Merge pull request #19569 from hrydgard/imgui-integration

ImGui integration prototype
This commit is contained in:
Henrik Rydgård 2024-11-05 10:18:30 +01:00 committed by GitHub
commit c459d43f14
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GPG Key ID: B5690EEEBB952194
43 changed files with 58297 additions and 56 deletions

1
.gitignore vendored
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@ -103,6 +103,7 @@ r.sh
Windows/compileData*
Windows/*.ipch
Windows/imgui.ini
imgui.ini
# For vim
*.swp

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@ -913,7 +913,7 @@ add_library(Common STATIC
include_directories(Common)
setup_target_project(Common Common)
target_link_libraries(Common Ext::Snappy cpu_features)
target_link_libraries(Common Ext::Snappy cpu_features imgui)
if(ARM64)
if(ANDROID)

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@ -403,6 +403,14 @@
<ClInclude Include="..\ext\basis_universal\basisu_transcoder.h" />
<ClInclude Include="..\ext\basis_universal\basisu_transcoder_internal.h" />
<ClInclude Include="..\ext\basis_universal\basisu_transcoder_uastc.h" />
<ClInclude Include="..\ext\imgui\imconfig.h" />
<ClInclude Include="..\ext\imgui\imgui.h" />
<ClInclude Include="..\ext\imgui\imgui_impl_platform.h" />
<ClInclude Include="..\ext\imgui\imgui_impl_thin3d.h" />
<ClInclude Include="..\ext\imgui\imgui_internal.h" />
<ClInclude Include="..\ext\imgui\imstb_rectpack.h" />
<ClInclude Include="..\ext\imgui\imstb_textedit.h" />
<ClInclude Include="..\ext\imgui\imstb_truetype.h" />
<ClInclude Include="..\ext\libpng17\png.h" />
<ClInclude Include="..\ext\libpng17\pngconf.h" />
<ClInclude Include="..\ext\libpng17\pngdebug.h" />
@ -616,6 +624,13 @@
<ClCompile Include="..\ext\at3_standalone\fft.cpp" />
<ClCompile Include="..\ext\at3_standalone\mem.cpp" />
<ClCompile Include="..\ext\basis_universal\basisu_transcoder.cpp" />
<ClCompile Include="..\ext\imgui\imgui.cpp" />
<ClCompile Include="..\ext\imgui\imgui_demo.cpp" />
<ClCompile Include="..\ext\imgui\imgui_draw.cpp" />
<ClCompile Include="..\ext\imgui\imgui_impl_platform.cpp" />
<ClCompile Include="..\ext\imgui\imgui_impl_thin3d.cpp" />
<ClCompile Include="..\ext\imgui\imgui_tables.cpp" />
<ClCompile Include="..\ext\imgui\imgui_widgets.cpp" />
<ClCompile Include="..\ext\libpng17\png.c">
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">NotUsing</PrecompiledHeader>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">NotUsing</PrecompiledHeader>
@ -1051,6 +1066,7 @@
<ItemGroup>
<Text Include="..\ext\at3_standalone\CMakeLists.txt" />
<Text Include="..\ext\at3_standalone\README.txt" />
<Text Include="..\ext\imgui\CMakeLists.txt" />
<Text Include="..\ext\libpng17\CMakeLists.txt" />
</ItemGroup>
<ItemGroup>
@ -1086,4 +1102,4 @@
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>
</Project>

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@ -565,6 +565,30 @@
<ClInclude Include="Log\LogManager.h">
<Filter>Log</Filter>
</ClInclude>
<ClInclude Include="..\ext\imgui\imstb_rectpack.h">
<Filter>ext\imgui</Filter>
</ClInclude>
<ClInclude Include="..\ext\imgui\imstb_textedit.h">
<Filter>ext\imgui</Filter>
</ClInclude>
<ClInclude Include="..\ext\imgui\imstb_truetype.h">
<Filter>ext\imgui</Filter>
</ClInclude>
<ClInclude Include="..\ext\imgui\imconfig.h">
<Filter>ext\imgui</Filter>
</ClInclude>
<ClInclude Include="..\ext\imgui\imgui.h">
<Filter>ext\imgui</Filter>
</ClInclude>
<ClInclude Include="..\ext\imgui\imgui_impl_thin3d.h">
<Filter>ext\imgui</Filter>
</ClInclude>
<ClInclude Include="..\ext\imgui\imgui_internal.h">
<Filter>ext\imgui</Filter>
</ClInclude>
<ClInclude Include="..\ext\imgui\imgui_impl_platform.h">
<Filter>ext\imgui</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="ABI.cpp" />
@ -1057,6 +1081,27 @@
<ClCompile Include="Log\LogManager.cpp">
<Filter>Log</Filter>
</ClCompile>
<ClCompile Include="..\ext\imgui\imgui_widgets.cpp">
<Filter>ext\imgui</Filter>
</ClCompile>
<ClCompile Include="..\ext\imgui\imgui.cpp">
<Filter>ext\imgui</Filter>
</ClCompile>
<ClCompile Include="..\ext\imgui\imgui_demo.cpp">
<Filter>ext\imgui</Filter>
</ClCompile>
<ClCompile Include="..\ext\imgui\imgui_draw.cpp">
<Filter>ext\imgui</Filter>
</ClCompile>
<ClCompile Include="..\ext\imgui\imgui_impl_thin3d.cpp">
<Filter>ext\imgui</Filter>
</ClCompile>
<ClCompile Include="..\ext\imgui\imgui_tables.cpp">
<Filter>ext\imgui</Filter>
</ClCompile>
<ClCompile Include="..\ext\imgui\imgui_impl_platform.cpp">
<Filter>ext\imgui</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<Filter Include="Crypto">
@ -1176,6 +1221,9 @@
<Filter Include="Log">
<UniqueIdentifier>{cb2c7c09-1177-4a1e-962c-5cc7bcb56789}</UniqueIdentifier>
</Filter>
<Filter Include="ext\imgui">
<UniqueIdentifier>{87c4af9c-07fd-458e-8009-8b9f8b0e9b70}</UniqueIdentifier>
</Filter>
</ItemGroup>
<ItemGroup>
<Text Include="..\ext\libpng17\CMakeLists.txt">
@ -1187,6 +1235,9 @@
<Text Include="..\ext\at3_standalone\CMakeLists.txt">
<Filter>ext\at3_standalone</Filter>
</Text>
<Text Include="..\ext\imgui\CMakeLists.txt">
<Filter>ext\imgui</Filter>
</Text>
</ItemGroup>
<ItemGroup>
<None Include="..\ext\basis_universal\basisu_transcoder_tables_astc.inc">

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@ -1,10 +1,14 @@
#pragma once
#include <winapifamily.h>
// Utility file for using the MS CRT's memory tracking.
// crtdbg.h overloads malloc with malloc_dbg etc, but does not catch new. So here we go.
// To add a full check of memory overruns, throw in a _CrtCheckMemory(). Useful to narrow things down.
#if WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP)
#include <crtdbg.h>
#if defined(_DEBUG)
@ -15,3 +19,5 @@
#endif
#endif // _DEBUG
#endif

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@ -131,6 +131,9 @@ public:
void Draw(int vertexCount, int offset) override;
void DrawIndexed(int indexCount, int offset) override;
void DrawUP(const void *vdata, int vertexCount) override;
void DrawIndexedUP(const void *vdata, int vertexCount, const void *idata, int indexCount) override;
void DrawIndexedClippedBatchUP(const void *vdata, int vertexCount, const void *idata, int indexCount, Slice<ClippedDraw> draws) override;
void Clear(int mask, uint32_t colorval, float depthVal, int stencilVal) override;
void BeginFrame(DebugFlags debugFlags) override;
@ -235,6 +238,7 @@ private:
// Temporaries
ID3D11Texture2D *packTexture_ = nullptr;
Buffer *upBuffer_ = nullptr;
Buffer *upIBuffer_ = nullptr;
// System info
D3D_FEATURE_LEVEL featureLevel_;
@ -255,6 +259,8 @@ D3D11DrawContext::D3D11DrawContext(ID3D11Device *device, ID3D11DeviceContext *de
// We no longer support Windows Phone.
_assert_(featureLevel_ >= D3D_FEATURE_LEVEL_9_3);
caps_.coordConvention = CoordConvention::Direct3D11;
// Seems like a fair approximation...
caps_.dualSourceBlend = featureLevel_ >= D3D_FEATURE_LEVEL_10_0;
caps_.depthClampSupported = featureLevel_ >= D3D_FEATURE_LEVEL_10_0;
@ -351,6 +357,7 @@ D3D11DrawContext::D3D11DrawContext(ID3D11Device *device, ID3D11DeviceContext *de
const size_t UP_MAX_BYTES = 65536 * 24;
upBuffer_ = D3D11DrawContext::CreateBuffer(UP_MAX_BYTES, BufferUsageFlag::DYNAMIC | BufferUsageFlag::VERTEXDATA);
upIBuffer_ = D3D11DrawContext::CreateBuffer(UP_MAX_BYTES, BufferUsageFlag::DYNAMIC | BufferUsageFlag::INDEXDATA);
IDXGIDevice1 *dxgiDevice1 = nullptr;
hr = device_->QueryInterface(__uuidof(IDXGIDevice), reinterpret_cast<void **>(&dxgiDevice1));
@ -364,6 +371,7 @@ D3D11DrawContext::~D3D11DrawContext() {
DestroyPresets();
upBuffer_->Release();
upIBuffer_->Release();
packTexture_->Release();
// Release references.
@ -1347,8 +1355,6 @@ void D3D11DrawContext::DrawIndexed(int indexCount, int offset) {
}
void D3D11DrawContext::DrawUP(const void *vdata, int vertexCount) {
ApplyCurrentState();
int byteSize = vertexCount * curPipeline_->input->stride;
UpdateBuffer(upBuffer_, (const uint8_t *)vdata, 0, byteSize, Draw::UPDATE_DISCARD);
@ -1357,6 +1363,41 @@ void D3D11DrawContext::DrawUP(const void *vdata, int vertexCount) {
Draw(vertexCount, offset);
}
void D3D11DrawContext::DrawIndexedUP(const void *vdata, int vertexCount, const void *idata, int indexCount) {
int vbyteSize = vertexCount * curPipeline_->input->stride;
int ibyteSize = indexCount * sizeof(u16);
UpdateBuffer(upBuffer_, (const uint8_t *)vdata, 0, vbyteSize, Draw::UPDATE_DISCARD);
BindVertexBuffer(upBuffer_, 0);
UpdateBuffer(upIBuffer_, (const uint8_t *)idata, 0, ibyteSize, Draw::UPDATE_DISCARD);
BindIndexBuffer(upIBuffer_, 0);
DrawIndexed(indexCount, 0);
}
void D3D11DrawContext::DrawIndexedClippedBatchUP(const void *vdata, int vertexCount, const void *idata, int indexCount, Slice<ClippedDraw> draws) {
int vbyteSize = vertexCount * curPipeline_->input->stride;
int ibyteSize = indexCount * sizeof(u16);
UpdateBuffer(upBuffer_, (const uint8_t *)vdata, 0, vbyteSize, Draw::UPDATE_DISCARD);
BindVertexBuffer(upBuffer_, 0);
UpdateBuffer(upIBuffer_, (const uint8_t *)idata, 0, ibyteSize, Draw::UPDATE_DISCARD);
BindIndexBuffer(upIBuffer_, 0);
ApplyCurrentState();
for (int i = 0; i < draws.size(); i++) {
D3D11_RECT rc;
rc.left = draws[i].clipx;
rc.top = draws[i].clipy;
rc.right = draws[i].clipx + draws[i].clipw;
rc.bottom = draws[i].clipy + draws[i].cliph;
context_->RSSetScissorRects(1, &rc);
context_->DrawIndexed(draws[i].indexCount, draws[i].indexOffset, 0);
}
}
uint32_t D3D11DrawContext::GetDataFormatSupport(DataFormat fmt) const {
DXGI_FORMAT giFmt = dataFormatToD3D11(fmt);
if (giFmt == DXGI_FORMAT_UNKNOWN)

