imgui: update imgui to v1.92.7, update dx9 backend to latest (#605)

This commit is contained in:
bicarus
2026-04-03 01:51:08 -07:00
committed by GitHub
parent 5af3e0d494
commit 1ad6a9412e
17 changed files with 13949 additions and 7546 deletions
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@@ -1,6 +1,6 @@
The MIT License (MIT) The MIT License (MIT)
Copyright (c) 2014-2023 Omar Cornut Copyright (c) 2014-2026 Omar Cornut
Permission is hereby granted, free of charge, to any person obtaining a copy Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal of this software and associated documentation files (the "Software"), to deal
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@@ -1,16 +1,37 @@
// dear imgui: Renderer for DirectX9 // dear imgui: Renderer Backend for DirectX9
// This needs to be used along with a Platform Binding (e.g. Win32) // This needs to be used along with a Platform Backend (e.g. Win32)
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. // [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [X] Renderer: IMGUI_USE_BGRA_PACKED_COLOR support, as this is the optimal color encoding for DirectX9.
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// https://github.com/ocornut/imgui // Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2026-03-19: Fixed issue in ImGui_ImplDX9_UpdateTexture() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295, #9310)
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
// 2025-06-11: DirectX9: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas.
// 2024-10-07: DirectX9: Changed default texture sampler to Clamp instead of Repeat/Wrap.
// 2024-02-12: DirectX9: Using RGBA format when supported by the driver to avoid CPU side conversion. (#6575)
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-06-25: DirectX9: Explicitly disable texture state stages after >= 1.
// 2021-05-19: DirectX9: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
// 2021-04-23: DirectX9: Explicitly setting up more graphics states to increase compatibility with unusual non-default states.
// 2021-03-18: DirectX9: Calling IDirect3DStateBlock9::Capture() after CreateStateBlock() as a workaround for state restoring issues (see #3857).
// 2021-03-03: DirectX9: Added support for IMGUI_USE_BGRA_PACKED_COLOR in user's imconfig file.
// 2021-02-18: DirectX9: Change blending equation to preserve alpha in output buffer.
// 2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. // 2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
// 2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
// 2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects(). // 2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects().
@@ -22,94 +43,76 @@
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself.
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
#include "imgui_impl_dx9.h"
#include <algorithm> #include <algorithm>
// DirectX
#include <d3d9.h>
#include "imgui.h" #include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_dx9.h"
// allow std::min use // allow std::min use
#ifdef min #ifdef min
#undef min #undef min
#endif #endif
// DirectX data // DirectX
static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; #include <d3d9.h>
static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL;
static LPDIRECT3DINDEXBUFFER9 g_pIB = NULL;
static LPDIRECT3DTEXTURE9 g_FontTexture = NULL;
static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
// Clang/GCC warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
#endif
// DirectX data
struct ImGui_ImplDX9_Data
{
LPDIRECT3DDEVICE9 pd3dDevice;
LPDIRECT3DVERTEXBUFFER9 pVB;
LPDIRECT3DINDEXBUFFER9 pIB;
int VertexBufferSize;
int IndexBufferSize;
bool HasRgbaSupport;
ImGui_ImplDX9_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
};
struct CUSTOMVERTEX
{
float pos[3];
D3DCOLOR col;
float uv[2];
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1) #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
// Render function. #ifdef IMGUI_USE_BGRA_PACKED_COLOR
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) #define IMGUI_COL_TO_DX9_ARGB(_COL) (_COL)
void ImGui_ImplDX9_RenderDrawData(ImDrawData *draw_data) { #else
#define IMGUI_COL_TO_DX9_ARGB(_COL) (((_COL) & 0xFF00FF00) | (((_COL) & 0xFF0000) >> 16) | (((_COL) & 0xFF) << 16))
#endif
// Avoid rendering when minimized // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
return; static ImGui_ImplDX9_Data* ImGui_ImplDX9_GetBackendData()
{
// Create and grow buffers if needed return ImGui::GetCurrentContext() ? (ImGui_ImplDX9_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount) {
if (g_pVB) {
g_pVB->Release();
g_pVB = NULL;
}
g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
if (g_pd3dDevice->CreateVertexBuffer(g_VertexBufferSize * sizeof(ImDrawVert),
D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX,
D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
return;
}
if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount) {
if (g_pIB) {
g_pIB->Release();
g_pIB = NULL;
}
g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
if (g_pd3dDevice->CreateIndexBuffer(g_IndexBufferSize * sizeof(ImDrawIdx),
D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY,
sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32,
D3DPOOL_DEFAULT, &g_pIB, NULL) < 0)
return;
} }
// Backup the DX9 state // Forward Declarations
IDirect3DStateBlock9 *d3d9_state_block = NULL; static void ImGui_ImplDX9_InitMultiViewportSupport();
if (g_pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0) static void ImGui_ImplDX9_ShutdownMultiViewportSupport();
return; static void ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows();
static void ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows();
// Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to) struct render_state_t {
D3DMATRIX last_world, last_view, last_projection; IDirect3DSurface9 *back_buffer;
g_pd3dDevice->GetTransform(D3DTS_WORLD, &last_world); IDirect3DSurface9 *depth_stencil;
g_pd3dDevice->GetTransform(D3DTS_VIEW, &last_view); IDirect3DSurface9 *render_targets[8];
g_pd3dDevice->GetTransform(D3DTS_PROJECTION, &last_projection); D3DCAPS9 caps;
};
// Copy all vertices into a single contiguous buffer // Functions
ImDrawVert *vtx_dst; static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data, struct render_state_t *render_state)
ImDrawIdx *idx_dst; {
if (g_pVB->Lock(0, (UINT) (draw_data->TotalVtxCount * sizeof(ImDrawVert)), (void **) &vtx_dst, ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
D3DLOCK_DISCARD) < 0)
return;
if (g_pIB->Lock(0, (UINT) (draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void **) &idx_dst,
D3DLOCK_DISCARD) < 0)
return;
for (int n = 0; n < draw_data->CmdListsCount; n++) {
const ImDrawList *cmd_list = draw_data->CmdLists[n];
memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
vtx_dst += cmd_list->VtxBuffer.Size;
idx_dst += cmd_list->IdxBuffer.Size;
}
g_pVB->Unlock();
g_pIB->Unlock();
g_pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(ImDrawVert));
g_pd3dDevice->SetIndices(g_pIB);
g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
// Setup viewport // Setup viewport
D3DVIEWPORT9 vp; D3DVIEWPORT9 vp;
@@ -118,64 +121,76 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData *draw_data) {
vp.Height = (DWORD)draw_data->DisplaySize.y; vp.Height = (DWORD)draw_data->DisplaySize.y;
vp.MinZ = 0.0f; vp.MinZ = 0.0f;
vp.MaxZ = 1.0f; vp.MaxZ = 1.0f;
g_pd3dDevice->SetViewport(&vp);
g_pd3dDevice->SetPixelShader(nullptr); LPDIRECT3DDEVICE9 device = bd->pd3dDevice;
g_pd3dDevice->SetVertexShader(nullptr); device->SetViewport(&vp);
D3DCAPS9 caps {}; // spice ldj
if (FAILED(g_pd3dDevice->GetDeviceCaps(&caps))) { {
caps.NumSimultaneousRTs = 0UL; if (FAILED(device->GetDeviceCaps(&render_state->caps))) {
render_state->caps.NumSimultaneousRTs = 0UL;
} }
IDirect3DSurface9 *back_buffer = nullptr;
IDirect3DSurface9 *depth_stencil = nullptr;
IDirect3DSurface9 *render_targets[8];
// save all previous render target state // save all previous render target state
for (size_t target = 0; target < std::min(8UL, caps.NumSimultaneousRTs); target++) { for (size_t target = 0; target < std::min(8UL, render_state->caps.NumSimultaneousRTs); target++) {
if (FAILED(g_pd3dDevice->GetRenderTarget(target, &render_targets[target]))) { if (FAILED(device->GetRenderTarget(target, &render_state->render_targets[target]))) {
render_targets[target] = nullptr; render_state->render_targets[target] = nullptr;
} }
} }
// get the previous depth stencil // get the previous depth stencil
if (FAILED(g_pd3dDevice->GetDepthStencilSurface(&depth_stencil))) { if (FAILED(device->GetDepthStencilSurface(&render_state->depth_stencil))) {
depth_stencil = nullptr; render_state->depth_stencil = nullptr;
} }
// set the back buffer as the current render target // set the back buffer as the current render target
if (SUCCEEDED(g_pd3dDevice->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &back_buffer))) { if (SUCCEEDED(device->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &render_state->back_buffer))) {
g_pd3dDevice->SetRenderTarget(0, back_buffer); device->SetRenderTarget(0, render_state->back_buffer);
g_pd3dDevice->SetDepthStencilSurface(nullptr); device->SetDepthStencilSurface(nullptr);
for (size_t target = 1; target < std::min(8UL, caps.NumSimultaneousRTs); target++) { for (size_t target = 1; target < std::min(8UL, render_state->caps.NumSimultaneousRTs); target++) {
g_pd3dDevice->SetRenderTarget(target, nullptr); device->SetRenderTarget(target, nullptr);
} }
} else { } else {
back_buffer = nullptr; render_state->back_buffer = nullptr;
}
} }
// Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient) // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient), bilinear sampling.
g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); device->SetPixelShader(nullptr);
g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, false); device->SetVertexShader(nullptr);
g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false); device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true); device->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, false); device->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); device->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); device->SetRenderState(D3DRS_ZENABLE, FALSE);
g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, true); device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
g_pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD); device->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
g_pd3dDevice->SetRenderState(D3DRS_FOGENABLE, false); device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); device->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); device->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE);
g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); device->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA);
g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); device->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); device->SetRenderState(D3DRS_FOGENABLE, FALSE);
g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); device->SetRenderState(D3DRS_RANGEFOGENABLE, FALSE);
g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); device->SetRenderState(D3DRS_SPECULARENABLE, FALSE);
device->SetRenderState(D3DRS_STENCILENABLE, FALSE);
device->SetRenderState(D3DRS_CLIPPING, TRUE);
device->SetRenderState(D3DRS_LIGHTING, FALSE);
device->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
device->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
device->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
device->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
device->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
device->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
device->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
device->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
// Setup orthographic projection matrix // Setup orthographic projection matrix
// 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. // 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.
