Solution Cleanup
This commit is contained in:
5
.gitignore
vendored
5
.gitignore
vendored
@@ -431,4 +431,7 @@ FodyWeavers.xsd
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*.sln.iml
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*.sln.iml
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# imgui
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# imgui
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imgui.ini
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imgui.ini
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# vcpkg
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vcpkg_installed/
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@@ -5,13 +5,13 @@ VisualStudioVersion = 17.0.32112.339
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MinimumVisualStudioVersion = 10.0.40219.1
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MinimumVisualStudioVersion = 10.0.40219.1
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||||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "ImguiBase", "ImguiBase\ImguiBase.vcxproj", "{BB8A1CA3-7660-49E9-BAF1-A99F733F7DB6}"
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "ImguiBase", "ImguiBase\ImguiBase.vcxproj", "{BB8A1CA3-7660-49E9-BAF1-A99F733F7DB6}"
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EndProject
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EndProject
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "ImguiNodes", "ImguiNodes\ImguiNodes.vcxproj", "{BE4E5CFB-C93F-41D7-B474-721AD43D51A3}"
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EndProject
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "AsuroTool", "AsuroTool\AsuroTool.vcxproj", "{CC10396F-B66E-4240-844F-BEDCDD94E88E}"
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "AsuroTool", "AsuroTool\AsuroTool.vcxproj", "{CC10396F-B66E-4240-844F-BEDCDD94E88E}"
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ProjectSection(ProjectDependencies) = postProject
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ProjectSection(ProjectDependencies) = postProject
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{BB8A1CA3-7660-49E9-BAF1-A99F733F7DB6} = {BB8A1CA3-7660-49E9-BAF1-A99F733F7DB6}
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{BB8A1CA3-7660-49E9-BAF1-A99F733F7DB6} = {BB8A1CA3-7660-49E9-BAF1-A99F733F7DB6}
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EndProjectSection
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EndProjectSection
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EndProject
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EndProject
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Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Solution Items", "Solution Items", "{9124372A-4D64-4C3F-88AC-FC4356CC66F5}"
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EndProject
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Global
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|x64 = Debug|x64
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Debug|x64 = Debug|x64
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@@ -28,14 +28,6 @@ Global
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{BB8A1CA3-7660-49E9-BAF1-A99F733F7DB6}.Release|x64.Build.0 = Release|x64
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{BB8A1CA3-7660-49E9-BAF1-A99F733F7DB6}.Release|x64.Build.0 = Release|x64
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{BB8A1CA3-7660-49E9-BAF1-A99F733F7DB6}.Release|x86.ActiveCfg = Release|Win32
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{BB8A1CA3-7660-49E9-BAF1-A99F733F7DB6}.Release|x86.ActiveCfg = Release|Win32
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{BB8A1CA3-7660-49E9-BAF1-A99F733F7DB6}.Release|x86.Build.0 = Release|Win32
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{BB8A1CA3-7660-49E9-BAF1-A99F733F7DB6}.Release|x86.Build.0 = Release|Win32
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{BE4E5CFB-C93F-41D7-B474-721AD43D51A3}.Debug|x64.ActiveCfg = Debug|x64
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{BE4E5CFB-C93F-41D7-B474-721AD43D51A3}.Debug|x64.Build.0 = Debug|x64
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{BE4E5CFB-C93F-41D7-B474-721AD43D51A3}.Debug|x86.ActiveCfg = Debug|Win32
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{BE4E5CFB-C93F-41D7-B474-721AD43D51A3}.Debug|x86.Build.0 = Debug|Win32
|
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{BE4E5CFB-C93F-41D7-B474-721AD43D51A3}.Release|x64.ActiveCfg = Release|x64
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{BE4E5CFB-C93F-41D7-B474-721AD43D51A3}.Release|x64.Build.0 = Release|x64
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{BE4E5CFB-C93F-41D7-B474-721AD43D51A3}.Release|x86.ActiveCfg = Release|Win32
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{BE4E5CFB-C93F-41D7-B474-721AD43D51A3}.Release|x86.Build.0 = Release|Win32
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{CC10396F-B66E-4240-844F-BEDCDD94E88E}.Debug|x64.ActiveCfg = Debug|x64
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{CC10396F-B66E-4240-844F-BEDCDD94E88E}.Debug|x64.ActiveCfg = Debug|x64
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{CC10396F-B66E-4240-844F-BEDCDD94E88E}.Debug|x64.Build.0 = Debug|x64
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{CC10396F-B66E-4240-844F-BEDCDD94E88E}.Debug|x64.Build.0 = Debug|x64
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{CC10396F-B66E-4240-844F-BEDCDD94E88E}.Debug|x86.ActiveCfg = Debug|Win32
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{CC10396F-B66E-4240-844F-BEDCDD94E88E}.Debug|x86.ActiveCfg = Debug|Win32
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@@ -80,11 +80,16 @@
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</PropertyGroup>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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<LinkIncremental>true</LinkIncremental>
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<LinkIncremental>true</LinkIncremental>
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<IncludePath>E:\Code\AsuroImgui\ImguiBase;$(VC_IncludePath);$(WindowsSDK_IncludePath);</IncludePath>
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<IncludePath>$(VC_IncludePath);$(WindowsSDK_IncludePath);../ImguiBase</IncludePath>
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<LibraryPath>$(VC_LibraryPath_x64);$(WindowsSDK_LibraryPath_x64);$(VULKAN_SDK)/Lib</LibraryPath>
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</PropertyGroup>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
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<LinkIncremental>false</LinkIncremental>
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<LinkIncremental>false</LinkIncremental>
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<IncludePath>E:\Code\AsuroImgui\ImguiBase;$(VC_IncludePath);$(WindowsSDK_IncludePath);</IncludePath>
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<IncludePath>$(VC_IncludePath);$(WindowsSDK_IncludePath);../ImguiBase</IncludePath>
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<LibraryPath>$(VC_LibraryPath_x64);$(WindowsSDK_LibraryPath_x64);$(VULKAN_SDK)/Lib</LibraryPath>
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</PropertyGroup>
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<PropertyGroup Label="Vcpkg">
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<VcpkgEnableManifest>true</VcpkgEnableManifest>
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</PropertyGroup>
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</PropertyGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<ClCompile>
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<ClCompile>
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@@ -136,7 +141,7 @@
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<Link>
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<Link>
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<SubSystem>Console</SubSystem>
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<SubSystem>Console</SubSystem>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<AdditionalDependencies>pathcch.lib;runtimeobject.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<AdditionalDependencies>pathcch.lib;runtimeobject.lib;vulkan-1.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<IgnoreSpecificDefaultLibraries>
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<IgnoreSpecificDefaultLibraries>
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</IgnoreSpecificDefaultLibraries>
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</IgnoreSpecificDefaultLibraries>
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</Link>
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</Link>
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@@ -157,7 +162,7 @@
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<EnableCOMDATFolding>true</EnableCOMDATFolding>
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<EnableCOMDATFolding>true</EnableCOMDATFolding>
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<OptimizeReferences>true</OptimizeReferences>
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<OptimizeReferences>true</OptimizeReferences>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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||||||
<AdditionalDependencies>pathcch.lib;runtimeobject.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<AdditionalDependencies>pathcch.lib;runtimeobject.lib;vulkan-1.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<IgnoreSpecificDefaultLibraries>
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<IgnoreSpecificDefaultLibraries>
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||||||
</IgnoreSpecificDefaultLibraries>
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</IgnoreSpecificDefaultLibraries>
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</Link>
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</Link>
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@@ -231,6 +236,9 @@
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<FileType>Document</FileType>
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<FileType>Document</FileType>
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</CopyFileToFolders>
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</CopyFileToFolders>
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||||||
</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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||||||
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<None Include="vcpkg.json" />
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</ItemGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<ImportGroup Label="ExtensionTargets">
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<ImportGroup Label="ExtensionTargets">
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</ImportGroup>
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</ImportGroup>
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@@ -107,4 +107,7 @@
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<Filter>Resource Files</Filter>
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<Filter>Resource Files</Filter>
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</ResourceCompile>
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</ResourceCompile>
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<None Include="vcpkg.json" />
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</ItemGroup>
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</Project>
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</Project>
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12
AsuroTool/vcpkg.json
Normal file
12
AsuroTool/vcpkg.json
Normal file
@@ -0,0 +1,12 @@
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{
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"$schema": "https://raw.githubusercontent.com/microsoft/vcpkg-tool/main/docs/vcpkg.schema.json",
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"dependencies": [
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"vulkan",
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"vulkan-headers",
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"glfw3",
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{
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"name": "imgui",
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"features": [ "glfw-binding", "vulkan-binding" ]
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}
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]
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}
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@@ -72,23 +72,28 @@
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<PropertyGroup Label="UserMacros" />
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<PropertyGroup Label="UserMacros" />
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||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<LinkIncremental>true</LinkIncremental>
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<LinkIncremental>true</LinkIncremental>
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||||||
<IncludePath>imgui/headers;D:\Applications\VulkanSDK\1.2.182.0\Include;E:\Code\glfw-3.3.7.bin.WIN64\include;$(IncludePath)</IncludePath>
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<IncludePath>$(VULKAN_SDK)/include</IncludePath>
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<PublicIncludeDirectories>imgui\headers;E:\Code\glfw-3.3.7.bin.WIN64\include;D:\Applications\VulkanSDK\1.2.182.0\Include</PublicIncludeDirectories>
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<PublicIncludeDirectories>$(VULKAN_SDK)/include</PublicIncludeDirectories>
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</PropertyGroup>
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</PropertyGroup>
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||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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||||||
<LinkIncremental>false</LinkIncremental>
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<LinkIncremental>false</LinkIncremental>
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||||||
<IncludePath>imgui/headers;D:\Applications\VulkanSDK\1.2.182.0\Include;E:\Code\glfw-3.3.7.bin.WIN64\include;$(IncludePath)</IncludePath>
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<IncludePath>$(VULKAN_SDK)/include</IncludePath>
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<PublicIncludeDirectories>imgui\headers;E:\Code\glfw-3.3.7.bin.WIN64\include;D:\Applications\VulkanSDK\1.2.182.0\Include</PublicIncludeDirectories>
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<PublicIncludeDirectories>$(VULKAN_SDK)/include</PublicIncludeDirectories>
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||||||
</PropertyGroup>
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</PropertyGroup>
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||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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||||||
<LinkIncremental>true</LinkIncremental>
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<LinkIncremental>true</LinkIncremental>
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||||||
<IncludePath>imgui/headers;D:\Applications\VulkanSDK\1.2.182.0\Include;E:\Code\glfw-3.3.7.bin.WIN64\include;$(IncludePath)</IncludePath>
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<IncludePath>$(VULKAN_SDK)/include</IncludePath>
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||||||
<PublicIncludeDirectories>imgui\headers;E:\Code\glfw-3.3.7.bin.WIN64\include;D:\Applications\VulkanSDK\1.2.182.0\Include</PublicIncludeDirectories>
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<PublicIncludeDirectories>$(VULKAN_SDK)/include</PublicIncludeDirectories>
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||||||
|
<LibraryPath>$(VC_LibraryPath_x64);$(WindowsSDK_LibraryPath_x64);$(VULKAN_SDK)/Lib</LibraryPath>
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||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||||
<LinkIncremental>false</LinkIncremental>
|
<LinkIncremental>false</LinkIncremental>
|
||||||
<IncludePath>imgui/headers;D:\Applications\VulkanSDK\1.2.182.0\Include;E:\Code\glfw-3.3.7.bin.WIN64\include;$(IncludePath)</IncludePath>
|
<IncludePath>$(VULKAN_SDK)/include</IncludePath>
|
||||||
<PublicIncludeDirectories>imgui\headers;E:\Code\glfw-3.3.7.bin.WIN64\include;D:\Applications\VulkanSDK\1.2.182.0\Include</PublicIncludeDirectories>
|
<PublicIncludeDirectories>$(VULKAN_SDK)/include</PublicIncludeDirectories>
|
||||||
|
<LibraryPath>$(VC_LibraryPath_x64);$(WindowsSDK_LibraryPath_x64);$(VULKAN_SDK)/Lib</LibraryPath>
|
||||||
|
</PropertyGroup>
|
||||||
|
<PropertyGroup Label="Vcpkg">
|
||||||
|
<VcpkgEnableManifest>true</VcpkgEnableManifest>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||||
<ClCompile>
|
<ClCompile>
|
||||||
@@ -151,8 +156,8 @@
|
|||||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||||
</Link>
|
</Link>
|
||||||
<Lib>
|
<Lib>
|
||||||
<AdditionalLibraryDirectories>E:\Code\glfw-3.3.7.bin.WIN64\lib-vc2022;D:\Applications\VulkanSDK\1.2.182.0\Lib;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
<AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||||
<AdditionalDependencies>vulkan-1.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
<AdditionalDependencies>%(AdditionalDependencies)</AdditionalDependencies>
|
||||||
<IgnoreSpecificDefaultLibraries>
|
<IgnoreSpecificDefaultLibraries>
|
||||||
</IgnoreSpecificDefaultLibraries>
|
</IgnoreSpecificDefaultLibraries>
|
||||||
</Lib>
|
</Lib>
|
||||||
@@ -176,37 +181,25 @@
|
|||||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||||
</Link>
|
</Link>
|
||||||
<Lib>
|
<Lib>
|
||||||
<AdditionalLibraryDirectories>E:\Code\glfw-3.3.7.bin.WIN64\lib-vc2022;D:\Applications\VulkanSDK\1.2.182.0\Lib;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
<AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||||
<AdditionalDependencies>vulkan-1.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
<AdditionalDependencies>%(AdditionalDependencies)</AdditionalDependencies>
|
||||||
<IgnoreSpecificDefaultLibraries>
|
<IgnoreSpecificDefaultLibraries>
|
||||||
</IgnoreSpecificDefaultLibraries>
|
</IgnoreSpecificDefaultLibraries>
|
||||||
</Lib>
|
</Lib>
|
||||||
</ItemDefinitionGroup>
|
</ItemDefinitionGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ClCompile Include="ImguiBase.cpp" />
|
<ClCompile Include="ImguiBase.cpp" />
|
||||||
<ClCompile Include="imgui\code\imgui.cpp" />
|
|
||||||
<ClCompile Include="imgui\code\imgui_demo.cpp" />
|
|
||||||
<ClCompile Include="imgui\code\imgui_draw.cpp" />
|
|
||||||
<ClCompile Include="imgui\code\imgui_impl_glfw.cpp" />
|
|
||||||
<ClCompile Include="imgui\code\imgui_impl_vulkan.cpp" />
|
|
||||||
<ClCompile Include="imgui\code\imgui_tables.cpp" />
|
|
||||||
<ClCompile Include="imgui\code\imgui_widgets.cpp" />
|
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ClInclude Include="ImguiBase.h" />
|
<ClInclude Include="ImguiBase.h" />
|
||||||
<ClInclude Include="imgui\headers\imconfig.h" />
|
|
||||||
<ClInclude Include="imgui\headers\imgui.h" />
|
|
||||||
<ClInclude Include="imgui\headers\imgui_impl_glfw.h" />
|
|
||||||
<ClInclude Include="imgui\headers\imgui_impl_vulkan.h" />
|
|
||||||
<ClInclude Include="imgui\headers\imgui_internal.h" />
|
|
||||||
<ClInclude Include="imgui\headers\imstb_rectpack.h" />
|
|
||||||
<ClInclude Include="imgui\headers\imstb_textedit.h" />
|
|
||||||
<ClInclude Include="imgui\headers\imstb_truetype.h" />
|
|
||||||
<ClInclude Include="remixicon.h" />
|
<ClInclude Include="remixicon.h" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<Font Include="Montserrat-Regular.ttf" />
|
<Font Include="Montserrat-Regular.ttf" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<None Include="vcpkg.json" />
|
||||||
|
</ItemGroup>
|
||||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||||
<ImportGroup Label="ExtensionTargets">
|
<ImportGroup Label="ExtensionTargets">
|
||||||
</ImportGroup>
|
</ImportGroup>
|
||||||
|
|||||||
@@ -24,53 +24,8 @@
|
|||||||
<ClCompile Include="ImguiBase.cpp">
|
<ClCompile Include="ImguiBase.cpp">
|
||||||
<Filter>Source Files</Filter>
|
<Filter>Source Files</Filter>
|
||||||
</ClCompile>
|
</ClCompile>
|
||||||
<ClCompile Include="imgui\code\imgui_impl_glfw.cpp">
|
|
||||||
<Filter>Source Files\imgui</Filter>
|
|
||||||
</ClCompile>
|
|
||||||
<ClCompile Include="imgui\code\imgui.cpp">
|
|
||||||
<Filter>Source Files\imgui</Filter>
|
|
||||||
</ClCompile>
|
|
||||||
<ClCompile Include="imgui\code\imgui_demo.cpp">
|
|
||||||
<Filter>Source Files\imgui</Filter>
|
|
||||||
</ClCompile>
|
|
||||||
<ClCompile Include="imgui\code\imgui_draw.cpp">
|
|
||||||
<Filter>Source Files\imgui</Filter>
|
|
||||||
</ClCompile>
|
|
||||||
<ClCompile Include="imgui\code\imgui_impl_vulkan.cpp">
|
|
||||||
<Filter>Source Files\imgui</Filter>
|
|
||||||
</ClCompile>
|
|
||||||
<ClCompile Include="imgui\code\imgui_tables.cpp">
|
|
||||||
<Filter>Source Files\imgui</Filter>
|
|
||||||
</ClCompile>
|
|
||||||
<ClCompile Include="imgui\code\imgui_widgets.cpp">
|
|
||||||
<Filter>Source Files\imgui</Filter>
|
|
||||||
</ClCompile>
|
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ClInclude Include="imgui\headers\imconfig.h">
|
|
||||||
<Filter>Header Files\imgui</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="imgui\headers\imgui.h">
|
|
||||||
<Filter>Header Files\imgui</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="imgui\headers\imgui_impl_glfw.h">
|
|
||||||
<Filter>Header Files\imgui</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="imgui\headers\imgui_impl_vulkan.h">
|
|
||||||
<Filter>Header Files\imgui</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="imgui\headers\imgui_internal.h">
|
|
||||||
<Filter>Header Files\imgui</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="imgui\headers\imstb_rectpack.h">
|
|
||||||
<Filter>Header Files\imgui</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="imgui\headers\imstb_textedit.h">
|
|
||||||
<Filter>Header Files\imgui</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="imgui\headers\imstb_truetype.h">
|
|
||||||
<Filter>Header Files\imgui</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="ImguiBase.h">
|
<ClInclude Include="ImguiBase.h">
|
||||||
<Filter>Header Files</Filter>
|
<Filter>Header Files</Filter>
|
||||||
</ClInclude>
|
</ClInclude>
|
||||||
@@ -83,4 +38,7 @@
|
|||||||
<Filter>Resource Files</Filter>
|
<Filter>Resource Files</Filter>
|
||||||
</Font>
|
</Font>
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<None Include="vcpkg.json" />
|
||||||
|
</ItemGroup>
|
||||||
</Project>
|
</Project>
|
||||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@@ -1,643 +0,0 @@
|
|||||||
// dear imgui: Platform Backend for GLFW
|
|
||||||
// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
|
|
||||||
// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
|
|
||||||
// (Requires: GLFW 3.1+)
|
|
||||||
|
|
||||||
// Implemented features:
|
|
||||||
// [X] Platform: Clipboard support.