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@ -573,6 +573,7 @@ public:
void Draw(int vertexCount, int offset) override;
void DrawIndexed(int vertexCount, int offset) override;
void DrawUP(const void *vdata, int vertexCount) override;
void DrawIndexedUP(const void *vdata, int vertexCount, const void *idata, int indexCount) override;
void Clear(int mask, uint32_t colorval, float depthVal, int stencilVal) override;
uint64_t GetNativeObject(NativeObject obj, void *srcObject) override {
@ -716,6 +717,9 @@ D3D9Context::D3D9Context(IDirect3D9 *d3d, IDirect3D9Ex *d3dEx, int adapterId, ID
if (FAILED(d3d->GetAdapterIdentifier(adapterId, 0, &identifier_))) {
ERROR_LOG(Log::G3D, "Failed to get adapter identifier: %d", adapterId);
}
caps_.coordConvention = CoordConvention::Direct3D9;
switch (identifier_.VendorId) {
case 0x10DE: caps_.vendor = GPUVendor::VENDOR_NVIDIA; break;
case 0x1002:
@ -1172,6 +1176,16 @@ void D3D9Context::DrawUP(const void *vdata, int vertexCount) {
device_->DrawPrimitiveUP(curPipeline_->prim, D3DPrimCount(curPipeline_->prim, vertexCount), vdata, curPipeline_->inputLayout->GetStride());
}
void D3D9Context::DrawIndexedUP(const void *vdata, int vertexCount, const void *idata, int indexCount) {
curPipeline_->inputLayout->Apply(device_);
curPipeline_->Apply(device_, stencilRef_, stencilWriteMask_, stencilCompareMask_);
ApplyDynamicState();
device_->DrawIndexedPrimitiveUP(curPipeline_->prim, 0, vertexCount, D3DPrimCount(curPipeline_->prim, indexCount),
idata, D3DFMT_INDEX16,
vdata, curPipeline_->inputLayout->GetStride());
}
static uint32_t SwapRB(uint32_t c) {
return (c & 0xFF00FF00) | ((c >> 16) & 0xFF) | ((c << 16) & 0xFF0000);
}

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@ -2,6 +2,9 @@
#include "Common/Common.h"
#include <functional>
#include <cstdint>
// Flags and structs shared between backends that haven't found a good home.
enum class InvalidationFlags {
@ -35,3 +38,11 @@ struct FrameTimeData {
double presentMargin;
};
constexpr size_t FRAME_TIME_HISTORY_LENGTH = 32;
// Different APIs use different coordinate conventions
enum class CoordConvention {
Direct3D9,
Direct3D11,
Vulkan,
OpenGL,
};

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@ -443,6 +443,8 @@ public:
void Draw(int vertexCount, int offset) override;
void DrawIndexed(int vertexCount, int offset) override;
void DrawUP(const void *vdata, int vertexCount) override;
void DrawIndexedUP(const void *vdata, int vertexCount, const void *idata, int indexCount) override;
void DrawIndexedClippedBatchUP(const void *vdata, int vertexCount, const void *idata, int indexCount, Slice<ClippedDraw> draws) override;
void Clear(int mask, uint32_t colorval, float depthVal, int stencilVal) override;
@ -572,6 +574,7 @@ OpenGLContext::OpenGLContext(bool canChangeSwapInterval) : renderManager_(frameT
caps_.textureDepthSupported = true;
}
caps_.coordConvention = CoordConvention::OpenGL;
caps_.setMaxFrameLatencySupported = true;
caps_.dualSourceBlend = gl_extensions.ARB_blend_func_extended || gl_extensions.EXT_blend_func_extended;
caps_.anisoSupported = gl_extensions.EXT_texture_filter_anisotropic;
@ -1417,6 +1420,59 @@ void OpenGLContext::DrawUP(const void *vdata, int vertexCount) {
renderManager_.Draw(curPipeline_->inputLayout->inputLayout_, buf, offset, curPipeline_->prim, 0, vertexCount);
}
void OpenGLContext::DrawIndexedUP(const void *vdata, int vertexCount, const void *idata, int indexCount) {
_assert_(curPipeline_->inputLayout != nullptr);
int stride = curPipeline_->inputLayout->stride;
uint32_t vdataSize = stride * vertexCount;
uint32_t idataSize = indexCount * sizeof(u16);
FrameData &frameData = frameData_[renderManager_.GetCurFrame()];
GLRBuffer *vbuf;
uint32_t voffset;
uint8_t *dest = frameData.push->Allocate(vdataSize, 4, &vbuf, &voffset);
memcpy(dest, vdata, vdataSize);
GLRBuffer *ibuf;
uint32_t ioffset;
dest = frameData.push->Allocate(idataSize, 4, &ibuf, &ioffset);
memcpy(dest, idata, idataSize);
ApplySamplers();
renderManager_.DrawIndexed(curPipeline_->inputLayout->inputLayout_, vbuf, voffset, ibuf, ioffset, curPipeline_->prim, 0, GL_UNSIGNED_SHORT, vertexCount);
}
void OpenGLContext::DrawIndexedClippedBatchUP(const void *vdata, int vertexCount, const void *idata, int indexCount, Slice<ClippedDraw> draws) {
_assert_(curPipeline_->inputLayout != nullptr);
int stride = curPipeline_->inputLayout->stride;
uint32_t vdataSize = stride * vertexCount;
int indexSize = sizeof(u16);
uint32_t idataSize = indexCount * indexSize;
FrameData &frameData = frameData_[renderManager_.GetCurFrame()];
GLRBuffer *vbuf;
uint32_t voffset;
uint8_t *dest = frameData.push->Allocate(vdataSize, 4, &vbuf, &voffset);
memcpy(dest, vdata, vdataSize);
GLRBuffer *ibuf;
uint32_t ioffset;
dest = frameData.push->Allocate(idataSize, 4, &ibuf, &ioffset);
memcpy(dest, idata, idataSize);
ApplySamplers();
for (auto &draw : draws) {
GLRect2D scissor;
scissor.x = draw.clipx;
scissor.y = draw.clipy;
scissor.w = draw.clipw;
scissor.h = draw.cliph;
renderManager_.SetScissor(scissor);
renderManager_.DrawIndexed(curPipeline_->inputLayout->inputLayout_, vbuf, voffset, ibuf, ioffset + draw.indexOffset * indexSize, curPipeline_->prim, 0, GL_UNSIGNED_SHORT, draw.indexCount);
}
}
void OpenGLContext::Clear(int mask, uint32_t colorval, float depthVal, int stencilVal) {
float col[4];
Uint8x4ToFloat4(col, colorval);

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@ -491,6 +491,9 @@ public:
void Draw(int vertexCount, int offset) override;
void DrawIndexed(int vertexCount, int offset) override;
void DrawUP(const void *vdata, int vertexCount) override;
void DrawIndexedUP(const void *vdata, int vertexCount, const void *idata, int indexCount) override;
// Specialized for quick IMGUI drawing.
void DrawIndexedClippedBatchUP(const void *vdata, int vertexCount, const void *idata, int indexCount, Slice<ClippedDraw>) override;
void BindCurrentPipeline();
void ApplyDynamicState();
@ -879,6 +882,7 @@ VKContext::VKContext(VulkanContext *vulkan, bool useRenderThread)
INFO_LOG(Log::G3D, "Determining Vulkan device caps");
caps_.coordConvention = CoordConvention::Vulkan;
caps_.setMaxFrameLatencySupported = true;
caps_.anisoSupported = vulkan->GetDeviceFeatures().enabled.standard.samplerAnisotropy != 0;
caps_.geometryShaderSupported = vulkan->GetDeviceFeatures().enabled.standard.geometryShader != 0;
@ -1520,7 +1524,74 @@ void VKContext::DrawUP(const void *vdata, int vertexCount) {
int descSetIndex;
PackedDescriptor *descriptors = renderManager_.PushDescriptorSet(4, &descSetIndex);
BindDescriptors(vulkanUBObuf, descriptors);
renderManager_.Draw(descSetIndex, 1, &ubo_offset, vulkanVbuf, (int)vbBindOffset + curVBufferOffset_, vertexCount);
renderManager_.Draw(descSetIndex, 1, &ubo_offset, vulkanVbuf, (int)vbBindOffset, vertexCount);
}
void VKContext::DrawIndexedUP(const void *vdata, int vertexCount, const void *idata, int indexCount) {
_dbg_assert_(vertexCount >= 0);
_dbg_assert_(indexCount >= 0);
if (vertexCount <= 0 || indexCount <= 0) {
return;
}
VkBuffer vulkanVbuf, vulkanIbuf, vulkanUBObuf;
size_t vdataSize = vertexCount * curPipeline_->stride;
uint32_t vbBindOffset;
uint8_t *vdataPtr = push_->Allocate(vdataSize, 4, &vulkanVbuf, &vbBindOffset);
_assert_(vdataPtr != nullptr);
memcpy(vdataPtr, vdata, vdataSize);
size_t idataSize = indexCount * sizeof(u16);
uint32_t ibBindOffset;
uint8_t *idataPtr = push_->Allocate(idataSize, 4, &vulkanIbuf, &ibBindOffset);
_assert_(idataPtr != nullptr);
memcpy(idataPtr, vdata, idataSize);
uint32_t ubo_offset = (uint32_t)curPipeline_->PushUBO(push_, vulkan_, &vulkanUBObuf);
BindCurrentPipeline();
ApplyDynamicState();
int descSetIndex;
PackedDescriptor *descriptors = renderManager_.PushDescriptorSet(4, &descSetIndex);
BindDescriptors(vulkanUBObuf, descriptors);
renderManager_.DrawIndexed(descSetIndex, 1, &ubo_offset, vulkanVbuf, (int)vbBindOffset, vulkanIbuf, (int)ibBindOffset, indexCount, 1);
}
void VKContext::DrawIndexedClippedBatchUP(const void *vdata, int vertexCount, const void *idata, int indexCount, Slice<ClippedDraw> draws) {
_dbg_assert_(vertexCount >= 0);
_dbg_assert_(indexCount >= 0);
if (vertexCount <= 0 || indexCount <= 0 || draws.is_empty()) {
return;
}
VkBuffer vulkanVbuf, vulkanIbuf, vulkanUBObuf;
size_t vdataSize = vertexCount * curPipeline_->stride;
uint32_t vbBindOffset;
uint8_t *vdataPtr = push_->Allocate(vdataSize, 4, &vulkanVbuf, &vbBindOffset);
_assert_(vdataPtr != nullptr);
memcpy(vdataPtr, vdata, vdataSize);
constexpr int indexSize = sizeof(u16);
size_t idataSize = indexCount * indexSize;
uint32_t ibBindOffset;
uint8_t *idataPtr = push_->Allocate(idataSize, 4, &vulkanIbuf, &ibBindOffset);
_assert_(idataPtr != nullptr);
memcpy(idataPtr, idata, idataSize);
uint32_t ubo_offset = (uint32_t)curPipeline_->PushUBO(push_, vulkan_, &vulkanUBObuf);
BindCurrentPipeline();
ApplyDynamicState();
int descSetIndex;
PackedDescriptor *descriptors = renderManager_.PushDescriptorSet(4, &descSetIndex);
for (auto &draw : draws) {
BindDescriptors(vulkanUBObuf, descriptors);
renderManager_.SetScissor(draw.clipx, draw.clipy, draw.clipw, draw.cliph);
renderManager_.DrawIndexed(descSetIndex, 1, &ubo_offset, vulkanVbuf, (int)vbBindOffset, vulkanIbuf,
(int)ibBindOffset + draw.indexOffset * indexSize, draw.indexCount, 1);
}
}
void VKContext::BindCurrentPipeline() {