@@ -193,151 +208,365 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData *draw_data) {
0.0f, 0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f,
(L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f (L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f
} } }; } } };
g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity); device->SetTransform(D3DTS_WORLD, &mat_identity);
g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity); device->SetTransform(D3DTS_VIEW, &mat_identity);
g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection); device->SetTransform(D3DTS_PROJECTION, &mat_projection);
} }
}
// Render function.
void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
{
// Avoid rendering when minimized
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
return;
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
LPDIRECT3DDEVICE9 device = bd->pd3dDevice;
// Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
// (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
if (draw_data->Textures != nullptr)
for (ImTextureData* tex : *draw_data->Textures)
if (tex->Status != ImTextureStatus_OK)
ImGui_ImplDX9_UpdateTexture(tex);
// Create and grow buffers if needed
if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
{
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
if (device->CreateVertexBuffer(bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, nullptr) < 0)
return;
}
if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
{
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
if (device->CreateIndexBuffer(bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, nullptr) < 0)
return;
}
// Backup the DX9 state
IDirect3DStateBlock9* state_block = nullptr;
if (device->CreateStateBlock(D3DSBT_ALL, &state_block) < 0)
return;
if (state_block->Capture() < 0)
{
state_block->Release();
return;
}
// Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to)
D3DMATRIX last_world, last_view, last_projection;
device->GetTransform(D3DTS_WORLD, &last_world);
device->GetTransform(D3DTS_VIEW, &last_view);
device->GetTransform(D3DTS_PROJECTION, &last_projection);
// Allocate buffers
CUSTOMVERTEX* vtx_dst;
ImDrawIdx* idx_dst;
if (bd->pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
{
state_block->Release();
return;
}
if (bd->pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
{
bd->pVB->Unlock();
state_block->Release();
return;
}
// Copy and convert all vertices into a single contiguous buffer, convert colors to DX9 default format.
// FIXME-OPT: This is a minor waste of resource, the ideal is to use imconfig.h and
// 1) to avoid repacking colors: #define IMGUI_USE_BGRA_PACKED_COLOR
// 2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; }
for (const ImDrawList* draw_list : draw_data->CmdLists)
{
const ImDrawVert* vtx_src = draw_list->VtxBuffer.Data;
for (int i = 0; i < draw_list->VtxBuffer.Size; i++)
{
vtx_dst->pos[0] = vtx_src->pos.x;
vtx_dst->pos[1] = vtx_src->pos.y;
vtx_dst->pos[2] = 0.0f;
vtx_dst->col = IMGUI_COL_TO_DX9_ARGB(vtx_src->col);
vtx_dst->uv[0] = vtx_src->uv.x;
vtx_dst->uv[1] = vtx_src->uv.y;
vtx_dst++;
vtx_src++;
}
memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
idx_dst += draw_list->IdxBuffer.Size;
}
bd->pVB->Unlock();
bd->pIB->Unlock();
device->SetStreamSource(0, bd->pVB, 0, sizeof(CUSTOMVERTEX));
device->SetIndices(bd->pIB);
device->SetFVF(D3DFVF_CUSTOMVERTEX);
// Setup desired DX state
struct render_state_t render_state = {};
ImGui_ImplDX9_SetupRenderState(draw_data, &render_state);
// Render command lists // Render command lists
// (Because we merged all buffers into a single one, we maintain our own offset into them) // (Because we merged all buffers into a single one, we maintain our own offset into them)
int global_vtx_offset = 0; int global_vtx_offset = 0;
int global_idx_offset = 0; int global_idx_offset = 0;
ImVec2 clip_off = draw_data->DisplayPos; ImVec2 clip_off = draw_data->DisplayPos;
for (int n = 0; n < draw_data->CmdListsCount; n++) { for (const ImDrawList* draw_list : draw_data->CmdLists)
const ImDrawList *cmd_list = draw_data->CmdLists[n]; {
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
const ImDrawCmd *pcmd = &cmd_list->CmdBuffer[cmd_i]; {
if (pcmd->UserCallback != NULL) { const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
pcmd->UserCallback(cmd_list, pcmd); if (pcmd->UserCallback != nullptr)
} else { {
const RECT r = {(LONG) (pcmd->ClipRect.x - clip_off.x), (LONG) (pcmd->ClipRect.y - clip_off.y), // User callback, registered via ImDrawList::AddCallback()
(LONG) (pcmd->ClipRect.z - clip_off.x), (LONG) (pcmd->ClipRect.w - clip_off.y)}; // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
auto texture = reinterpret_cast<IDirect3DBaseTexture9 *>(pcmd->TextureId); if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
g_pd3dDevice->SetTexture(0, texture); ImGui_ImplDX9_SetupRenderState(draw_data, &render_state);
g_pd3dDevice->SetScissorRect(&r); else
g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->UserCallback(draw_list, pcmd);
pcmd->VtxOffset + global_vtx_offset, 0, }
(UINT) cmd_list->VtxBuffer.Size, else
pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3); {
// Project scissor/clipping rectangles into framebuffer space
ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
continue;
// Apply scissor/clipping rectangle
const RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
device->SetScissorRect(&r);
// Bind texture, Draw
const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->GetTexID();
device->SetTexture(0, texture);
device->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)draw_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3);
} }
} }
global_idx_offset += cmd_list->IdxBuffer.Size; global_idx_offset += draw_list->IdxBuffer.Size;
global_vtx_offset += cmd_list->VtxBuffer.Size; global_vtx_offset += draw_list->VtxBuffer.Size;
} }
if (back_buffer) { // When using multi-viewports, it appears that there's an odd logic in DirectX9 which prevent subsequent windows
back_buffer->Release(); // from rendering until the first window submits at least one draw call, even once. That's our workaround. (see #2560)
back_buffer = nullptr; if (global_vtx_offset == 0)
} bd->pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 0, 0, 0);
// spice ldj
{
if (render_state.back_buffer) {
render_state.back_buffer->Release();
render_state.back_buffer = nullptr;
}
// restore previous depth stencil // restore previous depth stencil
if (depth_stencil) { if (render_state.depth_stencil) {
g_pd3dDevice->SetDepthStencilSurface(depth_stencil); device->SetDepthStencilSurface(render_state.depth_stencil);
depth_stencil->Release(); render_state.depth_stencil->Release();
depth_stencil = nullptr; render_state.depth_stencil = nullptr;
} }
// restore all render target state // restore all render target state
for (size_t target = 0; target < std::min(8UL, caps.NumSimultaneousRTs); target++) { for (size_t target = 0; target < std::min(8UL, render_state.caps.NumSimultaneousRTs); target++) {
auto render_target = render_targets[target]; auto render_target = render_state.render_targets[target];
if (render_target) { if (render_target) {
g_pd3dDevice->SetRenderTarget(target, render_target); device->SetRenderTarget(target, render_target);
render_target->Release(); render_target->Release();
} }
} }
// restore the DX9 transform
g_pd3dDevice->SetTransform(D3DTS_WORLD, &last_world);
g_pd3dDevice->SetTransform(D3DTS_VIEW, &last_view);
g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &last_projection);
// restore the DX9 state
d3d9_state_block->Apply();
d3d9_state_block->Release();
} }
bool ImGui_ImplDX9_Init(IDirect3DDevice9 *device) { // Restore the DX9 transform
device->SetTransform(D3DTS_WORLD, &last_world);
device->SetTransform(D3DTS_VIEW, &last_view);
device->SetTransform(D3DTS_PROJECTION, &last_projection);
// Setup back-end capabilities flags // Restore the DX9 state
auto &io = ImGui::GetIO(); state_block->Apply();
io.BackendRendererName = "imgui_impl_dx9"; state_block->Release();
// We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset;
g_pd3dDevice = device;
g_pd3dDevice->AddRef();
return true;
} }
void ImGui_ImplDX9_Shutdown() { static bool ImGui_ImplDX9_CheckFormatSupport(LPDIRECT3DDEVICE9 pDevice, D3DFORMAT format)
ImGui_ImplDX9_InvalidateDeviceObjects(); {
LPDIRECT3D9 pd3d = nullptr;
