way of distinguishing ID when iterating and
creating many UI elements programmatically.
You can push a pointer, a string or an integer value into the ID stack.
Remember that ID are formed from the concatenation of _everything_ pushed into the ID stack.
At each level of the stack we store the seed used for items at this level of the ID stack.
Begin("Window");
for (int i = 0; i < 100; i++)
{
PushID(i); // Push i to the id tack
Button("Click"); // Label = "Click", ID = hash of ("Window", i, "Click")
PopID();
}
for (int i = 0; i < 100; i++)
{
MyObject* obj = Objects[i];
PushID(obj);
Button("Click"); // Label = "Click", ID = hash of ("Window", obj pointer, "Click")
PopID();
}
for (int i = 0; i < 100; i++)
{
MyObject* obj = Objects[i];
PushID(obj->Name);
Button("Click"); // Label = "Click", ID = hash of ("Window", obj->Name, "Click")
PopID();
}
End();
- You can stack multiple prefixes into the ID stack:
Button("Click"); // Label = "Click", ID = hash of (..., "Click")
PushID("node");
Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click")
PushID(my_ptr);
Button("Click"); // Label = "Click", ID = hash of (..., "node", my_ptr, "Click")
PopID();
PopID();
- Tree nodes implicitly creates a scope for you by calling PushID().
Button("Click"); // Label = "Click", ID = hash of (..., "Click")
if (TreeNode("node")) // <-- this function call will do a PushID() for you (unless instructed not to, with a special flag)
{
Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click")
TreePop();
}
- When working with trees, ID are used to preserve the open/close state of each tree node.
Depending on your use cases you may want to use strings, indices or pointers as ID.
e.g. when following a single pointer that may change over time, using a static string as ID
will preserve your node open/closed state when the targeted object change.
e.g. when displaying a list of objects, using indices or pointers as ID will preserve the
node open/closed state differently. See what makes more sense in your situation!
Q: How can I use my own math types instead of ImVec2/ImVec4?
A: You can edit imconfig.h and setup the IM_VEC2_CLASS_EXTRA/IM_VEC4_CLASS_EXTRA macros to add implicit type conversions.
This way you'll be able to use your own types everywhere, e.g. passing glm::vec2 to ImGui functions instead of ImVec2.
Q: How can I load a different font than the default?
A: Use the font atlas to load the TTF/OTF file you want:
ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels);
io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8()
Default is ProggyClean.ttf, monospace, rendered at size 13, embedded in dear imgui's source code.
(Tip: monospace fonts are convenient because they allow to facilitate horizontal alignment directly at the string level.)
(Read the 'misc/fonts/README.txt' file for more details about font loading.)
New programmers: remember that in C/C++ and most programming languages if you want to use a
backslash \ within a string literal, you need to write it double backslash "\\":
io.Fonts->AddFontFromFileTTF("MyDataFolder\MyFontFile.ttf", size_in_pixels); // WRONG (you are escape the M here!)
io.Fonts->AddFontFromFileTTF("MyDataFolder\\MyFontFile.ttf", size_in_pixels); // CORRECT
io.Fonts->AddFontFromFileTTF("MyDataFolder/MyFontFile.ttf", size_in_pixels); // ALSO CORRECT
Q: How can I easily use icons in my application?
A: The most convenient and practical way is to merge an icon font such as FontAwesome inside you
main font. Then you can refer to icons within your strings.
You may want to see ImFontConfig::GlyphMinAdvanceX to make your icon look monospace to facilitate alignment.
(Read the 'misc/fonts/README.txt' file for more details about icons font loading.)
With some extra effort, you may use colorful icon by registering custom rectangle space inside the font atlas,
and copying your own graphics data into it. See misc/fonts/README.txt about using the AddCustomRectFontGlyph API.
Q: How can I load multiple fonts?
A: Use the font atlas to pack them into a single texture:
(Read the 'misc/fonts/README.txt' file and the code in ImFontAtlas for more details.)
ImGuiIO& io = ImGui::GetIO();
ImFont* font0 = io.Fonts->AddFontDefault();
ImFont* font1 = io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels);
ImFont* font2 = io.Fonts->AddFontFromFileTTF("myfontfile2.ttf", size_in_pixels);
io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8()
// the first loaded font gets used by default
// use ImGui::PushFont()/ImGui::PopFont() to change the font at runtime
// Options
ImFontConfig config;
config.OversampleH = 2;
config.OversampleV = 1;
config.GlyphOffset.y -= 1.0f; // Move everything by 1 pixels up
config.GlyphExtraSpacing.x = 1.0f; // Increase spacing between characters
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_pixels, &config);
// Combine multiple fonts into one (e.g. for icon fonts)
static ImWchar ranges[] = { 0xf000, 0xf3ff, 0 };
ImFontConfig config;
config.MergeMode = true;
io.Fonts->AddFontDefault();
io.Fonts->AddFontFromFileTTF("fontawesome-webfont.ttf", 16.0f, &config, ranges); // Merge icon font
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_pixels, NULL, &config, io.Fonts->GetGlyphRangesJapanese()); // Merge japanese glyphs
Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?
A: When loading a font, pass custom Unicode ranges to specify the glyphs to load.
// Add default Japanese ranges
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, io.Fonts->GetGlyphRangesJapanese());
// Or create your own custom ranges (e.g. for a game you can feed your entire game script and only build the characters the game need)
ImVector<ImWchar> ranges;
ImFontGlyphRangesBuilder builder;
builder.AddText("Hello world"); // Add a string (here "Hello world" contains 7 unique characters)
builder.AddChar(0x7262); // Add a specific character
builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges
builder.BuildRanges(&ranges); // Build the final result (ordered ranges with all the unique characters submitted)
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, ranges.Data);
All your strings needs to use UTF-8 encoding. In C++11 you can encode a string literal in UTF-8
by using the u8"hello" syntax. Specifying literal in your source code using a local code page
(such as CP-923 for Japanese or CP-1251 for Cyrillic) will NOT work!
Otherwise you can convert yourself to UTF-8 or load text data from file already saved as UTF-8.
Text input: it is up to your application to pass the right character code by calling io.AddInputCharacter().
The applications in examples/ are doing that.
Windows: you can use the WM_CHAR or WM_UNICHAR or WM_IME_CHAR message (depending if your app is built using Unicode or MultiByte mode).
You may also use MultiByteToWideChar() or ToUnicode() to retrieve Unicode codepoints from MultiByte characters or keyboard state.
Windows: if your language is relying on an Input Method Editor (IME), you copy the HWND of your window to io.ImeWindowHandle in order for
the default implementation of io.ImeSetInputScreenPosFn() to set your Microsoft IME position correctly.
Q: How can I interact with standard C++ types (such as std::string and std::vector)?
A: - Being highly portable (bindings for several languages, frameworks, programming style, obscure or older platforms/compilers),
and aiming for compatibility & performance suitable for every modern real-time game engines, dear imgui does not use
any of std C++ types. We use raw types (e.g. char* instead of std::string) because they adapt to more use cases.
- To use ImGui::InputText() with a std::string or any resizable string class, see misc/cpp/imgui_stdlib.h.
- To use combo boxes and list boxes with std::vector or any other data structure: the BeginCombo()/EndCombo() API
lets you iterate and submit items yourself, so does the ListBoxHeader()/ListBoxFooter() API.
Prefer using them over the old and awkward Combo()/ListBox() api.
- Generally for most high-level types you should be able to access the underlying data type.
You may write your own one-liner wrappers to facilitate user code (tip: add new functions in ImGui:: namespace from your code).
- Dear ImGui applications often need to make intensive use of strings. It is expected that many of the strings you will pass
to the API are raw literals (free in C/C++) or allocated in a manner that won't incur a large cost on your application.
Please bear in mind that using std::string on applications with large amount of UI may incur unsatisfactory performances.
Modern implementations of std::string often include small-string optimization (which is often a local buffer) but those
are not configurable and not the same across implementations.
- If you are finding your UI traversal cost to be too large, make sure your string usage is not leading to excessive amount
of heap allocations. Consider using literals, statically sized buffers and your own helper functions. A common pattern
is that you will need to build lots of strings on the fly, and their maximum length can be easily be scoped ahead.
One possible implementation of a helper to facilitate printf-style building of strings: https://github.com/ocornut/Str
This is a small helper where you can instance strings with configurable local buffers length. Many game engines will
provide similar or better string helpers.
Q: How can I use the drawing facilities without an ImGui window? (using ImDrawList API)
A: - You can create a dummy window. Call Begin() with the NoBackground | NoDecoration | NoSavedSettings | NoInputs flags.
(The ImGuiWindowFlags_NoDecoration flag itself is a shortcut for NoTitleBar | NoResize | NoScrollbar | NoCollapse)
Then you can retrieve the ImDrawList* via GetWindowDrawList() and draw to it in any way you like.
- You can call ImGui::GetBackgroundDrawList() or ImGui::GetForegroundDrawList() and use those draw list to display
contents behind or over every other imgui windows (one bg/fg drawlist per viewport).
- You can create your own ImDrawList instance. You'll need to initialize them ImGui::GetDrawListSharedData(), or create
your own ImDrawListSharedData, and then call your rendered code with your own ImDrawList or ImDrawData data.
Q: How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display)
A: - You can control Dear ImGui with a gamepad. Read about navigation in "Using gamepad/keyboard navigation controls".
(short version: map gamepad inputs into the io.NavInputs[] array + set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad)
- You can share your computer mouse seamlessly with your console/tablet/phone using Synergy (https://symless.com/synergy)
This is the preferred solution for developer productivity.
In particular, the "micro-synergy-client" repository (https://github.com/symless/micro-synergy-client) has simple
and portable source code (uSynergy.c/.h) for a small embeddable client that you can use on any platform to connect
to your host computer, based on the Synergy 1.x protocol. Make sure you download the Synergy 1 server on your computer.
Console SDK also sometimes provide equivalent tooling or wrapper for Synergy-like protocols.
- You may also use a third party solution such as Remote ImGui (https://github.com/JordiRos/remoteimgui) which sends
the vertices to render over the local network, allowing you to use Dear ImGui even on a screen-less machine.
- For touch inputs, you can increase the hit box of widgets (via the style.TouchPadding setting) to accommodate
for the lack of precision of touch inputs, but it is recommended you use a mouse or gamepad to allow optimizing
for screen real-estate and precision.
Q: I integrated Dear ImGui in my engine and the text or lines are blurry..
A: In your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f).
Also make sure your orthographic projection matrix and io.DisplaySize matches your actual framebuffer dimension.
Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around..
A: You are probably mishandling the clipping rectangles in your render function.
Rectangles provided by ImGui are defined as (x1=left,y1=top,x2=right,y2=bottom) and NOT as (x1,y1,width,height).
Q: How can I help?
A: - 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!
- Businesses: convince your company to fund development via support contracts/sponsoring! This is among the most useful thing you can do for dear imgui.
- Individuals: you can also become a Patron (http://www.patreon.com/imgui) or donate on PayPal! See README.
- 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 (github.com/ocornut/imgui/issues/1902). Visuals are ideal as they inspire other programmers.
But even without visuals, disclosing your use of dear imgui help 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).
- tip: you can call Begin() multiple times with the same name during the same frame, it will keep appending to the same window.
this is also useful to set yourself in the context of another window (to get/set other settings)
- tip: you can create widgets without a Begin()/End() block, they will go in an implicit window called "Debug".
- tip: the ImGuiOnceUponAFrame helper will allow run the block of code only once a frame. You can use it to quickly add custom UI in the middle
of a deep nested inner loop in your code.
- tip: you can call Render() multiple times (e.g for VR renders).
- tip: call and read the ShowDemoWindow() code in imgui_demo.cpp for more example of how to use ImGui!
*/
#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
#define _CRT_SECURE_NO_WARNINGS
#endif
#include "imgui.h"
#ifndef IMGUI_DEFINE_MATH_OPERATORS
#define IMGUI_DEFINE_MATH_OPERATORS
#endif
#include "imgui_internal.h"
#include <ctype.h> // toupper
#include <stdio.h> // vsnprintf, sscanf, printf
#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
#include <stddef.h> // intptr_t
#else
#include <stdint.h> // intptr_t
#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
// 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
#endif
// Clang/GCC warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning : unknown warning group '-Wformat-pedantic *' // not all warnings are known by all clang versions.. so ignoring warnings triggers new warnings on some configuration. great!
#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'
#if __has_warning("-Wzero-as-null-pointer-constant")
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning : zero as null pointer constant // some standard header variations use #define NULL 0
#endif
#if __has_warning("-Wdouble-promotion")
#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.
#endif
#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
// 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 back-end)
static const float WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS = 4.0f; // Extend outside and inside windows. 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 certaint time, unless mouse moved.
//-------------------------------------------------------------------------
// [SECTION] FORWARD DECLARATIONS
//-------------------------------------------------------------------------
static void SetCurrentWindow(ImGuiWindow* window);
static void FindHoveredWindow();
static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFlags flags);
static void CheckStacksSize(ImGuiWindow* window, bool write);
static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool snap_on_edges);
static void AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* draw_list);
static void AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window);
static ImRect GetViewportRect();
// Settings
static void* SettingsHandlerWindow_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name);
static void SettingsHandlerWindow_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line);
static void SettingsHandlerWindow_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, 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 ImeSetInputScreenPosFn_DefaultImpl(int x, int y);
namespace ImGui
{
static bool BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags);
// Navigation
static void NavUpdate();
static void NavUpdateWindowing();
static void NavUpdateWindowingList();
static void NavUpdateMoveResult();
static float NavUpdatePageUpPageDown(int allowed_dir_flags);
static inline void NavUpdateAnyRequestFlag();
static void NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, ImGuiID id);
static ImVec2 NavCalcPreferredRefPos();
static void NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window);
static ImGuiWindow* NavRestoreLastChildNavWindow(ImGuiWindow* window);
static int FindWindowFocusIndex(ImGuiWindow* window);
// Misc
static void UpdateMouseInputs();
static void UpdateMouseWheel();
static bool UpdateManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4]);
static void UpdateDebugToolItemPicker();
static void RenderWindowOuterBorders(ImGuiWindow* window);
static void RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, 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);
}
//-----------------------------------------------------------------------------
// [SECTION] CONTEXT AND MEMORY ALLOCATORS
//-----------------------------------------------------------------------------
// 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().
// 1) Important: globals are not shared across DLL boundaries! If you use DLLs or any form of hot-reloading: you will need to call
// SetCurrentContext() (with the pointer you got from CreateContext) from each unique static/DLL boundary, and after each hot-reloading.
// In your debugger, add GImGui to your watch window and notice how its value changes depending on which location you are currently stepping into.
// 2) 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, you can:
// - Change this variable to use thread local storage so each thread can refer to a different context, in imconfig.h:
// struct ImGuiContext;
// extern thread_local ImGuiContext* MyImGuiTLS;
// #define GImGui MyImGuiTLS
// And then define MyImGuiTLS in one of your cpp file. Note that thread_local is a C++11 keyword, earlier C++ uses compiler-specific keyword.
// - Future development aim 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 different namespace.
#ifndef GImGui
ImGuiContext* GImGui = NULL;
#endif
// Memory Allocator functions. Use SetAllocatorFunctions() to change them.
// If you use DLL hotreloading you might need to call SetAllocatorFunctions() after reloading code from this file.
// Otherwise, you probably don't want to modify them mid-program, and if you use global/static e.g. ImVector<> instances you may need to keep them accessible during program destruction.
#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 void* (*GImAllocatorAllocFunc)(size_t size, void* user_data) = MallocWrapper;
static void (*GImAllocatorFreeFunc)(void* ptr, void* user_data) = FreeWrapper;
static void* GImAllocatorUserData = NULL;
//-----------------------------------------------------------------------------
// [SECTION] MAIN USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)
//-----------------------------------------------------------------------------
ImGuiStyle::ImGuiStyle()
{
Alpha = 1.0f; // Global alpha applies to everything in ImGui
WindowPadding = ImVec2(8,8); // Padding within a window
WindowRounding = 7.0f; // Radius of window corners rounding. Set to 0.0f to have rectangular windows
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)
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.
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.
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 when button is larger than text.
DisplayWindowPadding = ImVec2(19,19); // Window position are clamped to be visible within the display area 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-aliasing on lines/borders. Disable if you are really short on CPU/GPU.
AntiAliasedFill = true; // Enable anti-aliasing on 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.
// 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);
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);
TabRounding = ImFloor(TabRounding * scale_factor);
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));
// Settings
ConfigFlags = ImGuiConfigFlags_None;
BackendFlags = ImGuiBackendFlags_None;
DisplaySize = ImVec2(-1.0f, -1.0f);
DeltaTime = 1.0f/60.0f;
IniSavingRate = 5.0f;
IniFilename = "imgui.ini";
LogFilename = "imgui_log.txt";
MouseDoubleClickTime = 0.30f;
MouseDoubleClickMaxDist = 6.0f;
for (int i = 0; i < ImGuiKey_COUNT; i++)
KeyMap[i] = -1;
KeyRepeatDelay = 0.250f;
KeyRepeatRate = 0.050f;
UserData = NULL;
Fonts = NULL;
FontGlobalScale = 1.0f;
FontDefault = NULL;
FontAllowUserScaling = false;
DisplayFramebufferScale = ImVec2(1.0f, 1.0f);
// Miscellaneous options
MouseDrawCursor = false;
#ifdef __APPLE__
ConfigMacOSXBehaviors = true; // Set Mac OS X style defaults based on __APPLE__ compile time flag
#else
ConfigMacOSXBehaviors = false;
#endif
ConfigInputTextCursorBlink = true;
ConfigWindowsResizeFromEdges = true;
ConfigWindowsMoveFromTitleBarOnly = false;
// Platform Functions
BackendPlatformName = BackendRendererName = NULL;
BackendPlatformUserData = BackendRendererUserData = BackendLanguageUserData = NULL;
GetClipboardTextFn = GetClipboardTextFn_DefaultImpl; // Platform dependent default implementations
SetClipboardTextFn = SetClipboardTextFn_DefaultImpl;
ClipboardUserData = NULL;
ImeSetInputScreenPosFn = ImeSetInputScreenPosFn_DefaultImpl;
ImeWindowHandle = NULL;
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
RenderDrawListsFn = NULL;
#endif
// 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(KeysDownDuration); i++) KeysDownDuration[i] = KeysDownDurationPrev[i] = -1.0f;
for (int i = 0; i < IM_ARRAYSIZE(NavInputsDownDuration); i++) NavInputsDownDuration[i] = -1.0f;
}
// Pass in translated ASCII characters for text input.
// - with glfw you can get those from the callback set in glfwSetCharCallback()
// - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message
void ImGuiIO::AddInputCharacter(unsigned int c)
{
if (c > 0 && c < 0x10000)
InputQueueCharacters.push_back((ImWchar)c);
}
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 && c < 0x10000)
InputQueueCharacters.push_back((ImWchar)c);
}
}
void ImGuiIO::ClearInputCharacters()
{
InputQueueCharacters.resize(0);
}
//-----------------------------------------------------------------------------
// [SECTION] MISC HELPERS/UTILITIES (Maths, String, Format, Hash, File functions)
//-----------------------------------------------------------------------------
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;
}
// 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-bits
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
}
// 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_FORMAT_STRING_FUNCTIONS
//#define IMGUI_USE_STB_SPRINTF
#ifdef IMGUI_USE_STB_SPRINTF
#define STB_SPRINTF_IMPLEMENTATION
#include "imstb_sprintf.h"
#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_FORMAT_STRING_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.
ImU32 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.
ImU32 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;
}
FILE* ImFileOpen(const char* filename, const char* mode)
{
#if defined(_WIN32) && !defined(__CYGWIN__) && !defined(__GNUC__)
// We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames. Converting both strings from UTF-8 to wchar format (using a single allocation, because we can)
const int filename_wsize = ImTextCountCharsFromUtf8(filename, NULL) + 1;
const int mode_wsize = ImTextCountCharsFromUtf8(mode, NULL) + 1;
ImVector<ImWchar> buf;
buf.resize(filename_wsize + mode_wsize);
ImTextStrFromUtf8(&buf[0], filename_wsize, filename, NULL);
ImTextStrFromUtf8(&buf[filename_wsize], mode_wsize, mode, NULL);
return _wfopen((wchar_t*)&buf[0], (wchar_t*)&buf[filename_wsize]);
#else
return fopen(filename, mode);
#endif
}
// Load file content into memory
// Memory allocated with IM_ALLOC(), must be freed by user using IM_FREE() == ImGui::MemFree()
void* ImFileLoadToMemory(const char* filename, const char* file_open_mode, size_t* out_file_size, int padding_bytes)
{
IM_ASSERT(filename && file_open_mode);
if (out_file_size)
*out_file_size = 0;
FILE* f;
if ((f = ImFileOpen(filename, file_open_mode)) == NULL)
return NULL;
long file_size_signed;
if (fseek(f, 0, SEEK_END) || (file_size_signed = ftell(f)) == -1 || fseek(f, 0, SEEK_SET))
{
fclose(f);
return NULL;
}
size_t file_size = (size_t)file_size_signed;
void* file_data = IM_ALLOC(file_size + padding_bytes);
if (file_data == NULL)
{
fclose(f);
return NULL;
}
if (fread(file_data, 1, file_size, f) != file_size)
{
fclose(f);
IM_FREE(file_data);
return NULL;
}
if (padding_bytes > 0)
memset((void*)(((char*)file_data) + file_size), 0, (size_t)padding_bytes);
fclose(f);
if (out_file_size)
*out_file_size = file_size;
return file_data;
}
//-----------------------------------------------------------------------------
// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)
//-----------------------------------------------------------------------------
// Convert UTF-8 to 32-bits character, process single character input.
// Based on stb_from_utf8() from github.com/nothings/stb/
// We handle UTF-8 decoding error by skipping forward.
int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end)
{
unsigned int c = (unsigned int)-1;
const unsigned char* str = (const unsigned char*)in_text;
if (!(*str & 0x80))
{
c = (unsigned int)(*str++);
*out_char = c;
return 1;
}
if ((*str & 0xe0) == 0xc0)
{
*out_char = 0xFFFD; // will be invalid but not end of string
if (in_text_end && in_text_end - (const char*)str < 2) return 1;
if (*str < 0xc2) return 2;
c = (unsigned int)((*str++ & 0x1f) << 6);
if ((*str & 0xc0) != 0x80) return 2;
c += (*str++ & 0x3f);
*out_char = c;
return 2;
}
if ((*str & 0xf0) == 0xe0)
{
*out_char = 0xFFFD; // will be invalid but not end of string
if (in_text_end && in_text_end - (const char*)str < 3) return 1;
if (*str == 0xe0 && (str[1] < 0xa0 || str[1] > 0xbf)) return 3;
if (*str == 0xed && str[1] > 0x9f) return 3; // str[1] < 0x80 is checked below
c = (unsigned int)((*str++ & 0x0f) << 12);
if ((*str & 0xc0) != 0x80) return 3;
c += (unsigned int)((*str++ & 0x3f) << 6);
if ((*str & 0xc0) != 0x80) return 3;
c += (*str++ & 0x3f);
*out_char = c;
return 3;
}
if ((*str & 0xf8) == 0xf0)
{
*out_char = 0xFFFD; // will be invalid but not end of string
if (in_text_end && in_text_end - (const char*)str < 4) return 1;
if (*str > 0xf4) return 4;
if (*str == 0xf0 && (str[1] < 0x90 || str[1] > 0xbf)) return 4;
if (*str == 0xf4 && str[1] > 0x8f) return 4; // str[1] < 0x80 is checked below
c = (unsigned int)((*str++ & 0x07) << 18);
if ((*str & 0xc0) != 0x80) return 4;
c += (unsigned int)((*str++ & 0x3f) << 12);
if ((*str & 0xc0) != 0x80) return 4;
c += (unsigned int)((*str++ & 0x3f) << 6);
if ((*str & 0xc0) != 0x80) return 4;
c += (*str++ & 0x3f);
// utf-8 encodings of values used in surrogate pairs are invalid
if ((c & 0xFFFFF800) == 0xD800) return 4;
*out_char = c;
return 4;
}
*out_char = 0;
return 0;
}
int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_text_remaining)
{
ImWchar* buf_out = buf;
ImWchar* buf_end = buf + buf_size;
while (buf_out < buf_end-1 && (!in_text_end || in_text < in_text_end) && *in_text)
{
unsigned int c;
in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);
if (c == 0)
break;
if (c < 0x10000) // FIXME: Losing characters that don't fit in 2 bytes
*buf_out++ = (ImWchar)c;
}
*buf_out = 0;
if (in_text_remaining)
*in_text_remaining = in_text;
return (int)(buf_out - buf);
}
int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end)
{
int char_count = 0;
while ((!in_text_end || in_text < in_text_end) && *in_text)
{
unsigned int c;
in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);
if (c == 0)
break;
if (c < 0x10000)
char_count++;
}
return char_count;
}
// Based on stb_to_utf8() from github.com/nothings/stb/
static inline int ImTextCharToUtf8(char* buf, int buf_size, unsigned int c)
{
if (c < 0x80)
{
buf[0] = (char)c;
return 1;
}
if (c < 0x800)
{
if (buf_size < 2) return 0;
buf[0] = (char)(0xc0 + (c >> 6));
buf[1] = (char)(0x80 + (c & 0x3f));
return 2;
}
if (c >= 0xdc00 && c < 0xe000)
{
return 0;
}
if (c >= 0xd800 && c < 0xdc00)
{
if (buf_size < 4) return 0;
buf[0] = (char)(0xf0 + (c >> 18));
buf[1] = (char)(0x80 + ((c >> 12) & 0x3f));
buf[2] = (char)(0x80 + ((c >> 6) & 0x3f));
buf[3] = (char)(0x80 + ((c ) & 0x3f));
return 4;
}
//else if (c < 0x10000)
{
if (buf_size < 3) return 0;
buf[0] = (char)(0xe0 + (c >> 12));
buf[1] = (char)(0x80 + ((c>> 6) & 0x3f));
buf[2] = (char)(0x80 + ((c ) & 0x3f));
return 3;
}
}
// Not optimal but we very rarely use this function.
int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end)
{
unsigned int dummy = 0;
return ImTextCharFromUtf8(&dummy, in_text, in_text_end);
}
static inline int ImTextCountUtf8BytesFromChar(unsigned int c)
{
if (c < 0x80) return 1;
if (c < 0x800) return 2;
if (c >= 0xdc00 && c < 0xe000) return 0;
if (c >= 0xd800 && c < 0xdc00) return 4;
return 3;
}
int ImTextStrToUtf8(char* buf, int buf_size, const ImWchar* in_text, const ImWchar* in_text_end)
{
char* buf_out = buf;
const char* buf_end = buf + buf_size;
while (buf_out < buf_end-1 && (!in_text_end || in_text < in_text_end) && *in_text)
{
unsigned int c = (unsigned int)(*in_text++);
if (c < 0x80)
*buf_out++ = (char)c;
else
buf_out += ImTextCharToUtf8(buf_out, (int)(buf_end-buf_out-1), c);
}
*buf_out = 0;
return (int)(buf_out - buf);
}
int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end)
{
int bytes_count = 0;
while ((!in_text_end || in_text < in_text_end) && *in_text)
{
unsigned int c = (unsigned int)(*in_text++);
if (c < 0x80)
bytes_count++;
else
bytes_count += ImTextCountUtf8BytesFromChar(c);
}
return bytes_count;
}
//-----------------------------------------------------------------------------
// [SECTION] MISC HELPERS/UTILTIES (Color functions)
// Note: The Convert functions are early design which are not consistent with other API.
//-----------------------------------------------------------------------------
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;
}
}
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)
{
float style_alpha = GImGui->Style.Alpha;
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);
}
//-----------------------------------------------------------------------------
// [SECTION] ImGuiStorage
// Helper: Key->value storage
//-----------------------------------------------------------------------------
// std::lower_bound but without the bullshit
static ImGuiStorage::ImGuiStoragePair* LowerBound(ImVector<ImGuiStorage::ImGuiStoragePair>& 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 PairCompareByID(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;
}
};
if (Data.Size > 1)
ImQsort(Data.Data, (size_t)Data.Size, sizeof(ImGuiStoragePair), StaticFunc::PairCompareByID);
}
int ImGuiStorage::GetInt(ImGuiID key, int default_val) const
{
ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(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<ImVector<ImGuiStoragePair>&>(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<ImVector<ImGuiStoragePair>&>(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)
{
if (default_filter)
{
ImStrncpy(InputBuf, default_filter, IM_ARRAYSIZE(InputBuf));
Build();
}
else
{
InputBuf[0] = 0;
CountGrep = 0;
}
}
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<ImGuiTextRange>* 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)
//-----------------------------------------------------------------------------
// Helper to calculate coarse clipping of large list of evenly sized items.
// NB: Prefer using the ImGuiListClipper higher-level helper if you can! Read comments and instructions there on how those use this sort of pattern.
// NB: 'items_count' is only used to clamp the result, if you don't know your count you can use INT_MAX
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 (window->SkipItems)
{
*out_items_display_start = *out_items_display_end = 0;
return;
}
// We create the union of the ClipRect and the NavScoringRect which at worst should be 1 page away from ClipRect
ImRect unclipped_rect = window->ClipRect;
if (g.NavMoveRequest)
unclipped_rect.Add(g.NavScoringRectScreen);
const ImVec2 pos = window->DC.CursorPos;
int start = (int)((unclipped_rect.Min.y - pos.y) / items_height);
int end = (int)((unclipped_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
if (g.NavMoveRequest && g.NavMoveClipDir == ImGuiDir_Up)
start--;
if (g.NavMoveRequest && 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;
}
static void SetCursorPosYAndSetupDummyPrevLine(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 4th step to display the last item in a regular manner.
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
window->DC.CursorPos.y = pos_y;
window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_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 (ImGuiColumns* columns = window->DC.CurrentColumns)
columns->LineMinY = window->DC.CursorPos.y; // Setting this so that cell Y position are set properly
}
// Use case A: Begin() called from constructor with items_height<0, then called again from Sync() 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 count, float items_height)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
StartPosY = window->DC.CursorPos.y;
ItemsHeight = items_height;
ItemsCount = count;
StepNo = 0;
DisplayEnd = DisplayStart = -1;
if (ItemsHeight > 0.0f)
{
ImGui::CalcListClipping(ItemsCount, ItemsHeight, &DisplayStart, &DisplayEnd); // calculate how many to clip/display
if (DisplayStart > 0)
SetCursorPosYAndSetupDummyPrevLine(StartPosY + DisplayStart * ItemsHeight, ItemsHeight); // advance cursor
StepNo = 2;
}
}
void ImGuiListClipper::End()
{
if (ItemsCount < 0)
return;
// In theory here we should assert that ImGui::GetCursorPosY() == StartPosY + DisplayEnd * ItemsHeight, but it feels saner to just seek at the end and not assert/crash the user.
if (ItemsCount < INT_MAX)
SetCursorPosYAndSetupDummyPrevLine(StartPosY + ItemsCount * ItemsHeight, ItemsHeight); // advance cursor
ItemsCount = -1;
StepNo = 3;
}
bool ImGuiListClipper::Step()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
if (ItemsCount == 0 || window->SkipItems)
{
ItemsCount = -1;
return false;
}
if (StepNo == 0) // Step 0: the clipper let you process the first element, regardless of it being visible or not, so we can measure the element height.
{
DisplayStart = 0;
DisplayEnd = 1;
StartPosY = window->DC.CursorPos.y;
StepNo = 1;
return true;
}
if (StepNo == 1) // Step 1: the clipper infer height from first element, calculate the actual range of elements to display, and position the cursor before the first element.
{
if (ItemsCount == 1) { ItemsCount = -1; return false; }
float items_height = window->DC.CursorPos.y - StartPosY;
IM_ASSERT(items_height > 0.0f); // If this triggers, it means Item 0 hasn't moved the cursor vertically
Begin(ItemsCount - 1, items_height);
DisplayStart++;
DisplayEnd++;
StepNo = 3;
return true;
}
if (StepNo == 2) // Step 2: dummy step only required if an explicit items_height was passed to constructor or Begin() and user still call Step(). Does nothing and switch to Step 3.
{
IM_ASSERT(DisplayStart >= 0 && DisplayEnd >= 0);
StepNo = 3;
return true;
}
if (StepNo == 3) // Step 3: 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.
End();
return false;
}
//-----------------------------------------------------------------------------
// [SECTION] RENDER HELPERS
// Those (internal) functions are currently quite a legacy mess - their signature and behavior will change.
// Also see imgui_draw.cpp for some more which have been reworked to not rely on ImGui:: state.
//-----------------------------------------------------------------------------
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);
if (text_size.x > pos_max.x - pos_min.x)
{
// Hello wo...
// | | |
// min max ellipsis_max
// <-> this is generally some padding value
// FIXME-STYLE: RenderPixelEllipsis() style should use actual font data.
const ImFont* font = draw_list->_Data->Font;
const float font_size = draw_list->_Data->FontSize;
const int ellipsis_dot_count = 3;
const float ellipsis_width = (1.0f + 1.0f) * ellipsis_dot_count - 1.0f;
const char* text_end_ellipsis = NULL;
float text_width = ImMax((pos_max.x - ellipsis_width) - pos_min.x, 1.0f);
float text_size_clipped_x = font->CalcTextSizeA(font_size, text_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
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
}
RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f));
const float ellipsis_x = pos_min.x + text_size_clipped_x + 1.0f;
if (ellipsis_x + ellipsis_width - 1.0f <= ellipsis_max_x)
RenderPixelEllipsis(draw_list, ImVec2(ellipsis_x, pos_min.y), GetColorU32(ImGuiCol_Text), ellipsis_dot_count);
}
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, ImDrawCornerFlags_All, border_size);
window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, 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, ImDrawCornerFlags_All, border_size);
window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, border_size);
}
}
// 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(ImVec2 pos, ImU32 col, float sz)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
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;
window->DrawList->PathLineTo(ImVec2(bx - third, by - third));
window->DrawList->PathLineTo(ImVec2(bx, by));
window->DrawList->PathLineTo(ImVec2(bx + third*2, by - third*2));
window->DrawList->PathStroke(col, false, thickness);
}
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, ImDrawCornerFlags_All, 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);
}
}
//-----------------------------------------------------------------------------
// [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(&context->DrawListSharedData)
{
Name = ImStrdup(name);
ID = ImHashStr(name);
IDStack.push_back(ID);
Flags = ImGuiWindowFlags_None;
Pos = ImVec2(0.0f, 0.0f);
Size = SizeFull = ImVec2(0.0f, 0.0f);
ContentSize = ContentSizeExplicit = ImVec2(0.0f, 0.0f);
WindowPadding = ImVec2(0.0f, 0.0f);
WindowRounding = 0.0f;
WindowBorderSize = 0.0f;
NameBufLen = (int)strlen(name) + 1;
MoveId = GetID("#MOVE");
ChildId = 0;
Scroll = ImVec2(0.0f, 0.0f);
ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f);
ScrollbarSizes = ImVec2(0.0f, 0.0f);
ScrollbarX = ScrollbarY = false;
Active = WasActive = false;
WriteAccessed = false;
Collapsed = false;
WantCollapseToggle = false;
SkipItems = false;
Appearing = false;
Hidden = false;
HasCloseButton = false;
ResizeBorderHeld = -1;
BeginCount = 0;
BeginOrderWithinParent = -1;
BeginOrderWithinContext = -1;
PopupId = 0;
AutoFitFramesX = AutoFitFramesY = -1;
AutoFitOnlyGrows = false;
AutoFitChildAxises = 0x00;
AutoPosLastDirection = ImGuiDir_None;
HiddenFramesCanSkipItems = HiddenFramesCannotSkipItems = 0;
SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing;
SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX);
LastFrameActive = -1;
ItemWidthDefault = 0.0f;
FontWindowScale = 1.0f;
SettingsIdx = -1;
DrawList = &DrawListInst;
DrawList->_OwnerName = Name;
ParentWindow = NULL;
RootWindow = NULL;
RootWindowForTitleBarHighlight = NULL;
RootWindowForNav = NULL;
NavLastIds[0] = NavLastIds[1] = 0;
NavRectRel[0] = NavRectRel[1] = ImRect();
NavLastChildNavWindow = NULL;
}
ImGuiWindow::~ImGuiWindow()
{
IM_ASSERT(DrawList == &DrawListInst);
IM_DELETE(Name);
for (int i = 0; i != ColumnsStorage.Size; i++)
ColumnsStorage[i].~ImGuiColumns();
}
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);
ImGui::KeepAliveID(id);
return id;
}
ImGuiID ImGuiWindow::GetID(const void* ptr)
{
ImGuiID seed = IDStack.back();
ImGuiID id = ImHashData(&ptr, sizeof(void*), seed);
ImGui::KeepAliveID(id);
return id;
}
ImGuiID ImGuiWindow::GetID(int n)
{
ImGuiID seed = IDStack.back();
ImGuiID id = ImHashData(&n, sizeof(n), seed);
ImGui::KeepAliveID(id);
return id;
}
ImGuiID ImGuiWindow::GetIDNoKeepAlive(const char* str, const char* str_end)
{
ImGuiID seed = IDStack.back();
return ImHashStr(str, str_end ? (str_end - str) : 0, seed);
}
ImGuiID ImGuiWindow::GetIDNoKeepAlive(const void* ptr)
{
ImGuiID seed = IDStack.back();
return ImHashData(&ptr, sizeof(void*), seed);
}
ImGuiID ImGuiWindow::GetIDNoKeepAlive(int n)
{
ImGuiID seed = IDStack.back();
return ImHashData(&n, sizeof(n), seed);
}
// 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();
const int r_rel[4] = { (int)(r_abs.Min.x - Pos.x), (int)(r_abs.Min.y - Pos.y), (int)(r_abs.Max.x - Pos.x), (int)(r_abs.Max.y - Pos.y) };
ImGuiID id = ImHashData(&r_rel, sizeof(r_rel), seed);
ImGui::KeepAliveID(id);
return id;
}
static void SetCurrentWindow(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
g.CurrentWindow = window;
if (window)
g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
}
void ImGui::SetNavID(ImGuiID id, int nav_layer)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(g.NavWindow);
IM_ASSERT(nav_layer == 0 || nav_layer == 1);
g.NavId = id;
g.NavWindow->NavLastIds[nav_layer] = id;
}
void ImGui::SetNavIDWithRectRel(ImGuiID id, int nav_layer, const ImRect& rect_rel)
{
ImGuiContext& g = *GImGui;
SetNavID(id, nav_layer);
g.NavWindow->NavRectRel[nav_layer] = rect_rel;
g.NavMousePosDirty = true;
g.NavDisableHighlight = false;
g.NavDisableMouseHover = true;
}
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;
if (id != 0)
{
g.LastActiveId = id;
g.LastActiveIdTimer = 0.0f;
}
}
g.ActiveId = id;
g.ActiveIdAllowNavDirFlags = 0;
g.ActiveIdBlockNavInputFlags = 0;
g.ActiveIdAllowOverlap = false;
g.ActiveIdWindow = window;
g.ActiveIdHasBeenEditedThisFrame = false;
if (id)
{
g.ActiveIdIsAlive = id;
g.ActiveIdSource = (g.NavActivateId == id || g.NavInputId == id || g.NavJustTabbedId == id || g.NavJustMovedToId == id) ? ImGuiInputSource_Nav : ImGuiInputSource_Mouse;
}
}
// FIXME-NAV: The existence of SetNavID/SetNavIDWithRectRel/SetFocusID is incredibly messy and confusing and needs some explanation or refactoring.
void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(id != 0);
// Assume that SetFocusID() is called in the context where its NavLayer is the current layer, which is the case everywhere we call it.
const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent;
if (g.NavWindow != window)
g.NavInitRequest = false;
g.NavId = id;
g.NavWindow = window;
g.NavLayer = nav_layer;
window->NavLastIds[nav_layer] = id;
if (window->DC.LastItemId == id)
window->NavRectRel[nav_layer] = ImRect(window->DC.LastItemRect.Min - window->Pos, window->DC.LastItemRect.Max - window->Pos);
if (g.ActiveIdSource == ImGuiInputSource_Nav)
g.NavDisableMouseHover = true;
else
g.NavDisableHighlight = true;
}
void ImGui::ClearActiveID()
{
SetActiveID(0, NULL);
}
void ImGui::SetHoveredID(ImGuiID id)
{
ImGuiContext& g = *GImGui;
g.HoveredId = id;
g.HoveredIdAllowOverlap = 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;
}
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.CurrentWindow->DC.LastItemStatusFlags |= 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->RootWindow)
if (focused_root_window->WasActive && focused_root_window != window->RootWindow)
{
// 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;
}
return true;
}
// Advance cursor given item size for layout.
void ImGui::ItemSize(const ImVec2& size, float text_offset_y)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
if (window->SkipItems)
return;
// Always align ourselves on pixel boundaries
const float line_height = ImMax(window->DC.CurrLineSize.y, size.y);
const float text_base_offset = ImMax(window->DC.CurrLineTextBaseOffset, text_offset_y);
//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 = window->DC.CursorPos.y;
window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
window->DC.CursorPos.y = (float)(int)(window->DC.CursorPos.y + line_height + g.Style.ItemSpacing.y);
window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x);
window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - 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.PrevLineTextBaseOffset = text_base_offset;
window->DC.CurrLineSize.y = window->DC.CurrLineTextBaseOffset = 0.0f;
// Horizontal layout mode
if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
SameLine();
}
void ImGui::ItemSize(const ImRect& bb, float text_offset_y)
{
ItemSize(bb.GetSize(), text_offset_y);
}
// Declare item bounding box for clipping and interaction.
// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface
// declare their minimum size requirement to ItemSize() and then use a larger region for drawing/interaction, which is passed to ItemAdd().
bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
if (id != 0)
{
// Navigation processing 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.NavLayerActiveMaskNext |= window->DC.NavLayerCurrentMask;
if (g.NavId == id || g.NavAnyRequest)
if (g.NavWindow->RootWindowForNav == window->RootWindowForNav)
if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened))
NavProcessItem(window, nav_bb_arg ? *nav_bb_arg : bb, id);
// [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
}
window->DC.LastItemId = id;
window->DC.LastItemRect = bb;
window->DC.LastItemStatusFlags = ImGuiItemStatusFlags_None;
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, false);
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))
window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HoveredRect;
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)
return IsItemFocused();
// Test for bounding box overlap, as updated as ItemAdd()
if (!(window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect))
return false;
IM_ASSERT((flags & (ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows)) == 0); // Flags not supported by this function
// Test if we are hovering the right window (our window could be behind another window)
// [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)
// return false;
if (g.HoveredRootWindow != window->RootWindow && !(flags & ImGuiHoveredFlags_AllowWhenOverlapped))
return false;
// Test if another item is active (e.g. being dragged)
if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))
if (g.ActiveId != 0 && g.ActiveId != window->DC.LastItemId && !g.ActiveIdAllowOverlap && g.ActiveId != window->MoveId)
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 ((window->DC.ItemFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))
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.
if (window->DC.LastItemId == 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 (g.NavDisableMouseHover || !IsWindowContentHoverable(window, ImGuiHoveredFlags_None))
return false;
if (window->DC.ItemFlags & ImGuiItemFlags_Disabled)
return false;
SetHoveredID(id);
// [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();
return true;
}
bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
if (!bb.Overlaps(window->ClipRect))
if (id == 0 || id != g.ActiveId)
if (clip_even_when_logged || !g.LogEnabled)
return true;
return false;
}
// Process TAB/Shift+TAB. Be mindful that this function may _clear_ the ActiveID when tabbing out.
bool ImGui::FocusableItemRegister(ImGuiWindow* window, ImGuiID id)
{
ImGuiContext& g = *GImGui;
// Increment counters
const bool is_tab_stop = (window->DC.ItemFlags & (ImGuiItemFlags_NoTabStop | ImGuiItemFlags_Disabled)) == 0;
window->DC.FocusCounterAll++;
if (is_tab_stop)
window->DC.FocusCounterTab++;
// Process TAB/Shift-TAB to tab *OUT* of the currently focused item.
// (Note that we can always TAB out of a widget that doesn't allow tabbing in)
if (g.ActiveId == id && g.FocusTabPressed && !(g.ActiveIdBlockNavInputFlags & (1 << ImGuiNavInput_KeyTab_)) && g.FocusRequestNextWindow == NULL)
{
g.FocusRequestNextWindow = window;
g.FocusRequestNextCounterTab = window->DC.FocusCounterTab + (g.IO.KeyShift ? (is_tab_stop ? -1 : 0) : +1); // Modulo on index will be applied at the end of frame once we've got the total counter of items.
}
// Handle focus requests
if (g.FocusRequestCurrWindow == window)
{
if (window->DC.FocusCounterAll == g.FocusRequestCurrCounterAll)
return true;
if (is_tab_stop && window->DC.FocusCounterTab == g.FocusRequestCurrCounterTab)
{
g.NavJustTabbedId = id;
return true;
}
// If another item is about to be focused, we clear our own active id
if (g.ActiveId == id)
ClearActiveID();
}
return false;
}
void ImGui::FocusableItemUnregister(ImGuiWindow* window)
{
window->DC.FocusCounterAll--;
window->DC.FocusCounterTab--;
}
float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x)
{
if (wrap_pos_x < 0.0f)
return 0.0f;
ImGuiWindow* window = GImGui->CurrentWindow;
if (wrap_pos_x == 0.0f)
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
}
// 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 the user has inconsistent compilation settings, imgui configuration #define, packing pragma, etc. your user code
// may see different structures than what imgui.cpp sees, which is problematic.
// We usually require settings to be in imconfig.h to make sure that they are accessible to all compilation units involved with Dear ImGui.
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;
}
void ImGui::SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data)
{
GImAllocatorAllocFunc = alloc_func;
GImAllocatorFreeFunc = free_func;
GImAllocatorUserData = user_data;
}
ImGuiContext* ImGui::CreateContext(ImFontAtlas* shared_font_atlas)
{
ImGuiContext* ctx = IM_NEW(ImGuiContext)(shared_font_atlas);
if (GImGui == NULL)
SetCurrentContext(ctx);
Initialize(ctx);
return ctx;
}
void ImGui::DestroyContext(ImGuiContext* ctx)
{
if (ctx == NULL)
ctx = GImGui;
Shutdown(ctx);
if (GImGui == ctx)
SetCurrentContext(NULL);
IM_DELETE(ctx);
}
ImGuiIO& ImGui::GetIO()
{
IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
return GImGui->IO;
}
ImGuiStyle& ImGui::GetStyle()
{
IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
return GImGui->Style;
}
// Same value as passed to the old io.RenderDrawListsFn function. Valid after Render() and until the next call to NewFrame()
ImDrawData* ImGui::GetDrawData()
{
ImGuiContext& g = *GImGui;
return g.DrawData.Valid ? &g.DrawData : NULL;
}
double ImGui::GetTime()
{
return GImGui->Time;
}
int ImGui::GetFrameCount()
{
return GImGui->FrameCount;
}
ImDrawList* ImGui::GetBackgroundDrawList()
{
return &GImGui->BackgroundDrawList;
}
static ImDrawList* GetForegroundDrawList(ImGuiWindow*)
{
// This seemingly unnecessary wrapper simplifies compatibility between the 'master' and 'docking' branches.
return &GImGui->ForegroundDrawList;
}
ImDrawList* ImGui::GetForegroundDrawList()
{
return &GImGui->ForegroundDrawList;
}
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.MousePos - window->RootWindow->Pos;
bool can_move_window = true;
if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindow->Flags & ImGuiWindowFlags_NoMove))
can_move_window = false;
if (can_move_window)
g.MovingWindow = window;
}
// Handle mouse moving window
// Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing()
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->RootWindow);
ImGuiWindow* moving_window = g.MovingWindow->RootWindow;
if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos))
{
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);
}
FocusWindow(g.MovingWindow);
}
else
{
ClearActiveID();
g.MovingWindow = NULL;
}
}
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, handle left-click and right-click focus
void ImGui::UpdateMouseMovingWindowEndFrame()
{
// Initiate moving window
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 to focus window and start moving (after we're done with all our widgets)
if (g.IO.MouseClicked[0])
{
if (g.HoveredRootWindow != NULL)
{
StartMouseMovingWindow(g.HoveredWindow);
if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(g.HoveredRootWindow->Flags & ImGuiWindowFlags_NoTitleBar))
if (!g.HoveredRootWindow->TitleBarRect().Contains(g.IO.MouseClickedPos[0]))
g.MovingWindow = NULL;
}
else if (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 = false;
if (modal == NULL)
hovered_window_above_modal = true;
for (int i = g.Windows.Size - 1; i >= 0 && hovered_window_above_modal == false; i--)
{
ImGuiWindow* window = g.Windows[i];
if (window == modal)
break;
if (window == g.HoveredWindow)
hovered_window_above_modal = true;
}
ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal, true);
}
}
static bool IsWindowActiveAndVisible(ImGuiWindow* window)
{
return (window->Active) && (!window->Hidden);
}
static void ImGui::UpdateMouseInputs()
{
ImGuiContext& g = *GImGui;
// Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well)
if (IsMousePosValid(&g.IO.MousePos))
g.IO.MousePos = g.LastValidMousePos = ImFloor(g.IO.MousePos);
// If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta
if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MousePosPrev))
g.IO.MouseDelta = g.IO.MousePos - g.IO.MousePosPrev;
else
g.IO.MouseDelta = ImVec2(0.0f, 0.0f);
if (g.IO.MouseDelta.x != 0.0f || g.IO.MouseDelta.y != 0.0f)
g.NavDisableMouseHover = false;
g.IO.MousePosPrev = g.IO.MousePos;
for (int i = 0; i < IM_ARRAYSIZE(g.IO.MouseDown); i++)
{
g.IO.MouseClicked[i] = g.IO.MouseDown[i] && g.IO.MouseDownDuration[i] < 0.0f;
g.IO.MouseReleased[i] = !g.IO.MouseDown[i] && g.IO.MouseDownDuration[i] >= 0.0f;
g.IO.MouseDownDurationPrev[i] = g.IO.MouseDownDuration[i];
g.IO.MouseDownDuration[i] = g.IO.MouseDown[i] ? (g.IO.MouseDownDuration[i] < 0.0f ? 0.0f : g.IO.MouseDownDuration[i] + g.IO.DeltaTime) : -1.0f;
g.IO.MouseDoubleClicked[i] = false;
if (g.IO.MouseClicked[i])
{
if ((float)(g.Time - g.IO.MouseClickedTime[i]) < g.IO.MouseDoubleClickTime)
{
ImVec2 delta_from_click_pos = IsMousePosValid(&g.IO.MousePos) ? (g.IO.MousePos - g.IO.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);
if (ImLengthSqr(delta_from_click_pos) < g.IO.MouseDoubleClickMaxDist * g.IO.MouseDoubleClickMaxDist)
g.IO.MouseDoubleClicked[i] = true;
g.IO.MouseClickedTime[i] = -FLT_MAX; // so the third click isn't turned into a double-click
}
else
{
g.IO.MouseClickedTime[i] = g.Time;
}
g.IO.MouseClickedPos[i] = g.IO.MousePos;
g.IO.MouseDownWasDoubleClick[i] = g.IO.MouseDoubleClicked[i];
g.IO.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f);
g.IO.MouseDragMaxDistanceSqr[i] = 0.0f;
}
else if (g.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(&g.IO.MousePos) ? (g.IO.MousePos - g.IO.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);
g.IO.MouseDragMaxDistanceSqr[i] = ImMax(g.IO.MouseDragMaxDistanceSqr[i], ImLengthSqr(delta_from_click_pos));
g.IO.MouseDragMaxDistanceAbs[i].x = ImMax(g.IO.MouseDragMaxDistanceAbs[i].x, delta_from_click_pos.x < 0.0f ? -delta_from_click_pos.x : delta_from_click_pos.x);
g.IO.MouseDragMaxDistanceAbs[i].y = ImMax(g.IO.MouseDragMaxDistanceAbs[i].y, delta_from_click_pos.y < 0.0f ? -delta_from_click_pos.y : delta_from_click_pos.y);
}
if (!g.IO.MouseDown[i] && !g.IO.MouseReleased[i])
g.IO.MouseDownWasDoubleClick[i] = false;
if (g.IO.MouseClicked[i]) // Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation
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;
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->Flags & ImGuiWindowFlags_ChildWindow))
{
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
// Vertical Mouse Wheel scrolling
const float wheel_y = (g.IO.MouseWheel != 0.0f && !g.IO.KeyShift) ? g.IO.MouseWheel : 0.0f;
if (wheel_y != 0.0f && !g.IO.KeyCtrl)
{
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
const float wheel_x = (g.IO.MouseWheelH != 0.0f && !g.IO.KeyShift) ? g.IO.MouseWheelH : (g.IO.MouseWheel != 0.0f && g.IO.KeyShift) ? g.IO.MouseWheel : 0.0f;
if (wheel_x != 0.0f && !g.IO.KeyCtrl)
{
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;
// 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.
FindHoveredWindow();
// Modal windows prevents cursor from hovering behind them.
ImGuiWindow* modal_window = GetTopMostPopupModal();
if (modal_window)
if (g.HoveredRootWindow && !IsWindowChildOf(g.HoveredRootWindow, modal_window))
g.HoveredRootWindow = g.HoveredWindow = NULL;
// Disabled mouse?
if (g.IO.ConfigFlags & ImGuiConfigFlags_NoMouse)
g.HoveredWindow = g.HoveredRootWindow = NULL;
// 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.
int mouse_earliest_button_down = -1;
bool mouse_any_down = false;
for (int i = 0; i < IM_ARRAYSIZE(g.IO.MouseDown); i++)
{
if (g.IO.MouseClicked[i])
g.IO.MouseDownOwned[i] = (g.HoveredWindow != NULL) || (!g.OpenPopupStack.empty());
mouse_any_down |= g.IO.MouseDown[i];
if (g.IO.MouseDown[i])
if (mouse_earliest_button_down == -1 || g.IO.MouseClickedTime[i] < g.IO.MouseClickedTime[mouse_earliest_button_down])
mouse_earliest_button_down = i;
}
const bool mouse_avail_to_imgui = (mouse_earliest_button_down == -1) || g.IO.MouseDownOwned[mouse_earliest_button_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_to_imgui && !mouse_dragging_extern_payload)
g.HoveredWindow = g.HoveredRootWindow = NULL;
// Update io.WantCaptureMouse for the user application (true = dispatch mouse info to imgui, false = dispatch mouse info to Dear ImGui + app)
if (g.WantCaptureMouseNextFrame != -1)
g.IO.WantCaptureMouse = (g.WantCaptureMouseNextFrame != 0);
else
g.IO.WantCaptureMouse = (mouse_avail_to_imgui && (g.HoveredWindow != NULL || mouse_any_down)) || (!g.OpenPopupStack.empty());
// Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to imgui, false = dispatch keyboard info to Dear ImGui + app)
if (g.WantCaptureKeyboardNextFrame != -1)
g.IO.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0);
else
g.IO.WantCaptureKeyboard = (g.ActiveId != 0) || (modal_window != NULL);
if (g.IO.NavActive && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard))
g.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
g.IO.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false;
}
static void NewFrameSanityChecks()
{
ImGuiContext& g = *GImGui;
// 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->Fonts.Size > 0 && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8() ?");
IM_ASSERT(g.IO.Fonts->Fonts[0]->IsLoaded() && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8() ?");
IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting!");
IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting. Alpha cannot be negative (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_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right);
for (int n = 0; n < ImGuiKey_COUNT; n++)
IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < IM_ARRAYSIZE(g.IO.KeysDown) && "io.KeyMap[] contains an out of bound value (need to be 0..512, or -1 for unmapped key)");
// Perform simple 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 recently added in 1.60 WIP)
if (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard)
IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation.");
// Perform simple check: the beta io.ConfigWindowsResizeFromEdges option requires back-end 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;
}
void ImGui::NewFrame()
{
IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
ImGuiContext& g = *GImGui;
#ifdef IMGUI_ENABLE_TEST_ENGINE
ImGuiTestEngineHook_PreNewFrame(&g);
#endif
// Check and assert for various common IO and Configuration mistakes
NewFrameSanityChecks();
// Load settings on first frame (if not explicitly loaded manually before)
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;
}
}
g.Time += g.IO.DeltaTime;
g.FrameScopeActive = true;
g.FrameCount += 1;
g.TooltipOverrideCount = 0;
g.WindowsActiveCount = 0;
// Setup current font and draw list shared data
g.IO.Fonts->Locked = true;
SetCurrentFont(GetDefaultFont());
IM_ASSERT(g.Font->IsLoaded());
g.DrawListSharedData.ClipRectFullscreen = ImVec4(0.0f, 0.0f, g.IO.DisplaySize.x, g.IO.DisplaySize.y);
g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol;
g.DrawListSharedData.InitialFlags = ImDrawListFlags_None;
if (g.Style.AntiAliasedLines)
g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines;
if (g.Style.AntiAliasedFill)
g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill;
if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset)
g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset;
g.BackgroundDrawList.Clear();
g.BackgroundDrawList.PushTextureID(g.IO.Fonts->TexID);
g.BackgroundDrawList.PushClipRectFullScreen();
g.ForegroundDrawList.Clear();
g.ForegroundDrawList.PushTextureID(g.IO.Fonts->TexID);
g.ForegroundDrawList.PushClipRectFullScreen();
// Mark rendering data as invalid to prevent user who may have a handle on it to use it.
g.DrawData.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);
// Clear reference to active widget if the widget isn't alive anymore
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.HoveredId = 0;
g.HoveredIdAllowOverlap = false;
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.TempInputTextId != 0 && g.ActiveId != g.TempInputTextId)
g.TempInputTextId = 0;
// Drag and drop
g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr;
g.DragDropAcceptIdCurr = 0;
g.DragDropAcceptIdCurrRectSurface = FLT_MAX;
g.DragDropWithinSourceOrTarget = false;
// Update keyboard input state
memcpy(g.IO.KeysDownDurationPrev, g.IO.KeysDownDuration, sizeof(g.IO.KeysDownDuration));
for (int i = 0; i < IM_ARRAYSIZE(g.IO.KeysDown); i++)
g.IO.KeysDownDuration[i] = g.IO.KeysDown[i] ? (g.IO.KeysDownDuration[i] < 0.0f ? 0.0f : g.IO.KeysDownDuration[i] + g.IO.DeltaTime) : -1.0f;
// Update gamepad/keyboard directional navigation
NavUpdate();
// Update mouse input state
UpdateMouseInputs();
// Calculate frame-rate for the user, as a purely luxurious feature
g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx];
g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime;
g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame);
g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)IM_ARRAYSIZE(g.FramerateSecPerFrame))) : FLT_MAX;
// 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;
g.PlatformImePos = ImVec2(1.0f, 1.0f); // OS Input Method Editor showing on top-left of our window by default
// Mouse wheel scrolling, scale
UpdateMouseWheel();
// Pressing TAB activate widget focus
g.FocusTabPressed = (g.NavWindow && g.NavWindow->Active && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab));
if (g.ActiveId == 0 && g.FocusTabPressed)
{
// Note that SetKeyboardFocusHere() sets the Next fields mid-frame. To be consistent we also
// manipulate the Next fields even, even though they will be turned into Curr fields by the code below.
g.FocusRequestNextWindow = g.NavWindow;
g.FocusRequestNextCounterAll = INT_MAX;
if (g.NavId != 0 && g.NavIdTabCounter != INT_MAX)
g.FocusRequestNextCounterTab = g.NavIdTabCounter + 1 + (g.IO.KeyShift ? -1 : 1);
else
g.FocusRequestNextCounterTab = g.IO.KeyShift ? -1 : 0;
}
// Turn queued focus request into current one
g.FocusRequestCurrWindow = NULL;
g.FocusRequestCurrCounterAll = g.FocusRequestCurrCounterTab = INT_MAX;
if (g.FocusRequestNextWindow != NULL)
{
ImGuiWindow* window = g.FocusRequestNextWindow;
g.FocusRequestCurrWindow = window;
if (g.FocusRequestNextCounterAll != INT_MAX && window->DC.FocusCounterAll != -1)
g.FocusRequestCurrCounterAll = ImModPositive(g.FocusRequestNextCounterAll, window->DC.FocusCounterAll + 1);
if (g.FocusRequestNextCounterTab != INT_MAX && window->DC.FocusCounterTab != -1)
g.FocusRequestCurrCounterTab = ImModPositive(g.FocusRequestNextCounterTab, window->DC.FocusCounterTab + 1);
g.FocusRequestNextWindow = NULL;
g.FocusRequestNextCounterAll = g.FocusRequestNextCounterTab = INT_MAX;
}
g.NavIdTabCounter = INT_MAX;
// Mark all windows as not visible
IM_ASSERT(g.WindowsFocusOrder.Size == g.Windows.Size);
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;
}
// 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);
ClosePopupsOverWindow(g.NavWindow, false);
// [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack.
