添加 LightGame 关卡编辑器并修复死亡扣命、光感门阈值与渲染问题

- 新增 LevelEditor:ImGui 面板支持 tile 绘制、对象放置、选择、擦除、网格/碰撞体可视化、关卡导出为头文件
- 修复 LevelRenderer::draw 中 draw_tilemap 错误传入负 screen 坐标导致摄像机移动后 tile 消失
- 修复 Preview Light 滑块用 reinterpret_cast 将 uint16_t 强转为 int* 写入 4 字节覆盖相邻 bool 成员
- 修复编辑器放置光感门缺少 light_threshold 默认值导致不响应亮度变化
- 统一 LightPlatform[3192,4095] ShadowPlatform[0,1023] Door[1023,3192] 阈值到关卡数据与编辑器默认值
- 修复 SDL_StopTextInput 导致 ImGui InputText 无法输入及键盘状态异常
- 修复死亡状态每帧扣命导致一次死亡直接 GameOver
- 集成 ImGui (SDL2 Renderer 后端) 到构建系统
This commit is contained in:
SepComet 2026-06-11 19:30:04 +08:00
parent d49aef8c0f
commit 05d7d9783e
41 changed files with 62887 additions and 338 deletions

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@ -60,6 +60,19 @@ set(CORE_INCLUDE_DIRS
assets/sprite
)
if(NOT USE_FRAMEBUFFER)
list(APPEND CORE_SOURCES
third_party/imgui/imgui.cpp
third_party/imgui/imgui_demo.cpp
third_party/imgui/imgui_draw.cpp
third_party/imgui/imgui_tables.cpp
third_party/imgui/imgui_widgets.cpp
third_party/imgui/backends/imgui_impl_sdl2.cpp
third_party/imgui/backends/imgui_impl_sdlrenderer2.cpp
)
list(APPEND CORE_INCLUDE_DIRS third_party/imgui)
endif()
add_library(imx6u_core STATIC ${CORE_SOURCES})
target_include_directories(imx6u_core PUBLIC ${CORE_INCLUDE_DIRS})

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assets/tile/Run (32x32).png Normal file

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20
imgui.ini Normal file
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@ -0,0 +1,20 @@
[Window][Debug##Default]
Pos=60,60
Size=400,400
[Window][Tools]
Pos=0,20
Size=140,580
[Window][Status]
Pos=140,576
Size=884,32
[Window][Export Level]
Pos=312,200
Size=400,200
[Window][Properties]
Pos=804,20
Size=220,300

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@ -8,9 +8,10 @@ set(LIGHTGAME_SOURCES
src/engine/GameStateManager.cpp
src/engine/LightGameApp.cpp
src/systems/LightEffectSystem.cpp
src/editor/LevelEditor.cpp
src/main.cpp
)
add_executable(IMX6U-LightGame ${LIGHTGAME_SOURCES})
target_include_directories(IMX6U-LightGame PRIVATE src/engine src/systems src/levels generated)
target_include_directories(IMX6U-LightGame PRIVATE src/engine src/systems src/levels src/editor generated)
imx6u_configure_app_target(IMX6U-LightGame)