|
|
||||||
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
|
|
||||||
// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
|
||||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
|
|
||||||
|
|
||||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
|
||||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
|
||||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
|
||||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
|
||||||
|
|
||||||
// CHANGELOG
|
|
||||||
// (minor and older changes stripped away, please see git history for details)
|
|
||||||
// 2022-02-07: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks() helpers to facilitate user installing callbacks after iniitializing backend.
|
|
||||||
// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago)with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
|
|
||||||
// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
|
|
||||||
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
|
|
||||||
// 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates.
|
|
||||||
// 2022-01-12: *BREAKING CHANGE*: Now using glfwSetCursorPosCallback(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetCursorPosCallback() and forward it to the backend via ImGui_ImplGlfw_CursorPosCallback().
|
|
||||||
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
|
|
||||||
// 2022-01-05: Inputs: Converting GLFW untranslated keycodes back to translated keycodes (in the ImGui_ImplGlfw_KeyCallback() function) in order to match the behavior of every other backend, and facilitate the use of GLFW with lettered-shortcuts API.
|
|
||||||
// 2021-08-17: *BREAKING CHANGE*: Now using glfwSetWindowFocusCallback() to calling io.AddFocusEvent(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() and forward it to the backend via ImGui_ImplGlfw_WindowFocusCallback().
|
|
||||||
// 2021-07-29: *BREAKING CHANGE*: Now using glfwSetCursorEnterCallback(). MousePos is correctly reported when the host platform window is hovered but not focused. If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() callback and forward it to the backend via ImGui_ImplGlfw_CursorEnterCallback().
|
|
||||||
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
|
|
||||||
// 2020-01-17: Inputs: Disable error callback while assigning mouse cursors because some X11 setup don't have them and it generates errors.
|
|
||||||
// 2019-12-05: Inputs: Added support for new mouse cursors added in GLFW 3.4+ (resizing cursors, not allowed cursor).
|
|
||||||
// 2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown.
|
|
||||||
// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
|
|
||||||
// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().
|
|
||||||
// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
|
|
||||||
// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
|
|
||||||
// 2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them.
|
|
||||||
// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
|
|
||||||
// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
|
|
||||||
// 2018-06-08: Misc: Extracted imgui_impl_glfw.cpp/.h away from the old combined GLFW+OpenGL/Vulkan examples.
|
|
||||||
// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
|
|
||||||
// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value, passed to glfwSetCursor()).
|
|
||||||
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
|
|
||||||
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
|
|
||||||
// 2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set.
|
|
||||||
// 2018-01-25: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
|
|
||||||
// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
|
|
||||||
// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
|
|
||||||
// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
|
|
||||||
// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
|
|
||||||
|
|
||||||
#include "imgui.h"
|
|
||||||
#include "imgui_impl_glfw.h"
|
|
||||||
|
|
||||||
// Clang warnings with -Weverything
|
|
||||||
#if defined(__clang__)
|
|
||||||
#pragma clang diagnostic push
|
|
||||||
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
|
|
||||||
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
|
|
||||||
#if __has_warning("-Wzero-as-null-pointer-constant")
|
|
||||||
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
|
|
||||||
#endif
|
|
||||||
#endif
|
|
||||||
|
|
||||||
// GLFW
|
|
||||||
#include <GLFW/glfw3.h>
|
|
||||||
#ifdef _WIN32
|
|
||||||
#undef APIENTRY
|
|
||||||
#define GLFW_EXPOSE_NATIVE_WIN32
|
|
||||||
#include <GLFW/glfw3native.h> // for glfwGetWin32Window
|
|
||||||
#endif
|
|
||||||
#ifdef GLFW_RESIZE_NESW_CURSOR // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released?
|
|
||||||
#define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR
|
|
||||||
#else
|
|
||||||
#define GLFW_HAS_NEW_CURSORS (0)
|
|
||||||
#endif
|
|
||||||
#define GLFW_HAS_GAMEPAD_API (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetGamepadState() new api
|
|
||||||
#define GLFW_HAS_GET_KEY_NAME (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwGetKeyName()
|
|
||||||
|
|
||||||
// GLFW data
|
|
||||||
enum GlfwClientApi
|
|
||||||
{
|
|
||||||
GlfwClientApi_Unknown,
|
|
||||||
GlfwClientApi_OpenGL,
|
|
||||||
GlfwClientApi_Vulkan
|
|
||||||
};
|
|
||||||
|
|
||||||
struct ImGui_ImplGlfw_Data
|
|
||||||
{
|
|
||||||
GLFWwindow* Window;
|
|
||||||
GlfwClientApi ClientApi;
|
|
||||||
double Time;
|
|
||||||
GLFWwindow* MouseWindow;
|
|
||||||
GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT];
|
|
||||||
ImVec2 LastValidMousePos;
|
|
||||||
bool InstalledCallbacks;
|
|
||||||
|
|
||||||
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
|
|
||||||
GLFWwindowfocusfun PrevUserCallbackWindowFocus;
|
|
||||||
GLFWcursorposfun PrevUserCallbackCursorPos;
|
|
||||||
GLFWcursorenterfun PrevUserCallbackCursorEnter;
|
|
||||||
GLFWmousebuttonfun PrevUserCallbackMousebutton;
|
|
||||||
GLFWscrollfun PrevUserCallbackScroll;
|
|
||||||
GLFWkeyfun PrevUserCallbackKey;
|
|
||||||
GLFWcharfun PrevUserCallbackChar;
|
|
||||||
GLFWmonitorfun PrevUserCallbackMonitor;
|
|
||||||
|
|
||||||
ImGui_ImplGlfw_Data() { memset(this, 0, sizeof(*this)); }
|
|
||||||
};
|
|
||||||
|
|
||||||
// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
|
|
||||||
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
|
|
||||||
// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
|
|
||||||
// - Because glfwPollEvents() process all windows and some events may be called outside of it, you will need to register your own callbacks
|
|
||||||
// (passing install_callbacks=false in ImGui_ImplGlfw_InitXXX functions), set the current dear imgui context and then call our callbacks.
|
|
||||||
// - Otherwise we may need to store a GLFWWindow* -> ImGuiContext* map and handle this in the backend, adding a little bit of extra complexity to it.
|
|
||||||
// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
|
|
||||||
static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData()
|
|
||||||
{
|
|
||||||
return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : NULL;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Functions
|
|
||||||
static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data)
|
|
||||||
{
|
|
||||||
return glfwGetClipboardString((GLFWwindow*)user_data);
|
|
||||||
}
|
|
||||||
|
|
||||||
static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text)
|
|
||||||
{
|
|
||||||
glfwSetClipboardString((GLFWwindow*)user_data, text);
|
|
||||||
}
|
|
||||||
|
|
||||||
static ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int key)
|
|
||||||
{
|
|
||||||
switch (key)
|
|
||||||
{
|
|
||||||
case GLFW_KEY_TAB: return ImGuiKey_Tab;
|
|
||||||
case GLFW_KEY_LEFT: return ImGuiKey_LeftArrow;
|
|
||||||
case GLFW_KEY_RIGHT: return ImGuiKey_RightArrow;
|
|
||||||
case GLFW_KEY_UP: return ImGuiKey_UpArrow;
|
|
||||||
case GLFW_KEY_DOWN: return ImGuiKey_DownArrow;
|
|
||||||
case GLFW_KEY_PAGE_UP: return ImGuiKey_PageUp;
|
|
||||||
case GLFW_KEY_PAGE_DOWN: return ImGuiKey_PageDown;
|
|
||||||
case GLFW_KEY_HOME: return ImGuiKey_Home;
|
|
||||||
case GLFW_KEY_END: return ImGuiKey_End;
|
|
||||||
case GLFW_KEY_INSERT: return ImGuiKey_Insert;
|
|
||||||
case GLFW_KEY_DELETE: return ImGuiKey_Delete;
|
|
||||||
case GLFW_KEY_BACKSPACE: return ImGuiKey_Backspace;
|
|
||||||
case GLFW_KEY_SPACE: return ImGuiKey_Space;
|
|
||||||
case GLFW_KEY_ENTER: return ImGuiKey_Enter;
|
|
||||||
case GLFW_KEY_ESCAPE: return ImGuiKey_Escape;
|
|
||||||
case GLFW_KEY_APOSTROPHE: return ImGuiKey_Apostrophe;
|
|
||||||
case GLFW_KEY_COMMA: return ImGuiKey_Comma;
|
|
||||||
case GLFW_KEY_MINUS: return ImGuiKey_Minus;
|
|
||||||
case GLFW_KEY_PERIOD: return ImGuiKey_Period;
|
|
||||||
case GLFW_KEY_SLASH: return ImGuiKey_Slash;
|
|
||||||
case GLFW_KEY_SEMICOLON: return ImGuiKey_Semicolon;
|
|
||||||
case GLFW_KEY_EQUAL: return ImGuiKey_Equal;
|
|
||||||
case GLFW_KEY_LEFT_BRACKET: return ImGuiKey_LeftBracket;
|
|
||||||
case GLFW_KEY_BACKSLASH: return ImGuiKey_Backslash;
|
|
||||||
case GLFW_KEY_RIGHT_BRACKET: return ImGuiKey_RightBracket;
|
|
||||||
case GLFW_KEY_GRAVE_ACCENT: return ImGuiKey_GraveAccent;
|
|
||||||
case GLFW_KEY_CAPS_LOCK: return ImGuiKey_CapsLock;
|
|
||||||
case GLFW_KEY_SCROLL_LOCK: return ImGuiKey_ScrollLock;
|
|
||||||
case GLFW_KEY_NUM_LOCK: return ImGuiKey_NumLock;
|
|
||||||
case GLFW_KEY_PRINT_SCREEN: return ImGuiKey_PrintScreen;
|
|
||||||
case GLFW_KEY_PAUSE: return ImGuiKey_Pause;
|
|
||||||
case GLFW_KEY_KP_0: return ImGuiKey_Keypad0;
|
|
||||||
case GLFW_KEY_KP_1: return ImGuiKey_Keypad1;
|
|
||||||
case GLFW_KEY_KP_2: return ImGuiKey_Keypad2;
|
|
||||||
case GLFW_KEY_KP_3: return ImGuiKey_Keypad3;
|
|
||||||
case GLFW_KEY_KP_4: return ImGuiKey_Keypad4;
|
|
||||||
case GLFW_KEY_KP_5: return ImGuiKey_Keypad5;
|
|
||||||
case GLFW_KEY_KP_6: return ImGuiKey_Keypad6;
|
|
||||||
case GLFW_KEY_KP_7: return ImGuiKey_Keypad7;
|
|
||||||
case GLFW_KEY_KP_8: return ImGuiKey_Keypad8;
|
|
||||||
case GLFW_KEY_KP_9: return ImGuiKey_Keypad9;
|
|
||||||
case GLFW_KEY_KP_DECIMAL: return ImGuiKey_KeypadDecimal;
|
|
||||||
case GLFW_KEY_KP_DIVIDE: return ImGuiKey_KeypadDivide;
|
|
||||||
case GLFW_KEY_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
|
|
||||||
case GLFW_KEY_KP_SUBTRACT: return ImGuiKey_KeypadSubtract;
|
|
||||||
case GLFW_KEY_KP_ADD: return ImGuiKey_KeypadAdd;
|
|
||||||
case GLFW_KEY_KP_ENTER: return ImGuiKey_KeypadEnter;
|
|
||||||
case GLFW_KEY_KP_EQUAL: return ImGuiKey_KeypadEqual;
|
|
||||||
case GLFW_KEY_LEFT_SHIFT: return ImGuiKey_LeftShift;
|
|
||||||
case GLFW_KEY_LEFT_CONTROL: return ImGuiKey_LeftCtrl;
|
|
||||||
case GLFW_KEY_LEFT_ALT: return ImGuiKey_LeftAlt;
|
|
||||||
case GLFW_KEY_LEFT_SUPER: return ImGuiKey_LeftSuper;
|
|
||||||
case GLFW_KEY_RIGHT_SHIFT: return ImGuiKey_RightShift;
|
|
||||||
case GLFW_KEY_RIGHT_CONTROL: return ImGuiKey_RightCtrl;
|
|
||||||
case GLFW_KEY_RIGHT_ALT: return ImGuiKey_RightAlt;
|
|
||||||
case GLFW_KEY_RIGHT_SUPER: return ImGuiKey_RightSuper;
|
|
||||||
case GLFW_KEY_MENU: return ImGuiKey_Menu;
|
|
||||||
case GLFW_KEY_0: return ImGuiKey_0;
|
|
||||||
case GLFW_KEY_1: return ImGuiKey_1;
|
|
||||||
case GLFW_KEY_2: return ImGuiKey_2;
|
|
||||||
case GLFW_KEY_3: return ImGuiKey_3;
|
|
||||||
case GLFW_KEY_4: return ImGuiKey_4;
|
|
||||||
case GLFW_KEY_5: return ImGuiKey_5;
|
|
||||||
case GLFW_KEY_6: return ImGuiKey_6;
|
|
||||||
case GLFW_KEY_7: return ImGuiKey_7;
|
|
||||||
case GLFW_KEY_8: return ImGuiKey_8;
|
|
||||||
case GLFW_KEY_9: return ImGuiKey_9;
|
|
||||||
case GLFW_KEY_A: return ImGuiKey_A;
|
|
||||||
case GLFW_KEY_B: return ImGuiKey_B;
|
|
||||||
case GLFW_KEY_C: return ImGuiKey_C;
|
|
||||||
case GLFW_KEY_D: return ImGuiKey_D;
|
|
||||||
case GLFW_KEY_E: return ImGuiKey_E;
|
|
||||||
case GLFW_KEY_F: return ImGuiKey_F;
|
|
||||||
case GLFW_KEY_G: return ImGuiKey_G;
