mirror of
https://github.com/wolfpld/tracy.git
synced 2025-03-20 07:40:02 +08:00
Update imgui to 1.71.
This commit is contained in:
@@ -12,6 +12,7 @@
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// - v0.56: (2018/06/08) added support for ImFontConfig::GlyphMinAdvanceX, GlyphMaxAdvanceX.
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// - v0.60: (2019/01/10) re-factored to match big update in STB builder. fixed texture height waste. fixed redundant glyphs when merging. support for glyph padding.
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// - v0.61: (2019/01/15) added support for imgui allocators + added FreeType only override function SetAllocatorFunctions().
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// - v0.62: (2019/02/09) added RasterizerFlags::Monochrome flag to disable font anti-aliasing (combine with ::MonoHinting for best results!)
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// Gamma Correct Blending:
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// FreeType assumes blending in linear space rather than gamma space.
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@@ -109,6 +110,7 @@ namespace
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FT_Face Face;
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unsigned int UserFlags; // = ImFontConfig::RasterizerFlags
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FT_Int32 LoadFlags;
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FT_Render_Mode RenderMode;
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};
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// From SDL_ttf: Handy routines for converting from fixed point
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@@ -142,6 +144,11 @@ namespace
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else
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LoadFlags |= FT_LOAD_TARGET_NORMAL;
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if (UserFlags & ImGuiFreeType::Monochrome)
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RenderMode = FT_RENDER_MODE_MONO;
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else
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RenderMode = FT_RENDER_MODE_NORMAL;
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return true;
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}
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@@ -208,7 +215,7 @@ namespace
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const FT_Bitmap* FreeTypeFont::RenderGlyphAndGetInfo(GlyphInfo* out_glyph_info)
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{
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FT_GlyphSlot slot = Face->glyph;
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FT_Error error = FT_Render_Glyph(slot, FT_RENDER_MODE_NORMAL);
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FT_Error error = FT_Render_Glyph(slot, RenderMode);
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if (error != 0)
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return NULL;
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@@ -230,16 +237,42 @@ namespace
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const uint8_t* src = ft_bitmap->buffer;
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const uint32_t src_pitch = ft_bitmap->pitch;
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if (multiply_table == NULL)
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switch (ft_bitmap->pixel_mode)
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{
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for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch)
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memcpy(dst, src, w);
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}
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else
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{
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for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch)
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for (uint32_t x = 0; x < w; x++)
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dst[x] = multiply_table[src[x]];
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case FT_PIXEL_MODE_GRAY: // Grayscale image, 1 byte per pixel.
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{
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if (multiply_table == NULL)
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{
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for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch)
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memcpy(dst, src, w);
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}
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else
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{
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for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch)
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for (uint32_t x = 0; x < w; x++)
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dst[x] = multiply_table[src[x]];
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}
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break;
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}
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case FT_PIXEL_MODE_MONO: // Monochrome image, 1 bit per pixel. The bits in each byte are ordered from MSB to LSB.
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{
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uint8_t color0 = multiply_table ? multiply_table[0] : 0;
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uint8_t color1 = multiply_table ? multiply_table[255] : 255;
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for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch)
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{
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uint8_t bits = 0;
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const uint8_t* bits_ptr = src;
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for (uint32_t x = 0; x < w; x++, bits <<= 1)
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{
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if ((x & 7) == 0)
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bits = *bits_ptr++;
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dst[x] = (bits & 0x80) ? color1 : color0;
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}
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}
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break;
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}
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default:
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IM_ASSERT(0 && "FreeTypeFont::BlitGlyph(): Unknown bitmap pixel mode!");
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}
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}
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}
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@@ -398,7 +431,7 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns
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const int BITMAP_BUFFERS_CHUNK_SIZE = 256 * 1024;
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int buf_bitmap_current_used_bytes = 0;
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ImVector<unsigned char*> buf_bitmap_buffers;
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buf_bitmap_buffers.push_back((unsigned char*)ImGui::MemAlloc(BITMAP_BUFFERS_CHUNK_SIZE));
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buf_bitmap_buffers.push_back((unsigned char*)IM_ALLOC(BITMAP_BUFFERS_CHUNK_SIZE));
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// 4. Gather glyphs sizes so we can pack them in our virtual canvas.