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@ -0,0 +1,709 @@
#include "LevelEditor.h"
#include "DrawContext.h"
#include "BitmapFont.h"
#include "LevelLoader.h"
#include "imgui.h"
#include "tile_atlas.h"
#include <algorithm>
#include <cstring>
#include <cstdio>
#include <iostream>
#include <sstream>
namespace LightGame
{
namespace
{
static RenderData::Sprite MakeTileSprite(const RenderData::Image* atlas, int32_t tile_id,
int32_t tile_size, int32_t atlas_columns)
{
const int32_t col = tile_id % atlas_columns;
const int32_t row = tile_id / atlas_columns;
return RenderData::Sprite(atlas, col * tile_size, row * tile_size, tile_size, tile_size);
}
static const RenderData::Sprite spr_platform = MakeTileSprite(&tile_atlas_image, 3, 32, 4);
static const RenderData::Sprite spr_spike = MakeTileSprite(&tile_atlas_image, 4, 32, 4);
static const RenderData::Sprite spr_light_platform = MakeTileSprite(&tile_atlas_image, 6, 32, 4);
static const RenderData::Sprite spr_shadow_platform = MakeTileSprite(&tile_atlas_image, 8, 32, 4);
static const RenderData::Sprite spr_door = MakeTileSprite(&tile_atlas_image, 9, 32, 4);
static const RenderData::Sprite spr_coin = MakeTileSprite(&tile_atlas_image, 11, 32, 4);
static const RenderData::Sprite spr_checkpoint = MakeTileSprite(&tile_atlas_image, 13, 32, 4);
static const char* ObjTypeToString(GameObjectType type)
{
switch (type)
{
case GameObjectType::Player: return "Player";
case GameObjectType::StaticPlatform: return "StaticPlatform";
case GameObjectType::LightPlatform: return "LightPlatform";
case GameObjectType::ShadowPlatform: return "ShadowPlatform";
case GameObjectType::Hazard: return "Hazard";
case GameObjectType::Collectible: return "Collectible";
case GameObjectType::Trigger: return "Trigger";
case GameObjectType::Door: return "Door";
}
return "StaticPlatform";
}
static const char* TriggerActionToString(TriggerAction action)
{
switch (action)
{
case TriggerAction::None: return "None";
case TriggerAction::LevelComplete: return "LevelComplete";
case TriggerAction::Checkpoint: return "Checkpoint";
case TriggerAction::Death: return "Death";
}
return "None";
}
}
LevelEditor::LevelEditor(int32_t screen_w, int32_t screen_h)
: screen_width_(screen_w),
screen_height_(screen_h),
active_(false),
should_quit_(false),
current_tool_(Tool::TileBrush),
selected_tile_id_(1),
selected_object_type_(GameObjectType::StaticPlatform),
selected_object_id_(0),
preview_light_level_(2048),
show_grid_(true),
show_colliders_(false),
map_width_(0),
map_height_(0),
tile_size_(32),
mouse_was_down_(false),
last_tile_x_(-1),
last_tile_y_(-1),
pending_load_level_(-1)
{
camera_.configure(screen_width_, screen_height_);
std::memset(export_name_, 0, sizeof(export_name_));
export_open_ = false;
}
void LevelEditor::set_active(bool active)
{
active_ = active;
if (active)
{
camera_.configure(screen_width_, screen_height_);
}
}
void LevelEditor::load_from_data(const LevelData& data)
{
level_ = Level();
LevelLoader::load(level_, data);
map_width_ = data.map_width;
map_height_ = data.map_height;
tile_size_ = data.tile_size;
camera_.set_level_bounds(LevelBounds(0, 0, map_width_ * tile_size_, map_height_ * tile_size_));
camera_.snap_to(level_.get_spawn_point());
selected_object_id_ = 0;
}
void LevelEditor::new_level(int32_t width, int32_t height, int32_t tile_size)
{
level_ = Level();
map_width_ = width;
map_height_ = height;
tile_size_ = tile_size;
const int32_t total = width * height;
std::vector<uint16_t> empty_tiles(static_cast<size_t>(total), 0);
RenderData::Tilemap tilemap;
tilemap.tiles = empty_tiles.data();
tilemap.width = width;
tilemap.height = height;
tilemap.tile_w = tile_size;
tilemap.tile_h = tile_size;
tilemap.atlas = &tile_atlas_image;
tilemap.atlas_columns = tile_atlas_columns;
level_.set_tilemap(tilemap);
level_.init_tile_buffer(empty_tiles.data(), total);
level_.set_bounds(LevelBounds(0, 0, width * tile_size, height * tile_size));
level_.set_spawn_point(Math::Vector2Int(tile_size * 2, tile_size * 2));
camera_.set_level_bounds(LevelBounds(0, 0, width * tile_size, height * tile_size));
camera_.snap_to(level_.get_spawn_point());
selected_object_id_ = 0;
}
void LevelEditor::update(uint32_t dt_ms, Platform::IKeyboardState* keyboard, Platform::IPointerInput* pointer)
{
if (!active_) return;
update_camera(dt_ms, keyboard, pointer);
handle_mouse(pointer);
}
void LevelEditor::update_camera(uint32_t dt_ms, Platform::IKeyboardState* keyboard, Platform::IPointerInput* pointer)
{
(void)dt_ms;
const int32_t speed = 8;
if (keyboard)
{
if (keyboard->is_key_down(Platform::KEY_A))
camera_.set_position(camera_.get_x() - speed, camera_.get_y());
if (keyboard->is_key_down(Platform::KEY_D))
camera_.set_position(camera_.get_x() + speed, camera_.get_y());
if (keyboard->is_key_down(Platform::KEY_W))
camera_.set_position(camera_.get_x(), camera_.get_y() - speed);
if (keyboard->is_key_down(Platform::KEY_S))
camera_.set_position(camera_.get_x(), camera_.get_y() + speed);
}
if (pointer && pointer->is_open())
{
// 中键拖拽可后续扩展
(void)pointer;
}
}
void LevelEditor::handle_mouse(Platform::IPointerInput* pointer)
{
if (!pointer || !pointer->is_open()) return;
if (ImGui::GetIO().WantCaptureMouse) return;
const bool is_down = pointer->is_down();
const bool was_pressed = pointer->was_pressed();
const int32_t px = pointer->get_x();
const int32_t py = pointer->get_y();
const int32_t world_x = px + camera_.get_x();
const int32_t world_y = py + camera_.get_y();
const int32_t tile_x = world_to_tile_x(world_x);
const int32_t tile_y = world_to_tile_y(world_y);
if (current_tool_ == Tool::TileBrush || current_tool_ == Tool::Eraser)
{
if (is_down && is_valid_tile(tile_x, tile_y))
{
const uint16_t tile_id = (current_tool_ == Tool::Eraser) ? 0 : static_cast<uint16_t>(selected_tile_id_);
paint_tile(tile_x, tile_y, tile_id);
}
}
else if (current_tool_ == Tool::ObjectPlace)
{
if (was_pressed && is_valid_tile(tile_x, tile_y))
{
place_object(tile_x, tile_y);
}
}
else if (current_tool_ == Tool::Select)
{
if (was_pressed)
{
select_at(world_x, world_y);
}
}
}
void LevelEditor::paint_tile(int32_t tile_x, int32_t tile_y, uint16_t tile_id)
{
uint16_t* tiles = level_.get_mutable_tiles();
if (!tiles) return;
const int32_t idx = tile_y * map_width_ + tile_x;
tiles[idx] = tile_id;
uint16_t* orig = const_cast<uint16_t*>(level_.get_original_tiles());
if (orig) orig[idx] = tile_id;
}
void LevelEditor::place_object(int32_t tile_x, int32_t tile_y)
{
const int32_t ts = tile_size_;
GameObject obj;
obj.type = selected_object_type_;
obj.position = Math::Vector2Int(tile_x * ts, tile_y * ts);
obj.active = true;
switch (selected_object_type_)
{
case GameObjectType::Player:
obj.collider = RenderData::BoundingBox2D(Math::Vector2Int(8, 0), Math::Vector2Int(24, 32));
obj.solid = false;
level_.set_spawn_point(obj.position);
break;
case GameObjectType::StaticPlatform:
obj.collider = RenderData::BoundingBox2D(Math::Vector2Int(0, 0), Math::Vector2Int(ts, ts));
obj.solid = true;
obj.sprite = &spr_platform;
break;
case GameObjectType::LightPlatform:
obj.collider = RenderData::BoundingBox2D(Math::Vector2Int(0, 0), Math::Vector2Int(ts, ts));
obj.solid = false;
obj.light_threshold = LightThreshold(3192, 4095);
obj.sprite = &spr_light_platform;
break;
case GameObjectType::ShadowPlatform:
obj.collider = RenderData::BoundingBox2D(Math::Vector2Int(0, 0), Math::Vector2Int(ts, ts));
obj.solid = true;
obj.light_threshold = LightThreshold(0, 1023);
obj.sprite = &spr_shadow_platform;
break;
case GameObjectType::Door:
obj.collider = RenderData::BoundingBox2D(Math::Vector2Int(0, 0), Math::Vector2Int(ts, ts));
obj.solid = true;
obj.light_threshold = LightThreshold(1023, 3192);
obj.sprite = &spr_door;
break;
case GameObjectType::Hazard:
obj.collider = RenderData::BoundingBox2D(Math::Vector2Int(0, ts / 2), Math::Vector2Int(ts, ts));
obj.solid = false;
obj.sprite = &spr_spike;
break;
case GameObjectType::Collectible:
obj.collider = RenderData::BoundingBox2D(Math::Vector2Int(ts / 4, ts / 4), Math::Vector2Int(ts * 3 / 4, ts * 3 / 4));
obj.solid = false;
obj.sprite = &spr_coin;
break;
case GameObjectType::Trigger:
obj.collider = RenderData::BoundingBox2D(Math::Vector2Int(0, 0), Math::Vector2Int(ts, ts));
obj.solid = false;
obj.trigger_action = TriggerAction::Checkpoint;
obj.sprite = &spr_checkpoint;
level_.add_checkpoint(Checkpoint(obj.position.x, obj.position.y));
break;
default:
break;
}
level_.add_object(obj);
}
void LevelEditor::select_at(int32_t world_x, int32_t world_y)
{
selected_object_id_ = 0;
const auto& objects = level_.get_all_objects();
for (size_t i = 0; i < objects.size(); ++i)
{
const GameObject& obj = objects[i];
if (!obj.active) continue;
const RenderData::BoundingBox2D box = obj.get_world_collider();
if (world_x >= box.min.x && world_x < box.max.x &&
world_y >= box.min.y && world_y < box.max.y)
{
selected_object_id_ = obj.id;
return;
}
}
}
void LevelEditor::draw(Core::DrawContext& ctx, const RenderData::BitmapFont& font)
{
if (!active_) return;
ctx.clear_color(RenderData::Color(20, 20, 40, 255));
light_system_.update(level_.get_all_objects(), preview_light_level_);
light_system_.update_tilemap(level_, preview_light_level_);
renderer_.draw(ctx, level_, camera_, light_system_, preview_light_level_);
if (show_grid_) draw_grid(ctx);
draw_spawn_point(ctx);
if (selected_object_id_ != 0) draw_selection_highlight(ctx);
if (show_colliders_) renderer_.draw_debug(ctx, level_, camera_, font);
}
void LevelEditor::draw_ui()
{
if (!active_) return;
draw_ui_main_menu();
draw_ui_toolbar();
draw_ui_properties();
draw_ui_status_bar();
draw_ui_export_dialog();
}
void LevelEditor::draw_grid(Core::DrawContext& ctx)
{
const int32_t ts = tile_size_;
const int32_t cam_x = camera_.get_x();
const int32_t cam_y = camera_.get_y();
const int32_t start_x = (cam_x / ts) * ts;
const int32_t start_y = (cam_y / ts) * ts;
const int32_t end_x = cam_x + screen_width_ + ts;
const int32_t end_y = cam_y + screen_height_ + ts;
const RenderData::Color grid_color(80, 80, 80, 128);
for (int32_t x = start_x; x < end_x; x += ts)
{
const int32_t sx = x - cam_x;
ctx.draw_line(Math::Vector2Int(sx, 0), Math::Vector2Int(sx, screen_height_), grid_color);
}
for (int32_t y = start_y; y < end_y; y += ts)
{
const int32_t sy = y - cam_y;
ctx.draw_line(Math::Vector2Int(0, sy), Math::Vector2Int(screen_width_, sy), grid_color);
}
}
void LevelEditor::draw_spawn_point(Core::DrawContext& ctx)
{
const Math::Vector2Int sp = level_.get_spawn_point();
const int32_t sx = sp.x - camera_.get_x();
const int32_t sy = sp.y - camera_.get_y();
if (sx < -16 || sx > screen_width_ + 16 || sy < -16 || sy > screen_height_ + 16) return;
const RenderData::Color color(0, 255, 0, 255);
ctx.draw_line(Math::Vector2Int(sx - 8, sy - 8), Math::Vector2Int(sx + 8, sy + 8), color);
ctx.draw_line(Math::Vector2Int(sx + 8, sy - 8), Math::Vector2Int(sx - 8, sy + 8), color);
}
void LevelEditor::draw_selection_highlight(Core::DrawContext& ctx)
{
GameObject* obj = level_.get_object(selected_object_id_);
if (!obj || !obj->active) return;
const RenderData::BoundingBox2D box = obj->get_world_collider();
const int32_t sx = box.min.x - camera_.get_x();
const int32_t sy = box.min.y - camera_.get_y();
const int32_t w = box.max.x - box.min.x;
const int32_t h = box.max.y - box.min.y;
if (sx + w < 0 || sx > screen_width_ || sy + h < 0 || sy > screen_height_) return;
const RenderData::Color color(255, 255, 0, 255);
ctx.draw_line(Math::Vector2Int(sx, sy), Math::Vector2Int(sx + w, sy), color);
ctx.draw_line(Math::Vector2Int(sx + w, sy), Math::Vector2Int(sx + w, sy + h), color);
ctx.draw_line(Math::Vector2Int(sx + w, sy + h), Math::Vector2Int(sx, sy + h), color);
ctx.draw_line(Math::Vector2Int(sx, sy + h), Math::Vector2Int(sx, sy), color);
}
void LevelEditor::draw_ui_main_menu()
{
if (ImGui::BeginMainMenuBar())
{
if (ImGui::BeginMenu("File"))
{
if (ImGui::MenuItem("New Level", "Ctrl+N"))
{
new_level(25, 8, 32);
}
if (ImGui::BeginMenu("Load Level"))
{
if (ImGui::MenuItem("Level 1")) pending_load_level_ = 0;
if (ImGui::MenuItem("Level 2")) pending_load_level_ = 1;
if (ImGui::MenuItem("Level 3")) pending_load_level_ = 2;
ImGui::EndMenu();
}
if (ImGui::MenuItem("Export to Header..."))
{
export_open_ = true;
}
if (ImGui::MenuItem("Close Editor", "Esc"))
{
should_quit_ = true;
}
ImGui::EndMenu();
}
if (ImGui::BeginMenu("View"))
{
ImGui::MenuItem("Show Grid", nullptr, &show_grid_);
ImGui::MenuItem("Show Colliders", nullptr, &show_colliders_);
ImGui::EndMenu();
}
ImGui::EndMainMenuBar();
}
}
void LevelEditor::draw_ui_toolbar()
{
ImGui::SetNextWindowPos(ImVec2(0, 20));
ImGui::SetNextWindowSize(ImVec2(140, static_cast<float>(screen_height_ - 20)));
ImGui::Begin("Tools", nullptr,
ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize |
ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar);
ImGui::Text("Tool");
if (ImGui::RadioButton("Tile Brush", current_tool_ == Tool::TileBrush))
current_tool_ = Tool::TileBrush;
if (ImGui::RadioButton("Object Place", current_tool_ == Tool::ObjectPlace))
current_tool_ = Tool::ObjectPlace;
if (ImGui::RadioButton("Select", current_tool_ == Tool::Select))
current_tool_ = Tool::Select;
if (ImGui::RadioButton("Eraser", current_tool_ == Tool::Eraser))
current_tool_ = Tool::Eraser;
ImGui::Separator();
if (current_tool_ == Tool::TileBrush)
{
ImGui::Text("Tile Type");
const char* tile_names[] = { "Empty", "Ground Top", "Ground Fill", "Platform", "Spike" };
for (int i = 0; i < 5; ++i)
{
if (ImGui::RadioButton(tile_names[i], selected_tile_id_ == i))
selected_tile_id_ = i;
}
}
else if (current_tool_ == Tool::ObjectPlace)
{
ImGui::Text("Object Type");
struct ObjEntry { GameObjectType type; const char* name; };
static const ObjEntry entries[] = {
{ GameObjectType::Player, "Player" },
{ GameObjectType::StaticPlatform, "Platform" },
{ GameObjectType::LightPlatform, "Light Platform" },
{ GameObjectType::ShadowPlatform, "Shadow Platform" },
{ GameObjectType::Door, "Door" },
{ GameObjectType::Hazard, "Hazard" },
{ GameObjectType::Collectible, "Collectible" },
{ GameObjectType::Trigger, "Trigger" },
};
for (size_t i = 0; i < sizeof(entries) / sizeof(entries[0]); ++i)
{
if (ImGui::RadioButton(entries[i].name, selected_object_type_ == entries[i].type))
selected_object_type_ = entries[i].type;
}
}
else if (current_tool_ == Tool::Select)
{
ImGui::Text("Click to select");
if (selected_object_id_ != 0)
{
if (ImGui::Button("Deselect"))
selected_object_id_ = 0;
}
}
else if (current_tool_ == Tool::Eraser)
{
ImGui::Text("Click to erase tiles");
}
ImGui::Separator();
ImGui::Text("Preview Light");
{
int light_val = static_cast<int>(preview_light_level_);
if (ImGui::SliderInt("##light", &light_val, 0, 4095))
preview_light_level_ = static_cast<uint16_t>(light_val);
}
ImGui::End();
}
void LevelEditor::draw_ui_properties()
{
if (selected_object_id_ == 0) return;
GameObject* obj = level_.get_object(selected_object_id_);
if (!obj) return;
ImGui::SetNextWindowPos(ImVec2(static_cast<float>(screen_width_ - 220), 20));
ImGui::SetNextWindowSize(ImVec2(220, 300));
ImGui::Begin("Properties", nullptr,
ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse);
ImGui::Text("Type: %s", ObjTypeToString(obj->type));
ImGui::Text("ID: %u", obj->id);
ImGui::InputInt("Pos X", &obj->position.x);
ImGui::InputInt("Pos Y", &obj->position.y);
if (obj->type == GameObjectType::LightPlatform ||
obj->type == GameObjectType::ShadowPlatform ||
obj->type == GameObjectType::Door)
{
int min_l = obj->light_threshold.min_level;
int max_l = obj->light_threshold.max_level;
ImGui::SliderInt("Light Min", &min_l, 0, 4095);
ImGui::SliderInt("Light Max", &max_l, 0, 4095);
obj->light_threshold.min_level = static_cast<uint16_t>(min_l);
obj->light_threshold.max_level = static_cast<uint16_t>(max_l);
}
if (obj->type == GameObjectType::Trigger)
{
const char* actions[] = { "None", "LevelComplete", "Checkpoint", "Death" };
int action_idx = static_cast<int>(obj->trigger_action);
if (ImGui::Combo("Action", &action_idx, actions, 4))
{
obj->trigger_action = static_cast<TriggerAction>(action_idx);
}
}
if (ImGui::Button("Delete", ImVec2(-1, 0)))
{
level_.remove_object(selected_object_id_);
selected_object_id_ = 0;
}
ImGui::End();
}
void LevelEditor::draw_ui_status_bar()
{
ImGui::SetNextWindowPos(ImVec2(140, static_cast<float>(screen_height_ - 24)));
ImGui::SetNextWindowSize(ImVec2(static_cast<float>(screen_width_ - 140), 24));
ImGui::Begin("Status", nullptr,
ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize |
ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar |
ImGuiWindowFlags_NoScrollbar);
ImGui::Text("Map: %dx%d | Tile: %d | Objects: %zu | Light: %d",
map_width_, map_height_, tile_size_,
level_.object_count(), preview_light_level_);
ImGui::End();
}
void LevelEditor::draw_ui_export_dialog()
{
if (!export_open_) return;
ImGui::SetNextWindowPos(ImVec2(static_cast<float>(screen_width_) * 0.5f - 200, static_cast<float>(screen_height_) * 0.5f - 100), ImGuiCond_Appearing);
ImGui::SetNextWindowSize(ImVec2(400, 200));
if (ImGui::Begin("Export Level", &export_open_))
{
ImGui::InputText("Level Name", export_name_, sizeof(export_name_));
if (ImGui::Button("Export", ImVec2(120, 0)))
{
if (std::strlen(export_name_) > 0)
{
const std::string header = export_to_header(export_name_);
const std::string filename = std::string(export_name_) + "Data.h";
std::cout << "[Editor] Export: name='" << export_name_ << "'" << std::endl;
std::cout << "[Editor] Export: filename='" << filename << "'" << std::endl;
std::cout << "[Editor] Export: header_size=" << header.size() << std::endl;
FILE* f = nullptr;
errno_t err = fopen_s(&f, filename.c_str(), "w");
if (err == 0 && f)
{
size_t written = std::fwrite(header.c_str(), 1, header.size(), f);
std::fclose(f);
std::cout << "[Editor] Export: written=" << written << " bytes, OK" << std::endl;
}
else
{
std::cerr << "[Editor] Export: fopen_s failed, err=" << err << std::endl;
}
export_open_ = false;
}
else
{
std::cout << "[Editor] Export: name empty, skipped" << std::endl;
}
}
ImGui::SameLine();
if (ImGui::Button("Cancel", ImVec2(120, 0)))
{
export_open_ = false;
}
}
ImGui::End();
}
int32_t LevelEditor::world_to_tile_x(int32_t world_x) const
{
return world_x / tile_size_;
}
int32_t LevelEditor::world_to_tile_y(int32_t world_y) const
{
return world_y / tile_size_;
}
bool LevelEditor::is_valid_tile(int32_t tx, int32_t ty) const
{
return tx >= 0 && tx < map_width_ && ty >= 0 && ty < map_height_;
}
RenderData::Sprite LevelEditor::MakeObjSprite(int32_t tile_id)
{
const int32_t col = tile_id % tile_atlas_columns;
const int32_t row = tile_id / tile_atlas_columns;
return RenderData::Sprite(&tile_atlas_image, col * 32, row * 32, 32, 32);
}
std::string LevelEditor::export_to_header(const std::string& level_name) const
{
std::ostringstream oss;
oss << "#pragma once\n\n";
oss << "#include \"LevelData.h\"\n";
oss << "#include \"tile_atlas.h\"\n\n";
oss << "namespace LightGame\n";
oss << "{\n";
oss << " namespace " << level_name << "\n";
oss << " {\n";
oss << " static const int32_t kMapWidth = " << map_width_ << ";\n";
oss << " static const int32_t kMapHeight = " << map_height_ << ";\n";
oss << " static const int32_t kTileSize = " << tile_size_ << ";\n\n";
oss << " static const uint16_t tiles[] = {\n";
const uint16_t* tiles = level_.get_original_tiles();
if (tiles)
{
for (int32_t y = 0; y < map_height_; ++y)
{
oss << " ";
for (int32_t x = 0; x < map_width_; ++x)
{
oss << tiles[y * map_width_ + x];
if (x < map_width_ - 1 || y < map_height_ - 1) oss << ",";
}
oss << "\n";
}
}
oss << " };\n\n";
const auto& objects = level_.get_all_objects();
int32_t spawn_count = 0;
for (size_t i = 0; i < objects.size(); ++i)
if (objects[i].active) ++spawn_count;
if (spawn_count > 0)
{
oss << " static const ObjectSpawn spawns[] = {\n";
for (size_t i = 0; i < objects.size(); ++i)
{
const GameObject& obj = objects[i];
if (!obj.active) continue;
const int32_t tx = obj.position.x / tile_size_;
const int32_t ty = obj.position.y / tile_size_;
oss << " { GameObjectType::" << ObjTypeToString(obj.type)
<< ", " << tx << ", " << ty << ", "
<< obj.light_threshold.min_level << ", "
<< obj.light_threshold.max_level << ", ";
oss << "TriggerAction::" << TriggerActionToString(obj.trigger_action) << ", "
<< obj.trigger_target_id << " },\n";
}
oss << " };\n\n";
}
oss << " static const RenderData::Image kAtlas(tile_atlas_pixels, tile_atlas_width, tile_atlas_height);\n\n";
oss << " static const LevelData data = {\n";
oss << " tiles,\n";
oss << " kMapWidth,\n";
oss << " kMapHeight,\n";
oss << " kTileSize,\n";
oss << " &kAtlas,\n";
oss << " tile_atlas_columns,\n";
if (spawn_count > 0)
oss << " spawns,\n";
else
oss << " nullptr,\n";
oss << " " << spawn_count << ",\n";
oss << " nullptr,\n";
oss << " 0,\n";
const Math::Vector2Int sp = level_.get_spawn_point();
oss << " Math::Vector2Int(" << sp.x << ", " << sp.y << "),\n";
const LevelBounds b = level_.get_bounds();
oss << " " << b.min_x << ",\n";
oss << " " << b.min_y << ",\n";
oss << " " << b.max_x << ",\n";
oss << " " << b.max_y << "\n";
oss << " };\n";
oss << " }\n";
oss << "}\n";
return oss.str();
}
}