UpdateDebugToolItemPicker();
// 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.
SetNextWindowSize(ImVec2(400,400), ImGuiCond_FirstUseEver);
Begin("Debug##Default");
g.FrameScopePushedImplicitWindow = true;
#ifdef IMGUI_ENABLE_TEST_ENGINE
ImGuiTestEngineHook_PostNewFrame(&g);
#endif
}
// [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)
{
const ImGuiID hovered_id = g.HoveredIdPreviousFrame;
ImGui::SetMouseCursor(ImGuiMouseCursor_Hand);
if (ImGui::IsKeyPressedMap(ImGuiKey_Escape))
g.DebugItemPickerActive = false;
if (ImGui::IsMouseClicked(0) && hovered_id)
{
g.DebugItemPickerBreakID = hovered_id;
g.DebugItemPickerActive = false;
}
ImGui::SetNextWindowBgAlpha(0.60f);
ImGui::BeginTooltip();
ImGui::Text("HoveredId: 0x%08X", hovered_id);
ImGui::Text("Press ESC to abort picking.");
ImGui::TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click to break in debugger!");
ImGui::EndTooltip();
}
}
void ImGui::Initialize(ImGuiContext* context)
{
ImGuiContext& g = *context;
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.ReadOpenFn = SettingsHandlerWindow_ReadOpen;
ini_handler.ReadLineFn = SettingsHandlerWindow_ReadLine;
ini_handler.WriteAllFn = SettingsHandlerWindow_WriteAll;
g.SettingsHandlers.push_back(ini_handler);
g.Initialized = true;
}
// This function is merely here to free heap allocations.
void ImGui::Shutdown(ImGuiContext* context)
{
// 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 = *context;
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)
{
ImGuiContext* backup_context = GImGui;
SetCurrentContext(context);
SaveIniSettingsToDisk(g.IO.IniFilename);
SetCurrentContext(backup_context);
}
// Clear everything else
for (int i = 0; i < g.Windows.Size; i++)
IM_DELETE(g.Windows[i]);
g.Windows.clear();
g.WindowsFocusOrder.clear();
g.WindowsSortBuffer.clear();
g.CurrentWindow = NULL;
g.CurrentWindowStack.clear();
g.WindowsById.Clear();
g.NavWindow = NULL;
g.HoveredWindow = g.HoveredRootWindow = NULL;
g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL;
g.MovingWindow = NULL;
g.ColorModifiers.clear();
g.StyleModifiers.clear();
g.FontStack.clear();
g.OpenPopupStack.clear();
g.BeginPopupStack.clear();
g.DrawDataBuilder.ClearFreeMemory();
g.BackgroundDrawList.ClearFreeMemory();
g.ForegroundDrawList.ClearFreeMemory();
g.TabBars.Clear();
g.CurrentTabBarStack.clear();
g.ShrinkWidthBuffer.clear();
g.PrivateClipboard.clear();
g.InputTextState.ClearFreeMemory();
for (int i = 0; i < g.SettingsWindows.Size; i++)
IM_DELETE(g.SettingsWindows[i].Name);
g.SettingsWindows.clear();
g.SettingsHandlers.clear();
if (g.LogFile && g.LogFile != stdout)
{
fclose(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<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window)
{
out_sorted_windows->push_back(window);
if (window->Active)
{
int count = window->DC.ChildWindows.Size;
if (count > 1)
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<ImDrawList*>* out_list, ImDrawList* draw_list)
{
if (draw_list->CmdBuffer.empty())
return;
// Remove trailing command if unused
ImDrawCmd& last_cmd = draw_list->CmdBuffer.back();
if (last_cmd.ElemCount == 0 && last_cmd.UserCallback == NULL)
{
draw_list->CmdBuffer.pop_back();
if (draw_list->CmdBuffer.empty())
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 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 back-end, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'.
// Most example back-ends already support this from 1.71. Pre-1.71 back-ends 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-bits indices in your renderer back-end, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h.
// Most example back-ends 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(ImVector<ImDrawList*>* out_render_list, ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
g.IO.MetricsRenderWindows++;
AddDrawListToDrawData(out_render_list, 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(out_render_list, child);
}
}
// Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu)
static void AddRootWindowToDrawData(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
if (window->Flags & ImGuiWindowFlags_Tooltip)
AddWindowToDrawData(&g.DrawDataBuilder.Layers[1], window);
else
AddWindowToDrawData(&g.DrawDataBuilder.Layers[0], 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<ImDrawList*>& 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 SetupDrawData(ImVector<ImDrawList*>* draw_lists, ImDrawData* draw_data)
{
ImGuiIO& io = ImGui::GetIO();
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 = ImVec2(0.0f, 0.0f);
draw_data->DisplaySize = io.DisplaySize;
draw_data->FramebufferScale = io.DisplayFramebufferScale;
for (int n = 0; n < draw_lists->Size; n++)
{
draw_data->TotalVtxCount += draw_lists->Data[n]->VtxBuffer.Size;
draw_data->TotalIdxCount += draw_lists->Data[n]->IdxBuffer.Size;
}
}
// When using this function it is sane to ensure that float are perfectly rounded to integer values, to that e.g. (int)(max.x-min.x) in user's render produce correct result.
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();
}
// 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);
if (g.FrameCountEnded == g.FrameCount) // Don't process EndFrame() multiple times.
return;
IM_ASSERT(g.FrameScopeActive && "Forgot to call ImGui::NewFrame()?");
// Notify OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME)
if (g.IO.ImeSetInputScreenPosFn && (g.PlatformImeLastPos.x == FLT_MAX || ImLengthSqr(g.PlatformImeLastPos - g.PlatformImePos) > 0.0001f))
{
g.IO.ImeSetInputScreenPosFn((int)g.PlatformImePos.x, (int)g.PlatformImePos.y);
g.PlatformImeLastPos = g.PlatformImePos;
}
// 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(g.CurrentWindowStack.Size == 1 && "Mismatched Begin/BeginChild vs End/EndChild calls: did you forget to call End/EndChild?");
while (g.CurrentWindowStack.Size > 1) // FIXME-ERRORHANDLING
End();
}
else
{
IM_ASSERT(g.CurrentWindowStack.Size == 1 && "Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?");
}
}
// Hide implicit/fallback "Debug" window if it hasn't been used
g.FrameScopePushedImplicitWindow = false;
if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed)
g.CurrentWindow->Active = false;
End();
// Show CTRL+TAB list window
if (g.NavWindowingTarget)
NavUpdateWindowingList();
// 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.DragDropWithinSourceOrTarget = true;
SetTooltip("...");
g.DragDropWithinSourceOrTarget = false;
}
// End frame
g.FrameScopeActive = false;
g.FrameCountEnded = g.FrameCount;
// Initiate moving window + handle left-click and right-click focus
UpdateMouseMovingWindowEndFrame();
// Sort the window list so that all child windows are after their parent
// We cannot do that on FocusWindow() because childs may not exist yet
g.WindowsSortBuffer.resize(0);
g.WindowsSortBuffer.reserve(g.Windows.Size);
for (int i = 0; i != g.Windows.Size; i++)
{
ImGuiWindow* window = g.Windows[i];
if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow)) // if a child is active its parent will add it
continue;
AddWindowToSortBuffer(&g.WindowsSortBuffer, 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.WindowsSortBuffer.Size);
g.Windows.swap(g.WindowsSortBuffer);
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));
}
void ImGui::Render()
{
ImGuiContext& g = *GImGui;
IM_ASSERT(g.Initialized);
if (g.FrameCountEnded != g.FrameCount)
EndFrame();
g.FrameCountRendered = g.FrameCount;
// Gather ImDrawList to render (for each active window)
g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = g.IO.MetricsRenderWindows = 0;
g.DrawDataBuilder.Clear();
if (!g.BackgroundDrawList.VtxBuffer.empty())
AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.BackgroundDrawList);
ImGuiWindow* windows_to_render_top_most[2];
windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindow : NULL;
windows_to_render_top_most[1] = g.NavWindowingTarget ? g.NavWindowingList : NULL;
for (int n = 0; n != g.Windows.Size; n++)
{
ImGuiWindow* window = g.Windows[n];
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]);
g.DrawDataBuilder.FlattenIntoSingleLayer();
// Draw software mouse cursor if requested
if (g.IO.MouseDrawCursor)
RenderMouseCursor(&g.ForegroundDrawList, g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor);
if (!g.ForegroundDrawList.VtxBuffer.empty())
AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.ForegroundDrawList);
// Setup ImDrawData structure for end-user
SetupDrawData(&g.DrawDataBuilder.Layers[0], &g.DrawData);
g.IO.MetricsRenderVertices = g.DrawData.TotalVtxCount;
g.IO.MetricsRenderIndices = g.DrawData.TotalIdxCount;
// (Legacy) Call the Render callback function. The current prefer way is to let the user retrieve GetDrawData() and call the render function themselves.
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
if (g.DrawData.CmdListsCount > 0 && g.IO.RenderDrawListsFn != NULL)
g.IO.RenderDrawListsFn(&g.DrawData);
#endif
}
// Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker.
// CalcTextSize("") should return ImVec2(0.0f, GImGui->FontSize)
ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_text_after_double_hash, float wrap_width)
{
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
text_size.x = (float)(int)(text_size.x + 0.95f);
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 programatically
// 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;
ImGuiWindow* hovered_window = NULL;
if (g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs))
hovered_window = g.MovingWindow;
ImVec2 padding_regular = g.Style.TouchExtraPadding;
ImVec2 padding_for_resize_from_edges = g.IO.ConfigWindowsResizeFromEdges ? ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS, WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS)) : padding_regular;
for (int i = g.Windows.Size - 1; i >= 0; i--)
{
ImGuiWindow* window = g.Windows[i];
if (!window->Active || window->Hidden)
continue;
if (window->Flags & ImGuiWindowFlags_NoMouseInputs)
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_from_edges);
if (!bb.Contains(g.IO.MousePos))
continue;
// Those seemingly unnecessary extra tests are because the code here is a little different in viewport/docking branches.
if (hovered_window == NULL)
hovered_window = window;
if (hovered_window)
break;
}
g.HoveredWindow = hovered_window;
g.HoveredRootWindow = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL;
}
// Test if mouse cursor is hovering given rectangle
// NB- Rectangle is clipped by our current clip setting
// NB- Expand the rectangle to be generous on imprecise inputs systems (g.Style.TouchExtraPadding)
bool ImGui::IsMouseHoveringRect(const ImVec2& 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;
return true;
}
int ImGui::GetKeyIndex(ImGuiKey imgui_key)
{
IM_ASSERT(imgui_key >= 0 && imgui_key < ImGuiKey_COUNT);
ImGuiContext& g = *GImGui;
return g.IO.KeyMap[imgui_key];
}
// Note that imgui doesn't know the semantic of each entry of io.KeysDown[]. Use your own indices/enums according to how your back-end/engine stored them into io.KeysDown[]!
bool ImGui::IsKeyDown(int user_key_index)
{
if (user_key_index < 0)
return false;
ImGuiContext& g = *GImGui;
IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown));
return g.IO.KeysDown[user_key_index];
}
int ImGui::CalcTypematicPressedRepeatAmount(float t, float t_prev, float repeat_delay, float repeat_rate)
{
if (t == 0.0f)
return 1;
if (t <= repeat_delay || repeat_rate <= 0.0f)
return 0;
const int count = (int)((t - repeat_delay) / repeat_rate) - (int)((t_prev - repeat_delay) / repeat_rate);
return (count > 0) ? count : 0;
}
int ImGui::GetKeyPressedAmount(int key_index, float repeat_delay, float repeat_rate)
{
ImGuiContext& g = *GImGui;
if (key_index < 0)
return 0;
IM_ASSERT(key_index >= 0 && key_index < IM_ARRAYSIZE(g.IO.KeysDown));
const float t = g.IO.KeysDownDuration[key_index];
return CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, repeat_delay, repeat_rate);
}
bool ImGui::IsKeyPressed(int user_key_index, bool repeat)
{
ImGuiContext& g = *GImGui;
if (user_key_index < 0)
return false;
IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown));
const float t = g.IO.KeysDownDuration[user_key_index];
if (t == 0.0f)
return true;
if (repeat && t > g.IO.KeyRepeatDelay)
return GetKeyPressedAmount(user_key_index, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0;
return false;
}
bool ImGui::IsKeyReleased(int user_key_index)
{
ImGuiContext& g = *GImGui;
if (user_key_index < 0) return false;
IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown));
return g.IO.KeysDownDurationPrev[user_key_index] >= 0.0f && !g.IO.KeysDown[user_key_index];
}
bool ImGui::IsMouseDown(int button)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
return g.IO.MouseDown[button];
}
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;
}
bool ImGui::IsMouseClicked(int 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)
{
// FIXME: 2019/05/03: Our old repeat code was wrong here and led to doubling the repeat rate, which made it an ok rate for repeat on mouse hold.
int amount = CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate * 0.5f);
if (amount > 0)
return true;
}
return false;
}
bool ImGui::IsMouseReleased(int button)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
return g.IO.MouseReleased[button];
}
bool ImGui::IsMouseDoubleClicked(int button)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
return g.IO.MouseDoubleClicked[button];
}
// [Internal] This doesn't test if the button is presed
bool ImGui::IsMouseDragPastThreshold(int 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(int 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()
{
return GImGui->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;
}
// 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(). Back-ends in theory should always keep mouse position valid when dragging even outside the client window.
ImVec2 ImGui::GetMouseDragDelta(int 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(int 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()
{
return GImGui->MouseCursor;
}
void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type)
{
GImGui->MouseCursor = cursor_type;
}
void ImGui::CaptureKeyboardFromApp(bool capture)
{
GImGui->WantCaptureKeyboardNextFrame = capture ? 1 : 0;
}
void ImGui::CaptureMouseFromApp(bool capture)
{
GImGui->WantCaptureMouseNextFrame = capture ? 1 : 0;
}
bool ImGui::IsItemActive()
{
ImGuiContext& g = *GImGui;
if (g.ActiveId)
{
ImGuiWindow* window = g.CurrentWindow;
return g.ActiveId == window->DC.LastItemId;
}
return false;
}
bool ImGui::IsItemActivated()
{
ImGuiContext& g = *GImGui;
if (g.ActiveId)
{
ImGuiWindow* window = g.CurrentWindow;
if (g.ActiveId == window->DC.LastItemId && g.ActiveIdPreviousFrame != window->DC.LastItemId)
return true;
}
return false;
}
bool ImGui::IsItemDeactivated()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
if (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HasDeactivated)
return (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_Deactivated) != 0;
return (g.ActiveIdPreviousFrame == window->DC.LastItemId && g.ActiveIdPreviousFrame != 0 && g.ActiveId != window->DC.LastItemId);
}
bool ImGui::IsItemDeactivatedAfterEdit()
{
ImGuiContext& g = *GImGui;
return IsItemDeactivated() && (g.ActiveIdPreviousFrameHasBeenEditedBefore || (g.ActiveId == 0 && g.ActiveIdHasBeenEditedBefore));
}
bool ImGui::IsItemFocused()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
if (g.NavId == 0 || g.NavDisableHighlight || g.NavId != window->DC.LastItemId)
return false;
return true;
}
bool ImGui::IsItemClicked(int mouse_button)
{
return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None);
}
bool ImGui::IsItemToggledSelection()
{
ImGuiContext& g = *GImGui;
return (g.CurrentWindow->DC.LastItemStatusFlags & 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()
{
ImGuiWindow* window = GetCurrentWindowRead();
return window->ClipRect.Overlaps(window->DC.LastItemRect);
}
bool ImGui::IsItemEdited()
{
ImGuiWindow* window = GetCurrentWindowRead();
return (window->DC.LastItemStatusFlags & 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.
void ImGui::SetItemAllowOverlap()
{
ImGuiContext& g = *GImGui;
if (g.HoveredId == g.CurrentWindow->DC.LastItemId)
g.HoveredIdAllowOverlap = true;
if (g.ActiveId == g.CurrentWindow->DC.LastItemId)
g.ActiveIdAllowOverlap = true;
}
ImVec2 ImGui::GetItemRectMin()
{
ImGuiWindow* window = GetCurrentWindowRead();
return window->DC.LastItemRect.Min;
}
ImVec2 ImGui::GetItemRectMax()
{
ImGuiWindow* window = GetCurrentWindowRead();
return window->DC.LastItemRect.Max;
}
ImVec2 ImGui::GetItemRectSize()
{
ImGuiWindow* window = GetCurrentWindowRead();
return window->DC.LastItemRect.GetSize();
}
static ImRect GetViewportRect()
{
ImGuiContext& g = *GImGui;
return ImRect(0.0f, 0.0f, g.IO.DisplaySize.x, g.IO.DisplaySize.y);
}
static 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;
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.
char title[256];
if (name)
ImFormatString(title, IM_ARRAYSIZE(title), "%s/%s_%08X", parent_window->Name, name, id);
else
ImFormatString(title, IM_ARRAYSIZE(title), "%s/%08X", parent_window->Name, id);
const float backup_border_size = g.Style.ChildBorderSize;
if (!border)
g.Style.ChildBorderSize = 0.0f;
bool ret = Begin(title, NULL, flags);
g.Style.ChildBorderSize = backup_border_size;
ImGuiWindow* child_window = g.CurrentWindow;
child_window->ChildId = id;
child_window->AutoFitChildAxises = 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.NavLayerActiveMask != 0 || child_window->DC.NavHasScroll))
{
FocusWindow(child_window);
NavInitWindow(child_window, false);
SetActiveID(id+1, child_window); // Steal ActiveId with a dummy 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(window->Flags & ImGuiWindowFlags_ChildWindow); // Mismatched BeginChild()/EndChild() callss
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.NavLayerActiveMask != 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
if (window->DC.NavLayerActiveMask == 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);
}
}
}
// 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();
}
// Save and compare stack sizes on Begin()/End() to detect usage errors
static void CheckStacksSize(ImGuiWindow* window, bool write)
{
// NOT checking: DC.ItemWidth, DC.AllowKeyboardFocus, DC.ButtonRepeat, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin)
ImGuiContext& g = *GImGui;
short* p_backup = &window->DC.StackSizesBackup[0];
{ int current = window->IDStack.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup == current && "PushID/PopID or TreeNode/TreePop Mismatch!"); p_backup++; } // Too few or too many PopID()/TreePop()
{ int current = window->DC.GroupStack.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup == current && "BeginGroup/EndGroup Mismatch!"); p_backup++; } // Too few or too many EndGroup()
{ int current = g.BeginPopupStack.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup == current && "BeginMenu/EndMenu or BeginPopup/EndPopup Mismatch"); p_backup++;}// Too few or too many EndMenu()/EndPopup()
// 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.
{ int current = g.ColorModifiers.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup >= current && "PushStyleColor/PopStyleColor Mismatch!"); p_backup++; } // Too few or too many PopStyleColor()
{ int current = g.StyleModifiers.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup >= current && "PushStyleVar/PopStyleVar Mismatch!"); p_backup++; } // Too few or too many PopStyleVar()
{ int current = g.FontStack.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup >= current && "PushFont/PopFont Mismatch!"); p_backup++; } // Too few or too many PopFont()
IM_ASSERT(p_backup == window->DC.StackSizesBackup + IM_ARRAYSIZE(window->DC.StackSizesBackup));
}
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);
}
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 ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, 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.
window->Pos = ImVec2(60, 60);
// 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->SettingsIdx = g.SettingsWindows.index_from_ptr(settings);
SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false);
window->Pos = ImFloor(settings->Pos);
window->Collapsed = settings->Collapsed;
if (ImLengthSqr(settings->Size) > 0.00001f)
size = ImFloor(settings->Size);
}
window->Size = window->SizeFull = ImFloor(size);
window->DC.CursorStartPos = window->DC.CursorMaxPos = window->Pos; // So first call to CalcContentSize() 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);
}
g.WindowsFocusOrder.push_back(window);
if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus)
g.Windows.push_front(window); // Quite slow but rare and only once
else
g.Windows.push_back(window);
return window;
}
static ImVec2 CalcSizeAfterConstraint(ImGuiWindow* window, ImVec2 new_size)
{
ImGuiContext& g = *GImGui;
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 = ImFloor(new_size.x);
new_size.y = ImFloor(new_size.y);
}
// Minimum size
if (!(window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysAutoResize)))
{
new_size = ImMax(new_size, g.Style.WindowMinSize);
new_size.y = ImMax(new_size.y, window->TitleBarHeight() + window->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); // Reduce artifacts with very small windows
}
return new_size;
}
static ImVec2 CalcContentSize(ImGuiWindow* window)
{
if (window->Collapsed)
if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
return window->ContentSize;
if (window->Hidden && window->HiddenFramesCannotSkipItems == 0 && window->HiddenFramesCanSkipItems > 0)
return window->ContentSize;
ImVec2 sz;
sz.x = (float)(int)((window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x);
sz.y = (float)(int)((window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y);
return sz;
}
static ImVec2 CalcSizeAutoFit(ImGuiWindow* window, const ImVec2& size_contents)
{
ImGuiContext& g = *GImGui;
ImGuiStyle& style = g.Style;
ImVec2 size_decorations = ImVec2(0.0f, window->TitleBarHeight() + window->MenuBarHeight());
ImVec2 size_pad = window->WindowPadding * 2.0f;
ImVec2 size_desired = size_contents + size_pad + size_decorations;
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));
ImVec2 size_auto_fit = ImClamp(size_desired, size_min, ImMax(size_min, g.IO.DisplaySize - 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 = CalcSizeAfterConstraint(window, size_auto_fit);
bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - size_decorations.x < 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 - size_decorations.y < 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::CalcWindowExpectedSize(ImGuiWindow* window)
{
ImVec2 size_contents = CalcContentSize(window);
return CalcSizeAfterConstraint(window, CalcSizeAutoFit(window, size_contents));
}
static ImGuiCol GetWindowBgColorIdxFromFlags(ImGuiWindowFlags flags)
{
if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))
return ImGuiCol_PopupBg;
if (flags & ImGuiWindowFlags_ChildWindow)
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 = CalcSizeAfterConstraint(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;
}
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
{ ImVec2(1,0), ImVec2(-1,+1), 9,12 }, // Upper right
};
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 == 0) return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness, rect.Max.x - perp_padding, rect.Min.y + thickness); // Top
if (border_n == 1) return ImRect(rect.Max.x - thickness, rect.Min.y + perp_padding, rect.Max.x + thickness, rect.Max.y - perp_padding); // Right
if (border_n == 2) return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness, rect.Max.x - perp_padding, rect.Max.y + thickness); // Bottom
if (border_n == 3) return ImRect(rect.Min.x - thickness, rect.Min.y + perp_padding, rect.Min.x + thickness, rect.Max.y - perp_padding); // Left
IM_ASSERT(0);
return ImRect();
}
// Handle resize for: Resize Grips, Borders, Gamepad
// Return true when using auto-fit (double click on resize grip)
static bool ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4])
{
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 = (float)(int)ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f);
const float grip_hover_inner_size = (float)(int)(grip_draw_size * 0.75f);
const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS : 0.0f;
ImVec2 pos_target(FLT_MAX, FLT_MAX);
ImVec2 size_target(FLT_MAX, FLT_MAX);
// Resize grips and borders are on layer 1
window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Menu);
// Manual resize grips
PushID("#RESIZE");
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);
// Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window
ImRect resize_rect(corner - grip.InnerDir * grip_hover_outer_size, corner + grip.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);
bool hovered, held;
ButtonBehavior(resize_rect, window->GetID((void*)(intptr_t)resize_grip_n), &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.MouseDoubleClicked[0] && resize_grip_n == 0)
{
// Manual auto-fit when double-clicking
size_target = CalcSizeAfterConstraint(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 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + ImLerp(grip.InnerDir * grip_hover_outer_size, grip.InnerDir * -grip_hover_inner_size, grip.CornerPosN); // Corner of the window corresponding to our corner grip
CalcResizePosSizeFromAnyCorner(window, corner_target, grip.CornerPosN, &pos_target, &size_target);
}
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++)
{
bool hovered, held;
ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS);
ButtonBehavior(border_rect, window->GetID((void*)(intptr_t)(border_n + 4)), &hovered, &held, ImGuiButtonFlags_FlattenChildren);
//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 = (border_n & 1) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS;
if (held)
*border_held = border_n;
}
if (held)
{
ImVec2 border_target = window->Pos;
ImVec2 border_posn;
if (border_n == 0) { border_posn = ImVec2(0, 0); border_target.y = (g.IO.MousePos.y - g.ActiveIdClickOffset.y + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Top
if (border_n == 1) { border_posn = ImVec2(1, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Right
if (border_n == 2) { border_posn = ImVec2(0, 1); border_target.y = (g.IO.MousePos.y - g.ActiveIdClickOffset.y + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Bottom
if (border_n == 3) { border_posn = ImVec2(0, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Left
CalcResizePosSizeFromAnyCorner(window, border_target, border_posn, &pos_target, &size_target);
}
}
PopID();
// Navigation resize (keyboard/gamepad)
if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindow == window)
{
ImVec2 nav_resize_delta;
if (g.NavInputSource == ImGuiInputSource_NavKeyboard && g.IO.KeyShift)
nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down);
if (g.NavInputSource == ImGuiInputSource_NavGamepad)
nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_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));
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 = CalcSizeAfterConstraint(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);
}
// Resize nav layer
window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main);
window->Size = window->SizeFull;
return ret_auto_fit;
}
static inline void ClampWindowRect(ImGuiWindow* window, const ImRect& rect, const ImVec2& padding)
{
ImGuiContext& g = *GImGui;
ImVec2 size_for_clamping = (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar)) ? ImVec2(window->Size.x, window->TitleBarHeight()) : window->Size;
window->Pos = ImMin(rect.Max - padding, ImMax(window->Pos + size_for_clamping, rect.Min + padding) - size_for_clamping);
}
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, ImDrawCornerFlags_All, border_size);
int border_held = window->ResizeBorderHeld;
if (border_held != -1)
{
struct ImGuiResizeBorderDef
{
ImVec2 InnerDir;
ImVec2 CornerPosN1, CornerPosN2;
float OuterAngle;
};
static const ImGuiResizeBorderDef resize_border_def[4] =
{
{ ImVec2(0,+1), ImVec2(0,0), ImVec2(1,0), IM_PI*1.50f }, // Top
{ ImVec2(-1,0), ImVec2(1,0), ImVec2(1,1), IM_PI*0.00f }, // Right
{ ImVec2(0,-1), ImVec2(1,1), ImVec2(0,1), IM_PI*0.50f }, // Bottom
{ ImVec2(+1,0), ImVec2(0,1), ImVec2(0,0), IM_PI*1.00f } // Left
};
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.CornerPosN1) + 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.CornerPosN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI*0.25f);
window->DrawList->PathStroke(GetColorU32(ImGuiCol_SeparatorActive), false, ImMax(2.0f, border_size)); // Thicker than usual
}
if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar))
{
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);
}
}
void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, 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;
// 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))
{
ImU32 bg_col = GetColorU32(GetWindowBgColorIdxFromFlags(flags));
float alpha = 1.0f;
if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasBgAlpha)
alpha = g.NextWindowData.BgAlphaVal;
if (alpha != 1.0f)
bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT);
window->DrawList->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Bot);
}
// Title bar
if (!(flags & ImGuiWindowFlags_NoTitleBar))
{
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, ImDrawCornerFlags_Top);
}
// 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, ImDrawCornerFlags_Top);
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);
}
// 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 (!(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
RenderWindowOuterBorders(window);
}
}
// Render title text, collapse button, close button
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);
// Close & Collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer)
const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags;
window->DC.ItemFlags |= ImGuiItemFlags_NoNavDefaultFocus;
window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
window->DC.NavLayerCurrentMask = (1 << 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))
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;
window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main);
window->DC.ItemFlags = 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 char* UNSAVED_DOCUMENT_MARKER = "*";
const float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? CalcTextSize(UNSAVED_DOCUMENT_MARKER, NULL, false).x : 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 correct.
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, layout_r.Max.x + g.Style.ItemInnerSpacing.x, layout_r.Max.y);
//if (g.IO.KeyCtrl) window->DrawList->AddRect(layout_r.Min, layout_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG]
RenderTextClipped(layout_r.Min, layout_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_r);
if (flags & ImGuiWindowFlags_UnsavedDocument)
{
ImVec2 marker_pos = ImVec2(ImMax(layout_r.Min.x, layout_r.Min.x + (layout_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x) + text_size.x, layout_r.Min.y) + ImVec2(2 - marker_size_x, 0.0f);
ImVec2 off = ImVec2(0.0f, (float)(int)(-g.FontSize * 0.25f));
RenderTextClipped(marker_pos + off, layout_r.Max + off, UNSAVED_DOCUMENT_MARKER, NULL, NULL, ImVec2(0, style.WindowTitleAlign.y), &clip_r);
}
}
void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window)
{
window->ParentWindow = parent_window;
window->RootWindow = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window;
if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip))
window->RootWindow = parent_window->RootWindow;
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;
}
}
// 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.FrameScopeActive); // 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)
{
ImVec2 size_on_first_use = (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) ? g.NextWindowData.SizeVal : ImVec2(0.0f, 0.0f); // Any condition flag will do since we are creating a new window here.
window = CreateNewWindow(name, size_on_first_use, 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);
// Update the Appearing flag
bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on
const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0);
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);
}
window->Appearing = (window_just_activated_by_user || window_just_appearing_after_hidden_for_resize);
if (window->Appearing)
SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);
// Update Flags, LastFrameActive, BeginOrderXXX fields
if (first_begin_of_the_frame)
{
window->Flags = (ImGuiWindowFlags)flags;
window->LastFrameActive = current_frame;
window->BeginOrderWithinParent = 0;
window->BeginOrderWithinContext = (short)(g.WindowsActiveCount++);
}
else
{
flags = window->Flags;
}
// 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 = g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back();
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));
// Add to stack
// We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow()
g.CurrentWindowStack.push_back(window);
g.CurrentWindow = NULL;
CheckStacksSize(window, true);
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;
}
if (window_just_appearing_after_hidden_for_resize && !(flags & ImGuiWindowFlags_ChildWindow))
window->NavLastIds[0] = 0;
// Process SetNextWindow***() calls
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_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_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)
UpdateWindowParentAndRootLinks(window, flags, parent_window);
window->Active = true;
window->HasCloseButton = (p_open != NULL);
window->ClipRect = ImVec4(-FLT_MAX,-FLT_MAX,+FLT_MAX,+FLT_MAX);
window->IDStack.resize(1);
// 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 (g.NavWindowingList != 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)
window->ContentSize = CalcContentSize(window);
if (window->HiddenFramesCanSkipItems > 0)
window->HiddenFramesCanSkipItems--;
if (window->HiddenFramesCannotSkipItems > 0)
window->HiddenFramesCannotSkipItems--;
// 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 = ImVec2(0.f, 0.f);
}
}
// FIXME-VIEWPORT: In the docking/viewport branch, this is the point where we select the current viewport (which may affect the style)
SetCurrentWindow(window);
// LOCK BORDER SIZE AND PADDING FOR THE FRAME (so that altering them doesn't cause inconsistencies)
if (flags & ImGuiWindowFlags_ChildWindow)
window->WindowBorderSize = style.ChildBorderSize;
else
window->WindowBorderSize = ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize;
window->WindowPadding = style.WindowPadding;
if ((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);
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))
{
// 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.MouseDoubleClicked[0])
window->WantCollapseToggle = true;
if (window->WantCollapseToggle)
{
window->Collapsed = !window->Collapsed;
MarkIniSettingsDirty(window);
FocusWindow(window);
}
}
else
{
window->Collapsed = false;
}
window->WantCollapseToggle = false;
// SIZE
// Calculate auto-fit size, handle automatic resize
const ImVec2 size_auto_fit = CalcSizeAutoFit(window, window->ContentSize);
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 = CalcSizeAfterConstraint(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 && !window_pos_set_by_api)
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->SizeFull * 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);
// 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.
ImRect viewport_rect(GetViewportRect());
if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
{
if (g.IO.DisplaySize.x > 0.0f && g.IO.DisplaySize.y > 0.0f) // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.
{
ImVec2 clamp_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding);
ClampWindowRect(window, viewport_rect, clamp_padding);
}
}
window->Pos = ImFloor(window->Pos);
// Lock window rounding for the frame (so that altering them doesn't cause inconsistencies)
window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding;
// 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 ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Tooltip)) == 0)
want_focus = true;
}
// Handle manual resize: Resize Grips, Borders, Gamepad
int border_held = -1;
ImU32 resize_grip_col[4] = { 0 };
const int resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // 4
const float resize_grip_draw_size = (float)(int)ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f);
if (!window->Collapsed)
if (UpdateManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0]))
use_current_size_for_scrollbar_x = use_current_size_for_scrollbar_y = true;
window->ResizeBorderHeld = (signed char)border_held;
// 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;
window->OuterRectClipped.ClipWith(host_rect);
// Inner rectangle
// Not affected by window border size. Used by:
// - InnerClipRect
// - ScrollToBringRectIntoView()
// - 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 = (float)(int)(window->Size.x * 0.65f);
else
window->ItemWidthDefault = (float)(int)(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, true);
window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
// DRAWING
// Setup draw list and outer clipping rectangle
window->DrawList->Clear();
window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID);
PushClipRect(host_rect.Min, host_rect.Max, false);
// Draw modal window background (darkens what is behind them, all viewports)
const bool dim_bg_for_modal = (flags & ImGuiWindowFlags_Modal) && window == GetTopMostPopupModal() && window->HiddenFramesCannotSkipItems <= 0;
const bool dim_bg_for_window_list = g.NavWindowingTargetAnim && (window == g.NavWindowingTargetAnim->RootWindow);
if (dim_bg_for_modal || dim_bg_for_window_list)
{
const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio);
window->DrawList->AddRectFilled(viewport_rect.Min, viewport_rect.Max, dim_bg_col);
}
// Draw navigation selection/windowing rectangle background
if (dim_bg_for_window_list && window == g.NavWindowingTargetAnim)
{
ImRect bb = window->Rect();
bb.Expand(g.FontSize);
if (!bb.Contains(viewport_rect)) // Avoid drawing if the window covers all the viewport anyway
window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha * 0.25f), g.Style.WindowRounding);
}
// Since 1.71, child window can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call.
// When using overlapping child windows, this will break the assumption that child z-order is mapped to submission order.
// We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping child.
// We also disabled this when we have dimming overlay behind this specific one child.
// FIXME: More 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.
bool render_decorations_in_parent = false;
if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip)
if (window->DrawList->CmdBuffer.back().ElemCount == 0 && parent_window->DrawList->VtxBuffer.Size > 0)
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);
RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, resize_grip_count, resize_grip_col, resize_grip_draw_size);
if (render_decorations_in_parent)
window->DrawList = &window->DrawListInst;
// Draw navigation selection/windowing rectangle border
if (g.NavWindowingTargetAnim == window)
{
float rounding = ImMax(window->WindowRounding, g.Style.WindowRounding);
ImRect bb = window->Rect();
bb.Expand(g.FontSize);
if (bb.Contains(viewport_rect)) // If a window fits the entire viewport, adjust its highlight inward
{
bb.Expand(-g.FontSize - 1.0f);
rounding = window->WindowRounding;
}
window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), rounding, ~0, 3.0f);
}
// 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;
// [LEGACY] Contents Region
// FIXME-OBSOLETE: window->ContentsRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it.
// Used by:
// - Mouse wheel scrolling + many other things
window->ContentsRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x;
window->ContentsRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + decoration_up_height;
window->ContentsRegionRect.Max.x = window->ContentsRegionRect.Min.x + (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : (window->Size.x - window->WindowPadding.x * 2.0f - window->ScrollbarSizes.x));
window->ContentsRegionRect.Max.y = window->ContentsRegionRect.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;
window->DC.CursorStartPos = window->Pos + ImVec2(window->DC.Indent.x + window->DC.ColumnsOffset.x, decoration_up_height + window->WindowPadding.y - window->Scroll.y);
window->DC.CursorPos = window->DC.CursorStartPos;
window->DC.CursorPosPrevLine = window->DC.CursorPos;
window->DC.CursorMaxPos = window->DC.CursorStartPos;
window->DC.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f);
window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f;
window->DC.NavHideHighlightOneFrame = false;
window->DC.NavHasScroll = (window->ScrollMax.y > 0.0f);
window->DC.NavLayerActiveMask = window->DC.NavLayerActiveMaskNext;
window->DC.NavLayerActiveMaskNext = 0x00;
window->DC.MenuBarAppending = false;
window->DC.ChildWindows.resize(0);
window->DC.LayoutType = ImGuiLayoutType_Vertical;
window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical;
window->DC.FocusCounterAll = window->DC.FocusCounterTab = -1;
window->DC.ItemFlags = parent_window ? parent_window->DC.ItemFlags : ImGuiItemFlags_Default_;
window->DC.ItemWidth = window->ItemWidthDefault;
window->DC.TextWrapPos = -1.0f; // disabled
window->DC.ItemFlagsStack.resize(0);
window->DC.ItemWidthStack.resize(0);
window->DC.TextWrapPosStack.resize(0);
window->DC.CurrentColumns = NULL;
window->DC.TreeDepth = 0;
window->DC.TreeStoreMayJumpToParentOnPop = 0x00;
window->DC.StateStorage = &window->StateStorage;
window->DC.GroupStack.resize(0);
window->MenuColumns.Update(3, style.ItemSpacing.x, window_just_activated_by_user);
if ((flags & ImGuiWindowFlags_ChildWindow) && (window->DC.ItemFlags != parent_window->DC.ItemFlags))
{
window->DC.ItemFlags = parent_window->DC.ItemFlags;
window->DC.ItemFlagsStack.push_back(window->DC.ItemFlags);
}
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);
}
// Title bar
if (!(flags & ImGuiWindowFlags_NoTitleBar))
RenderWindowTitleBarContents(window, title_bar_rect, name, p_open);
// Pressing CTRL+C while holding on a window copy its content to the clipboard
// This works but 1. doesn't handle multiple Begin/End pairs, 2. recursing into another Begin/End pair - so we need to work that out and add better logging scope.
// Maybe we can support CTRL+C on every element?
/*
if (g.ActiveId == move_id)
if (g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_C))
LogToClipboard();
*/
// 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.
window->DC.LastItemId = window->MoveId;
window->DC.LastItemStatusFlags = IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0;
window->DC.LastItemRect = title_bar_rect;
#ifdef IMGUI_ENABLE_TEST_ENGINE
if (!(window->Flags & ImGuiWindowFlags_NoTitleBar))
IMGUI_TEST_ENGINE_ITEM_ADD(window->DC.LastItemRect, window->DC.LastItemId);
#endif
}
else
{
// Append
SetCurrentWindow(window);
}
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)
if (first_begin_of_the_frame)
window->WriteAccessed = false;
window->BeginCount++;
g.NextWindowData.ClearFlags();
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);
if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
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
window->Hidden = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0);
// Update the SkipItems flag, used to early out of all items functions (no layout required)
bool skip_items = false;
if (window->Collapsed || !window->Active || window->Hidden)
if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0)
skip_items = true;
window->SkipItems = skip_items;
return !skip_items;
}
// Old Begin() API with 5 parameters, avoid calling this version directly! Use SetNextWindowSize()/SetNextWindowBgAlpha() + Begin() instead.
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_first_use, float bg_alpha_override, ImGuiWindowFlags flags)
{
// Old API feature: we could pass the initial window size as a parameter. This was misleading because it only had an effect if the window didn't have data in the .ini file.
if (size_first_use.x != 0.0f || size_first_use.y != 0.0f)
SetNextWindowSize(size_first_use, ImGuiCond_FirstUseEver);
// Old API feature: override the window background alpha with a parameter.
if (bg_alpha_override >= 0.0f)
SetNextWindowBgAlpha(bg_alpha_override);
return Begin(name, p_open, flags);
}
#endif // IMGUI_DISABLE_OBSOLETE_FUNCTIONS
void ImGui::End()
{
ImGuiContext& g = *GImGui;
if (g.CurrentWindowStack.Size <= 1 && g.FrameScopePushedImplicitWindow)
{
IM_ASSERT(g.CurrentWindowStack.Size > 1 && "Calling End() too many times!");
return; // FIXME-ERRORHANDLING
}
IM_ASSERT(g.CurrentWindowStack.Size > 0);
ImGuiWindow* window = g.CurrentWindow;
if (window->DC.CurrentColumns)
EndColumns();
PopClipRect(); // Inner window clip rectangle
// Stop logging
if (!(window->Flags & ImGuiWindowFlags_ChildWindow)) // FIXME: add more options for scope of logging
LogFinish();
// Pop from window stack
g.CurrentWindowStack.pop_back();
if (window->Flags & ImGuiWindowFlags_Popup)
g.BeginPopupStack.pop_back();
CheckStacksSize(window, false);
SetCurrentWindow(g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back());
}
void ImGui::BringWindowToFocusFront(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
if (g.WindowsFocusOrder.back() == window)
return;
for (int i = g.WindowsFocusOrder.Size - 2; i >= 0; i--) // We can ignore the top-most window
if (g.WindowsFocusOrder[i] == window)
{
memmove(&g.WindowsFocusOrder[i], &g.WindowsFocusOrder[i + 1], (size_t)(g.WindowsFocusOrder.Size - i - 1) * sizeof(ImGuiWindow*));
g.WindowsFocusOrder[g.WindowsFocusOrder.Size - 1] = window;
break;
}
}
void ImGui::BringWindowToDisplayFront(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* current_front_window = g.Windows.back();
if (current_front_window == window || current_front_window->RootWindow == window)
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;
}
}
// 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.NavInitRequest = false;
g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId
g.NavIdIsAlive = false;
g.NavLayer = ImGuiNavLayer_Main;
//IMGUI_DEBUG_LOG("FocusWindow(\"%s\")\n", window ? window->Name : NULL);
}
// Close popups if any
ClosePopupsOverWindow(window, false);
// Passing NULL allow to disable keyboard focus
if (!window)
return;
// Move the root window to the top of the pile
if (window->RootWindow)
window = window->RootWindow;
// Steal focus on active widgets
if (window->Flags & ImGuiWindowFlags_Popup) // FIXME: This statement should be unnecessary. Need further testing before removing it..
if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != window)
ClearActiveID();
// Bring to front
BringWindowToFocusFront(window);
if (!(window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus))
BringWindowToDisplayFront(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)
{
int under_this_window_idx = FindWindowFocusIndex(under_this_window);
if (under_this_window_idx != -1)
start_idx = under_this_window_idx - 1;
}
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];
if (window != ignore_window && window->WasActive && !(window->Flags & ImGuiWindowFlags_ChildWindow))
if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs))
{
ImGuiWindow* focus_window = NavRestoreLastChildNavWindow(window);
FocusWindow(focus_window);
return;
}
}
FocusWindow(NULL);
}
void ImGui::SetNextItemWidth(float item_width)
{
ImGuiContext& g = *GImGui;
g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasWidth;
g.NextItemData.Width = item_width;
}
void ImGui::PushItemWidth(float item_width)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width);
window->DC.ItemWidthStack.push_back(window->DC.ItemWidth);
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, (float)(int)((w_full - (style.ItemInnerSpacing.x) * (components-1)) / (float)components));
const float w_item_last = ImMax(1.0f, (float)(int)(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components-1)));
window->DC.ItemWidthStack.push_back(w_item_last);
for (int i = 0; i < components-1; i++)
window->DC.ItemWidthStack.push_back(w_item_one);
window->DC.ItemWidth = window->DC.ItemWidthStack.back();
g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth;
}
void ImGui::PopItemWidth()
{
ImGuiWindow* window = GetCurrentWindow();
window->DC.ItemWidthStack.pop_back();
window->DC.ItemWidth = window->DC.ItemWidthStack.empty() ? window->ItemWidthDefault : window->DC.ItemWidthStack.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 = (float)(int)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)
{
ImGuiWindow* window = GImGui->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;
}
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.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)
{
ImGuiWindow* window = GetCurrentWindow();
if (enabled)
window->DC.ItemFlags |= option;
else
window->DC.ItemFlags &= ~option;
window->DC.ItemFlagsStack.push_back(window->DC.ItemFlags);
}
void ImGui::PopItemFlag()
{
ImGuiWindow* window = GetCurrentWindow();
window->DC.ItemFlagsStack.pop_back();
window->DC.ItemFlags = window->DC.ItemFlagsStack.empty() ? ImGuiItemFlags_Default_ : window->DC.ItemFlagsStack.back();
}
// 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.TextWrapPos = wrap_pos_x;
window->DC.TextWrapPosStack.push_back(wrap_pos_x);
}
void ImGui::PopTextWrapPos()
{
ImGuiWindow* window = GetCurrentWindow();
window->DC.TextWrapPosStack.pop_back();
window->DC.TextWrapPos = window->DC.TextWrapPosStack.empty() ? -1.0f : window->DC.TextWrapPosStack.back();
}
// 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.ColorModifiers.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.ColorModifiers.push_back(backup);
g.Style.Colors[idx] = col;
}
void ImGui::PopStyleColor(int count)
{
ImGuiContext& g = *GImGui;
while (count > 0)
{
ImGuiColorMod& backup = g.ColorModifiers.back();
g.Style.Colors[backup.Col] = backup.BackupValue;
g.ColorModifiers.pop_back();
count--;
}
}
struct ImGuiStyleVarInfo
{
ImGuiDataType Type;
ImU32 Count;
ImU32 Offset;
void* GetVarPtr(ImGuiStyle* style) const { return (void*)((unsigned char*)style + Offset); }
};
static const ImGuiStyleVarInfo GStyleVarInfo[] =
{
{ ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, Alpha) }, // ImGuiStyleVar_Alpha
{ 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, 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.StyleModifiers.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.StyleModifiers.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.StyleModifiers.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.StyleModifiers.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_PlotLines: return "PlotLines";
case ImGuiCol_PlotLinesHovered: return "PlotLinesHovered";
case ImGuiCol_PlotHistogram: return "PlotHistogram";
case ImGuiCol_PlotHistogramHovered: return "PlotHistogramHovered";
case ImGuiCol_TextSelectedBg: return "TextSelectedBg";
case ImGuiCol_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";
}
bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent)
{
if (window->RootWindow == potential_parent)
return true;
while (window != NULL)
{
if (window == potential_parent)
return true;
window = window->ParentWindow;
}
return false;
}
bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags)
{
IM_ASSERT((flags & ImGuiHoveredFlags_AllowWhenOverlapped) == 0); // Flags not supported by this function
ImGuiContext& g = *GImGui;
if (flags & ImGuiHoveredFlags_AnyWindow)
{
if (g.HoveredWindow == NULL)
return false;
}
else
{
switch (flags & (ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows))
{
case ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows:
if (g.HoveredRootWindow != g.CurrentWindow->RootWindow)
return false;
break;
case ImGuiHoveredFlags_RootWindow:
if (g.HoveredWindow != g.CurrentWindow->RootWindow)
return false;
break;
case ImGuiHoveredFlags_ChildWindows:
if (g.HoveredWindow == NULL || !IsWindowChildOf(g.HoveredWindow, g.CurrentWindow))
return false;
break;
default:
if (g.HoveredWindow != g.CurrentWindow)
return false;
break;
}
}
if (!IsWindowContentHoverable(g.HoveredWindow, flags))
return false;
if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))
if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != g.HoveredWindow->MoveId)
return false;
return true;
}
bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags)
{
ImGuiContext& g = *GImGui;
if (flags & ImGuiFocusedFlags_AnyWindow)
return g.NavWindow != NULL;
IM_ASSERT(g.CurrentWindow); // Not inside a Begin()/End()
switch (flags & (ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows))
{
case ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows:
return g.NavWindow && g.NavWindow->RootWindow == g.CurrentWindow->RootWindow;
case ImGuiFocusedFlags_RootWindow:
return g.NavWindow == g.CurrentWindow->RootWindow;
case ImGuiFocusedFlags_ChildWindows:
return g.NavWindow && IsWindowChildOf(g.NavWindow, g.CurrentWindow);
default:
return g.NavWindow == g.CurrentWindow;
}
}
// 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 programmaticaly.
// If you want a window to never be focused, you may use the e.g. NoInputs flag.
bool ImGui::IsWindowNavFocusable(ImGuiWindow* window)
{
return window->Active && 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;
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.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 = ImFloor(size.x);
}
else
{
window->AutoFitFramesX = 2;
window->AutoFitOnlyGrows = false;
}
if (size.y > 0.0f)
{
window->AutoFitFramesY = 0;
window->SizeFull.y = ImFloor(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::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;
}
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 = size;
}
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;
}
// FIXME: This is in window space (not screen space!). We should try to obsolete all those functions.
ImVec2 ImGui::GetContentRegionMax()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
ImVec2 mx = window->ContentsRegionRect.Max - window->Pos;
if (window->DC.CurrentColumns)
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->ContentsRegionRect.Max;
if (window->DC.CurrentColumns)
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->ContentsRegionRect.Min - window->Pos;
}
ImVec2 ImGui::GetWindowContentRegionMax()
{
ImGuiWindow* window = GImGui->CurrentWindow;
return window->ContentsRegionRect.Max - window->Pos;
}
float ImGui::GetWindowContentRegionWidth()
{
ImGuiWindow* window = GImGui->CurrentWindow;
return window->ContentsRegionRect.GetWidth();
}
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;
}
ImDrawList* ImGui::GetWindowDrawList()
{
ImGuiWindow* window = GetCurrentWindow();
return window->DrawList;
}
ImFont* ImGui::GetFont()
{
return GImGui->Font;
}
float ImGui::GetFontSize()
{
return GImGui->FontSize;
}
ImVec2 ImGui::GetFontTexUvWhitePixel()
{
return GImGui->DrawListSharedData.TexUvWhitePixel;
}
void ImGui::SetWindowFontScale(float scale)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow();
window->FontWindowScale = scale;
g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
}
// User generally sees positions in window coordinates. Internally we store CursorPos in absolute screen coordinates because it is more convenient.
// Conversion happens as we pass the value to user, but it makes our naming convention confusing because GetCursorPos() == (DC.CursorPos - window.Pos). May want to rename 'DC.CursorPos'.
ImVec2 ImGui::GetCursorPos()
{
ImGuiWindow* window = 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;
}
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);
}
void ImGui::ActivateItem(ImGuiID id)
{
ImGuiContext& g = *GImGui;
g.NavNextActivateId = id;
}
void ImGui::SetKeyboardFocusHere(int offset)
{
IM_ASSERT(offset >= -1); // -1 is allowed but not below
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
g.FocusRequestNextWindow = window;
g.FocusRequestNextCounterAll = window->DC.FocusCounterAll + 1 + offset;
g.FocusRequestNextCounterTab = INT_MAX;
}
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 == g.NavWindow->DC.NavLayerCurrent)
{
g.NavInitRequest = false;
g.NavInitResultId = g.NavWindow->DC.LastItemId;
g.NavInitResultRectRel = ImRect(g.NavWindow->DC.LastItemRect.Min - g.NavWindow->Pos, g.NavWindow->DC.LastItemRect.Max - g.NavWindow->Pos);
NavUpdateAnyRequestFlag();
if (!IsItemVisible())
SetScrollHereY();
}
}
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)
{
ImGuiWindow* window = GImGui->CurrentWindow;
window->IDStack.push_back(window->GetIDNoKeepAlive(str_id));
}
void ImGui::PushID(const char* str_id_begin, const char* str_id_end)
{
ImGuiWindow* window = GImGui->CurrentWindow;
window->IDStack.push_back(window->GetIDNoKeepAlive(str_id_begin, str_id_end));
}
void ImGui::PushID(const void* ptr_id)
{
ImGuiWindow* window = GImGui->CurrentWindow;
window->IDStack.push_back(window->GetIDNoKeepAlive(ptr_id));
}
void ImGui::PushID(int int_id)
{
ImGuiWindow* window = GImGui->CurrentWindow;
window->IDStack.push_back(window->GetIDNoKeepAlive(int_id));
}
// Push a given id value ignoring the ID stack as a seed.
void ImGui::PushOverrideID(ImGuiID id)
{
ImGuiWindow* window = GImGui->CurrentWindow;
window->IDStack.push_back(id);
}
void ImGui::PopID()
{
ImGuiWindow* window = GImGui->CurrentWindow;
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));
}
// 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.)
void ImGui::BeginGroup()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow();
window->DC.GroupStack.resize(window->DC.GroupStack.Size + 1);
ImGuiGroupData& group_data = window->DC.GroupStack.back();
group_data.BackupCursorPos = window->DC.CursorPos;
group_data.BackupCursorMaxPos = window->DC.CursorMaxPos;
group_data.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.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 Log carriage return
}
void ImGui::EndGroup()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow();
IM_ASSERT(!window->DC.GroupStack.empty()); // Mismatched BeginGroup()/EndGroup() calls
ImGuiGroupData& group_data = window->DC.GroupStack.back();
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 Log carriage return
if (!group_data.EmitItem)
{
window->DC.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(), 0.0f);
ItemAdd(group_bb, 0);
// 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 tests not symmetrical 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 && g.ActiveIdPreviousFrameIsAlive;
if (group_contains_curr_active_id)
window->DC.LastItemId = g.ActiveId;
else if (group_contains_prev_active_id)
window->DC.LastItemId = g.ActiveIdPreviousFrame;
window->DC.LastItemRect = group_bb;
// Forward Edited flag
if (group_contains_curr_active_id && g.ActiveIdHasBeenEditedThisFrame)
window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_Edited;
// Forward Deactivated flag
window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HasDeactivated;
if (group_contains_prev_active_id && g.ActiveId != g.ActiveIdPreviousFrame)
window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_Deactivated;
window->DC.GroupStack.pop_back();
//window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255)); // [Debug]
}
// 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)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return;
ImGuiContext& g = *GImGui;
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;
}
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;
}
//-----------------------------------------------------------------------------
// [SECTION] SCROLLING
//-----------------------------------------------------------------------------
static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool snap_on_edges)
{
ImGuiContext& g = *GImGui;
ImVec2 scroll = window->Scroll;
if (window->ScrollTarget.x < FLT_MAX)
{
float cr_x = window->ScrollTargetCenterRatio.x;
float target_x = window->ScrollTarget.x;
if (snap_on_edges && cr_x <= 0.0f && target_x <= window->WindowPadding.x)
target_x = 0.0f;
else if (snap_on_edges && cr_x >= 1.0f && target_x >= window->ContentSize.x + window->WindowPadding.x + g.Style.ItemSpacing.x)
target_x = window->ContentSize.x + window->WindowPadding.x * 2.0f;
scroll.x = target_x - cr_x * (window->SizeFull.x - window->ScrollbarSizes.x);
}
if (window->ScrollTarget.y < FLT_MAX)
{
// 'snap_on_edges' allows for a discontinuity at the edge of scrolling limits to take account of WindowPadding so that scrolling to make the last item visible scroll far enough to see the padding.
float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight();
float cr_y = window->ScrollTargetCenterRatio.y;
float target_y = window->ScrollTarget.y;
if (snap_on_edges && cr_y <= 0.0f && target_y <= window->WindowPadding.y)
target_y = 0.0f;
if (snap_on_edges && cr_y >= 1.0f && target_y >= window->ContentSize.y + window->WindowPadding.y + g.Style.ItemSpacing.y)
target_y = window->ContentSize.y + window->WindowPadding.y * 2.0f;
scroll.y = target_y - cr_y * (window->SizeFull.y - window->ScrollbarSizes.y - decoration_up_height);
}
scroll = ImMax(scroll, ImVec2(0.0f, 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;
}
// Scroll to keep newly navigated item fully into view
ImVec2 ImGui::ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_rect)
{
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]
ImVec2 delta_scroll;
if (!window_rect.Contains(item_rect))
{
if (window->ScrollbarX && item_rect.Min.x < window_rect.Min.x)
SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x + g.Style.ItemSpacing.x, 0.0f);
else if (window->ScrollbarX && item_rect.Max.x >= window_rect.Max.x)
SetScrollFromPosX(window, item_rect.Max.x - window->Pos.x + g.Style.ItemSpacing.x, 1.0f);
if (item_rect.Min.y < window_rect.Min.y)
SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y - g.Style.ItemSpacing.y, 0.0f);
else if (item_rect.Max.y >= window_rect.Max.y)
SetScrollFromPosY(window, item_rect.Max.y - window->Pos.y + g.Style.ItemSpacing.y, 1.0f);
ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window, false);
delta_scroll = next_scroll - window->Scroll;
}
// Also scroll parent window to keep us into view if necessary
if (window->Flags & ImGuiWindowFlags_ChildWindow)
delta_scroll += ScrollToBringRectIntoView(window->ParentWindow, ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll));
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(float scroll_x)
{
ImGuiWindow* window = GetCurrentWindow();
window->ScrollTarget.x = scroll_x;
window->ScrollTargetCenterRatio.x = 0.0f;
}
void ImGui::SetScrollY(float scroll_y)
{
ImGuiWindow* window = GetCurrentWindow();
window->ScrollTarget.y = scroll_y;
window->ScrollTargetCenterRatio.y = 0.0f;
}
void ImGui::SetScrollX(ImGuiWindow* window, float new_scroll_x)
{
window->ScrollTarget.x = new_scroll_x;
window->ScrollTargetCenterRatio.x = 0.0f;
}
void ImGui::SetScrollY(ImGuiWindow* window, float new_scroll_y)
{
window->ScrollTarget.y = new_scroll_y;
window->ScrollTargetCenterRatio.y = 0.0f;
}
void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio)
{
// We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size
IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f);
window->ScrollTarget.x = (float)(int)(local_x + window->Scroll.x);
window->ScrollTargetCenterRatio.x = center_x_ratio;
}
void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio)
{
// We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size
IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f);
const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight();
local_y -= decoration_up_height;
window->ScrollTarget.y = (float)(int)(local_y + window->Scroll.y);
window->ScrollTargetCenterRatio.y = center_y_ratio;
}
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 target_x = window->DC.LastItemRect.Min.x - window->Pos.x; // Left of last item, in window space
float last_item_width = window->DC.LastItemRect.GetWidth();
target_x += (last_item_width * center_x_ratio) + (g.Style.ItemSpacing.x * (center_x_ratio - 0.5f) * 2.0f); // Precisely aim before, in the middle or after the last item.