|
|
||||||
case GLFW_KEY_H: return ImGuiKey_H;
|
|
||||||
case GLFW_KEY_I: return ImGuiKey_I;
|
|
||||||
case GLFW_KEY_J: return ImGuiKey_J;
|
|
||||||
case GLFW_KEY_K: return ImGuiKey_K;
|
|
||||||
case GLFW_KEY_L: return ImGuiKey_L;
|
|
||||||
case GLFW_KEY_M: return ImGuiKey_M;
|
|
||||||
case GLFW_KEY_N: return ImGuiKey_N;
|
|
||||||
case GLFW_KEY_O: return ImGuiKey_O;
|
|
||||||
case GLFW_KEY_P: return ImGuiKey_P;
|
|
||||||
case GLFW_KEY_Q: return ImGuiKey_Q;
|
|
||||||
case GLFW_KEY_R: return ImGuiKey_R;
|
|
||||||
case GLFW_KEY_S: return ImGuiKey_S;
|
|
||||||
case GLFW_KEY_T: return ImGuiKey_T;
|
|
||||||
case GLFW_KEY_U: return ImGuiKey_U;
|
|
||||||
case GLFW_KEY_V: return ImGuiKey_V;
|
|
||||||
case GLFW_KEY_W: return ImGuiKey_W;
|
|
||||||
case GLFW_KEY_X: return ImGuiKey_X;
|
|
||||||
case GLFW_KEY_Y: return ImGuiKey_Y;
|
|
||||||
case GLFW_KEY_Z: return ImGuiKey_Z;
|
|
||||||
case GLFW_KEY_F1: return ImGuiKey_F1;
|
|
||||||
case GLFW_KEY_F2: return ImGuiKey_F2;
|
|
||||||
case GLFW_KEY_F3: return ImGuiKey_F3;
|
|
||||||
case GLFW_KEY_F4: return ImGuiKey_F4;
|
|
||||||
case GLFW_KEY_F5: return ImGuiKey_F5;
|
|
||||||
case GLFW_KEY_F6: return ImGuiKey_F6;
|
|
||||||
case GLFW_KEY_F7: return ImGuiKey_F7;
|
|
||||||
case GLFW_KEY_F8: return ImGuiKey_F8;
|
|
||||||
case GLFW_KEY_F9: return ImGuiKey_F9;
|
|
||||||
case GLFW_KEY_F10: return ImGuiKey_F10;
|
|
||||||
case GLFW_KEY_F11: return ImGuiKey_F11;
|
|
||||||
case GLFW_KEY_F12: return ImGuiKey_F12;
|
|
||||||
default: return ImGuiKey_None;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
static void ImGui_ImplGlfw_UpdateKeyModifiers(int mods)
|
|
||||||
{
|
|
||||||
ImGuiIO& io = ImGui::GetIO();
|
|
||||||
io.AddKeyEvent(ImGuiKey_ModCtrl, (mods & GLFW_MOD_CONTROL) != 0);
|
|
||||||
io.AddKeyEvent(ImGuiKey_ModShift, (mods & GLFW_MOD_SHIFT) != 0);
|
|
||||||
io.AddKeyEvent(ImGuiKey_ModAlt, (mods & GLFW_MOD_ALT) != 0);
|
|
||||||
io.AddKeyEvent(ImGuiKey_ModSuper, (mods & GLFW_MOD_SUPER) != 0);
|
|
||||||
}
|
|
||||||
|
|
||||||
void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
|
|
||||||
{
|
|
||||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
|
||||||
if (bd->PrevUserCallbackMousebutton != NULL && window == bd->Window)
|
|
||||||
bd->PrevUserCallbackMousebutton(window, button, action, mods);
|
|
||||||
|
|
||||||
ImGui_ImplGlfw_UpdateKeyModifiers(mods);
|
|
||||||
|
|
||||||
ImGuiIO& io = ImGui::GetIO();
|
|
||||||
if (button >= 0 && button < ImGuiMouseButton_COUNT)
|
|
||||||
io.AddMouseButtonEvent(button, action == GLFW_PRESS);
|
|
||||||
}
|
|
||||||
|
|
||||||
void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
|
|
||||||
{
|
|
||||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
|
||||||
if (bd->PrevUserCallbackScroll != NULL && window == bd->Window)
|
|
||||||
bd->PrevUserCallbackScroll(window, xoffset, yoffset);
|
|
||||||
|
|
||||||
ImGuiIO& io = ImGui::GetIO();
|
|
||||||
io.AddMouseWheelEvent((float)xoffset, (float)yoffset);
|
|
||||||
}
|
|
||||||
|
|
||||||
static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode)
|
|
||||||
{
|
|
||||||
#if GLFW_HAS_GET_KEY_NAME && !defined(__EMSCRIPTEN__)
|
|
||||||
// GLFW 3.1+ attempts to "untranslate" keys, which goes the opposite of what every other framework does, making using lettered shortcuts difficult.
|
|
||||||
// (It had reasons to do so: namely GLFW is/was more likely to be used for WASD-type game controls rather than lettered shortcuts, but IHMO the 3.1 change could have been done differently)
|
|
||||||
// See https://github.com/glfw/glfw/issues/1502 for details.
|
|
||||||
// Adding a workaround to undo this (so our keys are translated->untranslated->translated, likely a lossy process).
|
|
||||||
// This won't cover edge cases but this is at least going to cover common cases.
|
|
||||||
if (key >= GLFW_KEY_KP_0 && key <= GLFW_KEY_KP_EQUAL)
|
|
||||||
return key;
|
|
||||||
const char* key_name = glfwGetKeyName(key, scancode);
|
|
||||||
if (key_name && key_name[0] != 0 && key_name[1] == 0)
|
|
||||||
{
|
|
||||||
const char char_names[] = "`-=[]\\,;\'./";
|
|
||||||
const int char_keys[] = { GLFW_KEY_GRAVE_ACCENT, GLFW_KEY_MINUS, GLFW_KEY_EQUAL, GLFW_KEY_LEFT_BRACKET, GLFW_KEY_RIGHT_BRACKET, GLFW_KEY_BACKSLASH, GLFW_KEY_COMMA, GLFW_KEY_SEMICOLON, GLFW_KEY_APOSTROPHE, GLFW_KEY_PERIOD, GLFW_KEY_SLASH, 0 };
|
|
||||||
IM_ASSERT(IM_ARRAYSIZE(char_names) == IM_ARRAYSIZE(char_keys));
|
|
||||||
if (key_name[0] >= '0' && key_name[0] <= '9') { key = GLFW_KEY_0 + (key_name[0] - '0'); }
|
|
||||||
else if (key_name[0] >= 'A' && key_name[0] <= 'Z') { key = GLFW_KEY_A + (key_name[0] - 'A'); }
|
|
||||||
else if (const char* p = strchr(char_names, key_name[0])) { key = char_keys[p - char_names]; }
|
|
||||||
}
|
|
||||||
// if (action == GLFW_PRESS) printf("key %d scancode %d name '%s'\n", key, scancode, key_name);
|
|
||||||
#else
|
|
||||||
IM_UNUSED(scancode);
|
|
||||||
#endif
|
|
||||||
return key;
|
|
||||||
}
|
|
||||||
|
|
||||||
void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, int action, int mods)
|
|
||||||
{
|
|
||||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
|
||||||
if (bd->PrevUserCallbackKey != NULL && window == bd->Window)
|
|
||||||
bd->PrevUserCallbackKey(window, keycode, scancode, action, mods);
|
|
||||||
|
|
||||||
if (action != GLFW_PRESS && action != GLFW_RELEASE)
|
|
||||||
return;
|
|
||||||
|
|
||||||
ImGui_ImplGlfw_UpdateKeyModifiers(mods);
|
|
||||||
|
|
||||||
keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode);
|
|
||||||
|
|
||||||
ImGuiIO& io = ImGui::GetIO();
|
|
||||||
ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode);
|
|
||||||
io.AddKeyEvent(imgui_key, (action == GLFW_PRESS));
|
|
||||||
io.SetKeyEventNativeData(imgui_key, keycode, scancode); // To support legacy indexing (<1.87 user code)
|
|
||||||
}
|
|
||||||
|
|
||||||
void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused)
|
|
||||||
{
|
|
||||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
|
||||||
if (bd->PrevUserCallbackWindowFocus != NULL && window == bd->Window)
|
|
||||||
bd->PrevUserCallbackWindowFocus(window, focused);
|
|
||||||
|
|
||||||
ImGuiIO& io = ImGui::GetIO();
|
|
||||||
io.AddFocusEvent(focused != 0);
|
|
||||||
}
|
|
||||||
|
|
||||||
void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y)
|
|
||||||
{
|
|
||||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
|
||||||
if (bd->PrevUserCallbackCursorPos != NULL && window == bd->Window)
|
|
||||||
bd->PrevUserCallbackCursorPos(window, x, y);
|
|
||||||
|
|
||||||
ImGuiIO& io = ImGui::GetIO();
|
|
||||||
io.AddMousePosEvent((float)x, (float)y);
|
|
||||||
bd->LastValidMousePos = ImVec2((float)x, (float)y);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Workaround: X11 seems to send spurious Leave/Enter events which would make us lose our position,
|
|
||||||
// so we back it up and restore on Leave/Enter (see https://github.com/ocornut/imgui/issues/4984)
|
|
||||||
void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered)
|
|
||||||
{
|
|
||||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
|
||||||
if (bd->PrevUserCallbackCursorEnter != NULL && window == bd->Window)
|
|
||||||
bd->PrevUserCallbackCursorEnter(window, entered);
|
|
||||||
|
|
||||||
ImGuiIO& io = ImGui::GetIO();
|
|
||||||
if (entered)
|
|
||||||
{
|
|
||||||
bd->MouseWindow = window;
|
|
||||||
io.AddMousePosEvent(bd->LastValidMousePos.x, bd->LastValidMousePos.y);
|
|
||||||
}
|
|
||||||
else if (!entered && bd->MouseWindow == window)
|
|
||||||
{
|
|
||||||
bd->LastValidMousePos = io.MousePos;
|
|
||||||
bd->MouseWindow = NULL;
|
|
||||||
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
|
|
||||||
{
|
|
||||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
|
||||||
if (bd->PrevUserCallbackChar != NULL && window == bd->Window)
|
|
||||||
bd->PrevUserCallbackChar(window, c);
|
|
||||||
|
|
||||||
ImGuiIO& io = ImGui::GetIO();
|
|
||||||
io.AddInputCharacter(c);
|
|
||||||
}
|
|
||||||
|
|
||||||
void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int)
|
|
||||||
{
|
|
||||||
// Unused in 'master' branch but 'docking' branch will use this, so we declare it ahead of it so if you have to install callbacks you can install this one too.
|
|
||||||
}
|
|
||||||
|
|
||||||
void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)
|
|
||||||
{
|
|
||||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
|
||||||
IM_ASSERT(bd->InstalledCallbacks == false && "Callbacks already installed!");
|
|
||||||
IM_ASSERT(bd->Window == window);
|
|
||||||
|
|
||||||
bd->PrevUserCallbackWindowFocus = glfwSetWindowFocusCallback(window, ImGui_ImplGlfw_WindowFocusCallback);
|
|
||||||
bd->PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, ImGui_ImplGlfw_CursorEnterCallback);
|
|
||||||
bd->PrevUserCallbackCursorPos = glfwSetCursorPosCallback(window, ImGui_ImplGlfw_CursorPosCallback);
|
|
||||||
bd->PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
|
|
||||||
bd->PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
|
|
||||||
bd->PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
|
|
||||||
bd->PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
|
|
||||||
bd->PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
|
|
||||||
bd->InstalledCallbacks = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window)
|
|
||||||
{
|
|
||||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
|
||||||
IM_ASSERT(bd->InstalledCallbacks == true && "Callbacks not installed!");
|
|
||||||
IM_ASSERT(bd->Window == window);
|
|
||||||
|
|
||||||
glfwSetWindowFocusCallback(window, bd->PrevUserCallbackWindowFocus);
|
|
||||||
glfwSetCursorEnterCallback(window, bd->PrevUserCallbackCursorEnter);
|
|
||||||
glfwSetCursorPosCallback(window, bd->PrevUserCallbackCursorPos);
|
|
||||||
glfwSetMouseButtonCallback(window, bd->PrevUserCallbackMousebutton);
|
|
||||||
glfwSetScrollCallback(window, bd->PrevUserCallbackScroll);
|
|
||||||
glfwSetKeyCallback(window, bd->PrevUserCallbackKey);
|
|
||||||
glfwSetCharCallback(window, bd->PrevUserCallbackChar);
|
|
||||||
glfwSetMonitorCallback(bd->PrevUserCallbackMonitor);
|
|
||||||
bd->InstalledCallbacks = false;
|
|
||||||
bd->PrevUserCallbackWindowFocus = NULL;
|
|
||||||
bd->PrevUserCallbackCursorEnter = NULL;
|
|
||||||
bd->PrevUserCallbackCursorPos = NULL;
|
|
||||||
bd->PrevUserCallbackMousebutton = NULL;
|
|
||||||
bd->PrevUserCallbackScroll = NULL;
|
|
||||||
bd->PrevUserCallbackKey = NULL;
|
|
||||||
bd->PrevUserCallbackChar = NULL;
|
|
||||||
bd->PrevUserCallbackMonitor = NULL;
|
|
||||||
}
|
|
||||||
|
|
||||||
static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
|
|
||||||
{
|
|
||||||
ImGuiIO& io = ImGui::GetIO();
|
|
||||||
IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!");
|
|
||||||
|
|
||||||
// Setup backend capabilities flags
|
|
||||||
ImGui_ImplGlfw_Data* bd = IM_NEW(ImGui_ImplGlfw_Data)();
|
|
||||||
io.BackendPlatformUserData = (void*)bd;
|
|
||||||
io.BackendPlatformName = "imgui_impl_glfw";
|
|
||||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
|
||||||
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
|
||||||
|
|
||||||
bd->Window = window;
|
|
||||||
bd->Time = 0.0;
|
|
||||||
|
|
||||||
io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
|
|
||||||
io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
|
|
||||||
io.ClipboardUserData = bd->Window;
|
|
||||||
|
|
||||||
// Set platform dependent data in viewport
|
|
||||||
#if defined(_WIN32)
|
|
||||||
ImGui::GetMainViewport()->PlatformHandleRaw = (void*)glfwGetWin32Window(bd->Window);
|
|
||||||
#endif
|
|
||||||
|
|
||||||
// Create mouse cursors
|
|
||||||
// (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist,
|
|
||||||
// GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting.
|
|
||||||
// Missing cursors will return NULL and our _UpdateMouseCursor() function will use the Arrow cursor instead.)