View File

@ -0,0 +1,99 @@
#pragma once
#include <cstdint>
#include <string>
#include "Level.h"
#include "Camera2D.h"
#include "LevelRenderer.h"
#include "LightEffectSystem.h"
#include "LevelData.h"
#include "IKeyboardState.h"
#include "PointerInput.h"
#include "Sprite.h"
namespace Core { class DrawContext; }
namespace RenderData { struct BitmapFont; }
namespace LightGame
{
class LevelEditor
{
public:
enum class Tool { TileBrush, ObjectPlace, Select, Eraser };
LevelEditor(int32_t screen_w, int32_t screen_h);
void load_from_data(const LevelData& data);
void new_level(int32_t width, int32_t height, int32_t tile_size);
void update(uint32_t dt_ms, Platform::IKeyboardState* keyboard, Platform::IPointerInput* pointer);
void draw(Core::DrawContext& ctx, const RenderData::BitmapFont& font);
void draw_ui();
bool is_active() const { return active_; }
void set_active(bool active);
bool should_quit() const { return should_quit_; }
void set_pending_load(int32_t level_index) { pending_load_level_ = level_index; }
int32_t get_pending_load() const { return pending_load_level_; }
void clear_pending_load() { pending_load_level_ = -1; }
std::string export_to_header(const std::string& level_name) const;
private:
void update_camera(uint32_t dt_ms, Platform::IKeyboardState* keyboard, Platform::IPointerInput* pointer);
void handle_mouse(Platform::IPointerInput* pointer);
void paint_tile(int32_t tile_x, int32_t tile_y, uint16_t tile_id);
void place_object(int32_t tile_x, int32_t tile_y);
void select_at(int32_t world_x, int32_t world_y);
void erase_at(int32_t world_x, int32_t world_y);
void draw_grid(Core::DrawContext& ctx);
void draw_spawn_point(Core::DrawContext& ctx);
void draw_selection_highlight(Core::DrawContext& ctx);
void draw_ui_main_menu();
void draw_ui_toolbar();
void draw_ui_properties();
void draw_ui_status_bar();
void draw_ui_export_dialog();
int32_t world_to_tile_x(int32_t world_x) const;
int32_t world_to_tile_y(int32_t world_y) const;
bool is_valid_tile(int32_t tx, int32_t ty) const;
static RenderData::Sprite MakeObjSprite(int32_t tile_id);
int32_t screen_width_;
int32_t screen_height_;
Level level_;
Camera2D camera_;
LevelRenderer renderer_;
LightEffectSystem light_system_;
bool active_;
bool should_quit_;
Tool current_tool_;
int32_t selected_tile_id_;
GameObjectType selected_object_type_;
uint32_t selected_object_id_;
uint16_t preview_light_level_;
bool show_grid_;
bool show_colliders_;
int32_t map_width_;
int32_t map_height_;
int32_t tile_size_;
bool mouse_was_down_;
int32_t last_tile_x_;
int32_t last_tile_y_;
int32_t pending_load_level_;
mutable char export_name_[64];
mutable bool export_open_;
};
}

View File

@ -27,6 +27,7 @@ namespace LightGame
void follow(const Math::Vector2Int& target);
void snap_to(const Math::Vector2Int& target);
void set_position(int32_t x, int32_t y) { position_.x = x; position_.y = y; }
Math::Vector2Int get_position() const { return position_; }
int32_t get_x() const { return position_.x; }
int32_t get_y() const { return position_.y; }

View File

@ -11,7 +11,7 @@ namespace LightGame
if (tilemap.tiles != nullptr && tilemap.atlas != nullptr)
{
ctx.draw_tilemap(tilemap,
-camera.get_x(), -camera.get_y(),
0, 0,
camera.get_screen_width(), camera.get_screen_height(),
camera.get_x(), camera.get_y());
}

View File

@ -50,7 +50,8 @@ namespace LightGame
manual_light_level_(2048),
light_step_(256),
has_manual_override_(false),
debug_mode_(false)
debug_mode_(false),
death_processed_(false)
{
camera_.configure(screen_width, screen_height);
camera_.set_dead_zone(60, 40);
@ -233,14 +234,22 @@ namespace LightGame
camera_.follow(player->position);
if (player_controller_.is_dead())
{
if (!death_processed_)
{
state_manager_.get_hud().lives--;
death_processed_ = true;
if (state_manager_.get_hud().lives <= 0)
{
state_manager_.set_state(GameState::GameOver);
}
}
}
else
{
death_processed_ = false;
}
}
check_triggers();
}

View File

@ -57,6 +57,7 @@ namespace LightGame
bool has_manual_override_;
bool debug_mode_;
bool death_processed_;
public:
LightGameApp(

View File

@ -11,7 +11,6 @@ namespace LightGame
static const int32_t kMapHeight = 8;
static const int32_t kTileSize = 32;
// Tile IDs: 0=empty 1=ground_top 2=ground_fill 3=platform 4=spike
static const uint16_t tiles[] = {
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
@ -20,7 +19,7 @@ namespace LightGame
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
1,1,1,1,0,0,0,0,1,1,0,0,0,0,0,0,1,1,0,0,0,0,0,1,1,
2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,
2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2
};
static const ObjectSpawn spawns[] = {
@ -28,10 +27,24 @@ namespace LightGame
{ GameObjectType::Collectible, 5, 5, 0, 0, TriggerAction::None, 0 },
{ GameObjectType::Collectible, 10, 4, 0, 0, TriggerAction::None, 0 },
{ GameObjectType::Collectible, 18, 5, 0, 0, TriggerAction::None, 0 },
{ GameObjectType::Hazard, 12, 7, 0, 0, TriggerAction::Death, 0 },
{ GameObjectType::Hazard, 13, 7, 0, 0, TriggerAction::Death, 0 },
{ GameObjectType::Hazard, 14, 7, 0, 0, TriggerAction::Death, 0 },
{ GameObjectType::Hazard, 12, 6, 0, 0, TriggerAction::None, 0 },
{ GameObjectType::Hazard, 13, 6, 0, 0, TriggerAction::None, 0 },
{ GameObjectType::Hazard, 14, 6, 0, 0, TriggerAction::None, 0 },
{ GameObjectType::Trigger, 23, 5, 0, 0, TriggerAction::LevelComplete, 0 },
{ GameObjectType::Hazard, 4, 6, 0, 0, TriggerAction::None, 0 },
{ GameObjectType::Hazard, 6, 6, 0, 0, TriggerAction::None, 0 },
{ GameObjectType::Hazard, 5, 6, 0, 0, TriggerAction::None, 0 },
{ GameObjectType::Hazard, 7, 6, 0, 0, TriggerAction::None, 0 },
{ GameObjectType::Hazard, 10, 6, 0, 0, TriggerAction::None, 0 },
{ GameObjectType::Hazard, 11, 6, 0, 0, TriggerAction::None, 0 },
{ GameObjectType::Hazard, 15, 6, 0, 0, TriggerAction::None, 0 },
{ GameObjectType::Hazard, 18, 6, 0, 0, TriggerAction::None, 0 },
{ GameObjectType::Hazard, 19, 6, 0, 0, TriggerAction::None, 0 },
{ GameObjectType::Hazard, 20, 6, 0, 0, TriggerAction::None, 0 },
{ GameObjectType::Hazard, 20, 6, 0, 0, TriggerAction::None, 0 },
{ GameObjectType::Hazard, 21, 6, 0, 0, TriggerAction::None, 0 },
{ GameObjectType::Hazard, 21, 6, 0, 0, TriggerAction::None, 0 },
{ GameObjectType::Hazard, 22, 6, 0, 0, TriggerAction::None, 0 },
};
static const RenderData::Image kAtlas(tile_atlas_pixels, tile_atlas_width, tile_atlas_height);
@ -44,14 +57,14 @@ namespace LightGame
&kAtlas,
tile_atlas_columns,
spawns,
8,
22,
nullptr,
0,
Math::Vector2Int(2 * kTileSize, 5 * kTileSize),
Math::Vector2Int(64, 160),
0,
0,
kMapWidth * kTileSize,
kMapHeight * kTileSize
800,
256
};
}
}

View File

@ -26,16 +26,16 @@ namespace LightGame
static const ObjectSpawn spawns[] = {
{ GameObjectType::Player, 2, 5, 0, 0, TriggerAction::None, 0 },
{ GameObjectType::LightPlatform, 4, 4, 1500, 0, TriggerAction::None, 0 },
{ GameObjectType::LightPlatform, 6, 3, 1500, 0, TriggerAction::None, 0 },
{ GameObjectType::LightPlatform, 8, 2, 1500, 0, TriggerAction::None, 0 },
{ GameObjectType::LightPlatform, 10, 3, 1500, 0, TriggerAction::None, 0 },
{ GameObjectType::LightPlatform, 12, 4, 1500, 0, TriggerAction::None, 0 },
{ GameObjectType::LightPlatform, 14, 3, 1500, 0, TriggerAction::None, 0 },
{ GameObjectType::LightPlatform, 16, 2, 1500, 0, TriggerAction::None, 0 },
{ GameObjectType::LightPlatform, 18, 3, 1500, 0, TriggerAction::None, 0 },
{ GameObjectType::LightPlatform, 20, 4, 1500, 0, TriggerAction::None, 0 },
{ GameObjectType::LightPlatform, 22, 5, 1500, 0, TriggerAction::None, 0 },
{ GameObjectType::LightPlatform, 4, 4, 3192, 4095, TriggerAction::None, 0 },
{ GameObjectType::LightPlatform, 6, 3, 3192, 4095, TriggerAction::None, 0 },
{ GameObjectType::LightPlatform, 8, 2, 3192, 4095, TriggerAction::None, 0 },
{ GameObjectType::LightPlatform, 10, 3, 3192, 4095, TriggerAction::None, 0 },
{ GameObjectType::LightPlatform, 12, 4, 3192, 4095, TriggerAction::None, 0 },
{ GameObjectType::LightPlatform, 14, 3, 3192, 4095, TriggerAction::None, 0 },
{ GameObjectType::LightPlatform, 16, 2, 3192, 4095, TriggerAction::None, 0 },
{ GameObjectType::LightPlatform, 18, 3, 3192, 4095, TriggerAction::None, 0 },
{ GameObjectType::LightPlatform, 20, 4, 3192, 4095, TriggerAction::None, 0 },
{ GameObjectType::LightPlatform, 22, 5, 3192, 4095, TriggerAction::None, 0 },
{ GameObjectType::Collectible, 6, 2, 0, 0, TriggerAction::None, 0 },
{ GameObjectType::Collectible, 10, 2, 0, 0, TriggerAction::None, 0 },