SetScrollFromPosX(target_x, center_x_ratio);
}
// 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 target_y = window->DC.CursorPosPrevLine.y - window->Pos.y; // Top of last item, in window space
target_y += (window->DC.PrevLineSize.y * center_y_ratio) + (g.Style.ItemSpacing.y * (center_y_ratio - 0.5f) * 2.0f); // Precisely aim above, in the middle or below the last line.
SetScrollFromPosY(target_y, center_y_ratio);
}
//-----------------------------------------------------------------------------
// [SECTION] TOOLTIPS
//-----------------------------------------------------------------------------
void ImGui::BeginTooltip()
{
ImGuiContext& g = *GImGui;
if (g.DragDropWithinSourceOrTarget)
{
// 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 :(
BeginTooltipEx(0, true);
}
else
{
BeginTooltipEx(0, false);
}
}
// Not exposed publicly as BeginTooltip() because bool parameters are evil. Let's see if other needs arise first.
void ImGui::BeginTooltipEx(ImGuiWindowFlags extra_flags, bool override_previous_tooltip)
{
ImGuiContext& g = *GImGui;
char window_name[16];
ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", g.TooltipOverrideCount);
if (override_previous_tooltip)
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;
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;
Begin(window_name, NULL, flags | extra_flags);
}
void ImGui::EndTooltip()
{
IM_ASSERT(GetCurrentWindowRead()->Flags & ImGuiWindowFlags_Tooltip); // Mismatched BeginTooltip()/EndTooltip() calls
End();
}
void ImGui::SetTooltipV(const char* fmt, va_list args)
{
ImGuiContext& g = *GImGui;
if (g.DragDropWithinSourceOrTarget)
BeginTooltip();
else
BeginTooltipEx(0, true);
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
//-----------------------------------------------------------------------------
bool ImGui::IsPopupOpen(ImGuiID id)
{
ImGuiContext& g = *GImGui;
return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == id;
}
bool ImGui::IsPopupOpen(const char* str_id)
{
ImGuiContext& g = *GImGui;
return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == g.CurrentWindow->GetID(str_id);
}
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;
}
void ImGui::OpenPopup(const char* str_id)
{
ImGuiContext& g = *GImGui;
OpenPopupEx(g.CurrentWindow->GetID(str_id));
}
// 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)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* parent_window = g.CurrentWindow;
int current_stack_size = g.BeginPopupStack.Size;
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("OpenPopupEx(0x%08X)\n", g.FrameCount, 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
g.OpenPopupStack.resize(current_stack_size + 1);
g.OpenPopupStack[current_stack_size] = 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);
}
}
bool ImGui::OpenPopupOnItemClick(const char* str_id, int mouse_button)
{
ImGuiWindow* window = GImGui->CurrentWindow;
if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
{
ImGuiID id = str_id ? window->GetID(str_id) : window->DC.LastItemId; // 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);
return true;
}
return false;
}
void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup)
{
ImGuiContext& g = *GImGui;
if (g.OpenPopupStack.empty())
return;
// When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it.
// Don't close our own child popup windows.
int 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 when popups are not direct descendant of the reference window (the reference window is often the NavWindow)
bool popup_or_descendent_is_ref_window = false;
for (int m = popup_count_to_keep; m < g.OpenPopupStack.Size && !popup_or_descendent_is_ref_window; m++)
if (ImGuiWindow* popup_window = g.OpenPopupStack[m].Window)
if (popup_window->RootWindow == ref_window->RootWindow)
popup_or_descendent_is_ref_window = true;
if (!popup_or_descendent_is_ref_window)
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("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::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(remaining >= 0 && remaining < g.OpenPopupStack.Size);
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 == 0 && 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 == NULL || !(parent_popup_window->Flags & ImGuiWindowFlags_Modal))
close_parent = true;
if (!close_parent)
break;
popup_idx--;
}
//IMGUI_DEBUG_LOG("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;
}
bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags)
{
ImGuiContext& g = *GImGui;
if (!IsPopupOpen(id))
{
g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
return false;
}
char name[20];
if (extra_flags & ImGuiWindowFlags_ChildMenu)
ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginPopupStack.Size); // 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
bool is_open = Begin(name, NULL, extra_flags | ImGuiWindowFlags_Popup);
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;
return BeginPopupEx(g.CurrentWindow->GetID(str_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))
{
g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
return false;
}
// Center modal windows by default
// FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window.
if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0)
SetNextWindowPos(g.IO.DisplaySize * 0.5f, ImGuiCond_Appearing, ImVec2(0.5f, 0.5f));
flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoSavedSettings;
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;
IM_ASSERT(g.CurrentWindow->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.
NavMoveRequestTryWrapping(g.CurrentWindow, ImGuiNavMoveFlags_LoopY);
End();
}
// This is a helper to handle the simplest case of associating one named popup to one given widget.
// You may want to handle this on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters).
// You can pass a NULL str_id to use the identifier of the last item.
bool ImGui::BeginPopupContextItem(const char* str_id, int mouse_button)
{
ImGuiWindow* window = GImGui->CurrentWindow;
if (window->SkipItems)
return false;
ImGuiID id = str_id ? window->GetID(str_id) : window->DC.LastItemId; // 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)
if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
OpenPopupEx(id);
return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoSavedSettings);
}
bool ImGui::BeginPopupContextWindow(const char* str_id, int mouse_button, bool also_over_items)
{
if (!str_id)
str_id = "window_context";
ImGuiID id = GImGui->CurrentWindow->GetID(str_id);
if (IsMouseReleased(mouse_button) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
if (also_over_items || !IsAnyItemHovered())
OpenPopupEx(id);
return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoSavedSettings);
}
bool ImGui::BeginPopupContextVoid(const char* str_id, int mouse_button)
{
if (!str_id)
str_id = "void_context";
ImGuiID id = GImGui->CurrentWindow->GetID(str_id);
if (IsMouseReleased(mouse_button) && !IsWindowHovered(ImGuiHoveredFlags_AnyWindow))
OpenPopupEx(id);
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.
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;
}
}
// Default popup policy
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;
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);
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 (avail_w < size.x || avail_h < size.y)
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;
*last_dir = dir;
return pos;
}
// Fallback, try to keep within display
*last_dir = ImGuiDir_None;
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;
}
ImRect ImGui::GetWindowAllowedExtentRect(ImGuiWindow* window)
{
IM_UNUSED(window);
ImVec2 padding = GImGui->Style.DisplaySafeAreaPadding;
ImRect r_screen = GetViewportRect();
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 = GetWindowAllowedExtentRect(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.
IM_ASSERT(g.CurrentWindow == window);
ImGuiWindow* parent_window = g.CurrentWindowStack[g.CurrentWindowStack.Size - 2];
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->Pos.y + parent_window->TitleBarHeight(), FLT_MAX, parent_window->Pos.y + parent_window->TitleBarHeight() + parent_window->MenuBarHeight());
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);
}
if (window->Flags & ImGuiWindowFlags_Popup)
{
ImRect r_avoid = ImRect(window->Pos.x - 1, window->Pos.y - 1, window->Pos.x + 1, window->Pos.y + 1);
return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid);
}
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.
ImVec2 pos = FindBestWindowPosForPopupEx(ref_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid);
if (window->AutoPosLastDirection == ImGuiDir_None)
pos = ref_pos + ImVec2(2, 2); // If there's not enough room, for tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible.
return pos;
}
IM_ASSERT(0);
return window->Pos;
}
//-----------------------------------------------------------------------------
// [SECTION] KEYBOARD/GAMEPAD NAVIGATION
//-----------------------------------------------------------------------------
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
{
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 directional navigation. Based on https://gist.github.com/rygorous/6981057
static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
if (g.NavLayer != window->DC.NavLayerCurrent)
return false;
const ImRect& curr = g.NavScoringRectScreen; // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width)
g.NavScoringCount++;
// 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 = (window->DC.LastItemId < g.NavId) ? ImGuiDir_Left : ImGuiDir_Right;
}
#if IMGUI_DEBUG_NAV_SCORING
char buf[128];
if (ImGui::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 = ImGui::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+ImGui::CalcTextSize(buf)+ImVec2(4,4), IM_COL32(40,0,0,150));
draw_list->AddText(g.IO.FontDefault, 13.0f, cand.Max, ~0U, buf);
}
else if (g.IO.KeyCtrl) // Hold to preview score in matching quadrant. Press C to rotate.
{
if (ImGui::IsKeyPressedMap(ImGuiKey_C)) { g.NavMoveDirLast = (ImGuiDir)((g.NavMoveDirLast + 1) & 3); g.IO.KeysDownDuration[g.IO.KeyMap[ImGuiKey_C]] = 0.01f; }
if (quadrant == g.NavMoveDir)
{
ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center);
ImDrawList* draw_list = ImGui::GetForegroundDrawList(window);
draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 200));
draw_list->AddText(g.IO.FontDefault, 13.0f, 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;
if (quadrant == g.NavMoveDir)
{
// 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 (((g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == 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 == 1 && !(g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu))
if ((g.NavMoveDir == ImGuiDir_Left && dax < 0.0f) || (g.NavMoveDir == ImGuiDir_Right && dax > 0.0f) || (g.NavMoveDir == ImGuiDir_Up && day < 0.0f) || (g.NavMoveDir == ImGuiDir_Down && day > 0.0f))
{
result->DistAxial = dist_axial;
new_best = true;
}
return new_best;
}
// We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above)
static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, const ImGuiID id)
{
ImGuiContext& g = *GImGui;
//if (!g.IO.NavActive) // [2017/10/06] Removed this possibly redundant test but I am not sure of all the side-effects yet. Some of the feature here will need to work regardless of using a _NoNavInputs flag.
// return;
const ImGuiItemFlags item_flags = window->DC.ItemFlags;
const ImRect nav_bb_rel(nav_bb.Min - window->Pos, nav_bb.Max - window->Pos);
// Process Init Request
if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent)
{
// Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback
if (!(item_flags & ImGuiItemFlags_NoNavDefaultFocus) || g.NavInitResultId == 0)
{
g.NavInitResultId = id;
g.NavInitResultRectRel = nav_bb_rel;
}
if (!(item_flags & ImGuiItemFlags_NoNavDefaultFocus))
{
g.NavInitRequest = false; // Found a match, clear request
NavUpdateAnyRequestFlag();
}
}
// Process Move Request (scoring for navigation)
// FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRectScreen + scoring from a rect wrapped according to current wrapping policy)
if ((g.NavId != id || (g.NavMoveRequestFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) && !(item_flags & (ImGuiItemFlags_Disabled|ImGuiItemFlags_NoNav)))
{
ImGuiNavMoveResult* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
#if IMGUI_DEBUG_NAV_SCORING
// [DEBUG] Score all items in NavWindow at all times
if (!g.NavMoveRequest)
g.NavMoveDir = g.NavMoveDirLast;
bool new_best = NavScoreItem(result, nav_bb) && g.NavMoveRequest;
#else
bool new_best = g.NavMoveRequest && NavScoreItem(result, nav_bb);
#endif
if (new_best)
{
result->ID = id;
result->SelectScopeId = g.MultiSelectScopeId;
result->Window = window;
result->RectRel = nav_bb_rel;
}
const float VISIBLE_RATIO = 0.70f;
if ((g.NavMoveRequestFlags & 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.NavMoveResultLocalVisibleSet, nav_bb))
{
result = &g.NavMoveResultLocalVisibleSet;
result->ID = id;
result->SelectScopeId = g.MultiSelectScopeId;
result->Window = window;
result->RectRel = nav_bb_rel;
}
}
// 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.NavIdIsAlive = true;
g.NavIdTabCounter = window->DC.FocusCounterTab;
window->NavRectRel[window->DC.NavLayerCurrent] = nav_bb_rel; // Store item bounding box (relative to window position)
}
}
bool ImGui::NavMoveRequestButNoResultYet()
{
ImGuiContext& g = *GImGui;
return g.NavMoveRequest && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0;
}
void ImGui::NavMoveRequestCancel()
{
ImGuiContext& g = *GImGui;
g.NavMoveRequest = false;
NavUpdateAnyRequestFlag();
}
void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, const ImRect& bb_rel, ImGuiNavMoveFlags move_flags)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(g.NavMoveRequestForward == ImGuiNavForward_None);
ImGui::NavMoveRequestCancel();
g.NavMoveDir = move_dir;
g.NavMoveClipDir = clip_dir;
g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued;
g.NavMoveRequestFlags = move_flags;
g.NavWindow->NavRectRel[g.NavLayer] = bb_rel;
}
void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags)
{
ImGuiContext& g = *GImGui;
if (g.NavWindow != window || !NavMoveRequestButNoResultYet() || g.NavMoveRequestForward != ImGuiNavForward_None || g.NavLayer != 0)
return;
IM_ASSERT(move_flags != 0); // No points calling this with no wrapping
ImRect bb_rel = window->NavRectRel[0];
ImGuiDir clip_dir = g.NavMoveDir;
if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
{
bb_rel.Min.x = bb_rel.Max.x = ImMax(window->SizeFull.x, window->ContentSize.x + window->WindowPadding.x * 2.0f) - window->Scroll.x;
if (move_flags & ImGuiNavMoveFlags_WrapX) { bb_rel.TranslateY(-bb_rel.GetHeight()); clip_dir = ImGuiDir_Up; }
NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags);
}
if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
{
bb_rel.Min.x = bb_rel.Max.x = -window->Scroll.x;
if (move_flags & ImGuiNavMoveFlags_WrapX) { bb_rel.TranslateY(+bb_rel.GetHeight()); clip_dir = ImGuiDir_Down; }
NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags);
}
if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))
{
bb_rel.Min.y = bb_rel.Max.y = ImMax(window->SizeFull.y, window->ContentSize.y + window->WindowPadding.y * 2.0f) - window->Scroll.y;
if (move_flags & ImGuiNavMoveFlags_WrapY) { bb_rel.TranslateX(-bb_rel.GetWidth()); clip_dir = ImGuiDir_Left; }
NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags);
}
if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))
{
bb_rel.Min.y = bb_rel.Max.y = -window->Scroll.y;
if (move_flags & ImGuiNavMoveFlags_WrapY) { bb_rel.TranslateX(+bb_rel.GetWidth()); clip_dir = ImGuiDir_Right; }
NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_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_window = nav_window;
while (parent_window && (parent_window->Flags & ImGuiWindowFlags_ChildWindow) != 0 && (parent_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
parent_window = parent_window->ParentWindow;
if (parent_window && parent_window != nav_window)
parent_window->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)
{
return window->NavLastChildNavWindow ? window->NavLastChildNavWindow : window;
}
static void NavRestoreLayer(ImGuiNavLayer layer)
{
ImGuiContext& g = *GImGui;
g.NavLayer = layer;
if (layer == 0)
g.NavWindow = ImGui::NavRestoreLastChildNavWindow(g.NavWindow);
if (layer == 0 && g.NavWindow->NavLastIds[0] != 0)
ImGui::SetNavIDWithRectRel(g.NavWindow->NavLastIds[0], layer, g.NavWindow->NavRectRel[0]);
else
ImGui::NavInitWindow(g.NavWindow, true);
}
static inline void ImGui::NavUpdateAnyRequestFlag()
{
ImGuiContext& g = *GImGui;
g.NavAnyRequest = g.NavMoveRequest || 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)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(window == g.NavWindow);
bool init_for_nav = false;
if (!(window->Flags & ImGuiWindowFlags_NoNavInputs))
if (!(window->Flags & ImGuiWindowFlags_ChildWindow) || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit)
init_for_nav = true;
if (init_for_nav)
{
SetNavID(0, g.NavLayer);
g.NavInitRequest = true;
g.NavInitRequestFromMove = false;
g.NavInitResultId = 0;
g.NavInitResultRectRel = ImRect();
NavUpdateAnyRequestFlag();
}
else
{
g.NavId = window->NavLastIds[0];
}
}
static ImVec2 ImGui::NavCalcPreferredRefPos()
{
ImGuiContext& g = *GImGui;
if (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow)
{
// Mouse (we need a fallback in case the mouse becomes invalid after being used)
if (IsMousePosValid(&g.IO.MousePos))
return g.IO.MousePos;
return g.LastValidMousePos;
}
else
{
// When navigation is active and mouse is disabled, decide on an arbitrary position around the bottom left of the currently navigated item.
const ImRect& rect_rel = g.NavWindow->NavRectRel[g.NavLayer];
ImVec2 pos = g.NavWindow->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()));
ImRect visible_rect = GetViewportRect();
return ImFloor(ImClamp(pos, visible_rect.Min, visible_rect.Max)); // ImFloor() is important because non-integer mouse position application in back-end might be lossy and result in undesirable non-zero delta.
}
}
float ImGui::GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode)
{
ImGuiContext& g = *GImGui;
if (mode == ImGuiInputReadMode_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 == ImGuiInputReadMode_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 == ImGuiInputReadMode_Pressed) // Return 1.0f when just pressed, no repeat, ignore analog input.
return (t == 0.0f) ? 1.0f : 0.0f;
if (mode == ImGuiInputReadMode_Repeat)
return (float)CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 0.80f, g.IO.KeyRepeatRate * 0.80f);
if (mode == ImGuiInputReadMode_RepeatSlow)
return (float)CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 1.00f, g.IO.KeyRepeatRate * 2.00f);
if (mode == ImGuiInputReadMode_RepeatFast)
return (float)CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 0.80f, g.IO.KeyRepeatRate * 0.30f);
return 0.0f;
}
ImVec2 ImGui::GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor, float fast_factor)
{
ImVec2 delta(0.0f, 0.0f);
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;
g.IO.WantSetMousePos = false;
#if 0
if (g.NavScoringCount > 0) IMGUI_DEBUG_LOG("NavScoringCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.FrameCount, g.NavScoringCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest);
#endif
// Set input source as Gamepad when buttons are pressed before we map Keyboard (some features differs when used with Gamepad vs Keyboard)
bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
if (nav_gamepad_active)
if (g.IO.NavInputs[ImGuiNavInput_Activate] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Input] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Cancel] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Menu] > 0.0f)
g.NavInputSource = ImGuiInputSource_NavGamepad;
// Update Keyboard->Nav inputs mapping
if (nav_keyboard_active)
{
#define NAV_MAP_KEY(_KEY, _NAV_INPUT) do { if (IsKeyDown(g.IO.KeyMap[_KEY])) { g.IO.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_NavKeyboard; } } 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_ );
NAV_MAP_KEY(ImGuiKey_Tab, ImGuiNavInput_KeyTab_ );
if (g.IO.KeyCtrl)
g.IO.NavInputs[ImGuiNavInput_TweakSlow] = 1.0f;
if (g.IO.KeyShift)
g.IO.NavInputs[ImGuiNavInput_TweakFast] = 1.0f;
if (g.IO.KeyAlt && !g.IO.KeyCtrl) // AltGR is Alt+Ctrl, also even on keyboards without AltGR we don't want Alt+Ctrl to open menu.
g.IO.NavInputs[ImGuiNavInput_KeyMenu_] = 1.0f;
#undef NAV_MAP_KEY
}
memcpy(g.IO.NavInputsDownDurationPrev, g.IO.NavInputsDownDuration, sizeof(g.IO.NavInputsDownDuration));
for (int i = 0; i < IM_ARRAYSIZE(g.IO.NavInputs); i++)
g.IO.NavInputsDownDuration[i] = (g.IO.NavInputs[i] > 0.0f) ? (g.IO.NavInputsDownDuration[i] < 0.0f ? 0.0f : g.IO.NavInputsDownDuration[i] + g.IO.DeltaTime) : -1.0f;
// Process navigation init request (select first/default focus)
// 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)
if (g.NavInitResultId != 0 && (!g.NavDisableHighlight || g.NavInitRequestFromMove) && g.NavWindow)
{
// Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called)
if (g.NavInitRequestFromMove)
SetNavIDWithRectRel(g.NavInitResultId, g.NavLayer, g.NavInitResultRectRel);
else
SetNavID(g.NavInitResultId, g.NavLayer);
g.NavWindow->NavRectRel[g.NavLayer] = g.NavInitResultRectRel;
}
g.NavInitRequest = false;
g.NavInitRequestFromMove = false;
g.NavInitResultId = 0;
g.NavJustMovedToId = 0;
// Process navigation move request
if (g.NavMoveRequest)
NavUpdateMoveResult();
// When a forwarded move request failed, we restore the highlight that we disabled during the forward frame
if (g.NavMoveRequestForward == ImGuiNavForward_ForwardActive)
{
IM_ASSERT(g.NavMoveRequest);
if (g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0)
g.NavDisableHighlight = false;
g.NavMoveRequestForward = ImGuiNavForward_None;
}
// Apply application mouse position movement, after we had a chance to process move request result.
if (g.NavMousePosDirty && g.NavIdIsAlive)
{
// Set mouse position given our knowledge of the navigated item position from last frame
if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (g.IO.BackendFlags & ImGuiBackendFlags_HasSetMousePos))
{
if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow)
{
g.IO.MousePos = g.IO.MousePosPrev = NavCalcPreferredRefPos();
g.IO.WantSetMousePos = true;
}
}
g.NavMousePosDirty = false;
}
g.NavIdIsAlive = false;
g.NavJustTabbedId = 0;
IM_ASSERT(g.NavLayer == 0 || g.NavLayer == 1);
// Store our return window (for returning from Layer 1 to Layer 0) 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 == 0)
g.NavWindow->NavLastChildNavWindow = NULL;
// Update CTRL+TAB and Windowing features (hold Square to move/resize/etc.)
NavUpdateWindowing();
// Set output flags for user application
g.IO.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs);
g.IO.NavVisible = (g.IO.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL);
// Process NavCancel input (to close a popup, get back to parent, clear focus)
if (IsNavInputPressed(ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed))
{
if (g.ActiveId != 0)
{
if (!(g.ActiveIdBlockNavInputFlags & (1 << ImGuiNavInput_Cancel)))
ClearActiveID();
}
else if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow) && !(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);
FocusWindow(parent_window);
SetNavID(child_window->ChildId, 0);
g.NavIdIsAlive = false;
if (g.NavDisableMouseHover)
g.NavMousePosDirty = true;
}
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 if (g.NavLayer != 0)
{
// Leave the "menu" layer
NavRestoreLayer(ImGuiNavLayer_Main);
}
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 = 0;
}
}
// Process manual activation request
g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = 0;
if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
{
bool activate_down = IsNavInputDown(ImGuiNavInput_Activate);
bool activate_pressed = activate_down && IsNavInputPressed(ImGuiNavInput_Activate, ImGuiInputReadMode_Pressed);
if (g.ActiveId == 0 && activate_pressed)
g.NavActivateId = g.NavId;
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.ActiveId == 0 || g.ActiveId == g.NavId) && IsNavInputPressed(ImGuiNavInput_Input, ImGuiInputReadMode_Pressed))
g.NavInputId = g.NavId;
}
if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
g.NavDisableHighlight = true;
if (g.NavActivateId != 0)
IM_ASSERT(g.NavActivateDownId == g.NavActivateId);
g.NavMoveRequest = false;
// Process programmatic activation request
if (g.NavNextActivateId != 0)
g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = g.NavNextActivateId;
g.NavNextActivateId = 0;
// Initiate directional inputs request
const int allowed_dir_flags = (g.ActiveId == 0) ? ~0 : g.ActiveIdAllowNavDirFlags;
if (g.NavMoveRequestForward == ImGuiNavForward_None)
{
g.NavMoveDir = ImGuiDir_None;
g.NavMoveRequestFlags = ImGuiNavMoveFlags_None;
if (g.NavWindow && !g.NavWindowingTarget && allowed_dir_flags && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
{
if ((allowed_dir_flags & (1<<ImGuiDir_Left)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadLeft, ImGuiNavInput_KeyLeft_, ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Left;
if ((allowed_dir_flags & (1<<ImGuiDir_Right)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadRight,ImGuiNavInput_KeyRight_,ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Right;
if ((allowed_dir_flags & (1<<ImGuiDir_Up)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadUp, ImGuiNavInput_KeyUp_, ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Up;
if ((allowed_dir_flags & (1<<ImGuiDir_Down)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadDown, ImGuiNavInput_KeyDown_, ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Down;
}
g.NavMoveClipDir = g.NavMoveDir;
}
else
{
// 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 g.NavMoveRequestFlags, g.NavMoveClipDir which were set by the NavMoveRequestForward() function)
IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None);
IM_ASSERT(g.NavMoveRequestForward == ImGuiNavForward_ForwardQueued);
g.NavMoveRequestForward = ImGuiNavForward_ForwardActive;
}
// Update PageUp/PageDown scroll
float nav_scoring_rect_offset_y = 0.0f;
if (nav_keyboard_active)
nav_scoring_rect_offset_y = NavUpdatePageUpPageDown(allowed_dir_flags);
// If we initiate a movement request and have no current NavId, we initiate a InitDefautRequest that will be used as a fallback if the direction fails to find a match
if (g.NavMoveDir != ImGuiDir_None)
{
g.NavMoveRequest = true;
g.NavMoveDirLast = g.NavMoveDir;
}
if (g.NavMoveRequest && g.NavId == 0)
{
g.NavInitRequest = g.NavInitRequestFromMove = true;
g.NavInitResultId = 0;
g.NavDisableHighlight = false;
}
NavUpdateAnyRequestFlag();
// 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 = ImFloor(window->CalcFontSize() * 100 * g.IO.DeltaTime + 0.5f); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported.
if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll && g.NavMoveRequest)
{
if (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right)
SetScrollX(window, ImFloor(window->Scroll.x + ((g.NavMoveDir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed));
if (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down)
SetScrollY(window, ImFloor(window->Scroll.y + ((g.NavMoveDir == 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, ImGuiInputReadMode_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));
g.NavMoveFromClampedRefRect = true;
}
if (scroll_dir.y != 0.0f)
{
SetScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed));
g.NavMoveFromClampedRefRect = true;
}
}
// Reset search results
g.NavMoveResultLocal.Clear();
g.NavMoveResultLocalVisibleSet.Clear();
g.NavMoveResultOther.Clear();
// When we have manually scrolled (without using navigation) and NavId becomes out of bounds, we project its bounding box to the visible area to restart navigation within visible items
if (g.NavMoveRequest && g.NavMoveFromClampedRefRect && g.NavLayer == 0)
{
ImGuiWindow* window = g.NavWindow;
ImRect window_rect_rel(window->InnerRect.Min - window->Pos - ImVec2(1,1), window->InnerRect.Max - window->Pos + ImVec2(1,1));
if (!window_rect_rel.Contains(window->NavRectRel[g.NavLayer]))
{
float pad = window->CalcFontSize() * 0.5f;
window_rect_rel.Expand(ImVec2(-ImMin(window_rect_rel.GetWidth(), pad), -ImMin(window_rect_rel.GetHeight(), pad))); // Terrible approximation for the intent of starting navigation from first fully visible item
window->NavRectRel[g.NavLayer].ClipWith(window_rect_rel);
g.NavId = 0;
}
g.NavMoveFromClampedRefRect = false;
}
// 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 nav_rect_rel = (g.NavWindow && !g.NavWindow->NavRectRel[g.NavLayer].IsInverted()) ? g.NavWindow->NavRectRel[g.NavLayer] : ImRect(0,0,0,0);
g.NavScoringRectScreen = g.NavWindow ? ImRect(g.NavWindow->Pos + nav_rect_rel.Min, g.NavWindow->Pos + nav_rect_rel.Max) : GetViewportRect();
g.NavScoringRectScreen.TranslateY(nav_scoring_rect_offset_y);
g.NavScoringRectScreen.Min.x = ImMin(g.NavScoringRectScreen.Min.x + 1.0f, g.NavScoringRectScreen.Max.x);
g.NavScoringRectScreen.Max.x = g.NavScoringRectScreen.Min.x;
IM_ASSERT(!g.NavScoringRectScreen.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allows us to remove extraneous ImFabs() calls in NavScoreItem().
//GetForegroundDrawList()->AddRect(g.NavScoringRectScreen.Min, g.NavScoringRectScreen.Max, IM_COL32(255,200,0,255)); // [DEBUG]
g.NavScoringCount = 0;
#if IMGUI_DEBUG_NAV_RECTS
if (g.NavWindow)
{
ImDrawList* draw_list = GetForegroundDrawList(g.NavWindow);
if (1) { for (int layer = 0; layer < 2; layer++) draw_list->AddRect(g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Min, g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].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
}
// Apply result from previous frame navigation directional move request
static void ImGui::NavUpdateMoveResult()
{
ImGuiContext& g = *GImGui;
if (g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0)
{
// 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 (g.NavId != 0)
{
g.NavDisableHighlight = false;
g.NavDisableMouseHover = true;
}
return;
}
// Select which result to use
ImGuiNavMoveResult* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
// PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page.
if (g.NavMoveRequestFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet)
if (g.NavMoveResultLocalVisibleSet.ID != 0 && g.NavMoveResultLocalVisibleSet.ID != g.NavId)
result = &g.NavMoveResultLocalVisibleSet;
// 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 == 0)
{
ImRect rect_abs = ImRect(result->RectRel.Min + result->Window->Pos, result->RectRel.Max + result->Window->Pos);
ImVec2 delta_scroll = ScrollToBringRectIntoView(result->Window, rect_abs);
// Offset our result position so mouse position can be applied immediately after in NavUpdate()
result->RectRel.TranslateX(-delta_scroll.x);
result->RectRel.TranslateY(-delta_scroll.y);
}
ClearActiveID();
g.NavWindow = result->Window;
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.NavJustMovedToMultiSelectScopeId = result->SelectScopeId;
}
SetNavIDWithRectRel(result->ID, g.NavLayer, result->RectRel);
g.NavMoveFromClampedRefRect = false;
}
static float ImGui::NavUpdatePageUpPageDown(int allowed_dir_flags)
{
ImGuiContext& g = *GImGui;
if (g.NavMoveDir != ImGuiDir_None || g.NavWindow == NULL)
return 0.0f;
if ((g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL || g.NavLayer != 0)
return 0.0f;
ImGuiWindow* window = g.NavWindow;
bool page_up_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageUp]) && (allowed_dir_flags & (1 << ImGuiDir_Up));
bool page_down_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageDown]) && (allowed_dir_flags & (1 << ImGuiDir_Down));
if (page_up_held != page_down_held) // If either (not both) are pressed
{
if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll)
{
// Fallback manual-scroll when window has no navigable item
if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true))
SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight());
else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true))
SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight());
}
else
{
const 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(g.IO.KeyMap[ImGuiKey_PageUp], true))
{
nav_scoring_rect_offset_y = -page_offset_y;
g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset, we intentionally request the opposite direction (so we can always land on the last item)
g.NavMoveClipDir = ImGuiDir_Up;
g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;
}
else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true))
{
nav_scoring_rect_offset_y = +page_offset_y;
g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset, we intentionally request the opposite direction (so we can always land on the last item)
g.NavMoveClipDir = ImGuiDir_Down;
g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;
}
return nav_scoring_rect_offset_y;
}
}
return 0.0f;
}
static int ImGui::FindWindowFocusIndex(ImGuiWindow* window) // FIXME-OPT O(N)
{
ImGuiContext& g = *GImGui;
for (int i = g.WindowsFocusOrder.Size-1; i >= 0; i--)
if (g.WindowsFocusOrder[i] == window)
return i;
return -1;
}
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;
ImGuiWindow* apply_focus_window = NULL;
bool apply_toggle_layer = false;
ImGuiWindow* modal_window = GetTopMostPopupModal();
if (modal_window != NULL)
{
g.NavWindowingTarget = NULL;
return;
}
// Fade out
if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL)
{
g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - g.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
bool start_windowing_with_gamepad = !g.NavWindowingTarget && IsNavInputPressed(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed);
bool start_windowing_with_keyboard = !g.NavWindowingTarget && g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab) && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard);
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;
g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f;
g.NavWindowingToggleLayer = start_windowing_with_keyboard ? false : true;
g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_NavKeyboard : ImGuiInputSource_NavGamepad;
}
// Gamepad update
g.NavWindowingTimer += g.IO.DeltaTime;
if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_NavGamepad)
{
// 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)IsNavInputPressed(ImGuiNavInput_FocusPrev, ImGuiInputReadMode_RepeatSlow) - (int)IsNavInputPressed(ImGuiNavInput_FocusNext, ImGuiInputReadMode_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_NavKeyboard)
{
// 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 (IsKeyPressedMap(ImGuiKey_Tab, true))
NavUpdateWindowingHighlightWindow(g.IO.KeyShift ? +1 : -1);
if (!g.IO.KeyCtrl)
apply_focus_window = g.NavWindowingTarget;
}
// Keyboard: Press and Release ALT to toggle menu layer
// FIXME: We lack an explicit IO variable for "is the imgui window focused", so compare mouse validity to detect the common case of back-end clearing releases all keys on ALT-TAB
if (IsNavInputPressed(ImGuiNavInput_KeyMenu_, ImGuiInputReadMode_Pressed))
g.NavWindowingToggleLayer = true;
if ((g.ActiveId == 0 || g.ActiveIdAllowOverlap) && g.NavWindowingToggleLayer && IsNavInputPressed(ImGuiNavInput_KeyMenu_, ImGuiInputReadMode_Released))
if (IsMousePosValid(&g.IO.MousePos) == IsMousePosValid(&g.IO.MousePosPrev))
apply_toggle_layer = true;
// Move window
if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove))
{
ImVec2 move_delta;
if (g.NavInputSource == ImGuiInputSource_NavKeyboard && !g.IO.KeyShift)
move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down);
if (g.NavInputSource == ImGuiInputSource_NavGamepad)
move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_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 * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y)); // FIXME: Doesn't code variable framerate very well
SetWindowPos(g.NavWindowingTarget->RootWindow, g.NavWindowingTarget->RootWindow->Pos + move_delta * move_speed, ImGuiCond_Always);
g.NavDisableMouseHover = true;
MarkIniSettingsDirty(g.NavWindowingTarget);
}
}
// Apply final focus
if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow))
{
ClearActiveID();
g.NavDisableHighlight = false;
g.NavDisableMouseHover = true;
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 only has a menu layer, select it directly
if (apply_focus_window->DC.NavLayerActiveMask == (1 << ImGuiNavLayer_Menu))
g.NavLayer = ImGuiNavLayer_Menu;
}
if (apply_focus_window)
g.NavWindowingTarget = NULL;
// Apply menu/layer toggle
if (apply_toggle_layer && g.NavWindow)
{
// Move to parent menu if necessary
ImGuiWindow* new_nav_window = g.NavWindow;
while (new_nav_window->ParentWindow
&& (new_nav_window->DC.NavLayerActiveMask & (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;
}
g.NavDisableHighlight = false;
g.NavDisableMouseHover = true;
// When entering a regular menu bar with the Alt key, we always reinitialize the navigation ID.
const ImGuiNavLayer new_nav_layer = (g.NavWindow->DC.NavLayerActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main;
NavRestoreLayer(new_nav_layer);
}
}
// 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)";
return "(Untitled)";
}
// Overlay displayed when using CTRL+TAB. Called by EndFrame().
void ImGui::NavUpdateWindowingList()
{
ImGuiContext& g = *GImGui;
IM_ASSERT(g.NavWindowingTarget != NULL);
if (g.NavWindowingTimer < NAV_WINDOWING_LIST_APPEAR_DELAY)
return;
if (g.NavWindowingList == NULL)
g.NavWindowingList = FindWindowByName("###NavWindowingList");
SetNextWindowSizeConstraints(ImVec2(g.IO.DisplaySize.x * 0.20f, g.IO.DisplaySize.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX));
SetNextWindowPos(g.IO.DisplaySize * 0.5f, 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];
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));
}
// Call when current ID is active.
// When this returns true you need to: a) call SetDragDropPayload() exactly once, b) you may render the payload visual/description, c) call EndDragDropSource()
bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
bool source_drag_active = false;
ImGuiID source_id = 0;
ImGuiID source_parent_id = 0;
int mouse_button = 0;
if (!(flags & ImGuiDragDropFlags_SourceExtern))
{
source_id = window->DC.LastItemId;
if (source_id != 0 && g.ActiveId != source_id) // Early out for most common case
return false;
if (g.IO.MouseDown[mouse_button] == false)
return false;
if (source_id == 0)
{
// 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, C) Swallow your programmer pride.
if (!(flags & ImGuiDragDropFlags_SourceAllowNullID))
{
IM_ASSERT(0);
return false;
}
// Early out
if ((window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect) == 0 && (g.ActiveId == 0 || g.ActiveIdWindow != window))
return false;
// Magic fallback (=somehow reprehensible) 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 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.
source_id = window->DC.LastItemId = window->GetIDFromRectangle(window->DC.LastItemRect);
bool is_hovered = ItemHoverable(window->DC.LastItemRect, 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;
}
else
{
g.ActiveIdAllowOverlap = false;
}
if (g.ActiveId != source_id)
return false;
source_parent_id = window->IDStack.back();
source_drag_active = IsMouseDragging(mouse_button);
}
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;
}
g.DragDropSourceFrameCount = g.FrameCount;
g.DragDropWithinSourceOrTarget = 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->SkipItems = true;
tooltip_window->HiddenFramesCanSkipItems = 1;
}
}
if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover) && !(flags & ImGuiDragDropFlags_SourceExtern))
window->DC.LastItemStatusFlags &= ~ImGuiItemStatusFlags_HoveredRect;
return true;
}
return false;
}
void ImGui::EndDragDropSource()
{
ImGuiContext& g = *GImGui;
IM_ASSERT(g.DragDropActive);
IM_ASSERT(g.DragDropWithinSourceOrTarget && "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.DragDropWithinSourceOrTarget = 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 (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;
if (g.HoveredWindow == NULL || window->RootWindow != g.HoveredWindow->RootWindow)
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.DragDropWithinSourceOrTarget == false);
g.DragDropTargetRect = bb;
g.DragDropTargetId = id;
g.DragDropWithinSourceOrTarget = 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 (!(window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect))
return false;
if (g.HoveredWindow == NULL || window->RootWindow != g.HoveredWindow->RootWindow)
return false;
const ImRect& display_rect = (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? window->DC.LastItemDisplayRect : window->DC.LastItemRect;
ImGuiID id = window->DC.LastItemId;
if (id == 0)
id = window->GetIDFromRectangle(display_rect);
if (g.DragDropPayload.SourceId == id)
return false;
IM_ASSERT(g.DragDropWithinSourceOrTarget == false);
g.DragDropTargetRect = display_rect;
g.DragDropTargetId = id;
g.DragDropWithinSourceOrTarget = 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
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)
{
// FIXME-DRAG: Settle on a proper default visuals for drop target.
r.Expand(3.5f);
bool push_clip_rect = !window->ClipRect.Contains(r);
if (push_clip_rect) window->DrawList->PushClipRect(r.Min-ImVec2(1,1), r.Max+ImVec2(1,1));
window->DrawList->AddRect(r.Min, r.Max, GetColorU32(ImGuiCol_DragDropTarget), 0.0f, ~0, 2.0f);
if (push_clip_rect) window->DrawList->PopClipRect();
}
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.DragDropWithinSourceOrTarget);
g.DragDropWithinSourceOrTarget = 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)
void ImGui::LogText(const char* fmt, ...)
{
ImGuiContext& g = *GImGui;
if (!g.LogEnabled)
return;
va_list args;
va_start(args, fmt);
if (g.LogFile)
vfprintf(g.LogFile, fmt, args);
else
g.LogBuffer.appendfv(fmt, args);
va_end(args);
}
// Internal version that takes a position to decide on newline placement and pad items according to their depth.
// We split text into individual lines to add current tree level padding
void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
if (!text_end)
text_end = FindRenderedTextEnd(text, text_end);
const bool log_new_line = ref_pos && (ref_pos->y > g.LogLinePosY + 1);
if (ref_pos)
g.LogLinePosY = ref_pos->y;
if (log_new_line)
g.LogLineFirstItem = true;
const char* text_remaining = text;
if (g.LogDepthRef > window->DC.TreeDepth) // Re-adjust padding if we have popped out of our starting depth
g.LogDepthRef = window->DC.TreeDepth;
const int tree_depth = (window->DC.TreeDepth - g.LogDepthRef);
for (;;)
{
// Split the string. Each new line (after a '\n') is followed by spacing corresponding to the current depth of our log entry.
// We don't add a trailing \n 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_first_line = (line_start == text);
const bool is_last_line = (line_end == text_end);
if (!is_last_line || (line_start != line_end))
{
const int char_count = (int)(line_end - line_start);
if (log_new_line || !is_first_line)
LogText(IM_NEWLINE "%*s%.*s", tree_depth * 4, "", char_count, line_start);
else if (g.LogLineFirstItem)
LogText("%*s%.*s", tree_depth * 4, "", char_count, line_start);
else
LogText(" %.*s", char_count, line_start);
g.LogLineFirstItem = false;
}
else if (log_new_line)
{
// An empty "" string at a different Y position should output a carriage return.
LogText(IM_NEWLINE);
break;
}
if (is_last_line)
break;
text_remaining = line_end + 1;
}
}
// 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.LogDepthRef = window->DC.TreeDepth;
g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault);
g.LogLinePosY = FLT_MAX;
g.LogLineFirstItem = true;
}
void ImGui::LogToTTY(int auto_open_depth)
{
ImGuiContext& g = *GImGui;
if (g.LogEnabled)
return;
LogBegin(ImGuiLogType_TTY, auto_open_depth);
g.LogFile = stdout;
}
// 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;
FILE* f = ImFileOpen(filename, "ab");
if (f == NULL)
{
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:
fflush(g.LogFile);
break;
case ImGuiLogType_File:
fclose(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");
const bool log_to_tty = Button("Log To TTY"); SameLine();
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
//-----------------------------------------------------------------------------
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;
g.SettingsWindows.push_back(ImGuiWindowSettings());
ImGuiWindowSettings* settings = &g.SettingsWindows.back();
#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
settings->Name = ImStrdup(name);
settings->ID = ImHashStr(name);
return settings;
}
ImGuiWindowSettings* ImGui::FindWindowSettings(ImGuiID id)
{
ImGuiContext& g = *GImGui;
for (int i = 0; i != g.SettingsWindows.Size; i++)
if (g.SettingsWindows[i].ID == id)
return &g.SettingsWindows[i];
return NULL;
}
ImGuiWindowSettings* ImGui::FindOrCreateWindowSettings(const char* name)
{
if (ImGuiWindowSettings* settings = FindWindowSettings(ImHashStr(name)))
return settings;
return CreateNewWindowSettings(name);
}
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);
}
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;
}
// 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.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);
char* buf = (char*)IM_ALLOC(ini_size + 1);
char* buf_end = buf + ini_size;
memcpy(buf, ini_data, ini_size);
buf[ini_size] = 0;
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*)(intptr_t)ImStrchrRange(type_start, name_end, ']');
const char* name_start = type_end ? ImStrchrRange(type_end + 1, name_end, '[') : NULL;
if (!type_end || !name_start)
{
name_start = type_start; // Import legacy entries that have no type
type_start = "Window";
}
else
{
*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);
}
}
IM_FREE(buf);
g.SettingsLoaded = true;
}
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);
FILE* f = ImFileOpen(ini_filename, "wt");
if (!f)
return;
fwrite(ini_data, sizeof(char), ini_data_size, f);
fclose(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* SettingsHandlerWindow_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name)
{
ImGuiWindowSettings* settings = ImGui::FindWindowSettings(ImHashStr(name));
if (!settings)
settings = ImGui::CreateNewWindowSettings(name);
return (void*)settings;
}
static void SettingsHandlerWindow_ReadLine(ImGuiContext* ctx, ImGuiSettingsHandler*, void* entry, const char* line)
{
ImGuiContext& g = *ctx;
ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry;
float x, y;
int i;
if (sscanf(line, "Pos=%f,%f", &x, &y) == 2) settings->Pos = ImVec2(x, y);
else if (sscanf(line, "Size=%f,%f", &x, &y) == 2) settings->Size = ImMax(ImVec2(x, y), g.Style.WindowMinSize);
else if (sscanf(line, "Collapsed=%d", &i) == 1) settings->Collapsed = (i != 0);
}
static void SettingsHandlerWindow_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->SettingsIdx != -1) ? &g.SettingsWindows[window->SettingsIdx] : ImGui::FindWindowSettings(window->ID);
if (!settings)
{
settings = ImGui::CreateNewWindowSettings(window->Name);
window->SettingsIdx = g.SettingsWindows.index_from_ptr(settings);
}
IM_ASSERT(settings->ID == window->ID);
settings->Pos = window->Pos;
settings->Size = window->SizeFull;
settings->Collapsed = window->Collapsed;
}
// Write to text buffer
buf->reserve(buf->size() + g.SettingsWindows.Size * 96); // ballpark reserve
for (int i = 0; i != g.SettingsWindows.Size; i++)
{
const ImGuiWindowSettings* settings = &g.SettingsWindows[i];
if (settings->Pos.x == FLT_MAX)
continue;
buf->appendf("[%s][%s]\n", handler->TypeName, settings->Name);
buf->appendf("Pos=%d,%d\n", (int)settings->Pos.x, (int)settings->Pos.y);
buf->appendf("Size=%d,%d\n", (int)settings->Size.x, (int)settings->Size.y);
buf->appendf("Collapsed=%d\n", settings->Collapsed);
buf->appendf("\n");
}
}
//-----------------------------------------------------------------------------
// [SECTION] VIEWPORTS, PLATFORM WINDOWS
//-----------------------------------------------------------------------------
// (this section is filled in the 'docking' branch)
//-----------------------------------------------------------------------------
// [SECTION] DOCKING
//-----------------------------------------------------------------------------
// (this section is filled in the 'docking' branch)
//-----------------------------------------------------------------------------
// [SECTION] PLATFORM DEPENDENT HELPERS
//-----------------------------------------------------------------------------
#if defined(_WIN32) && !defined(_WINDOWS_) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && (!defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) || !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS))
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
#endif
#ifndef __MINGW32__
#include <Windows.h>
#else
#include <windows.h>
#endif
#elif defined(__APPLE__)
#include <TargetConditionals.h>
#endif
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS)
#ifdef _MSC_VER
#pragma comment(lib, "user32")
#endif
// Win32 clipboard implementation
static const char* GetClipboardTextFn_DefaultImpl(void*)
{
static ImVector<char> buf_local;
buf_local.clear();
if (!::OpenClipboard(NULL))
return NULL;
HANDLE wbuf_handle = ::GetClipboardData(CF_UNICODETEXT);
if (wbuf_handle == NULL)
{
::CloseClipboard();
return NULL;
}
if (ImWchar* wbuf_global = (ImWchar*)::GlobalLock(wbuf_handle))
{
int buf_len = ImTextCountUtf8BytesFromStr(wbuf_global, NULL) + 1;
buf_local.resize(buf_len);
ImTextStrToUtf8(buf_local.Data, buf_len, wbuf_global, NULL);
}
::GlobalUnlock(wbuf_handle);
::CloseClipboard();
return buf_local.Data;
}
static void SetClipboardTextFn_DefaultImpl(void*, const char* text)
{
if (!::OpenClipboard(NULL))
return;
const int wbuf_length = ImTextCountCharsFromUtf8(text, NULL) + 1;
HGLOBAL wbuf_handle = ::GlobalAlloc(GMEM_MOVEABLE, (SIZE_T)wbuf_length * sizeof(ImWchar));
if (wbuf_handle == NULL)
{
::CloseClipboard();
return;
}
ImWchar* wbuf_global = (ImWchar*)::GlobalLock(wbuf_handle);
ImTextStrFromUtf8(wbuf_global, wbuf_length, text, NULL);
::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 <Carbon/Carbon.h> // 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 (int 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)
{
static ImVector<char> clipboard_text;
int length = (int)CFDataGetLength(cf_data);
clipboard_text.resize(length + 1);
CFDataGetBytes(cf_data, CFRangeMake(0, length), (UInt8*)clipboard_text.Data);
clipboard_text[length] = 0;
CFRelease(cf_data);
return clipboard_text.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.PrivateClipboard.empty() ? NULL : g.PrivateClipboard.begin();
}
static void SetClipboardTextFn_DefaultImpl(void*, const char* text)
{
ImGuiContext& g = *GImGui;
g.PrivateClipboard.clear();
const char* text_end = text + strlen(text);
g.PrivateClipboard.resize((int)(text_end - text) + 1);
memcpy(&g.PrivateClipboard[0], text, (size_t)(text_end - text));
g.PrivateClipboard[(int)(text_end - text)] = 0;
}
#endif
// Win32 API IME support (for Asian languages, etc.)
#if defined(_WIN32) && !defined(__GNUC__) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)
#include <imm.h>
#ifdef _MSC_VER
#pragma comment(lib, "imm32")
#endif
static void ImeSetInputScreenPosFn_DefaultImpl(int x, int y)
{
// Notify OS Input Method Editor of text input position
ImGuiIO& io = ImGui::GetIO();
if (HWND hwnd = (HWND)io.ImeWindowHandle)
if (HIMC himc = ::ImmGetContext(hwnd))
{
COMPOSITIONFORM cf;
cf.ptCurrentPos.x = x;
cf.ptCurrentPos.y = y;
cf.dwStyle = CFS_FORCE_POSITION;
::ImmSetCompositionWindow(himc, &cf);
::ImmReleaseContext(hwnd, himc);
}
}
#else
static void ImeSetInputScreenPosFn_DefaultImpl(int, int) {}
#endif
//-----------------------------------------------------------------------------
// [SECTION] METRICS/DEBUG WINDOW
//-----------------------------------------------------------------------------
#ifndef IMGUI_DISABLE_METRICS_WINDOW
void ImGui::ShowMetricsWindow(bool* p_open)
{
if (!ImGui::Begin("Dear ImGui Metrics", p_open))
{
ImGui::End();
return;
}
// State
enum { WRT_OuterRect, WRT_OuterRectClipped, WRT_InnerRect, WRT_InnerClipRect, WRT_WorkRect, WRT_Contents, WRT_ContentsRegionRect, WRT_Count }; // Windows Rect Type
const char* wrt_rects_names[WRT_Count] = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Contents", "ContentsRegionRect" };
static bool show_windows_rects = false;
static int show_windows_rect_type = WRT_WorkRect;
static bool show_windows_begin_order = false;
static bool show_drawcmd_clip_rects = true;
// Basic info
ImGuiContext& g = *GImGui;
ImGuiIO& io = ImGui::GetIO();
ImGui::Text("Dear ImGui %s", ImGui::GetVersion());
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
ImGui::Text("%d vertices, %d indices (%d triangles)", io.MetricsRenderVertices, io.MetricsRenderIndices, io.MetricsRenderIndices / 3);
ImGui::Text("%d active windows (%d visible)", io.MetricsActiveWindows, io.MetricsRenderWindows);
ImGui::Text("%d active allocations", io.MetricsActiveAllocations);
ImGui::Separator();
// Helper functions to display common structures:
// - NodeDrawList
// - NodeColumns
// - NodeWindow
// - NodeWindows
// - NodeTabBar
struct Funcs
{
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_Contents) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSize); }
else if (rect_type == WRT_ContentsRegionRect) { return window->ContentsRegionRect; }
IM_ASSERT(0);
return ImRect();
}
static void NodeDrawList(ImGuiWindow* window, ImDrawList* draw_list, const char* label)
{
bool node_open = ImGui::TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, draw_list->CmdBuffer.Size);
if (draw_list == ImGui::GetWindowDrawList())
{
ImGui::SameLine();
ImGui::TextColored(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) ImGui::TreePop();
return;
}
ImDrawList* fg_draw_list = GetForegroundDrawList(window); // Render additional visuals into the top-most draw list
if (window && IsItemHovered())
fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
if (!node_open)
return;
if (window && !window->WasActive)
ImGui::Text("(Note: owning Window is inactive: DrawList is not being rendered!)");
int elem_offset = 0;
for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.begin(); pcmd < draw_list->CmdBuffer.end(); elem_offset += pcmd->ElemCount, pcmd++)
{
if (pcmd->UserCallback == NULL && pcmd->ElemCount == 0)
continue;
if (pcmd->UserCallback)
{
ImGui::BulletText("Callback %p, user_data %p", pcmd->UserCallback, pcmd->UserCallbackData);
continue;
}
ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL;
char buf[300];
ImFormatString(buf, IM_ARRAYSIZE(buf), "Draw %4d triangles, tex 0x%p, clip_rect (%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 = ImGui::TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf);
if (show_drawcmd_clip_rects && fg_draw_list && ImGui::IsItemHovered())
{
ImRect clip_rect = pcmd->ClipRect;
ImRect vtxs_rect;
for (int i = elem_offset; i < elem_offset + (int)pcmd->ElemCount; i++)
vtxs_rect.Add(draw_list->VtxBuffer[idx_buffer ? idx_buffer[i] : i].pos);
clip_rect.Floor(); fg_draw_list->AddRect(clip_rect.Min, clip_rect.Max, IM_COL32(255,0,255,255));
vtxs_rect.Floor(); fg_draw_list->AddRect(vtxs_rect.Min, vtxs_rect.Max, IM_COL32(255,255,0,255));
}
if (!pcmd_node_open)
continue;
// Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted.
ImGui::Text("ElemCount: %d, ElemCount/3: %d, VtxOffset: +%d, IdxOffset: +%d", pcmd->ElemCount, pcmd->ElemCount/3, pcmd->VtxOffset, pcmd->IdxOffset);
ImGuiListClipper clipper(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 = elem_offset + clipper.DisplayStart*3; prim < clipper.DisplayEnd; prim++)
{
char *buf_p = buf, *buf_end = buf + IM_ARRAYSIZE(buf);
ImVec2 triangles_pos[3];
for (int n = 0; n < 3; n++, idx_i++)
{
int vtx_i = idx_buffer ? idx_buffer[idx_i] : idx_i;
ImDrawVert& v = draw_list->VtxBuffer[vtx_i];
triangles_pos[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) ? "elem" : " ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col);
}
ImGui::Selectable(buf, false);
if (fg_draw_list && ImGui::IsItemHovered())
{
ImDrawListFlags backup_flags = fg_draw_list->Flags;
fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines at is more readable for very large and thin triangles.
fg_draw_list->AddPolyline(triangles_pos, 3, IM_COL32(255,255,0,255), true, 1.0f);
fg_draw_list->Flags = backup_flags;
}
}
ImGui::TreePop();
}
ImGui::TreePop();
}
static void NodeColumns(const ImGuiColumns* columns)
{
if (!ImGui::TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags))
return;
ImGui::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++)
ImGui::BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", column_n, columns->Columns[column_n].OffsetNorm, GetColumnOffsetFromNorm(columns, columns->Columns[column_n].OffsetNorm));
ImGui::TreePop();
}
static void NodeWindows(ImVector<ImGuiWindow*>& windows, const char* label)
{
if (!ImGui::TreeNode(label, "%s (%d)", label, windows.Size))
return;
for (int i = 0; i < windows.Size; i++)
Funcs::NodeWindow(windows[i], "Window");
ImGui::TreePop();
}
static void NodeWindow(ImGuiWindow* window, const char* label)
{
if (window == NULL)
{
ImGui::BulletText("%s: NULL", label);
return;
}
if (!ImGui::TreeNode(window, "%s '%s', %d @ 0x%p", label, window->Name, (window->Active || window->WasActive), window))
return;
ImGuiWindowFlags flags = window->Flags;
NodeDrawList(window, window->DrawList, "DrawList");
ImGui::BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), ContentSize (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->ContentSize.x, window->ContentSize.y);
ImGui::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" : "");
ImGui::BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f)", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y);
ImGui::BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1);
ImGui::BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems);
ImGui::BulletText("NavLastIds: 0x%08X,0x%08X, NavLayerActiveMask: %X", window->NavLastIds[0], window->NavLastIds[1], window->DC.NavLayerActiveMask);
ImGui::BulletText("NavLastChildNavWindow: %s", window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL");
if (!window->NavRectRel[0].IsInverted())
ImGui::BulletText("NavRectRel[0]: (%.1f,%.1f)(%.1f,%.1f)", window->NavRectRel[0].Min.x, window->NavRectRel[0].Min.y, window->NavRectRel[0].Max.x, window->NavRectRel[0].Max.y);
else
ImGui::BulletText("NavRectRel[0]: <None>");
if (window->RootWindow != window) NodeWindow(window->RootWindow, "RootWindow");
if (window->ParentWindow != NULL) NodeWindow(window->ParentWindow, "ParentWindow");
if (window->DC.ChildWindows.Size > 0) NodeWindows(window->DC.ChildWindows, "ChildWindows");
if (window->ColumnsStorage.Size > 0 && ImGui::TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size))
{
for (int n = 0; n < window->ColumnsStorage.Size; n++)
NodeColumns(&window->ColumnsStorage[n]);
ImGui::TreePop();
}
ImGui::BulletText("Storage: %d bytes", window->StateStorage.Data.size_in_bytes());
ImGui::TreePop();
}
static void NodeTabBar(ImGuiTabBar* tab_bar)
{
// 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);
ImFormatString(p, buf_end - p, "TabBar (%d tabs)%s", tab_bar->Tabs.Size, (tab_bar->PrevFrameVisible < ImGui::GetFrameCount() - 2) ? " *Inactive*" : "");
if (ImGui::TreeNode(tab_bar, "%s", buf))
{
for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
{
const ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
ImGui::PushID(tab);
if (ImGui::SmallButton("<")) { TabBarQueueChangeTabOrder(tab_bar, tab, -1); } ImGui::SameLine(0, 2);
if (ImGui::SmallButton(">")) { TabBarQueueChangeTabOrder(tab_bar, tab, +1); } ImGui::SameLine();
ImGui::Text("%02d%c Tab 0x%08X", tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID);
ImGui::PopID();
}
ImGui::TreePop();
}
}
};
Funcs::NodeWindows(g.Windows, "Windows");
if (ImGui::TreeNode("DrawList", "Active DrawLists (%d)", g.DrawDataBuilder.Layers[0].Size))
{
for (int i = 0; i < g.DrawDataBuilder.Layers[0].Size; i++)
Funcs::NodeDrawList(NULL, g.DrawDataBuilder.Layers[0][i], "DrawList");
ImGui::TreePop();
}
if (ImGui::TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size))
{
for (int i = 0; i < g.OpenPopupStack.Size; i++)
{
ImGuiWindow* window = g.OpenPopupStack[i].Window;
ImGui::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" : "");
}
ImGui::TreePop();
}
if (ImGui::TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.Data.Size))
{
for (int n = 0; n < g.TabBars.Data.Size; n++)
Funcs::NodeTabBar(g.TabBars.GetByIndex(n));
ImGui::TreePop();
}
#if 0
if (ImGui::TreeNode("Docking"))
{
ImGui::TreePop();
}
#endif
#if 0
if (ImGui::TreeNode("Tables", "Tables (%d)", g.Tables.Data.Size))
{
ImGui::TreePop();
}
#endif
if (ImGui::TreeNode("Internal state"))
{
const char* input_source_names[] = { "None", "Mouse", "Nav", "NavKeyboard", "NavGamepad" }; IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT);
ImGui::Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL");
ImGui::Text("HoveredRootWindow: '%s'", g.HoveredRootWindow ? g.HoveredRootWindow->Name : "NULL");
ImGui::Text("HoveredId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredId, g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Data is "in-flight" so depending on when the Metrics window is called we may see current frame information or not
ImGui::Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, input_source_names[g.ActiveIdSource]);
ImGui::Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL");
ImGui::Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL");
ImGui::Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL");
ImGui::Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer);
ImGui::Text("NavInputSource: %s", input_source_names[g.NavInputSource]);
ImGui::Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible);
ImGui::Text("NavActivateId: 0x%08X, NavInputId: 0x%08X", g.NavActivateId, g.NavInputId);
ImGui::Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover);
ImGui::Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL");
ImGui::Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize);
ImGui::TreePop();
}
if (ImGui::TreeNode("Tools"))
{
// The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted.
if (ImGui::Button("Item Picker.."))