|
|
||||||
GLFWerrorfun prev_error_callback = glfwSetErrorCallback(NULL);
|
|
||||||
bd->MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
|
|
||||||
bd->MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
|
|
||||||
bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
|
|
||||||
bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
|
|
||||||
bd->MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
|
|
||||||
#if GLFW_HAS_NEW_CURSORS
|
|
||||||
bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR);
|
|
||||||
bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR);
|
|
||||||
bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR);
|
|
||||||
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR);
|
|
||||||
#else
|
|
||||||
bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
|
|
||||||
bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
|
|
||||||
bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
|
|
||||||
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
|
|
||||||
#endif
|
|
||||||
glfwSetErrorCallback(prev_error_callback);
|
|
||||||
|
|
||||||
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
|
|
||||||
if (install_callbacks)
|
|
||||||
ImGui_ImplGlfw_InstallCallbacks(window);
|
|
||||||
|
|
||||||
bd->ClientApi = client_api;
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks)
|
|
||||||
{
|
|
||||||
return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_OpenGL);
|
|
||||||
}
|
|
||||||
|
|
||||||
bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks)
|
|
||||||
{
|
|
||||||
return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Vulkan);
|
|
||||||
}
|
|
||||||
|
|
||||||
bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks)
|
|
||||||
{
|
|
||||||
return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Unknown);
|
|
||||||
}
|
|
||||||
|
|
||||||
void ImGui_ImplGlfw_Shutdown()
|
|
||||||
{
|
|
||||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
|
||||||
IM_ASSERT(bd != NULL && "No platform backend to shutdown, or already shutdown?");
|
|
||||||
ImGuiIO& io = ImGui::GetIO();
|
|
||||||
|
|
||||||
if (bd->InstalledCallbacks)
|
|
||||||
ImGui_ImplGlfw_RestoreCallbacks(bd->Window);
|
|
||||||
|
|
||||||
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
|
|
||||||
glfwDestroyCursor(bd->MouseCursors[cursor_n]);
|
|
||||||
|
|
||||||
io.BackendPlatformName = NULL;
|
|
||||||
io.BackendPlatformUserData = NULL;
|
|
||||||
IM_DELETE(bd);
|
|
||||||
}
|
|
||||||
|
|
||||||
static void ImGui_ImplGlfw_UpdateMouseData()
|
|
||||||
{
|
|
||||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
|
||||||
ImGuiIO& io = ImGui::GetIO();
|
|
||||||
|
|
||||||
#ifdef __EMSCRIPTEN__
|
|
||||||
const bool is_app_focused = true;
|
|
||||||
#else
|
|
||||||
const bool is_app_focused = glfwGetWindowAttrib(bd->Window, GLFW_FOCUSED) != 0;
|
|
||||||
#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)
|
|
||||||
glfwSetCursorPos(bd->Window, (double)io.MousePos.x, (double)io.MousePos.y);
|
|
||||||
|
|
||||||
// (Optional) Fallback to provide mouse position when focused (ImGui_ImplGlfw_CursorPosCallback already provides this when hovered or captured)
|
|
||||||
if (is_app_focused && bd->MouseWindow == NULL)
|
|
||||||
{
|
|
||||||
double mouse_x, mouse_y;
|
|
||||||
glfwGetCursorPos(bd->Window, &mouse_x, &mouse_y);
|
|
||||||
io.AddMousePosEvent((float)mouse_x, (float)mouse_y);
|
|
||||||
bd->LastValidMousePos = ImVec2((float)mouse_x, (float)mouse_y);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
static void ImGui_ImplGlfw_UpdateMouseCursor()
|
|
||||||
{
|
|
||||||
ImGuiIO& io = ImGui::GetIO();
|
|
||||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
|
||||||
if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(bd->Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
|
|
||||||
return;
|
|
||||||
|
|
||||||
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
|
|
||||||
if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
|
|
||||||
{
|
|
||||||
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
|
|
||||||
glfwSetInputMode(bd->Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
// Show OS mouse cursor
|
|
||||||
// FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.
|
|
||||||
glfwSetCursor(bd->Window, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]);
|
|
||||||
glfwSetInputMode(bd->Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Update gamepad inputs
|
|
||||||
static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; }
|
|
||||||
static void ImGui_ImplGlfw_UpdateGamepads()
|
|
||||||
{
|
|
||||||
ImGuiIO& io = ImGui::GetIO();
|
|
||||||
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
|
|
||||||
return;
|
|
||||||
|
|
||||||
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
|
|
||||||
#if GLFW_HAS_GAMEPAD_API
|
|
||||||
GLFWgamepadstate gamepad;
|
|
||||||
if (!glfwGetGamepadState(GLFW_JOYSTICK_1, &gamepad))
|
|
||||||
return;
|
|
||||||
#define MAP_BUTTON(KEY_NO, BUTTON_NO, _UNUSED) do { io.AddKeyEvent(KEY_NO, gamepad.buttons[BUTTON_NO] != 0); } while (0)
|
|
||||||
#define MAP_ANALOG(KEY_NO, AXIS_NO, _UNUSED, V0, V1) do { float v = gamepad.axes[AXIS_NO]; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0)
|
|
||||||
#else
|
|
||||||
int axes_count = 0, buttons_count = 0;
|
|
||||||
const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
|
|
||||||
const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
|
|
||||||
if (axes_count == 0 || buttons_count == 0)
|
|
||||||
return;
|
|
||||||
#define MAP_BUTTON(KEY_NO, _UNUSED, BUTTON_NO) do { io.AddKeyEvent(KEY_NO, (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS)); } while (0)
|
|
||||||
#define MAP_ANALOG(KEY_NO, _UNUSED, AXIS_NO, V0, V1) do { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0)
|
|
||||||
#endif
|
|
||||||
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
|
|
||||||
MAP_BUTTON(ImGuiKey_GamepadStart, GLFW_GAMEPAD_BUTTON_START, 7);
|
|
||||||
MAP_BUTTON(ImGuiKey_GamepadBack, GLFW_GAMEPAD_BUTTON_BACK, 6);
|
|
||||||
MAP_BUTTON(ImGuiKey_GamepadFaceDown, GLFW_GAMEPAD_BUTTON_A, 0); // Xbox A, PS Cross
|
|
||||||
MAP_BUTTON(ImGuiKey_GamepadFaceRight, GLFW_GAMEPAD_BUTTON_B, 1); // Xbox B, PS Circle
|
|
||||||
MAP_BUTTON(ImGuiKey_GamepadFaceLeft, GLFW_GAMEPAD_BUTTON_X, 2); // Xbox X, PS Square
|
|
||||||
MAP_BUTTON(ImGuiKey_GamepadFaceUp, GLFW_GAMEPAD_BUTTON_Y, 3); // Xbox Y, PS Triangle
|
|
||||||
MAP_BUTTON(ImGuiKey_GamepadDpadLeft, GLFW_GAMEPAD_BUTTON_DPAD_LEFT, 13);
|
|
||||||
MAP_BUTTON(ImGuiKey_GamepadDpadRight, GLFW_GAMEPAD_BUTTON_DPAD_RIGHT, 11);
|
|
||||||
MAP_BUTTON(ImGuiKey_GamepadDpadUp, GLFW_GAMEPAD_BUTTON_DPAD_UP, 10);
|
|
||||||
MAP_BUTTON(ImGuiKey_GamepadDpadDown, GLFW_GAMEPAD_BUTTON_DPAD_DOWN, 12);
|
|
||||||
MAP_BUTTON(ImGuiKey_GamepadL1, GLFW_GAMEPAD_BUTTON_LEFT_BUMPER, 4);
|
|
||||||
MAP_BUTTON(ImGuiKey_GamepadR1, GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER, 5);
|
|
||||||
MAP_ANALOG(ImGuiKey_GamepadL2, GLFW_GAMEPAD_AXIS_LEFT_TRIGGER, 4, -0.75f, +1.0f);
|
|
||||||
MAP_ANALOG(ImGuiKey_GamepadR2, GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER, 5, -0.75f, +1.0f);
|
|
||||||
MAP_BUTTON(ImGuiKey_GamepadL3, GLFW_GAMEPAD_BUTTON_LEFT_THUMB, 8);
|
|
||||||
MAP_BUTTON(ImGuiKey_GamepadR3, GLFW_GAMEPAD_BUTTON_RIGHT_THUMB, 9);
|
|
||||||
MAP_ANALOG(ImGuiKey_GamepadLStickLeft, GLFW_GAMEPAD_AXIS_LEFT_X, 0, -0.25f, -1.0f);
|
|
||||||
MAP_ANALOG(ImGuiKey_GamepadLStickRight, GLFW_GAMEPAD_AXIS_LEFT_X, 0, +0.25f, +1.0f);
|
|
||||||
MAP_ANALOG(ImGuiKey_GamepadLStickUp, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, -0.25f, -1.0f);
|
|
||||||
MAP_ANALOG(ImGuiKey_GamepadLStickDown, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, +0.25f, +1.0f);
|
|
||||||
MAP_ANALOG(ImGuiKey_GamepadRStickLeft, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, -0.25f, -1.0f);
|
|
||||||
MAP_ANALOG(ImGuiKey_GamepadRStickRight, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, +0.25f, +1.0f);
|
|
||||||
MAP_ANALOG(ImGuiKey_GamepadRStickUp, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, -0.25f, -1.0f);
|
|
||||||
MAP_ANALOG(ImGuiKey_GamepadRStickDown, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, +0.25f, +1.0f);
|
|
||||||
#undef MAP_BUTTON
|
|
||||||
#undef MAP_ANALOG
|
|
||||||
}
|
|
||||||
|
|
||||||
void ImGui_ImplGlfw_NewFrame()
|
|
||||||
{
|
|
||||||
ImGuiIO& io = ImGui::GetIO();
|
|
||||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
|
||||||
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplGlfw_InitForXXX()?");
|
|
||||||
|
|
||||||
// Setup display size (every frame to accommodate for window resizing)
|
|
||||||
int w, h;
|
|
||||||
int display_w, display_h;
|
|
||||||
glfwGetWindowSize(bd->Window, &w, &h);
|
|
||||||
glfwGetFramebufferSize(bd->Window, &display_w, &display_h);
|
|
||||||
io.DisplaySize = ImVec2((float)w, (float)h);
|
|
||||||
if (w > 0 && h > 0)
|
|
||||||
io.DisplayFramebufferScale = ImVec2((float)display_w / (float)w, (float)display_h / (float)h);
|
|
||||||
|
|
||||||
// Setup time step
|
|
||||||
double current_time = glfwGetTime();
|
|
||||||
io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f);
|
|
||||||
bd->Time = current_time;
|
|
||||||
|
|
||||||
ImGui_ImplGlfw_UpdateMouseData();
|
|
||||||
ImGui_ImplGlfw_UpdateMouseCursor();
|
|
||||||
|
|
||||||
// Update game controllers (if enabled and available)
|
|
||||||
ImGui_ImplGlfw_UpdateGamepads();
|
|
||||||
}
|
|
||||||
|
|
||||||
#if defined(__clang__)
|
|
||||||
#pragma clang diagnostic pop
|
|
||||||
#endif
|
|
||||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@@ -1,124 +0,0 @@
|
|||||||
//-----------------------------------------------------------------------------
|
|
||||||
// COMPILE-TIME OPTIONS FOR DEAR IMGUI
|
|
||||||
// Runtime options (clipboard callbacks, enabling various features, etc.) can generally be set via the ImGuiIO structure.
|
|
||||||
// You can use ImGui::SetAllocatorFunctions() before calling ImGui::CreateContext() to rewire memory allocation functions.
|
|
||||||
//-----------------------------------------------------------------------------
|
|
||||||
// A) You may edit imconfig.h (and not overwrite it when updating Dear ImGui, or maintain a patch/rebased branch with your modifications to it)
|
|
||||||
// B) or '#define IMGUI_USER_CONFIG "my_imgui_config.h"' in your project and then add directives in your own file without touching this template.
|
|
||||||
//-----------------------------------------------------------------------------
|
|
||||||
// You need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include the imgui*.cpp
|
|
||||||
// files but also _any_ of your code that uses Dear ImGui. This is because some compile-time options have an affect on data structures.
|
|
||||||
// Defining those options in imconfig.h will ensure every compilation unit gets to see the same data structure layouts.
|
|
||||||
// Call IMGUI_CHECKVERSION() from your .cpp files to verify that the data structures your files are using are matching the ones imgui.cpp is using.
|
|
||||||
//-----------------------------------------------------------------------------
|
|
||||||
|
|
||||||
#pragma once
|
|
||||||
|
|
||||||
//---- Define assertion handler. Defaults to calling assert().
|
|
||||||
// If your macro uses multiple statements, make sure is enclosed in a 'do { .. } while (0)' block so it can be used as a single statement.
|
|
||||||
//#define IM_ASSERT(_EXPR) MyAssert(_EXPR)
|
|
||||||
//#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts
|
|
||||||
|
|
||||||
//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows
|
|
||||||
// Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
|
|
||||||
// DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
|
|
||||||
// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details.
|
|
||||||
//#define IMGUI_API __declspec( dllexport )
|
|
||||||
//#define IMGUI_API __declspec( dllimport )
|
|
||||||
|
|
||||||
//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to avoid using soon-to-be obsolete function/names.
|
|
||||||
//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
|
||||||
//#define IMGUI_DISABLE_OBSOLETE_KEYIO // 1.87: disable legacy io.KeyMap[]+io.KeysDown[] in favor io.AddKeyEvent(). This will be folded into IMGUI_DISABLE_OBSOLETE_FUNCTIONS in a few versions.
|
|
||||||
|
|
||||||
//---- Disable all of Dear ImGui or don't implement standard windows.
|
|
||||||
// It is very strongly recommended to NOT disable the demo windows during development. Please read comments in imgui_demo.cpp.
|
|
||||||
//#define IMGUI_DISABLE // Disable everything: all headers and source files will be empty.
|
|
||||||
//#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty. Not recommended.
|
|
||||||
//#define IMGUI_DISABLE_METRICS_WINDOW // Disable metrics/debugger and other debug tools: ShowMetricsWindow() and ShowStackToolWindow() will be empty.
|
|
||||||
|
|
||||||
//---- Don't implement some functions to reduce linkage requirements.
|
|
||||||
//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. (user32.lib/.a, kernel32.lib/.a)
|
|
||||||
//#define IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with Visual Studio] Implement default IME handler (require imm32.lib/.a, auto-link for Visual Studio, -limm32 on command-line for MinGW)
|
|
||||||
//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with non-Visual Studio compilers] Don't implement default IME handler (won't require imm32.lib/.a)
|
|
||||||
//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, ime).
|
|
||||||
//#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not the default).
|
|
||||||
//#define IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf)
|
|
||||||
//#define IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement them yourself.
|
|
||||||
//#define IMGUI_DISABLE_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle at all (replace them with dummies)
|
|
||||||
//#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle so you can implement them yourself if you don't want to link with fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function.
|
|
||||||
//#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions().
|
|
||||||
//#define IMGUI_DISABLE_SSE // Disable use of SSE intrinsics even if available
|
|
||||||
|
|
||||||
//---- Include imgui_user.h at the end of imgui.h as a convenience
|
|
||||||
//#define IMGUI_INCLUDE_IMGUI_USER_H
|
|
||||||
|
|
||||||
//---- Pack colors to BGRA8 instead of RGBA8 (to avoid converting from one to another)
|
|
||||||
//#define IMGUI_USE_BGRA_PACKED_COLOR
|
|
||||||
|
|
||||||
//---- Use 32-bit for ImWchar (default is 16-bit) to support unicode planes 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes, ancient languages, etc...)
|
|
||||||
//#define IMGUI_USE_WCHAR32
|
|
||||||
|
|
||||||
//---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version
|
|
||||||
// By default the embedded implementations are declared static and not available outside of Dear ImGui sources files.
|
|
||||||
//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h"
|
|
||||||
//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h"
|
|
||||||
//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
|
|
||||||
//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
|
|
||||||
|
|
||||||
//---- Use stb_printf's faster implementation of vsnprintf instead of the one from libc (unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined)
|
|
||||||
// Requires 'stb_sprintf.h' to be available in the include path. 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.