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@ -581,6 +581,7 @@ struct DeviceCaps {
GPUVendor vendor;
uint32_t deviceID; // use caution!
CoordConvention coordConvention;
DataFormat preferredDepthBufferFormat;
DataFormat preferredShadowMapFormatLow;
DataFormat preferredShadowMapFormatHigh;
@ -693,6 +694,15 @@ struct BackendState {
bool valid;
};
struct ClippedDraw {
int indexOffset;
int indexCount;
s16 clipx;
s16 clipy;
s16 clipw;
s16 cliph;
};
class DrawContext {
public:
virtual ~DrawContext() = default;
@ -827,7 +837,9 @@ public:
virtual void Draw(int vertexCount, int offset) = 0;
virtual void DrawIndexed(int vertexCount, int offset) = 0; // Always 16-bit indices.
virtual void DrawUP(const void *vdata, int vertexCount) = 0;
virtual void DrawIndexedUP(const void *vdata, int vertexCount, const void *idata, int indexCount) = 0; // Supports 32-bit indices, for IMGUI use.
virtual void DrawIndexedClippedBatchUP(const void *vdata, int vertexCount, const void *idata, int indexCount, Slice<ClippedDraw> draws) {}
// Frame management (for the purposes of sync and resource management, necessary with modern APIs). Default implementations here.
virtual void BeginFrame(DebugFlags debugFlags) = 0;
virtual void EndFrame() = 0;

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@ -134,8 +134,9 @@ enum {
TOUCH_UP = 1 << 2,
TOUCH_CANCEL = 1 << 3, // Sent by scrollviews to their children when they detect a scroll
TOUCH_WHEEL = 1 << 4, // Scrollwheel event. Usually only affects Y but can potentially affect X.
TOUCH_MOUSE = 1 << 5, // Identifies that this touch event came from a mouse
TOUCH_MOUSE = 1 << 5, // Identifies that this touch event came from a mouse. Id is now set to the mouse button for DOWN/UP commands.
TOUCH_RELEASE_ALL = 1 << 6, // Useful for app focus switches when events may be lost.
TOUCH_HOVER = 1 << 7,
// These are the Android getToolType() codes, shifted by 10.
TOUCH_TOOL_MASK = 7 << 10,
@ -153,6 +154,7 @@ struct TouchInput {
float x;
float y;
int id; // Needs to be <= GestureDetector::MAX_PTRS (10.)
int buttons; // bit mask
int flags;
double timestamp;
};

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@ -2,6 +2,7 @@
#include "Common/System/Display.h"
#include "Common/Math/math_util.h"
#include "Common/GPU/MiscTypes.h"
DisplayProperties g_display;
@ -66,3 +67,35 @@ void DisplayProperties::Print() {
printf("rotation: %d\n", (int)rotation);
rot_matrix.print();
}
Lin::Matrix4x4 ComputeOrthoMatrix(float xres, float yres, CoordConvention coordConvention) {
using namespace Lin;
// TODO: Should be able to share the y-flip logic here with the one in postprocessing/presentation, for example.
Matrix4x4 ortho;
switch (coordConvention) {
case CoordConvention::Vulkan:
ortho.setOrthoD3D(0.0f, xres, 0, yres, -1.0f, 1.0f);
break;
case CoordConvention::Direct3D9:
ortho.setOrthoD3D(0.0f, xres, yres, 0.0f, -1.0f, 1.0f);
Matrix4x4 translation;
// Account for the small window adjustment.
translation.setTranslation(Vec3(
-0.5f * g_display.dpi_scale_x / g_display.dpi_scale_real_x,
-0.5f * g_display.dpi_scale_y / g_display.dpi_scale_real_y, 0.0f));
ortho = translation * ortho;
break;
case CoordConvention::Direct3D11:
ortho.setOrthoD3D(0.0f, xres, yres, 0.0f, -1.0f, 1.0f);
break;
case CoordConvention::OpenGL:
default:
ortho.setOrtho(0.0f, xres, yres, 0.0f, -1.0f, 1.0f);
break;
}
// Compensate for rotated display if needed.
if (g_display.rotation != DisplayRotation::ROTATE_0) {
ortho = ortho * g_display.rot_matrix;
}
return ortho;
}

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@ -1,6 +1,7 @@
#pragma once
#include "Common/Math/lin/matrix4x4.h"
#include "Common/GPU/MiscTypes.h"
// This is meant to be a framework for handling DPI scaling etc.
// For now, it just consists of these ugly globals.
@ -50,3 +51,5 @@ struct DisplayRect {
void RotateRectToDisplay(DisplayRect<float> &rect, float rtWidth, float rtHeight);
void RotateRectToDisplay(DisplayRect<int> &rect, int rtWidth, int rtHeight);
Lin::Matrix4x4 ComputeOrthoMatrix(float xres, float yres, CoordConvention coordConvention);

View File

@ -249,6 +249,11 @@ bool Clickable::Touch(const TouchInput &input) {
return contains;
}
// Ignore buttons other than the left one.
if ((input.flags & TOUCH_MOUSE) && (input.buttons & 1) == 0) {
return contains;
}
if (input.flags & TOUCH_DOWN) {
if (bounds_.Contains(input.x, input.y)) {
if (IsFocusMovementEnabled())

View File

@ -436,6 +436,7 @@ const KeyMap_IntStrPair psp_button_names[] = {
#if !defined(MOBILE_DEVICE)
{VIRTKEY_TOGGLE_FULLSCREEN, "Toggle Fullscreen"},
#endif
{VIRTKEY_TOGGLE_DEBUGGER, "Toggle Debugger"},
{VIRTKEY_OPENCHAT, "OpenChat" },

View File

@ -77,6 +77,7 @@ enum {
VIRTKEY_TOGGLE_MOUSE = 0x40000030,
VIRTKEY_TOGGLE_TOUCH_CONTROLS = 0x40000031,
VIRTKEY_RESET_EMULATION = 0x40000032,
VIRTKEY_TOGGLE_DEBUGGER = 0x40000033,
VIRTKEY_LAST,
VIRTKEY_COUNT = VIRTKEY_LAST - VIRTKEY_FIRST
};

View File

@ -45,6 +45,7 @@ static const DefMappingStruct defaultQwertyKeyboardKeyMap[] = {
{VIRTKEY_PAUSE , NKCODE_ESCAPE},
{VIRTKEY_REWIND , NKCODE_DEL},
{VIRTKEY_ANALOG_LIGHTLY, NKCODE_SHIFT_RIGHT},
{VIRTKEY_TOGGLE_DEBUGGER, NKCODE_F12},
};
static const DefMappingStruct defaultAzertyKeyboardKeyMap[] = {

View File

@ -94,6 +94,10 @@ using namespace std::placeholders;
#include "UI/ChatScreen.h"
#include "UI/DebugOverlay.h"
#include "ext/imgui/imgui.h"
#include "ext/imgui/imgui_impl_thin3d.h"
#include "ext/imgui/imgui_impl_platform.h"
#include "Core/Reporting.h"
#if PPSSPP_PLATFORM(WINDOWS) && !PPSSPP_PLATFORM(UWP)
@ -198,6 +202,10 @@ EmuScreen::EmuScreen(const Path &filename)
// Usually, we don't want focus movement enabled on this screen, so disable on start.
// Only if you open chat or dev tools do we want it to start working.
UI::EnableFocusMovement(false);
// TODO: Do this only on demand.
IMGUI_CHECKVERSION();
ImGui::CreateContext();
}
bool EmuScreen::bootAllowStorage(const Path &filename) {
@ -438,6 +446,11 @@ void EmuScreen::bootComplete() {
}
EmuScreen::~EmuScreen() {
Draw::DrawContext *draw = screenManager()->getDrawContext();
ImGui_ImplThin3d_Shutdown(draw);
ImGui::DestroyContext();
std::string gameID = g_paramSFO.GetValueString("DISC_ID");
g_Config.TimeTracker().Stop(gameID);
@ -642,7 +655,9 @@ bool EmuScreen::UnsyncTouch(const TouchInput &touch) {
}
}
GamepadTouch();
if (!(imguiVisible_ && imguiInited_)) {
GamepadTouch();
}
if (root_) {
UIScreen::UnsyncTouch(touch);
@ -655,6 +670,11 @@ void EmuScreen::onVKey(int virtualKeyCode, bool down) {
auto mc = GetI18NCategory(I18NCat::MAPPABLECONTROLS);
switch (virtualKeyCode) {
case VIRTKEY_TOGGLE_DEBUGGER:
if (down) {
imguiVisible_ = !imguiVisible_;
}
break;
case VIRTKEY_FASTFORWARD:
if (down) {
if (coreState == CORE_STEPPING) {
@ -931,8 +951,22 @@ void EmuScreen::onVKeyAnalog(int virtualKeyCode, float value) {
bool EmuScreen::UnsyncKey(const KeyInput &key) {
System_Notify(SystemNotification::ACTIVITY);
if (UI::IsFocusMovementEnabled() || (imguiVisible_ && imguiInited_)) {
// Note: Allow some Vkeys through, so we can toggle the imgui for example (since we actually block the control mapper otherwise in imgui mode).
// We need to manually implement it here :/
if (imguiVisible_ && imguiInited_) {
InputMapping mapping(key.deviceId, key.keyCode);
std::vector<int> pspButtons;
bool mappingFound = KeyMap::InputMappingToPspButton(mapping, &pspButtons);
if (mappingFound) {
for (auto b : pspButtons) {
if (b == VIRTKEY_TOGGLE_DEBUGGER || b == VIRTKEY_PAUSE) {
return controlMapper_.Key(key, &pauseTrigger_);
}
}
}
}
if (UI::IsFocusMovementEnabled()) {
return UIScreen::UnsyncKey(key);
}
return controlMapper_.Key(key, &pauseTrigger_);
@ -941,6 +975,10 @@ bool EmuScreen::UnsyncKey(const KeyInput &key) {
bool EmuScreen::key(const KeyInput &key) {
bool retval = UIScreen::key(key);
if (!retval && imguiVisible_ && imguiInited_) {
ImGui_ImplPlatform_KeyEvent(key);
}
if (!retval && (key.flags & KEY_DOWN) != 0 && UI::IsEscapeKey(key)) {
if (chatMenu_)
chatMenu_->Close();
@ -953,6 +991,14 @@ bool EmuScreen::key(const KeyInput &key) {
return retval;
}
void EmuScreen::touch(const TouchInput &touch) {
if (imguiVisible_ && imguiInited_) {
ImGui_ImplPlatform_TouchEvent(touch);
} else {
UIScreen::touch(touch);
}
}
void EmuScreen::UnsyncAxis(const AxisInput *axes, size_t count) {
System_Notify(SystemNotification::ACTIVITY);
@ -1571,6 +1617,23 @@ ScreenRenderFlags EmuScreen::render(ScreenRenderMode mode) {
if (!(mode & ScreenRenderMode::TOP)) {
darken();
}
if (imguiVisible_ && !imguiInited_) {
imguiInited_ = true;
ImGui_ImplThin3d_Init(draw);
}
if (imguiVisible_ && imguiInited_) {
ImGui_ImplPlatform_NewFrame();
ImGui_ImplThin3d_NewFrame(draw, ui_draw2d.GetDrawMatrix());
// Draw imgui on top. For now, all we have is the demo window.
ImGui::NewFrame();
ImGui::ShowDemoWindow(nullptr);
ImGui::Render();
ImGui_ImplThin3d_RenderDrawData(ImGui::GetDrawData(), draw);
}
return flags;
}

View File

@ -56,6 +56,7 @@ public:
// We also need to do some special handling of queued UI events to handle closing the chat window.
bool key(const KeyInput &key) override;
void touch(const TouchInput &key) override;
protected:
void darken();
@ -124,4 +125,7 @@ private:
std::atomic<bool> doFrameAdvance_{};
ControlMapper controlMapper_;
bool imguiInited_ = false;
bool imguiVisible_ = false;
};