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// 8. Render/rasterize font characters into the texture
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@@ -440,7 +473,7 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns
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if (buf_bitmap_current_used_bytes + bitmap_size_in_bytes > BITMAP_BUFFERS_CHUNK_SIZE)
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{
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buf_bitmap_current_used_bytes = 0;
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buf_bitmap_buffers.push_back((unsigned char*)ImGui::MemAlloc(BITMAP_BUFFERS_CHUNK_SIZE));
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buf_bitmap_buffers.push_back((unsigned char*)IM_ALLOC(BITMAP_BUFFERS_CHUNK_SIZE));
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}
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// Blit rasterized pixels to our temporary buffer and keep a pointer to it.
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@@ -493,7 +526,7 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns
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// 7. Allocate texture
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atlas->TexHeight = (atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) ? (atlas->TexHeight + 1) : ImUpperPowerOfTwo(atlas->TexHeight);
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atlas->TexUvScale = ImVec2(1.0f / atlas->TexWidth, 1.0f / atlas->TexHeight);
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atlas->TexPixelsAlpha8 = (unsigned char*)ImGui::MemAlloc(atlas->TexWidth * atlas->TexHeight);
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atlas->TexPixelsAlpha8 = (unsigned char*)IM_ALLOC(atlas->TexWidth * atlas->TexHeight);
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memset(atlas->TexPixelsAlpha8, 0, atlas->TexWidth * atlas->TexHeight);
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// 8. Copy rasterized font characters back into the main texture
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@@ -557,7 +590,7 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns
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// Cleanup
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for (int buf_i = 0; buf_i < buf_bitmap_buffers.Size; buf_i++)
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ImGui::MemFree(buf_bitmap_buffers[buf_i]);
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IM_FREE(buf_bitmap_buffers[buf_i]);
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for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
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src_tmp_array[src_i].~ImFontBuildSrcDataFT();
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@@ -567,8 +600,8 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns
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}
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// Default memory allocators
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static void* ImFreeTypeDefaultAllocFunc(size_t size, void* user_data) { IM_UNUSED(user_data); return ImGui::MemAlloc(size); }
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static void ImFreeTypeDefaultFreeFunc(void* ptr, void* user_data) { IM_UNUSED(user_data); ImGui::MemFree(ptr); }
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static void* ImFreeTypeDefaultAllocFunc(size_t size, void* user_data) { IM_UNUSED(user_data); return IM_ALLOC(size); }
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static void ImFreeTypeDefaultFreeFunc(void* ptr, void* user_data) { IM_UNUSED(user_data); IM_FREE(ptr); }
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// Current memory allocators
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static void* (*GImFreeTypeAllocFunc)(size_t size, void* user_data) = ImFreeTypeDefaultAllocFunc;
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@@ -24,12 +24,13 @@ namespace ImGuiFreeType
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LightHinting = 1 << 3, // A lighter hinting algorithm for gray-level modes. Many generated glyphs are fuzzier but better resemble their original shape. This is achieved by snapping glyphs to the pixel grid only vertically (Y-axis), as is done by Microsoft's ClearType and Adobe's proprietary font renderer. This preserves inter-glyph spacing in horizontal text.
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MonoHinting = 1 << 4, // Strong hinting algorithm that should only be used for monochrome output.
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Bold = 1 << 5, // Styling: Should we artificially embolden the font?
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Oblique = 1 << 6 // Styling: Should we slant the font, emulating italic style?
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Oblique = 1 << 6, // Styling: Should we slant the font, emulating italic style?
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Monochrome = 1 << 7 // Disable anti-aliasing. Combine this with MonoHinting for best results!
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};
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IMGUI_API bool BuildFontAtlas(ImFontAtlas* atlas, unsigned int extra_flags = 0);
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// By default ImGuiFreeType will use ImGui::MemAlloc()/MemFree().