View File

@ -27,18 +27,18 @@ namespace LightGame
static const ObjectSpawn spawns[] = {
{ GameObjectType::Player, 2, 5, 0, 0, TriggerAction::None, 0 },
{ GameObjectType::LightPlatform, 4, 4, 2000, 0, TriggerAction::None, 0 },
{ GameObjectType::ShadowPlatform, 6, 3, 0, 1000, TriggerAction::None, 0 },
{ GameObjectType::LightPlatform, 8, 4, 2000, 0, TriggerAction::None, 0 },
{ GameObjectType::ShadowPlatform, 10, 3, 0, 1000, TriggerAction::None, 0 },
{ GameObjectType::LightPlatform, 12, 4, 2000, 0, TriggerAction::None, 0 },
{ GameObjectType::LightPlatform, 4, 4, 3192, 4095, TriggerAction::None, 0 },
{ GameObjectType::ShadowPlatform, 6, 3, 0, 1023, TriggerAction::None, 0 },
{ GameObjectType::LightPlatform, 8, 4, 3192, 4095, TriggerAction::None, 0 },
{ GameObjectType::ShadowPlatform, 10, 3, 0, 1023, TriggerAction::None, 0 },
{ GameObjectType::LightPlatform, 12, 4, 3192, 4095, TriggerAction::None, 0 },
{ GameObjectType::Door, 15, 4, 1500, 2500, TriggerAction::None, 0 },
{ GameObjectType::Door, 15, 4, 1023, 3192, TriggerAction::None, 0 },
{ GameObjectType::LightPlatform, 17, 4, 2000, 0, TriggerAction::None, 0 },
{ GameObjectType::ShadowPlatform, 19, 3, 0, 1000, TriggerAction::None, 0 },
{ GameObjectType::LightPlatform, 21, 4, 2000, 0, TriggerAction::None, 0 },
{ GameObjectType::ShadowPlatform, 22, 5, 0, 1000, TriggerAction::None, 0 },
{ GameObjectType::LightPlatform, 17, 4, 3192, 4095, TriggerAction::None, 0 },
{ GameObjectType::ShadowPlatform, 19, 3, 0, 1023, TriggerAction::None, 0 },
{ GameObjectType::LightPlatform, 21, 4, 3192, 4095, TriggerAction::None, 0 },
{ GameObjectType::ShadowPlatform, 22, 5, 0, 1023, TriggerAction::None, 0 },
{ GameObjectType::Collectible, 6, 2, 0, 0, TriggerAction::None, 0 },
{ GameObjectType::Collectible, 10, 2, 0, 0, TriggerAction::None, 0 },

View File

@ -8,15 +8,23 @@
#include "DefaultHardware.h"
#include "Display.h"
#include "DrawContext.h"
#include "FrameBuffer.h"
#include "TimeSource.h"
#include "Timer.h"
#include "LightGameApp.h"
#include "LevelEditor.h"
#include "font_atlas.h"
#include "Level1Data.h"
#include "Level2Data.h"
#include "Level3Data.h"
#ifdef USE_FRAMEBUFFER
#include "FBDisplay.h"
#else
#include "SDLDisplay.h"
#include "imgui.h"
#include "backends/imgui_impl_sdl2.h"
#include "backends/imgui_impl_sdlrenderer2.h"
#endif
namespace
@ -91,6 +99,17 @@ int main(int argc, char* argv[])
&pointerInput,
&photoSensor);
LightGame::LevelEditor editor(ScreenWidth, ScreenHeight);
#ifndef USE_FRAMEBUFFER
Platform::SDLDisplay* sdl_display = static_cast<Platform::SDLDisplay*>(display);
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGui::StyleColorsDark();
ImGui_ImplSDL2_InitForSDLRenderer(sdl_display->get_window(), sdl_display->get_renderer());
ImGui_ImplSDLRenderer2_Init(sdl_display->get_renderer());
#endif
bool debug_mode = false;
for (int i = 1; i < argc; ++i)
{
@ -109,7 +128,28 @@ int main(int argc, char* argv[])
timer.begin_frame(time_source.get_time_ms());
bool should_quit = false;
#ifdef USE_FRAMEBUFFER
display->poll_events(should_quit);
#else
SDL_Event event;
while (SDL_PollEvent(&event))
{
ImGui_ImplSDL2_ProcessEvent(&event);
if (event.type == SDL_QUIT)
{
should_quit = true;
}
if (event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_ESCAPE)
{
should_quit = true;
}
if (event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_F1)
{
editor.set_active(!editor.is_active());
}
}
#endif
if (should_quit)
{
is_running = false;
@ -118,15 +158,57 @@ int main(int argc, char* argv[])
buttonInput.update();
pointerInput.update();
if (editor.is_active())
{
if (editor.get_pending_load() >= 0)
{
int32_t idx = editor.get_pending_load();
if (idx == 0) editor.load_from_data(LightGame::Level1::data);
else if (idx == 1) editor.load_from_data(LightGame::Level2::data);
else if (idx == 2) editor.load_from_data(LightGame::Level3::data);
editor.clear_pending_load();
}
editor.update(timer.fixed_delta_ms(), &keyboardState, &pointerInput);
editor.draw(ctx, font);
}
else
{
app.update(timer.fixed_delta_ms());
app.draw(ctx, font);
}
#ifdef USE_FRAMEBUFFER
ctx.present(display);
#else
const Core::FrameBuffer* fb = ctx.get_frame_buffer();
SDL_UpdateTexture(sdl_display->get_texture(), nullptr, fb->get_buffer(), ScreenWidth * 2);
SDL_RenderClear(sdl_display->get_renderer());
SDL_RenderCopy(sdl_display->get_renderer(), sdl_display->get_texture(), nullptr, nullptr);
ImGui_ImplSDLRenderer2_NewFrame();
ImGui_ImplSDL2_NewFrame();
ImGui::NewFrame();
if (editor.is_active())
{
editor.draw_ui();
}
ImGui::Render();
ImGui_ImplSDLRenderer2_RenderDrawData(ImGui::GetDrawData(), sdl_display->get_renderer());
SDL_RenderPresent(sdl_display->get_renderer());
#endif
SleepRemainingFrameTime(timer, time_source);
}
photoSensor.shutdown();
pointerInput.shutdown();
buttonInput.shutdown();
#ifndef USE_FRAMEBUFFER
ImGui_ImplSDLRenderer2_Shutdown();
ImGui_ImplSDL2_Shutdown();
ImGui::DestroyContext();
#endif
display->shutdown();
delete display;
return 0;

View File

@ -82,5 +82,7 @@ namespace Core
const RenderData::Color& color, const RenderData::Color& bg_color, const char* text);
void present(Platform::IDisplay* display);
const Core::FrameBuffer* get_frame_buffer() const { return frameBuffer; }
};
}

View File

@ -57,7 +57,7 @@ namespace Platform
return false;
}
SDL_StopTextInput();
SDL_StartTextInput();
return true;
}

View File

@ -18,5 +18,9 @@ namespace Platform
void present(const Core::FrameBuffer* framebuffer) override;
void poll_events(bool& should_quit) override;
void shutdown() override;
SDL_Window* get_window() const { return window; }
SDL_Renderer* get_renderer() const { return renderer; }
SDL_Texture* get_texture() const { return texture; }
};
}