if (g_pd3dDevice) { if (pDevice->GetDirect3D(&pd3d) != D3D_OK)
g_pd3dDevice->Release(); return false;
g_pd3dDevice = NULL; D3DDEVICE_CREATION_PARAMETERS param = {};
D3DDISPLAYMODE mode = {};
if (pDevice->GetCreationParameters(&param) != D3D_OK || pDevice->GetDisplayMode(0, &mode) != D3D_OK)
{
pd3d->Release();
return false;
} }
// Font texture should support linear filter, color blend and write to render-target
bool support = (pd3d->CheckDeviceFormat(param.AdapterOrdinal, param.DeviceType, mode.Format, D3DUSAGE_DYNAMIC | D3DUSAGE_QUERY_FILTER | D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, format)) == D3D_OK;
pd3d->Release();
return support;
} }
static bool ImGui_ImplDX9_CreateFontsTexture() { bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
// Build texture atlas {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
unsigned char *pixels; IMGUI_CHECKVERSION();
int width, height, bytes_per_pixel; IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel);
// Upload texture to graphics system // Setup backend capabilities flags
g_FontTexture = NULL; ImGui_ImplDX9_Data* bd = IM_NEW(ImGui_ImplDX9_Data)();
if (g_pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, io.BackendRendererUserData = (void*)bd;
D3DPOOL_DEFAULT, &g_FontTexture, NULL) < 0) io.BackendRendererName = "imgui_impl_dx9";
return false; io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
D3DLOCKED_RECT tex_locked_rect; io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
if (g_FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK) io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
return false;
for (int y = 0; y < height; y++)
memcpy((unsigned char *) tex_locked_rect.pBits + tex_locked_rect.Pitch * y,
pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel));
g_FontTexture->UnlockRect(0);
// Store our identifier ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
io.Fonts->TexID = (ImTextureID) g_FontTexture; platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = 4096;
bd->pd3dDevice = device;
bd->pd3dDevice->AddRef();
bd->HasRgbaSupport = ImGui_ImplDX9_CheckFormatSupport(bd->pd3dDevice, D3DFMT_A8B8G8R8);
ImGui_ImplDX9_InitMultiViewportSupport();
return true; return true;
} }
bool ImGui_ImplDX9_CreateDeviceObjects() { void ImGui_ImplDX9_Shutdown()
if (!g_pd3dDevice) { {
return false; ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
} IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
return ImGui_ImplDX9_CreateFontsTexture(); ImGuiIO& io = ImGui::GetIO();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplDX9_ShutdownMultiViewportSupport();
ImGui_ImplDX9_InvalidateDeviceObjects();
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports);
platform_io.ClearRendererHandlers();
IM_DELETE(bd);
} }
void ImGui_ImplDX9_InvalidateDeviceObjects() { // Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices)
if (!g_pd3dDevice) static void ImGui_ImplDX9_CopyTextureRegion(bool tex_use_colors, const ImU32* src, int src_pitch, ImU32* dst, int dst_pitch, int w, int h)
{
#ifndef IMGUI_USE_BGRA_PACKED_COLOR
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
const bool convert_rgba_to_bgra = (!bd->HasRgbaSupport && tex_use_colors);
#else
const bool convert_rgba_to_bgra = false;
IM_UNUSED(tex_use_colors);
#endif
for (int y = 0; y < h; y++)
{
const ImU32* src_p = (const ImU32*)(const void*)((const unsigned char*)src + src_pitch * y);
ImU32* dst_p = (ImU32*)(void*)((unsigned char*)dst + dst_pitch * y);
if (convert_rgba_to_bgra)
for (int x = w; x > 0; x--, src_p++, dst_p++) // Convert copy
*dst_p = IMGUI_COL_TO_DX9_ARGB(*src_p);
else
memcpy(dst_p, src_p, w * 4); // Raw copy
}
}
void ImGui_ImplDX9_UpdateTexture(ImTextureData* tex)
{
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
if (tex->Status == ImTextureStatus_WantCreate)
{
// Create and upload new texture to graphics system
//IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
LPDIRECT3DTEXTURE9 dx_tex = nullptr;
HRESULT hr = bd->pd3dDevice->CreateTexture(tex->Width, tex->Height, 1, D3DUSAGE_DYNAMIC, bd->HasRgbaSupport ? D3DFMT_A8B8G8R8 : D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &dx_tex, nullptr);
if (hr < 0)
{
IM_ASSERT(hr >= 0 && "Backend failed to create texture!");
return; return;
if (g_pVB) {
g_pVB->Release();
g_pVB = NULL;
}
if (g_pIB) {
g_pIB->Release();
g_pIB = NULL;
}
if (g_FontTexture) {
g_FontTexture->Release();
g_FontTexture = NULL;
ImGui::GetIO().Fonts->TexID = 0;
} // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
} }
void ImGui_ImplDX9_NewFrame() { D3DLOCKED_RECT locked_rect;
if (!g_FontTexture) { if (dx_tex->LockRect(0, &locked_rect, nullptr, 0) == D3D_OK)
ImGui_ImplDX9_CreateDeviceObjects(); {
ImGui_ImplDX9_CopyTextureRegion(tex->UseColors, (ImU32*)tex->GetPixels(), tex->Width * 4, (ImU32*)locked_rect.pBits, (ImU32)locked_rect.Pitch, tex->Width, tex->Height);
dx_tex->UnlockRect(0);
} }
// Store identifiers
tex->SetTexID((ImTextureID)(intptr_t)dx_tex);
tex->SetStatus(ImTextureStatus_OK);
}
else if (tex->Status == ImTextureStatus_WantUpdates)
{
// Update selected blocks. We only ever write to textures regions which have never been used before!
// This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region.
LPDIRECT3DTEXTURE9 backend_tex = (LPDIRECT3DTEXTURE9)(intptr_t)tex->TexID;
RECT update_rect = { (LONG)tex->UpdateRect.x, (LONG)tex->UpdateRect.y, (LONG)(tex->UpdateRect.x + tex->UpdateRect.w), (LONG)(tex->UpdateRect.y + tex->UpdateRect.h) };
D3DLOCKED_RECT locked_rect;
if (backend_tex->LockRect(0, &locked_rect, &update_rect, 0) == D3D_OK)
for (ImTextureRect& r : tex->Updates)
ImGui_ImplDX9_CopyTextureRegion(tex->UseColors, (ImU32*)tex->GetPixelsAt(r.x, r.y), tex->Width * 4,
(ImU32*)locked_rect.pBits + (r.x - update_rect.left) + (r.y - update_rect.top) * (locked_rect.Pitch / 4), (int)locked_rect.Pitch, r.w, r.h);
backend_tex->UnlockRect(0);
tex->SetStatus(ImTextureStatus_OK);
}
else if (tex->Status == ImTextureStatus_WantDestroy)
{
if (tex->TexID != ImTextureID_Invalid)
if (LPDIRECT3DTEXTURE9 backend_tex = (LPDIRECT3DTEXTURE9)tex->TexID)
{
IM_ASSERT(tex->TexID == (ImTextureID)(intptr_t)backend_tex);
backend_tex->Release();
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
tex->SetTexID(ImTextureID_Invalid);
}
tex->SetStatus(ImTextureStatus_Destroyed);
}
}
bool ImGui_ImplDX9_CreateDeviceObjects()
{
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
if (!bd || !bd->pd3dDevice)
return false;
ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows();
return true;
}
void ImGui_ImplDX9_InvalidateDeviceObjects()
{
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
if (!bd || !bd->pd3dDevice)
return;
// Destroy all textures
for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
if (tex->RefCount == 1)
{
tex->SetStatus(ImTextureStatus_WantDestroy);
ImGui_ImplDX9_UpdateTexture(tex);
}
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows();
}
void ImGui_ImplDX9_NewFrame()
{
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX9_Init()?");
// IM_UNUSED(bd);
// spice ldj
{
IDirect3DSwapChain9 *swap_chain = nullptr; IDirect3DSwapChain9 *swap_chain = nullptr;
if (SUCCEEDED(g_pd3dDevice->GetSwapChain(0, &swap_chain))) { if (SUCCEEDED(bd->pd3dDevice->GetSwapChain(0, &swap_chain))) {
auto &io = ImGui::GetIO(); auto &io = ImGui::GetIO();
D3DPRESENT_PARAMETERS present_params {}; D3DPRESENT_PARAMETERS present_params {};
@@ -358,3 +587,150 @@ void ImGui_ImplDX9_NewFrame() {
swap_chain->Release(); swap_chain->Release();
} }
} }
}
//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
//--------------------------------------------------------------------------------------------------------
// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
struct ImGui_ImplDX9_ViewportData
{
IDirect3DSwapChain9* SwapChain;
D3DPRESENT_PARAMETERS d3dpp;
ImGui_ImplDX9_ViewportData() { SwapChain = nullptr; ZeroMemory(&d3dpp, sizeof(D3DPRESENT_PARAMETERS)); }
~ImGui_ImplDX9_ViewportData() { IM_ASSERT(SwapChain == nullptr); }
};
static void ImGui_ImplDX9_CreateWindow(ImGuiViewport* viewport)
{
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
ImGui_ImplDX9_ViewportData* vd = IM_NEW(ImGui_ImplDX9_ViewportData)();
viewport->RendererUserData = vd;
// PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL's WindowID).
// Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND.
HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
IM_ASSERT(hwnd != 0);
ZeroMemory(&vd->d3dpp, sizeof(D3DPRESENT_PARAMETERS));
vd->d3dpp.Windowed = TRUE;
vd->d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
vd->d3dpp.BackBufferWidth = (UINT)viewport->Size.x;
vd->d3dpp.BackBufferHeight = (UINT)viewport->Size.y;
vd->d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
vd->d3dpp.hDeviceWindow = hwnd;
vd->d3dpp.EnableAutoDepthStencil = FALSE;
vd->d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
vd->d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync
HRESULT hr = bd->pd3dDevice->CreateAdditionalSwapChain(&vd->d3dpp, &vd->SwapChain); IM_UNUSED(hr);
IM_ASSERT(hr == D3D_OK);
IM_ASSERT(vd->SwapChain != nullptr);
}
static void ImGui_ImplDX9_DestroyWindow(ImGuiViewport* viewport)
{
// The main viewport (owned by the application) will always have RendererUserData == 0 since we didn't create the data for it.
if (ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData)
{
if (vd->SwapChain)
vd->SwapChain->Release();
vd->SwapChain = nullptr;
ZeroMemory(&vd->d3dpp, sizeof(D3DPRESENT_PARAMETERS));
IM_DELETE(vd);
}
viewport->RendererUserData = nullptr;
}
static void ImGui_ImplDX9_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
{
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData;
if (vd->SwapChain)
{
vd->SwapChain->Release();
vd->SwapChain = nullptr;
vd->d3dpp.BackBufferWidth = (UINT)size.x;
vd->d3dpp.BackBufferHeight = (UINT)size.y;
HRESULT hr = bd->pd3dDevice->CreateAdditionalSwapChain(&vd->d3dpp, &vd->SwapChain); IM_UNUSED(hr);
IM_ASSERT(hr == D3D_OK);
}
}
static void ImGui_ImplDX9_RenderWindow(ImGuiViewport* viewport, void*)
{
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData;
ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
LPDIRECT3DSURFACE9 render_target = nullptr;
LPDIRECT3DSURFACE9 last_render_target = nullptr;
LPDIRECT3DSURFACE9 last_depth_stencil = nullptr;
vd->SwapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &render_target);
bd->pd3dDevice->GetRenderTarget(0, &last_render_target);
bd->pd3dDevice->GetDepthStencilSurface(&last_depth_stencil);
bd->pd3dDevice->SetRenderTarget(0, render_target);
bd->pd3dDevice->SetDepthStencilSurface(nullptr);
if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
{
D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_color.x*255.0f), (int)(clear_color.y*255.0f), (int)(clear_color.z*255.0f), (int)(clear_color.w*255.0f));
bd->pd3dDevice->Clear(0, nullptr, D3DCLEAR_TARGET, clear_col_dx, 1.0f, 0);
}
ImGui_ImplDX9_RenderDrawData(viewport->DrawData);
// Restore render target
bd->pd3dDevice->SetRenderTarget(0, last_render_target);
bd->pd3dDevice->SetDepthStencilSurface(last_depth_stencil);
render_target->Release();
last_render_target->Release();
if (last_depth_stencil) last_depth_stencil->Release();
}
static void ImGui_ImplDX9_SwapBuffers(ImGuiViewport* viewport, void*)
{
ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData;
HRESULT hr = vd->SwapChain->Present(nullptr, nullptr, vd->d3dpp.hDeviceWindow, nullptr, 0);
// Let main application handle D3DERR_DEVICELOST by resetting the device.
IM_ASSERT(SUCCEEDED(hr) || hr == D3DERR_DEVICELOST);
}
static void ImGui_ImplDX9_InitMultiViewportSupport()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Renderer_CreateWindow = ImGui_ImplDX9_CreateWindow;
platform_io.Renderer_DestroyWindow = ImGui_ImplDX9_DestroyWindow;
platform_io.Renderer_SetWindowSize = ImGui_ImplDX9_SetWindowSize;
platform_io.Renderer_RenderWindow = ImGui_ImplDX9_RenderWindow;
platform_io.Renderer_SwapBuffers = ImGui_ImplDX9_SwapBuffers;
}
static void ImGui_ImplDX9_ShutdownMultiViewportSupport()
{
ImGui::DestroyPlatformWindows();
}
static void ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
for (int i = 1; i < platform_io.Viewports.Size; i++)
if (!platform_io.Viewports[i]->RendererUserData)
ImGui_ImplDX9_CreateWindow(platform_io.Viewports[i]);
}
static void ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
for (int i = 1; i < platform_io.Viewports.Size; i++)
if (platform_io.Viewports[i]->RendererUserData)
ImGui_ImplDX9_DestroyWindow(platform_io.Viewports[i]);
}
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE
+23 -10
View File
@@ -1,25 +1,38 @@
// dear imgui: Renderer for DirectX9 // dear imgui: Renderer Backend for DirectX9
// This needs to be used along with a Platform Binding (e.g. Win32) // This needs to be used along with a Platform Backend (e.g. Win32)
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. // [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [X] Renderer: IMGUI_USE_BGRA_PACKED_COLOR support, as this is the optimal color encoding for DirectX9.
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// https://github.com/ocornut/imgui // Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#pragma once #pragma once
#include "imgui.h" // IMGUI_IMPL_API
#include "imgui.h" #ifndef IMGUI_DISABLE
struct IDirect3DDevice9; struct IDirect3DDevice9;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplDX9_Init(IDirect3DDevice9* device); IMGUI_IMPL_API bool ImGui_ImplDX9_Init(IDirect3DDevice9* device);
IMGUI_IMPL_API void ImGui_ImplDX9_Shutdown(); IMGUI_IMPL_API void ImGui_ImplDX9_Shutdown();
IMGUI_IMPL_API void ImGui_ImplDX9_NewFrame(); IMGUI_IMPL_API void ImGui_ImplDX9_NewFrame();
IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data); IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data);
// Use if you want to reset your rendering device without losing ImGui state. // Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API bool ImGui_ImplDX9_CreateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplDX9_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects();
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
IMGUI_IMPL_API void ImGui_ImplDX9_UpdateTexture(ImTextureData* tex);
#endif // #ifndef IMGUI_DISABLE
+13 -5
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@@ -15,7 +15,8 @@
#pragma once #pragma once
//---- Define assertion handler. Defaults to calling assert(). //---- 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. // - 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.
// - Compiling with NDEBUG will usually strip out assert() to nothing, which is NOT recommended because we use asserts to notify of programmer mistakes.
//#define IM_ASSERT(_EXPR) MyAssert(_EXPR) //#define IM_ASSERT(_EXPR) MyAssert(_EXPR)
#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts #define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts
@@ -29,7 +30,6 @@
//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to clean your code of obsolete function/names. //---- 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_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. //---- 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. // 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.
@@ -49,6 +49,7 @@
//#define IMGUI_DISABLE_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle at all (replace them with dummies) //#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_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_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_DEFAULT_FONT // Disable default embedded fonts (ProggyClean/ProggyForever), remove ~9 KB + ~14 KB from output binary. AddFontDefaultXXX() functions will assert.
//#define IMGUI_DISABLE_SSE // Disable use of SSE intrinsics even if available //#define IMGUI_DISABLE_SSE // Disable use of SSE intrinsics even if available
//---- Enable Test Engine / Automation features. //---- Enable Test Engine / Automation features.
@@ -59,12 +60,15 @@
//#define IMGUI_INCLUDE_IMGUI_USER_H //#define IMGUI_INCLUDE_IMGUI_USER_H
//#define IMGUI_USER_H_FILENAME "my_folder/my_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) //---- Pack vertex colors as BGRA8 instead of RGBA8 (to avoid converting from one to another). Need dedicated backend support.
#define IMGUI_USE_BGRA_PACKED_COLOR #define IMGUI_USE_BGRA_PACKED_COLOR
//---- Performance optimization for DX9 //---- Performance optimization for DX9
#define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; } #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; }
//---- Use legacy CRC32-adler tables (used before 1.91.6), in order to preserve old .ini data that you cannot afford to invalidate.
//#define IMGUI_USE_LEGACY_CRC32_ADLER
//---- 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...) //---- 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 //#define IMGUI_USE_WCHAR32
@@ -83,13 +87,13 @@
//---- Use FreeType to build and rasterize the font atlas (instead of stb_truetype which is embedded by default in Dear ImGui) //---- 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). // 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).
// Note that imgui_freetype.cpp may be used _without_ this define, if you manually call ImFontAtlas::SetFontLoader(). The define is simply a convenience.
// On Windows you may use vcpkg with 'vcpkg install freetype --triplet=x64-windows' + 'vcpkg integrate install'. // On Windows you may use vcpkg with 'vcpkg install freetype --triplet=x64-windows' + 'vcpkg integrate install'.
//#define IMGUI_ENABLE_FREETYPE //#define IMGUI_ENABLE_FREETYPE
//---- Use FreeType + plutosvg or lunasvg to render OpenType SVG fonts (SVGinOT) //---- Use FreeType + plutosvg or lunasvg to render OpenType SVG fonts (SVGinOT)
// Only works in combination with IMGUI_ENABLE_FREETYPE. // Only works in combination with IMGUI_ENABLE_FREETYPE.
// - lunasvg is currently easier to acquire/install, as e.g. it is part of vcpkg. // - plutosvg is currently easier to install, as e.g. it is part of vcpkg. It will support more fonts and may load them faster. See misc/freetype/README for instructions.
// - plutosvg will support more fonts and may load them faster. It currently requires to be built manually but it is fairly easy. See misc/freetype/README for instructions.
// - Both require headers to be available in the include path + program to be linked with the library code (not provided). // - Both require headers to be available in the include path + program to be linked with the library code (not provided).
// - (note: lunasvg implementation is based on Freetype's rsvg-port.c which is licensed under CeCILL-C Free Software License Agreement) // - (note: lunasvg implementation is based on Freetype's rsvg-port.c which is licensed under CeCILL-C Free Software License Agreement)
//#define IMGUI_ENABLE_FREETYPE_PLUTOSVG //#define IMGUI_ENABLE_FREETYPE_PLUTOSVG
@@ -130,6 +134,10 @@
//#define IM_DEBUG_BREAK IM_ASSERT(0) //#define IM_DEBUG_BREAK IM_ASSERT(0)
//#define IM_DEBUG_BREAK __debugbreak() //#define IM_DEBUG_BREAK __debugbreak()
//---- Debug Tools: Enable highlight ID conflicts _before_ hovering items. When io.ConfigDebugHighlightIdConflicts is set.