|
|
||||||
// #define IMGUI_USE_STB_SPRINTF
|
|
||||||
|
|
||||||
//---- Use FreeType to build and rasterize the font atlas (instead of stb_truetype which is embedded by default in Dear ImGui)
|
|
||||||
// Requires FreeType headers to be available in the include path. Requires program to be compiled with 'misc/freetype/imgui_freetype.cpp' (in this repository) + the FreeType library (not provided).
|
|
||||||
// On Windows you may use vcpkg with 'vcpkg install freetype --triplet=x64-windows' + 'vcpkg integrate install'.
|
|
||||||
//#define IMGUI_ENABLE_FREETYPE
|
|
||||||
|
|
||||||
//---- Use stb_truetype to build and rasterize the font atlas (default)
|
|
||||||
// The only purpose of this define is if you want force compilation of the stb_truetype backend ALONG with the FreeType backend.
|
|
||||||
//#define IMGUI_ENABLE_STB_TRUETYPE
|
|
||||||
|
|
||||||
//---- Define constructor and implicit cast operators to convert back<>forth between your math types and ImVec2/ImVec4.
|
|
||||||
// This will be inlined as part of ImVec2 and ImVec4 class declarations.
|
|
||||||
/*
|
|
||||||
#define IM_VEC2_CLASS_EXTRA \
|
|
||||||
ImVec2(const MyVec2& f) { x = f.x; y = f.y; } \
|
|
||||||
operator MyVec2() const { return MyVec2(x,y); }
|
|
||||||
|
|
||||||
#define IM_VEC4_CLASS_EXTRA \
|
|
||||||
ImVec4(const MyVec4& f) { x = f.x; y = f.y; z = f.z; w = f.w; } \
|
|
||||||
operator MyVec4() const { return MyVec4(x,y,z,w); }
|
|
||||||
*/
|
|
||||||
|
|
||||||
//---- Use 32-bit vertex indices (default is 16-bit) is one way to allow large meshes with more than 64K vertices.
|
|
||||||
// Your renderer backend will need to support it (most example renderer backends support both 16/32-bit indices).
|
|
||||||
// Another way to allow large meshes while keeping 16-bit indices is to handle ImDrawCmd::VtxOffset in your renderer.
|
|
||||||
// Read about ImGuiBackendFlags_RendererHasVtxOffset for details.
|
|
||||||
//#define ImDrawIdx unsigned int
|
|
||||||
|
|
||||||
//---- Override ImDrawCallback signature (will need to modify renderer backends accordingly)
|
|
||||||
//struct ImDrawList;
|
|
||||||
//struct ImDrawCmd;
|
|
||||||
//typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data);
|
|
||||||
//#define ImDrawCallback MyImDrawCallback
|
|
||||||
|
|
||||||
//---- Debug Tools: Macro to break in Debugger
|
|
||||||
// (use 'Metrics->Tools->Item Picker' to pick widgets with the mouse and break into them for easy debugging.)
|
|
||||||
//#define IM_DEBUG_BREAK IM_ASSERT(0)
|
|
||||||
//#define IM_DEBUG_BREAK __debugbreak()
|
|
||||||
|
|
||||||
//---- Debug Tools: Have the Item Picker break in the ItemAdd() function instead of ItemHoverable(),
|
|
||||||
// (which comes earlier in the code, will catch a few extra items, allow picking items other than Hovered one.)
|
|
||||||
// This adds a small runtime cost which is why it is not enabled by default.
|
|
||||||
//#define IMGUI_DEBUG_TOOL_ITEM_PICKER_EX
|
|
||||||
|
|
||||||
//---- Debug Tools: Enable slower asserts
|
|
||||||
//#define IMGUI_DEBUG_PARANOID
|
|
||||||
|
|
||||||
//---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files.
|
|
||||||
/*
|
|
||||||
namespace ImGui
|
|
||||||
{
|
|
||||||
void MyFunction(const char* name, const MyMatrix44& v);
|
|
||||||
}
|
|
||||||
*/
|
|
||||||
File diff suppressed because it is too large
Load Diff
@@ -1,46 +0,0 @@
|
|||||||
// dear imgui: Platform Backend for GLFW
|
|
||||||
// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
|
|
||||||
// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
|
|
||||||
|
|
||||||
// Implemented features:
|
|
||||||
// [X] Platform: Clipboard support.
|
|
||||||
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
|
|
||||||
// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
|
||||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
|
|
||||||
|
|
||||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
|
||||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
|
||||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
|
||||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
|
||||||
|
|
||||||
// About GLSL version:
|
|
||||||
// The 'glsl_version' initialization parameter defaults to "#version 150" if NULL.
|
|
||||||
// Only override if your GL version doesn't handle this GLSL version. Keep NULL if unsure!
|
|
||||||
|
|
||||||
#pragma once
|
|
||||||
#include "imgui.h" // IMGUI_IMPL_API
|
|
||||||
|
|
||||||
struct GLFWwindow;
|
|
||||||
struct GLFWmonitor;
|
|
||||||
|
|
||||||
IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks);
|
|
||||||
IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks);
|
|
||||||
IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks);
|
|
||||||
IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown();
|
|
||||||
IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame();
|
|
||||||
|
|
||||||
// GLFW callbacks (installer)
|
|
||||||
// - When calling Init with 'install_callbacks=true': ImGui_ImplGlfw_InstallCallbacks() is called. GLFW callbacks will be installed for you. They will chain-call user's previously installed callbacks, if any.
|
|
||||||
// - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call individual function yourself from your own GLFW callbacks.
|
|
||||||
IMGUI_IMPL_API void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window);
|
|
||||||
IMGUI_IMPL_API void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window);
|
|
||||||
|
|
||||||
// GLFW callbacks (individual callbacks to call if you didn't install callbacks)
|
|
||||||
IMGUI_IMPL_API void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused); // Since 1.84
|
|
||||||
IMGUI_IMPL_API void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered); // Since 1.84
|
|
||||||
IMGUI_IMPL_API void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y); // Since 1.87
|
|
||||||
IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
|
|
||||||
IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
|
|
||||||
IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
|
|
||||||
IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);
|
|
||||||
IMGUI_IMPL_API void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event);
|
|
||||||
@@ -1,155 +0,0 @@
|
|||||||
// dear imgui: Renderer Backend for Vulkan
|
|
||||||
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
|
|
||||||
|
|
||||||
// Implemented features:
|
|
||||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
|
||||||
// [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions.
|
|
||||||
|
|
||||||
// Important: on 32-bit systems, user texture binding is only supported if your imconfig file has '#define ImTextureID ImU64'.
|
|
||||||
// See imgui_impl_vulkan.cpp file for details.
|
|
||||||
|
|
||||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
|
||||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
|
||||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
|
||||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
|
||||||
|
|
||||||
// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification.
|
|
||||||
// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
|
|
||||||
|
|
||||||
// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
|
|
||||||
// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
|
|
||||||
// You will use those if you want to use this rendering backend in your engine/app.
|
|
||||||
// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
|
|
||||||
// the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
|
|
||||||
// Read comments in imgui_impl_vulkan.h.
|
|
||||||
|
|
||||||
#pragma once
|
|
||||||
#include "imgui.h" // IMGUI_IMPL_API
|
|
||||||
|
|
||||||
// [Configuration] in order to use a custom Vulkan function loader:
|
|
||||||
// (1) You'll need to disable default Vulkan function prototypes.
|
|
||||||
// We provide a '#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES' convenience configuration flag.
|
|
||||||
// In order to make sure this is visible from the imgui_impl_vulkan.cpp compilation unit:
|
|
||||||
// - Add '#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES' in your imconfig.h file
|
|
||||||
// - Or as a compilation flag in your build system
|
|
||||||
// - Or uncomment here (not recommended because you'd be modifying imgui sources!)
|
|
||||||
// - Do not simply add it in a .cpp file!
|
|
||||||
// (2) Call ImGui_ImplVulkan_LoadFunctions() before ImGui_ImplVulkan_Init() with your custom function.
|
|
||||||
// If you have no idea what this is, leave it alone!
|
|
||||||
//#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES
|
|
||||||
|
|
||||||
// Vulkan includes
|
|
||||||
#if defined(IMGUI_IMPL_VULKAN_NO_PROTOTYPES) && !defined(VK_NO_PROTOTYPES)
|
|
||||||
#define VK_NO_PROTOTYPES
|
|
||||||
#endif
|
|
||||||
#include <vulkan/vulkan.h>
|
|
||||||
|
|
||||||
// Initialization data, for ImGui_ImplVulkan_Init()
|
|
||||||
// [Please zero-clear before use!]
|
|
||||||
struct ImGui_ImplVulkan_InitInfo
|
|
||||||
{
|
|
||||||
VkInstance Instance;
|
|
||||||
VkPhysicalDevice PhysicalDevice;
|
|
||||||
VkDevice Device;
|
|
||||||
uint32_t QueueFamily;
|
|
||||||
VkQueue Queue;
|
|
||||||
VkPipelineCache PipelineCache;
|
|
||||||
VkDescriptorPool DescriptorPool;
|
|
||||||
uint32_t Subpass;
|
|
||||||
uint32_t MinImageCount; // >= 2
|
|
||||||
uint32_t ImageCount; // >= MinImageCount
|
|
||||||
VkSampleCountFlagBits MSAASamples; // >= VK_SAMPLE_COUNT_1_BIT (0 -> default to VK_SAMPLE_COUNT_1_BIT)
|
|
||||||
const VkAllocationCallbacks* Allocator;
|
|
||||||
void (*CheckVkResultFn)(VkResult err);
|
|
||||||
};
|
|
||||||
|
|
||||||
// Called by user code
|
|
||||||
IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass);
|
|
||||||
IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown();
|
|
||||||
IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame();
|
|
||||||
IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline = VK_NULL_HANDLE);
|
|
||||||
IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer);
|
|
||||||
IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyFontUploadObjects();
|
|
||||||
IMGUI_IMPL_API void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count); // To override MinImageCount after initialization (e.g. if swap chain is recreated)
|
|
||||||
|
|
||||||
// Register a texture (VkDescriptorSet == ImTextureID)
|
|
||||||
// FIXME: This is experimental in the sense that we are unsure how to best design/tackle this problem, please post to https://github.com/ocornut/imgui/pull/914 if you have suggestions.
|
|
||||||
IMGUI_IMPL_API VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout);
|
|
||||||
|
|
||||||
// Optional: load Vulkan functions with a custom function loader
|
|
||||||
// This is only useful with IMGUI_IMPL_VULKAN_NO_PROTOTYPES / VK_NO_PROTOTYPES
|
|
||||||
IMGUI_IMPL_API bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data = NULL);
|
|
||||||
|
|
||||||
//-------------------------------------------------------------------------
|
|
||||||
// Internal / Miscellaneous Vulkan Helpers
|
|
||||||
// (Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own engine/app.)
|
|
||||||
//-------------------------------------------------------------------------
|
|
||||||
// You probably do NOT need to use or care about those functions.
|
|
||||||
// Those functions only exist because:
|
|
||||||
// 1) they facilitate the readability and maintenance of the multiple main.cpp examples files.
|
|
||||||
// 2) the upcoming multi-viewport feature will need them internally.
|
|
||||||
// Generally we avoid exposing any kind of superfluous high-level helpers in the backends,
|
|
||||||
// but it is too much code to duplicate everywhere so we exceptionally expose them.
|
|
||||||
//
|
|
||||||
// Your engine/app will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.).
|
|
||||||
// You may read this code to learn about Vulkan, but it is recommended you use you own custom tailored code to do equivalent work.
|
|
||||||
// (The ImGui_ImplVulkanH_XXX functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions)
|
|
||||||
//-------------------------------------------------------------------------
|
|
||||||
|
|
||||||
struct ImGui_ImplVulkanH_Frame;
|
|
||||||
struct ImGui_ImplVulkanH_Window;
|
|
||||||
|
|
||||||
// Helpers
|
|
||||||
IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wnd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count);
|
|
||||||
IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wnd, const VkAllocationCallbacks* allocator);
|
|
||||||
IMGUI_IMPL_API VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space);
|
|
||||||
IMGUI_IMPL_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count);
|
|
||||||
IMGUI_IMPL_API int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode);
|
|
||||||
|
|
||||||
// Helper structure to hold the data needed by one rendering frame
|
|
||||||
// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.)
|
|
||||||
// [Please zero-clear before use!]
|
|
||||||
struct ImGui_ImplVulkanH_Frame
|
|
||||||
{
|
|
||||||
VkCommandPool CommandPool;
|
|
||||||
VkCommandBuffer CommandBuffer;
|
|
||||||
VkFence Fence;
|
|
||||||
VkImage Backbuffer;
|
|
||||||
VkImageView BackbufferView;
|
|
||||||
VkFramebuffer Framebuffer;
|
|
||||||
};
|
|
||||||
|
|
||||||
struct ImGui_ImplVulkanH_FrameSemaphores
|
|
||||||
{
|
|
||||||
VkSemaphore ImageAcquiredSemaphore;
|
|
||||||
VkSemaphore RenderCompleteSemaphore;
|
|
||||||
};
|
|
||||||
|
|
||||||
// Helper structure to hold the data needed by one rendering context into one OS window
|
|
||||||
// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.)
|
|
||||||
struct ImGui_ImplVulkanH_Window
|
|
||||||
{
|
|
||||||
int Width;
|
|
||||||
int Height;
|
|
||||||
VkSwapchainKHR Swapchain;
|
|
||||||
VkSurfaceKHR Surface;
|
|
||||||
VkSurfaceFormatKHR SurfaceFormat;
|
|
||||||
VkPresentModeKHR PresentMode;
|
|
||||||
VkRenderPass RenderPass;
|
|
||||||
VkPipeline Pipeline; // The window pipeline may uses a different VkRenderPass than the one passed in ImGui_ImplVulkan_InitInfo
|
|
||||||
bool ClearEnable;
|
|
||||||
VkClearValue ClearValue;
|
|
||||||
uint32_t FrameIndex; // Current frame being rendered to (0 <= FrameIndex < FrameInFlightCount)
|
|
||||||
uint32_t ImageCount; // Number of simultaneous in-flight frames (returned by vkGetSwapchainImagesKHR, usually derived from min_image_count)
|
|
||||||
uint32_t SemaphoreIndex; // Current set of swapchain wait semaphores we're using (needs to be distinct from per frame data)
|
|
||||||
ImGui_ImplVulkanH_Frame* Frames;
|
|
||||||
ImGui_ImplVulkanH_FrameSemaphores* FrameSemaphores;
|
|
||||||
|
|
||||||
ImGui_ImplVulkanH_Window()
|
|
||||||
{
|
|
||||||
memset(this, 0, sizeof(*this));
|
|
||||||
PresentMode = VK_PRESENT_MODE_MAX_ENUM_KHR;
|
|
||||||
ClearEnable = true;
|
|
||||||
}
|
|
||||||
};
|
|
||||||
|
|
||||||
File diff suppressed because it is too large
Load Diff
@@ -1,639 +0,0 @@
|
|||||||
// [DEAR IMGUI]
|
|
||||||
// This is a slightly modified version of stb_rect_pack.h 1.00.
|
|
||||||
// Those changes would need to be pushed into nothings/stb:
|
|
||||||
// - Added STBRP__CDECL
|
|
||||||
// Grep for [DEAR IMGUI] to find the changes.
|
|
||||||
|
|
||||||
// stb_rect_pack.h - v1.00 - public domain - rectangle packing
|
|
||||||
// Sean Barrett 2014
|
|
||||||
//
|
|
||||||
// Useful for e.g. packing rectangular textures into an atlas.
|
|
||||||
// Does not do rotation.
|
|
||||||
//
|
|
||||||
// Not necessarily the awesomest packing method, but better than
|
|
||||||
// the totally naive one in stb_truetype (which is primarily what
|
|
||||||
// this is meant to replace).
|
|
||||||
//
|
|
||||||
// Has only had a few tests run, may have issues.
|
|
||||||
//
|
|
||||||
// More docs to come.
|
|
||||||
//
|
|
||||||
// No memory allocations; uses qsort() and assert() from stdlib.
|
|
||||||
// Can override those by defining STBRP_SORT and STBRP_ASSERT.