View File

@ -0,0 +1,770 @@
// dear imgui: Platform Backend for SDL2
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
// (Prefer SDL 2.0.5+ for full feature support.)
// Implemented features:
// [X] Platform: Clipboard support.
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2024-07-02: Emscripten: Added io.PlatformOpenInShellFn() handler for Emscripten versions.
// 2024-07-02: Update for io.SetPlatformImeDataFn() -> io.PlatformSetImeDataFn() renaming in main library.
// 2024-02-14: Inputs: Handle gamepad disconnection. Added ImGui_ImplSDL2_SetGamepadMode().
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
// 2023-04-06: Inputs: Avoid calling SDL_StartTextInput()/SDL_StopTextInput() as they don't only pertain to IME. It's unclear exactly what their relation is to IME. (#6306)
// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen. (#2702)
// 2023-02-23: Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. (#6189, #6114, #3644)
// 2023-02-07: Implement IME handler (io.SetPlatformImeDataFn will call SDL_SetTextInputRect()/SDL_StartTextInput()).
// 2023-02-07: *BREAKING CHANGE* Renamed this backend file from imgui_impl_sdl.cpp/.h to imgui_impl_sdl2.cpp/.h in prevision for the future release of SDL3.
// 2023-02-02: Avoid calling SDL_SetCursor() when cursor has not changed, as the function is surprisingly costly on Mac with latest SDL (may be fixed in next SDL version).
// 2023-02-02: Added support for SDL 2.0.18+ preciseX/preciseY mouse wheel data for smooth scrolling + Scaling X value on Emscripten (bug?). (#4019, #6096)
// 2023-02-02: Removed SDL_MOUSEWHEEL value clamping, as values seem correct in latest Emscripten. (#4019)
// 2023-02-01: Flipping SDL_MOUSEWHEEL 'wheel.x' value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463)
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2022-09-26: Inputs: Disable SDL 2.0.22 new "auto capture" (SDL_HINT_MOUSE_AUTO_CAPTURE) which prevents drag and drop across windows for multi-viewport support + don't capture when drag and dropping. (#5710)
// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
// 2022-03-22: Inputs: Fix mouse position issues when dragging outside of boundaries. SDL_CaptureMouse() erroneously still gives out LEAVE events when hovering OS decorations.
// 2022-03-22: Inputs: Added support for extra mouse buttons (SDL_BUTTON_X1/SDL_BUTTON_X2).
// 2022-02-04: Added SDL_Renderer* parameter to ImGui_ImplSDL2_InitForSDLRenderer(), so we can use SDL_GetRendererOutputSize() instead of SDL_GL_GetDrawableSize() when bound to a SDL_Renderer.
// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
// 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates.
// 2022-01-12: Update mouse inputs using SDL_MOUSEMOTION/SDL_WINDOWEVENT_LEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API.
// 2022-01-12: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
// 2021-08-17: Calling io.AddFocusEvent() on SDL_WINDOWEVENT_FOCUS_GAINED/SDL_WINDOWEVENT_FOCUS_LOST.
// 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using SDL_GetMouseFocus() + SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, requires SDL 2.0.5+)
// 2021-06-29: *BREAKING CHANGE* Removed 'SDL_Window* window' parameter to ImGui_ImplSDL2_NewFrame() which was unnecessary.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-03-22: Rework global mouse pos availability check listing supported platforms explicitly, effectively fixing mouse access on Raspberry Pi. (#2837, #3950)
// 2020-05-25: Misc: Report a zero display-size when window is minimized, to be consistent with other backends.
// 2020-02-20: Inputs: Fixed mapping for ImGuiKey_KeyPadEnter (using SDL_SCANCODE_KP_ENTER instead of SDL_SCANCODE_RETURN2).
// 2019-12-17: Inputs: On Wayland, use SDL_GetMouseState (because there is no global mouse state).
// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
// 2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
// 2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls.
// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
// 2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'.
// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
// 2018-06-08: Misc: Extracted imgui_impl_sdl.cpp/.h away from the old combined SDL2+OpenGL/Vulkan examples.
// 2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter.
// 2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText).
// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
// 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
// 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS).
// 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes.
// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
// 2018-01-19: Inputs: When available (SDL 2.0.4+) using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging. Otherwise (SDL 2.0.3 and before) testing for SDL_WINDOW_INPUT_FOCUS instead of SDL_WINDOW_MOUSE_FOCUS.
// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_sdl2.h"
// Clang warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
#endif
// SDL
#include <SDL.h>
#include <SDL_syswm.h>
#ifdef __APPLE__
#include <TargetConditionals.h>
#endif
#ifdef __EMSCRIPTEN__
#include <emscripten/em_js.h>
#endif
#if SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__)
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1
#else
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0
#endif
#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
// SDL Data
struct ImGui_ImplSDL2_Data
{
SDL_Window* Window;
SDL_Renderer* Renderer;
Uint64 Time;
char* ClipboardTextData;
// Mouse handling
Uint32 MouseWindowID;
int MouseButtonsDown;
SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
SDL_Cursor* MouseLastCursor;
int MouseLastLeaveFrame;
bool MouseCanUseGlobalState;
// Gamepad handling
ImVector<SDL_GameController*> Gamepads;
ImGui_ImplSDL2_GamepadMode GamepadMode;
bool WantUpdateGamepadsList;
ImGui_ImplSDL2_Data() { memset((void*)this, 0, sizeof(*this)); }
};
// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
}
// Functions
static const char* ImGui_ImplSDL2_GetClipboardText(void*)
{
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
if (bd->ClipboardTextData)
SDL_free(bd->ClipboardTextData);
bd->ClipboardTextData = SDL_GetClipboardText();
return bd->ClipboardTextData;
}
static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text)
{
SDL_SetClipboardText(text);
}
// Note: native IME will only display if user calls SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1") _before_ SDL_CreateWindow().
static void ImGui_ImplSDL2_PlatformSetImeData(ImGuiContext*, ImGuiViewport*, ImGuiPlatformImeData* data)
{
if (data->WantVisible)
{
SDL_Rect r;
r.x = (int)data->InputPos.x;
r.y = (int)data->InputPos.y;
r.w = 1;
r.h = (int)data->InputLineHeight;
SDL_SetTextInputRect(&r);
}
}
static ImGuiKey ImGui_ImplSDL2_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode)
{
IM_UNUSED(scancode);
switch (keycode)
{
case SDLK_TAB: return ImGuiKey_Tab;
case SDLK_LEFT: return ImGuiKey_LeftArrow;
case SDLK_RIGHT: return ImGuiKey_RightArrow;
case SDLK_UP: return ImGuiKey_UpArrow;
case SDLK_DOWN: return ImGuiKey_DownArrow;
case SDLK_PAGEUP: return ImGuiKey_PageUp;
case SDLK_PAGEDOWN: return ImGuiKey_PageDown;
case SDLK_HOME: return ImGuiKey_Home;
case SDLK_END: return ImGuiKey_End;
case SDLK_INSERT: return ImGuiKey_Insert;
case SDLK_DELETE: return ImGuiKey_Delete;
case SDLK_BACKSPACE: return ImGuiKey_Backspace;
case SDLK_SPACE: return ImGuiKey_Space;
case SDLK_RETURN: return ImGuiKey_Enter;
case SDLK_ESCAPE: return ImGuiKey_Escape;
case SDLK_QUOTE: return ImGuiKey_Apostrophe;
case SDLK_COMMA: return ImGuiKey_Comma;
case SDLK_MINUS: return ImGuiKey_Minus;
case SDLK_PERIOD: return ImGuiKey_Period;
case SDLK_SLASH: return ImGuiKey_Slash;
case SDLK_SEMICOLON: return ImGuiKey_Semicolon;
case SDLK_EQUALS: return ImGuiKey_Equal;
case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket;
case SDLK_BACKSLASH: return ImGuiKey_Backslash;
case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket;
case SDLK_BACKQUOTE: return ImGuiKey_GraveAccent;
case SDLK_CAPSLOCK: return ImGuiKey_CapsLock;
case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock;
case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock;
case SDLK_PRINTSCREEN: return ImGuiKey_PrintScreen;
case SDLK_PAUSE: return ImGuiKey_Pause;
case SDLK_KP_0: return ImGuiKey_Keypad0;
case SDLK_KP_1: return ImGuiKey_Keypad1;
case SDLK_KP_2: return ImGuiKey_Keypad2;
case SDLK_KP_3: return ImGuiKey_Keypad3;
case SDLK_KP_4: return ImGuiKey_Keypad4;
case SDLK_KP_5: return ImGuiKey_Keypad5;
case SDLK_KP_6: return ImGuiKey_Keypad6;
case SDLK_KP_7: return ImGuiKey_Keypad7;
case SDLK_KP_8: return ImGuiKey_Keypad8;
case SDLK_KP_9: return ImGuiKey_Keypad9;
case SDLK_KP_PERIOD: return ImGuiKey_KeypadDecimal;
case SDLK_KP_DIVIDE: return ImGuiKey_KeypadDivide;
case SDLK_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
case SDLK_KP_MINUS: return ImGuiKey_KeypadSubtract;
case SDLK_KP_PLUS: return ImGuiKey_KeypadAdd;
case SDLK_KP_ENTER: return ImGuiKey_KeypadEnter;
case SDLK_KP_EQUALS: return ImGuiKey_KeypadEqual;
case SDLK_LCTRL: return ImGuiKey_LeftCtrl;
case SDLK_LSHIFT: return ImGuiKey_LeftShift;
case SDLK_LALT: return ImGuiKey_LeftAlt;
case SDLK_LGUI: return ImGuiKey_LeftSuper;
case SDLK_RCTRL: return ImGuiKey_RightCtrl;
case SDLK_RSHIFT: return ImGuiKey_RightShift;
case SDLK_RALT: return ImGuiKey_RightAlt;
case SDLK_RGUI: return ImGuiKey_RightSuper;
case SDLK_APPLICATION: return ImGuiKey_Menu;
case SDLK_0: return ImGuiKey_0;
case SDLK_1: return ImGuiKey_1;
case SDLK_2: return ImGuiKey_2;
case SDLK_3: return ImGuiKey_3;
case SDLK_4: return ImGuiKey_4;
case SDLK_5: return ImGuiKey_5;
case SDLK_6: return ImGuiKey_6;
case SDLK_7: return ImGuiKey_7;
case SDLK_8: return ImGuiKey_8;
case SDLK_9: return ImGuiKey_9;
case SDLK_a: return ImGuiKey_A;
case SDLK_b: return ImGuiKey_B;
case SDLK_c: return ImGuiKey_C;
case SDLK_d: return ImGuiKey_D;
case SDLK_e: return ImGuiKey_E;
case SDLK_f: return ImGuiKey_F;
case SDLK_g: return ImGuiKey_G;
case SDLK_h: return ImGuiKey_H;
case SDLK_i: return ImGuiKey_I;
case SDLK_j: return ImGuiKey_J;
case SDLK_k: return ImGuiKey_K;
case SDLK_l: return ImGuiKey_L;
case SDLK_m: return ImGuiKey_M;
case SDLK_n: return ImGuiKey_N;
case SDLK_o: return ImGuiKey_O;
case SDLK_p: return ImGuiKey_P;
case SDLK_q: return ImGuiKey_Q;
case SDLK_r: return ImGuiKey_R;
case SDLK_s: return ImGuiKey_S;
case SDLK_t: return ImGuiKey_T;
case SDLK_u: return ImGuiKey_U;
case SDLK_v: return ImGuiKey_V;
case SDLK_w: return ImGuiKey_W;
case SDLK_x: return ImGuiKey_X;
case SDLK_y: return ImGuiKey_Y;
case SDLK_z: return ImGuiKey_Z;
case SDLK_F1: return ImGuiKey_F1;
case SDLK_F2: return ImGuiKey_F2;
case SDLK_F3: return ImGuiKey_F3;
case SDLK_F4: return ImGuiKey_F4;
case SDLK_F5: return ImGuiKey_F5;
case SDLK_F6: return ImGuiKey_F6;
case SDLK_F7: return ImGuiKey_F7;
case SDLK_F8: return ImGuiKey_F8;
case SDLK_F9: return ImGuiKey_F9;
case SDLK_F10: return ImGuiKey_F10;
case SDLK_F11: return ImGuiKey_F11;
case SDLK_F12: return ImGuiKey_F12;
case SDLK_F13: return ImGuiKey_F13;
case SDLK_F14: return ImGuiKey_F14;
case SDLK_F15: return ImGuiKey_F15;
case SDLK_F16: return ImGuiKey_F16;
case SDLK_F17: return ImGuiKey_F17;
case SDLK_F18: return ImGuiKey_F18;
case SDLK_F19: return ImGuiKey_F19;
case SDLK_F20: return ImGuiKey_F20;
case SDLK_F21: return ImGuiKey_F21;
case SDLK_F22: return ImGuiKey_F22;
case SDLK_F23: return ImGuiKey_F23;
case SDLK_F24: return ImGuiKey_F24;
case SDLK_AC_BACK: return ImGuiKey_AppBack;
case SDLK_AC_FORWARD: return ImGuiKey_AppForward;
default: break;
}
return ImGuiKey_None;
}
static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
{
ImGuiIO& io = ImGui::GetIO();
io.AddKeyEvent(ImGuiMod_Ctrl, (sdl_key_mods & KMOD_CTRL) != 0);
io.AddKeyEvent(ImGuiMod_Shift, (sdl_key_mods & KMOD_SHIFT) != 0);
io.AddKeyEvent(ImGuiMod_Alt, (sdl_key_mods & KMOD_ALT) != 0);
io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & KMOD_GUI) != 0);
}
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
// If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field.
bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
{
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL2_Init()?");
ImGuiIO& io = ImGui::GetIO();
switch (event->type)
{
case SDL_MOUSEMOTION:
{
ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
io.AddMousePosEvent(mouse_pos.x, mouse_pos.y);
return true;
}
case SDL_MOUSEWHEEL:
{
//IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY);
#if SDL_VERSION_ATLEAST(2,0,18) // If this fails to compile on Emscripten: update to latest Emscripten!
float wheel_x = -event->wheel.preciseX;
float wheel_y = event->wheel.preciseY;
#else
float wheel_x = -(float)event->wheel.x;
float wheel_y = (float)event->wheel.y;
#endif
#ifdef __EMSCRIPTEN__
wheel_x /= 100.0f;
#endif
io.AddMouseSourceEvent(event->wheel.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
io.AddMouseWheelEvent(wheel_x, wheel_y);
return true;
}
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
{
int mouse_button = -1;
if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; }
if (event->button.button == SDL_BUTTON_MIDDLE) { mouse_button = 2; }
if (event->button.button == SDL_BUTTON_X1) { mouse_button = 3; }
if (event->button.button == SDL_BUTTON_X2) { mouse_button = 4; }
if (mouse_button == -1)
break;
io.AddMouseSourceEvent(event->button.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
io.AddMouseButtonEvent(mouse_button, (event->type == SDL_MOUSEBUTTONDOWN));
bd->MouseButtonsDown = (event->type == SDL_MOUSEBUTTONDOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button));
return true;
}
case SDL_TEXTINPUT:
{
io.AddInputCharactersUTF8(event->text.text);
return true;
}
case SDL_KEYDOWN:
case SDL_KEYUP:
{
ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod);
ImGuiKey key = ImGui_ImplSDL2_KeyEventToImGuiKey(event->key.keysym.sym, event->key.keysym.scancode);
io.AddKeyEvent(key, (event->type == SDL_KEYDOWN));
io.SetKeyEventNativeData(key, event->key.keysym.sym, event->key.keysym.scancode, event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
return true;
}
case SDL_WINDOWEVENT:
{
// - When capturing mouse, SDL will send a bunch of conflicting LEAVE/ENTER event on every mouse move, but the final ENTER tends to be right.
// - However we won't get a correct LEAVE event for a captured window.
// - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late,
// causing SDL_WINDOWEVENT_LEAVE on previous frame to interrupt drag operation by clear mouse position. This is why
// we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details.
Uint8 window_event = event->window.event;
if (window_event == SDL_WINDOWEVENT_ENTER)
{
bd->MouseWindowID = event->window.windowID;
bd->MouseLastLeaveFrame = 0;
}
if (window_event == SDL_WINDOWEVENT_LEAVE)
bd->MouseLastLeaveFrame = ImGui::GetFrameCount() + 1;
if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED)
io.AddFocusEvent(true);
else if (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST)
io.AddFocusEvent(false);
return true;
}
case SDL_CONTROLLERDEVICEADDED:
case SDL_CONTROLLERDEVICEREMOVED:
{
bd->WantUpdateGamepadsList = true;
return true;
}
}
return false;
}
#ifdef __EMSCRIPTEN__
EM_JS(void, ImGui_ImplSDL2_EmscriptenOpenURL, (char const* url), { url = url ? UTF8ToString(url) : null; if (url) window.open(url, '_blank'); });
#endif
static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void* sdl_gl_context)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
// Check and store if we are on a SDL backend that supports global mouse position
// ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
bool mouse_can_use_global_state = false;
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
const char* sdl_backend = SDL_GetCurrentVideoDriver();
const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++)
if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0)
mouse_can_use_global_state = true;
#endif
// Setup backend capabilities flags
ImGui_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)();
io.BackendPlatformUserData = (void*)bd;
io.BackendPlatformName = "imgui_impl_sdl2";
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
bd->Window = window;
bd->Renderer = renderer;
bd->MouseCanUseGlobalState = mouse_can_use_global_state;
io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
io.ClipboardUserData = nullptr;
io.PlatformSetImeDataFn = ImGui_ImplSDL2_PlatformSetImeData;
#ifdef __EMSCRIPTEN__
io.PlatformOpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplSDL2_EmscriptenOpenURL(url); return true; };
#endif
// Gamepad handling
bd->GamepadMode = ImGui_ImplSDL2_GamepadMode_AutoFirst;
bd->WantUpdateGamepadsList = true;
// Load mouse cursors
bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
// Set platform dependent data in viewport
// Our mouse update function expect PlatformHandle to be filled for the main viewport
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
main_viewport->PlatformHandle = (void*)window;
main_viewport->PlatformHandleRaw = nullptr;
SDL_SysWMinfo info;
SDL_VERSION(&info.version);
if (SDL_GetWindowWMInfo(window, &info))
{
#if defined(SDL_VIDEO_DRIVER_WINDOWS)
main_viewport->PlatformHandleRaw = (void*)info.info.win.window;
#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA)
main_viewport->PlatformHandleRaw = (void*)info.info.cocoa.window;
#endif
}
// From 2.0.5: Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event.
// Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered.
// (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application.
// It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click:
// you can ignore SDL_MOUSEBUTTONDOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED)
#ifdef SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH
SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
#endif
// From 2.0.18: Enable native IME.
// IMPORTANT: This is used at the time of SDL_CreateWindow() so this will only affects secondary windows, if any.
// For the main window to be affected, your application needs to call this manually before calling SDL_CreateWindow().
#ifdef SDL_HINT_IME_SHOW_UI
SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
#endif
// From 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows (see #5710)
#ifdef SDL_HINT_MOUSE_AUTO_CAPTURE
SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0");
#endif
(void)sdl_gl_context; // Unused in 'master' branch.
return true;
}
bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
{
return ImGui_ImplSDL2_Init(window, nullptr, sdl_gl_context);
}
bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
{
#if !SDL_HAS_VULKAN
IM_ASSERT(0 && "Unsupported");
#endif
return ImGui_ImplSDL2_Init(window, nullptr, nullptr);
}
bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
{
#if !defined(_WIN32)
IM_ASSERT(0 && "Unsupported");
#endif
return ImGui_ImplSDL2_Init(window, nullptr, nullptr);
}
bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window)
{
return ImGui_ImplSDL2_Init(window, nullptr, nullptr);
}
bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer)
{
return ImGui_ImplSDL2_Init(window, renderer, nullptr);
}
bool ImGui_ImplSDL2_InitForOther(SDL_Window* window)
{
return ImGui_ImplSDL2_Init(window, nullptr, nullptr);
}
static void ImGui_ImplSDL2_CloseGamepads();
void ImGui_ImplSDL2_Shutdown()
{
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
if (bd->ClipboardTextData)
SDL_free(bd->ClipboardTextData);
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
SDL_FreeCursor(bd->MouseCursors[cursor_n]);
ImGui_ImplSDL2_CloseGamepads();
io.BackendPlatformName = nullptr;
io.BackendPlatformUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
IM_DELETE(bd);
}
static void ImGui_ImplSDL2_UpdateMouseData()
{
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
ImGuiIO& io = ImGui::GetIO();
// We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below)
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
// SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside
SDL_CaptureMouse((bd->MouseButtonsDown != 0) ? SDL_TRUE : SDL_FALSE);
SDL_Window* focused_window = SDL_GetKeyboardFocus();
const bool is_app_focused = (bd->Window == focused_window);
#else
const bool is_app_focused = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; // SDL 2.0.3 and non-windowed systems: single-viewport only
#endif
if (is_app_focused)
{
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
if (io.WantSetMousePos)
SDL_WarpMouseInWindow(bd->Window, (int)io.MousePos.x, (int)io.MousePos.y);
// (Optional) Fallback to provide mouse position when focused (SDL_MOUSEMOTION already provides this when hovered or captured)
if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0)
{
int window_x, window_y, mouse_x_global, mouse_y_global;
SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global);
SDL_GetWindowPosition(bd->Window, &window_x, &window_y);
io.AddMousePosEvent((float)(mouse_x_global - window_x), (float)(mouse_y_global - window_y));
}
}
}
static void ImGui_ImplSDL2_UpdateMouseCursor()
{
ImGuiIO& io = ImGui::GetIO();
if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
return;
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
{
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
SDL_ShowCursor(SDL_FALSE);
}
else
{
// Show OS mouse cursor
SDL_Cursor* expected_cursor = bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow];
if (bd->MouseLastCursor != expected_cursor)
{
SDL_SetCursor(expected_cursor); // SDL function doesn't have an early out (see #6113)
bd->MouseLastCursor = expected_cursor;
}
SDL_ShowCursor(SDL_TRUE);
}
}
static void ImGui_ImplSDL2_CloseGamepads()
{
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
if (bd->GamepadMode != ImGui_ImplSDL2_GamepadMode_Manual)
for (SDL_GameController* gamepad : bd->Gamepads)
SDL_GameControllerClose(gamepad);
bd->Gamepads.resize(0);
}
void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array, int manual_gamepads_count)
{
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
ImGui_ImplSDL2_CloseGamepads();
if (mode == ImGui_ImplSDL2_GamepadMode_Manual)
{
IM_ASSERT(manual_gamepads_array != nullptr && manual_gamepads_count > 0);
for (int n = 0; n < manual_gamepads_count; n++)
bd->Gamepads.push_back(manual_gamepads_array[n]);
}
else
{
IM_ASSERT(manual_gamepads_array == nullptr && manual_gamepads_count <= 0);
bd->WantUpdateGamepadsList = true;
}
bd->GamepadMode = mode;
}
static void ImGui_ImplSDL2_UpdateGamepadButton(ImGui_ImplSDL2_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GameControllerButton button_no)
{
bool merged_value = false;
for (SDL_GameController* gamepad : bd->Gamepads)
merged_value |= SDL_GameControllerGetButton(gamepad, button_no) != 0;
io.AddKeyEvent(key, merged_value);
}
static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; }
static void ImGui_ImplSDL2_UpdateGamepadAnalog(ImGui_ImplSDL2_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GameControllerAxis axis_no, float v0, float v1)
{
float merged_value = 0.0f;
for (SDL_GameController* gamepad : bd->Gamepads)
{
float vn = Saturate((float)(SDL_GameControllerGetAxis(gamepad, axis_no) - v0) / (float)(v1 - v0));
if (merged_value < vn)
merged_value = vn;
}
io.AddKeyAnalogEvent(key, merged_value > 0.1f, merged_value);
}
static void ImGui_ImplSDL2_UpdateGamepads()
{
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
ImGuiIO& io = ImGui::GetIO();
// Update list of controller(s) to use
if (bd->WantUpdateGamepadsList && bd->GamepadMode != ImGui_ImplSDL2_GamepadMode_Manual)
{
ImGui_ImplSDL2_CloseGamepads();
int joystick_count = SDL_NumJoysticks();
for (int n = 0; n < joystick_count; n++)
if (SDL_IsGameController(n))
if (SDL_GameController* gamepad = SDL_GameControllerOpen(n))
{
bd->Gamepads.push_back(gamepad);
if (bd->GamepadMode == ImGui_ImplSDL2_GamepadMode_AutoFirst)
break;
}
bd->WantUpdateGamepadsList = false;
}
// FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
return;
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
if (bd->Gamepads.Size == 0)
return;
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
// Update gamepad inputs
const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value.
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadStart, SDL_CONTROLLER_BUTTON_START);
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadBack, SDL_CONTROLLER_BUTTON_BACK);
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceLeft, SDL_CONTROLLER_BUTTON_X); // Xbox X, PS Square
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceRight, SDL_CONTROLLER_BUTTON_B); // Xbox B, PS Circle
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceUp, SDL_CONTROLLER_BUTTON_Y); // Xbox Y, PS Triangle
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceDown, SDL_CONTROLLER_BUTTON_A); // Xbox A, PS Cross
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP);
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN);
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL1, SDL_CONTROLLER_BUTTON_LEFTSHOULDER);
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR1, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadL2, SDL_CONTROLLER_AXIS_TRIGGERLEFT, 0.0f, 32767);
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadR2, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 0.0f, 32767);
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL3, SDL_CONTROLLER_BUTTON_LEFTSTICK);
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR3, SDL_CONTROLLER_BUTTON_RIGHTSTICK);
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768);
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767);
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32768);
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767);
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickLeft, SDL_CONTROLLER_AXIS_RIGHTX, -thumb_dead_zone, -32768);
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickRight, SDL_CONTROLLER_AXIS_RIGHTX, +thumb_dead_zone, +32767);
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickUp, SDL_CONTROLLER_AXIS_RIGHTY, -thumb_dead_zone, -32768);
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767);
}
void ImGui_ImplSDL2_NewFrame()
{
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL2_Init()?");
ImGuiIO& io = ImGui::GetIO();
// Setup display size (every frame to accommodate for window resizing)
int w, h;
int display_w, display_h;
SDL_GetWindowSize(bd->Window, &w, &h);
if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED)
w = h = 0;
if (bd->Renderer != nullptr)
SDL_GetRendererOutputSize(bd->Renderer, &display_w, &display_h);
else
SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h);
io.DisplaySize = ImVec2((float)w, (float)h);
if (w > 0 && h > 0)
io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
// Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
// (Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. Happens in VMs and Emscripten, see #6189, #6114, #3644)
static Uint64 frequency = SDL_GetPerformanceFrequency();
Uint64 current_time = SDL_GetPerformanceCounter();
if (current_time <= bd->Time)
current_time = bd->Time + 1;
io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f);
bd->Time = current_time;
if (bd->MouseLastLeaveFrame && bd->MouseLastLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
{
bd->MouseWindowID = 0;
bd->MouseLastLeaveFrame = 0;
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
}
ImGui_ImplSDL2_UpdateMouseData();
ImGui_ImplSDL2_UpdateMouseCursor();
// Update game controllers (if enabled and available)
ImGui_ImplSDL2_UpdateGamepads();
}
//-----------------------------------------------------------------------------
#if defined(__clang__)
#pragma clang diagnostic pop
#endif
#endif // #ifndef IMGUI_DISABLE