View File

@ -1016,38 +1016,6 @@ void CallbackPostRender(UIContext *dc, void *userdata) {
}
}
static Matrix4x4 ComputeOrthoMatrix(float xres, float yres) {
// TODO: Should be able to share the y-flip logic here with the one in postprocessing/presentation, for example.
Matrix4x4 ortho;
switch (GetGPUBackend()) {
case GPUBackend::VULKAN:
ortho.setOrthoD3D(0.0f, xres, 0, yres, -1.0f, 1.0f);
break;
case GPUBackend::DIRECT3D9:
ortho.setOrthoD3D(0.0f, xres, yres, 0.0f, -1.0f, 1.0f);
Matrix4x4 translation;
// Account for the small window adjustment.
translation.setTranslation(Vec3(
-0.5f * g_display.dpi_scale_x / g_display.dpi_scale_real_x,
-0.5f * g_display.dpi_scale_y / g_display.dpi_scale_real_y, 0.0f));
ortho = translation * ortho;
break;
case GPUBackend::DIRECT3D11:
ortho.setOrthoD3D(0.0f, xres, yres, 0.0f, -1.0f, 1.0f);
break;
case GPUBackend::OPENGL:
default:
ortho.setOrtho(0.0f, xres, yres, 0.0f, -1.0f, 1.0f);
break;
}
// Compensate for rotated display if needed.
if (g_display.rotation != DisplayRotation::ROTATE_0) {
ortho = ortho * g_display.rot_matrix;
}
return ortho;
}
static void SendMouseDeltaAxis();
void NativeFrame(GraphicsContext *graphicsContext) {
@ -1115,8 +1083,7 @@ void NativeFrame(GraphicsContext *graphicsContext) {
g_requestManager.ProcessRequests();
// Apply the UIContext bounds as a 2D transformation matrix.
// TODO: This should be moved into the draw context...
Matrix4x4 ortho = ComputeOrthoMatrix(g_display.dp_xres, g_display.dp_yres);
Matrix4x4 ortho = ComputeOrthoMatrix(g_display.dp_xres, g_display.dp_yres, graphicsContext->GetDrawContext()->GetDeviceCaps().coordConvention);
Draw::DebugFlags debugFlags = Draw::DebugFlags::NONE;
if ((DebugOverlay)g_Config.iDebugOverlay == DebugOverlay::GPU_PROFILE)
@ -1413,10 +1380,10 @@ static void SendMouseDeltaAxis() {
}
void NativeMouseDelta(float dx, float dy) {
// Remap, shared code. Then send it as a regular axis event.
if (!g_Config.bMouseControl)
return;
// Remap, shared code. Then send it as a regular axis event.
MouseEventProcessor::ProcessDelta(time_now_d(), dx, dy);
SendMouseDeltaAxis();

View File

@ -260,6 +260,14 @@
<ClInclude Include="..\..\ext\basis_universal\basisu_transcoder.h" />
<ClInclude Include="..\..\ext\basis_universal\basisu_transcoder_internal.h" />
<ClInclude Include="..\..\ext\basis_universal\basisu_transcoder_uastc.h" />
<ClInclude Include="..\..\ext\imgui\imconfig.h" />
<ClInclude Include="..\..\ext\imgui\imgui.h" />
<ClInclude Include="..\..\ext\imgui\imgui_impl_platform.h" />
<ClInclude Include="..\..\ext\imgui\imgui_impl_thin3d.h" />
<ClInclude Include="..\..\ext\imgui\imgui_internal.h" />
<ClInclude Include="..\..\ext\imgui\imstb_rectpack.h" />
<ClInclude Include="..\..\ext\imgui\imstb_textedit.h" />
<ClInclude Include="..\..\ext\imgui\imstb_truetype.h" />
<ClInclude Include="..\..\ext\libpng17\png.h" />
<ClInclude Include="..\..\ext\libpng17\pngconf.h" />
<ClInclude Include="..\..\ext\libpng17\pngdebug.h" />
@ -405,6 +413,13 @@
<ClCompile Include="..\..\ext\at3_standalone\get_bits.cpp" />
<ClCompile Include="..\..\ext\at3_standalone\mem.cpp" />
<ClCompile Include="..\..\ext\basis_universal\basisu_transcoder.cpp" />
<ClCompile Include="..\..\ext\imgui\imgui.cpp" />
<ClCompile Include="..\..\ext\imgui\imgui_demo.cpp" />
<ClCompile Include="..\..\ext\imgui\imgui_draw.cpp" />
<ClCompile Include="..\..\ext\imgui\imgui_impl_platform.cpp" />
<ClCompile Include="..\..\ext\imgui\imgui_impl_thin3d.cpp" />
<ClCompile Include="..\..\ext\imgui\imgui_tables.cpp" />
<ClCompile Include="..\..\ext\imgui\imgui_widgets.cpp" />
<ClCompile Include="..\..\ext\libpng17\png.c" />
<ClCompile Include="..\..\ext\libpng17\pngerror.c" />
<ClCompile Include="..\..\ext\libpng17\pngget.c" />
@ -453,4 +468,4 @@
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>
</Project>

View File

@ -103,6 +103,9 @@
<Filter Include="ext\at3_standalone">
<UniqueIdentifier>{47e3b9c8-3a5f-4c78-b62b-3fa65bf23594}</UniqueIdentifier>
</Filter>
<Filter Include="ext\imgui">
<UniqueIdentifier>{06799036-06fd-4b7b-8c1d-5bdad62c2a24}</UniqueIdentifier>
</Filter>
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\Common\ABI.cpp" />
@ -493,6 +496,27 @@
<ClCompile Include="..\..\ext\at3_standalone\mem.cpp">
<Filter>ext\at3_standalone</Filter>
</ClCompile>
<ClCompile Include="..\..\ext\imgui\imgui_tables.cpp">
<Filter>ext\imgui</Filter>
</ClCompile>
<ClCompile Include="..\..\ext\imgui\imgui_widgets.cpp">
<Filter>ext\imgui</Filter>
</ClCompile>
<ClCompile Include="..\..\ext\imgui\imgui.cpp">
<Filter>ext\imgui</Filter>
</ClCompile>
<ClCompile Include="..\..\ext\imgui\imgui_demo.cpp">
<Filter>ext\imgui</Filter>
</ClCompile>
<ClCompile Include="..\..\ext\imgui\imgui_draw.cpp">
<Filter>ext\imgui</Filter>
</ClCompile>
<ClCompile Include="..\..\ext\imgui\imgui_impl_platform.cpp">
<Filter>ext\imgui</Filter>
</ClCompile>
<ClCompile Include="..\..\ext\imgui\imgui_impl_thin3d.cpp">
<Filter>ext\imgui</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="targetver.h" />
@ -945,6 +969,30 @@
<ClInclude Include="..\..\ext\at3_standalone\mem.h">
<Filter>ext\at3_standalone</Filter>
</ClInclude>
<ClInclude Include="..\..\ext\imgui\imstb_rectpack.h">
<Filter>ext\imgui</Filter>
</ClInclude>
<ClInclude Include="..\..\ext\imgui\imstb_textedit.h">
<Filter>ext\imgui</Filter>
</ClInclude>
<ClInclude Include="..\..\ext\imgui\imstb_truetype.h">
<Filter>ext\imgui</Filter>
</ClInclude>
<ClInclude Include="..\..\ext\imgui\imconfig.h">
<Filter>ext\imgui</Filter>
</ClInclude>
<ClInclude Include="..\..\ext\imgui\imgui.h">
<Filter>ext\imgui</Filter>
</ClInclude>
<ClInclude Include="..\..\ext\imgui\imgui_internal.h">
<Filter>ext\imgui</Filter>
</ClInclude>
<ClInclude Include="..\..\ext\imgui\imgui_impl_platform.h">
<Filter>ext\imgui</Filter>
</ClInclude>
<ClInclude Include="..\..\ext\imgui\imgui_impl_thin3d.h">
<Filter>ext\imgui</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="..\..\Common\Math\fast\fast_matrix_neon.S">
@ -993,4 +1041,4 @@
<Filter>ext\at3_standalone</Filter>
</Text>
</ItemGroup>
</Project>
</Project>

View File

@ -632,9 +632,9 @@ namespace MainWindow
float y = GET_Y_LPARAM(lParam) * g_display.dpi_scale_y;
WindowsRawInput::SetMousePos(x, y);
TouchInput touch;
touch.id = 0;
touch.flags = TOUCH_DOWN;
TouchInput touch{};
touch.flags = TOUCH_DOWN | TOUCH_MOUSE;
touch.buttons = 1;
touch.x = x;
touch.y = y;
NativeTouch(touch);
@ -680,10 +680,15 @@ namespace MainWindow
float y = (float)cursorY * g_display.dpi_scale_y;
WindowsRawInput::SetMousePos(x, y);
if (wParam & MK_LBUTTON) {
TouchInput touch;
touch.id = 0;
touch.flags = TOUCH_MOVE;
if (wParam & (MK_LBUTTON | MK_RBUTTON)) {
TouchInput touch{};
touch.flags = TOUCH_MOVE | TOUCH_MOUSE;
if (wParam & MK_LBUTTON) {
touch.buttons |= 1;
}
if (wParam & MK_RBUTTON) {
touch.buttons |= 2;
}
touch.x = x;
touch.y = y;
NativeTouch(touch);
@ -702,9 +707,9 @@ namespace MainWindow
float y = (float)GET_Y_LPARAM(lParam) * g_display.dpi_scale_y;
WindowsRawInput::SetMousePos(x, y);
TouchInput touch;
touch.id = 0;
touch.flags = TOUCH_UP;
TouchInput touch{};
touch.buttons = 1;
touch.flags = TOUCH_UP | TOUCH_MOUSE;
touch.x = x;
touch.y = y;
NativeTouch(touch);
@ -716,6 +721,34 @@ namespace MainWindow
touchHandler.handleTouchEvent(hWnd, message, wParam, lParam);
return 0;
case WM_RBUTTONDOWN:
{
float x = GET_X_LPARAM(lParam) * g_display.dpi_scale_x;
float y = GET_Y_LPARAM(lParam) * g_display.dpi_scale_y;
TouchInput touch{};
touch.buttons = 2;
touch.flags = TOUCH_DOWN | TOUCH_MOUSE;
touch.x = x;
touch.y = y;
NativeTouch(touch);
break;
}
case WM_RBUTTONUP:
{
float x = GET_X_LPARAM(lParam) * g_display.dpi_scale_x;
float y = GET_Y_LPARAM(lParam) * g_display.dpi_scale_y;
TouchInput touch{};
touch.buttons = 2;
touch.flags = TOUCH_UP | TOUCH_MOUSE;
touch.x = x;
touch.y = y;
NativeTouch(touch);
break;
}
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}

View File

@ -186,6 +186,13 @@ EXT_FILES := \
$(SRC)/ext/libpng17/pngwtran.c \
$(SRC)/ext/libpng17/pngwutil.c \
$(SRC)/ext/basis_universal/basisu_transcoder.cpp \
$(SRC)/ext/imgui/imgui.cpp \
$(SRC)/ext/imgui/imgui_demo.cpp \
$(SRC)/ext/imgui/imgui_draw.cpp \
$(SRC)/ext/imgui/imgui_impl_thin3d.cpp \
$(SRC)/ext/imgui/imgui_impl_platform.cpp \
$(SRC)/ext/imgui/imgui_tables.cpp \
$(SRC)/ext/imgui/imgui_widgets.cpp \
$(SRC)/ext/jpge/jpgd.cpp \
$(SRC)/ext/jpge/jpge.cpp \
$(SRC)/ext/sha1/sha1.cpp \

View File

@ -29,6 +29,7 @@ set(ENABLE_GLSLANG_INSTALL OFF)
add_subdirectory(glslang EXCLUDE_FROM_ALL)
add_subdirectory(snappy)
add_subdirectory(minimp3)
add_subdirectory(imgui)
add_subdirectory(at3_standalone)
add_subdirectory(udis86)
add_subdirectory(SPIRV-Cross-build)

12
ext/imgui/CMakeLists.txt Normal file
View File

@ -0,0 +1,12 @@
set(IMGUI_FILES
imgui.cpp
imgui_demo.cpp
imgui_draw.cpp
imgui_tables.cpp
imgui_widgets.cpp
imgui_impl_thin3d.cpp
imgui_impl_platform.cpp
)
add_library(imgui ${IMGUI_FILES})
target_include_directories(imgui PRIVATE ../..)