|
|
||||||
//
|
|
||||||
// This library currently uses the Skyline Bottom-Left algorithm.
|
|
||||||
//
|
|
||||||
// Please note: better rectangle packers are welcome! Please
|
|
||||||
// implement them to the same API, but with a different init
|
|
||||||
// function.
|
|
||||||
//
|
|
||||||
// Credits
|
|
||||||
//
|
|
||||||
// Library
|
|
||||||
// Sean Barrett
|
|
||||||
// Minor features
|
|
||||||
// Martins Mozeiko
|
|
||||||
// github:IntellectualKitty
|
|
||||||
//
|
|
||||||
// Bugfixes / warning fixes
|
|
||||||
// Jeremy Jaussaud
|
|
||||||
// Fabian Giesen
|
|
||||||
//
|
|
||||||
// Version history:
|
|
||||||
//
|
|
||||||
// 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;
|
|
||||||
|
|
||||||
#ifdef STBRP_LARGE_RECTS
|
|
||||||
typedef int stbrp_coord;
|
|
||||||
#else
|
|
||||||
typedef unsigned short stbrp_coord;
|
|
||||||
#endif
|
|
||||||
|
|
||||||
STBRP_DEF int stbrp_pack_rects (stbrp_context *context, stbrp_rect *rects, int num_rects);
|
|
||||||
// Assign packed locations to rectangles. The rectangles are of type
|
|
||||||
// 'stbrp_rect' defined below, stored in the array 'rects', and there
|
|
||||||
// are 'num_rects' many of them.
|
|
||||||
//
|
|
||||||
// Rectangles which are successfully packed have the 'was_packed' flag
|
|
||||||
// set to a non-zero value and 'x' and 'y' store the minimum location
|
|
||||||
// on each axis (i.e. bottom-left in cartesian coordinates, top-left
|
|
||||||
// if you imagine y increasing downwards). Rectangles which do not fit
|
|
||||||
// have the 'was_packed' flag set to 0.
|
|
||||||
//
|
|
||||||
// You should not try to access the 'rects' array from another thread
|
|
||||||
// while this function is running, as the function temporarily reorders
|
|
||||||
// the array while it executes.
|
|
||||||
//
|
|
||||||
// To pack into another rectangle, you need to call stbrp_init_target
|
|
||||||
// again. To continue packing into the same rectangle, you can call
|
|
||||||
// this function again. Calling this multiple times with multiple rect
|
|
||||||
// arrays will probably produce worse packing results than calling it
|
|
||||||
// a single time with the full rectangle array, but the option is
|
|
||||||
// available.
|
|
||||||
//
|
|
||||||
// The function returns 1 if all of the rectangles were successfully
|
|
||||||
// packed and 0 otherwise.
|
|
||||||
|
|
||||||
struct stbrp_rect
|
|
||||||
{
|
|
||||||
// reserved for your use:
|
|
||||||
int id;
|
|
||||||
|
|
||||||
// input:
|
|
||||||
stbrp_coord w, h;
|
|
||||||
|
|
||||||
// output:
|
|
||||||
stbrp_coord x, y;
|
|
||||||
int was_packed; // non-zero if valid packing
|
|
||||||
|
|
||||||
}; // 16 bytes, nominally
|
|
||||||
|
|
||||||
|
|
||||||
STBRP_DEF void stbrp_init_target (stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes);
|
|
||||||
// Initialize a rectangle packer to:
|
|
||||||
// pack a rectangle that is 'width' by 'height' in dimensions
|
|
||||||
// using temporary storage provided by the array 'nodes', which is 'num_nodes' long
|
|
||||||
//
|
|
||||||
// You must call this function every time you start packing into a new target.
|
|
||||||
//
|
|
||||||
// There is no "shutdown" function. The 'nodes' memory must stay valid for
|
|
||||||
// the following stbrp_pack_rects() call (or calls), but can be freed after
|
|
||||||
// the call (or calls) finish.
|
|
||||||
//
|
|
||||||
// Note: to guarantee best results, either:
|
|
||||||
// 1. make sure 'num_nodes' >= 'width'
|
|
||||||
// or 2. call stbrp_allow_out_of_mem() defined below with 'allow_out_of_mem = 1'
|
|
||||||
//
|
|
||||||
// If you don't do either of the above things, widths will be quantized to multiples
|
|
||||||
// of small integers to guarantee the algorithm doesn't run out of temporary storage.
|
|
||||||
//
|
|
||||||
// If you do #2, then the non-quantized algorithm will be used, but the algorithm
|
|
||||||
// may run out of temporary storage and be unable to pack some rectangles.
|
|
||||||
|
|
||||||
STBRP_DEF void stbrp_setup_allow_out_of_mem (stbrp_context *context, int allow_out_of_mem);
|
|
||||||
// Optionally call this function after init but before doing any packing to
|
|
||||||
// change the handling of the out-of-temp-memory scenario, described above.
|
|
||||||
// If you call init again, this will be reset to the default (false).
|
|
||||||
|
|
||||||
|
|
||||||
STBRP_DEF void stbrp_setup_heuristic (stbrp_context *context, int heuristic);
|
|
||||||
// Optionally select which packing heuristic the library should use. Different
|
|
||||||
// heuristics will produce better/worse results for different data sets.
|
|
||||||
// If you call init again, this will be reset to the default.
|
|
||||||
|
|
||||||
enum
|
|
||||||
{
|
|
||||||
STBRP_HEURISTIC_Skyline_default=0,
|
|
||||||
STBRP_HEURISTIC_Skyline_BL_sortHeight = STBRP_HEURISTIC_Skyline_default,
|
|
||||||
STBRP_HEURISTIC_Skyline_BF_sortHeight
|
|
||||||
};
|
|
||||||
|
|
||||||
|
|
||||||
//////////////////////////////////////////////////////////////////////////////
|
|
||||||
//
|
|
||||||
// the details of the following structures don't matter to you, but they must
|
|
||||||
// be visible so you can handle the memory allocations for them
|
|
||||||
|
|
||||||
struct stbrp_node
|
|
||||||
{
|
|
||||||
stbrp_coord x,y;
|
|
||||||
stbrp_node *next;
|
|
||||||
};
|
|
||||||
|
|
||||||
struct stbrp_context
|
|
||||||
{
|
|
||||||
int width;
|
|
||||||
int height;
|
|
||||||
int align;
|
|
||||||
int init_mode;
|
|
||||||
int heuristic;
|
|
||||||
int num_nodes;
|
|
||||||
stbrp_node *active_head;
|
|
||||||
stbrp_node *free_head;
|
|
||||||
stbrp_node extra[2]; // we allocate two extra nodes so optimal user-node-count is 'width' not 'width+2'
|
|
||||||
};
|
|
||||||
|
|
||||||
#ifdef __cplusplus
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#endif
|
|
||||||
|
|
||||||
//////////////////////////////////////////////////////////////////////////////
|
|
||||||
//
|
|
||||||
// IMPLEMENTATION SECTION
|
|
||||||
//
|
|
||||||
|
|
||||||
#ifdef STB_RECT_PACK_IMPLEMENTATION
|
|
||||||
#ifndef STBRP_SORT
|
|
||||||
#include <stdlib.h>
|
|
||||||
#define STBRP_SORT qsort
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#ifndef STBRP_ASSERT
|
|
||||||
#include <assert.h>
|
|
||||||
#define STBRP_ASSERT assert
|
|
||||||
#endif
|
|
||||||
|
|
||||||
// [DEAR IMGUI] Added STBRP__CDECL
|
|
||||||
#ifdef _MSC_VER
|
|
||||||
#define STBRP__NOTUSED(v) (void)(v)
|
|
||||||
#define STBRP__CDECL __cdecl
|
|
||||||
#else
|
|
||||||
#define STBRP__NOTUSED(v) (void)sizeof(v)
|
|
||||||
#define STBRP__CDECL
|
|
||||||
#endif
|
|
||||||
|
|
||||||
enum
|
|
||||||
{
|
|
||||||
STBRP__INIT_skyline = 1
|
|
||||||
};
|
|
||||||
|
|
||||||
STBRP_DEF void stbrp_setup_heuristic(stbrp_context *context, int heuristic)
|
|
||||||
{
|
|
||||||
switch (context->init_mode) {
|
|
||||||
case STBRP__INIT_skyline:
|
|
||||||
STBRP_ASSERT(heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight || heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight);
|
|
||||||
context->heuristic = heuristic;
|
|
||||||
break;
|
|
||||||
default:
|
|
||||||
STBRP_ASSERT(0);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
STBRP_DEF void stbrp_setup_allow_out_of_mem(stbrp_context *context, int allow_out_of_mem)
|
|
||||||
{
|
|
||||||
if (allow_out_of_mem)
|
|
||||||
// if it's ok to run out of memory, then don't bother aligning them;
|
|
||||||
// this gives better packing, but may fail due to OOM (even though
|
|
||||||
// the rectangles easily fit). @TODO a smarter approach would be to only
|
|
||||||
// quantize once we've hit OOM, then we could get rid of this parameter.
|
|
||||||
context->align = 1;
|
|
||||||
else {
|
|
||||||
// if it's not ok to run out of memory, then quantize the widths
|
|
||||||
// so that num_nodes is always enough nodes.
|
|
||||||
//
|
|
||||||
// I.e. num_nodes * align >= width
|
|
||||||
// align >= width / num_nodes
|
|
||||||
// align = ceil(width/num_nodes)
|
|
||||||
|
|
||||||
context->align = (context->width + context->num_nodes-1) / context->num_nodes;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
STBRP_DEF void stbrp_init_target(stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes)
|
|
||||||
{
|
|
||||||
int i;
|
|
||||||
#ifndef STBRP_LARGE_RECTS
|
|
||||||
STBRP_ASSERT(width <= 0xffff && height <= 0xffff);
|
|
||||||
#endif
|
|
||||||
|
|
||||||
for (i=0; i < num_nodes-1; ++i)
|
|
||||||
nodes[i].next = &nodes[i+1];
|
|
||||||
nodes[i].next = NULL;
|
|
||||||
context->init_mode = STBRP__INIT_skyline;
|
|
||||||
context->heuristic = STBRP_HEURISTIC_Skyline_default;
|
|
||||||
context->free_head = &nodes[0];
|
|
||||||
context->active_head = &context->extra[0];
|
|
||||||
context->width = width;
|
|
||||||
context->height = height;
|
|
||||||
context->num_nodes = num_nodes;
|
|
||||||
stbrp_setup_allow_out_of_mem(context, 0);
|
|
||||||
|
|
||||||
// node 0 is the full width, node 1 is the sentinel (lets us not store width explicitly)
|
|
||||||
context->extra[0].x = 0;
|
|
||||||
context->extra[0].y = 0;
|
|
||||||
context->extra[0].next = &context->extra[1];
|
|
||||||
context->extra[1].x = (stbrp_coord) width;
|
|
||||||
#ifdef STBRP_LARGE_RECTS
|
|
||||||
context->extra[1].y = (1<<30);
|
|
||||||
#else
|
|
||||||
context->extra[1].y = 65535;
|
|
||||||
#endif
|
|
||||||
context->extra[1].next = NULL;
|
|
||||||
}
|
|
||||||
|
|
||||||
// find minimum y position if it starts at x1
|
|
||||||
static int stbrp__skyline_find_min_y(stbrp_context *c, stbrp_node *first, int x0, int width, int *pwaste)
|
|
||||||
{
|
|
||||||
stbrp_node *node = first;
|
|
||||||
int x1 = x0 + width;
|
|
||||||
int min_y, visited_width, waste_area;
|
|
||||||
|
|
||||||
STBRP__NOTUSED(c);
|
|
||||||
|
|
||||||
STBRP_ASSERT(first->x <= x0);
|
|
||||||
|
|
||||||
#if 0
|
|
||||||
// skip in case we're past the node
|
|
||||||
while (node->next->x <= x0)
|
|
||||||
++node;
|
|
||||||
#else
|
|
||||||
STBRP_ASSERT(node->next->x > x0); // we ended up handling this in the caller for efficiency
|
|
||||||
#endif
|
|
||||||
|
|
||||||
STBRP_ASSERT(node->x <= x0);
|
|
||||||
|
|
||||||
min_y = 0;
|
|
||||||
waste_area = 0;
|
|
||||||
visited_width = 0;
|
|
||||||
while (node->x < x1) {
|
|
||||||
if (node->y > min_y) {
|
|
||||||
// raise min_y higher.