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// dear imgui: Platform Backend for SDL2
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
// Implemented features:
// [X] Platform: Clipboard support.
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
struct SDL_Window;
struct SDL_Renderer;
struct _SDL_GameController;
typedef union SDL_Event SDL_Event;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer);
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOther(SDL_Window* window);
IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown();
IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame();
IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);
// Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this.
// When using manual mode, caller is responsible for opening/closing gamepad.
enum ImGui_ImplSDL2_GamepadMode { ImGui_ImplSDL2_GamepadMode_AutoFirst, ImGui_ImplSDL2_GamepadMode_AutoAll, ImGui_ImplSDL2_GamepadMode_Manual };
IMGUI_IMPL_API void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array = NULL, int manual_gamepads_count = -1);
#endif // #ifndef IMGUI_DISABLE

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// dear imgui: Renderer Backend for SDL_Renderer for SDL2
// (Requires: SDL 2.0.17+)
// Note how SDL_Renderer is an _optional_ component of SDL2.
// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
// If your application will want to render any non trivial amount of graphics other than UI,
// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and
// it might be difficult to step out of those boundaries.
// Implemented features:
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG
// 2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter.
// 2023-05-30: Renamed imgui_impl_sdlrenderer.h/.cpp to imgui_impl_sdlrenderer2.h/.cpp to accommodate for upcoming SDL3.
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2021-12-21: Update SDL_RenderGeometryRaw() format to work with SDL 2.0.19.
// 2021-12-03: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
// 2021-10-06: Backup and restore modified ClipRect/Viewport.
// 2021-09-21: Initial version.
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_sdlrenderer2.h"
#include <stdint.h> // intptr_t
// Clang warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
#endif
// SDL
#include <SDL.h>
#if !SDL_VERSION_ATLEAST(2,0,17)
#error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function
#endif
// SDL_Renderer data
struct ImGui_ImplSDLRenderer2_Data
{
SDL_Renderer* Renderer; // Main viewport's renderer
SDL_Texture* FontTexture;
ImGui_ImplSDLRenderer2_Data() { memset((void*)this, 0, sizeof(*this)); }
};
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
static ImGui_ImplSDLRenderer2_Data* ImGui_ImplSDLRenderer2_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer2_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
}
// Functions
bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!");
// Setup backend capabilities flags
ImGui_ImplSDLRenderer2_Data* bd = IM_NEW(ImGui_ImplSDLRenderer2_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_sdlrenderer2";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
bd->Renderer = renderer;
return true;
}
void ImGui_ImplSDLRenderer2_Shutdown()
{
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDLRenderer2_DestroyDeviceObjects();
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
IM_DELETE(bd);
}
static void ImGui_ImplSDLRenderer2_SetupRenderState(SDL_Renderer* renderer)
{
// Clear out any viewports and cliprect set by the user
// FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
SDL_RenderSetViewport(renderer, nullptr);
SDL_RenderSetClipRect(renderer, nullptr);
}
void ImGui_ImplSDLRenderer2_NewFrame()
{
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLRenderer2_Init()?");
if (!bd->FontTexture)
ImGui_ImplSDLRenderer2_CreateDeviceObjects();
}
void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer)
{
// If there's a scale factor set by the user, use that instead
// If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass
// to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here.
float rsx = 1.0f;
float rsy = 1.0f;
SDL_RenderGetScale(renderer, &rsx, &rsy);
ImVec2 render_scale;
render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x);
int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y);
if (fb_width == 0 || fb_height == 0)
return;
// Backup SDL_Renderer state that will be modified to restore it afterwards
struct BackupSDLRendererState
{
SDL_Rect Viewport;
bool ClipEnabled;
SDL_Rect ClipRect;
};
BackupSDLRendererState old = {};
old.ClipEnabled = SDL_RenderIsClipEnabled(renderer) == SDL_TRUE;
SDL_RenderGetViewport(renderer, &old.Viewport);
SDL_RenderGetClipRect(renderer, &old.ClipRect);
// Will project scissor/clipping rectangles into framebuffer space
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
ImVec2 clip_scale = render_scale;
// Render command lists
ImGui_ImplSDLRenderer2_SetupRenderState(renderer);
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;
const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback)
{
// User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplSDLRenderer2_SetupRenderState(renderer);
else
pcmd->UserCallback(cmd_list, pcmd);
}
else
{
// Project scissor/clipping rectangles into framebuffer space
ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; }
if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; }
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
continue;
SDL_Rect r = { (int)(clip_min.x), (int)(clip_min.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y) };
SDL_RenderSetClipRect(renderer, &r);
const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos));
const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv));
#if SDL_VERSION_ATLEAST(2,0,19)
const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.19+
#else
const int* color = (const int*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.17 and 2.0.18
#endif
// Bind texture, Draw
SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
SDL_RenderGeometryRaw(renderer, tex,
xy, (int)sizeof(ImDrawVert),
color, (int)sizeof(ImDrawVert),
uv, (int)sizeof(ImDrawVert),
cmd_list->VtxBuffer.Size - pcmd->VtxOffset,
idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx));
}
}
}
// Restore modified SDL_Renderer state
SDL_RenderSetViewport(renderer, &old.Viewport);
SDL_RenderSetClipRect(renderer, old.ClipEnabled ? &old.ClipRect : nullptr);
}
// Called by Init/NewFrame/Shutdown
bool ImGui_ImplSDLRenderer2_CreateFontsTexture()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
// Build texture atlas
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
// Upload texture to graphics system
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
bd->FontTexture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
if (bd->FontTexture == nullptr)
{
SDL_Log("error creating texture");
return false;
}
SDL_UpdateTexture(bd->FontTexture, nullptr, pixels, 4 * width);
SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND);
SDL_SetTextureScaleMode(bd->FontTexture, SDL_ScaleModeLinear);
// Store our identifier
io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
return true;
}
void ImGui_ImplSDLRenderer2_DestroyFontsTexture()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
if (bd->FontTexture)
{
io.Fonts->SetTexID(0);
SDL_DestroyTexture(bd->FontTexture);
bd->FontTexture = nullptr;
}
}
bool ImGui_ImplSDLRenderer2_CreateDeviceObjects()
{
return ImGui_ImplSDLRenderer2_CreateFontsTexture();
}
void ImGui_ImplSDLRenderer2_DestroyDeviceObjects()
{
ImGui_ImplSDLRenderer2_DestroyFontsTexture();
}
//-----------------------------------------------------------------------------
#if defined(__clang__)
#pragma clang diagnostic pop
#endif
#endif // #ifndef IMGUI_DISABLE