ImGui::DebugStartItemPicker();
ImGui::Checkbox("Show windows begin order", &show_windows_begin_order);
ImGui::Checkbox("Show windows rectangles", &show_windows_rects);
ImGui::SameLine();
ImGui::SetNextItemWidth(ImGui::GetFontSize() * 12);
show_windows_rects |= ImGui::Combo("##show_windows_rect_type", &show_windows_rect_type, wrt_rects_names, WRT_Count);
if (show_windows_rects && g.NavWindow)
{
ImGui::BulletText("'%s':", g.NavWindow->Name);
ImGui::Indent();
for (int rect_n = 0; rect_n < WRT_Count; rect_n++)
{
ImRect r = Funcs::GetWindowRect(g.NavWindow, rect_n);
ImGui::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]);
}
ImGui::Unindent();
}
ImGui::Checkbox("Show clipping rectangle when hovering ImDrawCmd node", &show_drawcmd_clip_rects);
ImGui::TreePop();
}
// Tool: Display windows Rectangles and Begin Order
if (show_windows_rects || show_windows_begin_order)
{
for (int n = 0; n < g.Windows.Size; n++)
{
ImGuiWindow* window = g.Windows[n];
if (!window->WasActive)
continue;
ImDrawList* draw_list = GetForegroundDrawList(window);
if (show_windows_rects)
{
ImRect r = Funcs::GetWindowRect(window, show_windows_rect_type);
draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255));
}
if (show_windows_begin_order && !(window->Flags & ImGuiWindowFlags_ChildWindow))
{
char buf[32];
ImFormatString(buf, IM_ARRAYSIZE(buf), "%d", window->BeginOrderWithinContext);
float font_size = ImGui::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);
}
}
}
ImGui::End();
}
#else
void ImGui::ShowMetricsWindow(bool*) { }
#endif
//-----------------------------------------------------------------------------
// 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
//-----------------------------------------------------------------------------
| 493,883 | C++ | 48.299661 | 405 | 0.668183 |
NVIDIA-Omniverse/PhysX/flow/external/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/branch with your modifications to imconfig.h)
// B) or add configuration directives in your own file and compile with #define IMGUI_USER_CONFIG "myfilename.h"
// If you do so 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().
//#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.
//#define IMGUI_API __declspec( dllexport )
//#define IMGUI_API __declspec( dllimport )
//---- Don't define obsolete functions/enums names. Consider enabling from time to time after updating to avoid using soon-to-be obsolete function/names.
//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
//---- Don't implement demo windows functionality (ShowDemoWindow()/ShowStyleEditor()/ShowUserGuide() methods will be empty)
// It is very strongly recommended to NOT disable the demo windows during development. Please read the comments in imgui_demo.cpp.
//#define IMGUI_DISABLE_DEMO_WINDOWS
//#define IMGUI_DISABLE_METRICS_WINDOW
//---- 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.
//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] Don't implement default IME handler. Won't use and link with ImmGetContext/ImmSetCompositionWindow.
//#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').
//#define IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself if you don't want to link with vsnprintf.
//#define IMGUI_DISABLE_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 wrapper so you can implement them yourself. Declare your prototypes in imconfig.h.
//#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().
//---- 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
//---- 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 imgui cpp 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_DISABLE_STB_TRUETYPE_IMPLEMENTATION
//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
//---- 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 \
ImVec2(const MyVec2& f) { x = f.x; y = f.y; } \
operator MyVec2() const { return MyVec2(x,y); }
#define IM_VEC4_CLASS_EXTRA \
ImVec4(const MyVec4& f) { x = f.x; y = f.y; z = f.z; w = f.w; } \
operator MyVec4() const { return MyVec4(x,y,z,w); }
*/
//---- Using 32-bits vertex indices (default is 16-bits) is one way to allow large meshes with more than 64K vertices.
// Your renderer back-end will need to support it (most example renderer back-ends support both 16/32-bits indices).
// Another way to allow large meshes while keeping 16-bits 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 back-ends 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
// 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()
// Have the Item Picker break in the ItemAdd() function instead of ItemHoverable() - which is 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
//---- 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);
}
*/
| 6,511 | C | 68.276595 | 215 | 0.708186 |
NVIDIA-Omniverse/PhysX/flow/external/imgui/imgui_internal.h | // dear imgui, v1.72b
// (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:
// Header mess
// Forward declarations
// STB libraries includes
// Context pointer
// Generic helpers
// Misc data structures
// Main imgui context
// Tab bar, tab item
// Internal API
*/
#pragma once
//-----------------------------------------------------------------------------
// Header mess
//-----------------------------------------------------------------------------
#ifndef IMGUI_VERSION
#error Must include imgui.h before imgui_internal.h
#endif
#include <stdio.h> // FILE*
#include <stdlib.h> // NULL, malloc, free, qsort, atoi, atof
#include <math.h> // sqrtf, fabsf, fmodf, powf, floorf, ceilf, cosf, sinf
#include <limits.h> // INT_MIN, INT_MAX
// 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)
#endif
// Clang/GCC warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic push
#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"
#if __has_warning("-Wzero-as-null-pointer-constant")
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
#endif
#if __has_warning("-Wdouble-promotion")
#pragma clang diagnostic ignored "-Wdouble-promotion"
#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
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
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 ImGuiColumnData; // Storage data for a single column
struct ImGuiColumns; // Storage data for a columns set
struct ImGuiContext; // Main Dear ImGui context
struct ImGuiDataTypeInfo; // Type information associated to a ImGuiDataType enum
struct ImGuiGroupData; // Stacked storage data for BeginGroup()/EndGroup()
struct ImGuiInputTextState; // Internal state of the currently focused/edited text input box
struct ImGuiItemHoveredDataBackup; // Backup and restore IsItemHovered() internal data
struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only
struct ImGuiNavMoveResult; // Result of a directional navigation move query result
struct ImGuiNextWindowData; // Storage for SetNextWindow** functions
struct ImGuiNextItemData; // Storage for SetNextItem** functions
struct ImGuiPopupData; // Storage for current popup stack
struct ImGuiSettingsHandler; // Storage for one type registered in the .ini file
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 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)
struct ImGuiWindowSettings; // Storage for window settings stored in .ini file (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 ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical
typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for ButtonEx(), ButtonBehavior()
typedef int ImGuiColumnsFlags; // -> enum ImGuiColumnsFlags_ // Flags: BeginColumns()
typedef int ImGuiDragFlags; // -> enum ImGuiDragFlags_ // Flags: for DragBehavior()
typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag()
typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for DC.LastItemStatusFlags
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 ImGuiSeparatorFlags; // -> enum ImGuiSeparatorFlags_ // Flags: for SeparatorEx()
typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for SliderBehavior()
typedef int ImGuiTextFlags; // -> enum ImGuiTextFlags_ // Flags: for TextEx()
//-------------------------------------------------------------------------
// 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
//-----------------------------------------------------------------------------
// Context pointer
//-----------------------------------------------------------------------------
#ifndef GImGui
extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer
#endif
//-----------------------------------------------------------------------------
// Generic helpers
//-----------------------------------------------------------------------------
#define IM_PI 3.14159265358979323846f
#ifdef _WIN32
#define IM_NEWLINE "\r\n" // Play it nice with Windows users (2018/05 news: Microsoft announced that Notepad will finally display Unix-style carriage returns!)
#else
#define IM_NEWLINE "\n"
#endif
#define IM_TABSIZE (4)
#define IM_STATIC_ASSERT(_COND) typedef char static_assertion_##__line__[(_COND)?1:-1]
#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
// Debug Logging
#ifndef IMGUI_DEBUG_LOG
#define IMGUI_DEBUG_LOG(_FMT,...) printf("[%05d] " _FMT, GImGui->FrameCount, __VA_ARGS__)
#endif
// 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
// Helpers: UTF-8 <> wchar
IMGUI_API int ImTextStrToUtf8(char* buf, int 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* buf, int 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: Misc
IMGUI_API ImU32 ImHashData(const void* data, size_t data_size, ImU32 seed = 0);
IMGUI_API ImU32 ImHashStr(const char* data, size_t data_size = 0, ImU32 seed = 0);
IMGUI_API void* ImFileLoadToMemory(const char* filename, const char* file_open_mode, size_t* out_file_size = NULL, int padding_bytes = 0);
IMGUI_API FILE* ImFileOpen(const char* filename, const char* file_open_mode);
static inline bool ImCharIsBlankA(char c) { return c == ' ' || c == '\t'; }
static inline bool ImCharIsBlankW(unsigned int c) { return c == ' ' || c == '\t' || c == 0x3000; }
static inline bool ImIsPowerOfTwo(int 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; }
#define ImQsort qsort
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
static inline ImU32 ImHash(const void* data, int size, ImU32 seed = 0) { return size ? ImHashData(data, (size_t)size, seed) : ImHashStr((const char*)data, 0, seed); } // [moved to ImHashStr/ImHashData in 1.68]
#endif
// Helpers: Geometry
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);
IMGUI_API ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy);
// 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 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 int ImParseFormatPrecision(const char* format, int default_value);
// 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
static inline ImVec2 operator*(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x*rhs, lhs.y*rhs); }
static inline ImVec2 operator/(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x/rhs, lhs.y/rhs); }
static inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x+rhs.x, lhs.y+rhs.y); }
static inline ImVec2 operator-(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x-rhs.x, lhs.y-rhs.y); }
static inline ImVec2 operator*(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x*rhs.x, lhs.y*rhs.y); }
static inline ImVec2 operator/(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x/rhs.x, lhs.y/rhs.y); }
static inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs) { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; }
static inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs) { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; }
static inline ImVec2& operator*=(ImVec2& lhs, const float rhs) { lhs.x *= rhs; lhs.y *= rhs; return lhs; }
static inline ImVec2& operator/=(ImVec2& lhs, const float rhs) { lhs.x /= rhs; lhs.y /= rhs; return lhs; }
static inline ImVec4 operator+(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x+rhs.x, lhs.y+rhs.y, lhs.z+rhs.z, lhs.w+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); }
#endif
// Helpers: Maths
// - Wrapper for standard libs functions. (Note that imgui_demo.cpp does _not_ use them to keep the code easy to copy)
#ifndef IMGUI_DISABLE_MATH_FUNCTIONS
static inline float ImFabs(float x) { return fabsf(x); }
static inline float ImSqrt(float x) { return sqrtf(x); }
static inline float ImPow(float x, float y) { return powf(x, y); }
static inline double ImPow(double x, double y) { return pow(x, y); }
static inline float ImFmod(float x, float y) { return fmodf(x, y); }
static inline double ImFmod(double x, double y) { return fmod(x, y); }
static inline float ImCos(float x) { return cosf(x); }
static inline float ImSin(float x) { return sinf(x); }
static inline float ImAcos(float x) { return acosf(x); }
static inline float ImAtan2(float y, float x) { return atan2f(y, x); }
static inline double ImAtof(const char* s) { return atof(s); }
static inline float ImFloorStd(float x) { return floorf(x); } // we already uses our own ImFloor() { return (float)(int)v } internally so the standard one wrapper is named differently (it's used by stb_truetype)
static inline float ImCeil(float x) { return ceilf(x); }
#endif
// - ImMin/ImMax/ImClamp/ImLerp/ImSwap are used by widgets which support for variety of types: signed/unsigned int/long long float/double
// (Exceptionally using templates here but we could also redefine them for variety of types)
template<typename T> static inline T ImMin(T lhs, T rhs) { return lhs < rhs ? lhs : rhs; }
template<typename T> static inline T ImMax(T lhs, T rhs) { return lhs >= rhs ? lhs : rhs; }
template<typename T> static inline T ImClamp(T v, T mn, T mx) { return (v < mn) ? mn : (v > mx) ? mx : v; }
template<typename T> static inline T ImLerp(T a, T b, float t) { return (T)(a + (b - a) * t); }
template<typename T> static inline void ImSwap(T& a, T& b) { T tmp = a; a = b; b = tmp; }
template<typename T> 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<typename T> 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 1.0f / ImSqrt(d); return fail_value; }
static inline float ImFloor(float f) { return (float)(int)f; }
static inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2((float)(int)v.x, (float)(int)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); }
// Helper: ImBoolVector. Store 1-bit per value.
// Note that Resize() currently clears the whole vector.
struct ImBoolVector
{
ImVector<int> Storage;
ImBoolVector() { }
void Resize(int sz) { Storage.resize((sz + 31) >> 5); memset(Storage.Data, 0, (size_t)Storage.Size * sizeof(Storage.Data[0])); }
void Clear() { Storage.clear(); }
bool GetBit(int n) const { int off = (n >> 5); int mask = 1 << (n & 31); return (Storage[off] & mask) != 0; }
void SetBit(int n, bool v) { int off = (n >> 5); int mask = 1 << (n & 31); if (v) Storage[off] |= mask; else Storage[off] &= ~mask; }
};
// 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<typename T>
struct IMGUI_API ImPool
{
ImVector<T> Data; // Contiguous data
ImGuiStorage Map; // ID->Index
ImPoolIdx FreeIdx; // Next free idx to use
ImPool() { FreeIdx = 0; }
~ImPool() { Clear(); }
T* GetByKey(ImGuiID key) { int idx = Map.GetInt(key, -1); return (idx != -1) ? &Data[idx] : NULL; }
T* GetByIndex(ImPoolIdx n) { return &Data[n]; }
ImPoolIdx GetIndex(const T* p) const { IM_ASSERT(p >= Data.Data && p < Data.Data + Data.Size); return (ImPoolIdx)(p - Data.Data); }
T* GetOrAddByKey(ImGuiID key) { int* p_idx = Map.GetIntRef(key, -1); if (*p_idx != -1) return &Data[*p_idx]; *p_idx = FreeIdx; return Add(); }
bool Contains(const T* p) const { return (p >= Data.Data && p < Data.Data + Data.Size); }
void Clear() { for (int n = 0; n < Map.Data.Size; n++) { int idx = Map.Data[n].val_i; if (idx != -1) Data[idx].~T(); } Map.Clear(); Data.clear(); FreeIdx = 0; }
T* Add() { int idx = FreeIdx; if (idx == Data.Size) { Data.resize(Data.Size + 1); FreeIdx++; } else { FreeIdx = *(int*)&Data[idx]; } IM_PLACEMENT_NEW(&Data[idx]) T(); return &Data[idx]; }
void Remove(ImGuiID key, const T* p) { Remove(key, GetIndex(p)); }
void Remove(ImGuiID key, ImPoolIdx idx) { Data[idx].~T(); *(int*)&Data[idx] = FreeIdx; FreeIdx = idx; Map.SetInt(key, -1); }
void Reserve(int capacity) { Data.reserve(capacity); Map.Data.reserve(capacity); }
int GetSize() const { return Data.Size; }
};
//-----------------------------------------------------------------------------
// Misc data structures
//-----------------------------------------------------------------------------
enum ImGuiButtonFlags_
{
ImGuiButtonFlags_None = 0,
ImGuiButtonFlags_Repeat = 1 << 0, // hold to repeat
ImGuiButtonFlags_PressedOnClickRelease = 1 << 1, // [Default] return true on click + release on same item
ImGuiButtonFlags_PressedOnClick = 1 << 2, // return true on click (default requires click+release)
ImGuiButtonFlags_PressedOnRelease = 1 << 3, // return true on release (default requires click+release)
ImGuiButtonFlags_PressedOnDoubleClick = 1 << 4, // return true on double-click (default requires click+release)
ImGuiButtonFlags_FlattenChildren = 1 << 5, // allow interactions even if a child window is overlapping
ImGuiButtonFlags_AllowItemOverlap = 1 << 6, // require previous frame HoveredId to either match id or be null before being usable, use along with SetItemAllowOverlap()
ImGuiButtonFlags_DontClosePopups = 1 << 7, // disable automatically closing parent popup on press // [UNUSED]
ImGuiButtonFlags_Disabled = 1 << 8, // disable interactions
ImGuiButtonFlags_AlignTextBaseLine = 1 << 9, // 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 << 10, // disable interaction if a key modifier is held
ImGuiButtonFlags_NoHoldingActiveID = 1 << 11, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only)
ImGuiButtonFlags_PressedOnDragDropHold = 1 << 12, // press when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers)
ImGuiButtonFlags_NoNavFocus = 1 << 13, // don't override navigation focus when activated
ImGuiButtonFlags_NoHoveredOnNav = 1 << 14 // don't report as hovered when navigated on
};
enum ImGuiSliderFlags_
{
ImGuiSliderFlags_None = 0,
ImGuiSliderFlags_Vertical = 1 << 0
};
enum ImGuiDragFlags_
{
ImGuiDragFlags_None = 0,
ImGuiDragFlags_Vertical = 1 << 0
};
enum ImGuiColumnsFlags_
{
// Default: 0
ImGuiColumnsFlags_None = 0,
ImGuiColumnsFlags_NoBorder = 1 << 0, // Disable column dividers
ImGuiColumnsFlags_NoResize = 1 << 1, // Disable resizing columns when clicking on the dividers
ImGuiColumnsFlags_NoPreserveWidths = 1 << 2, // Disable column width preservation when adjusting columns
ImGuiColumnsFlags_NoForceWithinWindow = 1 << 3, // Disable forcing columns to fit within window
ImGuiColumnsFlags_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.
};
// Extend ImGuiSelectableFlags_
enum ImGuiSelectableFlagsPrivate_
{
// NB: need to be in sync with last value of ImGuiSelectableFlags_
ImGuiSelectableFlags_NoHoldingActiveID = 1 << 20,
ImGuiSelectableFlags_PressedOnClick = 1 << 21,
ImGuiSelectableFlags_PressedOnRelease = 1 << 22,
ImGuiSelectableFlags_DrawFillAvailWidth = 1 << 23, // FIXME: We may be able to remove this (added in 6251d379 for menus)
ImGuiSelectableFlags_AllowItemOverlap = 1 << 24,
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
};
// 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
};
// 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_NoTabStop = 1 << 0, // false
ImGuiItemFlags_ButtonRepeat = 1 << 1, // false // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings.
ImGuiItemFlags_Disabled = 1 << 2, // false // [BETA] Disable interactions but doesn't affect visuals yet. See github.com/ocornut/imgui/issues/211
ImGuiItemFlags_NoNav = 1 << 3, // false
ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false
ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // MenuItem/Selectable() automatically closes current 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_Default_ = 0
};
// Storage for LastItem data
enum ImGuiItemStatusFlags_
{
ImGuiItemStatusFlags_None = 0,
ImGuiItemStatusFlags_HoveredRect = 1 << 0,
ImGuiItemStatusFlags_HasDisplayRect = 1 << 1,
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" because reporting the change allows us to handle clipping with less issues.
ImGuiItemStatusFlags_HasDeactivated = 1 << 4, // Set if the widget/group is able to provide data for the ImGuiItemStatusFlags_Deactivated flag.
ImGuiItemStatusFlags_Deactivated = 1 << 5 // Only valid if ImGuiItemStatusFlags_HasDeactivated is set.
#ifdef IMGUI_ENABLE_TEST_ENGINE
, // [imgui_tests only]
ImGuiItemStatusFlags_Openable = 1 << 10, //
ImGuiItemStatusFlags_Opened = 1 << 11, //
ImGuiItemStatusFlags_Checkable = 1 << 12, //
ImGuiItemStatusFlags_Checked = 1 << 13 //
#endif
};
enum ImGuiTextFlags_
{
ImGuiTextFlags_None = 0,
ImGuiTextFlags_NoWidthForLargeClippedText = 1 << 0
};
// 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 ImGuiInputSource
{
ImGuiInputSource_None = 0,
ImGuiInputSource_Mouse,
ImGuiInputSource_Nav,
ImGuiInputSource_NavKeyboard, // Only used occasionally for storage, not tested/handled by most code
ImGuiInputSource_NavGamepad, // "
ImGuiInputSource_COUNT
};
// FIXME-NAV: Clarify/expose various repeat delay/rate
enum ImGuiInputReadMode
{
ImGuiInputReadMode_Down,
ImGuiInputReadMode_Pressed,
ImGuiInputReadMode_Released,
ImGuiInputReadMode_Repeat,
ImGuiInputReadMode_RepeatSlow,
ImGuiInputReadMode_RepeatFast
};
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_Keyboard = 1 << 0,
ImGuiNavDirSourceFlags_PadDPad = 1 << 1,
ImGuiNavDirSourceFlags_PadLStick = 1 << 2
};
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 for 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 NavMoveResultLocalVisibleSet that only comprise elements that are already fully visible.
};
enum ImGuiNavForward
{
ImGuiNavForward_None,
ImGuiNavForward_ForwardQueued,
ImGuiNavForward_ForwardActive
};
enum ImGuiNavLayer
{
ImGuiNavLayer_Main = 0, // Main scrolling layer
ImGuiNavLayer_Menu = 1, // Menu layer (access with Alt/ImGuiNavInput_Menu)
ImGuiNavLayer_COUNT
};
enum ImGuiPopupPositionPolicy
{
ImGuiPopupPositionPolicy_Default,
ImGuiPopupPositionPolicy_ComboBox
};
// 1D vector (this odd construct is used to facilitate the transition between 1D and 2D, and the maintenance of some branches/patches)
struct ImVec1
{
float x;
ImVec1() { x = 0.0f; }
ImVec1(float _x) { x = _x; }
};
// 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
ImRect() : Min(FLT_MAX,FLT_MAX), Max(-FLT_MAX,-FLT_MAX) {}
ImRect(const ImVec2& min, const ImVec2& max) : Min(min), Max(max) {}
ImRect(const ImVec4& v) : Min(v.x, v.y), Max(v.z, v.w) {}
ImRect(float x1, float y1, float x2, float y2) : Min(x1, y1), Max(x2, y2) {}
ImVec2 GetCenter() const { return ImVec2((Min.x + Max.x) * 0.5f, (Min.y + Max.y) * 0.5f); }
ImVec2 GetSize() const { return ImVec2(Max.x - Min.x, Max.y - Min.y); }
float GetWidth() const { return Max.x - Min.x; }
float GetHeight() const { return Max.y - Min.y; }
ImVec2 GetTL() const { return Min; } // 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 = (float)(int)Min.x; Min.y = (float)(int)Min.y; Max.x = (float)(int)Max.x; Max.y = (float)(int)Max.y; }
bool IsInverted() const { return Min.x > Max.x || Min.y > Max.y; }
};
// Type information associated to one ImGuiDataType. Retrieve with DataTypeGetInfo().
struct ImGuiDataTypeInfo
{
size_t Size; // Size in byte
const char* PrintFmt; // Default printf format for the type
const char* ScanFmt; // Default scanf format for the type
};
// 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; }
};
// Stacked storage data for BeginGroup()/EndGroup()
struct ImGuiGroupData
{
ImVec2 BackupCursorPos;
ImVec2 BackupCursorMaxPos;
ImVec1 BackupIndent;
ImVec1 BackupGroupOffset;
ImVec2 BackupCurrLineSize;
float BackupCurrLineTextBaseOffset;
ImGuiID BackupActiveIdIsAlive;
bool BackupActiveIdPreviousFrameIsAlive;
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
{
float Spacing;
float Width, NextWidth;
float Pos[3], NextWidths[3];
ImGuiMenuColumns();
void Update(int count, float spacing, bool clear);
float DeclColumns(float w0, float w1, float w2);
float CalcExtraSpace(float avail_w);
};
// Internal state of the currently focused/edited text input box
struct 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 len is valid even if TextA is not.
ImVector<ImWchar> 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<char> TextA; // temporary UTF8 buffer for callbacks and other operations. this is not updated in every code-path! size=capacity.
ImVector<char> 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
ImGuiInputTextFlags UserFlags; // Temporarily set while we call user's callback
ImGuiInputTextCallback UserCallback; // "
void* UserCallbackData; // "
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; }
void SelectAll() { Stb.select_start = 0; Stb.cursor = Stb.select_end = CurLenW; Stb.has_preferred_x = 0; }
};
// Windows data saved in imgui.ini file
struct ImGuiWindowSettings
{
char* Name;
ImGuiID ID;
ImVec2 Pos;
ImVec2 Size;
bool Collapsed;
ImGuiWindowSettings() { Name = NULL; ID = 0; Pos = Size = ImVec2(0,0); Collapsed = false; }
};
struct ImGuiSettingsHandler
{
const char* TypeName; // Short description stored in .ini file. Disallowed characters: '[' ']'
ImGuiID TypeHash; // == ImHashStr(TypeName)
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 (*WriteAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* out_buf); // Write: Output every entries into 'out_buf'
void* UserData;
ImGuiSettingsHandler() { memset(this, 0, sizeof(*this)); }
};
// 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() { PopupId = 0; Window = SourceWindow = NULL; OpenFrameCount = -1; OpenParentId = 0; }
};
struct ImGuiColumnData
{
float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right)
float OffsetNormBeforeResize;
ImGuiColumnsFlags Flags; // Not exposed
ImRect ClipRect;
ImGuiColumnData() { OffsetNorm = OffsetNormBeforeResize = 0.0f; Flags = ImGuiColumnsFlags_None; }
};
struct ImGuiColumns
{
ImGuiID ID;
ImGuiColumnsFlags 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 HostClipRect; // Backup of ClipRect at the time of BeginColumns()
ImRect HostWorkRect; // Backup of WorkRect at the time of BeginColumns()
ImVector<ImGuiColumnData> Columns;
ImGuiColumns() { Clear(); }
void Clear()
{
ID = 0;
Flags = ImGuiColumnsFlags_None;
IsFirstFrame = false;
IsBeingResized = false;
Current = 0;
Count = 1;
OffMinX = OffMaxX = 0.0f;
LineMinY = LineMaxY = 0.0f;
HostCursorPosY = 0.0f;
HostCursorMaxPosX = 0.0f;
Columns.clear();
}
};
// Data shared between all ImDrawList instances
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;
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)
// Const data
// FIXME: Bake rounded corners fill/borders in atlas
ImVec2 CircleVtx12[12];
ImDrawListSharedData();
};
struct ImDrawDataBuilder
{
ImVector<ImDrawList*> 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(); }
IMGUI_API void FlattenIntoSingleLayer();
};
struct ImGuiNavMoveResult
{
ImGuiID ID; // Best candidate
ImGuiID SelectScopeId;// Best candidate window current selectable group ID
ImGuiWindow* Window; // Best candidate window
float DistBox; // Best candidate box distance to current NavId
float DistCenter; // Best candidate center distance to current NavId
float DistAxial;
ImRect RectRel; // Best candidate bounding box in window relative space
ImGuiNavMoveResult() { Clear(); }
void Clear() { ID = SelectScopeId = 0; Window = NULL; DistBox = DistCenter = DistAxial = FLT_MAX; RectRel = ImRect(); }
};
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
};
// Storage for SetNexWindow** functions
struct ImGuiNextWindowData
{
ImGuiNextWindowDataFlags Flags;
ImGuiCond PosCond;
ImGuiCond SizeCond;
ImGuiCond CollapsedCond;
ImVec2 PosVal;
ImVec2 PosPivotVal;
ImVec2 SizeVal;
ImVec2 ContentSizeVal;
bool CollapsedVal;
ImRect SizeConstraintRect;
ImGuiSizeCallback SizeCallback;
void* SizeCallbackUserData;
float BgAlphaVal;
ImVec2 MenuBarOffsetMinVal; // *Always on* This is not exposed publicly, so we don't clear it.
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().
bool OpenVal; // Set by SetNextItemOpen() function.
ImGuiCond OpenCond;
ImGuiNextItemData() { memset(this, 0, sizeof(*this)); }
inline void ClearFlags() { Flags = ImGuiNextItemDataFlags_None; }
};
//-----------------------------------------------------------------------------
// Tabs
//-----------------------------------------------------------------------------
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; }
};
//-----------------------------------------------------------------------------
// Main imgui context
//-----------------------------------------------------------------------------
struct ImGuiContext
{
bool Initialized;
bool FrameScopeActive; // Set by NewFrame(), cleared by EndFrame()
bool FrameScopePushedImplicitWindow; // Set by NewFrame(), cleared by EndFrame()
bool FontAtlasOwnedByContext; // Io.Fonts-> is owned by the ImGuiContext and will be destructed along with it.
ImGuiIO IO;
ImGuiStyle Style;
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 FrameCountRendered;
// Windows state
ImVector<ImGuiWindow*> Windows; // Windows, sorted in display order, back to front
ImVector<ImGuiWindow*> WindowsFocusOrder; // Windows, sorted in focus order, back to front
ImVector<ImGuiWindow*> WindowsSortBuffer;
ImVector<ImGuiWindow*> CurrentWindowStack;
ImGuiStorage WindowsById;
int WindowsActiveCount;
ImGuiWindow* CurrentWindow; // Being drawn into
ImGuiWindow* HoveredWindow; // Will catch mouse inputs
ImGuiWindow* HoveredRootWindow; // Will catch mouse inputs (for focus/move only)
ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actually window that is moved is generally MovingWindow->RootWindow.
ImGuiWindow* WheelingWindow;
ImVec2 WheelingWindowRefMousePos;
float WheelingWindowTimer;
// Item/widgets state and tracking information
ImGuiID HoveredId; // Hovered widget
bool HoveredIdAllowOverlap;
ImGuiID HoveredIdPreviousFrame;
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 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;
int ActiveIdAllowNavDirFlags; // Active widget allows using directional navigation (e.g. can activate a button and move away from it)
int ActiveIdBlockNavInputFlags;
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)
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
ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions
ImGuiNextItemData NextItemData; // Storage for SetNextItem** functions
// Shared stacks
ImVector<ImGuiColorMod> ColorModifiers; // Stack for PushStyleColor()/PopStyleColor()
ImVector<ImGuiStyleMod> StyleModifiers; // Stack for PushStyleVar()/PopStyleVar()
ImVector<ImFont*> FontStack; // Stack for PushFont()/PopFont()
ImVector<ImGuiPopupData>OpenPopupStack; // Which popups are open (persistent)
ImVector<ImGuiPopupData>BeginPopupStack; // Which level of BeginPopup() we are in (reset every frame)
// Navigation data (for gamepad/keyboard)
ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusWindow'
ImGuiID NavId; // Focused item for navigation
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 NavInputId; // ~~ IsNavInputPressed(ImGuiNavInput_Input) ? NavId : 0
ImGuiID NavJustTabbedId; // Just tabbed to this id.
ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest).
ImGuiID NavJustMovedToMultiSelectScopeId; // Just navigated to this select scope id (result of a successfully MoveRequest).
ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame.
ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard.
ImRect NavScoringRectScreen; // Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring.
int NavScoringCount; // Metrics for debugging
ImGuiWindow* NavWindowingTarget; // When selecting a window (holding Menu+FocusPrev/Next, or equivalent of CTRL-TAB) this window is temporarily displayed top-most.
ImGuiWindow* NavWindowingTargetAnim; // Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f
ImGuiWindow* NavWindowingList;
float NavWindowingTimer;
float NavWindowingHighlightAlpha;
bool NavWindowingToggleLayer;
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.
int NavIdTabCounter; // == NavWindow->DC.FocusIdxTabCounter at time of NavId processing
bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRefRectRel 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.
bool NavAnyRequest; // ~~ NavMoveRequest || NavInitRequest
bool NavInitRequest; // Init request for appearing window to select first item
bool NavInitRequestFromMove;
ImGuiID NavInitResultId;
ImRect NavInitResultRectRel;
bool NavMoveFromClampedRefRect; // Set by manual scrolling, if we scroll to a point where NavId isn't visible we reset navigation from visible items
bool NavMoveRequest; // Move request for this frame
ImGuiNavMoveFlags NavMoveRequestFlags;
ImGuiNavForward NavMoveRequestForward; // None / ForwardQueued / ForwardActive (this is used to navigate sibling parent menus from a child menu)
ImGuiDir NavMoveDir, NavMoveDirLast; // Direction of the move request (left/right/up/down), direction of the previous move request
ImGuiDir NavMoveClipDir;
ImGuiNavMoveResult NavMoveResultLocal; // Best move request candidate within NavWindow
ImGuiNavMoveResult NavMoveResultLocalVisibleSet; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag)
ImGuiNavMoveResult NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag)
// Tabbing system (older than Nav, active even if Nav is disabled. FIXME-NAV: This needs a redesign!)
ImGuiWindow* FocusRequestCurrWindow; //
ImGuiWindow* FocusRequestNextWindow; //
int FocusRequestCurrCounterAll; // Any item being requested for focus, stored as an index (we on layout to be stable between the frame pressing TAB and the next frame, semi-ouch)
int FocusRequestCurrCounterTab; // Tab item being requested for focus, stored as an index
int FocusRequestNextCounterAll; // Stored for next frame
int FocusRequestNextCounterTab; // "
bool FocusTabPressed; //
// Render
ImDrawData DrawData; // Main ImDrawData instance to pass render information to the user
ImDrawDataBuilder DrawDataBuilder;
float DimBgRatio; // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list)
ImDrawList BackgroundDrawList; // First draw list to be rendered.
ImDrawList ForegroundDrawList; // Last draw list to be rendered. This is where we the render software mouse cursor (if io.MouseDrawCursor is set) and most debug overlays.
ImGuiMouseCursor MouseCursor;
// Drag and Drop
bool DragDropActive;
bool DragDropWithinSourceOrTarget;
ImGuiDragDropFlags DragDropSourceFlags;
int DragDropSourceFrameCount;
int DragDropMouseButton;
ImGuiPayload DragDropPayload;
ImRect DragDropTargetRect;
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
ImVector<unsigned char> DragDropPayloadBufHeap; // We don't expose the ImVector<> directly
unsigned char DragDropPayloadBufLocal[8]; // Local buffer for small payloads
// Tab bars
ImGuiTabBar* CurrentTabBar;
ImPool<ImGuiTabBar> TabBars;
ImVector<ImGuiPtrOrIndex> CurrentTabBarStack;
ImVector<ImGuiShrinkWidthItem> ShrinkWidthBuffer;
// Widget state
ImVec2 LastValidMousePos;
ImGuiInputTextState InputTextState;
ImFont InputTextPasswordFont;
ImGuiID TempInputTextId; // Temporary text input when CTRL+clicking on a slider, etc.
ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets
ImVec4 ColorPickerRef;
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?
int TooltipOverrideCount;
ImVector<char> PrivateClipboard; // If no custom clipboard handler is defined
// Range-Select/Multi-Select
// [This is unused in this branch, but left here to facilitate merging/syncing multiple branches]
ImGuiID MultiSelectScopeId;
// Platform support
ImVec2 PlatformImePos; // Cursor position request & last passed to the OS Input Method Editor
ImVec2 PlatformImeLastPos;
// Settings
bool SettingsLoaded;
float SettingsDirtyTimer; // Save .ini Settings to memory when time reaches zero
ImGuiTextBuffer SettingsIniData; // In memory .ini settings
ImVector<ImGuiSettingsHandler> SettingsHandlers; // List of .ini settings handlers
ImVector<ImGuiWindowSettings> SettingsWindows; // ImGuiWindow .ini settings entries (parsed from the last loaded .ini file and maintained on saving)
// Logging
bool LogEnabled;
ImGuiLogType LogType;
FILE* 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.
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;
ImGuiID DebugItemPickerBreakID; // Will call IM_DEBUG_BREAK() when encountering this id
// Misc
float FramerateSecPerFrame[120]; // Calculate estimate of framerate for user over the last 2 seconds.
int FramerateSecPerFrameIdx;
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) : BackgroundDrawList(&DrawListSharedData), ForegroundDrawList(&DrawListSharedData)
{
Initialized = false;
FrameScopeActive = FrameScopePushedImplicitWindow = false;
Font = NULL;
FontSize = FontBaseSize = 0.0f;
FontAtlasOwnedByContext = shared_font_atlas ? false : true;
IO.Fonts = shared_font_atlas ? shared_font_atlas : IM_NEW(ImFontAtlas)();
Time = 0.0f;
FrameCount = 0;
FrameCountEnded = FrameCountRendered = -1;
WindowsActiveCount = 0;
CurrentWindow = NULL;
HoveredWindow = NULL;
HoveredRootWindow = NULL;
MovingWindow = NULL;
WheelingWindow = NULL;
WheelingWindowTimer = 0.0f;
HoveredId = 0;
HoveredIdAllowOverlap = false;
HoveredIdPreviousFrame = 0;
HoveredIdTimer = HoveredIdNotActiveTimer = 0.0f;
ActiveId = 0;
ActiveIdIsAlive = 0;
ActiveIdTimer = 0.0f;
ActiveIdIsJustActivated = false;
ActiveIdAllowOverlap = false;
ActiveIdHasBeenPressedBefore = false;
ActiveIdHasBeenEditedBefore = false;
ActiveIdHasBeenEditedThisFrame = false;
ActiveIdAllowNavDirFlags = 0x00;
ActiveIdBlockNavInputFlags = 0x00;
ActiveIdClickOffset = ImVec2(-1,-1);
ActiveIdWindow = NULL;
ActiveIdSource = ImGuiInputSource_None;
ActiveIdPreviousFrame = 0;
ActiveIdPreviousFrameIsAlive = false;
ActiveIdPreviousFrameHasBeenEditedBefore = false;
ActiveIdPreviousFrameWindow = NULL;
LastActiveId = 0;
LastActiveIdTimer = 0.0f;
NavWindow = NULL;
NavId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavInputId = 0;
NavJustTabbedId = NavJustMovedToId = NavJustMovedToMultiSelectScopeId = NavNextActivateId = 0;
NavInputSource = ImGuiInputSource_None;
NavScoringRectScreen = ImRect();
NavScoringCount = 0;
NavWindowingTarget = NavWindowingTargetAnim = NavWindowingList = NULL;
NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f;
NavWindowingToggleLayer = false;
NavLayer = ImGuiNavLayer_Main;
NavIdTabCounter = INT_MAX;
NavIdIsAlive = false;
NavMousePosDirty = false;
NavDisableHighlight = true;
NavDisableMouseHover = false;
NavAnyRequest = false;
NavInitRequest = false;
NavInitRequestFromMove = false;
NavInitResultId = 0;
NavMoveFromClampedRefRect = false;
NavMoveRequest = false;
NavMoveRequestFlags = 0;
NavMoveRequestForward = ImGuiNavForward_None;
NavMoveDir = NavMoveDirLast = NavMoveClipDir = ImGuiDir_None;
FocusRequestCurrWindow = FocusRequestNextWindow = NULL;
FocusRequestCurrCounterAll = FocusRequestCurrCounterTab = INT_MAX;
FocusRequestNextCounterAll = FocusRequestNextCounterTab = INT_MAX;
FocusTabPressed = false;
DimBgRatio = 0.0f;
BackgroundDrawList._OwnerName = "##Background"; // Give it a name for debugging
ForegroundDrawList._OwnerName = "##Foreground"; // Give it a name for debugging
MouseCursor = ImGuiMouseCursor_Arrow;
DragDropActive = DragDropWithinSourceOrTarget = false;
DragDropSourceFlags = 0;
DragDropSourceFrameCount = -1;
DragDropMouseButton = -1;
DragDropTargetId = 0;
DragDropAcceptFlags = 0;
DragDropAcceptIdCurrRectSurface = 0.0f;
DragDropAcceptIdPrev = DragDropAcceptIdCurr = 0;
DragDropAcceptFrameCount = -1;
memset(DragDropPayloadBufLocal, 0, sizeof(DragDropPayloadBufLocal));
CurrentTabBar = NULL;
LastValidMousePos = ImVec2(0.0f, 0.0f);
TempInputTextId = 0;
ColorEditOptions = ImGuiColorEditFlags__OptionsDefault;
DragCurrentAccumDirty = false;
DragCurrentAccum = 0.0f;
DragSpeedDefaultRatio = 1.0f / 100.0f;
ScrollbarClickDeltaToGrabCenter = 0.0f;
TooltipOverrideCount = 0;
MultiSelectScopeId = 0;
PlatformImePos = PlatformImeLastPos = ImVec2(FLT_MAX, FLT_MAX);
SettingsLoaded = false;
SettingsDirtyTimer = 0.0f;
LogEnabled = false;
LogType = ImGuiLogType_None;
LogFile = NULL;
LogLinePosY = FLT_MAX;
LogLineFirstItem = false;
LogDepthRef = 0;
LogDepthToExpand = LogDepthToExpandDefault = 2;
DebugItemPickerActive = false;
DebugItemPickerBreakID = 0;
memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame));
FramerateSecPerFrameIdx = 0;
FramerateSecPerFrameAccum = 0.0f;
WantCaptureMouseNextFrame = WantCaptureKeyboardNextFrame = WantTextInputNextFrame = -1;
memset(TempBuffer, 0, sizeof(TempBuffer));
}
};
//-----------------------------------------------------------------------------
// 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.
// FIXME: That's theory, in practice the delimitation between ImGuiWindow and ImGuiWindowTempData is quite tenuous and could be reconsidered.
struct IMGUI_API ImGuiWindowTempData
{
ImVec2 CursorPos;
ImVec2 CursorPosPrevLine;
ImVec2 CursorStartPos; // Initial position in client area with padding
ImVec2 CursorMaxPos; // Used to implicitly calculate the size of our contents, always growing during the frame. Used to calculate window->ContentSize at the beginning of next frame
ImVec2 CurrLineSize;
ImVec2 PrevLineSize;
float CurrLineTextBaseOffset;
float PrevLineTextBaseOffset;
int TreeDepth;
ImU32 TreeStoreMayJumpToParentOnPop; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31.. Could be turned into a ImU64 if necessary.
ImGuiID LastItemId;
ImGuiItemStatusFlags LastItemStatusFlags;
ImRect LastItemRect; // Interaction rect
ImRect LastItemDisplayRect; // End-user display rect (only valid if LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect)
ImGuiNavLayer NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1)
int NavLayerCurrentMask; // = (1 << NavLayerCurrent) used by ItemAdd prior to clipping.
int NavLayerActiveMask; // Which layer have been written to (result from previous frame)
int NavLayerActiveMaskNext; // Which layer have been written to (buffer for current frame)
bool NavHideHighlightOneFrame;
bool NavHasScroll; // Set when scrolling can be used (ScrollMax > 0.0f)
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.
ImVector<ImGuiWindow*> ChildWindows;
ImGuiStorage* StateStorage;
ImGuiLayoutType LayoutType;
ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin()
int FocusCounterAll; // Counter for focus/tabbing system. Start at -1 and increase as assigned via FocusableItemRegister() (FIXME-NAV: Needs redesign)
int FocusCounterTab; // (same, but only count widgets which you can Tab through)
// 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.
ImGuiItemFlags ItemFlags; // == ItemFlagsStack.back() [empty == ImGuiItemFlags_Default]
float ItemWidth; // == ItemWidthStack.back(). 0.0: default, >0.0: width in pixels, <0.0: align xx pixels to the right of window
float TextWrapPos; // == TextWrapPosStack.back() [empty == -1.0f]
ImVector<ImGuiItemFlags>ItemFlagsStack;
ImVector<float> ItemWidthStack;
ImVector<float> TextWrapPosStack;
ImVector<ImGuiGroupData>GroupStack;
short StackSizesBackup[6]; // Store size of various stacks for asserting
ImVec1 Indent; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.)
ImVec1 GroupOffset;
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.
ImGuiColumns* CurrentColumns; // Current columns set
ImGuiWindowTempData()
{
CursorPos = CursorPosPrevLine = CursorStartPos = CursorMaxPos = ImVec2(0.0f, 0.0f);
CurrLineSize = PrevLineSize = ImVec2(0.0f, 0.0f);
CurrLineTextBaseOffset = PrevLineTextBaseOffset = 0.0f;
TreeDepth = 0;
TreeStoreMayJumpToParentOnPop = 0x00;
LastItemId = 0;
LastItemStatusFlags = 0;
LastItemRect = LastItemDisplayRect = ImRect();
NavLayerActiveMask = NavLayerActiveMaskNext = 0x00;
NavLayerCurrent = ImGuiNavLayer_Main;
NavLayerCurrentMask = (1 << ImGuiNavLayer_Main);
NavHideHighlightOneFrame = false;
NavHasScroll = false;
MenuBarAppending = false;
MenuBarOffset = ImVec2(0.0f, 0.0f);
StateStorage = NULL;
LayoutType = ParentLayoutType = ImGuiLayoutType_Vertical;
FocusCounterAll = FocusCounterTab = -1;
ItemFlags = ImGuiItemFlags_Default_;
ItemWidth = 0.0f;
TextWrapPos = -1.0f;
memset(StackSizesBackup, 0, sizeof(StackSizesBackup));
Indent = ImVec1(0.0f);
GroupOffset = ImVec1(0.0f);
ColumnsOffset = ImVec1(0.0f);
CurrentColumns = NULL;
}
};
// Storage for one window
struct IMGUI_API ImGuiWindow
{
char* Name;
ImGuiID ID; // == ImHash(Name)
ImGuiWindowFlags Flags; // See enum ImGuiWindowFlags_
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 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.
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 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 ScrollbarSizes; // Size taken by scrollbars on each axis
bool ScrollbarX, ScrollbarY;
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 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; // Order within immediate parent window, if we are a child window. Otherwise 0.
short BeginOrderWithinContext; // Order within entire imgui context. This is mostly used for debugging submission order related issues.
ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling)
int AutoFitFramesX, AutoFitFramesY;
bool AutoFitOnlyGrows;
int AutoFitChildAxises;
ImGuiDir AutoPosLastDirection;
int HiddenFramesCanSkipItems; // Hide the window for N frames
int HiddenFramesCannotSkipItems; // Hide the window for N frames while allowing items to be submitted so we can measure their size
ImGuiCond SetWindowPosAllowFlags; // store acceptable condition flags for SetNextWindowPos() use.
ImGuiCond SetWindowSizeAllowFlags; // store acceptable condition flags for SetNextWindowSize() use.
ImGuiCond SetWindowCollapsedAllowFlags; // store acceptable condition flags for SetNextWindowCollapsed() 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.
ImGuiWindowTempData DC; // Temporary per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the "DC" variable name.
ImVector<ImGuiID> IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack
// 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; // Cover the whole scrolling region, shrunk by WindowPadding*1.0f on each side. This is meant to replace ContentsRegionRect over time (from 1.71+ onward).
ImRect ClipRect; // Current clipping/scissoring rectangle, evolve as we are using PushClipRect(), etc. == DrawList->clip_rect_stack.back().
ImRect ContentsRegionRect; // 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.
int LastFrameActive; // Last frame number the window was Active.
float ItemWidthDefault;
ImGuiMenuColumns MenuColumns; // Simplified columns storage for menu items
ImGuiStorage StateStorage;
ImVector<ImGuiColumns> ColumnsStorage;
float FontWindowScale; // User scale multiplier per-window, via SetWindowFontScale()
int SettingsIdx; // Index into SettingsWindow[] (indices 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 window, this is pointing to our parent. Otherwise NULL.
ImGuiWindow* RootWindow; // Point to ourself or first ancestor that is not a child window.
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
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 GetIDNoKeepAlive(const char* str, const char* str_end = NULL);
ImGuiID GetIDNoKeepAlive(const void* ptr);
ImGuiID GetIDNoKeepAlive(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; 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()); }
};
// Backup and restore just enough data to be able to use IsItemHovered() on item A after another B in the same window has overwritten the data.
struct ImGuiItemHoveredDataBackup
{
ImGuiID LastItemId;
ImGuiItemStatusFlags LastItemStatusFlags;
ImRect LastItemRect;
ImRect LastItemDisplayRect;
ImGuiItemHoveredDataBackup() { Backup(); }
void Backup() { ImGuiWindow* window = GImGui->CurrentWindow; LastItemId = window->DC.LastItemId; LastItemStatusFlags = window->DC.LastItemStatusFlags; LastItemRect = window->DC.LastItemRect; LastItemDisplayRect = window->DC.LastItemDisplayRect; }
void Restore() const { ImGuiWindow* window = GImGui->CurrentWindow; window->DC.LastItemId = LastItemId; window->DC.LastItemStatusFlags = LastItemStatusFlags; window->DC.LastItemRect = LastItemRect; window->DC.LastItemDisplayRect = LastItemDisplayRect; }
};
//-----------------------------------------------------------------------------
// Tab bar, tab item
//-----------------------------------------------------------------------------
// 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_NoCloseButton = 1 << 20 // Store whether p_open is set or not, which we need to recompute WidthContents during layout.
};
// Storage for one active tab item (sizeof() 26~32 bytes)
struct ImGuiTabItem
{
ImGuiID ID;
ImGuiTabItemFlags Flags;
int LastFrameVisible;
int LastFrameSelected; // This allows us to infer an ordered list of the last activated tabs with little maintenance
int NameOffset; // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames
float Offset; // Position relative to beginning of tab
float Width; // Width currently displayed
float WidthContents; // Width of actual contents, stored during BeginTabItem() call
ImGuiTabItem() { ID = Flags = 0; LastFrameVisible = LastFrameSelected = -1; NameOffset = -1; Offset = Width = WidthContents = 0.0f; }
};
// Storage for a tab bar (sizeof() 92~96 bytes)
struct ImGuiTabBar
{
ImVector<ImGuiTabItem> Tabs;
ImGuiID ID; // Zero for tab-bars used by docking
ImGuiID SelectedTabId; // Selected tab
ImGuiID NextSelectedTabId;
ImGuiID VisibleTabId; // Can occasionally be != SelectedTabId (e.g. when previewing contents for CTRL+TAB preview)
int CurrFrameVisible;
int PrevFrameVisible;
ImRect BarRect;
float ContentsHeight;
float OffsetMax; // Distance from BarRect.Min.x, locked during layout
float OffsetNextTab; // Distance from BarRect.Min.x, incremented with each BeginTabItem() call, not used if ImGuiTabBarFlags_Reorderable if set.
float ScrollingAnim;
float ScrollingTarget;
float ScrollingTargetDistToVisibility;
float ScrollingSpeed;
ImGuiTabBarFlags Flags;
ImGuiID ReorderRequestTabId;
ImS8 ReorderRequestDir;
bool WantLayout;
bool VisibleTabWasSubmitted;
short LastTabItemIdx; // For BeginTabItem()/EndTabItem()
ImVec2 FramePadding; // style.FramePadding locked at the time of BeginTabBar()
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
{
IM_ASSERT(tab->NameOffset != -1 && tab->NameOffset < TabsNames.Buf.Size);
return TabsNames.Buf.Data + tab->NameOffset;
}
};
//-----------------------------------------------------------------------------
// Internal API
// No guarantee of forward compatibility here.
//-----------------------------------------------------------------------------
namespace ImGui
{
// 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 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 UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window);
IMGUI_API ImVec2 CalcWindowExpectedSize(ImGuiWindow* window);
IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent);
IMGUI_API bool IsWindowNavFocusable(ImGuiWindow* window);
IMGUI_API ImRect GetWindowAllowedExtentRect(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 SetCurrentFont(ImFont* font);
inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; }
// Init
IMGUI_API void Initialize(ImGuiContext* context);
IMGUI_API void Shutdown(ImGuiContext* context); // Since 1.60 this is a _private_ function. You can call DestroyContext() to destroy the context created by CreateContext().
// NewFrame
IMGUI_API void UpdateHoveredWindowAndCaptureFlags();
IMGUI_API void StartMouseMovingWindow(ImGuiWindow* window);
IMGUI_API void UpdateMouseMovingWindowNewFrame();
IMGUI_API void UpdateMouseMovingWindowEndFrame();
// Settings
IMGUI_API void MarkIniSettingsDirty();
IMGUI_API void MarkIniSettingsDirty(ImGuiWindow* window);
IMGUI_API ImGuiWindowSettings* CreateNewWindowSettings(const char* name);
IMGUI_API ImGuiWindowSettings* FindWindowSettings(ImGuiID id);
IMGUI_API ImGuiWindowSettings* FindOrCreateWindowSettings(const char* name);
IMGUI_API ImGuiSettingsHandler* FindSettingsHandler(const char* type_name);
// Scrolling
IMGUI_API void SetScrollX(ImGuiWindow* window, float new_scroll_x);
IMGUI_API void SetScrollY(ImGuiWindow* window, float new_scroll_y);
IMGUI_API void SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio = 0.5f);
IMGUI_API void SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio = 0.5f);
IMGUI_API ImVec2 ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_rect);
// Basic Accessors
inline ImGuiID GetItemID() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.LastItemId; }
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);
IMGUI_API void PushOverrideID(ImGuiID id);
// Basic Helpers for widget code
IMGUI_API void ItemSize(const ImVec2& size, float text_offset_y = 0.0f);
IMGUI_API void ItemSize(const ImRect& bb, float text_offset_y = 0.0f);
IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL);
IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id);
IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged);
IMGUI_API bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id); // Return true if focus is requested
IMGUI_API void FocusableItemUnregister(ImGuiWindow* window);
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 void PushItemFlag(ImGuiItemFlags option, bool enabled);
IMGUI_API void PopItemFlag();
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);
// 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
// Popups, Modals, Tooltips
IMGUI_API void OpenPopupEx(ImGuiID id);
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 bool IsPopupOpen(ImGuiID id); // Test for id within current popup stack level (currently begin-ed into); this doesn't scan the whole popup stack!
IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags);
IMGUI_API void BeginTooltipEx(ImGuiWindowFlags extra_flags, bool override_previous_tooltip = true);
IMGUI_API ImGuiWindow* GetTopMostPopupModal();
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 = ImGuiPopupPositionPolicy_Default);
// Navigation
IMGUI_API void NavInitWindow(ImGuiWindow* window, bool force_reinit);
IMGUI_API bool NavMoveRequestButNoResultYet();
IMGUI_API void NavMoveRequestCancel();
IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, const ImRect& bb_rel, ImGuiNavMoveFlags move_flags);
IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags);
IMGUI_API float GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode);
IMGUI_API ImVec2 GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor = 0.0f, float fast_factor = 0.0f);
IMGUI_API int CalcTypematicPressedRepeatAmount(float t, float t_prev, 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, int nav_layer);
IMGUI_API void SetNavIDWithRectRel(ImGuiID id, int nav_layer, const ImRect& rect_rel);
// Inputs
inline bool IsMouseDragPastThreshold(int button, float lock_threshold = -1.0f);
inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { const int key_index = GImGui->IO.KeyMap[key]; return (key_index >= 0) ? IsKeyPressed(key_index, repeat) : false; }
inline bool IsNavInputDown(ImGuiNavInput n) { return GImGui->IO.NavInputs[n] > 0.0f; }
inline bool IsNavInputPressed(ImGuiNavInput n, ImGuiInputReadMode mode) { return GetNavInputAmount(n, mode) > 0.0f; }
inline bool IsNavInputPressedAnyOfTwo(ImGuiNavInput n1, ImGuiNavInput n2, ImGuiInputReadMode mode) { return (GetNavInputAmount(n1, mode) + GetNavInputAmount(n2, mode)) > 0.0f; }
// Drag and Drop
IMGUI_API bool BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id);
IMGUI_API void ClearDragDrop();
IMGUI_API bool IsDragDropPayloadBeingAccepted();
// New Columns API (FIXME-WIP)
IMGUI_API void BeginColumns(const char* str_id, int count, ImGuiColumnsFlags 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 ImGuiColumns* FindOrCreateColumns(ImGuiWindow* window, ImGuiID id);
IMGUI_API float GetColumnOffsetFromNorm(const ImGuiColumns* columns, float offset_norm);
IMGUI_API float GetColumnNormFromOffset(const ImGuiColumns* columns, float offset);
// Tab Bars
IMGUI_API bool BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags);
IMGUI_API ImGuiTabItem* TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id);
IMGUI_API void TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id);
IMGUI_API void TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab);
IMGUI_API void TabBarQueueChangeTabOrder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int dir);
IMGUI_API bool TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags);
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 bool TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id);
// 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(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, int rounding_corners_flags = ~0);
IMGUI_API void RenderCheckMark(ImVec2 pos, ImU32 col, float sz);
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 LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end = NULL);
// 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 RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor = ImGuiMouseCursor_Arrow);
IMGUI_API void RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, 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 RenderPixelEllipsis(ImDrawList* draw_list, ImVec2 pos, ImU32 col, int count);
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
// 2019/06/07: Updating prototypes of some of the internal functions. Leaving those for reference for a short while.
inline void RenderArrow(ImVec2 pos, ImGuiDir dir, float scale=1.0f) { ImGuiWindow* window = GetCurrentWindow(); RenderArrow(window->DrawList, pos, GetColorU32(ImGuiCol_Text), dir, scale); }
inline void RenderBullet(ImVec2 pos) { ImGuiWindow* window = GetCurrentWindow(); RenderBullet(window->DrawList, pos, GetColorU32(ImGuiCol_Text)); }
#endif
// 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);
IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags);
IMGUI_API void Scrollbar(ImGuiAxis axis);
IMGUI_API bool ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* p_scroll_v, float avail_v, float contents_v, ImDrawCornerFlags rounding_corners);
IMGUI_API ImGuiID GetScrollbarID(ImGuiWindow* window, ImGuiAxis axis);
IMGUI_API void SeparatorEx(ImGuiSeparatorFlags flags);
// 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* v, float v_speed, const void* v_min, const void* v_max, const char* format, float power, ImGuiDragFlags flags);
IMGUI_API bool SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format, float power, 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);
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<float, float>(const char* format, ImGuiDataType data_type, float v); "
template<typename T, typename SIGNED_T, typename FLOAT_T> IMGUI_API bool DragBehaviorT(ImGuiDataType data_type, T* v, float v_speed, T v_min, T v_max, const char* format, float power, ImGuiDragFlags flags);
template<typename T, typename SIGNED_T, typename FLOAT_T> IMGUI_API bool SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, T* v, T v_min, T v_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb);
template<typename T, typename FLOAT_T> IMGUI_API float SliderCalcRatioFromValueT(ImGuiDataType data_type, T v, T v_min, T v_max, float power, float linear_zero_pos);
template<typename T, typename SIGNED_T> IMGUI_API T RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, T v);
// 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* data_ptr, const char* format);
IMGUI_API void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, void* arg_1, const void* arg_2);
IMGUI_API bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* data_ptr, const char* format);
// 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 TempInputTextScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* data_ptr, const char* format);
inline bool TempInputTextIsActive(ImGuiID id) { ImGuiContext& g = *GImGui; return (g.ActiveId == id && g.TempInputTextId == id); }
// 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 void PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 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);
// Debug Tools
inline void DebugStartItemPicker() { GImGui->DebugItemPickerActive = true; }
} // namespace ImGui
// ImFontAtlas internals
IMGUI_API bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas);
IMGUI_API void ImFontAtlasBuildRegisterDefaultCustomRects(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 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);
// Debug Tools
// Use 'Metrics->Tools->Item Picker' to break into the call-stack of a specific item.
#ifndef IM_DEBUG_BREAK
#if defined(__clang__)
#define IM_DEBUG_BREAK() __builtin_debugtrap()
#elif defined (_MSC_VER)
#define IM_DEBUG_BREAK() __debugbreak()
#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
// Test Engine Hooks (imgui_tests)
//#define IMGUI_ENABLE_TEST_ENGINE
#ifdef IMGUI_ENABLE_TEST_ENGINE
extern void ImGuiTestEngineHook_PreNewFrame(ImGuiContext* ctx);
extern void ImGuiTestEngineHook_PostNewFrame(ImGuiContext* ctx);
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, ...);
#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB, _ID) ImGuiTestEngineHook_ItemAdd(&g, _BB, _ID) // Register item bounding box
#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID, _LABEL, _FLAGS) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS) // Register item label and status flags (optional)
#define IMGUI_TEST_ENGINE_LOG(_FMT, ...) ImGuiTestEngineHook_Log(&g, _FMT, __VA_ARGS__) // Custom log entry from user land into test log
#else
#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB, _ID) do { } while (0)
#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID, _LABEL, _FLAGS) do { } while (0)
#define IMGUI_TEST_ENGINE_LOG(_FMT, ...) do { } while (0)
#endif
#if defined(__clang__)
#pragma clang diagnostic pop
#elif defined(__GNUC__)
#pragma GCC diagnostic pop
#endif
#ifdef _MSC_VER
#pragma warning (pop)
#endif
| 115,890 | C | 65.911663 | 324 | 0.621425 |
NVIDIA-Omniverse/PhysX/flow/external/imgui/imgui_widgets.cpp | // dear imgui, v1.72b
// (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_DEFINE_MATH_OPERATORS
#define IMGUI_DEFINE_MATH_OPERATORS
#endif
#include "imgui_internal.h"
#include <ctype.h> // toupper
#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
#include <stddef.h> // intptr_t
#else
#include <stdint.h> // 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
#endif
// Clang/GCC warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic ignored "-Wold-style-cast" // warning : use of old-style cast // yes, they are more terse.