|
|
||||||
// we've accounted for all waste up to min_y,
|
|
||||||
// but we'll now add more waste for everything we've visted
|
|
||||||
waste_area += visited_width * (node->y - min_y);
|
|
||||||
min_y = node->y;
|
|
||||||
// the first time through, visited_width might be reduced
|
|
||||||
if (node->x < x0)
|
|
||||||
visited_width += node->next->x - x0;
|
|
||||||
else
|
|
||||||
visited_width += node->next->x - node->x;
|
|
||||||
} else {
|
|
||||||
// add waste area
|
|
||||||
int under_width = node->next->x - node->x;
|
|
||||||
if (under_width + visited_width > width)
|
|
||||||
under_width = width - visited_width;
|
|
||||||
waste_area += under_width * (min_y - node->y);
|
|
||||||
visited_width += under_width;
|
|
||||||
}
|
|
||||||
node = node->next;
|
|
||||||
}
|
|
||||||
|
|
||||||
*pwaste = waste_area;
|
|
||||||
return min_y;
|
|
||||||
}
|
|
||||||
|
|
||||||
typedef struct
|
|
||||||
{
|
|
||||||
int x,y;
|
|
||||||
stbrp_node **prev_link;
|
|
||||||
} stbrp__findresult;
|
|
||||||
|
|
||||||
static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int width, int height)
|
|
||||||
{
|
|
||||||
int best_waste = (1<<30), best_x, best_y = (1 << 30);
|
|
||||||
stbrp__findresult fr;
|
|
||||||
stbrp_node **prev, *node, *tail, **best = NULL;
|
|
||||||
|
|
||||||
// align to multiple of c->align
|
|
||||||
width = (width + c->align - 1);
|
|
||||||
width -= width % c->align;
|
|
||||||
STBRP_ASSERT(width % c->align == 0);
|
|
||||||
|
|
||||||
// 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);
|
|
||||||
best_y = y;
|
|
||||||
best_waste = waste;
|
|
||||||
best = prev;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
tail = tail->next;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
fr.prev_link = best;
|
|
||||||
fr.x = best_x;
|
|
||||||
fr.y = best_y;
|
|
||||||
return fr;
|
|
||||||
}
|
|
||||||
|
|
||||||
static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, int width, int height)
|
|
||||||
{
|
|
||||||
// find best position according to heuristic
|
|
||||||
stbrp__findresult res = stbrp__skyline_find_best_pos(context, width, height);
|
|
||||||
stbrp_node *node, *cur;
|
|
||||||
|
|
||||||
// bail if:
|
|
||||||
// 1. it failed
|
|
||||||
// 2. the best node doesn't fit (we don't always check this)
|
|
||||||
// 3. we're out of memory
|
|
||||||
if (res.prev_link == NULL || res.y + height > context->height || context->free_head == NULL) {
|
|
||||||
res.prev_link = NULL;
|
|
||||||
return res;
|
|
||||||
}
|
|
||||||
|
|
||||||
// on success, create new node
|
|
||||||
node = context->free_head;
|
|
||||||
node->x = (stbrp_coord) res.x;
|
|
||||||
node->y = (stbrp_coord) (res.y + height);
|
|
||||||
|
|
||||||
context->free_head = node->next;
|
|
||||||
|
|
||||||
// insert the new node into the right starting point, and
|
|
||||||
// let 'cur' point to the remaining nodes needing to be
|
|
||||||
// stiched back in
|
|
||||||
|
|
||||||
cur = *res.prev_link;
|
|
||||||
if (cur->x < res.x) {
|
|
||||||
// preserve the existing one, so start testing with the next one
|
|
||||||
stbrp_node *next = cur->next;
|
|
||||||
cur->next = node;
|
|
||||||
cur = next;
|
|
||||||
} else {
|
|
||||||
*res.prev_link = node;
|
|
||||||
}
|
|
||||||
|
|
||||||
// from here, traverse cur and free the nodes, until we get to one
|
|
||||||
// that shouldn't be freed
|
|
||||||
while (cur->next && cur->next->x <= res.x + width) {
|
|
||||||
stbrp_node *next = cur->next;
|
|
||||||
// move the current node to the free list
|
|
||||||
cur->next = context->free_head;
|
|
||||||
context->free_head = cur;
|
|
||||||
cur = next;
|
|
||||||
}
|
|
||||||
|
|
||||||
// stitch the list back in
|
|
||||||
node->next = cur;
|
|
||||||
|
|
||||||
if (cur->x < res.x + width)
|
|
||||||
cur->x = (stbrp_coord) (res.x + width);
|
|
||||||
|
|
||||||
#ifdef _DEBUG
|
|
||||||
cur = context->active_head;
|
|
||||||
while (cur->x < context->width) {
|
|
||||||
STBRP_ASSERT(cur->x < cur->next->x);
|
|
||||||
cur = cur->next;
|
|
||||||
}
|
|
||||||
STBRP_ASSERT(cur->next == NULL);
|
|
||||||
|
|
||||||
{
|
|
||||||
int count=0;
|
|
||||||
cur = context->active_head;
|
|
||||||
while (cur) {
|
|
||||||
cur = cur->next;
|
|
||||||
++count;
|
|
||||||
}
|
|
||||||
cur = context->free_head;
|
|
||||||
while (cur) {
|
|
||||||
cur = cur->next;
|
|
||||||
++count;
|
|
||||||
}
|
|
||||||
STBRP_ASSERT(count == context->num_nodes+2);
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
|
|
||||||
return res;
|
|
||||||
}
|
|
||||||
|
|
||||||
// [DEAR IMGUI] Added STBRP__CDECL
|
|
||||||
static int STBRP__CDECL rect_height_compare(const void *a, const void *b)
|
|
||||||
{
|
|
||||||
const stbrp_rect *p = (const stbrp_rect *) a;
|
|
||||||
const stbrp_rect *q = (const stbrp_rect *) b;
|
|
||||||
if (p->h > q->h)
|
|
||||||
return -1;
|
|
||||||
if (p->h < q->h)
|
|
||||||
return 1;
|
|
||||||
return (p->w > q->w) ? -1 : (p->w < q->w);
|
|
||||||
}
|
|
||||||
|
|
||||||
// [DEAR IMGUI] Added STBRP__CDECL
|
|
||||||
static int STBRP__CDECL rect_original_order(const void *a, const void *b)
|
|
||||||
{
|
|
||||||
const stbrp_rect *p = (const stbrp_rect *) a;
|
|
||||||
const stbrp_rect *q = (const stbrp_rect *) b;
|
|
||||||
return (p->was_packed < q->was_packed) ? -1 : (p->was_packed > q->was_packed);
|
|
||||||
}
|
|
||||||
|
|
||||||
#ifdef STBRP_LARGE_RECTS
|
|
||||||
#define STBRP__MAXVAL 0xffffffff
|
|
||||||
#else
|
|
||||||
#define STBRP__MAXVAL 0xffff
|
|
||||||
#endif
|
|
||||||
|
|
||||||
STBRP_DEF int stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int num_rects)
|
|
||||||
{
|
|
||||||
int i, all_rects_packed = 1;
|
|
||||||
|
|
||||||
// we use the 'was_packed' field internally to allow sorting/unsorting
|
|
||||||
for (i=0; i < num_rects; ++i) {
|
|
||||||
rects[i].was_packed = i;
|
|
||||||
}
|
|
||||||
|
|
||||||
// sort according to heuristic
|
|
||||||
STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_height_compare);
|
|
||||||
|
|
||||||
for (i=0; i < num_rects; ++i) {
|
|
||||||
if (rects[i].w == 0 || rects[i].h == 0) {
|
|
||||||
rects[i].x = rects[i].y = 0; // empty rect needs no space
|
|
||||||
} else {
|
|
||||||
stbrp__findresult fr = stbrp__skyline_pack_rectangle(context, rects[i].w, rects[i].h);
|
|
||||||
if (fr.prev_link) {
|
|
||||||
rects[i].x = (stbrp_coord) fr.x;
|
|
||||||
rects[i].y = (stbrp_coord) fr.y;
|
|
||||||
} else {
|
|
||||||
rects[i].x = rects[i].y = STBRP__MAXVAL;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// unsort
|
|
||||||
STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_original_order);
|
|
||||||
|
|
||||||
// set was_packed flags and all_rects_packed status
|
|
||||||
for (i=0; i < num_rects; ++i) {
|
|
||||||
rects[i].was_packed = !(rects[i].x == STBRP__MAXVAL && rects[i].y == STBRP__MAXVAL);
|
|
||||||
if (!rects[i].was_packed)
|
|
||||||
all_rects_packed = 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
// return the all_rects_packed status
|
|
||||||
return all_rects_packed;
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
|
|
||||||
/*
|
|
||||||
------------------------------------------------------------------------------
|
|
||||||
This software is available under 2 licenses -- choose whichever you prefer.
|
|
||||||
------------------------------------------------------------------------------
|
|
||||||
ALTERNATIVE A - MIT License
|
|
||||||
Copyright (c) 2017 Sean Barrett
|
|
||||||
Permission is hereby granted, free of charge, to any person obtaining a copy of
|
|
||||||
this software and associated documentation files (the "Software"), to deal in
|
|
||||||
the Software without restriction, including without limitation the rights to
|
|
||||||
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
|
|
||||||
of the Software, and to permit persons to whom the Software is furnished to do
|
|
||||||
so, subject to the following conditions:
|
|
||||||
The above copyright notice and this permission notice shall be included in all
|
|
||||||
copies or substantial portions of the Software.
|
|
||||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
||||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
||||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
|
||||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
||||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
|
||||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
|
||||||
SOFTWARE.
|
|
||||||
------------------------------------------------------------------------------
|
|
||||||
ALTERNATIVE B - Public Domain (www.unlicense.org)
|
|
||||||
This is free and unencumbered software released into the public domain.
|
|
||||||
Anyone is free to copy, modify, publish, use, compile, sell, or distribute this
|
|
||||||
software, either in source code form or as a compiled binary, for any purpose,
|
|
||||||
commercial or non-commercial, and by any means.
|
|
||||||
In jurisdictions that recognize copyright laws, the author or authors of this
|
|
||||||
software dedicate any and all copyright interest in the software to the public
|
|
||||||
domain. We make this dedication for the benefit of the public at large and to
|
|
||||||
the detriment of our heirs and successors. We intend this dedication to be an
|
|
||||||
overt act of relinquishment in perpetuity of all present and future rights to
|
|
||||||
this software under copyright law.
|
|
||||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
||||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
||||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
|
||||||
AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
|
|
||||||
ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
|
|
||||||
WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
|
||||||
------------------------------------------------------------------------------
|
|
||||||
*/
|
|
||||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
12
ImguiBase/vcpkg.json
Normal file
12
ImguiBase/vcpkg.json
Normal file
@@ -0,0 +1,12 @@
|
|||||||
|
{
|
||||||
|
"$schema": "https://raw.githubusercontent.com/microsoft/vcpkg-tool/main/docs/vcpkg.schema.json",
|
||||||
|
"dependencies": [
|
||||||
|
"vulkan",
|
||||||
|
"vulkan-headers",
|
||||||
|
"glfw3",
|
||||||
|
{
|
||||||
|
"name": "imgui",
|
||||||
|
"features": [ "glfw-binding", "vulkan-binding" ]
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
@@ -1,298 +0,0 @@
|
|||||||
//Disables console window
|
|
||||||
#if !_DEBUG
|
|
||||||
#pragma comment(linker, "/SUBSYSTEM:windows /ENTRY:mainCRTStartup")
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#include <iostream>
|
|
||||||
#include <algorithm>
|
|
||||||
#include "ImguiBase.h"
|
|
||||||
#include "ImguiNodes.h"
|
|
||||||
|
|
||||||
int main()
|
|
||||||
{
|
|
||||||
ApplicationData applicationData{};
|
|
||||||
ImGuiCallbacks callbacks{};
|
|
||||||
|
|
||||||
callbacks.initFunc = std::bind(init, std::placeholders::_1, applicationData);
|
|
||||||
callbacks.drawFunc = std::bind(draw, std::placeholders::_1, applicationData);
|
|
||||||
startImgui(callbacks, "Node Test", 1280, 720);
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Setup before first draw.
|
|
||||||
/// </summary>
|
|
||||||
void init(DrawData& drawData, ApplicationData& customData)
|
|
||||||
{
|
|
||||||
ImGuiIO& io = ImGui::GetIO();
|
|
||||||
io.Fonts->AddFontFromFileTTF("Montserrat-Regular.ttf", 16.0f);
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Draw main application content.
|
|
||||||
/// </summary>
|
|
||||||
void draw(DrawData& drawData, ApplicationData& applicationData)
|
|
||||||
{
|
|
||||||
// Top menu bar
|
|
||||||
ImGui::BeginMainMenuBar();
|
|
||||||
if (ImGui::Button("Add Node"))
|
|
||||||
{
|
|
||||||
std::string name{ "Node " };
|
|
||||||
name.append(std::to_string(applicationData.nodes.size() + 1));
|
|
||||||
applicationData.nodes.push_back(NodeWindow(name));
|
|
||||||
}
|
|
||||||
ImGui::EndMainMenuBar();
|
|
||||||
|
|
||||||
// Draw all node windows
|
|
||||||
bool isDraggingLine = false;
|
|
||||||
ImVec2 lineStartPos = ImVec2{};
|
|
||||||
|
|
||||||
auto nodeIterator = applicationData.nodes.begin();
|
|
||||||
while (nodeIterator != applicationData.nodes.end())
|
|
||||||
{
|
|
||||||
NodeWindow& node = *nodeIterator;
|
|
||||||
|
|
||||||
bool nodeOpen;
|
|
||||||
ImGui::Begin(node.title.c_str(), &nodeOpen, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize);
|
|
||||||
{
|
|
||||||
if (!nodeOpen)
|
|
||||||
{
|
|
||||||
cleanEreaseNodeElements(*nodeIterator, applicationData);
|
|
||||||
nodeIterator = applicationData.nodes.erase(nodeIterator);
|
|
||||||
ImGui::End();
|
|
||||||
break; // TODO: contine creates bug with closing too many windows???
|
|
||||||
}
|
|
||||||
|
|
||||||
auto alertIterator = node.alerts.begin();
|
|
||||||
while (alertIterator != node.alerts.end())
|
|
||||||
{
|
|
||||||
ImGui::Text(alertIterator->name.c_str());
|
|
||||||
if (ImGui::IsWindowHovered() || ImGui::IsWindowFocused())
|
|
||||||
{
|
|
||||||
if (inlineButton("x", alertIterator._Ptr))
|
|
||||||
{
|
|
||||||
alertIterator = cleanEraseElement(node.alerts, alertIterator, applicationData);
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
invisibleInlineButton("x", "x");
|
|
||||||
}
|
|
||||||
|
|
||||||
ImGui::SameLine();
|
|
||||||
drawCircle(&alertIterator->position);
|
|
||||||
|
|
||||||
float lineHeight = ImGui::GetTextLineHeight();
|
|
||||||
ImVec2 dragAreaSize = ImVec2{ lineHeight, lineHeight };
|
|
||||||
invisibleDragArea(alertIterator._Ptr, dragAreaSize);
|
|
||||||
if (ImGui::BeginDragDropSource())
|
|
||||||
{
|
|
||||||
isDraggingLine = true;
|
|
||||||
lineStartPos = alertIterator->position;
|
|
||||||
ImGui::Text(alertIterator->name.c_str());
|
|
||||||
|
|
||||||
ConnectionPayload payload{ alertIterator->id };
|
|
||||||
|
|
||||||
ImGui::SetDragDropPayload("NODE_CONNECTION", (void*)&payload, sizeof(ConnectionPayload));
|
|
||||||
ImGui::EndDragDropSource();
|
|
||||||
}
|
|
||||||
|
|
||||||
alertIterator++;
|
|
||||||
}
|
|
||||||
|
|
||||||
auto triggerIterator = node.triggers.begin();
|
|
||||||
while (triggerIterator != node.triggers.end())
|
|
||||||
{
|
|
||||||
drawCircle(&triggerIterator->position);
|
|
||||||
|
|
||||||
float lineHeight = ImGui::GetTextLineHeight();
|
|
||||||
ImVec2 dragAreaSize = ImVec2{ lineHeight, lineHeight };
|
|
||||||
invisibleDragArea(triggerIterator._Ptr, dragAreaSize);
|
|
||||||
if (ImGui::BeginDragDropTarget())
|
|
||||||
{
|
|
||||||
if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload("NODE_CONNECTION"))
|
|
||||||
{
|
|
||||||
ConnectionPayload* payloadData = static_cast<ConnectionPayload*>(payload->Data);
|
|
||||||
applicationData.addConnection(payloadData->sourceID, triggerIterator->id);
|
|
||||||
}
|
|
||||||
ImGui::EndDragDropTarget();
|
|
||||||
}
|
|
||||||
|
|
||||||
ImGui::SameLine();
|
|
||||||
ImGui::Text(triggerIterator->name.c_str());
|
|
||||||
if (ImGui::IsWindowHovered() || ImGui::IsWindowFocused())
|
|
||||||
{
|
|
||||||
if (inlineButton("x", triggerIterator._Ptr))
|
|
||||||
{
|
|
||||||
triggerIterator = cleanEraseElement(node.triggers, triggerIterator, applicationData);
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
triggerIterator++;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (ImGui::Button("New Alert"))
|
|
||||||
{
|
|
||||||
node.alerts.push_back(NodeElement("Today, 18:00"));
|
|
||||||
}
|
|
||||||
if (ImGui::Button("New Trigger"))
|
|
||||||
{
|
|
||||||
node.triggers.push_back(NodeElement("Doot"));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
ImGui::End();
|
|
||||||
|
|
||||||
nodeIterator++;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Draw drag line in foreground
|
|
||||||
if (isDraggingLine)
|
|
||||||
{
|
|
||||||
ImDrawList* drawList = ImGui::GetForegroundDrawList();
|
|
||||||
drawList->AddLine(lineStartPos, ImGui::GetMousePos(), IM_COL32(200, 200, 200, 255), 3.0f);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Draw connected lines in background
|
|
||||||
ImDrawList* bgDrawList = ImGui::GetBackgroundDrawList();
|
|
||||||
for (NodeConnection& nodeConnection : applicationData.connections)
|
|
||||||
{
|
|
||||||
ImVec2 sourcePos = ImVec2{ 0, 0 };
|
|
||||||
ImVec2 targetPos = ImVec2{ 0, 0 };
|
|
||||||
for (auto node : applicationData.nodes)
|
|
||||||
{
|
|
||||||
for (auto alert : node.alerts)
|
|
||||||
{
|
|
||||||
if (alert.id == nodeConnection.sourceID)
|
|
||||||
{
|
|
||||||
targetPos = alert.position;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
for (auto trigger : node.triggers)
|
|
||||||
{
|
|
||||||
if (trigger.id == nodeConnection.targetID)
|
|
||||||
{
|
|
||||||
sourcePos = trigger.position;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
bgDrawList->AddLine(sourcePos, targetPos, IM_COL32_WHITE, 2.0f);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Creates an invisible button that does nothing, but can be used for drag/drop operations.
|
|
||||||
/// </summary>
|
|
||||||
void invisibleDragArea(const void* id, ImVec2& size)
|
|
||||||
{
|
|
||||||
ImGui::PushID(id);
|
|
||||||
ImGui::InvisibleButton("", size);
|
|
||||||
ImGui::PopID();
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Draws a small circle at the current cursor position.