// (THIS WILL SLOW DOWN DEAR IMGUI. Only use occasionally and disable after use)
//#define IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS
//---- Debug Tools: Enable slower asserts //---- Debug Tools: Enable slower asserts
//#define IMGUI_DEBUG_PARANOID //#define IMGUI_DEBUG_PARANOID
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@@ -315,7 +315,7 @@ static int stbrp__skyline_find_min_y(stbrp_context *c, stbrp_node *first, int x0
if (node->y > min_y) { if (node->y > min_y) {
// raise min_y higher. // raise min_y higher.
// we've accounted for all waste up to min_y, // we've accounted for all waste up to min_y,
// but we'll now add more waste for everything we've visted // but we'll now add more waste for everything we've visited
waste_area += visited_width * (node->y - min_y); waste_area += visited_width * (node->y - min_y);
min_y = node->y; min_y = node->y;
// the first time through, visited_width might be reduced // the first time through, visited_width might be reduced
@@ -470,7 +470,7 @@ static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, i
// insert the new node into the right starting point, and // insert the new node into the right starting point, and
// let 'cur' point to the remaining nodes needing to be // let 'cur' point to the remaining nodes needing to be
// stiched back in // stitched back in
cur = *res.prev_link; cur = *res.prev_link;
if (cur->x < res.x) { if (cur->x < res.x) {
+112 -54
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@@ -5,7 +5,8 @@
// - Fix in stb_textedit_find_charpos to handle last line (see https://github.com/ocornut/imgui/issues/6000 + #6783) // - Fix in stb_textedit_find_charpos to handle last line (see https://github.com/ocornut/imgui/issues/6000 + #6783)
// - Added name to struct or it may be forward declared in our code. // - Added name to struct or it may be forward declared in our code.
// - Added UTF-8 support (see https://github.com/nothings/stb/issues/188 + https://github.com/ocornut/imgui/pull/7925) // - Added UTF-8 support (see https://github.com/nothings/stb/issues/188 + https://github.com/ocornut/imgui/pull/7925)
// Grep for [DEAR IMGUI] to find the changes. // - Changed STB_TEXTEDIT_INSERTCHARS() to return inserted count (instead of 0/1 bool), allowing partial insertion.
// Grep for [DEAR IMGUI] to find some changes.
// - Also renamed macros used or defined outside of IMSTB_TEXTEDIT_IMPLEMENTATION block from STB_TEXTEDIT_* to IMSTB_TEXTEDIT_* // - Also renamed macros used or defined outside of IMSTB_TEXTEDIT_IMPLEMENTATION block from STB_TEXTEDIT_* to IMSTB_TEXTEDIT_*
// stb_textedit.h - v1.14 - public domain - Sean Barrett // stb_textedit.h - v1.14 - public domain - Sean Barrett
@@ -39,6 +40,7 @@
// //
// VERSION HISTORY // VERSION HISTORY
// //
// !!!! (2025-10-23) changed STB_TEXTEDIT_INSERTCHARS() to return inserted count (instead of 0/1 bool), allowing partial insertion.
// 1.14 (2021-07-11) page up/down, various fixes // 1.14 (2021-07-11) page up/down, various fixes
// 1.13 (2019-02-07) fix bug in undo size management // 1.13 (2019-02-07) fix bug in undo size management
// 1.12 (2018-01-29) user can change STB_TEXTEDIT_KEYTYPE, fix redo to avoid crash // 1.12 (2018-01-29) user can change STB_TEXTEDIT_KEYTYPE, fix redo to avoid crash
@@ -141,12 +143,14 @@
// with previous char) // with previous char)
// STB_TEXTEDIT_KEYTOTEXT(k) maps a keyboard input to an insertable character // STB_TEXTEDIT_KEYTOTEXT(k) maps a keyboard input to an insertable character
// (return type is int, -1 means not valid to insert) // (return type is int, -1 means not valid to insert)
// (not supported if you want to use UTF-8, see below)
// STB_TEXTEDIT_GETCHAR(obj,i) returns the i'th character of obj, 0-based // STB_TEXTEDIT_GETCHAR(obj,i) returns the i'th character of obj, 0-based
// STB_TEXTEDIT_NEWLINE the character returned by _GETCHAR() we recognize // STB_TEXTEDIT_NEWLINE the character returned by _GETCHAR() we recognize
// as manually wordwrapping for end-of-line positioning // as manually wordwrapping for end-of-line positioning
// //
// STB_TEXTEDIT_DELETECHARS(obj,i,n) delete n characters starting at i // STB_TEXTEDIT_DELETECHARS(obj,i,n) delete n characters starting at i
// STB_TEXTEDIT_INSERTCHARS(obj,i,c*,n) insert n characters at i (pointed to by STB_TEXTEDIT_CHARTYPE*) // STB_TEXTEDIT_INSERTCHARS(obj,i,c*,n) try to insert n characters at i (pointed to by STB_TEXTEDIT_CHARTYPE*)
// returns number of characters actually inserted. [DEAR IMGUI]
// //
// STB_TEXTEDIT_K_SHIFT a power of two that is or'd in to a keyboard input to represent the shift key // STB_TEXTEDIT_K_SHIFT a power of two that is or'd in to a keyboard input to represent the shift key
// //
@@ -178,6 +182,13 @@
// STB_TEXTEDIT_K_TEXTSTART2 secondary keyboard input to move cursor to start of text // STB_TEXTEDIT_K_TEXTSTART2 secondary keyboard input to move cursor to start of text
// STB_TEXTEDIT_K_TEXTEND2 secondary keyboard input to move cursor to end of text // STB_TEXTEDIT_K_TEXTEND2 secondary keyboard input to move cursor to end of text
// //
// To support UTF-8:
//
// STB_TEXTEDIT_GETPREVCHARINDEX returns index of previous character
// STB_TEXTEDIT_GETNEXTCHARINDEX returns index of next character
// Do NOT define STB_TEXTEDIT_KEYTOTEXT.
// Instead, call stb_textedit_text() directly for text contents.
//
// Keyboard input must be encoded as a single integer value; e.g. a character code // Keyboard input must be encoded as a single integer value; e.g. a character code
// and some bitflags that represent shift states. to simplify the interface, SHIFT must // and some bitflags that represent shift states. to simplify the interface, SHIFT must
// be a bitflag, so we can test the shifted state of cursor movements to allow selection, // be a bitflag, so we can test the shifted state of cursor movements to allow selection,
@@ -250,8 +261,10 @@
// if the STB_TEXTEDIT_KEYTOTEXT function is defined, selected keys are // if the STB_TEXTEDIT_KEYTOTEXT function is defined, selected keys are
// transformed into text and stb_textedit_text() is automatically called. // transformed into text and stb_textedit_text() is automatically called.
// //
// text: [DEAR IMGUI] added 2024-09 // text: (added 2025)
// call this to text inputs sent to the textfield. // call this to directly send text input the textfield, which is required
// for UTF-8 support, because stb_textedit_key() + STB_TEXTEDIT_KEYTOTEXT()
// cannot infer text length.
// //
// //
// When rendering, you can read the cursor position and selection state from // When rendering, you can read the cursor position and selection state from
@@ -400,6 +413,16 @@ typedef struct
#define IMSTB_TEXTEDIT_memmove memmove #define IMSTB_TEXTEDIT_memmove memmove
#endif #endif
// [DEAR IMGUI]
// Functions must be implemented for UTF8 support
// Code in this file that uses those functions is modified for [DEAR IMGUI] and deviates from the original stb_textedit.
// There is not necessarily a '[DEAR IMGUI]' at the usage sites.