#pragma clang diagnostic ignored "-Wfloat-equal" // warning : comparing floating point with == or != is unsafe // storing and comparing against same constants (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 //
#if __has_warning("-Wzero-as-null-pointer-constant")
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning : zero as null pointer constant // some standard header variations use #define NULL 0
#endif
#if __has_warning("-Wdouble-promotion")
#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.
#endif
#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
//-------------------------------------------------------------------------
// Data
//-------------------------------------------------------------------------
// 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);
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.
//-------------------------------------------------------------------------
// - 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;
IM_ASSERT(text != NULL);
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)
{
// 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, false))
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);
ItemAdd(bb, 0);
}
else
{
const float wrap_width = wrap_enabled ? CalcWrapWidthForPos(window->DC.CursorPos, wrap_pos_x) : 0.0f;
const ImVec2 text_size = CalcTextSize(text_begin, text_end, false, wrap_width);
ImRect bb(text_pos, text_pos + text_size);
ItemSize(text_size);
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);
}
}
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;
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);
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)
{
PushStyleColor(ImGuiCol_Text, GImGui->Style.Colors[ImGuiCol_TextDisabled]);
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)
{
ImGuiWindow* window = GetCurrentWindow();
bool need_backup = (window->DC.TextWrapPos < 0.0f); // Keep existing wrap position if one is already set
if (need_backup)
PushTextWrapPos(0.0f);
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 ImVec2 label_size = CalcTextSize(label, NULL, true);
const ImRect value_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2));
const ImRect total_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w + (label_size.x > 0.0f ? style.ItemInnerSpacing.x : 0.0f), style.FramePadding.y*2) + label_size);
ItemSize(total_bb, style.FramePadding.y);
if (!ItemAdd(total_bb, 0))
return;
// Render
const char* value_text_begin = &g.TempBuffer[0];
const char* value_text_end = value_text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args);
RenderTextClipped(value_bb.Min, value_bb.Max, value_text_begin, value_text_end, NULL, ImVec2(0.0f,0.5f));
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 float text_base_offset_y = ImMax(0.0f, window->DC.CurrLineTextBaseOffset); // Latch before ItemSize changes it
const float line_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y*2), g.FontSize);
const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize + (label_size.x > 0.0f ? (label_size.x + style.FramePadding.x*2) : 0.0f), ImMax(line_height, label_size.y))); // Empty text doesn't add padding
ItemSize(bb);
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, line_height*0.5f), text_col);
RenderText(bb.Min+ImVec2(g.FontSize + style.FramePadding.x*2, text_base_offset_y), text_begin, text_end, false);
}
//-------------------------------------------------------------------------
// [SECTION] Widgets: Main
//-------------------------------------------------------------------------
// - ButtonBehavior() [Internal]
// - Button()
// - SmallButton()
// - InvisibleButton()
// - ArrowButton()
// - CloseButton() [Internal]
// - CollapseButton() [Internal]
// - ScrollbarEx() [Internal]
// - Scrollbar() [Internal]
// - Image()
// - ImageButton()
// - Checkbox()
// - 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();
if (flags & ImGuiButtonFlags_Disabled)
{
if (out_hovered) *out_hovered = false;
if (out_held) *out_held = false;
if (g.ActiveId == id) ClearActiveID();
return false;
}
// Default behavior requires click+release on same spot
if ((flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick)) == 0)
flags |= ImGuiButtonFlags_PressedOnClickRelease;
ImGuiWindow* backup_hovered_window = g.HoveredWindow;
const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredRootWindow == window;
if (flatten_hovered_children)
g.HoveredWindow = window;
#ifdef IMGUI_ENABLE_TEST_ENGINE
if (id != 0 && window->DC.LastItemId != id)
ImGuiTestEngineHook_ItemAdd(&g, 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 (CalcTypematicPressedRepeatAmount(g.HoveredIdTimer + 0.0001f, g.HoveredIdTimer + 0.0001f - g.IO.DeltaTime, 0.01f, 0.70f)) // FIXME: Our formula for CalcTypematicPressedRepeatAmount() is fishy
{
pressed = true;
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
if (hovered)
{
if (!(flags & ImGuiButtonFlags_NoKeyModifiers) || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt))
{
if ((flags & ImGuiButtonFlags_PressedOnClickRelease) && g.IO.MouseClicked[0])
{
SetActiveID(id, window);
if (!(flags & ImGuiButtonFlags_NoNavFocus))
SetFocusID(id, window);
FocusWindow(window);
}
if (((flags & ImGuiButtonFlags_PressedOnClick) && g.IO.MouseClicked[0]) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDoubleClicked[0]))
{
pressed = true;
if (flags & ImGuiButtonFlags_NoHoldingActiveID)
ClearActiveID();
else
SetActiveID(id, window); // Hold on ID
FocusWindow(window);
}
if ((flags & ImGuiButtonFlags_PressedOnRelease) && g.IO.MouseReleased[0])
{
if (!((flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay)) // Repeat mode trumps <on release>
pressed = true;
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 ((flags & ImGuiButtonFlags_Repeat) && g.ActiveId == id && g.IO.MouseDownDuration[0] > 0.0f && IsMouseClicked(0, 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_NoHoveredOnNav))
hovered = true;
if (g.NavActivateDownId == id)
{
bool nav_activated_by_code = (g.NavActivateId == id);
bool nav_activated_by_inputs = IsNavInputPressed(ImGuiNavInput_Activate, (flags & ImGuiButtonFlags_Repeat) ? ImGuiInputReadMode_Repeat : ImGuiInputReadMode_Pressed);
if (nav_activated_by_code || nav_activated_by_inputs)
pressed = true;
if (nav_activated_by_code || nav_activated_by_inputs || g.ActiveId == id)
{
// Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button.
g.NavActivateId = id; // This is so SetActiveId assign a Nav source
SetActiveID(id, window);
if ((nav_activated_by_code || nav_activated_by_inputs) && !(flags & ImGuiButtonFlags_NoNavFocus))
SetFocusID(id, window);
g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right) | (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down);
}
}
bool held = false;
if (g.ActiveId == id)
{
if (pressed)
g.ActiveIdHasBeenPressedBefore = true;
if (g.ActiveIdSource == ImGuiInputSource_Mouse)
{
if (g.ActiveIdIsJustActivated)
g.ActiveIdClickOffset = g.IO.MousePos - bb.Min;
if (g.IO.MouseDown[0])
{
held = true;
}
else
{
if (hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease) && !g.DragDropActive)
{
bool is_double_click_release = (flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDownWasDoubleClick[0];
bool is_repeating_already = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay; // Repeat mode trumps <on release>
if (!is_double_click_release && !is_repeating_already)
pressed = true;
}
ClearActiveID();
}
if (!(flags & ImGuiButtonFlags_NoNavFocus))
g.NavDisableHighlight = true;
}
else if (g.ActiveIdSource == ImGuiInputSource_Nav)
{
if (g.NavActivateDownId != id)
ClearActiveID();
}
}
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 (window->DC.ItemFlags & 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);
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, window->DC.LastItemStatusFlags);
return pressed;
}
bool ImGui::Button(const char* label, const ImVec2& size_arg)
{
return ButtonEx(label, size_arg, 0);
}
// Small buttons fits within text without additional vertical spacing.
bool ImGui::SmallButton(const char* label)
{
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)
{
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);
return pressed;
}
bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiButtonFlags flags)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
ImGuiContext& g = *GImGui;
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 : 0.0f);
if (!ItemAdd(bb, id))
return false;
if (window->DC.ItemFlags & 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);
return pressed;
}
bool ImGui::ArrowButton(const char* str_id, ImGuiDir dir)
{
float sz = GetFrameHeight();
return ArrowButtonEx(str_id, dir, ImVec2(sz, sz), 0);
}
// Button to close a window
bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos)//, float size)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
// We intentionally allow interaction when clipped so that a mechanical Alt,Right,Validate sequence 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).
const ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize) + g.Style.FramePadding * 2.0f);
bool is_clipped = !ItemAdd(bb, id);
bool hovered, held;
bool pressed = ButtonBehavior(bb, id, &hovered, &held);
if (is_clipped)
return pressed;
// Render
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;
}
bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos)
{
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
ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
ImU32 text_col = GetColorU32(ImGuiCol_Text);
ImVec2 center = bb.GetCenter();
if (hovered || held)
window->DrawList->AddCircleFilled(center/*+ ImVec2(0.0f, -0.5f)*/, g.FontSize * 0.5f + 1.0f, bg_col, 12);
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())
StartMouseMovingWindow(window);
return pressed;
}
ImGuiID ImGui::GetScrollbarID(ImGuiWindow* window, ImGuiAxis axis)
{
return window->GetIDNoKeepAlive(axis == ImGuiAxis_X ? "#SCROLLX" : "#SCROLLY");
}
// 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, float* p_scroll_v, float size_avail_v, float size_contents_v, ImDrawCornerFlags rounding_corners)
{
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 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);
const bool horizontal = (axis == ImGuiAxis_X);
ImRect bb = bb_frame;
bb.Expand(ImVec2(-ImClamp((float)(int)((bb_frame_width - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp((float)(int)((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 = horizontal ? 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 float win_size_v = ImMax(ImMax(size_contents_v, size_avail_v), 1.0f);
const float grab_h_pixels = ImClamp(scrollbar_size_v * (size_avail_v / 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);
float scroll_max = ImMax(1.0f, size_contents_v - size_avail_v);
float scroll_ratio = ImSaturate(*p_scroll_v / scroll_max);
float grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v;
if (held && allow_interaction && grab_h_norm < 1.0f)
{
float scrollbar_pos_v = horizontal ? bb.Min.x : bb.Min.y;
float mouse_pos_v = horizontal ? g.IO.MousePos.x : g.IO.MousePos.y;
// 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
// 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 = (float)(int)(0.5f + scroll_v_norm * scroll_max);//(win_size_contents_v - win_size_v));
// Update values for rendering
scroll_ratio = ImSaturate(*p_scroll_v / 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
window->DrawList->AddRectFilled(bb_frame.Min, bb_frame.Max, GetColorU32(ImGuiCol_ScrollbarBg), window->WindowRounding, rounding_corners);
const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab, alpha);
ImRect grab_rect;
if (horizontal)
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::Scrollbar(ImGuiAxis axis)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
const ImGuiID id = GetScrollbarID(window, axis);
KeepAliveID(id);
// Calculate scrollbar bounding box
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];
IM_ASSERT(scrollbar_size > 0.0f);
const float other_scrollbar_size = window->ScrollbarSizes[axis];
ImDrawCornerFlags rounding_corners = (other_scrollbar_size <= 0.0f) ? ImDrawCornerFlags_BotRight : 0;
ImRect bb;
if (axis == ImGuiAxis_X)
{
bb.Min = ImVec2(inner_rect.Min.x, ImMax(outer_rect.Min.y, outer_rect.Max.y - border_size - scrollbar_size));
bb.Max = ImVec2(inner_rect.Max.x, outer_rect.Max.y);
rounding_corners |= ImDrawCornerFlags_BotLeft;
}
else
{
bb.Min = ImVec2(ImMax(outer_rect.Min.x, outer_rect.Max.x - border_size - scrollbar_size), inner_rect.Min.y);
bb.Max = ImVec2(outer_rect.Max.x, window->InnerRect.Max.y);
rounding_corners |= ((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar)) ? ImDrawCornerFlags_TopRight : 0;
}
ScrollbarEx(bb, id, axis, &window->Scroll[axis], inner_rect.Max[axis] - inner_rect.Min[axis], window->ContentSize[axis] + window->WindowPadding[axis] * 2.0f, rounding_corners);
}
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));
}
}
// frame_padding < 0: uses FramePadding from style (default)
// frame_padding = 0: no framing
// frame_padding > 0: set framing size
// The color used are the button colors.
bool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, int frame_padding, const ImVec4& bg_col, const ImVec4& tint_col)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
ImGuiContext& g = *GImGui;
const ImGuiStyle& style = g.Style;
// Default to using texture ID as ID. User can still push string/integer prefixes.
// We could hash the size/uv to create a unique ID but that would prevent the user from animating UV.
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) : style.FramePadding;
const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size + padding * 2);
const ImRect image_bb(window->DC.CursorPos + padding, window->DC.CursorPos + padding + size);
ItemSize(bb);
if (!ItemAdd(bb, id))
return false;
bool hovered, held;
bool pressed = ButtonBehavior(bb, id, &hovered, &held);
// 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, style.FrameRounding));
if (bg_col.w > 0.0f)
window->DrawList->AddRectFilled(image_bb.Min, image_bb.Max, GetColorU32(bg_col));
window->DrawList->AddImage(user_texture_id, image_bb.Min, image_bb.Max, uv0, uv1, GetColorU32(tint_col));
return pressed;
}
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))
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);
if (window->DC.ItemFlags & ImGuiItemFlags_MixedValue)
{
// Undocumented tristate/mixed/indeterminate checkbox (#2644)
ImVec2 pad(ImMax(1.0f, (float)(int)(square_sz / 3.6f)), ImMax(1.0f, (float)(int)(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, (float)(int)(square_sz / 6.0f));
RenderCheckMark(check_bb.Min + ImVec2(pad, pad), check_col, square_sz - pad*2.0f);
}
if (g.LogEnabled)
LogRenderedText(&total_bb.Min, *v ? "[x]" : "[ ]");
if (label_size.x > 0.0f)
RenderText(ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y), label);
IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0));
return pressed;
}
bool ImGui::CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value)
{
bool v = ((*flags & flags_value) == flags_value);
bool pressed = Checkbox(label, &v);
if (pressed)
{
if (v)
*flags |= flags_value;
else
*flags &= ~flags_value;
}
return pressed;
}
bool ImGui::RadioButton(const char* label, bool active)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
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 = (float)(int)center.x + 0.5f;
center.y = (float)(int)center.y + 0.5f;
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, (float)(int)(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);
}
if (g.LogEnabled)
LogRenderedText(&total_bb.Min, active ? "(x)" : "( )");
if (label_size.x > 0.0f)
RenderText(ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y), label);
return pressed;
}
// FIXME: This would work nicely if it was a public template, e.g. 'template<T> 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 + g.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;
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;
if (!window->DC.GroupStack.empty())
x1 += window->DC.Indent.x;
ImGuiColumns* 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
const ImRect bb(ImVec2(x1, window->DC.CursorPos.y), ImVec2(x2, window->DC.CursorPos.y + thickness_draw));
ItemSize(ImVec2(0.0f, thickness_layout));
if (!ItemAdd(bb, 0))
{
if (columns)
PopColumnsBackground();
return;
}
// Draw
window->DrawList->AddLine(bb.Min, ImVec2(bb.Max.x, bb.Min.y), GetColorU32(ImGuiCol_Separator));
if (g.LogEnabled)
LogRenderedText(&bb.Min, "--------------------------------");
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;
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)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags;
window->DC.ItemFlags |= ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus;
bool item_add = ItemAdd(bb, id);
window->DC.ItemFlags = 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 (g.ActiveId != id)
SetItemAllowOverlap();
if (held || (g.HoveredId == id && 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
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, g.Style.FrameRounding);
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.
void ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess)
{
if (count > 1)
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 width_to_remove_per_item_max = (count_same_width < count) ? (items[0].Width - items[count_same_width].Width) : (items[0].Width - 1.0f);
float width_to_remove_per_item = ImMin(width_excess / count_same_width, width_to_remove_per_item_max);
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;
}
}
//-------------------------------------------------------------------------
// [SECTION] Widgets: ComboBox
//-------------------------------------------------------------------------
// - BeginCombo()
// - EndCombo()
// - 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)
{
// Always consume the SetNextWindowSizeConstraint() call in our early return paths
ImGuiContext& g = *GImGui;
bool has_window_size_constraint = (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint) != 0;
g.NextWindowData.Flags &= ~ImGuiNextWindowDataFlags_HasSizeConstraint;
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
IM_ASSERT((flags & (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)) != (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)); // Can't use both flags together
const ImGuiStyle& style = g.Style;
const ImGuiID id = window->GetID(label);
const float arrow_size = (flags & ImGuiComboFlags_NoArrowButton) ? 0.0f : GetFrameHeight();
const ImVec2 label_size = CalcTextSize(label, NULL, true);
const float expected_w = CalcItemWidth();
const float w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : expected_w;
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));
ItemSize(total_bb, style.FramePadding.y);
if (!ItemAdd(total_bb, id, &frame_bb))
return false;
bool hovered, held;
bool pressed = ButtonBehavior(frame_bb, id, &hovered, &held);
bool popup_open = IsPopupOpen(id);
const ImU32 frame_col = GetColorU32(hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);
const float value_x2 = ImMax(frame_bb.Min.x, frame_bb.Max.x - arrow_size);
RenderNavHighlight(frame_bb, id);
if (!(flags & ImGuiComboFlags_NoPreview))
window->DrawList->AddRectFilled(frame_bb.Min, ImVec2(value_x2, frame_bb.Max.y), frame_col, style.FrameRounding, (flags & ImGuiComboFlags_NoArrowButton) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Left);
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, frame_bb.Min.y), frame_bb.Max, bg_col, style.FrameRounding, (w <= arrow_size) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Right);
if (value_x2 + arrow_size - style.FramePadding.x <= frame_bb.Max.x)
RenderArrow(window->DrawList, ImVec2(value_x2 + style.FramePadding.y, frame_bb.Min.y + style.FramePadding.y), text_col, ImGuiDir_Down, 1.0f);
}
RenderFrameBorder(frame_bb.Min, frame_bb.Max, style.FrameRounding);
if (preview_value != NULL && !(flags & ImGuiComboFlags_NoPreview))
RenderTextClipped(frame_bb.Min + style.FramePadding, ImVec2(value_x2, frame_bb.Max.y), preview_value, NULL, NULL, ImVec2(0.0f,0.0f));
if (label_size.x > 0)
RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
if ((pressed || g.NavActivateId == id) && !popup_open)
{
if (window->DC.NavLayerCurrent == 0)
window->NavLastIds[0] = id;
OpenPopupEx(id);
popup_open = true;
}
if (!popup_open)
return false;
if (has_window_size_constraint)
{
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)));
}
char name[16];
ImFormatString(name, IM_ARRAYSIZE(name), "##Combo_%02d", g.BeginPopupStack.Size); // Recycle windows based on depth
// Peak into expected window size so we can position it
if (ImGuiWindow* popup_window = FindWindowByName(name))
if (popup_window->WasActive)
{
ImVec2 size_expected = CalcWindowExpectedSize(popup_window);
if (flags & ImGuiComboFlags_PopupAlignLeft)
popup_window->AutoPosLastDirection = ImGuiDir_Left;
ImRect r_outer = GetWindowAllowedExtentRect(popup_window);
ImVec2 pos = FindBestWindowPosForPopupEx(frame_bb.GetBL(), size_expected, &popup_window->AutoPosLastDirection, r_outer, frame_bb, ImGuiPopupPositionPolicy_ComboBox);
SetNextWindowPos(pos);
}
// Horizontally align ourselves with the framed text
ImGuiWindowFlags window_flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings;
PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(style.FramePadding.x, style.WindowPadding.y));
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();
}
// 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((void*)(intptr_t)i);
const bool item_selected = (i == *current_item);
const char* item_text;
if (!items_getter(data, i, &item_text))
item_text = "*Unknown item*";
if (Selectable(item_text, item_selected))
{
value_changed = true;
*current_item = i;
}
if (item_selected)
SetItemDefaultFocus();
PopID();
}
EndCombo();
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()
// - GetMinimumStepAtDecimalPrecision
// - RoundScalarWithFormat<>()
//-------------------------------------------------------------------------
static const ImGuiDataTypeInfo GDataTypeInfo[] =
{
{ sizeof(char), "%d", "%d" }, // ImGuiDataType_S8
{ sizeof(unsigned char), "%u", "%u" },
{ sizeof(short), "%d", "%d" }, // ImGuiDataType_S16
{ sizeof(unsigned short), "%u", "%u" },
{ sizeof(int), "%d", "%d" }, // ImGuiDataType_S32
{ sizeof(unsigned int), "%u", "%u" },
#ifdef _MSC_VER
{ sizeof(ImS64), "%I64d","%I64d" }, // ImGuiDataType_S64
{ sizeof(ImU64), "%I64u","%I64u" },
#else
{ sizeof(ImS64), "%lld", "%lld" }, // ImGuiDataType_S64
{ sizeof(ImU64), "%llu", "%llu" },
#endif
{ sizeof(float), "%f", "%f" }, // ImGuiDataType_Float (float are promoted to double in va_arg)
{ sizeof(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* data_ptr, 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*)data_ptr);
if (data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64)
return ImFormatString(buf, buf_size, format, *(const ImU64*)data_ptr);
if (data_type == ImGuiDataType_Float)
return ImFormatString(buf, buf_size, format, *(const float*)data_ptr);
if (data_type == ImGuiDataType_Double)
return ImFormatString(buf, buf_size, format, *(const double*)data_ptr);
if (data_type == ImGuiDataType_S8)
return ImFormatString(buf, buf_size, format, *(const ImS8*)data_ptr);
if (data_type == ImGuiDataType_U8)
return ImFormatString(buf, buf_size, format, *(const ImU8*)data_ptr);
if (data_type == ImGuiDataType_S16)
return ImFormatString(buf, buf_size, format, *(const ImS16*)data_ptr);
if (data_type == ImGuiDataType_U16)
return ImFormatString(buf, buf_size, format, *(const ImU16*)data_ptr);
IM_ASSERT(0);
return 0;
}
void ImGui::DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, 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::DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* data_ptr, const char* format)
{
while (ImCharIsBlankA(*buf))
buf++;
// We don't support '-' op because it would conflict with inputing negative value.
// Instead you can use +-100 to subtract from an existing value
char op = buf[0];
if (op == '+' || op == '*' || op == '/')
{
buf++;
while (ImCharIsBlankA(*buf))
buf++;
}
else
{
op = 0;
}
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.
IM_ASSERT(data_type < ImGuiDataType_COUNT);
int data_backup[2];
const ImGuiDataTypeInfo* type_info = ImGui::DataTypeGetInfo(data_type);
IM_ASSERT(type_info->Size <= sizeof(data_backup));
memcpy(data_backup, data_ptr, type_info->Size);
if (format == NULL)
format = type_info->ScanFmt;
// FIXME-LEGACY: The aim is to remove those operators and write a proper expression evaluator at some point..
int arg1i = 0;
if (data_type == ImGuiDataType_S32)
{
int* v = (int*)data_ptr;
int arg0i = *v;
float arg1f = 0.0f;
if (op && sscanf(initial_value_buf, format, &arg0i) < 1)
return false;
// Store operand in a float so we can use fractional value for multipliers (*1.1), but constant always parsed as integer so we can fit big integers (e.g. 2000000003) past float precision
if (op == '+') { if (sscanf(buf, "%d", &arg1i)) *v = (int)(arg0i + arg1i); } // Add (use "+-" to subtract)
else if (op == '*') { if (sscanf(buf, "%f", &arg1f)) *v = (int)(arg0i * arg1f); } // Multiply
else if (op == '/') { if (sscanf(buf, "%f", &arg1f) && arg1f != 0.0f) *v = (int)(arg0i / arg1f); } // Divide
else { if (sscanf(buf, format, &arg1i) == 1) *v = arg1i; } // Assign constant
}
else if (data_type == ImGuiDataType_Float)
{
// For floats we have to ignore format with precision (e.g. "%.2f") because sscanf doesn't take them in
format = "%f";
float* v = (float*)data_ptr;
float arg0f = *v, arg1f = 0.0f;
if (op && sscanf(initial_value_buf, format, &arg0f) < 1)
return false;
if (sscanf(buf, format, &arg1f) < 1)
return false;
if (op == '+') { *v = arg0f + arg1f; } // Add (use "+-" to subtract)
else if (op == '*') { *v = arg0f * arg1f; } // Multiply
else if (op == '/') { if (arg1f != 0.0f) *v = arg0f / arg1f; } // Divide
else { *v = arg1f; } // Assign constant
}
else if (data_type == ImGuiDataType_Double)
{
format = "%lf"; // scanf differentiate float/double unlike printf which forces everything to double because of ellipsis
double* v = (double*)data_ptr;
double arg0f = *v, arg1f = 0.0;
if (op && sscanf(initial_value_buf, format, &arg0f) < 1)
return false;
if (sscanf(buf, format, &arg1f) < 1)
return false;
if (op == '+') { *v = arg0f + arg1f; } // Add (use "+-" to subtract)
else if (op == '*') { *v = arg0f * arg1f; } // Multiply
else if (op == '/') { if (arg1f != 0.0f) *v = arg0f / arg1f; } // Divide
else { *v = arg1f; } // Assign constant
}
else if (data_type == ImGuiDataType_U32 || data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64)
{
// All other types assign constant
// We don't bother handling support for legacy operators since they are a little too crappy. Instead we will later implement a proper expression evaluator in the future.
sscanf(buf, format, data_ptr);
}
else
{
// Small types need a 32-bit buffer to receive the result from scanf()
int v32;
sscanf(buf, format, &v32);
if (data_type == ImGuiDataType_S8)
*(ImS8*)data_ptr = (ImS8)ImClamp(v32, (int)IM_S8_MIN, (int)IM_S8_MAX);
else if (data_type == ImGuiDataType_U8)
*(ImU8*)data_ptr = (ImU8)ImClamp(v32, (int)IM_U8_MIN, (int)IM_U8_MAX);
else if (data_type == ImGuiDataType_S16)
*(ImS16*)data_ptr = (ImS16)ImClamp(v32, (int)IM_S16_MIN, (int)IM_S16_MAX);
else if (data_type == ImGuiDataType_U16)
*(ImU16*)data_ptr = (ImU16)ImClamp(v32, (int)IM_U16_MIN, (int)IM_U16_MAX);
else
IM_ASSERT(0);
}
return memcmp(data_backup, data_ptr, type_info->Size) != 0;
}
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<typename TYPE>
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;
}
template<typename TYPE, typename SIGNEDTYPE>
TYPE ImGui::RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, TYPE v)
{
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;
char v_str[64];
ImFormatString(v_str, IM_ARRAYSIZE(v_str), fmt_start, v);
const char* p = v_str;
while (*p == ' ')
p++;
if (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double)
v = (TYPE)ImAtof(p);
else
ImAtoi(p, (SIGNEDTYPE*)&v);
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<typename TYPE, typename SIGNEDTYPE, typename FLOATTYPE>
bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const TYPE v_min, const TYPE v_max, const char* format, float power, ImGuiDragFlags flags)
{
ImGuiContext& g = *GImGui;
const ImGuiAxis axis = (flags & ImGuiDragFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X;
const bool is_decimal = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double);
const bool has_min_max = (v_min != v_max);
const bool is_power = (power != 1.0f && is_decimal && has_min_max && (v_max - v_min < FLT_MAX));
// Default tweak speed
if (v_speed == 0.0f && has_min_max && (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() && g.IO.MouseDragMaxDistanceSqr[0] > 1.0f*1.0f)
{
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)
{
int decimal_precision = is_decimal ? ImParseFormatPrecision(format, 3) : 0;
adjust_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard | ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_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;
// 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 = has_min_max && ((*v >= v_max && adjust_delta > 0.0f) || (*v <= v_min && adjust_delta < 0.0f));
bool is_drag_direction_change_with_power = is_power && ((adjust_delta < 0 && g.DragCurrentAccum > 0) || (adjust_delta > 0 && g.DragCurrentAccum < 0));
if (is_just_activated || is_already_past_limits_and_pushing_outward || is_drag_direction_change_with_power)
{
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;
if (is_power)
{
// Offset + round to user desired precision, with a curve on the v_min..v_max range to get more precision on one side of the range
FLOATTYPE v_old_norm_curved = ImPow((FLOATTYPE)(v_cur - v_min) / (FLOATTYPE)(v_max - v_min), (FLOATTYPE)1.0f / power);
FLOATTYPE v_new_norm_curved = v_old_norm_curved + (g.DragCurrentAccum / (v_max - v_min));
v_cur = v_min + (TYPE)ImPow(ImSaturate((float)v_new_norm_curved), power) * (v_max - v_min);
v_old_ref_for_accum_remainder = v_old_norm_curved;
}
else
{
v_cur += (TYPE)g.DragCurrentAccum;
}
// Round to user desired precision based on format string
v_cur = RoundScalarWithFormatT<TYPE, SIGNEDTYPE>(format, data_type, v_cur);
// Preserve remainder after rounding has been applied. This also allow slow tweaking of values.
g.DragCurrentAccumDirty = false;
if (is_power)
{
FLOATTYPE v_cur_norm_curved = ImPow((FLOATTYPE)(v_cur - v_min) / (FLOATTYPE)(v_max - v_min), (FLOATTYPE)1.0f / power);
g.DragCurrentAccum -= (float)(v_cur_norm_curved - 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 && has_min_max)
{
if (v_cur < v_min || (v_cur > *v && adjust_delta < 0.0f && !is_decimal))
v_cur = v_min;
if (v_cur > v_max || (v_cur < *v && adjust_delta > 0.0f && !is_decimal))
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* v, float v_speed, const void* v_min, const void* v_max, const char* format, float power, ImGuiDragFlags flags)
{
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;
switch (data_type)
{
case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)v; bool r = DragBehaviorT<ImS32, ImS32, float >(ImGuiDataType_S32, &v32, v_speed, v_min ? *(const ImS8*) v_min : IM_S8_MIN, v_max ? *(const ImS8*)v_max : IM_S8_MAX, format, power, flags); if (r) *(ImS8*)v = (ImS8)v32; return r; }
case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)v; bool r = DragBehaviorT<ImU32, ImS32, float >(ImGuiDataType_U32, &v32, v_speed, v_min ? *(const ImU8*) v_min : IM_U8_MIN, v_max ? *(const ImU8*)v_max : IM_U8_MAX, format, power, flags); if (r) *(ImU8*)v = (ImU8)v32; return r; }
case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)v; bool r = DragBehaviorT<ImS32, ImS32, float >(ImGuiDataType_S32, &v32, v_speed, v_min ? *(const ImS16*)v_min : IM_S16_MIN, v_max ? *(const ImS16*)v_max : IM_S16_MAX, format, power, flags); if (r) *(ImS16*)v = (ImS16)v32; return r; }
case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)v; bool r = DragBehaviorT<ImU32, ImS32, float >(ImGuiDataType_U32, &v32, v_speed, v_min ? *(const ImU16*)v_min : IM_U16_MIN, v_max ? *(const ImU16*)v_max : IM_U16_MAX, format, power, flags); if (r) *(ImU16*)v = (ImU16)v32; return r; }
case ImGuiDataType_S32: return DragBehaviorT<ImS32, ImS32, float >(data_type, (ImS32*)v, v_speed, v_min ? *(const ImS32* )v_min : IM_S32_MIN, v_max ? *(const ImS32* )v_max : IM_S32_MAX, format, power, flags);
case ImGuiDataType_U32: return DragBehaviorT<ImU32, ImS32, float >(data_type, (ImU32*)v, v_speed, v_min ? *(const ImU32* )v_min : IM_U32_MIN, v_max ? *(const ImU32* )v_max : IM_U32_MAX, format, power, flags);
case ImGuiDataType_S64: return DragBehaviorT<ImS64, ImS64, double>(data_type, (ImS64*)v, v_speed, v_min ? *(const ImS64* )v_min : IM_S64_MIN, v_max ? *(const ImS64* )v_max : IM_S64_MAX, format, power, flags);
case ImGuiDataType_U64: return DragBehaviorT<ImU64, ImS64, double>(data_type, (ImU64*)v, v_speed, v_min ? *(const ImU64* )v_min : IM_U64_MIN, v_max ? *(const ImU64* )v_max : IM_U64_MAX, format, power, flags);
case ImGuiDataType_Float: return DragBehaviorT<float, float, float >(data_type, (float*)v, v_speed, v_min ? *(const float* )v_min : -FLT_MAX, v_max ? *(const float* )v_max : FLT_MAX, format, power, flags);
case ImGuiDataType_Double: return DragBehaviorT<double,double,double>(data_type, (double*)v, v_speed, v_min ? *(const double*)v_min : -DBL_MAX, v_max ? *(const double*)v_max : DBL_MAX, format, power, flags);
case ImGuiDataType_COUNT: break;
}
IM_ASSERT(0);
return false;
}
bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* v, float v_speed, const void* v_min, const void* v_max, const char* format, float power)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
if (power != 1.0f)
IM_ASSERT(v_min != NULL && v_max != NULL); // When using a power curve the drag needs to have known bounds
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));
ItemSize(total_bb, style.FramePadding.y);
if (!ItemAdd(total_bb, id, &frame_bb))
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 input box
const bool hovered = ItemHoverable(frame_bb, id);
bool temp_input_is_active = TempInputTextIsActive(id);
bool temp_input_start = false;
if (!temp_input_is_active)
{
const bool focus_requested = FocusableItemRegister(window, id);
const bool clicked = (hovered && g.IO.MouseClicked[0]);
const bool double_clicked = (hovered && g.IO.MouseDoubleClicked[0]);
if (focus_requested || clicked || double_clicked || g.NavActivateId == id || g.NavInputId == id)
{
SetActiveID(id, window);
SetFocusID(id, window);
FocusWindow(window);
g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down);
if (focus_requested || (clicked && g.IO.KeyCtrl) || double_clicked || g.NavInputId == id)
{
temp_input_start = true;
FocusableItemUnregister(window);
}
}
}
if (temp_input_is_active || temp_input_start)
return TempInputTextScalar(frame_bb, id, label, data_type, v, format);
// Draw frame
const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? 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, v, v_speed, v_min, v_max, format, power, ImGuiDragFlags_None);
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, v, format);
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, window->DC.ItemFlags);
return value_changed;
}
bool ImGui::DragScalarN(const char* label, ImGuiDataType data_type, void* v, int components, float v_speed, const void* v_min, const void* v_max, const char* format, float power)
{
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, v, v_speed, v_min, v_max, format, power);
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::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);
}
bool ImGui::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);
}
bool ImGui::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);
}
bool ImGui::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);
}
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, float power)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
ImGuiContext& g = *GImGui;
PushID(label);
BeginGroup();
PushMultiItemsWidths(2, CalcItemWidth());
bool value_changed = DragFloat("##min", v_current_min, v_speed, (v_min >= v_max) ? -FLT_MAX : v_min, (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max), format, power);
PopItemWidth();
SameLine(0, g.Style.ItemInnerSpacing.x);
value_changed |= DragFloat("##max", v_current_max, v_speed, (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min), (v_min >= v_max) ? FLT_MAX : v_max, format_max ? format_max : format, power);
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)
{
return DragScalar(label, ImGuiDataType_S32, v, v_speed, &v_min, &v_max, format);
}
bool ImGui::DragInt2(const char* label, int v[2], float v_speed, int v_min, int v_max, const char* format)
{
return DragScalarN(label, ImGuiDataType_S32, v, 2, v_speed, &v_min, &v_max, format);
}
bool ImGui::DragInt3(const char* label, int v[3], float v_speed, int v_min, int v_max, const char* format)
{
return DragScalarN(label, ImGuiDataType_S32, v, 3, v_speed, &v_min, &v_max, format);
}
bool ImGui::DragInt4(const char* label, int v[4], float v_speed, int v_min, int v_max, const char* format)
{
return DragScalarN(label, ImGuiDataType_S32, v, 4, v_speed, &v_min, &v_max, format);
}
bool ImGui::DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed, int v_min, int v_max, const char* format, const char* format_max)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
ImGuiContext& g = *GImGui;
PushID(label);
BeginGroup();
PushMultiItemsWidths(2, CalcItemWidth());
bool value_changed = DragInt("##min", v_current_min, v_speed, (v_min >= v_max) ? INT_MIN : v_min, (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max), format);
PopItemWidth();
SameLine(0, g.Style.ItemInnerSpacing.x);
value_changed |= DragInt("##max", v_current_max, v_speed, (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min), (v_min >= v_max) ? INT_MAX : v_max, format_max ? format_max : format);
PopItemWidth();
SameLine(0, g.Style.ItemInnerSpacing.x);
TextEx(label, FindRenderedTextEnd(label));
EndGroup();
PopID();
return value_changed;
}
//-------------------------------------------------------------------------
// [SECTION] Widgets: SliderScalar, SliderFloat, SliderInt, etc.
//-------------------------------------------------------------------------
// - SliderBehaviorT<>() [Internal]
// - SliderBehavior() [Internal]
// - SliderScalar()
// - SliderScalarN()
// - SliderFloat()
// - SliderFloat2()
// - SliderFloat3()
// - SliderFloat4()
// - SliderAngle()
// - SliderInt()
// - SliderInt2()
// - SliderInt3()
// - SliderInt4()
// - VSliderScalar()
// - VSliderFloat()
// - VSliderInt()
//-------------------------------------------------------------------------
template<typename TYPE, typename FLOATTYPE>
float ImGui::SliderCalcRatioFromValueT(ImGuiDataType data_type, TYPE v, TYPE v_min, TYPE v_max, float power, float linear_zero_pos)
{
if (v_min == v_max)
return 0.0f;
const bool is_power = (power != 1.0f) && (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double);
const TYPE v_clamped = (v_min < v_max) ? ImClamp(v, v_min, v_max) : ImClamp(v, v_max, v_min);
if (is_power)
{
if (v_clamped < 0.0f)
{
const float f = 1.0f - (float)((v_clamped - v_min) / (ImMin((TYPE)0, v_max) - v_min));
return (1.0f - ImPow(f, 1.0f/power)) * linear_zero_pos;
}
else
{
const float f = (float)((v_clamped - ImMax((TYPE)0, v_min)) / (v_max - ImMax((TYPE)0, v_min)));
return linear_zero_pos + ImPow(f, 1.0f/power) * (1.0f - linear_zero_pos);
}
}
// Linear slider
return (float)((FLOATTYPE)(v_clamped - v_min) / (FLOATTYPE)(v_max - v_min));
}
// FIXME: Move some of the code into SliderBehavior(). Current responsability is larger than what the equivalent DragBehaviorT<> does, we also do some rendering, etc.
template<typename TYPE, typename SIGNEDTYPE, typename FLOATTYPE>
bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, TYPE* v, const TYPE v_min, const TYPE v_max, const char* format, float power, 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_decimal = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double);
const bool is_power = (power != 1.0f) && is_decimal;
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_decimal && 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;
// For power curve sliders that cross over sign boundary we want the curve to be symmetric around 0.0f
float linear_zero_pos; // 0.0->1.0f
if (is_power && v_min * v_max < 0.0f)
{
// Different sign
const FLOATTYPE linear_dist_min_to_0 = ImPow(v_min >= 0 ? (FLOATTYPE)v_min : -(FLOATTYPE)v_min, (FLOATTYPE)1.0f / power);
const FLOATTYPE linear_dist_max_to_0 = ImPow(v_max >= 0 ? (FLOATTYPE)v_max : -(FLOATTYPE)v_max, (FLOATTYPE)1.0f / power);
linear_zero_pos = (float)(linear_dist_min_to_0 / (linear_dist_min_to_0 + linear_dist_max_to_0));
}
else
{
// Same sign
linear_zero_pos = v_min < 0.0f ? 1.0f : 0.0f;
}
// Process 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)
{
const ImVec2 delta2 = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard | ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 0.0f, 0.0f);
float delta = (axis == ImGuiAxis_X) ? delta2.x : -delta2.y;
if (g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated)
{
ClearActiveID();
}
else if (delta != 0.0f)
{
clicked_t = SliderCalcRatioFromValueT<TYPE,FLOATTYPE>(data_type, *v, v_min, v_max, power, linear_zero_pos);
const int decimal_precision = is_decimal ? ImParseFormatPrecision(format, 3) : 0;
if ((decimal_precision > 0) || is_power)
{
delta /= 100.0f; // Gamepad/keyboard tweak speeds in % of slider bounds
if (IsNavInputDown(ImGuiNavInput_TweakSlow))
delta /= 10.0f;
}
else
{
if ((v_range >= -100.0f && v_range <= 100.0f) || IsNavInputDown(ImGuiNavInput_TweakSlow))
delta = ((delta < 0.0f) ? -1.0f : +1.0f) / (float)v_range; // Gamepad/keyboard tweak speeds in integer steps
else
delta /= 100.0f;
}
if (IsNavInputDown(ImGuiNavInput_TweakFast))
delta *= 10.0f;
set_new_value = true;
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;
else
clicked_t = ImSaturate(clicked_t + delta);
}
}
if (set_new_value)
{
TYPE v_new;
if (is_power)
{
// Account for power curve scale on both sides of the zero
if (clicked_t < linear_zero_pos)
{
// Negative: rescale to the negative range before powering
float a = 1.0f - (clicked_t / linear_zero_pos);
a = ImPow(a, power);
v_new = ImLerp(ImMin(v_max, (TYPE)0), v_min, a);
}
else
{
// Positive: rescale to the positive range before powering
float a;
if (ImFabs(linear_zero_pos - 1.0f) > 1.e-6f)
a = (clicked_t - linear_zero_pos) / (1.0f - linear_zero_pos);
else
a = clicked_t;
a = ImPow(a, power);
v_new = ImLerp(ImMax(v_min, (TYPE)0), v_max, a);
}
}
else
{
// Linear slider
if (is_decimal)
{
v_new = ImLerp(v_min, v_max, clicked_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..
FLOATTYPE v_new_off_f = (v_max - v_min) * clicked_t;
TYPE v_new_off_floor = (TYPE)(v_new_off_f);
TYPE v_new_off_round = (TYPE)(v_new_off_f + (FLOATTYPE)0.5);
if (!is_decimal && v_new_off_floor < v_new_off_round)
v_new = v_min + v_new_off_round;
else
v_new = v_min + v_new_off_floor;
}
}
// Round to user desired precision based on format string
v_new = RoundScalarWithFormatT<TYPE,SIGNEDTYPE>(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 = SliderCalcRatioFromValueT<TYPE, FLOATTYPE>(data_type, *v, v_min, v_max, power, linear_zero_pos);
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-bits 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* v, const void* v_min, const void* v_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb)
{
switch (data_type)
{
case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)v; bool r = SliderBehaviorT<ImS32, ImS32, float >(bb, id, ImGuiDataType_S32, &v32, *(const ImS8*)v_min, *(const ImS8*)v_max, format, power, flags, out_grab_bb); if (r) *(ImS8*)v = (ImS8)v32; return r; }
case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)v; bool r = SliderBehaviorT<ImU32, ImS32, float >(bb, id, ImGuiDataType_U32, &v32, *(const ImU8*)v_min, *(const ImU8*)v_max, format, power, flags, out_grab_bb); if (r) *(ImU8*)v = (ImU8)v32; return r; }
case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)v; bool r = SliderBehaviorT<ImS32, ImS32, float >(bb, id, ImGuiDataType_S32, &v32, *(const ImS16*)v_min, *(const ImS16*)v_max, format, power, flags, out_grab_bb); if (r) *(ImS16*)v = (ImS16)v32; return r; }
case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)v; bool r = SliderBehaviorT<ImU32, ImS32, float >(bb, id, ImGuiDataType_U32, &v32, *(const ImU16*)v_min, *(const ImU16*)v_max, format, power, flags, out_grab_bb); if (r) *(ImU16*)v = (ImU16)v32; return r; }
case ImGuiDataType_S32:
IM_ASSERT(*(const ImS32*)v_min >= IM_S32_MIN/2 && *(const ImS32*)v_max <= IM_S32_MAX/2);
return SliderBehaviorT<ImS32, ImS32, float >(bb, id, data_type, (ImS32*)v, *(const ImS32*)v_min, *(const ImS32*)v_max, format, power, flags, out_grab_bb);
case ImGuiDataType_U32:
IM_ASSERT(*(const ImU32*)v_min <= IM_U32_MAX/2);
return SliderBehaviorT<ImU32, ImS32, float >(bb, id, data_type, (ImU32*)v, *(const ImU32*)v_min, *(const ImU32*)v_max, format, power, flags, out_grab_bb);
case ImGuiDataType_S64:
IM_ASSERT(*(const ImS64*)v_min >= IM_S64_MIN/2 && *(const ImS64*)v_max <= IM_S64_MAX/2);
return SliderBehaviorT<ImS64, ImS64, double>(bb, id, data_type, (ImS64*)v, *(const ImS64*)v_min, *(const ImS64*)v_max, format, power, flags, out_grab_bb);
case ImGuiDataType_U64:
IM_ASSERT(*(const ImU64*)v_min <= IM_U64_MAX/2);
return SliderBehaviorT<ImU64, ImS64, double>(bb, id, data_type, (ImU64*)v, *(const ImU64*)v_min, *(const ImU64*)v_max, format, power, flags, out_grab_bb);
case ImGuiDataType_Float:
IM_ASSERT(*(const float*)v_min >= -FLT_MAX/2.0f && *(const float*)v_max <= FLT_MAX/2.0f);
return SliderBehaviorT<float, float, float >(bb, id, data_type, (float*)v, *(const float*)v_min, *(const float*)v_max, format, power, flags, out_grab_bb);
case ImGuiDataType_Double:
IM_ASSERT(*(const double*)v_min >= -DBL_MAX/2.0f && *(const double*)v_max <= DBL_MAX/2.0f);
return SliderBehaviorT<double,double,double>(bb, id, data_type, (double*)v, *(const double*)v_min, *(const double*)v_max, format, power, flags, out_grab_bb);
case ImGuiDataType_COUNT: break;
}
IM_ASSERT(0);
return false;
}
bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format, float power)
{
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));
ItemSize(total_bb, style.FramePadding.y);
if (!ItemAdd(total_bb, id, &frame_bb))
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 = TempInputTextIsActive(id);
bool temp_input_start = false;
if (!temp_input_is_active)
{
const bool focus_requested = FocusableItemRegister(window, id);
const bool clicked = (hovered && g.IO.MouseClicked[0]);
if (focus_requested || clicked || g.NavActivateId == id || g.NavInputId == id)
{
SetActiveID(id, window);
SetFocusID(id, window);
FocusWindow(window);
g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down);
if (focus_requested || (clicked && g.IO.KeyCtrl) || g.NavInputId == id)
{
temp_input_start = true;
FocusableItemUnregister(window);
}
}
}
if (temp_input_is_active || temp_input_start)
return TempInputTextScalar(frame_bb, id, label, data_type, v, format);
// Draw frame
const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? 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, v, v_min, v_max, format, power, ImGuiSliderFlags_None, &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, v, format);
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, window->DC.ItemFlags);
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, float power)
{
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, power);
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, float power)
{
return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power);
}
bool ImGui::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);
}
bool ImGui::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);
}
bool ImGui::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);
}
bool ImGui::SliderAngle(const char* label, float* v_rad, float v_degrees_min, float v_degrees_max, const char* format)
{
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, 1.0f);
*v_rad = v_deg * (2*IM_PI) / 360.0f;
return value_changed;
}
bool ImGui::SliderInt(const char* label, int* v, int v_min, int v_max, const char* format)
{
return SliderScalar(label, ImGuiDataType_S32, v, &v_min, &v_max, format);
}
bool ImGui::SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format)
{
return SliderScalarN(label, ImGuiDataType_S32, v, 2, &v_min, &v_max, format);
}
bool ImGui::SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format)
{
return SliderScalarN(label, ImGuiDataType_S32, v, 3, &v_min, &v_max, format);
}
bool ImGui::SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format)
{
return SliderScalarN(label, ImGuiDataType_S32, v, 4, &v_min, &v_max, format);
}
bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format, float power)
{
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.NavInputId == id)
{
SetActiveID(id, window);
SetFocusID(id, window);
FocusWindow(window);
g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right);
}
// Draw frame
const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? 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, v, v_min, v_max, format, power, 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, v, 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, float power)
{
return VSliderScalar(label, size, ImGuiDataType_Float, v, &v_min, &v_max, format, power);
}
bool ImGui::VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format)
{
return VSliderScalar(label, size, ImGuiDataType_S32, v, &v_min, &v_max, format);
}
//-------------------------------------------------------------------------
// [SECTION] Widgets: InputScalar, InputFloat, InputInt, etc.
//-------------------------------------------------------------------------
// - ImParseFormatFindStart() [Internal]
// - ImParseFormatFindEnd() [Internal]
// - ImParseFormatTrimDecorations() [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;
}
// 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<int>(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::TempInputTextScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* data_ptr, const char* format)
{
ImGuiContext& g = *GImGui;
// 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.
const bool init = (g.TempInputTextId != id);
if (init)
ClearActiveID();
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, data_ptr, format);
ImStrTrimBlanks(data_buf);
g.CurrentWindow->DC.CursorPos = bb.Min;
ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | ImGuiInputTextFlags_NoMarkEdited;
flags |= ((data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) ? ImGuiInputTextFlags_CharsScientific : ImGuiInputTextFlags_CharsDecimal);
bool value_changed = InputTextEx(label, NULL, data_buf, IM_ARRAYSIZE(data_buf), bb.GetSize(), flags);
if (init)
{
// First frame we started displaying the InputText widget, we expect it to take the active id.
IM_ASSERT(g.ActiveId == id);
g.TempInputTextId = g.ActiveId;
}
if (value_changed)
{
value_changed = DataTypeApplyOpFromText(data_buf, g.InputTextState.InitialTextA.Data, data_type, data_ptr, NULL);
if (value_changed)
MarkItemEdited(id);
}
return value_changed;
}
bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* data_ptr, const void* step, const void* 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, data_ptr, format);
bool value_changed = false;
if ((flags & (ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsScientific)) == 0)
flags |= ImGuiInputTextFlags_CharsDecimal;
flags |= ImGuiInputTextFlags_AutoSelectAll;
flags |= ImGuiInputTextFlags_NoMarkEdited; // We call MarkItemEdited() ourselve by comparing the actual data rather than the string.
if (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 = DataTypeApplyOpFromText(buf, g.InputTextState.InitialTextA.Data, data_type, data_ptr, 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)
button_flags |= ImGuiButtonFlags_Disabled;
SameLine(0, style.ItemInnerSpacing.x);
if (ButtonEx("-", ImVec2(button_size, button_size), button_flags))
{
DataTypeApplyOp(data_type, '-', data_ptr, data_ptr, g.IO.KeyCtrl && step_fast ? step_fast : step);
value_changed = true;
}
SameLine(0, style.ItemInnerSpacing.x);
if (ButtonEx("+", ImVec2(button_size, button_size), button_flags))
{
DataTypeApplyOp(data_type, '+', data_ptr, data_ptr, g.IO.KeyCtrl && step_fast ? step_fast : step);
value_changed = true;
}
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 = DataTypeApplyOpFromText(buf, g.InputTextState.InitialTextA.Data, data_type, data_ptr, format);
}
if (value_changed)
MarkItemEdited(window->DC.LastItemId);
return value_changed;
}
bool ImGui::InputScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* step, const void* 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, v, step, step_fast, format, flags);
PopID();
PopItemWidth();
v = (void*)((char*)v + 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);
}
// Prefer using "const char* format" directly, which is more flexible and consistent with other API.
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
bool ImGui::InputFloat(const char* label, float* v, float step, float step_fast, int decimal_precision, ImGuiInputTextFlags flags)
{
char format[16] = "%f";
if (decimal_precision >= 0)
ImFormatString(format, IM_ARRAYSIZE(format), "%%.%df", decimal_precision);
return InputFloat(label, v, step, step_fast, format, flags);
}
bool ImGui::InputFloat2(const char* label, float v[2], int decimal_precision, ImGuiInputTextFlags flags)
{
char format[16] = "%f";
if (decimal_precision >= 0)
ImFormatString(format, IM_ARRAYSIZE(format), "%%.%df", decimal_precision);
return InputScalarN(label, ImGuiDataType_Float, v, 2, NULL, NULL, format, flags);
}
bool ImGui::InputFloat3(const char* label, float v[3], int decimal_precision, ImGuiInputTextFlags flags)
{
char format[16] = "%f";
if (decimal_precision >= 0)
ImFormatString(format, IM_ARRAYSIZE(format), "%%.%df", decimal_precision);
return InputScalarN(label, ImGuiDataType_Float, v, 3, NULL, NULL, format, flags);
}
bool ImGui::InputFloat4(const char* label, float v[4], int decimal_precision, ImGuiInputTextFlags flags)
{
char format[16] = "%f";
if (decimal_precision >= 0)
ImFormatString(format, IM_ARRAYSIZE(format), "%%.%df", decimal_precision);
return InputScalarN(label, ImGuiDataType_Float, v, 4, NULL, NULL, format, flags);
}
#endif // IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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()
// - 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 STB_TEXTEDIT_STRING* obj) { return obj->CurLenW; }
static ImWchar STB_TEXTEDIT_GETCHAR(const STB_TEXTEDIT_STRING* obj, int idx) { return obj->TextW[idx]; }
static float STB_TEXTEDIT_GETWIDTH(STB_TEXTEDIT_STRING* 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 >= 0x10000 ? 0 : key; }
static ImWchar STB_TEXTEDIT_NEWLINE = '\n';
static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, STB_TEXTEDIT_STRING* obj, int line_start_idx)
{
const ImWchar* text = obj->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));
}
static bool is_separator(unsigned int c) { return ImCharIsBlankW(c) || c==',' || c==';' || c=='(' || c==')' || c=='{' || c=='}' || c=='[' || c==']' || c=='|'; }
static int is_word_boundary_from_right(STB_TEXTEDIT_STRING* obj, int idx) { return idx > 0 ? (is_separator( obj->TextW[idx-1] ) && !is_separator( obj->TextW[idx] ) ) : 1; }
static int STB_TEXTEDIT_MOVEWORDLEFT_IMPL(STB_TEXTEDIT_STRING* obj, int idx) { idx--; while (idx >= 0 && !is_word_boundary_from_right(obj, idx)) idx--; return idx < 0 ? 0 : idx; }
#ifdef __APPLE__ // FIXME: Move setting to IO structure
static int is_word_boundary_from_left(STB_TEXTEDIT_STRING* obj, int idx) { return idx > 0 ? (!is_separator( obj->TextW[idx-1] ) && is_separator( obj->TextW[idx] ) ) : 1; }
static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(STB_TEXTEDIT_STRING* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_left(obj, idx)) idx++; return idx > len ? len : idx; }
#else
static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(STB_TEXTEDIT_STRING* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_right(obj, idx)) idx++; return idx > len ? len : idx; }
#endif
#define STB_TEXTEDIT_MOVEWORDLEFT STB_TEXTEDIT_MOVEWORDLEFT_IMPL // They need to be #define for stb_textedit.h
#define STB_TEXTEDIT_MOVEWORDRIGHT STB_TEXTEDIT_MOVEWORDRIGHT_IMPL
static void STB_TEXTEDIT_DELETECHARS(STB_TEXTEDIT_STRING* obj, int pos, int n)
{
ImWchar* dst = obj->TextW.Data + pos;
// We maintain our buffer length in both UTF-8 and wchar formats
obj->CurLenA -= ImTextCountUtf8BytesFromStr(dst, dst + n);
obj->CurLenW -= n;
// Offset remaining text (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(STB_TEXTEDIT_STRING* obj, int pos, const ImWchar* new_text, int new_text_len)
{
const bool is_resizable = (obj->UserFlags & 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->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 0x10000 // keyboard input to move cursor left
#define STB_TEXTEDIT_K_RIGHT 0x10001 // keyboard input to move cursor right
#define STB_TEXTEDIT_K_UP 0x10002 // keyboard input to move cursor up
#define STB_TEXTEDIT_K_DOWN 0x10003 // keyboard input to move cursor down
#define STB_TEXTEDIT_K_LINESTART 0x10004 // keyboard input to move cursor to start of line
#define STB_TEXTEDIT_K_LINEEND 0x10005 // keyboard input to move cursor to end of line
#define STB_TEXTEDIT_K_TEXTSTART 0x10006 // keyboard input to move cursor to start of text
#define STB_TEXTEDIT_K_TEXTEND 0x10007 // keyboard input to move cursor to end of text
#define STB_TEXTEDIT_K_DELETE 0x10008 // keyboard input to delete selection or character under cursor
#define STB_TEXTEDIT_K_BACKSPACE 0x10009 // keyboard input to delete selection or character left of cursor
#define STB_TEXTEDIT_K_UNDO 0x1000A // keyboard input to perform undo
#define STB_TEXTEDIT_K_REDO 0x1000B // keyboard input to perform redo
#define STB_TEXTEDIT_K_WORDLEFT 0x1000C // keyboard input to move cursor left one word
#define STB_TEXTEDIT_K_WORDRIGHT 0x1000D // keyboard input to move cursor right one word
#define STB_TEXTEDIT_K_SHIFT 0x20000
#define STB_TEXTEDIT_IMPLEMENTATION
#include "imstb_textedit.h"
}
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 + bytes_count >= pos)
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 midly similar code (until we remove the U16 buffer alltogether!)
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)
{
unsigned int c = *p_char;
// Filter non-printable (NB: isprint is unreliable! see #2467)
if (c < 0x20)
{
bool pass = false;
pass |= (c == '\n' && (flags & ImGuiInputTextFlags_Multiline));
pass |= (c == '\t' && (flags & ImGuiInputTextFlags_AllowTabInput));
if (!pass)
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;
// Generic named filters
if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank | ImGuiInputTextFlags_CharsScientific))
{
if (flags & ImGuiInputTextFlags_CharsDecimal)
if (!(c >= '0' && c <= '9') && (c != '.') && (c != '-') && (c != '+') && (c != '*') && (c != '/'))
return false;
if (flags & ImGuiInputTextFlags_CharsScientific)
if (!(c >= '0' && c <= '9') && (c != '.') && (c != '-') && (c != '+') && (c != '*') && (c != '/') && (c != 'e') && (c != 'E'))
return false;
if (flags & ImGuiInputTextFlags_CharsHexadecimal)
if (!(c >= '0' && c <= '9') && !(c >= 'a' && c <= 'f') && !(c >= 'A' && c <= 'F'))
return false;
if (flags & ImGuiInputTextFlags_CharsUppercase)
if (c >= 'a' && c <= 'z')
*p_char = (c += (unsigned int)('A'-'a'));
if (flags & ImGuiInputTextFlags_CharsNoBlank)
if (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(!((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,
BeginGroup();
const ImGuiID id = window->GetID(label);
const ImVec2 label_size = CalcTextSize(label, NULL, true);
ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), (is_multiline ? GetTextLineHeight() * 8.0f : label_size.y) + style.FramePadding.y*2.0f); // Arbitrary default of 8 lines high for multi-line
const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size);
const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? (style.ItemInnerSpacing.x + label_size.x) : 0.0f, 0.0f));
ImGuiWindow* draw_window = window;
if (is_multiline)
{
if (!ItemAdd(total_bb, id, &frame_bb))
{
ItemSize(total_bb, style.FramePadding.y);
EndGroup();
return false;
}
if (!BeginChildFrame(id, frame_bb.GetSize()))
{
EndChildFrame();
EndGroup();
return false;
}
draw_window = GetCurrentWindow();
draw_window->DC.NavLayerActiveMaskNext |= draw_window->DC.NavLayerCurrentMask; // This is to ensure that EndChild() will display a navigation highlight
size.x -= draw_window->ScrollbarSizes.x;
}
else
{
ItemSize(total_bb, style.FramePadding.y);
if (!ItemAdd(total_bb, id, &frame_bb))
return false;
}
const bool hovered = ItemHoverable(frame_bb, id);
if (hovered)
g.MouseCursor = ImGuiMouseCursor_TextInput;
// NB: we are only allowed to access 'edit_state' if we are the active widget.