131
ext/imgui/imconfig.h Normal file
View File

@ -0,0 +1,131 @@
//-----------------------------------------------------------------------------
// DEAR IMGUI COMPILE-TIME OPTIONS
// Runtime options (clipboard callbacks, enabling various features, etc.) can generally be set via the ImGuiIO structure.
// You can use ImGui::SetAllocatorFunctions() before calling ImGui::CreateContext() to rewire memory allocation functions.
//-----------------------------------------------------------------------------
// A) You may edit imconfig.h (and not overwrite it when updating Dear ImGui, or maintain a patch/rebased branch with your modifications to it)
// B) or '#define IMGUI_USER_CONFIG "my_imgui_config.h"' in your project and then add directives in your own file without touching this template.
//-----------------------------------------------------------------------------
// You need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include the imgui*.cpp
// files but also _any_ of your code that uses Dear ImGui. This is because some compile-time options have an affect on data structures.
// Defining those options in imconfig.h will ensure every compilation unit gets to see the same data structure layouts.
// Call IMGUI_CHECKVERSION() from your .cpp file to verify that the data structures your files are using are matching the ones imgui.cpp is using.
//-----------------------------------------------------------------------------
#pragma once
//---- Define assertion handler. Defaults to calling assert().
// If your macro uses multiple statements, make sure is enclosed in a 'do { .. } while (0)' block so it can be used as a single statement.
//#define IM_ASSERT(_EXPR) MyAssert(_EXPR)
//#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts
//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows
// Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
// 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 clean your code of obsolete function/names.
#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
//#define IMGUI_DISABLE_OBSOLETE_KEYIO // 1.87+ disable legacy io.KeyMap[]+io.KeysDown[] in favor io.AddKeyEvent(). This is automatically done by IMGUI_DISABLE_OBSOLETE_FUNCTIONS.
//---- Disable all of Dear ImGui or don't implement standard windows/tools.
// It is very strongly recommended to NOT disable the demo windows and debug tool during development. They are extremely useful in day to day work. Please read comments in imgui_demo.cpp.
//#define IMGUI_DISABLE // Disable everything: all headers and source files will be empty.
//#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty.
//#define IMGUI_DISABLE_DEBUG_TOOLS // Disable metrics/debugger and other debug tools: ShowMetricsWindow(), ShowDebugLogWindow() and ShowIDStackToolWindow() will be empty.
//---- Don't implement some functions to reduce linkage requirements.
//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. (user32.lib/.a, kernel32.lib/.a)
//#define IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with Visual Studio] Implement default IME handler (require imm32.lib/.a, auto-link for Visual Studio, -limm32 on command-line for MinGW)
//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with non-Visual Studio compilers] Don't implement default IME handler (won't require imm32.lib/.a)
//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, IME).
//#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not the default).
//#define IMGUI_DISABLE_DEFAULT_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
// May be convenient for some users to only explicitly include vanilla imgui.h and have extra stuff included.
//#define IMGUI_INCLUDE_IMGUI_USER_H
//#define IMGUI_USER_H_FILENAME "my_folder/my_imgui_user.h"
//---- Pack colors to BGRA8 instead of RGBA8 (to avoid converting from one to another)
//#define IMGUI_USE_BGRA_PACKED_COLOR
//---- Use 32-bit for ImWchar (default is 16-bit) to support Unicode planes 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes, ancient languages, etc...)
//#define IMGUI_USE_WCHAR32
//---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version
// By default the embedded implementations are declared static and not available outside of Dear ImGui sources files.
//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h"
//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h"
//#define IMGUI_STB_SPRINTF_FILENAME "my_folder/stb_sprintf.h" // only used if IMGUI_USE_STB_SPRINTF is defined.
//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
//#define IMGUI_DISABLE_STB_SPRINTF_IMPLEMENTATION // only disabled if IMGUI_USE_STB_SPRINTF is defined.
//---- Use stb_sprintf.h for a faster implementation of vsnprintf instead of the one from libc (unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined)
// Compatibility checks of arguments and formats done by clang and GCC will be disabled in order to support the extra formats provided by stb_sprintf.h.
//#define IMGUI_USE_STB_SPRINTF
//---- Use FreeType to build and rasterize the font atlas (instead of stb_truetype which is embedded by default in Dear ImGui)
// Requires FreeType headers to be available in the include path. Requires program to be compiled with 'misc/freetype/imgui_freetype.cpp' (in this repository) + the FreeType library (not provided).
// On Windows you may use vcpkg with 'vcpkg install freetype --triplet=x64-windows' + 'vcpkg integrate install'.
//#define IMGUI_ENABLE_FREETYPE
//---- Use FreeType+lunasvg library to render OpenType SVG fonts (SVGinOT)
// Requires lunasvg headers to be available in the include path + program to be linked with the lunasvg library (not provided).
// Only works in combination with IMGUI_ENABLE_FREETYPE.
// (implementation is based on Freetype's rsvg-port.c which is licensed under CeCILL-C Free Software License Agreement)
//#define IMGUI_ENABLE_FREETYPE_LUNASVG
//---- Use stb_truetype to build and rasterize the font atlas (default)
// The only purpose of this define is if you want force compilation of the stb_truetype backend ALONG with the FreeType backend.
//#define IMGUI_ENABLE_STB_TRUETYPE
//---- Define constructor and implicit cast operators to convert back<>forth between your math types and ImVec2/ImVec4.
// This will be inlined as part of ImVec2 and ImVec4 class declarations.
/*
#define IM_VEC2_CLASS_EXTRA \
constexpr ImVec2(const MyVec2& f) : x(f.x), y(f.y) {} \
operator MyVec2() const { return MyVec2(x,y); }
#define IM_VEC4_CLASS_EXTRA \
constexpr ImVec4(const MyVec4& f) : x(f.x), y(f.y), z(f.z), w(f.w) {} \
operator MyVec4() const { return MyVec4(x,y,z,w); }
*/
//---- ...Or use Dear ImGui's own very basic math operators.
//#define IMGUI_DEFINE_MATH_OPERATORS
//---- Use 32-bit vertex indices (default is 16-bit) is one way to allow large meshes with more than 64K vertices.
// Your renderer backend will need to support it (most example renderer backends support both 16/32-bit indices).
// Another way to allow large meshes while keeping 16-bit indices is to handle ImDrawCmd::VtxOffset in your renderer.
// Read about ImGuiBackendFlags_RendererHasVtxOffset for details.
//#define ImDrawIdx unsigned int
//---- Override ImDrawCallback signature (will need to modify renderer backends accordingly)
//struct ImDrawList;
//struct ImDrawCmd;
//typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data);
//#define ImDrawCallback MyImDrawCallback
//---- Debug Tools: Macro to break in Debugger (we provide a default implementation of this in the codebase)
// (use 'Metrics->Tools->Item Picker' to pick widgets with the mouse and break into them for easy debugging.)
//#define IM_DEBUG_BREAK IM_ASSERT(0)
//#define IM_DEBUG_BREAK __debugbreak()
//---- Debug Tools: Enable slower asserts
//#define IMGUI_DEBUG_PARANOID
//---- Tip: You can add extra functions within the ImGui:: namespace from anywhere (e.g. your own sources/header files)
/*
namespace ImGui
{
void MyFunction(const char* name, MyMatrix44* mtx);
}
*/