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// By default ImGuiFreeType will use IM_ALLOC()/IM_FREE().
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// However, as FreeType does lots of allocations we provide a way for the user to redirect it to a separate memory heap if desired:
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IMGUI_API void SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data = NULL);
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}
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@@ -15,6 +15,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().
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// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
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// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
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// 2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them.
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@@ -42,11 +43,11 @@
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#define GLFW_EXPOSE_NATIVE_WIN32
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#include <GLFW/glfw3native.h> // for glfwGetWin32Window
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#endif
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#define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ GLFW_FLOATING
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#define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_HOVERED
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#define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity
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#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale
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#define GLFW_HAS_VULKAN (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface
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#define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ GLFW_FLOATING
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#define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_HOVERED
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#define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity
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#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale
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#define GLFW_HAS_VULKAN (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface
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// Data
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enum GlfwClientApi
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@@ -55,7 +56,7 @@ enum GlfwClientApi
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GlfwClientApi_OpenGL,
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GlfwClientApi_Vulkan
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};
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static GLFWwindow* g_Window = NULL;
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static GLFWwindow* g_Window = NULL; // Main window
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static GlfwClientApi g_ClientApi = GlfwClientApi_Unknown;
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static double g_Time = 0.0;
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static bool g_MouseJustPressed[5] = { false, false, false, false, false };
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@@ -120,8 +121,7 @@ void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
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g_PrevUserCallbackChar(window, c);
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ImGuiIO& io = ImGui::GetIO();
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if (c > 0 && c < 0x10000)
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io.AddInputCharacter((unsigned short)c);
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io.AddInputCharacter(c);
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}
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static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
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@@ -5,6 +5,7 @@
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bits indices.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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@@ -12,6 +13,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
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// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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// 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop.
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// 2019-03-15: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early.
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@@ -102,6 +104,13 @@
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#endif
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#endif
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// Desktop GL has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
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#if defined(IMGUI_IMPL_OPENGL_ES2) || defined(IMGUI_IMPL_OPENGL_ES3)
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#define IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX 0
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#else
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#define IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX 1
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#endif
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// OpenGL Data
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static char g_GlslVersionString[32] = "";
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static GLuint g_FontTexture = 0;
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@@ -113,8 +122,12 @@ static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
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// Functions
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bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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{
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// Setup back-end capabilities flags
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ImGuiIO& io = ImGui::GetIO();
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io.BackendRendererName = "imgui_impl_opengl3";
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#if IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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#endif
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// Store GLSL version string so we can refer to it later in case we recreate shaders. Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
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#if defined(IMGUI_IMPL_OPENGL_ES2)
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@@ -165,7 +178,7 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
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#endif
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// Setup viewport, orthographic projection matrix
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// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
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// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
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glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
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float L = draw_data->DisplayPos.x;
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float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
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@@ -263,7 +276,6 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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size_t idx_buffer_offset = 0;
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// Upload vertex/index buffers
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glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
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@@ -300,10 +312,13 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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// Bind texture, Draw
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glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
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glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)idx_buffer_offset);
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#if IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX
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glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset);
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#else
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glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
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#endif
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}
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}
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idx_buffer_offset += pcmd->ElemCount * sizeof(ImDrawIdx);
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}
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}
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@@ -384,7 +399,7 @@ static bool CheckShader(GLuint handle, const char* desc)
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glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
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if ((GLboolean)status == GL_FALSE)
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fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s!\n", desc);
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if (log_length > 0)
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if (log_length > 1)
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{
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ImVector<char> buf;
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buf.resize((int)(log_length + 1));
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@@ -402,7 +417,7 @@ static bool CheckProgram(GLuint handle, const char* desc)
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glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
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if ((GLboolean)status == GL_FALSE)
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fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! (with GLSL '%s')\n", desc, g_GlslVersionString);
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if (log_length > 0)
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if (log_length > 1)
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{
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ImVector<char> buf;
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buf.resize((int)(log_length + 1));
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@@ -5,6 +5,7 @@
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bits indices.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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