ImGuiInputTextState* state = NULL;
if (g.InputTextState.ID == id)
state = &g.InputTextState;
const bool focus_requested = FocusableItemRegister(window, id);
const bool focus_requested_by_code = focus_requested && (g.FocusRequestCurrWindow == window && g.FocusRequestCurrCounterAll == window->DC.FocusCounterAll);
const bool focus_requested_by_tab = focus_requested && !focus_requested_by_code;
const bool user_clicked = hovered && io.MouseClicked[0];
const bool user_nav_input_start = (g.ActiveId != id) && ((g.NavInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_NavKeyboard));
const bool user_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && g.ActiveIdPreviousFrame == GetScrollbarID(draw_window, ImGuiAxis_Y);
const bool user_scroll_active = is_multiline && state != NULL && g.ActiveId == GetScrollbarID(draw_window, ImGuiAxis_Y);
bool clear_active_id = false;
bool select_all = (g.ActiveId != id) && ((flags & ImGuiInputTextFlags_AutoSelectAll) != 0 || user_nav_input_start) && (!is_multiline);
const bool init_make_active = (focus_requested || user_clicked || user_scroll_finish || user_nav_input_start);
const bool init_state = (init_make_active || user_scroll_active);
if (init_state && g.ActiveId != id)
{
// 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);
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 && focus_requested_by_code)
select_all = true;
}
if (flags & ImGuiInputTextFlags_AlwaysInsertMode)
state->Stb.insert_mode = 1;
if (!is_multiline && (focus_requested_by_tab || (user_clicked && io.KeyCtrl)))
select_all = true;
}
if (g.ActiveId != id && init_make_active)
{
IM_ASSERT(state && state->ID == id);
SetActiveID(id, window);
SetFocusID(id, window);
FocusWindow(window);
IM_ASSERT(ImGuiNavInput_COUNT < 32);
g.ActiveIdBlockNavInputFlags = (1 << ImGuiNavInput_Cancel);
if (flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_AllowTabInput)) // Disable keyboard tabbing out as we will use the \t character.
g.ActiveIdBlockNavInputFlags |= (1 << ImGuiNavInput_KeyTab_);
if (!is_multiline && !(flags & ImGuiInputTextFlags_CallbackHistory))
g.ActiveIdAllowNavDirFlags = ((1 << ImGuiDir_Up) | (1 << ImGuiDir_Down));
}
// 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() && (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->DisplayOffset = g.Font->DisplayOffset;
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->BufCapacityA = buf_size;
state->UserFlags = flags;
state->UserCallback = callback;
state->UserCallbackData = callback_user_data;
// 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 - style.FramePadding.y) : (g.FontSize*0.5f));
const bool is_osx = io.ConfigMacOSXBehaviors;
if (select_all || (hovered && !is_osx && io.MouseDoubleClicked[0]))
{
state->SelectAll();
state->SelectedAllMouseLock = true;
}
else if (hovered && is_osx && io.MouseDoubleClicked[0])
{
// Double-click select a word only, OS X style (by simulating keystrokes)
state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT);
state->OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT);
}
else if (io.MouseClicked[0] && !state->SelectedAllMouseLock)
{
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;
// It is ill-defined whether the back-end needs to send a \t character when pressing the TAB keys.
// Win32 and GLFW naturally do it but not SDL.
const bool ignore_char_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeySuper);
if ((flags & ImGuiInputTextFlags_AllowTabInput) && IsKeyPressedMap(ImGuiKey_Tab) && !ignore_char_inputs && !io.KeyShift && !is_readonly)
if (!io.InputQueueCharacters.contains('\t'))
{
unsigned int c = '\t'; // Insert TAB
if (InputTextFilterCharacter(&c, flags, callback, callback_user_data))
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 && !user_nav_input_start)
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' && io.KeyShift)
continue;
if (InputTextFilterCharacter(&c, flags, callback, callback_user_data))
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 k_mask = (io.KeyShift ? STB_TEXTEDIT_K_SHIFT : 0);
const bool is_osx = io.ConfigMacOSXBehaviors;
const bool is_shortcut_key = (is_osx ? (io.KeySuper && !io.KeyCtrl) : (io.KeyCtrl && !io.KeySuper)) && !io.KeyAlt && !io.KeyShift; // OS X style: Shortcuts using Cmd/Super instead of Ctrl
const bool is_osx_shift_shortcut = is_osx && io.KeySuper && io.KeyShift && !io.KeyCtrl && !io.KeyAlt;
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.KeyCtrl && !io.KeyShift && !io.KeyAlt && !io.KeySuper;
const bool is_shift_key_only = io.KeyShift && !io.KeyCtrl && !io.KeyAlt && !io.KeySuper;
const bool is_cut = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_X)) || (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Delete))) && !is_readonly && !is_password && (!is_multiline || state->HasSelection());
const bool is_copy = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_C)) || (is_ctrl_key_only && IsKeyPressedMap(ImGuiKey_Insert))) && !is_password && (!is_multiline || state->HasSelection());
const bool is_paste = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_V)) || (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Insert))) && !is_readonly;
const bool is_undo = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Z)) && !is_readonly && is_undoable);
const bool is_redo = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Y)) || (is_osx_shift_shortcut && IsKeyPressedMap(ImGuiKey_Z))) && !is_readonly && is_undoable;
if (IsKeyPressedMap(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 (IsKeyPressedMap(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 (IsKeyPressedMap(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 (IsKeyPressedMap(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 (IsKeyPressedMap(ImGuiKey_Home)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); }
else if (IsKeyPressedMap(ImGuiKey_End)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); }
else if (IsKeyPressedMap(ImGuiKey_Delete) && !is_readonly) { state->OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); }
else if (IsKeyPressedMap(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 (IsKeyPressedMap(ImGuiKey_Enter) || IsKeyPressedMap(ImGuiKey_KeyPadEnter))
{
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))
state->OnKeyPressed((int)c);
}
}
else if (IsKeyPressedMap(ImGuiKey_Escape))
{
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 && IsKeyPressedMap(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 (c >= 0x10000 || !InputTextFilterCharacter(&c, flags, callback, callback_user_data))
continue;
clipboard_filtered[clipboard_filtered_len++] = (ImWchar)c;
}
clipboard_filtered[clipboard_filtered_len] = 0;
if (clipboard_filtered_len > 0) // If everything was filtered, ignore the pasting operation
{
stb_textedit_paste(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.
if (g.ActiveId == id)
{
IM_ASSERT(state != NULL);
const char* apply_new_text = NULL;
int apply_new_text_length = 0;
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)
{
apply_new_text = state->InitialTextA.Data;
apply_new_text_length = state->InitialTextA.Size - 1;
}
}
// 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. Also this allows the user to use InputText() with ImGuiInputTextFlags_EnterReturnsTrue without maintaining any user-side storage.
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_CallbackAlways)) != 0)
{
IM_ASSERT(callback != NULL);
// The reason we specify the usage semantic (Completion/History) is that Completion needs to disable keyboard TABBING at the moment.
ImGuiInputTextFlags event_flag = 0;
ImGuiKey event_key = ImGuiKey_COUNT;
if ((flags & ImGuiInputTextFlags_CallbackCompletion) != 0 && IsKeyPressedMap(ImGuiKey_Tab))
{
event_flag = ImGuiInputTextFlags_CallbackCompletion;
event_key = ImGuiKey_Tab;
}
else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressedMap(ImGuiKey_UpArrow))
{
event_flag = ImGuiInputTextFlags_CallbackHistory;
event_key = ImGuiKey_UpArrow;
}
else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressedMap(ImGuiKey_DownArrow))
{
event_flag = ImGuiInputTextFlags_CallbackHistory;
event_key = ImGuiKey_DownArrow;
}
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;
callback_data.EventKey = event_key;
callback_data.Buf = state->TextA.Data;
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
IM_ASSERT(callback_data.Buf == state->TextA.Data); // Invalid to modify those fields
IM_ASSERT(callback_data.BufSize == state->BufCapacityA);
IM_ASSERT(callback_data.Flags == flags);
if (callback_data.CursorPos != utf8_cursor_pos) { state->Stb.cursor = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.CursorPos); state->CursorFollow = true; }
if (callback_data.SelectionStart != utf8_selection_start) { state->Stb.select_start = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionStart); }
if (callback_data.SelectionEnd != utf8_selection_end) { state->Stb.select_end = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionEnd); }
if (callback_data.BufDirty)
{
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;
}
}
// Copy result to user buffer
if (apply_new_text)
{
IM_ASSERT(apply_new_text_length >= 0);
if (backup_current_text_length != apply_new_text_length && 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);
}
// 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;
}
// Clear temporary user storage
state->UserFlags = 0;
state->UserCallback = NULL;
state->UserCallbackData = NULL;
}
// 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 + size.x, frame_bb.Min.y + 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-bits
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(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 = size.x * 0.25f;
if (cursor_offset.x < state->ScrollX)
state->ScrollX = (float)(int)ImMax(0.0f, cursor_offset.x - scroll_increment_x);
else if (cursor_offset.x - size.x >= state->ScrollX)
state->ScrollX = (float)(int)(cursor_offset.x - size.x + scroll_increment_x);
}
else
{
state->ScrollX = 0.0f;
}
// Vertical scroll
if (is_multiline)
{
float scroll_y = draw_window->Scroll.y;
if (cursor_offset.y - g.FontSize < scroll_y)
scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize);
else if (cursor_offset.y - size.y >= scroll_y)
scroll_y = cursor_offset.y - size.y;
draw_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-bits
//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 = (float)(int)(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 = 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.PlatformImePos = ImVec2(cursor_screen_pos.x - 1.0f, cursor_screen_pos.y - g.FontSize);
}
}
else
{
// Render text only (no selection, no cursor)
if (is_multiline)
text_size = ImVec2(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_multiline)
{
Dummy(text_size + ImVec2(0.0f, g.FontSize)); // Always add room to scroll an extra line
EndChildFrame();
EndGroup();
}
if (is_password && !is_displaying_hint)
PopFont();
// Log as text
if (g.LogEnabled && !(is_password && !is_displaying_hint))
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, window->DC.ItemFlags);
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);
}
// 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 colored 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))
ColorConvertRGBtoHSV(f[0], f[1], f[2], 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, (float)(int)((w_inputs - (style.ItemInnerSpacing.x) * (components-1)) / (float)components));
const float w_item_last = ImMax(1.0f, (float)(int)(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);
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");
}
}
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] = i[3] = 0;
if (alpha)
sscanf(p, "%02X%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2], (unsigned int*)&i[3]); // Treat at unsigned (%X is unsigned)
else
sscanf(p, "%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2]);
}
if (!(flags & ImGuiColorEditFlags_NoOptions))
OpenPopupOnItemClick("context");
}
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(window->DC.LastItemRect.GetBL() + ImVec2(-1,style.ItemSpacing.y));
}
}
if (!(flags & ImGuiColorEditFlags_NoOptions))
OpenPopupOnItemClick("context");
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))
{
window->DC.CursorPos = ImVec2(pos.x + w_full + style.ItemInnerSpacing.x, pos.y + style.FramePadding.y);
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))
ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]);
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 ((window->DC.LastItemStatusFlags & 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)
window->DC.LastItemId = g.ActiveId;
if (value_changed)
MarkItemEdited(window->DC.LastItemId);
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;
}
static inline ImU32 ImAlphaBlendColor(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);
}
// 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.
// I 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 alltogether.
void ImGui::RenderColorRectWithAlphaCheckerboard(ImVec2 p_min, ImVec2 p_max, ImU32 col, float grid_step, ImVec2 grid_off, float rounding, int rounding_corners_flags)
{
ImGuiWindow* window = GetCurrentWindow();
if (((col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT) < 0xFF)
{
ImU32 col_bg1 = GetColorU32(ImAlphaBlendColor(IM_COL32(204,204,204,255), col));
ImU32 col_bg2 = GetColorU32(ImAlphaBlendColor(IM_COL32(128,128,128,255), col));
window->DrawList->AddRectFilled(p_min, p_max, col_bg1, rounding, rounding_corners_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;
int rounding_corners_flags_cell = 0;
if (y1 <= p_min.y) { if (x1 <= p_min.x) rounding_corners_flags_cell |= ImDrawCornerFlags_TopLeft; if (x2 >= p_max.x) rounding_corners_flags_cell |= ImDrawCornerFlags_TopRight; }
if (y2 >= p_max.y) { if (x1 <= p_min.x) rounding_corners_flags_cell |= ImDrawCornerFlags_BotLeft; if (x2 >= p_max.x) rounding_corners_flags_cell |= ImDrawCornerFlags_BotRight; }
rounding_corners_flags_cell &= rounding_corners_flags;
window->DrawList->AddRectFilled(ImVec2(x1,y1), ImVec2(x2,y2), col_bg2, rounding_corners_flags_cell ? rounding : 0.0f, rounding_corners_flags_cell);
}
}
}
else
{
window->DrawList->AddRectFilled(p_min, p_max, col, rounding, rounding_corners_flags);
}
}
// Helper for ColorPicker4()
static void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, float bar_w)
{
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_BLACK);
ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x, pos.y), half_sz, ImGuiDir_Right, IM_COL32_WHITE);
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_BLACK);
ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x, pos.y), half_sz, ImGuiDir_Left, IM_COL32_WHITE);
}
// 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..)
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__OptionsDefault) & ImGuiColorEditFlags__PickerMask;
if (!(flags & ImGuiColorEditFlags__InputMask))
flags |= ((g.ColorEditOptions & ImGuiColorEditFlags__InputMask) ? g.ColorEditOptions : ImGuiColorEditFlags__OptionsDefault) & 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 = (float)(int)(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)
ColorConvertRGBtoHSV(R, G, B, 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");
}
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));
value_changed = value_changed_sv = true;
}
if (!(flags & ImGuiColorEditFlags_NoOptions))
OpenPopupOnItemClick("context");
// 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 >= 1.0f ? H - 10 * 1e-6f : H, S > 0.0f ? S : 10*1e-6f, V > 0.0f ? V : 1e-6f, col[0], col[1], col[2]);
}
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 differenciating 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);
}
else if (flags & ImGuiColorEditFlags_InputHSV)
{
H = col[0];
S = col[1];
V = col[2];
ColorConvertHSVtoRGB(H, S, V, R, G, B);
}
}
ImVec4 hue_color_f(1, 1, 1, 1); ColorConvertHSVtoRGB(H, 1, 1, hue_color_f.x, hue_color_f.y, hue_color_f.z);
ImU32 hue_color32 = ColorConvertFloat4ToU32(hue_color_f);
ImU32 col32_no_alpha = ColorConvertFloat4ToU32(ImVec4(R, G, B, 1.0f));
const ImU32 hue_colors[6+1] = { IM_COL32(255,0,0,255), IM_COL32(255,255,0,255), IM_COL32(0,255,0,255), IM_COL32(0,255,255,255), IM_COL32(0,0,255,255), IM_COL32(255,0,255,255), IM_COL32(255,0,0,255) };
ImVec2 sv_cursor_pos;
if (flags & ImGuiColorEditFlags_PickerHueWheel)
{
// Render Hue Wheel
const float aeps = 1.5f / 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(IM_COL32_WHITE, false, 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, hue_colors[n], hue_colors[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, IM_COL32(128,128,128,255), hue_cursor_segments);
draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad, IM_COL32_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, IM_COL32_WHITE);
draw_list->PrimVtx(tra, uv_white, IM_COL32_BLACK_TRANS);
draw_list->PrimVtx(trb, uv_white, IM_COL32_BLACK);
draw_list->PrimVtx(trc, uv_white, IM_COL32_BLACK_TRANS);
draw_list->AddTriangle(tra, trb, trc, IM_COL32(128,128,128,255), 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), IM_COL32_WHITE, hue_color32, hue_color32, IM_COL32_WHITE);
draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size,sv_picker_size), IM_COL32_BLACK_TRANS, IM_COL32_BLACK_TRANS, IM_COL32_BLACK, IM_COL32_BLACK);
RenderFrameBorder(picker_pos, picker_pos + ImVec2(sv_picker_size,sv_picker_size), 0.0f);
sv_cursor_pos.x = ImClamp((float)(int)(picker_pos.x + ImSaturate(S) * sv_picker_size + 0.5f), 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((float)(int)(picker_pos.y + ImSaturate(1 - V) * sv_picker_size + 0.5f), 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)), hue_colors[i], hue_colors[i], hue_colors[i + 1], hue_colors[i + 1]);
float bar0_line_y = (float)(int)(picker_pos.y + H * sv_picker_size + 0.5f);
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);
}
// 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, col32_no_alpha, 12);
draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad+1, IM_COL32(128,128,128,255), 12);
draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad, IM_COL32_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(bar1_bb.Min, bar1_bb.Max, IM_COL32(0,0,0,0), bar1_bb.GetWidth() / 2.0f, ImVec2(0.0f, 0.0f));
draw_list->AddRectFilledMultiColor(bar1_bb.Min, bar1_bb.Max, col32_no_alpha, col32_no_alpha, col32_no_alpha & ~IM_COL32_A_MASK, col32_no_alpha & ~IM_COL32_A_MASK);
float bar1_line_y = (float)(int)(picker_pos.y + (1.0f - alpha) * sv_picker_size + 0.5f);
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);
}
EndGroup();
if (value_changed && memcmp(backup_initial_col, col, components * sizeof(float)) == 0)
value_changed = false;
if (value_changed)
MarkItemEdited(window->DC.LastItemId);
PopID();
return value_changed;
}
// A little colored 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, ImVec2 size)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
ImGuiContext& g = *GImGui;
const ImGuiID id = window->GetID(desc_id);
float default_size = GetFrameHeight();
if (size.x == 0.0f)
size.x = default_size;
if (size.y == 0.0f)
size.y = default_size;
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 = -0.75f; // 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 = (float)(int)((bb_inner.Min.x + bb_inner.Max.x) * 0.5f + 0.5f);
RenderColorRectWithAlphaCheckerboard(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, ImDrawCornerFlags_TopRight| ImDrawCornerFlags_BotRight);
window->DrawList->AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), GetColorU32(col_rgb_without_alpha), rounding, ImDrawCornerFlags_TopLeft|ImDrawCornerFlags_BotLeft);
}
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(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, ImDrawCornerFlags_All);
}
RenderNavHighlight(bb, id);
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__OptionsDefault & ImGuiColorEditFlags__DisplayMask;
if ((flags & ImGuiColorEditFlags__DataTypeMask) == 0)
flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__DataTypeMask;
if ((flags & ImGuiColorEditFlags__PickerMask) == 0)
flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__PickerMask;
if ((flags & ImGuiColorEditFlags__InputMask) == 0)
flags |= ImGuiColorEditFlags__OptionsDefault & 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(0, true);
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);
if (flags & ImGuiColorEditFlags_NoAlpha)
ImFormatString(buf, IM_ARRAYSIZE(buf), "0x%02X%02X%02X", cr, cg, cb);
else
ImFormatString(buf, IM_ARRAYSIZE(buf), "0x%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 dummy_ref_col;
memcpy(&dummy_ref_col, ref_col, sizeof(float) * ((picker_flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4));
ColorPicker4("##dummypicker", &dummy_ref_col.x, picker_flags);
PopID();
}
PopItemWidth();
}
if (allow_opt_alpha_bar)
{
if (allow_opt_picker) Separator();
CheckboxFlags("Alpha Bar", (unsigned int*)&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, 0.0f);
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 text_base_offset_y = ImMax(padding.y, window->DC.CurrLineTextBaseOffset); // Latch before ItemSize changes it
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 = ImRect(window->DC.CursorPos, ImVec2(window->WorkRect.Max.x, window->DC.CursorPos.y + frame_height));
if (display_frame)
{
// Framed header expand a little outside the default padding
frame_bb.Min.x -= (float)(int)(window->WindowPadding.x * 0.5f - 1.0f);
frame_bb.Max.x += (float)(int)(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_width = g.FontSize + (label_size.x > 0.0f ? label_size.x + padding.x*2 : 0.0f); // Include collapser
ItemSize(ImVec2(text_width, frame_height), text_base_offset_y);
// For regular tree nodes, we arbitrary allow to click past 2 worth of ItemSpacing
// (Ideally we'd want to add a flag for the user to specify if we want the hit test to be done up to the right side of the content or not)
const ImRect interact_bb = display_frame ? frame_bb : ImRect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + text_width + style.ItemSpacing.x*2, frame_bb.Max.y);
bool is_open = TreeNodeBehaviorIsOpen(id, flags);
bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0;
// 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.
if (is_open && !g.NavIdIsAlive && (flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
window->DC.TreeStoreMayJumpToParentOnPop |= (1 << window->DC.TreeDepth);
bool item_add = ItemAdd(interact_bb, id);
window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HasDisplayRect;
window->DC.LastItemDisplayRect = frame_bb;
if (!item_add)
{
if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
TreePushOverrideID(id);
IMGUI_TEST_ENGINE_ITEM_INFO(window->DC.LastItemId, label, window->DC.ItemFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0));
return is_open;
}
// Flags that affects opening behavior:
// - 0 (default) .................... single-click anywhere to open
// - OpenOnDoubleClick .............. double-click anywhere to open
// - OpenOnArrow .................... single-click on arrow to open
// - OpenOnDoubleClick|OpenOnArrow .. single-click on arrow or double-click anywhere to open
ImGuiButtonFlags button_flags = ImGuiButtonFlags_NoKeyModifiers;
if (flags & ImGuiTreeNodeFlags_AllowItemOverlap)
button_flags |= ImGuiButtonFlags_AllowItemOverlap;
if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick)
button_flags |= ImGuiButtonFlags_PressedOnDoubleClick | ((flags & ImGuiTreeNodeFlags_OpenOnArrow) ? ImGuiButtonFlags_PressedOnClickRelease : 0);
if (!is_leaf)
button_flags |= ImGuiButtonFlags_PressedOnDragDropHold;
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)
{
toggled = !(flags & (ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick)) || (g.NavActivateId == id);
if (flags & ImGuiTreeNodeFlags_OpenOnArrow)
toggled |= IsMouseHoveringRect(interact_bb.Min, ImVec2(interact_bb.Min.x + text_offset_x, interact_bb.Max.y)) && (!g.NavDisableMouseHover);
if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick)
toggled |= g.IO.MouseDoubleClicked[0];
if (g.DragDropActive && is_open) // When using Drag and Drop "hold to open" we keep the node highlighted after opening, but never close it again.
toggled = false;
}
if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Left && is_open)
{
toggled = true;
NavMoveRequestCancel();
}
if (g.NavId == id && g.NavMoveRequest && 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);
}
}
if (flags & ImGuiTreeNodeFlags_AllowItemOverlap)
SetItemAllowOverlap();
// In this branch, TreeNodeBehavior() cannot toggle the selection so this will never trigger.
if (selected != was_selected) //-V547
window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_ToggledSelection;
// Render
const ImU32 text_col = GetColorU32(ImGuiCol_Text);
const ImVec2 text_pos = frame_bb.Min + ImVec2(text_offset_x, text_base_offset_y);
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);
RenderArrow(window->DrawList, frame_bb.Min + ImVec2(padding.x, text_base_offset_y), text_col, is_open ? ImGuiDir_Down : ImGuiDir_Right, 1.0f);
if (flags & ImGuiTreeNodeFlags_ClipLabelForTrailingButton)
frame_bb.Max.x -= g.FontSize + style.FramePadding.x;
if (g.LogEnabled)
{
// NB: '##' is normally used to hide text (as a library-wide feature), so we need to specify the text range to make sure the ## aren't stripped out here.
const char log_prefix[] = "\n##";
const char log_suffix[] = "##";
LogRenderedText(&text_pos, log_prefix, log_prefix+3);
RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size);
LogRenderedText(&text_pos, log_suffix, log_suffix+2);
}
else
{
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, frame_bb.Min + ImVec2(text_offset_x * 0.5f, g.FontSize*0.50f + text_base_offset_y), text_col);
else if (!is_leaf)
RenderArrow(window->DrawList, frame_bb.Min + ImVec2(padding.x, g.FontSize*0.15f + text_base_offset_y), text_col, is_open ? ImGuiDir_Down : ImGuiDir_Right, 0.70f);
if (g.LogEnabled)
LogRenderedText(&text_pos, ">");
RenderText(text_pos, label, label_end, false);
}
if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
TreePushOverrideID(id);
IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags | (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 ? str_id : "#TreePush");
}
void ImGui::TreePush(const void* ptr_id)
{
ImGuiWindow* window = GetCurrentWindow();
Indent();
window->DC.TreeDepth++;
PushID(ptr_id ? ptr_id : (const void*)"#TreePush");
}
void ImGui::TreePushOverrideID(ImGuiID id)
{
ImGuiWindow* window = GetCurrentWindow();
Indent();
window->DC.TreeDepth++;
window->IDStack.push_back(id);
}
void ImGui::TreePop()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
Unindent();
window->DC.TreeDepth--;
if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet())
if (g.NavIdIsAlive && (window->DC.TreeStoreMayJumpToParentOnPop & (1 << window->DC.TreeDepth)))
{
SetNavID(window->IDStack.back(), g.NavLayer);
NavMoveRequestCancel();
}
window->DC.TreeStoreMayJumpToParentOnPop &= (1 << window->DC.TreeDepth) - 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);
}
bool ImGui::CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags flags)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
if (p_open && !*p_open)
return false;
ImGuiID id = window->GetID(label);
flags |= ImGuiTreeNodeFlags_CollapsingHeader | (p_open ? ImGuiTreeNodeFlags_AllowItemOverlap | ImGuiTreeNodeFlags_ClipLabelForTrailingButton : 0);
bool is_open = TreeNodeBehavior(id, flags, label);
if (p_open)
{
// 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;
ImGuiItemHoveredDataBackup last_item_backup;
float button_size = g.FontSize;
float button_x = ImMax(window->DC.LastItemRect.Min.x, window->DC.LastItemRect.Max.x - g.Style.FramePadding.x * 2.0f - button_size);
float button_y = window->DC.LastItemRect.Min.y;
if (CloseButton(window->GetID((void*)((intptr_t)id + 1)), ImVec2(button_x, button_y)))
*p_open = false;
last_item_backup.Restore();
}
return is_open;
}
//-------------------------------------------------------------------------
// [SECTION] Widgets: Selectable
//-------------------------------------------------------------------------
// - Selectable()
//-------------------------------------------------------------------------
// Tip: pass a non-visible label (e.g. "##dummy") then you can use the space to draw other text or image.
// But you need to make sure the ID is unique, e.g. enclose calls in PushID/PopID or use ##unique_id.
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;
if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.CurrentColumns) // FIXME-OPT: Avoid if vertically clipped.
PushColumnsBackground();
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;
ImRect bb_inner(pos, pos + size);
ItemSize(size);
// Fill horizontal space.
ImVec2 window_padding = window->WindowPadding;
float max_x = (flags & ImGuiSelectableFlags_SpanAllColumns) ? GetWindowContentRegionMax().x : GetContentRegionMax().x;
float w_draw = ImMax(label_size.x, window->Pos.x + max_x - window_padding.x - pos.x);
ImVec2 size_draw((size_arg.x != 0 && !(flags & ImGuiSelectableFlags_DrawFillAvailWidth)) ? size_arg.x : w_draw, size_arg.y != 0.0f ? size_arg.y : size.y);
ImRect bb(pos, pos + size_draw);
if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_DrawFillAvailWidth))
bb.Max.x += window_padding.x;
// Selectables are tightly packed together so we extend the box to cover spacing between selectable.
const float spacing_x = style.ItemSpacing.x;
const float spacing_y = style.ItemSpacing.y;
const float spacing_L = (float)(int)(spacing_x * 0.50f);
const float spacing_U = (float)(int)(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);
bool item_add;
if (flags & ImGuiSelectableFlags_Disabled)
{
ImGuiItemFlags backup_item_flags = window->DC.ItemFlags;
window->DC.ItemFlags |= ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNavDefaultFocus;
item_add = ItemAdd(bb, id);
window->DC.ItemFlags = backup_item_flags;
}
else
{
item_add = ItemAdd(bb, id);
}
if (!item_add)
{
if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.CurrentColumns)
PopColumnsBackground();
return false;
}
// 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_PressedOnClick) button_flags |= ImGuiButtonFlags_PressedOnClick;
if (flags & ImGuiSelectableFlags_PressedOnRelease) button_flags |= ImGuiButtonFlags_PressedOnRelease;
if (flags & ImGuiSelectableFlags_Disabled) button_flags |= ImGuiButtonFlags_Disabled;
if (flags & ImGuiSelectableFlags_AllowDoubleClick) button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick;
if (flags & ImGuiSelectableFlags_AllowItemOverlap) button_flags |= ImGuiButtonFlags_AllowItemOverlap;
if (flags & ImGuiSelectableFlags_Disabled)
selected = false;
const bool was_selected = selected;
bool hovered, held;
bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags);
// 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)
{
g.NavDisableHighlight = true;
SetNavID(id, window->DC.NavLayerCurrent);
}
}
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
window->DC.LastItemStatusFlags |= 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 ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.CurrentColumns)
{
PopColumnsBackground();
bb.Max.x -= (GetContentRegionMax().x - max_x);
}
if (flags & ImGuiSelectableFlags_Disabled) PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]);
RenderTextClipped(bb_inner.Min, bb_inner.Max, label, NULL, &label_size, style.SelectableTextAlign, &bb);
if (flags & ImGuiSelectableFlags_Disabled) PopStyleColor();
// Automatically close popups
if (pressed && (window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiSelectableFlags_DontClosePopups) && !(window->DC.ItemFlags & ImGuiItemFlags_SelectableDontClosePopup))
CloseCurrentPopup();
IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags);
return pressed;
}
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
//-------------------------------------------------------------------------
// - ListBox()
// - ListBoxHeader()
// - ListBoxFooter()
//-------------------------------------------------------------------------
// FIXME: This is an old API. We should redesign some of it, rename ListBoxHeader->BeginListBox, ListBoxFooter->EndListBox
// and promote using them over existing ListBox() functions, similarly to change with combo boxes.
//-------------------------------------------------------------------------
// FIXME: In principle this function should be called BeginListBox(). We should rename it after re-evaluating if we want to keep the same signature.
// Helper to calculate the size of a listbox and display a label on the right.
// Tip: To have a list filling the entire window width, PushItemWidth(-1) and pass an non-visible label e.g. "##empty"
bool ImGui::ListBoxHeader(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 items. Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar.
ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), GetTextLineHeightWithSpacing() * 7.4f + style.ItemSpacing.y);
ImVec2 frame_size = ImVec2(size.x, ImMax(size.y, label_size.y));
ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size);
ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
window->DC.LastItemRect = bb; // Forward storage for ListBoxFooter.. dodgy.
g.NextItemData.ClearFlags();
if (!IsRectVisible(bb.Min, bb.Max))
{
ItemSize(bb.GetSize(), style.FramePadding.y);
ItemAdd(bb, 0, &frame_bb);
return false;
}
BeginGroup();
if (label_size.x > 0)
RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
BeginChildFrame(id, frame_bb.GetSize());
return true;
}
// FIXME: In principle this function should be called EndListBox(). We should rename it after re-evaluating if we want to keep the same signature.
bool ImGui::ListBoxHeader(const char* label, int items_count, int height_in_items)
{
// Size default to hold ~7.25 items.
// We add +25% worth of item height to allow the user to see at a glance if there are more items up/down, without looking at the scrollbar.
// We don't add this extra bit if items_count <= height_in_items. It is slightly dodgy, because it means a dynamic list of items will make the widget resize occasionally when it crosses that size.
// I am expecting that someone will come and complain about this behavior in a remote future, then we can advise on a better solution.
if (height_in_items < 0)
height_in_items = ImMin(items_count, 7);
const ImGuiStyle& style = GetStyle();
float height_in_items_f = (height_in_items < items_count) ? (height_in_items + 0.25f) : (height_in_items + 0.00f);
// We include ItemSpacing.y so that a list sized for the exact number of items doesn't make a scrollbar appears. We could also enforce that by passing a flag to BeginChild().
ImVec2 size;
size.x = 0.0f;
size.y = GetTextLineHeightWithSpacing() * height_in_items_f + style.FramePadding.y * 2.0f;
return ListBoxHeader(label, size);
}
// FIXME: In principle this function should be called EndListBox(). We should rename it after re-evaluating if we want to keep the same signature.
void ImGui::ListBoxFooter()
{
ImGuiWindow* parent_window = GetCurrentWindow()->ParentWindow;
const ImRect bb = parent_window->DC.LastItemRect;
const ImGuiStyle& style = GetStyle();
EndChildFrame();
// Redeclare item size so that it includes the label (we have stored the full size in LastItemRect)
// We call SameLine() to restore DC.CurrentLine* data
SameLine();
parent_window->DC.CursorPos = bb.Min;
ItemSize(bb, style.FramePadding.y);
EndGroup();
}
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;
}
bool ImGui::ListBox(const char* label, int* current_item, bool (*items_getter)(void*, int, const char**), void* data, int items_count, int height_in_items)
{
if (!ListBoxHeader(label, items_count, height_in_items))
return false;
// Assume all items have even height (= 1 line of text). If you need items of different or variable sizes you can create a custom version of ListBox() in your code without using the clipper.
ImGuiContext& g = *GImGui;
bool value_changed = false;
ImGuiListClipper clipper(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 bool item_selected = (i == *current_item);
const char* item_text;
if (!items_getter(data, i, &item_text))
item_text = "*Unknown item*";
PushID(i);
if (Selectable(item_text, item_selected))
{
*current_item = i;
value_changed = true;
}
if (item_selected)
SetItemDefaultFocus();
PopID();
}
ListBoxFooter();
if (value_changed)
MarkItemEdited(g.CurrentWindow->DC.LastItemId);
return value_changed;
}
//-------------------------------------------------------------------------
// [SECTION] Widgets: PlotLines, PlotHistogram
//-------------------------------------------------------------------------
// - PlotEx() [Internal]
// - PlotLines()
// - PlotHistogram()
//-------------------------------------------------------------------------
void ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 frame_size)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return;
ImGuiContext& g = *GImGui;
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;
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;
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
int v_hovered = -1;
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);
v_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) ? (-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, v_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, v_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);
}
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]
// - BeginMainMenuBar()
// - EndMainMenuBar()
// - BeginMenuBar()
// - EndMenuBar()
// - BeginMenu()
// - EndMenu()
// - MenuItem()
//-------------------------------------------------------------------------
// Helpers for internal use
ImGuiMenuColumns::ImGuiMenuColumns()
{
Spacing = Width = NextWidth = 0.0f;
memset(Pos, 0, sizeof(Pos));
memset(NextWidths, 0, sizeof(NextWidths));
}
void ImGuiMenuColumns::Update(int count, float spacing, bool clear)
{
IM_ASSERT(count == IM_ARRAYSIZE(Pos));
IM_UNUSED(count);
Width = NextWidth = 0.0f;
Spacing = spacing;
if (clear)
memset(NextWidths, 0, sizeof(NextWidths));
for (int i = 0; i < IM_ARRAYSIZE(Pos); i++)
{
if (i > 0 && NextWidths[i] > 0.0f)
Width += Spacing;
Pos[i] = (float)(int)Width;
Width += NextWidths[i];
NextWidths[i] = 0.0f;
}
}
float ImGuiMenuColumns::DeclColumns(float w0, float w1, float w2) // not using va_arg because they promote float to double
{
NextWidth = 0.0f;
NextWidths[0] = ImMax(NextWidths[0], w0);
NextWidths[1] = ImMax(NextWidths[1], w1);
NextWidths[2] = ImMax(NextWidths[2], w2);
for (int i = 0; i < IM_ARRAYSIZE(Pos); i++)
NextWidth += NextWidths[i] + ((i > 0 && NextWidths[i] > 0.0f) ? Spacing : 0.0f);
return ImMax(Width, NextWidth);
}
float ImGuiMenuColumns::CalcExtraSpace(float avail_w)
{
return ImMax(0.0f, avail_w - Width);
}
// For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set.
bool ImGui::BeginMainMenuBar()
{
ImGuiContext& g = *GImGui;
g.NextWindowData.MenuBarOffsetMinVal = ImVec2(g.Style.DisplaySafeAreaPadding.x, ImMax(g.Style.DisplaySafeAreaPadding.y - g.Style.FramePadding.y, 0.0f));
SetNextWindowPos(ImVec2(0.0f, 0.0f));
SetNextWindowSize(ImVec2(g.IO.DisplaySize.x, g.NextWindowData.MenuBarOffsetMinVal.y + g.FontBaseSize + g.Style.FramePadding.y));
PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0,0));
ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar;
bool is_open = Begin("##MainMenuBar", NULL, window_flags) && BeginMenuBar();
PopStyleVar(2);
g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f);
if (!is_open)
{
End();
return false;
}
return true; //-V1020
}
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 == 0 && !g.NavAnyRequest)
FocusTopMostWindowUnderOne(g.NavWindow, NULL);
End();
}
// 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(ImFloor(bar_rect.Min.x + 0.5f), ImFloor(bar_rect.Min.y + window->WindowBorderSize + 0.5f), ImFloor(ImMax(bar_rect.Min.x, bar_rect.Max.x - window->WindowRounding) + 0.5f), ImFloor(bar_rect.Max.y + 0.5f));
clip_rect.ClipWith(window->OuterRectClipped);
PushClipRect(clip_rect.Min, clip_rect.Max, false);
window->DC.CursorPos = ImVec2(bar_rect.Min.x + window->DC.MenuBarOffset.x, bar_rect.Min.y + window->DC.MenuBarOffset.y);
window->DC.LayoutType = ImGuiLayoutType_Horizontal;
window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
window->DC.NavLayerCurrentMask = (1 << 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))
{
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.NavMoveRequestForward == ImGuiNavForward_None)
{
// 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 the hassle/cost)
const ImGuiNavLayer layer = ImGuiNavLayer_Menu;
IM_ASSERT(window->DC.NavLayerActiveMaskNext & (1 << layer)); // Sanity check
FocusWindow(window);
SetNavIDWithRectRel(window->NavLastIds[layer], layer, window->NavRectRel[layer]);
g.NavLayer = layer;
g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection.
g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued;
NavMoveRequestCancel();
}
}
IM_ASSERT(window->Flags & ImGuiWindowFlags_MenuBar);
IM_ASSERT(window->DC.MenuBarAppending);
PopClipRect();
PopID();
window->DC.MenuBarOffset.x = window->DC.CursorPos.x - window->MenuBarRect().Min.x; // Save horizontal position so next append can reuse it. This is kinda equivalent to a per-layer CursorPos.
window->DC.GroupStack.back().EmitItem = false;
EndGroup(); // Restore position on layer 0
window->DC.LayoutType = ImGuiLayoutType_Vertical;
window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main);
window->DC.MenuBarAppending = false;
}
bool ImGui::BeginMenu(const char* label, bool enabled)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
ImGuiContext& g = *GImGui;
const ImGuiStyle& style = g.Style;
const ImGuiID id = window->GetID(label);
ImVec2 label_size = CalcTextSize(label, NULL, true);
bool pressed;
bool menu_is_open = IsPopupOpen(id);
bool menuset_is_open = !(window->Flags & ImGuiWindowFlags_Popup) && (g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].OpenParentId == window->IDStack.back());
ImGuiWindow* backed_nav_window = g.NavWindow;
if (menuset_is_open)
g.NavWindow = window; // Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent)
// 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 choosen by FindBestWindowPosForPopup().
// e.g. Menus tend to overlap each other horizontally to amplify relative Z-ordering.
ImVec2 popup_pos, pos = window->DC.CursorPos;
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 - (float)(int)(style.ItemSpacing.x * 0.5f), pos.y - style.FramePadding.y + window->MenuBarHeight());
window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * 0.5f);
PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y));
float w = label_size.x;
pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_PressedOnClick | ImGuiSelectableFlags_DontClosePopups | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f));
PopStyleVar();
window->DC.CursorPos.x += (float)(int)(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 menu
popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y);
float w = window->MenuColumns.DeclColumns(label_size.x, 0.0f, (float)(int)(g.FontSize * 1.20f)); // Feedback to next frame
float extra_w = ImMax(0.0f, GetContentRegionAvail().x - w);
pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_PressedOnClick | ImGuiSelectableFlags_DontClosePopups | ImGuiSelectableFlags_DrawFillAvailWidth | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f));
ImU32 text_col = GetColorU32(enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled);
RenderArrow(window->DrawList, pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.30f, 0.0f), text_col, ImGuiDir_Right);
}
const bool hovered = enabled && ItemHoverable(window->DC.LastItemRect, id);
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_other_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))
{
// FIXME-DPI: Values should be derived from a master "scale" factor.
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, 5.0f, 30.0f); // add a bit of extra slack.
ta.x += (window->Pos.x < child_menu_window->Pos.x) ? -0.5f : +0.5f; // to avoid numerical issues
tb.y = ta.y + ImMax((tb.y - extra) - ta.y, -100.0f); // triangle is maximum 200 high to limit the slope and the bias toward large sub-menus // FIXME: Multiply by fb_scale?
tc.y = ta.y + ImMin((tc.y + extra) - ta.y, +100.0f);
moving_toward_other_child_menu = ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos);
//GetForegroundDrawList()->AddTriangleFilled(ta, tb, tc, moving_within_opened_triangle ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); // [DEBUG]
}
if (menu_is_open && !hovered && g.HoveredWindow == window && g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrame != id && !moving_toward_other_child_menu)
want_close = true;
if (!menu_is_open && hovered && pressed) // Click to open
want_open = true;
else if (!menu_is_open && hovered && !moving_toward_other_child_menu) // Hover to open
want_open = true;
if (g.NavActivateId == id)
{
want_close = menu_is_open;
want_open = !menu_is_open;
}
if (g.NavId == id && g.NavMoveRequest && 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.NavMoveRequest && 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))
ClosePopupToLevel(g.BeginPopupStack.Size, true);
IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags | ImGuiItemStatusFlags_Openable | (menu_is_open ? ImGuiItemStatusFlags_Opened : 0));
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)
{
// 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)
SetNextWindowPos(popup_pos, ImGuiCond_Always);
ImGuiWindowFlags flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus;
if (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu))
flags |= ImGuiWindowFlags_ChildWindow;
menu_is_open = BeginPopupEx(id, flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
}
return menu_is_open;
}
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.NavWindow && g.NavWindow->ParentWindow == window && g.NavMoveDir == ImGuiDir_Left && NavMoveRequestButNoResultYet() && window->DC.LayoutType == ImGuiLayoutType_Vertical)
{
ClosePopupToLevel(g.BeginPopupStack.Size, true);
NavMoveRequestCancel();
}
EndPopup();
}
bool ImGui::MenuItem(const char* label, 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);
// 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.
ImGuiSelectableFlags flags = ImGuiSelectableFlags_PressedOnRelease | ImGuiSelectableFlags_SetNavIdOnHover | (enabled ? 0 : ImGuiSelectableFlags_Disabled);
bool pressed;
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 render neither the shortcut neither the selected tick mark
float w = label_size.x;
window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * 0.5f);
PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y));
pressed = Selectable(label, false, flags, ImVec2(w, 0.0f));
PopStyleVar();
window->DC.CursorPos.x += (float)(int)(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
{
ImVec2 shortcut_size = shortcut ? CalcTextSize(shortcut, NULL) : ImVec2(0.0f, 0.0f);
float w = window->MenuColumns.DeclColumns(label_size.x, shortcut_size.x, (float)(int)(g.FontSize * 1.20f)); // Feedback for next frame
float extra_w = ImMax(0.0f, GetContentRegionAvail().x - w);
pressed = Selectable(label, false, flags | ImGuiSelectableFlags_DrawFillAvailWidth, ImVec2(w, 0.0f));
if (shortcut_size.x > 0.0f)
{
PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]);
RenderText(pos + ImVec2(window->MenuColumns.Pos[1] + extra_w, 0.0f), shortcut, NULL, false);
PopStyleColor();
}
if (selected)
RenderCheckMark(pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled), g.FontSize * 0.866f);
}
IMGUI_TEST_ENGINE_ITEM_INFO(window->DC.LastItemId, label, window->DC.ItemFlags | ImGuiItemStatusFlags_Checkable | (selected ? ImGuiItemStatusFlags_Checked : 0));
return pressed;
}
bool ImGui::MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled)
{
if (MenuItem(label, shortcut, p_selected ? *p_selected : false, enabled))
{
if (p_selected)
*p_selected = !*p_selected;
return true;
}
return false;
}
//-------------------------------------------------------------------------
// [SECTION] Widgets: BeginTabBar, EndTabBar, etc.
//-------------------------------------------------------------------------
// [BETA API] API may evolve! This code has been extracted out of the Docking branch,
// and some of the construct which are not used in Master may be left here to facilitate merging.
//-------------------------------------------------------------------------
// - BeginTabBar()
// - BeginTabBarEx() [Internal]
// - EndTabBar()
// - TabBarLayout() [Internal]
// - TabBarCalcTabID() [Internal]
// - TabBarCalcMaxTabWidth() [Internal]
// - TabBarFindTabById() [Internal]
// - TabBarRemoveTab() [Internal]
// - TabBarCloseTab() [Internal]
// - TabBarScrollClamp()v
// - TabBarScrollToTab() [Internal]
// - TabBarQueueChangeTabOrder() [Internal]
// - TabBarScrollingButtons() [Internal]
// - TabBarTabListPopupButton() [Internal]
//-------------------------------------------------------------------------
namespace ImGui
{
static void TabBarLayout(ImGuiTabBar* tab_bar);
static ImU32 TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label);
static float TabBarCalcMaxTabWidth();
static float TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling);
static void TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab);
static ImGuiTabItem* TabBarScrollingButtons(ImGuiTabBar* tab_bar);
static ImGuiTabItem* TabBarTabListPopupButton(ImGuiTabBar* tab_bar);
}
ImGuiTabBar::ImGuiTabBar()
{
ID = 0;
SelectedTabId = NextSelectedTabId = VisibleTabId = 0;
CurrFrameVisible = PrevFrameVisible = -1;
ContentsHeight = 0.0f;
OffsetMax = OffsetNextTab = 0.0f;
ScrollingAnim = ScrollingTarget = ScrollingTargetDistToVisibility = ScrollingSpeed = 0.0f;
Flags = ImGuiTabBarFlags_None;
ReorderRequestTabId = 0;
ReorderRequestDir = 0;
WantLayout = VisibleTabWasSubmitted = false;
LastTabItemIdx = -1;
}
static int IMGUI_CDECL TabItemComparerByVisibleOffset(const void* lhs, const void* rhs)
{
const ImGuiTabItem* a = (const ImGuiTabItem*)lhs;
const ImGuiTabItem* b = (const ImGuiTabItem*)rhs;
return (int)(a->Offset - b->Offset);
}
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);
}
bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImGuiTabBarFlags flags)
{
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;
if (tab_bar->CurrFrameVisible == g.FrameCount)
{
//IMGUI_DEBUG_LOG("BeginTabBarEx already called this frame\n", g.FrameCount);
IM_ASSERT(0);
return true;
}
// When toggling back from ordered to manually-reorderable, shuffle tabs to enforce the last visible order.
// Otherwise, the most recently inserted tabs would move at the end of visible list which can be a little too confusing or magic for the user.
if ((flags & ImGuiTabBarFlags_Reorderable) && !(tab_bar->Flags & ImGuiTabBarFlags_Reorderable) && tab_bar->Tabs.Size > 1 && tab_bar->PrevFrameVisible != -1)
ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerByVisibleOffset);
// 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->FramePadding = g.Style.FramePadding;
// Layout
ItemSize(ImVec2(0.0f /*tab_bar->OffsetMax*/, tab_bar->BarRect.GetHeight())); // Don't feed width back
window->DC.CursorPos.x = tab_bar->BarRect.Min.x;
// Draw separator
const ImU32 col = GetColorU32((flags & ImGuiTabBarFlags_IsFocused) ? ImGuiCol_TabActive : ImGuiCol_TabUnfocusedActive);
const float y = tab_bar->BarRect.Max.y - 1.0f;
{
const float separator_min_x = tab_bar->BarRect.Min.x - ImFloor(window->WindowPadding.x * 0.5f);
const float separator_max_x = tab_bar->BarRect.Max.x + ImFloor(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(tab_bar != NULL && "Mismatched BeginTabBar()/EndTabBar()!");
return; // FIXME-ERRORHANDLING
}
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->ContentsHeight = ImMax(window->DC.CursorPos.y - tab_bar->BarRect.Max.y, 0.0f);
else
window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->ContentsHeight;
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
int tab_dst_n = 0;
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)
{
if (tab->ID == tab_bar->SelectedTabId)
tab_bar->SelectedTabId = 0;
continue;
}
if (tab_dst_n != tab_src_n)
tab_bar->Tabs[tab_dst_n] = tab_bar->Tabs[tab_src_n];
tab_dst_n++;
}
if (tab_bar->Tabs.Size != tab_dst_n)
tab_bar->Tabs.resize(tab_dst_n);
// Setup next selected tab
ImGuiID scroll_track_selected_tab_id = 0;
if (tab_bar->NextSelectedTabId)
{
tab_bar->SelectedTabId = tab_bar->NextSelectedTabId;
tab_bar->NextSelectedTabId = 0;
scroll_track_selected_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 (ImGuiTabItem* tab1 = TabBarFindTabByID(tab_bar, tab_bar->ReorderRequestTabId))
{
//IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_Reorderable); // <- this may happen when using debug tools
int tab2_order = tab_bar->GetTabOrder(tab1) + tab_bar->ReorderRequestDir;
if (tab2_order >= 0 && tab2_order < tab_bar->Tabs.Size)
{
ImGuiTabItem* tab2 = &tab_bar->Tabs[tab2_order];
ImGuiTabItem item_tmp = *tab1;
*tab1 = *tab2;
*tab2 = item_tmp;
if (tab2->ID == tab_bar->SelectedTabId)
scroll_track_selected_tab_id = tab2->ID;
tab1 = tab2 = NULL;
}
if (tab_bar->Flags & ImGuiTabBarFlags_SaveSettings)
MarkIniSettingsDirty();
}
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.Max.x!
scroll_track_selected_tab_id = tab_bar->SelectedTabId = tab_to_select->ID;
// Compute ideal widths
g.ShrinkWidthBuffer.resize(tab_bar->Tabs.Size);
float width_total_contents = 0.0f;
ImGuiTabItem* most_recently_selected_tab = NULL;
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)
most_recently_selected_tab = tab;
if (tab->ID == tab_bar->SelectedTabId)
found_selected_tab_id = true;
// 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) ? false : true;
tab->WidthContents = TabItemCalcSize(tab_name, has_close_button).x;
width_total_contents += (tab_n > 0 ? g.Style.ItemInnerSpacing.x : 0.0f) + tab->WidthContents;
// Store data so we can build an array sorted by width if we need to shrink tabs down
g.ShrinkWidthBuffer[tab_n].Index = tab_n;
g.ShrinkWidthBuffer[tab_n].Width = tab->WidthContents;
}
// Compute width
const float initial_offset_x = 0.0f; // g.Style.ItemInnerSpacing.x;
const float width_avail = ImMax(tab_bar->BarRect.GetWidth() - initial_offset_x, 0.0f);
float width_excess = (width_avail < width_total_contents) ? (width_total_contents - width_avail) : 0.0f;
if (width_excess > 0.0f && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyResizeDown))
{
// If we don't have enough room, resize down the largest tabs first
ShrinkWidths(g.ShrinkWidthBuffer.Data, g.ShrinkWidthBuffer.Size, width_excess);
for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
tab_bar->Tabs[g.ShrinkWidthBuffer[tab_n].Index].Width = (float)(int)g.ShrinkWidthBuffer[tab_n].Width;
}
else
{
const float tab_max_width = TabBarCalcMaxTabWidth();
for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
{
ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
tab->Width = ImMin(tab->WidthContents, tab_max_width);
}
}
// Layout all active tabs
float offset_x = initial_offset_x;
tab_bar->OffsetNextTab = offset_x; // This is used by non-reorderable tab bar where the submission order is always honored.
for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
{
ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
tab->Offset = offset_x;
if (scroll_track_selected_tab_id == 0 && g.NavJustMovedToId == tab->ID)
scroll_track_selected_tab_id = tab->ID;
offset_x += tab->Width + g.Style.ItemInnerSpacing.x;
}
tab_bar->OffsetMax = ImMax(offset_x - g.Style.ItemInnerSpacing.x, 0.0f);
// Horizontal scrolling buttons
const bool scrolling_buttons = (tab_bar->OffsetMax > tab_bar->BarRect.GetWidth() && tab_bar->Tabs.Size > 1) && !(tab_bar->Flags & ImGuiTabBarFlags_NoTabListScrollingButtons) && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll);
if (scrolling_buttons)
if (ImGuiTabItem* tab_to_select = TabBarScrollingButtons(tab_bar)) // NB: Will alter BarRect.Max.x!
scroll_track_selected_tab_id = tab_bar->SelectedTabId = tab_to_select->ID;
// 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_track_selected_tab_id = tab_bar->SelectedTabId = most_recently_selected_tab->ID;
// Lock in visible tab
tab_bar->VisibleTabId = tab_bar->SelectedTabId;
tab_bar->VisibleTabWasSubmitted = false;
// Update scrolling
if (scroll_track_selected_tab_id)
if (ImGuiTabItem* scroll_track_selected_tab = TabBarFindTabByID(tab_bar, scroll_track_selected_tab_id))
TabBarScrollToTab(tab_bar, scroll_track_selected_tab);
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;
}
// Clear name buffers
if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0)
tab_bar->TabsNames.Buf.resize(0);
}
// Dockables uses Name/ID in the global namespace. Non-dockable items use the ID stack.
static ImU32 ImGui::TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label)
{
if (tab_bar->Flags & ImGuiTabBarFlags_DockNode)
{
ImGuiID id = ImHashStr(label);
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;
}
// 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)
{
if ((tab_bar->VisibleTabId == tab->ID) && !(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->LastFrameVisible = -1;
tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = 0;
}
else if ((tab_bar->VisibleTabId != tab->ID) && (tab->Flags & ImGuiTabItemFlags_UnsavedDocument))
{
// Actually select before expecting closure
tab_bar->NextSelectedTabId = tab->ID;
}
}
static float ImGui::TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling)
{
scrolling = ImMin(scrolling, tab_bar->OffsetMax - tab_bar->BarRect.GetWidth());
return ImMax(scrolling, 0.0f);
}
static void ImGui::TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab)
{
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);
float tab_x1 = tab->Offset + (order > 0 ? -margin : 0.0f);
float tab_x2 = tab->Offset + tab->Width + (order + 1 < tab_bar->Tabs.Size ? margin : 1.0f);
tab_bar->ScrollingTargetDistToVisibility = 0.0f;
if (tab_bar->ScrollingTarget > tab_x1)
{
tab_bar->ScrollingTargetDistToVisibility = ImMax(tab_bar->ScrollingAnim - tab_x2, 0.0f);
tab_bar->ScrollingTarget = tab_x1;
}
else if (tab_bar->ScrollingTarget < tab_x2 - tab_bar->BarRect.GetWidth())
{
tab_bar->ScrollingTargetDistToVisibility = ImMax((tab_x1 - tab_bar->BarRect.GetWidth()) - tab_bar->ScrollingAnim, 0.0f);
tab_bar->ScrollingTarget = tab_x2 - tab_bar->BarRect.GetWidth();
}
}
void ImGui::TabBarQueueChangeTabOrder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int dir)
{
IM_ASSERT(dir == -1 || dir == +1);
IM_ASSERT(tab_bar->ReorderRequestTabId == 0);
tab_bar->ReorderRequestTabId = tab->ID;
tab_bar->ReorderRequestDir = (ImS8)dir;
}
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));
const ImRect avail_bar_rect = tab_bar->BarRect;
bool want_clip_rect = !avail_bar_rect.Contains(ImRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(scrolling_buttons_width, 0.0f)));
if (want_clip_rect)
PushClipRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max + ImVec2(g.Style.ItemInnerSpacing.x, 0.0f), true);
ImGuiTabItem* tab_to_select = NULL;
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;
window->DC.CursorPos = ImVec2(tab_bar->BarRect.Max.x - scrolling_buttons_width, tab_bar->BarRect.Min.y);
if (ArrowButtonEx("##<", ImGuiDir_Left, arrow_button_size, ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_Repeat))
select_dir = -1;
window->DC.CursorPos = ImVec2(tab_bar->BarRect.Max.x - scrolling_buttons_width + 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;
if (want_clip_rect)
PopClipRect();
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;
tab_to_select = &tab_bar->Tabs[(target_order >= 0 && target_order < tab_bar->Tabs.Size) ? target_order : selected_order]; // If we are at the end of the list, still scroll to make our tab visible
}
window->DC.CursorPos = backup_cursor_pos;
tab_bar->BarRect.Max.x -= scrolling_buttons_width + 1.0f;
return tab_to_select;
}
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);
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];
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.
//-------------------------------------------------------------------------
// [BETA API] API may evolve! This code has been extracted out of the Docking branch,
// and some of the construct which are not used in Master may be left here to facilitate merging.
//-------------------------------------------------------------------------
// - BeginTabItem()
// - EndTabItem()
// - 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(tab_bar && "Needs to be called between BeginTabBar() and EndTabBar()!");
return false; // FIXME-ERRORHANDLING
}
bool ret = TabItemEx(tab_bar, label, p_open, flags);
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(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))
window->IDStack.pop_back();
}
bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags)
{
// 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);
// If the user called us with *p_open == false, we early out and don't render. We make a dummy call to ItemAdd() so that attempts to use a contextual popup menu with an implicit ID won't use an older ID.
if (p_open && !*p_open)
{
PushItemFlag(ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus, true);
ItemAdd(ImRect(), id);
PopItemFlag();
return false;
}
// 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_is_new = true;
}
tab_bar->LastTabItemIdx = (short)tab_bar->Tabs.index_from_ptr(tab);
tab->WidthContents = size.x;
if (p_open == NULL)
flags |= ImGuiTabItemFlags_NoCloseButton;
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);
tab->LastFrameVisible = g.FrameCount;
tab->Flags = flags;
// Append name with zero-terminator
tab->NameOffset = tab_bar->TabsNames.size();
tab_bar->TabsNames.append(label, label + strlen(label) + 1);
// If we are not reorderable, always reset offset based on submission order.