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#include "ext/imgui/imgui.h"
#include "Common/Input/KeyCodes.h"
#include "Common/Data/Encoding/Utf8.h"
#include "Common/System/Display.h"
#include "imgui_impl_platform.h"
void ImGui_ImplPlatform_KeyEvent(const KeyInput &key) {
ImGuiIO& io = ImGui::GetIO();
if (key.flags & KEY_DOWN) {
ImGuiKey keyCode = KeyCodeToImGui(key.keyCode);
if (keyCode == ImGuiKey_None) {
WARN_LOG(Log::System, "Unmapped ImGui keycode conversion from %d", key.keyCode);
}
io.AddKeyEvent(keyCode, true);
}
if (key.flags & KEY_UP) {
ImGuiKey keyCode = KeyCodeToImGui(key.keyCode);
io.AddKeyEvent(keyCode, false);
}
if (key.flags & KEY_CHAR) {
const int unichar = key.unicodeChar;
if (unichar >= 0x20) {
// Insert it! (todo: do it with a string insert)
char buf[16];
buf[u8_wc_toutf8(buf, unichar)] = '\0';
io.AddInputCharactersUTF8(buf);
}
}
}
void ImGui_ImplPlatform_TouchEvent(const TouchInput &touch) {
ImGuiIO& io = ImGui::GetIO();
// We use real pixels in the imgui, no DPI adjustment yet.
float x = touch.x / g_display.dpi_scale_x;
float y = touch.y / g_display.dpi_scale_y;
if (touch.flags & TOUCH_MOVE) {
io.AddMousePosEvent(x, y);
}
if (touch.flags & TOUCH_DOWN) {
io.AddMousePosEvent(x, y);
if (touch.buttons & 1)
io.AddMouseButtonEvent(0, true);
if (touch.buttons & 2)
io.AddMouseButtonEvent(1, true);
}
if (touch.flags & TOUCH_UP) {
io.AddMousePosEvent(x, y);
if (touch.buttons & 1)
io.AddMouseButtonEvent(0, false);
if (touch.buttons & 2)
io.AddMouseButtonEvent(1, false);
}
}
void ImGui_ImplPlatform_AxisEvent(const AxisInput &axis) {
// Ignore for now.
}
void ImGui_ImplPlatform_NewFrame() {
ImGuiIO &io = ImGui::GetIO();
io.DisplaySize = ImVec2(g_display.pixel_xres, g_display.pixel_yres);
io.DisplayFramebufferScale = ImVec2(1.0f, 1.0f);
}
// Written by chatgpt
ImGuiKey KeyCodeToImGui(InputKeyCode keyCode) {
switch (keyCode) {
case NKCODE_DPAD_UP: return ImGuiKey_UpArrow;
case NKCODE_DPAD_DOWN: return ImGuiKey_DownArrow;
case NKCODE_DPAD_LEFT: return ImGuiKey_LeftArrow;
case NKCODE_DPAD_RIGHT: return ImGuiKey_RightArrow;
case NKCODE_ENTER: return ImGuiKey_Enter;
case NKCODE_ESCAPE: return ImGuiKey_Escape;
case NKCODE_SHIFT_LEFT: return ImGuiKey_LeftShift;
case NKCODE_SHIFT_RIGHT: return ImGuiKey_RightShift;
case NKCODE_ALT_LEFT: return ImGuiKey_LeftAlt;
case NKCODE_ALT_RIGHT: return ImGuiKey_RightAlt;
case NKCODE_CTRL_LEFT: return ImGuiKey_LeftCtrl;
case NKCODE_CTRL_RIGHT: return ImGuiKey_RightCtrl;
case NKCODE_TAB: return ImGuiKey_Tab;
case NKCODE_MENU: return ImGuiKey_Menu;
case NKCODE_DEL: return ImGuiKey_Backspace;
case NKCODE_FORWARD_DEL: return ImGuiKey_Delete;
case NKCODE_CAPS_LOCK: return ImGuiKey_CapsLock;
case NKCODE_SPACE: return ImGuiKey_Space;
case NKCODE_PAGE_UP: return ImGuiKey_PageUp;
case NKCODE_PAGE_DOWN: return ImGuiKey_PageDown;
case NKCODE_MOVE_HOME: return ImGuiKey_Home;
case NKCODE_MOVE_END: return ImGuiKey_End;
case NKCODE_INSERT: return ImGuiKey_Insert;
// Numeric keys
case NKCODE_0: return ImGuiKey_0;
case NKCODE_1: return ImGuiKey_1;
case NKCODE_2: return ImGuiKey_2;
case NKCODE_3: return ImGuiKey_3;
case NKCODE_4: return ImGuiKey_4;
case NKCODE_5: return ImGuiKey_5;
case NKCODE_6: return ImGuiKey_6;
case NKCODE_7: return ImGuiKey_7;
case NKCODE_8: return ImGuiKey_8;
case NKCODE_9: return ImGuiKey_9;
// Letter keys
case NKCODE_A: return ImGuiKey_A;
case NKCODE_B: return ImGuiKey_B;
case NKCODE_C: return ImGuiKey_C;
case NKCODE_D: return ImGuiKey_D;
case NKCODE_E: return ImGuiKey_E;
case NKCODE_F: return ImGuiKey_F;
case NKCODE_G: return ImGuiKey_G;
case NKCODE_H: return ImGuiKey_H;
case NKCODE_I: return ImGuiKey_I;
case NKCODE_J: return ImGuiKey_J;
case NKCODE_K: return ImGuiKey_K;
case NKCODE_L: return ImGuiKey_L;
case NKCODE_M: return ImGuiKey_M;
case NKCODE_N: return ImGuiKey_N;
case NKCODE_O: return ImGuiKey_O;
case NKCODE_P: return ImGuiKey_P;
case NKCODE_Q: return ImGuiKey_Q;
case NKCODE_R: return ImGuiKey_R;
case NKCODE_S: return ImGuiKey_S;
case NKCODE_T: return ImGuiKey_T;
case NKCODE_U: return ImGuiKey_U;
case NKCODE_V: return ImGuiKey_V;
case NKCODE_W: return ImGuiKey_W;
case NKCODE_X: return ImGuiKey_X;
case NKCODE_Y: return ImGuiKey_Y;
case NKCODE_Z: return ImGuiKey_Z;
// Symbols
case NKCODE_COMMA: return ImGuiKey_Comma;
case NKCODE_PERIOD: return ImGuiKey_Period;
case NKCODE_MINUS: return ImGuiKey_Minus;
case NKCODE_EQUALS: return ImGuiKey_Equal;
case NKCODE_LEFT_BRACKET: return ImGuiKey_LeftBracket;
case NKCODE_RIGHT_BRACKET: return ImGuiKey_RightBracket;
case NKCODE_BACKSLASH: return ImGuiKey_Backslash;
case NKCODE_SEMICOLON: return ImGuiKey_Semicolon;
case NKCODE_APOSTROPHE: return ImGuiKey_Apostrophe;
case NKCODE_SLASH: return ImGuiKey_Slash;
case NKCODE_GRAVE: return ImGuiKey_GraveAccent;
// Function keys
case NKCODE_F1: return ImGuiKey_F1;
case NKCODE_F2: return ImGuiKey_F2;
case NKCODE_F3: return ImGuiKey_F3;
case NKCODE_F4: return ImGuiKey_F4;
case NKCODE_F5: return ImGuiKey_F5;
case NKCODE_F6: return ImGuiKey_F6;
case NKCODE_F7: return ImGuiKey_F7;
case NKCODE_F8: return ImGuiKey_F8;
case NKCODE_F9: return ImGuiKey_F9;
case NKCODE_F10: return ImGuiKey_F10;
case NKCODE_F11: return ImGuiKey_F11;
case NKCODE_F12: return ImGuiKey_F12;
// Keypad
case NKCODE_NUMPAD_0: return ImGuiKey_Keypad0;
case NKCODE_NUMPAD_1: return ImGuiKey_Keypad1;
case NKCODE_NUMPAD_2: return ImGuiKey_Keypad2;
case NKCODE_NUMPAD_3: return ImGuiKey_Keypad3;
case NKCODE_NUMPAD_4: return ImGuiKey_Keypad4;
case NKCODE_NUMPAD_5: return ImGuiKey_Keypad5;
case NKCODE_NUMPAD_6: return ImGuiKey_Keypad6;
case NKCODE_NUMPAD_7: return ImGuiKey_Keypad7;
case NKCODE_NUMPAD_8: return ImGuiKey_Keypad8;
case NKCODE_NUMPAD_9: return ImGuiKey_Keypad9;
case NKCODE_NUMPAD_DIVIDE: return ImGuiKey_KeypadDivide;
case NKCODE_NUMPAD_MULTIPLY: return ImGuiKey_KeypadMultiply;
case NKCODE_NUMPAD_SUBTRACT: return ImGuiKey_KeypadSubtract;
case NKCODE_NUMPAD_ADD: return ImGuiKey_KeypadAdd;
case NKCODE_NUMPAD_ENTER: return ImGuiKey_KeypadEnter;
case NKCODE_NUMPAD_EQUALS: return ImGuiKey_KeypadEqual;
// Lock keys
case NKCODE_NUM_LOCK: return ImGuiKey_NumLock;
case NKCODE_SCROLL_LOCK: return ImGuiKey_ScrollLock;
default: return ImGuiKey_None;
}
}

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#pragma once
#include "ext/imgui/imgui.h"
#include "Common/Input/KeyCodes.h"
#include "Common/Input/InputState.h"
ImGuiKey KeyCodeToImGui(InputKeyCode keyCode);
void ImGui_ImplPlatform_NewFrame();
void ImGui_ImplPlatform_KeyEvent(const KeyInput &key);
void ImGui_ImplPlatform_TouchEvent(const TouchInput &touch);
void ImGui_ImplPlatform_AxisEvent(const AxisInput &axis);

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// dear imgui: Renderer Backend for PPSSPP's thin3d
#include "imgui.h"
#include "imgui_impl_thin3d.h"
#include <cstdio>
#include "Common/System/Display.h"
#include "Common/Math/lin/matrix4x4.h"
// Forward Declarations
bool ImGui_ImplThin3d_CreateDeviceObjects(Draw::DrawContext *draw);
void ImGui_ImplThin3d_DestroyDeviceObjects(Draw::DrawContext *draw);
Lin::Matrix4x4 g_drawMatrix;
struct ImGui_ImplThin3d_Data {
Draw::SamplerState *fontSampler = nullptr;
Draw::Texture *fontImage = nullptr;
Draw::Pipeline *pipeline = nullptr;
};
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
// FIXME: multi-context support is not tested and probably dysfunctional in this backend.
static ImGui_ImplThin3d_Data* ImGui_ImplThin3d_GetBackendData() {
return ImGui::GetCurrentContext() ? (ImGui_ImplThin3d_Data *)ImGui::GetIO().BackendRendererUserData : nullptr;
}
static void ImGui_ImplThin3d_SetupRenderState(Draw::DrawContext *draw, ImDrawData* draw_data, Draw::Pipeline *pipeline, int fb_width, int fb_height) {
ImGui_ImplThin3d_Data* bd = ImGui_ImplThin3d_GetBackendData();
// Bind pipeline and texture
draw->BindPipeline(pipeline);
draw->BindTexture(0, bd->fontImage);
draw->BindSamplerStates(0, 1, &bd->fontSampler);
// Setup viewport:
{
Draw::Viewport viewport;
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.Width = (float)fb_width;
viewport.Height = (float)fb_height;
viewport.MinDepth = 0.0f;
viewport.MaxDepth = 1.0f;
draw->SetViewport(viewport);
}
// Setup scale and translation:
// Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
// We currently ignore DisplayPos.
{
Lin::Matrix4x4 mtx = ComputeOrthoMatrix(draw_data->DisplaySize.x, draw_data->DisplaySize.y, draw->GetDeviceCaps().coordConvention);
Draw::VsTexColUB ub{};
memcpy(ub.WorldViewProj, mtx.getReadPtr(), sizeof(Lin::Matrix4x4));
ub.saturation = 1.0f;
draw->UpdateDynamicUniformBuffer(&ub, sizeof(ub));
}
}
// Render function
void ImGui_ImplThin3d_RenderDrawData(ImDrawData* draw_data, Draw::DrawContext *draw) {
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
if (fb_width <= 0 || fb_height <= 0)
return;
ImGui_ImplThin3d_Data* bd = ImGui_ImplThin3d_GetBackendData();
// Setup desired Vulkan state
ImGui_ImplThin3d_SetupRenderState(draw, draw_data, bd->pipeline, fb_width, fb_height);
// Will project scissor/clipping rectangles into framebuffer space
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
_assert_(sizeof(ImDrawIdx) == 2);
std::vector<Draw::ClippedDraw> draws;
// Render command lists
for (int n = 0; n < draw_data->CmdListsCount; n++) {
const ImDrawList* cmd_list = draw_data->CmdLists[n];
draws.clear();
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) {
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback != nullptr) {
// User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) {
ImGui_ImplThin3d_SetupRenderState(draw, draw_data, bd->pipeline, fb_width, fb_height);
} else {
pcmd->UserCallback(cmd_list, pcmd);
}
} else {
// Project scissor/clipping rectangles into framebuffer space
ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
// Clamp to viewport as vkCmdSetScissor() won't accept values that are off bounds
if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; }
if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; }
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
continue;
Draw::ClippedDraw draw;
draw.clipx = clip_min.x;
draw.clipy = clip_min.y;
draw.clipw = clip_max.x - clip_min.x;
draw.cliph = clip_max.y - clip_min.y;
draw.indexCount = pcmd->ElemCount;
draw.indexOffset = pcmd->IdxOffset;
draws.push_back(draw);
}
}
draw->DrawIndexedClippedBatchUP(cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.size(), cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.size(), draws);
}
draw->SetScissorRect(0, 0, fb_width, fb_height);
}
bool ImGui_ImplThin3d_CreateFontsTexture(Draw::DrawContext *draw) {
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplThin3d_Data* bd = ImGui_ImplThin3d_GetBackendData();
// Destroy existing texture (if any)
if (bd->fontImage) {
ImGui_ImplThin3d_DestroyFontsTexture(draw);
}
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
size_t upload_size = width * height * 4 * sizeof(char);
// Create the Image:
{
Draw::TextureDesc desc;
desc.width = width;
desc.height = height;
desc.mipLevels = 1;
desc.format = Draw::DataFormat::R8G8B8A8_UNORM;
desc.type = Draw::TextureType::LINEAR2D;
desc.depth = 1;
desc.tag = "imgui-font";
desc.initData.push_back((const uint8_t *)pixels);
bd->fontImage = draw->CreateTexture(desc);
}
// Store our identifier
io.Fonts->SetTexID((ImTextureID)bd->fontImage);
return true;
}
// You probably never need to call this, as it is called by ImGui_ImplThin3d_CreateFontsTexture() and ImGui_ImplThin3d_Shutdown().
void ImGui_ImplThin3d_DestroyFontsTexture(Draw::DrawContext *draw) {
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplThin3d_Data* bd = ImGui_ImplThin3d_GetBackendData();
if (bd->fontImage) {
bd->fontImage->Release();
io.Fonts->SetTexID(0);
}
}
static void ImGui_ImplThin3d_CreatePipeline(Draw::DrawContext *draw) {
ImGui_ImplThin3d_Data* bd = ImGui_ImplThin3d_GetBackendData();
using namespace Draw;
static const Draw::InputLayoutDesc ilDesc = {
sizeof(ImDrawVert),
{
{ SEM_POSITION, DataFormat::R32G32_FLOAT, offsetof(ImDrawVert, pos) },
{ SEM_TEXCOORD0, DataFormat::R32G32_FLOAT, offsetof(ImDrawVert, uv) },
{ SEM_COLOR0, DataFormat::R8G8B8A8_UNORM, offsetof(ImDrawVert, col) },
},
};
InputLayout *inputLayout = draw->CreateInputLayout(ilDesc);
BlendState *blend = draw->CreateBlendState({ true, 0xF,
BlendFactor::SRC_ALPHA, BlendFactor::ONE_MINUS_SRC_ALPHA, BlendOp::ADD,
BlendFactor::ONE, BlendFactor::ONE_MINUS_SRC_ALPHA, BlendOp::ADD,
});
DepthStencilStateDesc dsDesc{};
DepthStencilState *depthStencil = draw->CreateDepthStencilState(dsDesc);
RasterState *rasterNoCull = draw->CreateRasterState({});
ShaderModule *vs_texture_color_2d = draw->GetVshaderPreset(VS_TEXTURE_COLOR_2D);
ShaderModule *fs_texture_color_2d = draw->GetFshaderPreset(FS_TEXTURE_COLOR_2D);
PipelineDesc pipelineDesc{
Primitive::TRIANGLE_LIST,
{ vs_texture_color_2d, fs_texture_color_2d },
inputLayout,
depthStencil,
blend,
rasterNoCull,
&vsTexColBufDesc
};
bd->pipeline = draw->CreateGraphicsPipeline(pipelineDesc, "imgui-pipeline");
}
bool ImGui_ImplThin3d_CreateDeviceObjects(Draw::DrawContext *draw) {
ImGui_ImplThin3d_Data* bd = ImGui_ImplThin3d_GetBackendData();
if (!bd->fontSampler) {
// Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
Draw::SamplerStateDesc desc{};
desc.magFilter = Draw::TextureFilter::LINEAR;
desc.minFilter = Draw::TextureFilter::LINEAR;
desc.mipFilter = Draw::TextureFilter::NEAREST;
desc.wrapU = Draw::TextureAddressMode::REPEAT;
desc.wrapV = Draw::TextureAddressMode::REPEAT;
desc.wrapW = Draw::TextureAddressMode::REPEAT;
desc.maxAniso = 1.0f;
bd->fontSampler = draw->CreateSamplerState(desc);
}
ImGui_ImplThin3d_CreatePipeline(draw);
ImGui_ImplThin3d_CreateFontsTexture(draw);
return true;
}
void ImGui_ImplThin3d_DestroyDeviceObjects(Draw::DrawContext *draw) {
ImGui_ImplThin3d_Data* bd = ImGui_ImplThin3d_GetBackendData();
ImGui_ImplThin3d_DestroyFontsTexture(draw);
bd->pipeline->Release();
bd->pipeline = nullptr;
bd->fontSampler->Release();
bd->fontSampler = nullptr;
}
bool ImGui_ImplThin3d_Init(Draw::DrawContext *draw) {
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
// Setup backend capabilities flags
ImGui_ImplThin3d_Data* bd = IM_NEW(ImGui_ImplThin3d_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_thin3d";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
ImGui_ImplThin3d_CreateDeviceObjects(draw);
return true;
}
void ImGui_ImplThin3d_Shutdown(Draw::DrawContext *draw) {
ImGui_ImplThin3d_Data* bd = ImGui_ImplThin3d_GetBackendData();
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplThin3d_DestroyDeviceObjects(draw);
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
IM_DELETE(bd);
}
void ImGui_ImplThin3d_NewFrame(Draw::DrawContext *draw, Lin::Matrix4x4 drawMatrix) {
ImGui_ImplThin3d_Data* bd = ImGui_ImplThin3d_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplThin3d_Init()?");
if (!bd->fontImage)
ImGui_ImplThin3d_CreateFontsTexture(draw);
g_drawMatrix = drawMatrix;
}
// Register a texture. No-op.
ImTextureID ImGui_ImplThin3d_AddTexture(Draw::Texture *texture) {
ImGui_ImplThin3d_Data* bd = ImGui_ImplThin3d_GetBackendData();
return (void *)texture;
}
// Unregister a texture. No-op.
Draw::Texture *ImGui_ImplThin3d_RemoveTexture(ImTextureID tex) {
return (Draw::Texture *)tex;
}