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// dear imgui: Renderer Backend for SDL_Renderer for SDL2
// (Requires: SDL 2.0.17+)
// Note how SDL_Renderer is an _optional_ component of SDL2.
// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
// If your application will want to render any non trivial amount of graphics other than UI,
// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and
// it might be difficult to step out of those boundaries.
// Implemented features:
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#pragma once
#ifndef IMGUI_DISABLE
#include "imgui.h" // IMGUI_IMPL_API
struct SDL_Renderer;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer);
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_Shutdown();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_NewFrame();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer);
// Called by Init/NewFrame/Shutdown
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_CreateFontsTexture();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_DestroyFontsTexture();
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_DestroyDeviceObjects();
#endif // #ifndef IMGUI_DISABLE

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//-----------------------------------------------------------------------------
// DEAR IMGUI COMPILE-TIME OPTIONS
// Runtime options (clipboard callbacks, enabling various features, etc.) can generally be set via the ImGuiIO structure.
// You can use ImGui::SetAllocatorFunctions() before calling ImGui::CreateContext() to rewire memory allocation functions.
//-----------------------------------------------------------------------------
// A) You may edit imconfig.h (and not overwrite it when updating Dear ImGui, or maintain a patch/rebased branch with your modifications to it)
// B) or '#define IMGUI_USER_CONFIG "my_imgui_config.h"' in your project and then add directives in your own file without touching this template.
//-----------------------------------------------------------------------------
// You need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include the imgui*.cpp
// files but also _any_ of your code that uses Dear ImGui. This is because some compile-time options have an affect on data structures.
// Defining those options in imconfig.h will ensure every compilation unit gets to see the same data structure layouts.
// Call IMGUI_CHECKVERSION() from your .cpp file to verify that the data structures your files are using are matching the ones imgui.cpp is using.
//-----------------------------------------------------------------------------
#pragma once
//---- Define assertion handler. Defaults to calling assert().
// If your macro uses multiple statements, make sure is enclosed in a 'do { .. } while (0)' block so it can be used as a single statement.
//#define IM_ASSERT(_EXPR) MyAssert(_EXPR)
//#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts
//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows
// Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
// - Windows DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details.
//#define IMGUI_API __declspec(dllexport) // MSVC Windows: DLL export
//#define IMGUI_API __declspec(dllimport) // MSVC Windows: DLL import
//#define IMGUI_API __attribute__((visibility("default"))) // GCC/Clang: override visibility when set is hidden
//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to clean your code of obsolete function/names.
//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
//#define IMGUI_DISABLE_OBSOLETE_KEYIO // 1.87+ disable legacy io.KeyMap[]+io.KeysDown[] in favor io.AddKeyEvent(). This is automatically done by IMGUI_DISABLE_OBSOLETE_FUNCTIONS.
//---- Disable all of Dear ImGui or don't implement standard windows/tools.
// It is very strongly recommended to NOT disable the demo windows and debug tool during development. They are extremely useful in day to day work. Please read comments in imgui_demo.cpp.
//#define IMGUI_DISABLE // Disable everything: all headers and source files will be empty.
//#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty.
//#define IMGUI_DISABLE_DEBUG_TOOLS // Disable metrics/debugger and other debug tools: ShowMetricsWindow(), ShowDebugLogWindow() and ShowIDStackToolWindow() will be empty.
//---- Don't implement some functions to reduce linkage requirements.
//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. (user32.lib/.a, kernel32.lib/.a)
//#define IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with Visual Studio] Implement default IME handler (require imm32.lib/.a, auto-link for Visual Studio, -limm32 on command-line for MinGW)
//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with non-Visual Studio compilers] Don't implement default IME handler (won't require imm32.lib/.a)
//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, IME).
//#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not the default).
//#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS // Don't implement default io.PlatformOpenInShellFn() handler (Win32: ShellExecute(), require shell32.lib/.a, Mac/Linux: use system("")).
//#define IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf)
//#define IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement them yourself.
//#define IMGUI_DISABLE_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle at all (replace them with dummies)
//#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle so you can implement them yourself if you don't want to link with fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function.
//#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions().
//#define IMGUI_DISABLE_SSE // Disable use of SSE intrinsics even if available
//---- Enable Test Engine / Automation features.
//#define IMGUI_ENABLE_TEST_ENGINE // Enable imgui_test_engine hooks. Generally set automatically by include "imgui_te_config.h", see Test Engine for details.
//---- Include imgui_user.h at the end of imgui.h as a convenience
// May be convenient for some users to only explicitly include vanilla imgui.h and have extra stuff included.
//#define IMGUI_INCLUDE_IMGUI_USER_H
//#define IMGUI_USER_H_FILENAME "my_folder/my_imgui_user.h"
//---- Pack colors to BGRA8 instead of RGBA8 (to avoid converting from one to another)
//#define IMGUI_USE_BGRA_PACKED_COLOR
//---- Use 32-bit for ImWchar (default is 16-bit) to support Unicode planes 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes, ancient languages, etc...)
//#define IMGUI_USE_WCHAR32
//---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version
// By default the embedded implementations are declared static and not available outside of Dear ImGui sources files.
//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h"
//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h"
//#define IMGUI_STB_SPRINTF_FILENAME "my_folder/stb_sprintf.h" // only used if IMGUI_USE_STB_SPRINTF is defined.
//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
//#define IMGUI_DISABLE_STB_SPRINTF_IMPLEMENTATION // only disabled if IMGUI_USE_STB_SPRINTF is defined.
//---- Use stb_sprintf.h for a faster implementation of vsnprintf instead of the one from libc (unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined)
// Compatibility checks of arguments and formats done by clang and GCC will be disabled in order to support the extra formats provided by stb_sprintf.h.
//#define IMGUI_USE_STB_SPRINTF
//---- Use FreeType to build and rasterize the font atlas (instead of stb_truetype which is embedded by default in Dear ImGui)
// Requires FreeType headers to be available in the include path. Requires program to be compiled with 'misc/freetype/imgui_freetype.cpp' (in this repository) + the FreeType library (not provided).
// On Windows you may use vcpkg with 'vcpkg install freetype --triplet=x64-windows' + 'vcpkg integrate install'.
//#define IMGUI_ENABLE_FREETYPE
//---- Use FreeType+lunasvg library to render OpenType SVG fonts (SVGinOT)
// Requires lunasvg headers to be available in the include path + program to be linked with the lunasvg library (not provided).
// Only works in combination with IMGUI_ENABLE_FREETYPE.
// (implementation is based on Freetype's rsvg-port.c which is licensed under CeCILL-C Free Software License Agreement)
//#define IMGUI_ENABLE_FREETYPE_LUNASVG
//---- Use stb_truetype to build and rasterize the font atlas (default)
// The only purpose of this define is if you want force compilation of the stb_truetype backend ALONG with the FreeType backend.
//#define IMGUI_ENABLE_STB_TRUETYPE
//---- Define constructor and implicit cast operators to convert back<>forth between your math types and ImVec2/ImVec4.
// This will be inlined as part of ImVec2 and ImVec4 class declarations.
/*
#define IM_VEC2_CLASS_EXTRA \
constexpr ImVec2(const MyVec2& f) : x(f.x), y(f.y) {} \
operator MyVec2() const { return MyVec2(x,y); }
#define IM_VEC4_CLASS_EXTRA \
constexpr ImVec4(const MyVec4& f) : x(f.x), y(f.y), z(f.z), w(f.w) {} \
operator MyVec4() const { return MyVec4(x,y,z,w); }
*/
//---- ...Or use Dear ImGui's own very basic math operators.
//#define IMGUI_DEFINE_MATH_OPERATORS
//---- Use 32-bit vertex indices (default is 16-bit) is one way to allow large meshes with more than 64K vertices.
// Your renderer backend will need to support it (most example renderer backends support both 16/32-bit indices).
// Another way to allow large meshes while keeping 16-bit indices is to handle ImDrawCmd::VtxOffset in your renderer.
// Read about ImGuiBackendFlags_RendererHasVtxOffset for details.
//#define ImDrawIdx unsigned int
//---- Override ImDrawCallback signature (will need to modify renderer backends accordingly)
//struct ImDrawList;
//struct ImDrawCmd;
//typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data);
//#define ImDrawCallback MyImDrawCallback
//---- Debug Tools: Macro to break in Debugger (we provide a default implementation of this in the codebase)
// (use 'Metrics->Tools->Item Picker' to pick widgets with the mouse and break into them for easy debugging.)
//#define IM_DEBUG_BREAK IM_ASSERT(0)
//#define IM_DEBUG_BREAK __debugbreak()
//---- Debug Tools: Enable slower asserts
//#define IMGUI_DEBUG_PARANOID
//---- Tip: You can add extra functions within the ImGui:: namespace from anywhere (e.g. your own sources/header files)
/*
namespace ImGui
{
void MyFunction(const char* name, MyMatrix44* mtx);
}
*/