// (We already handled layout and sizing using the previous known order, but sizing is not affected by order!)
if (!tab_appearing && !(tab_bar->Flags & ImGuiTabBarFlags_Reorderable))
{
tab->Offset = tab_bar->OffsetNextTab;
tab_bar->OffsetNextTab += tab->Width + g.Style.ItemInnerSpacing.x;
}
// Update selected tab
if (tab_appearing && (tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs) && tab_bar->NextSelectedTabId == 0)
if (!tab_bar_appearing || tab_bar->SelectedTabId == 0)
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
tab_bar->NextSelectedTabId = id;
// Lock visibility
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)
if (tab_bar->Tabs.Size == 1 && !(tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs))
tab_contents_visible = true;
if (tab_appearing && !(tab_bar_appearing && !tab_is_new))
{
PushItemFlag(ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus, true);
ItemAdd(ImRect(), id);
PopItemFlag();
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
size.x = tab->Width;
window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2((float)(int)tab->Offset - tab_bar->ScrollingAnim, 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)
bool want_clip_rect = (bb.Min.x < tab_bar->BarRect.Min.x) || (bb.Max.x >= tab_bar->BarRect.Max.x);
if (want_clip_rect)
PushClipRect(ImVec2(ImMax(bb.Min.x, tab_bar->BarRect.Min.x), bb.Min.y - 1), ImVec2(tab_bar->BarRect.Max.x, 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 = (ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_AllowItemOverlap);
if (g.DragDropActive)
button_flags |= ImGuiButtonFlags_PressedOnDragDropHold;
bool hovered, held;
bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags);
if (pressed)
tab_bar->NextSelectedTabId = id;
hovered |= (g.HoveredId == id);
// Allow the close button to overlap unless we are dragging (in which case we don't want any overlapping tabs to be hovered)
if (!held)
SetItemAllowOverlap();
// Drag and drop: re-order tabs
if (held && !tab_appearing && IsMouseDragging(0))
{
if (!g.DragDropActive && (tab_bar->Flags & ImGuiTabBarFlags_Reorderable))
{
// 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)
{
if (tab_bar->Flags & ImGuiTabBarFlags_Reorderable)
TabBarQueueChangeTabOrder(tab_bar, tab, -1);
}
else if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > bb.Max.x)
{
if (tab_bar->Flags & ImGuiTabBarFlags_Reorderable)
TabBarQueueChangeTabOrder(tab_bar, tab, +1);
}
}
}
#if 0
if (hovered && g.HoveredIdNotActiveTimer > 0.50f && bb.GetWidth() < tab->WidthContents)
{
// Enlarge tab display when hovering
bb.Max.x = bb.Min.x + (float)(int)ImLerp(bb.GetWidth(), tab->WidthContents, 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)))
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 ? window->GetID((void*)((intptr_t)id + 1)) : 0;
bool just_closed = TabItemLabelAndCloseButton(display_draw_list, bb, flags, tab_bar->FramePadding, label, id, close_button_id);
if (just_closed && p_open != NULL)
{
*p_open = false;
TabBarCloseTab(tab_bar, tab);
}
// Restore main window position so user can draw there
if (want_clip_rect)
PopClipRect();
window->DC.CursorPos = backup_main_cursor_pos;
// Tooltip (FIXME: Won't work over the close button because ItemOverlap systems messes up with HoveredIdTimer)
// We test IsItemHovered() to discard e.g. when another item is active or drag and drop over the tab bar (which g.HoveredId ignores)
if (g.HoveredId == id && !held && g.HoveredIdNotActiveTimer > 0.50f && IsItemHovered())
if (!(tab_bar->Flags & ImGuiTabBarFlags_NoTooltip))
SetTooltip("%.*s", (int)(FindRenderedTextEnd(label) - label), label);
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() after BeginTabBar() and before any call to BeginTabItem()
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;
IM_ASSERT(tab_bar->WantLayout); // Needs to be called AFTER BeginTabBar() and BEFORE the first call to BeginTabItem()
ImGuiID tab_id = TabBarCalcTabID(tab_bar, label);
TabBarRemoveTab(tab_bar, tab_id);
}
}
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(g.Style.TabRounding, width * 0.5f - 1.0f));
const float y1 = bb.Min.y + 1.0f;
const float y2 = bb.Max.y - 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), false, 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.
bool ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id)
{
ImGuiContext& g = *GImGui;
ImVec2 label_size = CalcTextSize(label, NULL, true);
if (bb.GetWidth() <= 1.0f)
return false;
// Render text label (with clipping + alpha gradient) + unsaved marker
const char* TAB_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);
if (flags & ImGuiTabItemFlags_UnsavedDocument)
{
text_pixel_clip_bb.Max.x -= CalcTextSize(TAB_UNSAVED_MARKER, NULL, false).x;
ImVec2 unsaved_marker_pos(ImMin(bb.Min.x + frame_padding.x + label_size.x + 2, text_pixel_clip_bb.Max.x), bb.Min.y + frame_padding.y + (float)(int)(-g.FontSize * 0.25f));
RenderTextClippedEx(draw_list, unsaved_marker_pos, bb.Max - frame_padding, TAB_UNSAVED_MARKER, NULL, NULL);
}
ImRect text_ellipsis_clip_bb = text_pixel_clip_bb;
// Close Button
// 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 (g.HoveredId == tab_id || g.HoveredId == close_button_id || g.ActiveId == close_button_id)
close_button_visible = true;
if (close_button_visible)
{
ImGuiItemHoveredDataBackup last_item_backup;
const float close_button_sz = g.FontSize;
PushStyleVar(ImGuiStyleVar_FramePadding, frame_padding);
if (CloseButton(close_button_id, ImVec2(bb.Max.x - frame_padding.x * 2.0f - close_button_sz, bb.Min.y)))
close_button_pressed = true;
PopStyleVar();
last_item_backup.Restore();
// Close with middle mouse button
if (!(flags & ImGuiTabItemFlags_NoCloseWithMiddleMouseButton) && IsMouseClicked(2))
close_button_pressed = true;
text_pixel_clip_bb.Max.x -= close_button_sz;
}
float ellipsis_max_x = close_button_visible ? text_pixel_clip_bb.Max.x : bb.Max.x - 1.0f;
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);
return close_button_pressed;
}
//-------------------------------------------------------------------------
// [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc.
// In the current version, Columns are very weak. Needs to be replaced with a more full-featured system.
//-------------------------------------------------------------------------
// - GetColumnIndex()
// - GetColumnCount()
// - GetColumnOffset()
// - GetColumnWidth()
// - SetColumnOffset()
// - SetColumnWidth()
// - PushColumnClipRect() [Internal]
// - PushColumnsBackground() [Internal]
// - PopColumnsBackground() [Internal]
// - FindOrCreateColumns() [Internal]
// - GetColumnsID() [Internal]
// - BeginColumns()
// - NextColumn()
// - EndColumns()
// - Columns()
//-------------------------------------------------------------------------
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 ImGuiColumns* columns, float offset_norm)
{
return offset_norm * (columns->OffMaxX - columns->OffMinX);
}
float ImGui::GetColumnNormFromOffset(const ImGuiColumns* columns, float offset)
{
return offset / (columns->OffMaxX - columns->OffMinX);
}
static const float COLUMNS_HIT_RECT_HALF_WIDTH = 4.0f;
static float GetDraggedColumnOffset(ImGuiColumns* 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 & ImGuiColumnsFlags_NoPreserveWidths))
x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing);
return x;
}
float ImGui::GetColumnOffset(int column_index)
{
ImGuiWindow* window = GetCurrentWindowRead();
ImGuiColumns* 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(ImGuiColumns* 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;
ImGuiColumns* 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;
ImGuiColumns* 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 & ImGuiColumnsFlags_NoPreserveWidths) && (column_index < columns->Count-1);
const float width = preserve_width ? GetColumnWidthEx(columns, column_index, columns->IsBeingResized) : 0.0f;
if (!(columns->Flags & ImGuiColumnsFlags_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();
ImGuiColumns* 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();
ImGuiColumns* columns = window->DC.CurrentColumns;
if (column_index < 0)
column_index = columns->Current;
ImGuiColumnData* 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();
ImGuiColumns* columns = window->DC.CurrentColumns;
if (columns->Count == 1)
return;
window->DrawList->ChannelsSetCurrent(0);
int cmd_size = window->DrawList->CmdBuffer.Size;
PushClipRect(columns->HostClipRect.Min, columns->HostClipRect.Max, false);
IM_UNUSED(cmd_size);
IM_ASSERT(cmd_size == window->DrawList->CmdBuffer.Size); // Being in channel 0 this should not have created an ImDrawCmd
}
void ImGui::PopColumnsBackground()
{
ImGuiWindow* window = GetCurrentWindowRead();
ImGuiColumns* columns = window->DC.CurrentColumns;
if (columns->Count == 1)
return;
window->DrawList->ChannelsSetCurrent(columns->Current + 1);
PopClipRect();
}
ImGuiColumns* 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(ImGuiColumns());
ImGuiColumns* 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, ImGuiColumnsFlags 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);
ImGuiColumns* 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->HostClipRect = window->ClipRect;
columns->HostWorkRect = 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++)
{
ImGuiColumnData column;
column.OffsetNorm = n / (float)columns_count;
columns->Columns.push_back(column);
}
}
for (int n = 0; n < columns_count; n++)
{
// Compute clipping rectangle
ImGuiColumnData* column = &columns->Columns[n];
float clip_x1 = ImFloor(0.5f + window->Pos.x + GetColumnOffset(n));
float clip_x2 = ImFloor(0.5f + window->Pos.x + GetColumnOffset(n + 1) - 1.0f);
column->ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX);
column->ClipRect.ClipWith(window->ClipRect);
}
if (columns->Count > 1)
{
window->DrawList->ChannelsSplit(1 + columns->Count);
window->DrawList->ChannelsSetCurrent(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 = (float)(int)(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;
ImGuiColumns* columns = window->DC.CurrentColumns;
if (columns->Count == 1)
{
window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
IM_ASSERT(columns->Current == 0);
return;
}
PopItemWidth();
PopClipRect();
const float column_padding = g.Style.ItemSpacing.x;
columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y);
if (++columns->Current < columns->Count)
{
// 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;
window->DrawList->ChannelsSetCurrent(columns->Current + 1);
}
else
{
// New row/line
// Column 0 honor IndentX
window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f);
window->DrawList->ChannelsSetCurrent(1);
columns->Current = 0;
columns->LineMinY = columns->LineMaxY;
}
window->DC.CursorPos.x = (float)(int)(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;
PushColumnClipRect(columns->Current); // FIXME-COLUMNS: Could it be an overwrite?
// 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();
ImGuiColumns* columns = window->DC.CurrentColumns;
IM_ASSERT(columns != NULL);
PopItemWidth();
if (columns->Count > 1)
{
PopClipRect();
window->DrawList->ChannelsMerge();
}
const ImGuiColumnsFlags flags = columns->Flags;
columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y);
window->DC.CursorPos.y = columns->LineMaxY;
if (!(flags & ImGuiColumnsFlags_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 & ImGuiColumnsFlags_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++)
{
ImGuiColumnData* 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, false))
continue;
bool hovered = false, held = false;
if (!(flags & ImGuiColumnsFlags_NoResize))
{
ButtonBehavior(column_hit_rect, column_id, &hovered, &held);
if (hovered || held)
g.MouseCursor = ImGuiMouseCursor_ResizeEW;
if (held && !(column->Flags & ImGuiColumnsFlags_NoResize))
dragging_column = n;
}
// Draw column
const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator);
const float xi = (float)(int)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 = columns->HostWorkRect;
window->DC.CurrentColumns = NULL;
window->DC.ColumnsOffset.x = 0.0f;
window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
}
// [2018-03: This is currently the only public API, while we are working on making BeginColumns/EndColumns user-facing]
void ImGui::Columns(int columns_count, const char* id, bool border)
{
ImGuiWindow* window = GetCurrentWindow();
IM_ASSERT(columns_count >= 1);
ImGuiColumnsFlags flags = (border ? 0 : ImGuiColumnsFlags_NoBorder);
//flags |= ImGuiColumnsFlags_NoPreserveWidths; // NB: Legacy behavior
ImGuiColumns* 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);
}
//-------------------------------------------------------------------------
| 355,014 | C++ | 46.209441 | 317 | 0.624119 |
NVIDIA-Omniverse/PhysX/flow/source/nvfloweditor/NvFlowEditor.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2014-2022 NVIDIA Corporation. All rights reserved.
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <stdarg.h>
#include <math.h>
#include "imgui.h"
#include "Loader.h"
#include "ImguiRenderer.h"
#include "ShapeRenderer.h"
#include "FrameCapture.h"
#include "NvFlowArray.h"
#include "NvFlowUploadBuffer.h"
#include "Camera.h"
#include "Timer.h"
#include "NvFlowDatabase.h"
#include "EditorCommon.h"
int testStandaloneMode();
void printError(const char* str, void* userdata)
{
fprintf(stderr, "FlowLoaderError: %s\n", str);
}
int init(App* ptr)
{
// initialize GLFW
if (!ptr->headless)
{
if (editorGlfw_init(ptr))
{
return 1;
}
}
// initialize graphics
{
NvFlowSwapchainDesc swapchainDesc = {};
editorGlfw_getSwapchainDesc(ptr, &swapchainDesc);
editorCompute_init(&ptr->compute, &swapchainDesc, ptr->headless);
ptr->camera = NvFlowCameraCreate((int)ptr->windowWidth, (int)ptr->windowHeight);
}
NvFlowContext* context = ptr->compute.loader.deviceInterface.getContext(ptr->compute.deviceQueue);
NvFlowLogPrint_t logPrint = ptr->compute.contextInterface.getLogPrint(context);
// initialize imgui
if (!ptr->headless)
{
editorImgui_init(&ptr->imgui, &ptr->compute.contextInterface, context);
}
// initialize shape renderer
{
NvFlowShapeRendererInterface_duplicate(&ptr->shapeRendererInterface, NvFlowGetShapeRendererInterface());
ptr->shapeRenderer = ptr->shapeRendererInterface.create(&ptr->compute.contextInterface, context);
logPrint(eNvFlowLogLevel_info, "Initialized Shape Renderer");
}
// initialize frame capture
{
NvFlowFrameCaptureInterface_duplicate(&ptr->frameCaptureInterface, NvFlowGetFrameCaptureInterface());
ptr->frameCapture = ptr->frameCaptureInterface.create(&ptr->compute.contextInterface, context);
logPrint(eNvFlowLogLevel_info, "Initialized Frame Capture");
}
// initialize flow
{
editorFlow_init(&ptr->compute, &ptr->flow);
}
// initialize profiling
{
fopen_s(&ptr->compute.perflog, "NvFlowPerfLog.txt", "w");
if (ptr->compute.perflog)
{
ptr->compute.loader.deviceInterface.enableProfiler(context, &ptr->compute, editorCompute_reportEntries);
}
appTimerInit(&ptr->flowTimerCPU);
appTimerInit(&ptr->imguiTimerCPU);
appTimerInit(&ptr->presentTimerCPU);
}
return 0;
}
int update(App* ptr)
{
// fixed dt for the moment
float deltaTime = 1.f / 60.f;
NvFlowTexture* swapchainTexture = nullptr;
if (!ptr->headless)
{
swapchainTexture = ptr->compute.loader.deviceInterface.getSwapchainFrontTexture(ptr->compute.swapchain);
}
NvFlowContext* context = ptr->compute.loader.deviceInterface.getContext(ptr->compute.deviceQueue);
NvFlowFloat4x4 projection = {};
NvFlowFloat4x4 view = {};
NvFlowCameraGetProjection(ptr->camera, &projection, float(ptr->windowWidth), float(ptr->windowHeight));
NvFlowCameraGetView(ptr->camera, &view);
NvFlowCameraAnimationTick(ptr->camera, 1.f / 60.f);
NvFlowTextureTransient* offscreenColorTransient = nullptr;
NvFlowTextureTransient* offscreenDepthTransient = nullptr;
if (ptr->windowWidth != 0 && ptr->windowHeight != 0)
{
NvFlowTextureDesc texDesc = {};
texDesc.textureType = eNvFlowTextureType_2d;
texDesc.usageFlags = eNvFlowTextureUsage_rwTexture | eNvFlowTextureUsage_texture;
texDesc.format = eNvFlowFormat_r16g16b16a16_float;
texDesc.width = ptr->windowWidth;
texDesc.height = ptr->windowHeight;
texDesc.depth = 1u;
texDesc.mipLevels = 1u;
offscreenColorTransient = ptr->compute.contextInterface.getTextureTransient(context, &texDesc);
texDesc.format = eNvFlowFormat_r32_float;
offscreenDepthTransient = ptr->compute.contextInterface.getTextureTransient(context, &texDesc);
}
if (offscreenColorTransient)
{
if (!ptr->flow.simonly)
{
NvFlowFloat4 spherePositionRadius[1] = { {-100.f, 0.f, 0.f, 50.f} };
NvFlowShapeRendererParams shapeParams = {};
shapeParams.numSpheres = ptr->sphereEnabled ? 1u : 0u;
shapeParams.spherePositionRadius = spherePositionRadius;
ptr->shapeRendererInterface.render(
context,
ptr->shapeRenderer,
&shapeParams,
&view,
&projection,
ptr->windowWidth,
ptr->windowHeight,
offscreenDepthTransient,
offscreenColorTransient
);
}
editorFlow_presimulate(&ptr->compute, &ptr->flow, deltaTime, ptr->isPaused);
appTimerBegin(&ptr->flowTimerCPU);
editorFlow_simulate(&ptr->compute, &ptr->flow, deltaTime, ptr->isPaused);
if (!ptr->flow.simonly)
{
editorFlow_offscreen(&ptr->compute, &ptr->flow);
NvFlowTextureTransient* colorFrontTransient = offscreenColorTransient;
editorFlow_render(
&ptr->compute,
&ptr->flow,
&colorFrontTransient,
offscreenDepthTransient,
ptr->windowWidth,
ptr->windowHeight,
&view,
&projection
);
// testing
ptr->compute.loader.gridInterface.copyTexture(
context,
ptr->flow.grid,
ptr->windowWidth,
ptr->windowHeight,
eNvFlowFormat_r16g16b16a16_float,
colorFrontTransient,
&colorFrontTransient
);
offscreenColorTransient = colorFrontTransient;
}
editorFlow_unmap(&ptr->compute, &ptr->flow);
appTimerEnd(&ptr->flowTimerCPU);
float flowCpuTime = 0.f;
appTimerGetResults(&ptr->flowTimerCPU, &flowCpuTime);
float aveFlowCpuTime = 0.f;
if (appTimerUpdateStats(&ptr->flowTimerCPU, flowCpuTime, 60.f, &aveFlowCpuTime))
{
printf("Average Flow CPU time = %f ms\n", 1000.f * aveFlowCpuTime);
}
}
appTimerBegin(&ptr->imguiTimerCPU);
// render imgui
if (swapchainTexture)
{
NvFlowTextureTransient* textureTransient = ptr->compute.contextInterface.registerTextureAsTransient(context, swapchainTexture);
editorGlfw_newFrame(ptr, deltaTime);
editorImgui_update(&ptr->imgui, ptr, &ptr->compute, &ptr->flow);
editorImgui_render(&ptr->imgui, context, offscreenColorTransient, textureTransient, ptr->windowWidth, ptr->windowHeight);
if (ptr->captureEnabled)
{
ptr->frameCaptureInterface.capture(context, ptr->frameCapture, ptr->windowWidth, ptr->windowHeight, textureTransient);
}
ptr->frameCaptureInterface.update(context, ptr->frameCapture);
}
appTimerEnd(&ptr->imguiTimerCPU);
// report results
{
float imguiCpuTime = 0.f;
appTimerGetResults(&ptr->imguiTimerCPU, &imguiCpuTime);
float aveImguiCpuTime = 0.f;
if (appTimerUpdateStats(&ptr->imguiTimerCPU, imguiCpuTime, 60.f, &aveImguiCpuTime))
{
printf("Average Imgui CPU time = %f ms\n", 1000.f * aveImguiCpuTime);
}
}
appTimerBegin(&ptr->presentTimerCPU);
NvFlowUint64 flushedFrameID = 0llu;
if (!ptr->headless)
{
int deviceReset = ptr->compute.loader.deviceInterface.presentSwapchain(ptr->compute.swapchain, ptr->compute.vsync, &flushedFrameID);
if (deviceReset)
{
editorCompute_logPrint(eNvFlowLogLevel_error, "Device Reset!!!");
return 1;
}
}
else
{
ptr->compute.loader.deviceInterface.flush(ptr->compute.deviceQueue, &flushedFrameID, nullptr, nullptr);
}
appTimerEnd(&ptr->presentTimerCPU);
// report results
{
float presentCpuTime = 0.f;
appTimerGetResults(&ptr->presentTimerCPU, &presentCpuTime);
float avePresentCpuTime = 0.f;
if (appTimerUpdateStats(&ptr->presentTimerCPU, presentCpuTime, 60.f, &avePresentCpuTime))
{
printf("Average Present CPU time = %f ms\n", 1000.f * avePresentCpuTime);
}
}
ptr->compute.loader.deviceInterface.waitForFrame(ptr->compute.deviceQueue, flushedFrameID);
// allow benchmark to request exit
if (!ptr->compute.benchmarkShouldRun)
{
ptr->shouldRun = false;
}
if (!ptr->headless)
{
if (editorGlfw_processEvents(ptr))
{
return 1;
}
}
if (!ptr->shouldRun)
{
editorCompute_logPrint(eNvFlowLogLevel_info, "ShouldRun == false");
return 1;
}
return 0;
}
void destroy(App* ptr)
{
NvFlowContext* context = ptr->compute.loader.deviceInterface.getContext(ptr->compute.deviceQueue);
NvFlowLogPrint_t logPrint = ptr->compute.contextInterface.getLogPrint(context);
// destroy profiling
{
appTimerDestroy(&ptr->flowTimerCPU);
appTimerDestroy(&ptr->imguiTimerCPU);
appTimerDestroy(&ptr->presentTimerCPU);
if (ptr->compute.perflog)
{
ptr->compute.loader.deviceInterface.disableProfiler(context);
fclose(ptr->compute.perflog);
ptr->compute.perflog = nullptr;
}
}
// destroy grid
{
editorFlow_destroy(&ptr->compute, &ptr->flow);
}
// destroy frame capture
{
ptr->frameCaptureInterface.destroy(context, ptr->frameCapture);
logPrint(eNvFlowLogLevel_info, "Destroyed Frame Capture");
}
// destroy shape renderer
{
ptr->shapeRendererInterface.destroy(context, ptr->shapeRenderer);
logPrint(eNvFlowLogLevel_info, "Destroyed Shape Renderer");
}
// destroy imgui
if (!ptr->headless)
{
editorImgui_destroy(&ptr->imgui, context);
}
// destroy graphics
{
NvFlowCameraDestroy(ptr->camera);
editorCompute_destroy(&ptr->compute);
}
// destroy GLFW
if (!ptr->headless)
{
editorGlfw_destroy(ptr);
}
}
int main(int argc, char** argv)
{
App app = {};
for (int argIdx = 0; argIdx < argc; argIdx++)
{
if (strcmp(argv[argIdx], "--headless") == 0)
{
app.compute.headless = NV_FLOW_TRUE;
}
else if (strcmp(argv[argIdx], "--vulkan") == 0)
{
app.compute.contextApi = eNvFlowContextApi_vulkan;
}
else if (strcmp(argv[argIdx], "--cpu") == 0)
{
app.compute.contextApi = eNvFlowContextApi_cpu;
}
else if (strcmp(argv[argIdx], "--threads") == 0)
{
argIdx++;
if (argIdx < argc)
{
app.compute.threadCount = atoi(argv[argIdx]);
}
}
else if (strcmp(argv[argIdx], "-o") == 0)
{
argIdx++;
if (argIdx < argc)
{
app.compute.outputFilename = argv[argIdx];
}
}
else if (strcmp(argv[argIdx], "--benchmark") == 0)
{
argIdx++;
if (argIdx < argc)
{
app.compute.benchmarkFrameCount = atoi(argv[argIdx]);
}
}
else if (strcmp(argv[argIdx], "--maxlocations") == 0)
{
argIdx++;
if (argIdx < argc)
{
app.flow.targetMaxLocations = atoi(argv[argIdx]);
}
}
else if (strcmp(argv[argIdx], "--cellsize") == 0)
{
argIdx++;
if (argIdx < argc)
{
app.flow.cellsizeOverride = (float)atof(argv[argIdx]);
}
}
else if (strcmp(argv[argIdx], "--smallblocks") == 0)
{
app.flow.smallBlocksOverride = NV_FLOW_TRUE;
}
else if (strcmp(argv[argIdx], "--simonly") == 0)
{
app.flow.simonly = NV_FLOW_TRUE;
}
else if (strcmp(argv[argIdx], "--stage") == 0)
{
argIdx++;
if (argIdx < argc)
{
app.flow.cmdStage = argv[argIdx];
}
}
else if (strcmp(argv[argIdx], "--standalone") == 0)
{
return testStandaloneMode();
}
}
const char* apiStrs[eNvFlowContextApi_count] = { "Abstract", "Vulkan", "D3D12", "CPU" };
printf("Configuration:\n"
"api(%s)\n"
"threadCount(%d)\n"
"outputFilename(%s)\n"
"benchmarkFrames(%d)\n"
"cellsizeOverride(%f)\n"
"smallBlocksOverride(%d)\n"
"simonly(%d)\n"
"cmdStage(%s)\n"
"maxLocations(%d)\n",
apiStrs[app.compute.contextApi],
app.compute.threadCount,
app.compute.outputFilename ? app.compute.outputFilename : "unset",
app.compute.benchmarkFrameCount,
app.flow.cellsizeOverride,
app.flow.smallBlocksOverride,
app.flow.simonly,
app.flow.cmdStage,
app.flow.targetMaxLocations
);
if (init(&app))
{
return 1;
}
while (!update(&app))
{
}
destroy(&app);
return 0;
}
#ifdef NV_FLOW_DEBUG_ALLOC
#include <stdio.h>
#include <atomic>
std::atomic_int32_t allocCount(0u);
void* operator new(std::size_t sz)
{
if (sz == 0u) sz = 1u;
allocCount++;
return std::malloc(sz);
}
void operator delete(void* ptr)
{
std::free(ptr);
int32_t count = allocCount.fetch_sub(1) - 1;
printf("NvFlowEditor.cpp free() refCount = %d\n", count);
}
void* operator new[](std::size_t sz)
{
if (sz == 0u) sz = 1u;
allocCount++;
return std::malloc(sz);
}
void operator delete[](void* ptr)
{
std::free(ptr);
int32_t count = allocCount.fetch_sub(1) - 1;
printf("NvFlowEditor.cpp free() refCount = %d\n", count);
}
#endif
| 13,791 | C++ | 24.683426 | 134 | 0.686245 |
NVIDIA-Omniverse/PhysX/flow/source/nvfloweditor/Test.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2014-2022 NVIDIA Corporation. All rights reserved.
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <stdarg.h>
#include <math.h>
#include "imgui.h"
#include "Loader.h"
#include "ImguiRenderer.h"
#include "ShapeRenderer.h"
#include "FrameCapture.h"
#include "NvFlowArray.h"
#include "NvFlowUploadBuffer.h"
#include "Camera.h"
#include "Timer.h"
#include "NvFlowDatabase.h"
struct NvFlowDatabasePrim
{
NvFlowDatabasePrim* parent;
const char* path;
const char* name;
};
NV_FLOW_INLINE NvFlowDatabasePrim* createPrim(
NvFlowDatabaseContext* context,
NvFlowUint64 version,
NvFlowDatabasePrim* parent,
const char* displayTypename,
const char* path,
const char* name)
{
auto prim = new NvFlowDatabasePrim();
prim->parent = parent;
prim->path = path;
prim->name = name;
printf("Create prim: displayTypename(%s), path(%s) name(%s)\n", displayTypename, path, name);
return prim;
}
NV_FLOW_INLINE void updatePrim(
NvFlowDatabaseContext* context,
NvFlowUint64 version,
NvFlowUint64 minActiveVersion,
NvFlowDatabasePrim* prim)
{
}
NV_FLOW_INLINE void markDestroyedPrim(NvFlowDatabaseContext* context, NvFlowDatabasePrim* prim)
{
printf("MarkDestroyed prim: path(%s) name(%s)\n", prim->path, prim->name);
}
NV_FLOW_INLINE void destroyPrim(NvFlowDatabaseContext* context, NvFlowDatabasePrim* prim)
{
printf("Destroy prim: path(%s) name(%s)\n", prim->path, prim->name);
delete prim;
}
struct NvFlowDatabaseValue
{
NvFlowArray<NvFlowUint8> data;
NvFlowUint64 version;
NvFlowUint64 lastUsed;
};
struct NvFlowDatabaseAttr
{
NvFlowRingBufferPointer<NvFlowDatabaseValue*> values;
};
NV_FLOW_INLINE NvFlowDatabaseValue* copyArray(
NvFlowUint64 version,
NvFlowUint64 minActiveVersion,
NvFlowDatabaseAttr* attr,
const NvFlowReflectData* reflectData,
NvFlowUint8* mappedData)
{
auto value = attr->values.allocateBackPointer();
//printf("Creating %s %p!!! version(%llu) minActiveVersion(%llu) active(%llu) free(%llu)\n",
// reflectData->name, value, version, minActiveVersion,
// attr->values.activeCount(), attr->values.freeCount());
value->version = version;
value->lastUsed = version;
value->data.size = 0u;
NvFlowUint8** pData = (NvFlowUint8**)(mappedData + reflectData->dataOffset);
NvFlowUint64* pArraySize = (NvFlowUint64*)(mappedData + reflectData->arraySizeOffset);
const NvFlowUint8* srcData = (*pData);
NvFlowUint64 srcSizeInBytes = reflectData->dataType->elementSize * (*pArraySize);
value->data.reserve(srcSizeInBytes);
value->data.size = srcSizeInBytes;
if (srcData)
{
//printf("Memcpy %p to %p of %llu bytes\n", srcData, value->data.data, srcSizeInBytes);
memcpy(value->data.data, srcData, srcSizeInBytes);
}
else
{
memset(value->data.data, 0, srcSizeInBytes);
}
// override to owned copy
*pData = value->data.data;
return value;
}
NV_FLOW_INLINE NvFlowDatabaseAttr* createAttr(
NvFlowDatabaseContext* context,
NvFlowUint64 version,
NvFlowDatabasePrim* prim,
const NvFlowReflectData* reflectData,
NvFlowUint8* mappedData)
{
auto attr = new NvFlowDatabaseAttr();
if (reflectData->reflectMode & eNvFlowReflectMode_array)
{
copyArray(version, version, attr, reflectData, mappedData);
}
if (reflectData->dataType->dataType == eNvFlowType_float &&
strcmp(reflectData->name, "colorScale") == 0)
{
float* pColorScale = (float*)(mappedData + reflectData->dataOffset);
*pColorScale = 1.f;
}
return attr;
}
NV_FLOW_INLINE void updateAttr(
NvFlowDatabaseContext* context,
NvFlowUint64 version,
NvFlowUint64 minActiveVersion,
NvFlowDatabaseAttr* attr,
const NvFlowReflectData* reflectData,
NvFlowUint8* mappedData)
{
if (reflectData->reflectMode & eNvFlowReflectMode_array)
{
while (attr->values.activeCount() > 1u && attr->values.front()->lastUsed < minActiveVersion)
{
//printf("Popping %s version %llu lastUsed %llu\n", reflectData->name, attr->values.front()->version, attr->values.front()->lastUsed);
attr->values.popFront();
}
#if 0
for (NvFlowUint64 idx = 0u; idx < attr->values.activeCount() + attr->values.freeCount(); idx++)
{
auto ptr = attr->values[idx - attr->values.freeCount()];
if (idx < attr->values.freeCount())
{
printf("free element [%llu] version %llu lastUsed %llu\n", idx, ptr->version, ptr->lastUsed);
}
else
{
printf("element [%llu] version %llu lastUsed %llu\n", idx, ptr->version, ptr->lastUsed);
}
}
#endif
// Copy each frame to test recycling
if (attr->values.activeCount() > 0u && attr->values.back()->version != version)
{
copyArray(version, minActiveVersion, attr, reflectData, mappedData);
}
if (attr->values.activeCount() > 0u)
{
attr->values.back()->lastUsed = version;
}
while (attr->values.activeCount() > 0u && attr->values.front()->lastUsed < minActiveVersion)
{
//printf("Popping %s version %llu lastUsed %llu\n", reflectData->name, attr->values.front()->version, attr->values.front()->lastUsed);
attr->values.popFront();
}
}
}
NV_FLOW_INLINE void markDestroyedAttr(NvFlowDatabaseContext* context, NvFlowDatabaseAttr* attr)
{
}
NV_FLOW_INLINE void destroyAttr(NvFlowDatabaseContext* context, NvFlowDatabaseAttr* attr)
{
delete attr;
}
static const NvFlowDatabaseInterface iface = {
createPrim, updatePrim, markDestroyedPrim, destroyPrim,
createAttr, updateAttr, markDestroyedAttr, destroyAttr
};
void testDatabase()
{
NvFlowDatabase versioned = {};
auto type = versioned.createType(&NvFlowGridSimulateLayerParams_NvFlowReflectDataType, "FlowSimulate");
NvFlowUint64 version = 64u;
auto v0 = versioned.createInstance<&iface>(nullptr, version, type, "root/", "test0");
auto v1 = versioned.createInstance<&iface>(nullptr, version, type, "root/", "test1");
auto v2 = versioned.createInstance<&iface>(nullptr, version, type, "root/", "test2");
for (NvFlowUint64 updateIdx = 0u; updateIdx < 4096u; updateIdx++)
{
versioned.update<&iface>(nullptr, version, version - 6u);
if (updateIdx == 64u)
{
versioned.markInstanceForDestroy<&iface>(nullptr, v2);
}
NvFlowDatabaseSnapshot snapshot = {};
versioned.getSnapshot(&snapshot, version);
auto ptr = (NvFlowGridSimulateLayerParams*)snapshot.typeSnapshots[0].instanceDatas[0];
version++;
}
versioned.update<&iface>(nullptr, version, ~0llu);
versioned.destroy<&iface>(nullptr);
}
void testArray()
{
NvFlowArrayPointer<int*> testArray;
testArray.allocateBackPointer();
testArray.allocateBackPointer();
testArray.allocateBackPointer();
testArray.size = 0u;
testArray.reserve(64u);
testArray.allocateBackPointer();
testArray.allocateBackPointer();
testArray.allocateBackPointer();
testArray.allocateBackPointer();
testArray.allocateBackPointer();
testArray.allocateBackPointer();
}
| 8,868 | C++ | 29.795139 | 146 | 0.684484 |
NVIDIA-Omniverse/PhysX/flow/source/nvfloweditor/EditorCommon.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2014-2022 NVIDIA Corporation. All rights reserved.
#pragma once
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <stdarg.h>
#include <math.h>
#include "imgui.h"
#include "Loader.h"
#include "ImguiRenderer.h"
#include "ShapeRenderer.h"
#include "FrameCapture.h"
#include "NvFlowArray.h"
#include "NvFlowString.h"
#include "NvFlowUploadBuffer.h"
#include "Camera.h"
#include "Timer.h"
#include "NvFlowDatabase.h"
#include "NvFlowStringHash.h"
// Editor stage API
struct EditorFlow;
void editorFlow_clearStage(EditorFlow* ptr);
void editorFlow_definePrim(EditorFlow* ptr, const char* type, const char* path, const char* name);
void editorFlow_setAttribute(EditorFlow* ptr, const char* primPath, const char* name, const void* data, NvFlowUint64 sizeInBytes);
void editorFlow_setAttributeFloat(EditorFlow* ptr, const char* primPath, const char* name, float value);
void editorFlow_setAttributeInt(EditorFlow* ptr, const char* primPath, const char* name, int value);
void editorFlow_setAttributeUint(EditorFlow* ptr, const char* primPath, const char* name, NvFlowUint value);
void editorFlow_setAttributeBool(EditorFlow* ptr, const char* primPath, const char* name, NvFlowBool32 value);
void editorFlow_setAttributeFloat3(EditorFlow* ptr, const char* primPath, const char* name, NvFlowFloat3 value);
void editorFlow_setAttributeFloat3Array(EditorFlow* ptr, const char* primPath, const char* name, const NvFlowFloat3* values, NvFlowUint64 elementCount);
void editorFlow_setAttributeFloat4Array(EditorFlow* ptr, const char* primPath, const char* name, const NvFlowFloat4* values, NvFlowUint64 elementCount);
void editorFlow_setAttributeIntArray(EditorFlow* ptr, const char* primPath, const char* name, const int* values, NvFlowUint64 elementCount);
// Builtin Scenes
struct EditorFlowStage
{
const char* stageName;
void*(*init)(EditorFlow* ptr);
void(*update)(EditorFlow* ptr, void* userdata, double time, float deltaTime);
void(*destroy)(EditorFlow* ptr, void* userdata);
};
void editorFlowStage_getBuiltinStages(const EditorFlowStage*** pStages, NvFlowUint64* pStageCount);
void editorFlowStage_applyOverrides(EditorFlow* ptr, float cellsizeOverride, NvFlowBool32 smallBlocksOverride);
// Editor subsystems
struct App;
void printError(const char* str, void* userdata);
struct EditorCompute
{
// compute config
NvFlowContextApi contextApi = eNvFlowContextApi_vulkan;
NvFlowUint threadCount = 0u;
NvFlowBool32 headless = NV_FLOW_FALSE;
NvFlowBool32 vsync = NV_FLOW_TRUE;
// loader/compute foundation
void* nvFlowModule = nullptr;
void* nvFlowExtModule = nullptr;
NvFlowLoader loader = {};
NvFlowContextInterface contextInterface = {};
NvFlowDeviceManager* deviceManager = nullptr;
NvFlowDevice* device = nullptr;
NvFlowDeviceQueue* deviceQueue = nullptr;
NvFlowSwapchain* swapchain = nullptr;
// benchmarking
FILE* perflog = nullptr;
NvFlowArray<const char*> statEntries_label;
NvFlowArray<NvFlowBool32> statEntries_active;
NvFlowArray<float> statEntries_cpuDeltaTime_sum;
NvFlowArray<float> statEntries_cpuDeltaTime_count;
NvFlowArray<float> statEntries_gpuDeltaTime_sum;
NvFlowArray<float> statEntries_gpuDeltaTime_count;
NvFlowArray<const char*> statOut_label;
NvFlowArray<float> statOut_cpu;
NvFlowArray<float> statOut_gpu;
const char* outputFilename = "benchmark.csv";
FILE* outputFile = nullptr;
NvFlowUint benchmarkFrameCount = 0u;
NvFlowUint benchmarkFrameID = 0u;
bool benchmarkShouldRun = true;
NvFlowUint benchmarkActiveBlockCount = 0u;
AppTimer benchmarkTimerCPU = {};
};
void editorCompute_init(EditorCompute* ptr, const NvFlowSwapchainDesc* swapchainDesc, NvFlowBool32 headless);
void editorCompute_destroy(EditorCompute* ptr);
void editorCompute_reportEntries(void* userdata, NvFlowUint64 captureID, NvFlowUint numEntries, NvFlowProfilerEntry* entries);
void editorCompute_logPrint(NvFlowLogLevel level, const char* format, ...);
struct EditorFlowCommand
{
const char* cmd;
const char* path;
const char* name;
const char* type;
const NvFlowUint8* data;
NvFlowUint64 dataSize;
};
struct EditorFlow
{
// flow editor config
NvFlowUint maxLocations = 4096u;
NvFlowUint targetMaxLocations = 4096u;
NvFlowBool32 simonly = NV_FLOW_FALSE;
NvFlowBool32 smallBlocksOverride = NV_FLOW_FALSE;
float cellsizeOverride = 0.f;
const char* cmdStage = nullptr;
NvFlowArray<const EditorFlowStage*> stages;
NvFlowUint64 targetStageIdx = 0llu;
const EditorFlowStage* currentStage = nullptr;
void* stageUserdata = nullptr;
// active state
double absoluteSimTime = 0.0;
double animationTime = 0.0;
NvFlowUint activeBlockCount = 0u;
NvFlowUint3 activeBlockDim = { 0u, 0u, 0u };
NvFlowUint activeBlockCountIsosurface = 0u;
NvFlowUint3 activeBlockDimIsosurface = { 32u, 16u, 16u };
// flow grid
NvFlowGrid* grid = nullptr;
NvFlowGridParamsNamed* gridParamsServer = nullptr;
NvFlowGridParamsNamed* gridParamsClient = nullptr;
NvFlowGridParams* gridParams = nullptr;
NvFlowDatabase gridParamsSet;
NvFlowArray<const char*> typenames;
NvFlowArray<const char*> displayTypenames;
NvFlowArray<const NvFlowReflectDataType*> dataTypes;
NvFlowArray<NvFlowDatabaseType*> types;
NvFlowArray<NvFlowDatabaseInstance*> abstractParamsList;
// dynamic grid params
NvFlowGridParamsDesc gridParamsDesc = {};
NvFlowGridParams* clientGridParams = nullptr;
NvFlowGridParamsSnapshot* paramsSnapshot = nullptr;
NvFlowArray<EditorFlowCommand> commands;
NvFlowStringPool* commandStringPool = nullptr;
NvFlowStringHashTable<NvFlowDatabasePrim*> primMap;
};
void editorFlow_init(EditorCompute* ctx, EditorFlow* ptr);
void editorFlow_presimulate(EditorCompute* ctx, EditorFlow* ptr, float deltaTime, NvFlowBool32 isPaused);
void editorFlow_simulate(EditorCompute* ctx, EditorFlow* ptr, float deltaTime, NvFlowBool32 isPaused);
void editorFlow_offscreen(EditorCompute* ctx, EditorFlow* ptr);
void editorFlow_render(EditorCompute* ctx, EditorFlow* ptr,
NvFlowTextureTransient** colorFrontTransient,
NvFlowTextureTransient* offscreenDepthTransient,
NvFlowUint windowWidth,
NvFlowUint windowHeight,
const NvFlowFloat4x4* view,
const NvFlowFloat4x4* projection
);
void editorFlow_unmap(EditorCompute* ctx, EditorFlow* ptr);
void editorFlow_destroy(EditorCompute* ctx, EditorFlow* ptr);
struct EditorImgui
{
NvFlowImguiRendererInterface imguiRendererInterface = {};
NvFlowImguiRenderer* imguiRenderer = nullptr;
};
void editorImgui_init(EditorImgui* ptr, NvFlowContextInterface* contextInterface, NvFlowContext* context);
void editorImgui_update(
EditorImgui* ptr,
App* app,
EditorCompute* compute,
EditorFlow* flow
);
void editorImgui_render(
EditorImgui* ptr,
NvFlowContext* context,
NvFlowTextureTransient* colorIn,
NvFlowTextureTransient* colorOut,
NvFlowUint windowWidth,
NvFlowUint windowHeight
);
void editorImgui_destroy(EditorImgui* ptr, NvFlowContext* context);
struct App
{
NvFlowUint windowWidth = 1280u;
NvFlowUint windowHeight = 800u;
NvFlowUint windowWidthOld = 1280u;
NvFlowUint windowHeightOld = 800u;
GLFWwindow* window = nullptr;
NvFlowBool32 headless = NV_FLOW_FALSE;
NvFlowBool32 isPaused = NV_FLOW_FALSE;
NvFlowBool32 overlayEnabled = NV_FLOW_FALSE;
NvFlowBool32 editorEnabled = NV_FLOW_TRUE;
NvFlowBool32 sphereEnabled = NV_FLOW_FALSE;
NvFlowBool32 captureEnabled = NV_FLOW_FALSE;
int fullscreenState = 0;
NvFlowBool32 shouldRun = NV_FLOW_TRUE;
int mouseX = 0;
int mouseY = 0;
int mouseYInv = 0;
NvFlowBool32 mouseJustPressed[5u];
NvFlowShapeRendererInterface shapeRendererInterface = {};
NvFlowShapeRenderer* shapeRenderer = nullptr;
NvFlowFrameCaptureInterface frameCaptureInterface = {};
NvFlowFrameCapture* frameCapture = nullptr;
EditorImgui imgui = {};
EditorCompute compute = {};
EditorFlow flow = {};
NvFlowCamera* camera = nullptr;
AppTimer flowTimerCPU = {};
AppTimer imguiTimerCPU = {};
AppTimer presentTimerCPU = {};
};
int editorGlfw_init(App* ptr);
void editorGlfw_getSwapchainDesc(App* ptr, NvFlowSwapchainDesc* outDesc);
void editorGlfw_newFrame(App* ptr, float deltaTime);
int editorGlfw_processEvents(App* ptr);
void editorGlfw_destroy(App* ptr);
#if !defined(_WIN32)
NV_FLOW_INLINE void fopen_s(FILE** streamptr, const char* filename, const char* mode)
{
*streamptr = fopen(filename, mode);
}
#endif
| 10,165 | C | 34.795775 | 152 | 0.757009 |
NVIDIA-Omniverse/PhysX/flow/source/nvfloweditor/StandaloneTest.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2014-2022 NVIDIA Corporation. All rights reserved.
#include <stdio.h>
#include <stdlib.h>
#include <stdint.h>
#include <stdarg.h>
#include "NvFlowLoader.h"
struct FlowStandaloneInstance;
struct FlowStandaloneBuffer;
struct FlowStandaloneSemaphore;
struct FlowStandaloneOutput
{
FlowStandaloneBuffer* temperatureNanoVdb;
FlowStandaloneBuffer* fuelNanoVdb;
FlowStandaloneBuffer* burnNanoVdb;
FlowStandaloneBuffer* smokeNanoVdb;
FlowStandaloneBuffer* velocityNanoVdb;
FlowStandaloneBuffer* divergenceNanoVdb;
uint64_t currentFrame;
uint64_t readbackFrame;
uint8_t* temperatureNanoVdbReadback;
uint64_t temperatureNanoVdbReadbackSize;
uint8_t* fuelNanoVdbReadback;
uint64_t fuelNanoVdbReadbackSize;
uint8_t* burnNanoVdbReadback;
uint64_t burnNanoVdbReadbackSize;
uint8_t* smokeNanoVdbReadback;
uint64_t smokeNanoVdbReadbackSize;
uint8_t* velocityNanoVdbReadback;
uint64_t velocityNanoVdbReadbackSize;
uint8_t* divergenceNanoVdbReadback;
uint64_t divergenceNanoVdbReadbackSize;
};
struct FlowStandaloneInstance
{
NvFlowLoader loader = {};
NvFlowContextInterface contextInterface = {};
NvFlowDeviceManager* deviceManager = nullptr;
NvFlowDevice* device = nullptr;
NvFlowDeviceQueue* deviceQueue = nullptr;
NvFlowGrid* grid = nullptr;
NvFlowGridParamsNamed* gridParamsNamed = nullptr;
NvFlowBuffer* temperatureNanoVdb = nullptr;
NvFlowBuffer* fuelNanoVdb = nullptr;
NvFlowBuffer* burnNanoVdb = nullptr;
NvFlowBuffer* smokeNanoVdb = nullptr;
NvFlowBuffer* velocityNanoVdb = nullptr;
NvFlowBuffer* divergenceNanoVdb = nullptr;
bool invalid = false;
};
static void flowLoaderError(const char* str, void* userdata)
{
printf("omni.flow.usd failed to load Flow library!!!\n%s\n", str);
}
static void logPrint(NvFlowLogLevel level, const char* format, ...)
{
va_list args;
va_start(args, format);
char buf[256u];
buf[0u] = '\0';
const char* prefix = "Unknown";
if (level == eNvFlowLogLevel_error)
{
vsnprintf(buf, 256u, format, args);
printf("FlowError: %s\n", buf);
}
else if (level == eNvFlowLogLevel_warning)
{
vsnprintf(buf, 256u, format, args);
printf("FlowWarn: %s\n", buf);
}
else if (level == eNvFlowLogLevel_info)
{
vsnprintf(buf, 256u, format, args);
printf("FlowInfo: %s\n", buf);
}
va_end(args);
}
bool flowStandaloneInitInstance(FlowStandaloneInstance* ptr, uint32_t deviceIdx, bool cudaInteropEnabled, uint32_t maxBlocks)
{
NvFlowLoaderInit(&ptr->loader, flowLoaderError, nullptr);
if (!ptr->loader.module_nvflow || !ptr->loader.module_nvflowext)
{
printf("FlowStandaloneInstance init() failed!!!\n");
return false;
}
// initialize graphics
{
NvFlowBool32 validation = NV_FLOW_TRUE;
ptr->deviceManager = ptr->loader.deviceInterface.createDeviceManager(validation, nullptr, 0u);
NvFlowDeviceDesc deviceDesc = {};
deviceDesc.deviceIndex = deviceIdx;
deviceDesc.enableExternalUsage = cudaInteropEnabled;
deviceDesc.logPrint = logPrint;
ptr->device = ptr->loader.deviceInterface.createDevice(ptr->deviceManager, &deviceDesc);
ptr->deviceQueue = ptr->loader.deviceInterface.getDeviceQueue(ptr->device);
NvFlowContextInterface_duplicate(&ptr->contextInterface, ptr->loader.deviceInterface.getContextInterface(ptr->deviceQueue));
}
NvFlowContext* context = ptr->loader.deviceInterface.getContext(ptr->deviceQueue);
// initialize grid
{
NvFlowGridDesc gridDesc = NvFlowGridDesc_default;
if (maxBlocks > 0u)
{
gridDesc.maxLocations = maxBlocks;
}
ptr->grid = ptr->loader.gridInterface.createGrid(&ptr->contextInterface, context, &ptr->loader.opList, &ptr->loader.extOpList, &gridDesc);
ptr->gridParamsNamed = ptr->loader.gridParamsInterface.createGridParamsNamed("flowUsd");
}
return true;
}
FlowStandaloneInstance* flowStandaloneCreateInstance(uint32_t deviceIdx, bool cudaInteropEnabled, uint32_t maxBlocks)
{
auto ptr = new FlowStandaloneInstance();
if (!flowStandaloneInitInstance(ptr, deviceIdx, cudaInteropEnabled, maxBlocks))
{
delete ptr;
return nullptr;
}
return ptr;
}
void flowStandaloneDestroyBuffers(FlowStandaloneInstance* ptr)
{
NvFlowContext* context = ptr->loader.deviceInterface.getContext(ptr->deviceQueue);
// release old acquires
if (ptr->temperatureNanoVdb)
{
ptr->contextInterface.destroyBuffer(context, ptr->temperatureNanoVdb);
ptr->temperatureNanoVdb = nullptr;
}
if (ptr->fuelNanoVdb)
{
ptr->contextInterface.destroyBuffer(context, ptr->fuelNanoVdb);
ptr->fuelNanoVdb = nullptr;
}
if (ptr->burnNanoVdb)
{
ptr->contextInterface.destroyBuffer(context, ptr->burnNanoVdb);
ptr->burnNanoVdb = nullptr;
}
if (ptr->smokeNanoVdb)
{
ptr->contextInterface.destroyBuffer(context, ptr->smokeNanoVdb);
ptr->smokeNanoVdb = nullptr;
}
if (ptr->velocityNanoVdb)
{
ptr->contextInterface.destroyBuffer(context, ptr->velocityNanoVdb);
ptr->velocityNanoVdb = nullptr;
}
if (ptr->velocityNanoVdb)
{
ptr->contextInterface.destroyBuffer(context, ptr->velocityNanoVdb);
ptr->velocityNanoVdb = nullptr;
}
}
void flowStandaloneDestroyInstance(FlowStandaloneInstance* ptr)
{
// wait idle
{
ptr->loader.deviceInterface.waitIdle(ptr->deviceQueue);
}
flowStandaloneDestroyBuffers(ptr);
// destroy grid
{
NvFlowContext* context = ptr->loader.deviceInterface.getContext(ptr->deviceQueue);
ptr->loader.gridInterface.destroyGrid(context, ptr->grid);
ptr->loader.gridParamsInterface.destroyGridParamsNamed(ptr->gridParamsNamed);
}
// wait idle
{
NvFlowUint64 flushedFrameID = 0u;
ptr->loader.deviceInterface.flush(ptr->deviceQueue, &flushedFrameID, nullptr, nullptr);
ptr->loader.deviceInterface.waitIdle(ptr->deviceQueue);
}
// destroy graphics
{
ptr->loader.deviceInterface.destroyDevice(ptr->deviceManager, ptr->device);
ptr->loader.deviceInterface.destroyDeviceManager(ptr->deviceManager);
}
NvFlowLoaderDestroy(&ptr->loader);
delete ptr;
}
void flowStandaloneUpdateInstance(FlowStandaloneInstance* ptr, double absoluteSimTime, FlowStandaloneOutput* pOutput, bool cpuWait, FlowStandaloneSemaphore* waitSemaphore, FlowStandaloneSemaphore* signalSemaphore)
{
FlowStandaloneOutput output = {};
NvFlowGridRenderData renderData = {};
if (ptr->invalid)
{
if (pOutput)
{
*pOutput = output;
}
return;
}
NvFlowBufferAcquire* temperatureNanoVdbAcquire = nullptr;
NvFlowBufferAcquire* fuelNanoVdbAcquire = nullptr;
NvFlowBufferAcquire* burnNanoVdbAcquire = nullptr;
NvFlowBufferAcquire* smokeNanoVdbAcquire = nullptr;
NvFlowBufferAcquire* velocityNanoVdbAcquire = nullptr;
NvFlowBufferAcquire* divergenceNanoVdbAcquire = nullptr;
NvFlowContext* context = ptr->loader.deviceInterface.getContext(ptr->deviceQueue);
NvFlowGridParams* gridParams = ptr->loader.gridParamsInterface.mapGridParamsNamed(ptr->gridParamsNamed);
NvFlowGridParamsDesc gridParamsDesc = {};
NvFlowGridParamsSnapshot* paramsSnapshot = ptr->loader.gridParamsInterface.getParamsSnapshot(gridParams, absoluteSimTime, 0llu);
if (ptr->loader.gridParamsInterface.mapParamsDesc(gridParams, paramsSnapshot, &gridParamsDesc))
{
ptr->loader.gridInterface.simulate(
context,
ptr->grid,
&gridParamsDesc,
NV_FLOW_FALSE
);
//ptr->loader.gridInterface.offscreen(context, ptr->grid, &gridParamsDesc);
ptr->loader.gridInterface.getRenderData(context, ptr->grid, &renderData);
if (renderData.nanoVdb.temperatureNanoVdb)
{
temperatureNanoVdbAcquire = ptr->contextInterface.enqueueAcquireBuffer(context, renderData.nanoVdb.temperatureNanoVdb);
}
if (renderData.nanoVdb.fuelNanoVdb)
{
fuelNanoVdbAcquire = ptr->contextInterface.enqueueAcquireBuffer(context, renderData.nanoVdb.fuelNanoVdb);
}
if (renderData.nanoVdb.burnNanoVdb)
{
burnNanoVdbAcquire = ptr->contextInterface.enqueueAcquireBuffer(context, renderData.nanoVdb.burnNanoVdb);
}
if (renderData.nanoVdb.smokeNanoVdb)
{
smokeNanoVdbAcquire = ptr->contextInterface.enqueueAcquireBuffer(context, renderData.nanoVdb.smokeNanoVdb);
}
if (renderData.nanoVdb.velocityNanoVdb)
{
velocityNanoVdbAcquire = ptr->contextInterface.enqueueAcquireBuffer(context, renderData.nanoVdb.velocityNanoVdb);
}
if (renderData.nanoVdb.divergenceNanoVdb)
{
divergenceNanoVdbAcquire = ptr->contextInterface.enqueueAcquireBuffer(context, renderData.nanoVdb.divergenceNanoVdb);
}
ptr->loader.gridParamsInterface.unmapParamsDesc(gridParams, paramsSnapshot);
}
NvFlowUint64 flushedFrameID = 0llu;
int deviceReset = ptr->loader.deviceInterface.flush(ptr->deviceQueue, &flushedFrameID, (NvFlowDeviceSemaphore*)waitSemaphore, (NvFlowDeviceSemaphore*)signalSemaphore);
if (deviceReset)
{
printf("FlowStandalone device reset!\n");
ptr->invalid = true;
}
if (cpuWait)
{
ptr->loader.deviceInterface.waitForFrame(ptr->deviceQueue, flushedFrameID);
}
NvFlowUint64 lastCompletedFrame = ptr->contextInterface.getLastFrameCompleted(context);
flowStandaloneDestroyBuffers(ptr);
if (temperatureNanoVdbAcquire)
{
if (!ptr->contextInterface.getAcquiredBuffer(context, temperatureNanoVdbAcquire, &ptr->temperatureNanoVdb))
{
printf("Failed to acquire temperature buffer!!!\n");
}
}
if (fuelNanoVdbAcquire)
{
if (!ptr->contextInterface.getAcquiredBuffer(context, fuelNanoVdbAcquire, &ptr->fuelNanoVdb))
{
printf("Failed to acquire fuel buffer!!!\n");
}
}
if (burnNanoVdbAcquire)
{
if (!ptr->contextInterface.getAcquiredBuffer(context, burnNanoVdbAcquire, &ptr->burnNanoVdb))
{
printf("Failed to acquire burn buffer!!!\n");
}
}
if (smokeNanoVdbAcquire)
{
if (!ptr->contextInterface.getAcquiredBuffer(context, smokeNanoVdbAcquire, &ptr->smokeNanoVdb))
{
printf("Failed to acquire smoke buffer!!!\n");
}
}
if (velocityNanoVdbAcquire)
{
if (!ptr->contextInterface.getAcquiredBuffer(context, velocityNanoVdbAcquire, &ptr->velocityNanoVdb))
{
printf("Failed to acquire velocity buffer!!!\n");
}
}
if (divergenceNanoVdbAcquire)
{
if (!ptr->contextInterface.getAcquiredBuffer(context, divergenceNanoVdbAcquire, &ptr->divergenceNanoVdb))
{
printf("Failed to acquire divergence buffer!!!\n");
}
}
output.temperatureNanoVdb = (FlowStandaloneBuffer*)ptr->temperatureNanoVdb;
output.fuelNanoVdb = (FlowStandaloneBuffer*)ptr->fuelNanoVdb;
output.burnNanoVdb = (FlowStandaloneBuffer*)ptr->burnNanoVdb;
output.smokeNanoVdb = (FlowStandaloneBuffer*)ptr->smokeNanoVdb;
output.velocityNanoVdb = (FlowStandaloneBuffer*)ptr->velocityNanoVdb;
output.divergenceNanoVdb = (FlowStandaloneBuffer*)ptr->divergenceNanoVdb;
// pick latest readback version safe to access
if (renderData.nanoVdb.readbackCount > 0u)
{
for (NvFlowUint64 idx = renderData.nanoVdb.readbackCount - 1u; idx < renderData.nanoVdb.readbackCount; idx--)
{
const auto readback = renderData.nanoVdb.readbacks + idx;
if (lastCompletedFrame >= readback->globalFrameCompleted)
{
output.currentFrame = flushedFrameID;
output.readbackFrame = lastCompletedFrame;
output.temperatureNanoVdbReadback = readback->temperatureNanoVdbReadback;
output.temperatureNanoVdbReadbackSize = readback->temperatureNanoVdbReadbackSize;
output.fuelNanoVdbReadback = readback->fuelNanoVdbReadback;
output.fuelNanoVdbReadbackSize = readback->fuelNanoVdbReadbackSize;
output.burnNanoVdbReadback = readback->burnNanoVdbReadback;
output.burnNanoVdbReadbackSize = readback->burnNanoVdbReadbackSize;
output.smokeNanoVdbReadback = readback->smokeNanoVdbReadback;
output.smokeNanoVdbReadbackSize = readback->smokeNanoVdbReadbackSize;
output.velocityNanoVdbReadback = readback->velocityNanoVdbReadback;
output.velocityNanoVdbReadbackSize = readback->velocityNanoVdbReadbackSize;
output.divergenceNanoVdbReadback = readback->divergenceNanoVdbReadback;
output.divergenceNanoVdbReadbackSize = readback->divergenceNanoVdbReadbackSize;
break;
}
}
}
if (pOutput)
{
*pOutput = output;
}
}
void flowStandaloneGetBufferExternalHandle(FlowStandaloneInstance* ptr, FlowStandaloneBuffer* buffer, void* dstHandle, uint64_t dstHandleSize, NvFlowUint64* pBufferSizeInBytes)
{
auto bufferFlow = (NvFlowBuffer*)buffer;
NvFlowContext* context = ptr->loader.deviceInterface.getContext(ptr->deviceQueue);
ptr->loader.deviceInterface.getBufferExternalHandle(context, bufferFlow, dstHandle, dstHandleSize, pBufferSizeInBytes);
}
void flowStandaloneCloseBufferExternalHandle(FlowStandaloneInstance* ptr, FlowStandaloneBuffer* buffer, const void* srcHandle, uint64_t srcHandleSize)
{
auto bufferFlow = (NvFlowBuffer*)buffer;
NvFlowContext* context = ptr->loader.deviceInterface.getContext(ptr->deviceQueue);
ptr->loader.deviceInterface.closeBufferExternalHandle(context, bufferFlow, srcHandle, srcHandleSize);
}
FlowStandaloneSemaphore* flowStandaloneCreateSemaphore(FlowStandaloneInstance* ptr)
{
return (FlowStandaloneSemaphore*)ptr->loader.deviceInterface.createSemaphore(ptr->device);
}
void flowStandaloneDestroySemaphore(FlowStandaloneInstance* ptr, FlowStandaloneSemaphore* semaphore)
{
auto semaphoreFlow = (NvFlowDeviceSemaphore*)semaphore;
ptr->loader.deviceInterface.destroySemaphore(semaphoreFlow);
}
void flowStandaloneGetSemaphoreExternalHandle(FlowStandaloneInstance* ptr, FlowStandaloneSemaphore* semaphore, void* dstHandle, uint64_t dstHandleSize)
{
auto semaphoreFlow = (NvFlowDeviceSemaphore*)semaphore;
ptr->loader.deviceInterface.getSemaphoreExternalHandle(semaphoreFlow, dstHandle, dstHandleSize);
}
void flowStandaloneCloseSemaphoreExternalHandle(FlowStandaloneInstance* ptr, FlowStandaloneSemaphore* semaphore, const void* srcHandle, uint64_t srcHandleSize)
{
auto semaphoreFlow = (NvFlowDeviceSemaphore*)semaphore;
ptr->loader.deviceInterface.closeSemaphoreExternalHandle(semaphoreFlow, srcHandle, srcHandleSize);
}
/// Test
int testStandaloneMode()
{
FlowStandaloneInstance* ptr = flowStandaloneCreateInstance(0u, false, 0u);
NvFlowGridParamsNamed* paramSrcNamed = ptr->loader.gridParamsInterface.createGridParamsNamed("flowUsd");
NvFlowGridParams* paramSrc = ptr->loader.gridParamsInterface.mapGridParamsNamed(paramSrcNamed);
for (uint32_t idx = 0u; idx < 500; idx++)
{
static NvFlowGridSimulateLayerParams testSimulate = NvFlowGridSimulateLayerParams_default;
static NvFlowGridEmitterSphereParams testSpheres = NvFlowEmitterSphereParams_default;
static NvFlowGridOffscreenLayerParams testOffscreen = NvFlowGridOffscreenLayerParams_default;
static NvFlowGridRenderLayerParams testRender = NvFlowGridRenderLayerParams_default;
testSimulate.nanoVdbExport.enabled = NV_FLOW_TRUE;
testSimulate.nanoVdbExport.readbackEnabled = NV_FLOW_TRUE;
static NvFlowGridSimulateLayerParams* pTestSimulate = &testSimulate;
static NvFlowGridEmitterSphereParams* pTestSpheres = &testSpheres;
static NvFlowGridOffscreenLayerParams* pTestOffscreen = &testOffscreen;
static NvFlowGridRenderLayerParams* pTestRender = &testRender;
static NvFlowUint64 version = 1u;
static NvFlowDatabaseTypeSnapshot typeSnapshots[4u] = {
{version, &NvFlowGridSimulateLayerParams_NvFlowReflectDataType, (NvFlowUint8**)&pTestSimulate, 1u},
{version, &NvFlowGridEmitterSphereParams_NvFlowReflectDataType, (NvFlowUint8**)&pTestSpheres, 1u},
{version, &NvFlowGridOffscreenLayerParams_NvFlowReflectDataType, (NvFlowUint8**)&pTestOffscreen, 1u},
{version, &NvFlowGridRenderLayerParams_NvFlowReflectDataType, (NvFlowUint8**)&pTestRender, 1u}
};
static NvFlowDatabaseSnapshot snapshot = {
version,
typeSnapshots,
4u
};
static NvFlowGridParamsDescSnapshot gridParamsDescSnapshot = { snapshot, 0.0, 1.f / 60.f, NV_FLOW_FALSE, nullptr, 0u };
ptr->loader.gridParamsInterface.commitParams(paramSrc, &gridParamsDescSnapshot);
FlowStandaloneOutput output = {};
flowStandaloneUpdateInstance(ptr, (double)idx, &output, true, nullptr, nullptr);
printf("Standalone instance smoke size = %d\n", (uint32_t)output.smokeNanoVdbReadbackSize);
}
ptr->loader.gridParamsInterface.destroyGridParamsNamed(paramSrcNamed);
flowStandaloneDestroyInstance(ptr);
return 0;
}
| 17,518 | C++ | 32.88588 | 213 | 0.782509 |
NVIDIA-Omniverse/PhysX/flow/source/nvfloweditor/Timer.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2014-2022 NVIDIA Corporation. All rights reserved.