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="outCircleCenter">Returns the center position of the circle.</param>
|
|
||||||
void drawCircle(ImVec2* outCircleCenter = nullptr)
|
|
||||||
{
|
|
||||||
float lineHeight = ImGui::GetTextLineHeight();
|
|
||||||
float circleRadius = (lineHeight / 2.) * 0.75;
|
|
||||||
float circleOffset = lineHeight / 2.;
|
|
||||||
|
|
||||||
ImVec2 cursor = ImGui::GetCursorScreenPos();
|
|
||||||
ImVec2 circlePos = ImVec2{ cursor.x + circleOffset, cursor.y + circleOffset };
|
|
||||||
|
|
||||||
ImDrawList* drawList = ImGui::GetWindowDrawList();
|
|
||||||
drawList->AddCircleFilled(circlePos, circleRadius, IM_COL32_WHITE);
|
|
||||||
|
|
||||||
if (outCircleCenter != nullptr)
|
|
||||||
{
|
|
||||||
*outCircleCenter = circlePos;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Draws a small button in the same row.
|
|
||||||
/// </summary>
|
|
||||||
bool inlineButton(const char* title, const void* id)
|
|
||||||
{
|
|
||||||
ImGui::SameLine();
|
|
||||||
ImGui::PushID(id);
|
|
||||||
|
|
||||||
bool result = ImGui::SmallButton(title);
|
|
||||||
|
|
||||||
ImGui::PopID();
|
|
||||||
return result;
|
|
||||||
}
|
|
||||||
|
|
||||||
bool invisibleInlineButton(const char* title, const char* id)
|
|
||||||
{
|
|
||||||
ImGui::SameLine();
|
|
||||||
ImVec2 padding = ImGui::GetStyle().FramePadding;
|
|
||||||
ImVec2 size = ImGui::CalcTextSize(title);
|
|
||||||
size.x += padding.x * 2.;
|
|
||||||
return ImGui::InvisibleButton(id, size);
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Removes any attached connections before erasing this NodeElement from a vector.
|
|
||||||
/// </summary>
|
|
||||||
/// <returns>Continued iterator</returns>
|
|
||||||
std::vector<NodeElement>::iterator cleanEraseElement(std::vector<NodeElement>& elements, std::vector<NodeElement>::iterator toErase, ApplicationData& data)
|
|
||||||
{
|
|
||||||
auto connectionIterator = data.connections.begin();
|
|
||||||
while (connectionIterator != data.connections.end())
|
|
||||||
{
|
|
||||||
if (connectionIterator->sourceID == toErase->id || connectionIterator->targetID == toErase->id)
|
|
||||||
{
|
|
||||||
connectionIterator = data.connections.erase(connectionIterator);
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
connectionIterator++;
|
|
||||||
}
|
|
||||||
return elements.erase(toErase);
|
|
||||||
}
|
|
||||||
|
|
||||||
void cleanEreaseNodeElements(NodeWindow& node, ApplicationData& data)
|
|
||||||
{
|
|
||||||
auto triggerIterator = node.triggers.begin();
|
|
||||||
while (triggerIterator != node.triggers.end())
|
|
||||||
{
|
|
||||||
triggerIterator = cleanEraseElement(node.triggers, triggerIterator, data);
|
|
||||||
}
|
|
||||||
auto alertIterator = node.alerts.begin();
|
|
||||||
while (alertIterator != node.alerts.end())
|
|
||||||
{
|
|
||||||
alertIterator = cleanEraseElement(node.alerts, alertIterator, data);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
NodeElement::NodeElement(std::string name) : name(name)
|
|
||||||
{
|
|
||||||
this->id = globalNodeIdCounter;
|
|
||||||
globalNodeIdCounter++;
|
|
||||||
}
|
|
||||||
|
|
||||||
NodeWindow::NodeWindow(std::string title) : title(title)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
void ApplicationData::addConnection(int sourceID, int targetID)
|
|
||||||
{
|
|
||||||
// Remove duplicate connections
|
|
||||||
auto connectionIterator = connections.begin();
|
|
||||||
while (connectionIterator != connections.end())
|
|
||||||
{
|
|
||||||
// Currently only remove on exact match, maybe add some other constraints later
|
|
||||||
if (connectionIterator->sourceID == sourceID && connectionIterator->targetID == targetID)
|
|
||||||
{
|
|
||||||
connectionIterator = connections.erase(connectionIterator);
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
|
|
||||||
connectionIterator++;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Add new connection
|
|
||||||
connections.push_back(NodeConnection{ sourceID, targetID });
|
|
||||||
}
|
|
||||||
@@ -1,57 +0,0 @@
|
|||||||
#pragma once
|
|
||||||
#include <string>
|
|
||||||
#include <vector>
|
|
||||||
|
|
||||||
int globalNodeIdCounter = 0;
|
|
||||||
|
|
||||||
class NodeElement {
|
|
||||||
public:
|
|
||||||
int id = -1;
|
|
||||||
std::string name = {};
|
|
||||||
ImVec2 position = {};
|
|
||||||
|
|
||||||
NodeElement(std::string name);
|
|
||||||
};
|
|
||||||
|
|
||||||
class NodeWindow {
|
|
||||||
public:
|
|
||||||
std::string title = {};
|
|
||||||
std::vector<NodeElement> alerts = {};
|
|
||||||
std::vector<NodeElement> triggers = {};
|
|
||||||
|
|
||||||
NodeWindow(std::string title);
|
|
||||||
};
|
|
||||||
|
|
||||||
struct NodeConnection {
|
|
||||||
int sourceID = -1;
|
|
||||||
int targetID = -1;
|
|
||||||
};
|
|
||||||
|
|
||||||
struct ConnectionPayload {
|
|
||||||
int sourceID = -1;
|
|
||||||
};
|
|
||||||
|
|
||||||
class ApplicationData {
|
|
||||||
public:
|
|
||||||
std::vector<NodeWindow> nodes = {};
|
|
||||||
std::vector<NodeConnection> connections = {};
|
|
||||||
|
|
||||||
void addConnection(int sourceID, int targetID);
|
|
||||||
};
|
|
||||||
|
|
||||||
enum class CircleDragType
|
|
||||||
{
|
|
||||||
None,
|
|
||||||
Source,
|
|
||||||
Target
|
|
||||||
};
|
|
||||||
|
|
||||||
void init(DrawData& drawData, ApplicationData& customData);
|
|
||||||
void draw(DrawData& drawData, ApplicationData& customDataVoid);
|
|
||||||
|
|
||||||
void invisibleDragArea(const void* id, ImVec2& size);
|
|
||||||
void drawCircle(ImVec2* outCircleCenter);
|
|
||||||
bool inlineButton(const char* title, const void* id);
|
|
||||||
bool invisibleInlineButton(const char* title, const char* id);
|
|
||||||
std::vector<NodeElement>::iterator cleanEraseElement(std::vector<NodeElement>& vector, std::vector<NodeElement>::iterator toErase, ApplicationData& data);
|
|
||||||
void cleanEreaseNodeElements(NodeWindow& node, ApplicationData& data);
|
|
||||||
@@ -1,167 +0,0 @@
|
|||||||
<?xml version="1.0" encoding="utf-8"?>
|
|
||||||
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
|
||||||
<ItemGroup Label="ProjectConfigurations">
|
|
||||||
<ProjectConfiguration Include="Debug|Win32">
|
|
||||||
<Configuration>Debug</Configuration>
|
|
||||||
<Platform>Win32</Platform>
|
|
||||||
</ProjectConfiguration>
|
|
||||||
<ProjectConfiguration Include="Release|Win32">
|
|
||||||
<Configuration>Release</Configuration>
|
|
||||||
<Platform>Win32</Platform>
|
|
||||||
</ProjectConfiguration>
|
|
||||||
<ProjectConfiguration Include="Debug|x64">
|
|
||||||
<Configuration>Debug</Configuration>
|
|
||||||
<Platform>x64</Platform>
|
|
||||||
</ProjectConfiguration>
|
|
||||||
<ProjectConfiguration Include="Release|x64">
|
|
||||||
<Configuration>Release</Configuration>
|
|
||||||
<Platform>x64</Platform>
|
|
||||||
</ProjectConfiguration>
|
|
||||||
</ItemGroup>
|
|
||||||
<PropertyGroup Label="Globals">
|
|
||||||
<VCProjectVersion>16.0</VCProjectVersion>
|
|
||||||
<Keyword>Win32Proj</Keyword>
|
|
||||||
<ProjectGuid>{be4e5cfb-c93f-41d7-b474-721ad43d51a3}</ProjectGuid>
|
|
||||||
<RootNamespace>ImguiNodes</RootNamespace>
|
|
||||||
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
|
|
||||||
</PropertyGroup>
|
|
||||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
|
||||||
<UseDebugLibraries>true</UseDebugLibraries>
|
|
||||||
<PlatformToolset>v143</PlatformToolset>
|
|
||||||
<CharacterSet>Unicode</CharacterSet>
|
|
||||||
</PropertyGroup>
|
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
|
||||||
<UseDebugLibraries>false</UseDebugLibraries>
|
|
||||||
<PlatformToolset>v143</PlatformToolset>
|
|
||||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
|
||||||
<CharacterSet>Unicode</CharacterSet>
|
|
||||||
</PropertyGroup>
|
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
|
||||||
<UseDebugLibraries>true</UseDebugLibraries>
|
|
||||||
<PlatformToolset>v143</PlatformToolset>
|
|
||||||
<CharacterSet>Unicode</CharacterSet>
|
|
||||||
</PropertyGroup>
|
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
|
||||||
<UseDebugLibraries>false</UseDebugLibraries>
|
|
||||||
<PlatformToolset>v143</PlatformToolset>
|
|
||||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
|
||||||
<CharacterSet>Unicode</CharacterSet>
|
|
||||||
</PropertyGroup>
|
|
||||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
|
||||||
<ImportGroup Label="ExtensionSettings">
|
|
||||||
</ImportGroup>
|
|
||||||
<ImportGroup Label="Shared">
|
|
||||||
</ImportGroup>
|
|
||||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
|
||||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
|
||||||
</ImportGroup>
|
|
||||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
|
||||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
|
||||||
</ImportGroup>
|
|
||||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
|
||||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
|
||||||
</ImportGroup>
|
|
||||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
|
||||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
|
||||||
</ImportGroup>
|
|
||||||
<PropertyGroup Label="UserMacros" />
|
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
|
||||||
<LinkIncremental>true</LinkIncremental>
|
|
||||||
<IncludePath>E:\Code\AsuroImgui\ImguiBase;$(IncludePath)</IncludePath>
|
|
||||||
</PropertyGroup>
|
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
|
||||||
<LinkIncremental>false</LinkIncremental>
|
|
||||||
<IncludePath>E:\Code\AsuroImgui\ImguiBase;$(IncludePath)</IncludePath>
|
|
||||||
</PropertyGroup>
|
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
|
||||||
<LinkIncremental>true</LinkIncremental>
|
|
||||||
<IncludePath>E:\Code\AsuroImgui\ImguiBase;$(IncludePath)</IncludePath>
|
|
||||||
</PropertyGroup>
|
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
|
||||||
<LinkIncremental>false</LinkIncremental>
|
|
||||||
<IncludePath>E:\Code\AsuroImgui\ImguiBase;$(IncludePath)</IncludePath>
|
|
||||||
</PropertyGroup>
|
|
||||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
|
||||||
<ClCompile>
|
|
||||||
<WarningLevel>Level3</WarningLevel>
|
|
||||||
<SDLCheck>true</SDLCheck>
|
|
||||||
<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
|
||||||
<ConformanceMode>true</ConformanceMode>
|
|
||||||
</ClCompile>
|
|
||||||
<Link>
|
|
||||||
<SubSystem>Console</SubSystem>
|
|
||||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
|
||||||
<IgnoreSpecificDefaultLibraries>
|
|
||||||
</IgnoreSpecificDefaultLibraries>
|
|
||||||
</Link>
|
|
||||||
</ItemDefinitionGroup>
|
|
||||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
|
||||||
<ClCompile>
|
|
||||||
<WarningLevel>Level3</WarningLevel>
|
|
||||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
|
||||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
|
||||||
<SDLCheck>true</SDLCheck>
|
|
||||||
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
|
||||||
<ConformanceMode>true</ConformanceMode>
|
|
||||||
</ClCompile>
|
|
||||||
<Link>
|
|
||||||
<SubSystem>Console</SubSystem>
|
|
||||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
|
||||||
<OptimizeReferences>true</OptimizeReferences>
|
|
||||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
|
||||||
<IgnoreSpecificDefaultLibraries>
|
|
||||||
</IgnoreSpecificDefaultLibraries>
|
|
||||||
</Link>
|
|
||||||
</ItemDefinitionGroup>
|
|
||||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
|
||||||
<ClCompile>
|
|
||||||
<WarningLevel>Level3</WarningLevel>
|
|
||||||
<SDLCheck>true</SDLCheck>
|
|
||||||
<PreprocessorDefinitions>_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
|
||||||
<ConformanceMode>true</ConformanceMode>
|
|
||||||
</ClCompile>
|
|
||||||
<Link>
|
|
||||||
<SubSystem>Console</SubSystem>
|
|
||||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
|
||||||
<IgnoreSpecificDefaultLibraries>
|
|
||||||
</IgnoreSpecificDefaultLibraries>
|
|
||||||
</Link>
|
|
||||||
</ItemDefinitionGroup>
|
|
||||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
|
||||||
<ClCompile>
|
|
||||||
<WarningLevel>Level3</WarningLevel>
|
|
||||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
|
||||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
|
||||||
<SDLCheck>true</SDLCheck>
|
|
||||||
<PreprocessorDefinitions>NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
|
||||||
<ConformanceMode>true</ConformanceMode>
|
|
||||||
</ClCompile>
|
|
||||||
<Link>
|
|
||||||
<SubSystem>Console</SubSystem>
|
|
||||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
|
||||||
<OptimizeReferences>true</OptimizeReferences>
|
|
||||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
|
||||||
<IgnoreSpecificDefaultLibraries>
|
|
||||||
</IgnoreSpecificDefaultLibraries>
|
|
||||||
</Link>
|
|
||||||
</ItemDefinitionGroup>
|
|
||||||
<ItemGroup>
|
|
||||||
<ClCompile Include="ImguiNodes.cpp" />
|
|
||||||
</ItemGroup>
|
|
||||||
<ItemGroup>
|
|
||||||
<ProjectReference Include="..\ImguiBase\ImguiBase.vcxproj">
|
|
||||||
<Project>{bb8a1ca3-7660-49e9-baf1-a99f733f7db6}</Project>
|
|
||||||
</ProjectReference>
|
|
||||||
</ItemGroup>
|
|
||||||
<ItemGroup>
|
|
||||||
<ClInclude Include="ImguiNodes.h" />
|
|
||||||
</ItemGroup>
|
|
||||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
|
||||||
<ImportGroup Label="ExtensionTargets">
|
|
||||||
</ImportGroup>
|
|
||||||
</Project>
|
|
||||||
@@ -1,27 +0,0 @@
|
|||||||
<?xml version="1.0" encoding="utf-8"?>
|
|
||||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
|
||||||
<ItemGroup>
|
|
||||||
<Filter Include="Source Files">
|
|
||||||
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
|
|
||||||
<Extensions>cpp;c;cc;cxx;c++;cppm;ixx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
|
|
||||||
</Filter>
|
|
||||||
<Filter Include="Header Files">
|
|
||||||
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
|
|
||||||
<Extensions>h;hh;hpp;hxx;h++;hm;inl;inc;ipp;xsd</Extensions>
|
|
||||||
</Filter>
|
|
||||||
<Filter Include="Resource Files">
|
|
||||||
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
|
|
||||||
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
|
|
||||||
</Filter>
|
|
||||||
</ItemGroup>
|
|
||||||
<ItemGroup>
|
|
||||||
<ClCompile Include="ImguiNodes.cpp">
|
|
||||||
<Filter>Source Files</Filter>
|
|
||||||
</ClCompile>
|
|
||||||
</ItemGroup>
|
|
||||||
<ItemGroup>
|
|
||||||
<ClInclude Include="ImguiNodes.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
</ItemGroup>
|
|
||||||
</Project>
|
|
||||||
Binary file not shown.
Reference in New Issue
Block a user