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// [DEAR IMGUI]
// This is a slightly modified version of stb_rect_pack.h 1.01.
// Grep for [DEAR IMGUI] to find the changes.
//
// stb_rect_pack.h - v1.01 - public domain - rectangle packing
// Sean Barrett 2014
//
// Useful for e.g. packing rectangular textures into an atlas.
// Does not do rotation.
//
// Before #including,
//
// #define STB_RECT_PACK_IMPLEMENTATION
//
// in the file that you want to have the implementation.
//
// Not necessarily the awesomest packing method, but better than
// the totally naive one in stb_truetype (which is primarily what
// this is meant to replace).
//
// Has only had a few tests run, may have issues.
//
// More docs to come.
//
// No memory allocations; uses qsort() and assert() from stdlib.
// Can override those by defining STBRP_SORT and STBRP_ASSERT.
//
// This library currently uses the Skyline Bottom-Left algorithm.
//
// Please note: better rectangle packers are welcome! Please
// implement them to the same API, but with a different init
// function.
//
// Credits
//
// Library
// Sean Barrett
// Minor features
// Martins Mozeiko
// github:IntellectualKitty
//
// Bugfixes / warning fixes
// Jeremy Jaussaud
// Fabian Giesen
//
// Version history:
//
// 1.01 (2021-07-11) always use large rect mode, expose STBRP__MAXVAL in public section
// 1.00 (2019-02-25) avoid small space waste; gracefully fail too-wide rectangles
// 0.99 (2019-02-07) warning fixes
// 0.11 (2017-03-03) return packing success/fail result
// 0.10 (2016-10-25) remove cast-away-const to avoid warnings
// 0.09 (2016-08-27) fix compiler warnings
// 0.08 (2015-09-13) really fix bug with empty rects (w=0 or h=0)
// 0.07 (2015-09-13) fix bug with empty rects (w=0 or h=0)
// 0.06 (2015-04-15) added STBRP_SORT to allow replacing qsort
// 0.05: added STBRP_ASSERT to allow replacing assert
// 0.04: fixed minor bug in STBRP_LARGE_RECTS support
// 0.01: initial release
//
// LICENSE
//
// See end of file for license information.
//////////////////////////////////////////////////////////////////////////////
//
// INCLUDE SECTION
//
#ifndef STB_INCLUDE_STB_RECT_PACK_H
#define STB_INCLUDE_STB_RECT_PACK_H
#define STB_RECT_PACK_VERSION 1
#ifdef STBRP_STATIC
#define STBRP_DEF static
#else
#define STBRP_DEF extern
#endif
#ifdef __cplusplus
extern "C" {
#endif
typedef struct stbrp_context stbrp_context;
typedef struct stbrp_node stbrp_node;
typedef struct stbrp_rect stbrp_rect;
typedef int stbrp_coord;
#define STBRP__MAXVAL 0x7fffffff
// Mostly for internal use, but this is the maximum supported coordinate value.
STBRP_DEF int stbrp_pack_rects (stbrp_context *context, stbrp_rect *rects, int num_rects);
// Assign packed locations to rectangles. The rectangles are of type
// 'stbrp_rect' defined below, stored in the array 'rects', and there
// are 'num_rects' many of them.
//
// Rectangles which are successfully packed have the 'was_packed' flag
// set to a non-zero value and 'x' and 'y' store the minimum location
// on each axis (i.e. bottom-left in cartesian coordinates, top-left
// if you imagine y increasing downwards). Rectangles which do not fit
// have the 'was_packed' flag set to 0.
//
// You should not try to access the 'rects' array from another thread
// while this function is running, as the function temporarily reorders
// the array while it executes.
//
// To pack into another rectangle, you need to call stbrp_init_target
// again. To continue packing into the same rectangle, you can call
// this function again. Calling this multiple times with multiple rect
// arrays will probably produce worse packing results than calling it
// a single time with the full rectangle array, but the option is
// available.
//
// The function returns 1 if all of the rectangles were successfully
// packed and 0 otherwise.
struct stbrp_rect
{
// reserved for your use:
int id;
// input:
stbrp_coord w, h;
// output:
stbrp_coord x, y;
int was_packed; // non-zero if valid packing
}; // 16 bytes, nominally
STBRP_DEF void stbrp_init_target (stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes);
// Initialize a rectangle packer to:
// pack a rectangle that is 'width' by 'height' in dimensions
// using temporary storage provided by the array 'nodes', which is 'num_nodes' long
//
// You must call this function every time you start packing into a new target.
//
// There is no "shutdown" function. The 'nodes' memory must stay valid for
// the following stbrp_pack_rects() call (or calls), but can be freed after
// the call (or calls) finish.
//
// Note: to guarantee best results, either:
// 1. make sure 'num_nodes' >= 'width'
// or 2. call stbrp_allow_out_of_mem() defined below with 'allow_out_of_mem = 1'
//
// If you don't do either of the above things, widths will be quantized to multiples
// of small integers to guarantee the algorithm doesn't run out of temporary storage.
//
// If you do #2, then the non-quantized algorithm will be used, but the algorithm
// may run out of temporary storage and be unable to pack some rectangles.
STBRP_DEF void stbrp_setup_allow_out_of_mem (stbrp_context *context, int allow_out_of_mem);
// Optionally call this function after init but before doing any packing to
// change the handling of the out-of-temp-memory scenario, described above.
// If you call init again, this will be reset to the default (false).
STBRP_DEF void stbrp_setup_heuristic (stbrp_context *context, int heuristic);
// Optionally select which packing heuristic the library should use. Different
// heuristics will produce better/worse results for different data sets.
// If you call init again, this will be reset to the default.
enum
{
STBRP_HEURISTIC_Skyline_default=0,
STBRP_HEURISTIC_Skyline_BL_sortHeight = STBRP_HEURISTIC_Skyline_default,
STBRP_HEURISTIC_Skyline_BF_sortHeight
};
//////////////////////////////////////////////////////////////////////////////
//
// the details of the following structures don't matter to you, but they must
// be visible so you can handle the memory allocations for them
struct stbrp_node
{
stbrp_coord x,y;
stbrp_node *next;
};
struct stbrp_context
{
int width;
int height;
int align;
int init_mode;
int heuristic;
int num_nodes;
stbrp_node *active_head;
stbrp_node *free_head;
stbrp_node extra[2]; // we allocate two extra nodes so optimal user-node-count is 'width' not 'width+2'
};
#ifdef __cplusplus
}
#endif
#endif
//////////////////////////////////////////////////////////////////////////////
//
// IMPLEMENTATION SECTION
//
#ifdef STB_RECT_PACK_IMPLEMENTATION
#ifndef STBRP_SORT
#include <stdlib.h>
#define STBRP_SORT qsort
#endif
#ifndef STBRP_ASSERT
#include <assert.h>
#define STBRP_ASSERT assert
#endif
#ifdef _MSC_VER
#define STBRP__NOTUSED(v) (void)(v)
#define STBRP__CDECL __cdecl
#else
#define STBRP__NOTUSED(v) (void)sizeof(v)
#define STBRP__CDECL
#endif
enum
{
STBRP__INIT_skyline = 1
};
STBRP_DEF void stbrp_setup_heuristic(stbrp_context *context, int heuristic)
{
switch (context->init_mode) {
case STBRP__INIT_skyline:
STBRP_ASSERT(heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight || heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight);
context->heuristic = heuristic;
break;
default:
STBRP_ASSERT(0);
}
}
STBRP_DEF void stbrp_setup_allow_out_of_mem(stbrp_context *context, int allow_out_of_mem)
{
if (allow_out_of_mem)
// if it's ok to run out of memory, then don't bother aligning them;
// this gives better packing, but may fail due to OOM (even though
// the rectangles easily fit). @TODO a smarter approach would be to only
// quantize once we've hit OOM, then we could get rid of this parameter.
context->align = 1;
else {
// if it's not ok to run out of memory, then quantize the widths
// so that num_nodes is always enough nodes.
//
// I.e. num_nodes * align >= width
// align >= width / num_nodes
// align = ceil(width/num_nodes)
context->align = (context->width + context->num_nodes-1) / context->num_nodes;
}
}
STBRP_DEF void stbrp_init_target(stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes)
{
int i;
for (i=0; i < num_nodes-1; ++i)
nodes[i].next = &nodes[i+1];
nodes[i].next = NULL;
context->init_mode = STBRP__INIT_skyline;
context->heuristic = STBRP_HEURISTIC_Skyline_default;
context->free_head = &nodes[0];
context->active_head = &context->extra[0];
context->width = width;
context->height = height;
context->num_nodes = num_nodes;
stbrp_setup_allow_out_of_mem(context, 0);
// node 0 is the full width, node 1 is the sentinel (lets us not store width explicitly)
context->extra[0].x = 0;
context->extra[0].y = 0;
context->extra[0].next = &context->extra[1];
context->extra[1].x = (stbrp_coord) width;
context->extra[1].y = (1<<30);
context->extra[1].next = NULL;
}
// find minimum y position if it starts at x1
static int stbrp__skyline_find_min_y(stbrp_context *c, stbrp_node *first, int x0, int width, int *pwaste)
{
stbrp_node *node = first;
int x1 = x0 + width;
int min_y, visited_width, waste_area;
STBRP__NOTUSED(c);
STBRP_ASSERT(first->x <= x0);
#if 0
// skip in case we're past the node
while (node->next->x <= x0)
++node;
#else
STBRP_ASSERT(node->next->x > x0); // we ended up handling this in the caller for efficiency
#endif
STBRP_ASSERT(node->x <= x0);
min_y = 0;
waste_area = 0;
visited_width = 0;
while (node->x < x1) {
if (node->y > min_y) {
// raise min_y higher.
// we've accounted for all waste up to min_y,
// but we'll now add more waste for everything we've visted
waste_area += visited_width * (node->y - min_y);
min_y = node->y;
// the first time through, visited_width might be reduced
if (node->x < x0)
visited_width += node->next->x - x0;
else
visited_width += node->next->x - node->x;
} else {
// add waste area
int under_width = node->next->x - node->x;
if (under_width + visited_width > width)
under_width = width - visited_width;
waste_area += under_width * (min_y - node->y);
visited_width += under_width;
}
node = node->next;
}
*pwaste = waste_area;
return min_y;
}
typedef struct
{
int x,y;
stbrp_node **prev_link;
} stbrp__findresult;
static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int width, int height)
{
int best_waste = (1<<30), best_x, best_y = (1 << 30);
stbrp__findresult fr;
stbrp_node **prev, *node, *tail, **best = NULL;
// align to multiple of c->align
width = (width + c->align - 1);
width -= width % c->align;
STBRP_ASSERT(width % c->align == 0);
// if it can't possibly fit, bail immediately
if (width > c->width || height > c->height) {
fr.prev_link = NULL;
fr.x = fr.y = 0;
return fr;
}
node = c->active_head;
prev = &c->active_head;
while (node->x + width <= c->width) {
int y,waste;
y = stbrp__skyline_find_min_y(c, node, node->x, width, &waste);
if (c->heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight) { // actually just want to test BL
// bottom left
if (y < best_y) {
best_y = y;
best = prev;
}
} else {
// best-fit
if (y + height <= c->height) {
// can only use it if it first vertically
if (y < best_y || (y == best_y && waste < best_waste)) {
best_y = y;
best_waste = waste;
best = prev;
}
}
}
prev = &node->next;
node = node->next;
}
best_x = (best == NULL) ? 0 : (*best)->x;
// if doing best-fit (BF), we also have to try aligning right edge to each node position
//
// e.g, if fitting
//
// ____________________
// |____________________|
//
// into
//
// | |
// | ____________|
// |____________|
//
// then right-aligned reduces waste, but bottom-left BL is always chooses left-aligned
//
// This makes BF take about 2x the time
if (c->heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight) {
tail = c->active_head;
node = c->active_head;
prev = &c->active_head;
// find first node that's admissible
while (tail->x < width)
tail = tail->next;
while (tail) {
int xpos = tail->x - width;
int y,waste;
STBRP_ASSERT(xpos >= 0);
// find the left position that matches this
while (node->next->x <= xpos) {
prev = &node->next;
node = node->next;
}
STBRP_ASSERT(node->next->x > xpos && node->x <= xpos);
y = stbrp__skyline_find_min_y(c, node, xpos, width, &waste);
if (y + height <= c->height) {
if (y <= best_y) {
if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) {
best_x = xpos;
//STBRP_ASSERT(y <= best_y); [DEAR IMGUI]
best_y = y;
best_waste = waste;
best = prev;
}
}
}
tail = tail->next;
}
}
fr.prev_link = best;
fr.x = best_x;
fr.y = best_y;
return fr;
}
static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, int width, int height)
{
// find best position according to heuristic
stbrp__findresult res = stbrp__skyline_find_best_pos(context, width, height);
stbrp_node *node, *cur;
// bail if:
// 1. it failed
// 2. the best node doesn't fit (we don't always check this)
// 3. we're out of memory
if (res.prev_link == NULL || res.y + height > context->height || context->free_head == NULL) {
res.prev_link = NULL;
return res;
}
// on success, create new node
node = context->free_head;
node->x = (stbrp_coord) res.x;
node->y = (stbrp_coord) (res.y + height);
context->free_head = node->next;
// insert the new node into the right starting point, and
// let 'cur' point to the remaining nodes needing to be
// stiched back in
cur = *res.prev_link;
if (cur->x < res.x) {
// preserve the existing one, so start testing with the next one
stbrp_node *next = cur->next;
cur->next = node;
cur = next;
} else {
*res.prev_link = node;
}
// from here, traverse cur and free the nodes, until we get to one
// that shouldn't be freed
while (cur->next && cur->next->x <= res.x + width) {
stbrp_node *next = cur->next;
// move the current node to the free list
cur->next = context->free_head;
context->free_head = cur;
cur = next;
}
// stitch the list back in
node->next = cur;
if (cur->x < res.x + width)
cur->x = (stbrp_coord) (res.x + width);
#ifdef _DEBUG
cur = context->active_head;
while (cur->x < context->width) {
STBRP_ASSERT(cur->x < cur->next->x);
cur = cur->next;
}
STBRP_ASSERT(cur->next == NULL);
{
int count=0;
cur = context->active_head;
while (cur) {
cur = cur->next;
++count;
}
cur = context->free_head;
while (cur) {
cur = cur->next;
++count;
}
STBRP_ASSERT(count == context->num_nodes+2);
}
#endif
return res;
}
static int STBRP__CDECL rect_height_compare(const void *a, const void *b)
{
const stbrp_rect *p = (const stbrp_rect *) a;
const stbrp_rect *q = (const stbrp_rect *) b;
if (p->h > q->h)
return -1;
if (p->h < q->h)
return 1;
return (p->w > q->w) ? -1 : (p->w < q->w);
}
static int STBRP__CDECL rect_original_order(const void *a, const void *b)
{
const stbrp_rect *p = (const stbrp_rect *) a;
const stbrp_rect *q = (const stbrp_rect *) b;
return (p->was_packed < q->was_packed) ? -1 : (p->was_packed > q->was_packed);
}
STBRP_DEF int stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int num_rects)
{
int i, all_rects_packed = 1;
// we use the 'was_packed' field internally to allow sorting/unsorting
for (i=0; i < num_rects; ++i) {
rects[i].was_packed = i;
}
// sort according to heuristic
STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_height_compare);
for (i=0; i < num_rects; ++i) {
if (rects[i].w == 0 || rects[i].h == 0) {
rects[i].x = rects[i].y = 0; // empty rect needs no space
} else {
stbrp__findresult fr = stbrp__skyline_pack_rectangle(context, rects[i].w, rects[i].h);
if (fr.prev_link) {
rects[i].x = (stbrp_coord) fr.x;
rects[i].y = (stbrp_coord) fr.y;
} else {
rects[i].x = rects[i].y = STBRP__MAXVAL;
}
}
}
// unsort
STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_original_order);
// set was_packed flags and all_rects_packed status
for (i=0; i < num_rects; ++i) {
rects[i].was_packed = !(rects[i].x == STBRP__MAXVAL && rects[i].y == STBRP__MAXVAL);
if (!rects[i].was_packed)
all_rects_packed = 0;
}
// return the all_rects_packed status
return all_rects_packed;
}
#endif
/*
------------------------------------------------------------------------------
This software is available under 2 licenses -- choose whichever you prefer.
------------------------------------------------------------------------------
ALTERNATIVE A - MIT License
Copyright (c) 2017 Sean Barrett
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
of the Software, and to permit persons to whom the Software is furnished to do
so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
------------------------------------------------------------------------------
ALTERNATIVE B - Public Domain (www.unlicense.org)
This is free and unencumbered software released into the public domain.
Anyone is free to copy, modify, publish, use, compile, sell, or distribute this
software, either in source code form or as a compiled binary, for any purpose,
commercial or non-commercial, and by any means.
In jurisdictions that recognize copyright laws, the author or authors of this
software dedicate any and all copyright interest in the software to the public
domain. We make this dedication for the benefit of the public at large and to
the detriment of our heirs and successors. We intend this dedication to be an
overt act of relinquishment in perpetuity of all present and future rights to
this software under copyright law.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
------------------------------------------------------------------------------
*/

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