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// dear imgui: Renderer Backend for Vulkan
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
// Implemented features:
// [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions.
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// 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.
// 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/
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
// - Common ImGui_ImplThin3d_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_ImplThin3dH_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
#ifndef IMGUI_DISABLE
#include "imgui.h" // IMGUI_IMPL_API
#include "Common/GPU/thin3d.h"
#include "Common/Math/lin/matrix4x4.h"
// Called by user code
IMGUI_IMPL_API bool ImGui_ImplThin3d_Init(Draw::DrawContext *draw);
IMGUI_IMPL_API void ImGui_ImplThin3d_Shutdown(Draw::DrawContext *draw);
IMGUI_IMPL_API void ImGui_ImplThin3d_NewFrame(Draw::DrawContext *draw, Lin::Matrix4x4 drawMatrix);
IMGUI_IMPL_API void ImGui_ImplThin3d_RenderDrawData(ImDrawData* draw_data, Draw::DrawContext *draw);
IMGUI_IMPL_API bool ImGui_ImplThin3d_CreateFontsTexture(Draw::DrawContext *draw);
IMGUI_IMPL_API void ImGui_ImplThin3d_DestroyFontsTexture(Draw::DrawContext *draw);
IMGUI_IMPL_API void ImGui_ImplThin3d_SetMinImageCount(uint32_t min_image_count); // To override MinImageCount after initialization (e.g. if swap chain is recreated)
IMGUI_IMPL_API ImTextureID ImGui_ImplThin3d_AddTexture(Draw::Texture *texture);
IMGUI_IMPL_API Draw::Texture *ImGui_ImplThin3d_RemoveTexture(ImTextureID texture);
// 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_ImplThin3dH_Window
{
int Width = 0;
int Height = 0;
bool ClearEnable = true;
};
#endif // #ifndef IMGUI_DISABLE