#pragma once
#include "NvFlowTypes.h"
#if defined(_WIN32)
#include <Windows.h>
#else
#include <time.h>
#endif
struct AppTimer
{
NvFlowUint64 freq;
NvFlowUint64 begin;
NvFlowUint64 end;
NvFlowUint state;
float statTimeAccum;
float statTimeCount;
};
NV_FLOW_INLINE void appTimerInit(AppTimer* ptr)
{
ptr->freq = 1ull;
ptr->begin = 0ull;
ptr->end = 0ull;
ptr->state = 0u;
ptr->statTimeAccum = 0.f;
ptr->statTimeCount = 0.f;
}
NV_FLOW_INLINE void appTimerDestroy(AppTimer* ptr)
{
// NOP
}
NV_FLOW_INLINE void appTimerBegin(AppTimer* ptr)
{
if (ptr->state == 0u)
{
#if defined(_WIN32)
LARGE_INTEGER tmpCpuFreq = {};
QueryPerformanceFrequency(&tmpCpuFreq);
ptr->freq = tmpCpuFreq.QuadPart;
LARGE_INTEGER tmpCpuTime = {};
QueryPerformanceCounter(&tmpCpuTime);
ptr->begin = tmpCpuTime.QuadPart;
#else
ptr->freq = 1E9;
timespec timeValue = {};
clock_gettime(CLOCK_MONOTONIC, &timeValue);
ptr->begin = 1E9 * NvFlowUint64(timeValue.tv_sec) + NvFlowUint64(timeValue.tv_nsec);
#endif
ptr->state = 1u;
}
}
NV_FLOW_INLINE void appTimerEnd(AppTimer* ptr)
{
if (ptr->state == 1u)
{
#if defined(_WIN32)
LARGE_INTEGER tmpCpuTime = {};
QueryPerformanceCounter(&tmpCpuTime);
ptr->end = tmpCpuTime.QuadPart;
#else
timespec timeValue = {};
clock_gettime(CLOCK_MONOTONIC, &timeValue);
ptr->end = 1E9 * NvFlowUint64(timeValue.tv_sec) + NvFlowUint64(timeValue.tv_nsec);
#endif
ptr->state = 0u;
}
}
NV_FLOW_INLINE NvFlowBool32 appTimerGetResults(AppTimer* ptr, float* deltaTime)
{
if (ptr->state == 0u)
{
*deltaTime = (float)(((double)(ptr->end - ptr->begin) / (double)(ptr->freq)));
return NV_FLOW_TRUE;
}
return NV_FLOW_FALSE;
}
NV_FLOW_INLINE NvFlowBool32 appTimerUpdateStats(AppTimer* ptr, float deltaTime, float sampleCount, float* pAverageTime)
{
ptr->statTimeAccum += deltaTime;
ptr->statTimeCount += 1.f;
if (ptr->statTimeCount > sampleCount)
{
*pAverageTime = ptr->statTimeAccum / ptr->statTimeCount;
ptr->statTimeAccum = 0.f;
ptr->statTimeCount = 0.f;
return NV_FLOW_TRUE;
}
return NV_FLOW_FALSE;
} | 3,636 | C | 27.865079 | 119 | 0.729373 |
NVIDIA-Omniverse/PhysX/flow/source/nvfloweditor/ShapeRenderer.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2014-2022 NVIDIA Corporation. All rights reserved.
#include "NvFlowLoader.h"
#include "ShapeRenderer.h"
#include "NvFlowUploadBuffer.h"
#include "NvFlowDynamicBuffer.h"
#include "NvFlowMath.h"
#include "shaders/ShapeParams.h"
#include "shaders/ShapeCS.hlsl.h"
namespace NvFlowShapeRendererDefault
{
struct Renderer
{
NvFlowContextInterface contextInterface = {};
ShapeCS_Pipeline shapeCS = {};
NvFlowUploadBuffer spherePositionBuffer = {};
NvFlowUploadBuffer constantBuffer = {};
};
NV_FLOW_CAST_PAIR(NvFlowShapeRenderer, Renderer)
NvFlowShapeRenderer* create(NvFlowContextInterface* contextInterface, NvFlowContext* context)
{
auto ptr = new Renderer();
NvFlowContextInterface_duplicate(&ptr->contextInterface, contextInterface);
ShapeCS_init(&ptr->contextInterface, context, &ptr->shapeCS);
NvFlowBufferUsageFlags bufferUsage = eNvFlowBufferUsage_structuredBuffer | eNvFlowBufferUsage_bufferCopySrc;
NvFlowUploadBuffer_init(&ptr->contextInterface, context, &ptr->spherePositionBuffer, bufferUsage, eNvFlowFormat_unknown, sizeof(NvFlowFloat4));
NvFlowUploadBuffer_init(&ptr->contextInterface, context, &ptr->constantBuffer, eNvFlowBufferUsage_constantBuffer, eNvFlowFormat_unknown, 0u);
return cast(ptr);
}
void destroy(NvFlowContext* context, NvFlowShapeRenderer* renderer)
{
auto ptr = cast(renderer);
NvFlowUploadBuffer_destroy(context, &ptr->spherePositionBuffer);
NvFlowUploadBuffer_destroy(context, &ptr->constantBuffer);
ShapeCS_destroy(context, &ptr->shapeCS);
delete ptr;
}
void render(
NvFlowContext* context,
NvFlowShapeRenderer* renderer, const NvFlowShapeRendererParams* params,
const NvFlowFloat4x4* view,
const NvFlowFloat4x4* projection,
NvFlowUint textureWidth,
NvFlowUint textureHeight,
NvFlowTextureTransient* depthOut,
NvFlowTextureTransient* colorOut
)
{
auto ptr = cast(renderer);
using namespace NvFlowMath;
NvFlowFloat4x4 projectionInv = matrixInverse(*projection);
NvFlowFloat4x4 viewInv = matrixInverse(*view);
FrustumRays frustumRays = {};
computeFrustumRays(&frustumRays, viewInv, projectionInv);
NvFlowUint64 numBytesSpherePositions = (params->numSpheres + 1u) * sizeof(NvFlowFloat4);
auto mappedSpherePos = (NvFlowFloat4*)NvFlowUploadBuffer_map(context, &ptr->spherePositionBuffer, numBytesSpherePositions);
for (NvFlowUint idx = 0u; idx < params->numSpheres; idx++)
{
mappedSpherePos[idx] = params->spherePositionRadius[idx];
}
NvFlowBufferTransient* spherePositionRadiusTransient = NvFlowUploadBuffer_unmap(context, &ptr->spherePositionBuffer);
auto mapped = (ShapeRendererParams*)NvFlowUploadBuffer_map(context, &ptr->constantBuffer, sizeof(ShapeRendererParams));
mapped->projection = NvFlowMath::matrixTranspose(*projection);
mapped->view = NvFlowMath::matrixTranspose(*view);
mapped->projectionInv = NvFlowMath::matrixTranspose(projectionInv);
mapped->viewInv = NvFlowMath::matrixTranspose(viewInv);
mapped->rayDir00 = frustumRays.rayDir00;
mapped->rayDir10 = frustumRays.rayDir10;
mapped->rayDir01 = frustumRays.rayDir01;
mapped->rayDir11 = frustumRays.rayDir11;
mapped->rayOrigin00 = frustumRays.rayOrigin00;
mapped->rayOrigin10 = frustumRays.rayOrigin10;
mapped->rayOrigin01 = frustumRays.rayOrigin01;
mapped->rayOrigin11 = frustumRays.rayOrigin11;
mapped->width = float(textureWidth);
mapped->height = float(textureHeight);
mapped->widthInv = 1.f / float(textureWidth);
mapped->heightInv = 1.f / float(textureHeight);
mapped->numSpheres = params->numSpheres;
mapped->clearDepth = 1.f - frustumRays.nearZ;
mapped->isReverseZ = frustumRays.nearZ > 0.5f ? 1u : 0u;
mapped->pad3 = 0u;
mapped->clearColor = NvFlowFloat4{ 0.f, 0.f, 0.f, 1.f };
NvFlowBufferTransient* paramsInTransient = NvFlowUploadBuffer_unmap(context, &ptr->constantBuffer);
// render
{
NvFlowUint3 gridDim = {
(textureWidth + 7u) / 8u,
(textureHeight + 7u) / 8u,
1u
};
ShapeCS_PassParams passParams = {};
passParams.paramsIn = paramsInTransient;
passParams.spherePositionRadiusIn = spherePositionRadiusTransient;
passParams.depthOut = depthOut;
passParams.colorOut = colorOut;
ShapeCS_addPassCompute(context, &ptr->shapeCS, gridDim, &passParams);
}
}
}
NvFlowShapeRendererInterface* NvFlowGetShapeRendererInterface()
{
using namespace NvFlowShapeRendererDefault;
static NvFlowShapeRendererInterface iface = { NV_FLOW_REFLECT_INTERFACE_INIT(NvFlowShapeRendererInterface) };
iface.create = create;
iface.destroy = destroy;
iface.render = render;
return &iface;
} | 6,097 | C++ | 34.660819 | 145 | 0.767099 |
NVIDIA-Omniverse/PhysX/flow/source/nvfloweditor/FrameCapture.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2014-2022 NVIDIA Corporation. All rights reserved.
#include "FrameCapture.h"
#include "NvFlowDynamicBuffer.h"
#include <stdio.h>
#if !defined(_WIN32)
NV_FLOW_INLINE void fopen_s(FILE** streamptr, const char* filename, const char* mode)
{
*streamptr = fopen(filename, mode);
}
#endif
namespace NvFlowFrameCaptureDefault
{
struct BitmapHeader
{
char headerField0, headerField1;
unsigned int size;
unsigned short reserved1;
unsigned short reserved2;
unsigned int offset;
unsigned int headerSize;
unsigned int width;
unsigned int height;
unsigned short colorPlanes;
unsigned short bitsPerPixel;
unsigned int compressionMethod;
unsigned int imageSize;
unsigned int hRes;
unsigned int vRes;
unsigned int numColors;
unsigned int numImportantColors;
};
struct FrameCaptureBuffer
{
NvFlowBool32 isActive;
NvFlowBuffer* buffer = nullptr;
NvFlowUint64 bufferSize = 0llu;
NvFlowUint64 rowPitch = 0llu;
NvFlowUint width;
NvFlowUint height;
NvFlowUint64 completedFence = 0llu;
};
struct FrameCapture
{
NvFlowContextInterface contextInterface = {};
NvFlowArray<FrameCaptureBuffer> buffers;
NvFlowUint64 captureFrameID = 0llu;
};
NV_FLOW_CAST_PAIR(NvFlowFrameCapture, FrameCapture)
NvFlowFrameCapture* create(NvFlowContextInterface* contextInterface, NvFlowContext* context)
{
auto ptr = new FrameCapture();
NvFlowContextInterface_duplicate(&ptr->contextInterface, contextInterface);
return cast(ptr);
}
void destroy(NvFlowContext* context, NvFlowFrameCapture* renderer)
{
auto ptr = cast(renderer);
for (NvFlowUint idx = 0u; idx < ptr->buffers.size; idx++)
{
ptr->contextInterface.destroyBuffer(context, ptr->buffers[idx].buffer);
ptr->buffers[idx].buffer = nullptr;
}
delete ptr;
}
void capture(NvFlowContext* context, NvFlowFrameCapture* frameCapture, NvFlowUint width, NvFlowUint height, NvFlowTextureTransient* texture)
{
auto ptr = cast(frameCapture);
// Note: assume bgra8
NvFlowUint rowPitch = width * sizeof(NvFlowUint);
rowPitch = 256u * ((rowPitch + 255u) / 256u);
NvFlowUint64 minBufferSize = rowPitch * height;
FrameCaptureBuffer* captureBuffer = nullptr;
for (NvFlowUint idx = 0u; idx < ptr->buffers.size; idx++)
{
if (!ptr->buffers[idx].isActive)
{
captureBuffer = &ptr->buffers[idx];
break;
}
}
if (!captureBuffer)
{
captureBuffer = &ptr->buffers[ptr->buffers.allocateBack()];
}
if (captureBuffer->bufferSize < minBufferSize)
{
if (captureBuffer->buffer)
{
ptr->contextInterface.destroyBuffer(context, captureBuffer->buffer);
captureBuffer->buffer = nullptr;
captureBuffer->bufferSize = 0llu;
}
NvFlowBufferDesc bufDesc = {};
bufDesc.format = eNvFlowFormat_unknown;
bufDesc.usageFlags = eNvFlowBufferUsage_bufferCopyDst;
bufDesc.structureStride = 0u;
bufDesc.sizeInBytes = 65536u;
while (bufDesc.sizeInBytes < minBufferSize)
{
bufDesc.sizeInBytes *= 2u;
}
captureBuffer->bufferSize = bufDesc.sizeInBytes;
captureBuffer->buffer = ptr->contextInterface.createBuffer(context, eNvFlowMemoryType_readback, &bufDesc);
}
captureBuffer->rowPitch = rowPitch;
captureBuffer->width = width;
captureBuffer->height = height;
NvFlowPassCopyTextureToBufferParams copyParams = {};
copyParams.bufferOffset = 0llu;
copyParams.bufferRowPitch = rowPitch;
copyParams.bufferDepthPitch = height * rowPitch;
copyParams.textureMipLevel = 0;
copyParams.textureOffset = NvFlowUint3{ 0u, 0u, 0u };
copyParams.textureExtent = NvFlowUint3{ width, height, 1u };
copyParams.src = texture;
copyParams.dst = ptr->contextInterface.registerBufferAsTransient(context, captureBuffer->buffer);
copyParams.debugLabel = "FrameCapture";
ptr->contextInterface.addPassCopyTextureToBuffer(context, ©Params);
captureBuffer->isActive = NV_FLOW_TRUE;
captureBuffer->completedFence = ptr->contextInterface.getCurrentFrame(context);
}
void update(NvFlowContext* context, NvFlowFrameCapture* frameCapture)
{
auto ptr = cast(frameCapture);
NvFlowUint64 minFence = ~0llu;
FrameCaptureBuffer* captureBuffer = nullptr;
for (NvFlowUint idx = 0u; idx < ptr->buffers.size; idx++)
{
if (ptr->buffers[idx].isActive)
{
if (ptr->buffers[idx].completedFence < minFence)
{
minFence = ptr->buffers[idx].completedFence;
captureBuffer = &ptr->buffers[idx];
}
}
}
if (!captureBuffer)
{
return;
}
if (minFence > ptr->contextInterface.getLastFrameCompleted(context))
{
return;
}
NvFlowUint8* mappedData = (NvFlowUint8*)ptr->contextInterface.mapBuffer(context, captureBuffer->buffer);
char buf[80] = {};
snprintf(buf, 80, "capture%lld.bmp", ptr->captureFrameID);
FILE* file = nullptr;
fopen_s(&file, buf, "wb");
if (file)
{
BitmapHeader header = {};
const NvFlowUint bitsPerPixel = 32;
const NvFlowUint bytesPerPixel = bitsPerPixel / 8;
const NvFlowUint imagesize = captureBuffer->width * captureBuffer->height * bytesPerPixel;
header.headerField0 = 'B';
header.headerField1 = 'M';
header.size = 54 + imagesize;
header.reserved1 = 0;
header.reserved2 = 0;
header.offset = 54;
header.headerSize = 40;
header.width = captureBuffer->width;
header.height = captureBuffer->height;
header.colorPlanes = 1;
header.bitsPerPixel = bitsPerPixel;
header.compressionMethod = 0;
header.imageSize = imagesize;
header.hRes = 2000;
header.vRes = 2000;
header.numColors = 0;
header.numImportantColors = 0;
fwrite(&header.headerField0, 1, 1, file);
fwrite(&header.headerField1, 1, 1, file);
fwrite(&header.size, 4, 1, file);
fwrite(&header.reserved1, 2, 1, file);
fwrite(&header.reserved2, 2, 1, file);
fwrite(&header.offset, 4, 1, file);
fwrite(&header.headerSize, 4, 1, file);
fwrite(&header.width, 4, 1, file);
fwrite(&header.height, 4, 1, file);
fwrite(&header.colorPlanes, 2, 1, file);
fwrite(&header.bitsPerPixel, 2, 1, file);
fwrite(&header.compressionMethod, 4, 1, file);
fwrite(&header.imageSize, 4, 1, file);
fwrite(&header.hRes, 4, 1, file);
fwrite(&header.vRes, 4, 1, file);
fwrite(&header.numColors, 4, 1, file);
fwrite(&header.numImportantColors, 4, 1, file);
if (header.compressionMethod == 0)
{
for (NvFlowUint rowIdx = 0u; rowIdx < header.height; rowIdx++)
{
unsigned char* srcData = mappedData + (header.height - 1u - rowIdx) * captureBuffer->rowPitch;
fwrite(srcData, 1, header.width * bytesPerPixel, file);
}
}
fclose(file);
}
ptr->contextInterface.unmapBuffer(context, captureBuffer->buffer);
captureBuffer->isActive = NV_FLOW_FALSE;
captureBuffer->completedFence = ~0llu;
ptr->captureFrameID++;
}
}
NvFlowFrameCaptureInterface* NvFlowGetFrameCaptureInterface()
{
using namespace NvFlowFrameCaptureDefault;
static NvFlowFrameCaptureInterface iface = { NV_FLOW_REFLECT_INTERFACE_INIT(NvFlowFrameCaptureInterface) };
iface.create = create;
iface.destroy = destroy;
iface.capture = capture;
iface.update = update;
return &iface;
} | 8,592 | C++ | 29.471631 | 141 | 0.723929 |
NVIDIA-Omniverse/PhysX/flow/source/nvfloweditor/Camera.h | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2014-2022 NVIDIA Corporation. All rights reserved.
#pragma once
#include "NvFlowTypes.h"
struct NvFlowCamera;
/// ********************* Camera *******************
enum NvFlowCameraAction
{
eNvFlowCameraAction_unknown = 0,
eNvFlowCameraAction_down = 1,
eNvFlowCameraAction_up = 2,
eNvFlowCameraAction_maxEnum = 0x7FFFFFFF
};
enum NvFlowCameraMouseButton
{
eNvFlowCameraMouseButton_unknown = 0,
eNvFlowCameraMouseButton_left = 1,
eNvFlowCameraMouseButton_middle = 2,
eNvFlowCameraMouseButton_right = 3,
eNvFlowCameraMouseButton_maxEnum = 0x7FFFFFFF
};
enum NvFlowCameraKey
{
eNvFlowCameraKey_unknown = 0,
eNvFlowCameraKey_up = 1,
eNvFlowCameraKey_down = 2,
eNvFlowCameraKey_left = 3,
eNvFlowCameraKey_right = 4,
eNvFlowCameraKey_maxEnum = 0x7FFFFFFF
};
struct NvFlowCameraState
{
NvFlowFloat3 position;
NvFlowFloat3 eyeDirection;
NvFlowFloat3 eyeUp;
float eyeDistanceFromPosition;
};
struct NvFlowCameraConfig
{
NvFlowBool32 isProjectionRH;
NvFlowBool32 isOrthographic;
NvFlowBool32 isReverseZ;
float nearPlane;
float farPlane;
float fovAngleY;
float orthographicY;
float panRate;
float tiltRate;
float zoomRate;
float keyTranslationRate;
};
NV_FLOW_API NvFlowCamera* NvFlowCameraCreate(int winw, int winh);
NV_FLOW_API void NvFlowCameraDestroy(NvFlowCamera* camera);
NV_FLOW_API void NvFlowCameraGetDefaultState(NvFlowCameraState* state, bool yUp);
NV_FLOW_API void NvFlowCameraGetDefaultConfig(NvFlowCameraConfig* config);
NV_FLOW_API void NvFlowCameraGetState(NvFlowCamera* camera, NvFlowCameraState* state);
NV_FLOW_API void NvFlowCameraSetState(NvFlowCamera* camera, const NvFlowCameraState* state);
NV_FLOW_API void NvFlowCameraGetConfig(NvFlowCamera* camera, NvFlowCameraConfig* config);
NV_FLOW_API void NvFlowCameraSetConfig(NvFlowCamera* camera, const NvFlowCameraConfig* config);
NV_FLOW_API void NvFlowCameraGetView(NvFlowCamera* camera, NvFlowFloat4x4* view);
NV_FLOW_API void NvFlowCameraGetProjection(NvFlowCamera* camera, NvFlowFloat4x4* projection, float aspectWidth, float aspectHeight);
NV_FLOW_API void NvFlowCameraMouseUpdate(NvFlowCamera* camera, NvFlowCameraMouseButton button, NvFlowCameraAction action, int mouseX, int mouseY, int winw, int winh);
NV_FLOW_API void NvFlowCameraKeyUpdate(NvFlowCamera* camera, NvFlowCameraKey key, NvFlowCameraAction action);
NV_FLOW_API void NvFlowCameraAnimationTick(NvFlowCamera* camera, float deltaTime); | 3,929 | C | 34.089285 | 166 | 0.787478 |
NVIDIA-Omniverse/PhysX/flow/source/nvfloweditor/EditorImgui.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2014-2022 NVIDIA Corporation. All rights reserved.
#include "EditorCommon.h"
void setStyle_NvidiaDark()
{
ImGui::StyleColorsDark();
ImGuiStyle& s = ImGui::GetStyle();
s.FrameRounding = 4.0f;
// Settings
s.WindowPadding = ImVec2(8.0f, 8.0f);
s.PopupRounding = 4.0f;
s.FramePadding = ImVec2(8.0f, 4.0f);
s.ItemSpacing = ImVec2(6.0f, 6.0f);
s.ItemInnerSpacing = ImVec2(4.0f, 4.0f);
s.TouchExtraPadding = ImVec2(0.0f, 0.0f);
s.IndentSpacing = 21.0f;
s.ScrollbarSize = 16.0f;
s.GrabMinSize = 8.0f;
// BorderSize
s.WindowBorderSize = 1.0f;
s.ChildBorderSize = 1.0f;
s.PopupBorderSize = 1.0f;
s.FrameBorderSize = 0.0f;
s.TabBorderSize = 0.0f;
// Rounding
s.WindowRounding = 4.0f;
s.ChildRounding = 4.0f;
s.FrameRounding = 4.0f;
s.ScrollbarRounding = 4.0f;
s.GrabRounding = 4.0f;
s.TabRounding = 4.0f;
// Alignment
s.WindowTitleAlign = ImVec2(0.5f, 0.5f);
s.ButtonTextAlign = ImVec2(0.48f, 0.5f);
s.DisplaySafeAreaPadding = ImVec2(3.0f, 3.0f);
// Colors
s.Colors[::ImGuiCol_Text] = ImVec4(0.89f, 0.89f, 0.89f, 1.00f);
s.Colors[::ImGuiCol_Text] = ImVec4(0.89f, 0.89f, 0.89f, 1.00f);
s.Colors[::ImGuiCol_TextDisabled] = ImVec4(0.43f, 0.43f, 0.43f, 1.00f);
s.Colors[::ImGuiCol_WindowBg] = ImVec4(0.26f, 0.26f, 0.26f, 1.00f);
s.Colors[::ImGuiCol_ChildBg] = ImVec4(0.25f, 0.25f, 0.25f, 1.00f);
s.Colors[::ImGuiCol_PopupBg] = ImVec4(0.25f, 0.25f, 0.25f, 1.00f);
s.Colors[::ImGuiCol_Border] = ImVec4(0.29f, 0.29f, 0.29f, 1.00f);
s.Colors[::ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f);
s.Colors[::ImGuiCol_FrameBg] = ImVec4(0.14f, 0.14f, 0.14f, 1.00f);
s.Colors[::ImGuiCol_FrameBgHovered] = ImVec4(0.29f, 0.29f, 0.29f, 1.00f);
s.Colors[::ImGuiCol_FrameBgActive] = ImVec4(0.16f, 0.16f, 0.16f, 1.00f);
s.Colors[::ImGuiCol_TitleBg] = ImVec4(0.14f, 0.14f, 0.14f, 1.00f);
s.Colors[::ImGuiCol_TitleBgActive] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f);
s.Colors[::ImGuiCol_TitleBgCollapsed] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f);
s.Colors[::ImGuiCol_MenuBarBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f);
s.Colors[::ImGuiCol_ScrollbarBg] = ImVec4(0.16f, 0.16f, 0.16f, 1.00f);
s.Colors[::ImGuiCol_ScrollbarGrab] = ImVec4(0.51f, 0.50f, 0.50f, 1.00f);
s.Colors[::ImGuiCol_ScrollbarGrabHovered] = ImVec4(1.00f, 0.99f, 0.99f, 0.58f);
s.Colors[::ImGuiCol_ScrollbarGrabActive] = ImVec4(0.47f, 0.53f, 0.54f, 0.76f);
s.Colors[::ImGuiCol_CheckMark] = ImVec4(0.89f, 0.89f, 0.89f, 1.00f);
s.Colors[::ImGuiCol_SliderGrab] = ImVec4(0.59f, 0.59f, 0.59f, 1.00f);
s.Colors[::ImGuiCol_SliderGrabActive] = ImVec4(0.47f, 0.53f, 0.54f, 0.76f);
s.Colors[::ImGuiCol_Button] = ImVec4(0.16f, 0.16f, 0.16f, 1.00f);
s.Colors[::ImGuiCol_ButtonHovered] = ImVec4(0.59f, 0.59f, 0.59f, 1.00f);
s.Colors[::ImGuiCol_ButtonActive] = ImVec4(0.47f, 0.53f, 0.54f, 0.76f);
s.Colors[::ImGuiCol_Header] = ImVec4(0.16f, 0.16f, 0.16f, 1.00f);
s.Colors[::ImGuiCol_HeaderHovered] = ImVec4(0.22f, 0.22f, 0.22f, 1.00f);
s.Colors[::ImGuiCol_HeaderActive] = ImVec4(0.30f, 0.30f, 0.30f, 1.00f);
s.Colors[::ImGuiCol_Separator] = ImVec4(0.16f, 0.16f, 0.16f, 1.00f);
s.Colors[::ImGuiCol_SeparatorHovered] = ImVec4(0.23f, 0.44f, 0.69f, 1.00f);
s.Colors[::ImGuiCol_SeparatorActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
s.Colors[::ImGuiCol_ResizeGrip] = ImVec4(0.16f, 0.16f, 0.16f, 1.00f);
s.Colors[::ImGuiCol_ResizeGripHovered] = ImVec4(0.23f, 0.44f, 0.69f, 1.00f);
s.Colors[::ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
s.Colors[::ImGuiCol_Tab] = ImVec4(0.16f, 0.16f, 0.16f, 1.00f);
s.Colors[::ImGuiCol_TabHovered] = ImVec4(0.6f, 0.6f, 0.6f, 0.58f);
s.Colors[::ImGuiCol_TabActive] = ImVec4(0.35f, 0.35f, 0.35f, 1.00f);
s.Colors[::ImGuiCol_TabUnfocused] = ImVec4(0.16f, 0.16f, 0.16f, 1.00f);
s.Colors[::ImGuiCol_TabUnfocusedActive] = ImVec4(0.25f, 0.25f, 0.25f, 1.00f);
//s.Colors[::ImGuiCol_DockingPreview] = ImVec4(0.26f, 0.59f, 0.98f, 0.70f);
//s.Colors[::ImGuiCol_DockingEmptyBg] = ImVec4(0.25f, 0.25f, 0.25f, 1.00f);
s.Colors[::ImGuiCol_PlotLines] = ImVec4(0.61f, 0.61f, 0.61f, 1.00f);
s.Colors[::ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f);
s.Colors[::ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
s.Colors[::ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f);
s.Colors[::ImGuiCol_TextSelectedBg] = ImVec4(0.97f, 0.97f, 0.97f, 0.19f);
s.Colors[::ImGuiCol_DragDropTarget] = ImVec4(0.38f, 0.62f, 0.80f, 1.0f);
s.Colors[::ImGuiCol_NavHighlight] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
s.Colors[::ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f);
s.Colors[::ImGuiCol_NavWindowingDimBg] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f);
s.Colors[::ImGuiCol_ModalWindowDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.35f);
//s.ScaleAllSizes(1.2f);
}
void editorImgui_init(EditorImgui* ptr, NvFlowContextInterface* contextInterface, NvFlowContext* context)
{
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
setStyle_NvidiaDark();
io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP;
io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN;
io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT;
io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
io.KeyMap[ImGuiKey_KeyPadEnter] = GLFW_KEY_KP_ENTER;
io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
unsigned char* pixels = nullptr;
int texWidth = 0;
int texHeight = 0;
io.Fonts->GetTexDataAsRGBA32(&pixels, &texWidth, &texHeight);
NvFlowImguiRendererInterface_duplicate(&ptr->imguiRendererInterface, NvFlowGetImguiRendererInterface());
ptr->imguiRenderer = ptr->imguiRendererInterface.create(contextInterface, context, pixels, texWidth, texHeight);
editorCompute_logPrint(eNvFlowLogLevel_info, "Initialized Imgui Renderer");
}
void editorValue(NvFlowUint8* data, const NvFlowReflectData reflectData, NvFlowReflectProcess_t processReflect, void* userdata)
{
/*if (reflectData.reflectHints & eNvFlowReflectHint_noEdit)
{
// NOP
}
else */if (reflectData.dataType->dataType == eNvFlowType_struct)
{
char buf[64];
buf[63] = '\0';
snprintf(buf, 64, "%s::%s", NvFlowReflectTrimPrefix(reflectData.dataType->structTypename), reflectData.name);
bool isVisible = ImGui::TreeNode(buf);
if (isVisible)
{
if (reflectData.dataType->childReflectDatas)
{
processReflect(data + reflectData.dataOffset, reflectData.dataType, userdata);
}
ImGui::TreePop();
}
}
else if (reflectData.dataType->dataType == eNvFlowType_int)
{
ImGui::SliderInt(reflectData.name, (int*)(data + reflectData.dataOffset), -10, 10);
}
else if (reflectData.dataType->dataType == eNvFlowType_int2)
{
ImGui::SliderInt2(reflectData.name, (int*)(data + reflectData.dataOffset), -10, 10);
}
else if (reflectData.dataType->dataType == eNvFlowType_int3)
{
ImGui::SliderInt3(reflectData.name, (int*)(data + reflectData.dataOffset), -10, 10);
}
else if (reflectData.dataType->dataType == eNvFlowType_int4)
{
ImGui::SliderInt4(reflectData.name, (int*)(data + reflectData.dataOffset), -10, 10);
}
else if (reflectData.dataType->dataType == eNvFlowType_uint)
{
ImGui::SliderInt(reflectData.name, (int*)(data + reflectData.dataOffset), 0, 20);
}
else if (reflectData.dataType->dataType == eNvFlowType_uint64)
{
ImGui::SliderInt(reflectData.name, (int*)(data + reflectData.dataOffset), 0, 20);
}
else if (reflectData.dataType->dataType == eNvFlowType_uint2)
{
ImGui::SliderInt2(reflectData.name, (int*)(data + reflectData.dataOffset), 0, 20);
}
else if (reflectData.dataType->dataType == eNvFlowType_uint3)
{
ImGui::SliderInt3(reflectData.name, (int*)(data + reflectData.dataOffset), 0, 20);
}
else if (reflectData.dataType->dataType == eNvFlowType_uint4)
{
ImGui::SliderInt4(reflectData.name, (int*)(data + reflectData.dataOffset), 0, 20);
}
else if (reflectData.dataType->dataType == eNvFlowType_float)
{
ImGui::SliderFloat(reflectData.name, (float*)(data + reflectData.dataOffset), -10.f, 10.f);
}
else if (reflectData.dataType->dataType == eNvFlowType_float2)
{
ImGui::SliderFloat2(reflectData.name, (float*)(data + reflectData.dataOffset), -10.f, 10.f);
}
else if (reflectData.dataType->dataType == eNvFlowType_float3)
{
ImGui::SliderFloat3(reflectData.name, (float*)(data + reflectData.dataOffset), -10.f, 10.f);
}
else if (reflectData.dataType->dataType == eNvFlowType_float4)
{
ImGui::SliderFloat4(reflectData.name, (float*)(data + reflectData.dataOffset), -10.f, 10.f);
}
else if (reflectData.dataType->dataType == eNvFlowType_float4x4)
{
bool isVisible = ImGui::TreeNode(reflectData.name);
if (isVisible)
{
NvFlowFloat4x4* pMat = (NvFlowFloat4x4*)(data + reflectData.dataOffset);
ImGui::SliderFloat4("x", &pMat->x.x, -10.f, 10.f);
ImGui::SliderFloat4("y", &pMat->y.x, -10.f, 10.f);
ImGui::SliderFloat4("z", &pMat->z.x, -10.f, 10.f);
ImGui::SliderFloat4("w", &pMat->w.x, -10.f, 10.f);
ImGui::TreePop();
}
}
else if (reflectData.dataType->dataType == eNvFlowType_bool32)
{
ImGui::Checkbox(reflectData.name, (bool*)(data + reflectData.dataOffset));
}
else
{
ImGui::Text("%s", reflectData.name);
}
}
void editorProcess(NvFlowUint8* data, const NvFlowReflectDataType* dataType, void* userdata)
{
for (NvFlowUint idx = 0; idx < dataType->childReflectDataCount; idx++)
{
const NvFlowReflectData reflectData = dataType->childReflectDatas[idx];
if (reflectData.reflectMode & eNvFlowReflectMode_array)
{
bool isVisible = ImGui::TreeNode(reflectData.name);
if (isVisible)
{
NvFlowUint64 numElements = *(NvFlowUint64*)(data + reflectData.arraySizeOffset);
unsigned char* arrayData = *(unsigned char**)(data + reflectData.dataOffset);
char buf[16];
buf[15] = '\0';
for (NvFlowUint arrayIdx = 0u; arrayIdx < numElements; arrayIdx++)
{
snprintf(buf, 16, "%d", arrayIdx);
NvFlowReflectData reflectDataAtIndex = reflectData;
reflectDataAtIndex.name = buf;
reflectDataAtIndex.dataOffset = arrayIdx * reflectData.dataType->elementSize;
editorValue(arrayData, reflectDataAtIndex, editorProcess, userdata);
}
ImGui::TreePop();
}
}
else
{
editorValue(data, reflectData, editorProcess, userdata);
}
}
};
void editorImgui_update(
EditorImgui* ptr,
App* app,
EditorCompute* compute,
EditorFlow* flow
)
{
if (app->overlayEnabled)
{
//static bool show_demo_window = true;
//ImGui::ShowDemoWindow(&show_demo_window);
float overlayHeight = 512.f;
float overlayWidth = 384.f;
ImGui::SetNextWindowPos(ImVec2(16, 16), ImGuiCond_Always);
ImGui::SetNextWindowSize(ImVec2(overlayWidth, overlayHeight), ImGuiCond_Always);
ImGui::Begin("Overlay");
ImGui::Text("Active Blocks: %d\n", flow->activeBlockCount);
ImGui::Text("Active Cells: %d\n", flow->activeBlockCount * flow->activeBlockDim.x * flow->activeBlockDim.y * flow->activeBlockDim.z);
if (flow->activeBlockCountIsosurface > 0u)
{
ImGui::Text("Active Isosurface Blocks: %d\n", flow->activeBlockCountIsosurface);
ImGui::Text("Active Isosurface Cells: %d\n", flow->activeBlockCountIsosurface * flow->activeBlockDimIsosurface.x * flow->activeBlockDimIsosurface.y * flow->activeBlockDimIsosurface.z);
}
for (NvFlowUint statIdx = 0u; statIdx < app->compute.statOut_label.size; statIdx++)
{
ImGui::Text("%s cpu(%03f) gpu(%03f)\n", app->compute.statOut_label[statIdx], app->compute.statOut_cpu[statIdx], app->compute.statOut_gpu[statIdx]);
}
ImGui::End();
}
if (app->editorEnabled)
{
float editorHeight = 512.f;
float editorWidth = 384.f;
float border = 16.f;
ImGui::SetNextWindowPos(ImVec2(((float)app->windowWidth) - editorWidth - border, border), ImGuiCond_Once);
ImGui::SetNextWindowSize(ImVec2(editorWidth, editorHeight), ImGuiCond_Once);
ImGui::Begin("Editor");
if (ImGui::TreeNode("Settings"))
{
if (ImGui::Button(app->isPaused ? "Play" : "Pause"))
{
app->isPaused ^= NV_FLOW_TRUE;
}
ImGui::DragInt("maxLocations", (int*)&flow->targetMaxLocations, 1.f, 0, 300000);
ImGui::Checkbox("Profile Window", (bool*)(&app->overlayEnabled));
ImGui::Checkbox("Capture Enabled", (bool*)(&app->captureEnabled));
ImGui::Checkbox("Sphere Enabled", (bool*)(&app->sphereEnabled));
ImGui::TreePop();
}
if (ImGui::TreeNode("Stage Selection"))
{
for (NvFlowUint64 idx = 0u; idx < flow->stages.size; idx++)
{
bool isActive = flow->currentStage == flow->stages[idx];
if (ImGui::RadioButton(flow->stages[idx]->stageName, isActive))
{
flow->targetStageIdx = idx;
}
}
ImGui::TreePop();
}
if (ImGui::TreeNode("Stage Properties"))
{
flow->abstractParamsList.size = 0u;
NvFlowUint64 abstractParamsListCount = 0u;
flow->gridParamsSet.enumerateActiveInstances(nullptr, &abstractParamsListCount);
flow->abstractParamsList.reserve(abstractParamsListCount);
flow->abstractParamsList.size = abstractParamsListCount;
flow->gridParamsSet.enumerateActiveInstances(flow->abstractParamsList.data, &abstractParamsListCount);
flow->abstractParamsList.size = abstractParamsListCount;
NvFlowUint64 stagingVersion = 0llu;
NvFlowUint64 minActiveVersion = 0llu;
compute->loader.gridParamsInterface.getVersion(flow->gridParams, &stagingVersion, &minActiveVersion);
for (NvFlowUint idx = 0u; idx < flow->abstractParamsList.size; idx++)
{
char buf[64];
buf[63] = '\0';
snprintf(buf, 64, "%s::%s", flow->abstractParamsList[idx]->displayTypename.get(), flow->abstractParamsList[idx]->name.get());
bool isVisible = ImGui::TreeNode(buf);
if (isVisible)
{
flow->abstractParamsList[idx]->process(stagingVersion, editorProcess, ptr);
ImGui::TreePop();
}
}
ImGui::TreePop();
}
ImGui::End();
}
}
void editorImgui_render(
EditorImgui* ptr,
NvFlowContext* context,
NvFlowTextureTransient* colorIn,
NvFlowTextureTransient* colorOut,
NvFlowUint windowWidth,
NvFlowUint windowHeight
)
{
ImGui::Render();
auto drawData = ImGui::GetDrawData();
ptr->imguiRendererInterface.render(context, ptr->imguiRenderer, drawData, windowWidth, windowHeight, colorIn, colorOut);
}
void editorImgui_destroy(EditorImgui* ptr, NvFlowContext* context)
{
ptr->imguiRendererInterface.destroy(context, ptr->imguiRenderer);
ImGui::DestroyContext();
editorCompute_logPrint(eNvFlowLogLevel_info, "Destroyed Imgui Renderer");
}
| 18,206 | C++ | 40.951613 | 196 | 0.638416 |
NVIDIA-Omniverse/PhysX/flow/source/nvfloweditor/EditorFlowStages.cpp | // Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2014-2022 NVIDIA Corporation. All rights reserved.
#include "EditorCommon.h"
void editorFlowStage_applyOverrides(EditorFlow* ptr, float cellsizeOverride, NvFlowBool32 smallBlocksOverride)
{
// by default, override colorScale
editorFlow_setAttributeFloat(ptr, "offscreen/colormap", "colorScale", 1.f);
if (cellsizeOverride > 0.f)
{
editorFlow_setAttributeFloat(ptr, "simulate", "densityCellSize", cellsizeOverride);
}
if (smallBlocksOverride)
{
editorFlow_setAttributeBool(ptr, "simulate", "enableSmallBlocks", NV_FLOW_TRUE);
}
}
void* editorFlowStage_sphere_init(EditorFlow* ptr)
{
editorFlow_definePrim(ptr, "FlowSimulate", "simulate", "simulate");
editorFlow_definePrim(ptr, "FlowOffscreen", "offscreen", "offscreen");
editorFlow_definePrim(ptr, "FlowRender", "render", "render");
editorFlow_definePrim(ptr, "FlowEmitterSphere", "emitter", "emitter");
return nullptr;
}
static const EditorFlowStage editorFlowStage_sphere = { "sphere", editorFlowStage_sphere_init, nullptr, nullptr };
void* editorFlowStage_box_init(EditorFlow* ptr)
{
editorFlow_definePrim(ptr, "FlowSimulate", "simulate", "simulate");
editorFlow_definePrim(ptr, "FlowOffscreen", "offscreen", "offscreen");
editorFlow_definePrim(ptr, "FlowRender", "render", "render");
editorFlow_definePrim(ptr, "FlowEmitterBox", "emitter", "emitter");
return nullptr;
}
static const EditorFlowStage editorFlowStage_box = { "box", editorFlowStage_box_init, nullptr, nullptr };
void* editorFlowStage_point_init(EditorFlow* ptr)
{
editorFlow_definePrim(ptr, "FlowSimulate", "simulate", "simulate");
editorFlow_definePrim(ptr, "FlowOffscreen", "offscreen", "offscreen");
editorFlow_definePrim(ptr, "FlowRender", "render", "render");
editorFlow_definePrim(ptr, "FlowEmitterPoint", "emitter", "emitter");
editorFlow_setAttributeFloat(ptr, "simulate/advection/velocity", "secondOrderBlendFactor", 0.5f);
editorFlow_setAttributeFloat(ptr, "simulate/advection/temperature", "secondOrderBlendFactor", 0.5f);
editorFlow_setAttributeFloat(ptr, "simulate/advection/fuel", "secondOrderBlendFactor", 0.5f);
editorFlow_setAttributeFloat(ptr, "simulate/advection/smoke", "secondOrderBlendFactor", 0.5f);
editorFlow_setAttributeBool(ptr, "offscreen/debugVolume", "enableSpeedAsTemperature", NV_FLOW_TRUE);
editorFlow_setAttributeFloat(ptr, "render/rayMarch", "attenuation", 0.5f);
editorFlow_setAttributeBool(ptr, "render/rayMarch", "enableRawMode", NV_FLOW_TRUE);
return nullptr;
}
void editorFlowStage_point_update(EditorFlow* ptr, void* userdata, double time, float deltaTime)
{
float timef = (float)time;
static NvFlowFloat3 positions[64u];
for (int j = 0; j < 4; j++)
{
for (int i = 0; i < 16; i++)
{
positions[j * 16 + i].x = 20.f * (float(j) + 1.f) * cosf(6.28f * (float(i) + 0.33f * float(j) + 0.5f + timef) / 16.f);
positions[j * 16 + i].y = 20.f * (float(j) + 1.f) * sinf(6.28f * (float(i) + 0.33f * float(j) + 0.5f + timef) / 16.f);
positions[j * 16 + i].z = 0.f;
}
}
editorFlow_setAttributeFloat3Array(ptr, "emitter", "pointPositions", positions, 64u);
}
static const EditorFlowStage editorFlowStage_point = { "point", editorFlowStage_point_init, editorFlowStage_point_update, nullptr };
void* editorFlowStage_mesh_init(EditorFlow* ptr)
{
editorFlow_definePrim(ptr, "FlowSimulate", "simulate", "simulate");
editorFlow_definePrim(ptr, "FlowOffscreen", "offscreen", "offscreen");
editorFlow_definePrim(ptr, "FlowRender", "render", "render");
editorFlow_definePrim(ptr, "FlowEmitterMesh", "emitter", "emitter");
static const NvFlowUint instanceCount = 1u; // 768u;
static const int faceCountCount = 6;
static const int faceIndexCount = 24;
static const int positionCount = 8;
/*static*/ int faceCounts[instanceCount * faceCountCount] = { 4, 4, 4, 4, 4, 4 };
/*static */int faceIndices[instanceCount * faceIndexCount] = { 0, 1, 3, 2, 0, 4, 5, 1, 1, 5, 6, 3, 2, 3, 6, 7, 0, 2, 7, 4, 4, 7, 6, 5 };
/*static */const NvFlowFloat3 positions[positionCount] = {
{-5.f, -5.f, -5.f}, {5.f, -5.f, -5.f}, {-5.f, -5.f, 5.f}, {5.f, -5.f, 5.f}, {-5.f, 5.f, -5.f}, {5.f, 5.f, -5.f}, {5.f, 5.f, 5.f}, {-5.f, 5.f, 5.f}
};
for (int instance = 1; instance < instanceCount; instance++)
{
for (int faceCountIdx = 0u; faceCountIdx < faceCountCount; faceCountIdx++)
{
faceCounts[faceCountCount * instance + faceCountIdx] = faceCounts[faceCountIdx];
}
for (int faceIndicesIdx = 0u; faceIndicesIdx < faceIndexCount; faceIndicesIdx++)
{
faceIndices[faceIndexCount * instance + faceIndicesIdx] = faceIndices[faceIndicesIdx];
}
}
editorFlow_setAttributeIntArray(ptr, "emitter", "meshFaceVertexCounts", faceCounts, instanceCount * faceCountCount);
editorFlow_setAttributeIntArray(ptr, "emitter", "meshFaceVertexIndices", faceIndices, instanceCount * faceIndexCount);
editorFlow_setAttributeFloat3Array(ptr, "emitter", "meshPositions", positions, positionCount);
return nullptr;
}
static const EditorFlowStage editorFlowStage_mesh = { "mesh", editorFlowStage_mesh_init, nullptr, nullptr };
void* editorFlowStage_texture_init(EditorFlow* ptr)
{
editorFlow_definePrim(ptr, "FlowSimulate", "simulate", "simulate");
editorFlow_definePrim(ptr, "FlowOffscreen", "offscreen", "offscreen");
editorFlow_definePrim(ptr, "FlowRender", "render", "render");
static const NvFlowUint textureDim = 256u;
static float velocities[textureDim][textureDim][textureDim][3];
for (NvFlowUint k = 0; k < textureDim; k++)
{
for (NvFlowUint j = 0; j < textureDim; j++)
{
for (NvFlowUint i = 0; i < textureDim; i++)
{
float u = (float(i) + 0.5f) / float(textureDim);
float v = (float(j) + 0.5f) / float(textureDim);
float vx = 200.f * v - 100.f;
float vy = -200.f * u + 100.f;
velocities[k][j][i][0] = vx;
velocities[k][j][i][1] = vy;
velocities[k][j][i][2] = 20.f;
}
}
}
NvFlowFloat3* texVel = (NvFlowFloat3*)&velocities[0][0][0][0];
NvFlowUint64 texVelCount = textureDim * textureDim * textureDim;
editorFlow_definePrim(ptr, "FlowEmitterTexture", "emitter", "emitter");
editorFlow_setAttributeFloat3(ptr, "emitter", "halfSize", NvFlowFloat3{ 50.f, 50.f, 50.f });
editorFlow_setAttributeFloat(ptr, "emitter", "coupleRateVelocity", 50.f);
editorFlow_setAttributeBool(ptr, "emitter", "applyPostPressure", NV_FLOW_TRUE);
editorFlow_setAttributeFloat(ptr, "emitter", "coupleRateTemperature", 0.f);
editorFlow_setAttributeFloat(ptr, "emitter", "coupleRateFuel", 0.f);
editorFlow_setAttributeFloat(ptr, "emitter", "coupleRateBurn", 0.f);
editorFlow_setAttributeFloat(ptr, "emitter", "coupleRateSmoke", 0.f);
editorFlow_setAttributeFloat3(ptr, "emitter", "velocity", NvFlowFloat3{ 0.f, 0.f, 0.f });
editorFlow_setAttributeUint(ptr, "emitter", "textureWidth", textureDim);
editorFlow_setAttributeUint(ptr, "emitter", "textureHeight", textureDim);
editorFlow_setAttributeUint(ptr, "emitter", "textureDepth", textureDim);
editorFlow_setAttributeFloat3Array(ptr, "emitter", "textureVelocities", texVel, texVelCount);
editorFlow_definePrim(ptr, "FlowEmitterSphere", "emitterSphere", "emitterSphere");
editorFlow_setAttributeFloat3(ptr, "emitterSphere", "position", NvFlowFloat3{ 10.f, 0.f, -40.f });
editorFlow_setAttributeFloat(ptr, "emitterSphere", "radius", 5.f);
editorFlow_setAttributeFloat(ptr, "emitterSphere", "coupleRateTemperature", 10.f);
editorFlow_setAttributeFloat(ptr, "emitterSphere", "coupleRateFuel", 10.f);
return nullptr;
}
static const EditorFlowStage editorFlowStage_texture = { "texture", editorFlowStage_texture_init, nullptr, nullptr };
void* editorFlowStage_nanovdb_init(EditorFlow* ptr)
{
editorFlow_definePrim(ptr, "FlowSimulate", "simulate", "simulate");
editorFlow_definePrim(ptr, "FlowOffscreen", "offscreen", "offscreen");
editorFlow_definePrim(ptr, "FlowRender", "render", "render");
editorFlow_definePrim(ptr, "FlowEmitterNanoVdb", "emitter", "emitter");
return nullptr;
}
static const EditorFlowStage editorFlowStage_nanovdb = { "nanovdb", editorFlowStage_nanovdb_init, nullptr, nullptr };
struct EditorFlowStageIsosurface
{
NvFlowArray<NvFlowFloat3> positionFloat3;
NvFlowArray<NvFlowFloat4> anisotropyE1;
NvFlowArray<NvFlowFloat4> anisotropyE2;
NvFlowArray<NvFlowFloat4> anisotropyE3;
};
void* editorFlowStage_isosurface_init(EditorFlow* ptr)
{
auto* state = new EditorFlowStageIsosurface();
editorFlow_definePrim(ptr, "FlowIsosurface", "isosurface", "isosurface");
for (NvFlowUint idx = 0u; idx < 128u; idx++)
{
state->positionFloat3.pushBack(NvFlowFloat3{ 0.f, 0.f, 0.f });
state->anisotropyE1.pushBack(NvFlowFloat4{ 1.f, 0.f, 0.f, 4.f });
state->anisotropyE2.pushBack(NvFlowFloat4{ 0.f, 1.f, 0.f, 4.f });
state->anisotropyE3.pushBack(NvFlowFloat4{ 0.f, 0.f, 1.f, 4.f });
}
editorFlow_setAttributeFloat3Array(ptr, "isosurface/ellipsoidRaster", "positionFloat3s", state->positionFloat3.data, state->positionFloat3.size);
editorFlow_setAttributeFloat4Array(ptr, "isosurface/ellipsoidRaster", "anisotropyE1s", state->anisotropyE1.data, state->anisotropyE1.size);
editorFlow_setAttributeFloat4Array(ptr, "isosurface/ellipsoidRaster", "anisotropyE2s", state->anisotropyE2.data, state->anisotropyE2.size);
editorFlow_setAttributeFloat4Array(ptr, "isosurface/ellipsoidRaster", "anisotropyE3s", state->anisotropyE3.data, state->anisotropyE3.size);
return state;
}
void editorFlowStage_isosurface_update(EditorFlow* ptr, void* userdata, double time, float deltaTime)
{
auto* state = (EditorFlowStageIsosurface*)userdata;
// loop at 4 seconds
double timeScaled = 0.25f * time;
float timeLooped = 4.f * (float)(timeScaled - floor(timeScaled));
float animT = 4.f * timeLooped;
for (NvFlowUint idx = 0u; idx < state->positionFloat3.size; idx++)
{
float theta = 6.28f * float(idx) / float(state->positionFloat3.size);
state->positionFloat3[idx].x = 4.f * cosf(theta + 0.1f * animT) * animT;
state->positionFloat3[idx].y = 4.f * sinf(theta + 0.1f * animT) * animT;
state->positionFloat3[idx].z = -32.f * (1.f / 64.f) * (animT - 8.f) * (animT - 8.f) + 32.f;
}
editorFlow_setAttributeFloat3Array(ptr, "isosurface/ellipsoidRaster", "positionFloat3s", state->positionFloat3.data, state->positionFloat3.size);
}
void editorFlowStage_isosurface_destroy(EditorFlow* ptr, void* userdata)
{
auto* state = (EditorFlowStageIsosurface*)userdata;
delete state;
}
static const EditorFlowStage editorFlowStage_isosurface = { "isosurface", editorFlowStage_isosurface_init, editorFlowStage_isosurface_update, editorFlowStage_isosurface_destroy };
void* editorFlowStage_init_manySpheres(EditorFlow* ptr)
{
editorFlow_definePrim(ptr, "FlowSimulate", "simulate", "simulate");
editorFlow_definePrim(ptr, "FlowOffscreen", "offscreen", "offscreen");
editorFlow_definePrim(ptr, "FlowRender", "render", "render");
for (int j = 0; j < 4; j++)
{
for (int i = 0; i < 16; i++)
{
char name[80u];
snprintf(name, 80u, "emitter_%d_%d", j, i);
NvFlowFloat3 pos = {};
pos.x = 20.f * (float(j) + 1.f) * cosf(6.28f * (float(i) + 0.33f * float(j) + 0.5f) / 16.f);
pos.y = 20.f * (float(j) + 1.f) * sinf(6.28f * (float(i) + 0.33f * float(j) + 0.5f) / 16.f);
pos.z = 0.f;
editorFlow_definePrim(ptr, "FlowEmitterSphere", name, name);
editorFlow_setAttributeFloat3(ptr, name, "position", pos);
}
}
return nullptr;
}
static const EditorFlowStage editorFlowStage_manySpheres = { "manySpheres", editorFlowStage_init_manySpheres, nullptr, nullptr };
static const EditorFlowStage* gEditorFlowStage_builtinStages[] = {
&editorFlowStage_sphere,
&editorFlowStage_box,
&editorFlowStage_point,
&editorFlowStage_mesh,
&editorFlowStage_texture,
&editorFlowStage_nanovdb,
//&editorFlowStage_isosurface,
&editorFlowStage_manySpheres
};
void editorFlowStage_getBuiltinStages(const EditorFlowStage*** pStages, NvFlowUint64* pStageCount)
{
*pStages = gEditorFlowStage_builtinStages;
*pStageCount = sizeof(gEditorFlowStage_builtinStages) / sizeof(EditorFlowStage*);
}
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