#ifndef IMSTB_TEXTEDIT_GETPREVCHARINDEX
#define IMSTB_TEXTEDIT_GETPREVCHARINDEX(OBJ, IDX) ((IDX) - 1)
#endif
#ifndef IMSTB_TEXTEDIT_GETNEXTCHARINDEX
#define IMSTB_TEXTEDIT_GETNEXTCHARINDEX(OBJ, IDX) ((IDX) + 1)
#endif
///////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////
// //
@@ -407,7 +430,7 @@ typedef struct
// //
// traverse the layout to locate the nearest character to a display position // traverse the layout to locate the nearest character to a display position
static int stb_text_locate_coord(IMSTB_TEXTEDIT_STRING *str, float x, float y) static int stb_text_locate_coord(IMSTB_TEXTEDIT_STRING *str, float x, float y, int* out_side_on_line)
{ {
StbTexteditRow r; StbTexteditRow r;
int n = STB_TEXTEDIT_STRINGLEN(str); int n = STB_TEXTEDIT_STRINGLEN(str);
@@ -417,6 +440,7 @@ static int stb_text_locate_coord(IMSTB_TEXTEDIT_STRING *str, float x, float y)
r.x0 = r.x1 = 0; r.x0 = r.x1 = 0;
r.ymin = r.ymax = 0; r.ymin = r.ymax = 0;
r.num_chars = 0; r.num_chars = 0;
*out_side_on_line = 0;
// search rows to find one that straddles 'y' // search rows to find one that straddles 'y'
while (i < n) { while (i < n) {
@@ -436,7 +460,10 @@ static int stb_text_locate_coord(IMSTB_TEXTEDIT_STRING *str, float x, float y)
// below all text, return 'after' last character // below all text, return 'after' last character
if (i >= n) if (i >= n)
{
*out_side_on_line = 1;
return n; return n;
}
// check if it's before the beginning of the line // check if it's before the beginning of the line
if (x < r.x0) if (x < r.x0)
@@ -449,6 +476,7 @@ static int stb_text_locate_coord(IMSTB_TEXTEDIT_STRING *str, float x, float y)
for (k=0; k < r.num_chars; k = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, i + k) - i) { for (k=0; k < r.num_chars; k = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, i + k) - i) {
float w = STB_TEXTEDIT_GETWIDTH(str, i, k); float w = STB_TEXTEDIT_GETWIDTH(str, i, k);
if (x < prev_x+w) { if (x < prev_x+w) {
*out_side_on_line = (k == 0) ? 0 : 1;
if (x < prev_x+w/2) if (x < prev_x+w/2)
return k+i; return k+i;
else else
@@ -460,6 +488,7 @@ static int stb_text_locate_coord(IMSTB_TEXTEDIT_STRING *str, float x, float y)
} }
// if the last character is a newline, return that. otherwise return 'after' the last character // if the last character is a newline, return that. otherwise return 'after' the last character
*out_side_on_line = 1;
if (STB_TEXTEDIT_GETCHAR(str, i+r.num_chars-1) == STB_TEXTEDIT_NEWLINE) if (STB_TEXTEDIT_GETCHAR(str, i+r.num_chars-1) == STB_TEXTEDIT_NEWLINE)
return i+r.num_chars-1; return i+r.num_chars-1;
else else
@@ -471,6 +500,7 @@ static void stb_textedit_click(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *st
{ {
// In single-line mode, just always make y = 0. This lets the drag keep working if the mouse // In single-line mode, just always make y = 0. This lets the drag keep working if the mouse
// goes off the top or bottom of the text // goes off the top or bottom of the text
int side_on_line;
if( state->single_line ) if( state->single_line )
{ {
StbTexteditRow r; StbTexteditRow r;
@@ -478,16 +508,18 @@ static void stb_textedit_click(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *st
y = r.ymin; y = r.ymin;
} }
state->cursor = stb_text_locate_coord(str, x, y); state->cursor = stb_text_locate_coord(str, x, y, &side_on_line);
state->select_start = state->cursor; state->select_start = state->cursor;
state->select_end = state->cursor; state->select_end = state->cursor;
state->has_preferred_x = 0; state->has_preferred_x = 0;
str->LastMoveDirectionLR = (ImS8)(side_on_line ? ImGuiDir_Right : ImGuiDir_Left);
} }
// API drag: on mouse drag, move the cursor and selection endpoint to the clicked location // API drag: on mouse drag, move the cursor and selection endpoint to the clicked location
static void stb_textedit_drag(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) static void stb_textedit_drag(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y)
{ {
int p = 0; int p = 0;
int side_on_line;
// In single-line mode, just always make y = 0. This lets the drag keep working if the mouse // In single-line mode, just always make y = 0. This lets the drag keep working if the mouse
// goes off the top or bottom of the text // goes off the top or bottom of the text
@@ -501,8 +533,9 @@ static void stb_textedit_drag(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *sta
if (state->select_start == state->select_end) if (state->select_start == state->select_end)
state->select_start = state->cursor; state->select_start = state->cursor;
p = stb_text_locate_coord(str, x, y); p = stb_text_locate_coord(str, x, y, &side_on_line);
state->cursor = state->select_end = p; state->cursor = state->select_end = p;
str->LastMoveDirectionLR = (ImS8)(side_on_line ? ImGuiDir_Right : ImGuiDir_Left);
} }
///////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////
@@ -552,6 +585,8 @@ static void stb_textedit_find_charpos(StbFindState *find, IMSTB_TEXTEDIT_STRING
STB_TEXTEDIT_LAYOUTROW(&r, str, i); STB_TEXTEDIT_LAYOUTROW(&r, str, i);
if (n < i + r.num_chars) if (n < i + r.num_chars)
break; break;
if (str->LastMoveDirectionLR == ImGuiDir_Right && str->Stb->cursor > 0 && str->Stb->cursor == i + r.num_chars && STB_TEXTEDIT_GETCHAR(str, i + r.num_chars - 1) != STB_TEXTEDIT_NEWLINE) // [DEAR IMGUI] Wrapping point handling
break;
if (i + r.num_chars == z && z > 0 && STB_TEXTEDIT_GETCHAR(str, z - 1) != STB_TEXTEDIT_NEWLINE) // [DEAR IMGUI] special handling for last line if (i + r.num_chars == z && z > 0 && STB_TEXTEDIT_GETCHAR(str, z - 1) != STB_TEXTEDIT_NEWLINE) // [DEAR IMGUI] special handling for last line
break; // [DEAR IMGUI] break; // [DEAR IMGUI]
prev_start = i; prev_start = i;
@@ -648,15 +683,33 @@ static void stb_textedit_move_to_last(IMSTB_TEXTEDIT_STRING *str, STB_TexteditSt
} }
} }
// [DEAR IMGUI] // [DEAR IMGUI] Extracted this function so we can more easily add support for word-wrapping.
// Functions must be implemented for UTF8 support #ifndef STB_TEXTEDIT_MOVELINESTART
// Code in this file that uses those functions is modified for [DEAR IMGUI] and deviates from the original stb_textedit. static int stb_textedit_move_line_start(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int cursor)
// There is not necessarily a '[DEAR IMGUI]' at the usage sites. {
#ifndef IMSTB_TEXTEDIT_GETPREVCHARINDEX if (state->single_line)
#define IMSTB_TEXTEDIT_GETPREVCHARINDEX(obj, idx) (idx - 1) return 0;
while (cursor > 0) {
int prev = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, cursor);
if (STB_TEXTEDIT_GETCHAR(str, prev) == STB_TEXTEDIT_NEWLINE)
break;
cursor = prev;
}
return cursor;
}
#define STB_TEXTEDIT_MOVELINESTART stb_textedit_move_line_start
#endif #endif
#ifndef IMSTB_TEXTEDIT_GETNEXTCHARINDEX #ifndef STB_TEXTEDIT_MOVELINEEND
#define IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx) (idx + 1) static int stb_textedit_move_line_end(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int cursor)
{
int n = STB_TEXTEDIT_STRINGLEN(str);
if (state->single_line)
return n;
while (cursor < n && STB_TEXTEDIT_GETCHAR(str, cursor) != STB_TEXTEDIT_NEWLINE)
cursor = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, cursor);
return cursor;
}
#define STB_TEXTEDIT_MOVELINEEND stb_textedit_move_line_end
#endif #endif
#ifdef STB_TEXTEDIT_IS_SPACE #ifdef STB_TEXTEDIT_IS_SPACE
@@ -668,9 +721,9 @@ static int is_word_boundary( IMSTB_TEXTEDIT_STRING *str, int idx )
#ifndef STB_TEXTEDIT_MOVEWORDLEFT #ifndef STB_TEXTEDIT_MOVEWORDLEFT
static int stb_textedit_move_to_word_previous( IMSTB_TEXTEDIT_STRING *str, int c ) static int stb_textedit_move_to_word_previous( IMSTB_TEXTEDIT_STRING *str, int c )
{ {
--c; // always move at least one character c = IMSTB_TEXTEDIT_GETPREVCHARINDEX( str, c ); // always move at least one character
while (c >= 0 && !is_word_boundary(str, c)) while (c >= 0 && !is_word_boundary(str, c))
--c; c = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, c);
if( c < 0 ) if( c < 0 )
c = 0; c = 0;
@@ -684,9 +737,9 @@ static int stb_textedit_move_to_word_previous( IMSTB_TEXTEDIT_STRING *str, int c
static int stb_textedit_move_to_word_next( IMSTB_TEXTEDIT_STRING *str, int c ) static int stb_textedit_move_to_word_next( IMSTB_TEXTEDIT_STRING *str, int c )
{ {
const int len = STB_TEXTEDIT_STRINGLEN(str); const int len = STB_TEXTEDIT_STRINGLEN(str);
++c; // always move at least one character c = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, c); // always move at least one character
while( c < len && !is_word_boundary( str, c ) ) while( c < len && !is_word_boundary( str, c ) )
++c; c = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, c);
if( c > len ) if( c > len )
c = len; c = len;
@@ -725,7 +778,8 @@ static int stb_textedit_paste_internal(IMSTB_TEXTEDIT_STRING *str, STB_TexteditS
stb_textedit_clamp(str, state); stb_textedit_clamp(str, state);
stb_textedit_delete_selection(str,state); stb_textedit_delete_selection(str,state);
// try to insert the characters // try to insert the characters
if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, len)) { len = STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, len);
if (len) {
stb_text_makeundo_insert(state, state->cursor, len); stb_text_makeundo_insert(state, state->cursor, len);
state->cursor += len; state->cursor += len;
state->has_preferred_x = 0; state->has_preferred_x = 0;
@@ -739,6 +793,7 @@ static int stb_textedit_paste_internal(IMSTB_TEXTEDIT_STRING *str, STB_TexteditS
#define STB_TEXTEDIT_KEYTYPE int #define STB_TEXTEDIT_KEYTYPE int
#endif #endif
// API key: process text input
// [DEAR IMGUI] Added stb_textedit_text(), extracted out and called by stb_textedit_key() for backward compatibility. // [DEAR IMGUI] Added stb_textedit_text(), extracted out and called by stb_textedit_key() for backward compatibility.