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@ -0,0 +1,627 @@
// [DEAR IMGUI]
// This is a slightly modified version of stb_rect_pack.h 1.01.
// Grep for [DEAR IMGUI] to find the changes.
//
// stb_rect_pack.h - v1.01 - public domain - rectangle packing
// Sean Barrett 2014
//
// Useful for e.g. packing rectangular textures into an atlas.
// Does not do rotation.
//
// Before #including,
//
// #define STB_RECT_PACK_IMPLEMENTATION
//
// in the file that you want to have the implementation.
//
// Not necessarily the awesomest packing method, but better than
// the totally naive one in stb_truetype (which is primarily what
// this is meant to replace).
//
// Has only had a few tests run, may have issues.
//
// More docs to come.
//
// No memory allocations; uses qsort() and assert() from stdlib.
// Can override those by defining STBRP_SORT and STBRP_ASSERT.
//
// This library currently uses the Skyline Bottom-Left algorithm.
//
// Please note: better rectangle packers are welcome! Please
// implement them to the same API, but with a different init
// function.
//
// Credits
//
// Library
// Sean Barrett
// Minor features
// Martins Mozeiko
// github:IntellectualKitty
//
// Bugfixes / warning fixes
// Jeremy Jaussaud
// Fabian Giesen
//
// Version history:
//
// 1.01 (2021-07-11) always use large rect mode, expose STBRP__MAXVAL in public section
// 1.00 (2019-02-25) avoid small space waste; gracefully fail too-wide rectangles
// 0.99 (2019-02-07) warning fixes
// 0.11 (2017-03-03) return packing success/fail result
// 0.10 (2016-10-25) remove cast-away-const to avoid warnings
// 0.09 (2016-08-27) fix compiler warnings
// 0.08 (2015-09-13) really fix bug with empty rects (w=0 or h=0)
// 0.07 (2015-09-13) fix bug with empty rects (w=0 or h=0)
// 0.06 (2015-04-15) added STBRP_SORT to allow replacing qsort
// 0.05: added STBRP_ASSERT to allow replacing assert
// 0.04: fixed minor bug in STBRP_LARGE_RECTS support
// 0.01: initial release
//
// LICENSE
//
// See end of file for license information.
//////////////////////////////////////////////////////////////////////////////
//
// INCLUDE SECTION
//
#ifndef STB_INCLUDE_STB_RECT_PACK_H
#define STB_INCLUDE_STB_RECT_PACK_H
#define STB_RECT_PACK_VERSION 1
#ifdef STBRP_STATIC
#define STBRP_DEF static
#else
#define STBRP_DEF extern
#endif
#ifdef __cplusplus
extern "C" {
#endif
typedef struct stbrp_context stbrp_context;
typedef struct stbrp_node stbrp_node;
typedef struct stbrp_rect stbrp_rect;
typedef int stbrp_coord;
#define STBRP__MAXVAL 0x7fffffff
// Mostly for internal use, but this is the maximum supported coordinate value.
STBRP_DEF int stbrp_pack_rects (stbrp_context *context, stbrp_rect *rects, int num_rects);
// Assign packed locations to rectangles. The rectangles are of type
// 'stbrp_rect' defined below, stored in the array 'rects', and there
// are 'num_rects' many of them.
//
// Rectangles which are successfully packed have the 'was_packed' flag
// set to a non-zero value and 'x' and 'y' store the minimum location
// on each axis (i.e. bottom-left in cartesian coordinates, top-left
// if you imagine y increasing downwards). Rectangles which do not fit
// have the 'was_packed' flag set to 0.
//
// You should not try to access the 'rects' array from another thread
// while this function is running, as the function temporarily reorders
// the array while it executes.
//
// To pack into another rectangle, you need to call stbrp_init_target
// again. To continue packing into the same rectangle, you can call
// this function again. Calling this multiple times with multiple rect
// arrays will probably produce worse packing results than calling it
// a single time with the full rectangle array, but the option is
// available.
//
// The function returns 1 if all of the rectangles were successfully
// packed and 0 otherwise.
struct stbrp_rect
{
// reserved for your use:
int id;
// input:
stbrp_coord w, h;
// output:
stbrp_coord x, y;
int was_packed; // non-zero if valid packing
}; // 16 bytes, nominally
STBRP_DEF void stbrp_init_target (stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes);
// Initialize a rectangle packer to:
// pack a rectangle that is 'width' by 'height' in dimensions
// using temporary storage provided by the array 'nodes', which is 'num_nodes' long
//
// You must call this function every time you start packing into a new target.
//
// There is no "shutdown" function. The 'nodes' memory must stay valid for
// the following stbrp_pack_rects() call (or calls), but can be freed after
// the call (or calls) finish.
//
// Note: to guarantee best results, either:
// 1. make sure 'num_nodes' >= 'width'
// or 2. call stbrp_allow_out_of_mem() defined below with 'allow_out_of_mem = 1'
//
// If you don't do either of the above things, widths will be quantized to multiples
// of small integers to guarantee the algorithm doesn't run out of temporary storage.
//
// If you do #2, then the non-quantized algorithm will be used, but the algorithm
// may run out of temporary storage and be unable to pack some rectangles.
STBRP_DEF void stbrp_setup_allow_out_of_mem (stbrp_context *context, int allow_out_of_mem);
// Optionally call this function after init but before doing any packing to
// change the handling of the out-of-temp-memory scenario, described above.
// If you call init again, this will be reset to the default (false).
STBRP_DEF void stbrp_setup_heuristic (stbrp_context *context, int heuristic);
// Optionally select which packing heuristic the library should use. Different
// heuristics will produce better/worse results for different data sets.
// If you call init again, this will be reset to the default.
enum
{
STBRP_HEURISTIC_Skyline_default=0,
STBRP_HEURISTIC_Skyline_BL_sortHeight = STBRP_HEURISTIC_Skyline_default,
STBRP_HEURISTIC_Skyline_BF_sortHeight
};
//////////////////////////////////////////////////////////////////////////////
//
// the details of the following structures don't matter to you, but they must
// be visible so you can handle the memory allocations for them
struct stbrp_node
{
stbrp_coord x,y;
stbrp_node *next;
};
struct stbrp_context
{
int width;
int height;
int align;
int init_mode;
int heuristic;
int num_nodes;
stbrp_node *active_head;
stbrp_node *free_head;
stbrp_node extra[2]; // we allocate two extra nodes so optimal user-node-count is 'width' not 'width+2'
};
#ifdef __cplusplus
}
#endif
#endif
//////////////////////////////////////////////////////////////////////////////
//
// IMPLEMENTATION SECTION
//
#ifdef STB_RECT_PACK_IMPLEMENTATION
#ifndef STBRP_SORT
#include <stdlib.h>
#define STBRP_SORT qsort
#endif
#ifndef STBRP_ASSERT
#include <assert.h>
#define STBRP_ASSERT assert
#endif
#ifdef _MSC_VER
#define STBRP__NOTUSED(v) (void)(v)
#define STBRP__CDECL __cdecl
#else
#define STBRP__NOTUSED(v) (void)sizeof(v)
#define STBRP__CDECL
#endif
enum
{
STBRP__INIT_skyline = 1
};
STBRP_DEF void stbrp_setup_heuristic(stbrp_context *context, int heuristic)
{
switch (context->init_mode) {
case STBRP__INIT_skyline:
STBRP_ASSERT(heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight || heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight);
context->heuristic = heuristic;
break;
default:
STBRP_ASSERT(0);
}
}
STBRP_DEF void stbrp_setup_allow_out_of_mem(stbrp_context *context, int allow_out_of_mem)
{
if (allow_out_of_mem)
// if it's ok to run out of memory, then don't bother aligning them;
// this gives better packing, but may fail due to OOM (even though
// the rectangles easily fit). @TODO a smarter approach would be to only
// quantize once we've hit OOM, then we could get rid of this parameter.
context->align = 1;
else {
// if it's not ok to run out of memory, then quantize the widths
// so that num_nodes is always enough nodes.
//
// I.e. num_nodes * align >= width
// align >= width / num_nodes
// align = ceil(width/num_nodes)
context->align = (context->width + context->num_nodes-1) / context->num_nodes;
}
}
STBRP_DEF void stbrp_init_target(stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes)
{
int i;
for (i=0; i < num_nodes-1; ++i)
nodes[i].next = &nodes[i+1];
nodes[i].next = NULL;
context->init_mode = STBRP__INIT_skyline;
context->heuristic = STBRP_HEURISTIC_Skyline_default;
context->free_head = &nodes[0];
context->active_head = &context->extra[0];
context->width = width;
context->height = height;
context->num_nodes = num_nodes;
stbrp_setup_allow_out_of_mem(context, 0);
// node 0 is the full width, node 1 is the sentinel (lets us not store width explicitly)
context->extra[0].x = 0;
context->extra[0].y = 0;
context->extra[0].next = &context->extra[1];
context->extra[1].x = (stbrp_coord) width;
context->extra[1].y = (1<<30);
context->extra[1].next = NULL;
}
// find minimum y position if it starts at x1
static int stbrp__skyline_find_min_y(stbrp_context *c, stbrp_node *first, int x0, int width, int *pwaste)
{
stbrp_node *node = first;
int x1 = x0 + width;
int min_y, visited_width, waste_area;
STBRP__NOTUSED(c);
STBRP_ASSERT(first->x <= x0);
#if 0
// skip in case we're past the node
while (node->next->x <= x0)
++node;
#else
STBRP_ASSERT(node->next->x > x0); // we ended up handling this in the caller for efficiency
#endif
STBRP_ASSERT(node->x <= x0);
min_y = 0;
waste_area = 0;
visited_width = 0;
while (node->x < x1) {
if (node->y > min_y) {
// raise min_y higher.
// we've accounted for all waste up to min_y,
// but we'll now add more waste for everything we've visted
waste_area += visited_width * (node->y - min_y);
min_y = node->y;
// the first time through, visited_width might be reduced
if (node->x < x0)
visited_width += node->next->x - x0;
else
visited_width += node->next->x - node->x;
} else {
// add waste area
int under_width = node->next->x - node->x;
if (under_width + visited_width > width)
under_width = width - visited_width;
waste_area += under_width * (min_y - node->y);
visited_width += under_width;
}
node = node->next;
}
*pwaste = waste_area;
return min_y;
}
typedef struct
{
int x,y;
stbrp_node **prev_link;
} stbrp__findresult;
static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int width, int height)
{
int best_waste = (1<<30), best_x, best_y = (1 << 30);
stbrp__findresult fr;
stbrp_node **prev, *node, *tail, **best = NULL;
// align to multiple of c->align
width = (width + c->align - 1);
width -= width % c->align;
STBRP_ASSERT(width % c->align == 0);
// if it can't possibly fit, bail immediately
if (width > c->width || height > c->height) {
fr.prev_link = NULL;
fr.x = fr.y = 0;
return fr;
}
node = c->active_head;
prev = &c->active_head;
while (node->x + width <= c->width) {
int y,waste;
y = stbrp__skyline_find_min_y(c, node, node->x, width, &waste);
if (c->heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight) { // actually just want to test BL
// bottom left
if (y < best_y) {
best_y = y;
best = prev;
}
} else {
// best-fit
if (y + height <= c->height) {
// can only use it if it first vertically
if (y < best_y || (y == best_y && waste < best_waste)) {
best_y = y;
best_waste = waste;
best = prev;
}
}
}
prev = &node->next;
node = node->next;
}
best_x = (best == NULL) ? 0 : (*best)->x;
// if doing best-fit (BF), we also have to try aligning right edge to each node position
//
// e.g, if fitting
//
// ____________________
// |____________________|
//
// into
//
// | |
// | ____________|
// |____________|
//
// then right-aligned reduces waste, but bottom-left BL is always chooses left-aligned
//
// This makes BF take about 2x the time
if (c->heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight) {
tail = c->active_head;
node = c->active_head;
prev = &c->active_head;
// find first node that's admissible
while (tail->x < width)
tail = tail->next;
while (tail) {
int xpos = tail->x - width;
int y,waste;
STBRP_ASSERT(xpos >= 0);
// find the left position that matches this
while (node->next->x <= xpos) {
prev = &node->next;
node = node->next;
}
STBRP_ASSERT(node->next->x > xpos && node->x <= xpos);
y = stbrp__skyline_find_min_y(c, node, xpos, width, &waste);
if (y + height <= c->height) {
if (y <= best_y) {
if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) {
best_x = xpos;
//STBRP_ASSERT(y <= best_y); [DEAR IMGUI]
best_y = y;
best_waste = waste;
best = prev;
}
}
}
tail = tail->next;
}
}
fr.prev_link = best;
fr.x = best_x;
fr.y = best_y;
return fr;
}
static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, int width, int height)
{
// find best position according to heuristic
stbrp__findresult res = stbrp__skyline_find_best_pos(context, width, height);
stbrp_node *node, *cur;
// bail if:
// 1. it failed
// 2. the best node doesn't fit (we don't always check this)
// 3. we're out of memory
if (res.prev_link == NULL || res.y + height > context->height || context->free_head == NULL) {
res.prev_link = NULL;
return res;
}
// on success, create new node
node = context->free_head;
node->x = (stbrp_coord) res.x;
node->y = (stbrp_coord) (res.y + height);
context->free_head = node->next;
// insert the new node into the right starting point, and
// let 'cur' point to the remaining nodes needing to be
// stiched back in
cur = *res.prev_link;
if (cur->x < res.x) {
// preserve the existing one, so start testing with the next one
stbrp_node *next = cur->next;
cur->next = node;
cur = next;
} else {
*res.prev_link = node;
}
// from here, traverse cur and free the nodes, until we get to one
// that shouldn't be freed
while (cur->next && cur->next->x <= res.x + width) {
stbrp_node *next = cur->next;
// move the current node to the free list
cur->next = context->free_head;
context->free_head = cur;
cur = next;
}
// stitch the list back in
node->next = cur;
if (cur->x < res.x + width)
cur->x = (stbrp_coord) (res.x + width);
#ifdef _DEBUG
cur = context->active_head;
while (cur->x < context->width) {
STBRP_ASSERT(cur->x < cur->next->x);
cur = cur->next;
}
STBRP_ASSERT(cur->next == NULL);
{
int count=0;
cur = context->active_head;
while (cur) {
cur = cur->next;
++count;
}
cur = context->free_head;
while (cur) {
cur = cur->next;
++count;
}
STBRP_ASSERT(count == context->num_nodes+2);
}
#endif
return res;
}
static int STBRP__CDECL rect_height_compare(const void *a, const void *b)
{
const stbrp_rect *p = (const stbrp_rect *) a;
const stbrp_rect *q = (const stbrp_rect *) b;
if (p->h > q->h)
return -1;
if (p->h < q->h)
return 1;
return (p->w > q->w) ? -1 : (p->w < q->w);
}
static int STBRP__CDECL rect_original_order(const void *a, const void *b)
{
const stbrp_rect *p = (const stbrp_rect *) a;
const stbrp_rect *q = (const stbrp_rect *) b;
return (p->was_packed < q->was_packed) ? -1 : (p->was_packed > q->was_packed);
}
STBRP_DEF int stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int num_rects)
{
int i, all_rects_packed = 1;
// we use the 'was_packed' field internally to allow sorting/unsorting
for (i=0; i < num_rects; ++i) {
rects[i].was_packed = i;
}
// sort according to heuristic
STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_height_compare);
for (i=0; i < num_rects; ++i) {
if (rects[i].w == 0 || rects[i].h == 0) {
rects[i].x = rects[i].y = 0; // empty rect needs no space
} else {
stbrp__findresult fr = stbrp__skyline_pack_rectangle(context, rects[i].w, rects[i].h);
if (fr.prev_link) {
rects[i].x = (stbrp_coord) fr.x;
rects[i].y = (stbrp_coord) fr.y;
} else {
rects[i].x = rects[i].y = STBRP__MAXVAL;
}
}
}
// unsort
STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_original_order);
// set was_packed flags and all_rects_packed status
for (i=0; i < num_rects; ++i) {
rects[i].was_packed = !(rects[i].x == STBRP__MAXVAL && rects[i].y == STBRP__MAXVAL);
if (!rects[i].was_packed)
all_rects_packed = 0;
}
// return the all_rects_packed status
return all_rects_packed;
}
#endif
/*
------------------------------------------------------------------------------
This software is available under 2 licenses -- choose whichever you prefer.
------------------------------------------------------------------------------
ALTERNATIVE A - MIT License
Copyright (c) 2017 Sean Barrett
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
of the Software, and to permit persons to whom the Software is furnished to do
so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
------------------------------------------------------------------------------
ALTERNATIVE B - Public Domain (www.unlicense.org)
This is free and unencumbered software released into the public domain.
Anyone is free to copy, modify, publish, use, compile, sell, or distribute this
software, either in source code form or as a compiled binary, for any purpose,
commercial or non-commercial, and by any means.
In jurisdictions that recognize copyright laws, the author or authors of this
software dedicate any and all copyright interest in the software to the public
domain. We make this dedication for the benefit of the public at large and to
the detriment of our heirs and successors. We intend this dedication to be an
overt act of relinquishment in perpetuity of all present and future rights to
this software under copyright law.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
------------------------------------------------------------------------------
*/

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@ -326,6 +326,15 @@ SOURCES_CXX += $(EXTDIR)/cityhash/city.cpp
SOURCES_CXX += \
$(EXTDIR)/basis_universal/basisu_transcoder.cpp
SOURCES_CXX += \
$(EXTDIR)/imgui/imgui.cpp \
$(EXTDIR)/imgui/imgui_demo.cpp \
$(EXTDIR)/imgui/imgui_draw.cpp \
$(EXTDIR)/imgui/imgui_impl_thin3d.cpp \
$(EXTDIR)/imgui/imgui_impl_platform.cpp \
$(EXTDIR)/imgui/imgui_tables.cpp \
$(EXTDIR)/imgui/imgui_widgets.cpp
SOURCES_CXX += \
$(EXTDIR)/armips/Core/Types.cpp