static void stb_textedit_text(IMSTB_TEXTEDIT_STRING* str, STB_TexteditState* state, const IMSTB_TEXTEDIT_CHARTYPE* text, int text_len) static void stb_textedit_text(IMSTB_TEXTEDIT_STRING* str, STB_TexteditState* state, const IMSTB_TEXTEDIT_CHARTYPE* text, int text_len)
{ {
@@ -749,14 +804,15 @@ static void stb_textedit_text(IMSTB_TEXTEDIT_STRING* str, STB_TexteditState* sta
if (state->insert_mode && !STB_TEXT_HAS_SELECTION(state) && state->cursor < STB_TEXTEDIT_STRINGLEN(str)) { if (state->insert_mode && !STB_TEXT_HAS_SELECTION(state) && state->cursor < STB_TEXTEDIT_STRINGLEN(str)) {
stb_text_makeundo_replace(str, state, state->cursor, 1, 1); stb_text_makeundo_replace(str, state, state->cursor, 1, 1);
STB_TEXTEDIT_DELETECHARS(str, state->cursor, 1); STB_TEXTEDIT_DELETECHARS(str, state->cursor, 1);
if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, text_len)) { text_len = STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, text_len);
if (text_len) {
state->cursor += text_len; state->cursor += text_len;
state->has_preferred_x = 0; state->has_preferred_x = 0;
} }
} } else {
else {
stb_textedit_delete_selection(str, state); // implicitly clamps stb_textedit_delete_selection(str, state); // implicitly clamps
if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, text_len)) { text_len = STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, text_len);
if (text_len) {
stb_text_makeundo_insert(state, state->cursor, text_len); stb_text_makeundo_insert(state, state->cursor, text_len);
state->cursor += text_len; state->cursor += text_len;
state->has_preferred_x = 0; state->has_preferred_x = 0;
@@ -771,6 +827,7 @@ retry:
switch (key) { switch (key) {
default: { default: {
#ifdef STB_TEXTEDIT_KEYTOTEXT #ifdef STB_TEXTEDIT_KEYTOTEXT
// This is not suitable for UTF-8 support.
int c = STB_TEXTEDIT_KEYTOTEXT(key); int c = STB_TEXTEDIT_KEYTOTEXT(key);
if (c > 0) { if (c > 0) {
IMSTB_TEXTEDIT_CHARTYPE ch = (IMSTB_TEXTEDIT_CHARTYPE)c; IMSTB_TEXTEDIT_CHARTYPE ch = (IMSTB_TEXTEDIT_CHARTYPE)c;
@@ -911,15 +968,16 @@ retry:
// [DEAR IMGUI] // [DEAR IMGUI]
// going down while being on the last line shouldn't bring us to that line end // going down while being on the last line shouldn't bring us to that line end
if (STB_TEXTEDIT_GETCHAR(str, find.first_char + find.length - 1) != STB_TEXTEDIT_NEWLINE) //if (STB_TEXTEDIT_GETCHAR(str, find.first_char + find.length - 1) != STB_TEXTEDIT_NEWLINE)
break; // break;
// now find character position down a row // now find character position down a row
state->cursor = start; state->cursor = start;
STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor); STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor);
x = row.x0; x = row.x0;
for (i=0; i < row.num_chars; ++i) { for (i=0; i < row.num_chars; ) {
float dx = STB_TEXTEDIT_GETWIDTH(str, start, i); float dx = STB_TEXTEDIT_GETWIDTH(str, start, i);
int next = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor);
#ifdef IMSTB_TEXTEDIT_GETWIDTH_NEWLINE #ifdef IMSTB_TEXTEDIT_GETWIDTH_NEWLINE
if (dx == IMSTB_TEXTEDIT_GETWIDTH_NEWLINE) if (dx == IMSTB_TEXTEDIT_GETWIDTH_NEWLINE)
break; break;
@@ -927,10 +985,13 @@ retry:
x += dx; x += dx;
if (x > goal_x) if (x > goal_x)
break; break;
state->cursor = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor); i += next - state->cursor;
state->cursor = next;
} }
stb_textedit_clamp(str, state); stb_textedit_clamp(str, state);
if (state->cursor == find.first_char + find.length)
str->LastMoveDirectionLR = ImGuiDir_Left;
state->has_preferred_x = 1; state->has_preferred_x = 1;
state->preferred_x = goal_x; state->preferred_x = goal_x;
@@ -980,8 +1041,9 @@ retry:
state->cursor = find.prev_first; state->cursor = find.prev_first;
STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor); STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor);
x = row.x0; x = row.x0;
for (i=0; i < row.num_chars; ++i) { for (i=0; i < row.num_chars; ) {
float dx = STB_TEXTEDIT_GETWIDTH(str, find.prev_first, i); float dx = STB_TEXTEDIT_GETWIDTH(str, find.prev_first, i);
int next = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor);
#ifdef IMSTB_TEXTEDIT_GETWIDTH_NEWLINE #ifdef IMSTB_TEXTEDIT_GETWIDTH_NEWLINE
if (dx == IMSTB_TEXTEDIT_GETWIDTH_NEWLINE) if (dx == IMSTB_TEXTEDIT_GETWIDTH_NEWLINE)
break; break;
@@ -989,10 +1051,15 @@ retry:
x += dx; x += dx;
if (x > goal_x) if (x > goal_x)
break; break;
state->cursor = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor); i += next - state->cursor;
state->cursor = next;
} }
stb_textedit_clamp(str, state); stb_textedit_clamp(str, state);
if (state->cursor == find.first_char)
str->LastMoveDirectionLR = ImGuiDir_Right;
else if (state->cursor == find.prev_first)
str->LastMoveDirectionLR = ImGuiDir_Left;
state->has_preferred_x = 1; state->has_preferred_x = 1;
state->preferred_x = goal_x; state->preferred_x = goal_x;
@@ -1002,10 +1069,15 @@ retry:
// go to previous line // go to previous line
// (we need to scan previous line the hard way. maybe we could expose this as a new API function?) // (we need to scan previous line the hard way. maybe we could expose this as a new API function?)
prev_scan = find.prev_first > 0 ? find.prev_first - 1 : 0; prev_scan = find.prev_first > 0 ? find.prev_first - 1 : 0;
while (prev_scan > 0 && STB_TEXTEDIT_GETCHAR(str, prev_scan - 1) != STB_TEXTEDIT_NEWLINE) while (prev_scan > 0)
--prev_scan; {
int prev = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, prev_scan);
if (STB_TEXTEDIT_GETCHAR(str, prev) == STB_TEXTEDIT_NEWLINE)
break;
prev_scan = prev;
}
find.first_char = find.prev_first; find.first_char = find.prev_first;
find.prev_first = prev_scan; find.prev_first = STB_TEXTEDIT_MOVELINESTART(str, state, prev_scan);
} }
break; break;
} }
@@ -1079,10 +1151,7 @@ retry:
case STB_TEXTEDIT_K_LINESTART: case STB_TEXTEDIT_K_LINESTART:
stb_textedit_clamp(str, state); stb_textedit_clamp(str, state);
stb_textedit_move_to_first(state); stb_textedit_move_to_first(state);
if (state->single_line) state->cursor = STB_TEXTEDIT_MOVELINESTART(str, state, state->cursor);
state->cursor = 0;
else while (state->cursor > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) != STB_TEXTEDIT_NEWLINE)
--state->cursor;
state->has_preferred_x = 0; state->has_preferred_x = 0;
break; break;
@@ -1090,13 +1159,9 @@ retry:
case STB_TEXTEDIT_K_LINEEND2: case STB_TEXTEDIT_K_LINEEND2:
#endif #endif
case STB_TEXTEDIT_K_LINEEND: { case STB_TEXTEDIT_K_LINEEND: {
int n = STB_TEXTEDIT_STRINGLEN(str);
stb_textedit_clamp(str, state); stb_textedit_clamp(str, state);
stb_textedit_move_to_first(state); stb_textedit_move_to_last(str, state);
if (state->single_line) state->cursor = STB_TEXTEDIT_MOVELINEEND(str, state, state->cursor);
state->cursor = n;
else while (state->cursor < n && STB_TEXTEDIT_GETCHAR(str, state->cursor) != STB_TEXTEDIT_NEWLINE)
++state->cursor;
state->has_preferred_x = 0; state->has_preferred_x = 0;
break; break;
} }
@@ -1107,10 +1172,7 @@ retry:
case STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT: case STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT:
stb_textedit_clamp(str, state); stb_textedit_clamp(str, state);
stb_textedit_prep_selection_at_cursor(state); stb_textedit_prep_selection_at_cursor(state);
if (state->single_line) state->cursor = STB_TEXTEDIT_MOVELINESTART(str, state, state->cursor);
state->cursor = 0;
else while (state->cursor > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) != STB_TEXTEDIT_NEWLINE)
--state->cursor;
state->select_end = state->cursor; state->select_end = state->cursor;
state->has_preferred_x = 0; state->has_preferred_x = 0;
break; break;
@@ -1119,13 +1181,9 @@ retry:
case STB_TEXTEDIT_K_LINEEND2 | STB_TEXTEDIT_K_SHIFT: case STB_TEXTEDIT_K_LINEEND2 | STB_TEXTEDIT_K_SHIFT:
#endif #endif
case STB_TEXTEDIT_K_LINEEND | STB_TEXTEDIT_K_SHIFT: { case STB_TEXTEDIT_K_LINEEND | STB_TEXTEDIT_K_SHIFT: {
int n = STB_TEXTEDIT_STRINGLEN(str);
stb_textedit_clamp(str, state); stb_textedit_clamp(str, state);
stb_textedit_prep_selection_at_cursor(state); stb_textedit_prep_selection_at_cursor(state);
if (state->single_line) state->cursor = STB_TEXTEDIT_MOVELINEEND(str, state, state->cursor);
state->cursor = n;
else while (state->cursor < n && STB_TEXTEDIT_GETCHAR(str, state->cursor) != STB_TEXTEDIT_NEWLINE)
++state->cursor;
state->select_end = state->cursor; state->select_end = state->cursor;
state->has_preferred_x = 0; state->has_preferred_x = 0;
break; break;
@@ -1300,7 +1358,7 @@ static void stb_text_undo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state)
// check type of recorded action: // check type of recorded action:
if (u.insert_length) { if (u.insert_length) {
// easy case: was a deletion, so we need to insert n characters // easy case: was a deletion, so we need to insert n characters
STB_TEXTEDIT_INSERTCHARS(str, u.where, &s->undo_char[u.char_storage], u.insert_length); u.insert_length = STB_TEXTEDIT_INSERTCHARS(str, u.where, &s->undo_char[u.char_storage], u.insert_length);
s->undo_char_point -= u.insert_length; s->undo_char_point -= u.insert_length;
} }
@@ -1351,7 +1409,7 @@ static void stb_text_redo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state)
if (r.insert_length) { if (r.insert_length) {
// easy case: need to insert n characters // easy case: need to insert n characters
STB_TEXTEDIT_INSERTCHARS(str, r.where, &s->undo_char[r.char_storage], r.insert_length); r.insert_length = STB_TEXTEDIT_INSERTCHARS(str, r.where, &s->undo_char[r.char_storage], r.insert_length);
s->redo_char_point += r.insert_length; s->redo_char_point += r.insert_length;
} }
+3 -3
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@@ -886,7 +886,7 @@ STBTT_DEF unsigned char *stbtt_GetCodepointBitmap(const stbtt_fontinfo *info, fl
// xoff/yoff are the offset it pixel space from the glyph origin to the top-left of the bitmap // xoff/yoff are the offset it pixel space from the glyph origin to the top-left of the bitmap
STBTT_DEF unsigned char *stbtt_GetCodepointBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint, int *width, int *height, int *xoff, int *yoff); STBTT_DEF unsigned char *stbtt_GetCodepointBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint, int *width, int *height, int *xoff, int *yoff);
// the same as stbtt_GetCodepoitnBitmap, but you can specify a subpixel // the same as stbtt_GetCodepointBitmap, but you can specify a subpixel
// shift for the character // shift for the character
STBTT_DEF void stbtt_MakeCodepointBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int codepoint); STBTT_DEF void stbtt_MakeCodepointBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int codepoint);
@@ -4516,8 +4516,8 @@ static int stbtt__compute_crossings_x(float x, float y, int nverts, stbtt_vertex
q2[0] = (float)x2; q2[0] = (float)x2;
q2[1] = (float)y2; q2[1] = (float)y2;
if (equal(q0,q1) || equal(q1,q2)) { if (equal(q0,q1) || equal(q1,q2)) {
x0 = (int)verts[i-1].x; x0 = (int)verts[i-1].x; //-V1048
y0 = (int)verts[i-1].y; y0 = (int)verts[i-1].y; //-V1048
x1 = (int)verts[i ].x; x1 = (int)verts[i ].x;
y1 = (int)verts[i ].y; y1 = (int)verts[i ].y;
if (y > STBTT_min(y0,y1) && y < STBTT_max(y0,y1) && x > STBTT_min(x0,x1)) { if (y > STBTT_min(y0,y1) && y < STBTT_max(y0,y1) && x > STBTT_min(x0,x1)) {
+3 -3
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@@ -501,7 +501,7 @@ void paint_draw_cmd(
const SwOptions& options, const SwOptions& options,
Stats* stats) Stats* stats)
{ {
const auto texture = reinterpret_cast<const Texture*>(pcmd.TextureId); const auto texture = reinterpret_cast<const Texture*>(pcmd.GetTexID());
const auto offset = pcmd.IdxOffset; const auto offset = pcmd.IdxOffset;
// ImGui uses the first pixel for "white". // ImGui uses the first pixel for "white".
@@ -678,7 +678,7 @@ void bind_imgui_painting()
int font_width, font_height; int font_width, font_height;
io.Fonts->GetTexDataAsAlpha8(&tex_data, &font_width, &font_height); io.Fonts->GetTexDataAsAlpha8(&tex_data, &font_width, &font_height);
const auto texture = new Texture{tex_data, font_width, font_height}; const auto texture = new Texture{tex_data, font_width, font_height};
io.Fonts->TexID = reinterpret_cast<ImTextureID>(texture); io.Fonts->SetTexID(reinterpret_cast<ImTextureID>(texture));
} }
static Stats s_stats; // TODO: pass as an argument? static Stats s_stats; // TODO: pass as an argument?
@@ -700,7 +700,7 @@ void paint_imgui(uint32_t* pixels, int width_pixels, int height_pixels, const Sw
void unbind_imgui_painting() void unbind_imgui_painting()
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
delete reinterpret_cast<Texture*>(io.Fonts->TexID); delete reinterpret_cast<Texture*>(io.Fonts->TexID.GetTexID());
io.Fonts = nullptr; io.Fonts = nullptr;
} }
+2 -2
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@@ -185,7 +185,7 @@ void overlay::SpiceOverlay::init() {
if (UI_SCALE_PERCENT.has_value()) { if (UI_SCALE_PERCENT.has_value()) {
const auto scale = static_cast<float>(UI_SCALE_PERCENT.value()) / 100.f; const auto scale = static_cast<float>(UI_SCALE_PERCENT.value()) / 100.f;
ImGui::GetStyle().ScaleAllSizes(scale); ImGui::GetStyle().ScaleAllSizes(scale);
ImGui::GetIO().FontGlobalScale = scale; ImGui::GetStyle().FontScaleMain = scale;
} }
// based on CrimsonVesuvius theme from // based on CrimsonVesuvius theme from
@@ -283,7 +283,7 @@ void overlay::SpiceOverlay::init() {
io.FontAllowUserScaling = true; io.FontAllowUserScaling = true;
// add default font // add default font
io.Fonts->AddFontDefault(); io.Fonts->AddFontDefaultBitmap();
// add fallback fonts for missing glyph ranges // add fallback fonts for missing glyph ranges
ImFontConfig config {}; ImFontConfig config {};
+10 -15
View File
@@ -2196,9 +2196,8 @@ namespace overlay::windows {
auto analog_device_changed = ImGui::Combo( auto analog_device_changed = ImGui::Combo(
"Device", "Device",
&this->analogs_devices_selected, &this->analogs_devices_selected,
[](void* data, int i, const char **item) { [](void* data, int i) {
*item = ((std::vector<rawinput::Device*>*) data)->at(i)->desc.c_str(); return ((std::vector<rawinput::Device*>*) data)->at(i)->desc.c_str();
return true;
}, },
&this->analogs_devices, (int) this->analogs_devices.size()); &this->analogs_devices, (int) this->analogs_devices.size());
@@ -2317,9 +2316,8 @@ namespace overlay::windows {
// controls // controls
ImGui::Combo("Control", ImGui::Combo("Control",
&this->analogs_devices_control_selected, &this->analogs_devices_control_selected,
[](void* data, int i, const char **item) { [](void* data, int i) {
*item = ((std::vector<std::string>*) data)->at(i).c_str(); return ((std::vector<std::string>*) data)->at(i).c_str();
return true;
}, },
&control_names, control_names.size()); &control_names, control_names.size());
@@ -2957,9 +2955,8 @@ namespace overlay::windows {
bool control_changed = false; bool control_changed = false;
if (ImGui::Combo("Device", if (ImGui::Combo("Device",
&this->lights_devices_selected, &this->lights_devices_selected,
[] (void* data, int i, const char **item) { [] (void* data, int i) {
*item = ((std::vector<rawinput::Device*>*) data)->at(i)->desc.c_str(); return ((std::vector<rawinput::Device*>*) data)->at(i)->desc.c_str();
return true;
}, },
&this->lights_devices, (int) this->lights_devices.size())) { &this->lights_devices, (int) this->lights_devices.size())) {
this->lights_devices_control_selected = 0; this->lights_devices_control_selected = 0;
@@ -3054,9 +3051,8 @@ namespace overlay::windows {
// controls // controls
if (ImGui::Combo("Light Control", if (ImGui::Combo("Light Control",
&this->lights_devices_control_selected, &this->lights_devices_control_selected,
[] (void* data, int i, const char **item) { [] (void* data, int i) {
*item = ((std::vector<std::string> *) data)->at(i).c_str(); return ((std::vector<std::string> *) data)->at(i).c_str();
return true;
}, },
&control_names, control_names.size())) { &control_names, control_names.size())) {
control_changed = true; control_changed = true;
@@ -3137,10 +3133,9 @@ namespace overlay::windows {
ImGui::SetNextItemWidth(ImGui::GetContentRegionAvail().x); ImGui::SetNextItemWidth(ImGui::GetContentRegionAvail().x);
bool device_changed = ImGui::Combo("##AutoMatchDevice", bool device_changed = ImGui::Combo("##AutoMatchDevice",
&this->auto_match_device_selected, &this->auto_match_device_selected,
[] (void* data, int i, const char **item) { [] (void* data, int i) {
auto *devs = (std::vector<rawinput::Device*>*) data; auto *devs = (std::vector<rawinput::Device*>*) data;
*item = devs->at(i)->desc.c_str(); return devs->at(i)->desc.c_str();
return true;
}, },
&this->auto_match_devices, &this->auto_match_devices,
(int) this->auto_match_devices.size()); (int) this->auto_match_devices.size());